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/cvs/deliantra/server/server/player.C
Revision: 1.119
Committed: Tue May 1 05:48:20 2007 UTC (17 years ago) by root
Content type: text/plain
Branch: MAIN
Changes since 1.118: +32 -35 lines
Log Message:
big simplification, still doesn't work, but feels cleaner

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 1.119 combat_ob = ranged_ob = 0; //TODO, should be special marker, non-refcounted, not this
208 root 1.92
209 root 1.89 players.erase (this);
210     }
211    
212 root 1.56 // connect the player with a specific client
213     // also changed, rationalises, and fixes some incorrect settings
214 root 1.54 void
215     player::connect (client *ns)
216 root 1.18 {
217 root 1.54 this->ns = ns;
218     ns->pl = this;
219    
220 root 1.95 run_on = 0;
221     fire_on = 0;
222 root 1.103 ob->close_container (); //TODO: client-specific
223 root 1.95
224 root 1.54 ns->update_look = 0;
225     ns->look_position = 0;
226    
227     clear_los (ob);
228    
229 root 1.95 ns->reset_stats ();
230 root 1.93
231 root 1.57 /* make sure he's a player -- needed because of class change. */
232 root 1.54 ob->type = PLAYER; // we are paranoid
233     ob->race = ob->arch->clone.race;
234 elmex 1.1
235 root 1.54 ob->carrying = sum_weight (ob);
236     link_player_skills (ob);
237 elmex 1.1
238 root 1.56 CLEAR_FLAG (ob, FLAG_NO_FIX_PLAYER);
239 elmex 1.1
240 root 1.54 assign (title, ob->arch->clone.name);
241 root 1.15
242 root 1.54 /* if it's a dragon player, set the correct title here */
243     if (is_dragon_pl (ob))
244     {
245     object *tmp, *abil = 0, *skin = 0;
246    
247     shstr_cmp dragon_ability_force ("dragon_ability_force");
248     shstr_cmp dragon_skin_force ("dragon_skin_force");
249    
250     for (tmp = ob->inv; tmp; tmp = tmp->below)
251     if (tmp->type == FORCE)
252     if (tmp->arch->name == dragon_ability_force)
253     abil = tmp;
254     else if (tmp->arch->name == dragon_skin_force)
255     skin = tmp;
256    
257     set_dragon_name (ob, abil, skin);
258     }
259    
260     new_draw_info (NDI_UNIQUE, 0, ob, "Welcome Back!");
261    
262 root 1.60 esrv_new_player (this, ob->weight + ob->carrying);
263    
264     ob->update_stats ();
265 root 1.54 ns->floorbox_update ();
266    
267     esrv_send_inventory (ob, ob);
268     esrv_add_spells (this, 0);
269    
270 root 1.89 activate ();
271 root 1.54
272 root 1.59 send_rules (ob);
273     send_news (ob);
274     display_motd (ob);
275 root 1.78
276     INVOKE_PLAYER (CONNECT, this);
277 root 1.54 INVOKE_PLAYER (LOGIN, this);
278     }
279 elmex 1.1
280 root 1.62 void
281     player::disconnect ()
282     {
283 root 1.63 if (ns)
284 root 1.72 {
285 root 1.89 if (active)
286     INVOKE_PLAYER (LOGOUT, this, ARG_INT (0));
287 root 1.78
288     INVOKE_PLAYER (DISCONNECT, this);
289 root 1.72
290 root 1.97 ns->reset_stats ();
291 root 1.72 ns->pl = 0;
292 root 1.115 ns = 0;
293 root 1.89 }
294 root 1.72
295 root 1.105 if (ob)
296     ob->close_container (); //TODO: client-specific
297    
298 root 1.89 deactivate ();
299 root 1.62 }
300    
301 root 1.54 // the need for this function can be explained
302     // by load_object not returning the object
303     void
304     player::set_object (object *op)
305     {
306     ob = op;
307 root 1.104 ob->contr = this; /* this aren't yet in archetype */
308 root 1.15
309 root 1.54 ob->speed_left = 0.5;
310 root 1.104 ob->speed = 1.0;
311     ob->direction = 5; /* So player faces south */
312 root 1.54 }
313 root 1.15
314 root 1.54 player::player ()
315     {
316 pippijn 1.81 /* There are some elements we want initialised to non zero value -
317 root 1.54 * we deal with that below this point.
318     */
319 root 1.114 outputs_sync = 4;
320     outputs_count = 4;
321 root 1.54 unapply = unapply_nochoice;
322    
323 root 1.77 savebed_map = first_map_path; /* Init. respawn position */
324 root 1.54
325     gen_sp_armour = 10;
326     bowtype = bow_normal;
327     petmode = pet_normal;
328     listening = 10;
329     usekeys = containers;
330     peaceful = 1; /* default peaceful */
331     do_los = 1;
332     }
333    
334 root 1.62 void
335     player::do_destroy ()
336 root 1.54 {
337 root 1.72 disconnect ();
338 root 1.62
339 root 1.72 attachable::do_destroy ();
340 root 1.62
341 root 1.54 if (ob)
342 root 1.69 {
343     ob->destroy_inv (false);
344     ob->destroy ();
345     }
346 root 1.62 }
347    
348     player::~player ()
349     {
350 root 1.54 /* Clear item stack */
351     free (stack_items);
352 elmex 1.1 }
353    
354 root 1.54 /* Tries to add player on the connection passed in ns.
355 elmex 1.1 * All we can really get in this is some settings like host and display
356     * mode.
357     */
358 root 1.54 player *
359     player::create ()
360 root 1.18 {
361 root 1.54 player *pl = new player;
362 root 1.38
363 root 1.54 pl->set_object (arch_to_object (get_player_archetype (0)));
364 root 1.104
365     pl->ob->roll_stats ();
366     pl->ob->stats.wc = 2;
367     pl->ob->run_away = 25; /* Then we panick... */
368    
369 root 1.76 set_first_map (pl->ob);
370 root 1.26
371 root 1.54 return pl;
372 elmex 1.1 }
373    
374     /*
375     * get_player_archetype() return next player archetype from archetype
376     * list. Not very efficient routine, but used only creating new players.
377     * Note: there MUST be at least one player archetype!
378     */
379 root 1.18 archetype *
380     get_player_archetype (archetype *at)
381 elmex 1.1 {
382 root 1.18 archetype *start = at;
383    
384     for (;;)
385     {
386     if (at == NULL || at->next == NULL)
387     at = first_archetype;
388     else
389     at = at->next;
390 root 1.46
391 root 1.18 if (at->clone.type == PLAYER)
392     return at;
393 root 1.46
394 root 1.18 if (at == start)
395     {
396     LOG (llevError, "No Player archetypes\n");
397     exit (-1);
398 root 1.11 }
399 elmex 1.1 }
400     }
401    
402 root 1.18 object *
403     get_nearest_player (object *mon)
404     {
405     object *op = NULL;
406     objectlink *ol;
407     unsigned lastdist;
408     rv_vector rv;
409    
410 root 1.92 for (ol = first_friendly_object, lastdist = 1000; ol; ol = ol->next)
411 root 1.18 {
412     /* We should not find free objects on this friendly list, but it
413     * does periodically happen. Given that, lets deal with it.
414     * While unlikely, it is possible the next object on the friendly
415     * list is also free, so encapsulate this in a while loop.
416     */
417     while (QUERY_FLAG (ol->ob, FLAG_FREED) || !QUERY_FLAG (ol->ob, FLAG_FRIENDLY))
418     {
419     object *tmp = ol->ob;
420    
421     /* Can't do much more other than log the fact, because the object
422     * itself will have been cleared.
423     */
424 root 1.92 LOG (llevDebug, "get_nearest_player: Found free/non friendly object '%s' on friendly list\n",
425     tmp->debug_desc ());
426 root 1.18 ol = ol->next;
427     remove_friendly_object (tmp);
428     if (!ol)
429     return op;
430     }
431 root 1.11
432 root 1.18 /* Remove special check for player from this. First, it looks to cause
433     * some crashes (ol->ob->contr not set properly?), but secondly, a more
434     * complicated method of state checking would be needed in any case -
435     * as it was, a clever player could type quit, and the function would
436     * skip them over while waiting for confirmation. Remove
437     * on_same_map check, as can_detect_enemy also does this
438     */
439     if (!can_detect_enemy (mon, ol->ob, &rv))
440     continue;
441 root 1.11
442 root 1.18 if (lastdist > rv.distance)
443     {
444     op = ol->ob;
445     lastdist = rv.distance;
446 root 1.11 }
447 elmex 1.1 }
448 root 1.61
449     for_all_players (pl)
450     if (can_detect_enemy (mon, pl->ob, &rv))
451     if (lastdist > rv.distance)
452 root 1.18 {
453 root 1.61 op = pl->ob;
454     lastdist = rv.distance;
455     }
456 elmex 1.1
457     #if 0
458 root 1.18 LOG (llevDebug, "get_nearest_player() finds player: %s\n", op ? &op->name : "(null)");
459 elmex 1.1 #endif
460 root 1.18 return op;
461 elmex 1.1 }
462    
463     /* I believe this can safely go to 2, 3 is questionable, 4 will likely
464     * result in a monster paths backtracking. It basically determines how large a
465     * detour a monster will take from the direction path when looking
466     * for a path to the player. The values are in the amount of direction
467     * the deviation is
468     */
469     #define DETOUR_AMOUNT 2
470    
471     /* This is used to prevent infinite loops. Consider a case where the
472     * player is in a chamber (with gate closed), and monsters are outside.
473     * with DETOUR_AMOUNT==2, the function will turn each corner, trying to
474     * find a path into the chamber. This is a good thing, but since there
475     * is no real path, it will just keep circling the chamber for
476     * ever (this could be a nice effect for monsters, but not for the function
477     * to get stuck in. I think for the monsters, if max is reached and
478     * we return the first direction the creature could move would result in the
479     * circling behaviour. Unfortunately, this function is also used to determined
480     * if the creature should cast a spell, so returning a direction in that case
481     * is probably not a good thing.
482     */
483     #define MAX_SPACES 50
484    
485     /*
486     * Returns the direction to the player, if valid. Returns 0 otherwise.
487     * modified to verify there is a path to the player. Does this by stepping towards
488     * player and if path is blocked then see if blockage is close enough to player that
489     * direction to player is changed (ie zig or zag). Continue zig zag until either
490     * reach player or path is blocked. Thus, will only return true if there is a free
491     * path to player. Though path may not be a straight line. Note that it will find
492     * player hiding along a corridor at right angles to the corridor with the monster.
493     *
494     * Modified by MSW 2001-08-06 to handle tiled maps. Various notes:
495     * 1) With DETOUR_AMOUNT being 2, it should still go and find players hiding
496     * down corriders.
497     * 2) I think the old code was broken if the first direction the monster
498     * should move was blocked - the code would store the first direction without
499     * verifying that the player can actually move in that direction. The new
500     * code does not store anything in firstdir until we have verified that the
501     * monster can in fact move one space in that direction.
502     * 3) I'm not sure how good this code will be for moving multipart monsters,
503     * since only simple checks to blocked are being called, which could mean the monster
504     * is blocking itself.
505     */
506 root 1.18 int
507     path_to_player (object *mon, object *pl, unsigned mindiff)
508     {
509     rv_vector rv;
510     sint16 x, y;
511     int lastx, lasty, dir, i, diff, firstdir = 0, lastdir, max = MAX_SPACES, mflags, blocked;
512 root 1.25 maptile *m, *lastmap;
513 root 1.18
514     get_rangevector (mon, pl, &rv, 0);
515    
516     if (rv.distance < mindiff)
517     return 0;
518    
519     x = mon->x;
520     y = mon->y;
521     m = mon->map;
522     dir = rv.direction;
523     lastdir = firstdir = rv.direction; /* perhaps we stand next to pl, init firstdir too */
524 root 1.100 diff = ::max (abs (rv.distance_x), abs (rv.distance_y));
525    
526 root 1.18 /* If we can't solve it within the search distance, return now. */
527     if (diff > max)
528     return 0;
529 root 1.100
530 root 1.18 while (diff > 1 && max > 0)
531     {
532     lastx = x;
533     lasty = y;
534     lastmap = m;
535     x = lastx + freearr_x[dir];
536     y = lasty + freearr_y[dir];
537    
538     mflags = get_map_flags (m, &m, x, y, &x, &y);
539     blocked = (mflags & P_OUT_OF_MAP) ? MOVE_ALL : GET_MAP_MOVE_BLOCK (m, x, y);
540    
541     /* Space is blocked - try changing direction a little */
542     if ((mflags & P_OUT_OF_MAP) || ((OB_TYPE_MOVE_BLOCK (mon, blocked) || (mflags & P_BLOCKSVIEW))
543     && (m == mon->map && blocked_link (mon, m, x, y))))
544     {
545     /* recalculate direction from last good location. Possible
546     * we were not traversing ideal location before.
547     */
548     get_rangevector_from_mapcoord (lastmap, lastx, lasty, pl, &rv, 0);
549     if (rv.direction != dir)
550     {
551     /* OK - says direction should be different - lets reset the
552     * the values so it will try again.
553     */
554     x = lastx;
555     y = lasty;
556     m = lastmap;
557     dir = firstdir = rv.direction;
558     }
559     else
560     {
561     /* direct path is blocked - try taking a side step to
562     * either the left or right.
563     * Note increase the values in the loop below to be
564     * more than -1/1 respectively will mean the monster takes
565     * bigger detour. Have to be careful about these values getting
566     * too big (3 or maybe 4 or higher) as the monster may just try
567     * stepping back and forth
568     */
569     for (i = -DETOUR_AMOUNT; i <= DETOUR_AMOUNT; i++)
570     {
571     if (i == 0)
572     continue; /* already did this, so skip it */
573     /* Use lastdir here - otherwise,
574     * since the direction that the creature should move in
575     * may change, you could get infinite loops.
576     * ie, player is northwest, but monster can only
577     * move west, so it does that. It goes some distance,
578     * gets blocked, finds that it should move north,
579     * can't do that, but now finds it can move east, and
580     * gets back to its original point. lastdir contains
581     * the last direction the creature has successfully
582     * moved.
583     */
584    
585     x = lastx + freearr_x[absdir (lastdir + i)];
586     y = lasty + freearr_y[absdir (lastdir + i)];
587     m = lastmap;
588     mflags = get_map_flags (m, &m, x, y, &x, &y);
589     if (mflags & P_OUT_OF_MAP)
590     continue;
591     blocked = GET_MAP_MOVE_BLOCK (m, x, y);
592     if (OB_TYPE_MOVE_BLOCK (mon, blocked))
593     continue;
594     if (mflags & P_BLOCKSVIEW)
595     continue;
596    
597     if (m == mon->map && blocked_link (mon, m, x, y))
598     break;
599     }
600     /* go through entire loop without finding a valid
601     * sidestep to take - thus, no valid path.
602     */
603     if (i == (DETOUR_AMOUNT + 1))
604     return 0;
605     diff--;
606     lastdir = dir;
607     max--;
608     if (!firstdir)
609     firstdir = dir + i;
610     } /* else check alternate directions */
611     } /* if blocked */
612     else
613     {
614     /* we moved towards creature, so diff is less */
615     diff--;
616     max--;
617     lastdir = dir;
618     if (!firstdir)
619     firstdir = dir;
620     }
621 root 1.100
622 root 1.18 if (diff <= 1)
623     {
624     /* Recalculate diff (distance) because we may not have actually
625     * headed toward player for entire distance.
626     */
627     get_rangevector_from_mapcoord (m, x, y, pl, &rv, 0);
628 root 1.100 diff = ::max (abs (rv.distance_x), abs (rv.distance_y));
629 root 1.18 }
630 root 1.100
631 root 1.18 if (diff > max)
632     return 0;
633     }
634 root 1.100
635 root 1.18 /* If we reached the max, didn't find a direction in time */
636     if (!max)
637     return 0;
638    
639     return firstdir;
640     }
641    
642     void
643     give_initial_items (object *pl, treasurelist * items)
644     {
645     object *op, *next = NULL;
646    
647     if (pl->randomitems != NULL)
648     create_treasure (items, pl, GT_STARTEQUIP | GT_ONLY_GOOD, 1, 0);
649    
650     for (op = pl->inv; op; op = next)
651     {
652     next = op->below;
653    
654     /* Forces get applied per default, unless they have the
655     * flag "neutral" set. Sorry but I can't think of a better way
656     */
657     if (op->type == FORCE && !QUERY_FLAG (op, FLAG_NEUTRAL))
658     SET_FLAG (op, FLAG_APPLIED);
659    
660     /* we never give weapons/armour if these cannot be used
661     * by this player due to race restrictions
662     */
663     if (pl->type == PLAYER)
664     {
665     if ((!QUERY_FLAG (pl, FLAG_USE_ARMOUR) &&
666     (op->type == ARMOUR || op->type == BOOTS ||
667     op->type == CLOAK || op->type == HELMET ||
668     op->type == SHIELD || op->type == GLOVES ||
669     op->type == BRACERS || op->type == GIRDLE)) || (!QUERY_FLAG (pl, FLAG_USE_WEAPON) && op->type == WEAPON))
670     {
671 root 1.33 op->destroy ();
672 root 1.18 continue;
673     }
674 root 1.11 }
675    
676 root 1.18 /* This really needs to be better - we should really give
677     * a substitute spellbook. The problem is that we don't really
678     * have a good idea what to replace it with (need something like
679     * a first level treasurelist for each skill.)
680     * remove duplicate skills also
681     */
682     if (op->type == SPELLBOOK || op->type == SKILL)
683     {
684     object *tmp;
685 elmex 1.1
686 root 1.18 for (tmp = op->below; tmp; tmp = tmp->below)
687     if (tmp->type == op->type && tmp->name == op->name)
688     break;
689 root 1.11
690 root 1.18 if (tmp)
691     {
692 root 1.33 op->destroy ();
693 root 1.18 LOG (llevError, "give_initial_items: Removing duplicate object %s\n", &tmp->name);
694     continue;
695 root 1.11 }
696 root 1.33
697 root 1.18 if (op->nrof > 1)
698     op->nrof = 1;
699 root 1.11 }
700 elmex 1.1
701 root 1.18 if (op->type == SPELLBOOK && op->inv)
702     {
703     CLEAR_FLAG (op->inv, FLAG_STARTEQUIP);
704 root 1.11 }
705    
706 root 1.18 /* Give starting characters identified, uncursed, and undamned
707     * items. Just don't identify gold or silver, or it won't be
708     * merged properly.
709     */
710     if (need_identify (op))
711     {
712     SET_FLAG (op, FLAG_IDENTIFIED);
713     CLEAR_FLAG (op, FLAG_CURSED);
714     CLEAR_FLAG (op, FLAG_DAMNED);
715     }
716     if (op->type == SPELL)
717     {
718 root 1.33 op->destroy ();
719 root 1.18 continue;
720     }
721     else if (op->type == SKILL)
722     {
723     SET_FLAG (op, FLAG_CAN_USE_SKILL);
724     op->stats.exp = 0;
725     op->level = 1;
726 root 1.11 }
727 root 1.18 /* lock all 'normal items by default */
728     else
729     SET_FLAG (op, FLAG_INV_LOCKED);
730     } /* for loop of objects in player inv */
731    
732     /* Need to set up the skill pointers */
733     link_player_skills (pl);
734     }
735    
736     void
737     get_party_password (object *op, partylist *party)
738     {
739     if (party == NULL)
740     {
741     LOG (llevError, "get_party_password(): tried to make player %s join a NULL party", &op->name);
742     return;
743 elmex 1.1 }
744 root 1.54
745 root 1.18 op->contr->write_buf[0] = '\0';
746 root 1.52 op->contr->ns->state = ST_GET_PARTY_PASSWORD;
747 root 1.18 op->contr->party_to_join = party;
748 root 1.52 send_query (op->contr->ns, CS_QUERY_HIDEINPUT, "What is the password?\n:");
749 elmex 1.1 }
750    
751     /* This rolls four 1-6 rolls and sums the best 3 of the 4. */
752 root 1.54 static int
753 root 1.18 roll_stat (void)
754     {
755     int a[4], i, j, k;
756    
757     for (i = 0; i < 4; i++)
758 root 1.99 a[i] = (int) rndm (6) + 1;
759 root 1.18
760     for (i = 0, j = 0, k = 7; i < 4; i++)
761     if (a[i] < k)
762     k = a[i], j = i;
763    
764     for (i = 0, k = 0; i < 4; i++)
765 root 1.54 if (i != j)
766     k += a[i];
767    
768 root 1.18 return k;
769     }
770    
771     void
772 root 1.54 object::roll_stats ()
773 root 1.18 {
774 root 1.54 int statsort [7];
775 root 1.18
776 root 1.54 for (;;)
777 root 1.18 {
778 root 1.54 int sum = 0;
779     for (int i = 7; i--; )
780     sum += statsort [i] = roll_stat ();
781    
782     if (sum >= 82 && sum <= 116)
783     break;
784 root 1.18 }
785    
786 root 1.54 // Sort the stats so that rerolling is easier...
787     std::sort (statsort, statsort + 7, std::greater<int>());
788 root 1.18
789 root 1.54 stats.Str = statsort[0];
790     stats.Dex = statsort[1];
791     stats.Con = statsort[2];
792     stats.Int = statsort[3];
793     stats.Wis = statsort[4];
794     stats.Pow = statsort[5];
795     stats.Cha = statsort[6];
796 root 1.18
797 root 1.54 stats.exp = 0;
798     stats.ac = 0;
799 root 1.18
800 root 1.54 stats.hp = stats.maxhp;
801     stats.sp = stats.maxsp;
802     stats.grace = stats.maxgrace;
803 root 1.18
804 root 1.54 if (contr)
805     {
806     contr->levhp[1] = 9;
807     contr->levsp[1] = 6;
808     contr->levgrace[1] = 3;
809 root 1.18
810 root 1.54 contr->orig_stats = stats;
811     }
812 root 1.18 }
813    
814     void
815 root 1.54 object::swap_stats (int a, int b)
816 root 1.18 {
817 root 1.54 int tmp = get_attr_value (&contr->orig_stats, a);
818     set_attr_value (&contr->orig_stats, a, get_attr_value (&contr->orig_stats, b));
819     set_attr_value (&contr->orig_stats, b, tmp);
820 elmex 1.1
821 root 1.54 stats.Str = contr->orig_stats.Str;
822     stats.Dex = contr->orig_stats.Dex;
823     stats.Con = contr->orig_stats.Con;
824     stats.Int = contr->orig_stats.Int;
825     stats.Wis = contr->orig_stats.Wis;
826     stats.Pow = contr->orig_stats.Pow;
827     stats.Cha = contr->orig_stats.Cha;
828 elmex 1.1
829 root 1.54 //TODO: the following code looks so borked and should, at the very least,
830     // be merged with the similar code in roll_stats
831     stats.ac = 0;
832 elmex 1.1
833 root 1.54 level = 1;
834     stats.exp = 0;
835     stats.ac = 0;
836 elmex 1.1
837 root 1.54 stats.hp = stats.maxhp;
838     stats.sp = stats.maxsp;
839     stats.grace = stats.maxgrace;
840 elmex 1.1
841 root 1.54 if (contr)
842 root 1.18 {
843 root 1.54 contr->levhp[1] = 9;
844     contr->levsp[1] = 6;
845     contr->levgrace[1] = 3;
846 root 1.18
847 root 1.54 contr->orig_stats = stats;
848 elmex 1.1 }
849     }
850    
851 root 1.73 static void
852     start_info (object *op)
853     {
854     char buf[MAX_BUF];
855    
856     sprintf (buf, "Welcome to Crossfire v%s!", VERSION);
857     new_draw_info (NDI_UNIQUE, 0, op, buf);
858     //new_draw_info (NDI_UNIQUE, 0, op, "Press `?' for help");
859     //new_draw_info (NDI_UNIQUE, 0, op, " ");
860     }
861    
862 elmex 1.1 /* This function takes the key that is passed, and does the
863     * appropriate action with it (change race, or other things).
864     * The function name is for historical reasons - now we have
865     * separate race and class; this actually changes the RACE,
866     * not the class.
867     */
868 root 1.112 void
869     player::chargen_race_done ()
870 elmex 1.1 {
871 root 1.112 /* this must before then initial items are given */
872     esrv_new_player (ob->contr, ob->weight + ob->carrying);
873 elmex 1.1
874 root 1.112 treasurelist *tl = treasurelist::find ("starting_wealth");
875     if (tl)
876     create_treasure (tl, ob, 0, 0, 0);
877 elmex 1.1
878 root 1.112 INVOKE_PLAYER (BIRTH, ob->contr);
879     INVOKE_PLAYER (LOGIN, ob->contr);
880 elmex 1.36
881 root 1.112 ob->contr->ns->state = ST_PLAYING;
882 elmex 1.1
883 root 1.112 if (ob->msg)
884     ob->msg = 0;
885 elmex 1.1
886 root 1.112 /* We create this now because some of the unique maps will need it
887     * to save here.
888     */
889     {
890     char buf[MAX_BUF];
891     sprintf (buf, "%s/%s/%s", settings.localdir, settings.playerdir, &ob->name);
892     make_path_to_file (buf);
893     }
894    
895     start_info (ob);
896     CLEAR_FLAG (ob, FLAG_WIZ);
897     give_initial_items (ob, ob->randomitems);
898     link_player_skills (ob);
899     esrv_send_inventory (ob, ob);
900     ob->update_stats ();
901 root 1.11
902 root 1.112 /* This moves the player to a different start map, if there
903     * is one for this race
904     */
905     if (*first_map_ext_path)
906     {
907     object *tmp;
908     char mapname[MAX_BUF];
909 elmex 1.1
910 root 1.112 snprintf (mapname, MAX_BUF - 1, "%s/%s", &first_map_ext_path, &ob->arch->name);
911     tmp = object::create ();
912     EXIT_PATH (tmp) = mapname;
913     EXIT_X (tmp) = ob->x;
914     EXIT_Y (tmp) = ob->y;
915     ob->enter_exit (tmp); /* we don't really care if it succeeded;
916     * if the map isn't there, then stay on the
917     * default initial map */
918     tmp->destroy ();
919 elmex 1.1 }
920 root 1.112 else
921     LOG (llevDebug, "first_map_ext_path not set\n");
922     }
923 elmex 1.1
924 root 1.112 void
925     player::chargen_race_next ()
926     {
927 root 1.18 /* Following actually changes the race - this is the default command
928     * if we don't match with one of the options above.
929     */
930    
931 root 1.112 do
932 root 1.18 {
933 root 1.112 shstr name = ob->name;
934     int x = ob->x, y = ob->y;
935 root 1.21
936 root 1.112 ob->remove_statbonus ();
937     ob->remove ();
938     ob->arch = get_player_archetype (ob->arch);
939     ob->arch->clone.copy_to (ob);
940     ob->instantiate ();
941     ob->stats = ob->contr->orig_stats;
942     ob->name = ob->name_pl = name;
943     ob->x = x;
944     ob->y = y;
945     SET_ANIMATION (ob, 2); /* So player faces south */
946     insert_ob_in_map (ob, ob->map, ob, 0);
947     assign (ob->contr->title, ob->arch->clone.name);
948     ob->add_statbonus ();
949     }
950     while (!allowed_class (ob));
951    
952     update_object (ob, UP_OBJ_FACE);
953     esrv_update_item (UPD_FACE, ob, ob);
954     ob->update_stats ();
955     ob->stats.hp = ob->stats.maxhp;
956     ob->stats.sp = ob->stats.maxsp;
957     ob->stats.grace = 0;
958 elmex 1.1 }
959    
960 root 1.18 void
961     flee_player (object *op)
962     {
963     int dir, diff;
964     rv_vector rv;
965    
966     if (op->stats.hp < 0)
967     {
968     LOG (llevDebug, "Fleeing player is dead.\n");
969     CLEAR_FLAG (op, FLAG_SCARED);
970     return;
971 elmex 1.1 }
972    
973 root 1.18 if (op->enemy == NULL)
974     {
975     LOG (llevDebug, "Fleeing player had no enemy.\n");
976     CLEAR_FLAG (op, FLAG_SCARED);
977     return;
978 elmex 1.1 }
979    
980 root 1.18 /* Seen some crashes here. Since we don't store an
981     * op->enemy_count, it is possible that something destroys the
982     * actual enemy, and the object is recycled.
983     */
984     if (op->enemy->map == NULL)
985     {
986     CLEAR_FLAG (op, FLAG_SCARED);
987     op->enemy = NULL;
988     return;
989 elmex 1.1 }
990    
991 root 1.18 if (!(random_roll (0, 4, op, PREFER_LOW)) && did_make_save (op, op->level, 0))
992     {
993     op->enemy = NULL;
994     CLEAR_FLAG (op, FLAG_SCARED);
995     return;
996 elmex 1.1 }
997 root 1.49
998 root 1.18 get_rangevector (op, op->enemy, &rv, 0);
999    
1000     dir = absdir (4 + rv.direction);
1001     for (diff = 0; diff < 3; diff++)
1002     {
1003     int m = 1 - (RANDOM () & 2);
1004 elmex 1.1
1005 root 1.18 if (move_ob (op, absdir (dir + diff * m), op) || (diff == 0 && move_ob (op, absdir (dir - diff * m), op)))
1006 root 1.49 return;
1007 elmex 1.1 }
1008 root 1.49
1009 root 1.18 /* Cornered, get rid of scared */
1010     CLEAR_FLAG (op, FLAG_SCARED);
1011     op->enemy = NULL;
1012 elmex 1.1 }
1013    
1014    
1015     /* check_pick sees if there is stuff to be picked up/picks up stuff.
1016     * IT returns 1 if the player should keep on moving, 0 if he should
1017     * stop.
1018     */
1019 root 1.18 int
1020     check_pick (object *op)
1021     {
1022 elmex 1.1 object *tmp, *next;
1023     int stop = 0;
1024 pippijn 1.106 int wvratio;
1025     char putstring[128];
1026 elmex 1.1
1027     /* if you're flying, you cna't pick up anything */
1028     if (op->move_type & MOVE_FLYING)
1029     return 1;
1030    
1031     next = op->below;
1032    
1033     /* loop while there are items on the floor that are not marked as
1034     * destroyed */
1035 root 1.24 while (next && !next->destroyed ())
1036 root 1.18 {
1037     tmp = next;
1038     next = tmp->below;
1039 elmex 1.1
1040 root 1.24 if (op->destroyed ())
1041 elmex 1.1 return 0;
1042    
1043 root 1.18 if (!can_pick (op, tmp))
1044     continue;
1045 elmex 1.1
1046 root 1.18 if (op->contr->search_str[0] != '\0' && settings.search_items == TRUE)
1047     {
1048     if (item_matched_string (op, tmp, op->contr->search_str))
1049     pick_up (op, tmp);
1050     continue;
1051 root 1.11 }
1052    
1053 root 1.18 /* high not bit set? We're using the old autopickup model */
1054     if (!(op->contr->mode & PU_NEWMODE))
1055 root 1.11 {
1056 root 1.18 switch (op->contr->mode)
1057 root 1.11 {
1058 root 1.20 case 0:
1059     return 1; /* don't pick up */
1060     case 1:
1061     pick_up (op, tmp);
1062     return 1;
1063     case 2:
1064     pick_up (op, tmp);
1065     return 0;
1066     case 3:
1067     return 0; /* stop before pickup */
1068     case 4:
1069     pick_up (op, tmp);
1070     break;
1071     case 5:
1072     pick_up (op, tmp);
1073     stop = 1;
1074     break;
1075     case 6:
1076     if (QUERY_FLAG (tmp, FLAG_KNOWN_MAGICAL) && !QUERY_FLAG (tmp, FLAG_KNOWN_CURSED))
1077 root 1.18 pick_up (op, tmp);
1078 root 1.20 break;
1079    
1080     case 7:
1081     if (tmp->type == MONEY || tmp->type == GEM)
1082 root 1.18 pick_up (op, tmp);
1083 root 1.20 break;
1084    
1085     default:
1086     /* use value density */
1087     if (!QUERY_FLAG (tmp, FLAG_UNPAID)
1088     && (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1))) >= op->contr->mode)
1089 root 1.18 pick_up (op, tmp);
1090 root 1.11 }
1091     }
1092 root 1.18 else
1093     { /* old model */
1094     /* NEW pickup handling */
1095     if (op->contr->mode & PU_DEBUG)
1096     {
1097     /* some debugging code to figure out item information */
1098     if (tmp->name != NULL)
1099     sprintf (putstring, "item name: %s item type: %d weight/value: %d",
1100     &tmp->name, tmp->type, (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1))));
1101     else
1102     sprintf (putstring, "item name: %s item type: %d weight/value: %d",
1103     &tmp->arch->name, tmp->type, (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1))));
1104    
1105     new_draw_info (NDI_UNIQUE, 0, op, putstring);
1106 root 1.58 }
1107 elmex 1.1
1108 root 1.18 /* philosophy:
1109     * It's easy to grab an item type from a pile, as long as it's
1110     * generic. This takes no game-time. For more detailed pickups
1111 root 1.58 * and selections, select-items should be used. This is a
1112 root 1.18 * grab-as-you-run type mode that's really useful for arrows for
1113     * example.
1114     * The drawback: right now it has no frontend, so you need to
1115     * stick the bits you want into a calculator in hex mode and then
1116     * convert to decimal and then 'pickup <#>
1117     */
1118    
1119     /* the first two modes are exclusive: if NOTHING we return, if
1120     * STOP then we stop. All the rest are applied sequentially,
1121     * meaning if any test passes, the item gets picked up. */
1122    
1123     /* if mode is set to pick nothing up, return */
1124    
1125     if (op->contr->mode & PU_NOTHING)
1126     return 1;
1127    
1128     /* if mode is set to stop when encountering objects, return */
1129     /* take STOP before INHIBIT since it doesn't actually pick
1130     * anything up */
1131    
1132     if (op->contr->mode & PU_STOP)
1133     return 0;
1134    
1135     /* useful for going into stores and not losing your settings... */
1136     /* and for battles wher you don't want to get loaded down while
1137     * fighting */
1138     if (op->contr->mode & PU_INHIBIT)
1139     return 1;
1140    
1141     /* prevent us from turning into auto-thieves :) */
1142     if (QUERY_FLAG (tmp, FLAG_UNPAID))
1143     continue;
1144    
1145     /* ignore known cursed objects */
1146     if (QUERY_FLAG (tmp, FLAG_KNOWN_CURSED) && op->contr->mode & PU_NOT_CURSED)
1147     continue;
1148    
1149     /* all food and drink if desired */
1150     /* question: don't pick up known-poisonous stuff? */
1151     if (op->contr->mode & PU_FOOD)
1152     if (tmp->type == FOOD)
1153     {
1154     pick_up (op, tmp);
1155     continue;
1156     }
1157 root 1.29
1158 root 1.18 if (op->contr->mode & PU_DRINK)
1159     if (tmp->type == DRINK || (tmp->type == POISON && !QUERY_FLAG (tmp, FLAG_KNOWN_CURSED)))
1160     {
1161     pick_up (op, tmp);
1162     continue;
1163     }
1164    
1165     if (op->contr->mode & PU_POTION)
1166     if (tmp->type == POTION)
1167     {
1168     pick_up (op, tmp);
1169     continue;
1170     }
1171    
1172     /* spellbooks, skillscrolls and normal books/scrolls */
1173     if (op->contr->mode & PU_SPELLBOOK)
1174     if (tmp->type == SPELLBOOK)
1175     {
1176     pick_up (op, tmp);
1177     continue;
1178     }
1179 root 1.29
1180 root 1.18 if (op->contr->mode & PU_SKILLSCROLL)
1181     if (tmp->type == SKILLSCROLL)
1182     {
1183     pick_up (op, tmp);
1184     continue;
1185     }
1186 root 1.29
1187 root 1.18 if (op->contr->mode & PU_READABLES)
1188     if (tmp->type == BOOK || tmp->type == SCROLL)
1189     {
1190     pick_up (op, tmp);
1191     continue;
1192     }
1193    
1194     /* wands/staves/rods/horns */
1195     if (op->contr->mode & PU_MAGIC_DEVICE)
1196     if (tmp->type == WAND || tmp->type == ROD || tmp->type == HORN)
1197     {
1198     pick_up (op, tmp);
1199     continue;
1200     }
1201    
1202     /* pick up all magical items */
1203     if (op->contr->mode & PU_MAGICAL)
1204     if (QUERY_FLAG (tmp, FLAG_KNOWN_MAGICAL) && !QUERY_FLAG (tmp, FLAG_KNOWN_CURSED))
1205     {
1206     pick_up (op, tmp);
1207     continue;
1208     }
1209    
1210     if (op->contr->mode & PU_VALUABLES)
1211     {
1212     if (tmp->type == MONEY || tmp->type == GEM)
1213     {
1214     pick_up (op, tmp);
1215     continue;
1216     }
1217     }
1218    
1219     /* rings & amulets - talismans seems to be typed AMULET */
1220     if (op->contr->mode & PU_JEWELS)
1221     if (tmp->type == RING || tmp->type == AMULET)
1222     {
1223     pick_up (op, tmp);
1224 root 1.29 continue;
1225     }
1226    
1227     /* we don't forget dragon food */
1228     if (op->contr->mode & PU_FLESH)
1229     if (tmp->type == FLESH)
1230     {
1231     pick_up (op, tmp);
1232 root 1.18 continue;
1233     }
1234    
1235     /* bows and arrows. Bows are good for selling! */
1236     if (op->contr->mode & PU_BOW)
1237     if (tmp->type == BOW)
1238     {
1239     pick_up (op, tmp);
1240     continue;
1241     }
1242 root 1.29
1243 root 1.18 if (op->contr->mode & PU_ARROW)
1244     if (tmp->type == ARROW)
1245     {
1246     pick_up (op, tmp);
1247     continue;
1248     }
1249    
1250     /* all kinds of armor etc. */
1251     if (op->contr->mode & PU_ARMOUR)
1252     if (tmp->type == ARMOUR)
1253     {
1254     pick_up (op, tmp);
1255     continue;
1256     }
1257 root 1.29
1258 root 1.18 if (op->contr->mode & PU_HELMET)
1259     if (tmp->type == HELMET)
1260     {
1261     pick_up (op, tmp);
1262     continue;
1263     }
1264 root 1.29
1265 root 1.18 if (op->contr->mode & PU_SHIELD)
1266     if (tmp->type == SHIELD)
1267     {
1268     pick_up (op, tmp);
1269     continue;
1270     }
1271 root 1.29
1272 root 1.18 if (op->contr->mode & PU_BOOTS)
1273     if (tmp->type == BOOTS)
1274     {
1275     pick_up (op, tmp);
1276     continue;
1277     }
1278 root 1.29
1279 root 1.18 if (op->contr->mode & PU_GLOVES)
1280     if (tmp->type == GLOVES)
1281     {
1282     pick_up (op, tmp);
1283     continue;
1284     }
1285 root 1.29
1286 root 1.18 if (op->contr->mode & PU_CLOAK)
1287     if (tmp->type == CLOAK)
1288     {
1289     pick_up (op, tmp);
1290     continue;
1291     }
1292 elmex 1.1
1293 root 1.18 /* hoping to catch throwing daggers here */
1294     if (op->contr->mode & PU_MISSILEWEAPON)
1295     if (tmp->type == WEAPON && QUERY_FLAG (tmp, FLAG_IS_THROWN))
1296     {
1297     pick_up (op, tmp);
1298     continue;
1299     }
1300 elmex 1.1
1301 root 1.18 /* careful: chairs and tables are weapons! */
1302     if (op->contr->mode & PU_ALLWEAPON)
1303     {
1304     if (tmp->type == WEAPON && tmp->name != NULL)
1305     {
1306     if (strstr (tmp->name, "table") == NULL && strstr (tmp->arch->name, "table") == NULL &&
1307     strstr (tmp->name, "chair") && strstr (tmp->arch->name, "chair") == NULL)
1308     {
1309     pick_up (op, tmp);
1310     continue;
1311     }
1312     }
1313 root 1.29
1314 root 1.18 if (tmp->type == WEAPON && tmp->name == NULL)
1315     {
1316     if (strstr (tmp->arch->name, "table") == NULL && strstr (tmp->arch->name, "chair") == NULL)
1317     {
1318     pick_up (op, tmp);
1319     continue;
1320     }
1321     }
1322     }
1323 elmex 1.1
1324 root 1.18 /* misc stuff that's useful */
1325     if (op->contr->mode & PU_KEY)
1326     if (tmp->type == KEY || tmp->type == SPECIAL_KEY)
1327     {
1328     pick_up (op, tmp);
1329     continue;
1330     }
1331 elmex 1.1
1332 root 1.18 /* any of the last 4 bits set means we use the ratio for value
1333     * pickups */
1334     if (op->contr->mode & PU_RATIO)
1335     {
1336     /* use value density to decide what else to grab */
1337     /* >=7 was >= op->contr->mode */
1338     /* >=7 is the old standard setting. Now we take the last 4 bits
1339     * and multiply them by 5, giving 0..15*5== 5..75 */
1340     wvratio = (op->contr->mode & PU_RATIO) * 5;
1341     if ((query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1))) >= (unsigned int) wvratio)
1342     {
1343     pick_up (op, tmp);
1344 elmex 1.1 #if 0
1345 root 1.18 fprintf (stderr, "HIGH WEIGHT/VALUE [");
1346     if (tmp->name != NULL)
1347     {
1348     fprintf (stderr, "%s", tmp->name);
1349     }
1350     else
1351     fprintf (stderr, "%s", tmp->arch->name);
1352     fprintf (stderr, ",%d] = ", tmp->type);
1353     fprintf (stderr, "%d\n", (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1))));
1354 elmex 1.1 #endif
1355 root 1.18 continue;
1356     }
1357     }
1358     } /* the new pickup model */
1359     }
1360 root 1.29
1361 root 1.18 return !stop;
1362 elmex 1.1 }
1363    
1364     /*
1365     * Find an arrow in the inventory and after that
1366     * in the right type container (quiver). Pointer to the
1367     * found object is returned.
1368     */
1369 root 1.18 object *
1370     find_arrow (object *op, const char *type)
1371 elmex 1.1 {
1372 root 1.103 object *tmp = 0;
1373 elmex 1.1
1374 root 1.18 for (op = op->inv; op; op = op->below)
1375     if (!tmp && op->type == CONTAINER && op->race == type && QUERY_FLAG (op, FLAG_APPLIED))
1376     tmp = find_arrow (op, type);
1377     else if (op->type == ARROW && op->race == type)
1378     return op;
1379 root 1.103
1380 root 1.18 return tmp;
1381 elmex 1.1 }
1382    
1383     /*
1384     * Similar to find_arrow, but looks for (roughly) the best arrow to use
1385     * against the target. A full test is not performed, simply a basic test
1386     * of resistances. The archer is making a quick guess at what he sees down
1387     * the hall. Failing that it does it's best to pick the highest plus arrow.
1388     */
1389 root 1.18 object *
1390     find_better_arrow (object *op, object *target, const char *type, int *better)
1391 elmex 1.1 {
1392 root 1.18 object *tmp = NULL, *arrow, *ntmp;
1393     int attacknum, attacktype, betterby = 0, i;
1394 elmex 1.1
1395 root 1.18 if (!type)
1396     return NULL;
1397 elmex 1.1
1398 root 1.18 for (arrow = op->inv; arrow; arrow = arrow->below)
1399     {
1400     if (arrow->type == CONTAINER && arrow->race == type && QUERY_FLAG (arrow, FLAG_APPLIED))
1401     {
1402     i = 0;
1403     ntmp = find_better_arrow (arrow, target, type, &i);
1404     if (i > betterby)
1405     {
1406     tmp = ntmp;
1407     betterby = i;
1408     }
1409     }
1410     else if (arrow->type == ARROW && arrow->race == type)
1411     {
1412     /* allways prefer assasination/slaying */
1413     if (target->race != NULL && arrow->slaying != NULL && strstr (arrow->slaying, target->race))
1414     {
1415     if (arrow->attacktype & AT_DEATH)
1416     {
1417     *better = 100;
1418     return arrow;
1419     }
1420     else
1421     {
1422     tmp = arrow;
1423     betterby = (arrow->magic + arrow->stats.dam) * 2;
1424     }
1425     }
1426     else
1427     {
1428     for (attacknum = 0; attacknum < NROFATTACKS; attacknum++)
1429     {
1430     attacktype = 1 << attacknum;
1431     if ((arrow->attacktype & attacktype) && (target->arch->clone.resist[attacknum]) < 0)
1432     if (((arrow->magic + arrow->stats.dam) * (100 - target->arch->clone.resist[attacknum]) / 100) > betterby)
1433     {
1434     tmp = arrow;
1435     betterby = (arrow->magic + arrow->stats.dam) * (100 - target->arch->clone.resist[attacknum]) / 100;
1436     }
1437 root 1.11 }
1438 root 1.18 if ((2 + arrow->magic + arrow->stats.dam) > betterby)
1439     {
1440     tmp = arrow;
1441     betterby = 2 + arrow->magic + arrow->stats.dam;
1442 root 1.11 }
1443 root 1.18 if (arrow->title && (1 + arrow->magic + arrow->stats.dam) > betterby)
1444     {
1445     tmp = arrow;
1446     betterby = 1 + arrow->magic + arrow->stats.dam;
1447 root 1.11 }
1448     }
1449     }
1450 elmex 1.1 }
1451 root 1.18 if (tmp == NULL && arrow == NULL)
1452     return find_arrow (op, type);
1453 elmex 1.1
1454 root 1.18 *better = betterby;
1455     return tmp;
1456 elmex 1.1 }
1457    
1458     /* looks in a given direction, finds the first valid target, and calls
1459     * find_better_arrow to find a decent arrow to use.
1460     * op = the shooter
1461     * type = bow->race
1462     * dir = fire direction
1463     */
1464 root 1.18 object *
1465     pick_arrow_target (object *op, const char *type, int dir)
1466 elmex 1.1 {
1467 root 1.18 object *tmp = NULL;
1468 root 1.25 maptile *m;
1469 root 1.18 int i, mflags, found, number;
1470     sint16 x, y;
1471    
1472     if (op->map == NULL)
1473     return find_arrow (op, type);
1474    
1475     /* do a dex check */
1476     number = (die_roll (2, 40, op, PREFER_LOW) - 2) / 2;
1477     if (number > (op->stats.Dex + (op->chosen_skill ? op->chosen_skill->level : op->level)))
1478     return find_arrow (op, type);
1479    
1480     m = op->map;
1481     x = op->x;
1482     y = op->y;
1483    
1484     /* find the first target */
1485     for (i = 0, found = 0; i < 20; i++)
1486     {
1487     x += freearr_x[dir];
1488     y += freearr_y[dir];
1489     mflags = get_map_flags (m, &m, x, y, &x, &y);
1490     if (mflags & P_OUT_OF_MAP || mflags & P_BLOCKSVIEW)
1491     {
1492     tmp = NULL;
1493     break;
1494     }
1495     else if (GET_MAP_MOVE_BLOCK (m, x, y) == MOVE_FLY_LOW)
1496     {
1497     /* This block presumes arrows and the like are MOVE_FLY_SLOW -
1498     * perhaps a bad assumption.
1499     */
1500     tmp = NULL;
1501     break;
1502 root 1.11 }
1503 root 1.18 if (mflags & P_IS_ALIVE)
1504     {
1505     for (tmp = GET_MAP_OB (m, x, y); tmp; tmp = tmp->above)
1506     if (QUERY_FLAG (tmp, FLAG_ALIVE))
1507     {
1508     found++;
1509 root 1.11 break;
1510 root 1.18 }
1511     if (found)
1512     break;
1513 root 1.11 }
1514 elmex 1.1 }
1515 root 1.18 if (tmp == NULL)
1516     return find_arrow (op, type);
1517 elmex 1.1
1518 root 1.18 if (tmp->head)
1519     tmp = tmp->head;
1520 elmex 1.1
1521 root 1.18 return find_better_arrow (op, tmp, type, &i);
1522 elmex 1.1 }
1523    
1524     /*
1525     * Creature fires a bow - op can be monster or player. Returns
1526     * 1 if bow was actually fired, 0 otherwise.
1527     * op is the object firing the bow.
1528     * part is for multipart creatures - the part firing the bow.
1529     * dir is the direction of fire.
1530     * wc_mod is any special modifier to give (used in special player fire modes)
1531     * sx, sy are coordinates to fire arrow from - also used in some of the special
1532     * player fire modes.
1533     */
1534 root 1.18 int
1535     fire_bow (object *op, object *part, object *arrow, int dir, int wc_mod, sint16 sx, sint16 sy)
1536 elmex 1.1 {
1537 root 1.18 object *left, *bow;
1538     int bowspeed, mflags;
1539 root 1.25 maptile *m;
1540 elmex 1.1
1541 root 1.18 if (!dir)
1542     {
1543     new_draw_info (NDI_UNIQUE, 0, op, "You can't shoot yourself!");
1544     return 0;
1545 elmex 1.1 }
1546 root 1.48
1547 root 1.18 if (op->type == PLAYER)
1548 root 1.118 bow = op->contr->ranged_ob;
1549 root 1.18 else
1550     {
1551     for (bow = op->inv; bow; bow = bow->below)
1552     /* Don't check for applied - monsters don't apply bows - in that way, they
1553     * don't need to switch back and forth between bows and weapons.
1554     */
1555     if (bow->type == BOW)
1556     break;
1557 root 1.11
1558 root 1.18 if (!bow)
1559     {
1560     LOG (llevError, "Range: bow without activated bow (%s).\n", &op->name);
1561     return 0;
1562 root 1.11 }
1563 root 1.118
1564     // optimisation: move object to top so we will find it quickly again
1565     if (bow->below)
1566     {
1567     bow->remove ();
1568     op->insert (bow);
1569     }
1570    
1571 elmex 1.1 }
1572 root 1.48
1573 root 1.18 if (!bow->race || !bow->skill)
1574     {
1575     new_draw_info_format (NDI_UNIQUE, 0, op, "Your %s is broken.", &bow->name);
1576     return 0;
1577 elmex 1.1 }
1578    
1579 root 1.18 bowspeed = bow->stats.sp + dex_bonus[op->stats.Dex];
1580 elmex 1.1
1581 root 1.18 /* penalize ROF for bestarrow */
1582     if (op->type == PLAYER && op->contr->bowtype == bow_bestarrow)
1583     bowspeed -= dex_bonus[op->stats.Dex] + 5;
1584 root 1.48
1585 root 1.18 if (bowspeed < 1)
1586     bowspeed = 1;
1587    
1588     if (arrow == NULL)
1589     {
1590     if ((arrow = find_arrow (op, bow->race)) == NULL)
1591     {
1592     if (op->type == PLAYER)
1593     new_draw_info_format (NDI_UNIQUE, 0, op, "You have no %s left.", &bow->race);
1594     /* FLAG_READY_BOW will get reset if the monsters picks up some arrows */
1595     else
1596     CLEAR_FLAG (op, FLAG_READY_BOW);
1597 root 1.116
1598 root 1.18 return 0;
1599 root 1.11 }
1600 elmex 1.1 }
1601 root 1.48
1602 root 1.18 mflags = get_map_flags (op->map, &m, sx, sy, &sx, &sy);
1603     if (mflags & P_OUT_OF_MAP)
1604 root 1.48 return 0;
1605    
1606 root 1.18 if (GET_MAP_MOVE_BLOCK (m, sx, sy) == MOVE_FLY_LOW)
1607     {
1608     new_draw_info (NDI_UNIQUE, 0, op, "Something is in the way.");
1609     return 0;
1610     }
1611    
1612     /* this should not happen, but sometimes does */
1613     if (arrow->nrof == 0)
1614     {
1615 root 1.33 arrow->destroy ();
1616 root 1.18 return 0;
1617     }
1618    
1619     left = arrow; /* these are arrows left to the player */
1620     arrow = get_split_ob (arrow, 1);
1621 root 1.48 if (!arrow)
1622 root 1.18 {
1623     new_draw_info_format (NDI_UNIQUE, 0, op, "You have no %s left.", &bow->race);
1624     return 0;
1625 elmex 1.1 }
1626 root 1.48
1627 root 1.34 arrow->set_owner (op);
1628 root 1.18 arrow->skill = bow->skill;
1629     arrow->direction = dir;
1630    
1631     if (op->type == PLAYER)
1632     {
1633     op->speed_left = 0.01 - (float) FABS (op->speed) * 100 / bowspeed;
1634 root 1.54 op->update_stats ();
1635 elmex 1.1 }
1636    
1637 root 1.18 SET_ANIMATION (arrow, arrow->direction);
1638 root 1.116
1639     arrow->stats.sp = arrow->stats.wc; /* save original wc and dam */
1640     arrow->stats.hp = arrow->stats.dam;
1641 root 1.18 arrow->stats.grace = arrow->attacktype;
1642 root 1.116
1643     if (arrow->slaying)
1644 root 1.40 arrow->spellarg = strdup (arrow->slaying);
1645 root 1.18
1646 root 1.116 arrow->stats.dam += op->stats.dam + arrow->magic;
1647 root 1.18
1648     /* update the speed */
1649     arrow->speed = (float) ((QUERY_FLAG (bow, FLAG_NO_STRENGTH) ?
1650     0 : dam_bonus[op->stats.Str]) + bow->magic + arrow->magic) / 5.0 + (float) bow->stats.dam / 7.0;
1651    
1652 root 1.67 arrow->set_speed (max (arrow->speed, 1.0));
1653 root 1.18 arrow->speed_left = 0;
1654    
1655 root 1.116 arrow->stats.wc = op->stats.wc + wc_mod - arrow->magic - arrow->stats.wc;
1656    
1657 root 1.18 if (op->type == PLAYER)
1658     {
1659 root 1.116 arrow->level = op->chosen_skill ? op->chosen_skill->level : op->level;
1660     arrow->stats.wc -= dex_bonus[op->stats.Dex];
1661 root 1.18
1662 root 1.116 if (!arrow->slaying)
1663     arrow->slaying = op->slaying;
1664 elmex 1.1 }
1665 root 1.18 else
1666     {
1667     arrow->level = op->level;
1668 root 1.116 arrow->stats.wc -= bow->magic;
1669    
1670     if (!arrow->slaying)
1671     arrow->slaying = bow->slaying;
1672 elmex 1.1 }
1673 root 1.24
1674 root 1.116 arrow->stats.wc -= arrow->level;
1675 root 1.24
1676 root 1.116 arrow->attacktype |= bow->attacktype;
1677 root 1.18
1678     arrow->move_type = MOVE_FLY_LOW;
1679     arrow->move_on = MOVE_FLY_LOW | MOVE_WALK;
1680    
1681     play_sound_map (op->map, op->x, op->y, SOUND_FIRE_ARROW);
1682 root 1.70 m->insert (arrow, sx, sy, op);
1683 root 1.18
1684 root 1.24 if (!arrow->destroyed ())
1685 root 1.18 move_arrow (arrow);
1686 elmex 1.1
1687 root 1.18 if (op->type == PLAYER)
1688     {
1689 root 1.24 if (left->destroyed ())
1690     esrv_del_item (op->contr, left->count);
1691 root 1.18 else
1692     esrv_send_item (op, left);
1693 elmex 1.1 }
1694 root 1.24
1695 root 1.18 return 1;
1696 elmex 1.1 }
1697    
1698     /* Special fire code for players - this takes into
1699     * account the special fire modes players can have
1700     * but monsters can't. Putting that code here
1701     * makes the fire_bow code much cleaner.
1702     * this function should only be called if 'op' is a player,
1703     * hence the function name.
1704     */
1705 root 1.18 int
1706     player_fire_bow (object *op, int dir)
1707 elmex 1.1 {
1708 root 1.18 int ret = 0, wcmod = 0;
1709    
1710     if (op->contr->bowtype == bow_bestarrow)
1711     {
1712 root 1.118 ret = fire_bow (op, op, pick_arrow_target (op, op->contr->ranged_ob->race, dir), dir, 0, op->x, op->y);
1713 root 1.18 }
1714     else if (op->contr->bowtype >= bow_n && op->contr->bowtype <= bow_nw)
1715     {
1716     if (!similar_direction (dir, op->contr->bowtype - bow_n + 1))
1717     wcmod = -1;
1718 root 1.74
1719 root 1.18 ret = fire_bow (op, op, NULL, op->contr->bowtype - bow_n + 1, wcmod, op->x, op->y);
1720     }
1721     else if (op->contr->bowtype == bow_threewide)
1722     {
1723     ret = fire_bow (op, op, NULL, dir, 0, op->x, op->y);
1724     ret |= fire_bow (op, op, NULL, dir, -5, op->x + freearr_x[absdir (dir + 2)], op->y + freearr_y[absdir (dir + 2)]);
1725     ret |= fire_bow (op, op, NULL, dir, -5, op->x + freearr_x[absdir (dir - 2)], op->y + freearr_y[absdir (dir - 2)]);
1726     }
1727     else if (op->contr->bowtype == bow_spreadshot)
1728     {
1729     ret |= fire_bow (op, op, NULL, dir, 0, op->x, op->y);
1730     ret |= fire_bow (op, op, NULL, absdir (dir - 1), -5, op->x, op->y);
1731     ret |= fire_bow (op, op, NULL, absdir (dir + 1), -5, op->x, op->y);
1732 elmex 1.1
1733     }
1734 root 1.18 else
1735     {
1736     /* Simple case */
1737     ret = fire_bow (op, op, NULL, dir, 0, op->x, op->y);
1738     }
1739     return ret;
1740 elmex 1.1 }
1741    
1742    
1743     /* Fires a misc (wand/rod/horn) object in 'dir'.
1744     * Broken apart from 'fire' to keep it more readable.
1745     */
1746 root 1.18 void
1747     fire_misc_object (object *op, int dir)
1748 elmex 1.1 {
1749 root 1.118 object *item = op->contr->ranged_ob;
1750 elmex 1.1
1751 root 1.118 if (!item)
1752 root 1.18 {
1753     new_draw_info (NDI_UNIQUE, 0, op, "You have range item readied.");
1754     return;
1755 elmex 1.1 }
1756    
1757 root 1.18 if (!item->inv)
1758     {
1759     LOG (llevError, "Object %s lacks a spell\n", &item->name);
1760     return;
1761 elmex 1.1 }
1762 root 1.118
1763 root 1.18 if (item->type == WAND)
1764     {
1765     if (item->stats.food <= 0)
1766     {
1767     play_sound_player_only (op->contr, SOUND_WAND_POOF, 0, 0);
1768     new_draw_info_format (NDI_UNIQUE, 0, op, "The %s goes poof.", query_base_name (item, 0));
1769     return;
1770 root 1.11 }
1771 root 1.18 }
1772     else if (item->type == ROD || item->type == HORN)
1773     {
1774     if (item->stats.hp < MAX (item->inv->stats.sp, item->inv->stats.grace))
1775     {
1776     play_sound_player_only (op->contr, SOUND_WAND_POOF, 0, 0);
1777     if (item->type == ROD)
1778     new_draw_info_format (NDI_UNIQUE, 0, op, "The %s whines for a while, but nothing happens.", query_base_name (item, 0));
1779     else
1780     new_draw_info_format (NDI_UNIQUE, 0, op, "The %s needs more time to charge.", query_base_name (item, 0));
1781     return;
1782 root 1.11 }
1783 elmex 1.1 }
1784    
1785 root 1.18 if (cast_spell (op, item, dir, item->inv, NULL))
1786     {
1787     SET_FLAG (op, FLAG_BEEN_APPLIED); /* You now know something about it */
1788     if (item->type == WAND)
1789     {
1790     if (!(--item->stats.food))
1791     {
1792     object *tmp;
1793    
1794     if (item->arch)
1795     {
1796     CLEAR_FLAG (item, FLAG_ANIMATE);
1797     item->face = item->arch->clone.face;
1798 root 1.67 item->set_speed (0);
1799 root 1.11 }
1800 root 1.67
1801 root 1.49 if ((tmp = item->in_player ()))
1802 root 1.18 esrv_update_item (UPD_ANIM, tmp, item);
1803 root 1.11 }
1804     }
1805 root 1.18 else if (item->type == ROD || item->type == HORN)
1806 root 1.67 drain_rod_charge (item);
1807 elmex 1.1 }
1808     }
1809    
1810     /* Received a fire command for the player - go and do it.
1811     */
1812 root 1.18 void
1813     fire (object *op, int dir)
1814     {
1815     int spellcost = 0;
1816 elmex 1.1
1817 root 1.18 /* check for loss of invisiblity/hide */
1818     if (action_makes_visible (op))
1819     make_visible (op);
1820 elmex 1.1
1821 root 1.118 player *pl = op->contr;
1822 elmex 1.1
1823 root 1.119 if (pl->golem)
1824     {
1825     control_golem (op->contr->golem, dir);
1826     return;
1827     }
1828    
1829     object *ob = pl->ranged_ob;
1830 elmex 1.1
1831 root 1.119 if (!ob)
1832 root 1.118 return;
1833 elmex 1.1
1834 root 1.119 switch (ob->type)
1835 root 1.118 {
1836 root 1.119 case BOW:
1837 root 1.118 player_fire_bow (op, dir);
1838 root 1.119 break;
1839    
1840     case SPELL:
1841     spellcost = cast_spell (op, op, dir, ob, pl->spellparam[0] ? pl->spellparam : 0);
1842     break;
1843 root 1.113
1844 root 1.119 case BUILDER:
1845 root 1.20 apply_map_builder (op, dir);
1846 root 1.119 break;
1847    
1848     case SKILL:
1849     case SKILL_TOOL:
1850     do_skill (op, op, ob, dir, 0);
1851     break;
1852    
1853     default:
1854     fire_misc_object (op, dir);
1855     break;
1856 elmex 1.1 }
1857     }
1858    
1859     /* find_key
1860     * We try to find a key for the door as passed. If we find a key
1861     * and successfully use it, we return the key, otherwise NULL
1862     * This function merges both normal and locked door, since the logic
1863     * for both is the same - just the specific key is different.
1864     * pl is the player,
1865     * inv is the objects inventory to searched
1866     * door is the door we are trying to match against.
1867     * This function can be called recursively to search containers.
1868     */
1869 root 1.18 object *
1870     find_key (object *pl, object *container, object *door)
1871 elmex 1.1 {
1872 root 1.18 object *tmp, *key;
1873 elmex 1.1
1874 root 1.18 /* Should not happen, but sanity checking is never bad */
1875 root 1.103 if (!container->inv)
1876     return 0;
1877 elmex 1.1
1878 root 1.18 /* First, lets try to find a key in the top level inventory */
1879 root 1.103 for (tmp = container->inv; tmp; tmp = tmp->below)
1880 root 1.18 {
1881     if (door->type == DOOR && tmp->type == KEY)
1882     break;
1883     /* For sanity, we should really check door type, but other stuff
1884     * (like containers) can be locked with special keys
1885     */
1886     if (tmp->slaying && tmp->type == SPECIAL_KEY && tmp->slaying == door->slaying)
1887     break;
1888     }
1889 root 1.103
1890 root 1.18 /* No key found - lets search inventories now */
1891     /* If we find and use a key in an inventory, return at that time.
1892     * otherwise, if we search all the inventories and still don't find
1893     * a key, return
1894     */
1895     if (!tmp)
1896     {
1897 root 1.103 for (tmp = container->inv; tmp; tmp = tmp->below)
1898 root 1.18 {
1899     /* No reason to search empty containers */
1900     if (tmp->type == CONTAINER && tmp->inv)
1901     {
1902 root 1.103 if ((key = find_key (pl, tmp, door)))
1903 root 1.18 return key;
1904     }
1905     }
1906 root 1.103
1907 root 1.18 if (!tmp)
1908     return NULL;
1909 elmex 1.1 }
1910 root 1.103
1911 root 1.18 /* We get down here if we have found a key. Now if its in a container,
1912     * see if we actually want to use it
1913     */
1914     if (pl != container)
1915     {
1916     /* Only let players use keys in containers */
1917     if (!pl->contr)
1918     return NULL;
1919     /* cases where this fails:
1920     * If we only search the player inventory, return now since we
1921     * are not in the players inventory.
1922     * If the container is not active, return now since only active
1923     * containers can be used.
1924     * If we only search keyrings and the container does not have
1925     * a race/isn't a keyring.
1926     * No checking for all containers - to fall through past here,
1927     * inv must have been an container and must have been active.
1928     *
1929     * Change the color so that the message doesn't disappear with
1930     * all the others.
1931     */
1932     if (pl->contr->usekeys == key_inventory ||
1933     !QUERY_FLAG (container, FLAG_APPLIED) ||
1934     (pl->contr->usekeys == keyrings && (!container->race || strcmp (container->race, "keys"))))
1935     {
1936     new_draw_info_format (NDI_UNIQUE | NDI_BROWN, 0, pl,
1937     "The %s in your %s vibrates as you approach the door", query_name (tmp), query_name (container));
1938     return NULL;
1939 root 1.11 }
1940 elmex 1.1 }
1941 root 1.103
1942 root 1.18 return tmp;
1943 elmex 1.1 }
1944    
1945     /* moved door processing out of move_player_attack.
1946     * returns 1 if player has opened the door with a key
1947     * such that the caller should not do anything more,
1948     * 0 otherwise
1949     */
1950 root 1.18 static int
1951     player_attack_door (object *op, object *door)
1952 elmex 1.1 {
1953 root 1.18 /* If its a door, try to find a use a key. If we do destroy the door,
1954     * might as well return immediately as there is nothing more to do -
1955     * otherwise, we fall through to the rest of the code.
1956     */
1957     object *key = find_key (op, op, door);
1958    
1959     /* IF we found a key, do some extra work */
1960     if (key)
1961     {
1962     object *container = key->env;
1963    
1964     play_sound_map (op->map, op->x, op->y, SOUND_OPEN_DOOR);
1965 root 1.117
1966 root 1.18 if (action_makes_visible (op))
1967     make_visible (op);
1968 root 1.117
1969 root 1.18 if (door->inv && (door->inv->type == RUNE || door->inv->type == TRAP))
1970     spring_trap (door->inv, op);
1971 root 1.103
1972 root 1.18 if (door->type == DOOR)
1973 root 1.103 hit_player (door, 9998, op, AT_PHYSICAL, 1); /* Break through the door */
1974 root 1.18 else if (door->type == LOCKED_DOOR)
1975     {
1976     new_draw_info_format (NDI_UNIQUE, NDI_BROWN, op, "You open the door with the %s", query_short_name (key));
1977     remove_door2 (door); /* remove door without violence ;-) */
1978     }
1979 root 1.103
1980 root 1.18 /* Do this after we print the message */
1981     decrease_ob (key); /* Use up one of the keys */
1982     /* Need to update the weight the container the key was in */
1983     if (container != op)
1984     esrv_update_item (UPD_WEIGHT, op, container);
1985 root 1.103
1986 root 1.18 return 1; /* Nothing more to do below */
1987     }
1988     else if (door->type == LOCKED_DOOR)
1989     {
1990     /* Might as well return now - no other way to open this */
1991     new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, door->msg);
1992     return 1;
1993 elmex 1.1 }
1994 root 1.103
1995 root 1.18 return 0;
1996 elmex 1.1 }
1997    
1998     /* This function is just part of a breakup from move_player.
1999     * It should keep the code cleaner.
2000     * When this is called, the players direction has been updated
2001     * (taking into account confusion.) The player is also actually
2002     * going to try and move (not fire weapons).
2003     */
2004 root 1.18 void
2005     move_player_attack (object *op, int dir)
2006 elmex 1.1 {
2007 root 1.18 object *tmp, *mon;
2008     int on_battleground;
2009 root 1.25 maptile *m;
2010 root 1.18
2011 root 1.117 sint16 nx = freearr_x[dir] + op->x;
2012     sint16 ny = freearr_y[dir] + op->y;
2013 root 1.18
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 root 1.117 push_ob (mon, dir, op);
2103 root 1.18 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 1.118 if (!op->contr->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 1.119 if (pl->ob->current_weapon == ob)
3501     pl->ob->current_weapon = 0;
3502    
3503 root 1.118 if (pl->combat_ob == ob)
3504 root 1.119 pl->combat_ob = 0;
3505 root 1.118
3506     if (pl->ranged_ob == ob)
3507 root 1.119 pl->ranged_ob = 0;
3508 elmex 1.1 }
3509 root 1.101
3510     sint8
3511     player::visibility_at (maptile *map, int x, int y) const
3512     {
3513     if (!ns)
3514     return 0;
3515    
3516     int dx, dy;
3517     if (!adjacent_map (map, ns->current_map, &dx, &dy))
3518     return 0;
3519    
3520     x += dx - ns->current_x + ns->mapx / 2;
3521     y += dy - ns->current_y + ns->mapy / 2;
3522    
3523     if (!IN_RANGE_EXC (x, 0, ns->mapx) || !IN_RANGE_EXC (y, 0, ns->mapy))
3524     return 0;
3525    
3526     return 100 - blocked_los [x][y];
3527     }