ViewVC Help
View File | Revision Log | Show Annotations | Download File
/cvs/deliantra/server/server/player.C
Revision: 1.109
Committed: Sun Mar 18 03:05:40 2007 UTC (17 years, 2 months ago) by root
Content type: text/plain
Branch: MAIN
Changes since 1.108: +7 -9 lines
Log Message:
- reduce default output-sync to less than a second
- output-sync command now uses seconds as unit, not
  something users cannot even know.
- lots of useless const adjustments.

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 root 1.109 draw_ext_info_format (NDI_UNIQUE | NDI_GREEN, 0, op, MSG_TYPE_ADMIN, MSG_TYPE_ADMIN_NEWS, "INFORMATION: %s\n%s", (char *)"%s\n%s", subject, news); /*send previously read news */
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 root 1.109 MSG_TYPE_ADMIN, MSG_TYPE_ADMIN_NEWS, "INFORMATION: %s\n%s\n", (char *)"%s\n%s", subject, news);
150 root 1.18 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 1.105 if (ob)
297     ob->close_container (); //TODO: client-specific
298    
299 root 1.89 deactivate ();
300 root 1.62 }
301    
302 root 1.54 // the need for this function can be explained
303     // by load_object not returning the object
304     void
305     player::set_object (object *op)
306     {
307     ob = op;
308 root 1.104 ob->contr = this; /* this aren't yet in archetype */
309 root 1.15
310 root 1.54 ob->speed_left = 0.5;
311 root 1.104 ob->speed = 1.0;
312     ob->direction = 5; /* So player faces south */
313 root 1.54 }
314 root 1.15
315 root 1.54 player::player ()
316     {
317 pippijn 1.81 /* There are some elements we want initialised to non zero value -
318 root 1.54 * we deal with that below this point.
319     */
320 root 1.109 outputs_sync = 6; /* Every 2 seconds */
321     outputs_count = 10; /* Keeps present behaviour */
322 root 1.54 unapply = unapply_nochoice;
323    
324 root 1.77 savebed_map = first_map_path; /* Init. respawn position */
325 root 1.54
326     gen_sp_armour = 10;
327     shoottype = range_none;
328     bowtype = bow_normal;
329     petmode = pet_normal;
330     listening = 10;
331     usekeys = containers;
332     peaceful = 1; /* default peaceful */
333     do_los = 1;
334     }
335    
336 root 1.62 void
337     player::do_destroy ()
338 root 1.54 {
339 root 1.72 disconnect ();
340 root 1.62
341 root 1.72 attachable::do_destroy ();
342 root 1.62
343 root 1.54 if (ob)
344 root 1.69 {
345     ob->destroy_inv (false);
346     ob->destroy ();
347     }
348 root 1.62 }
349    
350     player::~player ()
351     {
352 root 1.54 /* Clear item stack */
353     free (stack_items);
354 elmex 1.1 }
355    
356 root 1.54 /* Tries to add player on the connection passed in ns.
357 elmex 1.1 * All we can really get in this is some settings like host and display
358     * mode.
359     */
360 root 1.54 player *
361     player::create ()
362 root 1.18 {
363 root 1.54 player *pl = new player;
364 root 1.38
365 root 1.54 pl->set_object (arch_to_object (get_player_archetype (0)));
366 root 1.104
367     pl->ob->roll_stats ();
368     pl->ob->stats.wc = 2;
369     pl->ob->run_away = 25; /* Then we panick... */
370    
371 root 1.76 set_first_map (pl->ob);
372 root 1.26
373 root 1.54 return pl;
374 elmex 1.1 }
375    
376     /*
377     * get_player_archetype() return next player archetype from archetype
378     * list. Not very efficient routine, but used only creating new players.
379     * Note: there MUST be at least one player archetype!
380     */
381 root 1.18 archetype *
382     get_player_archetype (archetype *at)
383 elmex 1.1 {
384 root 1.18 archetype *start = at;
385    
386     for (;;)
387     {
388     if (at == NULL || at->next == NULL)
389     at = first_archetype;
390     else
391     at = at->next;
392 root 1.46
393 root 1.18 if (at->clone.type == PLAYER)
394     return at;
395 root 1.46
396 root 1.18 if (at == start)
397     {
398     LOG (llevError, "No Player archetypes\n");
399     exit (-1);
400 root 1.11 }
401 elmex 1.1 }
402     }
403    
404 root 1.18 object *
405     get_nearest_player (object *mon)
406     {
407     object *op = NULL;
408     objectlink *ol;
409     unsigned lastdist;
410     rv_vector rv;
411    
412 root 1.92 for (ol = first_friendly_object, lastdist = 1000; ol; ol = ol->next)
413 root 1.18 {
414     /* We should not find free objects on this friendly list, but it
415     * does periodically happen. Given that, lets deal with it.
416     * While unlikely, it is possible the next object on the friendly
417     * list is also free, so encapsulate this in a while loop.
418     */
419     while (QUERY_FLAG (ol->ob, FLAG_FREED) || !QUERY_FLAG (ol->ob, FLAG_FRIENDLY))
420     {
421     object *tmp = ol->ob;
422    
423     /* Can't do much more other than log the fact, because the object
424     * itself will have been cleared.
425     */
426 root 1.92 LOG (llevDebug, "get_nearest_player: Found free/non friendly object '%s' on friendly list\n",
427     tmp->debug_desc ());
428 root 1.18 ol = ol->next;
429     remove_friendly_object (tmp);
430     if (!ol)
431     return op;
432     }
433 root 1.11
434 root 1.18 /* Remove special check for player from this. First, it looks to cause
435     * some crashes (ol->ob->contr not set properly?), but secondly, a more
436     * complicated method of state checking would be needed in any case -
437     * as it was, a clever player could type quit, and the function would
438     * skip them over while waiting for confirmation. Remove
439     * on_same_map check, as can_detect_enemy also does this
440     */
441     if (!can_detect_enemy (mon, ol->ob, &rv))
442     continue;
443 root 1.11
444 root 1.18 if (lastdist > rv.distance)
445     {
446     op = ol->ob;
447     lastdist = rv.distance;
448 root 1.11 }
449 elmex 1.1 }
450 root 1.61
451     for_all_players (pl)
452     if (can_detect_enemy (mon, pl->ob, &rv))
453     if (lastdist > rv.distance)
454 root 1.18 {
455 root 1.61 op = pl->ob;
456     lastdist = rv.distance;
457     }
458 elmex 1.1
459     #if 0
460 root 1.18 LOG (llevDebug, "get_nearest_player() finds player: %s\n", op ? &op->name : "(null)");
461 elmex 1.1 #endif
462 root 1.18 return op;
463 elmex 1.1 }
464    
465     /* I believe this can safely go to 2, 3 is questionable, 4 will likely
466     * result in a monster paths backtracking. It basically determines how large a
467     * detour a monster will take from the direction path when looking
468     * for a path to the player. The values are in the amount of direction
469     * the deviation is
470     */
471     #define DETOUR_AMOUNT 2
472    
473     /* This is used to prevent infinite loops. Consider a case where the
474     * player is in a chamber (with gate closed), and monsters are outside.
475     * with DETOUR_AMOUNT==2, the function will turn each corner, trying to
476     * find a path into the chamber. This is a good thing, but since there
477     * is no real path, it will just keep circling the chamber for
478     * ever (this could be a nice effect for monsters, but not for the function
479     * to get stuck in. I think for the monsters, if max is reached and
480     * we return the first direction the creature could move would result in the
481     * circling behaviour. Unfortunately, this function is also used to determined
482     * if the creature should cast a spell, so returning a direction in that case
483     * is probably not a good thing.
484     */
485     #define MAX_SPACES 50
486    
487     /*
488     * Returns the direction to the player, if valid. Returns 0 otherwise.
489     * modified to verify there is a path to the player. Does this by stepping towards
490     * player and if path is blocked then see if blockage is close enough to player that
491     * direction to player is changed (ie zig or zag). Continue zig zag until either
492     * reach player or path is blocked. Thus, will only return true if there is a free
493     * path to player. Though path may not be a straight line. Note that it will find
494     * player hiding along a corridor at right angles to the corridor with the monster.
495     *
496     * Modified by MSW 2001-08-06 to handle tiled maps. Various notes:
497     * 1) With DETOUR_AMOUNT being 2, it should still go and find players hiding
498     * down corriders.
499     * 2) I think the old code was broken if the first direction the monster
500     * should move was blocked - the code would store the first direction without
501     * verifying that the player can actually move in that direction. The new
502     * code does not store anything in firstdir until we have verified that the
503     * monster can in fact move one space in that direction.
504     * 3) I'm not sure how good this code will be for moving multipart monsters,
505     * since only simple checks to blocked are being called, which could mean the monster
506     * is blocking itself.
507     */
508 root 1.18 int
509     path_to_player (object *mon, object *pl, unsigned mindiff)
510     {
511     rv_vector rv;
512     sint16 x, y;
513     int lastx, lasty, dir, i, diff, firstdir = 0, lastdir, max = MAX_SPACES, mflags, blocked;
514 root 1.25 maptile *m, *lastmap;
515 root 1.18
516     get_rangevector (mon, pl, &rv, 0);
517    
518     if (rv.distance < mindiff)
519     return 0;
520    
521     x = mon->x;
522     y = mon->y;
523     m = mon->map;
524     dir = rv.direction;
525     lastdir = firstdir = rv.direction; /* perhaps we stand next to pl, init firstdir too */
526 root 1.100 diff = ::max (abs (rv.distance_x), abs (rv.distance_y));
527    
528 root 1.18 /* If we can't solve it within the search distance, return now. */
529     if (diff > max)
530     return 0;
531 root 1.100
532 root 1.18 while (diff > 1 && max > 0)
533     {
534     lastx = x;
535     lasty = y;
536     lastmap = m;
537     x = lastx + freearr_x[dir];
538     y = lasty + freearr_y[dir];
539    
540     mflags = get_map_flags (m, &m, x, y, &x, &y);
541     blocked = (mflags & P_OUT_OF_MAP) ? MOVE_ALL : GET_MAP_MOVE_BLOCK (m, x, y);
542    
543     /* Space is blocked - try changing direction a little */
544     if ((mflags & P_OUT_OF_MAP) || ((OB_TYPE_MOVE_BLOCK (mon, blocked) || (mflags & P_BLOCKSVIEW))
545     && (m == mon->map && blocked_link (mon, m, x, y))))
546     {
547     /* recalculate direction from last good location. Possible
548     * we were not traversing ideal location before.
549     */
550     get_rangevector_from_mapcoord (lastmap, lastx, lasty, pl, &rv, 0);
551     if (rv.direction != dir)
552     {
553     /* OK - says direction should be different - lets reset the
554     * the values so it will try again.
555     */
556     x = lastx;
557     y = lasty;
558     m = lastmap;
559     dir = firstdir = rv.direction;
560     }
561     else
562     {
563     /* direct path is blocked - try taking a side step to
564     * either the left or right.
565     * Note increase the values in the loop below to be
566     * more than -1/1 respectively will mean the monster takes
567     * bigger detour. Have to be careful about these values getting
568     * too big (3 or maybe 4 or higher) as the monster may just try
569     * stepping back and forth
570     */
571     for (i = -DETOUR_AMOUNT; i <= DETOUR_AMOUNT; i++)
572     {
573     if (i == 0)
574     continue; /* already did this, so skip it */
575     /* Use lastdir here - otherwise,
576     * since the direction that the creature should move in
577     * may change, you could get infinite loops.
578     * ie, player is northwest, but monster can only
579     * move west, so it does that. It goes some distance,
580     * gets blocked, finds that it should move north,
581     * can't do that, but now finds it can move east, and
582     * gets back to its original point. lastdir contains
583     * the last direction the creature has successfully
584     * moved.
585     */
586    
587     x = lastx + freearr_x[absdir (lastdir + i)];
588     y = lasty + freearr_y[absdir (lastdir + i)];
589     m = lastmap;
590     mflags = get_map_flags (m, &m, x, y, &x, &y);
591     if (mflags & P_OUT_OF_MAP)
592     continue;
593     blocked = GET_MAP_MOVE_BLOCK (m, x, y);
594     if (OB_TYPE_MOVE_BLOCK (mon, blocked))
595     continue;
596     if (mflags & P_BLOCKSVIEW)
597     continue;
598    
599     if (m == mon->map && blocked_link (mon, m, x, y))
600     break;
601     }
602     /* go through entire loop without finding a valid
603     * sidestep to take - thus, no valid path.
604     */
605     if (i == (DETOUR_AMOUNT + 1))
606     return 0;
607     diff--;
608     lastdir = dir;
609     max--;
610     if (!firstdir)
611     firstdir = dir + i;
612     } /* else check alternate directions */
613     } /* if blocked */
614     else
615     {
616     /* we moved towards creature, so diff is less */
617     diff--;
618     max--;
619     lastdir = dir;
620     if (!firstdir)
621     firstdir = dir;
622     }
623 root 1.100
624 root 1.18 if (diff <= 1)
625     {
626     /* Recalculate diff (distance) because we may not have actually
627     * headed toward player for entire distance.
628     */
629     get_rangevector_from_mapcoord (m, x, y, pl, &rv, 0);
630 root 1.100 diff = ::max (abs (rv.distance_x), abs (rv.distance_y));
631 root 1.18 }
632 root 1.100
633 root 1.18 if (diff > max)
634     return 0;
635     }
636 root 1.100
637 root 1.18 /* If we reached the max, didn't find a direction in time */
638     if (!max)
639     return 0;
640    
641     return firstdir;
642     }
643    
644     void
645     give_initial_items (object *pl, treasurelist * items)
646     {
647     object *op, *next = NULL;
648    
649     if (pl->randomitems != NULL)
650     create_treasure (items, pl, GT_STARTEQUIP | GT_ONLY_GOOD, 1, 0);
651    
652     for (op = pl->inv; op; op = next)
653     {
654     next = op->below;
655    
656     /* Forces get applied per default, unless they have the
657     * flag "neutral" set. Sorry but I can't think of a better way
658     */
659     if (op->type == FORCE && !QUERY_FLAG (op, FLAG_NEUTRAL))
660     SET_FLAG (op, FLAG_APPLIED);
661    
662     /* we never give weapons/armour if these cannot be used
663     * by this player due to race restrictions
664     */
665     if (pl->type == PLAYER)
666     {
667     if ((!QUERY_FLAG (pl, FLAG_USE_ARMOUR) &&
668     (op->type == ARMOUR || op->type == BOOTS ||
669     op->type == CLOAK || op->type == HELMET ||
670     op->type == SHIELD || op->type == GLOVES ||
671     op->type == BRACERS || op->type == GIRDLE)) || (!QUERY_FLAG (pl, FLAG_USE_WEAPON) && op->type == WEAPON))
672     {
673 root 1.33 op->destroy ();
674 root 1.18 continue;
675     }
676 root 1.11 }
677    
678 root 1.18 /* This really needs to be better - we should really give
679     * a substitute spellbook. The problem is that we don't really
680     * have a good idea what to replace it with (need something like
681     * a first level treasurelist for each skill.)
682     * remove duplicate skills also
683     */
684     if (op->type == SPELLBOOK || op->type == SKILL)
685     {
686     object *tmp;
687 elmex 1.1
688 root 1.18 for (tmp = op->below; tmp; tmp = tmp->below)
689     if (tmp->type == op->type && tmp->name == op->name)
690     break;
691 root 1.11
692 root 1.18 if (tmp)
693     {
694 root 1.33 op->destroy ();
695 root 1.18 LOG (llevError, "give_initial_items: Removing duplicate object %s\n", &tmp->name);
696     continue;
697 root 1.11 }
698 root 1.33
699 root 1.18 if (op->nrof > 1)
700     op->nrof = 1;
701 root 1.11 }
702 elmex 1.1
703 root 1.18 if (op->type == SPELLBOOK && op->inv)
704     {
705     CLEAR_FLAG (op->inv, FLAG_STARTEQUIP);
706 root 1.11 }
707    
708 root 1.18 /* Give starting characters identified, uncursed, and undamned
709     * items. Just don't identify gold or silver, or it won't be
710     * merged properly.
711     */
712     if (need_identify (op))
713     {
714     SET_FLAG (op, FLAG_IDENTIFIED);
715     CLEAR_FLAG (op, FLAG_CURSED);
716     CLEAR_FLAG (op, FLAG_DAMNED);
717     }
718     if (op->type == SPELL)
719     {
720 root 1.33 op->destroy ();
721 root 1.18 continue;
722     }
723     else if (op->type == SKILL)
724     {
725     SET_FLAG (op, FLAG_CAN_USE_SKILL);
726     op->stats.exp = 0;
727     op->level = 1;
728 root 1.11 }
729 root 1.18 /* lock all 'normal items by default */
730     else
731     SET_FLAG (op, FLAG_INV_LOCKED);
732     } /* for loop of objects in player inv */
733    
734     /* Need to set up the skill pointers */
735     link_player_skills (pl);
736     }
737    
738     void
739     get_party_password (object *op, partylist *party)
740     {
741     if (party == NULL)
742     {
743     LOG (llevError, "get_party_password(): tried to make player %s join a NULL party", &op->name);
744     return;
745 elmex 1.1 }
746 root 1.54
747 root 1.18 op->contr->write_buf[0] = '\0';
748 root 1.52 op->contr->ns->state = ST_GET_PARTY_PASSWORD;
749 root 1.18 op->contr->party_to_join = party;
750 root 1.52 send_query (op->contr->ns, CS_QUERY_HIDEINPUT, "What is the password?\n:");
751 elmex 1.1 }
752    
753     /* This rolls four 1-6 rolls and sums the best 3 of the 4. */
754 root 1.54 static int
755 root 1.18 roll_stat (void)
756     {
757     int a[4], i, j, k;
758    
759     for (i = 0; i < 4; i++)
760 root 1.99 a[i] = (int) rndm (6) + 1;
761 root 1.18
762     for (i = 0, j = 0, k = 7; i < 4; i++)
763     if (a[i] < k)
764     k = a[i], j = i;
765    
766     for (i = 0, k = 0; i < 4; i++)
767 root 1.54 if (i != j)
768     k += a[i];
769    
770 root 1.18 return k;
771     }
772    
773     void
774 root 1.54 object::roll_stats ()
775 root 1.18 {
776 root 1.54 int statsort [7];
777 root 1.18
778 root 1.54 for (;;)
779 root 1.18 {
780 root 1.54 int sum = 0;
781     for (int i = 7; i--; )
782     sum += statsort [i] = roll_stat ();
783    
784     if (sum >= 82 && sum <= 116)
785     break;
786 root 1.18 }
787    
788 root 1.54 // Sort the stats so that rerolling is easier...
789     std::sort (statsort, statsort + 7, std::greater<int>());
790 root 1.18
791 root 1.54 stats.Str = statsort[0];
792     stats.Dex = statsort[1];
793     stats.Con = statsort[2];
794     stats.Int = statsort[3];
795     stats.Wis = statsort[4];
796     stats.Pow = statsort[5];
797     stats.Cha = statsort[6];
798 root 1.18
799 root 1.54 stats.exp = 0;
800     stats.ac = 0;
801 root 1.18
802 root 1.54 stats.hp = stats.maxhp;
803     stats.sp = stats.maxsp;
804     stats.grace = stats.maxgrace;
805 root 1.18
806 root 1.54 if (contr)
807     {
808     contr->levhp[1] = 9;
809     contr->levsp[1] = 6;
810     contr->levgrace[1] = 3;
811 root 1.18
812 root 1.54 contr->orig_stats = stats;
813     }
814 root 1.18 }
815    
816     void
817 root 1.54 object::swap_stats (int a, int b)
818 root 1.18 {
819 root 1.54 int tmp = get_attr_value (&contr->orig_stats, a);
820     set_attr_value (&contr->orig_stats, a, get_attr_value (&contr->orig_stats, b));
821     set_attr_value (&contr->orig_stats, b, tmp);
822 elmex 1.1
823 root 1.54 stats.Str = contr->orig_stats.Str;
824     stats.Dex = contr->orig_stats.Dex;
825     stats.Con = contr->orig_stats.Con;
826     stats.Int = contr->orig_stats.Int;
827     stats.Wis = contr->orig_stats.Wis;
828     stats.Pow = contr->orig_stats.Pow;
829     stats.Cha = contr->orig_stats.Cha;
830 elmex 1.1
831 root 1.54 //TODO: the following code looks so borked and should, at the very least,
832     // be merged with the similar code in roll_stats
833     stats.ac = 0;
834 elmex 1.1
835 root 1.54 level = 1;
836     stats.exp = 0;
837     stats.ac = 0;
838 elmex 1.1
839 root 1.54 stats.hp = stats.maxhp;
840     stats.sp = stats.maxsp;
841     stats.grace = stats.maxgrace;
842 elmex 1.1
843 root 1.54 if (contr)
844 root 1.18 {
845 root 1.54 contr->levhp[1] = 9;
846     contr->levsp[1] = 6;
847     contr->levgrace[1] = 3;
848 root 1.18
849 root 1.54 contr->orig_stats = stats;
850 elmex 1.1 }
851     }
852    
853 root 1.73 static void
854     start_info (object *op)
855     {
856     char buf[MAX_BUF];
857    
858     sprintf (buf, "Welcome to Crossfire v%s!", VERSION);
859     new_draw_info (NDI_UNIQUE, 0, op, buf);
860     //new_draw_info (NDI_UNIQUE, 0, op, "Press `?' for help");
861     //new_draw_info (NDI_UNIQUE, 0, op, " ");
862     }
863    
864 elmex 1.1 /* This function takes the key that is passed, and does the
865     * appropriate action with it (change race, or other things).
866     * The function name is for historical reasons - now we have
867     * separate race and class; this actually changes the RACE,
868     * not the class.
869     */
870 root 1.18 int
871     key_change_class (object *op, char key)
872 elmex 1.1 {
873 root 1.18 int tmp_loop;
874 elmex 1.1
875 root 1.18 if (key == 'd' || key == 'D')
876     {
877     char buf[MAX_BUF];
878 elmex 1.1
879 root 1.18 /* this must before then initial items are given */
880     esrv_new_player (op->contr, op->weight + op->carrying);
881 elmex 1.36
882     treasurelist *tl = find_treasurelist ("starting_wealth");
883     if (tl)
884     create_treasure (tl, op, 0, 0, 0);
885 elmex 1.1
886 root 1.18 INVOKE_PLAYER (BIRTH, op->contr);
887     INVOKE_PLAYER (LOGIN, op->contr);
888 elmex 1.1
889 root 1.52 op->contr->ns->state = ST_PLAYING;
890 root 1.11
891 root 1.18 if (op->msg)
892     op->msg = NULL;
893 elmex 1.1
894 root 1.18 /* We create this now because some of the unique maps will need it
895     * to save here.
896     */
897     sprintf (buf, "%s/%s/%s", settings.localdir, settings.playerdir, &op->name);
898     make_path_to_file (buf);
899 elmex 1.1
900 root 1.18 start_info (op);
901     CLEAR_FLAG (op, FLAG_WIZ);
902     give_initial_items (op, op->randomitems);
903     link_player_skills (op);
904     esrv_send_inventory (op, op);
905 root 1.54 op->update_stats ();
906 elmex 1.1
907 root 1.18 /* This moves the player to a different start map, if there
908     * is one for this race
909     */
910     if (*first_map_ext_path)
911     {
912     object *tmp;
913     char mapname[MAX_BUF];
914    
915 root 1.77 snprintf (mapname, MAX_BUF - 1, "%s/%s", &first_map_ext_path, &op->arch->name);
916 root 1.33 tmp = object::create ();
917 root 1.18 EXIT_PATH (tmp) = mapname;
918 root 1.77 EXIT_X (tmp) = op->x;
919     EXIT_Y (tmp) = op->y;
920 root 1.74 op->enter_exit (tmp); /* we don't really care if it succeeded;
921 elmex 1.1 * if the map isn't there, then stay on the
922     * default initial map */
923 root 1.33 tmp->destroy ();
924 elmex 1.1 }
925 root 1.18 else
926 root 1.46 LOG (llevDebug, "first_map_ext_path not set\n");
927    
928 root 1.18 return 0;
929 elmex 1.1 }
930    
931 root 1.18 /* Following actually changes the race - this is the default command
932     * if we don't match with one of the options above.
933     */
934    
935     tmp_loop = 0;
936     while (!tmp_loop)
937     {
938     shstr name = op->name;
939     int x = op->x, y = op->y;
940    
941 root 1.54 op->remove_statbonus ();
942 root 1.32 op->remove ();
943 root 1.18 op->arch = get_player_archetype (op->arch);
944 root 1.33 op->arch->clone.copy_to (op);
945 root 1.18 op->instantiate ();
946     op->stats = op->contr->orig_stats;
947     op->name = op->name_pl = name;
948     op->x = x;
949     op->y = y;
950     SET_ANIMATION (op, 2); /* So player faces south */
951     insert_ob_in_map (op, op->map, op, 0);
952 root 1.21 assign (op->contr->title, op->arch->clone.name);
953 root 1.54 op->add_statbonus ();
954 root 1.18 tmp_loop = allowed_class (op);
955     }
956 root 1.19
957 root 1.18 update_object (op, UP_OBJ_FACE);
958     esrv_update_item (UPD_FACE, op, op);
959 root 1.54 op->update_stats ();
960 root 1.18 op->stats.hp = op->stats.maxhp;
961     op->stats.sp = op->stats.maxsp;
962     op->stats.grace = 0;
963 root 1.21
964 root 1.18 if (op->msg)
965     new_draw_info (NDI_BLUE, 0, op, op->msg);
966 root 1.21
967 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");
968 root 1.18 return 0;
969 elmex 1.1 }
970    
971 root 1.18 void
972     flee_player (object *op)
973     {
974     int dir, diff;
975     rv_vector rv;
976    
977     if (op->stats.hp < 0)
978     {
979     LOG (llevDebug, "Fleeing player is dead.\n");
980     CLEAR_FLAG (op, FLAG_SCARED);
981     return;
982 elmex 1.1 }
983    
984 root 1.18 if (op->enemy == NULL)
985     {
986     LOG (llevDebug, "Fleeing player had no enemy.\n");
987     CLEAR_FLAG (op, FLAG_SCARED);
988     return;
989 elmex 1.1 }
990    
991 root 1.18 /* Seen some crashes here. Since we don't store an
992     * op->enemy_count, it is possible that something destroys the
993     * actual enemy, and the object is recycled.
994     */
995     if (op->enemy->map == NULL)
996     {
997     CLEAR_FLAG (op, FLAG_SCARED);
998     op->enemy = NULL;
999     return;
1000 elmex 1.1 }
1001    
1002 root 1.18 if (!(random_roll (0, 4, op, PREFER_LOW)) && did_make_save (op, op->level, 0))
1003     {
1004     op->enemy = NULL;
1005     CLEAR_FLAG (op, FLAG_SCARED);
1006     return;
1007 elmex 1.1 }
1008 root 1.49
1009 root 1.18 get_rangevector (op, op->enemy, &rv, 0);
1010    
1011     dir = absdir (4 + rv.direction);
1012     for (diff = 0; diff < 3; diff++)
1013     {
1014     int m = 1 - (RANDOM () & 2);
1015 elmex 1.1
1016 root 1.18 if (move_ob (op, absdir (dir + diff * m), op) || (diff == 0 && move_ob (op, absdir (dir - diff * m), op)))
1017 root 1.49 return;
1018 elmex 1.1 }
1019 root 1.49
1020 root 1.18 /* Cornered, get rid of scared */
1021     CLEAR_FLAG (op, FLAG_SCARED);
1022     op->enemy = NULL;
1023 elmex 1.1 }
1024    
1025    
1026     /* check_pick sees if there is stuff to be picked up/picks up stuff.
1027     * IT returns 1 if the player should keep on moving, 0 if he should
1028     * stop.
1029     */
1030 root 1.18 int
1031     check_pick (object *op)
1032     {
1033 elmex 1.1 object *tmp, *next;
1034     int stop = 0;
1035 pippijn 1.106 int wvratio;
1036     char putstring[128];
1037 elmex 1.1
1038     /* if you're flying, you cna't pick up anything */
1039     if (op->move_type & MOVE_FLYING)
1040     return 1;
1041    
1042     next = op->below;
1043    
1044     /* loop while there are items on the floor that are not marked as
1045     * destroyed */
1046 root 1.24 while (next && !next->destroyed ())
1047 root 1.18 {
1048     tmp = next;
1049     next = tmp->below;
1050 elmex 1.1
1051 root 1.24 if (op->destroyed ())
1052 elmex 1.1 return 0;
1053    
1054 root 1.18 if (!can_pick (op, tmp))
1055     continue;
1056 elmex 1.1
1057 root 1.18 if (op->contr->search_str[0] != '\0' && settings.search_items == TRUE)
1058     {
1059     if (item_matched_string (op, tmp, op->contr->search_str))
1060     pick_up (op, tmp);
1061     continue;
1062 root 1.11 }
1063    
1064 root 1.18 /* high not bit set? We're using the old autopickup model */
1065     if (!(op->contr->mode & PU_NEWMODE))
1066 root 1.11 {
1067 root 1.18 switch (op->contr->mode)
1068 root 1.11 {
1069 root 1.20 case 0:
1070     return 1; /* don't pick up */
1071     case 1:
1072     pick_up (op, tmp);
1073     return 1;
1074     case 2:
1075     pick_up (op, tmp);
1076     return 0;
1077     case 3:
1078     return 0; /* stop before pickup */
1079     case 4:
1080     pick_up (op, tmp);
1081     break;
1082     case 5:
1083     pick_up (op, tmp);
1084     stop = 1;
1085     break;
1086     case 6:
1087     if (QUERY_FLAG (tmp, FLAG_KNOWN_MAGICAL) && !QUERY_FLAG (tmp, FLAG_KNOWN_CURSED))
1088 root 1.18 pick_up (op, tmp);
1089 root 1.20 break;
1090    
1091     case 7:
1092     if (tmp->type == MONEY || tmp->type == GEM)
1093 root 1.18 pick_up (op, tmp);
1094 root 1.20 break;
1095    
1096     default:
1097     /* use value density */
1098     if (!QUERY_FLAG (tmp, FLAG_UNPAID)
1099     && (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1))) >= op->contr->mode)
1100 root 1.18 pick_up (op, tmp);
1101 root 1.11 }
1102     }
1103 root 1.18 else
1104     { /* old model */
1105     /* NEW pickup handling */
1106     if (op->contr->mode & PU_DEBUG)
1107     {
1108     /* some debugging code to figure out item information */
1109     if (tmp->name != NULL)
1110     sprintf (putstring, "item name: %s item type: %d weight/value: %d",
1111     &tmp->name, tmp->type, (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1))));
1112     else
1113     sprintf (putstring, "item name: %s item type: %d weight/value: %d",
1114     &tmp->arch->name, tmp->type, (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1))));
1115    
1116     new_draw_info (NDI_UNIQUE, 0, op, putstring);
1117 root 1.58 }
1118 elmex 1.1
1119 root 1.18 /* philosophy:
1120     * It's easy to grab an item type from a pile, as long as it's
1121     * generic. This takes no game-time. For more detailed pickups
1122 root 1.58 * and selections, select-items should be used. This is a
1123 root 1.18 * grab-as-you-run type mode that's really useful for arrows for
1124     * example.
1125     * The drawback: right now it has no frontend, so you need to
1126     * stick the bits you want into a calculator in hex mode and then
1127     * convert to decimal and then 'pickup <#>
1128     */
1129    
1130     /* the first two modes are exclusive: if NOTHING we return, if
1131     * STOP then we stop. All the rest are applied sequentially,
1132     * meaning if any test passes, the item gets picked up. */
1133    
1134     /* if mode is set to pick nothing up, return */
1135    
1136     if (op->contr->mode & PU_NOTHING)
1137     return 1;
1138    
1139     /* if mode is set to stop when encountering objects, return */
1140     /* take STOP before INHIBIT since it doesn't actually pick
1141     * anything up */
1142    
1143     if (op->contr->mode & PU_STOP)
1144     return 0;
1145    
1146     /* useful for going into stores and not losing your settings... */
1147     /* and for battles wher you don't want to get loaded down while
1148     * fighting */
1149     if (op->contr->mode & PU_INHIBIT)
1150     return 1;
1151    
1152     /* prevent us from turning into auto-thieves :) */
1153     if (QUERY_FLAG (tmp, FLAG_UNPAID))
1154     continue;
1155    
1156     /* ignore known cursed objects */
1157     if (QUERY_FLAG (tmp, FLAG_KNOWN_CURSED) && op->contr->mode & PU_NOT_CURSED)
1158     continue;
1159    
1160     /* all food and drink if desired */
1161     /* question: don't pick up known-poisonous stuff? */
1162     if (op->contr->mode & PU_FOOD)
1163     if (tmp->type == FOOD)
1164     {
1165     pick_up (op, tmp);
1166     continue;
1167     }
1168 root 1.29
1169 root 1.18 if (op->contr->mode & PU_DRINK)
1170     if (tmp->type == DRINK || (tmp->type == POISON && !QUERY_FLAG (tmp, FLAG_KNOWN_CURSED)))
1171     {
1172     pick_up (op, tmp);
1173     continue;
1174     }
1175    
1176     if (op->contr->mode & PU_POTION)
1177     if (tmp->type == POTION)
1178     {
1179     pick_up (op, tmp);
1180     continue;
1181     }
1182    
1183     /* spellbooks, skillscrolls and normal books/scrolls */
1184     if (op->contr->mode & PU_SPELLBOOK)
1185     if (tmp->type == SPELLBOOK)
1186     {
1187     pick_up (op, tmp);
1188     continue;
1189     }
1190 root 1.29
1191 root 1.18 if (op->contr->mode & PU_SKILLSCROLL)
1192     if (tmp->type == SKILLSCROLL)
1193     {
1194     pick_up (op, tmp);
1195     continue;
1196     }
1197 root 1.29
1198 root 1.18 if (op->contr->mode & PU_READABLES)
1199     if (tmp->type == BOOK || tmp->type == SCROLL)
1200     {
1201     pick_up (op, tmp);
1202     continue;
1203     }
1204    
1205     /* wands/staves/rods/horns */
1206     if (op->contr->mode & PU_MAGIC_DEVICE)
1207     if (tmp->type == WAND || tmp->type == ROD || tmp->type == HORN)
1208     {
1209     pick_up (op, tmp);
1210     continue;
1211     }
1212    
1213     /* pick up all magical items */
1214     if (op->contr->mode & PU_MAGICAL)
1215     if (QUERY_FLAG (tmp, FLAG_KNOWN_MAGICAL) && !QUERY_FLAG (tmp, FLAG_KNOWN_CURSED))
1216     {
1217     pick_up (op, tmp);
1218     continue;
1219     }
1220    
1221     if (op->contr->mode & PU_VALUABLES)
1222     {
1223     if (tmp->type == MONEY || tmp->type == GEM)
1224     {
1225     pick_up (op, tmp);
1226     continue;
1227     }
1228     }
1229    
1230     /* rings & amulets - talismans seems to be typed AMULET */
1231     if (op->contr->mode & PU_JEWELS)
1232     if (tmp->type == RING || tmp->type == AMULET)
1233     {
1234     pick_up (op, tmp);
1235 root 1.29 continue;
1236     }
1237    
1238     /* we don't forget dragon food */
1239     if (op->contr->mode & PU_FLESH)
1240     if (tmp->type == FLESH)
1241     {
1242     pick_up (op, tmp);
1243 root 1.18 continue;
1244     }
1245    
1246     /* bows and arrows. Bows are good for selling! */
1247     if (op->contr->mode & PU_BOW)
1248     if (tmp->type == BOW)
1249     {
1250     pick_up (op, tmp);
1251     continue;
1252     }
1253 root 1.29
1254 root 1.18 if (op->contr->mode & PU_ARROW)
1255     if (tmp->type == ARROW)
1256     {
1257     pick_up (op, tmp);
1258     continue;
1259     }
1260    
1261     /* all kinds of armor etc. */
1262     if (op->contr->mode & PU_ARMOUR)
1263     if (tmp->type == ARMOUR)
1264     {
1265     pick_up (op, tmp);
1266     continue;
1267     }
1268 root 1.29
1269 root 1.18 if (op->contr->mode & PU_HELMET)
1270     if (tmp->type == HELMET)
1271     {
1272     pick_up (op, tmp);
1273     continue;
1274     }
1275 root 1.29
1276 root 1.18 if (op->contr->mode & PU_SHIELD)
1277     if (tmp->type == SHIELD)
1278     {
1279     pick_up (op, tmp);
1280     continue;
1281     }
1282 root 1.29
1283 root 1.18 if (op->contr->mode & PU_BOOTS)
1284     if (tmp->type == BOOTS)
1285     {
1286     pick_up (op, tmp);
1287     continue;
1288     }
1289 root 1.29
1290 root 1.18 if (op->contr->mode & PU_GLOVES)
1291     if (tmp->type == GLOVES)
1292     {
1293     pick_up (op, tmp);
1294     continue;
1295     }
1296 root 1.29
1297 root 1.18 if (op->contr->mode & PU_CLOAK)
1298     if (tmp->type == CLOAK)
1299     {
1300     pick_up (op, tmp);
1301     continue;
1302     }
1303 elmex 1.1
1304 root 1.18 /* hoping to catch throwing daggers here */
1305     if (op->contr->mode & PU_MISSILEWEAPON)
1306     if (tmp->type == WEAPON && QUERY_FLAG (tmp, FLAG_IS_THROWN))
1307     {
1308     pick_up (op, tmp);
1309     continue;
1310     }
1311 elmex 1.1
1312 root 1.18 /* careful: chairs and tables are weapons! */
1313     if (op->contr->mode & PU_ALLWEAPON)
1314     {
1315     if (tmp->type == WEAPON && tmp->name != NULL)
1316     {
1317     if (strstr (tmp->name, "table") == NULL && strstr (tmp->arch->name, "table") == NULL &&
1318     strstr (tmp->name, "chair") && strstr (tmp->arch->name, "chair") == NULL)
1319     {
1320     pick_up (op, tmp);
1321     continue;
1322     }
1323     }
1324 root 1.29
1325 root 1.18 if (tmp->type == WEAPON && tmp->name == NULL)
1326     {
1327     if (strstr (tmp->arch->name, "table") == NULL && strstr (tmp->arch->name, "chair") == NULL)
1328     {
1329     pick_up (op, tmp);
1330     continue;
1331     }
1332     }
1333     }
1334 elmex 1.1
1335 root 1.18 /* misc stuff that's useful */
1336     if (op->contr->mode & PU_KEY)
1337     if (tmp->type == KEY || tmp->type == SPECIAL_KEY)
1338     {
1339     pick_up (op, tmp);
1340     continue;
1341     }
1342 elmex 1.1
1343 root 1.18 /* any of the last 4 bits set means we use the ratio for value
1344     * pickups */
1345     if (op->contr->mode & PU_RATIO)
1346     {
1347     /* use value density to decide what else to grab */
1348     /* >=7 was >= op->contr->mode */
1349     /* >=7 is the old standard setting. Now we take the last 4 bits
1350     * and multiply them by 5, giving 0..15*5== 5..75 */
1351     wvratio = (op->contr->mode & PU_RATIO) * 5;
1352     if ((query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1))) >= (unsigned int) wvratio)
1353     {
1354     pick_up (op, tmp);
1355 elmex 1.1 #if 0
1356 root 1.18 fprintf (stderr, "HIGH WEIGHT/VALUE [");
1357     if (tmp->name != NULL)
1358     {
1359     fprintf (stderr, "%s", tmp->name);
1360     }
1361     else
1362     fprintf (stderr, "%s", tmp->arch->name);
1363     fprintf (stderr, ",%d] = ", tmp->type);
1364     fprintf (stderr, "%d\n", (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1))));
1365 elmex 1.1 #endif
1366 root 1.18 continue;
1367     }
1368     }
1369     } /* the new pickup model */
1370     }
1371 root 1.29
1372 root 1.18 return !stop;
1373 elmex 1.1 }
1374    
1375     /*
1376     * Find an arrow in the inventory and after that
1377     * in the right type container (quiver). Pointer to the
1378     * found object is returned.
1379     */
1380 root 1.18 object *
1381     find_arrow (object *op, const char *type)
1382 elmex 1.1 {
1383 root 1.103 object *tmp = 0;
1384 elmex 1.1
1385 root 1.18 for (op = op->inv; op; op = op->below)
1386     if (!tmp && op->type == CONTAINER && op->race == type && QUERY_FLAG (op, FLAG_APPLIED))
1387     tmp = find_arrow (op, type);
1388     else if (op->type == ARROW && op->race == type)
1389     return op;
1390 root 1.103
1391 root 1.18 return tmp;
1392 elmex 1.1 }
1393    
1394     /*
1395     * Similar to find_arrow, but looks for (roughly) the best arrow to use
1396     * against the target. A full test is not performed, simply a basic test
1397     * of resistances. The archer is making a quick guess at what he sees down
1398     * the hall. Failing that it does it's best to pick the highest plus arrow.
1399     */
1400 root 1.18 object *
1401     find_better_arrow (object *op, object *target, const char *type, int *better)
1402 elmex 1.1 {
1403 root 1.18 object *tmp = NULL, *arrow, *ntmp;
1404     int attacknum, attacktype, betterby = 0, i;
1405 elmex 1.1
1406 root 1.18 if (!type)
1407     return NULL;
1408 elmex 1.1
1409 root 1.18 for (arrow = op->inv; arrow; arrow = arrow->below)
1410     {
1411     if (arrow->type == CONTAINER && arrow->race == type && QUERY_FLAG (arrow, FLAG_APPLIED))
1412     {
1413     i = 0;
1414     ntmp = find_better_arrow (arrow, target, type, &i);
1415     if (i > betterby)
1416     {
1417     tmp = ntmp;
1418     betterby = i;
1419     }
1420     }
1421     else if (arrow->type == ARROW && arrow->race == type)
1422     {
1423     /* allways prefer assasination/slaying */
1424     if (target->race != NULL && arrow->slaying != NULL && strstr (arrow->slaying, target->race))
1425     {
1426     if (arrow->attacktype & AT_DEATH)
1427     {
1428     *better = 100;
1429     return arrow;
1430     }
1431     else
1432     {
1433     tmp = arrow;
1434     betterby = (arrow->magic + arrow->stats.dam) * 2;
1435     }
1436     }
1437     else
1438     {
1439     for (attacknum = 0; attacknum < NROFATTACKS; attacknum++)
1440     {
1441     attacktype = 1 << attacknum;
1442     if ((arrow->attacktype & attacktype) && (target->arch->clone.resist[attacknum]) < 0)
1443     if (((arrow->magic + arrow->stats.dam) * (100 - target->arch->clone.resist[attacknum]) / 100) > betterby)
1444     {
1445     tmp = arrow;
1446     betterby = (arrow->magic + arrow->stats.dam) * (100 - target->arch->clone.resist[attacknum]) / 100;
1447     }
1448 root 1.11 }
1449 root 1.18 if ((2 + arrow->magic + arrow->stats.dam) > betterby)
1450     {
1451     tmp = arrow;
1452     betterby = 2 + arrow->magic + arrow->stats.dam;
1453 root 1.11 }
1454 root 1.18 if (arrow->title && (1 + arrow->magic + arrow->stats.dam) > betterby)
1455     {
1456     tmp = arrow;
1457     betterby = 1 + arrow->magic + arrow->stats.dam;
1458 root 1.11 }
1459     }
1460     }
1461 elmex 1.1 }
1462 root 1.18 if (tmp == NULL && arrow == NULL)
1463     return find_arrow (op, type);
1464 elmex 1.1
1465 root 1.18 *better = betterby;
1466     return tmp;
1467 elmex 1.1 }
1468    
1469     /* looks in a given direction, finds the first valid target, and calls
1470     * find_better_arrow to find a decent arrow to use.
1471     * op = the shooter
1472     * type = bow->race
1473     * dir = fire direction
1474     */
1475    
1476 root 1.18 object *
1477     pick_arrow_target (object *op, const char *type, int dir)
1478 elmex 1.1 {
1479 root 1.18 object *tmp = NULL;
1480 root 1.25 maptile *m;
1481 root 1.18 int i, mflags, found, number;
1482     sint16 x, y;
1483    
1484     if (op->map == NULL)
1485     return find_arrow (op, type);
1486    
1487     /* do a dex check */
1488     number = (die_roll (2, 40, op, PREFER_LOW) - 2) / 2;
1489     if (number > (op->stats.Dex + (op->chosen_skill ? op->chosen_skill->level : op->level)))
1490     return find_arrow (op, type);
1491    
1492     m = op->map;
1493     x = op->x;
1494     y = op->y;
1495    
1496     /* find the first target */
1497     for (i = 0, found = 0; i < 20; i++)
1498     {
1499     x += freearr_x[dir];
1500     y += freearr_y[dir];
1501     mflags = get_map_flags (m, &m, x, y, &x, &y);
1502     if (mflags & P_OUT_OF_MAP || mflags & P_BLOCKSVIEW)
1503     {
1504     tmp = NULL;
1505     break;
1506     }
1507     else if (GET_MAP_MOVE_BLOCK (m, x, y) == MOVE_FLY_LOW)
1508     {
1509     /* This block presumes arrows and the like are MOVE_FLY_SLOW -
1510     * perhaps a bad assumption.
1511     */
1512     tmp = NULL;
1513     break;
1514 root 1.11 }
1515 root 1.18 if (mflags & P_IS_ALIVE)
1516     {
1517     for (tmp = GET_MAP_OB (m, x, y); tmp; tmp = tmp->above)
1518     if (QUERY_FLAG (tmp, FLAG_ALIVE))
1519     {
1520     found++;
1521 root 1.11 break;
1522 root 1.18 }
1523     if (found)
1524     break;
1525 root 1.11 }
1526 elmex 1.1 }
1527 root 1.18 if (tmp == NULL)
1528     return find_arrow (op, type);
1529 elmex 1.1
1530 root 1.18 if (tmp->head)
1531     tmp = tmp->head;
1532 elmex 1.1
1533 root 1.18 return find_better_arrow (op, tmp, type, &i);
1534 elmex 1.1 }
1535    
1536     /*
1537     * Creature fires a bow - op can be monster or player. Returns
1538     * 1 if bow was actually fired, 0 otherwise.
1539     * op is the object firing the bow.
1540     * part is for multipart creatures - the part firing the bow.
1541     * dir is the direction of fire.
1542     * wc_mod is any special modifier to give (used in special player fire modes)
1543     * sx, sy are coordinates to fire arrow from - also used in some of the special
1544     * player fire modes.
1545     */
1546 root 1.18 int
1547     fire_bow (object *op, object *part, object *arrow, int dir, int wc_mod, sint16 sx, sint16 sy)
1548 elmex 1.1 {
1549 root 1.18 object *left, *bow;
1550     int bowspeed, mflags;
1551 root 1.25 maptile *m;
1552 elmex 1.1
1553 root 1.18 if (!dir)
1554     {
1555     new_draw_info (NDI_UNIQUE, 0, op, "You can't shoot yourself!");
1556     return 0;
1557 elmex 1.1 }
1558 root 1.48
1559 root 1.18 if (op->type == PLAYER)
1560     bow = op->contr->ranges[range_bow];
1561     else
1562     {
1563     for (bow = op->inv; bow; bow = bow->below)
1564     /* Don't check for applied - monsters don't apply bows - in that way, they
1565     * don't need to switch back and forth between bows and weapons.
1566     */
1567     if (bow->type == BOW)
1568     break;
1569 root 1.11
1570 root 1.18 if (!bow)
1571     {
1572     LOG (llevError, "Range: bow without activated bow (%s).\n", &op->name);
1573     return 0;
1574 root 1.11 }
1575 elmex 1.1 }
1576 root 1.48
1577 root 1.18 if (!bow->race || !bow->skill)
1578     {
1579     new_draw_info_format (NDI_UNIQUE, 0, op, "Your %s is broken.", &bow->name);
1580     return 0;
1581 elmex 1.1 }
1582    
1583 root 1.18 bowspeed = bow->stats.sp + dex_bonus[op->stats.Dex];
1584 elmex 1.1
1585 root 1.18 /* penalize ROF for bestarrow */
1586     if (op->type == PLAYER && op->contr->bowtype == bow_bestarrow)
1587     bowspeed -= dex_bonus[op->stats.Dex] + 5;
1588 root 1.48
1589 root 1.18 if (bowspeed < 1)
1590     bowspeed = 1;
1591    
1592     if (arrow == NULL)
1593     {
1594     if ((arrow = find_arrow (op, bow->race)) == NULL)
1595     {
1596     if (op->type == PLAYER)
1597     new_draw_info_format (NDI_UNIQUE, 0, op, "You have no %s left.", &bow->race);
1598     /* FLAG_READY_BOW will get reset if the monsters picks up some arrows */
1599     else
1600     CLEAR_FLAG (op, FLAG_READY_BOW);
1601     return 0;
1602 root 1.11 }
1603 elmex 1.1 }
1604 root 1.48
1605 root 1.18 mflags = get_map_flags (op->map, &m, sx, sy, &sx, &sy);
1606     if (mflags & P_OUT_OF_MAP)
1607 root 1.48 return 0;
1608    
1609 root 1.18 if (GET_MAP_MOVE_BLOCK (m, sx, sy) == MOVE_FLY_LOW)
1610     {
1611     new_draw_info (NDI_UNIQUE, 0, op, "Something is in the way.");
1612     return 0;
1613     }
1614    
1615     /* this should not happen, but sometimes does */
1616     if (arrow->nrof == 0)
1617     {
1618 root 1.33 arrow->destroy ();
1619 root 1.18 return 0;
1620     }
1621    
1622     left = arrow; /* these are arrows left to the player */
1623     arrow = get_split_ob (arrow, 1);
1624 root 1.48 if (!arrow)
1625 root 1.18 {
1626     new_draw_info_format (NDI_UNIQUE, 0, op, "You have no %s left.", &bow->race);
1627     return 0;
1628 elmex 1.1 }
1629 root 1.48
1630 root 1.34 arrow->set_owner (op);
1631 root 1.18 arrow->skill = bow->skill;
1632     arrow->direction = dir;
1633    
1634     if (op->type == PLAYER)
1635     {
1636     op->speed_left = 0.01 - (float) FABS (op->speed) * 100 / bowspeed;
1637 root 1.54 op->update_stats ();
1638 elmex 1.1 }
1639    
1640 root 1.18 SET_ANIMATION (arrow, arrow->direction);
1641     arrow->stats.sp = arrow->stats.wc; /* save original wc and dam */
1642     arrow->stats.hp = arrow->stats.dam;
1643     arrow->stats.grace = arrow->attacktype;
1644     if (arrow->slaying != NULL)
1645 root 1.40 arrow->spellarg = strdup (arrow->slaying);
1646 root 1.18
1647     /* Note that this was different for monsters - they got their level
1648     * added to the damage. I think the strength bonus is more proper.
1649     */
1650    
1651     arrow->stats.dam += (QUERY_FLAG (bow, FLAG_NO_STRENGTH) ? 0 : dam_bonus[op->stats.Str]) + bow->stats.dam + bow->magic + arrow->magic;
1652    
1653     /* update the speed */
1654     arrow->speed = (float) ((QUERY_FLAG (bow, FLAG_NO_STRENGTH) ?
1655     0 : dam_bonus[op->stats.Str]) + bow->magic + arrow->magic) / 5.0 + (float) bow->stats.dam / 7.0;
1656    
1657 root 1.67 arrow->set_speed (max (arrow->speed, 1.0));
1658 root 1.18 arrow->speed_left = 0;
1659    
1660     if (op->type == PLAYER)
1661     {
1662     arrow->stats.wc = 20 - bow->magic - arrow->magic -
1663     (op->chosen_skill ? op->chosen_skill->level : op->level) -
1664     dex_bonus[op->stats.Dex] - thaco_bonus[op->stats.Str] - arrow->stats.wc - bow->stats.wc + wc_mod;
1665    
1666     arrow->level = op->chosen_skill ? op->chosen_skill->level : op->level;
1667 elmex 1.1 }
1668 root 1.18 else
1669     {
1670     arrow->stats.wc = op->stats.wc - bow->magic - arrow->magic - arrow->stats.wc + wc_mod;
1671     arrow->level = op->level;
1672 elmex 1.1 }
1673 root 1.24
1674 root 1.18 if (arrow->attacktype == AT_PHYSICAL)
1675     arrow->attacktype |= bow->attacktype;
1676 root 1.24
1677 root 1.48 if (bow->slaying)
1678 root 1.18 arrow->slaying = bow->slaying;
1679    
1680     arrow->move_type = MOVE_FLY_LOW;
1681     arrow->move_on = MOVE_FLY_LOW | MOVE_WALK;
1682    
1683     play_sound_map (op->map, op->x, op->y, SOUND_FIRE_ARROW);
1684 root 1.70 m->insert (arrow, sx, sy, op);
1685 root 1.18
1686 root 1.24 if (!arrow->destroyed ())
1687 root 1.18 move_arrow (arrow);
1688 elmex 1.1
1689 root 1.18 if (op->type == PLAYER)
1690     {
1691 root 1.24 if (left->destroyed ())
1692     esrv_del_item (op->contr, left->count);
1693 root 1.18 else
1694     esrv_send_item (op, left);
1695 elmex 1.1 }
1696 root 1.24
1697 root 1.18 return 1;
1698 elmex 1.1 }
1699    
1700     /* Special fire code for players - this takes into
1701     * account the special fire modes players can have
1702     * but monsters can't. Putting that code here
1703     * makes the fire_bow code much cleaner.
1704     * this function should only be called if 'op' is a player,
1705     * hence the function name.
1706     */
1707 root 1.18 int
1708     player_fire_bow (object *op, int dir)
1709 elmex 1.1 {
1710 root 1.18 int ret = 0, wcmod = 0;
1711    
1712     if (op->contr->bowtype == bow_bestarrow)
1713     {
1714     ret = fire_bow (op, op, pick_arrow_target (op, op->contr->ranges[range_bow]->race, dir), dir, 0, op->x, op->y);
1715     }
1716     else if (op->contr->bowtype >= bow_n && op->contr->bowtype <= bow_nw)
1717     {
1718     if (!similar_direction (dir, op->contr->bowtype - bow_n + 1))
1719     wcmod = -1;
1720 root 1.74
1721 root 1.18 ret = fire_bow (op, op, NULL, op->contr->bowtype - bow_n + 1, wcmod, op->x, op->y);
1722     }
1723     else if (op->contr->bowtype == bow_threewide)
1724     {
1725     ret = fire_bow (op, op, NULL, dir, 0, op->x, op->y);
1726     ret |= fire_bow (op, op, NULL, dir, -5, op->x + freearr_x[absdir (dir + 2)], op->y + freearr_y[absdir (dir + 2)]);
1727     ret |= fire_bow (op, op, NULL, dir, -5, op->x + freearr_x[absdir (dir - 2)], op->y + freearr_y[absdir (dir - 2)]);
1728     }
1729     else if (op->contr->bowtype == bow_spreadshot)
1730     {
1731     ret |= fire_bow (op, op, NULL, dir, 0, op->x, op->y);
1732     ret |= fire_bow (op, op, NULL, absdir (dir - 1), -5, op->x, op->y);
1733     ret |= fire_bow (op, op, NULL, absdir (dir + 1), -5, op->x, op->y);
1734 elmex 1.1
1735     }
1736 root 1.18 else
1737     {
1738     /* Simple case */
1739     ret = fire_bow (op, op, NULL, dir, 0, op->x, op->y);
1740     }
1741     return ret;
1742 elmex 1.1 }
1743    
1744    
1745     /* Fires a misc (wand/rod/horn) object in 'dir'.
1746     * Broken apart from 'fire' to keep it more readable.
1747     */
1748 root 1.18 void
1749     fire_misc_object (object *op, int dir)
1750 elmex 1.1 {
1751 root 1.18 object *item;
1752 elmex 1.1
1753 root 1.18 if (!op->contr->ranges[range_misc])
1754     {
1755     new_draw_info (NDI_UNIQUE, 0, op, "You have range item readied.");
1756     return;
1757 elmex 1.1 }
1758    
1759 root 1.18 item = op->contr->ranges[range_misc];
1760     if (!item->inv)
1761     {
1762     LOG (llevError, "Object %s lacks a spell\n", &item->name);
1763     return;
1764 elmex 1.1 }
1765 root 1.18 if (item->type == WAND)
1766     {
1767     if (item->stats.food <= 0)
1768     {
1769     play_sound_player_only (op->contr, SOUND_WAND_POOF, 0, 0);
1770     new_draw_info_format (NDI_UNIQUE, 0, op, "The %s goes poof.", query_base_name (item, 0));
1771     return;
1772 root 1.11 }
1773 root 1.18 }
1774     else if (item->type == ROD || item->type == HORN)
1775     {
1776     if (item->stats.hp < MAX (item->inv->stats.sp, item->inv->stats.grace))
1777     {
1778     play_sound_player_only (op->contr, SOUND_WAND_POOF, 0, 0);
1779     if (item->type == ROD)
1780     new_draw_info_format (NDI_UNIQUE, 0, op, "The %s whines for a while, but nothing happens.", query_base_name (item, 0));
1781     else
1782     new_draw_info_format (NDI_UNIQUE, 0, op, "The %s needs more time to charge.", query_base_name (item, 0));
1783     return;
1784 root 1.11 }
1785 elmex 1.1 }
1786    
1787 root 1.18 if (cast_spell (op, item, dir, item->inv, NULL))
1788     {
1789     SET_FLAG (op, FLAG_BEEN_APPLIED); /* You now know something about it */
1790     if (item->type == WAND)
1791     {
1792     if (!(--item->stats.food))
1793     {
1794     object *tmp;
1795    
1796     if (item->arch)
1797     {
1798     CLEAR_FLAG (item, FLAG_ANIMATE);
1799     item->face = item->arch->clone.face;
1800 root 1.67 item->set_speed (0);
1801 root 1.11 }
1802 root 1.67
1803 root 1.49 if ((tmp = item->in_player ()))
1804 root 1.18 esrv_update_item (UPD_ANIM, tmp, item);
1805 root 1.11 }
1806     }
1807 root 1.18 else if (item->type == ROD || item->type == HORN)
1808 root 1.67 drain_rod_charge (item);
1809 elmex 1.1 }
1810     }
1811    
1812     /* Received a fire command for the player - go and do it.
1813     */
1814 root 1.18 void
1815     fire (object *op, int dir)
1816     {
1817     int spellcost = 0;
1818 elmex 1.1
1819 root 1.18 /* check for loss of invisiblity/hide */
1820     if (action_makes_visible (op))
1821     make_visible (op);
1822 elmex 1.1
1823 root 1.18 switch (op->contr->shoottype)
1824     {
1825 root 1.20 case range_none:
1826     return;
1827 elmex 1.1
1828 root 1.20 case range_bow:
1829     player_fire_bow (op, dir);
1830     return;
1831 elmex 1.1
1832 root 1.20 case range_magic: /* Casting spells */
1833     spellcost = (cast_spell (op, op, dir, op->contr->ranges[range_magic], op->contr->spellparam[0] ? op->contr->spellparam : 0));
1834     return;
1835 elmex 1.1
1836 root 1.20 case range_misc:
1837     fire_misc_object (op, dir);
1838     return;
1839 root 1.11
1840 root 1.20 case range_golem: /* Control summoned monsters from scrolls */
1841 root 1.30 if (QUERY_FLAG (op->contr->ranges[range_golem], FLAG_REMOVED))
1842 root 1.20 {
1843 root 1.30 op->contr->ranges[range_golem] = 0;
1844 root 1.20 op->contr->shoottype = range_none;
1845     }
1846     else
1847     control_golem (op->contr->ranges[range_golem], dir);
1848     return;
1849 root 1.11
1850 root 1.20 case range_skill:
1851     if (!op->chosen_skill)
1852     {
1853     if (op->type == PLAYER)
1854     new_draw_info (NDI_UNIQUE, 0, op, "You have no applicable skill to use.");
1855     return;
1856     }
1857 root 1.92
1858     do_skill (op, op, op->chosen_skill, dir, NULL);
1859 root 1.20 return;
1860     case range_builder:
1861     apply_map_builder (op, dir);
1862     return;
1863     default:
1864     new_draw_info (NDI_UNIQUE, 0, op, "Illegal shoot type.");
1865     return;
1866 elmex 1.1 }
1867     }
1868    
1869     /* find_key
1870     * We try to find a key for the door as passed. If we find a key
1871     * and successfully use it, we return the key, otherwise NULL
1872     * This function merges both normal and locked door, since the logic
1873     * for both is the same - just the specific key is different.
1874     * pl is the player,
1875     * inv is the objects inventory to searched
1876     * door is the door we are trying to match against.
1877     * This function can be called recursively to search containers.
1878     */
1879 root 1.18 object *
1880     find_key (object *pl, object *container, object *door)
1881 elmex 1.1 {
1882 root 1.18 object *tmp, *key;
1883 elmex 1.1
1884 root 1.18 /* Should not happen, but sanity checking is never bad */
1885 root 1.103 if (!container->inv)
1886     return 0;
1887 elmex 1.1
1888 root 1.18 /* First, lets try to find a key in the top level inventory */
1889 root 1.103 for (tmp = container->inv; tmp; tmp = tmp->below)
1890 root 1.18 {
1891     if (door->type == DOOR && tmp->type == KEY)
1892     break;
1893     /* For sanity, we should really check door type, but other stuff
1894     * (like containers) can be locked with special keys
1895     */
1896     if (tmp->slaying && tmp->type == SPECIAL_KEY && tmp->slaying == door->slaying)
1897     break;
1898     }
1899 root 1.103
1900 root 1.18 /* No key found - lets search inventories now */
1901     /* If we find and use a key in an inventory, return at that time.
1902     * otherwise, if we search all the inventories and still don't find
1903     * a key, return
1904     */
1905     if (!tmp)
1906     {
1907 root 1.103 for (tmp = container->inv; tmp; tmp = tmp->below)
1908 root 1.18 {
1909     /* No reason to search empty containers */
1910     if (tmp->type == CONTAINER && tmp->inv)
1911     {
1912 root 1.103 if ((key = find_key (pl, tmp, door)))
1913 root 1.18 return key;
1914     }
1915     }
1916 root 1.103
1917 root 1.18 if (!tmp)
1918     return NULL;
1919 elmex 1.1 }
1920 root 1.103
1921 root 1.18 /* We get down here if we have found a key. Now if its in a container,
1922     * see if we actually want to use it
1923     */
1924     if (pl != container)
1925     {
1926     /* Only let players use keys in containers */
1927     if (!pl->contr)
1928     return NULL;
1929     /* cases where this fails:
1930     * If we only search the player inventory, return now since we
1931     * are not in the players inventory.
1932     * If the container is not active, return now since only active
1933     * containers can be used.
1934     * If we only search keyrings and the container does not have
1935     * a race/isn't a keyring.
1936     * No checking for all containers - to fall through past here,
1937     * inv must have been an container and must have been active.
1938     *
1939     * Change the color so that the message doesn't disappear with
1940     * all the others.
1941     */
1942     if (pl->contr->usekeys == key_inventory ||
1943     !QUERY_FLAG (container, FLAG_APPLIED) ||
1944     (pl->contr->usekeys == keyrings && (!container->race || strcmp (container->race, "keys"))))
1945     {
1946     new_draw_info_format (NDI_UNIQUE | NDI_BROWN, 0, pl,
1947     "The %s in your %s vibrates as you approach the door", query_name (tmp), query_name (container));
1948     return NULL;
1949 root 1.11 }
1950 elmex 1.1 }
1951 root 1.103
1952 root 1.18 return tmp;
1953 elmex 1.1 }
1954    
1955     /* moved door processing out of move_player_attack.
1956     * returns 1 if player has opened the door with a key
1957     * such that the caller should not do anything more,
1958     * 0 otherwise
1959     */
1960 root 1.18 static int
1961     player_attack_door (object *op, object *door)
1962 elmex 1.1 {
1963 root 1.18 /* If its a door, try to find a use a key. If we do destroy the door,
1964     * might as well return immediately as there is nothing more to do -
1965     * otherwise, we fall through to the rest of the code.
1966     */
1967     object *key = find_key (op, op, door);
1968    
1969     /* IF we found a key, do some extra work */
1970     if (key)
1971     {
1972     object *container = key->env;
1973    
1974     play_sound_map (op->map, op->x, op->y, SOUND_OPEN_DOOR);
1975     if (action_makes_visible (op))
1976     make_visible (op);
1977     if (door->inv && (door->inv->type == RUNE || door->inv->type == TRAP))
1978     spring_trap (door->inv, op);
1979 root 1.103
1980 root 1.18 if (door->type == DOOR)
1981 root 1.103 hit_player (door, 9998, op, AT_PHYSICAL, 1); /* Break through the door */
1982 root 1.18 else if (door->type == LOCKED_DOOR)
1983     {
1984     new_draw_info_format (NDI_UNIQUE, NDI_BROWN, op, "You open the door with the %s", query_short_name (key));
1985     remove_door2 (door); /* remove door without violence ;-) */
1986     }
1987 root 1.103
1988 root 1.18 /* Do this after we print the message */
1989     decrease_ob (key); /* Use up one of the keys */
1990     /* Need to update the weight the container the key was in */
1991     if (container != op)
1992     esrv_update_item (UPD_WEIGHT, op, container);
1993 root 1.103
1994 root 1.18 return 1; /* Nothing more to do below */
1995     }
1996     else if (door->type == LOCKED_DOOR)
1997     {
1998     /* Might as well return now - no other way to open this */
1999     new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, door->msg);
2000     return 1;
2001 elmex 1.1 }
2002 root 1.103
2003 root 1.18 return 0;
2004 elmex 1.1 }
2005    
2006     /* This function is just part of a breakup from move_player.
2007     * It should keep the code cleaner.
2008     * When this is called, the players direction has been updated
2009     * (taking into account confusion.) The player is also actually
2010     * going to try and move (not fire weapons).
2011     */
2012 root 1.18 void
2013     move_player_attack (object *op, int dir)
2014 elmex 1.1 {
2015 root 1.18 object *tmp, *mon;
2016     sint16 nx, ny;
2017     int on_battleground;
2018 root 1.25 maptile *m;
2019 root 1.18
2020     nx = freearr_x[dir] + op->x;
2021     ny = freearr_y[dir] + op->y;
2022    
2023 root 1.49 on_battleground = op_on_battleground (op, 0, 0);
2024 root 1.18
2025     /* If braced, or can't move to the square, and it is not out of the
2026     * map, attack it. Note order of if statement is important - don't
2027     * want to be calling move_ob if braced, because move_ob will move the
2028     * player. This is a pretty nasty hack, because if we could
2029     * move to some space, it then means that if we are braced, we should
2030     * do nothing at all. As it is, if we are braced, we go through
2031     * quite a bit of processing. However, it probably is less than what
2032     * move_ob uses.
2033     */
2034     if ((op->contr->braced || !move_ob (op, dir, op)) && !out_of_map (op->map, nx, ny))
2035     {
2036     if (OUT_OF_REAL_MAP (op->map, nx, ny))
2037     {
2038 root 1.85 m = op->map->xy_find (nx, ny);
2039 root 1.18 if (!m)
2040     return; /* Don't think this should happen */
2041     }
2042     else
2043     m = op->map;
2044    
2045 root 1.85 if (!(tmp = m->at (nx, ny).bot))
2046     return;
2047 root 1.11
2048 root 1.49 mon = 0;
2049 root 1.18 /* Go through all the objects, and find ones of interest. Only stop if
2050     * we find a monster - that is something we know we want to attack.
2051     * if its a door or barrel (can roll) see if there may be monsters
2052     * on the space
2053     */
2054 root 1.49 while (tmp)
2055 root 1.18 {
2056     if (tmp == op)
2057     {
2058     tmp = tmp->above;
2059     continue;
2060 root 1.11 }
2061 root 1.27
2062 root 1.18 if (QUERY_FLAG (tmp, FLAG_ALIVE))
2063     {
2064     mon = tmp;
2065     break;
2066 root 1.11 }
2067 root 1.27
2068 root 1.18 if (tmp->type == LOCKED_DOOR || QUERY_FLAG (tmp, FLAG_CAN_ROLL))
2069     mon = tmp;
2070 root 1.27
2071 root 1.18 tmp = tmp->above;
2072     }
2073    
2074 root 1.49 if (!mon) /* This happens anytime the player tries to move */
2075 root 1.18 return; /* into a wall */
2076    
2077 root 1.49 if (mon->head)
2078 root 1.18 mon = mon->head;
2079    
2080     if ((mon->type == DOOR && mon->stats.hp >= 0) || (mon->type == LOCKED_DOOR))
2081     if (player_attack_door (op, mon))
2082     return;
2083    
2084     /* The following deals with possibly attacking peaceful
2085     * or frienddly creatures. Basically, all players are considered
2086     * unaggressive. If the moving player has peaceful set, then the
2087     * object should be pushed instead of attacked. It is assumed that
2088     * if you are braced, you will not attack friends accidently,
2089     * and thus will not push them.
2090     */
2091 root 1.11
2092 root 1.18 /* If the creature is a pet, push it even if the player is not
2093     * peaceful. Our assumption is the creature is a pet if the
2094     * player owns it and it is either friendly or unagressive.
2095     */
2096     if ((op->type == PLAYER)
2097 elmex 1.1 #if COZY_SERVER
2098 root 1.18 &&
2099 root 1.34 ((mon->owner && mon->owner->contr
2100     && same_party (mon->owner->contr->party, op->contr->party)) || mon->owner == op)
2101 elmex 1.1 #else
2102 root 1.34 && mon->owner == op
2103 elmex 1.1 #endif
2104 root 1.18 && (QUERY_FLAG (mon, FLAG_UNAGGRESSIVE) || QUERY_FLAG (mon, FLAG_FRIENDLY)))
2105 root 1.11 {
2106 root 1.18 /* If we're braced, we don't want to switch places with it */
2107     if (op->contr->braced)
2108 root 1.11 return;
2109 root 1.85
2110 root 1.18 play_sound_map (op->map, op->x, op->y, SOUND_PUSH_PLAYER);
2111     (void) push_ob (mon, dir, op);
2112     if (op->contr->tmp_invis || op->hide)
2113     make_visible (op);
2114 root 1.85
2115 root 1.18 return;
2116 root 1.11 }
2117    
2118 root 1.18 /* in certain circumstances, you shouldn't attack friendly
2119     * creatures. Note that if you are braced, you can't push
2120     * someone, but put it inside this loop so that you won't
2121     * attack them either.
2122     */
2123     if ((mon->type == PLAYER || mon->enemy != op) &&
2124     (mon->type == PLAYER || QUERY_FLAG (mon, FLAG_UNAGGRESSIVE) || QUERY_FLAG (mon, FLAG_FRIENDLY)) && (
2125 elmex 1.1 #ifdef PROHIBIT_PLAYERKILL
2126 root 1.49 (op->contr->peaceful
2127     || (mon->type == PLAYER
2128     && mon->contr->
2129     peaceful)) &&
2130 elmex 1.1 #else
2131 root 1.49 op->contr->peaceful &&
2132 elmex 1.1 #endif
2133 root 1.49 !on_battleground))
2134 root 1.18 {
2135     if (!op->contr->braced)
2136     {
2137     play_sound_map (op->map, op->x, op->y, SOUND_PUSH_PLAYER);
2138 root 1.85 push_ob (mon, dir, op);
2139 root 1.18 }
2140     else
2141 root 1.49 new_draw_info (0, 0, op, "You withhold your attack");
2142    
2143 root 1.18 if (op->contr->tmp_invis || op->hide)
2144     make_visible (op);
2145 root 1.11 }
2146 elmex 1.1
2147 root 1.18 /* If the object is a boulder or other rollable object, then
2148     * roll it if not braced. You can't roll it if you are braced.
2149     */
2150     else if (QUERY_FLAG (mon, FLAG_CAN_ROLL) && (!op->contr->braced))
2151     {
2152     recursive_roll (mon, dir, op);
2153     if (action_makes_visible (op))
2154     make_visible (op);
2155 root 1.11 }
2156    
2157 root 1.18 /* Any generic living creature. Including things like doors.
2158     * Way it works is like this: First, it must have some hit points
2159     * and be living. Then, it must be one of the following:
2160     * 1) Not a player, 2) A player, but of a different party. Note
2161     * that party_number -1 is no party, so attacks can still happen.
2162     */
2163     else if ((mon->stats.hp >= 0) && QUERY_FLAG (mon, FLAG_ALIVE) &&
2164     ((mon->type != PLAYER || op->contr->party == NULL || op->contr->party != mon->contr->party)))
2165     {
2166 elmex 1.1
2167 root 1.18 /* If the player hasn't hit something this tick, and does
2168     * so, give them speed boost based on weapon speed. Doing
2169     * it here is better than process_players2, which basically
2170     * incurred a 1 tick offset.
2171     */
2172     if (!op->contr->has_hit)
2173     {
2174     op->speed_left += op->speed / op->contr->weapon_sp;
2175 root 1.11
2176 root 1.18 op->contr->has_hit = 1; /* The last action was to hit, so use weapon_sp */
2177 root 1.11 }
2178    
2179 root 1.49 skill_attack (mon, op, 0, 0, 0);
2180 root 1.11
2181 root 1.18 /* If attacking another player, that player gets automatic
2182     * hitback, and doesn't loose luck either.
2183     * Disable hitback on the battleground or if the target is
2184     * the wiz.
2185     */
2186     if (mon->type == PLAYER && mon->stats.hp >= 0 && !mon->contr->has_hit && !on_battleground && !QUERY_FLAG (mon, FLAG_WIZ))
2187     {
2188     short luck = mon->stats.luck;
2189    
2190     mon->contr->has_hit = 1;
2191 root 1.49 skill_attack (op, mon, 0, 0, 0);
2192 root 1.18 mon->stats.luck = luck;
2193 root 1.11 }
2194 root 1.49
2195 root 1.18 if (action_makes_visible (op))
2196     make_visible (op);
2197 root 1.11 }
2198 root 1.18 } /* if player should attack something */
2199 elmex 1.1 }
2200    
2201 root 1.18 int
2202     move_player (object *op, int dir)
2203     {
2204     int pick;
2205 elmex 1.1
2206 root 1.84 if (!op->map || op->map->in_memory != MAP_IN_MEMORY)
2207 root 1.18 return 0;
2208 elmex 1.1
2209 root 1.18 /* Sanity check: make sure dir is valid */
2210     if ((dir < 0) || (dir >= 9))
2211     {
2212     LOG (llevError, "move_player: invalid direction %d\n", dir);
2213     return 0;
2214 elmex 1.1 }
2215    
2216 root 1.84 /* peterm: added following line */
2217 root 1.18 if (QUERY_FLAG (op, FLAG_CONFUSED) && dir)
2218 root 1.99 dir = absdir (dir + rndm (3) + rndm (3) - 2);
2219 root 1.18
2220     op->facing = dir;
2221    
2222     if (op->hide)
2223     do_hidden_move (op);
2224    
2225     if (INVOKE_PLAYER (MOVE, op->contr, ARG_INT (dir)))
2226     /*nop */ ;
2227     else if (op->contr->fire_on)
2228     fire (op, dir);
2229     else
2230     {
2231     move_player_attack (op, dir);
2232     pick = check_pick (op);
2233     }
2234 elmex 1.1
2235 root 1.18 /* Add special check for newcs players and fire on - this way, the
2236     * server can handle repeat firing.
2237     */
2238     if (op->contr->fire_on || (op->contr->run_on && pick != 0))
2239 root 1.49 op->direction = dir;
2240 root 1.18 else
2241 root 1.49 op->direction = 0;
2242    
2243 root 1.18 /* Update how the player looks. Use the facing, so direction may
2244     * get reset to zero. This allows for full animation capabilities
2245     * for players.
2246     */
2247     animate_object (op, op->facing);
2248     return 0;
2249 elmex 1.1 }
2250    
2251     /* This is similar to handle_player, below, but is only used by the
2252     * new client/server stuff.
2253     * This is sort of special, in that the new client/server actually uses
2254     * the new speed values for commands.
2255     *
2256     * Returns true if there are more actions we can do.
2257     */
2258 root 1.18 int
2259     handle_newcs_player (object *op)
2260 elmex 1.1 {
2261 root 1.18 if (QUERY_FLAG (op, FLAG_SCARED))
2262     {
2263     flee_player (op);
2264     /* If player is still scared, that is his action for this tick */
2265     if (QUERY_FLAG (op, FLAG_SCARED))
2266     {
2267     op->speed_left--;
2268     return 0;
2269 root 1.11 }
2270 elmex 1.1 }
2271    
2272 root 1.18 /* I've been seeing crashes where the golem has been destroyed, but
2273     * the player object still points to the defunct golem. The code that
2274     * destroys the golem looks correct, and it doesn't always happen, so
2275     * put this in a a workaround to clean up the golem pointer.
2276     */
2277 root 1.30 if (op->contr->ranges[range_golem] && QUERY_FLAG (op->contr->ranges[range_golem], FLAG_REMOVED))
2278     op->contr->ranges[range_golem] = 0;
2279 root 1.18
2280     /* call this here - we also will call this in do_ericserver, but
2281     * the players time has been increased when doericserver has been
2282     * called, so we recheck it here.
2283     */
2284 root 1.83 if (op->contr->ns->handle_command ())
2285     return 1;
2286 root 1.47
2287 root 1.83 if (op->speed_left > 0)
2288     {
2289     if (op->direction && (op->contr->run_on || op->contr->fire_on))
2290     {
2291     /* All move commands take 1 tick, at least for now */
2292     op->speed_left--;
2293 elmex 1.1
2294 root 1.83 /* Instead of all the stuff below, let move_player take care
2295     * of it. Also, some of the skill stuff is only put in
2296     * there, as well as the confusion stuff.
2297     */
2298     move_player (op, op->direction);
2299 elmex 1.1
2300 root 1.83 return op->speed_left > 0;
2301     }
2302 root 1.18 }
2303 root 1.41
2304 root 1.18 return 0;
2305     }
2306    
2307     int
2308     save_life (object *op)
2309     {
2310     if (!QUERY_FLAG (op, FLAG_LIFESAVE))
2311 elmex 1.1 return 0;
2312 root 1.18
2313 root 1.41 for (object *tmp = op->inv; tmp; tmp = tmp->below)
2314 root 1.18 if (QUERY_FLAG (tmp, FLAG_APPLIED) && QUERY_FLAG (tmp, FLAG_LIFESAVE))
2315     {
2316     play_sound_map (op->map, op->x, op->y, SOUND_OB_EVAPORATE);
2317     new_draw_info_format (NDI_UNIQUE, 0, op, "Your %s vibrates violently, then evaporates.", query_name (tmp));
2318 root 1.33
2319 root 1.18 if (op->contr)
2320     esrv_del_item (op->contr, tmp->count);
2321 root 1.33
2322     tmp->destroy ();
2323 root 1.18 CLEAR_FLAG (op, FLAG_LIFESAVE);
2324 root 1.33
2325 root 1.18 if (op->stats.hp < 0)
2326     op->stats.hp = op->stats.maxhp;
2327 root 1.33
2328 root 1.18 if (op->stats.food < 0)
2329     op->stats.food = 999;
2330 root 1.33
2331 root 1.54 op->update_stats ();
2332 root 1.18 return 1;
2333     }
2334 root 1.41
2335 root 1.18 LOG (llevError, "Error: LIFESAVE set without applied object.\n");
2336     CLEAR_FLAG (op, FLAG_LIFESAVE);
2337     enter_player_savebed (op); /* bring him home. */
2338     return 0;
2339 elmex 1.1 }
2340    
2341     /* This goes throws the inventory and removes unpaid objects, and puts them
2342     * back in the map (location and map determined by values of env). This
2343     * function will descend into containers. op is the object to start the search
2344     * from.
2345     */
2346 root 1.18 void
2347     remove_unpaid_objects (object *op, object *env)
2348 elmex 1.1 {
2349 root 1.18 while (op)
2350     {
2351 root 1.70 object *next = op->below; /* Make sure we have a good value, in case we remove object 'op' */
2352    
2353 root 1.18 if (QUERY_FLAG (op, FLAG_UNPAID))
2354     {
2355     if (env->type == PLAYER)
2356     esrv_del_item (env->contr, op->count);
2357 root 1.70
2358     op->insert_at (env);
2359 root 1.18 }
2360     else if (op->inv)
2361     remove_unpaid_objects (op->inv, env);
2362 root 1.41
2363 root 1.18 op = next;
2364 elmex 1.1 }
2365     }
2366    
2367     /*
2368     * Returns pointer a static string containing gravestone text
2369     * Moved from apply.c to player.c - player.c is what
2370     * actually uses this function. player.c may not be quite the
2371     * best, a misc file for object actions is probably better,
2372     * but there isn't one in the server directory.
2373     */
2374 root 1.18 char *
2375     gravestone_text (object *op)
2376 elmex 1.1 {
2377 root 1.18 static char buf2[MAX_BUF];
2378     char buf[MAX_BUF];
2379     time_t now = time (NULL);
2380    
2381     strcpy (buf2, " R.I.P.\n\n");
2382     if (op->type == PLAYER)
2383     sprintf (buf, "%s the %s\n", &op->name, op->contr->title);
2384     else
2385     sprintf (buf, "%s\n", &op->name);
2386 root 1.41
2387 root 1.18 strncat (buf2, " ", 20 - strlen (buf) / 2);
2388     strcat (buf2, buf);
2389     if (op->type == PLAYER)
2390     sprintf (buf, "who was in level %d when killed\n", op->level);
2391     else
2392     sprintf (buf, "who was in level %d when died.\n\n", op->level);
2393 root 1.41
2394 root 1.18 strncat (buf2, " ", 20 - strlen (buf) / 2);
2395     strcat (buf2, buf);
2396     if (op->type == PLAYER)
2397     {
2398     sprintf (buf, "by %s.\n\n", op->contr->killer);
2399     strncat (buf2, " ", 21 - strlen (buf) / 2);
2400     strcat (buf2, buf);
2401     }
2402 root 1.41
2403 root 1.18 strftime (buf, MAX_BUF, "%b %d %Y\n", localtime (&now));
2404     strncat (buf2, " ", 20 - strlen (buf) / 2);
2405     strcat (buf2, buf);
2406 root 1.41
2407 root 1.18 return buf2;
2408 elmex 1.1 }
2409    
2410 root 1.18 void
2411     do_some_living (object *op)
2412     {
2413     int last_food = op->stats.food;
2414 elmex 1.1 int gen_hp, gen_sp, gen_grace;
2415     int over_hp, over_sp, over_grace;
2416     int i;
2417     int rate_hp = 1200;
2418     int rate_sp = 2500;
2419     int rate_grace = 2000;
2420     const int max_hp = 1;
2421     const int max_sp = 1;
2422     const int max_grace = 1;
2423    
2424 root 1.107 if (op->contr->hidden)
2425     {
2426     op->invisible = 1000;
2427     /* the socket code flashes the player visible/invisible
2428     * depending on the value of invisible, so we need to
2429     * alternate it here for it to work correctly.
2430     */
2431     if (pticks & 2)
2432     op->invisible--;
2433     }
2434     else if (op->invisible && !(QUERY_FLAG (op, FLAG_MAKE_INVIS)))
2435     {
2436     if (!op->invisible--)
2437     {
2438     make_visible (op);
2439     new_draw_info (NDI_UNIQUE, 0, op, "Your invisibility spell runs out.");
2440     }
2441     }
2442    
2443 pippijn 1.17 if (op->contr->outputs_sync)
2444 root 1.109 for (i = 0; i < NUM_OUTPUT_BUFS; i++)
2445     if (op->contr->outputs[i].buf && (op->contr->outputs[i].first_update + op->contr->outputs_sync) < (uint16) pticks)
2446     flush_output_element (op, &op->contr->outputs[i]);
2447 root 1.18
2448 root 1.52 if (op->contr->ns->state == ST_PLAYING)
2449 root 1.18 {
2450     /* these next three if clauses make it possible to SLOW DOWN
2451     hp/grace/spellpoint regeneration. */
2452     if (op->contr->gen_hp >= 0)
2453     gen_hp = (op->contr->gen_hp + 1) * op->stats.maxhp;
2454     else
2455     {
2456     gen_hp = op->stats.maxhp;
2457     rate_hp -= rate_hp / 2 * op->contr->gen_hp;
2458     }
2459 root 1.55
2460 root 1.18 if (op->contr->gen_sp >= 0)
2461     gen_sp = (op->contr->gen_sp + 1) * op->stats.maxsp;
2462     else
2463     {
2464     gen_sp = op->stats.maxsp;
2465     rate_sp -= rate_sp / 2 * op->contr->gen_sp;
2466     }
2467 root 1.55
2468 root 1.18 if (op->contr->gen_grace >= 0)
2469     gen_grace = (op->contr->gen_grace + 1) * op->stats.maxgrace;
2470     else
2471     {
2472     gen_grace = op->stats.maxgrace;
2473     rate_grace -= rate_grace / 2 * op->contr->gen_grace;
2474     }
2475    
2476     /* Regenerate Spell Points */
2477     if (op->contr->ranges[range_golem] == NULL && --op->last_sp < 0)
2478     {
2479     gen_sp = gen_sp * 10 / (op->contr->gen_sp_armour < 10 ? 10 : op->contr->gen_sp_armour);
2480     if (op->stats.sp < op->stats.maxsp)
2481     {
2482     op->stats.sp++;
2483     /* dms do not consume food */
2484     if (!QUERY_FLAG (op, FLAG_WIZ))
2485     {
2486     op->stats.food--;
2487     if (op->contr->digestion < 0)
2488     op->stats.food += op->contr->digestion;
2489     else if (op->contr->digestion > 0 && random_roll (0, op->contr->digestion, op, PREFER_HIGH))
2490     op->stats.food = last_food;
2491     }
2492     }
2493 root 1.55
2494 root 1.18 if (max_sp > 1)
2495     {
2496     over_sp = (gen_sp + 10) / rate_sp;
2497     if (over_sp > 0)
2498     {
2499     if (op->stats.sp < op->stats.maxsp)
2500     {
2501     op->stats.sp += over_sp > max_sp ? max_sp : over_sp;
2502 root 1.55
2503 root 1.18 if (random_roll (0, rate_sp - 1, op, PREFER_LOW) > ((gen_sp + 10) % rate_sp))
2504     op->stats.sp--;
2505 root 1.55
2506 root 1.18 if (op->stats.sp > op->stats.maxsp)
2507     op->stats.sp = op->stats.maxsp;
2508     }
2509     op->last_sp = 0;
2510     }
2511     else
2512 root 1.55 op->last_sp = rate_sp / (gen_sp < 20 ? 30 : gen_sp + 10);
2513 root 1.18 }
2514     else
2515 root 1.55 op->last_sp = rate_sp / (gen_sp < 20 ? 30 : gen_sp + 10);
2516 root 1.18 }
2517    
2518     /* Regenerate Grace */
2519     /* I altered this a little - maximum grace is ony achieved through prayer -b.t. */
2520     if (--op->last_grace < 0)
2521     {
2522     if (op->stats.grace < op->stats.maxgrace / 2)
2523     op->stats.grace++; /* no penalty in food for regaining grace */
2524 root 1.55
2525 root 1.18 if (max_grace > 1)
2526     {
2527     over_grace = (gen_grace < 20 ? 30 : gen_grace + 10) / rate_grace;
2528     if (over_grace > 0)
2529     {
2530     op->stats.sp += over_grace
2531     + (random_roll (0, rate_grace - 1, op, PREFER_HIGH) > ((gen_grace < 20 ? 30 : gen_grace + 10) % rate_grace)) ? -1 : 0;
2532     op->last_grace = 0;
2533     }
2534     else
2535     {
2536     op->last_grace = rate_grace / (gen_grace < 20 ? 30 : gen_grace + 10);
2537     }
2538     }
2539     else
2540     {
2541     op->last_grace = rate_grace / (gen_grace < 20 ? 30 : gen_grace + 10);
2542     }
2543     /* wearing stuff doesn't detract from grace generation. */
2544     }
2545    
2546     /* Regenerate Hit Points */
2547     if (--op->last_heal < 0)
2548     {
2549     if (op->stats.hp < op->stats.maxhp)
2550     {
2551     op->stats.hp++;
2552     /* dms do not consume food */
2553     if (!QUERY_FLAG (op, FLAG_WIZ))
2554     {
2555     op->stats.food--;
2556     if (op->contr->digestion < 0)
2557     op->stats.food += op->contr->digestion;
2558     else if (op->contr->digestion > 0 && random_roll (0, op->contr->digestion, op, PREFER_HIGH))
2559     op->stats.food = last_food;
2560     }
2561     }
2562 root 1.55
2563 root 1.18 if (max_hp > 1)
2564     {
2565     over_hp = (gen_hp < 20 ? 30 : gen_hp + 10) / rate_hp;
2566     if (over_hp > 0)
2567     {
2568     op->stats.sp += over_hp + (RANDOM () % rate_hp > ((gen_hp < 20 ? 30 : gen_hp + 10) % rate_hp)) ? -1 : 0;
2569     op->last_heal = 0;
2570     }
2571     else
2572     {
2573     op->last_heal = rate_hp / (gen_hp < 20 ? 30 : gen_hp + 10);
2574     }
2575     }
2576     else
2577     {
2578     op->last_heal = rate_hp / (gen_hp < 20 ? 30 : gen_hp + 10);
2579     }
2580 root 1.11 }
2581 elmex 1.1
2582 root 1.18 /* Digestion */
2583     if (--op->last_eat < 0)
2584     {
2585     #ifdef COZY_SERVER
2586     int dg = op->contr->digestion >= 0 && op->contr->digestion < 2 ? 2 : op->contr->digestion;
2587     int bonus = dg > 0 ? dg : 0, penalty = dg < 0 ? -dg : 0;
2588     #else
2589     int bonus = op->contr->digestion > 0 ? op->contr->digestion : 0, penalty = op->contr->digestion < 0 ? -op->contr->digestion : 0;
2590     #endif
2591    
2592     if (op->contr->gen_hp > 0)
2593     op->last_eat = 25 * (1 + bonus) / (op->contr->gen_hp + penalty + 1);
2594     else
2595     op->last_eat = 25 * (1 + bonus) / (penalty + 1);
2596 root 1.55
2597 root 1.18 /* dms do not consume food */
2598     if (!QUERY_FLAG (op, FLAG_WIZ))
2599     op->stats.food--;
2600 root 1.11 }
2601 elmex 1.1
2602 root 1.55 if (op->stats.food < 0 && op->stats.hp >= 0)
2603     {
2604     object *tmp, *flesh = 0;
2605 root 1.18
2606 root 1.55 for (tmp = op->inv; tmp; tmp = tmp->below)
2607 root 1.18 {
2608 root 1.55 if (!QUERY_FLAG (tmp, FLAG_UNPAID))
2609 root 1.18 {
2610 root 1.55 if (tmp->type == FOOD || tmp->type == DRINK || tmp->type == POISON)
2611     {
2612     new_draw_info (NDI_UNIQUE, 0, op, "You blindly grab for a bite of food.");
2613     manual_apply (op, tmp, 0);
2614     if (op->stats.food >= 0 || op->stats.hp < 0)
2615     break;
2616     }
2617     else if (tmp->type == FLESH)
2618     flesh = tmp;
2619     } /* End if paid for object */
2620     } /* end of for loop */
2621    
2622     /* If player is still starving, it means they don't have any food, so
2623     * eat flesh instead.
2624     */
2625     if (op->stats.food < 0 && op->stats.hp >= 0 && flesh)
2626     {
2627     new_draw_info (NDI_UNIQUE, 0, op, "You blindly grab for a bite of food.");
2628     manual_apply (op, flesh, 0);
2629     }
2630 root 1.11 }
2631 elmex 1.1
2632 root 1.55 while (op->stats.food < 0 && op->stats.hp >= 0)
2633     op->stats.food++, op->stats.hp--;
2634 elmex 1.1
2635 root 1.55 if (op->stats.hp < 0 && !QUERY_FLAG (op, FLAG_WIZ))
2636     kill_player (op);
2637     }
2638 elmex 1.1 }
2639    
2640     /* If the player should die (lack of hp, food, etc), we call this.
2641     * op is the player in jeopardy. If the player can not be saved (not
2642     * permadeath, no lifesave), this will take care of removing the player
2643     * file.
2644     */
2645 root 1.18 void
2646     kill_player (object *op)
2647 elmex 1.1 {
2648 root 1.18 char buf[MAX_BUF];
2649     int x, y;
2650    
2651     //int i;
2652 root 1.25 maptile *map; /* this is for resurrection */
2653 root 1.18
2654     /* int z;
2655     int num_stats_lose;
2656     int lost_a_stat;
2657     int lose_this_stat;
2658     int this_stat; */
2659     int will_kill_again;
2660     archetype *at;
2661     object *tmp;
2662    
2663     if (save_life (op))
2664     return;
2665    
2666    
2667     /* If player dies on BATTLEGROUND, no stat/exp loss! For Combat-Arenas
2668     * in cities ONLY!!! It is very important that this doesn't get abused.
2669     * Look at op_on_battleground() for more info --AndreasV
2670     */
2671     if (op_on_battleground (op, &x, &y))
2672     {
2673     new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, "You have been defeated in combat!");
2674     new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, "Local medics have saved your life...");
2675    
2676     /* restore player */
2677 root 1.22 at = archetype::find ("poisoning");
2678 root 1.70 if (object *tmp = present_arch_in_ob (at, op))
2679 root 1.18 {
2680 root 1.33 tmp->destroy ();
2681 root 1.18 new_draw_info (NDI_UNIQUE, 0, op, "Your body feels cleansed");
2682     }
2683 elmex 1.1
2684 root 1.22 at = archetype::find ("confusion");
2685 root 1.70 if (object *tmp = present_arch_in_ob (at, op))
2686 root 1.18 {
2687 root 1.33 tmp->destroy ();
2688 root 1.18 new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer");
2689     }
2690    
2691     cure_disease (op, 0); /* remove any disease */
2692     op->stats.hp = op->stats.maxhp;
2693     if (op->stats.food <= 0)
2694     op->stats.food = 999;
2695 elmex 1.1
2696 root 1.18 /* create a bodypart-trophy to make the winner happy */
2697 root 1.70 if (object *tmp = arch_to_object (archetype::find ("finger")))
2698 root 1.18 {
2699     sprintf (buf, "%s's finger", &op->name);
2700     tmp->name = buf;
2701     sprintf (buf, " This finger has been cut off %s\n"
2702     " the %s, when he was defeated at\n level %d by %s.\n",
2703     &op->name, op->contr->title, (int) (op->level), op->contr->killer);
2704     tmp->msg = buf;
2705 root 1.102 tmp->value = 0, tmp->type = 0;
2706     tmp->materialname = "organics";
2707 elmex 1.87 tmp->insert_at (op, tmp);
2708 root 1.18 }
2709 elmex 1.1
2710 root 1.18 /* teleport defeated player to new destination */
2711     transfer_ob (op, x, y, 0, NULL);
2712     op->contr->braced = 0;
2713     return;
2714 elmex 1.1 }
2715    
2716 root 1.18 INVOKE_PLAYER (DEATH, op->contr);
2717 root 1.3
2718 root 1.18 command_kill_pets (op, 0);
2719 elmex 1.1
2720 root 1.18 if (op->stats.food < 0)
2721     {
2722     sprintf (buf, "%s starved to death.", &op->name);
2723     strcpy (op->contr->killer, "starvation");
2724 elmex 1.1 }
2725 root 1.18 else
2726 root 1.89 sprintf (buf, "%s died.", &op->name);
2727 root 1.70
2728 root 1.18 play_sound_player_only (op->contr, SOUND_PLAYER_DIES, 0, 0);
2729 elmex 1.1
2730 root 1.18 /* save the map location for corpse, gravestone */
2731 root 1.70 x = op->x;
2732     y = op->y;
2733 root 1.18 map = op->map;
2734 elmex 1.1
2735 root 1.54 /* NOT_PERMADEATH code. This basically brings the character back to
2736     * life if they are dead - it takes some exp and a random stat.
2737     * See the config.h file for a little more in depth detail about this.
2738     */
2739    
2740     /* Basically two ways to go - remove a stat permanently, or just
2741     * make it depletion. This bunch of code deals with that aspect
2742     * of death.
2743     */
2744     #ifndef COZY_SERVER
2745     if (settings.balanced_stat_loss)
2746 root 1.18 {
2747 root 1.54 /* If stat loss is permanent, lose one stat only. */
2748     /* Lower level chars don't lose as many stats because they suffer
2749     more if they do. */
2750     /* Higher level characters can afford things such as potions of
2751     restoration, or better, stat potions. So we slug them that
2752     little bit harder. */
2753     /* GD */
2754     if (settings.stat_loss_on_death)
2755     num_stats_lose = 1;
2756     else
2757     num_stats_lose = 1 + op->level / BALSL_NUMBER_LOSSES_RATIO;
2758     }
2759     else
2760 root 1.70 num_stats_lose = 1;
2761    
2762 root 1.54 lost_a_stat = 0;
2763    
2764     for (z = 0; z < num_stats_lose; z++)
2765     {
2766     i = RANDOM () % NUM_STATS;
2767 root 1.11
2768 root 1.54 if (settings.stat_loss_on_death)
2769 root 1.18 {
2770 root 1.54 /* Pick a random stat and take a point off it. Tell the player
2771     * what he lost.
2772     */
2773     change_attr_value (&(op->stats), i, -1);
2774     check_stat_bounds (&(op->stats));
2775     change_attr_value (&(op->contr->orig_stats), i, -1);
2776     check_stat_bounds (&(op->contr->orig_stats));
2777     new_draw_info (NDI_UNIQUE, 0, op, lose_msg[i]);
2778     lost_a_stat = 1;
2779 root 1.18 }
2780     else
2781     {
2782 root 1.54 /* deplete a stat */
2783     archetype *deparch = archetype::find ("depletion");
2784     object *dep;
2785 root 1.11
2786 root 1.54 dep = present_arch_in_ob (deparch, op);
2787     if (!dep)
2788 root 1.18 {
2789 root 1.54 dep = arch_to_object (deparch);
2790     insert_ob_in_ob (dep, op);
2791 root 1.18 }
2792 root 1.54 lose_this_stat = 1;
2793     if (settings.balanced_stat_loss)
2794 root 1.18 {
2795 root 1.54 /* GD */
2796     /* Get the stat that we're about to deplete. */
2797     this_stat = get_attr_value (&(dep->stats), i);
2798     if (this_stat < 0)
2799     {
2800     int loss_chance = 1 + op->level / BALSL_LOSS_CHANCE_RATIO;
2801     int keep_chance = this_stat * this_stat;
2802 root 1.18
2803 root 1.54 /* Yes, I am paranoid. Sue me. */
2804     if (keep_chance < 1)
2805     keep_chance = 1;
2806 root 1.18
2807 root 1.54 /* There is a maximum depletion total per level. */
2808     if (this_stat < -1 - op->level / BALSL_MAX_LOSS_RATIO)
2809     {
2810     lose_this_stat = 0;
2811     /* Take loss chance vs keep chance to see if we
2812     retain the stat. */
2813     }
2814     else
2815     {
2816     if (random_roll (0, loss_chance + keep_chance - 1, op, PREFER_LOW) < keep_chance)
2817     lose_this_stat = 0;
2818     /* LOG(llevDebug, "Determining stat loss. Stat: %d Keep: %d Lose: %d Result: %s.\n",
2819     this_stat, keep_chance, loss_chance,
2820     lose_this_stat?"LOSE":"KEEP"); */
2821 root 1.11 }
2822     }
2823 root 1.54 }
2824 root 1.18
2825 root 1.54 if (lose_this_stat)
2826     {
2827     this_stat = get_attr_value (&(dep->stats), i);
2828     /* We could try to do something clever like find another
2829     * stat to reduce if this fails. But chances are, if
2830     * stats have been depleted to -50, all are pretty low
2831     * and should be roughly the same, so it shouldn't make a
2832     * difference.
2833     */
2834     if (this_stat >= -50)
2835 root 1.18 {
2836 root 1.54 change_attr_value (&(dep->stats), i, -1);
2837     SET_FLAG (dep, FLAG_APPLIED);
2838     new_draw_info (NDI_UNIQUE, 0, op, lose_msg[i]);
2839     op->update_stats ();
2840     lost_a_stat = 1;
2841 root 1.11 }
2842     }
2843     }
2844 root 1.54 }
2845     /* If no stat lost, tell the player. */
2846     if (!lost_a_stat)
2847     {
2848     /* determine_god() seems to not work sometimes... why is this?
2849     Should I be using something else? GD */
2850     const char *god = determine_god (op);
2851 root 1.18
2852 root 1.54 if (god && (strcmp (god, "none")))
2853     new_draw_info_format (NDI_UNIQUE, 0, op, "For a brief moment you feel the holy presence of %s protecting" " you.", god);
2854     else
2855     new_draw_info (NDI_UNIQUE, 0, op, "For a brief moment you feel a holy presence protecting you.");
2856     }
2857 root 1.28 #else
2858 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.");
2859 elmex 1.1 #endif
2860    
2861 root 1.54 /* Put a gravestone up where the character 'almost' died. List the
2862     * exp loss on the stone.
2863     */
2864     tmp = arch_to_object (archetype::find ("gravestone"));
2865     sprintf (buf, "%s's gravestone", &op->name);
2866     tmp->name = buf;
2867     sprintf (buf, "%s's gravestones", &op->name);
2868     tmp->name_pl = buf;
2869     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);
2870     tmp->msg = buf;
2871     tmp->x = op->x, tmp->y = op->y;
2872     insert_ob_in_map (tmp, op->map, NULL, 0);
2873    
2874     /**************************************/
2875     /* */
2876     /* Subtract the experience points, */
2877     /* if we died cause of food, give us */
2878     /* food, and reset HP's... */
2879     /* */
2880     /**************************************/
2881    
2882     /* remove any poisoning and confusion the character may be suffering. */
2883     /* restore player */
2884     at = archetype::find ("poisoning");
2885     tmp = present_arch_in_ob (at, op);
2886    
2887     if (tmp)
2888     {
2889     tmp->destroy ();
2890     new_draw_info (NDI_UNIQUE, 0, op, "Your body feels cleansed");
2891     }
2892    
2893     at = archetype::find ("confusion");
2894     tmp = present_arch_in_ob (at, op);
2895     if (tmp)
2896     {
2897     tmp->destroy ();
2898     new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer");
2899     }
2900    
2901     cure_disease (op, 0); /* remove any disease */
2902    
2903     /*add_exp(op, (op->stats.exp * -0.20)); */
2904     apply_death_exp_penalty (op);
2905     if (op->stats.food < 100)
2906     op->stats.food = 900;
2907     op->stats.hp = op->stats.maxhp;
2908     op->stats.sp = MAX (op->stats.sp, op->stats.maxsp);
2909     op->stats.grace = MAX (op->stats.grace, op->stats.maxgrace);
2910 root 1.11
2911 root 1.54 /*
2912 root 1.108 * Check to see if the player has any unpaid items. If so, remove them
2913     * and put them back in the map.
2914 root 1.54 */
2915 root 1.108 remove_unpaid_objects (op->inv, op);
2916 root 1.18
2917 root 1.54 /****************************************/
2918     /* */
2919     /* Move player to his current respawn- */
2920     /* position (usually last savebed) */
2921     /* */
2922     /****************************************/
2923 root 1.18
2924 root 1.54 enter_player_savebed (op);
2925 root 1.18
2926 root 1.54 op->contr->braced = 0;
2927 root 1.11
2928 root 1.54 /* it is possible that the player has blown something up
2929     * at his savebed location, and that can have long lasting
2930     * spell effects. So first see if there is a spell effect
2931     * on the space that might harm the player.
2932     */
2933     will_kill_again = 0;
2934     for (tmp = GET_MAP_OB (op->map, op->x, op->y); tmp; tmp = tmp->above)
2935     if (tmp->type == SPELL_EFFECT)
2936     will_kill_again |= tmp->attacktype;
2937 elmex 1.1
2938 root 1.54 if (will_kill_again)
2939 root 1.18 {
2940 root 1.54 object *force;
2941     int at;
2942 root 1.18
2943 root 1.54 force = get_archetype (FORCE_NAME);
2944     /* 50 ticks should be enough time for the spell to abate */
2945     force->speed = 0.1;
2946     force->speed_left = -5.0;
2947     SET_FLAG (force, FLAG_APPLIED);
2948     for (at = 0; at < NROFATTACKS; at++)
2949     if (will_kill_again & (1 << at))
2950     force->resist[at] = 100;
2951 root 1.30
2952 root 1.54 insert_ob_in_ob (force, op);
2953     op->update_stats ();
2954 root 1.30
2955 root 1.54 }
2956 root 1.18
2957 root 1.54 new_draw_info (NDI_UNIQUE, 0, op, "YOU HAVE DIED.");
2958 elmex 1.1 }
2959    
2960 root 1.18 void
2961     loot_object (object *op)
2962     { /* Grab and destroy some treasure */
2963     object *tmp, *tmp2, *next;
2964 elmex 1.1
2965 root 1.103 op->close_container (); /* close open sack first */
2966 elmex 1.1
2967 root 1.54 for (tmp = op->inv; tmp; tmp = next)
2968 root 1.18 {
2969     next = tmp->below;
2970 root 1.54
2971 elmex 1.50 if (tmp->invisible)
2972 root 1.18 continue;
2973 root 1.54
2974 root 1.32 tmp->remove ();
2975 root 1.18 tmp->x = op->x, tmp->y = op->y;
2976 root 1.103
2977 root 1.18 if (tmp->type == CONTAINER)
2978 root 1.103 loot_object (tmp); /* empty container to ground */
2979    
2980 root 1.99 if (!QUERY_FLAG (tmp, FLAG_UNIQUE) && (QUERY_FLAG (tmp, FLAG_STARTEQUIP) || QUERY_FLAG (tmp, FLAG_NO_DROP) || !(rndm (3))))
2981 root 1.18 {
2982     if (tmp->nrof > 1)
2983     {
2984     tmp2 = get_split_ob (tmp, 1 + RANDOM () % (tmp->nrof - 1));
2985 root 1.33 tmp2->destroy ();
2986 root 1.18 insert_ob_in_map (tmp, op->map, NULL, 0);
2987     }
2988     else
2989 root 1.33 tmp->destroy ();
2990 root 1.18 }
2991     else
2992     insert_ob_in_map (tmp, op->map, NULL, 0);
2993     }
2994 elmex 1.1 }
2995    
2996     /*
2997     * fix_weight(): Check recursively the weight of all players, and fix
2998     * what needs to be fixed. Refresh windows and fix speed if anything
2999     * was changed.
3000     */
3001 root 1.18 void
3002     fix_weight (void)
3003     {
3004 root 1.61 for_all_players (pl)
3005 root 1.18 {
3006     int old = pl->ob->carrying, sum = sum_weight (pl->ob);
3007    
3008     if (old == sum)
3009     continue;
3010 root 1.54 pl->ob->update_stats ();
3011 root 1.18 LOG (llevDebug, "Fixed inventory in %s (%d -> %d)\n", &pl->ob->name, old, sum);
3012     }
3013 elmex 1.1 }
3014    
3015 root 1.18 void
3016     fix_luck (void)
3017     {
3018 root 1.61 for_all_players (pl)
3019 root 1.52 if (!pl->ob->contr->ns->state)
3020 root 1.54 pl->ob->change_luck (0);
3021 elmex 1.1 }
3022    
3023     /* cast_dust() - handles op throwing objects of type 'DUST'.
3024     * This is much simpler in the new spell code - we basically
3025     * just treat this as any other spell casting object.
3026     */
3027 elmex 1.2 void
3028 root 1.18 cast_dust (object *op, object *throw_ob, int dir)
3029 elmex 1.2 {
3030     object *skop, *spob;
3031    
3032     skop = find_skill_by_name (op, throw_ob->skill);
3033    
3034     /* casting POTION 'dusts' is really a use_magic_item skill */
3035     if (op->type == PLAYER && throw_ob->type == POTION && !skop)
3036     {
3037 root 1.18 LOG (llevError, "Player %s lacks critical skill use_magic_item!\n", &op->name);
3038 elmex 1.2 return;
3039     }
3040    
3041     spob = throw_ob->inv;
3042    
3043     // elmex Tue Aug 15 17:19:46 CEST 2006: Added this check to
3044     // not pass NULL to cast_spell (which did indeed check itself, but
3045     // errors should be reported as early as possible IMHO)
3046     if (!spob)
3047     {
3048 root 1.18 LOG (llevError, "cast_dust: thrown object %s (by %s) had no spell in it!", &throw_ob->name, &op->name);
3049 elmex 1.2 return;
3050 elmex 1.1 }
3051    
3052 elmex 1.2 if (op->type == PLAYER)
3053 root 1.14 new_draw_info_format (NDI_UNIQUE, 0, op, "You cast %s.", &spob->name);
3054 elmex 1.2
3055     cast_spell (op, throw_ob, dir, spob, NULL);
3056    
3057 root 1.33 throw_ob->destroy ();
3058 elmex 1.1 }
3059    
3060 root 1.18 void
3061     make_visible (object *op)
3062     {
3063     op->hide = 0;
3064     op->invisible = 0;
3065     if (op->type == PLAYER)
3066     {
3067     op->contr->tmp_invis = 0;
3068     op->contr->invis_race = 0;
3069     }
3070 root 1.107
3071     update_object (op, UP_OBJ_CHANGE);
3072 root 1.18 }
3073    
3074     int
3075     is_true_undead (object *op)
3076     {
3077     if (QUERY_FLAG (&op->arch->clone, FLAG_UNDEAD))
3078     return 1;
3079    
3080 elmex 1.1 return 0;
3081     }
3082    
3083     /* look at the surrounding terrain to determine
3084     * the hideability of this object. Positive levels
3085     * indicate greater hideability.
3086     */
3087    
3088 root 1.18 int
3089     hideability (object *ob)
3090     {
3091     int i, level = 0, mflag;
3092     sint16 x, y;
3093    
3094     if (!ob || !ob->map)
3095     return 0;
3096    
3097     /* so, on normal lighted maps, its hard to hide */
3098     level = ob->map->darkness - 2;
3099    
3100     /* this also picks up whether the object is glowing.
3101     * If you carry a light on a non-dark map, its not
3102     * as bad as carrying a light on a pitch dark map */
3103     if (has_carried_lights (ob))
3104     level = -(10 + (2 * ob->map->darkness));
3105    
3106     /* scan through all nearby squares for terrain to hide in */
3107     for (i = 0, x = ob->x, y = ob->y; i < 9; i++, x = ob->x + freearr_x[i], y = ob->y + freearr_y[i])
3108     {
3109     mflag = get_map_flags (ob->map, NULL, x, y, NULL, NULL);
3110     if (mflag & P_OUT_OF_MAP)
3111     {
3112     continue;
3113     }
3114     if (mflag & P_BLOCKSVIEW) /* something to hide near! */
3115     level += 2;
3116     else /* open terrain! */
3117     level -= 1;
3118 elmex 1.1 }
3119 root 1.18
3120 elmex 1.1 #if 0
3121 root 1.18 LOG (llevDebug, "hideability of %s is %d\n", ob->name, level);
3122 elmex 1.1 #endif
3123 root 1.18 return level;
3124 elmex 1.1 }
3125    
3126     /* For Hidden creatures - a chance of becoming 'unhidden'
3127     * every time they move - as we subtract off 'invisibility'
3128     * AND, for players, if they move into a ridiculously unhideable
3129     * spot (surrounded by clear terrain in broad daylight). -b.t.
3130     */
3131    
3132 root 1.18 void
3133     do_hidden_move (object *op)
3134     {
3135     int hide = 0, num = random_roll (0, 19, op, PREFER_LOW);
3136     object *skop;
3137    
3138     if (!op || !op->map)
3139     return;
3140    
3141     skop = find_obj_by_type_subtype (op, SKILL, SK_HIDING);
3142    
3143     /* its *extremely* hard to run and sneak/hide at the same time! */
3144     if (op->type == PLAYER && op->contr->run_on)
3145 root 1.85 if (!skop || num >= skop->level)
3146     {
3147     new_draw_info (NDI_UNIQUE, 0, op, "You ran too much! You are no longer hidden!");
3148     make_visible (op);
3149     return;
3150     }
3151     else
3152     num += 20;
3153    
3154 root 1.18 num += op->map->difficulty;
3155     hide = hideability (op); /* modify by terrain hidden level */
3156     num -= hide;
3157 root 1.85
3158 root 1.18 if ((op->type == PLAYER && hide < -10) || ((op->invisible -= num) <= 0))
3159     {
3160     make_visible (op);
3161     if (op->type == PLAYER)
3162     new_draw_info (NDI_UNIQUE, 0, op, "You moved out of hiding! You are visible!");
3163 elmex 1.1 }
3164 root 1.18 else if (op->type == PLAYER && skop)
3165 root 1.85 change_exp (op, calc_skill_exp (op, NULL, skop), skop->skill, 0);
3166 elmex 1.1 }
3167    
3168     /* determine if who is standing near a hostile creature. */
3169    
3170 root 1.18 int
3171     stand_near_hostile (object *who)
3172     {
3173     object *tmp = NULL;
3174     int i, friendly = 0, player = 0, mflags;
3175 root 1.25 maptile *m;
3176 root 1.18 sint16 x, y;
3177    
3178     if (!who)
3179     return 0;
3180    
3181     if (who->type == PLAYER)
3182     player = 1;
3183    
3184     else
3185     friendly = QUERY_FLAG (who, FLAG_FRIENDLY);
3186    
3187     /* search adjacent squares */
3188     for (i = 1; i < 9; i++)
3189     {
3190     x = who->x + freearr_x[i];
3191     y = who->y + freearr_y[i];
3192     m = who->map;
3193     mflags = get_map_flags (m, &m, x, y, &x, &y);
3194     /* space must be blocked if there is a monster. If not
3195     * blocked, don't need to check this space.
3196     */
3197     if (mflags & P_OUT_OF_MAP)
3198     continue;
3199     if (OB_TYPE_MOVE_BLOCK (who, GET_MAP_MOVE_BLOCK (m, x, y)))
3200     continue;
3201    
3202 root 1.49 for (tmp = GET_MAP_OB (m, x, y); tmp; tmp = tmp->above)
3203 root 1.18 {
3204     if ((player ||friendly) &&QUERY_FLAG (tmp, FLAG_MONSTER) && !QUERY_FLAG (tmp, FLAG_UNAGGRESSIVE))
3205     return 1;
3206     else if (tmp->type == PLAYER)
3207     {
3208     /*don't let a hidden DM prevent you from hiding */
3209     if (!QUERY_FLAG (tmp, FLAG_WIZ) || tmp->contr->hidden == 0)
3210 root 1.11 return 1;
3211 root 1.18 }
3212 root 1.11 }
3213 elmex 1.1 }
3214 root 1.18 return 0;
3215 elmex 1.1 }
3216    
3217     /* check the player los field for viewability of the
3218     * object op. This function works fine for monsters,
3219     * but we dont worry if the object isnt the top one in
3220     * a pile (say a coin under a table would return "viewable"
3221     * by this routine). Another question, should we be
3222     * concerned with the direction the player is looking
3223     * in? Realistically, most of use cant see stuff behind
3224     * our backs...on the other hand, does the "facing" direction
3225     * imply the way your head, or body is facing? Its possible
3226     * for them to differ. Sigh, this fctn could get a bit more complex.
3227     * -b.t.
3228     * This function is now map tiling safe.
3229     */
3230    
3231 root 1.18 int
3232     player_can_view (object *pl, object *op)
3233     {
3234     rv_vector rv;
3235     int dx, dy;
3236    
3237     if (pl->type != PLAYER)
3238     {
3239     LOG (llevError, "player_can_view() called for non-player object\n");
3240     return -1;
3241 elmex 1.1 }
3242 root 1.74
3243 root 1.18 if (!pl || !op)
3244 elmex 1.1 return 0;
3245 root 1.18
3246 root 1.74 op = op->head_ ();
3247    
3248 root 1.18 get_rangevector (pl, op, &rv, 0x1);
3249    
3250     /* starting with the 'head' part, lets loop
3251     * through the object and find if it has any
3252     * part that is in the los array but isnt on
3253     * a blocked los square.
3254     * we use the archetype to figure out offsets.
3255     */
3256     while (op)
3257     {
3258     dx = rv.distance_x + op->arch->clone.x;
3259     dy = rv.distance_y + op->arch->clone.y;
3260    
3261     /* only the viewable area the player sees is updated by LOS
3262     * code, so we need to restrict ourselves to that range of values
3263     * for any meaningful values.
3264     */
3265 root 1.52 if (FABS (dx) <= (pl->contr->ns->mapx / 2) &&
3266     FABS (dy) <= (pl->contr->ns->mapy / 2) &&
3267     !pl->contr->blocked_los[dx + (pl->contr->ns->mapx / 2)][dy + (pl->contr->ns->mapy / 2)])
3268 root 1.18 return 1;
3269     op = op->more;
3270     }
3271     return 0;
3272 elmex 1.1 }
3273    
3274     /* routine for both players and monsters. We call this when
3275     * there is a possibility for our action distrubing our hiding
3276     * place or invisiblity spell. Artefact invisiblity is not
3277     * effected by this. If we arent invisible to begin with, we
3278     * return 0.
3279     */
3280 root 1.18 int
3281     action_makes_visible (object *op)
3282     {
3283    
3284     if (op->invisible && QUERY_FLAG (op, FLAG_ALIVE))
3285     {
3286     if (QUERY_FLAG (op, FLAG_MAKE_INVIS))
3287     return 0;
3288    
3289     if (op->contr && op->contr->tmp_invis == 0)
3290     return 0;
3291 elmex 1.1
3292 root 1.18 /* If monsters, they should become visible */
3293     if (op->hide || !op->contr || (op->contr && op->contr->tmp_invis))
3294     {
3295     new_draw_info_format (NDI_UNIQUE, 0, op, "You become %s!", op->hide ? "unhidden" : "visible");
3296     return 1;
3297 root 1.11 }
3298 elmex 1.1 }
3299 root 1.18 return 0;
3300 elmex 1.1 }
3301    
3302     /* op_on_battleground - checks if the given object op (usually
3303     * a player) is standing on a valid battleground-tile,
3304     * function returns TRUE/FALSE. If true x, y returns the battleground
3305     * -exit-coord. (and if x, y not NULL)
3306     * 19 March 2005 - josh@woosworld.net modifed to check if the battleground also has slaying, maxhp, and maxsp set
3307     * and if those are all set and the player has a marker that matches the slaying send them to a different x, y
3308     * Default is to do the same as before, so only people wanting to have different points need worry about this
3309     */
3310 root 1.18 int
3311     op_on_battleground (object *op, int *x, int *y)
3312     {
3313 elmex 1.1 object *tmp;
3314 root 1.18
3315 elmex 1.1 /* A battleground-tile needs the following attributes to be valid:
3316     * is_floor 1 (has to be the FIRST floor beneath the player's feet),
3317     * name="battleground", no_pick 1, type=58 (type BATTLEGROUND)
3318     * and the exit-coordinates sp/hp must both be > 0.
3319     * => The intention here is to prevent abuse of the battleground-
3320     * feature (like pickable or hidden battleground tiles). */
3321 root 1.18 for (tmp = op->below; tmp != NULL; tmp = tmp->below)
3322     {
3323     if (QUERY_FLAG (tmp, FLAG_IS_FLOOR))
3324     {
3325     if (QUERY_FLAG (tmp, FLAG_NO_PICK) &&
3326     strcmp (tmp->name, "battleground") == 0 && tmp->type == BATTLEGROUND && EXIT_X (tmp) && EXIT_Y (tmp))
3327     {
3328     /*before we assign the exit, check if this is a teambattle */
3329     if (EXIT_ALT_X (tmp) && EXIT_ALT_Y (tmp) && EXIT_PATH (tmp))
3330     {
3331     object *invtmp;
3332    
3333     for (invtmp = op->inv; invtmp != NULL; invtmp = invtmp->below)
3334     {
3335     if (invtmp->type == FORCE && invtmp->slaying && !strcmp (EXIT_PATH (tmp), invtmp->slaying))
3336     {
3337     if (x != NULL && y != NULL)
3338     *x = EXIT_ALT_X (tmp), *y = EXIT_ALT_Y (tmp);
3339     return 1;
3340     }
3341     }
3342     }
3343     if (x != NULL && y != NULL)
3344     *x = EXIT_X (tmp), *y = EXIT_Y (tmp);
3345     return 1;
3346     }
3347     }
3348 elmex 1.1 }
3349     /* If we got here, did not find a battleground */
3350     return 0;
3351     }
3352    
3353     /*
3354     * When a dragon-player gains a new stage of evolution,
3355     * he gets some treasure
3356     *
3357     * attributes:
3358     * object *who the dragon player
3359     * int atnr the attack-number of the ability focus
3360     * int level ability level
3361     */
3362 root 1.18 void
3363     dragon_ability_gain (object *who, int atnr, int level)
3364     {
3365     treasurelist *trlist = NULL; /* treasurelist */
3366     treasure *tr; /* treasure */
3367     object *tmp, *skop; /* tmp. object */
3368     object *item; /* treasure object */
3369     char buf[MAX_BUF]; /* tmp. string buffer */
3370     int i = 0, j = 0;
3371    
3372     /* get the appropriate treasurelist */
3373     if (atnr == ATNR_FIRE)
3374     trlist = find_treasurelist ("dragon_ability_fire");
3375     else if (atnr == ATNR_COLD)
3376     trlist = find_treasurelist ("dragon_ability_cold");
3377     else if (atnr == ATNR_ELECTRICITY)
3378     trlist = find_treasurelist ("dragon_ability_elec");
3379     else if (atnr == ATNR_POISON)
3380     trlist = find_treasurelist ("dragon_ability_poison");
3381    
3382     if (trlist == NULL || who->type != PLAYER)
3383     return;
3384    
3385     for (i = 0, tr = trlist->items; tr != NULL && i < level - 1; tr = tr->next, i++);
3386    
3387 elmex 1.82 if (!tr || !tr->item)
3388 root 1.18 {
3389     /* LOG(llevDebug, "-> no more treasure for %s\n", change_resist_msg[atnr]); */
3390     return;
3391 elmex 1.1 }
3392    
3393 root 1.18 /* everything seems okay - now bring on the gift: */
3394     item = &(tr->item->clone);
3395 elmex 1.1
3396 root 1.18 if (item->type == SPELL)
3397     {
3398     if (check_spell_known (who, item->name))
3399 root 1.11 return;
3400 root 1.18
3401     new_draw_info_format (NDI_UNIQUE | NDI_BLUE, 0, who, "You gained the ability of %s", &item->name);
3402     do_learn_spell (who, item, 0);
3403     return;
3404 elmex 1.1 }
3405    
3406 root 1.18 /* grant direct spell */
3407     if (item->type == SPELLBOOK)
3408     {
3409     if (!item->inv)
3410     {
3411     LOG (llevDebug, "dragon_ability_gain: Broken spellbook %s\n", &item->name);
3412     return;
3413     }
3414     if (check_spell_known (who, item->inv->name))
3415     return;
3416     if (item->invisible)
3417     {
3418     new_draw_info_format (NDI_UNIQUE | NDI_BLUE, 0, who, "You gained the ability of %s", &item->inv->name);
3419     do_learn_spell (who, item->inv, 0);
3420     return;
3421 root 1.11 }
3422 root 1.18 }
3423     else if (item->type == SKILL_TOOL && item->invisible)
3424     {
3425     if (item->subtype == SK_CLAWING && (skop = find_skill_by_name (who, item->skill)) != NULL)
3426     {
3427    
3428     /* should this perhaps be (skop->attackyp & item->attacktype)!=item->attacktype ...
3429     * in this way, if the player is missing any of the attacktypes, he gets
3430     * them. As it is now, if the player has any that match the granted skill,
3431     * but not all of them, he gets nothing.
3432     */
3433     if (!(skop->attacktype & item->attacktype))
3434     {
3435     /* Give new attacktype */
3436     skop->attacktype |= item->attacktype;
3437    
3438     /* always add physical if there's none */
3439     skop->attacktype |= AT_PHYSICAL;
3440    
3441     if (item->msg != NULL)
3442     new_draw_info (NDI_UNIQUE | NDI_BLUE, 0, who, item->msg);
3443    
3444     /* Give player new face */
3445     if (item->animation_id)
3446     {
3447     who->face = skop->face;
3448     who->animation_id = item->animation_id;
3449     who->anim_speed = item->anim_speed;
3450     who->last_anim = 0;
3451     who->state = 0;
3452     animate_object (who, who->direction);
3453     }
3454     }
3455 root 1.11 }
3456 elmex 1.1 }
3457 root 1.18 else if (item->type == FORCE)
3458     {
3459     /* forces in the treasurelist can alter the player's stats */
3460     object *skin;
3461 elmex 1.1
3462 root 1.18 /* first get the dragon skin force */
3463 root 1.52 shstr_cmp dragon_skin_force ("dragon_skin_force");
3464     for (skin = who->inv; skin && !(skin->arch->name == dragon_skin_force); skin = skin->below)
3465     ;
3466    
3467     if (!skin)
3468 root 1.18 return;
3469    
3470     /* adding new spellpath attunements */
3471     if (item->path_attuned > 0 && !(skin->path_attuned & item->path_attuned))
3472     {
3473     skin->path_attuned |= item->path_attuned; /* add attunement to skin */
3474    
3475     /* print message */
3476     sprintf (buf, "You feel attuned to ");
3477     for (i = 0, j = 0; i < NRSPELLPATHS; i++)
3478     {
3479     if (item->path_attuned & (1 << i))
3480     {
3481     if (j)
3482     strcat (buf, " and ");
3483     else
3484     j = 1;
3485     strcat (buf, spellpathnames[i]);
3486     }
3487     }
3488     strcat (buf, ".");
3489     new_draw_info (NDI_UNIQUE | NDI_BLUE, 0, who, buf);
3490     }
3491    
3492     /* evtl. adding flags: */
3493     if (QUERY_FLAG (item, FLAG_XRAYS))
3494     SET_FLAG (skin, FLAG_XRAYS);
3495     if (QUERY_FLAG (item, FLAG_STEALTH))
3496     SET_FLAG (skin, FLAG_STEALTH);
3497     if (QUERY_FLAG (item, FLAG_SEE_IN_DARK))
3498     SET_FLAG (skin, FLAG_SEE_IN_DARK);
3499    
3500     /* print message if there is one */
3501     if (item->msg != NULL)
3502     new_draw_info (NDI_UNIQUE | NDI_BLUE, 0, who, item->msg);
3503     }
3504     else
3505     {
3506     /* generate misc. treasure */
3507     tmp = arch_to_object (tr->item);
3508     new_draw_info_format (NDI_UNIQUE | NDI_BLUE, 0, who, "You gained %s", query_short_name (tmp));
3509     tmp = insert_ob_in_ob (tmp, who);
3510     if (who->type == PLAYER)
3511     esrv_send_item (who, tmp);
3512 elmex 1.1 }
3513     }
3514    
3515     /**
3516     * Unready an object for a player. This function does nothing if the object was
3517     * not readied.
3518     */
3519 root 1.18 void
3520     player_unready_range_ob (player *pl, object *ob)
3521     {
3522 root 1.96 for (rangetype i = (rangetype) 0; i < range_size; i = (rangetype) ((int) i + 1))
3523     if (pl->ranges[i] == ob)
3524     {
3525     pl->ranges[i] = 0;
3526     if (pl->shoottype == i)
3527     pl->shoottype = range_none;
3528     }
3529 elmex 1.1 }
3530 root 1.101
3531     sint8
3532     player::visibility_at (maptile *map, int x, int y) const
3533     {
3534     if (!ns)
3535     return 0;
3536    
3537     int dx, dy;
3538     if (!adjacent_map (map, ns->current_map, &dx, &dy))
3539     return 0;
3540    
3541     x += dx - ns->current_x + ns->mapx / 2;
3542     y += dy - ns->current_y + ns->mapy / 2;
3543    
3544     if (!IN_RANGE_EXC (x, 0, ns->mapx) || !IN_RANGE_EXC (y, 0, ns->mapy))
3545     return 0;
3546    
3547     return 100 - blocked_los [x][y];
3548     }