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/cvs/deliantra/server/server/player.C
Revision: 1.120
Committed: Thu May 3 09:39:56 2007 UTC (17 years, 1 month ago) by root
Content type: text/plain
Branch: MAIN
Changes since 1.119: +11 -2 lines
Log Message:
better feedback, actually switch to the bow when using it

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 1.120 if (player *pl = op->contr)
1548     {
1549     bow = pl->ranged_ob;
1550    
1551     if (op->current_weapon != pl->ranged_ob)
1552     {
1553     op->current_weapon = pl->ranged_ob;
1554     new_draw_info_format (NDI_UNIQUE, 0, op, "You switch to your %s.", &op->current_weapon->name);
1555     op->update_stats ();
1556     }
1557     }
1558 root 1.18 else
1559     {
1560     for (bow = op->inv; bow; bow = bow->below)
1561     /* Don't check for applied - monsters don't apply bows - in that way, they
1562     * don't need to switch back and forth between bows and weapons.
1563     */
1564     if (bow->type == BOW)
1565     break;
1566 root 1.11
1567 root 1.18 if (!bow)
1568     {
1569     LOG (llevError, "Range: bow without activated bow (%s).\n", &op->name);
1570     return 0;
1571 root 1.11 }
1572 root 1.118
1573     // optimisation: move object to top so we will find it quickly again
1574     if (bow->below)
1575     {
1576     bow->remove ();
1577     op->insert (bow);
1578     }
1579    
1580 elmex 1.1 }
1581 root 1.48
1582 root 1.18 if (!bow->race || !bow->skill)
1583     {
1584     new_draw_info_format (NDI_UNIQUE, 0, op, "Your %s is broken.", &bow->name);
1585     return 0;
1586 elmex 1.1 }
1587    
1588 root 1.18 bowspeed = bow->stats.sp + dex_bonus[op->stats.Dex];
1589 elmex 1.1
1590 root 1.18 /* penalize ROF for bestarrow */
1591     if (op->type == PLAYER && op->contr->bowtype == bow_bestarrow)
1592     bowspeed -= dex_bonus[op->stats.Dex] + 5;
1593 root 1.48
1594 root 1.18 if (bowspeed < 1)
1595     bowspeed = 1;
1596    
1597     if (arrow == NULL)
1598     {
1599     if ((arrow = find_arrow (op, bow->race)) == NULL)
1600     {
1601     if (op->type == PLAYER)
1602     new_draw_info_format (NDI_UNIQUE, 0, op, "You have no %s left.", &bow->race);
1603     /* FLAG_READY_BOW will get reset if the monsters picks up some arrows */
1604     else
1605     CLEAR_FLAG (op, FLAG_READY_BOW);
1606 root 1.116
1607 root 1.18 return 0;
1608 root 1.11 }
1609 elmex 1.1 }
1610 root 1.48
1611 root 1.18 mflags = get_map_flags (op->map, &m, sx, sy, &sx, &sy);
1612     if (mflags & P_OUT_OF_MAP)
1613 root 1.48 return 0;
1614    
1615 root 1.18 if (GET_MAP_MOVE_BLOCK (m, sx, sy) == MOVE_FLY_LOW)
1616     {
1617     new_draw_info (NDI_UNIQUE, 0, op, "Something is in the way.");
1618     return 0;
1619     }
1620    
1621     /* this should not happen, but sometimes does */
1622     if (arrow->nrof == 0)
1623     {
1624 root 1.33 arrow->destroy ();
1625 root 1.18 return 0;
1626     }
1627    
1628     left = arrow; /* these are arrows left to the player */
1629     arrow = get_split_ob (arrow, 1);
1630 root 1.48 if (!arrow)
1631 root 1.18 {
1632     new_draw_info_format (NDI_UNIQUE, 0, op, "You have no %s left.", &bow->race);
1633     return 0;
1634 elmex 1.1 }
1635 root 1.48
1636 root 1.34 arrow->set_owner (op);
1637 root 1.18 arrow->skill = bow->skill;
1638     arrow->direction = dir;
1639    
1640     if (op->type == PLAYER)
1641     {
1642     op->speed_left = 0.01 - (float) FABS (op->speed) * 100 / bowspeed;
1643 root 1.54 op->update_stats ();
1644 elmex 1.1 }
1645    
1646 root 1.18 SET_ANIMATION (arrow, arrow->direction);
1647 root 1.116
1648     arrow->stats.sp = arrow->stats.wc; /* save original wc and dam */
1649     arrow->stats.hp = arrow->stats.dam;
1650 root 1.18 arrow->stats.grace = arrow->attacktype;
1651 root 1.116
1652     if (arrow->slaying)
1653 root 1.40 arrow->spellarg = strdup (arrow->slaying);
1654 root 1.18
1655 root 1.116 arrow->stats.dam += op->stats.dam + arrow->magic;
1656 root 1.18
1657     /* update the speed */
1658     arrow->speed = (float) ((QUERY_FLAG (bow, FLAG_NO_STRENGTH) ?
1659     0 : dam_bonus[op->stats.Str]) + bow->magic + arrow->magic) / 5.0 + (float) bow->stats.dam / 7.0;
1660    
1661 root 1.67 arrow->set_speed (max (arrow->speed, 1.0));
1662 root 1.18 arrow->speed_left = 0;
1663    
1664 root 1.116 arrow->stats.wc = op->stats.wc + wc_mod - arrow->magic - arrow->stats.wc;
1665    
1666 root 1.18 if (op->type == PLAYER)
1667     {
1668 root 1.116 arrow->level = op->chosen_skill ? op->chosen_skill->level : op->level;
1669     arrow->stats.wc -= dex_bonus[op->stats.Dex];
1670 root 1.18
1671 root 1.116 if (!arrow->slaying)
1672     arrow->slaying = op->slaying;
1673 elmex 1.1 }
1674 root 1.18 else
1675     {
1676     arrow->level = op->level;
1677 root 1.116 arrow->stats.wc -= bow->magic;
1678    
1679     if (!arrow->slaying)
1680     arrow->slaying = bow->slaying;
1681 elmex 1.1 }
1682 root 1.24
1683 root 1.116 arrow->stats.wc -= arrow->level;
1684 root 1.24
1685 root 1.116 arrow->attacktype |= bow->attacktype;
1686 root 1.18
1687     arrow->move_type = MOVE_FLY_LOW;
1688     arrow->move_on = MOVE_FLY_LOW | MOVE_WALK;
1689    
1690     play_sound_map (op->map, op->x, op->y, SOUND_FIRE_ARROW);
1691 root 1.70 m->insert (arrow, sx, sy, op);
1692 root 1.18
1693 root 1.24 if (!arrow->destroyed ())
1694 root 1.18 move_arrow (arrow);
1695 elmex 1.1
1696 root 1.18 if (op->type == PLAYER)
1697     {
1698 root 1.24 if (left->destroyed ())
1699     esrv_del_item (op->contr, left->count);
1700 root 1.18 else
1701     esrv_send_item (op, left);
1702 elmex 1.1 }
1703 root 1.24
1704 root 1.18 return 1;
1705 elmex 1.1 }
1706    
1707     /* Special fire code for players - this takes into
1708     * account the special fire modes players can have
1709     * but monsters can't. Putting that code here
1710     * makes the fire_bow code much cleaner.
1711     * this function should only be called if 'op' is a player,
1712     * hence the function name.
1713     */
1714 root 1.18 int
1715     player_fire_bow (object *op, int dir)
1716 elmex 1.1 {
1717 root 1.18 int ret = 0, wcmod = 0;
1718    
1719     if (op->contr->bowtype == bow_bestarrow)
1720     {
1721 root 1.118 ret = fire_bow (op, op, pick_arrow_target (op, op->contr->ranged_ob->race, dir), dir, 0, op->x, op->y);
1722 root 1.18 }
1723     else if (op->contr->bowtype >= bow_n && op->contr->bowtype <= bow_nw)
1724     {
1725     if (!similar_direction (dir, op->contr->bowtype - bow_n + 1))
1726     wcmod = -1;
1727 root 1.74
1728 root 1.18 ret = fire_bow (op, op, NULL, op->contr->bowtype - bow_n + 1, wcmod, op->x, op->y);
1729     }
1730     else if (op->contr->bowtype == bow_threewide)
1731     {
1732     ret = fire_bow (op, op, NULL, dir, 0, op->x, op->y);
1733     ret |= fire_bow (op, op, NULL, dir, -5, op->x + freearr_x[absdir (dir + 2)], op->y + freearr_y[absdir (dir + 2)]);
1734     ret |= fire_bow (op, op, NULL, dir, -5, op->x + freearr_x[absdir (dir - 2)], op->y + freearr_y[absdir (dir - 2)]);
1735     }
1736     else if (op->contr->bowtype == bow_spreadshot)
1737     {
1738     ret |= fire_bow (op, op, NULL, dir, 0, op->x, op->y);
1739     ret |= fire_bow (op, op, NULL, absdir (dir - 1), -5, op->x, op->y);
1740     ret |= fire_bow (op, op, NULL, absdir (dir + 1), -5, op->x, op->y);
1741 elmex 1.1
1742     }
1743 root 1.18 else
1744     {
1745     /* Simple case */
1746     ret = fire_bow (op, op, NULL, dir, 0, op->x, op->y);
1747     }
1748     return ret;
1749 elmex 1.1 }
1750    
1751    
1752     /* Fires a misc (wand/rod/horn) object in 'dir'.
1753     * Broken apart from 'fire' to keep it more readable.
1754     */
1755 root 1.18 void
1756     fire_misc_object (object *op, int dir)
1757 elmex 1.1 {
1758 root 1.118 object *item = op->contr->ranged_ob;
1759 elmex 1.1
1760 root 1.118 if (!item)
1761 root 1.18 {
1762     new_draw_info (NDI_UNIQUE, 0, op, "You have range item readied.");
1763     return;
1764 elmex 1.1 }
1765    
1766 root 1.18 if (!item->inv)
1767     {
1768     LOG (llevError, "Object %s lacks a spell\n", &item->name);
1769     return;
1770 elmex 1.1 }
1771 root 1.118
1772 root 1.18 if (item->type == WAND)
1773     {
1774     if (item->stats.food <= 0)
1775     {
1776     play_sound_player_only (op->contr, SOUND_WAND_POOF, 0, 0);
1777     new_draw_info_format (NDI_UNIQUE, 0, op, "The %s goes poof.", query_base_name (item, 0));
1778     return;
1779 root 1.11 }
1780 root 1.18 }
1781     else if (item->type == ROD || item->type == HORN)
1782     {
1783     if (item->stats.hp < MAX (item->inv->stats.sp, item->inv->stats.grace))
1784     {
1785     play_sound_player_only (op->contr, SOUND_WAND_POOF, 0, 0);
1786     if (item->type == ROD)
1787     new_draw_info_format (NDI_UNIQUE, 0, op, "The %s whines for a while, but nothing happens.", query_base_name (item, 0));
1788     else
1789     new_draw_info_format (NDI_UNIQUE, 0, op, "The %s needs more time to charge.", query_base_name (item, 0));
1790     return;
1791 root 1.11 }
1792 elmex 1.1 }
1793    
1794 root 1.18 if (cast_spell (op, item, dir, item->inv, NULL))
1795     {
1796     SET_FLAG (op, FLAG_BEEN_APPLIED); /* You now know something about it */
1797     if (item->type == WAND)
1798     {
1799     if (!(--item->stats.food))
1800     {
1801     object *tmp;
1802    
1803     if (item->arch)
1804     {
1805     CLEAR_FLAG (item, FLAG_ANIMATE);
1806     item->face = item->arch->clone.face;
1807 root 1.67 item->set_speed (0);
1808 root 1.11 }
1809 root 1.67
1810 root 1.49 if ((tmp = item->in_player ()))
1811 root 1.18 esrv_update_item (UPD_ANIM, tmp, item);
1812 root 1.11 }
1813     }
1814 root 1.18 else if (item->type == ROD || item->type == HORN)
1815 root 1.67 drain_rod_charge (item);
1816 elmex 1.1 }
1817     }
1818    
1819     /* Received a fire command for the player - go and do it.
1820     */
1821 root 1.18 void
1822     fire (object *op, int dir)
1823     {
1824     int spellcost = 0;
1825 elmex 1.1
1826 root 1.18 /* check for loss of invisiblity/hide */
1827     if (action_makes_visible (op))
1828     make_visible (op);
1829 elmex 1.1
1830 root 1.118 player *pl = op->contr;
1831 elmex 1.1
1832 root 1.119 if (pl->golem)
1833     {
1834     control_golem (op->contr->golem, dir);
1835     return;
1836     }
1837    
1838     object *ob = pl->ranged_ob;
1839 elmex 1.1
1840 root 1.119 if (!ob)
1841 root 1.118 return;
1842 elmex 1.1
1843 root 1.119 switch (ob->type)
1844 root 1.118 {
1845 root 1.119 case BOW:
1846 root 1.118 player_fire_bow (op, dir);
1847 root 1.119 break;
1848    
1849     case SPELL:
1850     spellcost = cast_spell (op, op, dir, ob, pl->spellparam[0] ? pl->spellparam : 0);
1851     break;
1852 root 1.113
1853 root 1.119 case BUILDER:
1854 root 1.20 apply_map_builder (op, dir);
1855 root 1.119 break;
1856    
1857     case SKILL:
1858     case SKILL_TOOL:
1859     do_skill (op, op, ob, dir, 0);
1860     break;
1861    
1862     default:
1863     fire_misc_object (op, dir);
1864     break;
1865 elmex 1.1 }
1866     }
1867    
1868     /* find_key
1869     * We try to find a key for the door as passed. If we find a key
1870     * and successfully use it, we return the key, otherwise NULL
1871     * This function merges both normal and locked door, since the logic
1872     * for both is the same - just the specific key is different.
1873     * pl is the player,
1874     * inv is the objects inventory to searched
1875     * door is the door we are trying to match against.
1876     * This function can be called recursively to search containers.
1877     */
1878 root 1.18 object *
1879     find_key (object *pl, object *container, object *door)
1880 elmex 1.1 {
1881 root 1.18 object *tmp, *key;
1882 elmex 1.1
1883 root 1.18 /* Should not happen, but sanity checking is never bad */
1884 root 1.103 if (!container->inv)
1885     return 0;
1886 elmex 1.1
1887 root 1.18 /* First, lets try to find a key in the top level inventory */
1888 root 1.103 for (tmp = container->inv; tmp; tmp = tmp->below)
1889 root 1.18 {
1890     if (door->type == DOOR && tmp->type == KEY)
1891     break;
1892     /* For sanity, we should really check door type, but other stuff
1893     * (like containers) can be locked with special keys
1894     */
1895     if (tmp->slaying && tmp->type == SPECIAL_KEY && tmp->slaying == door->slaying)
1896     break;
1897     }
1898 root 1.103
1899 root 1.18 /* No key found - lets search inventories now */
1900     /* If we find and use a key in an inventory, return at that time.
1901     * otherwise, if we search all the inventories and still don't find
1902     * a key, return
1903     */
1904     if (!tmp)
1905     {
1906 root 1.103 for (tmp = container->inv; tmp; tmp = tmp->below)
1907 root 1.18 {
1908     /* No reason to search empty containers */
1909     if (tmp->type == CONTAINER && tmp->inv)
1910     {
1911 root 1.103 if ((key = find_key (pl, tmp, door)))
1912 root 1.18 return key;
1913     }
1914     }
1915 root 1.103
1916 root 1.18 if (!tmp)
1917     return NULL;
1918 elmex 1.1 }
1919 root 1.103
1920 root 1.18 /* We get down here if we have found a key. Now if its in a container,
1921     * see if we actually want to use it
1922     */
1923     if (pl != container)
1924     {
1925     /* Only let players use keys in containers */
1926     if (!pl->contr)
1927     return NULL;
1928     /* cases where this fails:
1929     * If we only search the player inventory, return now since we
1930     * are not in the players inventory.
1931     * If the container is not active, return now since only active
1932     * containers can be used.
1933     * If we only search keyrings and the container does not have
1934     * a race/isn't a keyring.
1935     * No checking for all containers - to fall through past here,
1936     * inv must have been an container and must have been active.
1937     *
1938     * Change the color so that the message doesn't disappear with
1939     * all the others.
1940     */
1941     if (pl->contr->usekeys == key_inventory ||
1942     !QUERY_FLAG (container, FLAG_APPLIED) ||
1943     (pl->contr->usekeys == keyrings && (!container->race || strcmp (container->race, "keys"))))
1944     {
1945     new_draw_info_format (NDI_UNIQUE | NDI_BROWN, 0, pl,
1946     "The %s in your %s vibrates as you approach the door", query_name (tmp), query_name (container));
1947     return NULL;
1948 root 1.11 }
1949 elmex 1.1 }
1950 root 1.103
1951 root 1.18 return tmp;
1952 elmex 1.1 }
1953    
1954     /* moved door processing out of move_player_attack.
1955     * returns 1 if player has opened the door with a key
1956     * such that the caller should not do anything more,
1957     * 0 otherwise
1958     */
1959 root 1.18 static int
1960     player_attack_door (object *op, object *door)
1961 elmex 1.1 {
1962 root 1.18 /* If its a door, try to find a use a key. If we do destroy the door,
1963     * might as well return immediately as there is nothing more to do -
1964     * otherwise, we fall through to the rest of the code.
1965     */
1966     object *key = find_key (op, op, door);
1967    
1968     /* IF we found a key, do some extra work */
1969     if (key)
1970     {
1971     object *container = key->env;
1972    
1973     play_sound_map (op->map, op->x, op->y, SOUND_OPEN_DOOR);
1974 root 1.117
1975 root 1.18 if (action_makes_visible (op))
1976     make_visible (op);
1977 root 1.117
1978 root 1.18 if (door->inv && (door->inv->type == RUNE || door->inv->type == TRAP))
1979     spring_trap (door->inv, op);
1980 root 1.103
1981 root 1.18 if (door->type == DOOR)
1982 root 1.103 hit_player (door, 9998, op, AT_PHYSICAL, 1); /* Break through the door */
1983 root 1.18 else if (door->type == LOCKED_DOOR)
1984     {
1985     new_draw_info_format (NDI_UNIQUE, NDI_BROWN, op, "You open the door with the %s", query_short_name (key));
1986     remove_door2 (door); /* remove door without violence ;-) */
1987     }
1988 root 1.103
1989 root 1.18 /* Do this after we print the message */
1990     decrease_ob (key); /* Use up one of the keys */
1991     /* Need to update the weight the container the key was in */
1992     if (container != op)
1993     esrv_update_item (UPD_WEIGHT, op, container);
1994 root 1.103
1995 root 1.18 return 1; /* Nothing more to do below */
1996     }
1997     else if (door->type == LOCKED_DOOR)
1998     {
1999     /* Might as well return now - no other way to open this */
2000     new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, door->msg);
2001     return 1;
2002 elmex 1.1 }
2003 root 1.103
2004 root 1.18 return 0;
2005 elmex 1.1 }
2006    
2007     /* This function is just part of a breakup from move_player.
2008     * It should keep the code cleaner.
2009     * When this is called, the players direction has been updated
2010     * (taking into account confusion.) The player is also actually
2011     * going to try and move (not fire weapons).
2012     */
2013 root 1.18 void
2014     move_player_attack (object *op, int dir)
2015 elmex 1.1 {
2016 root 1.18 object *tmp, *mon;
2017     int on_battleground;
2018 root 1.25 maptile *m;
2019 root 1.18
2020 root 1.117 sint16 nx = freearr_x[dir] + op->x;
2021     sint16 ny = freearr_y[dir] + op->y;
2022 root 1.18
2023 root 1.49 on_battleground = op_on_battleground (op, 0, 0);
2024 root 1.18
2025     /* If braced, or can't move to the square, and it is not out of the
2026     * map, attack it. Note order of if statement is important - don't
2027     * want to be calling move_ob if braced, because move_ob will move the
2028     * player. This is a pretty nasty hack, because if we could
2029     * move to some space, it then means that if we are braced, we should
2030     * do nothing at all. As it is, if we are braced, we go through
2031     * quite a bit of processing. However, it probably is less than what
2032     * move_ob uses.
2033     */
2034     if ((op->contr->braced || !move_ob (op, dir, op)) && !out_of_map (op->map, nx, ny))
2035     {
2036     if (OUT_OF_REAL_MAP (op->map, nx, ny))
2037     {
2038 root 1.85 m = op->map->xy_find (nx, ny);
2039 root 1.18 if (!m)
2040     return; /* Don't think this should happen */
2041     }
2042     else
2043     m = op->map;
2044    
2045 root 1.85 if (!(tmp = m->at (nx, ny).bot))
2046     return;
2047 root 1.11
2048 root 1.49 mon = 0;
2049 root 1.18 /* Go through all the objects, and find ones of interest. Only stop if
2050     * we find a monster - that is something we know we want to attack.
2051     * if its a door or barrel (can roll) see if there may be monsters
2052     * on the space
2053     */
2054 root 1.49 while (tmp)
2055 root 1.18 {
2056     if (tmp == op)
2057     {
2058     tmp = tmp->above;
2059     continue;
2060 root 1.11 }
2061 root 1.27
2062 root 1.18 if (QUERY_FLAG (tmp, FLAG_ALIVE))
2063     {
2064     mon = tmp;
2065     break;
2066 root 1.11 }
2067 root 1.27
2068 root 1.18 if (tmp->type == LOCKED_DOOR || QUERY_FLAG (tmp, FLAG_CAN_ROLL))
2069     mon = tmp;
2070 root 1.27
2071 root 1.18 tmp = tmp->above;
2072     }
2073    
2074 root 1.49 if (!mon) /* This happens anytime the player tries to move */
2075 root 1.18 return; /* into a wall */
2076    
2077 root 1.49 if (mon->head)
2078 root 1.18 mon = mon->head;
2079    
2080     if ((mon->type == DOOR && mon->stats.hp >= 0) || (mon->type == LOCKED_DOOR))
2081     if (player_attack_door (op, mon))
2082     return;
2083    
2084     /* The following deals with possibly attacking peaceful
2085     * or frienddly creatures. Basically, all players are considered
2086     * unaggressive. If the moving player has peaceful set, then the
2087     * object should be pushed instead of attacked. It is assumed that
2088     * if you are braced, you will not attack friends accidently,
2089     * and thus will not push them.
2090     */
2091 root 1.11
2092 root 1.18 /* If the creature is a pet, push it even if the player is not
2093     * peaceful. Our assumption is the creature is a pet if the
2094     * player owns it and it is either friendly or unagressive.
2095     */
2096     if ((op->type == PLAYER)
2097 elmex 1.1 #if COZY_SERVER
2098 root 1.18 &&
2099 root 1.34 ((mon->owner && mon->owner->contr
2100     && same_party (mon->owner->contr->party, op->contr->party)) || mon->owner == op)
2101 elmex 1.1 #else
2102 root 1.34 && mon->owner == op
2103 elmex 1.1 #endif
2104 root 1.18 && (QUERY_FLAG (mon, FLAG_UNAGGRESSIVE) || QUERY_FLAG (mon, FLAG_FRIENDLY)))
2105 root 1.11 {
2106 root 1.18 /* If we're braced, we don't want to switch places with it */
2107     if (op->contr->braced)
2108 root 1.11 return;
2109 root 1.85
2110 root 1.18 play_sound_map (op->map, op->x, op->y, SOUND_PUSH_PLAYER);
2111 root 1.117 push_ob (mon, dir, op);
2112 root 1.18 if (op->contr->tmp_invis || op->hide)
2113     make_visible (op);
2114 root 1.85
2115 root 1.18 return;
2116 root 1.11 }
2117    
2118 root 1.18 /* in certain circumstances, you shouldn't attack friendly
2119     * creatures. Note that if you are braced, you can't push
2120     * someone, but put it inside this loop so that you won't
2121     * attack them either.
2122     */
2123     if ((mon->type == PLAYER || mon->enemy != op) &&
2124     (mon->type == PLAYER || QUERY_FLAG (mon, FLAG_UNAGGRESSIVE) || QUERY_FLAG (mon, FLAG_FRIENDLY)) && (
2125 elmex 1.1 #ifdef PROHIBIT_PLAYERKILL
2126 root 1.49 (op->contr->peaceful
2127     || (mon->type == PLAYER
2128     && mon->contr->
2129     peaceful)) &&
2130 elmex 1.1 #else
2131 root 1.49 op->contr->peaceful &&
2132 elmex 1.1 #endif
2133 root 1.49 !on_battleground))
2134 root 1.18 {
2135     if (!op->contr->braced)
2136     {
2137     play_sound_map (op->map, op->x, op->y, SOUND_PUSH_PLAYER);
2138 root 1.85 push_ob (mon, dir, op);
2139 root 1.18 }
2140     else
2141 root 1.49 new_draw_info (0, 0, op, "You withhold your attack");
2142    
2143 root 1.18 if (op->contr->tmp_invis || op->hide)
2144     make_visible (op);
2145 root 1.11 }
2146 elmex 1.1
2147 root 1.18 /* If the object is a boulder or other rollable object, then
2148     * roll it if not braced. You can't roll it if you are braced.
2149     */
2150     else if (QUERY_FLAG (mon, FLAG_CAN_ROLL) && (!op->contr->braced))
2151     {
2152     recursive_roll (mon, dir, op);
2153     if (action_makes_visible (op))
2154     make_visible (op);
2155 root 1.11 }
2156    
2157 root 1.18 /* Any generic living creature. Including things like doors.
2158     * Way it works is like this: First, it must have some hit points
2159     * and be living. Then, it must be one of the following:
2160     * 1) Not a player, 2) A player, but of a different party. Note
2161     * that party_number -1 is no party, so attacks can still happen.
2162     */
2163     else if ((mon->stats.hp >= 0) && QUERY_FLAG (mon, FLAG_ALIVE) &&
2164     ((mon->type != PLAYER || op->contr->party == NULL || op->contr->party != mon->contr->party)))
2165     {
2166 elmex 1.1
2167 root 1.18 /* If the player hasn't hit something this tick, and does
2168     * so, give them speed boost based on weapon speed. Doing
2169     * it here is better than process_players2, which basically
2170     * incurred a 1 tick offset.
2171     */
2172     if (!op->contr->has_hit)
2173     {
2174     op->speed_left += op->speed / op->contr->weapon_sp;
2175 root 1.11
2176 root 1.18 op->contr->has_hit = 1; /* The last action was to hit, so use weapon_sp */
2177 root 1.11 }
2178    
2179 root 1.49 skill_attack (mon, op, 0, 0, 0);
2180 root 1.11
2181 root 1.18 /* If attacking another player, that player gets automatic
2182     * hitback, and doesn't loose luck either.
2183     * Disable hitback on the battleground or if the target is
2184     * the wiz.
2185     */
2186     if (mon->type == PLAYER && mon->stats.hp >= 0 && !mon->contr->has_hit && !on_battleground && !QUERY_FLAG (mon, FLAG_WIZ))
2187     {
2188     short luck = mon->stats.luck;
2189    
2190     mon->contr->has_hit = 1;
2191 root 1.49 skill_attack (op, mon, 0, 0, 0);
2192 root 1.18 mon->stats.luck = luck;
2193 root 1.11 }
2194 root 1.49
2195 root 1.18 if (action_makes_visible (op))
2196     make_visible (op);
2197 root 1.11 }
2198 root 1.18 } /* if player should attack something */
2199 elmex 1.1 }
2200    
2201 root 1.18 int
2202     move_player (object *op, int dir)
2203     {
2204     int pick;
2205 elmex 1.1
2206 root 1.84 if (!op->map || op->map->in_memory != MAP_IN_MEMORY)
2207 root 1.18 return 0;
2208 elmex 1.1
2209 root 1.18 /* Sanity check: make sure dir is valid */
2210     if ((dir < 0) || (dir >= 9))
2211     {
2212     LOG (llevError, "move_player: invalid direction %d\n", dir);
2213     return 0;
2214 elmex 1.1 }
2215    
2216 root 1.84 /* peterm: added following line */
2217 root 1.18 if (QUERY_FLAG (op, FLAG_CONFUSED) && dir)
2218 root 1.99 dir = absdir (dir + rndm (3) + rndm (3) - 2);
2219 root 1.18
2220     op->facing = dir;
2221    
2222     if (op->hide)
2223     do_hidden_move (op);
2224    
2225     if (INVOKE_PLAYER (MOVE, op->contr, ARG_INT (dir)))
2226     /*nop */ ;
2227     else if (op->contr->fire_on)
2228     fire (op, dir);
2229     else
2230     {
2231     move_player_attack (op, dir);
2232     pick = check_pick (op);
2233     }
2234 elmex 1.1
2235 root 1.18 /* Add special check for newcs players and fire on - this way, the
2236     * server can handle repeat firing.
2237     */
2238     if (op->contr->fire_on || (op->contr->run_on && pick != 0))
2239 root 1.49 op->direction = dir;
2240 root 1.18 else
2241 root 1.49 op->direction = 0;
2242    
2243 root 1.18 /* Update how the player looks. Use the facing, so direction may
2244     * get reset to zero. This allows for full animation capabilities
2245     * for players.
2246     */
2247     animate_object (op, op->facing);
2248     return 0;
2249 elmex 1.1 }
2250    
2251     /* This is similar to handle_player, below, but is only used by the
2252     * new client/server stuff.
2253     * This is sort of special, in that the new client/server actually uses
2254     * the new speed values for commands.
2255     *
2256     * Returns true if there are more actions we can do.
2257     */
2258 root 1.18 int
2259     handle_newcs_player (object *op)
2260 elmex 1.1 {
2261 root 1.18 if (QUERY_FLAG (op, FLAG_SCARED))
2262     {
2263     flee_player (op);
2264     /* If player is still scared, that is his action for this tick */
2265     if (QUERY_FLAG (op, FLAG_SCARED))
2266     {
2267     op->speed_left--;
2268     return 0;
2269 root 1.11 }
2270 elmex 1.1 }
2271    
2272 root 1.18 /* call this here - we also will call this in do_ericserver, but
2273     * the players time has been increased when doericserver has been
2274     * called, so we recheck it here.
2275     */
2276 root 1.83 if (op->contr->ns->handle_command ())
2277     return 1;
2278 root 1.47
2279 root 1.83 if (op->speed_left > 0)
2280     {
2281     if (op->direction && (op->contr->run_on || op->contr->fire_on))
2282     {
2283     /* All move commands take 1 tick, at least for now */
2284     op->speed_left--;
2285 elmex 1.1
2286 root 1.83 /* Instead of all the stuff below, let move_player take care
2287     * of it. Also, some of the skill stuff is only put in
2288     * there, as well as the confusion stuff.
2289     */
2290     move_player (op, op->direction);
2291 elmex 1.1
2292 root 1.83 return op->speed_left > 0;
2293     }
2294 root 1.18 }
2295 root 1.41
2296 root 1.18 return 0;
2297     }
2298    
2299     int
2300     save_life (object *op)
2301     {
2302     if (!QUERY_FLAG (op, FLAG_LIFESAVE))
2303 elmex 1.1 return 0;
2304 root 1.18
2305 root 1.41 for (object *tmp = op->inv; tmp; tmp = tmp->below)
2306 root 1.18 if (QUERY_FLAG (tmp, FLAG_APPLIED) && QUERY_FLAG (tmp, FLAG_LIFESAVE))
2307     {
2308     play_sound_map (op->map, op->x, op->y, SOUND_OB_EVAPORATE);
2309     new_draw_info_format (NDI_UNIQUE, 0, op, "Your %s vibrates violently, then evaporates.", query_name (tmp));
2310 root 1.33
2311 root 1.18 if (op->contr)
2312     esrv_del_item (op->contr, tmp->count);
2313 root 1.33
2314     tmp->destroy ();
2315 root 1.18 CLEAR_FLAG (op, FLAG_LIFESAVE);
2316 root 1.33
2317 root 1.18 if (op->stats.hp < 0)
2318     op->stats.hp = op->stats.maxhp;
2319 root 1.33
2320 root 1.18 if (op->stats.food < 0)
2321     op->stats.food = 999;
2322 root 1.33
2323 root 1.54 op->update_stats ();
2324 root 1.18 return 1;
2325     }
2326 root 1.41
2327 root 1.18 LOG (llevError, "Error: LIFESAVE set without applied object.\n");
2328     CLEAR_FLAG (op, FLAG_LIFESAVE);
2329     enter_player_savebed (op); /* bring him home. */
2330     return 0;
2331 elmex 1.1 }
2332    
2333     /* This goes throws the inventory and removes unpaid objects, and puts them
2334     * back in the map (location and map determined by values of env). This
2335     * function will descend into containers. op is the object to start the search
2336     * from.
2337     */
2338 root 1.18 void
2339     remove_unpaid_objects (object *op, object *env)
2340 elmex 1.1 {
2341 root 1.18 while (op)
2342     {
2343 root 1.70 object *next = op->below; /* Make sure we have a good value, in case we remove object 'op' */
2344    
2345 root 1.18 if (QUERY_FLAG (op, FLAG_UNPAID))
2346     {
2347     if (env->type == PLAYER)
2348     esrv_del_item (env->contr, op->count);
2349 root 1.70
2350     op->insert_at (env);
2351 root 1.18 }
2352     else if (op->inv)
2353     remove_unpaid_objects (op->inv, env);
2354 root 1.41
2355 root 1.18 op = next;
2356 elmex 1.1 }
2357     }
2358    
2359     /*
2360     * Returns pointer a static string containing gravestone text
2361     * Moved from apply.c to player.c - player.c is what
2362     * actually uses this function. player.c may not be quite the
2363     * best, a misc file for object actions is probably better,
2364     * but there isn't one in the server directory.
2365     */
2366 root 1.18 char *
2367     gravestone_text (object *op)
2368 elmex 1.1 {
2369 root 1.18 static char buf2[MAX_BUF];
2370     char buf[MAX_BUF];
2371     time_t now = time (NULL);
2372    
2373     strcpy (buf2, " R.I.P.\n\n");
2374     if (op->type == PLAYER)
2375     sprintf (buf, "%s the %s\n", &op->name, op->contr->title);
2376     else
2377     sprintf (buf, "%s\n", &op->name);
2378 root 1.41
2379 root 1.18 strncat (buf2, " ", 20 - strlen (buf) / 2);
2380     strcat (buf2, buf);
2381     if (op->type == PLAYER)
2382     sprintf (buf, "who was in level %d when killed\n", op->level);
2383     else
2384     sprintf (buf, "who was in level %d when died.\n\n", op->level);
2385 root 1.41
2386 root 1.18 strncat (buf2, " ", 20 - strlen (buf) / 2);
2387     strcat (buf2, buf);
2388     if (op->type == PLAYER)
2389     {
2390     sprintf (buf, "by %s.\n\n", op->contr->killer);
2391     strncat (buf2, " ", 21 - strlen (buf) / 2);
2392     strcat (buf2, buf);
2393     }
2394 root 1.41
2395 root 1.18 strftime (buf, MAX_BUF, "%b %d %Y\n", localtime (&now));
2396     strncat (buf2, " ", 20 - strlen (buf) / 2);
2397     strcat (buf2, buf);
2398 root 1.41
2399 root 1.18 return buf2;
2400 elmex 1.1 }
2401    
2402 root 1.18 void
2403     do_some_living (object *op)
2404     {
2405     int last_food = op->stats.food;
2406 elmex 1.1 int gen_hp, gen_sp, gen_grace;
2407     int over_hp, over_sp, over_grace;
2408     int i;
2409     int rate_hp = 1200;
2410     int rate_sp = 2500;
2411     int rate_grace = 2000;
2412     const int max_hp = 1;
2413     const int max_sp = 1;
2414     const int max_grace = 1;
2415    
2416 root 1.107 if (op->contr->hidden)
2417     {
2418     op->invisible = 1000;
2419     /* the socket code flashes the player visible/invisible
2420     * depending on the value of invisible, so we need to
2421     * alternate it here for it to work correctly.
2422     */
2423     if (pticks & 2)
2424     op->invisible--;
2425     }
2426     else if (op->invisible && !(QUERY_FLAG (op, FLAG_MAKE_INVIS)))
2427     {
2428     if (!op->invisible--)
2429     {
2430     make_visible (op);
2431     new_draw_info (NDI_UNIQUE, 0, op, "Your invisibility spell runs out.");
2432     }
2433     }
2434    
2435 root 1.52 if (op->contr->ns->state == ST_PLAYING)
2436 root 1.18 {
2437     /* these next three if clauses make it possible to SLOW DOWN
2438     hp/grace/spellpoint regeneration. */
2439     if (op->contr->gen_hp >= 0)
2440     gen_hp = (op->contr->gen_hp + 1) * op->stats.maxhp;
2441     else
2442     {
2443     gen_hp = op->stats.maxhp;
2444     rate_hp -= rate_hp / 2 * op->contr->gen_hp;
2445     }
2446 root 1.55
2447 root 1.18 if (op->contr->gen_sp >= 0)
2448     gen_sp = (op->contr->gen_sp + 1) * op->stats.maxsp;
2449     else
2450     {
2451     gen_sp = op->stats.maxsp;
2452     rate_sp -= rate_sp / 2 * op->contr->gen_sp;
2453     }
2454 root 1.55
2455 root 1.18 if (op->contr->gen_grace >= 0)
2456     gen_grace = (op->contr->gen_grace + 1) * op->stats.maxgrace;
2457     else
2458     {
2459     gen_grace = op->stats.maxgrace;
2460     rate_grace -= rate_grace / 2 * op->contr->gen_grace;
2461     }
2462    
2463     /* Regenerate Spell Points */
2464 root 1.118 if (!op->contr->golem && --op->last_sp < 0)
2465 root 1.18 {
2466     gen_sp = gen_sp * 10 / (op->contr->gen_sp_armour < 10 ? 10 : op->contr->gen_sp_armour);
2467     if (op->stats.sp < op->stats.maxsp)
2468     {
2469     op->stats.sp++;
2470     /* dms do not consume food */
2471     if (!QUERY_FLAG (op, FLAG_WIZ))
2472     {
2473     op->stats.food--;
2474     if (op->contr->digestion < 0)
2475     op->stats.food += op->contr->digestion;
2476     else if (op->contr->digestion > 0 && random_roll (0, op->contr->digestion, op, PREFER_HIGH))
2477     op->stats.food = last_food;
2478     }
2479     }
2480 root 1.55
2481 root 1.18 if (max_sp > 1)
2482     {
2483     over_sp = (gen_sp + 10) / rate_sp;
2484     if (over_sp > 0)
2485     {
2486     if (op->stats.sp < op->stats.maxsp)
2487     {
2488     op->stats.sp += over_sp > max_sp ? max_sp : over_sp;
2489 root 1.55
2490 root 1.18 if (random_roll (0, rate_sp - 1, op, PREFER_LOW) > ((gen_sp + 10) % rate_sp))
2491     op->stats.sp--;
2492 root 1.55
2493 root 1.18 if (op->stats.sp > op->stats.maxsp)
2494     op->stats.sp = op->stats.maxsp;
2495     }
2496     op->last_sp = 0;
2497     }
2498     else
2499 root 1.55 op->last_sp = rate_sp / (gen_sp < 20 ? 30 : gen_sp + 10);
2500 root 1.18 }
2501     else
2502 root 1.55 op->last_sp = rate_sp / (gen_sp < 20 ? 30 : gen_sp + 10);
2503 root 1.18 }
2504    
2505     /* Regenerate Grace */
2506     /* I altered this a little - maximum grace is ony achieved through prayer -b.t. */
2507     if (--op->last_grace < 0)
2508     {
2509     if (op->stats.grace < op->stats.maxgrace / 2)
2510     op->stats.grace++; /* no penalty in food for regaining grace */
2511 root 1.55
2512 root 1.18 if (max_grace > 1)
2513     {
2514     over_grace = (gen_grace < 20 ? 30 : gen_grace + 10) / rate_grace;
2515     if (over_grace > 0)
2516     {
2517     op->stats.sp += over_grace
2518     + (random_roll (0, rate_grace - 1, op, PREFER_HIGH) > ((gen_grace < 20 ? 30 : gen_grace + 10) % rate_grace)) ? -1 : 0;
2519     op->last_grace = 0;
2520     }
2521     else
2522     {
2523     op->last_grace = rate_grace / (gen_grace < 20 ? 30 : gen_grace + 10);
2524     }
2525     }
2526     else
2527     {
2528     op->last_grace = rate_grace / (gen_grace < 20 ? 30 : gen_grace + 10);
2529     }
2530     /* wearing stuff doesn't detract from grace generation. */
2531     }
2532    
2533     /* Regenerate Hit Points */
2534     if (--op->last_heal < 0)
2535     {
2536     if (op->stats.hp < op->stats.maxhp)
2537     {
2538     op->stats.hp++;
2539     /* dms do not consume food */
2540     if (!QUERY_FLAG (op, FLAG_WIZ))
2541     {
2542     op->stats.food--;
2543     if (op->contr->digestion < 0)
2544     op->stats.food += op->contr->digestion;
2545     else if (op->contr->digestion > 0 && random_roll (0, op->contr->digestion, op, PREFER_HIGH))
2546     op->stats.food = last_food;
2547     }
2548     }
2549 root 1.55
2550 root 1.18 if (max_hp > 1)
2551     {
2552     over_hp = (gen_hp < 20 ? 30 : gen_hp + 10) / rate_hp;
2553     if (over_hp > 0)
2554     {
2555     op->stats.sp += over_hp + (RANDOM () % rate_hp > ((gen_hp < 20 ? 30 : gen_hp + 10) % rate_hp)) ? -1 : 0;
2556     op->last_heal = 0;
2557     }
2558     else
2559     {
2560     op->last_heal = rate_hp / (gen_hp < 20 ? 30 : gen_hp + 10);
2561     }
2562     }
2563     else
2564     {
2565     op->last_heal = rate_hp / (gen_hp < 20 ? 30 : gen_hp + 10);
2566     }
2567 root 1.11 }
2568 elmex 1.1
2569 root 1.18 /* Digestion */
2570     if (--op->last_eat < 0)
2571     {
2572     #ifdef COZY_SERVER
2573     int dg = op->contr->digestion >= 0 && op->contr->digestion < 2 ? 2 : op->contr->digestion;
2574     int bonus = dg > 0 ? dg : 0, penalty = dg < 0 ? -dg : 0;
2575     #else
2576     int bonus = op->contr->digestion > 0 ? op->contr->digestion : 0, penalty = op->contr->digestion < 0 ? -op->contr->digestion : 0;
2577     #endif
2578    
2579     if (op->contr->gen_hp > 0)
2580     op->last_eat = 25 * (1 + bonus) / (op->contr->gen_hp + penalty + 1);
2581     else
2582     op->last_eat = 25 * (1 + bonus) / (penalty + 1);
2583 root 1.55
2584 root 1.18 /* dms do not consume food */
2585     if (!QUERY_FLAG (op, FLAG_WIZ))
2586     op->stats.food--;
2587 root 1.11 }
2588 elmex 1.1
2589 root 1.55 if (op->stats.food < 0 && op->stats.hp >= 0)
2590     {
2591     object *tmp, *flesh = 0;
2592 root 1.18
2593 root 1.55 for (tmp = op->inv; tmp; tmp = tmp->below)
2594 root 1.18 {
2595 root 1.55 if (!QUERY_FLAG (tmp, FLAG_UNPAID))
2596 root 1.18 {
2597 root 1.55 if (tmp->type == FOOD || tmp->type == DRINK || tmp->type == POISON)
2598     {
2599     new_draw_info (NDI_UNIQUE, 0, op, "You blindly grab for a bite of food.");
2600     manual_apply (op, tmp, 0);
2601     if (op->stats.food >= 0 || op->stats.hp < 0)
2602     break;
2603     }
2604     else if (tmp->type == FLESH)
2605     flesh = tmp;
2606     } /* End if paid for object */
2607     } /* end of for loop */
2608    
2609     /* If player is still starving, it means they don't have any food, so
2610     * eat flesh instead.
2611     */
2612     if (op->stats.food < 0 && op->stats.hp >= 0 && flesh)
2613     {
2614     new_draw_info (NDI_UNIQUE, 0, op, "You blindly grab for a bite of food.");
2615     manual_apply (op, flesh, 0);
2616     }
2617 root 1.11 }
2618 elmex 1.1
2619 root 1.55 while (op->stats.food < 0 && op->stats.hp >= 0)
2620     op->stats.food++, op->stats.hp--;
2621 elmex 1.1
2622 root 1.55 if (op->stats.hp < 0 && !QUERY_FLAG (op, FLAG_WIZ))
2623     kill_player (op);
2624     }
2625 elmex 1.1 }
2626    
2627     /* If the player should die (lack of hp, food, etc), we call this.
2628     * op is the player in jeopardy. If the player can not be saved (not
2629     * permadeath, no lifesave), this will take care of removing the player
2630     * file.
2631     */
2632 root 1.18 void
2633     kill_player (object *op)
2634 elmex 1.1 {
2635 root 1.18 char buf[MAX_BUF];
2636     int x, y;
2637    
2638     //int i;
2639 root 1.25 maptile *map; /* this is for resurrection */
2640 root 1.18
2641     /* int z;
2642     int num_stats_lose;
2643     int lost_a_stat;
2644     int lose_this_stat;
2645     int this_stat; */
2646     int will_kill_again;
2647     archetype *at;
2648     object *tmp;
2649    
2650     if (save_life (op))
2651     return;
2652    
2653    
2654     /* If player dies on BATTLEGROUND, no stat/exp loss! For Combat-Arenas
2655     * in cities ONLY!!! It is very important that this doesn't get abused.
2656     * Look at op_on_battleground() for more info --AndreasV
2657     */
2658     if (op_on_battleground (op, &x, &y))
2659     {
2660     new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, "You have been defeated in combat!");
2661     new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, "Local medics have saved your life...");
2662    
2663     /* restore player */
2664 root 1.22 at = archetype::find ("poisoning");
2665 root 1.70 if (object *tmp = present_arch_in_ob (at, op))
2666 root 1.18 {
2667 root 1.33 tmp->destroy ();
2668 root 1.18 new_draw_info (NDI_UNIQUE, 0, op, "Your body feels cleansed");
2669     }
2670 elmex 1.1
2671 root 1.22 at = archetype::find ("confusion");
2672 root 1.70 if (object *tmp = present_arch_in_ob (at, op))
2673 root 1.18 {
2674 root 1.33 tmp->destroy ();
2675 root 1.18 new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer");
2676     }
2677    
2678     cure_disease (op, 0); /* remove any disease */
2679     op->stats.hp = op->stats.maxhp;
2680     if (op->stats.food <= 0)
2681     op->stats.food = 999;
2682 elmex 1.1
2683 root 1.18 /* create a bodypart-trophy to make the winner happy */
2684 root 1.70 if (object *tmp = arch_to_object (archetype::find ("finger")))
2685 root 1.18 {
2686     sprintf (buf, "%s's finger", &op->name);
2687     tmp->name = buf;
2688     sprintf (buf, " This finger has been cut off %s\n"
2689     " the %s, when he was defeated at\n level %d by %s.\n",
2690     &op->name, op->contr->title, (int) (op->level), op->contr->killer);
2691     tmp->msg = buf;
2692 root 1.102 tmp->value = 0, tmp->type = 0;
2693     tmp->materialname = "organics";
2694 elmex 1.87 tmp->insert_at (op, tmp);
2695 root 1.18 }
2696 elmex 1.1
2697 root 1.18 /* teleport defeated player to new destination */
2698     transfer_ob (op, x, y, 0, NULL);
2699     op->contr->braced = 0;
2700     return;
2701 elmex 1.1 }
2702    
2703 root 1.18 INVOKE_PLAYER (DEATH, op->contr);
2704 root 1.3
2705 root 1.18 command_kill_pets (op, 0);
2706 elmex 1.1
2707 root 1.18 if (op->stats.food < 0)
2708     {
2709     sprintf (buf, "%s starved to death.", &op->name);
2710     strcpy (op->contr->killer, "starvation");
2711 elmex 1.1 }
2712 root 1.18 else
2713 root 1.89 sprintf (buf, "%s died.", &op->name);
2714 root 1.70
2715 root 1.18 play_sound_player_only (op->contr, SOUND_PLAYER_DIES, 0, 0);
2716 elmex 1.1
2717 root 1.18 /* save the map location for corpse, gravestone */
2718 root 1.70 x = op->x;
2719     y = op->y;
2720 root 1.18 map = op->map;
2721 elmex 1.1
2722 root 1.54 /* NOT_PERMADEATH code. This basically brings the character back to
2723     * life if they are dead - it takes some exp and a random stat.
2724     * See the config.h file for a little more in depth detail about this.
2725     */
2726    
2727     /* Basically two ways to go - remove a stat permanently, or just
2728     * make it depletion. This bunch of code deals with that aspect
2729     * of death.
2730     */
2731     #ifndef COZY_SERVER
2732     if (settings.balanced_stat_loss)
2733 root 1.18 {
2734 root 1.54 /* If stat loss is permanent, lose one stat only. */
2735     /* Lower level chars don't lose as many stats because they suffer
2736     more if they do. */
2737     /* Higher level characters can afford things such as potions of
2738     restoration, or better, stat potions. So we slug them that
2739     little bit harder. */
2740     /* GD */
2741     if (settings.stat_loss_on_death)
2742     num_stats_lose = 1;
2743     else
2744     num_stats_lose = 1 + op->level / BALSL_NUMBER_LOSSES_RATIO;
2745     }
2746     else
2747 root 1.70 num_stats_lose = 1;
2748    
2749 root 1.54 lost_a_stat = 0;
2750    
2751     for (z = 0; z < num_stats_lose; z++)
2752     {
2753     i = RANDOM () % NUM_STATS;
2754 root 1.11
2755 root 1.54 if (settings.stat_loss_on_death)
2756 root 1.18 {
2757 root 1.54 /* Pick a random stat and take a point off it. Tell the player
2758     * what he lost.
2759     */
2760     change_attr_value (&(op->stats), i, -1);
2761     check_stat_bounds (&(op->stats));
2762     change_attr_value (&(op->contr->orig_stats), i, -1);
2763     check_stat_bounds (&(op->contr->orig_stats));
2764     new_draw_info (NDI_UNIQUE, 0, op, lose_msg[i]);
2765     lost_a_stat = 1;
2766 root 1.18 }
2767     else
2768     {
2769 root 1.54 /* deplete a stat */
2770     archetype *deparch = archetype::find ("depletion");
2771     object *dep;
2772 root 1.11
2773 root 1.54 dep = present_arch_in_ob (deparch, op);
2774     if (!dep)
2775 root 1.18 {
2776 root 1.54 dep = arch_to_object (deparch);
2777     insert_ob_in_ob (dep, op);
2778 root 1.18 }
2779 root 1.54 lose_this_stat = 1;
2780     if (settings.balanced_stat_loss)
2781 root 1.18 {
2782 root 1.54 /* GD */
2783     /* Get the stat that we're about to deplete. */
2784     this_stat = get_attr_value (&(dep->stats), i);
2785     if (this_stat < 0)
2786     {
2787     int loss_chance = 1 + op->level / BALSL_LOSS_CHANCE_RATIO;
2788     int keep_chance = this_stat * this_stat;
2789 root 1.18
2790 root 1.54 /* Yes, I am paranoid. Sue me. */
2791     if (keep_chance < 1)
2792     keep_chance = 1;
2793 root 1.18
2794 root 1.54 /* There is a maximum depletion total per level. */
2795     if (this_stat < -1 - op->level / BALSL_MAX_LOSS_RATIO)
2796     {
2797     lose_this_stat = 0;
2798     /* Take loss chance vs keep chance to see if we
2799     retain the stat. */
2800     }
2801     else
2802     {
2803     if (random_roll (0, loss_chance + keep_chance - 1, op, PREFER_LOW) < keep_chance)
2804     lose_this_stat = 0;
2805     /* LOG(llevDebug, "Determining stat loss. Stat: %d Keep: %d Lose: %d Result: %s.\n",
2806     this_stat, keep_chance, loss_chance,
2807     lose_this_stat?"LOSE":"KEEP"); */
2808 root 1.11 }
2809     }
2810 root 1.54 }
2811 root 1.18
2812 root 1.54 if (lose_this_stat)
2813     {
2814     this_stat = get_attr_value (&(dep->stats), i);
2815     /* We could try to do something clever like find another
2816     * stat to reduce if this fails. But chances are, if
2817     * stats have been depleted to -50, all are pretty low
2818     * and should be roughly the same, so it shouldn't make a
2819     * difference.
2820     */
2821     if (this_stat >= -50)
2822 root 1.18 {
2823 root 1.54 change_attr_value (&(dep->stats), i, -1);
2824     SET_FLAG (dep, FLAG_APPLIED);
2825     new_draw_info (NDI_UNIQUE, 0, op, lose_msg[i]);
2826     op->update_stats ();
2827     lost_a_stat = 1;
2828 root 1.11 }
2829     }
2830     }
2831 root 1.54 }
2832     /* If no stat lost, tell the player. */
2833     if (!lost_a_stat)
2834     {
2835     /* determine_god() seems to not work sometimes... why is this?
2836     Should I be using something else? GD */
2837     const char *god = determine_god (op);
2838 root 1.18
2839 root 1.54 if (god && (strcmp (god, "none")))
2840     new_draw_info_format (NDI_UNIQUE, 0, op, "For a brief moment you feel the holy presence of %s protecting" " you.", god);
2841     else
2842     new_draw_info (NDI_UNIQUE, 0, op, "For a brief moment you feel a holy presence protecting you.");
2843     }
2844 root 1.28 #else
2845 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.");
2846 elmex 1.1 #endif
2847    
2848 root 1.54 /* Put a gravestone up where the character 'almost' died. List the
2849     * exp loss on the stone.
2850     */
2851     tmp = arch_to_object (archetype::find ("gravestone"));
2852     sprintf (buf, "%s's gravestone", &op->name);
2853     tmp->name = buf;
2854     sprintf (buf, "%s's gravestones", &op->name);
2855     tmp->name_pl = buf;
2856     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);
2857     tmp->msg = buf;
2858     tmp->x = op->x, tmp->y = op->y;
2859     insert_ob_in_map (tmp, op->map, NULL, 0);
2860    
2861     /**************************************/
2862     /* */
2863     /* Subtract the experience points, */
2864     /* if we died cause of food, give us */
2865     /* food, and reset HP's... */
2866     /* */
2867     /**************************************/
2868    
2869     /* remove any poisoning and confusion the character may be suffering. */
2870     /* restore player */
2871     at = archetype::find ("poisoning");
2872     tmp = present_arch_in_ob (at, op);
2873    
2874     if (tmp)
2875     {
2876     tmp->destroy ();
2877     new_draw_info (NDI_UNIQUE, 0, op, "Your body feels cleansed");
2878     }
2879    
2880     at = archetype::find ("confusion");
2881     tmp = present_arch_in_ob (at, op);
2882     if (tmp)
2883     {
2884     tmp->destroy ();
2885     new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer");
2886     }
2887    
2888     cure_disease (op, 0); /* remove any disease */
2889    
2890     /*add_exp(op, (op->stats.exp * -0.20)); */
2891     apply_death_exp_penalty (op);
2892     if (op->stats.food < 100)
2893     op->stats.food = 900;
2894     op->stats.hp = op->stats.maxhp;
2895     op->stats.sp = MAX (op->stats.sp, op->stats.maxsp);
2896     op->stats.grace = MAX (op->stats.grace, op->stats.maxgrace);
2897 root 1.11
2898 root 1.54 /*
2899 root 1.108 * Check to see if the player has any unpaid items. If so, remove them
2900     * and put them back in the map.
2901 root 1.54 */
2902 root 1.108 remove_unpaid_objects (op->inv, op);
2903 root 1.18
2904 root 1.54 /****************************************/
2905     /* */
2906     /* Move player to his current respawn- */
2907     /* position (usually last savebed) */
2908     /* */
2909     /****************************************/
2910 root 1.18
2911 root 1.54 enter_player_savebed (op);
2912 root 1.18
2913 root 1.54 op->contr->braced = 0;
2914 root 1.11
2915 root 1.54 /* it is possible that the player has blown something up
2916     * at his savebed location, and that can have long lasting
2917     * spell effects. So first see if there is a spell effect
2918     * on the space that might harm the player.
2919     */
2920     will_kill_again = 0;
2921     for (tmp = GET_MAP_OB (op->map, op->x, op->y); tmp; tmp = tmp->above)
2922     if (tmp->type == SPELL_EFFECT)
2923     will_kill_again |= tmp->attacktype;
2924 elmex 1.1
2925 root 1.54 if (will_kill_again)
2926 root 1.18 {
2927 root 1.54 object *force;
2928     int at;
2929 root 1.18
2930 root 1.54 force = get_archetype (FORCE_NAME);
2931     /* 50 ticks should be enough time for the spell to abate */
2932     force->speed = 0.1;
2933     force->speed_left = -5.0;
2934     SET_FLAG (force, FLAG_APPLIED);
2935     for (at = 0; at < NROFATTACKS; at++)
2936     if (will_kill_again & (1 << at))
2937     force->resist[at] = 100;
2938 root 1.30
2939 root 1.54 insert_ob_in_ob (force, op);
2940     op->update_stats ();
2941 root 1.30
2942 root 1.54 }
2943 root 1.18
2944 root 1.54 new_draw_info (NDI_UNIQUE, 0, op, "YOU HAVE DIED.");
2945 elmex 1.1 }
2946    
2947 root 1.18 void
2948     loot_object (object *op)
2949     { /* Grab and destroy some treasure */
2950     object *tmp, *tmp2, *next;
2951 elmex 1.1
2952 root 1.103 op->close_container (); /* close open sack first */
2953 elmex 1.1
2954 root 1.54 for (tmp = op->inv; tmp; tmp = next)
2955 root 1.18 {
2956     next = tmp->below;
2957 root 1.54
2958 elmex 1.50 if (tmp->invisible)
2959 root 1.18 continue;
2960 root 1.54
2961 root 1.32 tmp->remove ();
2962 root 1.18 tmp->x = op->x, tmp->y = op->y;
2963 root 1.103
2964 root 1.18 if (tmp->type == CONTAINER)
2965 root 1.103 loot_object (tmp); /* empty container to ground */
2966    
2967 root 1.99 if (!QUERY_FLAG (tmp, FLAG_UNIQUE) && (QUERY_FLAG (tmp, FLAG_STARTEQUIP) || QUERY_FLAG (tmp, FLAG_NO_DROP) || !(rndm (3))))
2968 root 1.18 {
2969     if (tmp->nrof > 1)
2970     {
2971     tmp2 = get_split_ob (tmp, 1 + RANDOM () % (tmp->nrof - 1));
2972 root 1.33 tmp2->destroy ();
2973 root 1.18 insert_ob_in_map (tmp, op->map, NULL, 0);
2974     }
2975     else
2976 root 1.33 tmp->destroy ();
2977 root 1.18 }
2978     else
2979     insert_ob_in_map (tmp, op->map, NULL, 0);
2980     }
2981 elmex 1.1 }
2982    
2983     /*
2984     * fix_weight(): Check recursively the weight of all players, and fix
2985     * what needs to be fixed. Refresh windows and fix speed if anything
2986     * was changed.
2987     */
2988 root 1.18 void
2989     fix_weight (void)
2990     {
2991 root 1.61 for_all_players (pl)
2992 root 1.18 {
2993     int old = pl->ob->carrying, sum = sum_weight (pl->ob);
2994    
2995     if (old == sum)
2996     continue;
2997 root 1.54 pl->ob->update_stats ();
2998 root 1.18 LOG (llevDebug, "Fixed inventory in %s (%d -> %d)\n", &pl->ob->name, old, sum);
2999     }
3000 elmex 1.1 }
3001    
3002 root 1.18 void
3003     fix_luck (void)
3004     {
3005 root 1.61 for_all_players (pl)
3006 root 1.52 if (!pl->ob->contr->ns->state)
3007 root 1.54 pl->ob->change_luck (0);
3008 elmex 1.1 }
3009    
3010     /* cast_dust() - handles op throwing objects of type 'DUST'.
3011     * This is much simpler in the new spell code - we basically
3012     * just treat this as any other spell casting object.
3013     */
3014 elmex 1.2 void
3015 root 1.18 cast_dust (object *op, object *throw_ob, int dir)
3016 elmex 1.2 {
3017     object *skop, *spob;
3018    
3019     skop = find_skill_by_name (op, throw_ob->skill);
3020    
3021     /* casting POTION 'dusts' is really a use_magic_item skill */
3022     if (op->type == PLAYER && throw_ob->type == POTION && !skop)
3023     {
3024 root 1.18 LOG (llevError, "Player %s lacks critical skill use_magic_item!\n", &op->name);
3025 elmex 1.2 return;
3026     }
3027    
3028     spob = throw_ob->inv;
3029    
3030     // elmex Tue Aug 15 17:19:46 CEST 2006: Added this check to
3031     // not pass NULL to cast_spell (which did indeed check itself, but
3032     // errors should be reported as early as possible IMHO)
3033     if (!spob)
3034     {
3035 root 1.18 LOG (llevError, "cast_dust: thrown object %s (by %s) had no spell in it!", &throw_ob->name, &op->name);
3036 elmex 1.2 return;
3037 elmex 1.1 }
3038    
3039 elmex 1.2 if (op->type == PLAYER)
3040 root 1.14 new_draw_info_format (NDI_UNIQUE, 0, op, "You cast %s.", &spob->name);
3041 elmex 1.2
3042     cast_spell (op, throw_ob, dir, spob, NULL);
3043    
3044 root 1.33 throw_ob->destroy ();
3045 elmex 1.1 }
3046    
3047 root 1.18 void
3048     make_visible (object *op)
3049     {
3050     op->hide = 0;
3051     op->invisible = 0;
3052     if (op->type == PLAYER)
3053     {
3054     op->contr->tmp_invis = 0;
3055     op->contr->invis_race = 0;
3056     }
3057 root 1.107
3058     update_object (op, UP_OBJ_CHANGE);
3059 root 1.18 }
3060    
3061     int
3062     is_true_undead (object *op)
3063     {
3064     if (QUERY_FLAG (&op->arch->clone, FLAG_UNDEAD))
3065     return 1;
3066    
3067 elmex 1.1 return 0;
3068     }
3069    
3070     /* look at the surrounding terrain to determine
3071     * the hideability of this object. Positive levels
3072     * indicate greater hideability.
3073     */
3074    
3075 root 1.18 int
3076     hideability (object *ob)
3077     {
3078     int i, level = 0, mflag;
3079     sint16 x, y;
3080    
3081     if (!ob || !ob->map)
3082     return 0;
3083    
3084     /* so, on normal lighted maps, its hard to hide */
3085     level = ob->map->darkness - 2;
3086    
3087     /* this also picks up whether the object is glowing.
3088     * If you carry a light on a non-dark map, its not
3089     * as bad as carrying a light on a pitch dark map */
3090     if (has_carried_lights (ob))
3091     level = -(10 + (2 * ob->map->darkness));
3092    
3093     /* scan through all nearby squares for terrain to hide in */
3094     for (i = 0, x = ob->x, y = ob->y; i < 9; i++, x = ob->x + freearr_x[i], y = ob->y + freearr_y[i])
3095     {
3096     mflag = get_map_flags (ob->map, NULL, x, y, NULL, NULL);
3097     if (mflag & P_OUT_OF_MAP)
3098     {
3099     continue;
3100     }
3101     if (mflag & P_BLOCKSVIEW) /* something to hide near! */
3102     level += 2;
3103     else /* open terrain! */
3104     level -= 1;
3105 elmex 1.1 }
3106 root 1.18
3107 elmex 1.1 #if 0
3108 root 1.18 LOG (llevDebug, "hideability of %s is %d\n", ob->name, level);
3109 elmex 1.1 #endif
3110 root 1.18 return level;
3111 elmex 1.1 }
3112    
3113     /* For Hidden creatures - a chance of becoming 'unhidden'
3114     * every time they move - as we subtract off 'invisibility'
3115     * AND, for players, if they move into a ridiculously unhideable
3116     * spot (surrounded by clear terrain in broad daylight). -b.t.
3117     */
3118    
3119 root 1.18 void
3120     do_hidden_move (object *op)
3121     {
3122     int hide = 0, num = random_roll (0, 19, op, PREFER_LOW);
3123     object *skop;
3124    
3125     if (!op || !op->map)
3126     return;
3127    
3128     skop = find_obj_by_type_subtype (op, SKILL, SK_HIDING);
3129    
3130     /* its *extremely* hard to run and sneak/hide at the same time! */
3131     if (op->type == PLAYER && op->contr->run_on)
3132 root 1.85 if (!skop || num >= skop->level)
3133     {
3134     new_draw_info (NDI_UNIQUE, 0, op, "You ran too much! You are no longer hidden!");
3135     make_visible (op);
3136     return;
3137     }
3138     else
3139     num += 20;
3140    
3141 root 1.18 num += op->map->difficulty;
3142     hide = hideability (op); /* modify by terrain hidden level */
3143     num -= hide;
3144 root 1.85
3145 root 1.18 if ((op->type == PLAYER && hide < -10) || ((op->invisible -= num) <= 0))
3146     {
3147     make_visible (op);
3148     if (op->type == PLAYER)
3149     new_draw_info (NDI_UNIQUE, 0, op, "You moved out of hiding! You are visible!");
3150 elmex 1.1 }
3151 root 1.18 else if (op->type == PLAYER && skop)
3152 root 1.85 change_exp (op, calc_skill_exp (op, NULL, skop), skop->skill, 0);
3153 elmex 1.1 }
3154    
3155     /* determine if who is standing near a hostile creature. */
3156    
3157 root 1.18 int
3158     stand_near_hostile (object *who)
3159     {
3160     object *tmp = NULL;
3161     int i, friendly = 0, player = 0, mflags;
3162 root 1.25 maptile *m;
3163 root 1.18 sint16 x, y;
3164    
3165     if (!who)
3166     return 0;
3167    
3168     if (who->type == PLAYER)
3169     player = 1;
3170    
3171     else
3172     friendly = QUERY_FLAG (who, FLAG_FRIENDLY);
3173    
3174     /* search adjacent squares */
3175     for (i = 1; i < 9; i++)
3176     {
3177     x = who->x + freearr_x[i];
3178     y = who->y + freearr_y[i];
3179     m = who->map;
3180     mflags = get_map_flags (m, &m, x, y, &x, &y);
3181     /* space must be blocked if there is a monster. If not
3182     * blocked, don't need to check this space.
3183     */
3184     if (mflags & P_OUT_OF_MAP)
3185     continue;
3186     if (OB_TYPE_MOVE_BLOCK (who, GET_MAP_MOVE_BLOCK (m, x, y)))
3187     continue;
3188    
3189 root 1.49 for (tmp = GET_MAP_OB (m, x, y); tmp; tmp = tmp->above)
3190 root 1.18 {
3191     if ((player ||friendly) &&QUERY_FLAG (tmp, FLAG_MONSTER) && !QUERY_FLAG (tmp, FLAG_UNAGGRESSIVE))
3192     return 1;
3193     else if (tmp->type == PLAYER)
3194     {
3195     /*don't let a hidden DM prevent you from hiding */
3196     if (!QUERY_FLAG (tmp, FLAG_WIZ) || tmp->contr->hidden == 0)
3197 root 1.11 return 1;
3198 root 1.18 }
3199 root 1.11 }
3200 elmex 1.1 }
3201 root 1.18 return 0;
3202 elmex 1.1 }
3203    
3204     /* check the player los field for viewability of the
3205     * object op. This function works fine for monsters,
3206     * but we dont worry if the object isnt the top one in
3207     * a pile (say a coin under a table would return "viewable"
3208     * by this routine). Another question, should we be
3209     * concerned with the direction the player is looking
3210     * in? Realistically, most of use cant see stuff behind
3211     * our backs...on the other hand, does the "facing" direction
3212     * imply the way your head, or body is facing? Its possible
3213     * for them to differ. Sigh, this fctn could get a bit more complex.
3214     * -b.t.
3215     * This function is now map tiling safe.
3216     */
3217    
3218 root 1.18 int
3219     player_can_view (object *pl, object *op)
3220     {
3221     rv_vector rv;
3222     int dx, dy;
3223    
3224     if (pl->type != PLAYER)
3225     {
3226     LOG (llevError, "player_can_view() called for non-player object\n");
3227     return -1;
3228 elmex 1.1 }
3229 root 1.74
3230 root 1.18 if (!pl || !op)
3231 elmex 1.1 return 0;
3232 root 1.18
3233 root 1.74 op = op->head_ ();
3234    
3235 root 1.18 get_rangevector (pl, op, &rv, 0x1);
3236    
3237     /* starting with the 'head' part, lets loop
3238     * through the object and find if it has any
3239     * part that is in the los array but isnt on
3240     * a blocked los square.
3241     * we use the archetype to figure out offsets.
3242     */
3243     while (op)
3244     {
3245     dx = rv.distance_x + op->arch->clone.x;
3246     dy = rv.distance_y + op->arch->clone.y;
3247    
3248     /* only the viewable area the player sees is updated by LOS
3249     * code, so we need to restrict ourselves to that range of values
3250     * for any meaningful values.
3251     */
3252 root 1.52 if (FABS (dx) <= (pl->contr->ns->mapx / 2) &&
3253     FABS (dy) <= (pl->contr->ns->mapy / 2) &&
3254     !pl->contr->blocked_los[dx + (pl->contr->ns->mapx / 2)][dy + (pl->contr->ns->mapy / 2)])
3255 root 1.18 return 1;
3256     op = op->more;
3257     }
3258     return 0;
3259 elmex 1.1 }
3260    
3261     /* routine for both players and monsters. We call this when
3262     * there is a possibility for our action distrubing our hiding
3263     * place or invisiblity spell. Artefact invisiblity is not
3264     * effected by this. If we arent invisible to begin with, we
3265     * return 0.
3266     */
3267 root 1.18 int
3268     action_makes_visible (object *op)
3269     {
3270    
3271     if (op->invisible && QUERY_FLAG (op, FLAG_ALIVE))
3272     {
3273     if (QUERY_FLAG (op, FLAG_MAKE_INVIS))
3274     return 0;
3275    
3276     if (op->contr && op->contr->tmp_invis == 0)
3277     return 0;
3278 elmex 1.1
3279 root 1.18 /* If monsters, they should become visible */
3280     if (op->hide || !op->contr || (op->contr && op->contr->tmp_invis))
3281     {
3282     new_draw_info_format (NDI_UNIQUE, 0, op, "You become %s!", op->hide ? "unhidden" : "visible");
3283     return 1;
3284 root 1.11 }
3285 elmex 1.1 }
3286 root 1.18 return 0;
3287 elmex 1.1 }
3288    
3289     /* op_on_battleground - checks if the given object op (usually
3290     * a player) is standing on a valid battleground-tile,
3291     * function returns TRUE/FALSE. If true x, y returns the battleground
3292     * -exit-coord. (and if x, y not NULL)
3293     * 19 March 2005 - josh@woosworld.net modifed to check if the battleground also has slaying, maxhp, and maxsp set
3294     * and if those are all set and the player has a marker that matches the slaying send them to a different x, y
3295     * Default is to do the same as before, so only people wanting to have different points need worry about this
3296     */
3297 root 1.18 int
3298     op_on_battleground (object *op, int *x, int *y)
3299     {
3300 elmex 1.1 object *tmp;
3301 root 1.18
3302 elmex 1.1 /* A battleground-tile needs the following attributes to be valid:
3303     * is_floor 1 (has to be the FIRST floor beneath the player's feet),
3304     * name="battleground", no_pick 1, type=58 (type BATTLEGROUND)
3305     * and the exit-coordinates sp/hp must both be > 0.
3306     * => The intention here is to prevent abuse of the battleground-
3307     * feature (like pickable or hidden battleground tiles). */
3308 root 1.18 for (tmp = op->below; tmp != NULL; tmp = tmp->below)
3309     {
3310     if (QUERY_FLAG (tmp, FLAG_IS_FLOOR))
3311     {
3312     if (QUERY_FLAG (tmp, FLAG_NO_PICK) &&
3313     strcmp (tmp->name, "battleground") == 0 && tmp->type == BATTLEGROUND && EXIT_X (tmp) && EXIT_Y (tmp))
3314     {
3315     /*before we assign the exit, check if this is a teambattle */
3316     if (EXIT_ALT_X (tmp) && EXIT_ALT_Y (tmp) && EXIT_PATH (tmp))
3317     {
3318     object *invtmp;
3319    
3320     for (invtmp = op->inv; invtmp != NULL; invtmp = invtmp->below)
3321     {
3322     if (invtmp->type == FORCE && invtmp->slaying && !strcmp (EXIT_PATH (tmp), invtmp->slaying))
3323     {
3324     if (x != NULL && y != NULL)
3325     *x = EXIT_ALT_X (tmp), *y = EXIT_ALT_Y (tmp);
3326     return 1;
3327     }
3328     }
3329     }
3330     if (x != NULL && y != NULL)
3331     *x = EXIT_X (tmp), *y = EXIT_Y (tmp);
3332     return 1;
3333     }
3334     }
3335 elmex 1.1 }
3336     /* If we got here, did not find a battleground */
3337     return 0;
3338     }
3339    
3340     /*
3341     * When a dragon-player gains a new stage of evolution,
3342     * he gets some treasure
3343     *
3344     * attributes:
3345     * object *who the dragon player
3346     * int atnr the attack-number of the ability focus
3347     * int level ability level
3348     */
3349 root 1.18 void
3350     dragon_ability_gain (object *who, int atnr, int level)
3351     {
3352     treasurelist *trlist = NULL; /* treasurelist */
3353     treasure *tr; /* treasure */
3354     object *tmp, *skop; /* tmp. object */
3355     object *item; /* treasure object */
3356     char buf[MAX_BUF]; /* tmp. string buffer */
3357     int i = 0, j = 0;
3358    
3359     /* get the appropriate treasurelist */
3360     if (atnr == ATNR_FIRE)
3361 root 1.110 trlist = treasurelist::find ("dragon_ability_fire");
3362 root 1.18 else if (atnr == ATNR_COLD)
3363 root 1.110 trlist = treasurelist::find ("dragon_ability_cold");
3364 root 1.18 else if (atnr == ATNR_ELECTRICITY)
3365 root 1.110 trlist = treasurelist::find ("dragon_ability_elec");
3366 root 1.18 else if (atnr == ATNR_POISON)
3367 root 1.110 trlist = treasurelist::find ("dragon_ability_poison");
3368 root 1.18
3369     if (trlist == NULL || who->type != PLAYER)
3370     return;
3371    
3372     for (i = 0, tr = trlist->items; tr != NULL && i < level - 1; tr = tr->next, i++);
3373    
3374 elmex 1.82 if (!tr || !tr->item)
3375 root 1.18 {
3376     /* LOG(llevDebug, "-> no more treasure for %s\n", change_resist_msg[atnr]); */
3377     return;
3378 elmex 1.1 }
3379    
3380 root 1.18 /* everything seems okay - now bring on the gift: */
3381     item = &(tr->item->clone);
3382 elmex 1.1
3383 root 1.18 if (item->type == SPELL)
3384     {
3385     if (check_spell_known (who, item->name))
3386 root 1.11 return;
3387 root 1.18
3388     new_draw_info_format (NDI_UNIQUE | NDI_BLUE, 0, who, "You gained the ability of %s", &item->name);
3389     do_learn_spell (who, item, 0);
3390     return;
3391 elmex 1.1 }
3392    
3393 root 1.18 /* grant direct spell */
3394     if (item->type == SPELLBOOK)
3395     {
3396     if (!item->inv)
3397     {
3398     LOG (llevDebug, "dragon_ability_gain: Broken spellbook %s\n", &item->name);
3399     return;
3400     }
3401     if (check_spell_known (who, item->inv->name))
3402     return;
3403     if (item->invisible)
3404     {
3405     new_draw_info_format (NDI_UNIQUE | NDI_BLUE, 0, who, "You gained the ability of %s", &item->inv->name);
3406     do_learn_spell (who, item->inv, 0);
3407     return;
3408 root 1.11 }
3409 root 1.18 }
3410     else if (item->type == SKILL_TOOL && item->invisible)
3411     {
3412     if (item->subtype == SK_CLAWING && (skop = find_skill_by_name (who, item->skill)) != NULL)
3413     {
3414    
3415     /* should this perhaps be (skop->attackyp & item->attacktype)!=item->attacktype ...
3416     * in this way, if the player is missing any of the attacktypes, he gets
3417     * them. As it is now, if the player has any that match the granted skill,
3418     * but not all of them, he gets nothing.
3419     */
3420     if (!(skop->attacktype & item->attacktype))
3421     {
3422     /* Give new attacktype */
3423     skop->attacktype |= item->attacktype;
3424    
3425     /* always add physical if there's none */
3426     skop->attacktype |= AT_PHYSICAL;
3427    
3428     if (item->msg != NULL)
3429     new_draw_info (NDI_UNIQUE | NDI_BLUE, 0, who, item->msg);
3430    
3431     /* Give player new face */
3432     if (item->animation_id)
3433     {
3434     who->face = skop->face;
3435     who->animation_id = item->animation_id;
3436     who->anim_speed = item->anim_speed;
3437     who->last_anim = 0;
3438     who->state = 0;
3439     animate_object (who, who->direction);
3440     }
3441     }
3442 root 1.11 }
3443 elmex 1.1 }
3444 root 1.18 else if (item->type == FORCE)
3445     {
3446     /* forces in the treasurelist can alter the player's stats */
3447     object *skin;
3448 elmex 1.1
3449 root 1.18 /* first get the dragon skin force */
3450 root 1.52 shstr_cmp dragon_skin_force ("dragon_skin_force");
3451     for (skin = who->inv; skin && !(skin->arch->name == dragon_skin_force); skin = skin->below)
3452     ;
3453    
3454     if (!skin)
3455 root 1.18 return;
3456    
3457     /* adding new spellpath attunements */
3458     if (item->path_attuned > 0 && !(skin->path_attuned & item->path_attuned))
3459     {
3460     skin->path_attuned |= item->path_attuned; /* add attunement to skin */
3461    
3462     /* print message */
3463     sprintf (buf, "You feel attuned to ");
3464     for (i = 0, j = 0; i < NRSPELLPATHS; i++)
3465     {
3466     if (item->path_attuned & (1 << i))
3467     {
3468     if (j)
3469     strcat (buf, " and ");
3470     else
3471     j = 1;
3472     strcat (buf, spellpathnames[i]);
3473     }
3474     }
3475     strcat (buf, ".");
3476     new_draw_info (NDI_UNIQUE | NDI_BLUE, 0, who, buf);
3477     }
3478    
3479     /* evtl. adding flags: */
3480     if (QUERY_FLAG (item, FLAG_XRAYS))
3481     SET_FLAG (skin, FLAG_XRAYS);
3482     if (QUERY_FLAG (item, FLAG_STEALTH))
3483     SET_FLAG (skin, FLAG_STEALTH);
3484     if (QUERY_FLAG (item, FLAG_SEE_IN_DARK))
3485     SET_FLAG (skin, FLAG_SEE_IN_DARK);
3486    
3487     /* print message if there is one */
3488     if (item->msg != NULL)
3489     new_draw_info (NDI_UNIQUE | NDI_BLUE, 0, who, item->msg);
3490     }
3491     else
3492     {
3493     /* generate misc. treasure */
3494     tmp = arch_to_object (tr->item);
3495     new_draw_info_format (NDI_UNIQUE | NDI_BLUE, 0, who, "You gained %s", query_short_name (tmp));
3496     tmp = insert_ob_in_ob (tmp, who);
3497     if (who->type == PLAYER)
3498     esrv_send_item (who, tmp);
3499 elmex 1.1 }
3500     }
3501    
3502     /**
3503     * Unready an object for a player. This function does nothing if the object was
3504     * not readied.
3505     */
3506 root 1.18 void
3507     player_unready_range_ob (player *pl, object *ob)
3508     {
3509 root 1.119 if (pl->ob->current_weapon == ob)
3510     pl->ob->current_weapon = 0;
3511    
3512 root 1.118 if (pl->combat_ob == ob)
3513 root 1.119 pl->combat_ob = 0;
3514 root 1.118
3515     if (pl->ranged_ob == ob)
3516 root 1.119 pl->ranged_ob = 0;
3517 elmex 1.1 }
3518 root 1.101
3519     sint8
3520     player::visibility_at (maptile *map, int x, int y) const
3521     {
3522     if (!ns)
3523     return 0;
3524    
3525     int dx, dy;
3526     if (!adjacent_map (map, ns->current_map, &dx, &dy))
3527     return 0;
3528    
3529     x += dx - ns->current_x + ns->mapx / 2;
3530     y += dy - ns->current_y + ns->mapy / 2;
3531    
3532     if (!IN_RANGE_EXC (x, 0, ns->mapx) || !IN_RANGE_EXC (y, 0, ns->mapy))
3533     return 0;
3534    
3535     return 100 - blocked_los [x][y];
3536     }