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/cvs/deliantra/server/server/player.C
Revision: 1.111
Committed: Mon Apr 23 11:43:22 2007 UTC (17 years, 1 month ago) by root
Content type: text/plain
Branch: MAIN
Changes since 1.110: +4 -1 lines
Log Message:
check for validity of map, as map might be legally 0 if the player could not yte enter the link map

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 1.111
200     if (ob->map)
201     maplevel = ob->map->path;
202    
203 root 1.89 ob->remove ();
204     ob->map = 0;
205 root 1.104 party = 0;
206 root 1.89
207 root 1.92 // for weird reasons, this is often "ob", keeping a circular reference
208     ranges [range_skill] = 0;
209    
210 root 1.89 players.erase (this);
211     }
212    
213 root 1.56 // connect the player with a specific client
214     // also changed, rationalises, and fixes some incorrect settings
215 root 1.54 void
216     player::connect (client *ns)
217 root 1.18 {
218 root 1.54 this->ns = ns;
219     ns->pl = this;
220    
221 root 1.95 run_on = 0;
222     fire_on = 0;
223 root 1.103 ob->close_container (); //TODO: client-specific
224 root 1.95
225 root 1.54 ns->update_look = 0;
226     ns->look_position = 0;
227    
228     clear_los (ob);
229    
230 root 1.95 ns->reset_stats ();
231 root 1.93
232 root 1.57 /* make sure he's a player -- needed because of class change. */
233 root 1.54 ob->type = PLAYER; // we are paranoid
234     ob->race = ob->arch->clone.race;
235 elmex 1.1
236 root 1.56 if (!legal_range (ob, shoottype))
237     shoottype = range_none;
238 root 1.44
239 root 1.54 ob->carrying = sum_weight (ob);
240     link_player_skills (ob);
241 elmex 1.1
242 root 1.56 CLEAR_FLAG (ob, FLAG_NO_FIX_PLAYER);
243 elmex 1.1
244 root 1.54 assign (title, ob->arch->clone.name);
245 root 1.15
246 root 1.54 /* if it's a dragon player, set the correct title here */
247     if (is_dragon_pl (ob))
248     {
249     object *tmp, *abil = 0, *skin = 0;
250    
251     shstr_cmp dragon_ability_force ("dragon_ability_force");
252     shstr_cmp dragon_skin_force ("dragon_skin_force");
253    
254     for (tmp = ob->inv; tmp; tmp = tmp->below)
255     if (tmp->type == FORCE)
256     if (tmp->arch->name == dragon_ability_force)
257     abil = tmp;
258     else if (tmp->arch->name == dragon_skin_force)
259     skin = tmp;
260    
261     set_dragon_name (ob, abil, skin);
262     }
263    
264     new_draw_info (NDI_UNIQUE, 0, ob, "Welcome Back!");
265    
266 root 1.60 esrv_new_player (this, ob->weight + ob->carrying);
267    
268     ob->update_stats ();
269 root 1.54 ns->floorbox_update ();
270    
271     esrv_send_inventory (ob, ob);
272     esrv_add_spells (this, 0);
273    
274 root 1.89 activate ();
275 root 1.54
276 root 1.59 send_rules (ob);
277     send_news (ob);
278     display_motd (ob);
279 root 1.78
280     INVOKE_PLAYER (CONNECT, this);
281 root 1.54 INVOKE_PLAYER (LOGIN, this);
282     }
283 elmex 1.1
284 root 1.62 void
285     player::disconnect ()
286     {
287 root 1.63 if (ns)
288 root 1.72 {
289 root 1.89 if (active)
290     INVOKE_PLAYER (LOGOUT, this, ARG_INT (0));
291 root 1.78
292     INVOKE_PLAYER (DISCONNECT, this);
293 root 1.72
294 root 1.97 ns->reset_stats ();
295 root 1.72 ns->pl = 0;
296     this->ns = 0;
297 root 1.89 }
298 root 1.72
299 root 1.105 if (ob)
300     ob->close_container (); //TODO: client-specific
301    
302 root 1.89 deactivate ();
303 root 1.62 }
304    
305 root 1.54 // the need for this function can be explained
306     // by load_object not returning the object
307     void
308     player::set_object (object *op)
309     {
310     ob = op;
311 root 1.104 ob->contr = this; /* this aren't yet in archetype */
312 root 1.15
313 root 1.54 ob->speed_left = 0.5;
314 root 1.104 ob->speed = 1.0;
315     ob->direction = 5; /* So player faces south */
316 root 1.54 }
317 root 1.15
318 root 1.54 player::player ()
319     {
320 pippijn 1.81 /* There are some elements we want initialised to non zero value -
321 root 1.54 * we deal with that below this point.
322     */
323 root 1.109 outputs_sync = 6; /* Every 2 seconds */
324     outputs_count = 10; /* Keeps present behaviour */
325 root 1.54 unapply = unapply_nochoice;
326    
327 root 1.77 savebed_map = first_map_path; /* Init. respawn position */
328 root 1.54
329     gen_sp_armour = 10;
330     shoottype = range_none;
331     bowtype = bow_normal;
332     petmode = pet_normal;
333     listening = 10;
334     usekeys = containers;
335     peaceful = 1; /* default peaceful */
336     do_los = 1;
337     }
338    
339 root 1.62 void
340     player::do_destroy ()
341 root 1.54 {
342 root 1.72 disconnect ();
343 root 1.62
344 root 1.72 attachable::do_destroy ();
345 root 1.62
346 root 1.54 if (ob)
347 root 1.69 {
348     ob->destroy_inv (false);
349     ob->destroy ();
350     }
351 root 1.62 }
352    
353     player::~player ()
354     {
355 root 1.54 /* Clear item stack */
356     free (stack_items);
357 elmex 1.1 }
358    
359 root 1.54 /* Tries to add player on the connection passed in ns.
360 elmex 1.1 * All we can really get in this is some settings like host and display
361     * mode.
362     */
363 root 1.54 player *
364     player::create ()
365 root 1.18 {
366 root 1.54 player *pl = new player;
367 root 1.38
368 root 1.54 pl->set_object (arch_to_object (get_player_archetype (0)));
369 root 1.104
370     pl->ob->roll_stats ();
371     pl->ob->stats.wc = 2;
372     pl->ob->run_away = 25; /* Then we panick... */
373    
374 root 1.76 set_first_map (pl->ob);
375 root 1.26
376 root 1.54 return pl;
377 elmex 1.1 }
378    
379     /*
380     * get_player_archetype() return next player archetype from archetype
381     * list. Not very efficient routine, but used only creating new players.
382     * Note: there MUST be at least one player archetype!
383     */
384 root 1.18 archetype *
385     get_player_archetype (archetype *at)
386 elmex 1.1 {
387 root 1.18 archetype *start = at;
388    
389     for (;;)
390     {
391     if (at == NULL || at->next == NULL)
392     at = first_archetype;
393     else
394     at = at->next;
395 root 1.46
396 root 1.18 if (at->clone.type == PLAYER)
397     return at;
398 root 1.46
399 root 1.18 if (at == start)
400     {
401     LOG (llevError, "No Player archetypes\n");
402     exit (-1);
403 root 1.11 }
404 elmex 1.1 }
405     }
406    
407 root 1.18 object *
408     get_nearest_player (object *mon)
409     {
410     object *op = NULL;
411     objectlink *ol;
412     unsigned lastdist;
413     rv_vector rv;
414    
415 root 1.92 for (ol = first_friendly_object, lastdist = 1000; ol; ol = ol->next)
416 root 1.18 {
417     /* We should not find free objects on this friendly list, but it
418     * does periodically happen. Given that, lets deal with it.
419     * While unlikely, it is possible the next object on the friendly
420     * list is also free, so encapsulate this in a while loop.
421     */
422     while (QUERY_FLAG (ol->ob, FLAG_FREED) || !QUERY_FLAG (ol->ob, FLAG_FRIENDLY))
423     {
424     object *tmp = ol->ob;
425    
426     /* Can't do much more other than log the fact, because the object
427     * itself will have been cleared.
428     */
429 root 1.92 LOG (llevDebug, "get_nearest_player: Found free/non friendly object '%s' on friendly list\n",
430     tmp->debug_desc ());
431 root 1.18 ol = ol->next;
432     remove_friendly_object (tmp);
433     if (!ol)
434     return op;
435     }
436 root 1.11
437 root 1.18 /* Remove special check for player from this. First, it looks to cause
438     * some crashes (ol->ob->contr not set properly?), but secondly, a more
439     * complicated method of state checking would be needed in any case -
440     * as it was, a clever player could type quit, and the function would
441     * skip them over while waiting for confirmation. Remove
442     * on_same_map check, as can_detect_enemy also does this
443     */
444     if (!can_detect_enemy (mon, ol->ob, &rv))
445     continue;
446 root 1.11
447 root 1.18 if (lastdist > rv.distance)
448     {
449     op = ol->ob;
450     lastdist = rv.distance;
451 root 1.11 }
452 elmex 1.1 }
453 root 1.61
454     for_all_players (pl)
455     if (can_detect_enemy (mon, pl->ob, &rv))
456     if (lastdist > rv.distance)
457 root 1.18 {
458 root 1.61 op = pl->ob;
459     lastdist = rv.distance;
460     }
461 elmex 1.1
462     #if 0
463 root 1.18 LOG (llevDebug, "get_nearest_player() finds player: %s\n", op ? &op->name : "(null)");
464 elmex 1.1 #endif
465 root 1.18 return op;
466 elmex 1.1 }
467    
468     /* I believe this can safely go to 2, 3 is questionable, 4 will likely
469     * result in a monster paths backtracking. It basically determines how large a
470     * detour a monster will take from the direction path when looking
471     * for a path to the player. The values are in the amount of direction
472     * the deviation is
473     */
474     #define DETOUR_AMOUNT 2
475    
476     /* This is used to prevent infinite loops. Consider a case where the
477     * player is in a chamber (with gate closed), and monsters are outside.
478     * with DETOUR_AMOUNT==2, the function will turn each corner, trying to
479     * find a path into the chamber. This is a good thing, but since there
480     * is no real path, it will just keep circling the chamber for
481     * ever (this could be a nice effect for monsters, but not for the function
482     * to get stuck in. I think for the monsters, if max is reached and
483     * we return the first direction the creature could move would result in the
484     * circling behaviour. Unfortunately, this function is also used to determined
485     * if the creature should cast a spell, so returning a direction in that case
486     * is probably not a good thing.
487     */
488     #define MAX_SPACES 50
489    
490     /*
491     * Returns the direction to the player, if valid. Returns 0 otherwise.
492     * modified to verify there is a path to the player. Does this by stepping towards
493     * player and if path is blocked then see if blockage is close enough to player that
494     * direction to player is changed (ie zig or zag). Continue zig zag until either
495     * reach player or path is blocked. Thus, will only return true if there is a free
496     * path to player. Though path may not be a straight line. Note that it will find
497     * player hiding along a corridor at right angles to the corridor with the monster.
498     *
499     * Modified by MSW 2001-08-06 to handle tiled maps. Various notes:
500     * 1) With DETOUR_AMOUNT being 2, it should still go and find players hiding
501     * down corriders.
502     * 2) I think the old code was broken if the first direction the monster
503     * should move was blocked - the code would store the first direction without
504     * verifying that the player can actually move in that direction. The new
505     * code does not store anything in firstdir until we have verified that the
506     * monster can in fact move one space in that direction.
507     * 3) I'm not sure how good this code will be for moving multipart monsters,
508     * since only simple checks to blocked are being called, which could mean the monster
509     * is blocking itself.
510     */
511 root 1.18 int
512     path_to_player (object *mon, object *pl, unsigned mindiff)
513     {
514     rv_vector rv;
515     sint16 x, y;
516     int lastx, lasty, dir, i, diff, firstdir = 0, lastdir, max = MAX_SPACES, mflags, blocked;
517 root 1.25 maptile *m, *lastmap;
518 root 1.18
519     get_rangevector (mon, pl, &rv, 0);
520    
521     if (rv.distance < mindiff)
522     return 0;
523    
524     x = mon->x;
525     y = mon->y;
526     m = mon->map;
527     dir = rv.direction;
528     lastdir = firstdir = rv.direction; /* perhaps we stand next to pl, init firstdir too */
529 root 1.100 diff = ::max (abs (rv.distance_x), abs (rv.distance_y));
530    
531 root 1.18 /* If we can't solve it within the search distance, return now. */
532     if (diff > max)
533     return 0;
534 root 1.100
535 root 1.18 while (diff > 1 && max > 0)
536     {
537     lastx = x;
538     lasty = y;
539     lastmap = m;
540     x = lastx + freearr_x[dir];
541     y = lasty + freearr_y[dir];
542    
543     mflags = get_map_flags (m, &m, x, y, &x, &y);
544     blocked = (mflags & P_OUT_OF_MAP) ? MOVE_ALL : GET_MAP_MOVE_BLOCK (m, x, y);
545    
546     /* Space is blocked - try changing direction a little */
547     if ((mflags & P_OUT_OF_MAP) || ((OB_TYPE_MOVE_BLOCK (mon, blocked) || (mflags & P_BLOCKSVIEW))
548     && (m == mon->map && blocked_link (mon, m, x, y))))
549     {
550     /* recalculate direction from last good location. Possible
551     * we were not traversing ideal location before.
552     */
553     get_rangevector_from_mapcoord (lastmap, lastx, lasty, pl, &rv, 0);
554     if (rv.direction != dir)
555     {
556     /* OK - says direction should be different - lets reset the
557     * the values so it will try again.
558     */
559     x = lastx;
560     y = lasty;
561     m = lastmap;
562     dir = firstdir = rv.direction;
563     }
564     else
565     {
566     /* direct path is blocked - try taking a side step to
567     * either the left or right.
568     * Note increase the values in the loop below to be
569     * more than -1/1 respectively will mean the monster takes
570     * bigger detour. Have to be careful about these values getting
571     * too big (3 or maybe 4 or higher) as the monster may just try
572     * stepping back and forth
573     */
574     for (i = -DETOUR_AMOUNT; i <= DETOUR_AMOUNT; i++)
575     {
576     if (i == 0)
577     continue; /* already did this, so skip it */
578     /* Use lastdir here - otherwise,
579     * since the direction that the creature should move in
580     * may change, you could get infinite loops.
581     * ie, player is northwest, but monster can only
582     * move west, so it does that. It goes some distance,
583     * gets blocked, finds that it should move north,
584     * can't do that, but now finds it can move east, and
585     * gets back to its original point. lastdir contains
586     * the last direction the creature has successfully
587     * moved.
588     */
589    
590     x = lastx + freearr_x[absdir (lastdir + i)];
591     y = lasty + freearr_y[absdir (lastdir + i)];
592     m = lastmap;
593     mflags = get_map_flags (m, &m, x, y, &x, &y);
594     if (mflags & P_OUT_OF_MAP)
595     continue;
596     blocked = GET_MAP_MOVE_BLOCK (m, x, y);
597     if (OB_TYPE_MOVE_BLOCK (mon, blocked))
598     continue;
599     if (mflags & P_BLOCKSVIEW)
600     continue;
601    
602     if (m == mon->map && blocked_link (mon, m, x, y))
603     break;
604     }
605     /* go through entire loop without finding a valid
606     * sidestep to take - thus, no valid path.
607     */
608     if (i == (DETOUR_AMOUNT + 1))
609     return 0;
610     diff--;
611     lastdir = dir;
612     max--;
613     if (!firstdir)
614     firstdir = dir + i;
615     } /* else check alternate directions */
616     } /* if blocked */
617     else
618     {
619     /* we moved towards creature, so diff is less */
620     diff--;
621     max--;
622     lastdir = dir;
623     if (!firstdir)
624     firstdir = dir;
625     }
626 root 1.100
627 root 1.18 if (diff <= 1)
628     {
629     /* Recalculate diff (distance) because we may not have actually
630     * headed toward player for entire distance.
631     */
632     get_rangevector_from_mapcoord (m, x, y, pl, &rv, 0);
633 root 1.100 diff = ::max (abs (rv.distance_x), abs (rv.distance_y));
634 root 1.18 }
635 root 1.100
636 root 1.18 if (diff > max)
637     return 0;
638     }
639 root 1.100
640 root 1.18 /* If we reached the max, didn't find a direction in time */
641     if (!max)
642     return 0;
643    
644     return firstdir;
645     }
646    
647     void
648     give_initial_items (object *pl, treasurelist * items)
649     {
650     object *op, *next = NULL;
651    
652     if (pl->randomitems != NULL)
653     create_treasure (items, pl, GT_STARTEQUIP | GT_ONLY_GOOD, 1, 0);
654    
655     for (op = pl->inv; op; op = next)
656     {
657     next = op->below;
658    
659     /* Forces get applied per default, unless they have the
660     * flag "neutral" set. Sorry but I can't think of a better way
661     */
662     if (op->type == FORCE && !QUERY_FLAG (op, FLAG_NEUTRAL))
663     SET_FLAG (op, FLAG_APPLIED);
664    
665     /* we never give weapons/armour if these cannot be used
666     * by this player due to race restrictions
667     */
668     if (pl->type == PLAYER)
669     {
670     if ((!QUERY_FLAG (pl, FLAG_USE_ARMOUR) &&
671     (op->type == ARMOUR || op->type == BOOTS ||
672     op->type == CLOAK || op->type == HELMET ||
673     op->type == SHIELD || op->type == GLOVES ||
674     op->type == BRACERS || op->type == GIRDLE)) || (!QUERY_FLAG (pl, FLAG_USE_WEAPON) && op->type == WEAPON))
675     {
676 root 1.33 op->destroy ();
677 root 1.18 continue;
678     }
679 root 1.11 }
680    
681 root 1.18 /* This really needs to be better - we should really give
682     * a substitute spellbook. The problem is that we don't really
683     * have a good idea what to replace it with (need something like
684     * a first level treasurelist for each skill.)
685     * remove duplicate skills also
686     */
687     if (op->type == SPELLBOOK || op->type == SKILL)
688     {
689     object *tmp;
690 elmex 1.1
691 root 1.18 for (tmp = op->below; tmp; tmp = tmp->below)
692     if (tmp->type == op->type && tmp->name == op->name)
693     break;
694 root 1.11
695 root 1.18 if (tmp)
696     {
697 root 1.33 op->destroy ();
698 root 1.18 LOG (llevError, "give_initial_items: Removing duplicate object %s\n", &tmp->name);
699     continue;
700 root 1.11 }
701 root 1.33
702 root 1.18 if (op->nrof > 1)
703     op->nrof = 1;
704 root 1.11 }
705 elmex 1.1
706 root 1.18 if (op->type == SPELLBOOK && op->inv)
707     {
708     CLEAR_FLAG (op->inv, FLAG_STARTEQUIP);
709 root 1.11 }
710    
711 root 1.18 /* Give starting characters identified, uncursed, and undamned
712     * items. Just don't identify gold or silver, or it won't be
713     * merged properly.
714     */
715     if (need_identify (op))
716     {
717     SET_FLAG (op, FLAG_IDENTIFIED);
718     CLEAR_FLAG (op, FLAG_CURSED);
719     CLEAR_FLAG (op, FLAG_DAMNED);
720     }
721     if (op->type == SPELL)
722     {
723 root 1.33 op->destroy ();
724 root 1.18 continue;
725     }
726     else if (op->type == SKILL)
727     {
728     SET_FLAG (op, FLAG_CAN_USE_SKILL);
729     op->stats.exp = 0;
730     op->level = 1;
731 root 1.11 }
732 root 1.18 /* lock all 'normal items by default */
733     else
734     SET_FLAG (op, FLAG_INV_LOCKED);
735     } /* for loop of objects in player inv */
736    
737     /* Need to set up the skill pointers */
738     link_player_skills (pl);
739     }
740    
741     void
742     get_party_password (object *op, partylist *party)
743     {
744     if (party == NULL)
745     {
746     LOG (llevError, "get_party_password(): tried to make player %s join a NULL party", &op->name);
747     return;
748 elmex 1.1 }
749 root 1.54
750 root 1.18 op->contr->write_buf[0] = '\0';
751 root 1.52 op->contr->ns->state = ST_GET_PARTY_PASSWORD;
752 root 1.18 op->contr->party_to_join = party;
753 root 1.52 send_query (op->contr->ns, CS_QUERY_HIDEINPUT, "What is the password?\n:");
754 elmex 1.1 }
755    
756     /* This rolls four 1-6 rolls and sums the best 3 of the 4. */
757 root 1.54 static int
758 root 1.18 roll_stat (void)
759     {
760     int a[4], i, j, k;
761    
762     for (i = 0; i < 4; i++)
763 root 1.99 a[i] = (int) rndm (6) + 1;
764 root 1.18
765     for (i = 0, j = 0, k = 7; i < 4; i++)
766     if (a[i] < k)
767     k = a[i], j = i;
768    
769     for (i = 0, k = 0; i < 4; i++)
770 root 1.54 if (i != j)
771     k += a[i];
772    
773 root 1.18 return k;
774     }
775    
776     void
777 root 1.54 object::roll_stats ()
778 root 1.18 {
779 root 1.54 int statsort [7];
780 root 1.18
781 root 1.54 for (;;)
782 root 1.18 {
783 root 1.54 int sum = 0;
784     for (int i = 7; i--; )
785     sum += statsort [i] = roll_stat ();
786    
787     if (sum >= 82 && sum <= 116)
788     break;
789 root 1.18 }
790    
791 root 1.54 // Sort the stats so that rerolling is easier...
792     std::sort (statsort, statsort + 7, std::greater<int>());
793 root 1.18
794 root 1.54 stats.Str = statsort[0];
795     stats.Dex = statsort[1];
796     stats.Con = statsort[2];
797     stats.Int = statsort[3];
798     stats.Wis = statsort[4];
799     stats.Pow = statsort[5];
800     stats.Cha = statsort[6];
801 root 1.18
802 root 1.54 stats.exp = 0;
803     stats.ac = 0;
804 root 1.18
805 root 1.54 stats.hp = stats.maxhp;
806     stats.sp = stats.maxsp;
807     stats.grace = stats.maxgrace;
808 root 1.18
809 root 1.54 if (contr)
810     {
811     contr->levhp[1] = 9;
812     contr->levsp[1] = 6;
813     contr->levgrace[1] = 3;
814 root 1.18
815 root 1.54 contr->orig_stats = stats;
816     }
817 root 1.18 }
818    
819     void
820 root 1.54 object::swap_stats (int a, int b)
821 root 1.18 {
822 root 1.54 int tmp = get_attr_value (&contr->orig_stats, a);
823     set_attr_value (&contr->orig_stats, a, get_attr_value (&contr->orig_stats, b));
824     set_attr_value (&contr->orig_stats, b, tmp);
825 elmex 1.1
826 root 1.54 stats.Str = contr->orig_stats.Str;
827     stats.Dex = contr->orig_stats.Dex;
828     stats.Con = contr->orig_stats.Con;
829     stats.Int = contr->orig_stats.Int;
830     stats.Wis = contr->orig_stats.Wis;
831     stats.Pow = contr->orig_stats.Pow;
832     stats.Cha = contr->orig_stats.Cha;
833 elmex 1.1
834 root 1.54 //TODO: the following code looks so borked and should, at the very least,
835     // be merged with the similar code in roll_stats
836     stats.ac = 0;
837 elmex 1.1
838 root 1.54 level = 1;
839     stats.exp = 0;
840     stats.ac = 0;
841 elmex 1.1
842 root 1.54 stats.hp = stats.maxhp;
843     stats.sp = stats.maxsp;
844     stats.grace = stats.maxgrace;
845 elmex 1.1
846 root 1.54 if (contr)
847 root 1.18 {
848 root 1.54 contr->levhp[1] = 9;
849     contr->levsp[1] = 6;
850     contr->levgrace[1] = 3;
851 root 1.18
852 root 1.54 contr->orig_stats = stats;
853 elmex 1.1 }
854     }
855    
856 root 1.73 static void
857     start_info (object *op)
858     {
859     char buf[MAX_BUF];
860    
861     sprintf (buf, "Welcome to Crossfire v%s!", VERSION);
862     new_draw_info (NDI_UNIQUE, 0, op, buf);
863     //new_draw_info (NDI_UNIQUE, 0, op, "Press `?' for help");
864     //new_draw_info (NDI_UNIQUE, 0, op, " ");
865     }
866    
867 elmex 1.1 /* This function takes the key that is passed, and does the
868     * appropriate action with it (change race, or other things).
869     * The function name is for historical reasons - now we have
870     * separate race and class; this actually changes the RACE,
871     * not the class.
872     */
873 root 1.18 int
874     key_change_class (object *op, char key)
875 elmex 1.1 {
876 root 1.18 int tmp_loop;
877 elmex 1.1
878 root 1.18 if (key == 'd' || key == 'D')
879     {
880     char buf[MAX_BUF];
881 elmex 1.1
882 root 1.18 /* this must before then initial items are given */
883     esrv_new_player (op->contr, op->weight + op->carrying);
884 elmex 1.36
885 root 1.110 treasurelist *tl = treasurelist::find ("starting_wealth");
886 elmex 1.36 if (tl)
887     create_treasure (tl, op, 0, 0, 0);
888 elmex 1.1
889 root 1.18 INVOKE_PLAYER (BIRTH, op->contr);
890     INVOKE_PLAYER (LOGIN, op->contr);
891 elmex 1.1
892 root 1.52 op->contr->ns->state = ST_PLAYING;
893 root 1.11
894 root 1.18 if (op->msg)
895     op->msg = NULL;
896 elmex 1.1
897 root 1.18 /* We create this now because some of the unique maps will need it
898     * to save here.
899     */
900     sprintf (buf, "%s/%s/%s", settings.localdir, settings.playerdir, &op->name);
901     make_path_to_file (buf);
902 elmex 1.1
903 root 1.18 start_info (op);
904     CLEAR_FLAG (op, FLAG_WIZ);
905     give_initial_items (op, op->randomitems);
906     link_player_skills (op);
907     esrv_send_inventory (op, op);
908 root 1.54 op->update_stats ();
909 elmex 1.1
910 root 1.18 /* This moves the player to a different start map, if there
911     * is one for this race
912     */
913     if (*first_map_ext_path)
914     {
915     object *tmp;
916     char mapname[MAX_BUF];
917    
918 root 1.77 snprintf (mapname, MAX_BUF - 1, "%s/%s", &first_map_ext_path, &op->arch->name);
919 root 1.33 tmp = object::create ();
920 root 1.18 EXIT_PATH (tmp) = mapname;
921 root 1.77 EXIT_X (tmp) = op->x;
922     EXIT_Y (tmp) = op->y;
923 root 1.74 op->enter_exit (tmp); /* we don't really care if it succeeded;
924 elmex 1.1 * if the map isn't there, then stay on the
925     * default initial map */
926 root 1.33 tmp->destroy ();
927 elmex 1.1 }
928 root 1.18 else
929 root 1.46 LOG (llevDebug, "first_map_ext_path not set\n");
930    
931 root 1.18 return 0;
932 elmex 1.1 }
933    
934 root 1.18 /* Following actually changes the race - this is the default command
935     * if we don't match with one of the options above.
936     */
937    
938     tmp_loop = 0;
939     while (!tmp_loop)
940     {
941     shstr name = op->name;
942     int x = op->x, y = op->y;
943    
944 root 1.54 op->remove_statbonus ();
945 root 1.32 op->remove ();
946 root 1.18 op->arch = get_player_archetype (op->arch);
947 root 1.33 op->arch->clone.copy_to (op);
948 root 1.18 op->instantiate ();
949     op->stats = op->contr->orig_stats;
950     op->name = op->name_pl = name;
951     op->x = x;
952     op->y = y;
953     SET_ANIMATION (op, 2); /* So player faces south */
954     insert_ob_in_map (op, op->map, op, 0);
955 root 1.21 assign (op->contr->title, op->arch->clone.name);
956 root 1.54 op->add_statbonus ();
957 root 1.18 tmp_loop = allowed_class (op);
958     }
959 root 1.19
960 root 1.18 update_object (op, UP_OBJ_FACE);
961     esrv_update_item (UPD_FACE, op, op);
962 root 1.54 op->update_stats ();
963 root 1.18 op->stats.hp = op->stats.maxhp;
964     op->stats.sp = op->stats.maxsp;
965     op->stats.grace = 0;
966 root 1.21
967 root 1.18 if (op->msg)
968     new_draw_info (NDI_BLUE, 0, op, op->msg);
969 root 1.21
970 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");
971 root 1.18 return 0;
972 elmex 1.1 }
973    
974 root 1.18 void
975     flee_player (object *op)
976     {
977     int dir, diff;
978     rv_vector rv;
979    
980     if (op->stats.hp < 0)
981     {
982     LOG (llevDebug, "Fleeing player is dead.\n");
983     CLEAR_FLAG (op, FLAG_SCARED);
984     return;
985 elmex 1.1 }
986    
987 root 1.18 if (op->enemy == NULL)
988     {
989     LOG (llevDebug, "Fleeing player had no enemy.\n");
990     CLEAR_FLAG (op, FLAG_SCARED);
991     return;
992 elmex 1.1 }
993    
994 root 1.18 /* Seen some crashes here. Since we don't store an
995     * op->enemy_count, it is possible that something destroys the
996     * actual enemy, and the object is recycled.
997     */
998     if (op->enemy->map == NULL)
999     {
1000     CLEAR_FLAG (op, FLAG_SCARED);
1001     op->enemy = NULL;
1002     return;
1003 elmex 1.1 }
1004    
1005 root 1.18 if (!(random_roll (0, 4, op, PREFER_LOW)) && did_make_save (op, op->level, 0))
1006     {
1007     op->enemy = NULL;
1008     CLEAR_FLAG (op, FLAG_SCARED);
1009     return;
1010 elmex 1.1 }
1011 root 1.49
1012 root 1.18 get_rangevector (op, op->enemy, &rv, 0);
1013    
1014     dir = absdir (4 + rv.direction);
1015     for (diff = 0; diff < 3; diff++)
1016     {
1017     int m = 1 - (RANDOM () & 2);
1018 elmex 1.1
1019 root 1.18 if (move_ob (op, absdir (dir + diff * m), op) || (diff == 0 && move_ob (op, absdir (dir - diff * m), op)))
1020 root 1.49 return;
1021 elmex 1.1 }
1022 root 1.49
1023 root 1.18 /* Cornered, get rid of scared */
1024     CLEAR_FLAG (op, FLAG_SCARED);
1025     op->enemy = NULL;
1026 elmex 1.1 }
1027    
1028    
1029     /* check_pick sees if there is stuff to be picked up/picks up stuff.
1030     * IT returns 1 if the player should keep on moving, 0 if he should
1031     * stop.
1032     */
1033 root 1.18 int
1034     check_pick (object *op)
1035     {
1036 elmex 1.1 object *tmp, *next;
1037     int stop = 0;
1038 pippijn 1.106 int wvratio;
1039     char putstring[128];
1040 elmex 1.1
1041     /* if you're flying, you cna't pick up anything */
1042     if (op->move_type & MOVE_FLYING)
1043     return 1;
1044    
1045     next = op->below;
1046    
1047     /* loop while there are items on the floor that are not marked as
1048     * destroyed */
1049 root 1.24 while (next && !next->destroyed ())
1050 root 1.18 {
1051     tmp = next;
1052     next = tmp->below;
1053 elmex 1.1
1054 root 1.24 if (op->destroyed ())
1055 elmex 1.1 return 0;
1056    
1057 root 1.18 if (!can_pick (op, tmp))
1058     continue;
1059 elmex 1.1
1060 root 1.18 if (op->contr->search_str[0] != '\0' && settings.search_items == TRUE)
1061     {
1062     if (item_matched_string (op, tmp, op->contr->search_str))
1063     pick_up (op, tmp);
1064     continue;
1065 root 1.11 }
1066    
1067 root 1.18 /* high not bit set? We're using the old autopickup model */
1068     if (!(op->contr->mode & PU_NEWMODE))
1069 root 1.11 {
1070 root 1.18 switch (op->contr->mode)
1071 root 1.11 {
1072 root 1.20 case 0:
1073     return 1; /* don't pick up */
1074     case 1:
1075     pick_up (op, tmp);
1076     return 1;
1077     case 2:
1078     pick_up (op, tmp);
1079     return 0;
1080     case 3:
1081     return 0; /* stop before pickup */
1082     case 4:
1083     pick_up (op, tmp);
1084     break;
1085     case 5:
1086     pick_up (op, tmp);
1087     stop = 1;
1088     break;
1089     case 6:
1090     if (QUERY_FLAG (tmp, FLAG_KNOWN_MAGICAL) && !QUERY_FLAG (tmp, FLAG_KNOWN_CURSED))
1091 root 1.18 pick_up (op, tmp);
1092 root 1.20 break;
1093    
1094     case 7:
1095     if (tmp->type == MONEY || tmp->type == GEM)
1096 root 1.18 pick_up (op, tmp);
1097 root 1.20 break;
1098    
1099     default:
1100     /* use value density */
1101     if (!QUERY_FLAG (tmp, FLAG_UNPAID)
1102     && (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1))) >= op->contr->mode)
1103 root 1.18 pick_up (op, tmp);
1104 root 1.11 }
1105     }
1106 root 1.18 else
1107     { /* old model */
1108     /* NEW pickup handling */
1109     if (op->contr->mode & PU_DEBUG)
1110     {
1111     /* some debugging code to figure out item information */
1112     if (tmp->name != NULL)
1113     sprintf (putstring, "item name: %s item type: %d weight/value: %d",
1114     &tmp->name, tmp->type, (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1))));
1115     else
1116     sprintf (putstring, "item name: %s item type: %d weight/value: %d",
1117     &tmp->arch->name, tmp->type, (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1))));
1118    
1119     new_draw_info (NDI_UNIQUE, 0, op, putstring);
1120 root 1.58 }
1121 elmex 1.1
1122 root 1.18 /* philosophy:
1123     * It's easy to grab an item type from a pile, as long as it's
1124     * generic. This takes no game-time. For more detailed pickups
1125 root 1.58 * and selections, select-items should be used. This is a
1126 root 1.18 * grab-as-you-run type mode that's really useful for arrows for
1127     * example.
1128     * The drawback: right now it has no frontend, so you need to
1129     * stick the bits you want into a calculator in hex mode and then
1130     * convert to decimal and then 'pickup <#>
1131     */
1132    
1133     /* the first two modes are exclusive: if NOTHING we return, if
1134     * STOP then we stop. All the rest are applied sequentially,
1135     * meaning if any test passes, the item gets picked up. */
1136    
1137     /* if mode is set to pick nothing up, return */
1138    
1139     if (op->contr->mode & PU_NOTHING)
1140     return 1;
1141    
1142     /* if mode is set to stop when encountering objects, return */
1143     /* take STOP before INHIBIT since it doesn't actually pick
1144     * anything up */
1145    
1146     if (op->contr->mode & PU_STOP)
1147     return 0;
1148    
1149     /* useful for going into stores and not losing your settings... */
1150     /* and for battles wher you don't want to get loaded down while
1151     * fighting */
1152     if (op->contr->mode & PU_INHIBIT)
1153     return 1;
1154    
1155     /* prevent us from turning into auto-thieves :) */
1156     if (QUERY_FLAG (tmp, FLAG_UNPAID))
1157     continue;
1158    
1159     /* ignore known cursed objects */
1160     if (QUERY_FLAG (tmp, FLAG_KNOWN_CURSED) && op->contr->mode & PU_NOT_CURSED)
1161     continue;
1162    
1163     /* all food and drink if desired */
1164     /* question: don't pick up known-poisonous stuff? */
1165     if (op->contr->mode & PU_FOOD)
1166     if (tmp->type == FOOD)
1167     {
1168     pick_up (op, tmp);
1169     continue;
1170     }
1171 root 1.29
1172 root 1.18 if (op->contr->mode & PU_DRINK)
1173     if (tmp->type == DRINK || (tmp->type == POISON && !QUERY_FLAG (tmp, FLAG_KNOWN_CURSED)))
1174     {
1175     pick_up (op, tmp);
1176     continue;
1177     }
1178    
1179     if (op->contr->mode & PU_POTION)
1180     if (tmp->type == POTION)
1181     {
1182     pick_up (op, tmp);
1183     continue;
1184     }
1185    
1186     /* spellbooks, skillscrolls and normal books/scrolls */
1187     if (op->contr->mode & PU_SPELLBOOK)
1188     if (tmp->type == SPELLBOOK)
1189     {
1190     pick_up (op, tmp);
1191     continue;
1192     }
1193 root 1.29
1194 root 1.18 if (op->contr->mode & PU_SKILLSCROLL)
1195     if (tmp->type == SKILLSCROLL)
1196     {
1197     pick_up (op, tmp);
1198     continue;
1199     }
1200 root 1.29
1201 root 1.18 if (op->contr->mode & PU_READABLES)
1202     if (tmp->type == BOOK || tmp->type == SCROLL)
1203     {
1204     pick_up (op, tmp);
1205     continue;
1206     }
1207    
1208     /* wands/staves/rods/horns */
1209     if (op->contr->mode & PU_MAGIC_DEVICE)
1210     if (tmp->type == WAND || tmp->type == ROD || tmp->type == HORN)
1211     {
1212     pick_up (op, tmp);
1213     continue;
1214     }
1215    
1216     /* pick up all magical items */
1217     if (op->contr->mode & PU_MAGICAL)
1218     if (QUERY_FLAG (tmp, FLAG_KNOWN_MAGICAL) && !QUERY_FLAG (tmp, FLAG_KNOWN_CURSED))
1219     {
1220     pick_up (op, tmp);
1221     continue;
1222     }
1223    
1224     if (op->contr->mode & PU_VALUABLES)
1225     {
1226     if (tmp->type == MONEY || tmp->type == GEM)
1227     {
1228     pick_up (op, tmp);
1229     continue;
1230     }
1231     }
1232    
1233     /* rings & amulets - talismans seems to be typed AMULET */
1234     if (op->contr->mode & PU_JEWELS)
1235     if (tmp->type == RING || tmp->type == AMULET)
1236     {
1237     pick_up (op, tmp);
1238 root 1.29 continue;
1239     }
1240    
1241     /* we don't forget dragon food */
1242     if (op->contr->mode & PU_FLESH)
1243     if (tmp->type == FLESH)
1244     {
1245     pick_up (op, tmp);
1246 root 1.18 continue;
1247     }
1248    
1249     /* bows and arrows. Bows are good for selling! */
1250     if (op->contr->mode & PU_BOW)
1251     if (tmp->type == BOW)
1252     {
1253     pick_up (op, tmp);
1254     continue;
1255     }
1256 root 1.29
1257 root 1.18 if (op->contr->mode & PU_ARROW)
1258     if (tmp->type == ARROW)
1259     {
1260     pick_up (op, tmp);
1261     continue;
1262     }
1263    
1264     /* all kinds of armor etc. */
1265     if (op->contr->mode & PU_ARMOUR)
1266     if (tmp->type == ARMOUR)
1267     {
1268     pick_up (op, tmp);
1269     continue;
1270     }
1271 root 1.29
1272 root 1.18 if (op->contr->mode & PU_HELMET)
1273     if (tmp->type == HELMET)
1274     {
1275     pick_up (op, tmp);
1276     continue;
1277     }
1278 root 1.29
1279 root 1.18 if (op->contr->mode & PU_SHIELD)
1280     if (tmp->type == SHIELD)
1281     {
1282     pick_up (op, tmp);
1283     continue;
1284     }
1285 root 1.29
1286 root 1.18 if (op->contr->mode & PU_BOOTS)
1287     if (tmp->type == BOOTS)
1288     {
1289     pick_up (op, tmp);
1290     continue;
1291     }
1292 root 1.29
1293 root 1.18 if (op->contr->mode & PU_GLOVES)
1294     if (tmp->type == GLOVES)
1295     {
1296     pick_up (op, tmp);
1297     continue;
1298     }
1299 root 1.29
1300 root 1.18 if (op->contr->mode & PU_CLOAK)
1301     if (tmp->type == CLOAK)
1302     {
1303     pick_up (op, tmp);
1304     continue;
1305     }
1306 elmex 1.1
1307 root 1.18 /* hoping to catch throwing daggers here */
1308     if (op->contr->mode & PU_MISSILEWEAPON)
1309     if (tmp->type == WEAPON && QUERY_FLAG (tmp, FLAG_IS_THROWN))
1310     {
1311     pick_up (op, tmp);
1312     continue;
1313     }
1314 elmex 1.1
1315 root 1.18 /* careful: chairs and tables are weapons! */
1316     if (op->contr->mode & PU_ALLWEAPON)
1317     {
1318     if (tmp->type == WEAPON && tmp->name != NULL)
1319     {
1320     if (strstr (tmp->name, "table") == NULL && strstr (tmp->arch->name, "table") == NULL &&
1321     strstr (tmp->name, "chair") && strstr (tmp->arch->name, "chair") == NULL)
1322     {
1323     pick_up (op, tmp);
1324     continue;
1325     }
1326     }
1327 root 1.29
1328 root 1.18 if (tmp->type == WEAPON && tmp->name == NULL)
1329     {
1330     if (strstr (tmp->arch->name, "table") == NULL && strstr (tmp->arch->name, "chair") == NULL)
1331     {
1332     pick_up (op, tmp);
1333     continue;
1334     }
1335     }
1336     }
1337 elmex 1.1
1338 root 1.18 /* misc stuff that's useful */
1339     if (op->contr->mode & PU_KEY)
1340     if (tmp->type == KEY || tmp->type == SPECIAL_KEY)
1341     {
1342     pick_up (op, tmp);
1343     continue;
1344     }
1345 elmex 1.1
1346 root 1.18 /* any of the last 4 bits set means we use the ratio for value
1347     * pickups */
1348     if (op->contr->mode & PU_RATIO)
1349     {
1350     /* use value density to decide what else to grab */
1351     /* >=7 was >= op->contr->mode */
1352     /* >=7 is the old standard setting. Now we take the last 4 bits
1353     * and multiply them by 5, giving 0..15*5== 5..75 */
1354     wvratio = (op->contr->mode & PU_RATIO) * 5;
1355     if ((query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1))) >= (unsigned int) wvratio)
1356     {
1357     pick_up (op, tmp);
1358 elmex 1.1 #if 0
1359 root 1.18 fprintf (stderr, "HIGH WEIGHT/VALUE [");
1360     if (tmp->name != NULL)
1361     {
1362     fprintf (stderr, "%s", tmp->name);
1363     }
1364     else
1365     fprintf (stderr, "%s", tmp->arch->name);
1366     fprintf (stderr, ",%d] = ", tmp->type);
1367     fprintf (stderr, "%d\n", (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1))));
1368 elmex 1.1 #endif
1369 root 1.18 continue;
1370     }
1371     }
1372     } /* the new pickup model */
1373     }
1374 root 1.29
1375 root 1.18 return !stop;
1376 elmex 1.1 }
1377    
1378     /*
1379     * Find an arrow in the inventory and after that
1380     * in the right type container (quiver). Pointer to the
1381     * found object is returned.
1382     */
1383 root 1.18 object *
1384     find_arrow (object *op, const char *type)
1385 elmex 1.1 {
1386 root 1.103 object *tmp = 0;
1387 elmex 1.1
1388 root 1.18 for (op = op->inv; op; op = op->below)
1389     if (!tmp && op->type == CONTAINER && op->race == type && QUERY_FLAG (op, FLAG_APPLIED))
1390     tmp = find_arrow (op, type);
1391     else if (op->type == ARROW && op->race == type)
1392     return op;
1393 root 1.103
1394 root 1.18 return tmp;
1395 elmex 1.1 }
1396    
1397     /*
1398     * Similar to find_arrow, but looks for (roughly) the best arrow to use
1399     * against the target. A full test is not performed, simply a basic test
1400     * of resistances. The archer is making a quick guess at what he sees down
1401     * the hall. Failing that it does it's best to pick the highest plus arrow.
1402     */
1403 root 1.18 object *
1404     find_better_arrow (object *op, object *target, const char *type, int *better)
1405 elmex 1.1 {
1406 root 1.18 object *tmp = NULL, *arrow, *ntmp;
1407     int attacknum, attacktype, betterby = 0, i;
1408 elmex 1.1
1409 root 1.18 if (!type)
1410     return NULL;
1411 elmex 1.1
1412 root 1.18 for (arrow = op->inv; arrow; arrow = arrow->below)
1413     {
1414     if (arrow->type == CONTAINER && arrow->race == type && QUERY_FLAG (arrow, FLAG_APPLIED))
1415     {
1416     i = 0;
1417     ntmp = find_better_arrow (arrow, target, type, &i);
1418     if (i > betterby)
1419     {
1420     tmp = ntmp;
1421     betterby = i;
1422     }
1423     }
1424     else if (arrow->type == ARROW && arrow->race == type)
1425     {
1426     /* allways prefer assasination/slaying */
1427     if (target->race != NULL && arrow->slaying != NULL && strstr (arrow->slaying, target->race))
1428     {
1429     if (arrow->attacktype & AT_DEATH)
1430     {
1431     *better = 100;
1432     return arrow;
1433     }
1434     else
1435     {
1436     tmp = arrow;
1437     betterby = (arrow->magic + arrow->stats.dam) * 2;
1438     }
1439     }
1440     else
1441     {
1442     for (attacknum = 0; attacknum < NROFATTACKS; attacknum++)
1443     {
1444     attacktype = 1 << attacknum;
1445     if ((arrow->attacktype & attacktype) && (target->arch->clone.resist[attacknum]) < 0)
1446     if (((arrow->magic + arrow->stats.dam) * (100 - target->arch->clone.resist[attacknum]) / 100) > betterby)
1447     {
1448     tmp = arrow;
1449     betterby = (arrow->magic + arrow->stats.dam) * (100 - target->arch->clone.resist[attacknum]) / 100;
1450     }
1451 root 1.11 }
1452 root 1.18 if ((2 + arrow->magic + arrow->stats.dam) > betterby)
1453     {
1454     tmp = arrow;
1455     betterby = 2 + arrow->magic + arrow->stats.dam;
1456 root 1.11 }
1457 root 1.18 if (arrow->title && (1 + arrow->magic + arrow->stats.dam) > betterby)
1458     {
1459     tmp = arrow;
1460     betterby = 1 + arrow->magic + arrow->stats.dam;
1461 root 1.11 }
1462     }
1463     }
1464 elmex 1.1 }
1465 root 1.18 if (tmp == NULL && arrow == NULL)
1466     return find_arrow (op, type);
1467 elmex 1.1
1468 root 1.18 *better = betterby;
1469     return tmp;
1470 elmex 1.1 }
1471    
1472     /* looks in a given direction, finds the first valid target, and calls
1473     * find_better_arrow to find a decent arrow to use.
1474     * op = the shooter
1475     * type = bow->race
1476     * dir = fire direction
1477     */
1478    
1479 root 1.18 object *
1480     pick_arrow_target (object *op, const char *type, int dir)
1481 elmex 1.1 {
1482 root 1.18 object *tmp = NULL;
1483 root 1.25 maptile *m;
1484 root 1.18 int i, mflags, found, number;
1485     sint16 x, y;
1486    
1487     if (op->map == NULL)
1488     return find_arrow (op, type);
1489    
1490     /* do a dex check */
1491     number = (die_roll (2, 40, op, PREFER_LOW) - 2) / 2;
1492     if (number > (op->stats.Dex + (op->chosen_skill ? op->chosen_skill->level : op->level)))
1493     return find_arrow (op, type);
1494    
1495     m = op->map;
1496     x = op->x;
1497     y = op->y;
1498    
1499     /* find the first target */
1500     for (i = 0, found = 0; i < 20; i++)
1501     {
1502     x += freearr_x[dir];
1503     y += freearr_y[dir];
1504     mflags = get_map_flags (m, &m, x, y, &x, &y);
1505     if (mflags & P_OUT_OF_MAP || mflags & P_BLOCKSVIEW)
1506     {
1507     tmp = NULL;
1508     break;
1509     }
1510     else if (GET_MAP_MOVE_BLOCK (m, x, y) == MOVE_FLY_LOW)
1511     {
1512     /* This block presumes arrows and the like are MOVE_FLY_SLOW -
1513     * perhaps a bad assumption.
1514     */
1515     tmp = NULL;
1516     break;
1517 root 1.11 }
1518 root 1.18 if (mflags & P_IS_ALIVE)
1519     {
1520     for (tmp = GET_MAP_OB (m, x, y); tmp; tmp = tmp->above)
1521     if (QUERY_FLAG (tmp, FLAG_ALIVE))
1522     {
1523     found++;
1524 root 1.11 break;
1525 root 1.18 }
1526     if (found)
1527     break;
1528 root 1.11 }
1529 elmex 1.1 }
1530 root 1.18 if (tmp == NULL)
1531     return find_arrow (op, type);
1532 elmex 1.1
1533 root 1.18 if (tmp->head)
1534     tmp = tmp->head;
1535 elmex 1.1
1536 root 1.18 return find_better_arrow (op, tmp, type, &i);
1537 elmex 1.1 }
1538    
1539     /*
1540     * Creature fires a bow - op can be monster or player. Returns
1541     * 1 if bow was actually fired, 0 otherwise.
1542     * op is the object firing the bow.
1543     * part is for multipart creatures - the part firing the bow.
1544     * dir is the direction of fire.
1545     * wc_mod is any special modifier to give (used in special player fire modes)
1546     * sx, sy are coordinates to fire arrow from - also used in some of the special
1547     * player fire modes.
1548     */
1549 root 1.18 int
1550     fire_bow (object *op, object *part, object *arrow, int dir, int wc_mod, sint16 sx, sint16 sy)
1551 elmex 1.1 {
1552 root 1.18 object *left, *bow;
1553     int bowspeed, mflags;
1554 root 1.25 maptile *m;
1555 elmex 1.1
1556 root 1.18 if (!dir)
1557     {
1558     new_draw_info (NDI_UNIQUE, 0, op, "You can't shoot yourself!");
1559     return 0;
1560 elmex 1.1 }
1561 root 1.48
1562 root 1.18 if (op->type == PLAYER)
1563     bow = op->contr->ranges[range_bow];
1564     else
1565     {
1566     for (bow = op->inv; bow; bow = bow->below)
1567     /* Don't check for applied - monsters don't apply bows - in that way, they
1568     * don't need to switch back and forth between bows and weapons.
1569     */
1570     if (bow->type == BOW)
1571     break;
1572 root 1.11
1573 root 1.18 if (!bow)
1574     {
1575     LOG (llevError, "Range: bow without activated bow (%s).\n", &op->name);
1576     return 0;
1577 root 1.11 }
1578 elmex 1.1 }
1579 root 1.48
1580 root 1.18 if (!bow->race || !bow->skill)
1581     {
1582     new_draw_info_format (NDI_UNIQUE, 0, op, "Your %s is broken.", &bow->name);
1583     return 0;
1584 elmex 1.1 }
1585    
1586 root 1.18 bowspeed = bow->stats.sp + dex_bonus[op->stats.Dex];
1587 elmex 1.1
1588 root 1.18 /* penalize ROF for bestarrow */
1589     if (op->type == PLAYER && op->contr->bowtype == bow_bestarrow)
1590     bowspeed -= dex_bonus[op->stats.Dex] + 5;
1591 root 1.48
1592 root 1.18 if (bowspeed < 1)
1593     bowspeed = 1;
1594    
1595     if (arrow == NULL)
1596     {
1597     if ((arrow = find_arrow (op, bow->race)) == NULL)
1598     {
1599     if (op->type == PLAYER)
1600     new_draw_info_format (NDI_UNIQUE, 0, op, "You have no %s left.", &bow->race);
1601     /* FLAG_READY_BOW will get reset if the monsters picks up some arrows */
1602     else
1603     CLEAR_FLAG (op, FLAG_READY_BOW);
1604     return 0;
1605 root 1.11 }
1606 elmex 1.1 }
1607 root 1.48
1608 root 1.18 mflags = get_map_flags (op->map, &m, sx, sy, &sx, &sy);
1609     if (mflags & P_OUT_OF_MAP)
1610 root 1.48 return 0;
1611    
1612 root 1.18 if (GET_MAP_MOVE_BLOCK (m, sx, sy) == MOVE_FLY_LOW)
1613     {
1614     new_draw_info (NDI_UNIQUE, 0, op, "Something is in the way.");
1615     return 0;
1616     }
1617    
1618     /* this should not happen, but sometimes does */
1619     if (arrow->nrof == 0)
1620     {
1621 root 1.33 arrow->destroy ();
1622 root 1.18 return 0;
1623     }
1624    
1625     left = arrow; /* these are arrows left to the player */
1626     arrow = get_split_ob (arrow, 1);
1627 root 1.48 if (!arrow)
1628 root 1.18 {
1629     new_draw_info_format (NDI_UNIQUE, 0, op, "You have no %s left.", &bow->race);
1630     return 0;
1631 elmex 1.1 }
1632 root 1.48
1633 root 1.34 arrow->set_owner (op);
1634 root 1.18 arrow->skill = bow->skill;
1635     arrow->direction = dir;
1636    
1637     if (op->type == PLAYER)
1638     {
1639     op->speed_left = 0.01 - (float) FABS (op->speed) * 100 / bowspeed;
1640 root 1.54 op->update_stats ();
1641 elmex 1.1 }
1642    
1643 root 1.18 SET_ANIMATION (arrow, arrow->direction);
1644     arrow->stats.sp = arrow->stats.wc; /* save original wc and dam */
1645     arrow->stats.hp = arrow->stats.dam;
1646     arrow->stats.grace = arrow->attacktype;
1647     if (arrow->slaying != NULL)
1648 root 1.40 arrow->spellarg = strdup (arrow->slaying);
1649 root 1.18
1650     /* Note that this was different for monsters - they got their level
1651     * added to the damage. I think the strength bonus is more proper.
1652     */
1653    
1654     arrow->stats.dam += (QUERY_FLAG (bow, FLAG_NO_STRENGTH) ? 0 : dam_bonus[op->stats.Str]) + bow->stats.dam + bow->magic + arrow->magic;
1655    
1656     /* update the speed */
1657     arrow->speed = (float) ((QUERY_FLAG (bow, FLAG_NO_STRENGTH) ?
1658     0 : dam_bonus[op->stats.Str]) + bow->magic + arrow->magic) / 5.0 + (float) bow->stats.dam / 7.0;
1659    
1660 root 1.67 arrow->set_speed (max (arrow->speed, 1.0));
1661 root 1.18 arrow->speed_left = 0;
1662    
1663     if (op->type == PLAYER)
1664     {
1665     arrow->stats.wc = 20 - bow->magic - arrow->magic -
1666     (op->chosen_skill ? op->chosen_skill->level : op->level) -
1667     dex_bonus[op->stats.Dex] - thaco_bonus[op->stats.Str] - arrow->stats.wc - bow->stats.wc + wc_mod;
1668    
1669     arrow->level = op->chosen_skill ? op->chosen_skill->level : op->level;
1670 elmex 1.1 }
1671 root 1.18 else
1672     {
1673     arrow->stats.wc = op->stats.wc - bow->magic - arrow->magic - arrow->stats.wc + wc_mod;
1674     arrow->level = op->level;
1675 elmex 1.1 }
1676 root 1.24
1677 root 1.18 if (arrow->attacktype == AT_PHYSICAL)
1678     arrow->attacktype |= bow->attacktype;
1679 root 1.24
1680 root 1.48 if (bow->slaying)
1681 root 1.18 arrow->slaying = bow->slaying;
1682    
1683     arrow->move_type = MOVE_FLY_LOW;
1684     arrow->move_on = MOVE_FLY_LOW | MOVE_WALK;
1685    
1686     play_sound_map (op->map, op->x, op->y, SOUND_FIRE_ARROW);
1687 root 1.70 m->insert (arrow, sx, sy, op);
1688 root 1.18
1689 root 1.24 if (!arrow->destroyed ())
1690 root 1.18 move_arrow (arrow);
1691 elmex 1.1
1692 root 1.18 if (op->type == PLAYER)
1693     {
1694 root 1.24 if (left->destroyed ())
1695     esrv_del_item (op->contr, left->count);
1696 root 1.18 else
1697     esrv_send_item (op, left);
1698 elmex 1.1 }
1699 root 1.24
1700 root 1.18 return 1;
1701 elmex 1.1 }
1702    
1703     /* Special fire code for players - this takes into
1704     * account the special fire modes players can have
1705     * but monsters can't. Putting that code here
1706     * makes the fire_bow code much cleaner.
1707     * this function should only be called if 'op' is a player,
1708     * hence the function name.
1709     */
1710 root 1.18 int
1711     player_fire_bow (object *op, int dir)
1712 elmex 1.1 {
1713 root 1.18 int ret = 0, wcmod = 0;
1714    
1715     if (op->contr->bowtype == bow_bestarrow)
1716     {
1717     ret = fire_bow (op, op, pick_arrow_target (op, op->contr->ranges[range_bow]->race, dir), dir, 0, op->x, op->y);
1718     }
1719     else if (op->contr->bowtype >= bow_n && op->contr->bowtype <= bow_nw)
1720     {
1721     if (!similar_direction (dir, op->contr->bowtype - bow_n + 1))
1722     wcmod = -1;
1723 root 1.74
1724 root 1.18 ret = fire_bow (op, op, NULL, op->contr->bowtype - bow_n + 1, wcmod, op->x, op->y);
1725     }
1726     else if (op->contr->bowtype == bow_threewide)
1727     {
1728     ret = fire_bow (op, op, NULL, dir, 0, op->x, op->y);
1729     ret |= fire_bow (op, op, NULL, dir, -5, op->x + freearr_x[absdir (dir + 2)], op->y + freearr_y[absdir (dir + 2)]);
1730     ret |= fire_bow (op, op, NULL, dir, -5, op->x + freearr_x[absdir (dir - 2)], op->y + freearr_y[absdir (dir - 2)]);
1731     }
1732     else if (op->contr->bowtype == bow_spreadshot)
1733     {
1734     ret |= fire_bow (op, op, NULL, dir, 0, op->x, op->y);
1735     ret |= fire_bow (op, op, NULL, absdir (dir - 1), -5, op->x, op->y);
1736     ret |= fire_bow (op, op, NULL, absdir (dir + 1), -5, op->x, op->y);
1737 elmex 1.1
1738     }
1739 root 1.18 else
1740     {
1741     /* Simple case */
1742     ret = fire_bow (op, op, NULL, dir, 0, op->x, op->y);
1743     }
1744     return ret;
1745 elmex 1.1 }
1746    
1747    
1748     /* Fires a misc (wand/rod/horn) object in 'dir'.
1749     * Broken apart from 'fire' to keep it more readable.
1750     */
1751 root 1.18 void
1752     fire_misc_object (object *op, int dir)
1753 elmex 1.1 {
1754 root 1.18 object *item;
1755 elmex 1.1
1756 root 1.18 if (!op->contr->ranges[range_misc])
1757     {
1758     new_draw_info (NDI_UNIQUE, 0, op, "You have range item readied.");
1759     return;
1760 elmex 1.1 }
1761    
1762 root 1.18 item = op->contr->ranges[range_misc];
1763     if (!item->inv)
1764     {
1765     LOG (llevError, "Object %s lacks a spell\n", &item->name);
1766     return;
1767 elmex 1.1 }
1768 root 1.18 if (item->type == WAND)
1769     {
1770     if (item->stats.food <= 0)
1771     {
1772     play_sound_player_only (op->contr, SOUND_WAND_POOF, 0, 0);
1773     new_draw_info_format (NDI_UNIQUE, 0, op, "The %s goes poof.", query_base_name (item, 0));
1774     return;
1775 root 1.11 }
1776 root 1.18 }
1777     else if (item->type == ROD || item->type == HORN)
1778     {
1779     if (item->stats.hp < MAX (item->inv->stats.sp, item->inv->stats.grace))
1780     {
1781     play_sound_player_only (op->contr, SOUND_WAND_POOF, 0, 0);
1782     if (item->type == ROD)
1783     new_draw_info_format (NDI_UNIQUE, 0, op, "The %s whines for a while, but nothing happens.", query_base_name (item, 0));
1784     else
1785     new_draw_info_format (NDI_UNIQUE, 0, op, "The %s needs more time to charge.", query_base_name (item, 0));
1786     return;
1787 root 1.11 }
1788 elmex 1.1 }
1789    
1790 root 1.18 if (cast_spell (op, item, dir, item->inv, NULL))
1791     {
1792     SET_FLAG (op, FLAG_BEEN_APPLIED); /* You now know something about it */
1793     if (item->type == WAND)
1794     {
1795     if (!(--item->stats.food))
1796     {
1797     object *tmp;
1798    
1799     if (item->arch)
1800     {
1801     CLEAR_FLAG (item, FLAG_ANIMATE);
1802     item->face = item->arch->clone.face;
1803 root 1.67 item->set_speed (0);
1804 root 1.11 }
1805 root 1.67
1806 root 1.49 if ((tmp = item->in_player ()))
1807 root 1.18 esrv_update_item (UPD_ANIM, tmp, item);
1808 root 1.11 }
1809     }
1810 root 1.18 else if (item->type == ROD || item->type == HORN)
1811 root 1.67 drain_rod_charge (item);
1812 elmex 1.1 }
1813     }
1814    
1815     /* Received a fire command for the player - go and do it.
1816     */
1817 root 1.18 void
1818     fire (object *op, int dir)
1819     {
1820     int spellcost = 0;
1821 elmex 1.1
1822 root 1.18 /* check for loss of invisiblity/hide */
1823     if (action_makes_visible (op))
1824     make_visible (op);
1825 elmex 1.1
1826 root 1.18 switch (op->contr->shoottype)
1827     {
1828 root 1.20 case range_none:
1829     return;
1830 elmex 1.1
1831 root 1.20 case range_bow:
1832     player_fire_bow (op, dir);
1833     return;
1834 elmex 1.1
1835 root 1.20 case range_magic: /* Casting spells */
1836     spellcost = (cast_spell (op, op, dir, op->contr->ranges[range_magic], op->contr->spellparam[0] ? op->contr->spellparam : 0));
1837     return;
1838 elmex 1.1
1839 root 1.20 case range_misc:
1840     fire_misc_object (op, dir);
1841     return;
1842 root 1.11
1843 root 1.20 case range_golem: /* Control summoned monsters from scrolls */
1844 root 1.30 if (QUERY_FLAG (op->contr->ranges[range_golem], FLAG_REMOVED))
1845 root 1.20 {
1846 root 1.30 op->contr->ranges[range_golem] = 0;
1847 root 1.20 op->contr->shoottype = range_none;
1848     }
1849     else
1850     control_golem (op->contr->ranges[range_golem], dir);
1851     return;
1852 root 1.11
1853 root 1.20 case range_skill:
1854     if (!op->chosen_skill)
1855     {
1856     if (op->type == PLAYER)
1857     new_draw_info (NDI_UNIQUE, 0, op, "You have no applicable skill to use.");
1858     return;
1859     }
1860 root 1.92
1861     do_skill (op, op, op->chosen_skill, dir, NULL);
1862 root 1.20 return;
1863     case range_builder:
1864     apply_map_builder (op, dir);
1865     return;
1866     default:
1867     new_draw_info (NDI_UNIQUE, 0, op, "Illegal shoot type.");
1868     return;
1869 elmex 1.1 }
1870     }
1871    
1872     /* find_key
1873     * We try to find a key for the door as passed. If we find a key
1874     * and successfully use it, we return the key, otherwise NULL
1875     * This function merges both normal and locked door, since the logic
1876     * for both is the same - just the specific key is different.
1877     * pl is the player,
1878     * inv is the objects inventory to searched
1879     * door is the door we are trying to match against.
1880     * This function can be called recursively to search containers.
1881     */
1882 root 1.18 object *
1883     find_key (object *pl, object *container, object *door)
1884 elmex 1.1 {
1885 root 1.18 object *tmp, *key;
1886 elmex 1.1
1887 root 1.18 /* Should not happen, but sanity checking is never bad */
1888 root 1.103 if (!container->inv)
1889     return 0;
1890 elmex 1.1
1891 root 1.18 /* First, lets try to find a key in the top level inventory */
1892 root 1.103 for (tmp = container->inv; tmp; tmp = tmp->below)
1893 root 1.18 {
1894     if (door->type == DOOR && tmp->type == KEY)
1895     break;
1896     /* For sanity, we should really check door type, but other stuff
1897     * (like containers) can be locked with special keys
1898     */
1899     if (tmp->slaying && tmp->type == SPECIAL_KEY && tmp->slaying == door->slaying)
1900     break;
1901     }
1902 root 1.103
1903 root 1.18 /* No key found - lets search inventories now */
1904     /* If we find and use a key in an inventory, return at that time.
1905     * otherwise, if we search all the inventories and still don't find
1906     * a key, return
1907     */
1908     if (!tmp)
1909     {
1910 root 1.103 for (tmp = container->inv; tmp; tmp = tmp->below)
1911 root 1.18 {
1912     /* No reason to search empty containers */
1913     if (tmp->type == CONTAINER && tmp->inv)
1914     {
1915 root 1.103 if ((key = find_key (pl, tmp, door)))
1916 root 1.18 return key;
1917     }
1918     }
1919 root 1.103
1920 root 1.18 if (!tmp)
1921     return NULL;
1922 elmex 1.1 }
1923 root 1.103
1924 root 1.18 /* We get down here if we have found a key. Now if its in a container,
1925     * see if we actually want to use it
1926     */
1927     if (pl != container)
1928     {
1929     /* Only let players use keys in containers */
1930     if (!pl->contr)
1931     return NULL;
1932     /* cases where this fails:
1933     * If we only search the player inventory, return now since we
1934     * are not in the players inventory.
1935     * If the container is not active, return now since only active
1936     * containers can be used.
1937     * If we only search keyrings and the container does not have
1938     * a race/isn't a keyring.
1939     * No checking for all containers - to fall through past here,
1940     * inv must have been an container and must have been active.
1941     *
1942     * Change the color so that the message doesn't disappear with
1943     * all the others.
1944     */
1945     if (pl->contr->usekeys == key_inventory ||
1946     !QUERY_FLAG (container, FLAG_APPLIED) ||
1947     (pl->contr->usekeys == keyrings && (!container->race || strcmp (container->race, "keys"))))
1948     {
1949     new_draw_info_format (NDI_UNIQUE | NDI_BROWN, 0, pl,
1950     "The %s in your %s vibrates as you approach the door", query_name (tmp), query_name (container));
1951     return NULL;
1952 root 1.11 }
1953 elmex 1.1 }
1954 root 1.103
1955 root 1.18 return tmp;
1956 elmex 1.1 }
1957    
1958     /* moved door processing out of move_player_attack.
1959     * returns 1 if player has opened the door with a key
1960     * such that the caller should not do anything more,
1961     * 0 otherwise
1962     */
1963 root 1.18 static int
1964     player_attack_door (object *op, object *door)
1965 elmex 1.1 {
1966 root 1.18 /* If its a door, try to find a use a key. If we do destroy the door,
1967     * might as well return immediately as there is nothing more to do -
1968     * otherwise, we fall through to the rest of the code.
1969     */
1970     object *key = find_key (op, op, door);
1971    
1972     /* IF we found a key, do some extra work */
1973     if (key)
1974     {
1975     object *container = key->env;
1976    
1977     play_sound_map (op->map, op->x, op->y, SOUND_OPEN_DOOR);
1978     if (action_makes_visible (op))
1979     make_visible (op);
1980     if (door->inv && (door->inv->type == RUNE || door->inv->type == TRAP))
1981     spring_trap (door->inv, op);
1982 root 1.103
1983 root 1.18 if (door->type == DOOR)
1984 root 1.103 hit_player (door, 9998, op, AT_PHYSICAL, 1); /* Break through the door */
1985 root 1.18 else if (door->type == LOCKED_DOOR)
1986     {
1987     new_draw_info_format (NDI_UNIQUE, NDI_BROWN, op, "You open the door with the %s", query_short_name (key));
1988     remove_door2 (door); /* remove door without violence ;-) */
1989     }
1990 root 1.103
1991 root 1.18 /* Do this after we print the message */
1992     decrease_ob (key); /* Use up one of the keys */
1993     /* Need to update the weight the container the key was in */
1994     if (container != op)
1995     esrv_update_item (UPD_WEIGHT, op, container);
1996 root 1.103
1997 root 1.18 return 1; /* Nothing more to do below */
1998     }
1999     else if (door->type == LOCKED_DOOR)
2000     {
2001     /* Might as well return now - no other way to open this */
2002     new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, door->msg);
2003     return 1;
2004 elmex 1.1 }
2005 root 1.103
2006 root 1.18 return 0;
2007 elmex 1.1 }
2008    
2009     /* This function is just part of a breakup from move_player.
2010     * It should keep the code cleaner.
2011     * When this is called, the players direction has been updated
2012     * (taking into account confusion.) The player is also actually
2013     * going to try and move (not fire weapons).
2014     */
2015 root 1.18 void
2016     move_player_attack (object *op, int dir)
2017 elmex 1.1 {
2018 root 1.18 object *tmp, *mon;
2019     sint16 nx, ny;
2020     int on_battleground;
2021 root 1.25 maptile *m;
2022 root 1.18
2023     nx = freearr_x[dir] + op->x;
2024     ny = freearr_y[dir] + op->y;
2025    
2026 root 1.49 on_battleground = op_on_battleground (op, 0, 0);
2027 root 1.18
2028     /* If braced, or can't move to the square, and it is not out of the
2029     * map, attack it. Note order of if statement is important - don't
2030     * want to be calling move_ob if braced, because move_ob will move the
2031     * player. This is a pretty nasty hack, because if we could
2032     * move to some space, it then means that if we are braced, we should
2033     * do nothing at all. As it is, if we are braced, we go through
2034     * quite a bit of processing. However, it probably is less than what
2035     * move_ob uses.
2036     */
2037     if ((op->contr->braced || !move_ob (op, dir, op)) && !out_of_map (op->map, nx, ny))
2038     {
2039     if (OUT_OF_REAL_MAP (op->map, nx, ny))
2040     {
2041 root 1.85 m = op->map->xy_find (nx, ny);
2042 root 1.18 if (!m)
2043     return; /* Don't think this should happen */
2044     }
2045     else
2046     m = op->map;
2047    
2048 root 1.85 if (!(tmp = m->at (nx, ny).bot))
2049     return;
2050 root 1.11
2051 root 1.49 mon = 0;
2052 root 1.18 /* Go through all the objects, and find ones of interest. Only stop if
2053     * we find a monster - that is something we know we want to attack.
2054     * if its a door or barrel (can roll) see if there may be monsters
2055     * on the space
2056     */
2057 root 1.49 while (tmp)
2058 root 1.18 {
2059     if (tmp == op)
2060     {
2061     tmp = tmp->above;
2062     continue;
2063 root 1.11 }
2064 root 1.27
2065 root 1.18 if (QUERY_FLAG (tmp, FLAG_ALIVE))
2066     {
2067     mon = tmp;
2068     break;
2069 root 1.11 }
2070 root 1.27
2071 root 1.18 if (tmp->type == LOCKED_DOOR || QUERY_FLAG (tmp, FLAG_CAN_ROLL))
2072     mon = tmp;
2073 root 1.27
2074 root 1.18 tmp = tmp->above;
2075     }
2076    
2077 root 1.49 if (!mon) /* This happens anytime the player tries to move */
2078 root 1.18 return; /* into a wall */
2079    
2080 root 1.49 if (mon->head)
2081 root 1.18 mon = mon->head;
2082    
2083     if ((mon->type == DOOR && mon->stats.hp >= 0) || (mon->type == LOCKED_DOOR))
2084     if (player_attack_door (op, mon))
2085     return;
2086    
2087     /* The following deals with possibly attacking peaceful
2088     * or frienddly creatures. Basically, all players are considered
2089     * unaggressive. If the moving player has peaceful set, then the
2090     * object should be pushed instead of attacked. It is assumed that
2091     * if you are braced, you will not attack friends accidently,
2092     * and thus will not push them.
2093     */
2094 root 1.11
2095 root 1.18 /* If the creature is a pet, push it even if the player is not
2096     * peaceful. Our assumption is the creature is a pet if the
2097     * player owns it and it is either friendly or unagressive.
2098     */
2099     if ((op->type == PLAYER)
2100 elmex 1.1 #if COZY_SERVER
2101 root 1.18 &&
2102 root 1.34 ((mon->owner && mon->owner->contr
2103     && same_party (mon->owner->contr->party, op->contr->party)) || mon->owner == op)
2104 elmex 1.1 #else
2105 root 1.34 && mon->owner == op
2106 elmex 1.1 #endif
2107 root 1.18 && (QUERY_FLAG (mon, FLAG_UNAGGRESSIVE) || QUERY_FLAG (mon, FLAG_FRIENDLY)))
2108 root 1.11 {
2109 root 1.18 /* If we're braced, we don't want to switch places with it */
2110     if (op->contr->braced)
2111 root 1.11 return;
2112 root 1.85
2113 root 1.18 play_sound_map (op->map, op->x, op->y, SOUND_PUSH_PLAYER);
2114     (void) push_ob (mon, dir, op);
2115     if (op->contr->tmp_invis || op->hide)
2116     make_visible (op);
2117 root 1.85
2118 root 1.18 return;
2119 root 1.11 }
2120    
2121 root 1.18 /* in certain circumstances, you shouldn't attack friendly
2122     * creatures. Note that if you are braced, you can't push
2123     * someone, but put it inside this loop so that you won't
2124     * attack them either.
2125     */
2126     if ((mon->type == PLAYER || mon->enemy != op) &&
2127     (mon->type == PLAYER || QUERY_FLAG (mon, FLAG_UNAGGRESSIVE) || QUERY_FLAG (mon, FLAG_FRIENDLY)) && (
2128 elmex 1.1 #ifdef PROHIBIT_PLAYERKILL
2129 root 1.49 (op->contr->peaceful
2130     || (mon->type == PLAYER
2131     && mon->contr->
2132     peaceful)) &&
2133 elmex 1.1 #else
2134 root 1.49 op->contr->peaceful &&
2135 elmex 1.1 #endif
2136 root 1.49 !on_battleground))
2137 root 1.18 {
2138     if (!op->contr->braced)
2139     {
2140     play_sound_map (op->map, op->x, op->y, SOUND_PUSH_PLAYER);
2141 root 1.85 push_ob (mon, dir, op);
2142 root 1.18 }
2143     else
2144 root 1.49 new_draw_info (0, 0, op, "You withhold your attack");
2145    
2146 root 1.18 if (op->contr->tmp_invis || op->hide)
2147     make_visible (op);
2148 root 1.11 }
2149 elmex 1.1
2150 root 1.18 /* If the object is a boulder or other rollable object, then
2151     * roll it if not braced. You can't roll it if you are braced.
2152     */
2153     else if (QUERY_FLAG (mon, FLAG_CAN_ROLL) && (!op->contr->braced))
2154     {
2155     recursive_roll (mon, dir, op);
2156     if (action_makes_visible (op))
2157     make_visible (op);
2158 root 1.11 }
2159    
2160 root 1.18 /* Any generic living creature. Including things like doors.
2161     * Way it works is like this: First, it must have some hit points
2162     * and be living. Then, it must be one of the following:
2163     * 1) Not a player, 2) A player, but of a different party. Note
2164     * that party_number -1 is no party, so attacks can still happen.
2165     */
2166     else if ((mon->stats.hp >= 0) && QUERY_FLAG (mon, FLAG_ALIVE) &&
2167     ((mon->type != PLAYER || op->contr->party == NULL || op->contr->party != mon->contr->party)))
2168     {
2169 elmex 1.1
2170 root 1.18 /* If the player hasn't hit something this tick, and does
2171     * so, give them speed boost based on weapon speed. Doing
2172     * it here is better than process_players2, which basically
2173     * incurred a 1 tick offset.
2174     */
2175     if (!op->contr->has_hit)
2176     {
2177     op->speed_left += op->speed / op->contr->weapon_sp;
2178 root 1.11
2179 root 1.18 op->contr->has_hit = 1; /* The last action was to hit, so use weapon_sp */
2180 root 1.11 }
2181    
2182 root 1.49 skill_attack (mon, op, 0, 0, 0);
2183 root 1.11
2184 root 1.18 /* If attacking another player, that player gets automatic
2185     * hitback, and doesn't loose luck either.
2186     * Disable hitback on the battleground or if the target is
2187     * the wiz.
2188     */
2189     if (mon->type == PLAYER && mon->stats.hp >= 0 && !mon->contr->has_hit && !on_battleground && !QUERY_FLAG (mon, FLAG_WIZ))
2190     {
2191     short luck = mon->stats.luck;
2192    
2193     mon->contr->has_hit = 1;
2194 root 1.49 skill_attack (op, mon, 0, 0, 0);
2195 root 1.18 mon->stats.luck = luck;
2196 root 1.11 }
2197 root 1.49
2198 root 1.18 if (action_makes_visible (op))
2199     make_visible (op);
2200 root 1.11 }
2201 root 1.18 } /* if player should attack something */
2202 elmex 1.1 }
2203    
2204 root 1.18 int
2205     move_player (object *op, int dir)
2206     {
2207     int pick;
2208 elmex 1.1
2209 root 1.84 if (!op->map || op->map->in_memory != MAP_IN_MEMORY)
2210 root 1.18 return 0;
2211 elmex 1.1
2212 root 1.18 /* Sanity check: make sure dir is valid */
2213     if ((dir < 0) || (dir >= 9))
2214     {
2215     LOG (llevError, "move_player: invalid direction %d\n", dir);
2216     return 0;
2217 elmex 1.1 }
2218    
2219 root 1.84 /* peterm: added following line */
2220 root 1.18 if (QUERY_FLAG (op, FLAG_CONFUSED) && dir)
2221 root 1.99 dir = absdir (dir + rndm (3) + rndm (3) - 2);
2222 root 1.18
2223     op->facing = dir;
2224    
2225     if (op->hide)
2226     do_hidden_move (op);
2227    
2228     if (INVOKE_PLAYER (MOVE, op->contr, ARG_INT (dir)))
2229     /*nop */ ;
2230     else if (op->contr->fire_on)
2231     fire (op, dir);
2232     else
2233     {
2234     move_player_attack (op, dir);
2235     pick = check_pick (op);
2236     }
2237 elmex 1.1
2238 root 1.18 /* Add special check for newcs players and fire on - this way, the
2239     * server can handle repeat firing.
2240     */
2241     if (op->contr->fire_on || (op->contr->run_on && pick != 0))
2242 root 1.49 op->direction = dir;
2243 root 1.18 else
2244 root 1.49 op->direction = 0;
2245    
2246 root 1.18 /* Update how the player looks. Use the facing, so direction may
2247     * get reset to zero. This allows for full animation capabilities
2248     * for players.
2249     */
2250     animate_object (op, op->facing);
2251     return 0;
2252 elmex 1.1 }
2253    
2254     /* This is similar to handle_player, below, but is only used by the
2255     * new client/server stuff.
2256     * This is sort of special, in that the new client/server actually uses
2257     * the new speed values for commands.
2258     *
2259     * Returns true if there are more actions we can do.
2260     */
2261 root 1.18 int
2262     handle_newcs_player (object *op)
2263 elmex 1.1 {
2264 root 1.18 if (QUERY_FLAG (op, FLAG_SCARED))
2265     {
2266     flee_player (op);
2267     /* If player is still scared, that is his action for this tick */
2268     if (QUERY_FLAG (op, FLAG_SCARED))
2269     {
2270     op->speed_left--;
2271     return 0;
2272 root 1.11 }
2273 elmex 1.1 }
2274    
2275 root 1.18 /* I've been seeing crashes where the golem has been destroyed, but
2276     * the player object still points to the defunct golem. The code that
2277     * destroys the golem looks correct, and it doesn't always happen, so
2278     * put this in a a workaround to clean up the golem pointer.
2279     */
2280 root 1.30 if (op->contr->ranges[range_golem] && QUERY_FLAG (op->contr->ranges[range_golem], FLAG_REMOVED))
2281     op->contr->ranges[range_golem] = 0;
2282 root 1.18
2283     /* call this here - we also will call this in do_ericserver, but
2284     * the players time has been increased when doericserver has been
2285     * called, so we recheck it here.
2286     */
2287 root 1.83 if (op->contr->ns->handle_command ())
2288     return 1;
2289 root 1.47
2290 root 1.83 if (op->speed_left > 0)
2291     {
2292     if (op->direction && (op->contr->run_on || op->contr->fire_on))
2293     {
2294     /* All move commands take 1 tick, at least for now */
2295     op->speed_left--;
2296 elmex 1.1
2297 root 1.83 /* Instead of all the stuff below, let move_player take care
2298     * of it. Also, some of the skill stuff is only put in
2299     * there, as well as the confusion stuff.
2300     */
2301     move_player (op, op->direction);
2302 elmex 1.1
2303 root 1.83 return op->speed_left > 0;
2304     }
2305 root 1.18 }
2306 root 1.41
2307 root 1.18 return 0;
2308     }
2309    
2310     int
2311     save_life (object *op)
2312     {
2313     if (!QUERY_FLAG (op, FLAG_LIFESAVE))
2314 elmex 1.1 return 0;
2315 root 1.18
2316 root 1.41 for (object *tmp = op->inv; tmp; tmp = tmp->below)
2317 root 1.18 if (QUERY_FLAG (tmp, FLAG_APPLIED) && QUERY_FLAG (tmp, FLAG_LIFESAVE))
2318     {
2319     play_sound_map (op->map, op->x, op->y, SOUND_OB_EVAPORATE);
2320     new_draw_info_format (NDI_UNIQUE, 0, op, "Your %s vibrates violently, then evaporates.", query_name (tmp));
2321 root 1.33
2322 root 1.18 if (op->contr)
2323     esrv_del_item (op->contr, tmp->count);
2324 root 1.33
2325     tmp->destroy ();
2326 root 1.18 CLEAR_FLAG (op, FLAG_LIFESAVE);
2327 root 1.33
2328 root 1.18 if (op->stats.hp < 0)
2329     op->stats.hp = op->stats.maxhp;
2330 root 1.33
2331 root 1.18 if (op->stats.food < 0)
2332     op->stats.food = 999;
2333 root 1.33
2334 root 1.54 op->update_stats ();
2335 root 1.18 return 1;
2336     }
2337 root 1.41
2338 root 1.18 LOG (llevError, "Error: LIFESAVE set without applied object.\n");
2339     CLEAR_FLAG (op, FLAG_LIFESAVE);
2340     enter_player_savebed (op); /* bring him home. */
2341     return 0;
2342 elmex 1.1 }
2343    
2344     /* This goes throws the inventory and removes unpaid objects, and puts them
2345     * back in the map (location and map determined by values of env). This
2346     * function will descend into containers. op is the object to start the search
2347     * from.
2348     */
2349 root 1.18 void
2350     remove_unpaid_objects (object *op, object *env)
2351 elmex 1.1 {
2352 root 1.18 while (op)
2353     {
2354 root 1.70 object *next = op->below; /* Make sure we have a good value, in case we remove object 'op' */
2355    
2356 root 1.18 if (QUERY_FLAG (op, FLAG_UNPAID))
2357     {
2358     if (env->type == PLAYER)
2359     esrv_del_item (env->contr, op->count);
2360 root 1.70
2361     op->insert_at (env);
2362 root 1.18 }
2363     else if (op->inv)
2364     remove_unpaid_objects (op->inv, env);
2365 root 1.41
2366 root 1.18 op = next;
2367 elmex 1.1 }
2368     }
2369    
2370     /*
2371     * Returns pointer a static string containing gravestone text
2372     * Moved from apply.c to player.c - player.c is what
2373     * actually uses this function. player.c may not be quite the
2374     * best, a misc file for object actions is probably better,
2375     * but there isn't one in the server directory.
2376     */
2377 root 1.18 char *
2378     gravestone_text (object *op)
2379 elmex 1.1 {
2380 root 1.18 static char buf2[MAX_BUF];
2381     char buf[MAX_BUF];
2382     time_t now = time (NULL);
2383    
2384     strcpy (buf2, " R.I.P.\n\n");
2385     if (op->type == PLAYER)
2386     sprintf (buf, "%s the %s\n", &op->name, op->contr->title);
2387     else
2388     sprintf (buf, "%s\n", &op->name);
2389 root 1.41
2390 root 1.18 strncat (buf2, " ", 20 - strlen (buf) / 2);
2391     strcat (buf2, buf);
2392     if (op->type == PLAYER)
2393     sprintf (buf, "who was in level %d when killed\n", op->level);
2394     else
2395     sprintf (buf, "who was in level %d when died.\n\n", op->level);
2396 root 1.41
2397 root 1.18 strncat (buf2, " ", 20 - strlen (buf) / 2);
2398     strcat (buf2, buf);
2399     if (op->type == PLAYER)
2400     {
2401     sprintf (buf, "by %s.\n\n", op->contr->killer);
2402     strncat (buf2, " ", 21 - strlen (buf) / 2);
2403     strcat (buf2, buf);
2404     }
2405 root 1.41
2406 root 1.18 strftime (buf, MAX_BUF, "%b %d %Y\n", localtime (&now));
2407     strncat (buf2, " ", 20 - strlen (buf) / 2);
2408     strcat (buf2, buf);
2409 root 1.41
2410 root 1.18 return buf2;
2411 elmex 1.1 }
2412    
2413 root 1.18 void
2414     do_some_living (object *op)
2415     {
2416     int last_food = op->stats.food;
2417 elmex 1.1 int gen_hp, gen_sp, gen_grace;
2418     int over_hp, over_sp, over_grace;
2419     int i;
2420     int rate_hp = 1200;
2421     int rate_sp = 2500;
2422     int rate_grace = 2000;
2423     const int max_hp = 1;
2424     const int max_sp = 1;
2425     const int max_grace = 1;
2426    
2427 root 1.107 if (op->contr->hidden)
2428     {
2429     op->invisible = 1000;
2430     /* the socket code flashes the player visible/invisible
2431     * depending on the value of invisible, so we need to
2432     * alternate it here for it to work correctly.
2433     */
2434     if (pticks & 2)
2435     op->invisible--;
2436     }
2437     else if (op->invisible && !(QUERY_FLAG (op, FLAG_MAKE_INVIS)))
2438     {
2439     if (!op->invisible--)
2440     {
2441     make_visible (op);
2442     new_draw_info (NDI_UNIQUE, 0, op, "Your invisibility spell runs out.");
2443     }
2444     }
2445    
2446 pippijn 1.17 if (op->contr->outputs_sync)
2447 root 1.109 for (i = 0; i < NUM_OUTPUT_BUFS; i++)
2448     if (op->contr->outputs[i].buf && (op->contr->outputs[i].first_update + op->contr->outputs_sync) < (uint16) pticks)
2449     flush_output_element (op, &op->contr->outputs[i]);
2450 root 1.18
2451 root 1.52 if (op->contr->ns->state == ST_PLAYING)
2452 root 1.18 {
2453     /* these next three if clauses make it possible to SLOW DOWN
2454     hp/grace/spellpoint regeneration. */
2455     if (op->contr->gen_hp >= 0)
2456     gen_hp = (op->contr->gen_hp + 1) * op->stats.maxhp;
2457     else
2458     {
2459     gen_hp = op->stats.maxhp;
2460     rate_hp -= rate_hp / 2 * op->contr->gen_hp;
2461     }
2462 root 1.55
2463 root 1.18 if (op->contr->gen_sp >= 0)
2464     gen_sp = (op->contr->gen_sp + 1) * op->stats.maxsp;
2465     else
2466     {
2467     gen_sp = op->stats.maxsp;
2468     rate_sp -= rate_sp / 2 * op->contr->gen_sp;
2469     }
2470 root 1.55
2471 root 1.18 if (op->contr->gen_grace >= 0)
2472     gen_grace = (op->contr->gen_grace + 1) * op->stats.maxgrace;
2473     else
2474     {
2475     gen_grace = op->stats.maxgrace;
2476     rate_grace -= rate_grace / 2 * op->contr->gen_grace;
2477     }
2478    
2479     /* Regenerate Spell Points */
2480     if (op->contr->ranges[range_golem] == NULL && --op->last_sp < 0)
2481     {
2482     gen_sp = gen_sp * 10 / (op->contr->gen_sp_armour < 10 ? 10 : op->contr->gen_sp_armour);
2483     if (op->stats.sp < op->stats.maxsp)
2484     {
2485     op->stats.sp++;
2486     /* dms do not consume food */
2487     if (!QUERY_FLAG (op, FLAG_WIZ))
2488     {
2489     op->stats.food--;
2490     if (op->contr->digestion < 0)
2491     op->stats.food += op->contr->digestion;
2492     else if (op->contr->digestion > 0 && random_roll (0, op->contr->digestion, op, PREFER_HIGH))
2493     op->stats.food = last_food;
2494     }
2495     }
2496 root 1.55
2497 root 1.18 if (max_sp > 1)
2498     {
2499     over_sp = (gen_sp + 10) / rate_sp;
2500     if (over_sp > 0)
2501     {
2502     if (op->stats.sp < op->stats.maxsp)
2503     {
2504     op->stats.sp += over_sp > max_sp ? max_sp : over_sp;
2505 root 1.55
2506 root 1.18 if (random_roll (0, rate_sp - 1, op, PREFER_LOW) > ((gen_sp + 10) % rate_sp))
2507     op->stats.sp--;
2508 root 1.55
2509 root 1.18 if (op->stats.sp > op->stats.maxsp)
2510     op->stats.sp = op->stats.maxsp;
2511     }
2512     op->last_sp = 0;
2513     }
2514     else
2515 root 1.55 op->last_sp = rate_sp / (gen_sp < 20 ? 30 : gen_sp + 10);
2516 root 1.18 }
2517     else
2518 root 1.55 op->last_sp = rate_sp / (gen_sp < 20 ? 30 : gen_sp + 10);
2519 root 1.18 }
2520    
2521     /* Regenerate Grace */
2522     /* I altered this a little - maximum grace is ony achieved through prayer -b.t. */
2523     if (--op->last_grace < 0)
2524     {
2525     if (op->stats.grace < op->stats.maxgrace / 2)
2526     op->stats.grace++; /* no penalty in food for regaining grace */
2527 root 1.55
2528 root 1.18 if (max_grace > 1)
2529     {
2530     over_grace = (gen_grace < 20 ? 30 : gen_grace + 10) / rate_grace;
2531     if (over_grace > 0)
2532     {
2533     op->stats.sp += over_grace
2534     + (random_roll (0, rate_grace - 1, op, PREFER_HIGH) > ((gen_grace < 20 ? 30 : gen_grace + 10) % rate_grace)) ? -1 : 0;
2535     op->last_grace = 0;
2536     }
2537     else
2538     {
2539     op->last_grace = rate_grace / (gen_grace < 20 ? 30 : gen_grace + 10);
2540     }
2541     }
2542     else
2543     {
2544     op->last_grace = rate_grace / (gen_grace < 20 ? 30 : gen_grace + 10);
2545     }
2546     /* wearing stuff doesn't detract from grace generation. */
2547     }
2548    
2549     /* Regenerate Hit Points */
2550     if (--op->last_heal < 0)
2551     {
2552     if (op->stats.hp < op->stats.maxhp)
2553     {
2554     op->stats.hp++;
2555     /* dms do not consume food */
2556     if (!QUERY_FLAG (op, FLAG_WIZ))
2557     {
2558     op->stats.food--;
2559     if (op->contr->digestion < 0)
2560     op->stats.food += op->contr->digestion;
2561     else if (op->contr->digestion > 0 && random_roll (0, op->contr->digestion, op, PREFER_HIGH))
2562     op->stats.food = last_food;
2563     }
2564     }
2565 root 1.55
2566 root 1.18 if (max_hp > 1)
2567     {
2568     over_hp = (gen_hp < 20 ? 30 : gen_hp + 10) / rate_hp;
2569     if (over_hp > 0)
2570     {
2571     op->stats.sp += over_hp + (RANDOM () % rate_hp > ((gen_hp < 20 ? 30 : gen_hp + 10) % rate_hp)) ? -1 : 0;
2572     op->last_heal = 0;
2573     }
2574     else
2575     {
2576     op->last_heal = rate_hp / (gen_hp < 20 ? 30 : gen_hp + 10);
2577     }
2578     }
2579     else
2580     {
2581     op->last_heal = rate_hp / (gen_hp < 20 ? 30 : gen_hp + 10);
2582     }
2583 root 1.11 }
2584 elmex 1.1
2585 root 1.18 /* Digestion */
2586     if (--op->last_eat < 0)
2587     {
2588     #ifdef COZY_SERVER
2589     int dg = op->contr->digestion >= 0 && op->contr->digestion < 2 ? 2 : op->contr->digestion;
2590     int bonus = dg > 0 ? dg : 0, penalty = dg < 0 ? -dg : 0;
2591     #else
2592     int bonus = op->contr->digestion > 0 ? op->contr->digestion : 0, penalty = op->contr->digestion < 0 ? -op->contr->digestion : 0;
2593     #endif
2594    
2595     if (op->contr->gen_hp > 0)
2596     op->last_eat = 25 * (1 + bonus) / (op->contr->gen_hp + penalty + 1);
2597     else
2598     op->last_eat = 25 * (1 + bonus) / (penalty + 1);
2599 root 1.55
2600 root 1.18 /* dms do not consume food */
2601     if (!QUERY_FLAG (op, FLAG_WIZ))
2602     op->stats.food--;
2603 root 1.11 }
2604 elmex 1.1
2605 root 1.55 if (op->stats.food < 0 && op->stats.hp >= 0)
2606     {
2607     object *tmp, *flesh = 0;
2608 root 1.18
2609 root 1.55 for (tmp = op->inv; tmp; tmp = tmp->below)
2610 root 1.18 {
2611 root 1.55 if (!QUERY_FLAG (tmp, FLAG_UNPAID))
2612 root 1.18 {
2613 root 1.55 if (tmp->type == FOOD || tmp->type == DRINK || tmp->type == POISON)
2614     {
2615     new_draw_info (NDI_UNIQUE, 0, op, "You blindly grab for a bite of food.");
2616     manual_apply (op, tmp, 0);
2617     if (op->stats.food >= 0 || op->stats.hp < 0)
2618     break;
2619     }
2620     else if (tmp->type == FLESH)
2621     flesh = tmp;
2622     } /* End if paid for object */
2623     } /* end of for loop */
2624    
2625     /* If player is still starving, it means they don't have any food, so
2626     * eat flesh instead.
2627     */
2628     if (op->stats.food < 0 && op->stats.hp >= 0 && flesh)
2629     {
2630     new_draw_info (NDI_UNIQUE, 0, op, "You blindly grab for a bite of food.");
2631     manual_apply (op, flesh, 0);
2632     }
2633 root 1.11 }
2634 elmex 1.1
2635 root 1.55 while (op->stats.food < 0 && op->stats.hp >= 0)
2636     op->stats.food++, op->stats.hp--;
2637 elmex 1.1
2638 root 1.55 if (op->stats.hp < 0 && !QUERY_FLAG (op, FLAG_WIZ))
2639     kill_player (op);
2640     }
2641 elmex 1.1 }
2642    
2643     /* If the player should die (lack of hp, food, etc), we call this.
2644     * op is the player in jeopardy. If the player can not be saved (not
2645     * permadeath, no lifesave), this will take care of removing the player
2646     * file.
2647     */
2648 root 1.18 void
2649     kill_player (object *op)
2650 elmex 1.1 {
2651 root 1.18 char buf[MAX_BUF];
2652     int x, y;
2653    
2654     //int i;
2655 root 1.25 maptile *map; /* this is for resurrection */
2656 root 1.18
2657     /* int z;
2658     int num_stats_lose;
2659     int lost_a_stat;
2660     int lose_this_stat;
2661     int this_stat; */
2662     int will_kill_again;
2663     archetype *at;
2664     object *tmp;
2665    
2666     if (save_life (op))
2667     return;
2668    
2669    
2670     /* If player dies on BATTLEGROUND, no stat/exp loss! For Combat-Arenas
2671     * in cities ONLY!!! It is very important that this doesn't get abused.
2672     * Look at op_on_battleground() for more info --AndreasV
2673     */
2674     if (op_on_battleground (op, &x, &y))
2675     {
2676     new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, "You have been defeated in combat!");
2677     new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, "Local medics have saved your life...");
2678    
2679     /* restore player */
2680 root 1.22 at = archetype::find ("poisoning");
2681 root 1.70 if (object *tmp = present_arch_in_ob (at, op))
2682 root 1.18 {
2683 root 1.33 tmp->destroy ();
2684 root 1.18 new_draw_info (NDI_UNIQUE, 0, op, "Your body feels cleansed");
2685     }
2686 elmex 1.1
2687 root 1.22 at = archetype::find ("confusion");
2688 root 1.70 if (object *tmp = present_arch_in_ob (at, op))
2689 root 1.18 {
2690 root 1.33 tmp->destroy ();
2691 root 1.18 new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer");
2692     }
2693    
2694     cure_disease (op, 0); /* remove any disease */
2695     op->stats.hp = op->stats.maxhp;
2696     if (op->stats.food <= 0)
2697     op->stats.food = 999;
2698 elmex 1.1
2699 root 1.18 /* create a bodypart-trophy to make the winner happy */
2700 root 1.70 if (object *tmp = arch_to_object (archetype::find ("finger")))
2701 root 1.18 {
2702     sprintf (buf, "%s's finger", &op->name);
2703     tmp->name = buf;
2704     sprintf (buf, " This finger has been cut off %s\n"
2705     " the %s, when he was defeated at\n level %d by %s.\n",
2706     &op->name, op->contr->title, (int) (op->level), op->contr->killer);
2707     tmp->msg = buf;
2708 root 1.102 tmp->value = 0, tmp->type = 0;
2709     tmp->materialname = "organics";
2710 elmex 1.87 tmp->insert_at (op, tmp);
2711 root 1.18 }
2712 elmex 1.1
2713 root 1.18 /* teleport defeated player to new destination */
2714     transfer_ob (op, x, y, 0, NULL);
2715     op->contr->braced = 0;
2716     return;
2717 elmex 1.1 }
2718    
2719 root 1.18 INVOKE_PLAYER (DEATH, op->contr);
2720 root 1.3
2721 root 1.18 command_kill_pets (op, 0);
2722 elmex 1.1
2723 root 1.18 if (op->stats.food < 0)
2724     {
2725     sprintf (buf, "%s starved to death.", &op->name);
2726     strcpy (op->contr->killer, "starvation");
2727 elmex 1.1 }
2728 root 1.18 else
2729 root 1.89 sprintf (buf, "%s died.", &op->name);
2730 root 1.70
2731 root 1.18 play_sound_player_only (op->contr, SOUND_PLAYER_DIES, 0, 0);
2732 elmex 1.1
2733 root 1.18 /* save the map location for corpse, gravestone */
2734 root 1.70 x = op->x;
2735     y = op->y;
2736 root 1.18 map = op->map;
2737 elmex 1.1
2738 root 1.54 /* NOT_PERMADEATH code. This basically brings the character back to
2739     * life if they are dead - it takes some exp and a random stat.
2740     * See the config.h file for a little more in depth detail about this.
2741     */
2742    
2743     /* Basically two ways to go - remove a stat permanently, or just
2744     * make it depletion. This bunch of code deals with that aspect
2745     * of death.
2746     */
2747     #ifndef COZY_SERVER
2748     if (settings.balanced_stat_loss)
2749 root 1.18 {
2750 root 1.54 /* If stat loss is permanent, lose one stat only. */
2751     /* Lower level chars don't lose as many stats because they suffer
2752     more if they do. */
2753     /* Higher level characters can afford things such as potions of
2754     restoration, or better, stat potions. So we slug them that
2755     little bit harder. */
2756     /* GD */
2757     if (settings.stat_loss_on_death)
2758     num_stats_lose = 1;
2759     else
2760     num_stats_lose = 1 + op->level / BALSL_NUMBER_LOSSES_RATIO;
2761     }
2762     else
2763 root 1.70 num_stats_lose = 1;
2764    
2765 root 1.54 lost_a_stat = 0;
2766    
2767     for (z = 0; z < num_stats_lose; z++)
2768     {
2769     i = RANDOM () % NUM_STATS;
2770 root 1.11
2771 root 1.54 if (settings.stat_loss_on_death)
2772 root 1.18 {
2773 root 1.54 /* Pick a random stat and take a point off it. Tell the player
2774     * what he lost.
2775     */
2776     change_attr_value (&(op->stats), i, -1);
2777     check_stat_bounds (&(op->stats));
2778     change_attr_value (&(op->contr->orig_stats), i, -1);
2779     check_stat_bounds (&(op->contr->orig_stats));
2780     new_draw_info (NDI_UNIQUE, 0, op, lose_msg[i]);
2781     lost_a_stat = 1;
2782 root 1.18 }
2783     else
2784     {
2785 root 1.54 /* deplete a stat */
2786     archetype *deparch = archetype::find ("depletion");
2787     object *dep;
2788 root 1.11
2789 root 1.54 dep = present_arch_in_ob (deparch, op);
2790     if (!dep)
2791 root 1.18 {
2792 root 1.54 dep = arch_to_object (deparch);
2793     insert_ob_in_ob (dep, op);
2794 root 1.18 }
2795 root 1.54 lose_this_stat = 1;
2796     if (settings.balanced_stat_loss)
2797 root 1.18 {
2798 root 1.54 /* GD */
2799     /* Get the stat that we're about to deplete. */
2800     this_stat = get_attr_value (&(dep->stats), i);
2801     if (this_stat < 0)
2802     {
2803     int loss_chance = 1 + op->level / BALSL_LOSS_CHANCE_RATIO;
2804     int keep_chance = this_stat * this_stat;
2805 root 1.18
2806 root 1.54 /* Yes, I am paranoid. Sue me. */
2807     if (keep_chance < 1)
2808     keep_chance = 1;
2809 root 1.18
2810 root 1.54 /* There is a maximum depletion total per level. */
2811     if (this_stat < -1 - op->level / BALSL_MAX_LOSS_RATIO)
2812     {
2813     lose_this_stat = 0;
2814     /* Take loss chance vs keep chance to see if we
2815     retain the stat. */
2816     }
2817     else
2818     {
2819     if (random_roll (0, loss_chance + keep_chance - 1, op, PREFER_LOW) < keep_chance)
2820     lose_this_stat = 0;
2821     /* LOG(llevDebug, "Determining stat loss. Stat: %d Keep: %d Lose: %d Result: %s.\n",
2822     this_stat, keep_chance, loss_chance,
2823     lose_this_stat?"LOSE":"KEEP"); */
2824 root 1.11 }
2825     }
2826 root 1.54 }
2827 root 1.18
2828 root 1.54 if (lose_this_stat)
2829     {
2830     this_stat = get_attr_value (&(dep->stats), i);
2831     /* We could try to do something clever like find another
2832     * stat to reduce if this fails. But chances are, if
2833     * stats have been depleted to -50, all are pretty low
2834     * and should be roughly the same, so it shouldn't make a
2835     * difference.
2836     */
2837     if (this_stat >= -50)
2838 root 1.18 {
2839 root 1.54 change_attr_value (&(dep->stats), i, -1);
2840     SET_FLAG (dep, FLAG_APPLIED);
2841     new_draw_info (NDI_UNIQUE, 0, op, lose_msg[i]);
2842     op->update_stats ();
2843     lost_a_stat = 1;
2844 root 1.11 }
2845     }
2846     }
2847 root 1.54 }
2848     /* If no stat lost, tell the player. */
2849     if (!lost_a_stat)
2850     {
2851     /* determine_god() seems to not work sometimes... why is this?
2852     Should I be using something else? GD */
2853     const char *god = determine_god (op);
2854 root 1.18
2855 root 1.54 if (god && (strcmp (god, "none")))
2856     new_draw_info_format (NDI_UNIQUE, 0, op, "For a brief moment you feel the holy presence of %s protecting" " you.", god);
2857     else
2858     new_draw_info (NDI_UNIQUE, 0, op, "For a brief moment you feel a holy presence protecting you.");
2859     }
2860 root 1.28 #else
2861 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.");
2862 elmex 1.1 #endif
2863    
2864 root 1.54 /* Put a gravestone up where the character 'almost' died. List the
2865     * exp loss on the stone.
2866     */
2867     tmp = arch_to_object (archetype::find ("gravestone"));
2868     sprintf (buf, "%s's gravestone", &op->name);
2869     tmp->name = buf;
2870     sprintf (buf, "%s's gravestones", &op->name);
2871     tmp->name_pl = buf;
2872     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);
2873     tmp->msg = buf;
2874     tmp->x = op->x, tmp->y = op->y;
2875     insert_ob_in_map (tmp, op->map, NULL, 0);
2876    
2877     /**************************************/
2878     /* */
2879     /* Subtract the experience points, */
2880     /* if we died cause of food, give us */
2881     /* food, and reset HP's... */
2882     /* */
2883     /**************************************/
2884    
2885     /* remove any poisoning and confusion the character may be suffering. */
2886     /* restore player */
2887     at = archetype::find ("poisoning");
2888     tmp = present_arch_in_ob (at, op);
2889    
2890     if (tmp)
2891     {
2892     tmp->destroy ();
2893     new_draw_info (NDI_UNIQUE, 0, op, "Your body feels cleansed");
2894     }
2895    
2896     at = archetype::find ("confusion");
2897     tmp = present_arch_in_ob (at, op);
2898     if (tmp)
2899     {
2900     tmp->destroy ();
2901     new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer");
2902     }
2903    
2904     cure_disease (op, 0); /* remove any disease */
2905    
2906     /*add_exp(op, (op->stats.exp * -0.20)); */
2907     apply_death_exp_penalty (op);
2908     if (op->stats.food < 100)
2909     op->stats.food = 900;
2910     op->stats.hp = op->stats.maxhp;
2911     op->stats.sp = MAX (op->stats.sp, op->stats.maxsp);
2912     op->stats.grace = MAX (op->stats.grace, op->stats.maxgrace);
2913 root 1.11
2914 root 1.54 /*
2915 root 1.108 * Check to see if the player has any unpaid items. If so, remove them
2916     * and put them back in the map.
2917 root 1.54 */
2918 root 1.108 remove_unpaid_objects (op->inv, op);
2919 root 1.18
2920 root 1.54 /****************************************/
2921     /* */
2922     /* Move player to his current respawn- */
2923     /* position (usually last savebed) */
2924     /* */
2925     /****************************************/
2926 root 1.18
2927 root 1.54 enter_player_savebed (op);
2928 root 1.18
2929 root 1.54 op->contr->braced = 0;
2930 root 1.11
2931 root 1.54 /* it is possible that the player has blown something up
2932     * at his savebed location, and that can have long lasting
2933     * spell effects. So first see if there is a spell effect
2934     * on the space that might harm the player.
2935     */
2936     will_kill_again = 0;
2937     for (tmp = GET_MAP_OB (op->map, op->x, op->y); tmp; tmp = tmp->above)
2938     if (tmp->type == SPELL_EFFECT)
2939     will_kill_again |= tmp->attacktype;
2940 elmex 1.1
2941 root 1.54 if (will_kill_again)
2942 root 1.18 {
2943 root 1.54 object *force;
2944     int at;
2945 root 1.18
2946 root 1.54 force = get_archetype (FORCE_NAME);
2947     /* 50 ticks should be enough time for the spell to abate */
2948     force->speed = 0.1;
2949     force->speed_left = -5.0;
2950     SET_FLAG (force, FLAG_APPLIED);
2951     for (at = 0; at < NROFATTACKS; at++)
2952     if (will_kill_again & (1 << at))
2953     force->resist[at] = 100;
2954 root 1.30
2955 root 1.54 insert_ob_in_ob (force, op);
2956     op->update_stats ();
2957 root 1.30
2958 root 1.54 }
2959 root 1.18
2960 root 1.54 new_draw_info (NDI_UNIQUE, 0, op, "YOU HAVE DIED.");
2961 elmex 1.1 }
2962    
2963 root 1.18 void
2964     loot_object (object *op)
2965     { /* Grab and destroy some treasure */
2966     object *tmp, *tmp2, *next;
2967 elmex 1.1
2968 root 1.103 op->close_container (); /* close open sack first */
2969 elmex 1.1
2970 root 1.54 for (tmp = op->inv; tmp; tmp = next)
2971 root 1.18 {
2972     next = tmp->below;
2973 root 1.54
2974 elmex 1.50 if (tmp->invisible)
2975 root 1.18 continue;
2976 root 1.54
2977 root 1.32 tmp->remove ();
2978 root 1.18 tmp->x = op->x, tmp->y = op->y;
2979 root 1.103
2980 root 1.18 if (tmp->type == CONTAINER)
2981 root 1.103 loot_object (tmp); /* empty container to ground */
2982    
2983 root 1.99 if (!QUERY_FLAG (tmp, FLAG_UNIQUE) && (QUERY_FLAG (tmp, FLAG_STARTEQUIP) || QUERY_FLAG (tmp, FLAG_NO_DROP) || !(rndm (3))))
2984 root 1.18 {
2985     if (tmp->nrof > 1)
2986     {
2987     tmp2 = get_split_ob (tmp, 1 + RANDOM () % (tmp->nrof - 1));
2988 root 1.33 tmp2->destroy ();
2989 root 1.18 insert_ob_in_map (tmp, op->map, NULL, 0);
2990     }
2991     else
2992 root 1.33 tmp->destroy ();
2993 root 1.18 }
2994     else
2995     insert_ob_in_map (tmp, op->map, NULL, 0);
2996     }
2997 elmex 1.1 }
2998    
2999     /*
3000     * fix_weight(): Check recursively the weight of all players, and fix
3001     * what needs to be fixed. Refresh windows and fix speed if anything
3002     * was changed.
3003     */
3004 root 1.18 void
3005     fix_weight (void)
3006     {
3007 root 1.61 for_all_players (pl)
3008 root 1.18 {
3009     int old = pl->ob->carrying, sum = sum_weight (pl->ob);
3010    
3011     if (old == sum)
3012     continue;
3013 root 1.54 pl->ob->update_stats ();
3014 root 1.18 LOG (llevDebug, "Fixed inventory in %s (%d -> %d)\n", &pl->ob->name, old, sum);
3015     }
3016 elmex 1.1 }
3017    
3018 root 1.18 void
3019     fix_luck (void)
3020     {
3021 root 1.61 for_all_players (pl)
3022 root 1.52 if (!pl->ob->contr->ns->state)
3023 root 1.54 pl->ob->change_luck (0);
3024 elmex 1.1 }
3025    
3026     /* cast_dust() - handles op throwing objects of type 'DUST'.
3027     * This is much simpler in the new spell code - we basically
3028     * just treat this as any other spell casting object.
3029     */
3030 elmex 1.2 void
3031 root 1.18 cast_dust (object *op, object *throw_ob, int dir)
3032 elmex 1.2 {
3033     object *skop, *spob;
3034    
3035     skop = find_skill_by_name (op, throw_ob->skill);
3036    
3037     /* casting POTION 'dusts' is really a use_magic_item skill */
3038     if (op->type == PLAYER && throw_ob->type == POTION && !skop)
3039     {
3040 root 1.18 LOG (llevError, "Player %s lacks critical skill use_magic_item!\n", &op->name);
3041 elmex 1.2 return;
3042     }
3043    
3044     spob = throw_ob->inv;
3045    
3046     // elmex Tue Aug 15 17:19:46 CEST 2006: Added this check to
3047     // not pass NULL to cast_spell (which did indeed check itself, but
3048     // errors should be reported as early as possible IMHO)
3049     if (!spob)
3050     {
3051 root 1.18 LOG (llevError, "cast_dust: thrown object %s (by %s) had no spell in it!", &throw_ob->name, &op->name);
3052 elmex 1.2 return;
3053 elmex 1.1 }
3054    
3055 elmex 1.2 if (op->type == PLAYER)
3056 root 1.14 new_draw_info_format (NDI_UNIQUE, 0, op, "You cast %s.", &spob->name);
3057 elmex 1.2
3058     cast_spell (op, throw_ob, dir, spob, NULL);
3059    
3060 root 1.33 throw_ob->destroy ();
3061 elmex 1.1 }
3062    
3063 root 1.18 void
3064     make_visible (object *op)
3065     {
3066     op->hide = 0;
3067     op->invisible = 0;
3068     if (op->type == PLAYER)
3069     {
3070     op->contr->tmp_invis = 0;
3071     op->contr->invis_race = 0;
3072     }
3073 root 1.107
3074     update_object (op, UP_OBJ_CHANGE);
3075 root 1.18 }
3076    
3077     int
3078     is_true_undead (object *op)
3079     {
3080     if (QUERY_FLAG (&op->arch->clone, FLAG_UNDEAD))
3081     return 1;
3082    
3083 elmex 1.1 return 0;
3084     }
3085    
3086     /* look at the surrounding terrain to determine
3087     * the hideability of this object. Positive levels
3088     * indicate greater hideability.
3089     */
3090    
3091 root 1.18 int
3092     hideability (object *ob)
3093     {
3094     int i, level = 0, mflag;
3095     sint16 x, y;
3096    
3097     if (!ob || !ob->map)
3098     return 0;
3099    
3100     /* so, on normal lighted maps, its hard to hide */
3101     level = ob->map->darkness - 2;
3102    
3103     /* this also picks up whether the object is glowing.
3104     * If you carry a light on a non-dark map, its not
3105     * as bad as carrying a light on a pitch dark map */
3106     if (has_carried_lights (ob))
3107     level = -(10 + (2 * ob->map->darkness));
3108    
3109     /* scan through all nearby squares for terrain to hide in */
3110     for (i = 0, x = ob->x, y = ob->y; i < 9; i++, x = ob->x + freearr_x[i], y = ob->y + freearr_y[i])
3111     {
3112     mflag = get_map_flags (ob->map, NULL, x, y, NULL, NULL);
3113     if (mflag & P_OUT_OF_MAP)
3114     {
3115     continue;
3116     }
3117     if (mflag & P_BLOCKSVIEW) /* something to hide near! */
3118     level += 2;
3119     else /* open terrain! */
3120     level -= 1;
3121 elmex 1.1 }
3122 root 1.18
3123 elmex 1.1 #if 0
3124 root 1.18 LOG (llevDebug, "hideability of %s is %d\n", ob->name, level);
3125 elmex 1.1 #endif
3126 root 1.18 return level;
3127 elmex 1.1 }
3128    
3129     /* For Hidden creatures - a chance of becoming 'unhidden'
3130     * every time they move - as we subtract off 'invisibility'
3131     * AND, for players, if they move into a ridiculously unhideable
3132     * spot (surrounded by clear terrain in broad daylight). -b.t.
3133     */
3134    
3135 root 1.18 void
3136     do_hidden_move (object *op)
3137     {
3138     int hide = 0, num = random_roll (0, 19, op, PREFER_LOW);
3139     object *skop;
3140    
3141     if (!op || !op->map)
3142     return;
3143    
3144     skop = find_obj_by_type_subtype (op, SKILL, SK_HIDING);
3145    
3146     /* its *extremely* hard to run and sneak/hide at the same time! */
3147     if (op->type == PLAYER && op->contr->run_on)
3148 root 1.85 if (!skop || num >= skop->level)
3149     {
3150     new_draw_info (NDI_UNIQUE, 0, op, "You ran too much! You are no longer hidden!");
3151     make_visible (op);
3152     return;
3153     }
3154     else
3155     num += 20;
3156    
3157 root 1.18 num += op->map->difficulty;
3158     hide = hideability (op); /* modify by terrain hidden level */
3159     num -= hide;
3160 root 1.85
3161 root 1.18 if ((op->type == PLAYER && hide < -10) || ((op->invisible -= num) <= 0))
3162     {
3163     make_visible (op);
3164     if (op->type == PLAYER)
3165     new_draw_info (NDI_UNIQUE, 0, op, "You moved out of hiding! You are visible!");
3166 elmex 1.1 }
3167 root 1.18 else if (op->type == PLAYER && skop)
3168 root 1.85 change_exp (op, calc_skill_exp (op, NULL, skop), skop->skill, 0);
3169 elmex 1.1 }
3170    
3171     /* determine if who is standing near a hostile creature. */
3172    
3173 root 1.18 int
3174     stand_near_hostile (object *who)
3175     {
3176     object *tmp = NULL;
3177     int i, friendly = 0, player = 0, mflags;
3178 root 1.25 maptile *m;
3179 root 1.18 sint16 x, y;
3180    
3181     if (!who)
3182     return 0;
3183    
3184     if (who->type == PLAYER)
3185     player = 1;
3186    
3187     else
3188     friendly = QUERY_FLAG (who, FLAG_FRIENDLY);
3189    
3190     /* search adjacent squares */
3191     for (i = 1; i < 9; i++)
3192     {
3193     x = who->x + freearr_x[i];
3194     y = who->y + freearr_y[i];
3195     m = who->map;
3196     mflags = get_map_flags (m, &m, x, y, &x, &y);
3197     /* space must be blocked if there is a monster. If not
3198     * blocked, don't need to check this space.
3199     */
3200     if (mflags & P_OUT_OF_MAP)
3201     continue;
3202     if (OB_TYPE_MOVE_BLOCK (who, GET_MAP_MOVE_BLOCK (m, x, y)))
3203     continue;
3204    
3205 root 1.49 for (tmp = GET_MAP_OB (m, x, y); tmp; tmp = tmp->above)
3206 root 1.18 {
3207     if ((player ||friendly) &&QUERY_FLAG (tmp, FLAG_MONSTER) && !QUERY_FLAG (tmp, FLAG_UNAGGRESSIVE))
3208     return 1;
3209     else if (tmp->type == PLAYER)
3210     {
3211     /*don't let a hidden DM prevent you from hiding */
3212     if (!QUERY_FLAG (tmp, FLAG_WIZ) || tmp->contr->hidden == 0)
3213 root 1.11 return 1;
3214 root 1.18 }
3215 root 1.11 }
3216 elmex 1.1 }
3217 root 1.18 return 0;
3218 elmex 1.1 }
3219    
3220     /* check the player los field for viewability of the
3221     * object op. This function works fine for monsters,
3222     * but we dont worry if the object isnt the top one in
3223     * a pile (say a coin under a table would return "viewable"
3224     * by this routine). Another question, should we be
3225     * concerned with the direction the player is looking
3226     * in? Realistically, most of use cant see stuff behind
3227     * our backs...on the other hand, does the "facing" direction
3228     * imply the way your head, or body is facing? Its possible
3229     * for them to differ. Sigh, this fctn could get a bit more complex.
3230     * -b.t.
3231     * This function is now map tiling safe.
3232     */
3233    
3234 root 1.18 int
3235     player_can_view (object *pl, object *op)
3236     {
3237     rv_vector rv;
3238     int dx, dy;
3239    
3240     if (pl->type != PLAYER)
3241     {
3242     LOG (llevError, "player_can_view() called for non-player object\n");
3243     return -1;
3244 elmex 1.1 }
3245 root 1.74
3246 root 1.18 if (!pl || !op)
3247 elmex 1.1 return 0;
3248 root 1.18
3249 root 1.74 op = op->head_ ();
3250    
3251 root 1.18 get_rangevector (pl, op, &rv, 0x1);
3252    
3253     /* starting with the 'head' part, lets loop
3254     * through the object and find if it has any
3255     * part that is in the los array but isnt on
3256     * a blocked los square.
3257     * we use the archetype to figure out offsets.
3258     */
3259     while (op)
3260     {
3261     dx = rv.distance_x + op->arch->clone.x;
3262     dy = rv.distance_y + op->arch->clone.y;
3263    
3264     /* only the viewable area the player sees is updated by LOS
3265     * code, so we need to restrict ourselves to that range of values
3266     * for any meaningful values.
3267     */
3268 root 1.52 if (FABS (dx) <= (pl->contr->ns->mapx / 2) &&
3269     FABS (dy) <= (pl->contr->ns->mapy / 2) &&
3270     !pl->contr->blocked_los[dx + (pl->contr->ns->mapx / 2)][dy + (pl->contr->ns->mapy / 2)])
3271 root 1.18 return 1;
3272     op = op->more;
3273     }
3274     return 0;
3275 elmex 1.1 }
3276    
3277     /* routine for both players and monsters. We call this when
3278     * there is a possibility for our action distrubing our hiding
3279     * place or invisiblity spell. Artefact invisiblity is not
3280     * effected by this. If we arent invisible to begin with, we
3281     * return 0.
3282     */
3283 root 1.18 int
3284     action_makes_visible (object *op)
3285     {
3286    
3287     if (op->invisible && QUERY_FLAG (op, FLAG_ALIVE))
3288     {
3289     if (QUERY_FLAG (op, FLAG_MAKE_INVIS))
3290     return 0;
3291    
3292     if (op->contr && op->contr->tmp_invis == 0)
3293     return 0;
3294 elmex 1.1
3295 root 1.18 /* If monsters, they should become visible */
3296     if (op->hide || !op->contr || (op->contr && op->contr->tmp_invis))
3297     {
3298     new_draw_info_format (NDI_UNIQUE, 0, op, "You become %s!", op->hide ? "unhidden" : "visible");
3299     return 1;
3300 root 1.11 }
3301 elmex 1.1 }
3302 root 1.18 return 0;
3303 elmex 1.1 }
3304    
3305     /* op_on_battleground - checks if the given object op (usually
3306     * a player) is standing on a valid battleground-tile,
3307     * function returns TRUE/FALSE. If true x, y returns the battleground
3308     * -exit-coord. (and if x, y not NULL)
3309     * 19 March 2005 - josh@woosworld.net modifed to check if the battleground also has slaying, maxhp, and maxsp set
3310     * and if those are all set and the player has a marker that matches the slaying send them to a different x, y
3311     * Default is to do the same as before, so only people wanting to have different points need worry about this
3312     */
3313 root 1.18 int
3314     op_on_battleground (object *op, int *x, int *y)
3315     {
3316 elmex 1.1 object *tmp;
3317 root 1.18
3318 elmex 1.1 /* A battleground-tile needs the following attributes to be valid:
3319     * is_floor 1 (has to be the FIRST floor beneath the player's feet),
3320     * name="battleground", no_pick 1, type=58 (type BATTLEGROUND)
3321     * and the exit-coordinates sp/hp must both be > 0.
3322     * => The intention here is to prevent abuse of the battleground-
3323     * feature (like pickable or hidden battleground tiles). */
3324 root 1.18 for (tmp = op->below; tmp != NULL; tmp = tmp->below)
3325     {
3326     if (QUERY_FLAG (tmp, FLAG_IS_FLOOR))
3327     {
3328     if (QUERY_FLAG (tmp, FLAG_NO_PICK) &&
3329     strcmp (tmp->name, "battleground") == 0 && tmp->type == BATTLEGROUND && EXIT_X (tmp) && EXIT_Y (tmp))
3330     {
3331     /*before we assign the exit, check if this is a teambattle */
3332     if (EXIT_ALT_X (tmp) && EXIT_ALT_Y (tmp) && EXIT_PATH (tmp))
3333     {
3334     object *invtmp;
3335    
3336     for (invtmp = op->inv; invtmp != NULL; invtmp = invtmp->below)
3337     {
3338     if (invtmp->type == FORCE && invtmp->slaying && !strcmp (EXIT_PATH (tmp), invtmp->slaying))
3339     {
3340     if (x != NULL && y != NULL)
3341     *x = EXIT_ALT_X (tmp), *y = EXIT_ALT_Y (tmp);
3342     return 1;
3343     }
3344     }
3345     }
3346     if (x != NULL && y != NULL)
3347     *x = EXIT_X (tmp), *y = EXIT_Y (tmp);
3348     return 1;
3349     }
3350     }
3351 elmex 1.1 }
3352     /* If we got here, did not find a battleground */
3353     return 0;
3354     }
3355    
3356     /*
3357     * When a dragon-player gains a new stage of evolution,
3358     * he gets some treasure
3359     *
3360     * attributes:
3361     * object *who the dragon player
3362     * int atnr the attack-number of the ability focus
3363     * int level ability level
3364     */
3365 root 1.18 void
3366     dragon_ability_gain (object *who, int atnr, int level)
3367     {
3368     treasurelist *trlist = NULL; /* treasurelist */
3369     treasure *tr; /* treasure */
3370     object *tmp, *skop; /* tmp. object */
3371     object *item; /* treasure object */
3372     char buf[MAX_BUF]; /* tmp. string buffer */
3373     int i = 0, j = 0;
3374    
3375     /* get the appropriate treasurelist */
3376     if (atnr == ATNR_FIRE)
3377 root 1.110 trlist = treasurelist::find ("dragon_ability_fire");
3378 root 1.18 else if (atnr == ATNR_COLD)
3379 root 1.110 trlist = treasurelist::find ("dragon_ability_cold");
3380 root 1.18 else if (atnr == ATNR_ELECTRICITY)
3381 root 1.110 trlist = treasurelist::find ("dragon_ability_elec");
3382 root 1.18 else if (atnr == ATNR_POISON)
3383 root 1.110 trlist = treasurelist::find ("dragon_ability_poison");
3384 root 1.18
3385     if (trlist == NULL || who->type != PLAYER)
3386     return;
3387    
3388     for (i = 0, tr = trlist->items; tr != NULL && i < level - 1; tr = tr->next, i++);
3389    
3390 elmex 1.82 if (!tr || !tr->item)
3391 root 1.18 {
3392     /* LOG(llevDebug, "-> no more treasure for %s\n", change_resist_msg[atnr]); */
3393     return;
3394 elmex 1.1 }
3395    
3396 root 1.18 /* everything seems okay - now bring on the gift: */
3397     item = &(tr->item->clone);
3398 elmex 1.1
3399 root 1.18 if (item->type == SPELL)
3400     {
3401     if (check_spell_known (who, item->name))
3402 root 1.11 return;
3403 root 1.18
3404     new_draw_info_format (NDI_UNIQUE | NDI_BLUE, 0, who, "You gained the ability of %s", &item->name);
3405     do_learn_spell (who, item, 0);
3406     return;
3407 elmex 1.1 }
3408    
3409 root 1.18 /* grant direct spell */
3410     if (item->type == SPELLBOOK)
3411     {
3412     if (!item->inv)
3413     {
3414     LOG (llevDebug, "dragon_ability_gain: Broken spellbook %s\n", &item->name);
3415     return;
3416     }
3417     if (check_spell_known (who, item->inv->name))
3418     return;
3419     if (item->invisible)
3420     {
3421     new_draw_info_format (NDI_UNIQUE | NDI_BLUE, 0, who, "You gained the ability of %s", &item->inv->name);
3422     do_learn_spell (who, item->inv, 0);
3423     return;
3424 root 1.11 }
3425 root 1.18 }
3426     else if (item->type == SKILL_TOOL && item->invisible)
3427     {
3428     if (item->subtype == SK_CLAWING && (skop = find_skill_by_name (who, item->skill)) != NULL)
3429     {
3430    
3431     /* should this perhaps be (skop->attackyp & item->attacktype)!=item->attacktype ...
3432     * in this way, if the player is missing any of the attacktypes, he gets
3433     * them. As it is now, if the player has any that match the granted skill,
3434     * but not all of them, he gets nothing.
3435     */
3436     if (!(skop->attacktype & item->attacktype))
3437     {
3438     /* Give new attacktype */
3439     skop->attacktype |= item->attacktype;
3440    
3441     /* always add physical if there's none */
3442     skop->attacktype |= AT_PHYSICAL;
3443    
3444     if (item->msg != NULL)
3445     new_draw_info (NDI_UNIQUE | NDI_BLUE, 0, who, item->msg);
3446    
3447     /* Give player new face */
3448     if (item->animation_id)
3449     {
3450     who->face = skop->face;
3451     who->animation_id = item->animation_id;
3452     who->anim_speed = item->anim_speed;
3453     who->last_anim = 0;
3454     who->state = 0;
3455     animate_object (who, who->direction);
3456     }
3457     }
3458 root 1.11 }
3459 elmex 1.1 }
3460 root 1.18 else if (item->type == FORCE)
3461     {
3462     /* forces in the treasurelist can alter the player's stats */
3463     object *skin;
3464 elmex 1.1
3465 root 1.18 /* first get the dragon skin force */
3466 root 1.52 shstr_cmp dragon_skin_force ("dragon_skin_force");
3467     for (skin = who->inv; skin && !(skin->arch->name == dragon_skin_force); skin = skin->below)
3468     ;
3469    
3470     if (!skin)
3471 root 1.18 return;
3472    
3473     /* adding new spellpath attunements */
3474     if (item->path_attuned > 0 && !(skin->path_attuned & item->path_attuned))
3475     {
3476     skin->path_attuned |= item->path_attuned; /* add attunement to skin */
3477    
3478     /* print message */
3479     sprintf (buf, "You feel attuned to ");
3480     for (i = 0, j = 0; i < NRSPELLPATHS; i++)
3481     {
3482     if (item->path_attuned & (1 << i))
3483     {
3484     if (j)
3485     strcat (buf, " and ");
3486     else
3487     j = 1;
3488     strcat (buf, spellpathnames[i]);
3489     }
3490     }
3491     strcat (buf, ".");
3492     new_draw_info (NDI_UNIQUE | NDI_BLUE, 0, who, buf);
3493     }
3494    
3495     /* evtl. adding flags: */
3496     if (QUERY_FLAG (item, FLAG_XRAYS))
3497     SET_FLAG (skin, FLAG_XRAYS);
3498     if (QUERY_FLAG (item, FLAG_STEALTH))
3499     SET_FLAG (skin, FLAG_STEALTH);
3500     if (QUERY_FLAG (item, FLAG_SEE_IN_DARK))
3501     SET_FLAG (skin, FLAG_SEE_IN_DARK);
3502    
3503     /* print message if there is one */
3504     if (item->msg != NULL)
3505     new_draw_info (NDI_UNIQUE | NDI_BLUE, 0, who, item->msg);
3506     }
3507     else
3508     {
3509     /* generate misc. treasure */
3510     tmp = arch_to_object (tr->item);
3511     new_draw_info_format (NDI_UNIQUE | NDI_BLUE, 0, who, "You gained %s", query_short_name (tmp));
3512     tmp = insert_ob_in_ob (tmp, who);
3513     if (who->type == PLAYER)
3514     esrv_send_item (who, tmp);
3515 elmex 1.1 }
3516     }
3517    
3518     /**
3519     * Unready an object for a player. This function does nothing if the object was
3520     * not readied.
3521     */
3522 root 1.18 void
3523     player_unready_range_ob (player *pl, object *ob)
3524     {
3525 root 1.96 for (rangetype i = (rangetype) 0; i < range_size; i = (rangetype) ((int) i + 1))
3526     if (pl->ranges[i] == ob)
3527     {
3528     pl->ranges[i] = 0;
3529     if (pl->shoottype == i)
3530     pl->shoottype = range_none;
3531     }
3532 elmex 1.1 }
3533 root 1.101
3534     sint8
3535     player::visibility_at (maptile *map, int x, int y) const
3536     {
3537     if (!ns)
3538     return 0;
3539    
3540     int dx, dy;
3541     if (!adjacent_map (map, ns->current_map, &dx, &dy))
3542     return 0;
3543    
3544     x += dx - ns->current_x + ns->mapx / 2;
3545     y += dy - ns->current_y + ns->mapy / 2;
3546    
3547     if (!IN_RANGE_EXC (x, 0, ns->mapx) || !IN_RANGE_EXC (y, 0, ns->mapy))
3548     return 0;
3549    
3550     return 100 - blocked_los [x][y];
3551     }