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Revision: 1.104
Committed: Fri Feb 16 19:43:41 2007 UTC (17 years, 3 months ago) by root
Content type: text/plain
Branch: MAIN
Changes since 1.103: +10 -18 lines
Log Message:
- identified random memory corrutpion bug
- fixed most likely cause for bug above
- rewrote object loader etc. into a simple one-line lookahead
  parser.
- rewrote/cleaned up archetype, treasure, artifact, formula parser.
- some optimisations / cleanups

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 1.104 while (fgets (buf, MAX_BUF, fp))
122 root 1.18 {
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 root 1.104 party = 0;
203 root 1.89
204 root 1.92 // for weird reasons, this is often "ob", keeping a circular reference
205     ranges [range_skill] = 0;
206    
207 root 1.89 players.erase (this);
208     }
209    
210 root 1.56 // connect the player with a specific client
211     // also changed, rationalises, and fixes some incorrect settings
212 root 1.54 void
213     player::connect (client *ns)
214 root 1.18 {
215 root 1.54 this->ns = ns;
216     ns->pl = this;
217    
218 root 1.95 run_on = 0;
219     fire_on = 0;
220 root 1.103 ob->close_container (); //TODO: client-specific
221 root 1.95
222 root 1.54 ns->update_look = 0;
223     ns->look_position = 0;
224    
225     clear_los (ob);
226    
227 root 1.95 ns->reset_stats ();
228 root 1.93
229 root 1.57 /* make sure he's a player -- needed because of class change. */
230 root 1.54 ob->type = PLAYER; // we are paranoid
231     ob->race = ob->arch->clone.race;
232 elmex 1.1
233 root 1.56 if (!legal_range (ob, shoottype))
234     shoottype = range_none;
235 root 1.44
236 root 1.54 ob->carrying = sum_weight (ob);
237     link_player_skills (ob);
238 elmex 1.1
239 root 1.56 CLEAR_FLAG (ob, FLAG_NO_FIX_PLAYER);
240 elmex 1.1
241 root 1.54 assign (title, ob->arch->clone.name);
242 root 1.15
243 root 1.54 /* if it's a dragon player, set the correct title here */
244     if (is_dragon_pl (ob))
245     {
246     object *tmp, *abil = 0, *skin = 0;
247    
248     shstr_cmp dragon_ability_force ("dragon_ability_force");
249     shstr_cmp dragon_skin_force ("dragon_skin_force");
250    
251     for (tmp = ob->inv; tmp; tmp = tmp->below)
252     if (tmp->type == FORCE)
253     if (tmp->arch->name == dragon_ability_force)
254     abil = tmp;
255     else if (tmp->arch->name == dragon_skin_force)
256     skin = tmp;
257    
258     set_dragon_name (ob, abil, skin);
259     }
260    
261     new_draw_info (NDI_UNIQUE, 0, ob, "Welcome Back!");
262    
263 root 1.60 esrv_new_player (this, ob->weight + ob->carrying);
264    
265     ob->update_stats ();
266 root 1.54 ns->floorbox_update ();
267    
268     esrv_send_inventory (ob, ob);
269     esrv_add_spells (this, 0);
270    
271 root 1.89 activate ();
272 root 1.54
273 root 1.59 send_rules (ob);
274     send_news (ob);
275     display_motd (ob);
276 root 1.78
277     INVOKE_PLAYER (CONNECT, this);
278 root 1.54 INVOKE_PLAYER (LOGIN, this);
279     }
280 elmex 1.1
281 root 1.62 void
282     player::disconnect ()
283     {
284 root 1.63 if (ns)
285 root 1.72 {
286 root 1.89 if (active)
287     INVOKE_PLAYER (LOGOUT, this, ARG_INT (0));
288 root 1.78
289     INVOKE_PLAYER (DISCONNECT, this);
290 root 1.72
291 root 1.97 ns->reset_stats ();
292 root 1.72 ns->pl = 0;
293     this->ns = 0;
294 root 1.89 }
295 root 1.72
296 root 1.103 ob->close_container (); //TODO: client-specific
297 root 1.89 deactivate ();
298 root 1.62 }
299    
300 root 1.54 // the need for this function can be explained
301     // by load_object not returning the object
302     void
303     player::set_object (object *op)
304     {
305     ob = op;
306 root 1.104 ob->contr = this; /* this aren't yet in archetype */
307 root 1.15
308 root 1.54 ob->speed_left = 0.5;
309 root 1.104 ob->speed = 1.0;
310     ob->direction = 5; /* So player faces south */
311 root 1.54 }
312 root 1.15
313 root 1.54 player::player ()
314     {
315 pippijn 1.81 /* There are some elements we want initialised to non zero value -
316 root 1.54 * we deal with that below this point.
317     */
318     outputs_sync = 16; /* Every 2 seconds */
319     outputs_count = 8; /* Keeps present behaviour */
320     unapply = unapply_nochoice;
321    
322 root 1.77 savebed_map = first_map_path; /* Init. respawn position */
323 root 1.54
324     gen_sp_armour = 10;
325     shoottype = range_none;
326     bowtype = bow_normal;
327     petmode = pet_normal;
328     listening = 10;
329     usekeys = containers;
330     peaceful = 1; /* default peaceful */
331     do_los = 1;
332     }
333    
334 root 1.62 void
335     player::do_destroy ()
336 root 1.54 {
337 root 1.72 disconnect ();
338 root 1.62
339 root 1.72 attachable::do_destroy ();
340 root 1.62
341 root 1.54 if (ob)
342 root 1.69 {
343     ob->destroy_inv (false);
344     ob->destroy ();
345     }
346 root 1.62 }
347    
348     player::~player ()
349     {
350 root 1.54 /* Clear item stack */
351     free (stack_items);
352 elmex 1.1 }
353    
354 root 1.54 /* Tries to add player on the connection passed in ns.
355 elmex 1.1 * All we can really get in this is some settings like host and display
356     * mode.
357     */
358 root 1.54 player *
359     player::create ()
360 root 1.18 {
361 root 1.54 player *pl = new player;
362 root 1.38
363 root 1.54 pl->set_object (arch_to_object (get_player_archetype (0)));
364 root 1.104
365     pl->ob->roll_stats ();
366     pl->ob->stats.wc = 2;
367     pl->ob->run_away = 25; /* Then we panick... */
368    
369 root 1.76 set_first_map (pl->ob);
370 root 1.26
371 root 1.54 return pl;
372 elmex 1.1 }
373    
374     /*
375     * get_player_archetype() return next player archetype from archetype
376     * list. Not very efficient routine, but used only creating new players.
377     * Note: there MUST be at least one player archetype!
378     */
379 root 1.18 archetype *
380     get_player_archetype (archetype *at)
381 elmex 1.1 {
382 root 1.18 archetype *start = at;
383    
384     for (;;)
385     {
386     if (at == NULL || at->next == NULL)
387     at = first_archetype;
388     else
389     at = at->next;
390 root 1.46
391 root 1.18 if (at->clone.type == PLAYER)
392     return at;
393 root 1.46
394 root 1.18 if (at == start)
395     {
396     LOG (llevError, "No Player archetypes\n");
397     exit (-1);
398 root 1.11 }
399 elmex 1.1 }
400     }
401    
402 root 1.18 object *
403     get_nearest_player (object *mon)
404     {
405     object *op = NULL;
406     objectlink *ol;
407     unsigned lastdist;
408     rv_vector rv;
409    
410 root 1.92 for (ol = first_friendly_object, lastdist = 1000; ol; ol = ol->next)
411 root 1.18 {
412     /* We should not find free objects on this friendly list, but it
413     * does periodically happen. Given that, lets deal with it.
414     * While unlikely, it is possible the next object on the friendly
415     * list is also free, so encapsulate this in a while loop.
416     */
417     while (QUERY_FLAG (ol->ob, FLAG_FREED) || !QUERY_FLAG (ol->ob, FLAG_FRIENDLY))
418     {
419     object *tmp = ol->ob;
420    
421     /* Can't do much more other than log the fact, because the object
422     * itself will have been cleared.
423     */
424 root 1.92 LOG (llevDebug, "get_nearest_player: Found free/non friendly object '%s' on friendly list\n",
425     tmp->debug_desc ());
426 root 1.18 ol = ol->next;
427     remove_friendly_object (tmp);
428     if (!ol)
429     return op;
430     }
431 root 1.11
432 root 1.18 /* Remove special check for player from this. First, it looks to cause
433     * some crashes (ol->ob->contr not set properly?), but secondly, a more
434     * complicated method of state checking would be needed in any case -
435     * as it was, a clever player could type quit, and the function would
436     * skip them over while waiting for confirmation. Remove
437     * on_same_map check, as can_detect_enemy also does this
438     */
439     if (!can_detect_enemy (mon, ol->ob, &rv))
440     continue;
441 root 1.11
442 root 1.18 if (lastdist > rv.distance)
443     {
444     op = ol->ob;
445     lastdist = rv.distance;
446 root 1.11 }
447 elmex 1.1 }
448 root 1.61
449     for_all_players (pl)
450     if (can_detect_enemy (mon, pl->ob, &rv))
451     if (lastdist > rv.distance)
452 root 1.18 {
453 root 1.61 op = pl->ob;
454     lastdist = rv.distance;
455     }
456 elmex 1.1
457     #if 0
458 root 1.18 LOG (llevDebug, "get_nearest_player() finds player: %s\n", op ? &op->name : "(null)");
459 elmex 1.1 #endif
460 root 1.18 return op;
461 elmex 1.1 }
462    
463     /* I believe this can safely go to 2, 3 is questionable, 4 will likely
464     * result in a monster paths backtracking. It basically determines how large a
465     * detour a monster will take from the direction path when looking
466     * for a path to the player. The values are in the amount of direction
467     * the deviation is
468     */
469     #define DETOUR_AMOUNT 2
470    
471     /* This is used to prevent infinite loops. Consider a case where the
472     * player is in a chamber (with gate closed), and monsters are outside.
473     * with DETOUR_AMOUNT==2, the function will turn each corner, trying to
474     * find a path into the chamber. This is a good thing, but since there
475     * is no real path, it will just keep circling the chamber for
476     * ever (this could be a nice effect for monsters, but not for the function
477     * to get stuck in. I think for the monsters, if max is reached and
478     * we return the first direction the creature could move would result in the
479     * circling behaviour. Unfortunately, this function is also used to determined
480     * if the creature should cast a spell, so returning a direction in that case
481     * is probably not a good thing.
482     */
483     #define MAX_SPACES 50
484    
485     /*
486     * Returns the direction to the player, if valid. Returns 0 otherwise.
487     * modified to verify there is a path to the player. Does this by stepping towards
488     * player and if path is blocked then see if blockage is close enough to player that
489     * direction to player is changed (ie zig or zag). Continue zig zag until either
490     * reach player or path is blocked. Thus, will only return true if there is a free
491     * path to player. Though path may not be a straight line. Note that it will find
492     * player hiding along a corridor at right angles to the corridor with the monster.
493     *
494     * Modified by MSW 2001-08-06 to handle tiled maps. Various notes:
495     * 1) With DETOUR_AMOUNT being 2, it should still go and find players hiding
496     * down corriders.
497     * 2) I think the old code was broken if the first direction the monster
498     * should move was blocked - the code would store the first direction without
499     * verifying that the player can actually move in that direction. The new
500     * code does not store anything in firstdir until we have verified that the
501     * monster can in fact move one space in that direction.
502     * 3) I'm not sure how good this code will be for moving multipart monsters,
503     * since only simple checks to blocked are being called, which could mean the monster
504     * is blocking itself.
505     */
506 root 1.18 int
507     path_to_player (object *mon, object *pl, unsigned mindiff)
508     {
509     rv_vector rv;
510     sint16 x, y;
511     int lastx, lasty, dir, i, diff, firstdir = 0, lastdir, max = MAX_SPACES, mflags, blocked;
512 root 1.25 maptile *m, *lastmap;
513 root 1.18
514     get_rangevector (mon, pl, &rv, 0);
515    
516     if (rv.distance < mindiff)
517     return 0;
518    
519     x = mon->x;
520     y = mon->y;
521     m = mon->map;
522     dir = rv.direction;
523     lastdir = firstdir = rv.direction; /* perhaps we stand next to pl, init firstdir too */
524 root 1.100 diff = ::max (abs (rv.distance_x), abs (rv.distance_y));
525    
526 root 1.18 /* If we can't solve it within the search distance, return now. */
527     if (diff > max)
528     return 0;
529 root 1.100
530 root 1.18 while (diff > 1 && max > 0)
531     {
532     lastx = x;
533     lasty = y;
534     lastmap = m;
535     x = lastx + freearr_x[dir];
536     y = lasty + freearr_y[dir];
537    
538     mflags = get_map_flags (m, &m, x, y, &x, &y);
539     blocked = (mflags & P_OUT_OF_MAP) ? MOVE_ALL : GET_MAP_MOVE_BLOCK (m, x, y);
540    
541     /* Space is blocked - try changing direction a little */
542     if ((mflags & P_OUT_OF_MAP) || ((OB_TYPE_MOVE_BLOCK (mon, blocked) || (mflags & P_BLOCKSVIEW))
543     && (m == mon->map && blocked_link (mon, m, x, y))))
544     {
545     /* recalculate direction from last good location. Possible
546     * we were not traversing ideal location before.
547     */
548     get_rangevector_from_mapcoord (lastmap, lastx, lasty, pl, &rv, 0);
549     if (rv.direction != dir)
550     {
551     /* OK - says direction should be different - lets reset the
552     * the values so it will try again.
553     */
554     x = lastx;
555     y = lasty;
556     m = lastmap;
557     dir = firstdir = rv.direction;
558     }
559     else
560     {
561     /* direct path is blocked - try taking a side step to
562     * either the left or right.
563     * Note increase the values in the loop below to be
564     * more than -1/1 respectively will mean the monster takes
565     * bigger detour. Have to be careful about these values getting
566     * too big (3 or maybe 4 or higher) as the monster may just try
567     * stepping back and forth
568     */
569     for (i = -DETOUR_AMOUNT; i <= DETOUR_AMOUNT; i++)
570     {
571     if (i == 0)
572     continue; /* already did this, so skip it */
573     /* Use lastdir here - otherwise,
574     * since the direction that the creature should move in
575     * may change, you could get infinite loops.
576     * ie, player is northwest, but monster can only
577     * move west, so it does that. It goes some distance,
578     * gets blocked, finds that it should move north,
579     * can't do that, but now finds it can move east, and
580     * gets back to its original point. lastdir contains
581     * the last direction the creature has successfully
582     * moved.
583     */
584    
585     x = lastx + freearr_x[absdir (lastdir + i)];
586     y = lasty + freearr_y[absdir (lastdir + i)];
587     m = lastmap;
588     mflags = get_map_flags (m, &m, x, y, &x, &y);
589     if (mflags & P_OUT_OF_MAP)
590     continue;
591     blocked = GET_MAP_MOVE_BLOCK (m, x, y);
592     if (OB_TYPE_MOVE_BLOCK (mon, blocked))
593     continue;
594     if (mflags & P_BLOCKSVIEW)
595     continue;
596    
597     if (m == mon->map && blocked_link (mon, m, x, y))
598     break;
599     }
600     /* go through entire loop without finding a valid
601     * sidestep to take - thus, no valid path.
602     */
603     if (i == (DETOUR_AMOUNT + 1))
604     return 0;
605     diff--;
606     lastdir = dir;
607     max--;
608     if (!firstdir)
609     firstdir = dir + i;
610     } /* else check alternate directions */
611     } /* if blocked */
612     else
613     {
614     /* we moved towards creature, so diff is less */
615     diff--;
616     max--;
617     lastdir = dir;
618     if (!firstdir)
619     firstdir = dir;
620     }
621 root 1.100
622 root 1.18 if (diff <= 1)
623     {
624     /* Recalculate diff (distance) because we may not have actually
625     * headed toward player for entire distance.
626     */
627     get_rangevector_from_mapcoord (m, x, y, pl, &rv, 0);
628 root 1.100 diff = ::max (abs (rv.distance_x), abs (rv.distance_y));
629 root 1.18 }
630 root 1.100
631 root 1.18 if (diff > max)
632     return 0;
633     }
634 root 1.100
635 root 1.18 /* If we reached the max, didn't find a direction in time */
636     if (!max)
637     return 0;
638    
639     return firstdir;
640     }
641    
642     void
643     give_initial_items (object *pl, treasurelist * items)
644     {
645     object *op, *next = NULL;
646    
647     if (pl->randomitems != NULL)
648     create_treasure (items, pl, GT_STARTEQUIP | GT_ONLY_GOOD, 1, 0);
649    
650     for (op = pl->inv; op; op = next)
651     {
652     next = op->below;
653    
654     /* Forces get applied per default, unless they have the
655     * flag "neutral" set. Sorry but I can't think of a better way
656     */
657     if (op->type == FORCE && !QUERY_FLAG (op, FLAG_NEUTRAL))
658     SET_FLAG (op, FLAG_APPLIED);
659    
660     /* we never give weapons/armour if these cannot be used
661     * by this player due to race restrictions
662     */
663     if (pl->type == PLAYER)
664     {
665     if ((!QUERY_FLAG (pl, FLAG_USE_ARMOUR) &&
666     (op->type == ARMOUR || op->type == BOOTS ||
667     op->type == CLOAK || op->type == HELMET ||
668     op->type == SHIELD || op->type == GLOVES ||
669     op->type == BRACERS || op->type == GIRDLE)) || (!QUERY_FLAG (pl, FLAG_USE_WEAPON) && op->type == WEAPON))
670     {
671 root 1.33 op->destroy ();
672 root 1.18 continue;
673     }
674 root 1.11 }
675    
676 root 1.18 /* This really needs to be better - we should really give
677     * a substitute spellbook. The problem is that we don't really
678     * have a good idea what to replace it with (need something like
679     * a first level treasurelist for each skill.)
680     * remove duplicate skills also
681     */
682     if (op->type == SPELLBOOK || op->type == SKILL)
683     {
684     object *tmp;
685 elmex 1.1
686 root 1.18 for (tmp = op->below; tmp; tmp = tmp->below)
687     if (tmp->type == op->type && tmp->name == op->name)
688     break;
689 root 1.11
690 root 1.18 if (tmp)
691     {
692 root 1.33 op->destroy ();
693 root 1.18 LOG (llevError, "give_initial_items: Removing duplicate object %s\n", &tmp->name);
694     continue;
695 root 1.11 }
696 root 1.33
697 root 1.18 if (op->nrof > 1)
698     op->nrof = 1;
699 root 1.11 }
700 elmex 1.1
701 root 1.18 if (op->type == SPELLBOOK && op->inv)
702     {
703     CLEAR_FLAG (op->inv, FLAG_STARTEQUIP);
704 root 1.11 }
705    
706 root 1.18 /* Give starting characters identified, uncursed, and undamned
707     * items. Just don't identify gold or silver, or it won't be
708     * merged properly.
709     */
710     if (need_identify (op))
711     {
712     SET_FLAG (op, FLAG_IDENTIFIED);
713     CLEAR_FLAG (op, FLAG_CURSED);
714     CLEAR_FLAG (op, FLAG_DAMNED);
715     }
716     if (op->type == SPELL)
717     {
718 root 1.33 op->destroy ();
719 root 1.18 continue;
720     }
721     else if (op->type == SKILL)
722     {
723     SET_FLAG (op, FLAG_CAN_USE_SKILL);
724     op->stats.exp = 0;
725     op->level = 1;
726 root 1.11 }
727 root 1.18 /* lock all 'normal items by default */
728     else
729     SET_FLAG (op, FLAG_INV_LOCKED);
730     } /* for loop of objects in player inv */
731    
732     /* Need to set up the skill pointers */
733     link_player_skills (pl);
734     }
735    
736     void
737     get_party_password (object *op, partylist *party)
738     {
739     if (party == NULL)
740     {
741     LOG (llevError, "get_party_password(): tried to make player %s join a NULL party", &op->name);
742     return;
743 elmex 1.1 }
744 root 1.54
745 root 1.18 op->contr->write_buf[0] = '\0';
746 root 1.52 op->contr->ns->state = ST_GET_PARTY_PASSWORD;
747 root 1.18 op->contr->party_to_join = party;
748 root 1.52 send_query (op->contr->ns, CS_QUERY_HIDEINPUT, "What is the password?\n:");
749 elmex 1.1 }
750    
751     /* This rolls four 1-6 rolls and sums the best 3 of the 4. */
752 root 1.54 static int
753 root 1.18 roll_stat (void)
754     {
755     int a[4], i, j, k;
756    
757     for (i = 0; i < 4; i++)
758 root 1.99 a[i] = (int) rndm (6) + 1;
759 root 1.18
760     for (i = 0, j = 0, k = 7; i < 4; i++)
761     if (a[i] < k)
762     k = a[i], j = i;
763    
764     for (i = 0, k = 0; i < 4; i++)
765 root 1.54 if (i != j)
766     k += a[i];
767    
768 root 1.18 return k;
769     }
770    
771     void
772 root 1.54 object::roll_stats ()
773 root 1.18 {
774 root 1.54 int statsort [7];
775 root 1.18
776 root 1.54 for (;;)
777 root 1.18 {
778 root 1.54 int sum = 0;
779     for (int i = 7; i--; )
780     sum += statsort [i] = roll_stat ();
781    
782     if (sum >= 82 && sum <= 116)
783     break;
784 root 1.18 }
785    
786 root 1.54 // Sort the stats so that rerolling is easier...
787     std::sort (statsort, statsort + 7, std::greater<int>());
788 root 1.18
789 root 1.54 stats.Str = statsort[0];
790     stats.Dex = statsort[1];
791     stats.Con = statsort[2];
792     stats.Int = statsort[3];
793     stats.Wis = statsort[4];
794     stats.Pow = statsort[5];
795     stats.Cha = statsort[6];
796 root 1.18
797 root 1.54 stats.exp = 0;
798     stats.ac = 0;
799 root 1.18
800 root 1.54 stats.hp = stats.maxhp;
801     stats.sp = stats.maxsp;
802     stats.grace = stats.maxgrace;
803 root 1.18
804 root 1.54 if (contr)
805     {
806     contr->levhp[1] = 9;
807     contr->levsp[1] = 6;
808     contr->levgrace[1] = 3;
809 root 1.18
810 root 1.54 contr->orig_stats = stats;
811     }
812 root 1.18 }
813    
814     void
815 root 1.54 object::swap_stats (int a, int b)
816 root 1.18 {
817 root 1.54 int tmp = get_attr_value (&contr->orig_stats, a);
818     set_attr_value (&contr->orig_stats, a, get_attr_value (&contr->orig_stats, b));
819     set_attr_value (&contr->orig_stats, b, tmp);
820 elmex 1.1
821 root 1.54 stats.Str = contr->orig_stats.Str;
822     stats.Dex = contr->orig_stats.Dex;
823     stats.Con = contr->orig_stats.Con;
824     stats.Int = contr->orig_stats.Int;
825     stats.Wis = contr->orig_stats.Wis;
826     stats.Pow = contr->orig_stats.Pow;
827     stats.Cha = contr->orig_stats.Cha;
828 elmex 1.1
829 root 1.54 //TODO: the following code looks so borked and should, at the very least,
830     // be merged with the similar code in roll_stats
831     stats.ac = 0;
832 elmex 1.1
833 root 1.54 level = 1;
834     stats.exp = 0;
835     stats.ac = 0;
836 elmex 1.1
837 root 1.54 stats.hp = stats.maxhp;
838     stats.sp = stats.maxsp;
839     stats.grace = stats.maxgrace;
840 elmex 1.1
841 root 1.54 if (contr)
842 root 1.18 {
843 root 1.54 contr->levhp[1] = 9;
844     contr->levsp[1] = 6;
845     contr->levgrace[1] = 3;
846 root 1.18
847 root 1.54 contr->orig_stats = stats;
848 elmex 1.1 }
849     }
850    
851 root 1.73 static void
852     start_info (object *op)
853     {
854     char buf[MAX_BUF];
855    
856     sprintf (buf, "Welcome to Crossfire v%s!", VERSION);
857     new_draw_info (NDI_UNIQUE, 0, op, buf);
858     //new_draw_info (NDI_UNIQUE, 0, op, "Press `?' for help");
859     //new_draw_info (NDI_UNIQUE, 0, op, " ");
860     }
861    
862 elmex 1.1 /* This function takes the key that is passed, and does the
863     * appropriate action with it (change race, or other things).
864     * The function name is for historical reasons - now we have
865     * separate race and class; this actually changes the RACE,
866     * not the class.
867     */
868 root 1.18 int
869     key_change_class (object *op, char key)
870 elmex 1.1 {
871 root 1.18 int tmp_loop;
872 elmex 1.1
873 root 1.18 if (key == 'd' || key == 'D')
874     {
875     char buf[MAX_BUF];
876 elmex 1.1
877 root 1.18 /* this must before then initial items are given */
878     esrv_new_player (op->contr, op->weight + op->carrying);
879 elmex 1.36
880     treasurelist *tl = find_treasurelist ("starting_wealth");
881     if (tl)
882     create_treasure (tl, op, 0, 0, 0);
883 elmex 1.1
884 root 1.18 INVOKE_PLAYER (BIRTH, op->contr);
885     INVOKE_PLAYER (LOGIN, op->contr);
886 elmex 1.1
887 root 1.52 op->contr->ns->state = ST_PLAYING;
888 root 1.11
889 root 1.18 if (op->msg)
890     op->msg = NULL;
891 elmex 1.1
892 root 1.18 /* We create this now because some of the unique maps will need it
893     * to save here.
894     */
895     sprintf (buf, "%s/%s/%s", settings.localdir, settings.playerdir, &op->name);
896     make_path_to_file (buf);
897 elmex 1.1
898 root 1.18 start_info (op);
899     CLEAR_FLAG (op, FLAG_WIZ);
900     give_initial_items (op, op->randomitems);
901     link_player_skills (op);
902     esrv_send_inventory (op, op);
903 root 1.54 op->update_stats ();
904 elmex 1.1
905 root 1.18 /* This moves the player to a different start map, if there
906     * is one for this race
907     */
908     if (*first_map_ext_path)
909     {
910     object *tmp;
911     char mapname[MAX_BUF];
912    
913 root 1.77 snprintf (mapname, MAX_BUF - 1, "%s/%s", &first_map_ext_path, &op->arch->name);
914 root 1.33 tmp = object::create ();
915 root 1.18 EXIT_PATH (tmp) = mapname;
916 root 1.77 EXIT_X (tmp) = op->x;
917     EXIT_Y (tmp) = op->y;
918 root 1.74 op->enter_exit (tmp); /* we don't really care if it succeeded;
919 elmex 1.1 * if the map isn't there, then stay on the
920     * default initial map */
921 root 1.33 tmp->destroy ();
922 elmex 1.1 }
923 root 1.18 else
924 root 1.46 LOG (llevDebug, "first_map_ext_path not set\n");
925    
926 root 1.18 return 0;
927 elmex 1.1 }
928    
929 root 1.18 /* Following actually changes the race - this is the default command
930     * if we don't match with one of the options above.
931     */
932    
933     tmp_loop = 0;
934     while (!tmp_loop)
935     {
936     shstr name = op->name;
937     int x = op->x, y = op->y;
938    
939 root 1.54 op->remove_statbonus ();
940 root 1.32 op->remove ();
941 root 1.18 op->arch = get_player_archetype (op->arch);
942 root 1.33 op->arch->clone.copy_to (op);
943 root 1.18 op->instantiate ();
944     op->stats = op->contr->orig_stats;
945     op->name = op->name_pl = name;
946     op->x = x;
947     op->y = y;
948     SET_ANIMATION (op, 2); /* So player faces south */
949     insert_ob_in_map (op, op->map, op, 0);
950 root 1.21 assign (op->contr->title, op->arch->clone.name);
951 root 1.54 op->add_statbonus ();
952 root 1.18 tmp_loop = allowed_class (op);
953     }
954 root 1.19
955 root 1.18 update_object (op, UP_OBJ_FACE);
956     esrv_update_item (UPD_FACE, op, op);
957 root 1.54 op->update_stats ();
958 root 1.18 op->stats.hp = op->stats.maxhp;
959     op->stats.sp = op->stats.maxsp;
960     op->stats.grace = 0;
961 root 1.21
962 root 1.18 if (op->msg)
963     new_draw_info (NDI_BLUE, 0, op, op->msg);
964 root 1.21
965 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");
966 root 1.18 return 0;
967 elmex 1.1 }
968    
969 root 1.18 void
970     flee_player (object *op)
971     {
972     int dir, diff;
973     rv_vector rv;
974    
975     if (op->stats.hp < 0)
976     {
977     LOG (llevDebug, "Fleeing player is dead.\n");
978     CLEAR_FLAG (op, FLAG_SCARED);
979     return;
980 elmex 1.1 }
981    
982 root 1.18 if (op->enemy == NULL)
983     {
984     LOG (llevDebug, "Fleeing player had no enemy.\n");
985     CLEAR_FLAG (op, FLAG_SCARED);
986     return;
987 elmex 1.1 }
988    
989 root 1.18 /* Seen some crashes here. Since we don't store an
990     * op->enemy_count, it is possible that something destroys the
991     * actual enemy, and the object is recycled.
992     */
993     if (op->enemy->map == NULL)
994     {
995     CLEAR_FLAG (op, FLAG_SCARED);
996     op->enemy = NULL;
997     return;
998 elmex 1.1 }
999    
1000 root 1.18 if (!(random_roll (0, 4, op, PREFER_LOW)) && did_make_save (op, op->level, 0))
1001     {
1002     op->enemy = NULL;
1003     CLEAR_FLAG (op, FLAG_SCARED);
1004     return;
1005 elmex 1.1 }
1006 root 1.49
1007 root 1.18 get_rangevector (op, op->enemy, &rv, 0);
1008    
1009     dir = absdir (4 + rv.direction);
1010     for (diff = 0; diff < 3; diff++)
1011     {
1012     int m = 1 - (RANDOM () & 2);
1013 elmex 1.1
1014 root 1.18 if (move_ob (op, absdir (dir + diff * m), op) || (diff == 0 && move_ob (op, absdir (dir - diff * m), op)))
1015 root 1.49 return;
1016 elmex 1.1 }
1017 root 1.49
1018 root 1.18 /* Cornered, get rid of scared */
1019     CLEAR_FLAG (op, FLAG_SCARED);
1020     op->enemy = NULL;
1021 elmex 1.1 }
1022    
1023    
1024     /* check_pick sees if there is stuff to be picked up/picks up stuff.
1025     * IT returns 1 if the player should keep on moving, 0 if he should
1026     * stop.
1027     */
1028 root 1.18 int
1029     check_pick (object *op)
1030     {
1031 elmex 1.1 object *tmp, *next;
1032     int stop = 0;
1033     int j, k, wvratio;
1034     char putstring[128], tmpstr[16];
1035    
1036     /* if you're flying, you cna't pick up anything */
1037     if (op->move_type & MOVE_FLYING)
1038     return 1;
1039    
1040     next = op->below;
1041    
1042     /* loop while there are items on the floor that are not marked as
1043     * destroyed */
1044 root 1.24 while (next && !next->destroyed ())
1045 root 1.18 {
1046     tmp = next;
1047     next = tmp->below;
1048 elmex 1.1
1049 root 1.24 if (op->destroyed ())
1050 elmex 1.1 return 0;
1051    
1052 root 1.18 if (!can_pick (op, tmp))
1053     continue;
1054 elmex 1.1
1055 root 1.18 if (op->contr->search_str[0] != '\0' && settings.search_items == TRUE)
1056     {
1057     if (item_matched_string (op, tmp, op->contr->search_str))
1058     pick_up (op, tmp);
1059     continue;
1060 root 1.11 }
1061    
1062 root 1.18 /* high not bit set? We're using the old autopickup model */
1063     if (!(op->contr->mode & PU_NEWMODE))
1064 root 1.11 {
1065 root 1.18 switch (op->contr->mode)
1066 root 1.11 {
1067 root 1.20 case 0:
1068     return 1; /* don't pick up */
1069     case 1:
1070     pick_up (op, tmp);
1071     return 1;
1072     case 2:
1073     pick_up (op, tmp);
1074     return 0;
1075     case 3:
1076     return 0; /* stop before pickup */
1077     case 4:
1078     pick_up (op, tmp);
1079     break;
1080     case 5:
1081     pick_up (op, tmp);
1082     stop = 1;
1083     break;
1084     case 6:
1085     if (QUERY_FLAG (tmp, FLAG_KNOWN_MAGICAL) && !QUERY_FLAG (tmp, FLAG_KNOWN_CURSED))
1086 root 1.18 pick_up (op, tmp);
1087 root 1.20 break;
1088    
1089     case 7:
1090     if (tmp->type == MONEY || tmp->type == GEM)
1091 root 1.18 pick_up (op, tmp);
1092 root 1.20 break;
1093    
1094     default:
1095     /* use value density */
1096     if (!QUERY_FLAG (tmp, FLAG_UNPAID)
1097     && (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1))) >= op->contr->mode)
1098 root 1.18 pick_up (op, tmp);
1099 root 1.11 }
1100     }
1101 root 1.18 else
1102     { /* old model */
1103     /* NEW pickup handling */
1104     if (op->contr->mode & PU_DEBUG)
1105     {
1106     /* some debugging code to figure out item information */
1107     if (tmp->name != NULL)
1108     sprintf (putstring, "item name: %s item type: %d weight/value: %d",
1109     &tmp->name, tmp->type, (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1))));
1110     else
1111     sprintf (putstring, "item name: %s item type: %d weight/value: %d",
1112     &tmp->arch->name, tmp->type, (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1))));
1113    
1114     new_draw_info (NDI_UNIQUE, 0, op, putstring);
1115 root 1.58 }
1116 elmex 1.1
1117 root 1.18 /* philosophy:
1118     * It's easy to grab an item type from a pile, as long as it's
1119     * generic. This takes no game-time. For more detailed pickups
1120 root 1.58 * and selections, select-items should be used. This is a
1121 root 1.18 * grab-as-you-run type mode that's really useful for arrows for
1122     * example.
1123     * The drawback: right now it has no frontend, so you need to
1124     * stick the bits you want into a calculator in hex mode and then
1125     * convert to decimal and then 'pickup <#>
1126     */
1127    
1128     /* the first two modes are exclusive: if NOTHING we return, if
1129     * STOP then we stop. All the rest are applied sequentially,
1130     * meaning if any test passes, the item gets picked up. */
1131    
1132     /* if mode is set to pick nothing up, return */
1133    
1134     if (op->contr->mode & PU_NOTHING)
1135     return 1;
1136    
1137     /* if mode is set to stop when encountering objects, return */
1138     /* take STOP before INHIBIT since it doesn't actually pick
1139     * anything up */
1140    
1141     if (op->contr->mode & PU_STOP)
1142     return 0;
1143    
1144     /* useful for going into stores and not losing your settings... */
1145     /* and for battles wher you don't want to get loaded down while
1146     * fighting */
1147     if (op->contr->mode & PU_INHIBIT)
1148     return 1;
1149    
1150     /* prevent us from turning into auto-thieves :) */
1151     if (QUERY_FLAG (tmp, FLAG_UNPAID))
1152     continue;
1153    
1154     /* ignore known cursed objects */
1155     if (QUERY_FLAG (tmp, FLAG_KNOWN_CURSED) && op->contr->mode & PU_NOT_CURSED)
1156     continue;
1157    
1158     /* all food and drink if desired */
1159     /* question: don't pick up known-poisonous stuff? */
1160     if (op->contr->mode & PU_FOOD)
1161     if (tmp->type == FOOD)
1162     {
1163     pick_up (op, tmp);
1164     continue;
1165     }
1166 root 1.29
1167 root 1.18 if (op->contr->mode & PU_DRINK)
1168     if (tmp->type == DRINK || (tmp->type == POISON && !QUERY_FLAG (tmp, FLAG_KNOWN_CURSED)))
1169     {
1170     pick_up (op, tmp);
1171     continue;
1172     }
1173    
1174     if (op->contr->mode & PU_POTION)
1175     if (tmp->type == POTION)
1176     {
1177     pick_up (op, tmp);
1178     continue;
1179     }
1180    
1181     /* spellbooks, skillscrolls and normal books/scrolls */
1182     if (op->contr->mode & PU_SPELLBOOK)
1183     if (tmp->type == SPELLBOOK)
1184     {
1185     pick_up (op, tmp);
1186     continue;
1187     }
1188 root 1.29
1189 root 1.18 if (op->contr->mode & PU_SKILLSCROLL)
1190     if (tmp->type == SKILLSCROLL)
1191     {
1192     pick_up (op, tmp);
1193     continue;
1194     }
1195 root 1.29
1196 root 1.18 if (op->contr->mode & PU_READABLES)
1197     if (tmp->type == BOOK || tmp->type == SCROLL)
1198     {
1199     pick_up (op, tmp);
1200     continue;
1201     }
1202    
1203     /* wands/staves/rods/horns */
1204     if (op->contr->mode & PU_MAGIC_DEVICE)
1205     if (tmp->type == WAND || tmp->type == ROD || tmp->type == HORN)
1206     {
1207     pick_up (op, tmp);
1208     continue;
1209     }
1210    
1211     /* pick up all magical items */
1212     if (op->contr->mode & PU_MAGICAL)
1213     if (QUERY_FLAG (tmp, FLAG_KNOWN_MAGICAL) && !QUERY_FLAG (tmp, FLAG_KNOWN_CURSED))
1214     {
1215     pick_up (op, tmp);
1216     continue;
1217     }
1218    
1219     if (op->contr->mode & PU_VALUABLES)
1220     {
1221     if (tmp->type == MONEY || tmp->type == GEM)
1222     {
1223     pick_up (op, tmp);
1224     continue;
1225     }
1226     }
1227    
1228     /* rings & amulets - talismans seems to be typed AMULET */
1229     if (op->contr->mode & PU_JEWELS)
1230     if (tmp->type == RING || tmp->type == AMULET)
1231     {
1232     pick_up (op, tmp);
1233 root 1.29 continue;
1234     }
1235    
1236     /* we don't forget dragon food */
1237     if (op->contr->mode & PU_FLESH)
1238     if (tmp->type == FLESH)
1239     {
1240     pick_up (op, tmp);
1241 root 1.18 continue;
1242     }
1243    
1244     /* bows and arrows. Bows are good for selling! */
1245     if (op->contr->mode & PU_BOW)
1246     if (tmp->type == BOW)
1247     {
1248     pick_up (op, tmp);
1249     continue;
1250     }
1251 root 1.29
1252 root 1.18 if (op->contr->mode & PU_ARROW)
1253     if (tmp->type == ARROW)
1254     {
1255     pick_up (op, tmp);
1256     continue;
1257     }
1258    
1259     /* all kinds of armor etc. */
1260     if (op->contr->mode & PU_ARMOUR)
1261     if (tmp->type == ARMOUR)
1262     {
1263     pick_up (op, tmp);
1264     continue;
1265     }
1266 root 1.29
1267 root 1.18 if (op->contr->mode & PU_HELMET)
1268     if (tmp->type == HELMET)
1269     {
1270     pick_up (op, tmp);
1271     continue;
1272     }
1273 root 1.29
1274 root 1.18 if (op->contr->mode & PU_SHIELD)
1275     if (tmp->type == SHIELD)
1276     {
1277     pick_up (op, tmp);
1278     continue;
1279     }
1280 root 1.29
1281 root 1.18 if (op->contr->mode & PU_BOOTS)
1282     if (tmp->type == BOOTS)
1283     {
1284     pick_up (op, tmp);
1285     continue;
1286     }
1287 root 1.29
1288 root 1.18 if (op->contr->mode & PU_GLOVES)
1289     if (tmp->type == GLOVES)
1290     {
1291     pick_up (op, tmp);
1292     continue;
1293     }
1294 root 1.29
1295 root 1.18 if (op->contr->mode & PU_CLOAK)
1296     if (tmp->type == CLOAK)
1297     {
1298     pick_up (op, tmp);
1299     continue;
1300     }
1301 elmex 1.1
1302 root 1.18 /* hoping to catch throwing daggers here */
1303     if (op->contr->mode & PU_MISSILEWEAPON)
1304     if (tmp->type == WEAPON && QUERY_FLAG (tmp, FLAG_IS_THROWN))
1305     {
1306     pick_up (op, tmp);
1307     continue;
1308     }
1309 elmex 1.1
1310 root 1.18 /* careful: chairs and tables are weapons! */
1311     if (op->contr->mode & PU_ALLWEAPON)
1312     {
1313     if (tmp->type == WEAPON && tmp->name != NULL)
1314     {
1315     if (strstr (tmp->name, "table") == NULL && strstr (tmp->arch->name, "table") == NULL &&
1316     strstr (tmp->name, "chair") && strstr (tmp->arch->name, "chair") == NULL)
1317     {
1318     pick_up (op, tmp);
1319     continue;
1320     }
1321     }
1322 root 1.29
1323 root 1.18 if (tmp->type == WEAPON && tmp->name == NULL)
1324     {
1325     if (strstr (tmp->arch->name, "table") == NULL && strstr (tmp->arch->name, "chair") == NULL)
1326     {
1327     pick_up (op, tmp);
1328     continue;
1329     }
1330     }
1331     }
1332 elmex 1.1
1333 root 1.18 /* misc stuff that's useful */
1334     if (op->contr->mode & PU_KEY)
1335     if (tmp->type == KEY || tmp->type == SPECIAL_KEY)
1336     {
1337     pick_up (op, tmp);
1338     continue;
1339     }
1340 elmex 1.1
1341 root 1.18 /* any of the last 4 bits set means we use the ratio for value
1342     * pickups */
1343     if (op->contr->mode & PU_RATIO)
1344     {
1345     /* use value density to decide what else to grab */
1346     /* >=7 was >= op->contr->mode */
1347     /* >=7 is the old standard setting. Now we take the last 4 bits
1348     * and multiply them by 5, giving 0..15*5== 5..75 */
1349     wvratio = (op->contr->mode & PU_RATIO) * 5;
1350     if ((query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1))) >= (unsigned int) wvratio)
1351     {
1352     pick_up (op, tmp);
1353 elmex 1.1 #if 0
1354 root 1.18 fprintf (stderr, "HIGH WEIGHT/VALUE [");
1355     if (tmp->name != NULL)
1356     {
1357     fprintf (stderr, "%s", tmp->name);
1358     }
1359     else
1360     fprintf (stderr, "%s", tmp->arch->name);
1361     fprintf (stderr, ",%d] = ", tmp->type);
1362     fprintf (stderr, "%d\n", (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1))));
1363 elmex 1.1 #endif
1364 root 1.18 continue;
1365     }
1366     }
1367     } /* the new pickup model */
1368     }
1369 root 1.29
1370 root 1.18 return !stop;
1371 elmex 1.1 }
1372    
1373     /*
1374     * Find an arrow in the inventory and after that
1375     * in the right type container (quiver). Pointer to the
1376     * found object is returned.
1377     */
1378 root 1.18 object *
1379     find_arrow (object *op, const char *type)
1380 elmex 1.1 {
1381 root 1.103 object *tmp = 0;
1382 elmex 1.1
1383 root 1.18 for (op = op->inv; op; op = op->below)
1384     if (!tmp && op->type == CONTAINER && op->race == type && QUERY_FLAG (op, FLAG_APPLIED))
1385     tmp = find_arrow (op, type);
1386     else if (op->type == ARROW && op->race == type)
1387     return op;
1388 root 1.103
1389 root 1.18 return tmp;
1390 elmex 1.1 }
1391    
1392     /*
1393     * Similar to find_arrow, but looks for (roughly) the best arrow to use
1394     * against the target. A full test is not performed, simply a basic test
1395     * of resistances. The archer is making a quick guess at what he sees down
1396     * the hall. Failing that it does it's best to pick the highest plus arrow.
1397     */
1398 root 1.18 object *
1399     find_better_arrow (object *op, object *target, const char *type, int *better)
1400 elmex 1.1 {
1401 root 1.18 object *tmp = NULL, *arrow, *ntmp;
1402     int attacknum, attacktype, betterby = 0, i;
1403 elmex 1.1
1404 root 1.18 if (!type)
1405     return NULL;
1406 elmex 1.1
1407 root 1.18 for (arrow = op->inv; arrow; arrow = arrow->below)
1408     {
1409     if (arrow->type == CONTAINER && arrow->race == type && QUERY_FLAG (arrow, FLAG_APPLIED))
1410     {
1411     i = 0;
1412     ntmp = find_better_arrow (arrow, target, type, &i);
1413     if (i > betterby)
1414     {
1415     tmp = ntmp;
1416     betterby = i;
1417     }
1418     }
1419     else if (arrow->type == ARROW && arrow->race == type)
1420     {
1421     /* allways prefer assasination/slaying */
1422     if (target->race != NULL && arrow->slaying != NULL && strstr (arrow->slaying, target->race))
1423     {
1424     if (arrow->attacktype & AT_DEATH)
1425     {
1426     *better = 100;
1427     return arrow;
1428     }
1429     else
1430     {
1431     tmp = arrow;
1432     betterby = (arrow->magic + arrow->stats.dam) * 2;
1433     }
1434     }
1435     else
1436     {
1437     for (attacknum = 0; attacknum < NROFATTACKS; attacknum++)
1438     {
1439     attacktype = 1 << attacknum;
1440     if ((arrow->attacktype & attacktype) && (target->arch->clone.resist[attacknum]) < 0)
1441     if (((arrow->magic + arrow->stats.dam) * (100 - target->arch->clone.resist[attacknum]) / 100) > betterby)
1442     {
1443     tmp = arrow;
1444     betterby = (arrow->magic + arrow->stats.dam) * (100 - target->arch->clone.resist[attacknum]) / 100;
1445     }
1446 root 1.11 }
1447 root 1.18 if ((2 + arrow->magic + arrow->stats.dam) > betterby)
1448     {
1449     tmp = arrow;
1450     betterby = 2 + arrow->magic + arrow->stats.dam;
1451 root 1.11 }
1452 root 1.18 if (arrow->title && (1 + arrow->magic + arrow->stats.dam) > betterby)
1453     {
1454     tmp = arrow;
1455     betterby = 1 + arrow->magic + arrow->stats.dam;
1456 root 1.11 }
1457     }
1458     }
1459 elmex 1.1 }
1460 root 1.18 if (tmp == NULL && arrow == NULL)
1461     return find_arrow (op, type);
1462 elmex 1.1
1463 root 1.18 *better = betterby;
1464     return tmp;
1465 elmex 1.1 }
1466    
1467     /* looks in a given direction, finds the first valid target, and calls
1468     * find_better_arrow to find a decent arrow to use.
1469     * op = the shooter
1470     * type = bow->race
1471     * dir = fire direction
1472     */
1473    
1474 root 1.18 object *
1475     pick_arrow_target (object *op, const char *type, int dir)
1476 elmex 1.1 {
1477 root 1.18 object *tmp = NULL;
1478 root 1.25 maptile *m;
1479 root 1.18 int i, mflags, found, number;
1480     sint16 x, y;
1481    
1482     if (op->map == NULL)
1483     return find_arrow (op, type);
1484    
1485     /* do a dex check */
1486     number = (die_roll (2, 40, op, PREFER_LOW) - 2) / 2;
1487     if (number > (op->stats.Dex + (op->chosen_skill ? op->chosen_skill->level : op->level)))
1488     return find_arrow (op, type);
1489    
1490     m = op->map;
1491     x = op->x;
1492     y = op->y;
1493    
1494     /* find the first target */
1495     for (i = 0, found = 0; i < 20; i++)
1496     {
1497     x += freearr_x[dir];
1498     y += freearr_y[dir];
1499     mflags = get_map_flags (m, &m, x, y, &x, &y);
1500     if (mflags & P_OUT_OF_MAP || mflags & P_BLOCKSVIEW)
1501     {
1502     tmp = NULL;
1503     break;
1504     }
1505     else if (GET_MAP_MOVE_BLOCK (m, x, y) == MOVE_FLY_LOW)
1506     {
1507     /* This block presumes arrows and the like are MOVE_FLY_SLOW -
1508     * perhaps a bad assumption.
1509     */
1510     tmp = NULL;
1511     break;
1512 root 1.11 }
1513 root 1.18 if (mflags & P_IS_ALIVE)
1514     {
1515     for (tmp = GET_MAP_OB (m, x, y); tmp; tmp = tmp->above)
1516     if (QUERY_FLAG (tmp, FLAG_ALIVE))
1517     {
1518     found++;
1519 root 1.11 break;
1520 root 1.18 }
1521     if (found)
1522     break;
1523 root 1.11 }
1524 elmex 1.1 }
1525 root 1.18 if (tmp == NULL)
1526     return find_arrow (op, type);
1527 elmex 1.1
1528 root 1.18 if (tmp->head)
1529     tmp = tmp->head;
1530 elmex 1.1
1531 root 1.18 return find_better_arrow (op, tmp, type, &i);
1532 elmex 1.1 }
1533    
1534     /*
1535     * Creature fires a bow - op can be monster or player. Returns
1536     * 1 if bow was actually fired, 0 otherwise.
1537     * op is the object firing the bow.
1538     * part is for multipart creatures - the part firing the bow.
1539     * dir is the direction of fire.
1540     * wc_mod is any special modifier to give (used in special player fire modes)
1541     * sx, sy are coordinates to fire arrow from - also used in some of the special
1542     * player fire modes.
1543     */
1544 root 1.18 int
1545     fire_bow (object *op, object *part, object *arrow, int dir, int wc_mod, sint16 sx, sint16 sy)
1546 elmex 1.1 {
1547 root 1.18 object *left, *bow;
1548     int bowspeed, mflags;
1549 root 1.25 maptile *m;
1550 elmex 1.1
1551 root 1.18 if (!dir)
1552     {
1553     new_draw_info (NDI_UNIQUE, 0, op, "You can't shoot yourself!");
1554     return 0;
1555 elmex 1.1 }
1556 root 1.48
1557 root 1.18 if (op->type == PLAYER)
1558     bow = op->contr->ranges[range_bow];
1559     else
1560     {
1561     for (bow = op->inv; bow; bow = bow->below)
1562     /* Don't check for applied - monsters don't apply bows - in that way, they
1563     * don't need to switch back and forth between bows and weapons.
1564     */
1565     if (bow->type == BOW)
1566     break;
1567 root 1.11
1568 root 1.18 if (!bow)
1569     {
1570     LOG (llevError, "Range: bow without activated bow (%s).\n", &op->name);
1571     return 0;
1572 root 1.11 }
1573 elmex 1.1 }
1574 root 1.48
1575 root 1.18 if (!bow->race || !bow->skill)
1576     {
1577     new_draw_info_format (NDI_UNIQUE, 0, op, "Your %s is broken.", &bow->name);
1578     return 0;
1579 elmex 1.1 }
1580    
1581 root 1.18 bowspeed = bow->stats.sp + dex_bonus[op->stats.Dex];
1582 elmex 1.1
1583 root 1.18 /* penalize ROF for bestarrow */
1584     if (op->type == PLAYER && op->contr->bowtype == bow_bestarrow)
1585     bowspeed -= dex_bonus[op->stats.Dex] + 5;
1586 root 1.48
1587 root 1.18 if (bowspeed < 1)
1588     bowspeed = 1;
1589    
1590     if (arrow == NULL)
1591     {
1592     if ((arrow = find_arrow (op, bow->race)) == NULL)
1593     {
1594     if (op->type == PLAYER)
1595     new_draw_info_format (NDI_UNIQUE, 0, op, "You have no %s left.", &bow->race);
1596     /* FLAG_READY_BOW will get reset if the monsters picks up some arrows */
1597     else
1598     CLEAR_FLAG (op, FLAG_READY_BOW);
1599     return 0;
1600 root 1.11 }
1601 elmex 1.1 }
1602 root 1.48
1603 root 1.18 mflags = get_map_flags (op->map, &m, sx, sy, &sx, &sy);
1604     if (mflags & P_OUT_OF_MAP)
1605 root 1.48 return 0;
1606    
1607 root 1.18 if (GET_MAP_MOVE_BLOCK (m, sx, sy) == MOVE_FLY_LOW)
1608     {
1609     new_draw_info (NDI_UNIQUE, 0, op, "Something is in the way.");
1610     return 0;
1611     }
1612    
1613     /* this should not happen, but sometimes does */
1614     if (arrow->nrof == 0)
1615     {
1616 root 1.33 arrow->destroy ();
1617 root 1.18 return 0;
1618     }
1619    
1620     left = arrow; /* these are arrows left to the player */
1621     arrow = get_split_ob (arrow, 1);
1622 root 1.48 if (!arrow)
1623 root 1.18 {
1624     new_draw_info_format (NDI_UNIQUE, 0, op, "You have no %s left.", &bow->race);
1625     return 0;
1626 elmex 1.1 }
1627 root 1.48
1628 root 1.34 arrow->set_owner (op);
1629 root 1.18 arrow->skill = bow->skill;
1630     arrow->direction = dir;
1631    
1632     if (op->type == PLAYER)
1633     {
1634     op->speed_left = 0.01 - (float) FABS (op->speed) * 100 / bowspeed;
1635 root 1.54 op->update_stats ();
1636 elmex 1.1 }
1637    
1638 root 1.18 SET_ANIMATION (arrow, arrow->direction);
1639     arrow->stats.sp = arrow->stats.wc; /* save original wc and dam */
1640     arrow->stats.hp = arrow->stats.dam;
1641     arrow->stats.grace = arrow->attacktype;
1642     if (arrow->slaying != NULL)
1643 root 1.40 arrow->spellarg = strdup (arrow->slaying);
1644 root 1.18
1645     /* Note that this was different for monsters - they got their level
1646     * added to the damage. I think the strength bonus is more proper.
1647     */
1648    
1649     arrow->stats.dam += (QUERY_FLAG (bow, FLAG_NO_STRENGTH) ? 0 : dam_bonus[op->stats.Str]) + bow->stats.dam + bow->magic + arrow->magic;
1650    
1651     /* update the speed */
1652     arrow->speed = (float) ((QUERY_FLAG (bow, FLAG_NO_STRENGTH) ?
1653     0 : dam_bonus[op->stats.Str]) + bow->magic + arrow->magic) / 5.0 + (float) bow->stats.dam / 7.0;
1654    
1655 root 1.67 arrow->set_speed (max (arrow->speed, 1.0));
1656 root 1.18 arrow->speed_left = 0;
1657    
1658     if (op->type == PLAYER)
1659     {
1660     arrow->stats.wc = 20 - bow->magic - arrow->magic -
1661     (op->chosen_skill ? op->chosen_skill->level : op->level) -
1662     dex_bonus[op->stats.Dex] - thaco_bonus[op->stats.Str] - arrow->stats.wc - bow->stats.wc + wc_mod;
1663    
1664     arrow->level = op->chosen_skill ? op->chosen_skill->level : op->level;
1665 elmex 1.1 }
1666 root 1.18 else
1667     {
1668     arrow->stats.wc = op->stats.wc - bow->magic - arrow->magic - arrow->stats.wc + wc_mod;
1669     arrow->level = op->level;
1670 elmex 1.1 }
1671 root 1.24
1672 root 1.18 if (arrow->attacktype == AT_PHYSICAL)
1673     arrow->attacktype |= bow->attacktype;
1674 root 1.24
1675 root 1.48 if (bow->slaying)
1676 root 1.18 arrow->slaying = bow->slaying;
1677    
1678     arrow->move_type = MOVE_FLY_LOW;
1679     arrow->move_on = MOVE_FLY_LOW | MOVE_WALK;
1680    
1681     play_sound_map (op->map, op->x, op->y, SOUND_FIRE_ARROW);
1682 root 1.70 m->insert (arrow, sx, sy, op);
1683 root 1.18
1684 root 1.24 if (!arrow->destroyed ())
1685 root 1.18 move_arrow (arrow);
1686 elmex 1.1
1687 root 1.18 if (op->type == PLAYER)
1688     {
1689 root 1.24 if (left->destroyed ())
1690     esrv_del_item (op->contr, left->count);
1691 root 1.18 else
1692     esrv_send_item (op, left);
1693 elmex 1.1 }
1694 root 1.24
1695 root 1.18 return 1;
1696 elmex 1.1 }
1697    
1698     /* Special fire code for players - this takes into
1699     * account the special fire modes players can have
1700     * but monsters can't. Putting that code here
1701     * makes the fire_bow code much cleaner.
1702     * this function should only be called if 'op' is a player,
1703     * hence the function name.
1704     */
1705 root 1.18 int
1706     player_fire_bow (object *op, int dir)
1707 elmex 1.1 {
1708 root 1.18 int ret = 0, wcmod = 0;
1709    
1710     if (op->contr->bowtype == bow_bestarrow)
1711     {
1712     ret = fire_bow (op, op, pick_arrow_target (op, op->contr->ranges[range_bow]->race, dir), dir, 0, op->x, op->y);
1713     }
1714     else if (op->contr->bowtype >= bow_n && op->contr->bowtype <= bow_nw)
1715     {
1716     if (!similar_direction (dir, op->contr->bowtype - bow_n + 1))
1717     wcmod = -1;
1718 root 1.74
1719 root 1.18 ret = fire_bow (op, op, NULL, op->contr->bowtype - bow_n + 1, wcmod, op->x, op->y);
1720     }
1721     else if (op->contr->bowtype == bow_threewide)
1722     {
1723     ret = fire_bow (op, op, NULL, dir, 0, op->x, op->y);
1724     ret |= fire_bow (op, op, NULL, dir, -5, op->x + freearr_x[absdir (dir + 2)], op->y + freearr_y[absdir (dir + 2)]);
1725     ret |= fire_bow (op, op, NULL, dir, -5, op->x + freearr_x[absdir (dir - 2)], op->y + freearr_y[absdir (dir - 2)]);
1726     }
1727     else if (op->contr->bowtype == bow_spreadshot)
1728     {
1729     ret |= fire_bow (op, op, NULL, dir, 0, op->x, op->y);
1730     ret |= fire_bow (op, op, NULL, absdir (dir - 1), -5, op->x, op->y);
1731     ret |= fire_bow (op, op, NULL, absdir (dir + 1), -5, op->x, op->y);
1732 elmex 1.1
1733     }
1734 root 1.18 else
1735     {
1736     /* Simple case */
1737     ret = fire_bow (op, op, NULL, dir, 0, op->x, op->y);
1738     }
1739     return ret;
1740 elmex 1.1 }
1741    
1742    
1743     /* Fires a misc (wand/rod/horn) object in 'dir'.
1744     * Broken apart from 'fire' to keep it more readable.
1745     */
1746 root 1.18 void
1747     fire_misc_object (object *op, int dir)
1748 elmex 1.1 {
1749 root 1.18 object *item;
1750 elmex 1.1
1751 root 1.18 if (!op->contr->ranges[range_misc])
1752     {
1753     new_draw_info (NDI_UNIQUE, 0, op, "You have range item readied.");
1754     return;
1755 elmex 1.1 }
1756    
1757 root 1.18 item = op->contr->ranges[range_misc];
1758     if (!item->inv)
1759     {
1760     LOG (llevError, "Object %s lacks a spell\n", &item->name);
1761     return;
1762 elmex 1.1 }
1763 root 1.18 if (item->type == WAND)
1764     {
1765     if (item->stats.food <= 0)
1766     {
1767     play_sound_player_only (op->contr, SOUND_WAND_POOF, 0, 0);
1768     new_draw_info_format (NDI_UNIQUE, 0, op, "The %s goes poof.", query_base_name (item, 0));
1769     return;
1770 root 1.11 }
1771 root 1.18 }
1772     else if (item->type == ROD || item->type == HORN)
1773     {
1774     if (item->stats.hp < MAX (item->inv->stats.sp, item->inv->stats.grace))
1775     {
1776     play_sound_player_only (op->contr, SOUND_WAND_POOF, 0, 0);
1777     if (item->type == ROD)
1778     new_draw_info_format (NDI_UNIQUE, 0, op, "The %s whines for a while, but nothing happens.", query_base_name (item, 0));
1779     else
1780     new_draw_info_format (NDI_UNIQUE, 0, op, "The %s needs more time to charge.", query_base_name (item, 0));
1781     return;
1782 root 1.11 }
1783 elmex 1.1 }
1784    
1785 root 1.18 if (cast_spell (op, item, dir, item->inv, NULL))
1786     {
1787     SET_FLAG (op, FLAG_BEEN_APPLIED); /* You now know something about it */
1788     if (item->type == WAND)
1789     {
1790     if (!(--item->stats.food))
1791     {
1792     object *tmp;
1793    
1794     if (item->arch)
1795     {
1796     CLEAR_FLAG (item, FLAG_ANIMATE);
1797     item->face = item->arch->clone.face;
1798 root 1.67 item->set_speed (0);
1799 root 1.11 }
1800 root 1.67
1801 root 1.49 if ((tmp = item->in_player ()))
1802 root 1.18 esrv_update_item (UPD_ANIM, tmp, item);
1803 root 1.11 }
1804     }
1805 root 1.18 else if (item->type == ROD || item->type == HORN)
1806 root 1.67 drain_rod_charge (item);
1807 elmex 1.1 }
1808     }
1809    
1810     /* Received a fire command for the player - go and do it.
1811     */
1812 root 1.18 void
1813     fire (object *op, int dir)
1814     {
1815     int spellcost = 0;
1816 elmex 1.1
1817 root 1.18 /* check for loss of invisiblity/hide */
1818     if (action_makes_visible (op))
1819     make_visible (op);
1820 elmex 1.1
1821 root 1.18 switch (op->contr->shoottype)
1822     {
1823 root 1.20 case range_none:
1824     return;
1825 elmex 1.1
1826 root 1.20 case range_bow:
1827     player_fire_bow (op, dir);
1828     return;
1829 elmex 1.1
1830 root 1.20 case range_magic: /* Casting spells */
1831     spellcost = (cast_spell (op, op, dir, op->contr->ranges[range_magic], op->contr->spellparam[0] ? op->contr->spellparam : 0));
1832     return;
1833 elmex 1.1
1834 root 1.20 case range_misc:
1835     fire_misc_object (op, dir);
1836     return;
1837 root 1.11
1838 root 1.20 case range_golem: /* Control summoned monsters from scrolls */
1839 root 1.30 if (QUERY_FLAG (op->contr->ranges[range_golem], FLAG_REMOVED))
1840 root 1.20 {
1841 root 1.30 op->contr->ranges[range_golem] = 0;
1842 root 1.20 op->contr->shoottype = range_none;
1843     }
1844     else
1845     control_golem (op->contr->ranges[range_golem], dir);
1846     return;
1847 root 1.11
1848 root 1.20 case range_skill:
1849     if (!op->chosen_skill)
1850     {
1851     if (op->type == PLAYER)
1852     new_draw_info (NDI_UNIQUE, 0, op, "You have no applicable skill to use.");
1853     return;
1854     }
1855 root 1.92
1856     do_skill (op, op, op->chosen_skill, dir, NULL);
1857 root 1.20 return;
1858     case range_builder:
1859     apply_map_builder (op, dir);
1860     return;
1861     default:
1862     new_draw_info (NDI_UNIQUE, 0, op, "Illegal shoot type.");
1863     return;
1864 elmex 1.1 }
1865     }
1866    
1867     /* find_key
1868     * We try to find a key for the door as passed. If we find a key
1869     * and successfully use it, we return the key, otherwise NULL
1870     * This function merges both normal and locked door, since the logic
1871     * for both is the same - just the specific key is different.
1872     * pl is the player,
1873     * inv is the objects inventory to searched
1874     * door is the door we are trying to match against.
1875     * This function can be called recursively to search containers.
1876     */
1877 root 1.18 object *
1878     find_key (object *pl, object *container, object *door)
1879 elmex 1.1 {
1880 root 1.18 object *tmp, *key;
1881 elmex 1.1
1882 root 1.18 /* Should not happen, but sanity checking is never bad */
1883 root 1.103 if (!container->inv)
1884     return 0;
1885 elmex 1.1
1886 root 1.18 /* First, lets try to find a key in the top level inventory */
1887 root 1.103 for (tmp = container->inv; tmp; tmp = tmp->below)
1888 root 1.18 {
1889     if (door->type == DOOR && tmp->type == KEY)
1890     break;
1891     /* For sanity, we should really check door type, but other stuff
1892     * (like containers) can be locked with special keys
1893     */
1894     if (tmp->slaying && tmp->type == SPECIAL_KEY && tmp->slaying == door->slaying)
1895     break;
1896     }
1897 root 1.103
1898 root 1.18 /* No key found - lets search inventories now */
1899     /* If we find and use a key in an inventory, return at that time.
1900     * otherwise, if we search all the inventories and still don't find
1901     * a key, return
1902     */
1903     if (!tmp)
1904     {
1905 root 1.103 for (tmp = container->inv; tmp; tmp = tmp->below)
1906 root 1.18 {
1907     /* No reason to search empty containers */
1908     if (tmp->type == CONTAINER && tmp->inv)
1909     {
1910 root 1.103 if ((key = find_key (pl, tmp, door)))
1911 root 1.18 return key;
1912     }
1913     }
1914 root 1.103
1915 root 1.18 if (!tmp)
1916     return NULL;
1917 elmex 1.1 }
1918 root 1.103
1919 root 1.18 /* We get down here if we have found a key. Now if its in a container,
1920     * see if we actually want to use it
1921     */
1922     if (pl != container)
1923     {
1924     /* Only let players use keys in containers */
1925     if (!pl->contr)
1926     return NULL;
1927     /* cases where this fails:
1928     * If we only search the player inventory, return now since we
1929     * are not in the players inventory.
1930     * If the container is not active, return now since only active
1931     * containers can be used.
1932     * If we only search keyrings and the container does not have
1933     * a race/isn't a keyring.
1934     * No checking for all containers - to fall through past here,
1935     * inv must have been an container and must have been active.
1936     *
1937     * Change the color so that the message doesn't disappear with
1938     * all the others.
1939     */
1940     if (pl->contr->usekeys == key_inventory ||
1941     !QUERY_FLAG (container, FLAG_APPLIED) ||
1942     (pl->contr->usekeys == keyrings && (!container->race || strcmp (container->race, "keys"))))
1943     {
1944     new_draw_info_format (NDI_UNIQUE | NDI_BROWN, 0, pl,
1945     "The %s in your %s vibrates as you approach the door", query_name (tmp), query_name (container));
1946     return NULL;
1947 root 1.11 }
1948 elmex 1.1 }
1949 root 1.103
1950 root 1.18 return tmp;
1951 elmex 1.1 }
1952    
1953     /* moved door processing out of move_player_attack.
1954     * returns 1 if player has opened the door with a key
1955     * such that the caller should not do anything more,
1956     * 0 otherwise
1957     */
1958 root 1.18 static int
1959     player_attack_door (object *op, object *door)
1960 elmex 1.1 {
1961 root 1.18 /* If its a door, try to find a use a key. If we do destroy the door,
1962     * might as well return immediately as there is nothing more to do -
1963     * otherwise, we fall through to the rest of the code.
1964     */
1965     object *key = find_key (op, op, door);
1966    
1967     /* IF we found a key, do some extra work */
1968     if (key)
1969     {
1970     object *container = key->env;
1971    
1972     play_sound_map (op->map, op->x, op->y, SOUND_OPEN_DOOR);
1973     if (action_makes_visible (op))
1974     make_visible (op);
1975     if (door->inv && (door->inv->type == RUNE || door->inv->type == TRAP))
1976     spring_trap (door->inv, op);
1977 root 1.103
1978 root 1.18 if (door->type == DOOR)
1979 root 1.103 hit_player (door, 9998, op, AT_PHYSICAL, 1); /* Break through the door */
1980 root 1.18 else if (door->type == LOCKED_DOOR)
1981     {
1982     new_draw_info_format (NDI_UNIQUE, NDI_BROWN, op, "You open the door with the %s", query_short_name (key));
1983     remove_door2 (door); /* remove door without violence ;-) */
1984     }
1985 root 1.103
1986 root 1.18 /* Do this after we print the message */
1987     decrease_ob (key); /* Use up one of the keys */
1988     /* Need to update the weight the container the key was in */
1989     if (container != op)
1990     esrv_update_item (UPD_WEIGHT, op, container);
1991 root 1.103
1992 root 1.18 return 1; /* Nothing more to do below */
1993     }
1994     else if (door->type == LOCKED_DOOR)
1995     {
1996     /* Might as well return now - no other way to open this */
1997     new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, door->msg);
1998     return 1;
1999 elmex 1.1 }
2000 root 1.103
2001 root 1.18 return 0;
2002 elmex 1.1 }
2003    
2004     /* This function is just part of a breakup from move_player.
2005     * It should keep the code cleaner.
2006     * When this is called, the players direction has been updated
2007     * (taking into account confusion.) The player is also actually
2008     * going to try and move (not fire weapons).
2009     */
2010 root 1.18 void
2011     move_player_attack (object *op, int dir)
2012 elmex 1.1 {
2013 root 1.18 object *tmp, *mon;
2014     sint16 nx, ny;
2015     int on_battleground;
2016 root 1.25 maptile *m;
2017 root 1.18
2018     nx = freearr_x[dir] + op->x;
2019     ny = freearr_y[dir] + op->y;
2020    
2021 root 1.49 on_battleground = op_on_battleground (op, 0, 0);
2022 root 1.18
2023     /* If braced, or can't move to the square, and it is not out of the
2024     * map, attack it. Note order of if statement is important - don't
2025     * want to be calling move_ob if braced, because move_ob will move the
2026     * player. This is a pretty nasty hack, because if we could
2027     * move to some space, it then means that if we are braced, we should
2028     * do nothing at all. As it is, if we are braced, we go through
2029     * quite a bit of processing. However, it probably is less than what
2030     * move_ob uses.
2031     */
2032     if ((op->contr->braced || !move_ob (op, dir, op)) && !out_of_map (op->map, nx, ny))
2033     {
2034     if (OUT_OF_REAL_MAP (op->map, nx, ny))
2035     {
2036 root 1.85 m = op->map->xy_find (nx, ny);
2037 root 1.18 if (!m)
2038     return; /* Don't think this should happen */
2039     }
2040     else
2041     m = op->map;
2042    
2043 root 1.85 if (!(tmp = m->at (nx, ny).bot))
2044     return;
2045 root 1.11
2046 root 1.49 mon = 0;
2047 root 1.18 /* Go through all the objects, and find ones of interest. Only stop if
2048     * we find a monster - that is something we know we want to attack.
2049     * if its a door or barrel (can roll) see if there may be monsters
2050     * on the space
2051     */
2052 root 1.49 while (tmp)
2053 root 1.18 {
2054     if (tmp == op)
2055     {
2056     tmp = tmp->above;
2057     continue;
2058 root 1.11 }
2059 root 1.27
2060 root 1.18 if (QUERY_FLAG (tmp, FLAG_ALIVE))
2061     {
2062     mon = tmp;
2063     break;
2064 root 1.11 }
2065 root 1.27
2066 root 1.18 if (tmp->type == LOCKED_DOOR || QUERY_FLAG (tmp, FLAG_CAN_ROLL))
2067     mon = tmp;
2068 root 1.27
2069 root 1.18 tmp = tmp->above;
2070     }
2071    
2072 root 1.49 if (!mon) /* This happens anytime the player tries to move */
2073 root 1.18 return; /* into a wall */
2074    
2075 root 1.49 if (mon->head)
2076 root 1.18 mon = mon->head;
2077    
2078     if ((mon->type == DOOR && mon->stats.hp >= 0) || (mon->type == LOCKED_DOOR))
2079     if (player_attack_door (op, mon))
2080     return;
2081    
2082     /* The following deals with possibly attacking peaceful
2083     * or frienddly creatures. Basically, all players are considered
2084     * unaggressive. If the moving player has peaceful set, then the
2085     * object should be pushed instead of attacked. It is assumed that
2086     * if you are braced, you will not attack friends accidently,
2087     * and thus will not push them.
2088     */
2089 root 1.11
2090 root 1.18 /* If the creature is a pet, push it even if the player is not
2091     * peaceful. Our assumption is the creature is a pet if the
2092     * player owns it and it is either friendly or unagressive.
2093     */
2094     if ((op->type == PLAYER)
2095 elmex 1.1 #if COZY_SERVER
2096 root 1.18 &&
2097 root 1.34 ((mon->owner && mon->owner->contr
2098     && same_party (mon->owner->contr->party, op->contr->party)) || mon->owner == op)
2099 elmex 1.1 #else
2100 root 1.34 && mon->owner == op
2101 elmex 1.1 #endif
2102 root 1.18 && (QUERY_FLAG (mon, FLAG_UNAGGRESSIVE) || QUERY_FLAG (mon, FLAG_FRIENDLY)))
2103 root 1.11 {
2104 root 1.18 /* If we're braced, we don't want to switch places with it */
2105     if (op->contr->braced)
2106 root 1.11 return;
2107 root 1.85
2108 root 1.18 play_sound_map (op->map, op->x, op->y, SOUND_PUSH_PLAYER);
2109     (void) push_ob (mon, dir, op);
2110     if (op->contr->tmp_invis || op->hide)
2111     make_visible (op);
2112 root 1.85
2113 root 1.18 return;
2114 root 1.11 }
2115    
2116 root 1.18 /* in certain circumstances, you shouldn't attack friendly
2117     * creatures. Note that if you are braced, you can't push
2118     * someone, but put it inside this loop so that you won't
2119     * attack them either.
2120     */
2121     if ((mon->type == PLAYER || mon->enemy != op) &&
2122     (mon->type == PLAYER || QUERY_FLAG (mon, FLAG_UNAGGRESSIVE) || QUERY_FLAG (mon, FLAG_FRIENDLY)) && (
2123 elmex 1.1 #ifdef PROHIBIT_PLAYERKILL
2124 root 1.49 (op->contr->peaceful
2125     || (mon->type == PLAYER
2126     && mon->contr->
2127     peaceful)) &&
2128 elmex 1.1 #else
2129 root 1.49 op->contr->peaceful &&
2130 elmex 1.1 #endif
2131 root 1.49 !on_battleground))
2132 root 1.18 {
2133     if (!op->contr->braced)
2134     {
2135     play_sound_map (op->map, op->x, op->y, SOUND_PUSH_PLAYER);
2136 root 1.85 push_ob (mon, dir, op);
2137 root 1.18 }
2138     else
2139 root 1.49 new_draw_info (0, 0, op, "You withhold your attack");
2140    
2141 root 1.18 if (op->contr->tmp_invis || op->hide)
2142     make_visible (op);
2143 root 1.11 }
2144 elmex 1.1
2145 root 1.18 /* If the object is a boulder or other rollable object, then
2146     * roll it if not braced. You can't roll it if you are braced.
2147     */
2148     else if (QUERY_FLAG (mon, FLAG_CAN_ROLL) && (!op->contr->braced))
2149     {
2150     recursive_roll (mon, dir, op);
2151     if (action_makes_visible (op))
2152     make_visible (op);
2153 root 1.11 }
2154    
2155 root 1.18 /* Any generic living creature. Including things like doors.
2156     * Way it works is like this: First, it must have some hit points
2157     * and be living. Then, it must be one of the following:
2158     * 1) Not a player, 2) A player, but of a different party. Note
2159     * that party_number -1 is no party, so attacks can still happen.
2160     */
2161     else if ((mon->stats.hp >= 0) && QUERY_FLAG (mon, FLAG_ALIVE) &&
2162     ((mon->type != PLAYER || op->contr->party == NULL || op->contr->party != mon->contr->party)))
2163     {
2164 elmex 1.1
2165 root 1.18 /* If the player hasn't hit something this tick, and does
2166     * so, give them speed boost based on weapon speed. Doing
2167     * it here is better than process_players2, which basically
2168     * incurred a 1 tick offset.
2169     */
2170     if (!op->contr->has_hit)
2171     {
2172     op->speed_left += op->speed / op->contr->weapon_sp;
2173 root 1.11
2174 root 1.18 op->contr->has_hit = 1; /* The last action was to hit, so use weapon_sp */
2175 root 1.11 }
2176    
2177 root 1.49 skill_attack (mon, op, 0, 0, 0);
2178 root 1.11
2179 root 1.18 /* If attacking another player, that player gets automatic
2180     * hitback, and doesn't loose luck either.
2181     * Disable hitback on the battleground or if the target is
2182     * the wiz.
2183     */
2184     if (mon->type == PLAYER && mon->stats.hp >= 0 && !mon->contr->has_hit && !on_battleground && !QUERY_FLAG (mon, FLAG_WIZ))
2185     {
2186     short luck = mon->stats.luck;
2187    
2188     mon->contr->has_hit = 1;
2189 root 1.49 skill_attack (op, mon, 0, 0, 0);
2190 root 1.18 mon->stats.luck = luck;
2191 root 1.11 }
2192 root 1.49
2193 root 1.18 if (action_makes_visible (op))
2194     make_visible (op);
2195 root 1.11 }
2196 root 1.18 } /* if player should attack something */
2197 elmex 1.1 }
2198    
2199 root 1.18 int
2200     move_player (object *op, int dir)
2201     {
2202     int pick;
2203 elmex 1.1
2204 root 1.84 if (!op->map || op->map->in_memory != MAP_IN_MEMORY)
2205 root 1.18 return 0;
2206 elmex 1.1
2207 root 1.18 /* Sanity check: make sure dir is valid */
2208     if ((dir < 0) || (dir >= 9))
2209     {
2210     LOG (llevError, "move_player: invalid direction %d\n", dir);
2211     return 0;
2212 elmex 1.1 }
2213    
2214 root 1.84 /* peterm: added following line */
2215 root 1.18 if (QUERY_FLAG (op, FLAG_CONFUSED) && dir)
2216 root 1.99 dir = absdir (dir + rndm (3) + rndm (3) - 2);
2217 root 1.18
2218     op->facing = dir;
2219    
2220     if (op->hide)
2221     do_hidden_move (op);
2222    
2223     if (INVOKE_PLAYER (MOVE, op->contr, ARG_INT (dir)))
2224     /*nop */ ;
2225     else if (op->contr->fire_on)
2226     fire (op, dir);
2227     else
2228     {
2229     move_player_attack (op, dir);
2230     pick = check_pick (op);
2231     }
2232 elmex 1.1
2233 root 1.18 /* Add special check for newcs players and fire on - this way, the
2234     * server can handle repeat firing.
2235     */
2236     if (op->contr->fire_on || (op->contr->run_on && pick != 0))
2237 root 1.49 op->direction = dir;
2238 root 1.18 else
2239 root 1.49 op->direction = 0;
2240    
2241 root 1.18 /* Update how the player looks. Use the facing, so direction may
2242     * get reset to zero. This allows for full animation capabilities
2243     * for players.
2244     */
2245     animate_object (op, op->facing);
2246     return 0;
2247 elmex 1.1 }
2248    
2249     /* This is similar to handle_player, below, but is only used by the
2250     * new client/server stuff.
2251     * This is sort of special, in that the new client/server actually uses
2252     * the new speed values for commands.
2253     *
2254     * Returns true if there are more actions we can do.
2255     */
2256 root 1.18 int
2257     handle_newcs_player (object *op)
2258 elmex 1.1 {
2259 root 1.18 if (op->contr->hidden)
2260     {
2261     op->invisible = 1000;
2262     /* the socket code flashes the player visible/invisible
2263     * depending on the value of invisible, so we need to
2264     * alternate it here for it to work correctly.
2265     */
2266     if (pticks & 2)
2267 root 1.11 op->invisible--;
2268 root 1.18 }
2269     else if (op->invisible && !(QUERY_FLAG (op, FLAG_MAKE_INVIS)))
2270     {
2271     op->invisible--;
2272     if (!op->invisible)
2273     {
2274     make_visible (op);
2275     new_draw_info (NDI_UNIQUE, 0, op, "Your invisibility spell runs out.");
2276 root 1.11 }
2277 elmex 1.1 }
2278    
2279 root 1.18 if (QUERY_FLAG (op, FLAG_SCARED))
2280     {
2281     flee_player (op);
2282     /* If player is still scared, that is his action for this tick */
2283     if (QUERY_FLAG (op, FLAG_SCARED))
2284     {
2285     op->speed_left--;
2286     return 0;
2287 root 1.11 }
2288 elmex 1.1 }
2289    
2290 root 1.18 /* I've been seeing crashes where the golem has been destroyed, but
2291     * the player object still points to the defunct golem. The code that
2292     * destroys the golem looks correct, and it doesn't always happen, so
2293     * put this in a a workaround to clean up the golem pointer.
2294     */
2295 root 1.30 if (op->contr->ranges[range_golem] && QUERY_FLAG (op->contr->ranges[range_golem], FLAG_REMOVED))
2296     op->contr->ranges[range_golem] = 0;
2297 root 1.18
2298     /* call this here - we also will call this in do_ericserver, but
2299     * the players time has been increased when doericserver has been
2300     * called, so we recheck it here.
2301     */
2302 root 1.83 if (op->contr->ns->handle_command ())
2303     return 1;
2304 root 1.47
2305 root 1.83 if (op->speed_left > 0)
2306     {
2307     if (op->direction && (op->contr->run_on || op->contr->fire_on))
2308     {
2309     /* All move commands take 1 tick, at least for now */
2310     op->speed_left--;
2311 elmex 1.1
2312 root 1.83 /* Instead of all the stuff below, let move_player take care
2313     * of it. Also, some of the skill stuff is only put in
2314     * there, as well as the confusion stuff.
2315     */
2316     move_player (op, op->direction);
2317 elmex 1.1
2318 root 1.83 return op->speed_left > 0;
2319     }
2320 root 1.18 }
2321 root 1.41
2322 root 1.18 return 0;
2323     }
2324    
2325     int
2326     save_life (object *op)
2327     {
2328     if (!QUERY_FLAG (op, FLAG_LIFESAVE))
2329 elmex 1.1 return 0;
2330 root 1.18
2331 root 1.41 for (object *tmp = op->inv; tmp; tmp = tmp->below)
2332 root 1.18 if (QUERY_FLAG (tmp, FLAG_APPLIED) && QUERY_FLAG (tmp, FLAG_LIFESAVE))
2333     {
2334     play_sound_map (op->map, op->x, op->y, SOUND_OB_EVAPORATE);
2335     new_draw_info_format (NDI_UNIQUE, 0, op, "Your %s vibrates violently, then evaporates.", query_name (tmp));
2336 root 1.33
2337 root 1.18 if (op->contr)
2338     esrv_del_item (op->contr, tmp->count);
2339 root 1.33
2340     tmp->destroy ();
2341 root 1.18 CLEAR_FLAG (op, FLAG_LIFESAVE);
2342 root 1.33
2343 root 1.18 if (op->stats.hp < 0)
2344     op->stats.hp = op->stats.maxhp;
2345 root 1.33
2346 root 1.18 if (op->stats.food < 0)
2347     op->stats.food = 999;
2348 root 1.33
2349 root 1.54 op->update_stats ();
2350 root 1.18 return 1;
2351     }
2352 root 1.41
2353 root 1.18 LOG (llevError, "Error: LIFESAVE set without applied object.\n");
2354     CLEAR_FLAG (op, FLAG_LIFESAVE);
2355     enter_player_savebed (op); /* bring him home. */
2356     return 0;
2357 elmex 1.1 }
2358    
2359     /* This goes throws the inventory and removes unpaid objects, and puts them
2360     * back in the map (location and map determined by values of env). This
2361     * function will descend into containers. op is the object to start the search
2362     * from.
2363     */
2364 root 1.18 void
2365     remove_unpaid_objects (object *op, object *env)
2366 elmex 1.1 {
2367 root 1.18 while (op)
2368     {
2369 root 1.70 object *next = op->below; /* Make sure we have a good value, in case we remove object 'op' */
2370    
2371 root 1.18 if (QUERY_FLAG (op, FLAG_UNPAID))
2372     {
2373     if (env->type == PLAYER)
2374     esrv_del_item (env->contr, op->count);
2375 root 1.70
2376     op->insert_at (env);
2377 root 1.18 }
2378     else if (op->inv)
2379     remove_unpaid_objects (op->inv, env);
2380 root 1.41
2381 root 1.18 op = next;
2382 elmex 1.1 }
2383     }
2384    
2385     /*
2386     * Returns pointer a static string containing gravestone text
2387     * Moved from apply.c to player.c - player.c is what
2388     * actually uses this function. player.c may not be quite the
2389     * best, a misc file for object actions is probably better,
2390     * but there isn't one in the server directory.
2391     */
2392 root 1.18 char *
2393     gravestone_text (object *op)
2394 elmex 1.1 {
2395 root 1.18 static char buf2[MAX_BUF];
2396     char buf[MAX_BUF];
2397     time_t now = time (NULL);
2398    
2399     strcpy (buf2, " R.I.P.\n\n");
2400     if (op->type == PLAYER)
2401     sprintf (buf, "%s the %s\n", &op->name, op->contr->title);
2402     else
2403     sprintf (buf, "%s\n", &op->name);
2404 root 1.41
2405 root 1.18 strncat (buf2, " ", 20 - strlen (buf) / 2);
2406     strcat (buf2, buf);
2407     if (op->type == PLAYER)
2408     sprintf (buf, "who was in level %d when killed\n", op->level);
2409     else
2410     sprintf (buf, "who was in level %d when died.\n\n", op->level);
2411 root 1.41
2412 root 1.18 strncat (buf2, " ", 20 - strlen (buf) / 2);
2413     strcat (buf2, buf);
2414     if (op->type == PLAYER)
2415     {
2416     sprintf (buf, "by %s.\n\n", op->contr->killer);
2417     strncat (buf2, " ", 21 - strlen (buf) / 2);
2418     strcat (buf2, buf);
2419     }
2420 root 1.41
2421 root 1.18 strftime (buf, MAX_BUF, "%b %d %Y\n", localtime (&now));
2422     strncat (buf2, " ", 20 - strlen (buf) / 2);
2423     strcat (buf2, buf);
2424 root 1.41
2425 root 1.18 return buf2;
2426 elmex 1.1 }
2427    
2428 root 1.18 void
2429     do_some_living (object *op)
2430     {
2431     int last_food = op->stats.food;
2432 elmex 1.1 int gen_hp, gen_sp, gen_grace;
2433     int over_hp, over_sp, over_grace;
2434     int i;
2435     int rate_hp = 1200;
2436     int rate_sp = 2500;
2437     int rate_grace = 2000;
2438     const int max_hp = 1;
2439     const int max_sp = 1;
2440     const int max_grace = 1;
2441    
2442 pippijn 1.17 if (op->contr->outputs_sync)
2443 root 1.18 {
2444     for (i = 0; i < NUM_OUTPUT_BUFS; i++)
2445 root 1.55 if (op->contr->outputs[i].buf && (op->contr->outputs[i].first_update + op->contr->outputs_sync) < (uint16) pticks)
2446 root 1.18 flush_output_element (op, &op->contr->outputs[i]);
2447     }
2448    
2449 root 1.52 if (op->contr->ns->state == ST_PLAYING)
2450 root 1.18 {
2451     /* these next three if clauses make it possible to SLOW DOWN
2452     hp/grace/spellpoint regeneration. */
2453     if (op->contr->gen_hp >= 0)
2454     gen_hp = (op->contr->gen_hp + 1) * op->stats.maxhp;
2455     else
2456     {
2457     gen_hp = op->stats.maxhp;
2458     rate_hp -= rate_hp / 2 * op->contr->gen_hp;
2459     }
2460 root 1.55
2461 root 1.18 if (op->contr->gen_sp >= 0)
2462     gen_sp = (op->contr->gen_sp + 1) * op->stats.maxsp;
2463     else
2464     {
2465     gen_sp = op->stats.maxsp;
2466     rate_sp -= rate_sp / 2 * op->contr->gen_sp;
2467     }
2468 root 1.55
2469 root 1.18 if (op->contr->gen_grace >= 0)
2470     gen_grace = (op->contr->gen_grace + 1) * op->stats.maxgrace;
2471     else
2472     {
2473     gen_grace = op->stats.maxgrace;
2474     rate_grace -= rate_grace / 2 * op->contr->gen_grace;
2475     }
2476    
2477     /* Regenerate Spell Points */
2478     if (op->contr->ranges[range_golem] == NULL && --op->last_sp < 0)
2479     {
2480     gen_sp = gen_sp * 10 / (op->contr->gen_sp_armour < 10 ? 10 : op->contr->gen_sp_armour);
2481     if (op->stats.sp < op->stats.maxsp)
2482     {
2483     op->stats.sp++;
2484     /* dms do not consume food */
2485     if (!QUERY_FLAG (op, FLAG_WIZ))
2486     {
2487     op->stats.food--;
2488     if (op->contr->digestion < 0)
2489     op->stats.food += op->contr->digestion;
2490     else if (op->contr->digestion > 0 && random_roll (0, op->contr->digestion, op, PREFER_HIGH))
2491     op->stats.food = last_food;
2492     }
2493     }
2494 root 1.55
2495 root 1.18 if (max_sp > 1)
2496     {
2497     over_sp = (gen_sp + 10) / rate_sp;
2498     if (over_sp > 0)
2499     {
2500     if (op->stats.sp < op->stats.maxsp)
2501     {
2502     op->stats.sp += over_sp > max_sp ? max_sp : over_sp;
2503 root 1.55
2504 root 1.18 if (random_roll (0, rate_sp - 1, op, PREFER_LOW) > ((gen_sp + 10) % rate_sp))
2505     op->stats.sp--;
2506 root 1.55
2507 root 1.18 if (op->stats.sp > op->stats.maxsp)
2508     op->stats.sp = op->stats.maxsp;
2509     }
2510     op->last_sp = 0;
2511     }
2512     else
2513 root 1.55 op->last_sp = rate_sp / (gen_sp < 20 ? 30 : gen_sp + 10);
2514 root 1.18 }
2515     else
2516 root 1.55 op->last_sp = rate_sp / (gen_sp < 20 ? 30 : gen_sp + 10);
2517 root 1.18 }
2518    
2519     /* Regenerate Grace */
2520     /* I altered this a little - maximum grace is ony achieved through prayer -b.t. */
2521     if (--op->last_grace < 0)
2522     {
2523     if (op->stats.grace < op->stats.maxgrace / 2)
2524     op->stats.grace++; /* no penalty in food for regaining grace */
2525 root 1.55
2526 root 1.18 if (max_grace > 1)
2527     {
2528     over_grace = (gen_grace < 20 ? 30 : gen_grace + 10) / rate_grace;
2529     if (over_grace > 0)
2530     {
2531     op->stats.sp += over_grace
2532     + (random_roll (0, rate_grace - 1, op, PREFER_HIGH) > ((gen_grace < 20 ? 30 : gen_grace + 10) % rate_grace)) ? -1 : 0;
2533     op->last_grace = 0;
2534     }
2535     else
2536     {
2537     op->last_grace = rate_grace / (gen_grace < 20 ? 30 : gen_grace + 10);
2538     }
2539     }
2540     else
2541     {
2542     op->last_grace = rate_grace / (gen_grace < 20 ? 30 : gen_grace + 10);
2543     }
2544     /* wearing stuff doesn't detract from grace generation. */
2545     }
2546    
2547     /* Regenerate Hit Points */
2548     if (--op->last_heal < 0)
2549     {
2550     if (op->stats.hp < op->stats.maxhp)
2551     {
2552     op->stats.hp++;
2553     /* dms do not consume food */
2554     if (!QUERY_FLAG (op, FLAG_WIZ))
2555     {
2556     op->stats.food--;
2557     if (op->contr->digestion < 0)
2558     op->stats.food += op->contr->digestion;
2559     else if (op->contr->digestion > 0 && random_roll (0, op->contr->digestion, op, PREFER_HIGH))
2560     op->stats.food = last_food;
2561     }
2562     }
2563 root 1.55
2564 root 1.18 if (max_hp > 1)
2565     {
2566     over_hp = (gen_hp < 20 ? 30 : gen_hp + 10) / rate_hp;
2567     if (over_hp > 0)
2568     {
2569     op->stats.sp += over_hp + (RANDOM () % rate_hp > ((gen_hp < 20 ? 30 : gen_hp + 10) % rate_hp)) ? -1 : 0;
2570     op->last_heal = 0;
2571     }
2572     else
2573     {
2574     op->last_heal = rate_hp / (gen_hp < 20 ? 30 : gen_hp + 10);
2575     }
2576     }
2577     else
2578     {
2579     op->last_heal = rate_hp / (gen_hp < 20 ? 30 : gen_hp + 10);
2580     }
2581 root 1.11 }
2582 elmex 1.1
2583 root 1.18 /* Digestion */
2584     if (--op->last_eat < 0)
2585     {
2586     #ifdef COZY_SERVER
2587     int dg = op->contr->digestion >= 0 && op->contr->digestion < 2 ? 2 : op->contr->digestion;
2588     int bonus = dg > 0 ? dg : 0, penalty = dg < 0 ? -dg : 0;
2589     #else
2590     int bonus = op->contr->digestion > 0 ? op->contr->digestion : 0, penalty = op->contr->digestion < 0 ? -op->contr->digestion : 0;
2591     #endif
2592    
2593     if (op->contr->gen_hp > 0)
2594     op->last_eat = 25 * (1 + bonus) / (op->contr->gen_hp + penalty + 1);
2595     else
2596     op->last_eat = 25 * (1 + bonus) / (penalty + 1);
2597 root 1.55
2598 root 1.18 /* dms do not consume food */
2599     if (!QUERY_FLAG (op, FLAG_WIZ))
2600     op->stats.food--;
2601 root 1.11 }
2602 elmex 1.1
2603 root 1.55 if (op->stats.food < 0 && op->stats.hp >= 0)
2604     {
2605     object *tmp, *flesh = 0;
2606 root 1.18
2607 root 1.55 for (tmp = op->inv; tmp; tmp = tmp->below)
2608 root 1.18 {
2609 root 1.55 if (!QUERY_FLAG (tmp, FLAG_UNPAID))
2610 root 1.18 {
2611 root 1.55 if (tmp->type == FOOD || tmp->type == DRINK || tmp->type == POISON)
2612     {
2613     new_draw_info (NDI_UNIQUE, 0, op, "You blindly grab for a bite of food.");
2614     manual_apply (op, tmp, 0);
2615     if (op->stats.food >= 0 || op->stats.hp < 0)
2616     break;
2617     }
2618     else if (tmp->type == FLESH)
2619     flesh = tmp;
2620     } /* End if paid for object */
2621     } /* end of for loop */
2622    
2623     /* If player is still starving, it means they don't have any food, so
2624     * eat flesh instead.
2625     */
2626     if (op->stats.food < 0 && op->stats.hp >= 0 && flesh)
2627     {
2628     new_draw_info (NDI_UNIQUE, 0, op, "You blindly grab for a bite of food.");
2629     manual_apply (op, flesh, 0);
2630     }
2631 root 1.11 }
2632 elmex 1.1
2633 root 1.55 while (op->stats.food < 0 && op->stats.hp >= 0)
2634     op->stats.food++, op->stats.hp--;
2635 elmex 1.1
2636 root 1.55 if (op->stats.hp < 0 && !QUERY_FLAG (op, FLAG_WIZ))
2637     kill_player (op);
2638     }
2639 elmex 1.1 }
2640    
2641     /* If the player should die (lack of hp, food, etc), we call this.
2642     * op is the player in jeopardy. If the player can not be saved (not
2643     * permadeath, no lifesave), this will take care of removing the player
2644     * file.
2645     */
2646 root 1.18 void
2647     kill_player (object *op)
2648 elmex 1.1 {
2649 root 1.18 char buf[MAX_BUF];
2650     int x, y;
2651    
2652     //int i;
2653 root 1.25 maptile *map; /* this is for resurrection */
2654 root 1.18
2655     /* int z;
2656     int num_stats_lose;
2657     int lost_a_stat;
2658     int lose_this_stat;
2659     int this_stat; */
2660     int will_kill_again;
2661     archetype *at;
2662     object *tmp;
2663    
2664     if (save_life (op))
2665     return;
2666    
2667    
2668     /* If player dies on BATTLEGROUND, no stat/exp loss! For Combat-Arenas
2669     * in cities ONLY!!! It is very important that this doesn't get abused.
2670     * Look at op_on_battleground() for more info --AndreasV
2671     */
2672     if (op_on_battleground (op, &x, &y))
2673     {
2674     new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, "You have been defeated in combat!");
2675     new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, "Local medics have saved your life...");
2676    
2677     /* restore player */
2678 root 1.22 at = archetype::find ("poisoning");
2679 root 1.70 if (object *tmp = present_arch_in_ob (at, op))
2680 root 1.18 {
2681 root 1.33 tmp->destroy ();
2682 root 1.18 new_draw_info (NDI_UNIQUE, 0, op, "Your body feels cleansed");
2683     }
2684 elmex 1.1
2685 root 1.22 at = archetype::find ("confusion");
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, tmp, "Your mind feels clearer");
2690     }
2691    
2692     cure_disease (op, 0); /* remove any disease */
2693     op->stats.hp = op->stats.maxhp;
2694     if (op->stats.food <= 0)
2695     op->stats.food = 999;
2696 elmex 1.1
2697 root 1.18 /* create a bodypart-trophy to make the winner happy */
2698 root 1.70 if (object *tmp = arch_to_object (archetype::find ("finger")))
2699 root 1.18 {
2700     sprintf (buf, "%s's finger", &op->name);
2701     tmp->name = buf;
2702     sprintf (buf, " This finger has been cut off %s\n"
2703     " the %s, when he was defeated at\n level %d by %s.\n",
2704     &op->name, op->contr->title, (int) (op->level), op->contr->killer);
2705     tmp->msg = buf;
2706 root 1.102 tmp->value = 0, tmp->type = 0;
2707     tmp->materialname = "organics";
2708 elmex 1.87 tmp->insert_at (op, tmp);
2709 root 1.18 }
2710 elmex 1.1
2711 root 1.18 /* teleport defeated player to new destination */
2712     transfer_ob (op, x, y, 0, NULL);
2713     op->contr->braced = 0;
2714     return;
2715 elmex 1.1 }
2716    
2717 root 1.18 INVOKE_PLAYER (DEATH, op->contr);
2718 root 1.3
2719 root 1.18 command_kill_pets (op, 0);
2720 elmex 1.1
2721 root 1.18 if (op->stats.food < 0)
2722     {
2723     sprintf (buf, "%s starved to death.", &op->name);
2724     strcpy (op->contr->killer, "starvation");
2725 elmex 1.1 }
2726 root 1.18 else
2727 root 1.89 sprintf (buf, "%s died.", &op->name);
2728 root 1.70
2729 root 1.18 play_sound_player_only (op->contr, SOUND_PLAYER_DIES, 0, 0);
2730 elmex 1.1
2731 root 1.18 /* save the map location for corpse, gravestone */
2732 root 1.70 x = op->x;
2733     y = op->y;
2734 root 1.18 map = op->map;
2735 elmex 1.1
2736 root 1.54 /* NOT_PERMADEATH code. This basically brings the character back to
2737     * life if they are dead - it takes some exp and a random stat.
2738     * See the config.h file for a little more in depth detail about this.
2739     */
2740    
2741     /* Basically two ways to go - remove a stat permanently, or just
2742     * make it depletion. This bunch of code deals with that aspect
2743     * of death.
2744     */
2745     #ifndef COZY_SERVER
2746     if (settings.balanced_stat_loss)
2747 root 1.18 {
2748 root 1.54 /* If stat loss is permanent, lose one stat only. */
2749     /* Lower level chars don't lose as many stats because they suffer
2750     more if they do. */
2751     /* Higher level characters can afford things such as potions of
2752     restoration, or better, stat potions. So we slug them that
2753     little bit harder. */
2754     /* GD */
2755     if (settings.stat_loss_on_death)
2756     num_stats_lose = 1;
2757     else
2758     num_stats_lose = 1 + op->level / BALSL_NUMBER_LOSSES_RATIO;
2759     }
2760     else
2761 root 1.70 num_stats_lose = 1;
2762    
2763 root 1.54 lost_a_stat = 0;
2764    
2765     for (z = 0; z < num_stats_lose; z++)
2766     {
2767     i = RANDOM () % NUM_STATS;
2768 root 1.11
2769 root 1.54 if (settings.stat_loss_on_death)
2770 root 1.18 {
2771 root 1.54 /* Pick a random stat and take a point off it. Tell the player
2772     * what he lost.
2773     */
2774     change_attr_value (&(op->stats), i, -1);
2775     check_stat_bounds (&(op->stats));
2776     change_attr_value (&(op->contr->orig_stats), i, -1);
2777     check_stat_bounds (&(op->contr->orig_stats));
2778     new_draw_info (NDI_UNIQUE, 0, op, lose_msg[i]);
2779     lost_a_stat = 1;
2780 root 1.18 }
2781     else
2782     {
2783 root 1.54 /* deplete a stat */
2784     archetype *deparch = archetype::find ("depletion");
2785     object *dep;
2786 root 1.11
2787 root 1.54 dep = present_arch_in_ob (deparch, op);
2788     if (!dep)
2789 root 1.18 {
2790 root 1.54 dep = arch_to_object (deparch);
2791     insert_ob_in_ob (dep, op);
2792 root 1.18 }
2793 root 1.54 lose_this_stat = 1;
2794     if (settings.balanced_stat_loss)
2795 root 1.18 {
2796 root 1.54 /* GD */
2797     /* Get the stat that we're about to deplete. */
2798     this_stat = get_attr_value (&(dep->stats), i);
2799     if (this_stat < 0)
2800     {
2801     int loss_chance = 1 + op->level / BALSL_LOSS_CHANCE_RATIO;
2802     int keep_chance = this_stat * this_stat;
2803 root 1.18
2804 root 1.54 /* Yes, I am paranoid. Sue me. */
2805     if (keep_chance < 1)
2806     keep_chance = 1;
2807 root 1.18
2808 root 1.54 /* There is a maximum depletion total per level. */
2809     if (this_stat < -1 - op->level / BALSL_MAX_LOSS_RATIO)
2810     {
2811     lose_this_stat = 0;
2812     /* Take loss chance vs keep chance to see if we
2813     retain the stat. */
2814     }
2815     else
2816     {
2817     if (random_roll (0, loss_chance + keep_chance - 1, op, PREFER_LOW) < keep_chance)
2818     lose_this_stat = 0;
2819     /* LOG(llevDebug, "Determining stat loss. Stat: %d Keep: %d Lose: %d Result: %s.\n",
2820     this_stat, keep_chance, loss_chance,
2821     lose_this_stat?"LOSE":"KEEP"); */
2822 root 1.11 }
2823     }
2824 root 1.54 }
2825 root 1.18
2826 root 1.54 if (lose_this_stat)
2827     {
2828     this_stat = get_attr_value (&(dep->stats), i);
2829     /* We could try to do something clever like find another
2830     * stat to reduce if this fails. But chances are, if
2831     * stats have been depleted to -50, all are pretty low
2832     * and should be roughly the same, so it shouldn't make a
2833     * difference.
2834     */
2835     if (this_stat >= -50)
2836 root 1.18 {
2837 root 1.54 change_attr_value (&(dep->stats), i, -1);
2838     SET_FLAG (dep, FLAG_APPLIED);
2839     new_draw_info (NDI_UNIQUE, 0, op, lose_msg[i]);
2840     op->update_stats ();
2841     lost_a_stat = 1;
2842 root 1.11 }
2843     }
2844     }
2845 root 1.54 }
2846     /* If no stat lost, tell the player. */
2847     if (!lost_a_stat)
2848     {
2849     /* determine_god() seems to not work sometimes... why is this?
2850     Should I be using something else? GD */
2851     const char *god = determine_god (op);
2852 root 1.18
2853 root 1.54 if (god && (strcmp (god, "none")))
2854     new_draw_info_format (NDI_UNIQUE, 0, op, "For a brief moment you feel the holy presence of %s protecting" " you.", god);
2855     else
2856     new_draw_info (NDI_UNIQUE, 0, op, "For a brief moment you feel a holy presence protecting you.");
2857     }
2858 root 1.28 #else
2859 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.");
2860 elmex 1.1 #endif
2861    
2862 root 1.54 /* Put a gravestone up where the character 'almost' died. List the
2863     * exp loss on the stone.
2864     */
2865     tmp = arch_to_object (archetype::find ("gravestone"));
2866     sprintf (buf, "%s's gravestone", &op->name);
2867     tmp->name = buf;
2868     sprintf (buf, "%s's gravestones", &op->name);
2869     tmp->name_pl = buf;
2870     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);
2871     tmp->msg = buf;
2872     tmp->x = op->x, tmp->y = op->y;
2873     insert_ob_in_map (tmp, op->map, NULL, 0);
2874    
2875     /**************************************/
2876     /* */
2877     /* Subtract the experience points, */
2878     /* if we died cause of food, give us */
2879     /* food, and reset HP's... */
2880     /* */
2881     /**************************************/
2882    
2883     /* remove any poisoning and confusion the character may be suffering. */
2884     /* restore player */
2885     at = archetype::find ("poisoning");
2886     tmp = present_arch_in_ob (at, op);
2887    
2888     if (tmp)
2889     {
2890     tmp->destroy ();
2891     new_draw_info (NDI_UNIQUE, 0, op, "Your body feels cleansed");
2892     }
2893    
2894     at = archetype::find ("confusion");
2895     tmp = present_arch_in_ob (at, op);
2896     if (tmp)
2897     {
2898     tmp->destroy ();
2899     new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer");
2900     }
2901    
2902     cure_disease (op, 0); /* remove any disease */
2903    
2904     /*add_exp(op, (op->stats.exp * -0.20)); */
2905     apply_death_exp_penalty (op);
2906     if (op->stats.food < 100)
2907     op->stats.food = 900;
2908     op->stats.hp = op->stats.maxhp;
2909     op->stats.sp = MAX (op->stats.sp, op->stats.maxsp);
2910     op->stats.grace = MAX (op->stats.grace, op->stats.maxgrace);
2911 root 1.11
2912 root 1.54 /*
2913     * Check to see if the player is in a shop. IF so, then check to see if
2914     * the player has any unpaid items. If so, remove them and put them back
2915     * in the map.
2916     */
2917 root 1.33
2918 root 1.54 if (is_in_shop (op))
2919     remove_unpaid_objects (op->inv, op);
2920 root 1.18
2921 root 1.54 /****************************************/
2922     /* */
2923     /* Move player to his current respawn- */
2924     /* position (usually last savebed) */
2925     /* */
2926     /****************************************/
2927 root 1.18
2928 root 1.54 enter_player_savebed (op);
2929 root 1.18
2930 root 1.54 op->contr->braced = 0;
2931 root 1.11
2932 root 1.54 /* it is possible that the player has blown something up
2933     * at his savebed location, and that can have long lasting
2934     * spell effects. So first see if there is a spell effect
2935     * on the space that might harm the player.
2936     */
2937     will_kill_again = 0;
2938     for (tmp = GET_MAP_OB (op->map, op->x, op->y); tmp; tmp = tmp->above)
2939     if (tmp->type == SPELL_EFFECT)
2940     will_kill_again |= tmp->attacktype;
2941 elmex 1.1
2942 root 1.54 if (will_kill_again)
2943 root 1.18 {
2944 root 1.54 object *force;
2945     int at;
2946 root 1.18
2947 root 1.54 force = get_archetype (FORCE_NAME);
2948     /* 50 ticks should be enough time for the spell to abate */
2949     force->speed = 0.1;
2950     force->speed_left = -5.0;
2951     SET_FLAG (force, FLAG_APPLIED);
2952     for (at = 0; at < NROFATTACKS; at++)
2953     if (will_kill_again & (1 << at))
2954     force->resist[at] = 100;
2955 root 1.30
2956 root 1.54 insert_ob_in_ob (force, op);
2957     op->update_stats ();
2958 root 1.30
2959 root 1.54 }
2960 root 1.18
2961 root 1.54 new_draw_info (NDI_UNIQUE, 0, op, "YOU HAVE DIED.");
2962 elmex 1.1 }
2963    
2964 root 1.18 void
2965     loot_object (object *op)
2966     { /* Grab and destroy some treasure */
2967     object *tmp, *tmp2, *next;
2968 elmex 1.1
2969 root 1.103 op->close_container (); /* close open sack first */
2970 elmex 1.1
2971 root 1.54 for (tmp = op->inv; tmp; tmp = next)
2972 root 1.18 {
2973     next = tmp->below;
2974 root 1.54
2975 elmex 1.50 if (tmp->invisible)
2976 root 1.18 continue;
2977 root 1.54
2978 root 1.32 tmp->remove ();
2979 root 1.18 tmp->x = op->x, tmp->y = op->y;
2980 root 1.103
2981 root 1.18 if (tmp->type == CONTAINER)
2982 root 1.103 loot_object (tmp); /* empty container to ground */
2983    
2984 root 1.99 if (!QUERY_FLAG (tmp, FLAG_UNIQUE) && (QUERY_FLAG (tmp, FLAG_STARTEQUIP) || QUERY_FLAG (tmp, FLAG_NO_DROP) || !(rndm (3))))
2985 root 1.18 {
2986     if (tmp->nrof > 1)
2987     {
2988     tmp2 = get_split_ob (tmp, 1 + RANDOM () % (tmp->nrof - 1));
2989 root 1.33 tmp2->destroy ();
2990 root 1.18 insert_ob_in_map (tmp, op->map, NULL, 0);
2991     }
2992     else
2993 root 1.33 tmp->destroy ();
2994 root 1.18 }
2995     else
2996     insert_ob_in_map (tmp, op->map, NULL, 0);
2997     }
2998 elmex 1.1 }
2999    
3000     /*
3001     * fix_weight(): Check recursively the weight of all players, and fix
3002     * what needs to be fixed. Refresh windows and fix speed if anything
3003     * was changed.
3004     */
3005 root 1.18 void
3006     fix_weight (void)
3007     {
3008 root 1.61 for_all_players (pl)
3009 root 1.18 {
3010     int old = pl->ob->carrying, sum = sum_weight (pl->ob);
3011    
3012     if (old == sum)
3013     continue;
3014 root 1.54 pl->ob->update_stats ();
3015 root 1.18 LOG (llevDebug, "Fixed inventory in %s (%d -> %d)\n", &pl->ob->name, old, sum);
3016     }
3017 elmex 1.1 }
3018    
3019 root 1.18 void
3020     fix_luck (void)
3021     {
3022 root 1.61 for_all_players (pl)
3023 root 1.52 if (!pl->ob->contr->ns->state)
3024 root 1.54 pl->ob->change_luck (0);
3025 elmex 1.1 }
3026    
3027     /* cast_dust() - handles op throwing objects of type 'DUST'.
3028     * This is much simpler in the new spell code - we basically
3029     * just treat this as any other spell casting object.
3030     */
3031 elmex 1.2 void
3032 root 1.18 cast_dust (object *op, object *throw_ob, int dir)
3033 elmex 1.2 {
3034     object *skop, *spob;
3035    
3036     skop = find_skill_by_name (op, throw_ob->skill);
3037    
3038     /* casting POTION 'dusts' is really a use_magic_item skill */
3039     if (op->type == PLAYER && throw_ob->type == POTION && !skop)
3040     {
3041 root 1.18 LOG (llevError, "Player %s lacks critical skill use_magic_item!\n", &op->name);
3042 elmex 1.2 return;
3043     }
3044    
3045     spob = throw_ob->inv;
3046    
3047     // elmex Tue Aug 15 17:19:46 CEST 2006: Added this check to
3048     // not pass NULL to cast_spell (which did indeed check itself, but
3049     // errors should be reported as early as possible IMHO)
3050     if (!spob)
3051     {
3052 root 1.18 LOG (llevError, "cast_dust: thrown object %s (by %s) had no spell in it!", &throw_ob->name, &op->name);
3053 elmex 1.2 return;
3054 elmex 1.1 }
3055    
3056 elmex 1.2 if (op->type == PLAYER)
3057 root 1.14 new_draw_info_format (NDI_UNIQUE, 0, op, "You cast %s.", &spob->name);
3058 elmex 1.2
3059     cast_spell (op, throw_ob, dir, spob, NULL);
3060    
3061 root 1.33 throw_ob->destroy ();
3062 elmex 1.1 }
3063    
3064 root 1.18 void
3065     make_visible (object *op)
3066     {
3067     op->hide = 0;
3068     op->invisible = 0;
3069     if (op->type == PLAYER)
3070     {
3071     op->contr->tmp_invis = 0;
3072     op->contr->invis_race = 0;
3073     }
3074     update_object (op, UP_OBJ_FACE);
3075     }
3076    
3077     int
3078     is_true_undead (object *op)
3079     {
3080     object *tmp = NULL;
3081    
3082     if (QUERY_FLAG (&op->arch->clone, FLAG_UNDEAD))
3083     return 1;
3084    
3085 elmex 1.1 return 0;
3086     }
3087    
3088     /* look at the surrounding terrain to determine
3089     * the hideability of this object. Positive levels
3090     * indicate greater hideability.
3091     */
3092    
3093 root 1.18 int
3094     hideability (object *ob)
3095     {
3096     int i, level = 0, mflag;
3097     sint16 x, y;
3098    
3099     if (!ob || !ob->map)
3100     return 0;
3101    
3102     /* so, on normal lighted maps, its hard to hide */
3103     level = ob->map->darkness - 2;
3104    
3105     /* this also picks up whether the object is glowing.
3106     * If you carry a light on a non-dark map, its not
3107     * as bad as carrying a light on a pitch dark map */
3108     if (has_carried_lights (ob))
3109     level = -(10 + (2 * ob->map->darkness));
3110    
3111     /* scan through all nearby squares for terrain to hide in */
3112     for (i = 0, x = ob->x, y = ob->y; i < 9; i++, x = ob->x + freearr_x[i], y = ob->y + freearr_y[i])
3113     {
3114     mflag = get_map_flags (ob->map, NULL, x, y, NULL, NULL);
3115     if (mflag & P_OUT_OF_MAP)
3116     {
3117     continue;
3118     }
3119     if (mflag & P_BLOCKSVIEW) /* something to hide near! */
3120     level += 2;
3121     else /* open terrain! */
3122     level -= 1;
3123 elmex 1.1 }
3124 root 1.18
3125 elmex 1.1 #if 0
3126 root 1.18 LOG (llevDebug, "hideability of %s is %d\n", ob->name, level);
3127 elmex 1.1 #endif
3128 root 1.18 return level;
3129 elmex 1.1 }
3130    
3131     /* For Hidden creatures - a chance of becoming 'unhidden'
3132     * every time they move - as we subtract off 'invisibility'
3133     * AND, for players, if they move into a ridiculously unhideable
3134     * spot (surrounded by clear terrain in broad daylight). -b.t.
3135     */
3136    
3137 root 1.18 void
3138     do_hidden_move (object *op)
3139     {
3140     int hide = 0, num = random_roll (0, 19, op, PREFER_LOW);
3141     object *skop;
3142    
3143     if (!op || !op->map)
3144     return;
3145    
3146     skop = find_obj_by_type_subtype (op, SKILL, SK_HIDING);
3147    
3148     /* its *extremely* hard to run and sneak/hide at the same time! */
3149     if (op->type == PLAYER && op->contr->run_on)
3150 root 1.85 if (!skop || num >= skop->level)
3151     {
3152     new_draw_info (NDI_UNIQUE, 0, op, "You ran too much! You are no longer hidden!");
3153     make_visible (op);
3154     return;
3155     }
3156     else
3157     num += 20;
3158    
3159 root 1.18 num += op->map->difficulty;
3160     hide = hideability (op); /* modify by terrain hidden level */
3161     num -= hide;
3162 root 1.85
3163 root 1.18 if ((op->type == PLAYER && hide < -10) || ((op->invisible -= num) <= 0))
3164     {
3165     make_visible (op);
3166     if (op->type == PLAYER)
3167     new_draw_info (NDI_UNIQUE, 0, op, "You moved out of hiding! You are visible!");
3168 elmex 1.1 }
3169 root 1.18 else if (op->type == PLAYER && skop)
3170 root 1.85 change_exp (op, calc_skill_exp (op, NULL, skop), skop->skill, 0);
3171 elmex 1.1 }
3172    
3173     /* determine if who is standing near a hostile creature. */
3174    
3175 root 1.18 int
3176     stand_near_hostile (object *who)
3177     {
3178     object *tmp = NULL;
3179     int i, friendly = 0, player = 0, mflags;
3180 root 1.25 maptile *m;
3181 root 1.18 sint16 x, y;
3182    
3183     if (!who)
3184     return 0;
3185    
3186     if (who->type == PLAYER)
3187     player = 1;
3188    
3189     else
3190     friendly = QUERY_FLAG (who, FLAG_FRIENDLY);
3191    
3192     /* search adjacent squares */
3193     for (i = 1; i < 9; i++)
3194     {
3195     x = who->x + freearr_x[i];
3196     y = who->y + freearr_y[i];
3197     m = who->map;
3198     mflags = get_map_flags (m, &m, x, y, &x, &y);
3199     /* space must be blocked if there is a monster. If not
3200     * blocked, don't need to check this space.
3201     */
3202     if (mflags & P_OUT_OF_MAP)
3203     continue;
3204     if (OB_TYPE_MOVE_BLOCK (who, GET_MAP_MOVE_BLOCK (m, x, y)))
3205     continue;
3206    
3207 root 1.49 for (tmp = GET_MAP_OB (m, x, y); tmp; tmp = tmp->above)
3208 root 1.18 {
3209     if ((player ||friendly) &&QUERY_FLAG (tmp, FLAG_MONSTER) && !QUERY_FLAG (tmp, FLAG_UNAGGRESSIVE))
3210     return 1;
3211     else if (tmp->type == PLAYER)
3212     {
3213     /*don't let a hidden DM prevent you from hiding */
3214     if (!QUERY_FLAG (tmp, FLAG_WIZ) || tmp->contr->hidden == 0)
3215 root 1.11 return 1;
3216 root 1.18 }
3217 root 1.11 }
3218 elmex 1.1 }
3219 root 1.18 return 0;
3220 elmex 1.1 }
3221    
3222     /* check the player los field for viewability of the
3223     * object op. This function works fine for monsters,
3224     * but we dont worry if the object isnt the top one in
3225     * a pile (say a coin under a table would return "viewable"
3226     * by this routine). Another question, should we be
3227     * concerned with the direction the player is looking
3228     * in? Realistically, most of use cant see stuff behind
3229     * our backs...on the other hand, does the "facing" direction
3230     * imply the way your head, or body is facing? Its possible
3231     * for them to differ. Sigh, this fctn could get a bit more complex.
3232     * -b.t.
3233     * This function is now map tiling safe.
3234     */
3235    
3236 root 1.18 int
3237     player_can_view (object *pl, object *op)
3238     {
3239     rv_vector rv;
3240     int dx, dy;
3241    
3242     if (pl->type != PLAYER)
3243     {
3244     LOG (llevError, "player_can_view() called for non-player object\n");
3245     return -1;
3246 elmex 1.1 }
3247 root 1.74
3248 root 1.18 if (!pl || !op)
3249 elmex 1.1 return 0;
3250 root 1.18
3251 root 1.74 op = op->head_ ();
3252    
3253 root 1.18 get_rangevector (pl, op, &rv, 0x1);
3254    
3255     /* starting with the 'head' part, lets loop
3256     * through the object and find if it has any
3257     * part that is in the los array but isnt on
3258     * a blocked los square.
3259     * we use the archetype to figure out offsets.
3260     */
3261     while (op)
3262     {
3263     dx = rv.distance_x + op->arch->clone.x;
3264     dy = rv.distance_y + op->arch->clone.y;
3265    
3266     /* only the viewable area the player sees is updated by LOS
3267     * code, so we need to restrict ourselves to that range of values
3268     * for any meaningful values.
3269     */
3270 root 1.52 if (FABS (dx) <= (pl->contr->ns->mapx / 2) &&
3271     FABS (dy) <= (pl->contr->ns->mapy / 2) &&
3272     !pl->contr->blocked_los[dx + (pl->contr->ns->mapx / 2)][dy + (pl->contr->ns->mapy / 2)])
3273 root 1.18 return 1;
3274     op = op->more;
3275     }
3276     return 0;
3277 elmex 1.1 }
3278    
3279     /* routine for both players and monsters. We call this when
3280     * there is a possibility for our action distrubing our hiding
3281     * place or invisiblity spell. Artefact invisiblity is not
3282     * effected by this. If we arent invisible to begin with, we
3283     * return 0.
3284     */
3285 root 1.18 int
3286     action_makes_visible (object *op)
3287     {
3288    
3289     if (op->invisible && QUERY_FLAG (op, FLAG_ALIVE))
3290     {
3291     if (QUERY_FLAG (op, FLAG_MAKE_INVIS))
3292     return 0;
3293    
3294     if (op->contr && op->contr->tmp_invis == 0)
3295     return 0;
3296 elmex 1.1
3297 root 1.18 /* If monsters, they should become visible */
3298     if (op->hide || !op->contr || (op->contr && op->contr->tmp_invis))
3299     {
3300     new_draw_info_format (NDI_UNIQUE, 0, op, "You become %s!", op->hide ? "unhidden" : "visible");
3301     return 1;
3302 root 1.11 }
3303 elmex 1.1 }
3304 root 1.18 return 0;
3305 elmex 1.1 }
3306    
3307     /* op_on_battleground - checks if the given object op (usually
3308     * a player) is standing on a valid battleground-tile,
3309     * function returns TRUE/FALSE. If true x, y returns the battleground
3310     * -exit-coord. (and if x, y not NULL)
3311     * 19 March 2005 - josh@woosworld.net modifed to check if the battleground also has slaying, maxhp, and maxsp set
3312     * and if those are all set and the player has a marker that matches the slaying send them to a different x, y
3313     * Default is to do the same as before, so only people wanting to have different points need worry about this
3314     */
3315 root 1.18 int
3316     op_on_battleground (object *op, int *x, int *y)
3317     {
3318 elmex 1.1 object *tmp;
3319 root 1.18
3320 elmex 1.1 /* A battleground-tile needs the following attributes to be valid:
3321     * is_floor 1 (has to be the FIRST floor beneath the player's feet),
3322     * name="battleground", no_pick 1, type=58 (type BATTLEGROUND)
3323     * and the exit-coordinates sp/hp must both be > 0.
3324     * => The intention here is to prevent abuse of the battleground-
3325     * feature (like pickable or hidden battleground tiles). */
3326 root 1.18 for (tmp = op->below; tmp != NULL; tmp = tmp->below)
3327     {
3328     if (QUERY_FLAG (tmp, FLAG_IS_FLOOR))
3329     {
3330     if (QUERY_FLAG (tmp, FLAG_NO_PICK) &&
3331     strcmp (tmp->name, "battleground") == 0 && tmp->type == BATTLEGROUND && EXIT_X (tmp) && EXIT_Y (tmp))
3332     {
3333     /*before we assign the exit, check if this is a teambattle */
3334     if (EXIT_ALT_X (tmp) && EXIT_ALT_Y (tmp) && EXIT_PATH (tmp))
3335     {
3336     object *invtmp;
3337    
3338     for (invtmp = op->inv; invtmp != NULL; invtmp = invtmp->below)
3339     {
3340     if (invtmp->type == FORCE && invtmp->slaying && !strcmp (EXIT_PATH (tmp), invtmp->slaying))
3341     {
3342     if (x != NULL && y != NULL)
3343     *x = EXIT_ALT_X (tmp), *y = EXIT_ALT_Y (tmp);
3344     return 1;
3345     }
3346     }
3347     }
3348     if (x != NULL && y != NULL)
3349     *x = EXIT_X (tmp), *y = EXIT_Y (tmp);
3350     return 1;
3351     }
3352     }
3353 elmex 1.1 }
3354     /* If we got here, did not find a battleground */
3355     return 0;
3356     }
3357    
3358     /*
3359     * When a dragon-player gains a new stage of evolution,
3360     * he gets some treasure
3361     *
3362     * attributes:
3363     * object *who the dragon player
3364     * int atnr the attack-number of the ability focus
3365     * int level ability level
3366     */
3367 root 1.18 void
3368     dragon_ability_gain (object *who, int atnr, int level)
3369     {
3370     treasurelist *trlist = NULL; /* treasurelist */
3371     treasure *tr; /* treasure */
3372     object *tmp, *skop; /* tmp. object */
3373     object *item; /* treasure object */
3374     char buf[MAX_BUF]; /* tmp. string buffer */
3375     int i = 0, j = 0;
3376    
3377     /* get the appropriate treasurelist */
3378     if (atnr == ATNR_FIRE)
3379     trlist = find_treasurelist ("dragon_ability_fire");
3380     else if (atnr == ATNR_COLD)
3381     trlist = find_treasurelist ("dragon_ability_cold");
3382     else if (atnr == ATNR_ELECTRICITY)
3383     trlist = find_treasurelist ("dragon_ability_elec");
3384     else if (atnr == ATNR_POISON)
3385     trlist = find_treasurelist ("dragon_ability_poison");
3386    
3387     if (trlist == NULL || who->type != PLAYER)
3388     return;
3389    
3390     for (i = 0, tr = trlist->items; tr != NULL && i < level - 1; tr = tr->next, i++);
3391    
3392 elmex 1.82 if (!tr || !tr->item)
3393 root 1.18 {
3394     /* LOG(llevDebug, "-> no more treasure for %s\n", change_resist_msg[atnr]); */
3395     return;
3396 elmex 1.1 }
3397    
3398 root 1.18 /* everything seems okay - now bring on the gift: */
3399     item = &(tr->item->clone);
3400 elmex 1.1
3401 root 1.18 if (item->type == SPELL)
3402     {
3403     if (check_spell_known (who, item->name))
3404 root 1.11 return;
3405 root 1.18
3406     new_draw_info_format (NDI_UNIQUE | NDI_BLUE, 0, who, "You gained the ability of %s", &item->name);
3407     do_learn_spell (who, item, 0);
3408     return;
3409 elmex 1.1 }
3410    
3411 root 1.18 /* grant direct spell */
3412     if (item->type == SPELLBOOK)
3413     {
3414     if (!item->inv)
3415     {
3416     LOG (llevDebug, "dragon_ability_gain: Broken spellbook %s\n", &item->name);
3417     return;
3418     }
3419     if (check_spell_known (who, item->inv->name))
3420     return;
3421     if (item->invisible)
3422     {
3423     new_draw_info_format (NDI_UNIQUE | NDI_BLUE, 0, who, "You gained the ability of %s", &item->inv->name);
3424     do_learn_spell (who, item->inv, 0);
3425     return;
3426 root 1.11 }
3427 root 1.18 }
3428     else if (item->type == SKILL_TOOL && item->invisible)
3429     {
3430     if (item->subtype == SK_CLAWING && (skop = find_skill_by_name (who, item->skill)) != NULL)
3431     {
3432    
3433     /* should this perhaps be (skop->attackyp & item->attacktype)!=item->attacktype ...
3434     * in this way, if the player is missing any of the attacktypes, he gets
3435     * them. As it is now, if the player has any that match the granted skill,
3436     * but not all of them, he gets nothing.
3437     */
3438     if (!(skop->attacktype & item->attacktype))
3439     {
3440     /* Give new attacktype */
3441     skop->attacktype |= item->attacktype;
3442    
3443     /* always add physical if there's none */
3444     skop->attacktype |= AT_PHYSICAL;
3445    
3446     if (item->msg != NULL)
3447     new_draw_info (NDI_UNIQUE | NDI_BLUE, 0, who, item->msg);
3448    
3449     /* Give player new face */
3450     if (item->animation_id)
3451     {
3452     who->face = skop->face;
3453     who->animation_id = item->animation_id;
3454     who->anim_speed = item->anim_speed;
3455     who->last_anim = 0;
3456     who->state = 0;
3457     animate_object (who, who->direction);
3458     }
3459     }
3460 root 1.11 }
3461 elmex 1.1 }
3462 root 1.18 else if (item->type == FORCE)
3463     {
3464     /* forces in the treasurelist can alter the player's stats */
3465     object *skin;
3466 elmex 1.1
3467 root 1.18 /* first get the dragon skin force */
3468 root 1.52 shstr_cmp dragon_skin_force ("dragon_skin_force");
3469     for (skin = who->inv; skin && !(skin->arch->name == dragon_skin_force); skin = skin->below)
3470     ;
3471    
3472     if (!skin)
3473 root 1.18 return;
3474    
3475     /* adding new spellpath attunements */
3476     if (item->path_attuned > 0 && !(skin->path_attuned & item->path_attuned))
3477     {
3478     skin->path_attuned |= item->path_attuned; /* add attunement to skin */
3479    
3480     /* print message */
3481     sprintf (buf, "You feel attuned to ");
3482     for (i = 0, j = 0; i < NRSPELLPATHS; i++)
3483     {
3484     if (item->path_attuned & (1 << i))
3485     {
3486     if (j)
3487     strcat (buf, " and ");
3488     else
3489     j = 1;
3490     strcat (buf, spellpathnames[i]);
3491     }
3492     }
3493     strcat (buf, ".");
3494     new_draw_info (NDI_UNIQUE | NDI_BLUE, 0, who, buf);
3495     }
3496    
3497     /* evtl. adding flags: */
3498     if (QUERY_FLAG (item, FLAG_XRAYS))
3499     SET_FLAG (skin, FLAG_XRAYS);
3500     if (QUERY_FLAG (item, FLAG_STEALTH))
3501     SET_FLAG (skin, FLAG_STEALTH);
3502     if (QUERY_FLAG (item, FLAG_SEE_IN_DARK))
3503     SET_FLAG (skin, FLAG_SEE_IN_DARK);
3504    
3505     /* print message if there is one */
3506     if (item->msg != NULL)
3507     new_draw_info (NDI_UNIQUE | NDI_BLUE, 0, who, item->msg);
3508     }
3509     else
3510     {
3511     /* generate misc. treasure */
3512     tmp = arch_to_object (tr->item);
3513     new_draw_info_format (NDI_UNIQUE | NDI_BLUE, 0, who, "You gained %s", query_short_name (tmp));
3514     tmp = insert_ob_in_ob (tmp, who);
3515     if (who->type == PLAYER)
3516     esrv_send_item (who, tmp);
3517 elmex 1.1 }
3518     }
3519    
3520     /**
3521     * Unready an object for a player. This function does nothing if the object was
3522     * not readied.
3523     */
3524 root 1.18 void
3525     player_unready_range_ob (player *pl, object *ob)
3526     {
3527 root 1.96 for (rangetype i = (rangetype) 0; i < range_size; i = (rangetype) ((int) i + 1))
3528     if (pl->ranges[i] == ob)
3529     {
3530     pl->ranges[i] = 0;
3531     if (pl->shoottype == i)
3532     pl->shoottype = range_none;
3533     }
3534 elmex 1.1 }
3535 root 1.101
3536     sint8
3537     player::visibility_at (maptile *map, int x, int y) const
3538     {
3539     if (!ns)
3540     return 0;
3541    
3542     int dx, dy;
3543     if (!adjacent_map (map, ns->current_map, &dx, &dy))
3544     return 0;
3545    
3546     x += dx - ns->current_x + ns->mapx / 2;
3547     y += dy - ns->current_y + ns->mapy / 2;
3548    
3549     if (!IN_RANGE_EXC (x, 0, ns->mapx) || !IN_RANGE_EXC (y, 0, ns->mapy))
3550     return 0;
3551    
3552     return 100 - blocked_los [x][y];
3553     }