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Revision: 1.122
Committed: Wed May 9 11:32:31 2007 UTC (17 years, 1 month ago) by root
Content type: text/plain
Branch: MAIN
Changes since 1.121: +19 -4 lines
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# 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 root 1.38 #include <sproto.h>
27 elmex 1.1 #include <sounds.h>
28     #include <living.h>
29     #include <object.h>
30     #include <spells.h>
31     #include <skills.h>
32    
33 root 1.54 #include <algorithm>
34     #include <functional>
35 elmex 1.1
36 root 1.89 playervec players;
37 elmex 1.1
38 root 1.18 void
39     display_motd (const object *op)
40     {
41     char buf[MAX_BUF];
42     char motd[HUGE_BUF];
43     FILE *fp;
44     int comp;
45     int size;
46 elmex 1.1
47 root 1.18 sprintf (buf, "%s/%s", settings.confdir, settings.motd);
48     if ((fp = open_and_uncompress (buf, 0, &comp)) == NULL)
49 root 1.44 return;
50    
51 root 1.18 motd[0] = '\0';
52     size = 0;
53 root 1.44
54 root 1.53 while (fgets (buf, MAX_BUF, fp))
55 root 1.18 {
56     if (*buf == '#')
57     continue;
58 root 1.44
59 root 1.18 strncat (motd + size, buf, HUGE_BUF - size);
60     size += strlen (buf);
61 elmex 1.1 }
62 root 1.44
63 root 1.18 draw_ext_info (NDI_UNIQUE | NDI_GREEN, 0, op, MSG_TYPE_MOTD, MSG_SUBTYPE_NONE, motd, NULL);
64     close_and_delete (fp, comp);
65 elmex 1.1 }
66    
67 root 1.18 void
68     send_rules (const object *op)
69     {
70     char buf[MAX_BUF];
71     char rules[HUGE_BUF];
72     FILE *fp;
73     int comp;
74     int size;
75    
76     sprintf (buf, "%s/%s", settings.confdir, settings.rules);
77     if ((fp = open_and_uncompress (buf, 0, &comp)) == NULL)
78 root 1.44 return;
79    
80 root 1.18 rules[0] = '\0';
81     size = 0;
82 root 1.44
83 root 1.53 while (fgets (buf, MAX_BUF, fp))
84 root 1.18 {
85     if (*buf == '#')
86 elmex 1.1 continue;
87 root 1.44
88 root 1.18 if (size + strlen (buf) >= HUGE_BUF)
89     {
90     LOG (llevDebug, "Warning, rules size is > %d bytes.\n", HUGE_BUF);
91 elmex 1.1 break;
92 root 1.18 }
93 root 1.44
94 root 1.18 strncat (rules + size, buf, HUGE_BUF - size);
95     size += strlen (buf);
96 elmex 1.1 }
97 root 1.44
98 root 1.18 draw_ext_info (NDI_UNIQUE | NDI_GREEN, 0, op, MSG_TYPE_ADMIN, MSG_TYPE_ADMIN_RULES, rules, NULL);
99     close_and_delete (fp, comp);
100 elmex 1.1 }
101    
102 root 1.18 void
103     send_news (const object *op)
104     {
105     char buf[MAX_BUF];
106     char news[HUGE_BUF];
107     char subject[MAX_BUF];
108     FILE *fp;
109     int comp;
110     int size;
111    
112     sprintf (buf, "%s/%s", settings.confdir, settings.news);
113     if ((fp = open_and_uncompress (buf, 0, &comp)) == NULL)
114     return;
115 root 1.44
116 root 1.18 news[0] = '\0';
117     subject[0] = '\0';
118     size = 0;
119 root 1.44
120 root 1.104 while (fgets (buf, MAX_BUF, fp))
121 root 1.18 {
122     if (*buf == '#')
123     continue;
124 root 1.44
125 root 1.18 if (*buf == '%')
126     { /* send one news */
127     if (size > 0)
128 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 */
129 root 1.89
130 root 1.18 strcpy (subject, buf + 1);
131     strip_endline (subject);
132     size = 0;
133     news[0] = '\0';
134     }
135     else
136     {
137     if (size + strlen (buf) >= HUGE_BUF)
138     {
139     LOG (llevDebug, "Warning, one news item has size > %d bytes.\n", HUGE_BUF);
140 elmex 1.1 break;
141 root 1.18 }
142     strncat (news + size, buf, HUGE_BUF - size);
143     size += strlen (buf);
144     }
145 elmex 1.1 }
146 root 1.18
147     draw_ext_info_format (NDI_UNIQUE | NDI_GREEN, 0, op,
148 root 1.109 MSG_TYPE_ADMIN, MSG_TYPE_ADMIN_NEWS, "INFORMATION: %s\n%s\n", (char *)"%s\n%s", subject, news);
149 root 1.18 close_and_delete (fp, comp);
150 elmex 1.1 }
151    
152 root 1.54 /* This loads the first map an puts the player on it. */
153     static void
154     set_first_map (object *op)
155     {
156 root 1.77 op->contr->maplevel = first_map_path;
157 root 1.54 op->x = -1;
158     op->y = -1;
159 root 1.75 }
160    
161     void
162     player::enter_map ()
163     {
164     object *tmp = object::create ();
165    
166     EXIT_PATH (tmp) = maplevel;
167     EXIT_X (tmp) = ob->x;
168     EXIT_Y (tmp) = ob->y;
169     ob->enter_exit (tmp);
170    
171     tmp->destroy ();
172 root 1.54 }
173    
174 root 1.89 void
175     player::activate ()
176     {
177     if (active)
178     return;
179    
180     players.insert (this);
181     ob->remove ();
182     ob->map = 0;
183     ob->activate_recursive ();
184 root 1.92 CLEAR_FLAG (ob, FLAG_FRIENDLY);
185     add_friendly_object (ob);
186 root 1.89 enter_map ();
187     }
188    
189     void
190     player::deactivate ()
191     {
192     if (!active)
193     return;
194    
195     terminate_all_pets (ob);
196 root 1.92 remove_friendly_object (ob);
197 root 1.89 ob->deactivate_recursive ();
198 root 1.111
199     if (ob->map)
200     maplevel = ob->map->path;
201    
202 root 1.89 ob->remove ();
203     ob->map = 0;
204 root 1.104 party = 0;
205 root 1.89
206 root 1.119 combat_ob = ranged_ob = 0; //TODO, should be special marker, non-refcounted, not this
207 root 1.92
208 root 1.89 players.erase (this);
209     }
210    
211 root 1.56 // connect the player with a specific client
212 root 1.122 // also changes, rationalises, and fixes some incorrect settings
213 root 1.54 void
214     player::connect (client *ns)
215 root 1.18 {
216 root 1.54 this->ns = ns;
217     ns->pl = this;
218    
219 root 1.95 run_on = 0;
220     fire_on = 0;
221 root 1.103 ob->close_container (); //TODO: client-specific
222 root 1.95
223 root 1.54 ns->update_look = 0;
224     ns->look_position = 0;
225    
226     clear_los (ob);
227    
228 root 1.95 ns->reset_stats ();
229 root 1.93
230 root 1.57 /* make sure he's a player -- needed because of class change. */
231 root 1.54 ob->type = PLAYER; // we are paranoid
232     ob->race = ob->arch->clone.race;
233 elmex 1.1
234 root 1.54 ob->carrying = sum_weight (ob);
235     link_player_skills (ob);
236 elmex 1.1
237 root 1.56 CLEAR_FLAG (ob, FLAG_NO_FIX_PLAYER);
238 elmex 1.1
239 root 1.54 assign (title, ob->arch->clone.name);
240 root 1.15
241 root 1.54 /* if it's a dragon player, set the correct title here */
242     if (is_dragon_pl (ob))
243     {
244     object *tmp, *abil = 0, *skin = 0;
245    
246     shstr_cmp dragon_ability_force ("dragon_ability_force");
247     shstr_cmp dragon_skin_force ("dragon_skin_force");
248    
249     for (tmp = ob->inv; tmp; tmp = tmp->below)
250     if (tmp->type == FORCE)
251     if (tmp->arch->name == dragon_ability_force)
252     abil = tmp;
253     else if (tmp->arch->name == dragon_skin_force)
254     skin = tmp;
255    
256     set_dragon_name (ob, abil, skin);
257     }
258    
259     new_draw_info (NDI_UNIQUE, 0, ob, "Welcome Back!");
260    
261 root 1.60 esrv_new_player (this, ob->weight + ob->carrying);
262    
263 root 1.122 for (object *op = ob->inv; op; op = op->below)
264     if (op->flag [FLAG_APPLIED])
265     switch (op->type)
266     {
267     case WAND:
268     case ROD:
269     case HORN:
270     case BOW:
271     case SKILL:
272     case SKILL_TOOL:
273     case WEAPON:
274     fprintf (stderr, "applied<%s>\n", &op->name);//D
275     apply_special (ob, op, AP_UNAPPLY);
276     apply_special (ob, op, AP_APPLY);
277     break;
278     }
279    
280 root 1.60 ob->update_stats ();
281 root 1.54 ns->floorbox_update ();
282    
283     esrv_send_inventory (ob, ob);
284     esrv_add_spells (this, 0);
285    
286 root 1.89 activate ();
287 root 1.54
288 root 1.59 send_rules (ob);
289     send_news (ob);
290     display_motd (ob);
291 root 1.78
292     INVOKE_PLAYER (CONNECT, this);
293 root 1.54 INVOKE_PLAYER (LOGIN, this);
294     }
295 elmex 1.1
296 root 1.62 void
297     player::disconnect ()
298     {
299 root 1.63 if (ns)
300 root 1.72 {
301 root 1.89 if (active)
302     INVOKE_PLAYER (LOGOUT, this, ARG_INT (0));
303 root 1.78
304     INVOKE_PLAYER (DISCONNECT, this);
305 root 1.72
306 root 1.97 ns->reset_stats ();
307 root 1.72 ns->pl = 0;
308 root 1.115 ns = 0;
309 root 1.89 }
310 root 1.72
311 root 1.105 if (ob)
312     ob->close_container (); //TODO: client-specific
313    
314 root 1.89 deactivate ();
315 root 1.62 }
316    
317 root 1.54 // the need for this function can be explained
318     // by load_object not returning the object
319     void
320     player::set_object (object *op)
321     {
322     ob = op;
323 root 1.104 ob->contr = this; /* this aren't yet in archetype */
324 root 1.15
325 root 1.54 ob->speed_left = 0.5;
326 root 1.104 ob->speed = 1.0;
327     ob->direction = 5; /* So player faces south */
328 root 1.54 }
329 root 1.15
330 root 1.54 player::player ()
331     {
332 pippijn 1.81 /* There are some elements we want initialised to non zero value -
333 root 1.54 * we deal with that below this point.
334     */
335 root 1.114 outputs_sync = 4;
336     outputs_count = 4;
337 root 1.54 unapply = unapply_nochoice;
338    
339 root 1.77 savebed_map = first_map_path; /* Init. respawn position */
340 root 1.54
341     gen_sp_armour = 10;
342     bowtype = bow_normal;
343     petmode = pet_normal;
344     listening = 10;
345     usekeys = containers;
346     peaceful = 1; /* default peaceful */
347     do_los = 1;
348     }
349    
350 root 1.62 void
351     player::do_destroy ()
352 root 1.54 {
353 root 1.72 disconnect ();
354 root 1.62
355 root 1.72 attachable::do_destroy ();
356 root 1.62
357 root 1.54 if (ob)
358 root 1.69 {
359     ob->destroy_inv (false);
360     ob->destroy ();
361     }
362 root 1.62 }
363    
364     player::~player ()
365     {
366 root 1.54 /* Clear item stack */
367     free (stack_items);
368 elmex 1.1 }
369    
370 root 1.54 /* Tries to add player on the connection passed in ns.
371 elmex 1.1 * All we can really get in this is some settings like host and display
372     * mode.
373     */
374 root 1.54 player *
375     player::create ()
376 root 1.18 {
377 root 1.54 player *pl = new player;
378 root 1.38
379 root 1.54 pl->set_object (arch_to_object (get_player_archetype (0)));
380 root 1.104
381     pl->ob->roll_stats ();
382     pl->ob->stats.wc = 2;
383     pl->ob->run_away = 25; /* Then we panick... */
384    
385 root 1.76 set_first_map (pl->ob);
386 root 1.26
387 root 1.54 return pl;
388 elmex 1.1 }
389    
390     /*
391     * get_player_archetype() return next player archetype from archetype
392     * list. Not very efficient routine, but used only creating new players.
393     * Note: there MUST be at least one player archetype!
394     */
395 root 1.18 archetype *
396     get_player_archetype (archetype *at)
397 elmex 1.1 {
398 root 1.18 archetype *start = at;
399    
400     for (;;)
401     {
402     if (at == NULL || at->next == NULL)
403     at = first_archetype;
404     else
405     at = at->next;
406 root 1.46
407 root 1.18 if (at->clone.type == PLAYER)
408     return at;
409 root 1.46
410 root 1.18 if (at == start)
411     {
412     LOG (llevError, "No Player archetypes\n");
413     exit (-1);
414 root 1.11 }
415 elmex 1.1 }
416     }
417    
418 root 1.18 object *
419     get_nearest_player (object *mon)
420     {
421     object *op = NULL;
422     objectlink *ol;
423     unsigned lastdist;
424     rv_vector rv;
425    
426 root 1.92 for (ol = first_friendly_object, lastdist = 1000; ol; ol = ol->next)
427 root 1.18 {
428     /* We should not find free objects on this friendly list, but it
429     * does periodically happen. Given that, lets deal with it.
430     * While unlikely, it is possible the next object on the friendly
431     * list is also free, so encapsulate this in a while loop.
432     */
433     while (QUERY_FLAG (ol->ob, FLAG_FREED) || !QUERY_FLAG (ol->ob, FLAG_FRIENDLY))
434     {
435     object *tmp = ol->ob;
436    
437     /* Can't do much more other than log the fact, because the object
438     * itself will have been cleared.
439     */
440 root 1.92 LOG (llevDebug, "get_nearest_player: Found free/non friendly object '%s' on friendly list\n",
441     tmp->debug_desc ());
442 root 1.18 ol = ol->next;
443     remove_friendly_object (tmp);
444     if (!ol)
445     return op;
446     }
447 root 1.11
448 root 1.18 /* Remove special check for player from this. First, it looks to cause
449     * some crashes (ol->ob->contr not set properly?), but secondly, a more
450     * complicated method of state checking would be needed in any case -
451     * as it was, a clever player could type quit, and the function would
452     * skip them over while waiting for confirmation. Remove
453     * on_same_map check, as can_detect_enemy also does this
454     */
455     if (!can_detect_enemy (mon, ol->ob, &rv))
456     continue;
457 root 1.11
458 root 1.18 if (lastdist > rv.distance)
459     {
460     op = ol->ob;
461     lastdist = rv.distance;
462 root 1.11 }
463 elmex 1.1 }
464 root 1.61
465     for_all_players (pl)
466     if (can_detect_enemy (mon, pl->ob, &rv))
467     if (lastdist > rv.distance)
468 root 1.18 {
469 root 1.61 op = pl->ob;
470     lastdist = rv.distance;
471     }
472 elmex 1.1
473     #if 0
474 root 1.18 LOG (llevDebug, "get_nearest_player() finds player: %s\n", op ? &op->name : "(null)");
475 elmex 1.1 #endif
476 root 1.18 return op;
477 elmex 1.1 }
478    
479     /* I believe this can safely go to 2, 3 is questionable, 4 will likely
480     * result in a monster paths backtracking. It basically determines how large a
481     * detour a monster will take from the direction path when looking
482     * for a path to the player. The values are in the amount of direction
483     * the deviation is
484     */
485     #define DETOUR_AMOUNT 2
486    
487     /* This is used to prevent infinite loops. Consider a case where the
488     * player is in a chamber (with gate closed), and monsters are outside.
489     * with DETOUR_AMOUNT==2, the function will turn each corner, trying to
490     * find a path into the chamber. This is a good thing, but since there
491     * is no real path, it will just keep circling the chamber for
492     * ever (this could be a nice effect for monsters, but not for the function
493     * to get stuck in. I think for the monsters, if max is reached and
494     * we return the first direction the creature could move would result in the
495     * circling behaviour. Unfortunately, this function is also used to determined
496     * if the creature should cast a spell, so returning a direction in that case
497     * is probably not a good thing.
498     */
499     #define MAX_SPACES 50
500    
501     /*
502     * Returns the direction to the player, if valid. Returns 0 otherwise.
503     * modified to verify there is a path to the player. Does this by stepping towards
504     * player and if path is blocked then see if blockage is close enough to player that
505     * direction to player is changed (ie zig or zag). Continue zig zag until either
506     * reach player or path is blocked. Thus, will only return true if there is a free
507     * path to player. Though path may not be a straight line. Note that it will find
508     * player hiding along a corridor at right angles to the corridor with the monster.
509     *
510     * Modified by MSW 2001-08-06 to handle tiled maps. Various notes:
511     * 1) With DETOUR_AMOUNT being 2, it should still go and find players hiding
512     * down corriders.
513     * 2) I think the old code was broken if the first direction the monster
514     * should move was blocked - the code would store the first direction without
515     * verifying that the player can actually move in that direction. The new
516     * code does not store anything in firstdir until we have verified that the
517     * monster can in fact move one space in that direction.
518     * 3) I'm not sure how good this code will be for moving multipart monsters,
519     * since only simple checks to blocked are being called, which could mean the monster
520     * is blocking itself.
521     */
522 root 1.18 int
523     path_to_player (object *mon, object *pl, unsigned mindiff)
524     {
525     rv_vector rv;
526     sint16 x, y;
527     int lastx, lasty, dir, i, diff, firstdir = 0, lastdir, max = MAX_SPACES, mflags, blocked;
528 root 1.25 maptile *m, *lastmap;
529 root 1.18
530     get_rangevector (mon, pl, &rv, 0);
531    
532     if (rv.distance < mindiff)
533     return 0;
534    
535     x = mon->x;
536     y = mon->y;
537     m = mon->map;
538     dir = rv.direction;
539     lastdir = firstdir = rv.direction; /* perhaps we stand next to pl, init firstdir too */
540 root 1.100 diff = ::max (abs (rv.distance_x), abs (rv.distance_y));
541    
542 root 1.18 /* If we can't solve it within the search distance, return now. */
543     if (diff > max)
544     return 0;
545 root 1.100
546 root 1.18 while (diff > 1 && max > 0)
547     {
548     lastx = x;
549     lasty = y;
550     lastmap = m;
551     x = lastx + freearr_x[dir];
552     y = lasty + freearr_y[dir];
553    
554     mflags = get_map_flags (m, &m, x, y, &x, &y);
555     blocked = (mflags & P_OUT_OF_MAP) ? MOVE_ALL : GET_MAP_MOVE_BLOCK (m, x, y);
556    
557     /* Space is blocked - try changing direction a little */
558     if ((mflags & P_OUT_OF_MAP) || ((OB_TYPE_MOVE_BLOCK (mon, blocked) || (mflags & P_BLOCKSVIEW))
559     && (m == mon->map && blocked_link (mon, m, x, y))))
560     {
561     /* recalculate direction from last good location. Possible
562     * we were not traversing ideal location before.
563     */
564     get_rangevector_from_mapcoord (lastmap, lastx, lasty, pl, &rv, 0);
565     if (rv.direction != dir)
566     {
567     /* OK - says direction should be different - lets reset the
568     * the values so it will try again.
569     */
570     x = lastx;
571     y = lasty;
572     m = lastmap;
573     dir = firstdir = rv.direction;
574     }
575     else
576     {
577     /* direct path is blocked - try taking a side step to
578     * either the left or right.
579     * Note increase the values in the loop below to be
580     * more than -1/1 respectively will mean the monster takes
581     * bigger detour. Have to be careful about these values getting
582     * too big (3 or maybe 4 or higher) as the monster may just try
583     * stepping back and forth
584     */
585     for (i = -DETOUR_AMOUNT; i <= DETOUR_AMOUNT; i++)
586     {
587     if (i == 0)
588     continue; /* already did this, so skip it */
589     /* Use lastdir here - otherwise,
590     * since the direction that the creature should move in
591     * may change, you could get infinite loops.
592     * ie, player is northwest, but monster can only
593     * move west, so it does that. It goes some distance,
594     * gets blocked, finds that it should move north,
595     * can't do that, but now finds it can move east, and
596     * gets back to its original point. lastdir contains
597     * the last direction the creature has successfully
598     * moved.
599     */
600    
601     x = lastx + freearr_x[absdir (lastdir + i)];
602     y = lasty + freearr_y[absdir (lastdir + i)];
603     m = lastmap;
604     mflags = get_map_flags (m, &m, x, y, &x, &y);
605     if (mflags & P_OUT_OF_MAP)
606     continue;
607     blocked = GET_MAP_MOVE_BLOCK (m, x, y);
608     if (OB_TYPE_MOVE_BLOCK (mon, blocked))
609     continue;
610     if (mflags & P_BLOCKSVIEW)
611     continue;
612    
613     if (m == mon->map && blocked_link (mon, m, x, y))
614     break;
615     }
616     /* go through entire loop without finding a valid
617     * sidestep to take - thus, no valid path.
618     */
619     if (i == (DETOUR_AMOUNT + 1))
620     return 0;
621     diff--;
622     lastdir = dir;
623     max--;
624     if (!firstdir)
625     firstdir = dir + i;
626     } /* else check alternate directions */
627     } /* if blocked */
628     else
629     {
630     /* we moved towards creature, so diff is less */
631     diff--;
632     max--;
633     lastdir = dir;
634     if (!firstdir)
635     firstdir = dir;
636     }
637 root 1.100
638 root 1.18 if (diff <= 1)
639     {
640     /* Recalculate diff (distance) because we may not have actually
641     * headed toward player for entire distance.
642     */
643     get_rangevector_from_mapcoord (m, x, y, pl, &rv, 0);
644 root 1.100 diff = ::max (abs (rv.distance_x), abs (rv.distance_y));
645 root 1.18 }
646 root 1.100
647 root 1.18 if (diff > max)
648     return 0;
649     }
650 root 1.100
651 root 1.18 /* If we reached the max, didn't find a direction in time */
652     if (!max)
653     return 0;
654    
655     return firstdir;
656     }
657    
658     void
659     give_initial_items (object *pl, treasurelist * items)
660     {
661     object *op, *next = NULL;
662    
663     if (pl->randomitems != NULL)
664     create_treasure (items, pl, GT_STARTEQUIP | GT_ONLY_GOOD, 1, 0);
665    
666     for (op = pl->inv; op; op = next)
667     {
668     next = op->below;
669    
670     /* Forces get applied per default, unless they have the
671     * flag "neutral" set. Sorry but I can't think of a better way
672     */
673     if (op->type == FORCE && !QUERY_FLAG (op, FLAG_NEUTRAL))
674     SET_FLAG (op, FLAG_APPLIED);
675    
676     /* we never give weapons/armour if these cannot be used
677     * by this player due to race restrictions
678     */
679     if (pl->type == PLAYER)
680     {
681     if ((!QUERY_FLAG (pl, FLAG_USE_ARMOUR) &&
682     (op->type == ARMOUR || op->type == BOOTS ||
683     op->type == CLOAK || op->type == HELMET ||
684     op->type == SHIELD || op->type == GLOVES ||
685     op->type == BRACERS || op->type == GIRDLE)) || (!QUERY_FLAG (pl, FLAG_USE_WEAPON) && op->type == WEAPON))
686     {
687 root 1.33 op->destroy ();
688 root 1.18 continue;
689     }
690 root 1.11 }
691    
692 root 1.18 /* This really needs to be better - we should really give
693     * a substitute spellbook. The problem is that we don't really
694     * have a good idea what to replace it with (need something like
695     * a first level treasurelist for each skill.)
696     * remove duplicate skills also
697     */
698     if (op->type == SPELLBOOK || op->type == SKILL)
699     {
700     object *tmp;
701 elmex 1.1
702 root 1.18 for (tmp = op->below; tmp; tmp = tmp->below)
703     if (tmp->type == op->type && tmp->name == op->name)
704     break;
705 root 1.11
706 root 1.18 if (tmp)
707     {
708 root 1.33 op->destroy ();
709 root 1.18 LOG (llevError, "give_initial_items: Removing duplicate object %s\n", &tmp->name);
710     continue;
711 root 1.11 }
712 root 1.33
713 root 1.18 if (op->nrof > 1)
714     op->nrof = 1;
715 root 1.11 }
716 elmex 1.1
717 root 1.18 if (op->type == SPELLBOOK && op->inv)
718     {
719     CLEAR_FLAG (op->inv, FLAG_STARTEQUIP);
720 root 1.11 }
721    
722 root 1.18 /* Give starting characters identified, uncursed, and undamned
723     * items. Just don't identify gold or silver, or it won't be
724     * merged properly.
725     */
726     if (need_identify (op))
727     {
728     SET_FLAG (op, FLAG_IDENTIFIED);
729     CLEAR_FLAG (op, FLAG_CURSED);
730     CLEAR_FLAG (op, FLAG_DAMNED);
731     }
732     if (op->type == SPELL)
733     {
734 root 1.33 op->destroy ();
735 root 1.18 continue;
736     }
737     else if (op->type == SKILL)
738     {
739     SET_FLAG (op, FLAG_CAN_USE_SKILL);
740     op->stats.exp = 0;
741     op->level = 1;
742 root 1.11 }
743 root 1.18 /* lock all 'normal items by default */
744     else
745     SET_FLAG (op, FLAG_INV_LOCKED);
746     } /* for loop of objects in player inv */
747    
748     /* Need to set up the skill pointers */
749     link_player_skills (pl);
750     }
751    
752     void
753     get_party_password (object *op, partylist *party)
754     {
755     if (party == NULL)
756     {
757     LOG (llevError, "get_party_password(): tried to make player %s join a NULL party", &op->name);
758     return;
759 elmex 1.1 }
760 root 1.54
761 root 1.18 op->contr->write_buf[0] = '\0';
762 root 1.52 op->contr->ns->state = ST_GET_PARTY_PASSWORD;
763 root 1.18 op->contr->party_to_join = party;
764 root 1.52 send_query (op->contr->ns, CS_QUERY_HIDEINPUT, "What is the password?\n:");
765 elmex 1.1 }
766    
767     /* This rolls four 1-6 rolls and sums the best 3 of the 4. */
768 root 1.54 static int
769 root 1.18 roll_stat (void)
770     {
771     int a[4], i, j, k;
772    
773     for (i = 0; i < 4; i++)
774 root 1.99 a[i] = (int) rndm (6) + 1;
775 root 1.18
776     for (i = 0, j = 0, k = 7; i < 4; i++)
777     if (a[i] < k)
778     k = a[i], j = i;
779    
780     for (i = 0, k = 0; i < 4; i++)
781 root 1.54 if (i != j)
782     k += a[i];
783    
784 root 1.18 return k;
785     }
786    
787     void
788 root 1.54 object::roll_stats ()
789 root 1.18 {
790 root 1.54 int statsort [7];
791 root 1.18
792 root 1.54 for (;;)
793 root 1.18 {
794 root 1.54 int sum = 0;
795     for (int i = 7; i--; )
796     sum += statsort [i] = roll_stat ();
797    
798     if (sum >= 82 && sum <= 116)
799     break;
800 root 1.18 }
801    
802 root 1.54 // Sort the stats so that rerolling is easier...
803     std::sort (statsort, statsort + 7, std::greater<int>());
804 root 1.18
805 root 1.54 stats.Str = statsort[0];
806     stats.Dex = statsort[1];
807     stats.Con = statsort[2];
808     stats.Int = statsort[3];
809     stats.Wis = statsort[4];
810     stats.Pow = statsort[5];
811     stats.Cha = statsort[6];
812 root 1.18
813 root 1.54 stats.exp = 0;
814     stats.ac = 0;
815 root 1.18
816 root 1.54 stats.hp = stats.maxhp;
817     stats.sp = stats.maxsp;
818     stats.grace = stats.maxgrace;
819 root 1.18
820 root 1.54 if (contr)
821     {
822     contr->levhp[1] = 9;
823     contr->levsp[1] = 6;
824     contr->levgrace[1] = 3;
825 root 1.18
826 root 1.54 contr->orig_stats = stats;
827     }
828 root 1.18 }
829    
830     void
831 root 1.54 object::swap_stats (int a, int b)
832 root 1.18 {
833 root 1.54 int tmp = get_attr_value (&contr->orig_stats, a);
834     set_attr_value (&contr->orig_stats, a, get_attr_value (&contr->orig_stats, b));
835     set_attr_value (&contr->orig_stats, b, tmp);
836 elmex 1.1
837 root 1.54 stats.Str = contr->orig_stats.Str;
838     stats.Dex = contr->orig_stats.Dex;
839     stats.Con = contr->orig_stats.Con;
840     stats.Int = contr->orig_stats.Int;
841     stats.Wis = contr->orig_stats.Wis;
842     stats.Pow = contr->orig_stats.Pow;
843     stats.Cha = contr->orig_stats.Cha;
844 elmex 1.1
845 root 1.54 //TODO: the following code looks so borked and should, at the very least,
846     // be merged with the similar code in roll_stats
847     stats.ac = 0;
848 elmex 1.1
849 root 1.54 level = 1;
850     stats.exp = 0;
851     stats.ac = 0;
852 elmex 1.1
853 root 1.54 stats.hp = stats.maxhp;
854     stats.sp = stats.maxsp;
855     stats.grace = stats.maxgrace;
856 elmex 1.1
857 root 1.54 if (contr)
858 root 1.18 {
859 root 1.54 contr->levhp[1] = 9;
860     contr->levsp[1] = 6;
861     contr->levgrace[1] = 3;
862 root 1.18
863 root 1.54 contr->orig_stats = stats;
864 elmex 1.1 }
865     }
866    
867 root 1.73 static void
868     start_info (object *op)
869     {
870     char buf[MAX_BUF];
871    
872     sprintf (buf, "Welcome to Crossfire v%s!", VERSION);
873     new_draw_info (NDI_UNIQUE, 0, op, buf);
874     //new_draw_info (NDI_UNIQUE, 0, op, "Press `?' for help");
875     //new_draw_info (NDI_UNIQUE, 0, op, " ");
876     }
877    
878 elmex 1.1 /* This function takes the key that is passed, and does the
879     * appropriate action with it (change race, or other things).
880     * The function name is for historical reasons - now we have
881     * separate race and class; this actually changes the RACE,
882     * not the class.
883     */
884 root 1.112 void
885     player::chargen_race_done ()
886 elmex 1.1 {
887 root 1.112 /* this must before then initial items are given */
888     esrv_new_player (ob->contr, ob->weight + ob->carrying);
889 elmex 1.1
890 root 1.112 treasurelist *tl = treasurelist::find ("starting_wealth");
891     if (tl)
892     create_treasure (tl, ob, 0, 0, 0);
893 elmex 1.1
894 root 1.112 INVOKE_PLAYER (BIRTH, ob->contr);
895     INVOKE_PLAYER (LOGIN, ob->contr);
896 elmex 1.36
897 root 1.112 ob->contr->ns->state = ST_PLAYING;
898 elmex 1.1
899 root 1.112 if (ob->msg)
900     ob->msg = 0;
901 elmex 1.1
902 root 1.112 /* We create this now because some of the unique maps will need it
903     * to save here.
904     */
905     {
906     char buf[MAX_BUF];
907     sprintf (buf, "%s/%s/%s", settings.localdir, settings.playerdir, &ob->name);
908     make_path_to_file (buf);
909     }
910    
911     start_info (ob);
912     CLEAR_FLAG (ob, FLAG_WIZ);
913     give_initial_items (ob, ob->randomitems);
914     link_player_skills (ob);
915     esrv_send_inventory (ob, ob);
916     ob->update_stats ();
917 root 1.11
918 root 1.112 /* This moves the player to a different start map, if there
919     * is one for this race
920     */
921     if (*first_map_ext_path)
922     {
923     object *tmp;
924     char mapname[MAX_BUF];
925 elmex 1.1
926 root 1.112 snprintf (mapname, MAX_BUF - 1, "%s/%s", &first_map_ext_path, &ob->arch->name);
927     tmp = object::create ();
928     EXIT_PATH (tmp) = mapname;
929     EXIT_X (tmp) = ob->x;
930     EXIT_Y (tmp) = ob->y;
931     ob->enter_exit (tmp); /* we don't really care if it succeeded;
932     * if the map isn't there, then stay on the
933     * default initial map */
934     tmp->destroy ();
935 elmex 1.1 }
936 root 1.112 else
937     LOG (llevDebug, "first_map_ext_path not set\n");
938     }
939 elmex 1.1
940 root 1.112 void
941     player::chargen_race_next ()
942     {
943 root 1.18 /* Following actually changes the race - this is the default command
944     * if we don't match with one of the options above.
945     */
946    
947 root 1.112 do
948 root 1.18 {
949 root 1.112 shstr name = ob->name;
950     int x = ob->x, y = ob->y;
951 root 1.21
952 root 1.112 ob->remove_statbonus ();
953     ob->remove ();
954     ob->arch = get_player_archetype (ob->arch);
955     ob->arch->clone.copy_to (ob);
956     ob->instantiate ();
957     ob->stats = ob->contr->orig_stats;
958     ob->name = ob->name_pl = name;
959     ob->x = x;
960     ob->y = y;
961     SET_ANIMATION (ob, 2); /* So player faces south */
962     insert_ob_in_map (ob, ob->map, ob, 0);
963     assign (ob->contr->title, ob->arch->clone.name);
964     ob->add_statbonus ();
965     }
966     while (!allowed_class (ob));
967    
968     update_object (ob, UP_OBJ_FACE);
969     esrv_update_item (UPD_FACE, ob, ob);
970     ob->update_stats ();
971     ob->stats.hp = ob->stats.maxhp;
972     ob->stats.sp = ob->stats.maxsp;
973     ob->stats.grace = 0;
974 elmex 1.1 }
975    
976 root 1.18 void
977     flee_player (object *op)
978     {
979     int dir, diff;
980     rv_vector rv;
981    
982     if (op->stats.hp < 0)
983     {
984     LOG (llevDebug, "Fleeing player is dead.\n");
985     CLEAR_FLAG (op, FLAG_SCARED);
986     return;
987 elmex 1.1 }
988    
989 root 1.18 if (op->enemy == NULL)
990     {
991     LOG (llevDebug, "Fleeing player had no enemy.\n");
992     CLEAR_FLAG (op, FLAG_SCARED);
993     return;
994 elmex 1.1 }
995    
996 root 1.18 /* Seen some crashes here. Since we don't store an
997     * op->enemy_count, it is possible that something destroys the
998     * actual enemy, and the object is recycled.
999     */
1000     if (op->enemy->map == NULL)
1001     {
1002     CLEAR_FLAG (op, FLAG_SCARED);
1003     op->enemy = NULL;
1004     return;
1005 elmex 1.1 }
1006    
1007 root 1.18 if (!(random_roll (0, 4, op, PREFER_LOW)) && did_make_save (op, op->level, 0))
1008     {
1009     op->enemy = NULL;
1010     CLEAR_FLAG (op, FLAG_SCARED);
1011     return;
1012 elmex 1.1 }
1013 root 1.49
1014 root 1.18 get_rangevector (op, op->enemy, &rv, 0);
1015    
1016     dir = absdir (4 + rv.direction);
1017     for (diff = 0; diff < 3; diff++)
1018     {
1019     int m = 1 - (RANDOM () & 2);
1020 elmex 1.1
1021 root 1.18 if (move_ob (op, absdir (dir + diff * m), op) || (diff == 0 && move_ob (op, absdir (dir - diff * m), op)))
1022 root 1.49 return;
1023 elmex 1.1 }
1024 root 1.49
1025 root 1.18 /* Cornered, get rid of scared */
1026     CLEAR_FLAG (op, FLAG_SCARED);
1027     op->enemy = NULL;
1028 elmex 1.1 }
1029    
1030     /* check_pick sees if there is stuff to be picked up/picks up stuff.
1031 root 1.122 * It returns 1 if the player should keep on moving, 0 if he should
1032 elmex 1.1 * stop.
1033     */
1034 root 1.18 int
1035     check_pick (object *op)
1036     {
1037 elmex 1.1 object *tmp, *next;
1038     int stop = 0;
1039 pippijn 1.106 int wvratio;
1040     char putstring[128];
1041 elmex 1.1
1042     /* if you're flying, you cna't pick up anything */
1043     if (op->move_type & MOVE_FLYING)
1044     return 1;
1045    
1046     next = op->below;
1047    
1048     /* loop while there are items on the floor that are not marked as
1049     * destroyed */
1050 root 1.24 while (next && !next->destroyed ())
1051 root 1.18 {
1052     tmp = next;
1053     next = tmp->below;
1054 elmex 1.1
1055 root 1.24 if (op->destroyed ())
1056 elmex 1.1 return 0;
1057    
1058 root 1.18 if (!can_pick (op, tmp))
1059     continue;
1060 elmex 1.1
1061 root 1.18 if (op->contr->search_str[0] != '\0' && settings.search_items == TRUE)
1062     {
1063     if (item_matched_string (op, tmp, op->contr->search_str))
1064     pick_up (op, tmp);
1065     continue;
1066 root 1.11 }
1067    
1068 root 1.18 /* high not bit set? We're using the old autopickup model */
1069     if (!(op->contr->mode & PU_NEWMODE))
1070 root 1.11 {
1071 root 1.18 switch (op->contr->mode)
1072 root 1.11 {
1073 root 1.20 case 0:
1074     return 1; /* don't pick up */
1075     case 1:
1076     pick_up (op, tmp);
1077     return 1;
1078     case 2:
1079     pick_up (op, tmp);
1080     return 0;
1081     case 3:
1082     return 0; /* stop before pickup */
1083     case 4:
1084     pick_up (op, tmp);
1085     break;
1086     case 5:
1087     pick_up (op, tmp);
1088     stop = 1;
1089     break;
1090     case 6:
1091     if (QUERY_FLAG (tmp, FLAG_KNOWN_MAGICAL) && !QUERY_FLAG (tmp, FLAG_KNOWN_CURSED))
1092 root 1.18 pick_up (op, tmp);
1093 root 1.20 break;
1094    
1095     case 7:
1096     if (tmp->type == MONEY || tmp->type == GEM)
1097 root 1.18 pick_up (op, tmp);
1098 root 1.20 break;
1099    
1100     default:
1101     /* use value density */
1102     if (!QUERY_FLAG (tmp, FLAG_UNPAID)
1103     && (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1))) >= op->contr->mode)
1104 root 1.18 pick_up (op, tmp);
1105 root 1.11 }
1106     }
1107 root 1.18 else
1108     { /* old model */
1109     /* NEW pickup handling */
1110     if (op->contr->mode & PU_DEBUG)
1111     {
1112     /* some debugging code to figure out item information */
1113     if (tmp->name != NULL)
1114     sprintf (putstring, "item name: %s item type: %d weight/value: %d",
1115     &tmp->name, tmp->type, (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1))));
1116     else
1117     sprintf (putstring, "item name: %s item type: %d weight/value: %d",
1118     &tmp->arch->name, tmp->type, (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1))));
1119    
1120     new_draw_info (NDI_UNIQUE, 0, op, putstring);
1121 root 1.58 }
1122 elmex 1.1
1123 root 1.18 /* philosophy:
1124     * It's easy to grab an item type from a pile, as long as it's
1125     * generic. This takes no game-time. For more detailed pickups
1126 root 1.58 * and selections, select-items should be used. This is a
1127 root 1.18 * grab-as-you-run type mode that's really useful for arrows for
1128     * example.
1129     * The drawback: right now it has no frontend, so you need to
1130     * stick the bits you want into a calculator in hex mode and then
1131     * convert to decimal and then 'pickup <#>
1132     */
1133    
1134     /* the first two modes are exclusive: if NOTHING we return, if
1135     * STOP then we stop. All the rest are applied sequentially,
1136     * meaning if any test passes, the item gets picked up. */
1137    
1138     /* if mode is set to pick nothing up, return */
1139    
1140     if (op->contr->mode & PU_NOTHING)
1141     return 1;
1142    
1143     /* if mode is set to stop when encountering objects, return */
1144     /* take STOP before INHIBIT since it doesn't actually pick
1145     * anything up */
1146    
1147     if (op->contr->mode & PU_STOP)
1148     return 0;
1149    
1150     /* useful for going into stores and not losing your settings... */
1151     /* and for battles wher you don't want to get loaded down while
1152     * fighting */
1153     if (op->contr->mode & PU_INHIBIT)
1154     return 1;
1155    
1156     /* prevent us from turning into auto-thieves :) */
1157     if (QUERY_FLAG (tmp, FLAG_UNPAID))
1158     continue;
1159    
1160     /* ignore known cursed objects */
1161     if (QUERY_FLAG (tmp, FLAG_KNOWN_CURSED) && op->contr->mode & PU_NOT_CURSED)
1162     continue;
1163    
1164     /* all food and drink if desired */
1165     /* question: don't pick up known-poisonous stuff? */
1166     if (op->contr->mode & PU_FOOD)
1167     if (tmp->type == FOOD)
1168     {
1169     pick_up (op, tmp);
1170     continue;
1171     }
1172 root 1.29
1173 root 1.18 if (op->contr->mode & PU_DRINK)
1174     if (tmp->type == DRINK || (tmp->type == POISON && !QUERY_FLAG (tmp, FLAG_KNOWN_CURSED)))
1175     {
1176     pick_up (op, tmp);
1177     continue;
1178     }
1179    
1180     if (op->contr->mode & PU_POTION)
1181     if (tmp->type == POTION)
1182     {
1183     pick_up (op, tmp);
1184     continue;
1185     }
1186    
1187     /* spellbooks, skillscrolls and normal books/scrolls */
1188     if (op->contr->mode & PU_SPELLBOOK)
1189     if (tmp->type == SPELLBOOK)
1190     {
1191     pick_up (op, tmp);
1192     continue;
1193     }
1194 root 1.29
1195 root 1.18 if (op->contr->mode & PU_SKILLSCROLL)
1196     if (tmp->type == SKILLSCROLL)
1197     {
1198     pick_up (op, tmp);
1199     continue;
1200     }
1201 root 1.29
1202 root 1.18 if (op->contr->mode & PU_READABLES)
1203     if (tmp->type == BOOK || tmp->type == SCROLL)
1204     {
1205     pick_up (op, tmp);
1206     continue;
1207     }
1208    
1209     /* wands/staves/rods/horns */
1210     if (op->contr->mode & PU_MAGIC_DEVICE)
1211     if (tmp->type == WAND || tmp->type == ROD || tmp->type == HORN)
1212     {
1213     pick_up (op, tmp);
1214     continue;
1215     }
1216    
1217     /* pick up all magical items */
1218     if (op->contr->mode & PU_MAGICAL)
1219     if (QUERY_FLAG (tmp, FLAG_KNOWN_MAGICAL) && !QUERY_FLAG (tmp, FLAG_KNOWN_CURSED))
1220     {
1221     pick_up (op, tmp);
1222     continue;
1223     }
1224    
1225     if (op->contr->mode & PU_VALUABLES)
1226     {
1227     if (tmp->type == MONEY || tmp->type == GEM)
1228     {
1229     pick_up (op, tmp);
1230     continue;
1231     }
1232     }
1233    
1234     /* rings & amulets - talismans seems to be typed AMULET */
1235     if (op->contr->mode & PU_JEWELS)
1236     if (tmp->type == RING || tmp->type == AMULET)
1237     {
1238     pick_up (op, tmp);
1239 root 1.29 continue;
1240     }
1241    
1242     /* we don't forget dragon food */
1243     if (op->contr->mode & PU_FLESH)
1244     if (tmp->type == FLESH)
1245     {
1246     pick_up (op, tmp);
1247 root 1.18 continue;
1248     }
1249    
1250     /* bows and arrows. Bows are good for selling! */
1251     if (op->contr->mode & PU_BOW)
1252     if (tmp->type == BOW)
1253     {
1254     pick_up (op, tmp);
1255     continue;
1256     }
1257 root 1.29
1258 root 1.18 if (op->contr->mode & PU_ARROW)
1259     if (tmp->type == ARROW)
1260     {
1261     pick_up (op, tmp);
1262     continue;
1263     }
1264    
1265     /* all kinds of armor etc. */
1266     if (op->contr->mode & PU_ARMOUR)
1267     if (tmp->type == ARMOUR)
1268     {
1269     pick_up (op, tmp);
1270     continue;
1271     }
1272 root 1.29
1273 root 1.18 if (op->contr->mode & PU_HELMET)
1274     if (tmp->type == HELMET)
1275     {
1276     pick_up (op, tmp);
1277     continue;
1278     }
1279 root 1.29
1280 root 1.18 if (op->contr->mode & PU_SHIELD)
1281     if (tmp->type == SHIELD)
1282     {
1283     pick_up (op, tmp);
1284     continue;
1285     }
1286 root 1.29
1287 root 1.18 if (op->contr->mode & PU_BOOTS)
1288     if (tmp->type == BOOTS)
1289     {
1290     pick_up (op, tmp);
1291     continue;
1292     }
1293 root 1.29
1294 root 1.18 if (op->contr->mode & PU_GLOVES)
1295     if (tmp->type == GLOVES)
1296     {
1297     pick_up (op, tmp);
1298     continue;
1299     }
1300 root 1.29
1301 root 1.18 if (op->contr->mode & PU_CLOAK)
1302     if (tmp->type == CLOAK)
1303     {
1304     pick_up (op, tmp);
1305     continue;
1306     }
1307 elmex 1.1
1308 root 1.18 /* hoping to catch throwing daggers here */
1309     if (op->contr->mode & PU_MISSILEWEAPON)
1310     if (tmp->type == WEAPON && QUERY_FLAG (tmp, FLAG_IS_THROWN))
1311     {
1312     pick_up (op, tmp);
1313     continue;
1314     }
1315 elmex 1.1
1316 root 1.18 /* careful: chairs and tables are weapons! */
1317     if (op->contr->mode & PU_ALLWEAPON)
1318     {
1319     if (tmp->type == WEAPON && tmp->name != NULL)
1320     {
1321     if (strstr (tmp->name, "table") == NULL && strstr (tmp->arch->name, "table") == NULL &&
1322     strstr (tmp->name, "chair") && strstr (tmp->arch->name, "chair") == NULL)
1323     {
1324     pick_up (op, tmp);
1325     continue;
1326     }
1327     }
1328 root 1.29
1329 root 1.18 if (tmp->type == WEAPON && tmp->name == NULL)
1330     {
1331     if (strstr (tmp->arch->name, "table") == NULL && strstr (tmp->arch->name, "chair") == NULL)
1332     {
1333     pick_up (op, tmp);
1334     continue;
1335     }
1336     }
1337     }
1338 elmex 1.1
1339 root 1.18 /* misc stuff that's useful */
1340     if (op->contr->mode & PU_KEY)
1341     if (tmp->type == KEY || tmp->type == SPECIAL_KEY)
1342     {
1343     pick_up (op, tmp);
1344     continue;
1345     }
1346 elmex 1.1
1347 root 1.18 /* any of the last 4 bits set means we use the ratio for value
1348     * pickups */
1349     if (op->contr->mode & PU_RATIO)
1350     {
1351     /* use value density to decide what else to grab */
1352     /* >=7 was >= op->contr->mode */
1353     /* >=7 is the old standard setting. Now we take the last 4 bits
1354     * and multiply them by 5, giving 0..15*5== 5..75 */
1355     wvratio = (op->contr->mode & PU_RATIO) * 5;
1356     if ((query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1))) >= (unsigned int) wvratio)
1357     {
1358     pick_up (op, tmp);
1359 elmex 1.1 #if 0
1360 root 1.18 fprintf (stderr, "HIGH WEIGHT/VALUE [");
1361     if (tmp->name != NULL)
1362     {
1363     fprintf (stderr, "%s", tmp->name);
1364     }
1365     else
1366     fprintf (stderr, "%s", tmp->arch->name);
1367     fprintf (stderr, ",%d] = ", tmp->type);
1368     fprintf (stderr, "%d\n", (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1))));
1369 elmex 1.1 #endif
1370 root 1.18 continue;
1371     }
1372     }
1373     } /* the new pickup model */
1374     }
1375 root 1.29
1376 root 1.18 return !stop;
1377 elmex 1.1 }
1378    
1379     /*
1380     * Find an arrow in the inventory and after that
1381     * in the right type container (quiver). Pointer to the
1382     * found object is returned.
1383     */
1384 root 1.18 object *
1385     find_arrow (object *op, const char *type)
1386 elmex 1.1 {
1387 root 1.103 object *tmp = 0;
1388 elmex 1.1
1389 root 1.18 for (op = op->inv; op; op = op->below)
1390     if (!tmp && op->type == CONTAINER && op->race == type && QUERY_FLAG (op, FLAG_APPLIED))
1391     tmp = find_arrow (op, type);
1392     else if (op->type == ARROW && op->race == type)
1393     return op;
1394 root 1.103
1395 root 1.18 return tmp;
1396 elmex 1.1 }
1397    
1398     /*
1399     * Similar to find_arrow, but looks for (roughly) the best arrow to use
1400     * against the target. A full test is not performed, simply a basic test
1401     * of resistances. The archer is making a quick guess at what he sees down
1402     * the hall. Failing that it does it's best to pick the highest plus arrow.
1403     */
1404 root 1.18 object *
1405     find_better_arrow (object *op, object *target, const char *type, int *better)
1406 elmex 1.1 {
1407 root 1.18 object *tmp = NULL, *arrow, *ntmp;
1408     int attacknum, attacktype, betterby = 0, i;
1409 elmex 1.1
1410 root 1.18 if (!type)
1411     return NULL;
1412 elmex 1.1
1413 root 1.18 for (arrow = op->inv; arrow; arrow = arrow->below)
1414     {
1415     if (arrow->type == CONTAINER && arrow->race == type && QUERY_FLAG (arrow, FLAG_APPLIED))
1416     {
1417     i = 0;
1418     ntmp = find_better_arrow (arrow, target, type, &i);
1419     if (i > betterby)
1420     {
1421     tmp = ntmp;
1422     betterby = i;
1423     }
1424     }
1425     else if (arrow->type == ARROW && arrow->race == type)
1426     {
1427     /* allways prefer assasination/slaying */
1428     if (target->race != NULL && arrow->slaying != NULL && strstr (arrow->slaying, target->race))
1429     {
1430     if (arrow->attacktype & AT_DEATH)
1431     {
1432     *better = 100;
1433     return arrow;
1434     }
1435     else
1436     {
1437     tmp = arrow;
1438     betterby = (arrow->magic + arrow->stats.dam) * 2;
1439     }
1440     }
1441     else
1442     {
1443     for (attacknum = 0; attacknum < NROFATTACKS; attacknum++)
1444     {
1445     attacktype = 1 << attacknum;
1446     if ((arrow->attacktype & attacktype) && (target->arch->clone.resist[attacknum]) < 0)
1447     if (((arrow->magic + arrow->stats.dam) * (100 - target->arch->clone.resist[attacknum]) / 100) > betterby)
1448     {
1449     tmp = arrow;
1450     betterby = (arrow->magic + arrow->stats.dam) * (100 - target->arch->clone.resist[attacknum]) / 100;
1451     }
1452 root 1.11 }
1453 root 1.18 if ((2 + arrow->magic + arrow->stats.dam) > betterby)
1454     {
1455     tmp = arrow;
1456     betterby = 2 + arrow->magic + arrow->stats.dam;
1457 root 1.11 }
1458 root 1.18 if (arrow->title && (1 + arrow->magic + arrow->stats.dam) > betterby)
1459     {
1460     tmp = arrow;
1461     betterby = 1 + arrow->magic + arrow->stats.dam;
1462 root 1.11 }
1463     }
1464     }
1465 elmex 1.1 }
1466 root 1.18 if (tmp == NULL && arrow == NULL)
1467     return find_arrow (op, type);
1468 elmex 1.1
1469 root 1.18 *better = betterby;
1470     return tmp;
1471 elmex 1.1 }
1472    
1473     /* looks in a given direction, finds the first valid target, and calls
1474     * find_better_arrow to find a decent arrow to use.
1475     * op = the shooter
1476     * type = bow->race
1477     * dir = fire direction
1478     */
1479 root 1.18 object *
1480     pick_arrow_target (object *op, const char *type, int dir)
1481 elmex 1.1 {
1482 root 1.18 object *tmp = NULL;
1483 root 1.25 maptile *m;
1484 root 1.18 int i, mflags, found, number;
1485     sint16 x, y;
1486    
1487     if (op->map == NULL)
1488     return find_arrow (op, type);
1489    
1490     /* do a dex check */
1491     number = (die_roll (2, 40, op, PREFER_LOW) - 2) / 2;
1492     if (number > (op->stats.Dex + (op->chosen_skill ? op->chosen_skill->level : op->level)))
1493     return find_arrow (op, type);
1494    
1495     m = op->map;
1496     x = op->x;
1497     y = op->y;
1498    
1499     /* find the first target */
1500     for (i = 0, found = 0; i < 20; i++)
1501     {
1502     x += freearr_x[dir];
1503     y += freearr_y[dir];
1504     mflags = get_map_flags (m, &m, x, y, &x, &y);
1505     if (mflags & P_OUT_OF_MAP || mflags & P_BLOCKSVIEW)
1506     {
1507     tmp = NULL;
1508     break;
1509     }
1510     else if (GET_MAP_MOVE_BLOCK (m, x, y) == MOVE_FLY_LOW)
1511     {
1512     /* This block presumes arrows and the like are MOVE_FLY_SLOW -
1513     * perhaps a bad assumption.
1514     */
1515     tmp = NULL;
1516     break;
1517 root 1.11 }
1518 root 1.18 if (mflags & P_IS_ALIVE)
1519     {
1520     for (tmp = GET_MAP_OB (m, x, y); tmp; tmp = tmp->above)
1521     if (QUERY_FLAG (tmp, FLAG_ALIVE))
1522     {
1523     found++;
1524 root 1.11 break;
1525 root 1.18 }
1526     if (found)
1527     break;
1528 root 1.11 }
1529 elmex 1.1 }
1530 root 1.18 if (tmp == NULL)
1531     return find_arrow (op, type);
1532 elmex 1.1
1533 root 1.18 if (tmp->head)
1534     tmp = tmp->head;
1535 elmex 1.1
1536 root 1.18 return find_better_arrow (op, tmp, type, &i);
1537 elmex 1.1 }
1538    
1539     /*
1540     * Creature fires a bow - op can be monster or player. Returns
1541     * 1 if bow was actually fired, 0 otherwise.
1542     * op is the object firing the bow.
1543     * part is for multipart creatures - the part firing the bow.
1544     * dir is the direction of fire.
1545     * wc_mod is any special modifier to give (used in special player fire modes)
1546     * sx, sy are coordinates to fire arrow from - also used in some of the special
1547     * player fire modes.
1548     */
1549 root 1.18 int
1550     fire_bow (object *op, object *part, object *arrow, int dir, int wc_mod, sint16 sx, sint16 sy)
1551 elmex 1.1 {
1552 root 1.18 object *left, *bow;
1553     int bowspeed, mflags;
1554 root 1.25 maptile *m;
1555 elmex 1.1
1556 root 1.18 if (!dir)
1557     {
1558     new_draw_info (NDI_UNIQUE, 0, op, "You can't shoot yourself!");
1559     return 0;
1560 elmex 1.1 }
1561 root 1.48
1562 root 1.120 if (player *pl = op->contr)
1563     {
1564     bow = pl->ranged_ob;
1565 root 1.121 op->set_weapon (bow);
1566 root 1.120 }
1567 root 1.18 else
1568     {
1569     for (bow = op->inv; bow; bow = bow->below)
1570     /* Don't check for applied - monsters don't apply bows - in that way, they
1571     * don't need to switch back and forth between bows and weapons.
1572     */
1573     if (bow->type == BOW)
1574     break;
1575 root 1.11
1576 root 1.18 if (!bow)
1577     {
1578     LOG (llevError, "Range: bow without activated bow (%s).\n", &op->name);
1579     return 0;
1580 root 1.11 }
1581 root 1.118
1582     // optimisation: move object to top so we will find it quickly again
1583     if (bow->below)
1584     {
1585     bow->remove ();
1586     op->insert (bow);
1587     }
1588    
1589 elmex 1.1 }
1590 root 1.48
1591 root 1.18 if (!bow->race || !bow->skill)
1592     {
1593     new_draw_info_format (NDI_UNIQUE, 0, op, "Your %s is broken.", &bow->name);
1594     return 0;
1595 elmex 1.1 }
1596    
1597 root 1.18 bowspeed = bow->stats.sp + dex_bonus[op->stats.Dex];
1598 elmex 1.1
1599 root 1.18 /* penalize ROF for bestarrow */
1600     if (op->type == PLAYER && op->contr->bowtype == bow_bestarrow)
1601     bowspeed -= dex_bonus[op->stats.Dex] + 5;
1602 root 1.48
1603 root 1.18 if (bowspeed < 1)
1604     bowspeed = 1;
1605    
1606     if (arrow == NULL)
1607     {
1608     if ((arrow = find_arrow (op, bow->race)) == NULL)
1609     {
1610     if (op->type == PLAYER)
1611     new_draw_info_format (NDI_UNIQUE, 0, op, "You have no %s left.", &bow->race);
1612     /* FLAG_READY_BOW will get reset if the monsters picks up some arrows */
1613     else
1614     CLEAR_FLAG (op, FLAG_READY_BOW);
1615 root 1.116
1616 root 1.18 return 0;
1617 root 1.11 }
1618 elmex 1.1 }
1619 root 1.48
1620 root 1.18 mflags = get_map_flags (op->map, &m, sx, sy, &sx, &sy);
1621     if (mflags & P_OUT_OF_MAP)
1622 root 1.48 return 0;
1623    
1624 root 1.18 if (GET_MAP_MOVE_BLOCK (m, sx, sy) == MOVE_FLY_LOW)
1625     {
1626     new_draw_info (NDI_UNIQUE, 0, op, "Something is in the way.");
1627     return 0;
1628     }
1629    
1630     /* this should not happen, but sometimes does */
1631     if (arrow->nrof == 0)
1632     {
1633 root 1.33 arrow->destroy ();
1634 root 1.18 return 0;
1635     }
1636    
1637     left = arrow; /* these are arrows left to the player */
1638     arrow = get_split_ob (arrow, 1);
1639 root 1.48 if (!arrow)
1640 root 1.18 {
1641     new_draw_info_format (NDI_UNIQUE, 0, op, "You have no %s left.", &bow->race);
1642     return 0;
1643 elmex 1.1 }
1644 root 1.48
1645 root 1.34 arrow->set_owner (op);
1646 root 1.18 arrow->skill = bow->skill;
1647     arrow->direction = dir;
1648    
1649     if (op->type == PLAYER)
1650     {
1651     op->speed_left = 0.01 - (float) FABS (op->speed) * 100 / bowspeed;
1652 root 1.54 op->update_stats ();
1653 elmex 1.1 }
1654    
1655 root 1.18 SET_ANIMATION (arrow, arrow->direction);
1656 root 1.116
1657     arrow->stats.sp = arrow->stats.wc; /* save original wc and dam */
1658     arrow->stats.hp = arrow->stats.dam;
1659 root 1.18 arrow->stats.grace = arrow->attacktype;
1660 root 1.116
1661     if (arrow->slaying)
1662 root 1.40 arrow->spellarg = strdup (arrow->slaying);
1663 root 1.18
1664 root 1.116 arrow->stats.dam += op->stats.dam + arrow->magic;
1665 root 1.18
1666     /* update the speed */
1667     arrow->speed = (float) ((QUERY_FLAG (bow, FLAG_NO_STRENGTH) ?
1668     0 : dam_bonus[op->stats.Str]) + bow->magic + arrow->magic) / 5.0 + (float) bow->stats.dam / 7.0;
1669    
1670 root 1.67 arrow->set_speed (max (arrow->speed, 1.0));
1671 root 1.18 arrow->speed_left = 0;
1672    
1673 root 1.116 arrow->stats.wc = op->stats.wc + wc_mod - arrow->magic - arrow->stats.wc;
1674    
1675 root 1.18 if (op->type == PLAYER)
1676     {
1677 root 1.116 arrow->level = op->chosen_skill ? op->chosen_skill->level : op->level;
1678     arrow->stats.wc -= dex_bonus[op->stats.Dex];
1679 root 1.18
1680 root 1.116 if (!arrow->slaying)
1681     arrow->slaying = op->slaying;
1682 elmex 1.1 }
1683 root 1.18 else
1684     {
1685     arrow->level = op->level;
1686 root 1.116 arrow->stats.wc -= bow->magic;
1687    
1688     if (!arrow->slaying)
1689     arrow->slaying = bow->slaying;
1690 elmex 1.1 }
1691 root 1.24
1692 root 1.116 arrow->stats.wc -= arrow->level;
1693 root 1.24
1694 root 1.116 arrow->attacktype |= bow->attacktype;
1695 root 1.18
1696     arrow->move_type = MOVE_FLY_LOW;
1697     arrow->move_on = MOVE_FLY_LOW | MOVE_WALK;
1698    
1699     play_sound_map (op->map, op->x, op->y, SOUND_FIRE_ARROW);
1700 root 1.70 m->insert (arrow, sx, sy, op);
1701 root 1.18
1702 root 1.24 if (!arrow->destroyed ())
1703 root 1.18 move_arrow (arrow);
1704 elmex 1.1
1705 root 1.18 if (op->type == PLAYER)
1706     {
1707 root 1.24 if (left->destroyed ())
1708     esrv_del_item (op->contr, left->count);
1709 root 1.18 else
1710     esrv_send_item (op, left);
1711 elmex 1.1 }
1712 root 1.24
1713 root 1.18 return 1;
1714 elmex 1.1 }
1715    
1716     /* Special fire code for players - this takes into
1717     * account the special fire modes players can have
1718     * but monsters can't. Putting that code here
1719     * makes the fire_bow code much cleaner.
1720     * this function should only be called if 'op' is a player,
1721     * hence the function name.
1722     */
1723 root 1.18 int
1724     player_fire_bow (object *op, int dir)
1725 elmex 1.1 {
1726 root 1.18 int ret = 0, wcmod = 0;
1727    
1728     if (op->contr->bowtype == bow_bestarrow)
1729     {
1730 root 1.118 ret = fire_bow (op, op, pick_arrow_target (op, op->contr->ranged_ob->race, dir), dir, 0, op->x, op->y);
1731 root 1.18 }
1732     else if (op->contr->bowtype >= bow_n && op->contr->bowtype <= bow_nw)
1733     {
1734     if (!similar_direction (dir, op->contr->bowtype - bow_n + 1))
1735     wcmod = -1;
1736 root 1.74
1737 root 1.18 ret = fire_bow (op, op, NULL, op->contr->bowtype - bow_n + 1, wcmod, op->x, op->y);
1738     }
1739     else if (op->contr->bowtype == bow_threewide)
1740     {
1741     ret = fire_bow (op, op, NULL, dir, 0, op->x, op->y);
1742     ret |= fire_bow (op, op, NULL, dir, -5, op->x + freearr_x[absdir (dir + 2)], op->y + freearr_y[absdir (dir + 2)]);
1743     ret |= fire_bow (op, op, NULL, dir, -5, op->x + freearr_x[absdir (dir - 2)], op->y + freearr_y[absdir (dir - 2)]);
1744     }
1745     else if (op->contr->bowtype == bow_spreadshot)
1746     {
1747     ret |= fire_bow (op, op, NULL, dir, 0, op->x, op->y);
1748     ret |= fire_bow (op, op, NULL, absdir (dir - 1), -5, op->x, op->y);
1749     ret |= fire_bow (op, op, NULL, absdir (dir + 1), -5, op->x, op->y);
1750 elmex 1.1 }
1751 root 1.18 else
1752     {
1753     /* Simple case */
1754     ret = fire_bow (op, op, NULL, dir, 0, op->x, op->y);
1755     }
1756 root 1.121
1757 root 1.18 return ret;
1758 elmex 1.1 }
1759    
1760    
1761     /* Fires a misc (wand/rod/horn) object in 'dir'.
1762     * Broken apart from 'fire' to keep it more readable.
1763     */
1764 root 1.18 void
1765     fire_misc_object (object *op, int dir)
1766 elmex 1.1 {
1767 root 1.118 object *item = op->contr->ranged_ob;
1768 elmex 1.1
1769 root 1.118 if (!item)
1770 root 1.18 {
1771     new_draw_info (NDI_UNIQUE, 0, op, "You have range item readied.");
1772     return;
1773 elmex 1.1 }
1774    
1775 root 1.18 if (!item->inv)
1776     {
1777     LOG (llevError, "Object %s lacks a spell\n", &item->name);
1778     return;
1779 elmex 1.1 }
1780 root 1.118
1781 root 1.121 op->set_weapon (item);
1782    
1783 root 1.18 if (item->type == WAND)
1784     {
1785     if (item->stats.food <= 0)
1786     {
1787     play_sound_player_only (op->contr, SOUND_WAND_POOF, 0, 0);
1788     new_draw_info_format (NDI_UNIQUE, 0, op, "The %s goes poof.", query_base_name (item, 0));
1789 root 1.121
1790 root 1.18 return;
1791 root 1.11 }
1792 root 1.18 }
1793     else if (item->type == ROD || item->type == HORN)
1794     {
1795     if (item->stats.hp < MAX (item->inv->stats.sp, item->inv->stats.grace))
1796     {
1797     play_sound_player_only (op->contr, SOUND_WAND_POOF, 0, 0);
1798 root 1.121
1799 root 1.18 if (item->type == ROD)
1800     new_draw_info_format (NDI_UNIQUE, 0, op, "The %s whines for a while, but nothing happens.", query_base_name (item, 0));
1801     else
1802     new_draw_info_format (NDI_UNIQUE, 0, op, "The %s needs more time to charge.", query_base_name (item, 0));
1803 root 1.121
1804 root 1.18 return;
1805 root 1.11 }
1806 elmex 1.1 }
1807    
1808 root 1.18 if (cast_spell (op, item, dir, item->inv, NULL))
1809     {
1810     SET_FLAG (op, FLAG_BEEN_APPLIED); /* You now know something about it */
1811     if (item->type == WAND)
1812     {
1813     if (!(--item->stats.food))
1814     {
1815     object *tmp;
1816    
1817     if (item->arch)
1818     {
1819     CLEAR_FLAG (item, FLAG_ANIMATE);
1820     item->face = item->arch->clone.face;
1821 root 1.67 item->set_speed (0);
1822 root 1.11 }
1823 root 1.67
1824 root 1.49 if ((tmp = item->in_player ()))
1825 root 1.18 esrv_update_item (UPD_ANIM, tmp, item);
1826 root 1.11 }
1827     }
1828 root 1.18 else if (item->type == ROD || item->type == HORN)
1829 root 1.67 drain_rod_charge (item);
1830 elmex 1.1 }
1831     }
1832    
1833     /* Received a fire command for the player - go and do it.
1834     */
1835 root 1.18 void
1836     fire (object *op, int dir)
1837     {
1838     int spellcost = 0;
1839 elmex 1.1
1840 root 1.18 /* check for loss of invisiblity/hide */
1841     if (action_makes_visible (op))
1842     make_visible (op);
1843 elmex 1.1
1844 root 1.118 player *pl = op->contr;
1845 elmex 1.1
1846 root 1.119 if (pl->golem)
1847     {
1848     control_golem (op->contr->golem, dir);
1849     return;
1850     }
1851    
1852     object *ob = pl->ranged_ob;
1853 elmex 1.1
1854 root 1.119 if (!ob)
1855 root 1.118 return;
1856 elmex 1.1
1857 root 1.119 switch (ob->type)
1858 root 1.118 {
1859 root 1.119 case BOW:
1860 root 1.118 player_fire_bow (op, dir);
1861 root 1.119 break;
1862    
1863     case SPELL:
1864     spellcost = cast_spell (op, op, dir, ob, pl->spellparam[0] ? pl->spellparam : 0);
1865     break;
1866 root 1.113
1867 root 1.119 case BUILDER:
1868 root 1.20 apply_map_builder (op, dir);
1869 root 1.119 break;
1870    
1871     case SKILL:
1872     case SKILL_TOOL:
1873     do_skill (op, op, ob, dir, 0);
1874     break;
1875    
1876     default:
1877     fire_misc_object (op, dir);
1878     break;
1879 elmex 1.1 }
1880     }
1881    
1882     /* find_key
1883     * We try to find a key for the door as passed. If we find a key
1884     * and successfully use it, we return the key, otherwise NULL
1885     * This function merges both normal and locked door, since the logic
1886     * for both is the same - just the specific key is different.
1887     * pl is the player,
1888     * inv is the objects inventory to searched
1889     * door is the door we are trying to match against.
1890     * This function can be called recursively to search containers.
1891     */
1892 root 1.18 object *
1893     find_key (object *pl, object *container, object *door)
1894 elmex 1.1 {
1895 root 1.18 object *tmp, *key;
1896 elmex 1.1
1897 root 1.18 /* Should not happen, but sanity checking is never bad */
1898 root 1.103 if (!container->inv)
1899     return 0;
1900 elmex 1.1
1901 root 1.18 /* First, lets try to find a key in the top level inventory */
1902 root 1.103 for (tmp = container->inv; tmp; tmp = tmp->below)
1903 root 1.18 {
1904     if (door->type == DOOR && tmp->type == KEY)
1905     break;
1906     /* For sanity, we should really check door type, but other stuff
1907     * (like containers) can be locked with special keys
1908     */
1909     if (tmp->slaying && tmp->type == SPECIAL_KEY && tmp->slaying == door->slaying)
1910     break;
1911     }
1912 root 1.103
1913 root 1.18 /* No key found - lets search inventories now */
1914     /* If we find and use a key in an inventory, return at that time.
1915     * otherwise, if we search all the inventories and still don't find
1916     * a key, return
1917     */
1918     if (!tmp)
1919     {
1920 root 1.103 for (tmp = container->inv; tmp; tmp = tmp->below)
1921 root 1.18 {
1922     /* No reason to search empty containers */
1923     if (tmp->type == CONTAINER && tmp->inv)
1924     {
1925 root 1.103 if ((key = find_key (pl, tmp, door)))
1926 root 1.18 return key;
1927     }
1928     }
1929 root 1.103
1930 root 1.18 if (!tmp)
1931     return NULL;
1932 elmex 1.1 }
1933 root 1.103
1934 root 1.18 /* We get down here if we have found a key. Now if its in a container,
1935     * see if we actually want to use it
1936     */
1937     if (pl != container)
1938     {
1939     /* Only let players use keys in containers */
1940     if (!pl->contr)
1941     return NULL;
1942     /* cases where this fails:
1943     * If we only search the player inventory, return now since we
1944     * are not in the players inventory.
1945     * If the container is not active, return now since only active
1946     * containers can be used.
1947     * If we only search keyrings and the container does not have
1948     * a race/isn't a keyring.
1949     * No checking for all containers - to fall through past here,
1950     * inv must have been an container and must have been active.
1951     *
1952     * Change the color so that the message doesn't disappear with
1953     * all the others.
1954     */
1955     if (pl->contr->usekeys == key_inventory ||
1956     !QUERY_FLAG (container, FLAG_APPLIED) ||
1957     (pl->contr->usekeys == keyrings && (!container->race || strcmp (container->race, "keys"))))
1958     {
1959     new_draw_info_format (NDI_UNIQUE | NDI_BROWN, 0, pl,
1960     "The %s in your %s vibrates as you approach the door", query_name (tmp), query_name (container));
1961     return NULL;
1962 root 1.11 }
1963 elmex 1.1 }
1964 root 1.103
1965 root 1.18 return tmp;
1966 elmex 1.1 }
1967    
1968     /* moved door processing out of move_player_attack.
1969     * returns 1 if player has opened the door with a key
1970     * such that the caller should not do anything more,
1971     * 0 otherwise
1972     */
1973 root 1.18 static int
1974     player_attack_door (object *op, object *door)
1975 elmex 1.1 {
1976 root 1.18 /* If its a door, try to find a use a key. If we do destroy the door,
1977     * might as well return immediately as there is nothing more to do -
1978     * otherwise, we fall through to the rest of the code.
1979     */
1980     object *key = find_key (op, op, door);
1981    
1982     /* IF we found a key, do some extra work */
1983     if (key)
1984     {
1985     object *container = key->env;
1986    
1987     play_sound_map (op->map, op->x, op->y, SOUND_OPEN_DOOR);
1988 root 1.117
1989 root 1.18 if (action_makes_visible (op))
1990     make_visible (op);
1991 root 1.117
1992 root 1.18 if (door->inv && (door->inv->type == RUNE || door->inv->type == TRAP))
1993     spring_trap (door->inv, op);
1994 root 1.103
1995 root 1.18 if (door->type == DOOR)
1996 root 1.103 hit_player (door, 9998, op, AT_PHYSICAL, 1); /* Break through the door */
1997 root 1.18 else if (door->type == LOCKED_DOOR)
1998     {
1999     new_draw_info_format (NDI_UNIQUE, NDI_BROWN, op, "You open the door with the %s", query_short_name (key));
2000     remove_door2 (door); /* remove door without violence ;-) */
2001     }
2002 root 1.103
2003 root 1.18 /* Do this after we print the message */
2004     decrease_ob (key); /* Use up one of the keys */
2005     /* Need to update the weight the container the key was in */
2006     if (container != op)
2007     esrv_update_item (UPD_WEIGHT, op, container);
2008 root 1.103
2009 root 1.18 return 1; /* Nothing more to do below */
2010     }
2011     else if (door->type == LOCKED_DOOR)
2012     {
2013     /* Might as well return now - no other way to open this */
2014     new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, door->msg);
2015     return 1;
2016 elmex 1.1 }
2017 root 1.103
2018 root 1.18 return 0;
2019 elmex 1.1 }
2020    
2021     /* This function is just part of a breakup from move_player.
2022     * It should keep the code cleaner.
2023     * When this is called, the players direction has been updated
2024     * (taking into account confusion.) The player is also actually
2025     * going to try and move (not fire weapons).
2026     */
2027 root 1.18 void
2028     move_player_attack (object *op, int dir)
2029 elmex 1.1 {
2030 root 1.18 object *tmp, *mon;
2031     int on_battleground;
2032 root 1.25 maptile *m;
2033 root 1.18
2034 root 1.117 sint16 nx = freearr_x[dir] + op->x;
2035     sint16 ny = freearr_y[dir] + op->y;
2036 root 1.18
2037 root 1.49 on_battleground = op_on_battleground (op, 0, 0);
2038 root 1.18
2039     /* If braced, or can't move to the square, and it is not out of the
2040     * map, attack it. Note order of if statement is important - don't
2041     * want to be calling move_ob if braced, because move_ob will move the
2042     * player. This is a pretty nasty hack, because if we could
2043     * move to some space, it then means that if we are braced, we should
2044     * do nothing at all. As it is, if we are braced, we go through
2045     * quite a bit of processing. However, it probably is less than what
2046     * move_ob uses.
2047     */
2048     if ((op->contr->braced || !move_ob (op, dir, op)) && !out_of_map (op->map, nx, ny))
2049     {
2050     if (OUT_OF_REAL_MAP (op->map, nx, ny))
2051     {
2052 root 1.85 m = op->map->xy_find (nx, ny);
2053 root 1.18 if (!m)
2054     return; /* Don't think this should happen */
2055     }
2056     else
2057     m = op->map;
2058    
2059 root 1.85 if (!(tmp = m->at (nx, ny).bot))
2060     return;
2061 root 1.11
2062 root 1.49 mon = 0;
2063 root 1.18 /* Go through all the objects, and find ones of interest. Only stop if
2064     * we find a monster - that is something we know we want to attack.
2065     * if its a door or barrel (can roll) see if there may be monsters
2066     * on the space
2067     */
2068 root 1.49 while (tmp)
2069 root 1.18 {
2070     if (tmp == op)
2071     {
2072     tmp = tmp->above;
2073     continue;
2074 root 1.11 }
2075 root 1.27
2076 root 1.18 if (QUERY_FLAG (tmp, FLAG_ALIVE))
2077     {
2078     mon = tmp;
2079     break;
2080 root 1.11 }
2081 root 1.27
2082 root 1.18 if (tmp->type == LOCKED_DOOR || QUERY_FLAG (tmp, FLAG_CAN_ROLL))
2083     mon = tmp;
2084 root 1.27
2085 root 1.18 tmp = tmp->above;
2086     }
2087    
2088 root 1.49 if (!mon) /* This happens anytime the player tries to move */
2089 root 1.18 return; /* into a wall */
2090    
2091 root 1.49 if (mon->head)
2092 root 1.18 mon = mon->head;
2093    
2094     if ((mon->type == DOOR && mon->stats.hp >= 0) || (mon->type == LOCKED_DOOR))
2095     if (player_attack_door (op, mon))
2096     return;
2097    
2098     /* The following deals with possibly attacking peaceful
2099     * or frienddly creatures. Basically, all players are considered
2100     * unaggressive. If the moving player has peaceful set, then the
2101     * object should be pushed instead of attacked. It is assumed that
2102     * if you are braced, you will not attack friends accidently,
2103     * and thus will not push them.
2104     */
2105 root 1.11
2106 root 1.18 /* If the creature is a pet, push it even if the player is not
2107     * peaceful. Our assumption is the creature is a pet if the
2108     * player owns it and it is either friendly or unagressive.
2109     */
2110     if ((op->type == PLAYER)
2111 elmex 1.1 #if COZY_SERVER
2112 root 1.18 &&
2113 root 1.34 ((mon->owner && mon->owner->contr
2114     && same_party (mon->owner->contr->party, op->contr->party)) || mon->owner == op)
2115 elmex 1.1 #else
2116 root 1.34 && mon->owner == op
2117 elmex 1.1 #endif
2118 root 1.18 && (QUERY_FLAG (mon, FLAG_UNAGGRESSIVE) || QUERY_FLAG (mon, FLAG_FRIENDLY)))
2119 root 1.11 {
2120 root 1.18 /* If we're braced, we don't want to switch places with it */
2121     if (op->contr->braced)
2122 root 1.11 return;
2123 root 1.85
2124 root 1.18 play_sound_map (op->map, op->x, op->y, SOUND_PUSH_PLAYER);
2125 root 1.117 push_ob (mon, dir, op);
2126 root 1.18 if (op->contr->tmp_invis || op->hide)
2127     make_visible (op);
2128 root 1.85
2129 root 1.18 return;
2130 root 1.11 }
2131    
2132 root 1.18 /* in certain circumstances, you shouldn't attack friendly
2133     * creatures. Note that if you are braced, you can't push
2134     * someone, but put it inside this loop so that you won't
2135     * attack them either.
2136     */
2137     if ((mon->type == PLAYER || mon->enemy != op) &&
2138     (mon->type == PLAYER || QUERY_FLAG (mon, FLAG_UNAGGRESSIVE) || QUERY_FLAG (mon, FLAG_FRIENDLY)) && (
2139 elmex 1.1 #ifdef PROHIBIT_PLAYERKILL
2140 root 1.49 (op->contr->peaceful
2141     || (mon->type == PLAYER
2142     && mon->contr->
2143     peaceful)) &&
2144 elmex 1.1 #else
2145 root 1.49 op->contr->peaceful &&
2146 elmex 1.1 #endif
2147 root 1.49 !on_battleground))
2148 root 1.18 {
2149     if (!op->contr->braced)
2150     {
2151     play_sound_map (op->map, op->x, op->y, SOUND_PUSH_PLAYER);
2152 root 1.85 push_ob (mon, dir, op);
2153 root 1.18 }
2154     else
2155 root 1.49 new_draw_info (0, 0, op, "You withhold your attack");
2156    
2157 root 1.18 if (op->contr->tmp_invis || op->hide)
2158     make_visible (op);
2159 root 1.11 }
2160 elmex 1.1
2161 root 1.18 /* If the object is a boulder or other rollable object, then
2162     * roll it if not braced. You can't roll it if you are braced.
2163     */
2164     else if (QUERY_FLAG (mon, FLAG_CAN_ROLL) && (!op->contr->braced))
2165     {
2166     recursive_roll (mon, dir, op);
2167     if (action_makes_visible (op))
2168     make_visible (op);
2169 root 1.11 }
2170    
2171 root 1.18 /* Any generic living creature. Including things like doors.
2172     * Way it works is like this: First, it must have some hit points
2173     * and be living. Then, it must be one of the following:
2174     * 1) Not a player, 2) A player, but of a different party. Note
2175     * that party_number -1 is no party, so attacks can still happen.
2176     */
2177     else if ((mon->stats.hp >= 0) && QUERY_FLAG (mon, FLAG_ALIVE) &&
2178     ((mon->type != PLAYER || op->contr->party == NULL || op->contr->party != mon->contr->party)))
2179     {
2180 elmex 1.1
2181 root 1.18 /* If the player hasn't hit something this tick, and does
2182     * so, give them speed boost based on weapon speed. Doing
2183     * it here is better than process_players2, which basically
2184     * incurred a 1 tick offset.
2185     */
2186     if (!op->contr->has_hit)
2187     {
2188     op->speed_left += op->speed / op->contr->weapon_sp;
2189 root 1.11
2190 root 1.18 op->contr->has_hit = 1; /* The last action was to hit, so use weapon_sp */
2191 root 1.11 }
2192    
2193 root 1.49 skill_attack (mon, op, 0, 0, 0);
2194 root 1.11
2195 root 1.18 /* If attacking another player, that player gets automatic
2196     * hitback, and doesn't loose luck either.
2197     * Disable hitback on the battleground or if the target is
2198     * the wiz.
2199     */
2200     if (mon->type == PLAYER && mon->stats.hp >= 0 && !mon->contr->has_hit && !on_battleground && !QUERY_FLAG (mon, FLAG_WIZ))
2201     {
2202     short luck = mon->stats.luck;
2203    
2204     mon->contr->has_hit = 1;
2205 root 1.49 skill_attack (op, mon, 0, 0, 0);
2206 root 1.18 mon->stats.luck = luck;
2207 root 1.11 }
2208 root 1.49
2209 root 1.18 if (action_makes_visible (op))
2210     make_visible (op);
2211 root 1.11 }
2212 root 1.18 } /* if player should attack something */
2213 elmex 1.1 }
2214    
2215 root 1.18 int
2216     move_player (object *op, int dir)
2217     {
2218     int pick;
2219 elmex 1.1
2220 root 1.84 if (!op->map || op->map->in_memory != MAP_IN_MEMORY)
2221 root 1.18 return 0;
2222 elmex 1.1
2223 root 1.18 /* Sanity check: make sure dir is valid */
2224     if ((dir < 0) || (dir >= 9))
2225     {
2226     LOG (llevError, "move_player: invalid direction %d\n", dir);
2227     return 0;
2228 elmex 1.1 }
2229    
2230 root 1.84 /* peterm: added following line */
2231 root 1.18 if (QUERY_FLAG (op, FLAG_CONFUSED) && dir)
2232 root 1.99 dir = absdir (dir + rndm (3) + rndm (3) - 2);
2233 root 1.18
2234     op->facing = dir;
2235    
2236     if (op->hide)
2237     do_hidden_move (op);
2238    
2239     if (INVOKE_PLAYER (MOVE, op->contr, ARG_INT (dir)))
2240     /*nop */ ;
2241     else if (op->contr->fire_on)
2242     fire (op, dir);
2243     else
2244     {
2245     move_player_attack (op, dir);
2246     pick = check_pick (op);
2247     }
2248 elmex 1.1
2249 root 1.18 /* Add special check for newcs players and fire on - this way, the
2250     * server can handle repeat firing.
2251     */
2252     if (op->contr->fire_on || (op->contr->run_on && pick != 0))
2253 root 1.49 op->direction = dir;
2254 root 1.18 else
2255 root 1.49 op->direction = 0;
2256    
2257 root 1.18 /* Update how the player looks. Use the facing, so direction may
2258     * get reset to zero. This allows for full animation capabilities
2259     * for players.
2260     */
2261     animate_object (op, op->facing);
2262     return 0;
2263 elmex 1.1 }
2264    
2265     /* This is similar to handle_player, below, but is only used by the
2266     * new client/server stuff.
2267     * This is sort of special, in that the new client/server actually uses
2268     * the new speed values for commands.
2269     *
2270     * Returns true if there are more actions we can do.
2271     */
2272 root 1.18 int
2273     handle_newcs_player (object *op)
2274 elmex 1.1 {
2275 root 1.18 if (QUERY_FLAG (op, FLAG_SCARED))
2276     {
2277     flee_player (op);
2278     /* If player is still scared, that is his action for this tick */
2279     if (QUERY_FLAG (op, FLAG_SCARED))
2280     {
2281     op->speed_left--;
2282     return 0;
2283 root 1.11 }
2284 elmex 1.1 }
2285    
2286 root 1.18 /* call this here - we also will call this in do_ericserver, but
2287     * the players time has been increased when doericserver has been
2288     * called, so we recheck it here.
2289     */
2290 root 1.83 if (op->contr->ns->handle_command ())
2291     return 1;
2292 root 1.47
2293 root 1.83 if (op->speed_left > 0)
2294     {
2295     if (op->direction && (op->contr->run_on || op->contr->fire_on))
2296     {
2297     /* All move commands take 1 tick, at least for now */
2298     op->speed_left--;
2299 elmex 1.1
2300 root 1.83 /* Instead of all the stuff below, let move_player take care
2301     * of it. Also, some of the skill stuff is only put in
2302     * there, as well as the confusion stuff.
2303     */
2304     move_player (op, op->direction);
2305 elmex 1.1
2306 root 1.83 return op->speed_left > 0;
2307     }
2308 root 1.18 }
2309 root 1.41
2310 root 1.18 return 0;
2311     }
2312    
2313     int
2314     save_life (object *op)
2315     {
2316     if (!QUERY_FLAG (op, FLAG_LIFESAVE))
2317 elmex 1.1 return 0;
2318 root 1.18
2319 root 1.41 for (object *tmp = op->inv; tmp; tmp = tmp->below)
2320 root 1.18 if (QUERY_FLAG (tmp, FLAG_APPLIED) && QUERY_FLAG (tmp, FLAG_LIFESAVE))
2321     {
2322     play_sound_map (op->map, op->x, op->y, SOUND_OB_EVAPORATE);
2323     new_draw_info_format (NDI_UNIQUE, 0, op, "Your %s vibrates violently, then evaporates.", query_name (tmp));
2324 root 1.33
2325 root 1.18 if (op->contr)
2326     esrv_del_item (op->contr, tmp->count);
2327 root 1.33
2328     tmp->destroy ();
2329 root 1.18 CLEAR_FLAG (op, FLAG_LIFESAVE);
2330 root 1.33
2331 root 1.18 if (op->stats.hp < 0)
2332     op->stats.hp = op->stats.maxhp;
2333 root 1.33
2334 root 1.18 if (op->stats.food < 0)
2335     op->stats.food = 999;
2336 root 1.33
2337 root 1.54 op->update_stats ();
2338 root 1.18 return 1;
2339     }
2340 root 1.41
2341 root 1.18 LOG (llevError, "Error: LIFESAVE set without applied object.\n");
2342     CLEAR_FLAG (op, FLAG_LIFESAVE);
2343     enter_player_savebed (op); /* bring him home. */
2344     return 0;
2345 elmex 1.1 }
2346    
2347     /* This goes throws the inventory and removes unpaid objects, and puts them
2348     * back in the map (location and map determined by values of env). This
2349     * function will descend into containers. op is the object to start the search
2350     * from.
2351     */
2352 root 1.18 void
2353     remove_unpaid_objects (object *op, object *env)
2354 elmex 1.1 {
2355 root 1.18 while (op)
2356     {
2357 root 1.70 object *next = op->below; /* Make sure we have a good value, in case we remove object 'op' */
2358    
2359 root 1.18 if (QUERY_FLAG (op, FLAG_UNPAID))
2360     {
2361     if (env->type == PLAYER)
2362     esrv_del_item (env->contr, op->count);
2363 root 1.70
2364     op->insert_at (env);
2365 root 1.18 }
2366     else if (op->inv)
2367     remove_unpaid_objects (op->inv, env);
2368 root 1.41
2369 root 1.18 op = next;
2370 elmex 1.1 }
2371     }
2372    
2373     /*
2374     * Returns pointer a static string containing gravestone text
2375     * Moved from apply.c to player.c - player.c is what
2376     * actually uses this function. player.c may not be quite the
2377     * best, a misc file for object actions is probably better,
2378     * but there isn't one in the server directory.
2379     */
2380 root 1.18 char *
2381     gravestone_text (object *op)
2382 elmex 1.1 {
2383 root 1.18 static char buf2[MAX_BUF];
2384     char buf[MAX_BUF];
2385     time_t now = time (NULL);
2386    
2387     strcpy (buf2, " R.I.P.\n\n");
2388     if (op->type == PLAYER)
2389     sprintf (buf, "%s the %s\n", &op->name, op->contr->title);
2390     else
2391     sprintf (buf, "%s\n", &op->name);
2392 root 1.41
2393 root 1.18 strncat (buf2, " ", 20 - strlen (buf) / 2);
2394     strcat (buf2, buf);
2395     if (op->type == PLAYER)
2396     sprintf (buf, "who was in level %d when killed\n", op->level);
2397     else
2398     sprintf (buf, "who was in level %d when died.\n\n", op->level);
2399 root 1.41
2400 root 1.18 strncat (buf2, " ", 20 - strlen (buf) / 2);
2401     strcat (buf2, buf);
2402     if (op->type == PLAYER)
2403     {
2404     sprintf (buf, "by %s.\n\n", op->contr->killer);
2405     strncat (buf2, " ", 21 - strlen (buf) / 2);
2406     strcat (buf2, buf);
2407     }
2408 root 1.41
2409 root 1.18 strftime (buf, MAX_BUF, "%b %d %Y\n", localtime (&now));
2410     strncat (buf2, " ", 20 - strlen (buf) / 2);
2411     strcat (buf2, buf);
2412 root 1.41
2413 root 1.18 return buf2;
2414 elmex 1.1 }
2415    
2416 root 1.18 void
2417     do_some_living (object *op)
2418     {
2419     int last_food = op->stats.food;
2420 elmex 1.1 int gen_hp, gen_sp, gen_grace;
2421     int over_hp, over_sp, over_grace;
2422     int i;
2423     int rate_hp = 1200;
2424     int rate_sp = 2500;
2425     int rate_grace = 2000;
2426     const int max_hp = 1;
2427     const int max_sp = 1;
2428     const int max_grace = 1;
2429    
2430 root 1.107 if (op->contr->hidden)
2431     {
2432     op->invisible = 1000;
2433     /* the socket code flashes the player visible/invisible
2434     * depending on the value of invisible, so we need to
2435     * alternate it here for it to work correctly.
2436     */
2437     if (pticks & 2)
2438     op->invisible--;
2439     }
2440     else if (op->invisible && !(QUERY_FLAG (op, FLAG_MAKE_INVIS)))
2441     {
2442     if (!op->invisible--)
2443     {
2444     make_visible (op);
2445     new_draw_info (NDI_UNIQUE, 0, op, "Your invisibility spell runs out.");
2446     }
2447     }
2448    
2449 root 1.52 if (op->contr->ns->state == ST_PLAYING)
2450 root 1.18 {
2451     /* these next three if clauses make it possible to SLOW DOWN
2452     hp/grace/spellpoint regeneration. */
2453     if (op->contr->gen_hp >= 0)
2454     gen_hp = (op->contr->gen_hp + 1) * op->stats.maxhp;
2455     else
2456     {
2457     gen_hp = op->stats.maxhp;
2458     rate_hp -= rate_hp / 2 * op->contr->gen_hp;
2459     }
2460 root 1.55
2461 root 1.18 if (op->contr->gen_sp >= 0)
2462     gen_sp = (op->contr->gen_sp + 1) * op->stats.maxsp;
2463     else
2464     {
2465     gen_sp = op->stats.maxsp;
2466     rate_sp -= rate_sp / 2 * op->contr->gen_sp;
2467     }
2468 root 1.55
2469 root 1.18 if (op->contr->gen_grace >= 0)
2470     gen_grace = (op->contr->gen_grace + 1) * op->stats.maxgrace;
2471     else
2472     {
2473     gen_grace = op->stats.maxgrace;
2474     rate_grace -= rate_grace / 2 * op->contr->gen_grace;
2475     }
2476    
2477     /* Regenerate Spell Points */
2478 root 1.118 if (!op->contr->golem && --op->last_sp < 0)
2479 root 1.18 {
2480     gen_sp = gen_sp * 10 / (op->contr->gen_sp_armour < 10 ? 10 : op->contr->gen_sp_armour);
2481     if (op->stats.sp < op->stats.maxsp)
2482     {
2483     op->stats.sp++;
2484     /* dms do not consume food */
2485     if (!QUERY_FLAG (op, FLAG_WIZ))
2486     {
2487     op->stats.food--;
2488     if (op->contr->digestion < 0)
2489     op->stats.food += op->contr->digestion;
2490     else if (op->contr->digestion > 0 && random_roll (0, op->contr->digestion, op, PREFER_HIGH))
2491     op->stats.food = last_food;
2492     }
2493     }
2494 root 1.55
2495 root 1.18 if (max_sp > 1)
2496     {
2497     over_sp = (gen_sp + 10) / rate_sp;
2498     if (over_sp > 0)
2499     {
2500     if (op->stats.sp < op->stats.maxsp)
2501     {
2502     op->stats.sp += over_sp > max_sp ? max_sp : over_sp;
2503 root 1.55
2504 root 1.18 if (random_roll (0, rate_sp - 1, op, PREFER_LOW) > ((gen_sp + 10) % rate_sp))
2505     op->stats.sp--;
2506 root 1.55
2507 root 1.18 if (op->stats.sp > op->stats.maxsp)
2508     op->stats.sp = op->stats.maxsp;
2509     }
2510     op->last_sp = 0;
2511     }
2512     else
2513 root 1.55 op->last_sp = rate_sp / (gen_sp < 20 ? 30 : gen_sp + 10);
2514 root 1.18 }
2515     else
2516 root 1.55 op->last_sp = rate_sp / (gen_sp < 20 ? 30 : gen_sp + 10);
2517 root 1.18 }
2518    
2519     /* Regenerate Grace */
2520     /* I altered this a little - maximum grace is ony achieved through prayer -b.t. */
2521     if (--op->last_grace < 0)
2522     {
2523     if (op->stats.grace < op->stats.maxgrace / 2)
2524     op->stats.grace++; /* no penalty in food for regaining grace */
2525 root 1.55
2526 root 1.18 if (max_grace > 1)
2527     {
2528     over_grace = (gen_grace < 20 ? 30 : gen_grace + 10) / rate_grace;
2529     if (over_grace > 0)
2530     {
2531     op->stats.sp += over_grace
2532     + (random_roll (0, rate_grace - 1, op, PREFER_HIGH) > ((gen_grace < 20 ? 30 : gen_grace + 10) % rate_grace)) ? -1 : 0;
2533     op->last_grace = 0;
2534     }
2535     else
2536     {
2537     op->last_grace = rate_grace / (gen_grace < 20 ? 30 : gen_grace + 10);
2538     }
2539     }
2540     else
2541     {
2542     op->last_grace = rate_grace / (gen_grace < 20 ? 30 : gen_grace + 10);
2543     }
2544     /* wearing stuff doesn't detract from grace generation. */
2545     }
2546    
2547     /* Regenerate Hit Points */
2548     if (--op->last_heal < 0)
2549     {
2550     if (op->stats.hp < op->stats.maxhp)
2551     {
2552     op->stats.hp++;
2553     /* dms do not consume food */
2554     if (!QUERY_FLAG (op, FLAG_WIZ))
2555     {
2556     op->stats.food--;
2557     if (op->contr->digestion < 0)
2558     op->stats.food += op->contr->digestion;
2559     else if (op->contr->digestion > 0 && random_roll (0, op->contr->digestion, op, PREFER_HIGH))
2560     op->stats.food = last_food;
2561     }
2562     }
2563 root 1.55
2564 root 1.18 if (max_hp > 1)
2565     {
2566     over_hp = (gen_hp < 20 ? 30 : gen_hp + 10) / rate_hp;
2567     if (over_hp > 0)
2568     {
2569     op->stats.sp += over_hp + (RANDOM () % rate_hp > ((gen_hp < 20 ? 30 : gen_hp + 10) % rate_hp)) ? -1 : 0;
2570     op->last_heal = 0;
2571     }
2572     else
2573     {
2574     op->last_heal = rate_hp / (gen_hp < 20 ? 30 : gen_hp + 10);
2575     }
2576     }
2577     else
2578     {
2579     op->last_heal = rate_hp / (gen_hp < 20 ? 30 : gen_hp + 10);
2580     }
2581 root 1.11 }
2582 elmex 1.1
2583 root 1.18 /* Digestion */
2584     if (--op->last_eat < 0)
2585     {
2586     #ifdef COZY_SERVER
2587     int dg = op->contr->digestion >= 0 && op->contr->digestion < 2 ? 2 : op->contr->digestion;
2588     int bonus = dg > 0 ? dg : 0, penalty = dg < 0 ? -dg : 0;
2589     #else
2590     int bonus = op->contr->digestion > 0 ? op->contr->digestion : 0, penalty = op->contr->digestion < 0 ? -op->contr->digestion : 0;
2591     #endif
2592    
2593     if (op->contr->gen_hp > 0)
2594     op->last_eat = 25 * (1 + bonus) / (op->contr->gen_hp + penalty + 1);
2595     else
2596     op->last_eat = 25 * (1 + bonus) / (penalty + 1);
2597 root 1.55
2598 root 1.18 /* dms do not consume food */
2599     if (!QUERY_FLAG (op, FLAG_WIZ))
2600     op->stats.food--;
2601 root 1.11 }
2602 elmex 1.1
2603 root 1.55 if (op->stats.food < 0 && op->stats.hp >= 0)
2604     {
2605     object *tmp, *flesh = 0;
2606 root 1.18
2607 root 1.55 for (tmp = op->inv; tmp; tmp = tmp->below)
2608 root 1.18 {
2609 root 1.55 if (!QUERY_FLAG (tmp, FLAG_UNPAID))
2610 root 1.18 {
2611 root 1.55 if (tmp->type == FOOD || tmp->type == DRINK || tmp->type == POISON)
2612     {
2613     new_draw_info (NDI_UNIQUE, 0, op, "You blindly grab for a bite of food.");
2614     manual_apply (op, tmp, 0);
2615     if (op->stats.food >= 0 || op->stats.hp < 0)
2616     break;
2617     }
2618     else if (tmp->type == FLESH)
2619     flesh = tmp;
2620     } /* End if paid for object */
2621     } /* end of for loop */
2622    
2623     /* If player is still starving, it means they don't have any food, so
2624     * eat flesh instead.
2625     */
2626     if (op->stats.food < 0 && op->stats.hp >= 0 && flesh)
2627     {
2628     new_draw_info (NDI_UNIQUE, 0, op, "You blindly grab for a bite of food.");
2629     manual_apply (op, flesh, 0);
2630     }
2631 root 1.11 }
2632 elmex 1.1
2633 root 1.55 while (op->stats.food < 0 && op->stats.hp >= 0)
2634     op->stats.food++, op->stats.hp--;
2635 elmex 1.1
2636 root 1.55 if (op->stats.hp < 0 && !QUERY_FLAG (op, FLAG_WIZ))
2637     kill_player (op);
2638     }
2639 elmex 1.1 }
2640    
2641     /* If the player should die (lack of hp, food, etc), we call this.
2642     * op is the player in jeopardy. If the player can not be saved (not
2643     * permadeath, no lifesave), this will take care of removing the player
2644     * file.
2645     */
2646 root 1.18 void
2647     kill_player (object *op)
2648 elmex 1.1 {
2649 root 1.18 char buf[MAX_BUF];
2650     int x, y;
2651    
2652     //int i;
2653 root 1.25 maptile *map; /* this is for resurrection */
2654 root 1.18
2655     /* int z;
2656     int num_stats_lose;
2657     int lost_a_stat;
2658     int lose_this_stat;
2659     int this_stat; */
2660     int will_kill_again;
2661     archetype *at;
2662     object *tmp;
2663    
2664     if (save_life (op))
2665     return;
2666    
2667    
2668     /* If player dies on BATTLEGROUND, no stat/exp loss! For Combat-Arenas
2669     * in cities ONLY!!! It is very important that this doesn't get abused.
2670     * Look at op_on_battleground() for more info --AndreasV
2671     */
2672     if (op_on_battleground (op, &x, &y))
2673     {
2674     new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, "You have been defeated in combat!");
2675     new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, "Local medics have saved your life...");
2676    
2677     /* restore player */
2678 root 1.22 at = archetype::find ("poisoning");
2679 root 1.70 if (object *tmp = present_arch_in_ob (at, op))
2680 root 1.18 {
2681 root 1.33 tmp->destroy ();
2682 root 1.18 new_draw_info (NDI_UNIQUE, 0, op, "Your body feels cleansed");
2683     }
2684 elmex 1.1
2685 root 1.22 at = archetype::find ("confusion");
2686 root 1.70 if (object *tmp = present_arch_in_ob (at, op))
2687 root 1.18 {
2688 root 1.33 tmp->destroy ();
2689 root 1.18 new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer");
2690     }
2691    
2692     cure_disease (op, 0); /* remove any disease */
2693     op->stats.hp = op->stats.maxhp;
2694     if (op->stats.food <= 0)
2695     op->stats.food = 999;
2696 elmex 1.1
2697 root 1.18 /* create a bodypart-trophy to make the winner happy */
2698 root 1.70 if (object *tmp = arch_to_object (archetype::find ("finger")))
2699 root 1.18 {
2700     sprintf (buf, "%s's finger", &op->name);
2701     tmp->name = buf;
2702     sprintf (buf, " This finger has been cut off %s\n"
2703     " the %s, when he was defeated at\n level %d by %s.\n",
2704     &op->name, op->contr->title, (int) (op->level), op->contr->killer);
2705     tmp->msg = buf;
2706 root 1.102 tmp->value = 0, tmp->type = 0;
2707     tmp->materialname = "organics";
2708 elmex 1.87 tmp->insert_at (op, tmp);
2709 root 1.18 }
2710 elmex 1.1
2711 root 1.18 /* teleport defeated player to new destination */
2712     transfer_ob (op, x, y, 0, NULL);
2713     op->contr->braced = 0;
2714     return;
2715 elmex 1.1 }
2716    
2717 root 1.18 INVOKE_PLAYER (DEATH, op->contr);
2718 root 1.3
2719 root 1.18 command_kill_pets (op, 0);
2720 elmex 1.1
2721 root 1.18 if (op->stats.food < 0)
2722     {
2723     sprintf (buf, "%s starved to death.", &op->name);
2724     strcpy (op->contr->killer, "starvation");
2725 elmex 1.1 }
2726 root 1.18 else
2727 root 1.89 sprintf (buf, "%s died.", &op->name);
2728 root 1.70
2729 root 1.18 play_sound_player_only (op->contr, SOUND_PLAYER_DIES, 0, 0);
2730 elmex 1.1
2731 root 1.18 /* save the map location for corpse, gravestone */
2732 root 1.70 x = op->x;
2733     y = op->y;
2734 root 1.18 map = op->map;
2735 elmex 1.1
2736 root 1.54 /* NOT_PERMADEATH code. This basically brings the character back to
2737     * life if they are dead - it takes some exp and a random stat.
2738     * See the config.h file for a little more in depth detail about this.
2739     */
2740    
2741     /* Basically two ways to go - remove a stat permanently, or just
2742     * make it depletion. This bunch of code deals with that aspect
2743     * of death.
2744     */
2745     #ifndef COZY_SERVER
2746     if (settings.balanced_stat_loss)
2747 root 1.18 {
2748 root 1.54 /* If stat loss is permanent, lose one stat only. */
2749     /* Lower level chars don't lose as many stats because they suffer
2750     more if they do. */
2751     /* Higher level characters can afford things such as potions of
2752     restoration, or better, stat potions. So we slug them that
2753     little bit harder. */
2754     /* GD */
2755     if (settings.stat_loss_on_death)
2756     num_stats_lose = 1;
2757     else
2758     num_stats_lose = 1 + op->level / BALSL_NUMBER_LOSSES_RATIO;
2759     }
2760     else
2761 root 1.70 num_stats_lose = 1;
2762    
2763 root 1.54 lost_a_stat = 0;
2764    
2765     for (z = 0; z < num_stats_lose; z++)
2766     {
2767     i = RANDOM () % NUM_STATS;
2768 root 1.11
2769 root 1.54 if (settings.stat_loss_on_death)
2770 root 1.18 {
2771 root 1.54 /* Pick a random stat and take a point off it. Tell the player
2772     * what he lost.
2773     */
2774     change_attr_value (&(op->stats), i, -1);
2775     check_stat_bounds (&(op->stats));
2776     change_attr_value (&(op->contr->orig_stats), i, -1);
2777     check_stat_bounds (&(op->contr->orig_stats));
2778     new_draw_info (NDI_UNIQUE, 0, op, lose_msg[i]);
2779     lost_a_stat = 1;
2780 root 1.18 }
2781     else
2782     {
2783 root 1.54 /* deplete a stat */
2784     archetype *deparch = archetype::find ("depletion");
2785     object *dep;
2786 root 1.11
2787 root 1.54 dep = present_arch_in_ob (deparch, op);
2788     if (!dep)
2789 root 1.18 {
2790 root 1.54 dep = arch_to_object (deparch);
2791     insert_ob_in_ob (dep, op);
2792 root 1.18 }
2793 root 1.54 lose_this_stat = 1;
2794     if (settings.balanced_stat_loss)
2795 root 1.18 {
2796 root 1.54 /* GD */
2797     /* Get the stat that we're about to deplete. */
2798     this_stat = get_attr_value (&(dep->stats), i);
2799     if (this_stat < 0)
2800     {
2801     int loss_chance = 1 + op->level / BALSL_LOSS_CHANCE_RATIO;
2802     int keep_chance = this_stat * this_stat;
2803 root 1.18
2804 root 1.54 /* Yes, I am paranoid. Sue me. */
2805     if (keep_chance < 1)
2806     keep_chance = 1;
2807 root 1.18
2808 root 1.54 /* There is a maximum depletion total per level. */
2809     if (this_stat < -1 - op->level / BALSL_MAX_LOSS_RATIO)
2810     {
2811     lose_this_stat = 0;
2812     /* Take loss chance vs keep chance to see if we
2813     retain the stat. */
2814     }
2815     else
2816     {
2817     if (random_roll (0, loss_chance + keep_chance - 1, op, PREFER_LOW) < keep_chance)
2818     lose_this_stat = 0;
2819     /* LOG(llevDebug, "Determining stat loss. Stat: %d Keep: %d Lose: %d Result: %s.\n",
2820     this_stat, keep_chance, loss_chance,
2821     lose_this_stat?"LOSE":"KEEP"); */
2822 root 1.11 }
2823     }
2824 root 1.54 }
2825 root 1.18
2826 root 1.54 if (lose_this_stat)
2827     {
2828     this_stat = get_attr_value (&(dep->stats), i);
2829     /* We could try to do something clever like find another
2830     * stat to reduce if this fails. But chances are, if
2831     * stats have been depleted to -50, all are pretty low
2832     * and should be roughly the same, so it shouldn't make a
2833     * difference.
2834     */
2835     if (this_stat >= -50)
2836 root 1.18 {
2837 root 1.54 change_attr_value (&(dep->stats), i, -1);
2838     SET_FLAG (dep, FLAG_APPLIED);
2839     new_draw_info (NDI_UNIQUE, 0, op, lose_msg[i]);
2840     op->update_stats ();
2841     lost_a_stat = 1;
2842 root 1.11 }
2843     }
2844     }
2845 root 1.54 }
2846     /* If no stat lost, tell the player. */
2847     if (!lost_a_stat)
2848     {
2849     /* determine_god() seems to not work sometimes... why is this?
2850     Should I be using something else? GD */
2851     const char *god = determine_god (op);
2852 root 1.18
2853 root 1.54 if (god && (strcmp (god, "none")))
2854     new_draw_info_format (NDI_UNIQUE, 0, op, "For a brief moment you feel the holy presence of %s protecting" " you.", god);
2855     else
2856     new_draw_info (NDI_UNIQUE, 0, op, "For a brief moment you feel a holy presence protecting you.");
2857     }
2858 root 1.28 #else
2859 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.");
2860 elmex 1.1 #endif
2861    
2862 root 1.54 /* Put a gravestone up where the character 'almost' died. List the
2863     * exp loss on the stone.
2864     */
2865     tmp = arch_to_object (archetype::find ("gravestone"));
2866     sprintf (buf, "%s's gravestone", &op->name);
2867     tmp->name = buf;
2868     sprintf (buf, "%s's gravestones", &op->name);
2869     tmp->name_pl = buf;
2870     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);
2871     tmp->msg = buf;
2872     tmp->x = op->x, tmp->y = op->y;
2873     insert_ob_in_map (tmp, op->map, NULL, 0);
2874    
2875     /**************************************/
2876     /* */
2877     /* Subtract the experience points, */
2878     /* if we died cause of food, give us */
2879     /* food, and reset HP's... */
2880     /* */
2881     /**************************************/
2882    
2883     /* remove any poisoning and confusion the character may be suffering. */
2884     /* restore player */
2885     at = archetype::find ("poisoning");
2886     tmp = present_arch_in_ob (at, op);
2887    
2888     if (tmp)
2889     {
2890     tmp->destroy ();
2891     new_draw_info (NDI_UNIQUE, 0, op, "Your body feels cleansed");
2892     }
2893    
2894     at = archetype::find ("confusion");
2895     tmp = present_arch_in_ob (at, op);
2896     if (tmp)
2897     {
2898     tmp->destroy ();
2899     new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer");
2900     }
2901    
2902     cure_disease (op, 0); /* remove any disease */
2903    
2904     /*add_exp(op, (op->stats.exp * -0.20)); */
2905     apply_death_exp_penalty (op);
2906     if (op->stats.food < 100)
2907     op->stats.food = 900;
2908     op->stats.hp = op->stats.maxhp;
2909     op->stats.sp = MAX (op->stats.sp, op->stats.maxsp);
2910     op->stats.grace = MAX (op->stats.grace, op->stats.maxgrace);
2911 root 1.11
2912 root 1.54 /*
2913 root 1.108 * Check to see if the player has any unpaid items. If so, remove them
2914     * and put them back in the map.
2915 root 1.54 */
2916 root 1.108 remove_unpaid_objects (op->inv, op);
2917 root 1.18
2918 root 1.54 /****************************************/
2919     /* */
2920     /* Move player to his current respawn- */
2921     /* position (usually last savebed) */
2922     /* */
2923     /****************************************/
2924 root 1.18
2925 root 1.54 enter_player_savebed (op);
2926 root 1.18
2927 root 1.54 op->contr->braced = 0;
2928 root 1.11
2929 root 1.54 /* it is possible that the player has blown something up
2930     * at his savebed location, and that can have long lasting
2931     * spell effects. So first see if there is a spell effect
2932     * on the space that might harm the player.
2933     */
2934     will_kill_again = 0;
2935     for (tmp = GET_MAP_OB (op->map, op->x, op->y); tmp; tmp = tmp->above)
2936     if (tmp->type == SPELL_EFFECT)
2937     will_kill_again |= tmp->attacktype;
2938 elmex 1.1
2939 root 1.54 if (will_kill_again)
2940 root 1.18 {
2941 root 1.54 object *force;
2942     int at;
2943 root 1.18
2944 root 1.54 force = get_archetype (FORCE_NAME);
2945     /* 50 ticks should be enough time for the spell to abate */
2946     force->speed = 0.1;
2947     force->speed_left = -5.0;
2948     SET_FLAG (force, FLAG_APPLIED);
2949     for (at = 0; at < NROFATTACKS; at++)
2950     if (will_kill_again & (1 << at))
2951     force->resist[at] = 100;
2952 root 1.30
2953 root 1.54 insert_ob_in_ob (force, op);
2954     op->update_stats ();
2955 root 1.30
2956 root 1.54 }
2957 root 1.18
2958 root 1.54 new_draw_info (NDI_UNIQUE, 0, op, "YOU HAVE DIED.");
2959 elmex 1.1 }
2960    
2961 root 1.18 void
2962     loot_object (object *op)
2963     { /* Grab and destroy some treasure */
2964     object *tmp, *tmp2, *next;
2965 elmex 1.1
2966 root 1.103 op->close_container (); /* close open sack first */
2967 elmex 1.1
2968 root 1.54 for (tmp = op->inv; tmp; tmp = next)
2969 root 1.18 {
2970     next = tmp->below;
2971 root 1.54
2972 elmex 1.50 if (tmp->invisible)
2973 root 1.18 continue;
2974 root 1.54
2975 root 1.32 tmp->remove ();
2976 root 1.18 tmp->x = op->x, tmp->y = op->y;
2977 root 1.103
2978 root 1.18 if (tmp->type == CONTAINER)
2979 root 1.103 loot_object (tmp); /* empty container to ground */
2980    
2981 root 1.99 if (!QUERY_FLAG (tmp, FLAG_UNIQUE) && (QUERY_FLAG (tmp, FLAG_STARTEQUIP) || QUERY_FLAG (tmp, FLAG_NO_DROP) || !(rndm (3))))
2982 root 1.18 {
2983     if (tmp->nrof > 1)
2984     {
2985     tmp2 = get_split_ob (tmp, 1 + RANDOM () % (tmp->nrof - 1));
2986 root 1.33 tmp2->destroy ();
2987 root 1.18 insert_ob_in_map (tmp, op->map, NULL, 0);
2988     }
2989     else
2990 root 1.33 tmp->destroy ();
2991 root 1.18 }
2992     else
2993     insert_ob_in_map (tmp, op->map, NULL, 0);
2994     }
2995 elmex 1.1 }
2996    
2997     /*
2998     * fix_weight(): Check recursively the weight of all players, and fix
2999     * what needs to be fixed. Refresh windows and fix speed if anything
3000     * was changed.
3001     */
3002 root 1.18 void
3003     fix_weight (void)
3004     {
3005 root 1.61 for_all_players (pl)
3006 root 1.18 {
3007     int old = pl->ob->carrying, sum = sum_weight (pl->ob);
3008    
3009     if (old == sum)
3010     continue;
3011 root 1.54 pl->ob->update_stats ();
3012 root 1.18 LOG (llevDebug, "Fixed inventory in %s (%d -> %d)\n", &pl->ob->name, old, sum);
3013     }
3014 elmex 1.1 }
3015    
3016 root 1.18 void
3017     fix_luck (void)
3018     {
3019 root 1.61 for_all_players (pl)
3020 root 1.52 if (!pl->ob->contr->ns->state)
3021 root 1.54 pl->ob->change_luck (0);
3022 elmex 1.1 }
3023    
3024     /* cast_dust() - handles op throwing objects of type 'DUST'.
3025     * This is much simpler in the new spell code - we basically
3026     * just treat this as any other spell casting object.
3027     */
3028 elmex 1.2 void
3029 root 1.18 cast_dust (object *op, object *throw_ob, int dir)
3030 elmex 1.2 {
3031     object *skop, *spob;
3032    
3033     skop = find_skill_by_name (op, throw_ob->skill);
3034    
3035     /* casting POTION 'dusts' is really a use_magic_item skill */
3036     if (op->type == PLAYER && throw_ob->type == POTION && !skop)
3037     {
3038 root 1.18 LOG (llevError, "Player %s lacks critical skill use_magic_item!\n", &op->name);
3039 elmex 1.2 return;
3040     }
3041    
3042     spob = throw_ob->inv;
3043    
3044     // elmex Tue Aug 15 17:19:46 CEST 2006: Added this check to
3045     // not pass NULL to cast_spell (which did indeed check itself, but
3046     // errors should be reported as early as possible IMHO)
3047     if (!spob)
3048     {
3049 root 1.18 LOG (llevError, "cast_dust: thrown object %s (by %s) had no spell in it!", &throw_ob->name, &op->name);
3050 elmex 1.2 return;
3051 elmex 1.1 }
3052    
3053 elmex 1.2 if (op->type == PLAYER)
3054 root 1.14 new_draw_info_format (NDI_UNIQUE, 0, op, "You cast %s.", &spob->name);
3055 elmex 1.2
3056     cast_spell (op, throw_ob, dir, spob, NULL);
3057    
3058 root 1.33 throw_ob->destroy ();
3059 elmex 1.1 }
3060    
3061 root 1.18 void
3062     make_visible (object *op)
3063     {
3064     op->hide = 0;
3065     op->invisible = 0;
3066     if (op->type == PLAYER)
3067     {
3068     op->contr->tmp_invis = 0;
3069     op->contr->invis_race = 0;
3070     }
3071 root 1.107
3072     update_object (op, UP_OBJ_CHANGE);
3073 root 1.18 }
3074    
3075     int
3076     is_true_undead (object *op)
3077     {
3078     if (QUERY_FLAG (&op->arch->clone, FLAG_UNDEAD))
3079     return 1;
3080    
3081 elmex 1.1 return 0;
3082     }
3083    
3084     /* look at the surrounding terrain to determine
3085     * the hideability of this object. Positive levels
3086     * indicate greater hideability.
3087     */
3088    
3089 root 1.18 int
3090     hideability (object *ob)
3091     {
3092     int i, level = 0, mflag;
3093     sint16 x, y;
3094    
3095     if (!ob || !ob->map)
3096     return 0;
3097    
3098     /* so, on normal lighted maps, its hard to hide */
3099     level = ob->map->darkness - 2;
3100    
3101     /* this also picks up whether the object is glowing.
3102     * If you carry a light on a non-dark map, its not
3103     * as bad as carrying a light on a pitch dark map */
3104     if (has_carried_lights (ob))
3105     level = -(10 + (2 * ob->map->darkness));
3106    
3107     /* scan through all nearby squares for terrain to hide in */
3108     for (i = 0, x = ob->x, y = ob->y; i < 9; i++, x = ob->x + freearr_x[i], y = ob->y + freearr_y[i])
3109     {
3110     mflag = get_map_flags (ob->map, NULL, x, y, NULL, NULL);
3111     if (mflag & P_OUT_OF_MAP)
3112     {
3113     continue;
3114     }
3115     if (mflag & P_BLOCKSVIEW) /* something to hide near! */
3116     level += 2;
3117     else /* open terrain! */
3118     level -= 1;
3119 elmex 1.1 }
3120 root 1.18
3121 elmex 1.1 #if 0
3122 root 1.18 LOG (llevDebug, "hideability of %s is %d\n", ob->name, level);
3123 elmex 1.1 #endif
3124 root 1.18 return level;
3125 elmex 1.1 }
3126    
3127     /* For Hidden creatures - a chance of becoming 'unhidden'
3128     * every time they move - as we subtract off 'invisibility'
3129     * AND, for players, if they move into a ridiculously unhideable
3130     * spot (surrounded by clear terrain in broad daylight). -b.t.
3131     */
3132    
3133 root 1.18 void
3134     do_hidden_move (object *op)
3135     {
3136     int hide = 0, num = random_roll (0, 19, op, PREFER_LOW);
3137     object *skop;
3138    
3139     if (!op || !op->map)
3140     return;
3141    
3142     skop = find_obj_by_type_subtype (op, SKILL, SK_HIDING);
3143    
3144     /* its *extremely* hard to run and sneak/hide at the same time! */
3145     if (op->type == PLAYER && op->contr->run_on)
3146 root 1.85 if (!skop || num >= skop->level)
3147     {
3148     new_draw_info (NDI_UNIQUE, 0, op, "You ran too much! You are no longer hidden!");
3149     make_visible (op);
3150     return;
3151     }
3152     else
3153     num += 20;
3154    
3155 root 1.18 num += op->map->difficulty;
3156     hide = hideability (op); /* modify by terrain hidden level */
3157     num -= hide;
3158 root 1.85
3159 root 1.18 if ((op->type == PLAYER && hide < -10) || ((op->invisible -= num) <= 0))
3160     {
3161     make_visible (op);
3162     if (op->type == PLAYER)
3163     new_draw_info (NDI_UNIQUE, 0, op, "You moved out of hiding! You are visible!");
3164 elmex 1.1 }
3165 root 1.18 else if (op->type == PLAYER && skop)
3166 root 1.85 change_exp (op, calc_skill_exp (op, NULL, skop), skop->skill, 0);
3167 elmex 1.1 }
3168    
3169     /* determine if who is standing near a hostile creature. */
3170    
3171 root 1.18 int
3172     stand_near_hostile (object *who)
3173     {
3174     object *tmp = NULL;
3175     int i, friendly = 0, player = 0, mflags;
3176 root 1.25 maptile *m;
3177 root 1.18 sint16 x, y;
3178    
3179     if (!who)
3180     return 0;
3181    
3182     if (who->type == PLAYER)
3183     player = 1;
3184    
3185     else
3186     friendly = QUERY_FLAG (who, FLAG_FRIENDLY);
3187    
3188     /* search adjacent squares */
3189     for (i = 1; i < 9; i++)
3190     {
3191     x = who->x + freearr_x[i];
3192     y = who->y + freearr_y[i];
3193     m = who->map;
3194     mflags = get_map_flags (m, &m, x, y, &x, &y);
3195     /* space must be blocked if there is a monster. If not
3196     * blocked, don't need to check this space.
3197     */
3198     if (mflags & P_OUT_OF_MAP)
3199     continue;
3200     if (OB_TYPE_MOVE_BLOCK (who, GET_MAP_MOVE_BLOCK (m, x, y)))
3201     continue;
3202    
3203 root 1.49 for (tmp = GET_MAP_OB (m, x, y); tmp; tmp = tmp->above)
3204 root 1.18 {
3205     if ((player ||friendly) &&QUERY_FLAG (tmp, FLAG_MONSTER) && !QUERY_FLAG (tmp, FLAG_UNAGGRESSIVE))
3206     return 1;
3207     else if (tmp->type == PLAYER)
3208     {
3209     /*don't let a hidden DM prevent you from hiding */
3210     if (!QUERY_FLAG (tmp, FLAG_WIZ) || tmp->contr->hidden == 0)
3211 root 1.11 return 1;
3212 root 1.18 }
3213 root 1.11 }
3214 elmex 1.1 }
3215 root 1.18 return 0;
3216 elmex 1.1 }
3217    
3218     /* check the player los field for viewability of the
3219     * object op. This function works fine for monsters,
3220     * but we dont worry if the object isnt the top one in
3221     * a pile (say a coin under a table would return "viewable"
3222     * by this routine). Another question, should we be
3223     * concerned with the direction the player is looking
3224     * in? Realistically, most of use cant see stuff behind
3225     * our backs...on the other hand, does the "facing" direction
3226     * imply the way your head, or body is facing? Its possible
3227     * for them to differ. Sigh, this fctn could get a bit more complex.
3228     * -b.t.
3229     * This function is now map tiling safe.
3230     */
3231    
3232 root 1.18 int
3233     player_can_view (object *pl, object *op)
3234     {
3235     rv_vector rv;
3236     int dx, dy;
3237    
3238     if (pl->type != PLAYER)
3239     {
3240     LOG (llevError, "player_can_view() called for non-player object\n");
3241     return -1;
3242 elmex 1.1 }
3243 root 1.74
3244 root 1.18 if (!pl || !op)
3245 elmex 1.1 return 0;
3246 root 1.18
3247 root 1.74 op = op->head_ ();
3248    
3249 root 1.18 get_rangevector (pl, op, &rv, 0x1);
3250    
3251     /* starting with the 'head' part, lets loop
3252     * through the object and find if it has any
3253     * part that is in the los array but isnt on
3254     * a blocked los square.
3255     * we use the archetype to figure out offsets.
3256     */
3257     while (op)
3258     {
3259     dx = rv.distance_x + op->arch->clone.x;
3260     dy = rv.distance_y + op->arch->clone.y;
3261    
3262     /* only the viewable area the player sees is updated by LOS
3263     * code, so we need to restrict ourselves to that range of values
3264     * for any meaningful values.
3265     */
3266 root 1.52 if (FABS (dx) <= (pl->contr->ns->mapx / 2) &&
3267     FABS (dy) <= (pl->contr->ns->mapy / 2) &&
3268     !pl->contr->blocked_los[dx + (pl->contr->ns->mapx / 2)][dy + (pl->contr->ns->mapy / 2)])
3269 root 1.18 return 1;
3270     op = op->more;
3271     }
3272     return 0;
3273 elmex 1.1 }
3274    
3275     /* routine for both players and monsters. We call this when
3276     * there is a possibility for our action distrubing our hiding
3277     * place or invisiblity spell. Artefact invisiblity is not
3278     * effected by this. If we arent invisible to begin with, we
3279     * return 0.
3280     */
3281 root 1.18 int
3282     action_makes_visible (object *op)
3283     {
3284    
3285     if (op->invisible && QUERY_FLAG (op, FLAG_ALIVE))
3286     {
3287     if (QUERY_FLAG (op, FLAG_MAKE_INVIS))
3288     return 0;
3289    
3290     if (op->contr && op->contr->tmp_invis == 0)
3291     return 0;
3292 elmex 1.1
3293 root 1.18 /* If monsters, they should become visible */
3294     if (op->hide || !op->contr || (op->contr && op->contr->tmp_invis))
3295     {
3296     new_draw_info_format (NDI_UNIQUE, 0, op, "You become %s!", op->hide ? "unhidden" : "visible");
3297     return 1;
3298 root 1.11 }
3299 elmex 1.1 }
3300 root 1.18 return 0;
3301 elmex 1.1 }
3302    
3303     /* op_on_battleground - checks if the given object op (usually
3304     * a player) is standing on a valid battleground-tile,
3305     * function returns TRUE/FALSE. If true x, y returns the battleground
3306     * -exit-coord. (and if x, y not NULL)
3307     * 19 March 2005 - josh@woosworld.net modifed to check if the battleground also has slaying, maxhp, and maxsp set
3308     * and if those are all set and the player has a marker that matches the slaying send them to a different x, y
3309     * Default is to do the same as before, so only people wanting to have different points need worry about this
3310     */
3311 root 1.18 int
3312     op_on_battleground (object *op, int *x, int *y)
3313     {
3314 elmex 1.1 object *tmp;
3315 root 1.18
3316 elmex 1.1 /* A battleground-tile needs the following attributes to be valid:
3317     * is_floor 1 (has to be the FIRST floor beneath the player's feet),
3318     * name="battleground", no_pick 1, type=58 (type BATTLEGROUND)
3319     * and the exit-coordinates sp/hp must both be > 0.
3320     * => The intention here is to prevent abuse of the battleground-
3321     * feature (like pickable or hidden battleground tiles). */
3322 root 1.18 for (tmp = op->below; tmp != NULL; tmp = tmp->below)
3323     {
3324     if (QUERY_FLAG (tmp, FLAG_IS_FLOOR))
3325     {
3326     if (QUERY_FLAG (tmp, FLAG_NO_PICK) &&
3327     strcmp (tmp->name, "battleground") == 0 && tmp->type == BATTLEGROUND && EXIT_X (tmp) && EXIT_Y (tmp))
3328     {
3329     /*before we assign the exit, check if this is a teambattle */
3330     if (EXIT_ALT_X (tmp) && EXIT_ALT_Y (tmp) && EXIT_PATH (tmp))
3331     {
3332     object *invtmp;
3333    
3334     for (invtmp = op->inv; invtmp != NULL; invtmp = invtmp->below)
3335     {
3336     if (invtmp->type == FORCE && invtmp->slaying && !strcmp (EXIT_PATH (tmp), invtmp->slaying))
3337     {
3338     if (x != NULL && y != NULL)
3339     *x = EXIT_ALT_X (tmp), *y = EXIT_ALT_Y (tmp);
3340     return 1;
3341     }
3342     }
3343     }
3344     if (x != NULL && y != NULL)
3345     *x = EXIT_X (tmp), *y = EXIT_Y (tmp);
3346     return 1;
3347     }
3348     }
3349 elmex 1.1 }
3350     /* If we got here, did not find a battleground */
3351     return 0;
3352     }
3353    
3354     /*
3355     * When a dragon-player gains a new stage of evolution,
3356     * he gets some treasure
3357     *
3358     * attributes:
3359     * object *who the dragon player
3360     * int atnr the attack-number of the ability focus
3361     * int level ability level
3362     */
3363 root 1.18 void
3364     dragon_ability_gain (object *who, int atnr, int level)
3365     {
3366     treasurelist *trlist = NULL; /* treasurelist */
3367     treasure *tr; /* treasure */
3368     object *tmp, *skop; /* tmp. object */
3369     object *item; /* treasure object */
3370     char buf[MAX_BUF]; /* tmp. string buffer */
3371     int i = 0, j = 0;
3372    
3373     /* get the appropriate treasurelist */
3374     if (atnr == ATNR_FIRE)
3375 root 1.110 trlist = treasurelist::find ("dragon_ability_fire");
3376 root 1.18 else if (atnr == ATNR_COLD)
3377 root 1.110 trlist = treasurelist::find ("dragon_ability_cold");
3378 root 1.18 else if (atnr == ATNR_ELECTRICITY)
3379 root 1.110 trlist = treasurelist::find ("dragon_ability_elec");
3380 root 1.18 else if (atnr == ATNR_POISON)
3381 root 1.110 trlist = treasurelist::find ("dragon_ability_poison");
3382 root 1.18
3383     if (trlist == NULL || who->type != PLAYER)
3384     return;
3385    
3386     for (i = 0, tr = trlist->items; tr != NULL && i < level - 1; tr = tr->next, i++);
3387    
3388 elmex 1.82 if (!tr || !tr->item)
3389 root 1.18 {
3390     /* LOG(llevDebug, "-> no more treasure for %s\n", change_resist_msg[atnr]); */
3391     return;
3392 elmex 1.1 }
3393    
3394 root 1.18 /* everything seems okay - now bring on the gift: */
3395     item = &(tr->item->clone);
3396 elmex 1.1
3397 root 1.18 if (item->type == SPELL)
3398     {
3399     if (check_spell_known (who, item->name))
3400 root 1.11 return;
3401 root 1.18
3402     new_draw_info_format (NDI_UNIQUE | NDI_BLUE, 0, who, "You gained the ability of %s", &item->name);
3403     do_learn_spell (who, item, 0);
3404     return;
3405 elmex 1.1 }
3406    
3407 root 1.18 /* grant direct spell */
3408     if (item->type == SPELLBOOK)
3409     {
3410     if (!item->inv)
3411     {
3412     LOG (llevDebug, "dragon_ability_gain: Broken spellbook %s\n", &item->name);
3413     return;
3414     }
3415     if (check_spell_known (who, item->inv->name))
3416     return;
3417     if (item->invisible)
3418     {
3419     new_draw_info_format (NDI_UNIQUE | NDI_BLUE, 0, who, "You gained the ability of %s", &item->inv->name);
3420     do_learn_spell (who, item->inv, 0);
3421     return;
3422 root 1.11 }
3423 root 1.18 }
3424     else if (item->type == SKILL_TOOL && item->invisible)
3425     {
3426     if (item->subtype == SK_CLAWING && (skop = find_skill_by_name (who, item->skill)) != NULL)
3427     {
3428    
3429     /* should this perhaps be (skop->attackyp & item->attacktype)!=item->attacktype ...
3430     * in this way, if the player is missing any of the attacktypes, he gets
3431     * them. As it is now, if the player has any that match the granted skill,
3432     * but not all of them, he gets nothing.
3433     */
3434     if (!(skop->attacktype & item->attacktype))
3435     {
3436     /* Give new attacktype */
3437     skop->attacktype |= item->attacktype;
3438    
3439     /* always add physical if there's none */
3440     skop->attacktype |= AT_PHYSICAL;
3441    
3442     if (item->msg != NULL)
3443     new_draw_info (NDI_UNIQUE | NDI_BLUE, 0, who, item->msg);
3444    
3445     /* Give player new face */
3446     if (item->animation_id)
3447     {
3448     who->face = skop->face;
3449     who->animation_id = item->animation_id;
3450     who->anim_speed = item->anim_speed;
3451     who->last_anim = 0;
3452     who->state = 0;
3453     animate_object (who, who->direction);
3454     }
3455     }
3456 root 1.11 }
3457 elmex 1.1 }
3458 root 1.18 else if (item->type == FORCE)
3459     {
3460     /* forces in the treasurelist can alter the player's stats */
3461     object *skin;
3462 elmex 1.1
3463 root 1.18 /* first get the dragon skin force */
3464 root 1.52 shstr_cmp dragon_skin_force ("dragon_skin_force");
3465     for (skin = who->inv; skin && !(skin->arch->name == dragon_skin_force); skin = skin->below)
3466     ;
3467    
3468     if (!skin)
3469 root 1.18 return;
3470    
3471     /* adding new spellpath attunements */
3472     if (item->path_attuned > 0 && !(skin->path_attuned & item->path_attuned))
3473     {
3474     skin->path_attuned |= item->path_attuned; /* add attunement to skin */
3475    
3476     /* print message */
3477     sprintf (buf, "You feel attuned to ");
3478     for (i = 0, j = 0; i < NRSPELLPATHS; i++)
3479     {
3480     if (item->path_attuned & (1 << i))
3481     {
3482     if (j)
3483     strcat (buf, " and ");
3484     else
3485     j = 1;
3486     strcat (buf, spellpathnames[i]);
3487     }
3488     }
3489     strcat (buf, ".");
3490     new_draw_info (NDI_UNIQUE | NDI_BLUE, 0, who, buf);
3491     }
3492    
3493     /* evtl. adding flags: */
3494     if (QUERY_FLAG (item, FLAG_XRAYS))
3495     SET_FLAG (skin, FLAG_XRAYS);
3496     if (QUERY_FLAG (item, FLAG_STEALTH))
3497     SET_FLAG (skin, FLAG_STEALTH);
3498     if (QUERY_FLAG (item, FLAG_SEE_IN_DARK))
3499     SET_FLAG (skin, FLAG_SEE_IN_DARK);
3500    
3501     /* print message if there is one */
3502     if (item->msg != NULL)
3503     new_draw_info (NDI_UNIQUE | NDI_BLUE, 0, who, item->msg);
3504     }
3505     else
3506     {
3507     /* generate misc. treasure */
3508     tmp = arch_to_object (tr->item);
3509     new_draw_info_format (NDI_UNIQUE | NDI_BLUE, 0, who, "You gained %s", query_short_name (tmp));
3510     tmp = insert_ob_in_ob (tmp, who);
3511     if (who->type == PLAYER)
3512     esrv_send_item (who, tmp);
3513 elmex 1.1 }
3514     }
3515    
3516     /**
3517     * Unready an object for a player. This function does nothing if the object was
3518     * not readied.
3519     */
3520 root 1.18 void
3521     player_unready_range_ob (player *pl, object *ob)
3522     {
3523 root 1.119 if (pl->ob->current_weapon == ob)
3524     pl->ob->current_weapon = 0;
3525    
3526 root 1.118 if (pl->combat_ob == ob)
3527 root 1.119 pl->combat_ob = 0;
3528 root 1.118
3529     if (pl->ranged_ob == ob)
3530 root 1.119 pl->ranged_ob = 0;
3531 elmex 1.1 }
3532 root 1.101
3533     sint8
3534     player::visibility_at (maptile *map, int x, int y) const
3535     {
3536     if (!ns)
3537     return 0;
3538    
3539     int dx, dy;
3540     if (!adjacent_map (map, ns->current_map, &dx, &dy))
3541     return 0;
3542    
3543     x += dx - ns->current_x + ns->mapx / 2;
3544     y += dy - ns->current_y + ns->mapy / 2;
3545    
3546     if (!IN_RANGE_EXC (x, 0, ns->mapx) || !IN_RANGE_EXC (y, 0, ns->mapy))
3547     return 0;
3548    
3549     return 100 - blocked_los [x][y];
3550     }