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Revision: 1.175
Committed: Mon Nov 26 12:54:32 2007 UTC (16 years, 6 months ago) by elmex
Content type: text/plain
Branch: MAIN
CVS Tags: rel-2_32
Changes since 1.174: +43 -33 lines
Log Message:
moved update_stats from the inner drop/put loop to the callers. and converted
some old messages. also hard limited pick_up now.

File Contents

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