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/cvs/deliantra/server/server/player.C
Revision: 1.100
Committed: Sat Jan 20 22:09:55 2007 UTC (17 years, 4 months ago) by root
Content type: text/plain
Branch: MAIN
Changes since 1.99: +7 -2 lines
Log Message:
- move util/world.png to server/lib/
  (should go to maps/world.png, but I will not fiddle around with that now)
- compile worldmap to world.pst and install it.
- rename FLAG_NO_SAVE to FLAG_NO_MAP_SAVE
- define FABS to fabs, as intended
- fix all(?) the FABS(int) calls

File Contents

# User Rev Content
1 elmex 1.1 /*
2 root 1.89 * CrossFire, A Multiplayer game
3     *
4     * Copyright (C) 2005, 2006, 2007 Marc Lehmann & Crossfire+ Development Team
5     * Copyright (C) 2002 Mark Wedel & Crossfire Development Team
6     * Copyright (C) 1992 Frank Tore Johansen
7     *
8     * This program 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 2 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, write to the Free Software
20     * Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA.
21     *
22     * The author can be reached via e-mail to <crossfire@schmorp.de>
23     */
24 elmex 1.1
25     #include <global.h>
26 pippijn 1.31 #include <pwd.h>
27 root 1.38 #include <sproto.h>
28 elmex 1.1 #include <sounds.h>
29     #include <living.h>
30     #include <object.h>
31     #include <spells.h>
32     #include <skills.h>
33    
34 root 1.54 #include <algorithm>
35     #include <functional>
36 elmex 1.1
37 root 1.89 playervec players;
38 elmex 1.1
39 root 1.18 void
40     display_motd (const object *op)
41     {
42     char buf[MAX_BUF];
43     char motd[HUGE_BUF];
44     FILE *fp;
45     int comp;
46     int size;
47 elmex 1.1
48 root 1.18 sprintf (buf, "%s/%s", settings.confdir, settings.motd);
49     if ((fp = open_and_uncompress (buf, 0, &comp)) == NULL)
50 root 1.44 return;
51    
52 root 1.18 motd[0] = '\0';
53     size = 0;
54 root 1.44
55 root 1.53 while (fgets (buf, MAX_BUF, fp))
56 root 1.18 {
57     if (*buf == '#')
58     continue;
59 root 1.44
60 root 1.18 strncat (motd + size, buf, HUGE_BUF - size);
61     size += strlen (buf);
62 elmex 1.1 }
63 root 1.44
64 root 1.18 draw_ext_info (NDI_UNIQUE | NDI_GREEN, 0, op, MSG_TYPE_MOTD, MSG_SUBTYPE_NONE, motd, NULL);
65     close_and_delete (fp, comp);
66 elmex 1.1 }
67    
68 root 1.18 void
69     send_rules (const object *op)
70     {
71     char buf[MAX_BUF];
72     char rules[HUGE_BUF];
73     FILE *fp;
74     int comp;
75     int size;
76    
77     sprintf (buf, "%s/%s", settings.confdir, settings.rules);
78     if ((fp = open_and_uncompress (buf, 0, &comp)) == NULL)
79 root 1.44 return;
80    
81 root 1.18 rules[0] = '\0';
82     size = 0;
83 root 1.44
84 root 1.53 while (fgets (buf, MAX_BUF, fp))
85 root 1.18 {
86     if (*buf == '#')
87 elmex 1.1 continue;
88 root 1.44
89 root 1.18 if (size + strlen (buf) >= HUGE_BUF)
90     {
91     LOG (llevDebug, "Warning, rules size is > %d bytes.\n", HUGE_BUF);
92 elmex 1.1 break;
93 root 1.18 }
94 root 1.44
95 root 1.18 strncat (rules + size, buf, HUGE_BUF - size);
96     size += strlen (buf);
97 elmex 1.1 }
98 root 1.44
99 root 1.18 draw_ext_info (NDI_UNIQUE | NDI_GREEN, 0, op, MSG_TYPE_ADMIN, MSG_TYPE_ADMIN_RULES, rules, NULL);
100     close_and_delete (fp, comp);
101 elmex 1.1 }
102    
103 root 1.18 void
104     send_news (const object *op)
105     {
106     char buf[MAX_BUF];
107     char news[HUGE_BUF];
108     char subject[MAX_BUF];
109     FILE *fp;
110     int comp;
111     int size;
112    
113     sprintf (buf, "%s/%s", settings.confdir, settings.news);
114     if ((fp = open_and_uncompress (buf, 0, &comp)) == NULL)
115     return;
116 root 1.44
117 root 1.18 news[0] = '\0';
118     subject[0] = '\0';
119     size = 0;
120 root 1.44
121 root 1.18 while (fgets (buf, MAX_BUF, fp) != NULL)
122     {
123     if (*buf == '#')
124     continue;
125 root 1.44
126 root 1.18 if (*buf == '%')
127     { /* send one news */
128     if (size > 0)
129     draw_ext_info_format (NDI_UNIQUE | NDI_GREEN, 0, op, MSG_TYPE_ADMIN, MSG_TYPE_ADMIN_NEWS, "INFORMATION: %s\n%s", "%s\n%s", subject, news); /*send previously read news */
130 root 1.89
131 root 1.18 strcpy (subject, buf + 1);
132     strip_endline (subject);
133     size = 0;
134     news[0] = '\0';
135     }
136     else
137     {
138     if (size + strlen (buf) >= HUGE_BUF)
139     {
140     LOG (llevDebug, "Warning, one news item has size > %d bytes.\n", HUGE_BUF);
141 elmex 1.1 break;
142 root 1.18 }
143     strncat (news + size, buf, HUGE_BUF - size);
144     size += strlen (buf);
145     }
146 elmex 1.1 }
147 root 1.18
148     draw_ext_info_format (NDI_UNIQUE | NDI_GREEN, 0, op,
149     MSG_TYPE_ADMIN, MSG_TYPE_ADMIN_NEWS, "INFORMATION: %s\n%s\n", "%s\n%s", subject, news);
150     close_and_delete (fp, comp);
151 elmex 1.1 }
152    
153 root 1.54 /* This loads the first map an puts the player on it. */
154     static void
155     set_first_map (object *op)
156     {
157 root 1.77 op->contr->maplevel = first_map_path;
158 root 1.54 op->x = -1;
159     op->y = -1;
160 root 1.75 }
161    
162     void
163     player::enter_map ()
164     {
165     object *tmp = object::create ();
166    
167     EXIT_PATH (tmp) = maplevel;
168     EXIT_X (tmp) = ob->x;
169     EXIT_Y (tmp) = ob->y;
170     ob->enter_exit (tmp);
171    
172     tmp->destroy ();
173 root 1.54 }
174    
175 root 1.89 void
176     player::activate ()
177     {
178     if (active)
179     return;
180    
181     players.insert (this);
182     ob->remove ();
183     ob->map = 0;
184     ob->activate_recursive ();
185 root 1.92 CLEAR_FLAG (ob, FLAG_FRIENDLY);
186     add_friendly_object (ob);
187 root 1.89 enter_map ();
188     }
189    
190     void
191     player::deactivate ()
192     {
193     if (!active)
194     return;
195    
196     terminate_all_pets (ob);
197 root 1.92 remove_friendly_object (ob);
198 root 1.89 ob->deactivate_recursive ();
199 root 1.98 maplevel = ob->map->path;
200 root 1.89 ob->remove ();
201     ob->map = 0;
202    
203 root 1.92 // for weird reasons, this is often "ob", keeping a circular reference
204     ranges [range_skill] = 0;
205    
206 root 1.89 players.erase (this);
207     }
208    
209 root 1.56 // connect the player with a specific client
210     // also changed, rationalises, and fixes some incorrect settings
211 root 1.54 void
212     player::connect (client *ns)
213 root 1.18 {
214 root 1.54 this->ns = ns;
215     ns->pl = this;
216    
217 root 1.95 run_on = 0;
218     fire_on = 0;
219 root 1.97 ob->container = 0; //TODO: client-specific
220 root 1.95
221 root 1.54 ns->update_look = 0;
222     ns->look_position = 0;
223    
224     clear_los (ob);
225    
226 root 1.95 ns->reset_stats ();
227 root 1.93
228 root 1.57 /* make sure he's a player -- needed because of class change. */
229 root 1.54 ob->type = PLAYER; // we are paranoid
230     ob->race = ob->arch->clone.race;
231 elmex 1.1
232 root 1.56 if (!legal_range (ob, shoottype))
233     shoottype = range_none;
234 root 1.44
235 root 1.54 ob->carrying = sum_weight (ob);
236     link_player_skills (ob);
237 elmex 1.1
238 root 1.56 CLEAR_FLAG (ob, FLAG_NO_FIX_PLAYER);
239 elmex 1.1
240 root 1.54 assign (title, ob->arch->clone.name);
241 root 1.15
242 root 1.54 /* can_use_shield is a new flag. However, the can_use.. seems to largely come
243     * from the class, and not race. I don't see any way to get the class information
244     * to then update this. I don't think this will actually break anything - anyone
245     * that can use armour should be able to use a shield. What this may 'break'
246     * are features new characters get, eg, if someone starts up with a Q, they
247     * should be able to use a shield. However, old Q's won't get that advantage.
248 root 1.15 */
249 root 1.54 if (QUERY_FLAG (ob, FLAG_USE_ARMOUR))
250     SET_FLAG (ob, FLAG_USE_SHIELD);
251    
252     /* if it's a dragon player, set the correct title here */
253     if (is_dragon_pl (ob))
254     {
255     object *tmp, *abil = 0, *skin = 0;
256    
257     shstr_cmp dragon_ability_force ("dragon_ability_force");
258     shstr_cmp dragon_skin_force ("dragon_skin_force");
259    
260     for (tmp = ob->inv; tmp; tmp = tmp->below)
261     if (tmp->type == FORCE)
262     if (tmp->arch->name == dragon_ability_force)
263     abil = tmp;
264     else if (tmp->arch->name == dragon_skin_force)
265     skin = tmp;
266    
267     set_dragon_name (ob, abil, skin);
268     }
269    
270     new_draw_info (NDI_UNIQUE, 0, ob, "Welcome Back!");
271    
272 root 1.60 esrv_new_player (this, ob->weight + ob->carrying);
273    
274     ob->update_stats ();
275 root 1.54 ns->floorbox_update ();
276    
277     esrv_send_inventory (ob, ob);
278     esrv_add_spells (this, 0);
279    
280 root 1.89 activate ();
281 root 1.54
282 root 1.59 send_rules (ob);
283     send_news (ob);
284     display_motd (ob);
285 root 1.78
286     INVOKE_PLAYER (CONNECT, this);
287 root 1.54 INVOKE_PLAYER (LOGIN, this);
288     }
289 elmex 1.1
290 root 1.62 void
291     player::disconnect ()
292     {
293 root 1.63 if (ns)
294 root 1.72 {
295 root 1.89 if (active)
296     INVOKE_PLAYER (LOGOUT, this, ARG_INT (0));
297 root 1.78
298     INVOKE_PLAYER (DISCONNECT, this);
299 root 1.72
300 root 1.97 ns->reset_stats ();
301 root 1.72 ns->pl = 0;
302     this->ns = 0;
303 root 1.89 }
304 root 1.72
305 root 1.97 ob->container = 0; //TODO: client-specific
306 root 1.89 deactivate ();
307 root 1.62 }
308    
309 root 1.54 // the need for this function can be explained
310     // by load_object not returning the object
311     void
312     player::set_object (object *op)
313     {
314     ob = op;
315     ob->contr = this; /* this aren't yet in archetype */
316 root 1.15
317 root 1.54 ob->speed_left = 0.5;
318     ob->speed = 1.0;
319     ob->direction = 5; /* So player faces south */
320     ob->stats.wc = 2;
321     ob->run_away = 25; /* Then we panick... */
322 root 1.15
323 root 1.54 ob->roll_stats ();
324     }
325 root 1.15
326 root 1.54 player::player ()
327     {
328 pippijn 1.81 /* There are some elements we want initialised to non zero value -
329 root 1.54 * we deal with that below this point.
330     */
331     outputs_sync = 16; /* Every 2 seconds */
332     outputs_count = 8; /* Keeps present behaviour */
333     unapply = unapply_nochoice;
334    
335 root 1.77 savebed_map = first_map_path; /* Init. respawn position */
336 root 1.54
337     gen_sp_armour = 10;
338     shoottype = range_none;
339     bowtype = bow_normal;
340     petmode = pet_normal;
341     listening = 10;
342     usekeys = containers;
343     peaceful = 1; /* default peaceful */
344     do_los = 1;
345     }
346    
347 root 1.62 void
348     player::do_destroy ()
349 root 1.54 {
350 root 1.72 disconnect ();
351 root 1.62
352 root 1.72 attachable::do_destroy ();
353 root 1.62
354 root 1.54 if (ob)
355 root 1.69 {
356     ob->destroy_inv (false);
357     ob->destroy ();
358     }
359 root 1.62 }
360    
361     player::~player ()
362     {
363 root 1.54 /* Clear item stack */
364     free (stack_items);
365 elmex 1.1 }
366    
367 root 1.54 /* Tries to add player on the connection passed in ns.
368 elmex 1.1 * All we can really get in this is some settings like host and display
369     * mode.
370     */
371 root 1.54 player *
372     player::create ()
373 root 1.18 {
374 root 1.54 player *pl = new player;
375 root 1.38
376 root 1.54 pl->set_object (arch_to_object (get_player_archetype (0)));
377 root 1.76 set_first_map (pl->ob);
378 root 1.26
379 root 1.54 return pl;
380 elmex 1.1 }
381    
382     /*
383     * get_player_archetype() return next player archetype from archetype
384     * list. Not very efficient routine, but used only creating new players.
385     * Note: there MUST be at least one player archetype!
386     */
387 root 1.18 archetype *
388     get_player_archetype (archetype *at)
389 elmex 1.1 {
390 root 1.18 archetype *start = at;
391    
392     for (;;)
393     {
394     if (at == NULL || at->next == NULL)
395     at = first_archetype;
396     else
397     at = at->next;
398 root 1.46
399 root 1.18 if (at->clone.type == PLAYER)
400     return at;
401 root 1.46
402 root 1.18 if (at == start)
403     {
404     LOG (llevError, "No Player archetypes\n");
405     exit (-1);
406 root 1.11 }
407 elmex 1.1 }
408     }
409    
410 root 1.18 object *
411     get_nearest_player (object *mon)
412     {
413     object *op = NULL;
414     objectlink *ol;
415     unsigned lastdist;
416     rv_vector rv;
417    
418 root 1.92 for (ol = first_friendly_object, lastdist = 1000; ol; ol = ol->next)
419 root 1.18 {
420     /* We should not find free objects on this friendly list, but it
421     * does periodically happen. Given that, lets deal with it.
422     * While unlikely, it is possible the next object on the friendly
423     * list is also free, so encapsulate this in a while loop.
424     */
425     while (QUERY_FLAG (ol->ob, FLAG_FREED) || !QUERY_FLAG (ol->ob, FLAG_FRIENDLY))
426     {
427     object *tmp = ol->ob;
428    
429     /* Can't do much more other than log the fact, because the object
430     * itself will have been cleared.
431     */
432 root 1.92 LOG (llevDebug, "get_nearest_player: Found free/non friendly object '%s' on friendly list\n",
433     tmp->debug_desc ());
434 root 1.18 ol = ol->next;
435     remove_friendly_object (tmp);
436     if (!ol)
437     return op;
438     }
439 root 1.11
440 root 1.18 /* Remove special check for player from this. First, it looks to cause
441     * some crashes (ol->ob->contr not set properly?), but secondly, a more
442     * complicated method of state checking would be needed in any case -
443     * as it was, a clever player could type quit, and the function would
444     * skip them over while waiting for confirmation. Remove
445     * on_same_map check, as can_detect_enemy also does this
446     */
447     if (!can_detect_enemy (mon, ol->ob, &rv))
448     continue;
449 root 1.11
450 root 1.18 if (lastdist > rv.distance)
451     {
452     op = ol->ob;
453     lastdist = rv.distance;
454 root 1.11 }
455 elmex 1.1 }
456 root 1.61
457     for_all_players (pl)
458     if (can_detect_enemy (mon, pl->ob, &rv))
459     if (lastdist > rv.distance)
460 root 1.18 {
461 root 1.61 op = pl->ob;
462     lastdist = rv.distance;
463     }
464 elmex 1.1
465     #if 0
466 root 1.18 LOG (llevDebug, "get_nearest_player() finds player: %s\n", op ? &op->name : "(null)");
467 elmex 1.1 #endif
468 root 1.18 return op;
469 elmex 1.1 }
470    
471     /* I believe this can safely go to 2, 3 is questionable, 4 will likely
472     * result in a monster paths backtracking. It basically determines how large a
473     * detour a monster will take from the direction path when looking
474     * for a path to the player. The values are in the amount of direction
475     * the deviation is
476     */
477     #define DETOUR_AMOUNT 2
478    
479     /* This is used to prevent infinite loops. Consider a case where the
480     * player is in a chamber (with gate closed), and monsters are outside.
481     * with DETOUR_AMOUNT==2, the function will turn each corner, trying to
482     * find a path into the chamber. This is a good thing, but since there
483     * is no real path, it will just keep circling the chamber for
484     * ever (this could be a nice effect for monsters, but not for the function
485     * to get stuck in. I think for the monsters, if max is reached and
486     * we return the first direction the creature could move would result in the
487     * circling behaviour. Unfortunately, this function is also used to determined
488     * if the creature should cast a spell, so returning a direction in that case
489     * is probably not a good thing.
490     */
491     #define MAX_SPACES 50
492    
493     /*
494     * Returns the direction to the player, if valid. Returns 0 otherwise.
495     * modified to verify there is a path to the player. Does this by stepping towards
496     * player and if path is blocked then see if blockage is close enough to player that
497     * direction to player is changed (ie zig or zag). Continue zig zag until either
498     * reach player or path is blocked. Thus, will only return true if there is a free
499     * path to player. Though path may not be a straight line. Note that it will find
500     * player hiding along a corridor at right angles to the corridor with the monster.
501     *
502     * Modified by MSW 2001-08-06 to handle tiled maps. Various notes:
503     * 1) With DETOUR_AMOUNT being 2, it should still go and find players hiding
504     * down corriders.
505     * 2) I think the old code was broken if the first direction the monster
506     * should move was blocked - the code would store the first direction without
507     * verifying that the player can actually move in that direction. The new
508     * code does not store anything in firstdir until we have verified that the
509     * monster can in fact move one space in that direction.
510     * 3) I'm not sure how good this code will be for moving multipart monsters,
511     * since only simple checks to blocked are being called, which could mean the monster
512     * is blocking itself.
513     */
514 root 1.18 int
515     path_to_player (object *mon, object *pl, unsigned mindiff)
516     {
517     rv_vector rv;
518     sint16 x, y;
519     int lastx, lasty, dir, i, diff, firstdir = 0, lastdir, max = MAX_SPACES, mflags, blocked;
520 root 1.25 maptile *m, *lastmap;
521 root 1.18
522     get_rangevector (mon, pl, &rv, 0);
523    
524     if (rv.distance < mindiff)
525     return 0;
526    
527     x = mon->x;
528     y = mon->y;
529     m = mon->map;
530     dir = rv.direction;
531     lastdir = firstdir = rv.direction; /* perhaps we stand next to pl, init firstdir too */
532 root 1.100 diff = ::max (abs (rv.distance_x), abs (rv.distance_y));
533    
534 root 1.18 /* If we can't solve it within the search distance, return now. */
535     if (diff > max)
536     return 0;
537 root 1.100
538 root 1.18 while (diff > 1 && max > 0)
539     {
540     lastx = x;
541     lasty = y;
542     lastmap = m;
543     x = lastx + freearr_x[dir];
544     y = lasty + freearr_y[dir];
545    
546     mflags = get_map_flags (m, &m, x, y, &x, &y);
547     blocked = (mflags & P_OUT_OF_MAP) ? MOVE_ALL : GET_MAP_MOVE_BLOCK (m, x, y);
548    
549     /* Space is blocked - try changing direction a little */
550     if ((mflags & P_OUT_OF_MAP) || ((OB_TYPE_MOVE_BLOCK (mon, blocked) || (mflags & P_BLOCKSVIEW))
551     && (m == mon->map && blocked_link (mon, m, x, y))))
552     {
553     /* recalculate direction from last good location. Possible
554     * we were not traversing ideal location before.
555     */
556     get_rangevector_from_mapcoord (lastmap, lastx, lasty, pl, &rv, 0);
557     if (rv.direction != dir)
558     {
559     /* OK - says direction should be different - lets reset the
560     * the values so it will try again.
561     */
562     x = lastx;
563     y = lasty;
564     m = lastmap;
565     dir = firstdir = rv.direction;
566     }
567     else
568     {
569     /* direct path is blocked - try taking a side step to
570     * either the left or right.
571     * Note increase the values in the loop below to be
572     * more than -1/1 respectively will mean the monster takes
573     * bigger detour. Have to be careful about these values getting
574     * too big (3 or maybe 4 or higher) as the monster may just try
575     * stepping back and forth
576     */
577     for (i = -DETOUR_AMOUNT; i <= DETOUR_AMOUNT; i++)
578     {
579     if (i == 0)
580     continue; /* already did this, so skip it */
581     /* Use lastdir here - otherwise,
582     * since the direction that the creature should move in
583     * may change, you could get infinite loops.
584     * ie, player is northwest, but monster can only
585     * move west, so it does that. It goes some distance,
586     * gets blocked, finds that it should move north,
587     * can't do that, but now finds it can move east, and
588     * gets back to its original point. lastdir contains
589     * the last direction the creature has successfully
590     * moved.
591     */
592    
593     x = lastx + freearr_x[absdir (lastdir + i)];
594     y = lasty + freearr_y[absdir (lastdir + i)];
595     m = lastmap;
596     mflags = get_map_flags (m, &m, x, y, &x, &y);
597     if (mflags & P_OUT_OF_MAP)
598     continue;
599     blocked = GET_MAP_MOVE_BLOCK (m, x, y);
600     if (OB_TYPE_MOVE_BLOCK (mon, blocked))
601     continue;
602     if (mflags & P_BLOCKSVIEW)
603     continue;
604    
605     if (m == mon->map && blocked_link (mon, m, x, y))
606     break;
607     }
608     /* go through entire loop without finding a valid
609     * sidestep to take - thus, no valid path.
610     */
611     if (i == (DETOUR_AMOUNT + 1))
612     return 0;
613     diff--;
614     lastdir = dir;
615     max--;
616     if (!firstdir)
617     firstdir = dir + i;
618     } /* else check alternate directions */
619     } /* if blocked */
620     else
621     {
622     /* we moved towards creature, so diff is less */
623     diff--;
624     max--;
625     lastdir = dir;
626     if (!firstdir)
627     firstdir = dir;
628     }
629 root 1.100
630 root 1.18 if (diff <= 1)
631     {
632     /* Recalculate diff (distance) because we may not have actually
633     * headed toward player for entire distance.
634     */
635     get_rangevector_from_mapcoord (m, x, y, pl, &rv, 0);
636 root 1.100 diff = ::max (abs (rv.distance_x), abs (rv.distance_y));
637 root 1.18 }
638 root 1.100
639 root 1.18 if (diff > max)
640     return 0;
641     }
642 root 1.100
643 root 1.18 /* If we reached the max, didn't find a direction in time */
644     if (!max)
645     return 0;
646    
647     return firstdir;
648     }
649    
650     void
651     give_initial_items (object *pl, treasurelist * items)
652     {
653     object *op, *next = NULL;
654    
655     if (pl->randomitems != NULL)
656     create_treasure (items, pl, GT_STARTEQUIP | GT_ONLY_GOOD, 1, 0);
657    
658     for (op = pl->inv; op; op = next)
659     {
660     next = op->below;
661    
662     /* Forces get applied per default, unless they have the
663     * flag "neutral" set. Sorry but I can't think of a better way
664     */
665     if (op->type == FORCE && !QUERY_FLAG (op, FLAG_NEUTRAL))
666     SET_FLAG (op, FLAG_APPLIED);
667    
668     /* we never give weapons/armour if these cannot be used
669     * by this player due to race restrictions
670     */
671     if (pl->type == PLAYER)
672     {
673     if ((!QUERY_FLAG (pl, FLAG_USE_ARMOUR) &&
674     (op->type == ARMOUR || op->type == BOOTS ||
675     op->type == CLOAK || op->type == HELMET ||
676     op->type == SHIELD || op->type == GLOVES ||
677     op->type == BRACERS || op->type == GIRDLE)) || (!QUERY_FLAG (pl, FLAG_USE_WEAPON) && op->type == WEAPON))
678     {
679 root 1.33 op->destroy ();
680 root 1.18 continue;
681     }
682 root 1.11 }
683    
684 root 1.18 /* This really needs to be better - we should really give
685     * a substitute spellbook. The problem is that we don't really
686     * have a good idea what to replace it with (need something like
687     * a first level treasurelist for each skill.)
688     * remove duplicate skills also
689     */
690     if (op->type == SPELLBOOK || op->type == SKILL)
691     {
692     object *tmp;
693 elmex 1.1
694 root 1.18 for (tmp = op->below; tmp; tmp = tmp->below)
695     if (tmp->type == op->type && tmp->name == op->name)
696     break;
697 root 1.11
698 root 1.18 if (tmp)
699     {
700 root 1.33 op->destroy ();
701 root 1.18 LOG (llevError, "give_initial_items: Removing duplicate object %s\n", &tmp->name);
702     continue;
703 root 1.11 }
704 root 1.33
705 root 1.18 if (op->nrof > 1)
706     op->nrof = 1;
707 root 1.11 }
708 elmex 1.1
709 root 1.18 if (op->type == SPELLBOOK && op->inv)
710     {
711     CLEAR_FLAG (op->inv, FLAG_STARTEQUIP);
712 root 1.11 }
713    
714 root 1.18 /* Give starting characters identified, uncursed, and undamned
715     * items. Just don't identify gold or silver, or it won't be
716     * merged properly.
717     */
718     if (need_identify (op))
719     {
720     SET_FLAG (op, FLAG_IDENTIFIED);
721     CLEAR_FLAG (op, FLAG_CURSED);
722     CLEAR_FLAG (op, FLAG_DAMNED);
723     }
724     if (op->type == SPELL)
725     {
726 root 1.33 op->destroy ();
727 root 1.18 continue;
728     }
729     else if (op->type == SKILL)
730     {
731     SET_FLAG (op, FLAG_CAN_USE_SKILL);
732     op->stats.exp = 0;
733     op->level = 1;
734 root 1.11 }
735 root 1.18 /* lock all 'normal items by default */
736     else
737     SET_FLAG (op, FLAG_INV_LOCKED);
738     } /* for loop of objects in player inv */
739    
740     /* Need to set up the skill pointers */
741     link_player_skills (pl);
742     }
743    
744     void
745     get_party_password (object *op, partylist *party)
746     {
747     if (party == NULL)
748     {
749     LOG (llevError, "get_party_password(): tried to make player %s join a NULL party", &op->name);
750     return;
751 elmex 1.1 }
752 root 1.54
753 root 1.18 op->contr->write_buf[0] = '\0';
754 root 1.52 op->contr->ns->state = ST_GET_PARTY_PASSWORD;
755 root 1.18 op->contr->party_to_join = party;
756 root 1.52 send_query (op->contr->ns, CS_QUERY_HIDEINPUT, "What is the password?\n:");
757 elmex 1.1 }
758    
759     /* This rolls four 1-6 rolls and sums the best 3 of the 4. */
760 root 1.54 static int
761 root 1.18 roll_stat (void)
762     {
763     int a[4], i, j, k;
764    
765     for (i = 0; i < 4; i++)
766 root 1.99 a[i] = (int) rndm (6) + 1;
767 root 1.18
768     for (i = 0, j = 0, k = 7; i < 4; i++)
769     if (a[i] < k)
770     k = a[i], j = i;
771    
772     for (i = 0, k = 0; i < 4; i++)
773 root 1.54 if (i != j)
774     k += a[i];
775    
776 root 1.18 return k;
777     }
778    
779     void
780 root 1.54 object::roll_stats ()
781 root 1.18 {
782 root 1.54 int statsort [7];
783 root 1.18
784 root 1.54 for (;;)
785 root 1.18 {
786 root 1.54 int sum = 0;
787     for (int i = 7; i--; )
788     sum += statsort [i] = roll_stat ();
789    
790     if (sum >= 82 && sum <= 116)
791     break;
792 root 1.18 }
793    
794 root 1.54 // Sort the stats so that rerolling is easier...
795     std::sort (statsort, statsort + 7, std::greater<int>());
796 root 1.18
797 root 1.54 stats.Str = statsort[0];
798     stats.Dex = statsort[1];
799     stats.Con = statsort[2];
800     stats.Int = statsort[3];
801     stats.Wis = statsort[4];
802     stats.Pow = statsort[5];
803     stats.Cha = statsort[6];
804 root 1.18
805 root 1.54 stats.exp = 0;
806     stats.ac = 0;
807 root 1.18
808 root 1.54 stats.hp = stats.maxhp;
809     stats.sp = stats.maxsp;
810     stats.grace = stats.maxgrace;
811 root 1.18
812 root 1.54 if (contr)
813     {
814     contr->levhp[1] = 9;
815     contr->levsp[1] = 6;
816     contr->levgrace[1] = 3;
817 root 1.18
818 root 1.54 contr->orig_stats = stats;
819     }
820 root 1.18 }
821    
822     void
823 root 1.54 object::swap_stats (int a, int b)
824 root 1.18 {
825 root 1.54 int tmp = get_attr_value (&contr->orig_stats, a);
826     set_attr_value (&contr->orig_stats, a, get_attr_value (&contr->orig_stats, b));
827     set_attr_value (&contr->orig_stats, b, tmp);
828 elmex 1.1
829 root 1.54 stats.Str = contr->orig_stats.Str;
830     stats.Dex = contr->orig_stats.Dex;
831     stats.Con = contr->orig_stats.Con;
832     stats.Int = contr->orig_stats.Int;
833     stats.Wis = contr->orig_stats.Wis;
834     stats.Pow = contr->orig_stats.Pow;
835     stats.Cha = contr->orig_stats.Cha;
836 elmex 1.1
837 root 1.54 //TODO: the following code looks so borked and should, at the very least,
838     // be merged with the similar code in roll_stats
839     stats.ac = 0;
840 elmex 1.1
841 root 1.54 level = 1;
842     stats.exp = 0;
843     stats.ac = 0;
844 elmex 1.1
845 root 1.54 stats.hp = stats.maxhp;
846     stats.sp = stats.maxsp;
847     stats.grace = stats.maxgrace;
848 elmex 1.1
849 root 1.54 if (contr)
850 root 1.18 {
851 root 1.54 contr->levhp[1] = 9;
852     contr->levsp[1] = 6;
853     contr->levgrace[1] = 3;
854 root 1.18
855 root 1.54 contr->orig_stats = stats;
856 elmex 1.1 }
857     }
858    
859 root 1.73 static void
860     start_info (object *op)
861     {
862     char buf[MAX_BUF];
863    
864     sprintf (buf, "Welcome to Crossfire v%s!", VERSION);
865     new_draw_info (NDI_UNIQUE, 0, op, buf);
866     //new_draw_info (NDI_UNIQUE, 0, op, "Press `?' for help");
867     //new_draw_info (NDI_UNIQUE, 0, op, " ");
868     }
869    
870 elmex 1.1 /* This function takes the key that is passed, and does the
871     * appropriate action with it (change race, or other things).
872     * The function name is for historical reasons - now we have
873     * separate race and class; this actually changes the RACE,
874     * not the class.
875     */
876 root 1.18 int
877     key_change_class (object *op, char key)
878 elmex 1.1 {
879 root 1.18 int tmp_loop;
880 elmex 1.1
881 root 1.18 if (key == 'd' || key == 'D')
882     {
883     char buf[MAX_BUF];
884 elmex 1.1
885 root 1.18 /* this must before then initial items are given */
886     esrv_new_player (op->contr, op->weight + op->carrying);
887 elmex 1.36
888     treasurelist *tl = find_treasurelist ("starting_wealth");
889     if (tl)
890     create_treasure (tl, op, 0, 0, 0);
891 elmex 1.1
892 root 1.18 INVOKE_PLAYER (BIRTH, op->contr);
893     INVOKE_PLAYER (LOGIN, op->contr);
894 elmex 1.1
895 root 1.52 op->contr->ns->state = ST_PLAYING;
896 root 1.11
897 root 1.18 if (op->msg)
898     op->msg = NULL;
899 elmex 1.1
900 root 1.18 /* We create this now because some of the unique maps will need it
901     * to save here.
902     */
903     sprintf (buf, "%s/%s/%s", settings.localdir, settings.playerdir, &op->name);
904     make_path_to_file (buf);
905 elmex 1.1
906 root 1.18 start_info (op);
907     CLEAR_FLAG (op, FLAG_WIZ);
908     give_initial_items (op, op->randomitems);
909     link_player_skills (op);
910     esrv_send_inventory (op, op);
911 root 1.54 op->update_stats ();
912 elmex 1.1
913 root 1.18 /* This moves the player to a different start map, if there
914     * is one for this race
915     */
916     if (*first_map_ext_path)
917     {
918     object *tmp;
919     char mapname[MAX_BUF];
920    
921 root 1.77 snprintf (mapname, MAX_BUF - 1, "%s/%s", &first_map_ext_path, &op->arch->name);
922 root 1.33 tmp = object::create ();
923 root 1.18 EXIT_PATH (tmp) = mapname;
924 root 1.77 EXIT_X (tmp) = op->x;
925     EXIT_Y (tmp) = op->y;
926 root 1.74 op->enter_exit (tmp); /* we don't really care if it succeeded;
927 elmex 1.1 * if the map isn't there, then stay on the
928     * default initial map */
929 root 1.33 tmp->destroy ();
930 elmex 1.1 }
931 root 1.18 else
932 root 1.46 LOG (llevDebug, "first_map_ext_path not set\n");
933    
934 root 1.18 return 0;
935 elmex 1.1 }
936    
937 root 1.18 /* Following actually changes the race - this is the default command
938     * if we don't match with one of the options above.
939     */
940    
941     tmp_loop = 0;
942     while (!tmp_loop)
943     {
944     shstr name = op->name;
945     int x = op->x, y = op->y;
946    
947 root 1.54 op->remove_statbonus ();
948 root 1.32 op->remove ();
949 root 1.18 op->arch = get_player_archetype (op->arch);
950 root 1.33 op->arch->clone.copy_to (op);
951 root 1.18 op->instantiate ();
952     op->stats = op->contr->orig_stats;
953     op->name = op->name_pl = name;
954     op->x = x;
955     op->y = y;
956     SET_ANIMATION (op, 2); /* So player faces south */
957     insert_ob_in_map (op, op->map, op, 0);
958 root 1.21 assign (op->contr->title, op->arch->clone.name);
959 root 1.54 op->add_statbonus ();
960 root 1.18 tmp_loop = allowed_class (op);
961     }
962 root 1.19
963 root 1.18 update_object (op, UP_OBJ_FACE);
964     esrv_update_item (UPD_FACE, op, op);
965 root 1.54 op->update_stats ();
966 root 1.18 op->stats.hp = op->stats.maxhp;
967     op->stats.sp = op->stats.maxsp;
968     op->stats.grace = 0;
969 root 1.21
970 root 1.18 if (op->msg)
971     new_draw_info (NDI_BLUE, 0, op, op->msg);
972 root 1.21
973 root 1.52 send_query (op->contr->ns, CS_QUERY_SINGLECHAR, "Press any key for the next race.\nPress `d' to play this race.\n");
974 root 1.18 return 0;
975 elmex 1.1 }
976    
977 root 1.18 void
978     flee_player (object *op)
979     {
980     int dir, diff;
981     rv_vector rv;
982    
983     if (op->stats.hp < 0)
984     {
985     LOG (llevDebug, "Fleeing player is dead.\n");
986     CLEAR_FLAG (op, FLAG_SCARED);
987     return;
988 elmex 1.1 }
989    
990 root 1.18 if (op->enemy == NULL)
991     {
992     LOG (llevDebug, "Fleeing player had no enemy.\n");
993     CLEAR_FLAG (op, FLAG_SCARED);
994     return;
995 elmex 1.1 }
996    
997 root 1.18 /* Seen some crashes here. Since we don't store an
998     * op->enemy_count, it is possible that something destroys the
999     * actual enemy, and the object is recycled.
1000     */
1001     if (op->enemy->map == NULL)
1002     {
1003     CLEAR_FLAG (op, FLAG_SCARED);
1004     op->enemy = NULL;
1005     return;
1006 elmex 1.1 }
1007    
1008 root 1.18 if (!(random_roll (0, 4, op, PREFER_LOW)) && did_make_save (op, op->level, 0))
1009     {
1010     op->enemy = NULL;
1011     CLEAR_FLAG (op, FLAG_SCARED);
1012     return;
1013 elmex 1.1 }
1014 root 1.49
1015 root 1.18 get_rangevector (op, op->enemy, &rv, 0);
1016    
1017     dir = absdir (4 + rv.direction);
1018     for (diff = 0; diff < 3; diff++)
1019     {
1020     int m = 1 - (RANDOM () & 2);
1021 elmex 1.1
1022 root 1.18 if (move_ob (op, absdir (dir + diff * m), op) || (diff == 0 && move_ob (op, absdir (dir - diff * m), op)))
1023 root 1.49 return;
1024 elmex 1.1 }
1025 root 1.49
1026 root 1.18 /* Cornered, get rid of scared */
1027     CLEAR_FLAG (op, FLAG_SCARED);
1028     op->enemy = NULL;
1029 elmex 1.1 }
1030    
1031    
1032     /* check_pick sees if there is stuff to be picked up/picks up stuff.
1033     * IT returns 1 if the player should keep on moving, 0 if he should
1034     * stop.
1035     */
1036 root 1.18 int
1037     check_pick (object *op)
1038     {
1039 elmex 1.1 object *tmp, *next;
1040     int stop = 0;
1041     int j, k, wvratio;
1042     char putstring[128], tmpstr[16];
1043    
1044     /* if you're flying, you cna't pick up anything */
1045     if (op->move_type & MOVE_FLYING)
1046     return 1;
1047    
1048     next = op->below;
1049    
1050     /* loop while there are items on the floor that are not marked as
1051     * destroyed */
1052 root 1.24 while (next && !next->destroyed ())
1053 root 1.18 {
1054     tmp = next;
1055     next = tmp->below;
1056 elmex 1.1
1057 root 1.24 if (op->destroyed ())
1058 elmex 1.1 return 0;
1059    
1060 root 1.18 if (!can_pick (op, tmp))
1061     continue;
1062 elmex 1.1
1063 root 1.18 if (op->contr->search_str[0] != '\0' && settings.search_items == TRUE)
1064     {
1065     if (item_matched_string (op, tmp, op->contr->search_str))
1066     pick_up (op, tmp);
1067     continue;
1068 root 1.11 }
1069    
1070 root 1.18 /* high not bit set? We're using the old autopickup model */
1071     if (!(op->contr->mode & PU_NEWMODE))
1072 root 1.11 {
1073 root 1.18 switch (op->contr->mode)
1074 root 1.11 {
1075 root 1.20 case 0:
1076     return 1; /* don't pick up */
1077     case 1:
1078     pick_up (op, tmp);
1079     return 1;
1080     case 2:
1081     pick_up (op, tmp);
1082     return 0;
1083     case 3:
1084     return 0; /* stop before pickup */
1085     case 4:
1086     pick_up (op, tmp);
1087     break;
1088     case 5:
1089     pick_up (op, tmp);
1090     stop = 1;
1091     break;
1092     case 6:
1093     if (QUERY_FLAG (tmp, FLAG_KNOWN_MAGICAL) && !QUERY_FLAG (tmp, FLAG_KNOWN_CURSED))
1094 root 1.18 pick_up (op, tmp);
1095 root 1.20 break;
1096    
1097     case 7:
1098     if (tmp->type == MONEY || tmp->type == GEM)
1099 root 1.18 pick_up (op, tmp);
1100 root 1.20 break;
1101    
1102     default:
1103     /* use value density */
1104     if (!QUERY_FLAG (tmp, FLAG_UNPAID)
1105     && (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1))) >= op->contr->mode)
1106 root 1.18 pick_up (op, tmp);
1107 root 1.11 }
1108     }
1109 root 1.18 else
1110     { /* old model */
1111     /* NEW pickup handling */
1112     if (op->contr->mode & PU_DEBUG)
1113     {
1114     /* some debugging code to figure out item information */
1115     if (tmp->name != NULL)
1116     sprintf (putstring, "item name: %s item type: %d weight/value: %d",
1117     &tmp->name, tmp->type, (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1))));
1118     else
1119     sprintf (putstring, "item name: %s item type: %d weight/value: %d",
1120     &tmp->arch->name, tmp->type, (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1))));
1121    
1122     new_draw_info (NDI_UNIQUE, 0, op, putstring);
1123 root 1.58 }
1124 elmex 1.1
1125 root 1.18 /* philosophy:
1126     * It's easy to grab an item type from a pile, as long as it's
1127     * generic. This takes no game-time. For more detailed pickups
1128 root 1.58 * and selections, select-items should be used. This is a
1129 root 1.18 * grab-as-you-run type mode that's really useful for arrows for
1130     * example.
1131     * The drawback: right now it has no frontend, so you need to
1132     * stick the bits you want into a calculator in hex mode and then
1133     * convert to decimal and then 'pickup <#>
1134     */
1135    
1136     /* the first two modes are exclusive: if NOTHING we return, if
1137     * STOP then we stop. All the rest are applied sequentially,
1138     * meaning if any test passes, the item gets picked up. */
1139    
1140     /* if mode is set to pick nothing up, return */
1141    
1142     if (op->contr->mode & PU_NOTHING)
1143     return 1;
1144    
1145     /* if mode is set to stop when encountering objects, return */
1146     /* take STOP before INHIBIT since it doesn't actually pick
1147     * anything up */
1148    
1149     if (op->contr->mode & PU_STOP)
1150     return 0;
1151    
1152     /* useful for going into stores and not losing your settings... */
1153     /* and for battles wher you don't want to get loaded down while
1154     * fighting */
1155     if (op->contr->mode & PU_INHIBIT)
1156     return 1;
1157    
1158     /* prevent us from turning into auto-thieves :) */
1159     if (QUERY_FLAG (tmp, FLAG_UNPAID))
1160     continue;
1161    
1162     /* ignore known cursed objects */
1163     if (QUERY_FLAG (tmp, FLAG_KNOWN_CURSED) && op->contr->mode & PU_NOT_CURSED)
1164     continue;
1165    
1166     /* all food and drink if desired */
1167     /* question: don't pick up known-poisonous stuff? */
1168     if (op->contr->mode & PU_FOOD)
1169     if (tmp->type == FOOD)
1170     {
1171     pick_up (op, tmp);
1172     continue;
1173     }
1174 root 1.29
1175 root 1.18 if (op->contr->mode & PU_DRINK)
1176     if (tmp->type == DRINK || (tmp->type == POISON && !QUERY_FLAG (tmp, FLAG_KNOWN_CURSED)))
1177     {
1178     pick_up (op, tmp);
1179     continue;
1180     }
1181    
1182     if (op->contr->mode & PU_POTION)
1183     if (tmp->type == POTION)
1184     {
1185     pick_up (op, tmp);
1186     continue;
1187     }
1188    
1189     /* spellbooks, skillscrolls and normal books/scrolls */
1190     if (op->contr->mode & PU_SPELLBOOK)
1191     if (tmp->type == SPELLBOOK)
1192     {
1193     pick_up (op, tmp);
1194     continue;
1195     }
1196 root 1.29
1197 root 1.18 if (op->contr->mode & PU_SKILLSCROLL)
1198     if (tmp->type == SKILLSCROLL)
1199     {
1200     pick_up (op, tmp);
1201     continue;
1202     }
1203 root 1.29
1204 root 1.18 if (op->contr->mode & PU_READABLES)
1205     if (tmp->type == BOOK || tmp->type == SCROLL)
1206     {
1207     pick_up (op, tmp);
1208     continue;
1209     }
1210    
1211     /* wands/staves/rods/horns */
1212     if (op->contr->mode & PU_MAGIC_DEVICE)
1213     if (tmp->type == WAND || tmp->type == ROD || tmp->type == HORN)
1214     {
1215     pick_up (op, tmp);
1216     continue;
1217     }
1218    
1219     /* pick up all magical items */
1220     if (op->contr->mode & PU_MAGICAL)
1221     if (QUERY_FLAG (tmp, FLAG_KNOWN_MAGICAL) && !QUERY_FLAG (tmp, FLAG_KNOWN_CURSED))
1222     {
1223     pick_up (op, tmp);
1224     continue;
1225     }
1226    
1227     if (op->contr->mode & PU_VALUABLES)
1228     {
1229     if (tmp->type == MONEY || tmp->type == GEM)
1230     {
1231     pick_up (op, tmp);
1232     continue;
1233     }
1234     }
1235    
1236     /* rings & amulets - talismans seems to be typed AMULET */
1237     if (op->contr->mode & PU_JEWELS)
1238     if (tmp->type == RING || tmp->type == AMULET)
1239     {
1240     pick_up (op, tmp);
1241 root 1.29 continue;
1242     }
1243    
1244     /* we don't forget dragon food */
1245     if (op->contr->mode & PU_FLESH)
1246     if (tmp->type == FLESH)
1247     {
1248     pick_up (op, tmp);
1249 root 1.18 continue;
1250     }
1251    
1252     /* bows and arrows. Bows are good for selling! */
1253     if (op->contr->mode & PU_BOW)
1254     if (tmp->type == BOW)
1255     {
1256     pick_up (op, tmp);
1257     continue;
1258     }
1259 root 1.29
1260 root 1.18 if (op->contr->mode & PU_ARROW)
1261     if (tmp->type == ARROW)
1262     {
1263     pick_up (op, tmp);
1264     continue;
1265     }
1266    
1267     /* all kinds of armor etc. */
1268     if (op->contr->mode & PU_ARMOUR)
1269     if (tmp->type == ARMOUR)
1270     {
1271     pick_up (op, tmp);
1272     continue;
1273     }
1274 root 1.29
1275 root 1.18 if (op->contr->mode & PU_HELMET)
1276     if (tmp->type == HELMET)
1277     {
1278     pick_up (op, tmp);
1279     continue;
1280     }
1281 root 1.29
1282 root 1.18 if (op->contr->mode & PU_SHIELD)
1283     if (tmp->type == SHIELD)
1284     {
1285     pick_up (op, tmp);
1286     continue;
1287     }
1288 root 1.29
1289 root 1.18 if (op->contr->mode & PU_BOOTS)
1290     if (tmp->type == BOOTS)
1291     {
1292     pick_up (op, tmp);
1293     continue;
1294     }
1295 root 1.29
1296 root 1.18 if (op->contr->mode & PU_GLOVES)
1297     if (tmp->type == GLOVES)
1298     {
1299     pick_up (op, tmp);
1300     continue;
1301     }
1302 root 1.29
1303 root 1.18 if (op->contr->mode & PU_CLOAK)
1304     if (tmp->type == CLOAK)
1305     {
1306     pick_up (op, tmp);
1307     continue;
1308     }
1309 elmex 1.1
1310 root 1.18 /* hoping to catch throwing daggers here */
1311     if (op->contr->mode & PU_MISSILEWEAPON)
1312     if (tmp->type == WEAPON && QUERY_FLAG (tmp, FLAG_IS_THROWN))
1313     {
1314     pick_up (op, tmp);
1315     continue;
1316     }
1317 elmex 1.1
1318 root 1.18 /* careful: chairs and tables are weapons! */
1319     if (op->contr->mode & PU_ALLWEAPON)
1320     {
1321     if (tmp->type == WEAPON && tmp->name != NULL)
1322     {
1323     if (strstr (tmp->name, "table") == NULL && strstr (tmp->arch->name, "table") == NULL &&
1324     strstr (tmp->name, "chair") && strstr (tmp->arch->name, "chair") == NULL)
1325     {
1326     pick_up (op, tmp);
1327     continue;
1328     }
1329     }
1330 root 1.29
1331 root 1.18 if (tmp->type == WEAPON && tmp->name == NULL)
1332     {
1333     if (strstr (tmp->arch->name, "table") == NULL && strstr (tmp->arch->name, "chair") == NULL)
1334     {
1335     pick_up (op, tmp);
1336     continue;
1337     }
1338     }
1339     }
1340 elmex 1.1
1341 root 1.18 /* misc stuff that's useful */
1342     if (op->contr->mode & PU_KEY)
1343     if (tmp->type == KEY || tmp->type == SPECIAL_KEY)
1344     {
1345     pick_up (op, tmp);
1346     continue;
1347     }
1348 elmex 1.1
1349 root 1.18 /* any of the last 4 bits set means we use the ratio for value
1350     * pickups */
1351     if (op->contr->mode & PU_RATIO)
1352     {
1353     /* use value density to decide what else to grab */
1354     /* >=7 was >= op->contr->mode */
1355     /* >=7 is the old standard setting. Now we take the last 4 bits
1356     * and multiply them by 5, giving 0..15*5== 5..75 */
1357     wvratio = (op->contr->mode & PU_RATIO) * 5;
1358     if ((query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1))) >= (unsigned int) wvratio)
1359     {
1360     pick_up (op, tmp);
1361 elmex 1.1 #if 0
1362 root 1.18 fprintf (stderr, "HIGH WEIGHT/VALUE [");
1363     if (tmp->name != NULL)
1364     {
1365     fprintf (stderr, "%s", tmp->name);
1366     }
1367     else
1368     fprintf (stderr, "%s", tmp->arch->name);
1369     fprintf (stderr, ",%d] = ", tmp->type);
1370     fprintf (stderr, "%d\n", (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1))));
1371 elmex 1.1 #endif
1372 root 1.18 continue;
1373     }
1374     }
1375     } /* the new pickup model */
1376     }
1377 root 1.29
1378 root 1.18 return !stop;
1379 elmex 1.1 }
1380    
1381     /*
1382     * Find an arrow in the inventory and after that
1383     * in the right type container (quiver). Pointer to the
1384     * found object is returned.
1385     */
1386 root 1.18 object *
1387     find_arrow (object *op, const char *type)
1388 elmex 1.1 {
1389 root 1.18 object *tmp = NULL;
1390 elmex 1.1
1391 root 1.18 for (op = op->inv; op; op = op->below)
1392     if (!tmp && op->type == CONTAINER && op->race == type && QUERY_FLAG (op, FLAG_APPLIED))
1393     tmp = find_arrow (op, type);
1394     else if (op->type == ARROW && op->race == type)
1395     return op;
1396     return tmp;
1397 elmex 1.1 }
1398    
1399     /*
1400     * Similar to find_arrow, but looks for (roughly) the best arrow to use
1401     * against the target. A full test is not performed, simply a basic test
1402     * of resistances. The archer is making a quick guess at what he sees down
1403     * the hall. Failing that it does it's best to pick the highest plus arrow.
1404     */
1405    
1406 root 1.18 object *
1407     find_better_arrow (object *op, object *target, const char *type, int *better)
1408 elmex 1.1 {
1409 root 1.18 object *tmp = NULL, *arrow, *ntmp;
1410     int attacknum, attacktype, betterby = 0, i;
1411 elmex 1.1
1412 root 1.18 if (!type)
1413     return NULL;
1414 elmex 1.1
1415 root 1.18 for (arrow = op->inv; arrow; arrow = arrow->below)
1416     {
1417     if (arrow->type == CONTAINER && arrow->race == type && QUERY_FLAG (arrow, FLAG_APPLIED))
1418     {
1419     i = 0;
1420     ntmp = find_better_arrow (arrow, target, type, &i);
1421     if (i > betterby)
1422     {
1423     tmp = ntmp;
1424     betterby = i;
1425     }
1426     }
1427     else if (arrow->type == ARROW && arrow->race == type)
1428     {
1429     /* allways prefer assasination/slaying */
1430     if (target->race != NULL && arrow->slaying != NULL && strstr (arrow->slaying, target->race))
1431     {
1432     if (arrow->attacktype & AT_DEATH)
1433     {
1434     *better = 100;
1435     return arrow;
1436     }
1437     else
1438     {
1439     tmp = arrow;
1440     betterby = (arrow->magic + arrow->stats.dam) * 2;
1441     }
1442     }
1443     else
1444     {
1445     for (attacknum = 0; attacknum < NROFATTACKS; attacknum++)
1446     {
1447     attacktype = 1 << attacknum;
1448     if ((arrow->attacktype & attacktype) && (target->arch->clone.resist[attacknum]) < 0)
1449     if (((arrow->magic + arrow->stats.dam) * (100 - target->arch->clone.resist[attacknum]) / 100) > betterby)
1450     {
1451     tmp = arrow;
1452     betterby = (arrow->magic + arrow->stats.dam) * (100 - target->arch->clone.resist[attacknum]) / 100;
1453     }
1454 root 1.11 }
1455 root 1.18 if ((2 + arrow->magic + arrow->stats.dam) > betterby)
1456     {
1457     tmp = arrow;
1458     betterby = 2 + arrow->magic + arrow->stats.dam;
1459 root 1.11 }
1460 root 1.18 if (arrow->title && (1 + arrow->magic + arrow->stats.dam) > betterby)
1461     {
1462     tmp = arrow;
1463     betterby = 1 + arrow->magic + arrow->stats.dam;
1464 root 1.11 }
1465     }
1466     }
1467 elmex 1.1 }
1468 root 1.18 if (tmp == NULL && arrow == NULL)
1469     return find_arrow (op, type);
1470 elmex 1.1
1471 root 1.18 *better = betterby;
1472     return tmp;
1473 elmex 1.1 }
1474    
1475     /* looks in a given direction, finds the first valid target, and calls
1476     * find_better_arrow to find a decent arrow to use.
1477     * op = the shooter
1478     * type = bow->race
1479     * dir = fire direction
1480     */
1481    
1482 root 1.18 object *
1483     pick_arrow_target (object *op, const char *type, int dir)
1484 elmex 1.1 {
1485 root 1.18 object *tmp = NULL;
1486 root 1.25 maptile *m;
1487 root 1.18 int i, mflags, found, number;
1488     sint16 x, y;
1489    
1490     if (op->map == NULL)
1491     return find_arrow (op, type);
1492    
1493     /* do a dex check */
1494     number = (die_roll (2, 40, op, PREFER_LOW) - 2) / 2;
1495     if (number > (op->stats.Dex + (op->chosen_skill ? op->chosen_skill->level : op->level)))
1496     return find_arrow (op, type);
1497    
1498     m = op->map;
1499     x = op->x;
1500     y = op->y;
1501    
1502     /* find the first target */
1503     for (i = 0, found = 0; i < 20; i++)
1504     {
1505     x += freearr_x[dir];
1506     y += freearr_y[dir];
1507     mflags = get_map_flags (m, &m, x, y, &x, &y);
1508     if (mflags & P_OUT_OF_MAP || mflags & P_BLOCKSVIEW)
1509     {
1510     tmp = NULL;
1511     break;
1512     }
1513     else if (GET_MAP_MOVE_BLOCK (m, x, y) == MOVE_FLY_LOW)
1514     {
1515     /* This block presumes arrows and the like are MOVE_FLY_SLOW -
1516     * perhaps a bad assumption.
1517     */
1518     tmp = NULL;
1519     break;
1520 root 1.11 }
1521 root 1.18 if (mflags & P_IS_ALIVE)
1522     {
1523     for (tmp = GET_MAP_OB (m, x, y); tmp; tmp = tmp->above)
1524     if (QUERY_FLAG (tmp, FLAG_ALIVE))
1525     {
1526     found++;
1527 root 1.11 break;
1528 root 1.18 }
1529     if (found)
1530     break;
1531 root 1.11 }
1532 elmex 1.1 }
1533 root 1.18 if (tmp == NULL)
1534     return find_arrow (op, type);
1535 elmex 1.1
1536 root 1.18 if (tmp->head)
1537     tmp = tmp->head;
1538 elmex 1.1
1539 root 1.18 return find_better_arrow (op, tmp, type, &i);
1540 elmex 1.1 }
1541    
1542     /*
1543     * Creature fires a bow - op can be monster or player. Returns
1544     * 1 if bow was actually fired, 0 otherwise.
1545     * op is the object firing the bow.
1546     * part is for multipart creatures - the part firing the bow.
1547     * dir is the direction of fire.
1548     * wc_mod is any special modifier to give (used in special player fire modes)
1549     * sx, sy are coordinates to fire arrow from - also used in some of the special
1550     * player fire modes.
1551     */
1552 root 1.18 int
1553     fire_bow (object *op, object *part, object *arrow, int dir, int wc_mod, sint16 sx, sint16 sy)
1554 elmex 1.1 {
1555 root 1.18 object *left, *bow;
1556     int bowspeed, mflags;
1557 root 1.25 maptile *m;
1558 elmex 1.1
1559 root 1.18 if (!dir)
1560     {
1561     new_draw_info (NDI_UNIQUE, 0, op, "You can't shoot yourself!");
1562     return 0;
1563 elmex 1.1 }
1564 root 1.48
1565 root 1.18 if (op->type == PLAYER)
1566     bow = op->contr->ranges[range_bow];
1567     else
1568     {
1569     for (bow = op->inv; bow; bow = bow->below)
1570     /* Don't check for applied - monsters don't apply bows - in that way, they
1571     * don't need to switch back and forth between bows and weapons.
1572     */
1573     if (bow->type == BOW)
1574     break;
1575 root 1.11
1576 root 1.18 if (!bow)
1577     {
1578     LOG (llevError, "Range: bow without activated bow (%s).\n", &op->name);
1579     return 0;
1580 root 1.11 }
1581 elmex 1.1 }
1582 root 1.48
1583 root 1.18 if (!bow->race || !bow->skill)
1584     {
1585     new_draw_info_format (NDI_UNIQUE, 0, op, "Your %s is broken.", &bow->name);
1586     return 0;
1587 elmex 1.1 }
1588    
1589 root 1.18 bowspeed = bow->stats.sp + dex_bonus[op->stats.Dex];
1590 elmex 1.1
1591 root 1.18 /* penalize ROF for bestarrow */
1592     if (op->type == PLAYER && op->contr->bowtype == bow_bestarrow)
1593     bowspeed -= dex_bonus[op->stats.Dex] + 5;
1594 root 1.48
1595 root 1.18 if (bowspeed < 1)
1596     bowspeed = 1;
1597    
1598     if (arrow == NULL)
1599     {
1600     if ((arrow = find_arrow (op, bow->race)) == NULL)
1601     {
1602     if (op->type == PLAYER)
1603     new_draw_info_format (NDI_UNIQUE, 0, op, "You have no %s left.", &bow->race);
1604     /* FLAG_READY_BOW will get reset if the monsters picks up some arrows */
1605     else
1606     CLEAR_FLAG (op, FLAG_READY_BOW);
1607     return 0;
1608 root 1.11 }
1609 elmex 1.1 }
1610 root 1.48
1611 root 1.18 mflags = get_map_flags (op->map, &m, sx, sy, &sx, &sy);
1612     if (mflags & P_OUT_OF_MAP)
1613 root 1.48 return 0;
1614    
1615 root 1.18 if (GET_MAP_MOVE_BLOCK (m, sx, sy) == MOVE_FLY_LOW)
1616     {
1617     new_draw_info (NDI_UNIQUE, 0, op, "Something is in the way.");
1618     return 0;
1619     }
1620    
1621     /* this should not happen, but sometimes does */
1622     if (arrow->nrof == 0)
1623     {
1624 root 1.33 arrow->destroy ();
1625 root 1.18 return 0;
1626     }
1627    
1628     left = arrow; /* these are arrows left to the player */
1629     arrow = get_split_ob (arrow, 1);
1630 root 1.48 if (!arrow)
1631 root 1.18 {
1632     new_draw_info_format (NDI_UNIQUE, 0, op, "You have no %s left.", &bow->race);
1633     return 0;
1634 elmex 1.1 }
1635 root 1.48
1636 root 1.34 arrow->set_owner (op);
1637 root 1.18 arrow->skill = bow->skill;
1638     arrow->direction = dir;
1639    
1640     if (op->type == PLAYER)
1641     {
1642     op->speed_left = 0.01 - (float) FABS (op->speed) * 100 / bowspeed;
1643 root 1.54 op->update_stats ();
1644 elmex 1.1 }
1645    
1646 root 1.18 SET_ANIMATION (arrow, arrow->direction);
1647     arrow->stats.sp = arrow->stats.wc; /* save original wc and dam */
1648     arrow->stats.hp = arrow->stats.dam;
1649     arrow->stats.grace = arrow->attacktype;
1650     if (arrow->slaying != NULL)
1651 root 1.40 arrow->spellarg = strdup (arrow->slaying);
1652 root 1.18
1653     /* Note that this was different for monsters - they got their level
1654     * added to the damage. I think the strength bonus is more proper.
1655     */
1656    
1657     arrow->stats.dam += (QUERY_FLAG (bow, FLAG_NO_STRENGTH) ? 0 : dam_bonus[op->stats.Str]) + bow->stats.dam + bow->magic + arrow->magic;
1658    
1659     /* update the speed */
1660     arrow->speed = (float) ((QUERY_FLAG (bow, FLAG_NO_STRENGTH) ?
1661     0 : dam_bonus[op->stats.Str]) + bow->magic + arrow->magic) / 5.0 + (float) bow->stats.dam / 7.0;
1662    
1663 root 1.67 arrow->set_speed (max (arrow->speed, 1.0));
1664 root 1.18 arrow->speed_left = 0;
1665    
1666     if (op->type == PLAYER)
1667     {
1668     arrow->stats.wc = 20 - bow->magic - arrow->magic -
1669     (op->chosen_skill ? op->chosen_skill->level : op->level) -
1670     dex_bonus[op->stats.Dex] - thaco_bonus[op->stats.Str] - arrow->stats.wc - bow->stats.wc + wc_mod;
1671    
1672     arrow->level = op->chosen_skill ? op->chosen_skill->level : op->level;
1673 elmex 1.1 }
1674 root 1.18 else
1675     {
1676     arrow->stats.wc = op->stats.wc - bow->magic - arrow->magic - arrow->stats.wc + wc_mod;
1677     arrow->level = op->level;
1678 elmex 1.1 }
1679 root 1.24
1680 root 1.18 if (arrow->attacktype == AT_PHYSICAL)
1681     arrow->attacktype |= bow->attacktype;
1682 root 1.24
1683 root 1.48 if (bow->slaying)
1684 root 1.18 arrow->slaying = bow->slaying;
1685    
1686     arrow->move_type = MOVE_FLY_LOW;
1687     arrow->move_on = MOVE_FLY_LOW | MOVE_WALK;
1688    
1689     play_sound_map (op->map, op->x, op->y, SOUND_FIRE_ARROW);
1690 root 1.70 m->insert (arrow, sx, sy, op);
1691 root 1.18
1692 root 1.24 if (!arrow->destroyed ())
1693 root 1.18 move_arrow (arrow);
1694 elmex 1.1
1695 root 1.18 if (op->type == PLAYER)
1696     {
1697 root 1.24 if (left->destroyed ())
1698     esrv_del_item (op->contr, left->count);
1699 root 1.18 else
1700     esrv_send_item (op, left);
1701 elmex 1.1 }
1702 root 1.24
1703 root 1.18 return 1;
1704 elmex 1.1 }
1705    
1706     /* Special fire code for players - this takes into
1707     * account the special fire modes players can have
1708     * but monsters can't. Putting that code here
1709     * makes the fire_bow code much cleaner.
1710     * this function should only be called if 'op' is a player,
1711     * hence the function name.
1712     */
1713 root 1.18 int
1714     player_fire_bow (object *op, int dir)
1715 elmex 1.1 {
1716 root 1.18 int ret = 0, wcmod = 0;
1717    
1718     if (op->contr->bowtype == bow_bestarrow)
1719     {
1720     ret = fire_bow (op, op, pick_arrow_target (op, op->contr->ranges[range_bow]->race, dir), dir, 0, op->x, op->y);
1721     }
1722     else if (op->contr->bowtype >= bow_n && op->contr->bowtype <= bow_nw)
1723     {
1724     if (!similar_direction (dir, op->contr->bowtype - bow_n + 1))
1725     wcmod = -1;
1726 root 1.74
1727 root 1.18 ret = fire_bow (op, op, NULL, op->contr->bowtype - bow_n + 1, wcmod, op->x, op->y);
1728     }
1729     else if (op->contr->bowtype == bow_threewide)
1730     {
1731     ret = fire_bow (op, op, NULL, dir, 0, op->x, op->y);
1732     ret |= fire_bow (op, op, NULL, dir, -5, op->x + freearr_x[absdir (dir + 2)], op->y + freearr_y[absdir (dir + 2)]);
1733     ret |= fire_bow (op, op, NULL, dir, -5, op->x + freearr_x[absdir (dir - 2)], op->y + freearr_y[absdir (dir - 2)]);
1734     }
1735     else if (op->contr->bowtype == bow_spreadshot)
1736     {
1737     ret |= fire_bow (op, op, NULL, dir, 0, op->x, op->y);
1738     ret |= fire_bow (op, op, NULL, absdir (dir - 1), -5, op->x, op->y);
1739     ret |= fire_bow (op, op, NULL, absdir (dir + 1), -5, op->x, op->y);
1740 elmex 1.1
1741     }
1742 root 1.18 else
1743     {
1744     /* Simple case */
1745     ret = fire_bow (op, op, NULL, dir, 0, op->x, op->y);
1746     }
1747     return ret;
1748 elmex 1.1 }
1749    
1750    
1751     /* Fires a misc (wand/rod/horn) object in 'dir'.
1752     * Broken apart from 'fire' to keep it more readable.
1753     */
1754 root 1.18 void
1755     fire_misc_object (object *op, int dir)
1756 elmex 1.1 {
1757 root 1.18 object *item;
1758 elmex 1.1
1759 root 1.18 if (!op->contr->ranges[range_misc])
1760     {
1761     new_draw_info (NDI_UNIQUE, 0, op, "You have range item readied.");
1762     return;
1763 elmex 1.1 }
1764    
1765 root 1.18 item = op->contr->ranges[range_misc];
1766     if (!item->inv)
1767     {
1768     LOG (llevError, "Object %s lacks a spell\n", &item->name);
1769     return;
1770 elmex 1.1 }
1771 root 1.18 if (item->type == WAND)
1772     {
1773     if (item->stats.food <= 0)
1774     {
1775     play_sound_player_only (op->contr, SOUND_WAND_POOF, 0, 0);
1776     new_draw_info_format (NDI_UNIQUE, 0, op, "The %s goes poof.", query_base_name (item, 0));
1777     return;
1778 root 1.11 }
1779 root 1.18 }
1780     else if (item->type == ROD || item->type == HORN)
1781     {
1782     if (item->stats.hp < MAX (item->inv->stats.sp, item->inv->stats.grace))
1783     {
1784     play_sound_player_only (op->contr, SOUND_WAND_POOF, 0, 0);
1785     if (item->type == ROD)
1786     new_draw_info_format (NDI_UNIQUE, 0, op, "The %s whines for a while, but nothing happens.", query_base_name (item, 0));
1787     else
1788     new_draw_info_format (NDI_UNIQUE, 0, op, "The %s needs more time to charge.", query_base_name (item, 0));
1789     return;
1790 root 1.11 }
1791 elmex 1.1 }
1792    
1793 root 1.18 if (cast_spell (op, item, dir, item->inv, NULL))
1794     {
1795     SET_FLAG (op, FLAG_BEEN_APPLIED); /* You now know something about it */
1796     if (item->type == WAND)
1797     {
1798     if (!(--item->stats.food))
1799     {
1800     object *tmp;
1801    
1802     if (item->arch)
1803     {
1804     CLEAR_FLAG (item, FLAG_ANIMATE);
1805     item->face = item->arch->clone.face;
1806 root 1.67 item->set_speed (0);
1807 root 1.11 }
1808 root 1.67
1809 root 1.49 if ((tmp = item->in_player ()))
1810 root 1.18 esrv_update_item (UPD_ANIM, tmp, item);
1811 root 1.11 }
1812     }
1813 root 1.18 else if (item->type == ROD || item->type == HORN)
1814 root 1.67 drain_rod_charge (item);
1815 elmex 1.1 }
1816     }
1817    
1818     /* Received a fire command for the player - go and do it.
1819     */
1820 root 1.18 void
1821     fire (object *op, int dir)
1822     {
1823     int spellcost = 0;
1824 elmex 1.1
1825 root 1.18 /* check for loss of invisiblity/hide */
1826     if (action_makes_visible (op))
1827     make_visible (op);
1828 elmex 1.1
1829 root 1.18 switch (op->contr->shoottype)
1830     {
1831 root 1.20 case range_none:
1832     return;
1833 elmex 1.1
1834 root 1.20 case range_bow:
1835     player_fire_bow (op, dir);
1836     return;
1837 elmex 1.1
1838 root 1.20 case range_magic: /* Casting spells */
1839     spellcost = (cast_spell (op, op, dir, op->contr->ranges[range_magic], op->contr->spellparam[0] ? op->contr->spellparam : 0));
1840     return;
1841 elmex 1.1
1842 root 1.20 case range_misc:
1843     fire_misc_object (op, dir);
1844     return;
1845 root 1.11
1846 root 1.20 case range_golem: /* Control summoned monsters from scrolls */
1847 root 1.30 if (QUERY_FLAG (op->contr->ranges[range_golem], FLAG_REMOVED))
1848 root 1.20 {
1849 root 1.30 op->contr->ranges[range_golem] = 0;
1850 root 1.20 op->contr->shoottype = range_none;
1851     }
1852     else
1853     control_golem (op->contr->ranges[range_golem], dir);
1854     return;
1855 root 1.11
1856 root 1.20 case range_skill:
1857     if (!op->chosen_skill)
1858     {
1859     if (op->type == PLAYER)
1860     new_draw_info (NDI_UNIQUE, 0, op, "You have no applicable skill to use.");
1861     return;
1862     }
1863 root 1.92
1864     do_skill (op, op, op->chosen_skill, dir, NULL);
1865 root 1.20 return;
1866     case range_builder:
1867     apply_map_builder (op, dir);
1868     return;
1869     default:
1870     new_draw_info (NDI_UNIQUE, 0, op, "Illegal shoot type.");
1871     return;
1872 elmex 1.1 }
1873     }
1874    
1875    
1876    
1877     /* find_key
1878     * We try to find a key for the door as passed. If we find a key
1879     * and successfully use it, we return the key, otherwise NULL
1880     * This function merges both normal and locked door, since the logic
1881     * for both is the same - just the specific key is different.
1882     * pl is the player,
1883     * inv is the objects inventory to searched
1884     * door is the door we are trying to match against.
1885     * This function can be called recursively to search containers.
1886     */
1887    
1888 root 1.18 object *
1889     find_key (object *pl, object *container, object *door)
1890 elmex 1.1 {
1891 root 1.18 object *tmp, *key;
1892 elmex 1.1
1893 root 1.18 /* Should not happen, but sanity checking is never bad */
1894     if (container->inv == NULL)
1895     return NULL;
1896 elmex 1.1
1897 root 1.18 /* First, lets try to find a key in the top level inventory */
1898     for (tmp = container->inv; tmp != NULL; tmp = tmp->below)
1899     {
1900     if (door->type == DOOR && tmp->type == KEY)
1901     break;
1902     /* For sanity, we should really check door type, but other stuff
1903     * (like containers) can be locked with special keys
1904     */
1905     if (tmp->slaying && tmp->type == SPECIAL_KEY && tmp->slaying == door->slaying)
1906     break;
1907     }
1908     /* No key found - lets search inventories now */
1909     /* If we find and use a key in an inventory, return at that time.
1910     * otherwise, if we search all the inventories and still don't find
1911     * a key, return
1912     */
1913     if (!tmp)
1914     {
1915     for (tmp = container->inv; tmp != NULL; tmp = tmp->below)
1916     {
1917     /* No reason to search empty containers */
1918     if (tmp->type == CONTAINER && tmp->inv)
1919     {
1920     if ((key = find_key (pl, tmp, door)) != NULL)
1921     return key;
1922     }
1923     }
1924     if (!tmp)
1925     return NULL;
1926 elmex 1.1 }
1927 root 1.18 /* We get down here if we have found a key. Now if its in a container,
1928     * see if we actually want to use it
1929     */
1930     if (pl != container)
1931     {
1932     /* Only let players use keys in containers */
1933     if (!pl->contr)
1934     return NULL;
1935     /* cases where this fails:
1936     * If we only search the player inventory, return now since we
1937     * are not in the players inventory.
1938     * If the container is not active, return now since only active
1939     * containers can be used.
1940     * If we only search keyrings and the container does not have
1941     * a race/isn't a keyring.
1942     * No checking for all containers - to fall through past here,
1943     * inv must have been an container and must have been active.
1944     *
1945     * Change the color so that the message doesn't disappear with
1946     * all the others.
1947     */
1948     if (pl->contr->usekeys == key_inventory ||
1949     !QUERY_FLAG (container, FLAG_APPLIED) ||
1950     (pl->contr->usekeys == keyrings && (!container->race || strcmp (container->race, "keys"))))
1951     {
1952     new_draw_info_format (NDI_UNIQUE | NDI_BROWN, 0, pl,
1953     "The %s in your %s vibrates as you approach the door", query_name (tmp), query_name (container));
1954     return NULL;
1955 root 1.11 }
1956 elmex 1.1 }
1957 root 1.18 return tmp;
1958 elmex 1.1 }
1959    
1960     /* moved door processing out of move_player_attack.
1961     * returns 1 if player has opened the door with a key
1962     * such that the caller should not do anything more,
1963     * 0 otherwise
1964     */
1965 root 1.18 static int
1966     player_attack_door (object *op, object *door)
1967 elmex 1.1 {
1968 root 1.18 /* If its a door, try to find a use a key. If we do destroy the door,
1969     * might as well return immediately as there is nothing more to do -
1970     * otherwise, we fall through to the rest of the code.
1971     */
1972     object *key = find_key (op, op, door);
1973    
1974     /* IF we found a key, do some extra work */
1975     if (key)
1976     {
1977     object *container = key->env;
1978    
1979     play_sound_map (op->map, op->x, op->y, SOUND_OPEN_DOOR);
1980     if (action_makes_visible (op))
1981     make_visible (op);
1982     if (door->inv && (door->inv->type == RUNE || door->inv->type == TRAP))
1983     spring_trap (door->inv, op);
1984     if (door->type == DOOR)
1985     {
1986     hit_player (door, 9998, op, AT_PHYSICAL, 1); /* Break through the door */
1987     }
1988     else if (door->type == LOCKED_DOOR)
1989     {
1990     new_draw_info_format (NDI_UNIQUE, NDI_BROWN, op, "You open the door with the %s", query_short_name (key));
1991     remove_door2 (door); /* remove door without violence ;-) */
1992     }
1993     /* Do this after we print the message */
1994     decrease_ob (key); /* Use up one of the keys */
1995     /* Need to update the weight the container the key was in */
1996     if (container != op)
1997     esrv_update_item (UPD_WEIGHT, op, container);
1998     return 1; /* Nothing more to do below */
1999     }
2000     else if (door->type == LOCKED_DOOR)
2001     {
2002     /* Might as well return now - no other way to open this */
2003     new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, door->msg);
2004     return 1;
2005 elmex 1.1 }
2006 root 1.18 return 0;
2007 elmex 1.1 }
2008    
2009     /* This function is just part of a breakup from move_player.
2010     * It should keep the code cleaner.
2011     * When this is called, the players direction has been updated
2012     * (taking into account confusion.) The player is also actually
2013     * going to try and move (not fire weapons).
2014     */
2015 root 1.18 void
2016     move_player_attack (object *op, int dir)
2017 elmex 1.1 {
2018 root 1.18 object *tmp, *mon;
2019     sint16 nx, ny;
2020     int on_battleground;
2021 root 1.25 maptile *m;
2022 root 1.18
2023     nx = freearr_x[dir] + op->x;
2024     ny = freearr_y[dir] + op->y;
2025    
2026 root 1.49 on_battleground = op_on_battleground (op, 0, 0);
2027 root 1.18
2028     /* If braced, or can't move to the square, and it is not out of the
2029     * map, attack it. Note order of if statement is important - don't
2030     * want to be calling move_ob if braced, because move_ob will move the
2031     * player. This is a pretty nasty hack, because if we could
2032     * move to some space, it then means that if we are braced, we should
2033     * do nothing at all. As it is, if we are braced, we go through
2034     * quite a bit of processing. However, it probably is less than what
2035     * move_ob uses.
2036     */
2037     if ((op->contr->braced || !move_ob (op, dir, op)) && !out_of_map (op->map, nx, ny))
2038     {
2039     if (OUT_OF_REAL_MAP (op->map, nx, ny))
2040     {
2041 root 1.85 m = op->map->xy_find (nx, ny);
2042 root 1.18 if (!m)
2043     return; /* Don't think this should happen */
2044     }
2045     else
2046     m = op->map;
2047    
2048 root 1.85 if (!(tmp = m->at (nx, ny).bot))
2049     return;
2050 root 1.11
2051 root 1.49 mon = 0;
2052 root 1.18 /* Go through all the objects, and find ones of interest. Only stop if
2053     * we find a monster - that is something we know we want to attack.
2054     * if its a door or barrel (can roll) see if there may be monsters
2055     * on the space
2056     */
2057 root 1.49 while (tmp)
2058 root 1.18 {
2059     if (tmp == op)
2060     {
2061     tmp = tmp->above;
2062     continue;
2063 root 1.11 }
2064 root 1.27
2065 root 1.18 if (QUERY_FLAG (tmp, FLAG_ALIVE))
2066     {
2067     mon = tmp;
2068     break;
2069 root 1.11 }
2070 root 1.27
2071 root 1.18 if (tmp->type == LOCKED_DOOR || QUERY_FLAG (tmp, FLAG_CAN_ROLL))
2072     mon = tmp;
2073 root 1.27
2074 root 1.18 tmp = tmp->above;
2075     }
2076    
2077 root 1.49 if (!mon) /* This happens anytime the player tries to move */
2078 root 1.18 return; /* into a wall */
2079    
2080 root 1.49 if (mon->head)
2081 root 1.18 mon = mon->head;
2082    
2083     if ((mon->type == DOOR && mon->stats.hp >= 0) || (mon->type == LOCKED_DOOR))
2084     if (player_attack_door (op, mon))
2085     return;
2086    
2087     /* The following deals with possibly attacking peaceful
2088     * or frienddly creatures. Basically, all players are considered
2089     * unaggressive. If the moving player has peaceful set, then the
2090     * object should be pushed instead of attacked. It is assumed that
2091     * if you are braced, you will not attack friends accidently,
2092     * and thus will not push them.
2093     */
2094 root 1.11
2095 root 1.18 /* If the creature is a pet, push it even if the player is not
2096     * peaceful. Our assumption is the creature is a pet if the
2097     * player owns it and it is either friendly or unagressive.
2098     */
2099     if ((op->type == PLAYER)
2100 elmex 1.1 #if COZY_SERVER
2101 root 1.18 &&
2102 root 1.34 ((mon->owner && mon->owner->contr
2103     && same_party (mon->owner->contr->party, op->contr->party)) || mon->owner == op)
2104 elmex 1.1 #else
2105 root 1.34 && mon->owner == op
2106 elmex 1.1 #endif
2107 root 1.18 && (QUERY_FLAG (mon, FLAG_UNAGGRESSIVE) || QUERY_FLAG (mon, FLAG_FRIENDLY)))
2108 root 1.11 {
2109 root 1.18 /* If we're braced, we don't want to switch places with it */
2110     if (op->contr->braced)
2111 root 1.11 return;
2112 root 1.85
2113 root 1.18 play_sound_map (op->map, op->x, op->y, SOUND_PUSH_PLAYER);
2114     (void) push_ob (mon, dir, op);
2115     if (op->contr->tmp_invis || op->hide)
2116     make_visible (op);
2117 root 1.85
2118 root 1.18 return;
2119 root 1.11 }
2120    
2121 root 1.18 /* in certain circumstances, you shouldn't attack friendly
2122     * creatures. Note that if you are braced, you can't push
2123     * someone, but put it inside this loop so that you won't
2124     * attack them either.
2125     */
2126     if ((mon->type == PLAYER || mon->enemy != op) &&
2127     (mon->type == PLAYER || QUERY_FLAG (mon, FLAG_UNAGGRESSIVE) || QUERY_FLAG (mon, FLAG_FRIENDLY)) && (
2128 elmex 1.1 #ifdef PROHIBIT_PLAYERKILL
2129 root 1.49 (op->contr->peaceful
2130     || (mon->type == PLAYER
2131     && mon->contr->
2132     peaceful)) &&
2133 elmex 1.1 #else
2134 root 1.49 op->contr->peaceful &&
2135 elmex 1.1 #endif
2136 root 1.49 !on_battleground))
2137 root 1.18 {
2138     if (!op->contr->braced)
2139     {
2140     play_sound_map (op->map, op->x, op->y, SOUND_PUSH_PLAYER);
2141 root 1.85 push_ob (mon, dir, op);
2142 root 1.18 }
2143     else
2144 root 1.49 new_draw_info (0, 0, op, "You withhold your attack");
2145    
2146 root 1.18 if (op->contr->tmp_invis || op->hide)
2147     make_visible (op);
2148 root 1.11 }
2149 elmex 1.1
2150 root 1.18 /* If the object is a boulder or other rollable object, then
2151     * roll it if not braced. You can't roll it if you are braced.
2152     */
2153     else if (QUERY_FLAG (mon, FLAG_CAN_ROLL) && (!op->contr->braced))
2154     {
2155     recursive_roll (mon, dir, op);
2156     if (action_makes_visible (op))
2157     make_visible (op);
2158 root 1.11 }
2159    
2160 root 1.18 /* Any generic living creature. Including things like doors.
2161     * Way it works is like this: First, it must have some hit points
2162     * and be living. Then, it must be one of the following:
2163     * 1) Not a player, 2) A player, but of a different party. Note
2164     * that party_number -1 is no party, so attacks can still happen.
2165     */
2166     else if ((mon->stats.hp >= 0) && QUERY_FLAG (mon, FLAG_ALIVE) &&
2167     ((mon->type != PLAYER || op->contr->party == NULL || op->contr->party != mon->contr->party)))
2168     {
2169 elmex 1.1
2170 root 1.18 /* If the player hasn't hit something this tick, and does
2171     * so, give them speed boost based on weapon speed. Doing
2172     * it here is better than process_players2, which basically
2173     * incurred a 1 tick offset.
2174     */
2175     if (!op->contr->has_hit)
2176     {
2177     op->speed_left += op->speed / op->contr->weapon_sp;
2178 root 1.11
2179 root 1.18 op->contr->has_hit = 1; /* The last action was to hit, so use weapon_sp */
2180 root 1.11 }
2181    
2182 root 1.49 skill_attack (mon, op, 0, 0, 0);
2183 root 1.11
2184 root 1.18 /* If attacking another player, that player gets automatic
2185     * hitback, and doesn't loose luck either.
2186     * Disable hitback on the battleground or if the target is
2187     * the wiz.
2188     */
2189     if (mon->type == PLAYER && mon->stats.hp >= 0 && !mon->contr->has_hit && !on_battleground && !QUERY_FLAG (mon, FLAG_WIZ))
2190     {
2191     short luck = mon->stats.luck;
2192    
2193     mon->contr->has_hit = 1;
2194 root 1.49 skill_attack (op, mon, 0, 0, 0);
2195 root 1.18 mon->stats.luck = luck;
2196 root 1.11 }
2197 root 1.49
2198 root 1.18 if (action_makes_visible (op))
2199     make_visible (op);
2200 root 1.11 }
2201 root 1.18 } /* if player should attack something */
2202 elmex 1.1 }
2203    
2204 root 1.18 int
2205     move_player (object *op, int dir)
2206     {
2207     int pick;
2208 elmex 1.1
2209 root 1.84 if (!op->map || op->map->in_memory != MAP_IN_MEMORY)
2210 root 1.18 return 0;
2211 elmex 1.1
2212 root 1.18 /* Sanity check: make sure dir is valid */
2213     if ((dir < 0) || (dir >= 9))
2214     {
2215     LOG (llevError, "move_player: invalid direction %d\n", dir);
2216     return 0;
2217 elmex 1.1 }
2218    
2219 root 1.84 /* peterm: added following line */
2220 root 1.18 if (QUERY_FLAG (op, FLAG_CONFUSED) && dir)
2221 root 1.99 dir = absdir (dir + rndm (3) + rndm (3) - 2);
2222 root 1.18
2223     op->facing = dir;
2224    
2225     if (op->hide)
2226     do_hidden_move (op);
2227    
2228     if (INVOKE_PLAYER (MOVE, op->contr, ARG_INT (dir)))
2229     /*nop */ ;
2230     else if (op->contr->fire_on)
2231     fire (op, dir);
2232     else
2233     {
2234     move_player_attack (op, dir);
2235     pick = check_pick (op);
2236     }
2237 elmex 1.1
2238 root 1.18 /* Add special check for newcs players and fire on - this way, the
2239     * server can handle repeat firing.
2240     */
2241     if (op->contr->fire_on || (op->contr->run_on && pick != 0))
2242 root 1.49 op->direction = dir;
2243 root 1.18 else
2244 root 1.49 op->direction = 0;
2245    
2246 root 1.18 /* Update how the player looks. Use the facing, so direction may
2247     * get reset to zero. This allows for full animation capabilities
2248     * for players.
2249     */
2250     animate_object (op, op->facing);
2251     return 0;
2252 elmex 1.1 }
2253    
2254     /* This is similar to handle_player, below, but is only used by the
2255     * new client/server stuff.
2256     * This is sort of special, in that the new client/server actually uses
2257     * the new speed values for commands.
2258     *
2259     * Returns true if there are more actions we can do.
2260     */
2261 root 1.18 int
2262     handle_newcs_player (object *op)
2263 elmex 1.1 {
2264 root 1.18 if (op->contr->hidden)
2265     {
2266     op->invisible = 1000;
2267     /* the socket code flashes the player visible/invisible
2268     * depending on the value of invisible, so we need to
2269     * alternate it here for it to work correctly.
2270     */
2271     if (pticks & 2)
2272 root 1.11 op->invisible--;
2273 root 1.18 }
2274     else if (op->invisible && !(QUERY_FLAG (op, FLAG_MAKE_INVIS)))
2275     {
2276     op->invisible--;
2277     if (!op->invisible)
2278     {
2279     make_visible (op);
2280     new_draw_info (NDI_UNIQUE, 0, op, "Your invisibility spell runs out.");
2281 root 1.11 }
2282 elmex 1.1 }
2283    
2284 root 1.18 if (QUERY_FLAG (op, FLAG_SCARED))
2285     {
2286     flee_player (op);
2287     /* If player is still scared, that is his action for this tick */
2288     if (QUERY_FLAG (op, FLAG_SCARED))
2289     {
2290     op->speed_left--;
2291     return 0;
2292 root 1.11 }
2293 elmex 1.1 }
2294    
2295 root 1.18 /* I've been seeing crashes where the golem has been destroyed, but
2296     * the player object still points to the defunct golem. The code that
2297     * destroys the golem looks correct, and it doesn't always happen, so
2298     * put this in a a workaround to clean up the golem pointer.
2299     */
2300 root 1.30 if (op->contr->ranges[range_golem] && QUERY_FLAG (op->contr->ranges[range_golem], FLAG_REMOVED))
2301     op->contr->ranges[range_golem] = 0;
2302 root 1.18
2303     /* call this here - we also will call this in do_ericserver, but
2304     * the players time has been increased when doericserver has been
2305     * called, so we recheck it here.
2306     */
2307 root 1.83 if (op->contr->ns->handle_command ())
2308     return 1;
2309 root 1.47
2310 root 1.83 if (op->speed_left > 0)
2311     {
2312     if (op->direction && (op->contr->run_on || op->contr->fire_on))
2313     {
2314     /* All move commands take 1 tick, at least for now */
2315     op->speed_left--;
2316 elmex 1.1
2317 root 1.83 /* Instead of all the stuff below, let move_player take care
2318     * of it. Also, some of the skill stuff is only put in
2319     * there, as well as the confusion stuff.
2320     */
2321     move_player (op, op->direction);
2322 elmex 1.1
2323 root 1.83 return op->speed_left > 0;
2324     }
2325 root 1.18 }
2326 root 1.41
2327 root 1.18 return 0;
2328     }
2329    
2330     int
2331     save_life (object *op)
2332     {
2333     if (!QUERY_FLAG (op, FLAG_LIFESAVE))
2334 elmex 1.1 return 0;
2335 root 1.18
2336 root 1.41 for (object *tmp = op->inv; tmp; tmp = tmp->below)
2337 root 1.18 if (QUERY_FLAG (tmp, FLAG_APPLIED) && QUERY_FLAG (tmp, FLAG_LIFESAVE))
2338     {
2339     play_sound_map (op->map, op->x, op->y, SOUND_OB_EVAPORATE);
2340     new_draw_info_format (NDI_UNIQUE, 0, op, "Your %s vibrates violently, then evaporates.", query_name (tmp));
2341 root 1.33
2342 root 1.18 if (op->contr)
2343     esrv_del_item (op->contr, tmp->count);
2344 root 1.33
2345     tmp->destroy ();
2346 root 1.18 CLEAR_FLAG (op, FLAG_LIFESAVE);
2347 root 1.33
2348 root 1.18 if (op->stats.hp < 0)
2349     op->stats.hp = op->stats.maxhp;
2350 root 1.33
2351 root 1.18 if (op->stats.food < 0)
2352     op->stats.food = 999;
2353 root 1.33
2354 root 1.54 op->update_stats ();
2355 root 1.18 return 1;
2356     }
2357 root 1.41
2358 root 1.18 LOG (llevError, "Error: LIFESAVE set without applied object.\n");
2359     CLEAR_FLAG (op, FLAG_LIFESAVE);
2360     enter_player_savebed (op); /* bring him home. */
2361     return 0;
2362 elmex 1.1 }
2363    
2364     /* This goes throws the inventory and removes unpaid objects, and puts them
2365     * back in the map (location and map determined by values of env). This
2366     * function will descend into containers. op is the object to start the search
2367     * from.
2368     */
2369 root 1.18 void
2370     remove_unpaid_objects (object *op, object *env)
2371 elmex 1.1 {
2372 root 1.18 object *next;
2373 elmex 1.1
2374 root 1.18 while (op)
2375     {
2376 root 1.70 object *next = op->below; /* Make sure we have a good value, in case we remove object 'op' */
2377    
2378 root 1.18 if (QUERY_FLAG (op, FLAG_UNPAID))
2379     {
2380     if (env->type == PLAYER)
2381     esrv_del_item (env->contr, op->count);
2382 root 1.70
2383     op->insert_at (env);
2384 root 1.18 }
2385     else if (op->inv)
2386     remove_unpaid_objects (op->inv, env);
2387 root 1.41
2388 root 1.18 op = next;
2389 elmex 1.1 }
2390     }
2391    
2392     /*
2393     * Returns pointer a static string containing gravestone text
2394     * Moved from apply.c to player.c - player.c is what
2395     * actually uses this function. player.c may not be quite the
2396     * best, a misc file for object actions is probably better,
2397     * but there isn't one in the server directory.
2398     */
2399 root 1.18 char *
2400     gravestone_text (object *op)
2401 elmex 1.1 {
2402 root 1.18 static char buf2[MAX_BUF];
2403     char buf[MAX_BUF];
2404     time_t now = time (NULL);
2405    
2406     strcpy (buf2, " R.I.P.\n\n");
2407     if (op->type == PLAYER)
2408     sprintf (buf, "%s the %s\n", &op->name, op->contr->title);
2409     else
2410     sprintf (buf, "%s\n", &op->name);
2411 root 1.41
2412 root 1.18 strncat (buf2, " ", 20 - strlen (buf) / 2);
2413     strcat (buf2, buf);
2414     if (op->type == PLAYER)
2415     sprintf (buf, "who was in level %d when killed\n", op->level);
2416     else
2417     sprintf (buf, "who was in level %d when died.\n\n", op->level);
2418 root 1.41
2419 root 1.18 strncat (buf2, " ", 20 - strlen (buf) / 2);
2420     strcat (buf2, buf);
2421     if (op->type == PLAYER)
2422     {
2423     sprintf (buf, "by %s.\n\n", op->contr->killer);
2424     strncat (buf2, " ", 21 - strlen (buf) / 2);
2425     strcat (buf2, buf);
2426     }
2427 root 1.41
2428 root 1.18 strftime (buf, MAX_BUF, "%b %d %Y\n", localtime (&now));
2429     strncat (buf2, " ", 20 - strlen (buf) / 2);
2430     strcat (buf2, buf);
2431 root 1.41
2432 root 1.18 return buf2;
2433 elmex 1.1 }
2434    
2435 root 1.18 void
2436     do_some_living (object *op)
2437     {
2438     int last_food = op->stats.food;
2439 elmex 1.1 int gen_hp, gen_sp, gen_grace;
2440     int over_hp, over_sp, over_grace;
2441     int i;
2442     int rate_hp = 1200;
2443     int rate_sp = 2500;
2444     int rate_grace = 2000;
2445     const int max_hp = 1;
2446     const int max_sp = 1;
2447     const int max_grace = 1;
2448    
2449 pippijn 1.17 if (op->contr->outputs_sync)
2450 root 1.18 {
2451     for (i = 0; i < NUM_OUTPUT_BUFS; i++)
2452 root 1.55 if (op->contr->outputs[i].buf && (op->contr->outputs[i].first_update + op->contr->outputs_sync) < (uint16) pticks)
2453 root 1.18 flush_output_element (op, &op->contr->outputs[i]);
2454     }
2455    
2456 root 1.52 if (op->contr->ns->state == ST_PLAYING)
2457 root 1.18 {
2458     /* these next three if clauses make it possible to SLOW DOWN
2459     hp/grace/spellpoint regeneration. */
2460     if (op->contr->gen_hp >= 0)
2461     gen_hp = (op->contr->gen_hp + 1) * op->stats.maxhp;
2462     else
2463     {
2464     gen_hp = op->stats.maxhp;
2465     rate_hp -= rate_hp / 2 * op->contr->gen_hp;
2466     }
2467 root 1.55
2468 root 1.18 if (op->contr->gen_sp >= 0)
2469     gen_sp = (op->contr->gen_sp + 1) * op->stats.maxsp;
2470     else
2471     {
2472     gen_sp = op->stats.maxsp;
2473     rate_sp -= rate_sp / 2 * op->contr->gen_sp;
2474     }
2475 root 1.55
2476 root 1.18 if (op->contr->gen_grace >= 0)
2477     gen_grace = (op->contr->gen_grace + 1) * op->stats.maxgrace;
2478     else
2479     {
2480     gen_grace = op->stats.maxgrace;
2481     rate_grace -= rate_grace / 2 * op->contr->gen_grace;
2482     }
2483    
2484     /* Regenerate Spell Points */
2485     if (op->contr->ranges[range_golem] == NULL && --op->last_sp < 0)
2486     {
2487     gen_sp = gen_sp * 10 / (op->contr->gen_sp_armour < 10 ? 10 : op->contr->gen_sp_armour);
2488     if (op->stats.sp < op->stats.maxsp)
2489     {
2490     op->stats.sp++;
2491     /* dms do not consume food */
2492     if (!QUERY_FLAG (op, FLAG_WIZ))
2493     {
2494     op->stats.food--;
2495     if (op->contr->digestion < 0)
2496     op->stats.food += op->contr->digestion;
2497     else if (op->contr->digestion > 0 && random_roll (0, op->contr->digestion, op, PREFER_HIGH))
2498     op->stats.food = last_food;
2499     }
2500     }
2501 root 1.55
2502 root 1.18 if (max_sp > 1)
2503     {
2504     over_sp = (gen_sp + 10) / rate_sp;
2505     if (over_sp > 0)
2506     {
2507     if (op->stats.sp < op->stats.maxsp)
2508     {
2509     op->stats.sp += over_sp > max_sp ? max_sp : over_sp;
2510 root 1.55
2511 root 1.18 if (random_roll (0, rate_sp - 1, op, PREFER_LOW) > ((gen_sp + 10) % rate_sp))
2512     op->stats.sp--;
2513 root 1.55
2514 root 1.18 if (op->stats.sp > op->stats.maxsp)
2515     op->stats.sp = op->stats.maxsp;
2516     }
2517     op->last_sp = 0;
2518     }
2519     else
2520 root 1.55 op->last_sp = rate_sp / (gen_sp < 20 ? 30 : gen_sp + 10);
2521 root 1.18 }
2522     else
2523 root 1.55 op->last_sp = rate_sp / (gen_sp < 20 ? 30 : gen_sp + 10);
2524 root 1.18 }
2525    
2526     /* Regenerate Grace */
2527     /* I altered this a little - maximum grace is ony achieved through prayer -b.t. */
2528     if (--op->last_grace < 0)
2529     {
2530     if (op->stats.grace < op->stats.maxgrace / 2)
2531     op->stats.grace++; /* no penalty in food for regaining grace */
2532 root 1.55
2533 root 1.18 if (max_grace > 1)
2534     {
2535     over_grace = (gen_grace < 20 ? 30 : gen_grace + 10) / rate_grace;
2536     if (over_grace > 0)
2537     {
2538     op->stats.sp += over_grace
2539     + (random_roll (0, rate_grace - 1, op, PREFER_HIGH) > ((gen_grace < 20 ? 30 : gen_grace + 10) % rate_grace)) ? -1 : 0;
2540     op->last_grace = 0;
2541     }
2542     else
2543     {
2544     op->last_grace = rate_grace / (gen_grace < 20 ? 30 : gen_grace + 10);
2545     }
2546     }
2547     else
2548     {
2549     op->last_grace = rate_grace / (gen_grace < 20 ? 30 : gen_grace + 10);
2550     }
2551     /* wearing stuff doesn't detract from grace generation. */
2552     }
2553    
2554     /* Regenerate Hit Points */
2555     if (--op->last_heal < 0)
2556     {
2557     if (op->stats.hp < op->stats.maxhp)
2558     {
2559     op->stats.hp++;
2560     /* dms do not consume food */
2561     if (!QUERY_FLAG (op, FLAG_WIZ))
2562     {
2563     op->stats.food--;
2564     if (op->contr->digestion < 0)
2565     op->stats.food += op->contr->digestion;
2566     else if (op->contr->digestion > 0 && random_roll (0, op->contr->digestion, op, PREFER_HIGH))
2567     op->stats.food = last_food;
2568     }
2569     }
2570 root 1.55
2571 root 1.18 if (max_hp > 1)
2572     {
2573     over_hp = (gen_hp < 20 ? 30 : gen_hp + 10) / rate_hp;
2574     if (over_hp > 0)
2575     {
2576     op->stats.sp += over_hp + (RANDOM () % rate_hp > ((gen_hp < 20 ? 30 : gen_hp + 10) % rate_hp)) ? -1 : 0;
2577     op->last_heal = 0;
2578     }
2579     else
2580     {
2581     op->last_heal = rate_hp / (gen_hp < 20 ? 30 : gen_hp + 10);
2582     }
2583     }
2584     else
2585     {
2586     op->last_heal = rate_hp / (gen_hp < 20 ? 30 : gen_hp + 10);
2587     }
2588 root 1.11 }
2589 elmex 1.1
2590 root 1.18 /* Digestion */
2591     if (--op->last_eat < 0)
2592     {
2593     #ifdef COZY_SERVER
2594     int dg = op->contr->digestion >= 0 && op->contr->digestion < 2 ? 2 : op->contr->digestion;
2595     int bonus = dg > 0 ? dg : 0, penalty = dg < 0 ? -dg : 0;
2596     #else
2597     int bonus = op->contr->digestion > 0 ? op->contr->digestion : 0, penalty = op->contr->digestion < 0 ? -op->contr->digestion : 0;
2598     #endif
2599    
2600     if (op->contr->gen_hp > 0)
2601     op->last_eat = 25 * (1 + bonus) / (op->contr->gen_hp + penalty + 1);
2602     else
2603     op->last_eat = 25 * (1 + bonus) / (penalty + 1);
2604 root 1.55
2605 root 1.18 /* dms do not consume food */
2606     if (!QUERY_FLAG (op, FLAG_WIZ))
2607     op->stats.food--;
2608 root 1.11 }
2609 elmex 1.1
2610 root 1.55 if (op->stats.food < 0 && op->stats.hp >= 0)
2611     {
2612     object *tmp, *flesh = 0;
2613 root 1.18
2614 root 1.55 for (tmp = op->inv; tmp; tmp = tmp->below)
2615 root 1.18 {
2616 root 1.55 if (!QUERY_FLAG (tmp, FLAG_UNPAID))
2617 root 1.18 {
2618 root 1.55 if (tmp->type == FOOD || tmp->type == DRINK || tmp->type == POISON)
2619     {
2620     new_draw_info (NDI_UNIQUE, 0, op, "You blindly grab for a bite of food.");
2621     manual_apply (op, tmp, 0);
2622     if (op->stats.food >= 0 || op->stats.hp < 0)
2623     break;
2624     }
2625     else if (tmp->type == FLESH)
2626     flesh = tmp;
2627     } /* End if paid for object */
2628     } /* end of for loop */
2629    
2630     /* If player is still starving, it means they don't have any food, so
2631     * eat flesh instead.
2632     */
2633     if (op->stats.food < 0 && op->stats.hp >= 0 && flesh)
2634     {
2635     new_draw_info (NDI_UNIQUE, 0, op, "You blindly grab for a bite of food.");
2636     manual_apply (op, flesh, 0);
2637     }
2638 root 1.11 }
2639 elmex 1.1
2640 root 1.55 while (op->stats.food < 0 && op->stats.hp >= 0)
2641     op->stats.food++, op->stats.hp--;
2642 elmex 1.1
2643 root 1.55 if (op->stats.hp < 0 && !QUERY_FLAG (op, FLAG_WIZ))
2644     kill_player (op);
2645     }
2646 elmex 1.1 }
2647    
2648     /* If the player should die (lack of hp, food, etc), we call this.
2649     * op is the player in jeopardy. If the player can not be saved (not
2650     * permadeath, no lifesave), this will take care of removing the player
2651     * file.
2652     */
2653 root 1.18 void
2654     kill_player (object *op)
2655 elmex 1.1 {
2656 root 1.18 char buf[MAX_BUF];
2657     int x, y;
2658    
2659     //int i;
2660 root 1.25 maptile *map; /* this is for resurrection */
2661 root 1.18
2662     /* int z;
2663     int num_stats_lose;
2664     int lost_a_stat;
2665     int lose_this_stat;
2666     int this_stat; */
2667     int will_kill_again;
2668     archetype *at;
2669     object *tmp;
2670    
2671     if (save_life (op))
2672     return;
2673    
2674    
2675     /* If player dies on BATTLEGROUND, no stat/exp loss! For Combat-Arenas
2676     * in cities ONLY!!! It is very important that this doesn't get abused.
2677     * Look at op_on_battleground() for more info --AndreasV
2678     */
2679     if (op_on_battleground (op, &x, &y))
2680     {
2681     new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, "You have been defeated in combat!");
2682     new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, "Local medics have saved your life...");
2683    
2684     /* restore player */
2685 root 1.22 at = archetype::find ("poisoning");
2686 root 1.70 if (object *tmp = present_arch_in_ob (at, op))
2687 root 1.18 {
2688 root 1.33 tmp->destroy ();
2689 root 1.18 new_draw_info (NDI_UNIQUE, 0, op, "Your body feels cleansed");
2690     }
2691 elmex 1.1
2692 root 1.22 at = archetype::find ("confusion");
2693 root 1.70 if (object *tmp = present_arch_in_ob (at, op))
2694 root 1.18 {
2695 root 1.33 tmp->destroy ();
2696 root 1.18 new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer");
2697     }
2698    
2699     cure_disease (op, 0); /* remove any disease */
2700     op->stats.hp = op->stats.maxhp;
2701     if (op->stats.food <= 0)
2702     op->stats.food = 999;
2703 elmex 1.1
2704 root 1.18 /* create a bodypart-trophy to make the winner happy */
2705 root 1.70 if (object *tmp = arch_to_object (archetype::find ("finger")))
2706 root 1.18 {
2707     sprintf (buf, "%s's finger", &op->name);
2708     tmp->name = buf;
2709     sprintf (buf, " This finger has been cut off %s\n"
2710     " the %s, when he was defeated at\n level %d by %s.\n",
2711     &op->name, op->contr->title, (int) (op->level), op->contr->killer);
2712     tmp->msg = buf;
2713     tmp->value = 0, tmp->material = 0, tmp->type = 0;
2714     tmp->materialname = NULL;
2715 elmex 1.87 tmp->insert_at (op, tmp);
2716 root 1.18 }
2717 elmex 1.1
2718 root 1.18 /* teleport defeated player to new destination */
2719     transfer_ob (op, x, y, 0, NULL);
2720     op->contr->braced = 0;
2721     return;
2722 elmex 1.1 }
2723    
2724 root 1.18 INVOKE_PLAYER (DEATH, op->contr);
2725 root 1.3
2726 root 1.18 command_kill_pets (op, 0);
2727 elmex 1.1
2728 root 1.18 if (op->stats.food < 0)
2729     {
2730     sprintf (buf, "%s starved to death.", &op->name);
2731     strcpy (op->contr->killer, "starvation");
2732 elmex 1.1 }
2733 root 1.18 else
2734 root 1.89 sprintf (buf, "%s died.", &op->name);
2735 root 1.70
2736 root 1.18 play_sound_player_only (op->contr, SOUND_PLAYER_DIES, 0, 0);
2737 elmex 1.1
2738 root 1.18 /* save the map location for corpse, gravestone */
2739 root 1.70 x = op->x;
2740     y = op->y;
2741 root 1.18 map = op->map;
2742 elmex 1.1
2743 root 1.54 /* NOT_PERMADEATH code. This basically brings the character back to
2744     * life if they are dead - it takes some exp and a random stat.
2745     * See the config.h file for a little more in depth detail about this.
2746     */
2747    
2748     /* Basically two ways to go - remove a stat permanently, or just
2749     * make it depletion. This bunch of code deals with that aspect
2750     * of death.
2751     */
2752     #ifndef COZY_SERVER
2753     if (settings.balanced_stat_loss)
2754 root 1.18 {
2755 root 1.54 /* If stat loss is permanent, lose one stat only. */
2756     /* Lower level chars don't lose as many stats because they suffer
2757     more if they do. */
2758     /* Higher level characters can afford things such as potions of
2759     restoration, or better, stat potions. So we slug them that
2760     little bit harder. */
2761     /* GD */
2762     if (settings.stat_loss_on_death)
2763     num_stats_lose = 1;
2764     else
2765     num_stats_lose = 1 + op->level / BALSL_NUMBER_LOSSES_RATIO;
2766     }
2767     else
2768 root 1.70 num_stats_lose = 1;
2769    
2770 root 1.54 lost_a_stat = 0;
2771    
2772     for (z = 0; z < num_stats_lose; z++)
2773     {
2774     i = RANDOM () % NUM_STATS;
2775 root 1.11
2776 root 1.54 if (settings.stat_loss_on_death)
2777 root 1.18 {
2778 root 1.54 /* Pick a random stat and take a point off it. Tell the player
2779     * what he lost.
2780     */
2781     change_attr_value (&(op->stats), i, -1);
2782     check_stat_bounds (&(op->stats));
2783     change_attr_value (&(op->contr->orig_stats), i, -1);
2784     check_stat_bounds (&(op->contr->orig_stats));
2785     new_draw_info (NDI_UNIQUE, 0, op, lose_msg[i]);
2786     lost_a_stat = 1;
2787 root 1.18 }
2788     else
2789     {
2790 root 1.54 /* deplete a stat */
2791     archetype *deparch = archetype::find ("depletion");
2792     object *dep;
2793 root 1.11
2794 root 1.54 dep = present_arch_in_ob (deparch, op);
2795     if (!dep)
2796 root 1.18 {
2797 root 1.54 dep = arch_to_object (deparch);
2798     insert_ob_in_ob (dep, op);
2799 root 1.18 }
2800 root 1.54 lose_this_stat = 1;
2801     if (settings.balanced_stat_loss)
2802 root 1.18 {
2803 root 1.54 /* GD */
2804     /* Get the stat that we're about to deplete. */
2805     this_stat = get_attr_value (&(dep->stats), i);
2806     if (this_stat < 0)
2807     {
2808     int loss_chance = 1 + op->level / BALSL_LOSS_CHANCE_RATIO;
2809     int keep_chance = this_stat * this_stat;
2810 root 1.18
2811 root 1.54 /* Yes, I am paranoid. Sue me. */
2812     if (keep_chance < 1)
2813     keep_chance = 1;
2814 root 1.18
2815 root 1.54 /* There is a maximum depletion total per level. */
2816     if (this_stat < -1 - op->level / BALSL_MAX_LOSS_RATIO)
2817     {
2818     lose_this_stat = 0;
2819     /* Take loss chance vs keep chance to see if we
2820     retain the stat. */
2821     }
2822     else
2823     {
2824     if (random_roll (0, loss_chance + keep_chance - 1, op, PREFER_LOW) < keep_chance)
2825     lose_this_stat = 0;
2826     /* LOG(llevDebug, "Determining stat loss. Stat: %d Keep: %d Lose: %d Result: %s.\n",
2827     this_stat, keep_chance, loss_chance,
2828     lose_this_stat?"LOSE":"KEEP"); */
2829 root 1.11 }
2830     }
2831 root 1.54 }
2832 root 1.18
2833 root 1.54 if (lose_this_stat)
2834     {
2835     this_stat = get_attr_value (&(dep->stats), i);
2836     /* We could try to do something clever like find another
2837     * stat to reduce if this fails. But chances are, if
2838     * stats have been depleted to -50, all are pretty low
2839     * and should be roughly the same, so it shouldn't make a
2840     * difference.
2841     */
2842     if (this_stat >= -50)
2843 root 1.18 {
2844 root 1.54 change_attr_value (&(dep->stats), i, -1);
2845     SET_FLAG (dep, FLAG_APPLIED);
2846     new_draw_info (NDI_UNIQUE, 0, op, lose_msg[i]);
2847     op->update_stats ();
2848     lost_a_stat = 1;
2849 root 1.11 }
2850     }
2851     }
2852 root 1.54 }
2853     /* If no stat lost, tell the player. */
2854     if (!lost_a_stat)
2855     {
2856     /* determine_god() seems to not work sometimes... why is this?
2857     Should I be using something else? GD */
2858     const char *god = determine_god (op);
2859 root 1.18
2860 root 1.54 if (god && (strcmp (god, "none")))
2861     new_draw_info_format (NDI_UNIQUE, 0, op, "For a brief moment you feel the holy presence of %s protecting" " you.", god);
2862     else
2863     new_draw_info (NDI_UNIQUE, 0, op, "For a brief moment you feel a holy presence protecting you.");
2864     }
2865 root 1.28 #else
2866 root 1.54 new_draw_info (NDI_UNIQUE, 0, op, "For a brief moment you" " feel a holy presence protecting you from losing yourself completely.");
2867 elmex 1.1 #endif
2868    
2869 root 1.54 /* Put a gravestone up where the character 'almost' died. List the
2870     * exp loss on the stone.
2871     */
2872     tmp = arch_to_object (archetype::find ("gravestone"));
2873     sprintf (buf, "%s's gravestone", &op->name);
2874     tmp->name = buf;
2875     sprintf (buf, "%s's gravestones", &op->name);
2876     tmp->name_pl = buf;
2877     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);
2878     tmp->msg = buf;
2879     tmp->x = op->x, tmp->y = op->y;
2880     insert_ob_in_map (tmp, op->map, NULL, 0);
2881    
2882     /**************************************/
2883     /* */
2884     /* Subtract the experience points, */
2885     /* if we died cause of food, give us */
2886     /* food, and reset HP's... */
2887     /* */
2888     /**************************************/
2889    
2890     /* remove any poisoning and confusion the character may be suffering. */
2891     /* restore player */
2892     at = archetype::find ("poisoning");
2893     tmp = present_arch_in_ob (at, op);
2894    
2895     if (tmp)
2896     {
2897     tmp->destroy ();
2898     new_draw_info (NDI_UNIQUE, 0, op, "Your body feels cleansed");
2899     }
2900    
2901     at = archetype::find ("confusion");
2902     tmp = present_arch_in_ob (at, op);
2903     if (tmp)
2904     {
2905     tmp->destroy ();
2906     new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer");
2907     }
2908    
2909     cure_disease (op, 0); /* remove any disease */
2910    
2911     /*add_exp(op, (op->stats.exp * -0.20)); */
2912     apply_death_exp_penalty (op);
2913     if (op->stats.food < 100)
2914     op->stats.food = 900;
2915     op->stats.hp = op->stats.maxhp;
2916     op->stats.sp = MAX (op->stats.sp, op->stats.maxsp);
2917     op->stats.grace = MAX (op->stats.grace, op->stats.maxgrace);
2918 root 1.11
2919 root 1.54 /*
2920     * Check to see if the player is in a shop. IF so, then check to see if
2921     * the player has any unpaid items. If so, remove them and put them back
2922     * in the map.
2923     */
2924 root 1.33
2925 root 1.54 if (is_in_shop (op))
2926     remove_unpaid_objects (op->inv, op);
2927 root 1.18
2928 root 1.54 /****************************************/
2929     /* */
2930     /* Move player to his current respawn- */
2931     /* position (usually last savebed) */
2932     /* */
2933     /****************************************/
2934 root 1.18
2935 root 1.54 enter_player_savebed (op);
2936 root 1.18
2937 root 1.54 op->contr->braced = 0;
2938 root 1.11
2939 root 1.54 /* it is possible that the player has blown something up
2940     * at his savebed location, and that can have long lasting
2941     * spell effects. So first see if there is a spell effect
2942     * on the space that might harm the player.
2943     */
2944     will_kill_again = 0;
2945     for (tmp = GET_MAP_OB (op->map, op->x, op->y); tmp; tmp = tmp->above)
2946     if (tmp->type == SPELL_EFFECT)
2947     will_kill_again |= tmp->attacktype;
2948 elmex 1.1
2949 root 1.54 if (will_kill_again)
2950 root 1.18 {
2951 root 1.54 object *force;
2952     int at;
2953 root 1.18
2954 root 1.54 force = get_archetype (FORCE_NAME);
2955     /* 50 ticks should be enough time for the spell to abate */
2956     force->speed = 0.1;
2957     force->speed_left = -5.0;
2958     SET_FLAG (force, FLAG_APPLIED);
2959     for (at = 0; at < NROFATTACKS; at++)
2960     if (will_kill_again & (1 << at))
2961     force->resist[at] = 100;
2962 root 1.30
2963 root 1.54 insert_ob_in_ob (force, op);
2964     op->update_stats ();
2965 root 1.30
2966 root 1.54 }
2967 root 1.18
2968 root 1.54 new_draw_info (NDI_UNIQUE, 0, op, "YOU HAVE DIED.");
2969 elmex 1.1 }
2970    
2971 root 1.18 void
2972     loot_object (object *op)
2973     { /* Grab and destroy some treasure */
2974     object *tmp, *tmp2, *next;
2975 elmex 1.1
2976 root 1.18 if (op->container)
2977 root 1.54 esrv_apply_container (op, op->container); /* close open sack first */
2978 elmex 1.1
2979 root 1.54 for (tmp = op->inv; tmp; tmp = next)
2980 root 1.18 {
2981     next = tmp->below;
2982 root 1.54
2983 elmex 1.50 if (tmp->invisible)
2984 root 1.18 continue;
2985 root 1.54
2986 root 1.32 tmp->remove ();
2987 root 1.18 tmp->x = op->x, tmp->y = op->y;
2988     if (tmp->type == CONTAINER)
2989     { /* empty container to ground */
2990     loot_object (tmp);
2991     }
2992 root 1.99 if (!QUERY_FLAG (tmp, FLAG_UNIQUE) && (QUERY_FLAG (tmp, FLAG_STARTEQUIP) || QUERY_FLAG (tmp, FLAG_NO_DROP) || !(rndm (3))))
2993 root 1.18 {
2994     if (tmp->nrof > 1)
2995     {
2996     tmp2 = get_split_ob (tmp, 1 + RANDOM () % (tmp->nrof - 1));
2997 root 1.33 tmp2->destroy ();
2998 root 1.18 insert_ob_in_map (tmp, op->map, NULL, 0);
2999     }
3000     else
3001 root 1.33 tmp->destroy ();
3002 root 1.18 }
3003     else
3004     insert_ob_in_map (tmp, op->map, NULL, 0);
3005     }
3006 elmex 1.1 }
3007    
3008     /*
3009     * fix_weight(): Check recursively the weight of all players, and fix
3010     * what needs to be fixed. Refresh windows and fix speed if anything
3011     * was changed.
3012     */
3013    
3014 root 1.18 void
3015     fix_weight (void)
3016     {
3017 root 1.61 for_all_players (pl)
3018 root 1.18 {
3019     int old = pl->ob->carrying, sum = sum_weight (pl->ob);
3020    
3021     if (old == sum)
3022     continue;
3023 root 1.54 pl->ob->update_stats ();
3024 root 1.18 LOG (llevDebug, "Fixed inventory in %s (%d -> %d)\n", &pl->ob->name, old, sum);
3025     }
3026 elmex 1.1 }
3027    
3028 root 1.18 void
3029     fix_luck (void)
3030     {
3031 root 1.61 for_all_players (pl)
3032 root 1.52 if (!pl->ob->contr->ns->state)
3033 root 1.54 pl->ob->change_luck (0);
3034 elmex 1.1 }
3035    
3036     /* cast_dust() - handles op throwing objects of type 'DUST'.
3037     * This is much simpler in the new spell code - we basically
3038     * just treat this as any other spell casting object.
3039     */
3040 elmex 1.2 void
3041 root 1.18 cast_dust (object *op, object *throw_ob, int dir)
3042 elmex 1.2 {
3043     object *skop, *spob;
3044    
3045     skop = find_skill_by_name (op, throw_ob->skill);
3046    
3047     /* casting POTION 'dusts' is really a use_magic_item skill */
3048     if (op->type == PLAYER && throw_ob->type == POTION && !skop)
3049     {
3050 root 1.18 LOG (llevError, "Player %s lacks critical skill use_magic_item!\n", &op->name);
3051 elmex 1.2 return;
3052     }
3053    
3054     spob = throw_ob->inv;
3055    
3056     // elmex Tue Aug 15 17:19:46 CEST 2006: Added this check to
3057     // not pass NULL to cast_spell (which did indeed check itself, but
3058     // errors should be reported as early as possible IMHO)
3059     if (!spob)
3060     {
3061 root 1.18 LOG (llevError, "cast_dust: thrown object %s (by %s) had no spell in it!", &throw_ob->name, &op->name);
3062 elmex 1.2 return;
3063 elmex 1.1 }
3064    
3065 elmex 1.2 if (op->type == PLAYER)
3066 root 1.14 new_draw_info_format (NDI_UNIQUE, 0, op, "You cast %s.", &spob->name);
3067 elmex 1.2
3068     cast_spell (op, throw_ob, dir, spob, NULL);
3069    
3070 root 1.33 throw_ob->destroy ();
3071 elmex 1.1 }
3072    
3073 root 1.18 void
3074     make_visible (object *op)
3075     {
3076     op->hide = 0;
3077     op->invisible = 0;
3078     if (op->type == PLAYER)
3079     {
3080     op->contr->tmp_invis = 0;
3081     op->contr->invis_race = 0;
3082     }
3083     update_object (op, UP_OBJ_FACE);
3084     }
3085    
3086     int
3087     is_true_undead (object *op)
3088     {
3089     object *tmp = NULL;
3090    
3091     if (QUERY_FLAG (&op->arch->clone, FLAG_UNDEAD))
3092     return 1;
3093    
3094 elmex 1.1 return 0;
3095     }
3096    
3097     /* look at the surrounding terrain to determine
3098     * the hideability of this object. Positive levels
3099     * indicate greater hideability.
3100     */
3101    
3102 root 1.18 int
3103     hideability (object *ob)
3104     {
3105     int i, level = 0, mflag;
3106     sint16 x, y;
3107    
3108     if (!ob || !ob->map)
3109     return 0;
3110    
3111     /* so, on normal lighted maps, its hard to hide */
3112     level = ob->map->darkness - 2;
3113    
3114     /* this also picks up whether the object is glowing.
3115     * If you carry a light on a non-dark map, its not
3116     * as bad as carrying a light on a pitch dark map */
3117     if (has_carried_lights (ob))
3118     level = -(10 + (2 * ob->map->darkness));
3119    
3120     /* scan through all nearby squares for terrain to hide in */
3121     for (i = 0, x = ob->x, y = ob->y; i < 9; i++, x = ob->x + freearr_x[i], y = ob->y + freearr_y[i])
3122     {
3123     mflag = get_map_flags (ob->map, NULL, x, y, NULL, NULL);
3124     if (mflag & P_OUT_OF_MAP)
3125     {
3126     continue;
3127     }
3128     if (mflag & P_BLOCKSVIEW) /* something to hide near! */
3129     level += 2;
3130     else /* open terrain! */
3131     level -= 1;
3132 elmex 1.1 }
3133 root 1.18
3134 elmex 1.1 #if 0
3135 root 1.18 LOG (llevDebug, "hideability of %s is %d\n", ob->name, level);
3136 elmex 1.1 #endif
3137 root 1.18 return level;
3138 elmex 1.1 }
3139    
3140     /* For Hidden creatures - a chance of becoming 'unhidden'
3141     * every time they move - as we subtract off 'invisibility'
3142     * AND, for players, if they move into a ridiculously unhideable
3143     * spot (surrounded by clear terrain in broad daylight). -b.t.
3144     */
3145    
3146 root 1.18 void
3147     do_hidden_move (object *op)
3148     {
3149     int hide = 0, num = random_roll (0, 19, op, PREFER_LOW);
3150     object *skop;
3151    
3152     if (!op || !op->map)
3153     return;
3154    
3155     skop = find_obj_by_type_subtype (op, SKILL, SK_HIDING);
3156    
3157     /* its *extremely* hard to run and sneak/hide at the same time! */
3158     if (op->type == PLAYER && op->contr->run_on)
3159 root 1.85 if (!skop || num >= skop->level)
3160     {
3161     new_draw_info (NDI_UNIQUE, 0, op, "You ran too much! You are no longer hidden!");
3162     make_visible (op);
3163     return;
3164     }
3165     else
3166     num += 20;
3167    
3168 root 1.18 num += op->map->difficulty;
3169     hide = hideability (op); /* modify by terrain hidden level */
3170     num -= hide;
3171 root 1.85
3172 root 1.18 if ((op->type == PLAYER && hide < -10) || ((op->invisible -= num) <= 0))
3173     {
3174     make_visible (op);
3175     if (op->type == PLAYER)
3176     new_draw_info (NDI_UNIQUE, 0, op, "You moved out of hiding! You are visible!");
3177 elmex 1.1 }
3178 root 1.18 else if (op->type == PLAYER && skop)
3179 root 1.85 change_exp (op, calc_skill_exp (op, NULL, skop), skop->skill, 0);
3180 elmex 1.1 }
3181    
3182     /* determine if who is standing near a hostile creature. */
3183    
3184 root 1.18 int
3185     stand_near_hostile (object *who)
3186     {
3187     object *tmp = NULL;
3188     int i, friendly = 0, player = 0, mflags;
3189 root 1.25 maptile *m;
3190 root 1.18 sint16 x, y;
3191    
3192     if (!who)
3193     return 0;
3194    
3195     if (who->type == PLAYER)
3196     player = 1;
3197    
3198     else
3199     friendly = QUERY_FLAG (who, FLAG_FRIENDLY);
3200    
3201     /* search adjacent squares */
3202     for (i = 1; i < 9; i++)
3203     {
3204     x = who->x + freearr_x[i];
3205     y = who->y + freearr_y[i];
3206     m = who->map;
3207     mflags = get_map_flags (m, &m, x, y, &x, &y);
3208     /* space must be blocked if there is a monster. If not
3209     * blocked, don't need to check this space.
3210     */
3211     if (mflags & P_OUT_OF_MAP)
3212     continue;
3213     if (OB_TYPE_MOVE_BLOCK (who, GET_MAP_MOVE_BLOCK (m, x, y)))
3214     continue;
3215    
3216 root 1.49 for (tmp = GET_MAP_OB (m, x, y); tmp; tmp = tmp->above)
3217 root 1.18 {
3218     if ((player ||friendly) &&QUERY_FLAG (tmp, FLAG_MONSTER) && !QUERY_FLAG (tmp, FLAG_UNAGGRESSIVE))
3219     return 1;
3220     else if (tmp->type == PLAYER)
3221     {
3222     /*don't let a hidden DM prevent you from hiding */
3223     if (!QUERY_FLAG (tmp, FLAG_WIZ) || tmp->contr->hidden == 0)
3224 root 1.11 return 1;
3225 root 1.18 }
3226 root 1.11 }
3227 elmex 1.1 }
3228 root 1.18 return 0;
3229 elmex 1.1 }
3230    
3231     /* check the player los field for viewability of the
3232     * object op. This function works fine for monsters,
3233     * but we dont worry if the object isnt the top one in
3234     * a pile (say a coin under a table would return "viewable"
3235     * by this routine). Another question, should we be
3236     * concerned with the direction the player is looking
3237     * in? Realistically, most of use cant see stuff behind
3238     * our backs...on the other hand, does the "facing" direction
3239     * imply the way your head, or body is facing? Its possible
3240     * for them to differ. Sigh, this fctn could get a bit more complex.
3241     * -b.t.
3242     * This function is now map tiling safe.
3243     */
3244    
3245 root 1.18 int
3246     player_can_view (object *pl, object *op)
3247     {
3248     rv_vector rv;
3249     int dx, dy;
3250    
3251     if (pl->type != PLAYER)
3252     {
3253     LOG (llevError, "player_can_view() called for non-player object\n");
3254     return -1;
3255 elmex 1.1 }
3256 root 1.74
3257 root 1.18 if (!pl || !op)
3258 elmex 1.1 return 0;
3259 root 1.18
3260 root 1.74 op = op->head_ ();
3261    
3262 root 1.18 get_rangevector (pl, op, &rv, 0x1);
3263    
3264     /* starting with the 'head' part, lets loop
3265     * through the object and find if it has any
3266     * part that is in the los array but isnt on
3267     * a blocked los square.
3268     * we use the archetype to figure out offsets.
3269     */
3270     while (op)
3271     {
3272     dx = rv.distance_x + op->arch->clone.x;
3273     dy = rv.distance_y + op->arch->clone.y;
3274    
3275     /* only the viewable area the player sees is updated by LOS
3276     * code, so we need to restrict ourselves to that range of values
3277     * for any meaningful values.
3278     */
3279 root 1.52 if (FABS (dx) <= (pl->contr->ns->mapx / 2) &&
3280     FABS (dy) <= (pl->contr->ns->mapy / 2) &&
3281     !pl->contr->blocked_los[dx + (pl->contr->ns->mapx / 2)][dy + (pl->contr->ns->mapy / 2)])
3282 root 1.18 return 1;
3283     op = op->more;
3284     }
3285     return 0;
3286 elmex 1.1 }
3287    
3288     /* routine for both players and monsters. We call this when
3289     * there is a possibility for our action distrubing our hiding
3290     * place or invisiblity spell. Artefact invisiblity is not
3291     * effected by this. If we arent invisible to begin with, we
3292     * return 0.
3293     */
3294 root 1.18 int
3295     action_makes_visible (object *op)
3296     {
3297    
3298     if (op->invisible && QUERY_FLAG (op, FLAG_ALIVE))
3299     {
3300     if (QUERY_FLAG (op, FLAG_MAKE_INVIS))
3301     return 0;
3302    
3303     if (op->contr && op->contr->tmp_invis == 0)
3304     return 0;
3305 elmex 1.1
3306 root 1.18 /* If monsters, they should become visible */
3307     if (op->hide || !op->contr || (op->contr && op->contr->tmp_invis))
3308     {
3309     new_draw_info_format (NDI_UNIQUE, 0, op, "You become %s!", op->hide ? "unhidden" : "visible");
3310     return 1;
3311 root 1.11 }
3312 elmex 1.1 }
3313 root 1.18 return 0;
3314 elmex 1.1 }
3315    
3316     /* op_on_battleground - checks if the given object op (usually
3317     * a player) is standing on a valid battleground-tile,
3318     * function returns TRUE/FALSE. If true x, y returns the battleground
3319     * -exit-coord. (and if x, y not NULL)
3320     * 19 March 2005 - josh@woosworld.net modifed to check if the battleground also has slaying, maxhp, and maxsp set
3321     * and if those are all set and the player has a marker that matches the slaying send them to a different x, y
3322     * Default is to do the same as before, so only people wanting to have different points need worry about this
3323     */
3324 root 1.18 int
3325     op_on_battleground (object *op, int *x, int *y)
3326     {
3327 elmex 1.1 object *tmp;
3328 root 1.18
3329 elmex 1.1 /* A battleground-tile needs the following attributes to be valid:
3330     * is_floor 1 (has to be the FIRST floor beneath the player's feet),
3331     * name="battleground", no_pick 1, type=58 (type BATTLEGROUND)
3332     * and the exit-coordinates sp/hp must both be > 0.
3333     * => The intention here is to prevent abuse of the battleground-
3334     * feature (like pickable or hidden battleground tiles). */
3335 root 1.18 for (tmp = op->below; tmp != NULL; tmp = tmp->below)
3336     {
3337     if (QUERY_FLAG (tmp, FLAG_IS_FLOOR))
3338     {
3339     if (QUERY_FLAG (tmp, FLAG_NO_PICK) &&
3340     strcmp (tmp->name, "battleground") == 0 && tmp->type == BATTLEGROUND && EXIT_X (tmp) && EXIT_Y (tmp))
3341     {
3342     /*before we assign the exit, check if this is a teambattle */
3343     if (EXIT_ALT_X (tmp) && EXIT_ALT_Y (tmp) && EXIT_PATH (tmp))
3344     {
3345     object *invtmp;
3346    
3347     for (invtmp = op->inv; invtmp != NULL; invtmp = invtmp->below)
3348     {
3349     if (invtmp->type == FORCE && invtmp->slaying && !strcmp (EXIT_PATH (tmp), invtmp->slaying))
3350     {
3351     if (x != NULL && y != NULL)
3352     *x = EXIT_ALT_X (tmp), *y = EXIT_ALT_Y (tmp);
3353     return 1;
3354     }
3355     }
3356     }
3357     if (x != NULL && y != NULL)
3358     *x = EXIT_X (tmp), *y = EXIT_Y (tmp);
3359     return 1;
3360     }
3361     }
3362 elmex 1.1 }
3363     /* If we got here, did not find a battleground */
3364     return 0;
3365     }
3366    
3367     /*
3368     * When a dragon-player gains a new stage of evolution,
3369     * he gets some treasure
3370     *
3371     * attributes:
3372     * object *who the dragon player
3373     * int atnr the attack-number of the ability focus
3374     * int level ability level
3375     */
3376 root 1.18 void
3377     dragon_ability_gain (object *who, int atnr, int level)
3378     {
3379     treasurelist *trlist = NULL; /* treasurelist */
3380     treasure *tr; /* treasure */
3381     object *tmp, *skop; /* tmp. object */
3382     object *item; /* treasure object */
3383     char buf[MAX_BUF]; /* tmp. string buffer */
3384     int i = 0, j = 0;
3385    
3386     /* get the appropriate treasurelist */
3387     if (atnr == ATNR_FIRE)
3388     trlist = find_treasurelist ("dragon_ability_fire");
3389     else if (atnr == ATNR_COLD)
3390     trlist = find_treasurelist ("dragon_ability_cold");
3391     else if (atnr == ATNR_ELECTRICITY)
3392     trlist = find_treasurelist ("dragon_ability_elec");
3393     else if (atnr == ATNR_POISON)
3394     trlist = find_treasurelist ("dragon_ability_poison");
3395    
3396     if (trlist == NULL || who->type != PLAYER)
3397     return;
3398    
3399     for (i = 0, tr = trlist->items; tr != NULL && i < level - 1; tr = tr->next, i++);
3400    
3401 elmex 1.82 if (!tr || !tr->item)
3402 root 1.18 {
3403     /* LOG(llevDebug, "-> no more treasure for %s\n", change_resist_msg[atnr]); */
3404     return;
3405 elmex 1.1 }
3406    
3407 root 1.18 /* everything seems okay - now bring on the gift: */
3408     item = &(tr->item->clone);
3409 elmex 1.1
3410 root 1.18 if (item->type == SPELL)
3411     {
3412     if (check_spell_known (who, item->name))
3413 root 1.11 return;
3414 root 1.18
3415     new_draw_info_format (NDI_UNIQUE | NDI_BLUE, 0, who, "You gained the ability of %s", &item->name);
3416     do_learn_spell (who, item, 0);
3417     return;
3418 elmex 1.1 }
3419    
3420 root 1.18 /* grant direct spell */
3421     if (item->type == SPELLBOOK)
3422     {
3423     if (!item->inv)
3424     {
3425     LOG (llevDebug, "dragon_ability_gain: Broken spellbook %s\n", &item->name);
3426     return;
3427     }
3428     if (check_spell_known (who, item->inv->name))
3429     return;
3430     if (item->invisible)
3431     {
3432     new_draw_info_format (NDI_UNIQUE | NDI_BLUE, 0, who, "You gained the ability of %s", &item->inv->name);
3433     do_learn_spell (who, item->inv, 0);
3434     return;
3435 root 1.11 }
3436 root 1.18 }
3437     else if (item->type == SKILL_TOOL && item->invisible)
3438     {
3439     if (item->subtype == SK_CLAWING && (skop = find_skill_by_name (who, item->skill)) != NULL)
3440     {
3441    
3442     /* should this perhaps be (skop->attackyp & item->attacktype)!=item->attacktype ...
3443     * in this way, if the player is missing any of the attacktypes, he gets
3444     * them. As it is now, if the player has any that match the granted skill,
3445     * but not all of them, he gets nothing.
3446     */
3447     if (!(skop->attacktype & item->attacktype))
3448     {
3449     /* Give new attacktype */
3450     skop->attacktype |= item->attacktype;
3451    
3452     /* always add physical if there's none */
3453     skop->attacktype |= AT_PHYSICAL;
3454    
3455     if (item->msg != NULL)
3456     new_draw_info (NDI_UNIQUE | NDI_BLUE, 0, who, item->msg);
3457    
3458     /* Give player new face */
3459     if (item->animation_id)
3460     {
3461     who->face = skop->face;
3462     who->animation_id = item->animation_id;
3463     who->anim_speed = item->anim_speed;
3464     who->last_anim = 0;
3465     who->state = 0;
3466     animate_object (who, who->direction);
3467     }
3468     }
3469 root 1.11 }
3470 elmex 1.1 }
3471 root 1.18 else if (item->type == FORCE)
3472     {
3473     /* forces in the treasurelist can alter the player's stats */
3474     object *skin;
3475 elmex 1.1
3476 root 1.18 /* first get the dragon skin force */
3477 root 1.52 shstr_cmp dragon_skin_force ("dragon_skin_force");
3478     for (skin = who->inv; skin && !(skin->arch->name == dragon_skin_force); skin = skin->below)
3479     ;
3480    
3481     if (!skin)
3482 root 1.18 return;
3483    
3484     /* adding new spellpath attunements */
3485     if (item->path_attuned > 0 && !(skin->path_attuned & item->path_attuned))
3486     {
3487     skin->path_attuned |= item->path_attuned; /* add attunement to skin */
3488    
3489     /* print message */
3490     sprintf (buf, "You feel attuned to ");
3491     for (i = 0, j = 0; i < NRSPELLPATHS; i++)
3492     {
3493     if (item->path_attuned & (1 << i))
3494     {
3495     if (j)
3496     strcat (buf, " and ");
3497     else
3498     j = 1;
3499     strcat (buf, spellpathnames[i]);
3500     }
3501     }
3502     strcat (buf, ".");
3503     new_draw_info (NDI_UNIQUE | NDI_BLUE, 0, who, buf);
3504     }
3505    
3506     /* evtl. adding flags: */
3507     if (QUERY_FLAG (item, FLAG_XRAYS))
3508     SET_FLAG (skin, FLAG_XRAYS);
3509     if (QUERY_FLAG (item, FLAG_STEALTH))
3510     SET_FLAG (skin, FLAG_STEALTH);
3511     if (QUERY_FLAG (item, FLAG_SEE_IN_DARK))
3512     SET_FLAG (skin, FLAG_SEE_IN_DARK);
3513    
3514     /* print message if there is one */
3515     if (item->msg != NULL)
3516     new_draw_info (NDI_UNIQUE | NDI_BLUE, 0, who, item->msg);
3517     }
3518     else
3519     {
3520     /* generate misc. treasure */
3521     tmp = arch_to_object (tr->item);
3522     new_draw_info_format (NDI_UNIQUE | NDI_BLUE, 0, who, "You gained %s", query_short_name (tmp));
3523     tmp = insert_ob_in_ob (tmp, who);
3524     if (who->type == PLAYER)
3525     esrv_send_item (who, tmp);
3526 elmex 1.1 }
3527     }
3528    
3529     /**
3530     * Unready an object for a player. This function does nothing if the object was
3531     * not readied.
3532     */
3533 root 1.18 void
3534     player_unready_range_ob (player *pl, object *ob)
3535     {
3536 root 1.96 for (rangetype i = (rangetype) 0; i < range_size; i = (rangetype) ((int) i + 1))
3537     if (pl->ranges[i] == ob)
3538     {
3539     pl->ranges[i] = 0;
3540     if (pl->shoottype == i)
3541     pl->shoottype = range_none;
3542     }
3543 elmex 1.1 }