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Revision: 1.167
Committed: Thu Aug 30 05:24:14 2007 UTC (16 years, 8 months ago) by root
Content type: text/plain
Branch: MAIN
Changes since 1.166: +1 -1 lines
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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->enemy = 0; // sometimes keeps an extra refcount on itself
189 ob->map = 0;
190 party = 0;
191
192 combat_ob = ranged_ob = 0; //TODO, should be special marker, non-refcounted, not this
193
194 players.erase (this);
195 }
196
197 // connect the player with a specific client
198 // also changes, rationalises, and fixes some incorrect settings
199 void
200 player::connect (client *ns)
201 {
202 this->ns = ns;
203 ns->pl = this;
204
205 run_on = 0;
206 fire_on = 0;
207 ob->close_container (); //TODO: client-specific
208
209 ns->update_look = 0;
210 ns->look_position = 0;
211
212 clear_los (this);
213
214 ns->reset_stats ();
215
216 /* make sure he's a player -- needed because of class change. */
217 ob->type = PLAYER; // we are paranoid
218 ob->race = ob->arch->race;
219
220 ob->carrying = sum_weight (ob);
221 link_player_skills (ob);
222
223 CLEAR_FLAG (ob, FLAG_NO_FIX_PLAYER);
224
225 assign (title, ob->arch->object::name);
226
227 /* if it's a dragon player, set the correct title here */
228 if (is_dragon_pl (ob))
229 {
230 object *tmp, *abil = 0, *skin = 0;
231
232 for (tmp = ob->inv; tmp; tmp = tmp->below)
233 if (tmp->type == FORCE)
234 if (tmp->arch->archname == shstr_dragon_ability_force)
235 abil = tmp;
236 else if (tmp->arch->archname == shstr_dragon_skin_force)
237 skin = tmp;
238
239 set_dragon_name (ob, abil, skin);
240 }
241
242 new_draw_info (NDI_UNIQUE, 0, ob, "Welcome Back!");
243
244 esrv_new_player (this, ob->weight + ob->carrying);
245
246 ob->flag [FLAG_READY_WEAPON] = false;
247 ob->flag [FLAG_READY_SKILL] = false;
248 ob->flag [FLAG_READY_BOW] = false;
249
250 for (object *op = ob->inv; op; op = op->below)
251 if (op->flag [FLAG_APPLIED])
252 switch (op->type)
253 {
254 case SKILL:
255 ob->flag [FLAG_APPLIED] = false;
256 break;
257
258 case WAND:
259 case ROD:
260 case HORN:
261 case BOW:
262 ranged_ob = op;
263 break;
264
265 case WEAPON:
266 combat_ob = op;
267 break;
268 }
269
270 ob->change_weapon (combat_ob ? combat_ob : ranged_ob);
271 ob->update_stats ();
272
273 ns->floorbox_update ();
274 esrv_send_inventory (ob, ob);
275 esrv_add_spells (this, 0);
276
277 activate ();
278
279 send_rules (ob);
280 send_news (ob);
281 display_motd (ob);
282
283 INVOKE_PLAYER (CONNECT, this);
284 INVOKE_PLAYER (LOGIN, this);
285 }
286
287 void
288 player::disconnect ()
289 {
290 if (ob)
291 {
292 ob->close_container (); //TODO: client-specific
293 ob->drop_unpaid_items ();
294 }
295
296 if (ns)
297 {
298 if (active)
299 INVOKE_PLAYER (LOGOUT, this, ARG_INT (0));
300
301 INVOKE_PLAYER (DISCONNECT, this);
302
303 ns->reset_stats ();
304 ns->pl = 0;
305 ns = 0;
306 }
307
308 observe = ob;
309
310 deactivate ();
311 }
312
313 // the need for this function can be explained
314 // by load_object not returning the object
315 void
316 player::set_object (object *op)
317 {
318 ob = observe = op;
319 ob->contr = this; /* this aren't yet in archetype */
320
321 ob->speed = 1.0f;
322 ob->speed_left = 0.5f;
323
324 ob->direction = 5; /* So player faces south */
325 }
326
327 void
328 player::set_observe (object *op)
329 {
330 observe = op ? op : ob;
331 do_los = 1;
332 }
333
334 player::player ()
335 {
336 /* There are some elements we want initialised to non zero value -
337 * we deal with that below this point.
338 */
339 outputs_sync = 4;
340 outputs_count = 4;
341 unapply = unapply_nochoice;
342
343 savebed_map = first_map_path; /* Init. respawn position */
344
345 gen_sp_armour = 10;
346 bowtype = bow_normal;
347 petmode = pet_normal;
348 listening = 10;
349 usekeys = containers;
350 peaceful = 1; /* default peaceful */
351 do_los = 1;
352
353 weapon_sp = 1.0f;
354 weapon_sp_left = 0.5f;
355 }
356
357 void
358 player::do_destroy ()
359 {
360 disconnect ();
361
362 attachable::do_destroy ();
363
364 if (ob)
365 {
366 ob->destroy_inv (false);
367 ob->destroy ();
368 }
369
370 ob = observe = 0;
371 }
372
373 player::~player ()
374 {
375 /* Clear item stack */
376 free (stack_items);
377 }
378
379 /* Tries to add player on the connection passed in ns.
380 * All we can really get in this is some settings like host and display
381 * mode.
382 */
383 player *
384 player::create ()
385 {
386 player *pl = new player;
387
388 pl->set_object (arch_to_object (get_player_archetype (0)));
389
390 pl->ob->roll_stats ();
391 pl->ob->stats.wc = 2;
392 pl->ob->run_away = 25; /* Then we panick... */
393
394 set_first_map (pl->ob);
395
396 return pl;
397 }
398
399 /*
400 * get_player_archetype() return next player archetype from archetype
401 * list. Not very efficient routine, but used only creating new players.
402 * Note: there MUST be at least one player archetype!
403 */
404 archetype *
405 get_player_archetype (archetype *at)
406 {
407 archvec::iterator i = at ? archetypes.find (at) : archetypes.begin ();
408
409 for (;;)
410 {
411 if (++i == archetypes.end ())
412 i = archetypes.begin ();
413 else if (*i == at)
414 cleanup ("not a single player archetype found");
415
416 if ((*i)->type == PLAYER)
417 return *i;
418 }
419 }
420
421 object *
422 get_nearest_player (object *mon)
423 {
424 object *op = NULL;
425 objectlink *ol;
426 unsigned lastdist;
427 rv_vector rv;
428
429 for (ol = first_friendly_object, lastdist = 1000; ol; ol = ol->next)
430 {
431 if (!can_detect_enemy (mon, ol->ob, &rv))
432 continue;
433
434 if (lastdist > rv.distance)
435 {
436 op = ol->ob;
437 lastdist = rv.distance;
438 }
439 }
440
441 for_all_players (pl)
442 if (can_detect_enemy (mon, pl->ob, &rv))
443 if (lastdist > rv.distance)
444 {
445 op = pl->ob;
446 lastdist = rv.distance;
447 }
448
449 #if 0
450 LOG (llevDebug, "get_nearest_player() finds player: %s\n", op ? &op->name : "(null)");
451 #endif
452 return op;
453 }
454
455 /* I believe this can safely go to 2, 3 is questionable, 4 will likely
456 * result in a monster paths backtracking. It basically determines how large a
457 * detour a monster will take from the direction path when looking
458 * for a path to the player. The values are in the amount of direction
459 * the deviation is
460 */
461 #define DETOUR_AMOUNT 2
462
463 /* This is used to prevent infinite loops. Consider a case where the
464 * player is in a chamber (with gate closed), and monsters are outside.
465 * with DETOUR_AMOUNT==2, the function will turn each corner, trying to
466 * find a path into the chamber. This is a good thing, but since there
467 * is no real path, it will just keep circling the chamber for
468 * ever (this could be a nice effect for monsters, but not for the function
469 * to get stuck in. I think for the monsters, if max is reached and
470 * we return the first direction the creature could move would result in the
471 * circling behaviour. Unfortunately, this function is also used to determined
472 * if the creature should cast a spell, so returning a direction in that case
473 * is probably not a good thing.
474 */
475 #define MAX_SPACES 50
476
477 /*
478 * Returns the direction to the player, if valid. Returns 0 otherwise.
479 * modified to verify there is a path to the player. Does this by stepping towards
480 * player and if path is blocked then see if blockage is close enough to player that
481 * direction to player is changed (ie zig or zag). Continue zig zag until either
482 * reach player or path is blocked. Thus, will only return true if there is a free
483 * path to player. Though path may not be a straight line. Note that it will find
484 * player hiding along a corridor at right angles to the corridor with the monster.
485 *
486 * Modified by MSW 2001-08-06 to handle tiled maps. Various notes:
487 * 1) With DETOUR_AMOUNT being 2, it should still go and find players hiding
488 * down corriders.
489 * 2) I think the old code was broken if the first direction the monster
490 * should move was blocked - the code would store the first direction without
491 * verifying that the player can actually move in that direction. The new
492 * code does not store anything in firstdir until we have verified that the
493 * monster can in fact move one space in that direction.
494 * 3) I'm not sure how good this code will be for moving multipart monsters,
495 * since only simple checks to blocked are being called, which could mean the monster
496 * is blocking itself.
497 */
498 int
499 path_to_player (object *mon, object *pl, unsigned mindiff)
500 {
501 rv_vector rv;
502 sint16 x, y;
503 int lastx, lasty, dir, i, diff, firstdir = 0, lastdir, max = MAX_SPACES, mflags, blocked;
504 maptile *m, *lastmap;
505
506 get_rangevector (mon, pl, &rv, 0);
507
508 if (rv.distance < mindiff)
509 return 0;
510
511 x = mon->x;
512 y = mon->y;
513 m = mon->map;
514 dir = rv.direction;
515 lastdir = firstdir = rv.direction; /* perhaps we stand next to pl, init firstdir too */
516 diff = ::max (abs (rv.distance_x), abs (rv.distance_y));
517
518 /* If we can't solve it within the search distance, return now. */
519 if (diff > max)
520 return 0;
521
522 while (diff > 1 && max > 0)
523 {
524 lastx = x;
525 lasty = y;
526 lastmap = m;
527 x = lastx + freearr_x[dir];
528 y = lasty + freearr_y[dir];
529
530 mflags = get_map_flags (m, &m, x, y, &x, &y);
531 blocked = (mflags & P_OUT_OF_MAP) ? MOVE_ALL : GET_MAP_MOVE_BLOCK (m, x, y);
532
533 /* Space is blocked - try changing direction a little */
534 if ((mflags & P_OUT_OF_MAP) || ((OB_TYPE_MOVE_BLOCK (mon, blocked) || (mflags & P_BLOCKSVIEW))
535 && (m == mon->map && blocked_link (mon, m, x, y))))
536 {
537 /* recalculate direction from last good location. Possible
538 * we were not traversing ideal location before.
539 */
540 get_rangevector_from_mapcoord (lastmap, lastx, lasty, pl, &rv, 0);
541 if (rv.direction != dir)
542 {
543 /* OK - says direction should be different - lets reset the
544 * the values so it will try again.
545 */
546 x = lastx;
547 y = lasty;
548 m = lastmap;
549 dir = firstdir = rv.direction;
550 }
551 else
552 {
553 /* direct path is blocked - try taking a side step to
554 * either the left or right.
555 * Note increase the values in the loop below to be
556 * more than -1/1 respectively will mean the monster takes
557 * bigger detour. Have to be careful about these values getting
558 * too big (3 or maybe 4 or higher) as the monster may just try
559 * stepping back and forth
560 */
561 for (i = -DETOUR_AMOUNT; i <= DETOUR_AMOUNT; i++)
562 {
563 if (i == 0)
564 continue; /* already did this, so skip it */
565 /* Use lastdir here - otherwise,
566 * since the direction that the creature should move in
567 * may change, you could get infinite loops.
568 * ie, player is northwest, but monster can only
569 * move west, so it does that. It goes some distance,
570 * gets blocked, finds that it should move north,
571 * can't do that, but now finds it can move east, and
572 * gets back to its original point. lastdir contains
573 * the last direction the creature has successfully
574 * moved.
575 */
576
577 x = lastx + freearr_x[absdir (lastdir + i)];
578 y = lasty + freearr_y[absdir (lastdir + i)];
579 m = lastmap;
580 mflags = get_map_flags (m, &m, x, y, &x, &y);
581 if (mflags & P_OUT_OF_MAP)
582 continue;
583 blocked = GET_MAP_MOVE_BLOCK (m, x, y);
584 if (OB_TYPE_MOVE_BLOCK (mon, blocked))
585 continue;
586 if (mflags & P_BLOCKSVIEW)
587 continue;
588
589 if (m == mon->map && blocked_link (mon, m, x, y))
590 break;
591 }
592 /* go through entire loop without finding a valid
593 * sidestep to take - thus, no valid path.
594 */
595 if (i == (DETOUR_AMOUNT + 1))
596 return 0;
597 diff--;
598 lastdir = dir;
599 max--;
600 if (!firstdir)
601 firstdir = dir + i;
602 } /* else check alternate directions */
603 } /* if blocked */
604 else
605 {
606 /* we moved towards creature, so diff is less */
607 diff--;
608 max--;
609 lastdir = dir;
610 if (!firstdir)
611 firstdir = dir;
612 }
613
614 if (diff <= 1)
615 {
616 /* Recalculate diff (distance) because we may not have actually
617 * headed toward player for entire distance.
618 */
619 get_rangevector_from_mapcoord (m, x, y, pl, &rv, 0);
620 diff = ::max (abs (rv.distance_x), abs (rv.distance_y));
621 }
622
623 if (diff > max)
624 return 0;
625 }
626
627 /* If we reached the max, didn't find a direction in time */
628 if (!max)
629 return 0;
630
631 return firstdir;
632 }
633
634 void
635 give_initial_items (object *pl, treasurelist * items)
636 {
637 object *op, *next = NULL;
638
639 if (pl->randomitems != NULL)
640 create_treasure (items, pl, GT_STARTEQUIP | GT_ONLY_GOOD, 1, 0);
641
642 for (op = pl->inv; op; op = next)
643 {
644 next = op->below;
645
646 /* Forces get applied per default, unless they have the
647 * flag "neutral" set. Sorry but I can't think of a better way
648 */
649 if (op->type == FORCE && !QUERY_FLAG (op, FLAG_NEUTRAL))
650 SET_FLAG (op, FLAG_APPLIED);
651
652 /* we never give weapons/armour if these cannot be used
653 * by this player due to race restrictions
654 */
655 if (pl->type == PLAYER)
656 {
657 if ((!QUERY_FLAG (pl, FLAG_USE_ARMOUR) &&
658 (op->type == ARMOUR || op->type == BOOTS ||
659 op->type == CLOAK || op->type == HELMET ||
660 op->type == SHIELD || op->type == GLOVES ||
661 op->type == BRACERS || op->type == GIRDLE)) || (!QUERY_FLAG (pl, FLAG_USE_WEAPON) && op->type == WEAPON))
662 {
663 op->destroy ();
664 continue;
665 }
666 }
667
668 /* This really needs to be better - we should really give
669 * a substitute spellbook. The problem is that we don't really
670 * have a good idea what to replace it with (need something like
671 * a first level treasurelist for each skill.)
672 * remove duplicate skills also
673 */
674 if (op->type == SPELLBOOK || op->type == SKILL)
675 {
676 object *tmp;
677
678 for (tmp = op->below; tmp; tmp = tmp->below)
679 if (tmp->type == op->type && tmp->name == op->name)
680 break;
681
682 if (tmp)
683 {
684 op->destroy ();
685 LOG (llevError, "give_initial_items: Removing duplicate object %s\n", &tmp->name);
686 continue;
687 }
688
689 if (op->nrof > 1)
690 op->nrof = 1;
691 }
692
693 if (op->type == SPELLBOOK && op->inv)
694 {
695 CLEAR_FLAG (op->inv, FLAG_STARTEQUIP);
696 }
697
698 /* Give starting characters identified, uncursed, and undamned
699 * items. Just don't identify gold or silver, or it won't be
700 * merged properly.
701 */
702 if (need_identify (op))
703 {
704 SET_FLAG (op, FLAG_IDENTIFIED);
705 CLEAR_FLAG (op, FLAG_CURSED);
706 CLEAR_FLAG (op, FLAG_DAMNED);
707 }
708 if (op->type == SPELL)
709 {
710 op->destroy ();
711 continue;
712 }
713 else if (op->type == SKILL)
714 {
715 SET_FLAG (op, FLAG_CAN_USE_SKILL);
716 op->stats.exp = 0;
717 op->level = 1;
718 }
719 /* lock all 'normal items by default */
720 else
721 SET_FLAG (op, FLAG_INV_LOCKED);
722 } /* for loop of objects in player inv */
723
724 /* Need to set up the skill pointers */
725 link_player_skills (pl);
726 }
727
728 void
729 get_party_password (object *op, partylist *party)
730 {
731 if (party == NULL)
732 {
733 LOG (llevError, "get_party_password(): tried to make player %s join a NULL party", &op->name);
734 return;
735 }
736
737 op->contr->write_buf[0] = '\0';
738 op->contr->ns->state = ST_GET_PARTY_PASSWORD;
739 op->contr->party_to_join = party;
740 send_query (op->contr->ns, CS_QUERY_HIDEINPUT, "What is the password?\n:");
741 }
742
743 /* This rolls four 1-6 rolls and sums the best 3 of the 4. */
744 static int
745 roll_stat (void)
746 {
747 int a[4], i, j, k;
748
749 for (i = 0; i < 4; i++)
750 a[i] = (int) rndm (6) + 1;
751
752 for (i = 0, j = 0, k = 7; i < 4; i++)
753 if (a[i] < k)
754 k = a[i], j = i;
755
756 for (i = 0, k = 0; i < 4; i++)
757 if (i != j)
758 k += a[i];
759
760 return k;
761 }
762
763 void
764 object::roll_stats ()
765 {
766 int statsort [NUM_STATS];
767
768 for (;;)
769 {
770 int sum = 0;
771 for (int i = NUM_STATS; i--; )
772 sum += statsort [i] = roll_stat ();
773
774 if (sum >= 82 && sum <= 116)
775 break;
776 }
777
778 // Sort the stats so that rerolling is easier...
779 std::sort (statsort, statsort + NUM_STATS, std::greater<int>());
780
781 for (int i = 0; i < NUM_STATS; ++i)
782 stats.stat (i) = statsort [i];
783
784 stats.exp = 0;
785 stats.ac = 0;
786
787 stats.hp = stats.maxhp;
788 stats.sp = stats.maxsp;
789 stats.grace = stats.maxgrace;
790
791 if (contr)
792 {
793 contr->levhp[1] = 9;
794 contr->levsp[1] = 6;
795 contr->levgrace[1] = 3;
796
797 contr->orig_stats = stats;
798 }
799 }
800
801 void
802 object::swap_stats (int a, int b)
803 {
804 swap (contr->orig_stats.stat (a), contr->orig_stats.stat (b));
805
806 for (int i = 0; i < NUM_STATS; ++i)
807 stats.stat (i) = contr->orig_stats.stat (i);
808
809 //TODO: the following code looks so borked and should, at the very least,
810 // be merged with the similar code in roll_stats
811 stats.ac = 0;
812
813 level = 1;
814 stats.exp = 0;
815 stats.ac = 0;
816
817 stats.hp = stats.maxhp;
818 stats.sp = stats.maxsp;
819 stats.grace = stats.maxgrace;
820
821 if (contr)
822 {
823 contr->levhp[1] = 9;
824 contr->levsp[1] = 6;
825 contr->levgrace[1] = 3;
826
827 contr->orig_stats = stats;
828 }
829 }
830
831 static void
832 start_info (object *op)
833 {
834 char buf[MAX_BUF];
835
836 sprintf (buf, "Welcome to Crossfire v%s!", VERSION);
837 new_draw_info (NDI_UNIQUE, 0, op, buf);
838 //new_draw_info (NDI_UNIQUE, 0, op, "Press `?' for help");
839 //new_draw_info (NDI_UNIQUE, 0, op, " ");
840 }
841
842 /* This function takes the key that is passed, and does the
843 * appropriate action with it (change race, or other things).
844 * The function name is for historical reasons - now we have
845 * separate race and class; this actually changes the RACE,
846 * not the class.
847 */
848 void
849 player::chargen_race_done ()
850 {
851 /* this must before then initial items are given */
852 esrv_new_player (ob->contr, ob->weight + ob->carrying);
853
854 treasurelist *tl = treasurelist::find ("starting_wealth");
855 if (tl)
856 create_treasure (tl, ob, 0, 0, 0);
857
858 INVOKE_PLAYER (BIRTH, ob->contr);
859 INVOKE_PLAYER (LOGIN, ob->contr);
860
861 ob->contr->ns->state = ST_PLAYING;
862
863 if (ob->msg)
864 ob->msg = 0;
865
866 /* We create this now because some of the unique maps will need it
867 * to save here.
868 */
869 {
870 char buf[MAX_BUF];
871 sprintf (buf, "%s/%s/%s", settings.localdir, settings.playerdir, &ob->name);
872 make_path_to_file (buf);
873 }
874
875 start_info (ob);
876 CLEAR_FLAG (ob, FLAG_WIZ);
877 give_initial_items (ob, ob->randomitems);
878 link_player_skills (ob);
879 esrv_send_inventory (ob, ob);
880 ob->update_stats ();
881
882 /* This moves the player to a different start map, if there
883 * is one for this race
884 */
885 if (*first_map_ext_path)
886 {
887 object *tmp;
888 char mapname[MAX_BUF];
889
890 snprintf (mapname, MAX_BUF - 1, "%s/%s", &first_map_ext_path, &ob->arch->archname);
891 tmp = object::create ();
892 EXIT_PATH (tmp) = mapname;
893 EXIT_X (tmp) = ob->x;
894 EXIT_Y (tmp) = ob->y;
895 ob->enter_exit (tmp); /* we don't really care if it succeeded;
896 * if the map isn't there, then stay on the
897 * default initial map */
898 tmp->destroy ();
899 }
900 else
901 LOG (llevDebug, "first_map_ext_path not set\n");
902 }
903
904 void
905 player::chargen_race_next ()
906 {
907 /* Following actually changes the race - this is the default command
908 * if we don't match with one of the options above.
909 */
910
911 do
912 {
913 shstr name = ob->name;
914 int x = ob->x, y = ob->y;
915
916 ob->remove_statbonus ();
917 ob->remove ();
918 ob->arch = get_player_archetype (ob->arch);
919 ob->arch->copy_to (ob);
920 ob->instantiate ();
921 ob->stats = ob->contr->orig_stats;
922 ob->name = ob->name_pl = name;
923 ob->x = x;
924 ob->y = y;
925 SET_ANIMATION (ob, 2); /* So player faces south */
926 insert_ob_in_map (ob, ob->map, ob, 0);
927 assign (ob->contr->title, ob->arch->object::name);
928 ob->add_statbonus ();
929 }
930 while (!allowed_class (ob));
931
932 update_object (ob, UP_OBJ_FACE);
933 esrv_update_item (UPD_FACE, ob, ob);
934 ob->update_stats ();
935 ob->stats.hp = ob->stats.maxhp;
936 ob->stats.sp = ob->stats.maxsp;
937 ob->stats.grace = 0;
938 }
939
940 void
941 flee_player (object *op)
942 {
943 int dir, diff;
944 rv_vector rv;
945
946 if (op->stats.hp < 0)
947 {
948 LOG (llevDebug, "Fleeing player is dead.\n");
949 CLEAR_FLAG (op, FLAG_SCARED);
950 return;
951 }
952
953 if (op->enemy == NULL)
954 {
955 LOG (llevDebug, "Fleeing player had no enemy.\n");
956 CLEAR_FLAG (op, FLAG_SCARED);
957 return;
958 }
959
960 /* Seen some crashes here. Since we don't store an
961 * op->enemy_count, it is possible that something destroys the
962 * actual enemy, and the object is recycled.
963 */
964 if (op->enemy->map == NULL)
965 {
966 CLEAR_FLAG (op, FLAG_SCARED);
967 op->enemy = NULL;
968 return;
969 }
970
971 if (!(random_roll (0, 4, op, PREFER_LOW)) && did_make_save (op, op->level, 0))
972 {
973 op->enemy = NULL;
974 CLEAR_FLAG (op, FLAG_SCARED);
975 return;
976 }
977
978 get_rangevector (op, op->enemy, &rv, 0);
979
980 dir = absdir (4 + rv.direction);
981 for (diff = 0; diff < 3; diff++)
982 {
983 int m = 1 - (RANDOM () & 2);
984
985 if (move_ob (op, absdir (dir + diff * m), op) || (diff == 0 && move_ob (op, absdir (dir - diff * m), op)))
986 return;
987 }
988
989 /* Cornered, get rid of scared */
990 CLEAR_FLAG (op, FLAG_SCARED);
991 op->enemy = NULL;
992 }
993
994 /* check_pick sees if there is stuff to be picked up/picks up stuff.
995 * It returns 1 if the player should keep on moving, 0 if he should
996 * stop.
997 */
998 int
999 check_pick (object *op)
1000 {
1001 object *tmp, *next;
1002 int stop = 0;
1003 int wvratio;
1004 char putstring[128];
1005
1006 /* if you're flying, you cna't pick up anything */
1007 if (op->move_type & MOVE_FLYING)
1008 return 1;
1009
1010 next = op->below;
1011
1012 /* loop while there are items on the floor that are not marked as
1013 * destroyed */
1014 while (next && !next->destroyed ())
1015 {
1016 tmp = next;
1017 next = tmp->below;
1018
1019 if (op->destroyed ())
1020 return 0;
1021
1022 if (!can_pick (op, tmp))
1023 continue;
1024
1025 if (op->contr->search_str[0] != '\0' && settings.search_items == TRUE)
1026 {
1027 if (item_matched_string (op, tmp, op->contr->search_str))
1028 pick_up (op, tmp);
1029 continue;
1030 }
1031
1032 /* high not bit set? We're using the old autopickup model */
1033 if (!(op->contr->mode & PU_NEWMODE))
1034 {
1035 switch (op->contr->mode)
1036 {
1037 case 0:
1038 return 1; /* don't pick up */
1039 case 1:
1040 pick_up (op, tmp);
1041 return 1;
1042 case 2:
1043 pick_up (op, tmp);
1044 return 0;
1045 case 3:
1046 return 0; /* stop before pickup */
1047 case 4:
1048 pick_up (op, tmp);
1049 break;
1050 case 5:
1051 pick_up (op, tmp);
1052 stop = 1;
1053 break;
1054 case 6:
1055 if (QUERY_FLAG (tmp, FLAG_KNOWN_MAGICAL) && !QUERY_FLAG (tmp, FLAG_KNOWN_CURSED))
1056 pick_up (op, tmp);
1057 break;
1058
1059 case 7:
1060 if (tmp->type == MONEY || tmp->type == GEM)
1061 pick_up (op, tmp);
1062 break;
1063
1064 default:
1065 /* use value density */
1066 if (!QUERY_FLAG (tmp, FLAG_UNPAID)
1067 && (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1))) >= op->contr->mode)
1068 pick_up (op, tmp);
1069 }
1070 }
1071 else
1072 { /* old model */
1073 /* NEW pickup handling */
1074 if (op->contr->mode & PU_DEBUG)
1075 {
1076 /* some debugging code to figure out item information */
1077 if (tmp->name != NULL)
1078 sprintf (putstring, "item name: %s item type: %d weight/value: %d",
1079 &tmp->name, tmp->type, (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1))));
1080 else
1081 sprintf (putstring, "item name: %s item type: %d weight/value: %d",
1082 &tmp->arch->archname, tmp->type, (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1))));
1083
1084 new_draw_info (NDI_UNIQUE, 0, op, putstring);
1085 }
1086
1087 /* philosophy:
1088 * It's easy to grab an item type from a pile, as long as it's
1089 * generic. This takes no game-time. For more detailed pickups
1090 * and selections, select-items should be used. This is a
1091 * grab-as-you-run type mode that's really useful for arrows for
1092 * example.
1093 * The drawback: right now it has no frontend, so you need to
1094 * stick the bits you want into a calculator in hex mode and then
1095 * convert to decimal and then 'pickup <#>
1096 */
1097
1098 /* the first two modes are exclusive: if NOTHING we return, if
1099 * STOP then we stop. All the rest are applied sequentially,
1100 * meaning if any test passes, the item gets picked up. */
1101
1102 /* if mode is set to pick nothing up, return */
1103
1104 if (op->contr->mode & PU_NOTHING)
1105 return 1;
1106
1107 /* if mode is set to stop when encountering objects, return */
1108 /* take STOP before INHIBIT since it doesn't actually pick
1109 * anything up */
1110
1111 if (op->contr->mode & PU_STOP)
1112 return 0;
1113
1114 /* useful for going into stores and not losing your settings... */
1115 /* and for battles wher you don't want to get loaded down while
1116 * fighting */
1117 if (op->contr->mode & PU_INHIBIT)
1118 return 1;
1119
1120 /* prevent us from turning into auto-thieves :) */
1121 if (QUERY_FLAG (tmp, FLAG_UNPAID))
1122 continue;
1123
1124 /* ignore known cursed objects */
1125 if (QUERY_FLAG (tmp, FLAG_KNOWN_CURSED) && op->contr->mode & PU_NOT_CURSED)
1126 continue;
1127
1128 /* all food and drink if desired */
1129 /* question: don't pick up known-poisonous stuff? */
1130 if (op->contr->mode & PU_FOOD)
1131 if (tmp->type == FOOD)
1132 {
1133 pick_up (op, tmp);
1134 continue;
1135 }
1136
1137 if (op->contr->mode & PU_DRINK)
1138 if (tmp->type == DRINK || (tmp->type == POISON && !QUERY_FLAG (tmp, FLAG_KNOWN_CURSED)))
1139 {
1140 pick_up (op, tmp);
1141 continue;
1142 }
1143
1144 if (op->contr->mode & PU_POTION)
1145 if (tmp->type == POTION)
1146 {
1147 pick_up (op, tmp);
1148 continue;
1149 }
1150
1151 /* spellbooks, skillscrolls and normal books/scrolls */
1152 if (op->contr->mode & PU_SPELLBOOK)
1153 if (tmp->type == SPELLBOOK)
1154 {
1155 pick_up (op, tmp);
1156 continue;
1157 }
1158
1159 if (op->contr->mode & PU_SKILLSCROLL)
1160 if (tmp->type == SKILLSCROLL)
1161 {
1162 pick_up (op, tmp);
1163 continue;
1164 }
1165
1166 if (op->contr->mode & PU_READABLES)
1167 if (tmp->type == BOOK || tmp->type == SCROLL || tmp->type == INSCRIBABLE)
1168 {
1169 pick_up (op, tmp);
1170 continue;
1171 }
1172
1173 /* wands/staves/rods/horns */
1174 if (op->contr->mode & PU_MAGIC_DEVICE)
1175 if (tmp->type == WAND || tmp->type == ROD || tmp->type == HORN)
1176 {
1177 pick_up (op, tmp);
1178 continue;
1179 }
1180
1181 /* pick up all magical items */
1182 if (op->contr->mode & PU_MAGICAL)
1183 if (QUERY_FLAG (tmp, FLAG_KNOWN_MAGICAL) && !QUERY_FLAG (tmp, FLAG_KNOWN_CURSED))
1184 {
1185 pick_up (op, tmp);
1186 continue;
1187 }
1188
1189 if (op->contr->mode & PU_VALUABLES)
1190 {
1191 if (tmp->type == MONEY || tmp->type == GEM)
1192 {
1193 pick_up (op, tmp);
1194 continue;
1195 }
1196 }
1197
1198 /* rings & amulets - talismans seems to be typed AMULET */
1199 if (op->contr->mode & PU_JEWELS)
1200 if (tmp->type == RING || tmp->type == AMULET)
1201 {
1202 pick_up (op, tmp);
1203 continue;
1204 }
1205
1206 /* we don't forget dragon food */
1207 if (op->contr->mode & PU_FLESH)
1208 if (tmp->type == FLESH)
1209 {
1210 pick_up (op, tmp);
1211 continue;
1212 }
1213
1214 /* bows and arrows. Bows are good for selling! */
1215 if (op->contr->mode & PU_BOW)
1216 if (tmp->type == BOW)
1217 {
1218 pick_up (op, tmp);
1219 continue;
1220 }
1221
1222 if (op->contr->mode & PU_ARROW)
1223 if (tmp->type == ARROW)
1224 {
1225 pick_up (op, tmp);
1226 continue;
1227 }
1228
1229 /* all kinds of armor etc. */
1230 if (op->contr->mode & PU_ARMOUR)
1231 if (tmp->type == ARMOUR)
1232 {
1233 pick_up (op, tmp);
1234 continue;
1235 }
1236
1237 if (op->contr->mode & PU_HELMET)
1238 if (tmp->type == HELMET)
1239 {
1240 pick_up (op, tmp);
1241 continue;
1242 }
1243
1244 if (op->contr->mode & PU_SHIELD)
1245 if (tmp->type == SHIELD)
1246 {
1247 pick_up (op, tmp);
1248 continue;
1249 }
1250
1251 if (op->contr->mode & PU_BOOTS)
1252 if (tmp->type == BOOTS)
1253 {
1254 pick_up (op, tmp);
1255 continue;
1256 }
1257
1258 if (op->contr->mode & PU_GLOVES)
1259 if (tmp->type == GLOVES)
1260 {
1261 pick_up (op, tmp);
1262 continue;
1263 }
1264
1265 if (op->contr->mode & PU_CLOAK)
1266 if (tmp->type == CLOAK)
1267 {
1268 pick_up (op, tmp);
1269 continue;
1270 }
1271
1272 /* hoping to catch throwing daggers here */
1273 if (op->contr->mode & PU_MISSILEWEAPON)
1274 if (tmp->type == WEAPON && QUERY_FLAG (tmp, FLAG_IS_THROWN))
1275 {
1276 pick_up (op, tmp);
1277 continue;
1278 }
1279
1280 /* careful: chairs and tables are weapons! */
1281 if (op->contr->mode & PU_ALLWEAPON)
1282 {
1283 if (tmp->type == WEAPON && tmp->name != NULL)
1284 {
1285 if (strstr (tmp->name, "table") == NULL && strstr (tmp->arch->archname, "table") == NULL &&
1286 strstr (tmp->name, "chair") && strstr (tmp->arch->archname, "chair") == NULL)
1287 {
1288 pick_up (op, tmp);
1289 continue;
1290 }
1291 }
1292
1293 if (tmp->type == WEAPON && tmp->name == NULL)
1294 {
1295 if (strstr (tmp->arch->archname, "table") == NULL && strstr (tmp->arch->archname, "chair") == NULL)
1296 {
1297 pick_up (op, tmp);
1298 continue;
1299 }
1300 }
1301 }
1302
1303 /* misc stuff that's useful */
1304 if (op->contr->mode & PU_KEY)
1305 if (tmp->type == KEY || tmp->type == SPECIAL_KEY)
1306 {
1307 pick_up (op, tmp);
1308 continue;
1309 }
1310
1311 /* any of the last 4 bits set means we use the ratio for value
1312 * pickups */
1313 if (op->contr->mode & PU_RATIO)
1314 {
1315 /* use value density to decide what else to grab */
1316 /* >=7 was >= op->contr->mode */
1317 /* >=7 is the old standard setting. Now we take the last 4 bits
1318 * and multiply them by 5, giving 0..15*5== 5..75 */
1319 wvratio = (op->contr->mode & PU_RATIO) * 5;
1320 if ((query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1))) >= (unsigned int) wvratio)
1321 {
1322 pick_up (op, tmp);
1323 #if 0
1324 fprintf (stderr, "HIGH WEIGHT/VALUE [");
1325 if (tmp->name != NULL)
1326 {
1327 fprintf (stderr, "%s", tmp->name);
1328 }
1329 else
1330 fprintf (stderr, "%s", tmp->arch->archname);
1331 fprintf (stderr, ",%d] = ", tmp->type);
1332 fprintf (stderr, "%d\n", (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1))));
1333 #endif
1334 continue;
1335 }
1336 }
1337 } /* the new pickup model */
1338 }
1339
1340 return !stop;
1341 }
1342
1343 /*
1344 * Find an arrow in the inventory and after that
1345 * in the right type container (quiver). Pointer to the
1346 * found object is returned.
1347 */
1348 object *
1349 find_arrow (object *op, const char *type)
1350 {
1351 object *tmp = 0;
1352
1353 for (op = op->inv; op; op = op->below)
1354 if (!tmp && op->type == CONTAINER && op->race == type && QUERY_FLAG (op, FLAG_APPLIED))
1355 tmp = find_arrow (op, type);
1356 else if (op->type == ARROW && op->race == type)
1357 return op;
1358
1359 return tmp;
1360 }
1361
1362 /*
1363 * Similar to find_arrow, but looks for (roughly) the best arrow to use
1364 * against the target. A full test is not performed, simply a basic test
1365 * of resistances. The archer is making a quick guess at what he sees down
1366 * the hall. Failing that it does it's best to pick the highest plus arrow.
1367 */
1368 object *
1369 find_better_arrow (object *op, object *target, const char *type, int *better)
1370 {
1371 object *tmp = NULL, *arrow, *ntmp;
1372 int attacknum, attacktype, betterby = 0, i;
1373
1374 if (!type)
1375 return NULL;
1376
1377 for (arrow = op->inv; arrow; arrow = arrow->below)
1378 {
1379 if (arrow->type == CONTAINER && arrow->race == type && QUERY_FLAG (arrow, FLAG_APPLIED))
1380 {
1381 i = 0;
1382 ntmp = find_better_arrow (arrow, target, type, &i);
1383 if (i > betterby)
1384 {
1385 tmp = ntmp;
1386 betterby = i;
1387 }
1388 }
1389 else if (arrow->type == ARROW && arrow->race == type)
1390 {
1391 /* allways prefer assasination/slaying */
1392 if (target->race != NULL && arrow->slaying != NULL && strstr (arrow->slaying, target->race))
1393 {
1394 if (arrow->attacktype & AT_DEATH)
1395 {
1396 *better = 100;
1397 return arrow;
1398 }
1399 else
1400 {
1401 tmp = arrow;
1402 betterby = (arrow->magic + arrow->stats.dam) * 2;
1403 }
1404 }
1405 else
1406 {
1407 for (attacknum = 0; attacknum < NROFATTACKS; attacknum++)
1408 {
1409 attacktype = 1 << attacknum;
1410 if ((arrow->attacktype & attacktype) && (target->arch->resist[attacknum]) < 0)
1411 if (((arrow->magic + arrow->stats.dam) * (100 - target->arch->resist[attacknum]) / 100) > betterby)
1412 {
1413 tmp = arrow;
1414 betterby = (arrow->magic + arrow->stats.dam) * (100 - target->arch->resist[attacknum]) / 100;
1415 }
1416 }
1417 if ((2 + arrow->magic + arrow->stats.dam) > betterby)
1418 {
1419 tmp = arrow;
1420 betterby = 2 + arrow->magic + arrow->stats.dam;
1421 }
1422 if (arrow->title && (1 + arrow->magic + arrow->stats.dam) > betterby)
1423 {
1424 tmp = arrow;
1425 betterby = 1 + arrow->magic + arrow->stats.dam;
1426 }
1427 }
1428 }
1429 }
1430 if (tmp == NULL && arrow == NULL)
1431 return find_arrow (op, type);
1432
1433 *better = betterby;
1434 return tmp;
1435 }
1436
1437 /* looks in a given direction, finds the first valid target, and calls
1438 * find_better_arrow to find a decent arrow to use.
1439 * op = the shooter
1440 * type = bow->race
1441 * dir = fire direction
1442 */
1443 object *
1444 pick_arrow_target (object *op, const char *type, int dir)
1445 {
1446 object *tmp = NULL;
1447 maptile *m;
1448 int i, mflags, found, number;
1449 sint16 x, y;
1450
1451 if (op->map == NULL)
1452 return find_arrow (op, type);
1453
1454 /* do a dex check */
1455 number = (die_roll (2, 40, op, PREFER_LOW) - 2) / 2;
1456 if (number > (op->stats.Dex + (op->chosen_skill ? op->chosen_skill->level : op->level)))
1457 return find_arrow (op, type);
1458
1459 m = op->map;
1460 x = op->x;
1461 y = op->y;
1462
1463 /* find the first target */
1464 for (i = 0, found = 0; i < 20; i++)
1465 {
1466 x += freearr_x[dir];
1467 y += freearr_y[dir];
1468 mflags = get_map_flags (m, &m, x, y, &x, &y);
1469 if (mflags & P_OUT_OF_MAP || mflags & P_BLOCKSVIEW)
1470 {
1471 tmp = NULL;
1472 break;
1473 }
1474 else if (GET_MAP_MOVE_BLOCK (m, x, y) == MOVE_FLY_LOW)
1475 {
1476 /* This block presumes arrows and the like are MOVE_FLY_SLOW -
1477 * perhaps a bad assumption.
1478 */
1479 tmp = NULL;
1480 break;
1481 }
1482 if (mflags & P_IS_ALIVE)
1483 {
1484 for (tmp = GET_MAP_OB (m, x, y); tmp; tmp = tmp->above)
1485 if (QUERY_FLAG (tmp, FLAG_ALIVE))
1486 {
1487 found++;
1488 break;
1489 }
1490 if (found)
1491 break;
1492 }
1493 }
1494 if (tmp == NULL)
1495 return find_arrow (op, type);
1496
1497 if (tmp->head)
1498 tmp = tmp->head;
1499
1500 return find_better_arrow (op, tmp, type, &i);
1501 }
1502
1503 /*
1504 * Creature fires a bow - op can be monster or player. Returns
1505 * 1 if bow was actually fired, 0 otherwise.
1506 * op is the object firing the bow.
1507 * part is for multipart creatures - the part firing the bow.
1508 * dir is the direction of fire.
1509 * wc_mod is any special modifier to give (used in special player fire modes)
1510 * sx, sy are coordinates to fire arrow from - also used in some of the special
1511 * player fire modes.
1512 */
1513 int
1514 fire_bow (object *op, object *part, object *arrow, int dir, int wc_mod, sint16 sx, sint16 sy)
1515 {
1516 object *left, *bow;
1517 int mflags;
1518 maptile *m;
1519
1520 if (!dir)
1521 {
1522 new_draw_info (NDI_UNIQUE, 0, op, "You can't shoot yourself!");
1523 return 0;
1524 }
1525
1526 if (op->contr)
1527 bow = op->current_weapon;
1528 else
1529 {
1530 for (bow = op->inv; bow; bow = bow->below)
1531 /* Don't check for applied - monsters don't apply bows - in that way, they
1532 * don't need to switch back and forth between bows and weapons.
1533 */
1534 if (bow->type == BOW)
1535 break;
1536
1537 if (!bow)
1538 {
1539 LOG (llevError, "Range: bow without activated bow (%s).\n", &op->name);
1540 return 0;
1541 }
1542
1543 // optimisation: move object to top so we will find it quickly again
1544 if (bow->below)
1545 {
1546 bow->remove ();
1547 op->insert (bow);
1548 }
1549
1550 }
1551
1552 if (!bow->race || !bow->skill)
1553 {
1554 new_draw_info_format (NDI_UNIQUE, 0, op, "Your %s is broken.", &bow->name);
1555 return 0;
1556 }
1557
1558 if (arrow == NULL)
1559 {
1560 if ((arrow = find_arrow (op, bow->race)) == NULL)
1561 {
1562 if (op->type == PLAYER)
1563 new_draw_info_format (NDI_UNIQUE, 0, op, "You have no %s left.", &bow->race);
1564 /* FLAG_READY_BOW will get reset if the monsters picks up some arrows */
1565 else
1566 CLEAR_FLAG (op, FLAG_READY_BOW);
1567
1568 return 0;
1569 }
1570 }
1571
1572 mflags = get_map_flags (op->map, &m, sx, sy, &sx, &sy);
1573 if (mflags & P_OUT_OF_MAP)
1574 return 0;
1575
1576 if (GET_MAP_MOVE_BLOCK (m, sx, sy) == MOVE_FLY_LOW)
1577 {
1578 new_draw_info (NDI_UNIQUE, 0, op, "Something is in the way.");
1579 return 0;
1580 }
1581
1582 /* this should not happen, but sometimes does */
1583 if (arrow->nrof == 0)
1584 {
1585 arrow->destroy ();
1586 return 0;
1587 }
1588
1589 left = arrow; /* these are arrows left to the player */
1590 arrow = get_split_ob (arrow, 1);
1591 if (!arrow)
1592 {
1593 new_draw_info_format (NDI_UNIQUE, 0, op, "You have no %s left.", &bow->race);
1594 return 0;
1595 }
1596
1597 arrow->set_owner (op);
1598 arrow->skill = bow->skill;
1599 arrow->direction = dir;
1600
1601 arrow->stats.sp = arrow->stats.wc; /* save original wc, dam, attacktype and slaying */
1602 arrow->stats.hp = arrow->stats.dam;
1603 arrow->stats.grace = arrow->attacktype;
1604
1605 if (arrow->slaying)
1606 arrow->spellarg = strdup (arrow->slaying);
1607
1608 #if 0
1609 if (player *pl = op->contr)
1610 {
1611 float speed = pl->weapon_sp;
1612
1613 /* penalize ROF for bestarrow */
1614 if (pl->bowtype == bow_bestarrow)
1615 speed *= .9f;
1616 else
1617 speed *= 1.f + dex_bonus[op->stats.Dex] * .2f;
1618
1619 op->speed_left += speed - op->speed;
1620 }
1621 #endif
1622
1623 SET_ANIMATION (arrow, arrow->direction);
1624
1625 /* update the speed */
1626 arrow->speed = ((bow->flag [FLAG_NO_STRENGTH] ? 0 : dam_bonus[op->stats.Str]) + bow->magic + arrow->magic) / 5.f
1627 + bow->stats.dam / 7.f;
1628
1629 arrow->set_speed (max (arrow->speed, 2.f));
1630 arrow->speed_left = 0;
1631
1632 int wc = op->stats.wc + wc_mod - arrow->magic - arrow->stats.wc;
1633
1634 if (op->type == PLAYER)
1635 {
1636 arrow->level = op->chosen_skill ? op->chosen_skill->level : op->level;
1637 wc -= dex_bonus[op->stats.Dex];
1638
1639 if (!arrow->slaying)
1640 arrow->slaying = op->slaying;
1641
1642 arrow->attacktype |= op->attacktype;
1643 }
1644 else
1645 {
1646 arrow->level = op->level;
1647 arrow->stats.wc -= bow->magic;
1648
1649 if (!arrow->slaying)
1650 arrow->slaying = bow->slaying;
1651
1652 arrow->attacktype |= bow->attacktype;
1653 }
1654
1655 wc -= arrow->level;
1656 arrow->stats.dam = clamp (arrow->stats.dam + op->stats.dam + arrow->magic, MIN_DAM, MAX_DAM);
1657
1658 arrow->stats.wc = clamp (wc, MIN_WC, MAX_WC);
1659 arrow->move_type = MOVE_FLY_LOW;
1660 arrow->move_on = MOVE_FLY_LOW | MOVE_WALK;
1661
1662 op->play_sound (sound_find ("fire_arrow"));
1663 m->insert (arrow, sx, sy, op);
1664
1665 if (!arrow->destroyed ())
1666 move_arrow (arrow);
1667
1668 if (op->type == PLAYER)
1669 {
1670 if (left->destroyed ())
1671 esrv_del_item (op->contr, left->count);
1672 else
1673 esrv_send_item (op, left);
1674 }
1675
1676 return 1;
1677 }
1678
1679 /* Special fire code for players - this takes into
1680 * account the special fire modes players can have
1681 * but monsters can't. Putting that code here
1682 * makes the fire_bow code much cleaner.
1683 * this function should only be called if 'op' is a player,
1684 * hence the function name.
1685 */
1686 int
1687 player_fire_bow (object *op, int dir)
1688 {
1689 int ret = 0, wcmod = 0;
1690
1691 if (op->contr->bowtype == bow_bestarrow)
1692 {
1693 ret = fire_bow (op, op, pick_arrow_target (op, op->contr->ranged_ob->race, dir), dir, 0, op->x, op->y);
1694 }
1695 else if (op->contr->bowtype >= bow_n && op->contr->bowtype <= bow_nw)
1696 {
1697 if (!similar_direction (dir, op->contr->bowtype - bow_n + 1))
1698 wcmod = -1;
1699
1700 ret = fire_bow (op, op, NULL, op->contr->bowtype - bow_n + 1, wcmod, op->x, op->y);
1701 }
1702 else if (op->contr->bowtype == bow_threewide)
1703 {
1704 ret = fire_bow (op, op, NULL, dir, 0, op->x, op->y);
1705 ret |= fire_bow (op, op, NULL, dir, -5, op->x + freearr_x[absdir (dir + 2)], op->y + freearr_y[absdir (dir + 2)]);
1706 ret |= fire_bow (op, op, NULL, dir, -5, op->x + freearr_x[absdir (dir - 2)], op->y + freearr_y[absdir (dir - 2)]);
1707 }
1708 else if (op->contr->bowtype == bow_spreadshot)
1709 {
1710 ret |= fire_bow (op, op, NULL, dir, 0, op->x, op->y);
1711 ret |= fire_bow (op, op, NULL, absdir (dir - 1), -5, op->x, op->y);
1712 ret |= fire_bow (op, op, NULL, absdir (dir + 1), -5, op->x, op->y);
1713 }
1714 else
1715 {
1716 /* Simple case */
1717 ret = fire_bow (op, op, NULL, dir, 0, op->x, op->y);
1718 }
1719
1720 return ret;
1721 }
1722
1723 /* Fires a misc (wand/rod/horn) object in 'dir'.
1724 * Broken apart from 'fire' to keep it more readable.
1725 */
1726 void
1727 fire_misc_object (object *op, int dir)
1728 {
1729 object *item = op->contr->ranged_ob;
1730
1731 if (!item)
1732 {
1733 new_draw_info (NDI_UNIQUE, 0, op, "You have range item readied.");
1734 return;
1735 }
1736
1737 if (!item->inv)
1738 {
1739 LOG (llevError, "Object %s lacks a spell\n", &item->name);
1740 return;
1741 }
1742
1743 if (!op->change_weapon (item))
1744 return;
1745
1746 if (item->type == WAND)
1747 {
1748 if (item->stats.food <= 0)
1749 {
1750 op->contr->play_sound (sound_find ("wand_poof"));
1751 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s goes poof.", query_base_name (item, 0));
1752
1753 return;
1754 }
1755 }
1756 else if (item->type == ROD || item->type == HORN)
1757 {
1758 if (item->stats.hp < MAX (item->inv->stats.sp, item->inv->stats.grace))
1759 {
1760 op->contr->play_sound (sound_find ("wand_poof"));
1761
1762 if (item->type == ROD)
1763 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s whines for a while, but nothing happens.", query_base_name (item, 0));
1764 else
1765 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s needs more time to charge.", query_base_name (item, 0));
1766
1767 return;
1768 }
1769 }
1770
1771 if (cast_spell (op, item, dir, item->inv, NULL))
1772 {
1773 SET_FLAG (op, FLAG_BEEN_APPLIED); /* You now know something about it */
1774 if (item->type == WAND)
1775 {
1776 if (!(--item->stats.food))
1777 {
1778 object *tmp;
1779
1780 if (item->arch)
1781 {
1782 CLEAR_FLAG (item, FLAG_ANIMATE);
1783 item->face = item->arch->face;
1784 item->set_speed (0);
1785 }
1786
1787 if ((tmp = item->in_player ()))
1788 esrv_update_item (UPD_ANIM, tmp, item);
1789 }
1790 }
1791 else if (item->type == ROD || item->type == HORN)
1792 drain_rod_charge (item);
1793 }
1794 }
1795
1796 /* Received a fire command for the player - go and do it.
1797 */
1798 bool
1799 fire (object *op, int dir)
1800 {
1801 int spellcost = 0;
1802
1803 /* check for loss of invisiblity/hide */
1804 if (action_makes_visible (op))
1805 make_visible (op);
1806
1807 player *pl = op->contr;
1808
1809 if (pl->golem)
1810 {
1811 control_golem (op->contr->golem, dir);
1812 return false;
1813 }
1814
1815 object *ob = pl->ranged_ob;
1816
1817 if (!ob)
1818 return false;
1819
1820 if (!op->change_weapon (ob))
1821 return false;
1822
1823 if (op->speed_left > 0.f)
1824 --op->speed_left;
1825 else
1826 return false;
1827
1828 switch (ob->type)
1829 {
1830 case BOW:
1831 player_fire_bow (op, dir);
1832 break;
1833
1834 case SPELL:
1835 spellcost = cast_spell (op, op, dir, ob, pl->spellparam[0] ? pl->spellparam : 0);
1836 break;
1837
1838 case BUILDER:
1839 apply_map_builder (op, dir);
1840 break;
1841
1842 case SKILL:
1843 do_skill (op, op, ob, dir, 0);
1844 break;
1845
1846 default:
1847 fire_misc_object (op, dir);
1848 break;
1849 }
1850
1851 return true;
1852 }
1853
1854 /* find_key
1855 * We try to find a key for the door as passed. If we find a key
1856 * and successfully use it, we return the key, otherwise NULL
1857 * This function merges both normal and locked door, since the logic
1858 * for both is the same - just the specific key is different.
1859 * pl is the player,
1860 * inv is the objects inventory to searched
1861 * door is the door we are trying to match against.
1862 * This function can be called recursively to search containers.
1863 */
1864 object *
1865 find_key (object *pl, object *container, object *door)
1866 {
1867 object *tmp, *key;
1868
1869 /* Should not happen, but sanity checking is never bad */
1870 if (!container->inv)
1871 return 0;
1872
1873 /* First, lets try to find a key in the top level inventory */
1874 for (tmp = container->inv; tmp; tmp = tmp->below)
1875 {
1876 if (door->type == DOOR && tmp->type == KEY)
1877 break;
1878 /* For sanity, we should really check door type, but other stuff
1879 * (like containers) can be locked with special keys
1880 */
1881 if (tmp->slaying && tmp->type == SPECIAL_KEY && tmp->slaying == door->slaying)
1882 break;
1883 }
1884
1885 /* No key found - lets search inventories now */
1886 /* If we find and use a key in an inventory, return at that time.
1887 * otherwise, if we search all the inventories and still don't find
1888 * a key, return
1889 */
1890 if (!tmp)
1891 {
1892 for (tmp = container->inv; tmp; tmp = tmp->below)
1893 {
1894 /* No reason to search empty containers */
1895 if (tmp->type == CONTAINER && tmp->inv)
1896 {
1897 if ((key = find_key (pl, tmp, door)))
1898 return key;
1899 }
1900 }
1901
1902 if (!tmp)
1903 return NULL;
1904 }
1905
1906 /* We get down here if we have found a key. Now if its in a container,
1907 * see if we actually want to use it
1908 */
1909 if (pl != container)
1910 {
1911 /* Only let players use keys in containers */
1912 if (!pl->contr)
1913 return NULL;
1914 /* cases where this fails:
1915 * If we only search the player inventory, return now since we
1916 * are not in the players inventory.
1917 * If the container is not active, return now since only active
1918 * containers can be used.
1919 * If we only search keyrings and the container does not have
1920 * a race/isn't a keyring.
1921 * No checking for all containers - to fall through past here,
1922 * inv must have been an container and must have been active.
1923 *
1924 * Change the color so that the message doesn't disappear with
1925 * all the others.
1926 */
1927 if (pl->contr->usekeys == key_inventory ||
1928 !QUERY_FLAG (container, FLAG_APPLIED) ||
1929 (pl->contr->usekeys == keyrings && (!container->race || strcmp (container->race, "keys"))))
1930 {
1931 new_draw_info_format (NDI_UNIQUE | NDI_BROWN, 0, pl,
1932 "The %s in your %s vibrates as you approach the door", query_name (tmp), query_name (container));
1933 return NULL;
1934 }
1935 }
1936
1937 return tmp;
1938 }
1939
1940 /* moved door processing out of move_player_attack.
1941 * returns 1 if player has opened the door with a key
1942 * such that the caller should not do anything more,
1943 * 0 otherwise
1944 */
1945 static int
1946 player_attack_door (object *op, object *door)
1947 {
1948 /* If its a door, try to find a key. If we do destroy the door,
1949 * might as well return immediately as there is nothing more to do -
1950 * otherwise, we fall through to the rest of the code.
1951 */
1952 object *key = find_key (op, op, door);
1953
1954 /* If we found a key, do some extra work */
1955 if (key)
1956 {
1957 object *container = key->env;
1958
1959 if (action_makes_visible (op))
1960 make_visible (op);
1961
1962 if (door->inv && (door->inv->type == RUNE || door->inv->type == TRAP))
1963 spring_trap (door->inv, op);
1964
1965 if (door->type == DOOR)
1966 hit_player (door, 9998, op, AT_PHYSICAL, 1); /* Break through the door */
1967 else if (door->type == LOCKED_DOOR)
1968 {
1969 new_draw_info_format (NDI_UNIQUE, NDI_BROWN, op, "You open the door with the %s", query_short_name (key));
1970 remove_door2 (door); /* remove door without violence ;-) */
1971 }
1972
1973 /* Do this after we print the message */
1974 decrease_ob (key); /* Use up one of the keys */
1975 /* Need to update the weight the container the key was in */
1976 if (container != op)
1977 esrv_update_item (UPD_WEIGHT, op, container);
1978
1979 return 1; /* Nothing more to do below */
1980 }
1981 else if (door->type == LOCKED_DOOR)
1982 {
1983 /* Might as well return now - no other way to open this */
1984 new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, door->msg);
1985 return 1;
1986 }
1987
1988 return 0;
1989 }
1990
1991 /* This function is just part of a breakup from move_player.
1992 * It should keep the code cleaner.
1993 * When this is called, the players direction has been updated
1994 * (taking into account confusion.) The player is also actually
1995 * going to try and move (not fire weapons).
1996 */
1997 bool
1998 move_player_attack (object *op, int dir)
1999 {
2000 int on_battleground;
2001
2002 sint16 nx = freearr_x[dir] + op->x;
2003 sint16 ny = freearr_y[dir] + op->y;
2004
2005 on_battleground = op_on_battleground (op, 0, 0);
2006
2007 if (out_of_map (op->map, nx, ny))
2008 return false;
2009
2010 if (!op->contr->braced && op->speed_left > 0.f && move_ob (op, dir, op))
2011 {
2012 --op->speed_left;
2013 return true;
2014 }
2015
2016 /* If braced, or can't move to the square, and it is not out of the
2017 * map, attack it. Note order of if statement is important - don't
2018 * want to be calling move_ob if braced, because move_ob will move the
2019 * player. This is a pretty nasty hack, because if we could
2020 * move to some space, it then means that if we are braced, we should
2021 * do nothing at all. As it is, if we are braced, we go through
2022 * quite a bit of processing. However, it probably is less than what
2023 * move_ob uses.
2024 */
2025 maptile *m = op->map->xy_find (nx, ny);
2026
2027 /* Go through all the objects, and find ones of interest. Only stop if
2028 * we find a monster - that is something we know we want to attack.
2029 * if its a door or barrel (can roll) see if there may be monsters
2030 * on the space
2031 */
2032 object *mon;
2033 for (mon = m->at (nx, ny).bot; mon; mon = mon->above)
2034 {
2035 if ((mon->flag [FLAG_ALIVE]
2036 || mon->type == LOCKED_DOOR
2037 || mon->flag [FLAG_CAN_ROLL])
2038 && mon != op)
2039 break;
2040 }
2041
2042 if (!mon) /* This happens anytime the player tries to move */
2043 return false; /* into a wall */
2044
2045 mon = mon->head_ ();
2046
2047 if ((mon->type == DOOR && mon->stats.hp >= 0) || (mon->type == LOCKED_DOOR))
2048 if (op->contr->weapon_sp_left > 0.f)
2049 if (player_attack_door (op, mon))
2050 {
2051 --op->contr->weapon_sp_left;
2052 return true;
2053 }
2054
2055 /* The following deals with possibly attacking peaceful
2056 * or friendly creatures. Basically, all players are considered
2057 * unaggressive. If the moving player has peaceful set, then the
2058 * object should be pushed instead of attacked. It is assumed that
2059 * if you are braced, you will not attack friends accidently,
2060 * and thus will not push them.
2061 */
2062
2063 /* If the creature is a pet, push it even if the player is not
2064 * peaceful. Our assumption is the creature is a pet if the
2065 * player owns it and it is either friendly or unagressive.
2066 */
2067 if (op->type == PLAYER
2068 && ((mon->owner && mon->owner->contr
2069 && same_party (mon->owner->contr->party, op->contr->party))
2070 || mon->owner == op)
2071 && (QUERY_FLAG (mon, FLAG_UNAGGRESSIVE) || QUERY_FLAG (mon, FLAG_FRIENDLY)))
2072 {
2073 /* If we're braced, we don't want to switch places with it */
2074 if (op->contr->braced)
2075 return false;
2076
2077 if (op->speed_left > 0.f)
2078 {
2079 --op->speed_left;
2080
2081 op->play_sound (sound_find ("push_player"));
2082 push_ob (mon, dir, op);
2083
2084 if (op->contr->tmp_invis || op->hide)
2085 make_visible (op);
2086
2087 return true;
2088 }
2089 else
2090 return false;
2091 }
2092
2093 /* in certain circumstances, you shouldn't attack friendly
2094 * creatures. Note that if you are braced, you can't push
2095 * someone, but put it inside this loop so that you won't
2096 * attack them either.
2097 */
2098 if ((mon->type == PLAYER || mon->enemy != op)
2099 && (mon->type == PLAYER || QUERY_FLAG (mon, FLAG_UNAGGRESSIVE) || QUERY_FLAG (mon, FLAG_FRIENDLY))
2100 && ((op->contr->peaceful
2101 || (mon->type == PLAYER && mon->contr->peaceful))
2102 && !on_battleground))
2103 {
2104 if (op->speed_left > 0.f)
2105 {
2106 --op->speed_left;
2107
2108 if (!op->contr->braced)
2109 {
2110 op->play_sound (sound_find ("push_player"));
2111 push_ob (mon, dir, op);
2112 }
2113 else
2114 new_draw_info (0, 0, op, "You withhold your attack");
2115
2116 if (op->contr->tmp_invis || op->hide)
2117 make_visible (op);
2118
2119 return true;
2120 }
2121 }
2122 /* If the object is a boulder or other rollable object, then
2123 * roll it if not braced. You can't roll it if you are braced.
2124 */
2125 else if (QUERY_FLAG (mon, FLAG_CAN_ROLL) && (!op->contr->braced))
2126 {
2127 if (op->speed_left > 0.f)
2128 {
2129 --op->speed_left;
2130
2131 recursive_roll (mon, dir, op);
2132 if (action_makes_visible (op))
2133 make_visible (op);
2134
2135 return true;
2136 }
2137 }
2138 /* Any generic living creature. Including things like doors.
2139 * Way it works is like this: First, it must have some hit points
2140 * and be living. Then, it must be one of the following:
2141 * 1) Not a player, 2) A player, but of a different party. Note
2142 * that party_number -1 is no party, so attacks can still happen.
2143 */
2144 else if ((mon->stats.hp >= 0) && QUERY_FLAG (mon, FLAG_ALIVE) &&
2145 ((mon->type != PLAYER || op->contr->party == NULL || op->contr->party != mon->contr->party)))
2146 {
2147 if (op->contr->weapon_sp_left > 0.f && !op->flag [FLAG_WIZPASS])
2148 {
2149 --op->contr->weapon_sp_left;
2150
2151 skill_attack (mon, op, 0, 0, 0);
2152
2153 if (action_makes_visible (op))
2154 make_visible (op);
2155
2156 return true;
2157 }
2158 }
2159
2160 return false;
2161 }
2162
2163 bool
2164 move_player (object *op, int dir)
2165 {
2166 int pick;
2167
2168 if (!op->map || op->map->in_memory != MAP_IN_MEMORY)
2169 return 0;
2170
2171 /* Sanity check: make sure dir is valid */
2172 if ((dir < 0) || (dir >= 9))
2173 {
2174 LOG (llevError, "move_player: invalid direction %d\n", dir);
2175 return 0;
2176 }
2177
2178 /* peterm: added following line */
2179 if (QUERY_FLAG (op, FLAG_CONFUSED) && dir)
2180 dir = absdir (dir + rndm (3) + rndm (3) - 2);
2181
2182 op->facing = dir;
2183
2184 if (op->hide)
2185 do_hidden_move (op);
2186
2187 bool retval;
2188
2189 if (INVOKE_PLAYER (MOVE, op->contr, ARG_INT (dir)))
2190 retval = RESULT_INT (0);
2191 else if (op->contr->fire_on)
2192 retval = fire (op, dir);
2193 else
2194 {
2195 retval = move_player_attack (op, dir);
2196 pick = check_pick (op);
2197 }
2198
2199 /* Add special check for newcs players and fire on - this way, the
2200 * server can handle repeat firing.
2201 */
2202 if (op->contr->fire_on || (op->contr->run_on && pick != 0))
2203 op->direction = dir;
2204 else
2205 op->direction = 0;
2206
2207 /* Update how the player looks. Use the facing, so direction may
2208 * get reset to zero. This allows for full animation capabilities
2209 * for players.
2210 */
2211 animate_object (op, op->facing);
2212
2213 return retval;
2214 }
2215
2216 /* This is similar to handle_player, below, but is only used by the
2217 * new client/server stuff.
2218 * This is sort of special, in that the new client/server actually uses
2219 * the new speed values for commands.
2220 *
2221 * Returns true if there are more actions we can do. Should not do
2222 * many actions in a row, as that would be too unfair to other
2223 * players.
2224 */
2225 bool
2226 handle_newcs_player (object *op)
2227 {
2228 if (QUERY_FLAG (op, FLAG_SCARED))
2229 {
2230 if (op->speed_left > 0.f)
2231 {
2232 --op->speed_left;
2233 flee_player (op);
2234
2235 return true;
2236 }
2237 else
2238 return false;
2239 }
2240
2241 /* call this here - we also will call this in do_ericserver, but
2242 * the players time has been increased when doericserver has been
2243 * called, so we recheck it here.
2244 */
2245 if (op->contr->ns->handle_command ())
2246 return true;
2247
2248 if (op->direction && (op->contr->run_on || op->contr->fire_on))
2249 return move_player (op, op->direction);
2250
2251 return false;
2252 }
2253
2254 int
2255 save_life (object *op)
2256 {
2257 if (!QUERY_FLAG (op, FLAG_LIFESAVE))
2258 return 0;
2259
2260 for (object *tmp = op->inv; tmp; tmp = tmp->below)
2261 if (QUERY_FLAG (tmp, FLAG_APPLIED) && QUERY_FLAG (tmp, FLAG_LIFESAVE))
2262 {
2263 op->play_sound (sound_find ("ob_evaporate"));
2264 new_draw_info_format (NDI_UNIQUE, 0, op, "Your %s vibrates violently, then evaporates.", query_name (tmp));
2265
2266 if (op->contr)
2267 esrv_del_item (op->contr, tmp->count);
2268
2269 tmp->destroy ();
2270 CLEAR_FLAG (op, FLAG_LIFESAVE);
2271
2272 if (op->stats.hp < 0)
2273 op->stats.hp = op->stats.maxhp;
2274
2275 if (op->stats.food < 0)
2276 op->stats.food = 999;
2277
2278 op->update_stats ();
2279 return 1;
2280 }
2281
2282 LOG (llevError, "Error: LIFESAVE set without applied object.\n");
2283 CLEAR_FLAG (op, FLAG_LIFESAVE);
2284 enter_player_savebed (op); /* bring him home. */
2285 return 0;
2286 }
2287
2288 /* This goes throws the inventory and removes unpaid objects, and puts them
2289 * back in the map (location and map determined by values of env). This
2290 * function will descend into containers. op is the object to start the search
2291 * from.
2292 */
2293 static void
2294 drop_unpaid_items (object *op, object *env)
2295 {
2296 while (op)
2297 {
2298 object *next = op->below; /* Make sure we have a good value, in case we remove object 'op' */
2299
2300 if (QUERY_FLAG (op, FLAG_UNPAID))
2301 {
2302 if (env->type == PLAYER)
2303 esrv_del_item (env->contr, op->count);
2304
2305 op->insert_at (env);
2306 }
2307 else if (op->inv)
2308 drop_unpaid_items (op->inv, env);
2309
2310 op = next;
2311 }
2312 }
2313
2314 void
2315 object::drop_unpaid_items ()
2316 {
2317 if (!flag [FLAG_REMOVED])
2318 ::drop_unpaid_items (inv, this);
2319 }
2320
2321 /*
2322 * Returns pointer a static string containing gravestone text
2323 * Moved from apply.c to player.c - player.c is what
2324 * actually uses this function. player.c may not be quite the
2325 * best, a misc file for object actions is probably better,
2326 * but there isn't one in the server directory.
2327 */
2328 char *
2329 gravestone_text (object *op)
2330 {
2331 static char buf2[MAX_BUF];
2332 char buf[MAX_BUF];
2333 time_t now = time (NULL);
2334
2335 strcpy (buf2, " R.I.P.\n\n");
2336 if (op->type == PLAYER)
2337 sprintf (buf, "%s the %s\n", &op->name, op->contr->title);
2338 else
2339 sprintf (buf, "%s\n", &op->name);
2340
2341 strncat (buf2, " ", 20 - strlen (buf) / 2);
2342 strcat (buf2, buf);
2343 if (op->type == PLAYER)
2344 sprintf (buf, "who was in level %d when killed\n", op->level);
2345 else
2346 sprintf (buf, "who was in level %d when died.\n\n", op->level);
2347
2348 strncat (buf2, " ", 20 - strlen (buf) / 2);
2349 strcat (buf2, buf);
2350 if (op->type == PLAYER)
2351 {
2352 sprintf (buf, "by %s.\n\n", op->contr->killer);
2353 strncat (buf2, " ", 21 - strlen (buf) / 2);
2354 strcat (buf2, buf);
2355 }
2356
2357 strftime (buf, MAX_BUF, "%b %d %Y\n", localtime (&now));
2358 strncat (buf2, " ", 20 - strlen (buf) / 2);
2359 strcat (buf2, buf);
2360
2361 return buf2;
2362 }
2363
2364 void
2365 do_some_living (object *op)
2366 {
2367 int last_food = op->stats.food;
2368 int gen_hp, gen_sp, gen_grace;
2369 int over_hp, over_sp, over_grace;
2370 int i;
2371 int rate_hp = 1200;
2372 int rate_sp = 2500;
2373 int rate_grace = 2000;
2374 const int max_hp = 1;
2375 const int max_sp = 1;
2376 const int max_grace = 1;
2377
2378 if (op->contr->hidden)
2379 {
2380 op->invisible = 1000;
2381 /* the socket code flashes the player visible/invisible
2382 * depending on the value of invisible, so we need to
2383 * alternate it here for it to work correctly.
2384 */
2385 if (pticks & 2)
2386 op->invisible--;
2387 }
2388 else if (op->invisible && !(QUERY_FLAG (op, FLAG_MAKE_INVIS)))
2389 {
2390 if (!op->invisible--)
2391 {
2392 make_visible (op);
2393 new_draw_info (NDI_UNIQUE, 0, op, "Your invisibility spell runs out.");
2394 }
2395 }
2396
2397 if (op->contr->ns->state == ST_PLAYING)
2398 {
2399 /* these next three if clauses make it possible to SLOW DOWN
2400 hp/grace/spellpoint regeneration. */
2401 if (op->contr->gen_hp >= 0)
2402 gen_hp = (op->contr->gen_hp + 1) * op->stats.maxhp;
2403 else
2404 {
2405 gen_hp = op->stats.maxhp;
2406 rate_hp -= rate_hp / 2 * op->contr->gen_hp;
2407 }
2408
2409 if (op->contr->gen_sp >= 0)
2410 gen_sp = (op->contr->gen_sp + 1) * op->stats.maxsp;
2411 else
2412 {
2413 gen_sp = op->stats.maxsp;
2414 rate_sp -= rate_sp / 2 * op->contr->gen_sp;
2415 }
2416
2417 if (op->contr->gen_grace >= 0)
2418 gen_grace = (op->contr->gen_grace + 1) * op->stats.maxgrace;
2419 else
2420 {
2421 gen_grace = op->stats.maxgrace;
2422 rate_grace -= rate_grace / 2 * op->contr->gen_grace;
2423 }
2424
2425 /* Regenerate Grace */
2426 /* I altered this a little - maximum grace is ony achieved through prayer -b.t. */
2427 if (--op->last_grace < 0)
2428 {
2429 if (op->stats.grace < op->stats.maxgrace / 2)
2430 op->stats.grace++; /* no penalty in food for regaining grace */
2431
2432 if (max_grace > 1)
2433 {
2434 over_grace = (gen_grace < 20 ? 30 : gen_grace + 10) / rate_grace;
2435 if (over_grace > 0)
2436 {
2437 op->stats.sp += over_grace
2438 + (random_roll (0, rate_grace - 1, op, PREFER_HIGH) > ((gen_grace < 20 ? 30 : gen_grace + 10) % rate_grace)) ? -1 : 0;
2439 op->last_grace = 0;
2440 }
2441 else
2442 {
2443 op->last_grace = rate_grace / (gen_grace < 20 ? 30 : gen_grace + 10);
2444 }
2445 }
2446 else
2447 {
2448 op->last_grace = rate_grace / (gen_grace < 20 ? 30 : gen_grace + 10);
2449 }
2450 /* wearing stuff doesn't detract from grace generation. */
2451 }
2452
2453 if (op->stats.food > 0)
2454 {
2455 /* Regenerate Spell Points */
2456 if (!op->contr->golem && --op->last_sp < 0)
2457 {
2458 gen_sp = gen_sp * 10 / (op->contr->gen_sp_armour < 10 ? 10 : op->contr->gen_sp_armour);
2459
2460 if (op->stats.sp < op->stats.maxsp)
2461 {
2462 op->stats.sp++;
2463
2464 /* dms do not consume food */
2465 if (!QUERY_FLAG (op, FLAG_WIZ))
2466 {
2467 op->stats.food--;
2468
2469 if (op->contr->digestion < 0)
2470 op->stats.food += op->contr->digestion;
2471 else if (op->contr->digestion > 0 && random_roll (0, op->contr->digestion, op, PREFER_HIGH))
2472 op->stats.food = last_food;
2473 }
2474 }
2475
2476 if (max_sp > 1)
2477 {
2478 over_sp = (gen_sp + 10) / rate_sp;
2479 if (over_sp > 0)
2480 {
2481 if (op->stats.sp < op->stats.maxsp)
2482 {
2483 op->stats.sp += over_sp > max_sp ? max_sp : over_sp;
2484
2485 if (random_roll (0, rate_sp - 1, op, PREFER_LOW) > ((gen_sp + 10) % rate_sp))
2486 op->stats.sp--;
2487
2488 if (op->stats.sp > op->stats.maxsp)
2489 op->stats.sp = op->stats.maxsp;
2490 }
2491
2492 op->last_sp = 0;
2493 }
2494 else
2495 op->last_sp = rate_sp / (gen_sp < 20 ? 30 : gen_sp + 10);
2496 }
2497 else
2498 op->last_sp = rate_sp / (gen_sp < 20 ? 30 : gen_sp + 10);
2499 }
2500
2501 /* Regenerate Hit Points */
2502 if (--op->last_heal < 0)
2503 {
2504 if (op->stats.hp < op->stats.maxhp)
2505 {
2506 op->stats.hp++;
2507
2508 /* dms do not consume food */
2509 if (!QUERY_FLAG (op, FLAG_WIZ))
2510 {
2511 op->stats.food--;
2512
2513 if (op->contr->digestion < 0)
2514 op->stats.food += op->contr->digestion;
2515 else if (op->contr->digestion > 0 && random_roll (0, op->contr->digestion, op, PREFER_HIGH))
2516 op->stats.food = last_food;
2517 }
2518 }
2519
2520 if (max_hp > 1)
2521 {
2522 over_hp = (gen_hp < 20 ? 30 : gen_hp + 10) / rate_hp;
2523
2524 if (over_hp > 0)
2525 {
2526 op->stats.sp += over_hp + (RANDOM () % rate_hp > ((gen_hp < 20 ? 30 : gen_hp + 10) % rate_hp)) ? -1 : 0;
2527 op->last_heal = 0;
2528 }
2529 else
2530 op->last_heal = rate_hp / (gen_hp < 20 ? 30 : gen_hp + 10);
2531 }
2532 else
2533 op->last_heal = rate_hp / (gen_hp < 20 ? 30 : gen_hp + 10);
2534 }
2535 }
2536
2537 /* Digestion */
2538 if (--op->last_eat < 0)
2539 {
2540 int bonus = max (0, op->contr->digestion),
2541 penalty = max (0, -op->contr->digestion);
2542
2543 op->last_eat = 25 * (1 + bonus) / (max (0, op->contr->gen_hp) + penalty + 1);
2544
2545 /* dms do not consume food */
2546 if (!QUERY_FLAG (op, FLAG_WIZ))
2547 op->stats.food--;
2548 }
2549
2550 if (op->stats.food < 0 && op->stats.hp >= 0)
2551 {
2552 object *tmp, *flesh = 0;
2553
2554 for (tmp = op->inv; tmp; tmp = tmp->below)
2555 {
2556 if (!QUERY_FLAG (tmp, FLAG_UNPAID))
2557 {
2558 if (tmp->type == FOOD || tmp->type == DRINK || tmp->type == POISON)
2559 {
2560 new_draw_info (NDI_UNIQUE, 0, op, "You blindly grab for a bite of food.");
2561 manual_apply (op, tmp, 0);
2562 if (op->stats.food >= 0 || op->stats.hp < 0)
2563 break;
2564 }
2565 else if (tmp->type == FLESH)
2566 flesh = tmp;
2567 } /* End if paid for object */
2568 } /* end of for loop */
2569
2570 /* If player is still starving, it means they don't have any food, so
2571 * eat flesh instead.
2572 */
2573 if (op->stats.food < 0 && op->stats.hp >= 0 && flesh)
2574 {
2575 new_draw_info (NDI_UNIQUE, 0, op, "You blindly grab for a bite of food.");
2576 manual_apply (op, flesh, 0);
2577 }
2578 }
2579
2580 if (op->stats.food < 0)
2581 {
2582 op->stats.hp += op->stats.food;
2583 op->stats.food = 0;
2584 }
2585
2586 if (op->stats.hp < 0 && !QUERY_FLAG (op, FLAG_WIZ))
2587 kill_player (op);
2588 }
2589 }
2590
2591 /* If the player should die (lack of hp, food, etc), we call this.
2592 * op is the player in jeopardy. If the player can not be saved (not
2593 * permadeath, no lifesave), this will take care of removing the player
2594 * file.
2595 */
2596 void
2597 kill_player (object *op)
2598 {
2599 char buf[MAX_BUF];
2600 int x, y;
2601
2602 //int i;
2603 maptile *map; /* this is for resurrection */
2604
2605 /* int z;
2606 int num_stats_lose;
2607 int lost_a_stat;
2608 int lose_this_stat;
2609 int this_stat; */
2610 int will_kill_again;
2611 archetype *at;
2612 object *tmp;
2613
2614 if (save_life (op))
2615 return;
2616
2617 /* If player dies on BATTLEGROUND, no stat/exp loss! For Combat-Arenas
2618 * in cities ONLY!!! It is very important that this doesn't get abused.
2619 * Look at op_on_battleground() for more info --AndreasV
2620 */
2621 if (op_on_battleground (op, &x, &y))
2622 {
2623 new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, "You have been defeated in combat!");
2624 new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, "Local medics have saved your life...");
2625
2626 /* restore player */
2627 at = archetype::find ("poisoning");
2628 if (object *tmp = present_arch_in_ob (at, op))
2629 {
2630 tmp->destroy ();
2631 new_draw_info (NDI_UNIQUE, 0, op, "Your body feels cleansed");
2632 }
2633
2634 at = archetype::find ("confusion");
2635 if (object *tmp = present_arch_in_ob (at, op))
2636 {
2637 tmp->destroy ();
2638 new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer");
2639 }
2640
2641 cure_disease (op, 0, 0); /* remove any disease */
2642 op->stats.hp = op->stats.maxhp;
2643 if (op->stats.food <= 0)
2644 op->stats.food = 999;
2645
2646 /* create a bodypart-trophy to make the winner happy */
2647 if (object *tmp = arch_to_object (archetype::find ("finger")))
2648 {
2649 sprintf (buf, "%s's finger", &op->name);
2650 tmp->name = buf;
2651 sprintf (buf, " This finger has been cut off %s\n"
2652 " the %s, when he was defeated at\n level %d by %s.\n",
2653 &op->name, op->contr->title, (int) (op->level), op->contr->killer);
2654 tmp->msg = buf;
2655 tmp->value = 0, tmp->type = 0;
2656 tmp->materialname = "organics";
2657 tmp->insert_at (op, tmp);
2658 }
2659
2660 /* teleport defeated player to new destination */
2661 transfer_ob (op, x, y, 0, NULL);
2662 op->contr->braced = 0;
2663 return;
2664 }
2665
2666 INVOKE_PLAYER (DEATH, op->contr);
2667
2668 command_kill_pets (op, 0);
2669
2670 if (op->stats.food < 0)
2671 {
2672 sprintf (buf, "%s starved to death.", &op->name);
2673 strcpy (op->contr->killer, "starvation");
2674 }
2675 else
2676 sprintf (buf, "%s died.", &op->name);
2677
2678 op->contr->play_sound (sound_find ("player_dies"));
2679
2680 /* save the map location for corpse, gravestone */
2681 x = op->x;
2682 y = op->y;
2683 map = op->map;
2684
2685 /* NOT_PERMADEATH code. This basically brings the character back to
2686 * life if they are dead - it takes some exp and a random stat.
2687 * See the config.h file for a little more in depth detail about this.
2688 */
2689
2690 /* Basically two ways to go - remove a stat permanently, or just
2691 * make it depletion. This bunch of code deals with that aspect
2692 * of death.
2693 */
2694 #ifndef COZY_SERVER
2695 if (settings.balanced_stat_loss)
2696 {
2697 /* If stat loss is permanent, lose one stat only. */
2698 /* Lower level chars don't lose as many stats because they suffer
2699 more if they do. */
2700 /* Higher level characters can afford things such as potions of
2701 restoration, or better, stat potions. So we slug them that
2702 little bit harder. */
2703 /* GD */
2704 if (settings.stat_loss_on_death)
2705 num_stats_lose = 1;
2706 else
2707 num_stats_lose = 1 + op->level / BALSL_NUMBER_LOSSES_RATIO;
2708 }
2709 else
2710 num_stats_lose = 1;
2711
2712 lost_a_stat = 0;
2713
2714 for (z = 0; z < num_stats_lose; z++)
2715 {
2716 i = RANDOM () % NUM_STATS;
2717
2718 if (settings.stat_loss_on_death)
2719 {
2720 /* Pick a random stat and take a point off it. Tell the player
2721 * what he lost.
2722 */
2723 change_attr_value (&(op->stats), i, -1);
2724 check_stat_bounds (&(op->stats));
2725 change_attr_value (&(op->contr->orig_stats), i, -1);
2726 check_stat_bounds (&(op->contr->orig_stats));
2727 new_draw_info (NDI_UNIQUE, 0, op, lose_msg[i]);
2728 lost_a_stat = 1;
2729 }
2730 else
2731 {
2732 /* deplete a stat */
2733 archetype *deparch = archetype::find ("depletion");
2734 object *dep;
2735
2736 dep = present_arch_in_ob (deparch, op);
2737 if (!dep)
2738 {
2739 dep = arch_to_object (deparch);
2740 insert_ob_in_ob (dep, op);
2741 }
2742 lose_this_stat = 1;
2743 if (settings.balanced_stat_loss)
2744 {
2745 /* GD */
2746 /* Get the stat that we're about to deplete. */
2747 this_stat = get_attr_value (&(dep->stats), i);
2748 if (this_stat < 0)
2749 {
2750 int loss_chance = 1 + op->level / BALSL_LOSS_CHANCE_RATIO;
2751 int keep_chance = this_stat * this_stat;
2752
2753 /* Yes, I am paranoid. Sue me. */
2754 if (keep_chance < 1)
2755 keep_chance = 1;
2756
2757 /* There is a maximum depletion total per level. */
2758 if (this_stat < -1 - op->level / BALSL_MAX_LOSS_RATIO)
2759 {
2760 lose_this_stat = 0;
2761 /* Take loss chance vs keep chance to see if we
2762 retain the stat. */
2763 }
2764 else
2765 {
2766 if (random_roll (0, loss_chance + keep_chance - 1, op, PREFER_LOW) < keep_chance)
2767 lose_this_stat = 0;
2768 /* LOG(llevDebug, "Determining stat loss. Stat: %d Keep: %d Lose: %d Result: %s.\n",
2769 this_stat, keep_chance, loss_chance,
2770 lose_this_stat?"LOSE":"KEEP"); */
2771 }
2772 }
2773 }
2774
2775 if (lose_this_stat)
2776 {
2777 this_stat = get_attr_value (&(dep->stats), i);
2778 /* We could try to do something clever like find another
2779 * stat to reduce if this fails. But chances are, if
2780 * stats have been depleted to -50, all are pretty low
2781 * and should be roughly the same, so it shouldn't make a
2782 * difference.
2783 */
2784 if (this_stat >= -50)
2785 {
2786 change_attr_value (&(dep->stats), i, -1);
2787 SET_FLAG (dep, FLAG_APPLIED);
2788 new_draw_info (NDI_UNIQUE, 0, op, lose_msg[i]);
2789 op->update_stats ();
2790 lost_a_stat = 1;
2791 }
2792 }
2793 }
2794 }
2795 /* If no stat lost, tell the player. */
2796 if (!lost_a_stat)
2797 {
2798 /* determine_god() seems to not work sometimes... why is this?
2799 Should I be using something else? GD */
2800 const char *god = determine_god (op);
2801
2802 if (god && (strcmp (god, "none")))
2803 new_draw_info_format (NDI_UNIQUE, 0, op, "For a brief moment you feel the holy presence of %s protecting" " you.", god);
2804 else
2805 new_draw_info (NDI_UNIQUE, 0, op, "For a brief moment you feel a holy presence protecting you.");
2806 }
2807 #else
2808 new_draw_info (NDI_UNIQUE, 0, op, "For a brief moment you" " feel a holy presence protecting you from losing yourself completely.");
2809 #endif
2810
2811 /* Put a gravestone up where the character 'almost' died. List the
2812 * exp loss on the stone.
2813 */
2814 tmp = arch_to_object (archetype::find ("gravestone"));
2815 sprintf (buf, "%s's gravestone", &op->name);
2816 tmp->name = buf;
2817 sprintf (buf, "%s's gravestones", &op->name);
2818 tmp->name_pl = buf;
2819 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);
2820 tmp->msg = buf;
2821 tmp->x = op->x, tmp->y = op->y;
2822 insert_ob_in_map (tmp, op->map, NULL, 0);
2823
2824 /**************************************/
2825 /* */
2826 /* Subtract the experience points, */
2827 /* if we died cause of food, give us */
2828 /* food, and reset HP's... */
2829 /* */
2830 /**************************************/
2831
2832 /* remove any poisoning and confusion the character may be suffering. */
2833 /* restore player */
2834 at = archetype::find ("poisoning");
2835 tmp = present_arch_in_ob (at, op);
2836
2837 if (tmp)
2838 {
2839 tmp->destroy ();
2840 new_draw_info (NDI_UNIQUE, 0, op, "Your body feels cleansed");
2841 }
2842
2843 at = archetype::find ("confusion");
2844 tmp = present_arch_in_ob (at, op);
2845 if (tmp)
2846 {
2847 tmp->destroy ();
2848 new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer");
2849 }
2850
2851 cure_disease (op, 0, 0); /* remove any disease */
2852
2853 /*add_exp(op, (op->stats.exp * -0.20)); */
2854 apply_death_exp_penalty (op);
2855 if (op->stats.food < 100)
2856 op->stats.food = 900;
2857 op->stats.hp = op->stats.maxhp;
2858 op->stats.sp = MAX (op->stats.sp, op->stats.maxsp);
2859 op->stats.grace = MAX (op->stats.grace, op->stats.maxgrace);
2860
2861 /*
2862 * Check to see if the player has any unpaid items. If so, remove them
2863 * and put them back in the map.
2864 */
2865 op->drop_unpaid_items ();
2866
2867 /****************************************/
2868 /* */
2869 /* Move player to his current respawn- */
2870 /* position (usually last savebed) */
2871 /* */
2872 /****************************************/
2873
2874 enter_player_savebed (op);
2875
2876 op->contr->braced = 0;
2877
2878 /* it is possible that the player has blown something up
2879 * at his savebed location, and that can have long lasting
2880 * spell effects. So first see if there is a spell effect
2881 * on the space that might harm the player.
2882 */
2883 will_kill_again = 0;
2884 for (tmp = GET_MAP_OB (op->map, op->x, op->y); tmp; tmp = tmp->above)
2885 if (tmp->type == SPELL_EFFECT)
2886 will_kill_again |= tmp->attacktype;
2887
2888 if (will_kill_again)
2889 {
2890 object *force;
2891 int at;
2892
2893 force = get_archetype (FORCE_NAME);
2894 /* 50 ticks should be enough time for the spell to abate */
2895 force->speed = 0.1f;
2896 force->speed_left = -5.f;
2897 SET_FLAG (force, FLAG_APPLIED);
2898 for (at = 0; at < NROFATTACKS; at++)
2899 if (will_kill_again & (1 << at))
2900 force->resist[at] = 100;
2901
2902 insert_ob_in_ob (force, op);
2903 op->update_stats ();
2904
2905 }
2906
2907 new_draw_info (NDI_UNIQUE, 0, op, "YOU HAVE DIED.");
2908 }
2909
2910 void
2911 loot_object (object *op)
2912 { /* Grab and destroy some treasure */
2913 object *tmp, *tmp2, *next;
2914
2915 op->close_container (); /* close open sack first */
2916
2917 for (tmp = op->inv; tmp; tmp = next)
2918 {
2919 next = tmp->below;
2920
2921 if (tmp->invisible)
2922 continue;
2923
2924 tmp->remove ();
2925 tmp->x = op->x, tmp->y = op->y;
2926
2927 if (tmp->type == CONTAINER)
2928 loot_object (tmp); /* empty container to ground */
2929
2930 if (!QUERY_FLAG (tmp, FLAG_UNIQUE) && (QUERY_FLAG (tmp, FLAG_STARTEQUIP) || QUERY_FLAG (tmp, FLAG_NO_DROP) || !(rndm (3))))
2931 {
2932 if (tmp->nrof > 1)
2933 {
2934 tmp2 = get_split_ob (tmp, 1 + RANDOM () % (tmp->nrof - 1));
2935 tmp2->destroy ();
2936 insert_ob_in_map (tmp, op->map, NULL, 0);
2937 }
2938 else
2939 tmp->destroy ();
2940 }
2941 else
2942 insert_ob_in_map (tmp, op->map, NULL, 0);
2943 }
2944 }
2945
2946 /*
2947 * fix_weight(): Check recursively the weight of all players, and fix
2948 * what needs to be fixed. Refresh windows and fix speed if anything
2949 * was changed.
2950 */
2951 void
2952 fix_weight (void)
2953 {
2954 for_all_players (pl)
2955 {
2956 int old = pl->ob->carrying, sum = sum_weight (pl->ob);
2957
2958 if (old == sum)
2959 continue;
2960 pl->ob->update_stats ();
2961 LOG (llevDebug, "Fixed inventory in %s (%d -> %d)\n", &pl->ob->name, old, sum);
2962 }
2963 }
2964
2965 void
2966 fix_luck (void)
2967 {
2968 for_all_players (pl)
2969 if (!pl->ob->contr->ns->state)
2970 pl->ob->change_luck (0);
2971 }
2972
2973 /* cast_dust() - handles op throwing objects of type 'DUST'.
2974 * This is much simpler in the new spell code - we basically
2975 * just treat this as any other spell casting object.
2976 */
2977 void
2978 cast_dust (object *op, object *throw_ob, int dir)
2979 {
2980 object *skop, *spob;
2981
2982 skop = find_skill_by_name (op, throw_ob->skill);
2983
2984 /* casting POTION 'dusts' is really a use_magic_item skill */
2985 if (op->type == PLAYER && throw_ob->type == POTION && !skop)
2986 {
2987 LOG (llevError, "Player %s lacks critical skill use_magic_item!\n", &op->name);
2988 return;
2989 }
2990
2991 spob = throw_ob->inv;
2992
2993 // elmex Tue Aug 15 17:19:46 CEST 2006: Added this check to
2994 // not pass NULL to cast_spell (which did indeed check itself, but
2995 // errors should be reported as early as possible IMHO)
2996 if (!spob)
2997 {
2998 LOG (llevError, "cast_dust: thrown object %s (by %s) had no spell in it!", &throw_ob->name, &op->name);
2999 return;
3000 }
3001
3002 if (op->type == PLAYER)
3003 new_draw_info_format (NDI_UNIQUE, 0, op, "You cast %s.", &spob->name);
3004
3005 cast_spell (op, throw_ob, dir, spob, NULL);
3006
3007 throw_ob->destroy ();
3008 }
3009
3010 void
3011 make_visible (object *op)
3012 {
3013 op->hide = 0;
3014 op->invisible = 0;
3015
3016 if (op->type == PLAYER)
3017 {
3018 op->contr->tmp_invis = 0;
3019 op->contr->invis_race = 0;
3020 }
3021
3022 update_object (op, UP_OBJ_CHANGE);
3023 }
3024
3025 int
3026 is_true_undead (object *op)
3027 {
3028 if (QUERY_FLAG (op->arch, FLAG_UNDEAD))
3029 return 1;
3030
3031 return 0;
3032 }
3033
3034 /* look at the surrounding terrain to determine
3035 * the hideability of this object. Positive levels
3036 * indicate greater hideability.
3037 */
3038 int
3039 hideability (object *ob)
3040 {
3041 int i, level = 0, mflag;
3042 sint16 x, y;
3043
3044 if (!ob || !ob->map)
3045 return 0;
3046
3047 /* so, on normal lighted maps, its hard to hide */
3048 level = ob->map->darkness - 2;
3049
3050 /* this also picks up whether the object is glowing.
3051 * If you carry a light on a non-dark map, its not
3052 * as bad as carrying a light on a pitch dark map */
3053 if (has_carried_lights (ob))
3054 level = -(10 + (2 * ob->map->darkness));
3055
3056 /* scan through all nearby squares for terrain to hide in */
3057 for (i = 0, x = ob->x, y = ob->y; i < 9; i++, x = ob->x + freearr_x[i], y = ob->y + freearr_y[i])
3058 {
3059 mflag = get_map_flags (ob->map, NULL, x, y, NULL, NULL);
3060 if (mflag & P_OUT_OF_MAP)
3061 {
3062 continue;
3063 }
3064 if (mflag & P_BLOCKSVIEW) /* something to hide near! */
3065 level += 2;
3066 else /* open terrain! */
3067 level -= 1;
3068 }
3069
3070 #if 0
3071 LOG (llevDebug, "hideability of %s is %d\n", ob->name, level);
3072 #endif
3073 return level;
3074 }
3075
3076 /* For Hidden creatures - a chance of becoming 'unhidden'
3077 * every time they move - as we subtract off 'invisibility'
3078 * AND, for players, if they move into a ridiculously unhideable
3079 * spot (surrounded by clear terrain in broad daylight). -b.t.
3080 */
3081 void
3082 do_hidden_move (object *op)
3083 {
3084 int hide = 0, num = random_roll (0, 19, op, PREFER_LOW);
3085 object *skop;
3086
3087 if (!op || !op->map)
3088 return;
3089
3090 skop = find_obj_by_type_subtype (op, SKILL, SK_HIDING);
3091
3092 /* its *extremely* hard to run and sneak/hide at the same time! */
3093 if (op->type == PLAYER && op->contr->run_on)
3094 if (!skop || num >= skop->level)
3095 {
3096 new_draw_info (NDI_UNIQUE, 0, op, "You ran too much! You are no longer hidden!");
3097 make_visible (op);
3098 return;
3099 }
3100 else
3101 num += 20;
3102
3103 num += op->map->difficulty;
3104 hide = hideability (op); /* modify by terrain hidden level */
3105 num -= hide;
3106
3107 if ((op->type == PLAYER && hide < -10) || ((op->invisible -= num) <= 0))
3108 {
3109 make_visible (op);
3110 if (op->type == PLAYER)
3111 new_draw_info (NDI_UNIQUE, 0, op, "You moved out of hiding! You are visible!");
3112 }
3113 else if (op->type == PLAYER && skop)
3114 change_exp (op, calc_skill_exp (op, NULL, skop), skop->skill, 0);
3115 }
3116
3117 /* determine if who is standing near a hostile creature. */
3118
3119 int
3120 stand_near_hostile (object *who)
3121 {
3122 object *tmp = NULL;
3123 int i, friendly = 0, player = 0, mflags;
3124 maptile *m;
3125 sint16 x, y;
3126
3127 if (!who)
3128 return 0;
3129
3130 if (who->type == PLAYER)
3131 player = 1;
3132
3133 else
3134 friendly = QUERY_FLAG (who, FLAG_FRIENDLY);
3135
3136 /* search adjacent squares */
3137 for (i = 1; i < 9; i++)
3138 {
3139 x = who->x + freearr_x[i];
3140 y = who->y + freearr_y[i];
3141 m = who->map;
3142 mflags = get_map_flags (m, &m, x, y, &x, &y);
3143 /* space must be blocked if there is a monster. If not
3144 * blocked, don't need to check this space.
3145 */
3146 if (mflags & P_OUT_OF_MAP)
3147 continue;
3148 if (OB_TYPE_MOVE_BLOCK (who, GET_MAP_MOVE_BLOCK (m, x, y)))
3149 continue;
3150
3151 for (tmp = GET_MAP_OB (m, x, y); tmp; tmp = tmp->above)
3152 {
3153 if ((player ||friendly) &&QUERY_FLAG (tmp, FLAG_MONSTER) && !QUERY_FLAG (tmp, FLAG_UNAGGRESSIVE))
3154 return 1;
3155 else if (tmp->type == PLAYER)
3156 {
3157 /*don't let a hidden DM prevent you from hiding */
3158 if (!QUERY_FLAG (tmp, FLAG_WIZ) || tmp->contr->hidden == 0)
3159 return 1;
3160 }
3161 }
3162 }
3163 return 0;
3164 }
3165
3166 /* check the player los field for viewability of the
3167 * object op. This function works fine for monsters,
3168 * but we dont worry if the object isnt the top one in
3169 * a pile (say a coin under a table would return "viewable"
3170 * by this routine). Another question, should we be
3171 * concerned with the direction the player is looking
3172 * in? Realistically, most of us can't see stuff behind
3173 * our backs...on the other hand, does the "facing" direction
3174 * imply the way your head, or body is facing? It's possible
3175 * for them to differ. Sigh, this fctn could get a bit more complex.
3176 * -b.t.
3177 * This function is now map tiling safe.
3178 */
3179 int
3180 player_can_view (object *pl, object *op)
3181 {
3182 rv_vector rv;
3183 int dx, dy;
3184
3185 if (pl->type != PLAYER)
3186 {
3187 LOG (llevError, "player_can_view() called for non-player object\n");
3188 return -1;
3189 }
3190
3191 if (!pl || !op)
3192 return 0;
3193
3194 op = op->head_ ();
3195
3196 get_rangevector (pl, op, &rv, 0x1);
3197
3198 /* starting with the 'head' part, lets loop
3199 * through the object and find if it has any
3200 * part that is in the los array but isn't on
3201 * a blocked los square.
3202 * we use the archetype to figure out offsets.
3203 */
3204 while (op)
3205 {
3206 dx = rv.distance_x + op->arch->x;
3207 dy = rv.distance_y + op->arch->y;
3208
3209 /* only the viewable area the player sees is updated by LOS
3210 * code, so we need to restrict ourselves to that range of values
3211 * for any meaningful values.
3212 */
3213 if (abs (dx) <= (pl->contr->ns->mapx / 2) &&
3214 abs (dy) <= (pl->contr->ns->mapy / 2) &&
3215 !pl->contr->blocked_los[dx + (pl->contr->ns->mapx / 2)][dy + (pl->contr->ns->mapy / 2)])
3216 return 1;
3217
3218 op = op->more;
3219 }
3220
3221 return 0;
3222 }
3223
3224 /* routine for both players and monsters. We call this when
3225 * there is a possibility for our action distrubing our hiding
3226 * place or invisiblity spell. Artefact invisiblity is not
3227 * effected by this. If we arent invisible to begin with, we
3228 * return 0.
3229 */
3230 int
3231 action_makes_visible (object *op)
3232 {
3233 if (op->invisible && QUERY_FLAG (op, FLAG_ALIVE))
3234 {
3235 if (QUERY_FLAG (op, FLAG_MAKE_INVIS))
3236 return 0;
3237
3238 if (op->contr && op->contr->tmp_invis == 0)
3239 return 0;
3240
3241 /* If monsters, they should become visible */
3242 if (op->hide || !op->contr || (op->contr && op->contr->tmp_invis))
3243 {
3244 new_draw_info_format (NDI_UNIQUE, 0, op, "You become %s!", op->hide ? "unhidden" : "visible");
3245 return 1;
3246 }
3247 }
3248
3249 return 0;
3250 }
3251
3252 /* op_on_battleground - checks if the given object op (usually
3253 * a player) is standing on a valid battleground-tile,
3254 * function returns TRUE/FALSE. If true x, y returns the battleground
3255 * -exit-coord. (and if x, y not NULL)
3256 * 19 March 2005 - josh@woosworld.net modifed to check if the battleground also has slaying, maxhp, and maxsp set
3257 * and if those are all set and the player has a marker that matches the slaying send them to a different x, y
3258 * Default is to do the same as before, so only people wanting to have different points need worry about this
3259 */
3260 int
3261 op_on_battleground (object *op, int *x, int *y)
3262 {
3263 /* A battleground-tile needs the following attributes to be valid:
3264 * is_floor 1 (has to be the FIRST floor beneath the player's feet),
3265 * name="battleground", no_pick 1, type=58 (type BATTLEGROUND)
3266 * and the exit-coordinates sp/hp must both be > 0.
3267 * => The intention here is to prevent abuse of the battleground-
3268 * feature (like pickable or hidden battleground tiles). */
3269 for (object *tmp = op->below; tmp; tmp = tmp->below)
3270 {
3271 if (QUERY_FLAG (tmp, FLAG_IS_FLOOR))
3272 {
3273 if (QUERY_FLAG (tmp, FLAG_NO_PICK)
3274 && tmp->type == BATTLEGROUND
3275 && tmp->name == shstr_battleground
3276 && EXIT_X (tmp) && EXIT_Y (tmp))
3277 {
3278 /* before we assign the exit, check if this is a teambattle */
3279 if (EXIT_ALT_X (tmp) && EXIT_ALT_Y (tmp) && EXIT_PATH (tmp))
3280 {
3281 for (object *invtmp = op->inv; invtmp; invtmp = invtmp->below)
3282 {
3283 if (invtmp->type == FORCE && invtmp->slaying && tmp->slaying == invtmp->slaying)
3284 {
3285 if (x && y)
3286 *x = EXIT_ALT_X (tmp), *y = EXIT_ALT_Y (tmp);
3287
3288 return 1;
3289 }
3290 }
3291 }
3292
3293 if (x && y)
3294 *x = EXIT_X (tmp), *y = EXIT_Y (tmp);
3295
3296 return 1;
3297 }
3298 }
3299 }
3300
3301 /* If we got here, did not find a battleground */
3302 return 0;
3303 }
3304
3305 /*
3306 * When a dragon-player gains a new stage of evolution,
3307 * he gets some treasure
3308 *
3309 * attributes:
3310 * object *who the dragon player
3311 * int atnr the attack-number of the ability focus
3312 * int level ability level
3313 */
3314 void
3315 dragon_ability_gain (object *who, int atnr, int level)
3316 {
3317 treasurelist *trlist = NULL; /* treasurelist */
3318 treasure *tr; /* treasure */
3319 object *tmp, *skop; /* tmp. object */
3320 object *item; /* treasure object */
3321 char buf[MAX_BUF]; /* tmp. string buffer */
3322 int i = 0, j = 0;
3323
3324 /* get the appropriate treasurelist */
3325 if (atnr == ATNR_FIRE)
3326 trlist = treasurelist::find (shstr_dragon_ability_fire);
3327 else if (atnr == ATNR_COLD)
3328 trlist = treasurelist::find (shstr_dragon_ability_cold);
3329 else if (atnr == ATNR_ELECTRICITY)
3330 trlist = treasurelist::find (shstr_dragon_ability_elec);
3331 else if (atnr == ATNR_POISON)
3332 trlist = treasurelist::find (shstr_dragon_ability_poison);
3333
3334 if (trlist == NULL || who->type != PLAYER)
3335 return;
3336
3337 for (i = 0, tr = trlist->items; tr != NULL && i < level - 1; tr = tr->next, i++);
3338
3339 if (!tr || !tr->item)
3340 {
3341 /* LOG(llevDebug, "-> no more treasure for %s\n", change_resist_msg[atnr]); */
3342 return;
3343 }
3344
3345 /* everything seems okay - now bring on the gift: */
3346 item = tr->item;
3347
3348 if (item->type == SPELL)
3349 {
3350 if (check_spell_known (who, item->name))
3351 return;
3352
3353 new_draw_info_format (NDI_UNIQUE | NDI_BLUE, 0, who, "You gained the ability of %s", &item->name);
3354 do_learn_spell (who, item, 0);
3355 return;
3356 }
3357
3358 /* grant direct spell */
3359 if (item->type == SPELLBOOK)
3360 {
3361 if (!item->inv)
3362 {
3363 LOG (llevDebug, "dragon_ability_gain: Broken spellbook %s\n", &item->name);
3364 return;
3365 }
3366 if (check_spell_known (who, item->inv->name))
3367 return;
3368 if (item->invisible)
3369 {
3370 new_draw_info_format (NDI_UNIQUE | NDI_BLUE, 0, who, "You gained the ability of %s", &item->inv->name);
3371 do_learn_spell (who, item->inv, 0);
3372 return;
3373 }
3374 }
3375 else if (item->type == SKILL_TOOL && item->invisible)
3376 {
3377 if (item->subtype == SK_CLAWING && (skop = find_skill_by_name (who, item->skill)) != NULL)
3378 {
3379
3380 /* should this perhaps be (skop->attackyp & item->attacktype)!=item->attacktype ...
3381 * in this way, if the player is missing any of the attacktypes, he gets
3382 * them. As it is now, if the player has any that match the granted skill,
3383 * but not all of them, he gets nothing.
3384 */
3385 if (!(skop->attacktype & item->attacktype))
3386 {
3387 /* Give new attacktype */
3388 skop->attacktype |= item->attacktype;
3389
3390 /* always add physical if there's none */
3391 skop->attacktype |= AT_PHYSICAL;
3392
3393 if (item->msg != NULL)
3394 new_draw_info (NDI_UNIQUE | NDI_BLUE, 0, who, item->msg);
3395
3396 /* Give player new face */
3397 if (item->animation_id)
3398 {
3399 who->face = skop->face;
3400 who->animation_id = item->animation_id;
3401 who->anim_speed = item->anim_speed;
3402 who->last_anim = 0;
3403 who->state = 0;
3404 animate_object (who, who->direction);
3405 }
3406 }
3407 }
3408 }
3409 else if (item->type == FORCE)
3410 {
3411 /* forces in the treasurelist can alter the player's stats */
3412 object *skin;
3413
3414 /* first get the dragon skin force */
3415 for (skin = who->inv; skin && !(skin->arch->archname == shstr_dragon_skin_force); skin = skin->below)
3416 ;
3417
3418 if (!skin)
3419 return;
3420
3421 /* adding new spellpath attunements */
3422 if (item->path_attuned > 0 && !(skin->path_attuned & item->path_attuned))
3423 {
3424 skin->path_attuned |= item->path_attuned; /* add attunement to skin */
3425
3426 /* print message */
3427 sprintf (buf, "You feel attuned to ");
3428 for (i = 0, j = 0; i < NRSPELLPATHS; i++)
3429 {
3430 if (item->path_attuned & (1 << i))
3431 {
3432 if (j)
3433 strcat (buf, " and ");
3434 else
3435 j = 1;
3436 strcat (buf, spellpathnames[i]);
3437 }
3438 }
3439 strcat (buf, ".");
3440 new_draw_info (NDI_UNIQUE | NDI_BLUE, 0, who, buf);
3441 }
3442
3443 /* evtl. adding flags: */
3444 if (QUERY_FLAG (item, FLAG_XRAYS))
3445 SET_FLAG (skin, FLAG_XRAYS);
3446 if (QUERY_FLAG (item, FLAG_STEALTH))
3447 SET_FLAG (skin, FLAG_STEALTH);
3448 if (QUERY_FLAG (item, FLAG_SEE_IN_DARK))
3449 SET_FLAG (skin, FLAG_SEE_IN_DARK);
3450
3451 /* print message if there is one */
3452 if (item->msg != NULL)
3453 new_draw_info (NDI_UNIQUE | NDI_BLUE, 0, who, item->msg);
3454 }
3455 else
3456 {
3457 /* generate misc. treasure */
3458 tmp = arch_to_object (tr->item);
3459 new_draw_info_format (NDI_UNIQUE | NDI_BLUE, 0, who, "You gained %s", query_short_name (tmp));
3460 tmp = insert_ob_in_ob (tmp, who);
3461 if (who->type == PLAYER)
3462 esrv_send_item (who, tmp);
3463 }
3464 }
3465
3466 /**
3467 * Unready an object for a player. This function does nothing if the object was
3468 * not readied.
3469 */
3470 void
3471 player_unready_range_ob (player *pl, object *ob)
3472 {
3473 if (pl->ob->current_weapon == ob)
3474 pl->ob->current_weapon = 0;
3475
3476 if (pl->combat_ob == ob)
3477 pl->combat_ob = 0;
3478
3479 if (pl->ranged_ob == ob)
3480 pl->ranged_ob = 0;
3481 }
3482
3483 sint8
3484 player::visibility_at (maptile *map, int x, int y) const
3485 {
3486 if (!ns)
3487 return 0;
3488
3489 int dx, dy;
3490 if (!adjacent_map (map, ns->current_map, &dx, &dy))
3491 return 0;
3492
3493 x += dx - ns->current_x + ns->mapx / 2;
3494 y += dy - ns->current_y + ns->mapy / 2;
3495
3496 if (!IN_RANGE_EXC (x, 0, ns->mapx) || !IN_RANGE_EXC (y, 0, ns->mapy))
3497 return 0;
3498
3499 return 100 - blocked_los [x][y];
3500 }