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/cvs/deliantra/server/server/player.C
Revision: 1.116
Committed: Sun Apr 29 03:44:36 2007 UTC (17 years ago) by root
Content type: text/plain
Branch: MAIN
Changes since 1.115: +19 -17 lines
Log Message:
considerably change the balancing of missile weapons:

- treat bows as weapons in update_stats.
- completely change calculation of attacktype, damage and wc
  inside fire_bow.

this should make missile weapons much stronger and hopefully more
competitive. the formulas are probably broken, but hopefully at least an
improvement.

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 root 1.115 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 1.114 outputs_sync = 4;
324     outputs_count = 4;
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 1.112 void
874     player::chargen_race_done ()
875 elmex 1.1 {
876 root 1.112 /* this must before then initial items are given */
877     esrv_new_player (ob->contr, ob->weight + ob->carrying);
878 elmex 1.1
879 root 1.112 treasurelist *tl = treasurelist::find ("starting_wealth");
880     if (tl)
881     create_treasure (tl, ob, 0, 0, 0);
882 elmex 1.1
883 root 1.112 INVOKE_PLAYER (BIRTH, ob->contr);
884     INVOKE_PLAYER (LOGIN, ob->contr);
885 elmex 1.36
886 root 1.112 ob->contr->ns->state = ST_PLAYING;
887 elmex 1.1
888 root 1.112 if (ob->msg)
889     ob->msg = 0;
890 elmex 1.1
891 root 1.112 /* We create this now because some of the unique maps will need it
892     * to save here.
893     */
894     {
895     char buf[MAX_BUF];
896     sprintf (buf, "%s/%s/%s", settings.localdir, settings.playerdir, &ob->name);
897     make_path_to_file (buf);
898     }
899    
900     start_info (ob);
901     CLEAR_FLAG (ob, FLAG_WIZ);
902     give_initial_items (ob, ob->randomitems);
903     link_player_skills (ob);
904     esrv_send_inventory (ob, ob);
905     ob->update_stats ();
906 root 1.11
907 root 1.112 /* This moves the player to a different start map, if there
908     * is one for this race
909     */
910     if (*first_map_ext_path)
911     {
912     object *tmp;
913     char mapname[MAX_BUF];
914 elmex 1.1
915 root 1.112 snprintf (mapname, MAX_BUF - 1, "%s/%s", &first_map_ext_path, &ob->arch->name);
916     tmp = object::create ();
917     EXIT_PATH (tmp) = mapname;
918     EXIT_X (tmp) = ob->x;
919     EXIT_Y (tmp) = ob->y;
920     ob->enter_exit (tmp); /* we don't really care if it succeeded;
921     * if the map isn't there, then stay on the
922     * default initial map */
923     tmp->destroy ();
924 elmex 1.1 }
925 root 1.112 else
926     LOG (llevDebug, "first_map_ext_path not set\n");
927     }
928 elmex 1.1
929 root 1.112 void
930     player::chargen_race_next ()
931     {
932 root 1.18 /* Following actually changes the race - this is the default command
933     * if we don't match with one of the options above.
934     */
935    
936 root 1.112 do
937 root 1.18 {
938 root 1.112 shstr name = ob->name;
939     int x = ob->x, y = ob->y;
940 root 1.21
941 root 1.112 ob->remove_statbonus ();
942     ob->remove ();
943     ob->arch = get_player_archetype (ob->arch);
944     ob->arch->clone.copy_to (ob);
945     ob->instantiate ();
946     ob->stats = ob->contr->orig_stats;
947     ob->name = ob->name_pl = name;
948     ob->x = x;
949     ob->y = y;
950     SET_ANIMATION (ob, 2); /* So player faces south */
951     insert_ob_in_map (ob, ob->map, ob, 0);
952     assign (ob->contr->title, ob->arch->clone.name);
953     ob->add_statbonus ();
954     }
955     while (!allowed_class (ob));
956    
957     update_object (ob, UP_OBJ_FACE);
958     esrv_update_item (UPD_FACE, ob, ob);
959     ob->update_stats ();
960     ob->stats.hp = ob->stats.maxhp;
961     ob->stats.sp = ob->stats.maxsp;
962     ob->stats.grace = 0;
963 elmex 1.1 }
964    
965 root 1.18 void
966     flee_player (object *op)
967     {
968     int dir, diff;
969     rv_vector rv;
970    
971     if (op->stats.hp < 0)
972     {
973     LOG (llevDebug, "Fleeing player is dead.\n");
974     CLEAR_FLAG (op, FLAG_SCARED);
975     return;
976 elmex 1.1 }
977    
978 root 1.18 if (op->enemy == NULL)
979     {
980     LOG (llevDebug, "Fleeing player had no enemy.\n");
981     CLEAR_FLAG (op, FLAG_SCARED);
982     return;
983 elmex 1.1 }
984    
985 root 1.18 /* Seen some crashes here. Since we don't store an
986     * op->enemy_count, it is possible that something destroys the
987     * actual enemy, and the object is recycled.
988     */
989     if (op->enemy->map == NULL)
990     {
991     CLEAR_FLAG (op, FLAG_SCARED);
992     op->enemy = NULL;
993     return;
994 elmex 1.1 }
995    
996 root 1.18 if (!(random_roll (0, 4, op, PREFER_LOW)) && did_make_save (op, op->level, 0))
997     {
998     op->enemy = NULL;
999     CLEAR_FLAG (op, FLAG_SCARED);
1000     return;
1001 elmex 1.1 }
1002 root 1.49
1003 root 1.18 get_rangevector (op, op->enemy, &rv, 0);
1004    
1005     dir = absdir (4 + rv.direction);
1006     for (diff = 0; diff < 3; diff++)
1007     {
1008     int m = 1 - (RANDOM () & 2);
1009 elmex 1.1
1010 root 1.18 if (move_ob (op, absdir (dir + diff * m), op) || (diff == 0 && move_ob (op, absdir (dir - diff * m), op)))
1011 root 1.49 return;
1012 elmex 1.1 }
1013 root 1.49
1014 root 1.18 /* Cornered, get rid of scared */
1015     CLEAR_FLAG (op, FLAG_SCARED);
1016     op->enemy = NULL;
1017 elmex 1.1 }
1018    
1019    
1020     /* check_pick sees if there is stuff to be picked up/picks up stuff.
1021     * IT returns 1 if the player should keep on moving, 0 if he should
1022     * stop.
1023     */
1024 root 1.18 int
1025     check_pick (object *op)
1026     {
1027 elmex 1.1 object *tmp, *next;
1028     int stop = 0;
1029 pippijn 1.106 int wvratio;
1030     char putstring[128];
1031 elmex 1.1
1032     /* if you're flying, you cna't pick up anything */
1033     if (op->move_type & MOVE_FLYING)
1034     return 1;
1035    
1036     next = op->below;
1037    
1038     /* loop while there are items on the floor that are not marked as
1039     * destroyed */
1040 root 1.24 while (next && !next->destroyed ())
1041 root 1.18 {
1042     tmp = next;
1043     next = tmp->below;
1044 elmex 1.1
1045 root 1.24 if (op->destroyed ())
1046 elmex 1.1 return 0;
1047    
1048 root 1.18 if (!can_pick (op, tmp))
1049     continue;
1050 elmex 1.1
1051 root 1.18 if (op->contr->search_str[0] != '\0' && settings.search_items == TRUE)
1052     {
1053     if (item_matched_string (op, tmp, op->contr->search_str))
1054     pick_up (op, tmp);
1055     continue;
1056 root 1.11 }
1057    
1058 root 1.18 /* high not bit set? We're using the old autopickup model */
1059     if (!(op->contr->mode & PU_NEWMODE))
1060 root 1.11 {
1061 root 1.18 switch (op->contr->mode)
1062 root 1.11 {
1063 root 1.20 case 0:
1064     return 1; /* don't pick up */
1065     case 1:
1066     pick_up (op, tmp);
1067     return 1;
1068     case 2:
1069     pick_up (op, tmp);
1070     return 0;
1071     case 3:
1072     return 0; /* stop before pickup */
1073     case 4:
1074     pick_up (op, tmp);
1075     break;
1076     case 5:
1077     pick_up (op, tmp);
1078     stop = 1;
1079     break;
1080     case 6:
1081     if (QUERY_FLAG (tmp, FLAG_KNOWN_MAGICAL) && !QUERY_FLAG (tmp, FLAG_KNOWN_CURSED))
1082 root 1.18 pick_up (op, tmp);
1083 root 1.20 break;
1084    
1085     case 7:
1086     if (tmp->type == MONEY || tmp->type == GEM)
1087 root 1.18 pick_up (op, tmp);
1088 root 1.20 break;
1089    
1090     default:
1091     /* use value density */
1092     if (!QUERY_FLAG (tmp, FLAG_UNPAID)
1093     && (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1))) >= op->contr->mode)
1094 root 1.18 pick_up (op, tmp);
1095 root 1.11 }
1096     }
1097 root 1.18 else
1098     { /* old model */
1099     /* NEW pickup handling */
1100     if (op->contr->mode & PU_DEBUG)
1101     {
1102     /* some debugging code to figure out item information */
1103     if (tmp->name != NULL)
1104     sprintf (putstring, "item name: %s item type: %d weight/value: %d",
1105     &tmp->name, tmp->type, (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1))));
1106     else
1107     sprintf (putstring, "item name: %s item type: %d weight/value: %d",
1108     &tmp->arch->name, tmp->type, (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1))));
1109    
1110     new_draw_info (NDI_UNIQUE, 0, op, putstring);
1111 root 1.58 }
1112 elmex 1.1
1113 root 1.18 /* philosophy:
1114     * It's easy to grab an item type from a pile, as long as it's
1115     * generic. This takes no game-time. For more detailed pickups
1116 root 1.58 * and selections, select-items should be used. This is a
1117 root 1.18 * grab-as-you-run type mode that's really useful for arrows for
1118     * example.
1119     * The drawback: right now it has no frontend, so you need to
1120     * stick the bits you want into a calculator in hex mode and then
1121     * convert to decimal and then 'pickup <#>
1122     */
1123    
1124     /* the first two modes are exclusive: if NOTHING we return, if
1125     * STOP then we stop. All the rest are applied sequentially,
1126     * meaning if any test passes, the item gets picked up. */
1127    
1128     /* if mode is set to pick nothing up, return */
1129    
1130     if (op->contr->mode & PU_NOTHING)
1131     return 1;
1132    
1133     /* if mode is set to stop when encountering objects, return */
1134     /* take STOP before INHIBIT since it doesn't actually pick
1135     * anything up */
1136    
1137     if (op->contr->mode & PU_STOP)
1138     return 0;
1139    
1140     /* useful for going into stores and not losing your settings... */
1141     /* and for battles wher you don't want to get loaded down while
1142     * fighting */
1143     if (op->contr->mode & PU_INHIBIT)
1144     return 1;
1145    
1146     /* prevent us from turning into auto-thieves :) */
1147     if (QUERY_FLAG (tmp, FLAG_UNPAID))
1148     continue;
1149    
1150     /* ignore known cursed objects */
1151     if (QUERY_FLAG (tmp, FLAG_KNOWN_CURSED) && op->contr->mode & PU_NOT_CURSED)
1152     continue;
1153    
1154     /* all food and drink if desired */
1155     /* question: don't pick up known-poisonous stuff? */
1156     if (op->contr->mode & PU_FOOD)
1157     if (tmp->type == FOOD)
1158     {
1159     pick_up (op, tmp);
1160     continue;
1161     }
1162 root 1.29
1163 root 1.18 if (op->contr->mode & PU_DRINK)
1164     if (tmp->type == DRINK || (tmp->type == POISON && !QUERY_FLAG (tmp, FLAG_KNOWN_CURSED)))
1165     {
1166     pick_up (op, tmp);
1167     continue;
1168     }
1169    
1170     if (op->contr->mode & PU_POTION)
1171     if (tmp->type == POTION)
1172     {
1173     pick_up (op, tmp);
1174     continue;
1175     }
1176    
1177     /* spellbooks, skillscrolls and normal books/scrolls */
1178     if (op->contr->mode & PU_SPELLBOOK)
1179     if (tmp->type == SPELLBOOK)
1180     {
1181     pick_up (op, tmp);
1182     continue;
1183     }
1184 root 1.29
1185 root 1.18 if (op->contr->mode & PU_SKILLSCROLL)
1186     if (tmp->type == SKILLSCROLL)
1187     {
1188     pick_up (op, tmp);
1189     continue;
1190     }
1191 root 1.29
1192 root 1.18 if (op->contr->mode & PU_READABLES)
1193     if (tmp->type == BOOK || tmp->type == SCROLL)
1194     {
1195     pick_up (op, tmp);
1196     continue;
1197     }
1198    
1199     /* wands/staves/rods/horns */
1200     if (op->contr->mode & PU_MAGIC_DEVICE)
1201     if (tmp->type == WAND || tmp->type == ROD || tmp->type == HORN)
1202     {
1203     pick_up (op, tmp);
1204     continue;
1205     }
1206    
1207     /* pick up all magical items */
1208     if (op->contr->mode & PU_MAGICAL)
1209     if (QUERY_FLAG (tmp, FLAG_KNOWN_MAGICAL) && !QUERY_FLAG (tmp, FLAG_KNOWN_CURSED))
1210     {
1211     pick_up (op, tmp);
1212     continue;
1213     }
1214    
1215     if (op->contr->mode & PU_VALUABLES)
1216     {
1217     if (tmp->type == MONEY || tmp->type == GEM)
1218     {
1219     pick_up (op, tmp);
1220     continue;
1221     }
1222     }
1223    
1224     /* rings & amulets - talismans seems to be typed AMULET */
1225     if (op->contr->mode & PU_JEWELS)
1226     if (tmp->type == RING || tmp->type == AMULET)
1227     {
1228     pick_up (op, tmp);
1229 root 1.29 continue;
1230     }
1231    
1232     /* we don't forget dragon food */
1233     if (op->contr->mode & PU_FLESH)
1234     if (tmp->type == FLESH)
1235     {
1236     pick_up (op, tmp);
1237 root 1.18 continue;
1238     }
1239    
1240     /* bows and arrows. Bows are good for selling! */
1241     if (op->contr->mode & PU_BOW)
1242     if (tmp->type == BOW)
1243     {
1244     pick_up (op, tmp);
1245     continue;
1246     }
1247 root 1.29
1248 root 1.18 if (op->contr->mode & PU_ARROW)
1249     if (tmp->type == ARROW)
1250     {
1251     pick_up (op, tmp);
1252     continue;
1253     }
1254    
1255     /* all kinds of armor etc. */
1256     if (op->contr->mode & PU_ARMOUR)
1257     if (tmp->type == ARMOUR)
1258     {
1259     pick_up (op, tmp);
1260     continue;
1261     }
1262 root 1.29
1263 root 1.18 if (op->contr->mode & PU_HELMET)
1264     if (tmp->type == HELMET)
1265     {
1266     pick_up (op, tmp);
1267     continue;
1268     }
1269 root 1.29
1270 root 1.18 if (op->contr->mode & PU_SHIELD)
1271     if (tmp->type == SHIELD)
1272     {
1273     pick_up (op, tmp);
1274     continue;
1275     }
1276 root 1.29
1277 root 1.18 if (op->contr->mode & PU_BOOTS)
1278     if (tmp->type == BOOTS)
1279     {
1280     pick_up (op, tmp);
1281     continue;
1282     }
1283 root 1.29
1284 root 1.18 if (op->contr->mode & PU_GLOVES)
1285     if (tmp->type == GLOVES)
1286     {
1287     pick_up (op, tmp);
1288     continue;
1289     }
1290 root 1.29
1291 root 1.18 if (op->contr->mode & PU_CLOAK)
1292     if (tmp->type == CLOAK)
1293     {
1294     pick_up (op, tmp);
1295     continue;
1296     }
1297 elmex 1.1
1298 root 1.18 /* hoping to catch throwing daggers here */
1299     if (op->contr->mode & PU_MISSILEWEAPON)
1300     if (tmp->type == WEAPON && QUERY_FLAG (tmp, FLAG_IS_THROWN))
1301     {
1302     pick_up (op, tmp);
1303     continue;
1304     }
1305 elmex 1.1
1306 root 1.18 /* careful: chairs and tables are weapons! */
1307     if (op->contr->mode & PU_ALLWEAPON)
1308     {
1309     if (tmp->type == WEAPON && tmp->name != NULL)
1310     {
1311     if (strstr (tmp->name, "table") == NULL && strstr (tmp->arch->name, "table") == NULL &&
1312     strstr (tmp->name, "chair") && strstr (tmp->arch->name, "chair") == NULL)
1313     {
1314     pick_up (op, tmp);
1315     continue;
1316     }
1317     }
1318 root 1.29
1319 root 1.18 if (tmp->type == WEAPON && tmp->name == NULL)
1320     {
1321     if (strstr (tmp->arch->name, "table") == NULL && strstr (tmp->arch->name, "chair") == NULL)
1322     {
1323     pick_up (op, tmp);
1324     continue;
1325     }
1326     }
1327     }
1328 elmex 1.1
1329 root 1.18 /* misc stuff that's useful */
1330     if (op->contr->mode & PU_KEY)
1331     if (tmp->type == KEY || tmp->type == SPECIAL_KEY)
1332     {
1333     pick_up (op, tmp);
1334     continue;
1335     }
1336 elmex 1.1
1337 root 1.18 /* any of the last 4 bits set means we use the ratio for value
1338     * pickups */
1339     if (op->contr->mode & PU_RATIO)
1340     {
1341     /* use value density to decide what else to grab */
1342     /* >=7 was >= op->contr->mode */
1343     /* >=7 is the old standard setting. Now we take the last 4 bits
1344     * and multiply them by 5, giving 0..15*5== 5..75 */
1345     wvratio = (op->contr->mode & PU_RATIO) * 5;
1346     if ((query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1))) >= (unsigned int) wvratio)
1347     {
1348     pick_up (op, tmp);
1349 elmex 1.1 #if 0
1350 root 1.18 fprintf (stderr, "HIGH WEIGHT/VALUE [");
1351     if (tmp->name != NULL)
1352     {
1353     fprintf (stderr, "%s", tmp->name);
1354     }
1355     else
1356     fprintf (stderr, "%s", tmp->arch->name);
1357     fprintf (stderr, ",%d] = ", tmp->type);
1358     fprintf (stderr, "%d\n", (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1))));
1359 elmex 1.1 #endif
1360 root 1.18 continue;
1361     }
1362     }
1363     } /* the new pickup model */
1364     }
1365 root 1.29
1366 root 1.18 return !stop;
1367 elmex 1.1 }
1368    
1369     /*
1370     * Find an arrow in the inventory and after that
1371     * in the right type container (quiver). Pointer to the
1372     * found object is returned.
1373     */
1374 root 1.18 object *
1375     find_arrow (object *op, const char *type)
1376 elmex 1.1 {
1377 root 1.103 object *tmp = 0;
1378 elmex 1.1
1379 root 1.18 for (op = op->inv; op; op = op->below)
1380     if (!tmp && op->type == CONTAINER && op->race == type && QUERY_FLAG (op, FLAG_APPLIED))
1381     tmp = find_arrow (op, type);
1382     else if (op->type == ARROW && op->race == type)
1383     return op;
1384 root 1.103
1385 root 1.18 return tmp;
1386 elmex 1.1 }
1387    
1388     /*
1389     * Similar to find_arrow, but looks for (roughly) the best arrow to use
1390     * against the target. A full test is not performed, simply a basic test
1391     * of resistances. The archer is making a quick guess at what he sees down
1392     * the hall. Failing that it does it's best to pick the highest plus arrow.
1393     */
1394 root 1.18 object *
1395     find_better_arrow (object *op, object *target, const char *type, int *better)
1396 elmex 1.1 {
1397 root 1.18 object *tmp = NULL, *arrow, *ntmp;
1398     int attacknum, attacktype, betterby = 0, i;
1399 elmex 1.1
1400 root 1.18 if (!type)
1401     return NULL;
1402 elmex 1.1
1403 root 1.18 for (arrow = op->inv; arrow; arrow = arrow->below)
1404     {
1405     if (arrow->type == CONTAINER && arrow->race == type && QUERY_FLAG (arrow, FLAG_APPLIED))
1406     {
1407     i = 0;
1408     ntmp = find_better_arrow (arrow, target, type, &i);
1409     if (i > betterby)
1410     {
1411     tmp = ntmp;
1412     betterby = i;
1413     }
1414     }
1415     else if (arrow->type == ARROW && arrow->race == type)
1416     {
1417     /* allways prefer assasination/slaying */
1418     if (target->race != NULL && arrow->slaying != NULL && strstr (arrow->slaying, target->race))
1419     {
1420     if (arrow->attacktype & AT_DEATH)
1421     {
1422     *better = 100;
1423     return arrow;
1424     }
1425     else
1426     {
1427     tmp = arrow;
1428     betterby = (arrow->magic + arrow->stats.dam) * 2;
1429     }
1430     }
1431     else
1432     {
1433     for (attacknum = 0; attacknum < NROFATTACKS; attacknum++)
1434     {
1435     attacktype = 1 << attacknum;
1436     if ((arrow->attacktype & attacktype) && (target->arch->clone.resist[attacknum]) < 0)
1437     if (((arrow->magic + arrow->stats.dam) * (100 - target->arch->clone.resist[attacknum]) / 100) > betterby)
1438     {
1439     tmp = arrow;
1440     betterby = (arrow->magic + arrow->stats.dam) * (100 - target->arch->clone.resist[attacknum]) / 100;
1441     }
1442 root 1.11 }
1443 root 1.18 if ((2 + arrow->magic + arrow->stats.dam) > betterby)
1444     {
1445     tmp = arrow;
1446     betterby = 2 + arrow->magic + arrow->stats.dam;
1447 root 1.11 }
1448 root 1.18 if (arrow->title && (1 + arrow->magic + arrow->stats.dam) > betterby)
1449     {
1450     tmp = arrow;
1451     betterby = 1 + arrow->magic + arrow->stats.dam;
1452 root 1.11 }
1453     }
1454     }
1455 elmex 1.1 }
1456 root 1.18 if (tmp == NULL && arrow == NULL)
1457     return find_arrow (op, type);
1458 elmex 1.1
1459 root 1.18 *better = betterby;
1460     return tmp;
1461 elmex 1.1 }
1462    
1463     /* looks in a given direction, finds the first valid target, and calls
1464     * find_better_arrow to find a decent arrow to use.
1465     * op = the shooter
1466     * type = bow->race
1467     * dir = fire direction
1468     */
1469    
1470 root 1.18 object *
1471     pick_arrow_target (object *op, const char *type, int dir)
1472 elmex 1.1 {
1473 root 1.18 object *tmp = NULL;
1474 root 1.25 maptile *m;
1475 root 1.18 int i, mflags, found, number;
1476     sint16 x, y;
1477    
1478     if (op->map == NULL)
1479     return find_arrow (op, type);
1480    
1481     /* do a dex check */
1482     number = (die_roll (2, 40, op, PREFER_LOW) - 2) / 2;
1483     if (number > (op->stats.Dex + (op->chosen_skill ? op->chosen_skill->level : op->level)))
1484     return find_arrow (op, type);
1485    
1486     m = op->map;
1487     x = op->x;
1488     y = op->y;
1489    
1490     /* find the first target */
1491     for (i = 0, found = 0; i < 20; i++)
1492     {
1493     x += freearr_x[dir];
1494     y += freearr_y[dir];
1495     mflags = get_map_flags (m, &m, x, y, &x, &y);
1496     if (mflags & P_OUT_OF_MAP || mflags & P_BLOCKSVIEW)
1497     {
1498     tmp = NULL;
1499     break;
1500     }
1501     else if (GET_MAP_MOVE_BLOCK (m, x, y) == MOVE_FLY_LOW)
1502     {
1503     /* This block presumes arrows and the like are MOVE_FLY_SLOW -
1504     * perhaps a bad assumption.
1505     */
1506     tmp = NULL;
1507     break;
1508 root 1.11 }
1509 root 1.18 if (mflags & P_IS_ALIVE)
1510     {
1511     for (tmp = GET_MAP_OB (m, x, y); tmp; tmp = tmp->above)
1512     if (QUERY_FLAG (tmp, FLAG_ALIVE))
1513     {
1514     found++;
1515 root 1.11 break;
1516 root 1.18 }
1517     if (found)
1518     break;
1519 root 1.11 }
1520 elmex 1.1 }
1521 root 1.18 if (tmp == NULL)
1522     return find_arrow (op, type);
1523 elmex 1.1
1524 root 1.18 if (tmp->head)
1525     tmp = tmp->head;
1526 elmex 1.1
1527 root 1.18 return find_better_arrow (op, tmp, type, &i);
1528 elmex 1.1 }
1529    
1530     /*
1531     * Creature fires a bow - op can be monster or player. Returns
1532     * 1 if bow was actually fired, 0 otherwise.
1533     * op is the object firing the bow.
1534     * part is for multipart creatures - the part firing the bow.
1535     * dir is the direction of fire.
1536     * wc_mod is any special modifier to give (used in special player fire modes)
1537     * sx, sy are coordinates to fire arrow from - also used in some of the special
1538     * player fire modes.
1539     */
1540 root 1.18 int
1541     fire_bow (object *op, object *part, object *arrow, int dir, int wc_mod, sint16 sx, sint16 sy)
1542 elmex 1.1 {
1543 root 1.18 object *left, *bow;
1544     int bowspeed, mflags;
1545 root 1.25 maptile *m;
1546 elmex 1.1
1547 root 1.18 if (!dir)
1548     {
1549     new_draw_info (NDI_UNIQUE, 0, op, "You can't shoot yourself!");
1550     return 0;
1551 elmex 1.1 }
1552 root 1.48
1553 root 1.18 if (op->type == PLAYER)
1554     bow = op->contr->ranges[range_bow];
1555     else
1556     {
1557     for (bow = op->inv; bow; bow = bow->below)
1558     /* Don't check for applied - monsters don't apply bows - in that way, they
1559     * don't need to switch back and forth between bows and weapons.
1560     */
1561     if (bow->type == BOW)
1562     break;
1563 root 1.11
1564 root 1.18 if (!bow)
1565     {
1566     LOG (llevError, "Range: bow without activated bow (%s).\n", &op->name);
1567     return 0;
1568 root 1.11 }
1569 elmex 1.1 }
1570 root 1.48
1571 root 1.18 if (!bow->race || !bow->skill)
1572     {
1573     new_draw_info_format (NDI_UNIQUE, 0, op, "Your %s is broken.", &bow->name);
1574     return 0;
1575 elmex 1.1 }
1576    
1577 root 1.18 bowspeed = bow->stats.sp + dex_bonus[op->stats.Dex];
1578 elmex 1.1
1579 root 1.18 /* penalize ROF for bestarrow */
1580     if (op->type == PLAYER && op->contr->bowtype == bow_bestarrow)
1581     bowspeed -= dex_bonus[op->stats.Dex] + 5;
1582 root 1.48
1583 root 1.18 if (bowspeed < 1)
1584     bowspeed = 1;
1585    
1586     if (arrow == NULL)
1587     {
1588     if ((arrow = find_arrow (op, bow->race)) == NULL)
1589     {
1590     if (op->type == PLAYER)
1591     new_draw_info_format (NDI_UNIQUE, 0, op, "You have no %s left.", &bow->race);
1592     /* FLAG_READY_BOW will get reset if the monsters picks up some arrows */
1593     else
1594     CLEAR_FLAG (op, FLAG_READY_BOW);
1595 root 1.116
1596 root 1.18 return 0;
1597 root 1.11 }
1598 elmex 1.1 }
1599 root 1.48
1600 root 1.18 mflags = get_map_flags (op->map, &m, sx, sy, &sx, &sy);
1601     if (mflags & P_OUT_OF_MAP)
1602 root 1.48 return 0;
1603    
1604 root 1.18 if (GET_MAP_MOVE_BLOCK (m, sx, sy) == MOVE_FLY_LOW)
1605     {
1606     new_draw_info (NDI_UNIQUE, 0, op, "Something is in the way.");
1607     return 0;
1608     }
1609    
1610     /* this should not happen, but sometimes does */
1611     if (arrow->nrof == 0)
1612     {
1613 root 1.33 arrow->destroy ();
1614 root 1.18 return 0;
1615     }
1616    
1617     left = arrow; /* these are arrows left to the player */
1618     arrow = get_split_ob (arrow, 1);
1619 root 1.48 if (!arrow)
1620 root 1.18 {
1621     new_draw_info_format (NDI_UNIQUE, 0, op, "You have no %s left.", &bow->race);
1622     return 0;
1623 elmex 1.1 }
1624 root 1.48
1625 root 1.34 arrow->set_owner (op);
1626 root 1.18 arrow->skill = bow->skill;
1627     arrow->direction = dir;
1628    
1629     if (op->type == PLAYER)
1630     {
1631     op->speed_left = 0.01 - (float) FABS (op->speed) * 100 / bowspeed;
1632 root 1.54 op->update_stats ();
1633 elmex 1.1 }
1634    
1635 root 1.18 SET_ANIMATION (arrow, arrow->direction);
1636 root 1.116
1637     arrow->stats.sp = arrow->stats.wc; /* save original wc and dam */
1638     arrow->stats.hp = arrow->stats.dam;
1639 root 1.18 arrow->stats.grace = arrow->attacktype;
1640 root 1.116
1641     if (arrow->slaying)
1642 root 1.40 arrow->spellarg = strdup (arrow->slaying);
1643 root 1.18
1644 root 1.116 arrow->stats.dam += op->stats.dam + arrow->magic;
1645 root 1.18
1646     /* update the speed */
1647     arrow->speed = (float) ((QUERY_FLAG (bow, FLAG_NO_STRENGTH) ?
1648     0 : dam_bonus[op->stats.Str]) + bow->magic + arrow->magic) / 5.0 + (float) bow->stats.dam / 7.0;
1649    
1650 root 1.67 arrow->set_speed (max (arrow->speed, 1.0));
1651 root 1.18 arrow->speed_left = 0;
1652    
1653 root 1.116 arrow->stats.wc = op->stats.wc + wc_mod - arrow->magic - arrow->stats.wc;
1654    
1655 root 1.18 if (op->type == PLAYER)
1656     {
1657 root 1.116 arrow->level = op->chosen_skill ? op->chosen_skill->level : op->level;
1658     arrow->stats.wc -= dex_bonus[op->stats.Dex];
1659 root 1.18
1660 root 1.116 if (!arrow->slaying)
1661     arrow->slaying = op->slaying;
1662 elmex 1.1 }
1663 root 1.18 else
1664     {
1665     arrow->level = op->level;
1666 root 1.116 arrow->stats.wc -= bow->magic;
1667    
1668     if (!arrow->slaying)
1669     arrow->slaying = bow->slaying;
1670 elmex 1.1 }
1671 root 1.24
1672 root 1.116 arrow->stats.wc -= arrow->level;
1673 root 1.24
1674 root 1.116 arrow->attacktype |= bow->attacktype;
1675 root 1.18
1676     arrow->move_type = MOVE_FLY_LOW;
1677     arrow->move_on = MOVE_FLY_LOW | MOVE_WALK;
1678    
1679     play_sound_map (op->map, op->x, op->y, SOUND_FIRE_ARROW);
1680 root 1.70 m->insert (arrow, sx, sy, op);
1681 root 1.18
1682 root 1.24 if (!arrow->destroyed ())
1683 root 1.18 move_arrow (arrow);
1684 elmex 1.1
1685 root 1.18 if (op->type == PLAYER)
1686     {
1687 root 1.24 if (left->destroyed ())
1688     esrv_del_item (op->contr, left->count);
1689 root 1.18 else
1690     esrv_send_item (op, left);
1691 elmex 1.1 }
1692 root 1.24
1693 root 1.18 return 1;
1694 elmex 1.1 }
1695    
1696     /* Special fire code for players - this takes into
1697     * account the special fire modes players can have
1698     * but monsters can't. Putting that code here
1699     * makes the fire_bow code much cleaner.
1700     * this function should only be called if 'op' is a player,
1701     * hence the function name.
1702     */
1703 root 1.18 int
1704     player_fire_bow (object *op, int dir)
1705 elmex 1.1 {
1706 root 1.18 int ret = 0, wcmod = 0;
1707    
1708     if (op->contr->bowtype == bow_bestarrow)
1709     {
1710     ret = fire_bow (op, op, pick_arrow_target (op, op->contr->ranges[range_bow]->race, dir), dir, 0, op->x, op->y);
1711     }
1712     else if (op->contr->bowtype >= bow_n && op->contr->bowtype <= bow_nw)
1713     {
1714     if (!similar_direction (dir, op->contr->bowtype - bow_n + 1))
1715     wcmod = -1;
1716 root 1.74
1717 root 1.18 ret = fire_bow (op, op, NULL, op->contr->bowtype - bow_n + 1, wcmod, op->x, op->y);
1718     }
1719     else if (op->contr->bowtype == bow_threewide)
1720     {
1721     ret = fire_bow (op, op, NULL, dir, 0, op->x, op->y);
1722     ret |= fire_bow (op, op, NULL, dir, -5, op->x + freearr_x[absdir (dir + 2)], op->y + freearr_y[absdir (dir + 2)]);
1723     ret |= fire_bow (op, op, NULL, dir, -5, op->x + freearr_x[absdir (dir - 2)], op->y + freearr_y[absdir (dir - 2)]);
1724     }
1725     else if (op->contr->bowtype == bow_spreadshot)
1726     {
1727     ret |= fire_bow (op, op, NULL, dir, 0, op->x, op->y);
1728     ret |= fire_bow (op, op, NULL, absdir (dir - 1), -5, op->x, op->y);
1729     ret |= fire_bow (op, op, NULL, absdir (dir + 1), -5, op->x, op->y);
1730 elmex 1.1
1731     }
1732 root 1.18 else
1733     {
1734     /* Simple case */
1735     ret = fire_bow (op, op, NULL, dir, 0, op->x, op->y);
1736     }
1737     return ret;
1738 elmex 1.1 }
1739    
1740    
1741     /* Fires a misc (wand/rod/horn) object in 'dir'.
1742     * Broken apart from 'fire' to keep it more readable.
1743     */
1744 root 1.18 void
1745     fire_misc_object (object *op, int dir)
1746 elmex 1.1 {
1747 root 1.18 object *item;
1748 elmex 1.1
1749 root 1.18 if (!op->contr->ranges[range_misc])
1750     {
1751     new_draw_info (NDI_UNIQUE, 0, op, "You have range item readied.");
1752     return;
1753 elmex 1.1 }
1754    
1755 root 1.18 item = op->contr->ranges[range_misc];
1756     if (!item->inv)
1757     {
1758     LOG (llevError, "Object %s lacks a spell\n", &item->name);
1759     return;
1760 elmex 1.1 }
1761 root 1.18 if (item->type == WAND)
1762     {
1763     if (item->stats.food <= 0)
1764     {
1765     play_sound_player_only (op->contr, SOUND_WAND_POOF, 0, 0);
1766     new_draw_info_format (NDI_UNIQUE, 0, op, "The %s goes poof.", query_base_name (item, 0));
1767     return;
1768 root 1.11 }
1769 root 1.18 }
1770     else if (item->type == ROD || item->type == HORN)
1771     {
1772     if (item->stats.hp < MAX (item->inv->stats.sp, item->inv->stats.grace))
1773     {
1774     play_sound_player_only (op->contr, SOUND_WAND_POOF, 0, 0);
1775     if (item->type == ROD)
1776     new_draw_info_format (NDI_UNIQUE, 0, op, "The %s whines for a while, but nothing happens.", query_base_name (item, 0));
1777     else
1778     new_draw_info_format (NDI_UNIQUE, 0, op, "The %s needs more time to charge.", query_base_name (item, 0));
1779     return;
1780 root 1.11 }
1781 elmex 1.1 }
1782    
1783 root 1.18 if (cast_spell (op, item, dir, item->inv, NULL))
1784     {
1785     SET_FLAG (op, FLAG_BEEN_APPLIED); /* You now know something about it */
1786     if (item->type == WAND)
1787     {
1788     if (!(--item->stats.food))
1789     {
1790     object *tmp;
1791    
1792     if (item->arch)
1793     {
1794     CLEAR_FLAG (item, FLAG_ANIMATE);
1795     item->face = item->arch->clone.face;
1796 root 1.67 item->set_speed (0);
1797 root 1.11 }
1798 root 1.67
1799 root 1.49 if ((tmp = item->in_player ()))
1800 root 1.18 esrv_update_item (UPD_ANIM, tmp, item);
1801 root 1.11 }
1802     }
1803 root 1.18 else if (item->type == ROD || item->type == HORN)
1804 root 1.67 drain_rod_charge (item);
1805 elmex 1.1 }
1806     }
1807    
1808     /* Received a fire command for the player - go and do it.
1809     */
1810 root 1.18 void
1811     fire (object *op, int dir)
1812     {
1813     int spellcost = 0;
1814 elmex 1.1
1815 root 1.18 /* check for loss of invisiblity/hide */
1816     if (action_makes_visible (op))
1817     make_visible (op);
1818 elmex 1.1
1819 root 1.18 switch (op->contr->shoottype)
1820     {
1821 root 1.20 case range_none:
1822     return;
1823 elmex 1.1
1824 root 1.20 case range_bow:
1825     player_fire_bow (op, dir);
1826     return;
1827 elmex 1.1
1828 root 1.20 case range_magic: /* Casting spells */
1829     spellcost = (cast_spell (op, op, dir, op->contr->ranges[range_magic], op->contr->spellparam[0] ? op->contr->spellparam : 0));
1830     return;
1831 elmex 1.1
1832 root 1.20 case range_misc:
1833     fire_misc_object (op, dir);
1834     return;
1835 root 1.11
1836 root 1.20 case range_golem: /* Control summoned monsters from scrolls */
1837 root 1.113 control_golem (op->contr->ranges[range_golem], dir);
1838 root 1.20 return;
1839 root 1.11
1840 root 1.20 case range_skill:
1841     if (!op->chosen_skill)
1842     {
1843     if (op->type == PLAYER)
1844     new_draw_info (NDI_UNIQUE, 0, op, "You have no applicable skill to use.");
1845 root 1.113
1846 root 1.20 return;
1847     }
1848 root 1.92
1849     do_skill (op, op, op->chosen_skill, dir, NULL);
1850 root 1.20 return;
1851     case range_builder:
1852     apply_map_builder (op, dir);
1853     return;
1854     default:
1855     new_draw_info (NDI_UNIQUE, 0, op, "Illegal shoot type.");
1856     return;
1857 elmex 1.1 }
1858     }
1859    
1860     /* find_key
1861     * We try to find a key for the door as passed. If we find a key
1862     * and successfully use it, we return the key, otherwise NULL
1863     * This function merges both normal and locked door, since the logic
1864     * for both is the same - just the specific key is different.
1865     * pl is the player,
1866     * inv is the objects inventory to searched
1867     * door is the door we are trying to match against.
1868     * This function can be called recursively to search containers.
1869     */
1870 root 1.18 object *
1871     find_key (object *pl, object *container, object *door)
1872 elmex 1.1 {
1873 root 1.18 object *tmp, *key;
1874 elmex 1.1
1875 root 1.18 /* Should not happen, but sanity checking is never bad */
1876 root 1.103 if (!container->inv)
1877     return 0;
1878 elmex 1.1
1879 root 1.18 /* First, lets try to find a key in the top level inventory */
1880 root 1.103 for (tmp = container->inv; tmp; tmp = tmp->below)
1881 root 1.18 {
1882     if (door->type == DOOR && tmp->type == KEY)
1883     break;
1884     /* For sanity, we should really check door type, but other stuff
1885     * (like containers) can be locked with special keys
1886     */
1887     if (tmp->slaying && tmp->type == SPECIAL_KEY && tmp->slaying == door->slaying)
1888     break;
1889     }
1890 root 1.103
1891 root 1.18 /* No key found - lets search inventories now */
1892     /* If we find and use a key in an inventory, return at that time.
1893     * otherwise, if we search all the inventories and still don't find
1894     * a key, return
1895     */
1896     if (!tmp)
1897     {
1898 root 1.103 for (tmp = container->inv; tmp; tmp = tmp->below)
1899 root 1.18 {
1900     /* No reason to search empty containers */
1901     if (tmp->type == CONTAINER && tmp->inv)
1902     {
1903 root 1.103 if ((key = find_key (pl, tmp, door)))
1904 root 1.18 return key;
1905     }
1906     }
1907 root 1.103
1908 root 1.18 if (!tmp)
1909     return NULL;
1910 elmex 1.1 }
1911 root 1.103
1912 root 1.18 /* We get down here if we have found a key. Now if its in a container,
1913     * see if we actually want to use it
1914     */
1915     if (pl != container)
1916     {
1917     /* Only let players use keys in containers */
1918     if (!pl->contr)
1919     return NULL;
1920     /* cases where this fails:
1921     * If we only search the player inventory, return now since we
1922     * are not in the players inventory.
1923     * If the container is not active, return now since only active
1924     * containers can be used.
1925     * If we only search keyrings and the container does not have
1926     * a race/isn't a keyring.
1927     * No checking for all containers - to fall through past here,
1928     * inv must have been an container and must have been active.
1929     *
1930     * Change the color so that the message doesn't disappear with
1931     * all the others.
1932     */
1933     if (pl->contr->usekeys == key_inventory ||
1934     !QUERY_FLAG (container, FLAG_APPLIED) ||
1935     (pl->contr->usekeys == keyrings && (!container->race || strcmp (container->race, "keys"))))
1936     {
1937     new_draw_info_format (NDI_UNIQUE | NDI_BROWN, 0, pl,
1938     "The %s in your %s vibrates as you approach the door", query_name (tmp), query_name (container));
1939     return NULL;
1940 root 1.11 }
1941 elmex 1.1 }
1942 root 1.103
1943 root 1.18 return tmp;
1944 elmex 1.1 }
1945    
1946     /* moved door processing out of move_player_attack.
1947     * returns 1 if player has opened the door with a key
1948     * such that the caller should not do anything more,
1949     * 0 otherwise
1950     */
1951 root 1.18 static int
1952     player_attack_door (object *op, object *door)
1953 elmex 1.1 {
1954 root 1.18 /* If its a door, try to find a use a key. If we do destroy the door,
1955     * might as well return immediately as there is nothing more to do -
1956     * otherwise, we fall through to the rest of the code.
1957     */
1958     object *key = find_key (op, op, door);
1959    
1960     /* IF we found a key, do some extra work */
1961     if (key)
1962     {
1963     object *container = key->env;
1964    
1965     play_sound_map (op->map, op->x, op->y, SOUND_OPEN_DOOR);
1966     if (action_makes_visible (op))
1967     make_visible (op);
1968     if (door->inv && (door->inv->type == RUNE || door->inv->type == TRAP))
1969     spring_trap (door->inv, op);
1970 root 1.103
1971 root 1.18 if (door->type == DOOR)
1972 root 1.103 hit_player (door, 9998, op, AT_PHYSICAL, 1); /* Break through the door */
1973 root 1.18 else if (door->type == LOCKED_DOOR)
1974     {
1975     new_draw_info_format (NDI_UNIQUE, NDI_BROWN, op, "You open the door with the %s", query_short_name (key));
1976     remove_door2 (door); /* remove door without violence ;-) */
1977     }
1978 root 1.103
1979 root 1.18 /* Do this after we print the message */
1980     decrease_ob (key); /* Use up one of the keys */
1981     /* Need to update the weight the container the key was in */
1982     if (container != op)
1983     esrv_update_item (UPD_WEIGHT, op, container);
1984 root 1.103
1985 root 1.18 return 1; /* Nothing more to do below */
1986     }
1987     else if (door->type == LOCKED_DOOR)
1988     {
1989     /* Might as well return now - no other way to open this */
1990     new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, door->msg);
1991     return 1;
1992 elmex 1.1 }
1993 root 1.103
1994 root 1.18 return 0;
1995 elmex 1.1 }
1996    
1997     /* This function is just part of a breakup from move_player.
1998     * It should keep the code cleaner.
1999     * When this is called, the players direction has been updated
2000     * (taking into account confusion.) The player is also actually
2001     * going to try and move (not fire weapons).
2002     */
2003 root 1.18 void
2004     move_player_attack (object *op, int dir)
2005 elmex 1.1 {
2006 root 1.18 object *tmp, *mon;
2007     sint16 nx, ny;
2008     int on_battleground;
2009 root 1.25 maptile *m;
2010 root 1.18
2011     nx = freearr_x[dir] + op->x;
2012     ny = freearr_y[dir] + op->y;
2013    
2014 root 1.49 on_battleground = op_on_battleground (op, 0, 0);
2015 root 1.18
2016     /* If braced, or can't move to the square, and it is not out of the
2017     * map, attack it. Note order of if statement is important - don't
2018     * want to be calling move_ob if braced, because move_ob will move the
2019     * player. This is a pretty nasty hack, because if we could
2020     * move to some space, it then means that if we are braced, we should
2021     * do nothing at all. As it is, if we are braced, we go through
2022     * quite a bit of processing. However, it probably is less than what
2023     * move_ob uses.
2024     */
2025     if ((op->contr->braced || !move_ob (op, dir, op)) && !out_of_map (op->map, nx, ny))
2026     {
2027     if (OUT_OF_REAL_MAP (op->map, nx, ny))
2028     {
2029 root 1.85 m = op->map->xy_find (nx, ny);
2030 root 1.18 if (!m)
2031     return; /* Don't think this should happen */
2032     }
2033     else
2034     m = op->map;
2035    
2036 root 1.85 if (!(tmp = m->at (nx, ny).bot))
2037     return;
2038 root 1.11
2039 root 1.49 mon = 0;
2040 root 1.18 /* Go through all the objects, and find ones of interest. Only stop if
2041     * we find a monster - that is something we know we want to attack.
2042     * if its a door or barrel (can roll) see if there may be monsters
2043     * on the space
2044     */
2045 root 1.49 while (tmp)
2046 root 1.18 {
2047     if (tmp == op)
2048     {
2049     tmp = tmp->above;
2050     continue;
2051 root 1.11 }
2052 root 1.27
2053 root 1.18 if (QUERY_FLAG (tmp, FLAG_ALIVE))
2054     {
2055     mon = tmp;
2056     break;
2057 root 1.11 }
2058 root 1.27
2059 root 1.18 if (tmp->type == LOCKED_DOOR || QUERY_FLAG (tmp, FLAG_CAN_ROLL))
2060     mon = tmp;
2061 root 1.27
2062 root 1.18 tmp = tmp->above;
2063     }
2064    
2065 root 1.49 if (!mon) /* This happens anytime the player tries to move */
2066 root 1.18 return; /* into a wall */
2067    
2068 root 1.49 if (mon->head)
2069 root 1.18 mon = mon->head;
2070    
2071     if ((mon->type == DOOR && mon->stats.hp >= 0) || (mon->type == LOCKED_DOOR))
2072     if (player_attack_door (op, mon))
2073     return;
2074    
2075     /* The following deals with possibly attacking peaceful
2076     * or frienddly creatures. Basically, all players are considered
2077     * unaggressive. If the moving player has peaceful set, then the
2078     * object should be pushed instead of attacked. It is assumed that
2079     * if you are braced, you will not attack friends accidently,
2080     * and thus will not push them.
2081     */
2082 root 1.11
2083 root 1.18 /* If the creature is a pet, push it even if the player is not
2084     * peaceful. Our assumption is the creature is a pet if the
2085     * player owns it and it is either friendly or unagressive.
2086     */
2087     if ((op->type == PLAYER)
2088 elmex 1.1 #if COZY_SERVER
2089 root 1.18 &&
2090 root 1.34 ((mon->owner && mon->owner->contr
2091     && same_party (mon->owner->contr->party, op->contr->party)) || mon->owner == op)
2092 elmex 1.1 #else
2093 root 1.34 && mon->owner == op
2094 elmex 1.1 #endif
2095 root 1.18 && (QUERY_FLAG (mon, FLAG_UNAGGRESSIVE) || QUERY_FLAG (mon, FLAG_FRIENDLY)))
2096 root 1.11 {
2097 root 1.18 /* If we're braced, we don't want to switch places with it */
2098     if (op->contr->braced)
2099 root 1.11 return;
2100 root 1.85
2101 root 1.18 play_sound_map (op->map, op->x, op->y, SOUND_PUSH_PLAYER);
2102     (void) push_ob (mon, dir, op);
2103     if (op->contr->tmp_invis || op->hide)
2104     make_visible (op);
2105 root 1.85
2106 root 1.18 return;
2107 root 1.11 }
2108    
2109 root 1.18 /* in certain circumstances, you shouldn't attack friendly
2110     * creatures. Note that if you are braced, you can't push
2111     * someone, but put it inside this loop so that you won't
2112     * attack them either.
2113     */
2114     if ((mon->type == PLAYER || mon->enemy != op) &&
2115     (mon->type == PLAYER || QUERY_FLAG (mon, FLAG_UNAGGRESSIVE) || QUERY_FLAG (mon, FLAG_FRIENDLY)) && (
2116 elmex 1.1 #ifdef PROHIBIT_PLAYERKILL
2117 root 1.49 (op->contr->peaceful
2118     || (mon->type == PLAYER
2119     && mon->contr->
2120     peaceful)) &&
2121 elmex 1.1 #else
2122 root 1.49 op->contr->peaceful &&
2123 elmex 1.1 #endif
2124 root 1.49 !on_battleground))
2125 root 1.18 {
2126     if (!op->contr->braced)
2127     {
2128     play_sound_map (op->map, op->x, op->y, SOUND_PUSH_PLAYER);
2129 root 1.85 push_ob (mon, dir, op);
2130 root 1.18 }
2131     else
2132 root 1.49 new_draw_info (0, 0, op, "You withhold your attack");
2133    
2134 root 1.18 if (op->contr->tmp_invis || op->hide)
2135     make_visible (op);
2136 root 1.11 }
2137 elmex 1.1
2138 root 1.18 /* If the object is a boulder or other rollable object, then
2139     * roll it if not braced. You can't roll it if you are braced.
2140     */
2141     else if (QUERY_FLAG (mon, FLAG_CAN_ROLL) && (!op->contr->braced))
2142     {
2143     recursive_roll (mon, dir, op);
2144     if (action_makes_visible (op))
2145     make_visible (op);
2146 root 1.11 }
2147    
2148 root 1.18 /* Any generic living creature. Including things like doors.
2149     * Way it works is like this: First, it must have some hit points
2150     * and be living. Then, it must be one of the following:
2151     * 1) Not a player, 2) A player, but of a different party. Note
2152     * that party_number -1 is no party, so attacks can still happen.
2153     */
2154     else if ((mon->stats.hp >= 0) && QUERY_FLAG (mon, FLAG_ALIVE) &&
2155     ((mon->type != PLAYER || op->contr->party == NULL || op->contr->party != mon->contr->party)))
2156     {
2157 elmex 1.1
2158 root 1.18 /* If the player hasn't hit something this tick, and does
2159     * so, give them speed boost based on weapon speed. Doing
2160     * it here is better than process_players2, which basically
2161     * incurred a 1 tick offset.
2162     */
2163     if (!op->contr->has_hit)
2164     {
2165     op->speed_left += op->speed / op->contr->weapon_sp;
2166 root 1.11
2167 root 1.18 op->contr->has_hit = 1; /* The last action was to hit, so use weapon_sp */
2168 root 1.11 }
2169    
2170 root 1.49 skill_attack (mon, op, 0, 0, 0);
2171 root 1.11
2172 root 1.18 /* If attacking another player, that player gets automatic
2173     * hitback, and doesn't loose luck either.
2174     * Disable hitback on the battleground or if the target is
2175     * the wiz.
2176     */
2177     if (mon->type == PLAYER && mon->stats.hp >= 0 && !mon->contr->has_hit && !on_battleground && !QUERY_FLAG (mon, FLAG_WIZ))
2178     {
2179     short luck = mon->stats.luck;
2180    
2181     mon->contr->has_hit = 1;
2182 root 1.49 skill_attack (op, mon, 0, 0, 0);
2183 root 1.18 mon->stats.luck = luck;
2184 root 1.11 }
2185 root 1.49
2186 root 1.18 if (action_makes_visible (op))
2187     make_visible (op);
2188 root 1.11 }
2189 root 1.18 } /* if player should attack something */
2190 elmex 1.1 }
2191    
2192 root 1.18 int
2193     move_player (object *op, int dir)
2194     {
2195     int pick;
2196 elmex 1.1
2197 root 1.84 if (!op->map || op->map->in_memory != MAP_IN_MEMORY)
2198 root 1.18 return 0;
2199 elmex 1.1
2200 root 1.18 /* Sanity check: make sure dir is valid */
2201     if ((dir < 0) || (dir >= 9))
2202     {
2203     LOG (llevError, "move_player: invalid direction %d\n", dir);
2204     return 0;
2205 elmex 1.1 }
2206    
2207 root 1.84 /* peterm: added following line */
2208 root 1.18 if (QUERY_FLAG (op, FLAG_CONFUSED) && dir)
2209 root 1.99 dir = absdir (dir + rndm (3) + rndm (3) - 2);
2210 root 1.18
2211     op->facing = dir;
2212    
2213     if (op->hide)
2214     do_hidden_move (op);
2215    
2216     if (INVOKE_PLAYER (MOVE, op->contr, ARG_INT (dir)))
2217     /*nop */ ;
2218     else if (op->contr->fire_on)
2219     fire (op, dir);
2220     else
2221     {
2222     move_player_attack (op, dir);
2223     pick = check_pick (op);
2224     }
2225 elmex 1.1
2226 root 1.18 /* Add special check for newcs players and fire on - this way, the
2227     * server can handle repeat firing.
2228     */
2229     if (op->contr->fire_on || (op->contr->run_on && pick != 0))
2230 root 1.49 op->direction = dir;
2231 root 1.18 else
2232 root 1.49 op->direction = 0;
2233    
2234 root 1.18 /* Update how the player looks. Use the facing, so direction may
2235     * get reset to zero. This allows for full animation capabilities
2236     * for players.
2237     */
2238     animate_object (op, op->facing);
2239     return 0;
2240 elmex 1.1 }
2241    
2242     /* This is similar to handle_player, below, but is only used by the
2243     * new client/server stuff.
2244     * This is sort of special, in that the new client/server actually uses
2245     * the new speed values for commands.
2246     *
2247     * Returns true if there are more actions we can do.
2248     */
2249 root 1.18 int
2250     handle_newcs_player (object *op)
2251 elmex 1.1 {
2252 root 1.18 if (QUERY_FLAG (op, FLAG_SCARED))
2253     {
2254     flee_player (op);
2255     /* If player is still scared, that is his action for this tick */
2256     if (QUERY_FLAG (op, FLAG_SCARED))
2257     {
2258     op->speed_left--;
2259     return 0;
2260 root 1.11 }
2261 elmex 1.1 }
2262    
2263 root 1.18 /* call this here - we also will call this in do_ericserver, but
2264     * the players time has been increased when doericserver has been
2265     * called, so we recheck it here.
2266     */
2267 root 1.83 if (op->contr->ns->handle_command ())
2268     return 1;
2269 root 1.47
2270 root 1.83 if (op->speed_left > 0)
2271     {
2272     if (op->direction && (op->contr->run_on || op->contr->fire_on))
2273     {
2274     /* All move commands take 1 tick, at least for now */
2275     op->speed_left--;
2276 elmex 1.1
2277 root 1.83 /* Instead of all the stuff below, let move_player take care
2278     * of it. Also, some of the skill stuff is only put in
2279     * there, as well as the confusion stuff.
2280     */
2281     move_player (op, op->direction);
2282 elmex 1.1
2283 root 1.83 return op->speed_left > 0;
2284     }
2285 root 1.18 }
2286 root 1.41
2287 root 1.18 return 0;
2288     }
2289    
2290     int
2291     save_life (object *op)
2292     {
2293     if (!QUERY_FLAG (op, FLAG_LIFESAVE))
2294 elmex 1.1 return 0;
2295 root 1.18
2296 root 1.41 for (object *tmp = op->inv; tmp; tmp = tmp->below)
2297 root 1.18 if (QUERY_FLAG (tmp, FLAG_APPLIED) && QUERY_FLAG (tmp, FLAG_LIFESAVE))
2298     {
2299     play_sound_map (op->map, op->x, op->y, SOUND_OB_EVAPORATE);
2300     new_draw_info_format (NDI_UNIQUE, 0, op, "Your %s vibrates violently, then evaporates.", query_name (tmp));
2301 root 1.33
2302 root 1.18 if (op->contr)
2303     esrv_del_item (op->contr, tmp->count);
2304 root 1.33
2305     tmp->destroy ();
2306 root 1.18 CLEAR_FLAG (op, FLAG_LIFESAVE);
2307 root 1.33
2308 root 1.18 if (op->stats.hp < 0)
2309     op->stats.hp = op->stats.maxhp;
2310 root 1.33
2311 root 1.18 if (op->stats.food < 0)
2312     op->stats.food = 999;
2313 root 1.33
2314 root 1.54 op->update_stats ();
2315 root 1.18 return 1;
2316     }
2317 root 1.41
2318 root 1.18 LOG (llevError, "Error: LIFESAVE set without applied object.\n");
2319     CLEAR_FLAG (op, FLAG_LIFESAVE);
2320     enter_player_savebed (op); /* bring him home. */
2321     return 0;
2322 elmex 1.1 }
2323    
2324     /* This goes throws the inventory and removes unpaid objects, and puts them
2325     * back in the map (location and map determined by values of env). This
2326     * function will descend into containers. op is the object to start the search
2327     * from.
2328     */
2329 root 1.18 void
2330     remove_unpaid_objects (object *op, object *env)
2331 elmex 1.1 {
2332 root 1.18 while (op)
2333     {
2334 root 1.70 object *next = op->below; /* Make sure we have a good value, in case we remove object 'op' */
2335    
2336 root 1.18 if (QUERY_FLAG (op, FLAG_UNPAID))
2337     {
2338     if (env->type == PLAYER)
2339     esrv_del_item (env->contr, op->count);
2340 root 1.70
2341     op->insert_at (env);
2342 root 1.18 }
2343     else if (op->inv)
2344     remove_unpaid_objects (op->inv, env);
2345 root 1.41
2346 root 1.18 op = next;
2347 elmex 1.1 }
2348     }
2349    
2350     /*
2351     * Returns pointer a static string containing gravestone text
2352     * Moved from apply.c to player.c - player.c is what
2353     * actually uses this function. player.c may not be quite the
2354     * best, a misc file for object actions is probably better,
2355     * but there isn't one in the server directory.
2356     */
2357 root 1.18 char *
2358     gravestone_text (object *op)
2359 elmex 1.1 {
2360 root 1.18 static char buf2[MAX_BUF];
2361     char buf[MAX_BUF];
2362     time_t now = time (NULL);
2363    
2364     strcpy (buf2, " R.I.P.\n\n");
2365     if (op->type == PLAYER)
2366     sprintf (buf, "%s the %s\n", &op->name, op->contr->title);
2367     else
2368     sprintf (buf, "%s\n", &op->name);
2369 root 1.41
2370 root 1.18 strncat (buf2, " ", 20 - strlen (buf) / 2);
2371     strcat (buf2, buf);
2372     if (op->type == PLAYER)
2373     sprintf (buf, "who was in level %d when killed\n", op->level);
2374     else
2375     sprintf (buf, "who was in level %d when died.\n\n", op->level);
2376 root 1.41
2377 root 1.18 strncat (buf2, " ", 20 - strlen (buf) / 2);
2378     strcat (buf2, buf);
2379     if (op->type == PLAYER)
2380     {
2381     sprintf (buf, "by %s.\n\n", op->contr->killer);
2382     strncat (buf2, " ", 21 - strlen (buf) / 2);
2383     strcat (buf2, buf);
2384     }
2385 root 1.41
2386 root 1.18 strftime (buf, MAX_BUF, "%b %d %Y\n", localtime (&now));
2387     strncat (buf2, " ", 20 - strlen (buf) / 2);
2388     strcat (buf2, buf);
2389 root 1.41
2390 root 1.18 return buf2;
2391 elmex 1.1 }
2392    
2393 root 1.18 void
2394     do_some_living (object *op)
2395     {
2396     int last_food = op->stats.food;
2397 elmex 1.1 int gen_hp, gen_sp, gen_grace;
2398     int over_hp, over_sp, over_grace;
2399     int i;
2400     int rate_hp = 1200;
2401     int rate_sp = 2500;
2402     int rate_grace = 2000;
2403     const int max_hp = 1;
2404     const int max_sp = 1;
2405     const int max_grace = 1;
2406    
2407 root 1.107 if (op->contr->hidden)
2408     {
2409     op->invisible = 1000;
2410     /* the socket code flashes the player visible/invisible
2411     * depending on the value of invisible, so we need to
2412     * alternate it here for it to work correctly.
2413     */
2414     if (pticks & 2)
2415     op->invisible--;
2416     }
2417     else if (op->invisible && !(QUERY_FLAG (op, FLAG_MAKE_INVIS)))
2418     {
2419     if (!op->invisible--)
2420     {
2421     make_visible (op);
2422     new_draw_info (NDI_UNIQUE, 0, op, "Your invisibility spell runs out.");
2423     }
2424     }
2425    
2426 root 1.52 if (op->contr->ns->state == ST_PLAYING)
2427 root 1.18 {
2428     /* these next three if clauses make it possible to SLOW DOWN
2429     hp/grace/spellpoint regeneration. */
2430     if (op->contr->gen_hp >= 0)
2431     gen_hp = (op->contr->gen_hp + 1) * op->stats.maxhp;
2432     else
2433     {
2434     gen_hp = op->stats.maxhp;
2435     rate_hp -= rate_hp / 2 * op->contr->gen_hp;
2436     }
2437 root 1.55
2438 root 1.18 if (op->contr->gen_sp >= 0)
2439     gen_sp = (op->contr->gen_sp + 1) * op->stats.maxsp;
2440     else
2441     {
2442     gen_sp = op->stats.maxsp;
2443     rate_sp -= rate_sp / 2 * op->contr->gen_sp;
2444     }
2445 root 1.55
2446 root 1.18 if (op->contr->gen_grace >= 0)
2447     gen_grace = (op->contr->gen_grace + 1) * op->stats.maxgrace;
2448     else
2449     {
2450     gen_grace = op->stats.maxgrace;
2451     rate_grace -= rate_grace / 2 * op->contr->gen_grace;
2452     }
2453    
2454     /* Regenerate Spell Points */
2455 root 1.113 if (!op->contr->ranges[range_golem] && --op->last_sp < 0)
2456 root 1.18 {
2457     gen_sp = gen_sp * 10 / (op->contr->gen_sp_armour < 10 ? 10 : op->contr->gen_sp_armour);
2458     if (op->stats.sp < op->stats.maxsp)
2459     {
2460     op->stats.sp++;
2461     /* dms do not consume food */
2462     if (!QUERY_FLAG (op, FLAG_WIZ))
2463     {
2464     op->stats.food--;
2465     if (op->contr->digestion < 0)
2466     op->stats.food += op->contr->digestion;
2467     else if (op->contr->digestion > 0 && random_roll (0, op->contr->digestion, op, PREFER_HIGH))
2468     op->stats.food = last_food;
2469     }
2470     }
2471 root 1.55
2472 root 1.18 if (max_sp > 1)
2473     {
2474     over_sp = (gen_sp + 10) / rate_sp;
2475     if (over_sp > 0)
2476     {
2477     if (op->stats.sp < op->stats.maxsp)
2478     {
2479     op->stats.sp += over_sp > max_sp ? max_sp : over_sp;
2480 root 1.55
2481 root 1.18 if (random_roll (0, rate_sp - 1, op, PREFER_LOW) > ((gen_sp + 10) % rate_sp))
2482     op->stats.sp--;
2483 root 1.55
2484 root 1.18 if (op->stats.sp > op->stats.maxsp)
2485     op->stats.sp = op->stats.maxsp;
2486     }
2487     op->last_sp = 0;
2488     }
2489     else
2490 root 1.55 op->last_sp = rate_sp / (gen_sp < 20 ? 30 : gen_sp + 10);
2491 root 1.18 }
2492     else
2493 root 1.55 op->last_sp = rate_sp / (gen_sp < 20 ? 30 : gen_sp + 10);
2494 root 1.18 }
2495    
2496     /* Regenerate Grace */
2497     /* I altered this a little - maximum grace is ony achieved through prayer -b.t. */
2498     if (--op->last_grace < 0)
2499     {
2500     if (op->stats.grace < op->stats.maxgrace / 2)
2501     op->stats.grace++; /* no penalty in food for regaining grace */
2502 root 1.55
2503 root 1.18 if (max_grace > 1)
2504     {
2505     over_grace = (gen_grace < 20 ? 30 : gen_grace + 10) / rate_grace;
2506     if (over_grace > 0)
2507     {
2508     op->stats.sp += over_grace
2509     + (random_roll (0, rate_grace - 1, op, PREFER_HIGH) > ((gen_grace < 20 ? 30 : gen_grace + 10) % rate_grace)) ? -1 : 0;
2510     op->last_grace = 0;
2511     }
2512     else
2513     {
2514     op->last_grace = rate_grace / (gen_grace < 20 ? 30 : gen_grace + 10);
2515     }
2516     }
2517     else
2518     {
2519     op->last_grace = rate_grace / (gen_grace < 20 ? 30 : gen_grace + 10);
2520     }
2521     /* wearing stuff doesn't detract from grace generation. */
2522     }
2523    
2524     /* Regenerate Hit Points */
2525     if (--op->last_heal < 0)
2526     {
2527     if (op->stats.hp < op->stats.maxhp)
2528     {
2529     op->stats.hp++;
2530     /* dms do not consume food */
2531     if (!QUERY_FLAG (op, FLAG_WIZ))
2532     {
2533     op->stats.food--;
2534     if (op->contr->digestion < 0)
2535     op->stats.food += op->contr->digestion;
2536     else if (op->contr->digestion > 0 && random_roll (0, op->contr->digestion, op, PREFER_HIGH))
2537     op->stats.food = last_food;
2538     }
2539     }
2540 root 1.55
2541 root 1.18 if (max_hp > 1)
2542     {
2543     over_hp = (gen_hp < 20 ? 30 : gen_hp + 10) / rate_hp;
2544     if (over_hp > 0)
2545     {
2546     op->stats.sp += over_hp + (RANDOM () % rate_hp > ((gen_hp < 20 ? 30 : gen_hp + 10) % rate_hp)) ? -1 : 0;
2547     op->last_heal = 0;
2548     }
2549     else
2550     {
2551     op->last_heal = rate_hp / (gen_hp < 20 ? 30 : gen_hp + 10);
2552     }
2553     }
2554     else
2555     {
2556     op->last_heal = rate_hp / (gen_hp < 20 ? 30 : gen_hp + 10);
2557     }
2558 root 1.11 }
2559 elmex 1.1
2560 root 1.18 /* Digestion */
2561     if (--op->last_eat < 0)
2562     {
2563     #ifdef COZY_SERVER
2564     int dg = op->contr->digestion >= 0 && op->contr->digestion < 2 ? 2 : op->contr->digestion;
2565     int bonus = dg > 0 ? dg : 0, penalty = dg < 0 ? -dg : 0;
2566     #else
2567     int bonus = op->contr->digestion > 0 ? op->contr->digestion : 0, penalty = op->contr->digestion < 0 ? -op->contr->digestion : 0;
2568     #endif
2569    
2570     if (op->contr->gen_hp > 0)
2571     op->last_eat = 25 * (1 + bonus) / (op->contr->gen_hp + penalty + 1);
2572     else
2573     op->last_eat = 25 * (1 + bonus) / (penalty + 1);
2574 root 1.55
2575 root 1.18 /* dms do not consume food */
2576     if (!QUERY_FLAG (op, FLAG_WIZ))
2577     op->stats.food--;
2578 root 1.11 }
2579 elmex 1.1
2580 root 1.55 if (op->stats.food < 0 && op->stats.hp >= 0)
2581     {
2582     object *tmp, *flesh = 0;
2583 root 1.18
2584 root 1.55 for (tmp = op->inv; tmp; tmp = tmp->below)
2585 root 1.18 {
2586 root 1.55 if (!QUERY_FLAG (tmp, FLAG_UNPAID))
2587 root 1.18 {
2588 root 1.55 if (tmp->type == FOOD || tmp->type == DRINK || tmp->type == POISON)
2589     {
2590     new_draw_info (NDI_UNIQUE, 0, op, "You blindly grab for a bite of food.");
2591     manual_apply (op, tmp, 0);
2592     if (op->stats.food >= 0 || op->stats.hp < 0)
2593     break;
2594     }
2595     else if (tmp->type == FLESH)
2596     flesh = tmp;
2597     } /* End if paid for object */
2598     } /* end of for loop */
2599    
2600     /* If player is still starving, it means they don't have any food, so
2601     * eat flesh instead.
2602     */
2603     if (op->stats.food < 0 && op->stats.hp >= 0 && flesh)
2604     {
2605     new_draw_info (NDI_UNIQUE, 0, op, "You blindly grab for a bite of food.");
2606     manual_apply (op, flesh, 0);
2607     }
2608 root 1.11 }
2609 elmex 1.1
2610 root 1.55 while (op->stats.food < 0 && op->stats.hp >= 0)
2611     op->stats.food++, op->stats.hp--;
2612 elmex 1.1
2613 root 1.55 if (op->stats.hp < 0 && !QUERY_FLAG (op, FLAG_WIZ))
2614     kill_player (op);
2615     }
2616 elmex 1.1 }
2617    
2618     /* If the player should die (lack of hp, food, etc), we call this.
2619     * op is the player in jeopardy. If the player can not be saved (not
2620     * permadeath, no lifesave), this will take care of removing the player
2621     * file.
2622     */
2623 root 1.18 void
2624     kill_player (object *op)
2625 elmex 1.1 {
2626 root 1.18 char buf[MAX_BUF];
2627     int x, y;
2628    
2629     //int i;
2630 root 1.25 maptile *map; /* this is for resurrection */
2631 root 1.18
2632     /* int z;
2633     int num_stats_lose;
2634     int lost_a_stat;
2635     int lose_this_stat;
2636     int this_stat; */
2637     int will_kill_again;
2638     archetype *at;
2639     object *tmp;
2640    
2641     if (save_life (op))
2642     return;
2643    
2644    
2645     /* If player dies on BATTLEGROUND, no stat/exp loss! For Combat-Arenas
2646     * in cities ONLY!!! It is very important that this doesn't get abused.
2647     * Look at op_on_battleground() for more info --AndreasV
2648     */
2649     if (op_on_battleground (op, &x, &y))
2650     {
2651     new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, "You have been defeated in combat!");
2652     new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, "Local medics have saved your life...");
2653    
2654     /* restore player */
2655 root 1.22 at = archetype::find ("poisoning");
2656 root 1.70 if (object *tmp = present_arch_in_ob (at, op))
2657 root 1.18 {
2658 root 1.33 tmp->destroy ();
2659 root 1.18 new_draw_info (NDI_UNIQUE, 0, op, "Your body feels cleansed");
2660     }
2661 elmex 1.1
2662 root 1.22 at = archetype::find ("confusion");
2663 root 1.70 if (object *tmp = present_arch_in_ob (at, op))
2664 root 1.18 {
2665 root 1.33 tmp->destroy ();
2666 root 1.18 new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer");
2667     }
2668    
2669     cure_disease (op, 0); /* remove any disease */
2670     op->stats.hp = op->stats.maxhp;
2671     if (op->stats.food <= 0)
2672     op->stats.food = 999;
2673 elmex 1.1
2674 root 1.18 /* create a bodypart-trophy to make the winner happy */
2675 root 1.70 if (object *tmp = arch_to_object (archetype::find ("finger")))
2676 root 1.18 {
2677     sprintf (buf, "%s's finger", &op->name);
2678     tmp->name = buf;
2679     sprintf (buf, " This finger has been cut off %s\n"
2680     " the %s, when he was defeated at\n level %d by %s.\n",
2681     &op->name, op->contr->title, (int) (op->level), op->contr->killer);
2682     tmp->msg = buf;
2683 root 1.102 tmp->value = 0, tmp->type = 0;
2684     tmp->materialname = "organics";
2685 elmex 1.87 tmp->insert_at (op, tmp);
2686 root 1.18 }
2687 elmex 1.1
2688 root 1.18 /* teleport defeated player to new destination */
2689     transfer_ob (op, x, y, 0, NULL);
2690     op->contr->braced = 0;
2691     return;
2692 elmex 1.1 }
2693    
2694 root 1.18 INVOKE_PLAYER (DEATH, op->contr);
2695 root 1.3
2696 root 1.18 command_kill_pets (op, 0);
2697 elmex 1.1
2698 root 1.18 if (op->stats.food < 0)
2699     {
2700     sprintf (buf, "%s starved to death.", &op->name);
2701     strcpy (op->contr->killer, "starvation");
2702 elmex 1.1 }
2703 root 1.18 else
2704 root 1.89 sprintf (buf, "%s died.", &op->name);
2705 root 1.70
2706 root 1.18 play_sound_player_only (op->contr, SOUND_PLAYER_DIES, 0, 0);
2707 elmex 1.1
2708 root 1.18 /* save the map location for corpse, gravestone */
2709 root 1.70 x = op->x;
2710     y = op->y;
2711 root 1.18 map = op->map;
2712 elmex 1.1
2713 root 1.54 /* NOT_PERMADEATH code. This basically brings the character back to
2714     * life if they are dead - it takes some exp and a random stat.
2715     * See the config.h file for a little more in depth detail about this.
2716     */
2717    
2718     /* Basically two ways to go - remove a stat permanently, or just
2719     * make it depletion. This bunch of code deals with that aspect
2720     * of death.
2721     */
2722     #ifndef COZY_SERVER
2723     if (settings.balanced_stat_loss)
2724 root 1.18 {
2725 root 1.54 /* If stat loss is permanent, lose one stat only. */
2726     /* Lower level chars don't lose as many stats because they suffer
2727     more if they do. */
2728     /* Higher level characters can afford things such as potions of
2729     restoration, or better, stat potions. So we slug them that
2730     little bit harder. */
2731     /* GD */
2732     if (settings.stat_loss_on_death)
2733     num_stats_lose = 1;
2734     else
2735     num_stats_lose = 1 + op->level / BALSL_NUMBER_LOSSES_RATIO;
2736     }
2737     else
2738 root 1.70 num_stats_lose = 1;
2739    
2740 root 1.54 lost_a_stat = 0;
2741    
2742     for (z = 0; z < num_stats_lose; z++)
2743     {
2744     i = RANDOM () % NUM_STATS;
2745 root 1.11
2746 root 1.54 if (settings.stat_loss_on_death)
2747 root 1.18 {
2748 root 1.54 /* Pick a random stat and take a point off it. Tell the player
2749     * what he lost.
2750     */
2751     change_attr_value (&(op->stats), i, -1);
2752     check_stat_bounds (&(op->stats));
2753     change_attr_value (&(op->contr->orig_stats), i, -1);
2754     check_stat_bounds (&(op->contr->orig_stats));
2755     new_draw_info (NDI_UNIQUE, 0, op, lose_msg[i]);
2756     lost_a_stat = 1;
2757 root 1.18 }
2758     else
2759     {
2760 root 1.54 /* deplete a stat */
2761     archetype *deparch = archetype::find ("depletion");
2762     object *dep;
2763 root 1.11
2764 root 1.54 dep = present_arch_in_ob (deparch, op);
2765     if (!dep)
2766 root 1.18 {
2767 root 1.54 dep = arch_to_object (deparch);
2768     insert_ob_in_ob (dep, op);
2769 root 1.18 }
2770 root 1.54 lose_this_stat = 1;
2771     if (settings.balanced_stat_loss)
2772 root 1.18 {
2773 root 1.54 /* GD */
2774     /* Get the stat that we're about to deplete. */
2775     this_stat = get_attr_value (&(dep->stats), i);
2776     if (this_stat < 0)
2777     {
2778     int loss_chance = 1 + op->level / BALSL_LOSS_CHANCE_RATIO;
2779     int keep_chance = this_stat * this_stat;
2780 root 1.18
2781 root 1.54 /* Yes, I am paranoid. Sue me. */
2782     if (keep_chance < 1)
2783     keep_chance = 1;
2784 root 1.18
2785 root 1.54 /* There is a maximum depletion total per level. */
2786     if (this_stat < -1 - op->level / BALSL_MAX_LOSS_RATIO)
2787     {
2788     lose_this_stat = 0;
2789     /* Take loss chance vs keep chance to see if we
2790     retain the stat. */
2791     }
2792     else
2793     {
2794     if (random_roll (0, loss_chance + keep_chance - 1, op, PREFER_LOW) < keep_chance)
2795     lose_this_stat = 0;
2796     /* LOG(llevDebug, "Determining stat loss. Stat: %d Keep: %d Lose: %d Result: %s.\n",
2797     this_stat, keep_chance, loss_chance,
2798     lose_this_stat?"LOSE":"KEEP"); */
2799 root 1.11 }
2800     }
2801 root 1.54 }
2802 root 1.18
2803 root 1.54 if (lose_this_stat)
2804     {
2805     this_stat = get_attr_value (&(dep->stats), i);
2806     /* We could try to do something clever like find another
2807     * stat to reduce if this fails. But chances are, if
2808     * stats have been depleted to -50, all are pretty low
2809     * and should be roughly the same, so it shouldn't make a
2810     * difference.
2811     */
2812     if (this_stat >= -50)
2813 root 1.18 {
2814 root 1.54 change_attr_value (&(dep->stats), i, -1);
2815     SET_FLAG (dep, FLAG_APPLIED);
2816     new_draw_info (NDI_UNIQUE, 0, op, lose_msg[i]);
2817     op->update_stats ();
2818     lost_a_stat = 1;
2819 root 1.11 }
2820     }
2821     }
2822 root 1.54 }
2823     /* If no stat lost, tell the player. */
2824     if (!lost_a_stat)
2825     {
2826     /* determine_god() seems to not work sometimes... why is this?
2827     Should I be using something else? GD */
2828     const char *god = determine_god (op);
2829 root 1.18
2830 root 1.54 if (god && (strcmp (god, "none")))
2831     new_draw_info_format (NDI_UNIQUE, 0, op, "For a brief moment you feel the holy presence of %s protecting" " you.", god);
2832     else
2833     new_draw_info (NDI_UNIQUE, 0, op, "For a brief moment you feel a holy presence protecting you.");
2834     }
2835 root 1.28 #else
2836 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.");
2837 elmex 1.1 #endif
2838    
2839 root 1.54 /* Put a gravestone up where the character 'almost' died. List the
2840     * exp loss on the stone.
2841     */
2842     tmp = arch_to_object (archetype::find ("gravestone"));
2843     sprintf (buf, "%s's gravestone", &op->name);
2844     tmp->name = buf;
2845     sprintf (buf, "%s's gravestones", &op->name);
2846     tmp->name_pl = buf;
2847     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);
2848     tmp->msg = buf;
2849     tmp->x = op->x, tmp->y = op->y;
2850     insert_ob_in_map (tmp, op->map, NULL, 0);
2851    
2852     /**************************************/
2853     /* */
2854     /* Subtract the experience points, */
2855     /* if we died cause of food, give us */
2856     /* food, and reset HP's... */
2857     /* */
2858     /**************************************/
2859    
2860     /* remove any poisoning and confusion the character may be suffering. */
2861     /* restore player */
2862     at = archetype::find ("poisoning");
2863     tmp = present_arch_in_ob (at, op);
2864    
2865     if (tmp)
2866     {
2867     tmp->destroy ();
2868     new_draw_info (NDI_UNIQUE, 0, op, "Your body feels cleansed");
2869     }
2870    
2871     at = archetype::find ("confusion");
2872     tmp = present_arch_in_ob (at, op);
2873     if (tmp)
2874     {
2875     tmp->destroy ();
2876     new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer");
2877     }
2878    
2879     cure_disease (op, 0); /* remove any disease */
2880    
2881     /*add_exp(op, (op->stats.exp * -0.20)); */
2882     apply_death_exp_penalty (op);
2883     if (op->stats.food < 100)
2884     op->stats.food = 900;
2885     op->stats.hp = op->stats.maxhp;
2886     op->stats.sp = MAX (op->stats.sp, op->stats.maxsp);
2887     op->stats.grace = MAX (op->stats.grace, op->stats.maxgrace);
2888 root 1.11
2889 root 1.54 /*
2890 root 1.108 * Check to see if the player has any unpaid items. If so, remove them
2891     * and put them back in the map.
2892 root 1.54 */
2893 root 1.108 remove_unpaid_objects (op->inv, op);
2894 root 1.18
2895 root 1.54 /****************************************/
2896     /* */
2897     /* Move player to his current respawn- */
2898     /* position (usually last savebed) */
2899     /* */
2900     /****************************************/
2901 root 1.18
2902 root 1.54 enter_player_savebed (op);
2903 root 1.18
2904 root 1.54 op->contr->braced = 0;
2905 root 1.11
2906 root 1.54 /* it is possible that the player has blown something up
2907     * at his savebed location, and that can have long lasting
2908     * spell effects. So first see if there is a spell effect
2909     * on the space that might harm the player.
2910     */
2911     will_kill_again = 0;
2912     for (tmp = GET_MAP_OB (op->map, op->x, op->y); tmp; tmp = tmp->above)
2913     if (tmp->type == SPELL_EFFECT)
2914     will_kill_again |= tmp->attacktype;
2915 elmex 1.1
2916 root 1.54 if (will_kill_again)
2917 root 1.18 {
2918 root 1.54 object *force;
2919     int at;
2920 root 1.18
2921 root 1.54 force = get_archetype (FORCE_NAME);
2922     /* 50 ticks should be enough time for the spell to abate */
2923     force->speed = 0.1;
2924     force->speed_left = -5.0;
2925     SET_FLAG (force, FLAG_APPLIED);
2926     for (at = 0; at < NROFATTACKS; at++)
2927     if (will_kill_again & (1 << at))
2928     force->resist[at] = 100;
2929 root 1.30
2930 root 1.54 insert_ob_in_ob (force, op);
2931     op->update_stats ();
2932 root 1.30
2933 root 1.54 }
2934 root 1.18
2935 root 1.54 new_draw_info (NDI_UNIQUE, 0, op, "YOU HAVE DIED.");
2936 elmex 1.1 }
2937    
2938 root 1.18 void
2939     loot_object (object *op)
2940     { /* Grab and destroy some treasure */
2941     object *tmp, *tmp2, *next;
2942 elmex 1.1
2943 root 1.103 op->close_container (); /* close open sack first */
2944 elmex 1.1
2945 root 1.54 for (tmp = op->inv; tmp; tmp = next)
2946 root 1.18 {
2947     next = tmp->below;
2948 root 1.54
2949 elmex 1.50 if (tmp->invisible)
2950 root 1.18 continue;
2951 root 1.54
2952 root 1.32 tmp->remove ();
2953 root 1.18 tmp->x = op->x, tmp->y = op->y;
2954 root 1.103
2955 root 1.18 if (tmp->type == CONTAINER)
2956 root 1.103 loot_object (tmp); /* empty container to ground */
2957    
2958 root 1.99 if (!QUERY_FLAG (tmp, FLAG_UNIQUE) && (QUERY_FLAG (tmp, FLAG_STARTEQUIP) || QUERY_FLAG (tmp, FLAG_NO_DROP) || !(rndm (3))))
2959 root 1.18 {
2960     if (tmp->nrof > 1)
2961     {
2962     tmp2 = get_split_ob (tmp, 1 + RANDOM () % (tmp->nrof - 1));
2963 root 1.33 tmp2->destroy ();
2964 root 1.18 insert_ob_in_map (tmp, op->map, NULL, 0);
2965     }
2966     else
2967 root 1.33 tmp->destroy ();
2968 root 1.18 }
2969     else
2970     insert_ob_in_map (tmp, op->map, NULL, 0);
2971     }
2972 elmex 1.1 }
2973    
2974     /*
2975     * fix_weight(): Check recursively the weight of all players, and fix
2976     * what needs to be fixed. Refresh windows and fix speed if anything
2977     * was changed.
2978     */
2979 root 1.18 void
2980     fix_weight (void)
2981     {
2982 root 1.61 for_all_players (pl)
2983 root 1.18 {
2984     int old = pl->ob->carrying, sum = sum_weight (pl->ob);
2985    
2986     if (old == sum)
2987     continue;
2988 root 1.54 pl->ob->update_stats ();
2989 root 1.18 LOG (llevDebug, "Fixed inventory in %s (%d -> %d)\n", &pl->ob->name, old, sum);
2990     }
2991 elmex 1.1 }
2992    
2993 root 1.18 void
2994     fix_luck (void)
2995     {
2996 root 1.61 for_all_players (pl)
2997 root 1.52 if (!pl->ob->contr->ns->state)
2998 root 1.54 pl->ob->change_luck (0);
2999 elmex 1.1 }
3000    
3001     /* cast_dust() - handles op throwing objects of type 'DUST'.
3002     * This is much simpler in the new spell code - we basically
3003     * just treat this as any other spell casting object.
3004     */
3005 elmex 1.2 void
3006 root 1.18 cast_dust (object *op, object *throw_ob, int dir)
3007 elmex 1.2 {
3008     object *skop, *spob;
3009    
3010     skop = find_skill_by_name (op, throw_ob->skill);
3011    
3012     /* casting POTION 'dusts' is really a use_magic_item skill */
3013     if (op->type == PLAYER && throw_ob->type == POTION && !skop)
3014     {
3015 root 1.18 LOG (llevError, "Player %s lacks critical skill use_magic_item!\n", &op->name);
3016 elmex 1.2 return;
3017     }
3018    
3019     spob = throw_ob->inv;
3020    
3021     // elmex Tue Aug 15 17:19:46 CEST 2006: Added this check to
3022     // not pass NULL to cast_spell (which did indeed check itself, but
3023     // errors should be reported as early as possible IMHO)
3024     if (!spob)
3025     {
3026 root 1.18 LOG (llevError, "cast_dust: thrown object %s (by %s) had no spell in it!", &throw_ob->name, &op->name);
3027 elmex 1.2 return;
3028 elmex 1.1 }
3029    
3030 elmex 1.2 if (op->type == PLAYER)
3031 root 1.14 new_draw_info_format (NDI_UNIQUE, 0, op, "You cast %s.", &spob->name);
3032 elmex 1.2
3033     cast_spell (op, throw_ob, dir, spob, NULL);
3034    
3035 root 1.33 throw_ob->destroy ();
3036 elmex 1.1 }
3037    
3038 root 1.18 void
3039     make_visible (object *op)
3040     {
3041     op->hide = 0;
3042     op->invisible = 0;
3043     if (op->type == PLAYER)
3044     {
3045     op->contr->tmp_invis = 0;
3046     op->contr->invis_race = 0;
3047     }
3048 root 1.107
3049     update_object (op, UP_OBJ_CHANGE);
3050 root 1.18 }
3051    
3052     int
3053     is_true_undead (object *op)
3054     {
3055     if (QUERY_FLAG (&op->arch->clone, FLAG_UNDEAD))
3056     return 1;
3057    
3058 elmex 1.1 return 0;
3059     }
3060    
3061     /* look at the surrounding terrain to determine
3062     * the hideability of this object. Positive levels
3063     * indicate greater hideability.
3064     */
3065    
3066 root 1.18 int
3067     hideability (object *ob)
3068     {
3069     int i, level = 0, mflag;
3070     sint16 x, y;
3071    
3072     if (!ob || !ob->map)
3073     return 0;
3074    
3075     /* so, on normal lighted maps, its hard to hide */
3076     level = ob->map->darkness - 2;
3077    
3078     /* this also picks up whether the object is glowing.
3079     * If you carry a light on a non-dark map, its not
3080     * as bad as carrying a light on a pitch dark map */
3081     if (has_carried_lights (ob))
3082     level = -(10 + (2 * ob->map->darkness));
3083    
3084     /* scan through all nearby squares for terrain to hide in */
3085     for (i = 0, x = ob->x, y = ob->y; i < 9; i++, x = ob->x + freearr_x[i], y = ob->y + freearr_y[i])
3086     {
3087     mflag = get_map_flags (ob->map, NULL, x, y, NULL, NULL);
3088     if (mflag & P_OUT_OF_MAP)
3089     {
3090     continue;
3091     }
3092     if (mflag & P_BLOCKSVIEW) /* something to hide near! */
3093     level += 2;
3094     else /* open terrain! */
3095     level -= 1;
3096 elmex 1.1 }
3097 root 1.18
3098 elmex 1.1 #if 0
3099 root 1.18 LOG (llevDebug, "hideability of %s is %d\n", ob->name, level);
3100 elmex 1.1 #endif
3101 root 1.18 return level;
3102 elmex 1.1 }
3103    
3104     /* For Hidden creatures - a chance of becoming 'unhidden'
3105     * every time they move - as we subtract off 'invisibility'
3106     * AND, for players, if they move into a ridiculously unhideable
3107     * spot (surrounded by clear terrain in broad daylight). -b.t.
3108     */
3109    
3110 root 1.18 void
3111     do_hidden_move (object *op)
3112     {
3113     int hide = 0, num = random_roll (0, 19, op, PREFER_LOW);
3114     object *skop;
3115    
3116     if (!op || !op->map)
3117     return;
3118    
3119     skop = find_obj_by_type_subtype (op, SKILL, SK_HIDING);
3120    
3121     /* its *extremely* hard to run and sneak/hide at the same time! */
3122     if (op->type == PLAYER && op->contr->run_on)
3123 root 1.85 if (!skop || num >= skop->level)
3124     {
3125     new_draw_info (NDI_UNIQUE, 0, op, "You ran too much! You are no longer hidden!");
3126     make_visible (op);
3127     return;
3128     }
3129     else
3130     num += 20;
3131    
3132 root 1.18 num += op->map->difficulty;
3133     hide = hideability (op); /* modify by terrain hidden level */
3134     num -= hide;
3135 root 1.85
3136 root 1.18 if ((op->type == PLAYER && hide < -10) || ((op->invisible -= num) <= 0))
3137     {
3138     make_visible (op);
3139     if (op->type == PLAYER)
3140     new_draw_info (NDI_UNIQUE, 0, op, "You moved out of hiding! You are visible!");
3141 elmex 1.1 }
3142 root 1.18 else if (op->type == PLAYER && skop)
3143 root 1.85 change_exp (op, calc_skill_exp (op, NULL, skop), skop->skill, 0);
3144 elmex 1.1 }
3145    
3146     /* determine if who is standing near a hostile creature. */
3147    
3148 root 1.18 int
3149     stand_near_hostile (object *who)
3150     {
3151     object *tmp = NULL;
3152     int i, friendly = 0, player = 0, mflags;
3153 root 1.25 maptile *m;
3154 root 1.18 sint16 x, y;
3155    
3156     if (!who)
3157     return 0;
3158    
3159     if (who->type == PLAYER)
3160     player = 1;
3161    
3162     else
3163     friendly = QUERY_FLAG (who, FLAG_FRIENDLY);
3164    
3165     /* search adjacent squares */
3166     for (i = 1; i < 9; i++)
3167     {
3168     x = who->x + freearr_x[i];
3169     y = who->y + freearr_y[i];
3170     m = who->map;
3171     mflags = get_map_flags (m, &m, x, y, &x, &y);
3172     /* space must be blocked if there is a monster. If not
3173     * blocked, don't need to check this space.
3174     */
3175     if (mflags & P_OUT_OF_MAP)
3176     continue;
3177     if (OB_TYPE_MOVE_BLOCK (who, GET_MAP_MOVE_BLOCK (m, x, y)))
3178     continue;
3179    
3180 root 1.49 for (tmp = GET_MAP_OB (m, x, y); tmp; tmp = tmp->above)
3181 root 1.18 {
3182     if ((player ||friendly) &&QUERY_FLAG (tmp, FLAG_MONSTER) && !QUERY_FLAG (tmp, FLAG_UNAGGRESSIVE))
3183     return 1;
3184     else if (tmp->type == PLAYER)
3185     {
3186     /*don't let a hidden DM prevent you from hiding */
3187     if (!QUERY_FLAG (tmp, FLAG_WIZ) || tmp->contr->hidden == 0)
3188 root 1.11 return 1;
3189 root 1.18 }
3190 root 1.11 }
3191 elmex 1.1 }
3192 root 1.18 return 0;
3193 elmex 1.1 }
3194    
3195     /* check the player los field for viewability of the
3196     * object op. This function works fine for monsters,
3197     * but we dont worry if the object isnt the top one in
3198     * a pile (say a coin under a table would return "viewable"
3199     * by this routine). Another question, should we be
3200     * concerned with the direction the player is looking
3201     * in? Realistically, most of use cant see stuff behind
3202     * our backs...on the other hand, does the "facing" direction
3203     * imply the way your head, or body is facing? Its possible
3204     * for them to differ. Sigh, this fctn could get a bit more complex.
3205     * -b.t.
3206     * This function is now map tiling safe.
3207     */
3208    
3209 root 1.18 int
3210     player_can_view (object *pl, object *op)
3211     {
3212     rv_vector rv;
3213     int dx, dy;
3214    
3215     if (pl->type != PLAYER)
3216     {
3217     LOG (llevError, "player_can_view() called for non-player object\n");
3218     return -1;
3219 elmex 1.1 }
3220 root 1.74
3221 root 1.18 if (!pl || !op)
3222 elmex 1.1 return 0;
3223 root 1.18
3224 root 1.74 op = op->head_ ();
3225    
3226 root 1.18 get_rangevector (pl, op, &rv, 0x1);
3227    
3228     /* starting with the 'head' part, lets loop
3229     * through the object and find if it has any
3230     * part that is in the los array but isnt on
3231     * a blocked los square.
3232     * we use the archetype to figure out offsets.
3233     */
3234     while (op)
3235     {
3236     dx = rv.distance_x + op->arch->clone.x;
3237     dy = rv.distance_y + op->arch->clone.y;
3238    
3239     /* only the viewable area the player sees is updated by LOS
3240     * code, so we need to restrict ourselves to that range of values
3241     * for any meaningful values.
3242     */
3243 root 1.52 if (FABS (dx) <= (pl->contr->ns->mapx / 2) &&
3244     FABS (dy) <= (pl->contr->ns->mapy / 2) &&
3245     !pl->contr->blocked_los[dx + (pl->contr->ns->mapx / 2)][dy + (pl->contr->ns->mapy / 2)])
3246 root 1.18 return 1;
3247     op = op->more;
3248     }
3249     return 0;
3250 elmex 1.1 }
3251    
3252     /* routine for both players and monsters. We call this when
3253     * there is a possibility for our action distrubing our hiding
3254     * place or invisiblity spell. Artefact invisiblity is not
3255     * effected by this. If we arent invisible to begin with, we
3256     * return 0.
3257     */
3258 root 1.18 int
3259     action_makes_visible (object *op)
3260     {
3261    
3262     if (op->invisible && QUERY_FLAG (op, FLAG_ALIVE))
3263     {
3264     if (QUERY_FLAG (op, FLAG_MAKE_INVIS))
3265     return 0;
3266    
3267     if (op->contr && op->contr->tmp_invis == 0)
3268     return 0;
3269 elmex 1.1
3270 root 1.18 /* If monsters, they should become visible */
3271     if (op->hide || !op->contr || (op->contr && op->contr->tmp_invis))
3272     {
3273     new_draw_info_format (NDI_UNIQUE, 0, op, "You become %s!", op->hide ? "unhidden" : "visible");
3274     return 1;
3275 root 1.11 }
3276 elmex 1.1 }
3277 root 1.18 return 0;
3278 elmex 1.1 }
3279    
3280     /* op_on_battleground - checks if the given object op (usually
3281     * a player) is standing on a valid battleground-tile,
3282     * function returns TRUE/FALSE. If true x, y returns the battleground
3283     * -exit-coord. (and if x, y not NULL)
3284     * 19 March 2005 - josh@woosworld.net modifed to check if the battleground also has slaying, maxhp, and maxsp set
3285     * and if those are all set and the player has a marker that matches the slaying send them to a different x, y
3286     * Default is to do the same as before, so only people wanting to have different points need worry about this
3287     */
3288 root 1.18 int
3289     op_on_battleground (object *op, int *x, int *y)
3290     {
3291 elmex 1.1 object *tmp;
3292 root 1.18
3293 elmex 1.1 /* A battleground-tile needs the following attributes to be valid:
3294     * is_floor 1 (has to be the FIRST floor beneath the player's feet),
3295     * name="battleground", no_pick 1, type=58 (type BATTLEGROUND)
3296     * and the exit-coordinates sp/hp must both be > 0.
3297     * => The intention here is to prevent abuse of the battleground-
3298     * feature (like pickable or hidden battleground tiles). */
3299 root 1.18 for (tmp = op->below; tmp != NULL; tmp = tmp->below)
3300     {
3301     if (QUERY_FLAG (tmp, FLAG_IS_FLOOR))
3302     {
3303     if (QUERY_FLAG (tmp, FLAG_NO_PICK) &&
3304     strcmp (tmp->name, "battleground") == 0 && tmp->type == BATTLEGROUND && EXIT_X (tmp) && EXIT_Y (tmp))
3305     {
3306     /*before we assign the exit, check if this is a teambattle */
3307     if (EXIT_ALT_X (tmp) && EXIT_ALT_Y (tmp) && EXIT_PATH (tmp))
3308     {
3309     object *invtmp;
3310    
3311     for (invtmp = op->inv; invtmp != NULL; invtmp = invtmp->below)
3312     {
3313     if (invtmp->type == FORCE && invtmp->slaying && !strcmp (EXIT_PATH (tmp), invtmp->slaying))
3314     {
3315     if (x != NULL && y != NULL)
3316     *x = EXIT_ALT_X (tmp), *y = EXIT_ALT_Y (tmp);
3317     return 1;
3318     }
3319     }
3320     }
3321     if (x != NULL && y != NULL)
3322     *x = EXIT_X (tmp), *y = EXIT_Y (tmp);
3323     return 1;
3324     }
3325     }
3326 elmex 1.1 }
3327     /* If we got here, did not find a battleground */
3328     return 0;
3329     }
3330    
3331     /*
3332     * When a dragon-player gains a new stage of evolution,
3333     * he gets some treasure
3334     *
3335     * attributes:
3336     * object *who the dragon player
3337     * int atnr the attack-number of the ability focus
3338     * int level ability level
3339     */
3340 root 1.18 void
3341     dragon_ability_gain (object *who, int atnr, int level)
3342     {
3343     treasurelist *trlist = NULL; /* treasurelist */
3344     treasure *tr; /* treasure */
3345     object *tmp, *skop; /* tmp. object */
3346     object *item; /* treasure object */
3347     char buf[MAX_BUF]; /* tmp. string buffer */
3348     int i = 0, j = 0;
3349    
3350     /* get the appropriate treasurelist */
3351     if (atnr == ATNR_FIRE)
3352 root 1.110 trlist = treasurelist::find ("dragon_ability_fire");
3353 root 1.18 else if (atnr == ATNR_COLD)
3354 root 1.110 trlist = treasurelist::find ("dragon_ability_cold");
3355 root 1.18 else if (atnr == ATNR_ELECTRICITY)
3356 root 1.110 trlist = treasurelist::find ("dragon_ability_elec");
3357 root 1.18 else if (atnr == ATNR_POISON)
3358 root 1.110 trlist = treasurelist::find ("dragon_ability_poison");
3359 root 1.18
3360     if (trlist == NULL || who->type != PLAYER)
3361     return;
3362    
3363     for (i = 0, tr = trlist->items; tr != NULL && i < level - 1; tr = tr->next, i++);
3364    
3365 elmex 1.82 if (!tr || !tr->item)
3366 root 1.18 {
3367     /* LOG(llevDebug, "-> no more treasure for %s\n", change_resist_msg[atnr]); */
3368     return;
3369 elmex 1.1 }
3370    
3371 root 1.18 /* everything seems okay - now bring on the gift: */
3372     item = &(tr->item->clone);
3373 elmex 1.1
3374 root 1.18 if (item->type == SPELL)
3375     {
3376     if (check_spell_known (who, item->name))
3377 root 1.11 return;
3378 root 1.18
3379     new_draw_info_format (NDI_UNIQUE | NDI_BLUE, 0, who, "You gained the ability of %s", &item->name);
3380     do_learn_spell (who, item, 0);
3381     return;
3382 elmex 1.1 }
3383    
3384 root 1.18 /* grant direct spell */
3385     if (item->type == SPELLBOOK)
3386     {
3387     if (!item->inv)
3388     {
3389     LOG (llevDebug, "dragon_ability_gain: Broken spellbook %s\n", &item->name);
3390     return;
3391     }
3392     if (check_spell_known (who, item->inv->name))
3393     return;
3394     if (item->invisible)
3395     {
3396     new_draw_info_format (NDI_UNIQUE | NDI_BLUE, 0, who, "You gained the ability of %s", &item->inv->name);
3397     do_learn_spell (who, item->inv, 0);
3398     return;
3399 root 1.11 }
3400 root 1.18 }
3401     else if (item->type == SKILL_TOOL && item->invisible)
3402     {
3403     if (item->subtype == SK_CLAWING && (skop = find_skill_by_name (who, item->skill)) != NULL)
3404     {
3405    
3406     /* should this perhaps be (skop->attackyp & item->attacktype)!=item->attacktype ...
3407     * in this way, if the player is missing any of the attacktypes, he gets
3408     * them. As it is now, if the player has any that match the granted skill,
3409     * but not all of them, he gets nothing.
3410     */
3411     if (!(skop->attacktype & item->attacktype))
3412     {
3413     /* Give new attacktype */
3414     skop->attacktype |= item->attacktype;
3415    
3416     /* always add physical if there's none */
3417     skop->attacktype |= AT_PHYSICAL;
3418    
3419     if (item->msg != NULL)
3420     new_draw_info (NDI_UNIQUE | NDI_BLUE, 0, who, item->msg);
3421    
3422     /* Give player new face */
3423     if (item->animation_id)
3424     {
3425     who->face = skop->face;
3426     who->animation_id = item->animation_id;
3427     who->anim_speed = item->anim_speed;
3428     who->last_anim = 0;
3429     who->state = 0;
3430     animate_object (who, who->direction);
3431     }
3432     }
3433 root 1.11 }
3434 elmex 1.1 }
3435 root 1.18 else if (item->type == FORCE)
3436     {
3437     /* forces in the treasurelist can alter the player's stats */
3438     object *skin;
3439 elmex 1.1
3440 root 1.18 /* first get the dragon skin force */
3441 root 1.52 shstr_cmp dragon_skin_force ("dragon_skin_force");
3442     for (skin = who->inv; skin && !(skin->arch->name == dragon_skin_force); skin = skin->below)
3443     ;
3444    
3445     if (!skin)
3446 root 1.18 return;
3447    
3448     /* adding new spellpath attunements */
3449     if (item->path_attuned > 0 && !(skin->path_attuned & item->path_attuned))
3450     {
3451     skin->path_attuned |= item->path_attuned; /* add attunement to skin */
3452    
3453     /* print message */
3454     sprintf (buf, "You feel attuned to ");
3455     for (i = 0, j = 0; i < NRSPELLPATHS; i++)
3456     {
3457     if (item->path_attuned & (1 << i))
3458     {
3459     if (j)
3460     strcat (buf, " and ");
3461     else
3462     j = 1;
3463     strcat (buf, spellpathnames[i]);
3464     }
3465     }
3466     strcat (buf, ".");
3467     new_draw_info (NDI_UNIQUE | NDI_BLUE, 0, who, buf);
3468     }
3469    
3470     /* evtl. adding flags: */
3471     if (QUERY_FLAG (item, FLAG_XRAYS))
3472     SET_FLAG (skin, FLAG_XRAYS);
3473     if (QUERY_FLAG (item, FLAG_STEALTH))
3474     SET_FLAG (skin, FLAG_STEALTH);
3475     if (QUERY_FLAG (item, FLAG_SEE_IN_DARK))
3476     SET_FLAG (skin, FLAG_SEE_IN_DARK);
3477    
3478     /* print message if there is one */
3479     if (item->msg != NULL)
3480     new_draw_info (NDI_UNIQUE | NDI_BLUE, 0, who, item->msg);
3481     }
3482     else
3483     {
3484     /* generate misc. treasure */
3485     tmp = arch_to_object (tr->item);
3486     new_draw_info_format (NDI_UNIQUE | NDI_BLUE, 0, who, "You gained %s", query_short_name (tmp));
3487     tmp = insert_ob_in_ob (tmp, who);
3488     if (who->type == PLAYER)
3489     esrv_send_item (who, tmp);
3490 elmex 1.1 }
3491     }
3492    
3493     /**
3494     * Unready an object for a player. This function does nothing if the object was
3495     * not readied.
3496     */
3497 root 1.18 void
3498     player_unready_range_ob (player *pl, object *ob)
3499     {
3500 root 1.96 for (rangetype i = (rangetype) 0; i < range_size; i = (rangetype) ((int) i + 1))
3501     if (pl->ranges[i] == ob)
3502     {
3503     pl->ranges[i] = 0;
3504     if (pl->shoottype == i)
3505     pl->shoottype = range_none;
3506     }
3507 elmex 1.1 }
3508 root 1.101
3509     sint8
3510     player::visibility_at (maptile *map, int x, int y) const
3511     {
3512     if (!ns)
3513     return 0;
3514    
3515     int dx, dy;
3516     if (!adjacent_map (map, ns->current_map, &dx, &dy))
3517     return 0;
3518    
3519     x += dx - ns->current_x + ns->mapx / 2;
3520     y += dy - ns->current_y + ns->mapy / 2;
3521    
3522     if (!IN_RANGE_EXC (x, 0, ns->mapx) || !IN_RANGE_EXC (y, 0, ns->mapy))
3523     return 0;
3524    
3525     return 100 - blocked_los [x][y];
3526     }