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Revision: 1.126
Committed: Sat May 12 16:06:42 2007 UTC (17 years ago) by root
Content type: text/plain
Branch: MAIN
Changes since 1.125: +4 -2 lines
Log Message:
almost works

File Contents

# User Rev Content
1 elmex 1.1 /*
2 root 1.89 * CrossFire, A Multiplayer game
3     *
4     * Copyright (C) 2005, 2006, 2007 Marc Lehmann & Crossfire+ Development Team
5     * Copyright (C) 2002 Mark Wedel & Crossfire Development Team
6     * Copyright (C) 1992 Frank Tore Johansen
7     *
8     * This program is free software; you can redistribute it and/or modify
9     * it under the terms of the GNU General Public License as published by
10     * the Free Software Foundation; either version 2 of the License, or
11     * (at your option) any later version.
12     *
13     * This program is distributed in the hope that it will be useful,
14     * but WITHOUT ANY WARRANTY; without even the implied warranty of
15     * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
16     * GNU General Public License for more details.
17     *
18     * You should have received a copy of the GNU General Public License
19     * along with this program; if not, write to the Free Software
20     * Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA.
21     *
22     * The author can be reached via e-mail to <crossfire@schmorp.de>
23     */
24 elmex 1.1
25     #include <global.h>
26 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     apply_special (ob, op, AP_UNAPPLY);
275     apply_special (ob, op, AP_APPLY);
276     break;
277     }
278    
279 root 1.60 ob->update_stats ();
280 root 1.54 ns->floorbox_update ();
281    
282     esrv_send_inventory (ob, ob);
283     esrv_add_spells (this, 0);
284    
285 root 1.89 activate ();
286 root 1.54
287 root 1.59 send_rules (ob);
288     send_news (ob);
289     display_motd (ob);
290 root 1.78
291     INVOKE_PLAYER (CONNECT, this);
292 root 1.54 INVOKE_PLAYER (LOGIN, this);
293     }
294 elmex 1.1
295 root 1.62 void
296     player::disconnect ()
297     {
298 root 1.63 if (ns)
299 root 1.72 {
300 root 1.89 if (active)
301     INVOKE_PLAYER (LOGOUT, this, ARG_INT (0));
302 root 1.78
303     INVOKE_PLAYER (DISCONNECT, this);
304 root 1.72
305 root 1.97 ns->reset_stats ();
306 root 1.72 ns->pl = 0;
307 root 1.115 ns = 0;
308 root 1.89 }
309 root 1.72
310 root 1.105 if (ob)
311     ob->close_container (); //TODO: client-specific
312    
313 root 1.89 deactivate ();
314 root 1.62 }
315    
316 root 1.54 // the need for this function can be explained
317     // by load_object not returning the object
318     void
319     player::set_object (object *op)
320     {
321     ob = op;
322 root 1.104 ob->contr = this; /* this aren't yet in archetype */
323 root 1.15
324 root 1.54 ob->speed_left = 0.5;
325 root 1.104 ob->speed = 1.0;
326     ob->direction = 5; /* So player faces south */
327 root 1.54 }
328 root 1.15
329 root 1.54 player::player ()
330     {
331 pippijn 1.81 /* There are some elements we want initialised to non zero value -
332 root 1.54 * we deal with that below this point.
333     */
334 root 1.114 outputs_sync = 4;
335     outputs_count = 4;
336 root 1.54 unapply = unapply_nochoice;
337    
338 root 1.77 savebed_map = first_map_path; /* Init. respawn position */
339 root 1.54
340     gen_sp_armour = 10;
341     bowtype = bow_normal;
342     petmode = pet_normal;
343     listening = 10;
344     usekeys = containers;
345     peaceful = 1; /* default peaceful */
346     do_los = 1;
347     }
348    
349 root 1.62 void
350     player::do_destroy ()
351 root 1.54 {
352 root 1.72 disconnect ();
353 root 1.62
354 root 1.72 attachable::do_destroy ();
355 root 1.62
356 root 1.54 if (ob)
357 root 1.69 {
358     ob->destroy_inv (false);
359     ob->destroy ();
360     }
361 root 1.62 }
362    
363     player::~player ()
364     {
365 root 1.54 /* Clear item stack */
366     free (stack_items);
367 elmex 1.1 }
368    
369 root 1.54 /* Tries to add player on the connection passed in ns.
370 elmex 1.1 * All we can really get in this is some settings like host and display
371     * mode.
372     */
373 root 1.54 player *
374     player::create ()
375 root 1.18 {
376 root 1.54 player *pl = new player;
377 root 1.38
378 root 1.54 pl->set_object (arch_to_object (get_player_archetype (0)));
379 root 1.104
380     pl->ob->roll_stats ();
381     pl->ob->stats.wc = 2;
382     pl->ob->run_away = 25; /* Then we panick... */
383    
384 root 1.76 set_first_map (pl->ob);
385 root 1.26
386 root 1.54 return pl;
387 elmex 1.1 }
388    
389     /*
390     * get_player_archetype() return next player archetype from archetype
391     * list. Not very efficient routine, but used only creating new players.
392     * Note: there MUST be at least one player archetype!
393     */
394 root 1.18 archetype *
395     get_player_archetype (archetype *at)
396 elmex 1.1 {
397 root 1.18 archetype *start = at;
398    
399     for (;;)
400     {
401     if (at == NULL || at->next == NULL)
402     at = first_archetype;
403     else
404     at = at->next;
405 root 1.46
406 root 1.18 if (at->clone.type == PLAYER)
407     return at;
408 root 1.46
409 root 1.18 if (at == start)
410     {
411     LOG (llevError, "No Player archetypes\n");
412     exit (-1);
413 root 1.11 }
414 elmex 1.1 }
415     }
416    
417 root 1.18 object *
418     get_nearest_player (object *mon)
419     {
420     object *op = NULL;
421     objectlink *ol;
422     unsigned lastdist;
423     rv_vector rv;
424    
425 root 1.92 for (ol = first_friendly_object, lastdist = 1000; ol; ol = ol->next)
426 root 1.18 {
427     /* We should not find free objects on this friendly list, but it
428     * does periodically happen. Given that, lets deal with it.
429     * While unlikely, it is possible the next object on the friendly
430     * list is also free, so encapsulate this in a while loop.
431     */
432     while (QUERY_FLAG (ol->ob, FLAG_FREED) || !QUERY_FLAG (ol->ob, FLAG_FRIENDLY))
433     {
434     object *tmp = ol->ob;
435    
436     /* Can't do much more other than log the fact, because the object
437     * itself will have been cleared.
438     */
439 root 1.92 LOG (llevDebug, "get_nearest_player: Found free/non friendly object '%s' on friendly list\n",
440     tmp->debug_desc ());
441 root 1.18 ol = ol->next;
442     remove_friendly_object (tmp);
443     if (!ol)
444     return op;
445     }
446 root 1.11
447 root 1.18 /* Remove special check for player from this. First, it looks to cause
448     * some crashes (ol->ob->contr not set properly?), but secondly, a more
449     * complicated method of state checking would be needed in any case -
450     * as it was, a clever player could type quit, and the function would
451     * skip them over while waiting for confirmation. Remove
452     * on_same_map check, as can_detect_enemy also does this
453     */
454     if (!can_detect_enemy (mon, ol->ob, &rv))
455     continue;
456 root 1.11
457 root 1.18 if (lastdist > rv.distance)
458     {
459     op = ol->ob;
460     lastdist = rv.distance;
461 root 1.11 }
462 elmex 1.1 }
463 root 1.61
464     for_all_players (pl)
465     if (can_detect_enemy (mon, pl->ob, &rv))
466     if (lastdist > rv.distance)
467 root 1.18 {
468 root 1.61 op = pl->ob;
469     lastdist = rv.distance;
470     }
471 elmex 1.1
472     #if 0
473 root 1.18 LOG (llevDebug, "get_nearest_player() finds player: %s\n", op ? &op->name : "(null)");
474 elmex 1.1 #endif
475 root 1.18 return op;
476 elmex 1.1 }
477    
478     /* I believe this can safely go to 2, 3 is questionable, 4 will likely
479     * result in a monster paths backtracking. It basically determines how large a
480     * detour a monster will take from the direction path when looking
481     * for a path to the player. The values are in the amount of direction
482     * the deviation is
483     */
484     #define DETOUR_AMOUNT 2
485    
486     /* This is used to prevent infinite loops. Consider a case where the
487     * player is in a chamber (with gate closed), and monsters are outside.
488     * with DETOUR_AMOUNT==2, the function will turn each corner, trying to
489     * find a path into the chamber. This is a good thing, but since there
490     * is no real path, it will just keep circling the chamber for
491     * ever (this could be a nice effect for monsters, but not for the function
492     * to get stuck in. I think for the monsters, if max is reached and
493     * we return the first direction the creature could move would result in the
494     * circling behaviour. Unfortunately, this function is also used to determined
495     * if the creature should cast a spell, so returning a direction in that case
496     * is probably not a good thing.
497     */
498     #define MAX_SPACES 50
499    
500     /*
501     * Returns the direction to the player, if valid. Returns 0 otherwise.
502     * modified to verify there is a path to the player. Does this by stepping towards
503     * player and if path is blocked then see if blockage is close enough to player that
504     * direction to player is changed (ie zig or zag). Continue zig zag until either
505     * reach player or path is blocked. Thus, will only return true if there is a free
506     * path to player. Though path may not be a straight line. Note that it will find
507     * player hiding along a corridor at right angles to the corridor with the monster.
508     *
509     * Modified by MSW 2001-08-06 to handle tiled maps. Various notes:
510     * 1) With DETOUR_AMOUNT being 2, it should still go and find players hiding
511     * down corriders.
512     * 2) I think the old code was broken if the first direction the monster
513     * should move was blocked - the code would store the first direction without
514     * verifying that the player can actually move in that direction. The new
515     * code does not store anything in firstdir until we have verified that the
516     * monster can in fact move one space in that direction.
517     * 3) I'm not sure how good this code will be for moving multipart monsters,
518     * since only simple checks to blocked are being called, which could mean the monster
519     * is blocking itself.
520     */
521 root 1.18 int
522     path_to_player (object *mon, object *pl, unsigned mindiff)
523     {
524     rv_vector rv;
525     sint16 x, y;
526     int lastx, lasty, dir, i, diff, firstdir = 0, lastdir, max = MAX_SPACES, mflags, blocked;
527 root 1.25 maptile *m, *lastmap;
528 root 1.18
529     get_rangevector (mon, pl, &rv, 0);
530    
531     if (rv.distance < mindiff)
532     return 0;
533    
534     x = mon->x;
535     y = mon->y;
536     m = mon->map;
537     dir = rv.direction;
538     lastdir = firstdir = rv.direction; /* perhaps we stand next to pl, init firstdir too */
539 root 1.100 diff = ::max (abs (rv.distance_x), abs (rv.distance_y));
540    
541 root 1.18 /* If we can't solve it within the search distance, return now. */
542     if (diff > max)
543     return 0;
544 root 1.100
545 root 1.18 while (diff > 1 && max > 0)
546     {
547     lastx = x;
548     lasty = y;
549     lastmap = m;
550     x = lastx + freearr_x[dir];
551     y = lasty + freearr_y[dir];
552    
553     mflags = get_map_flags (m, &m, x, y, &x, &y);
554     blocked = (mflags & P_OUT_OF_MAP) ? MOVE_ALL : GET_MAP_MOVE_BLOCK (m, x, y);
555    
556     /* Space is blocked - try changing direction a little */
557     if ((mflags & P_OUT_OF_MAP) || ((OB_TYPE_MOVE_BLOCK (mon, blocked) || (mflags & P_BLOCKSVIEW))
558     && (m == mon->map && blocked_link (mon, m, x, y))))
559     {
560     /* recalculate direction from last good location. Possible
561     * we were not traversing ideal location before.
562     */
563     get_rangevector_from_mapcoord (lastmap, lastx, lasty, pl, &rv, 0);
564     if (rv.direction != dir)
565     {
566     /* OK - says direction should be different - lets reset the
567     * the values so it will try again.
568     */
569     x = lastx;
570     y = lasty;
571     m = lastmap;
572     dir = firstdir = rv.direction;
573     }
574     else
575     {
576     /* direct path is blocked - try taking a side step to
577     * either the left or right.
578     * Note increase the values in the loop below to be
579     * more than -1/1 respectively will mean the monster takes
580     * bigger detour. Have to be careful about these values getting
581     * too big (3 or maybe 4 or higher) as the monster may just try
582     * stepping back and forth
583     */
584     for (i = -DETOUR_AMOUNT; i <= DETOUR_AMOUNT; i++)
585     {
586     if (i == 0)
587     continue; /* already did this, so skip it */
588     /* Use lastdir here - otherwise,
589     * since the direction that the creature should move in
590     * may change, you could get infinite loops.
591     * ie, player is northwest, but monster can only
592     * move west, so it does that. It goes some distance,
593     * gets blocked, finds that it should move north,
594     * can't do that, but now finds it can move east, and
595     * gets back to its original point. lastdir contains
596     * the last direction the creature has successfully
597     * moved.
598     */
599    
600     x = lastx + freearr_x[absdir (lastdir + i)];
601     y = lasty + freearr_y[absdir (lastdir + i)];
602     m = lastmap;
603     mflags = get_map_flags (m, &m, x, y, &x, &y);
604     if (mflags & P_OUT_OF_MAP)
605     continue;
606     blocked = GET_MAP_MOVE_BLOCK (m, x, y);
607     if (OB_TYPE_MOVE_BLOCK (mon, blocked))
608     continue;
609     if (mflags & P_BLOCKSVIEW)
610     continue;
611    
612     if (m == mon->map && blocked_link (mon, m, x, y))
613     break;
614     }
615     /* go through entire loop without finding a valid
616     * sidestep to take - thus, no valid path.
617     */
618     if (i == (DETOUR_AMOUNT + 1))
619     return 0;
620     diff--;
621     lastdir = dir;
622     max--;
623     if (!firstdir)
624     firstdir = dir + i;
625     } /* else check alternate directions */
626     } /* if blocked */
627     else
628     {
629     /* we moved towards creature, so diff is less */
630     diff--;
631     max--;
632     lastdir = dir;
633     if (!firstdir)
634     firstdir = dir;
635     }
636 root 1.100
637 root 1.18 if (diff <= 1)
638     {
639     /* Recalculate diff (distance) because we may not have actually
640     * headed toward player for entire distance.
641     */
642     get_rangevector_from_mapcoord (m, x, y, pl, &rv, 0);
643 root 1.100 diff = ::max (abs (rv.distance_x), abs (rv.distance_y));
644 root 1.18 }
645 root 1.100
646 root 1.18 if (diff > max)
647     return 0;
648     }
649 root 1.100
650 root 1.18 /* If we reached the max, didn't find a direction in time */
651     if (!max)
652     return 0;
653    
654     return firstdir;
655     }
656    
657     void
658     give_initial_items (object *pl, treasurelist * items)
659     {
660     object *op, *next = NULL;
661    
662     if (pl->randomitems != NULL)
663     create_treasure (items, pl, GT_STARTEQUIP | GT_ONLY_GOOD, 1, 0);
664    
665     for (op = pl->inv; op; op = next)
666     {
667     next = op->below;
668    
669     /* Forces get applied per default, unless they have the
670     * flag "neutral" set. Sorry but I can't think of a better way
671     */
672     if (op->type == FORCE && !QUERY_FLAG (op, FLAG_NEUTRAL))
673     SET_FLAG (op, FLAG_APPLIED);
674    
675     /* we never give weapons/armour if these cannot be used
676     * by this player due to race restrictions
677     */
678     if (pl->type == PLAYER)
679     {
680     if ((!QUERY_FLAG (pl, FLAG_USE_ARMOUR) &&
681     (op->type == ARMOUR || op->type == BOOTS ||
682     op->type == CLOAK || op->type == HELMET ||
683     op->type == SHIELD || op->type == GLOVES ||
684     op->type == BRACERS || op->type == GIRDLE)) || (!QUERY_FLAG (pl, FLAG_USE_WEAPON) && op->type == WEAPON))
685     {
686 root 1.33 op->destroy ();
687 root 1.18 continue;
688     }
689 root 1.11 }
690    
691 root 1.18 /* This really needs to be better - we should really give
692     * a substitute spellbook. The problem is that we don't really
693     * have a good idea what to replace it with (need something like
694     * a first level treasurelist for each skill.)
695     * remove duplicate skills also
696     */
697     if (op->type == SPELLBOOK || op->type == SKILL)
698     {
699     object *tmp;
700 elmex 1.1
701 root 1.18 for (tmp = op->below; tmp; tmp = tmp->below)
702     if (tmp->type == op->type && tmp->name == op->name)
703     break;
704 root 1.11
705 root 1.18 if (tmp)
706     {
707 root 1.33 op->destroy ();
708 root 1.18 LOG (llevError, "give_initial_items: Removing duplicate object %s\n", &tmp->name);
709     continue;
710 root 1.11 }
711 root 1.33
712 root 1.18 if (op->nrof > 1)
713     op->nrof = 1;
714 root 1.11 }
715 elmex 1.1
716 root 1.18 if (op->type == SPELLBOOK && op->inv)
717     {
718     CLEAR_FLAG (op->inv, FLAG_STARTEQUIP);
719 root 1.11 }
720    
721 root 1.18 /* Give starting characters identified, uncursed, and undamned
722     * items. Just don't identify gold or silver, or it won't be
723     * merged properly.
724     */
725     if (need_identify (op))
726     {
727     SET_FLAG (op, FLAG_IDENTIFIED);
728     CLEAR_FLAG (op, FLAG_CURSED);
729     CLEAR_FLAG (op, FLAG_DAMNED);
730     }
731     if (op->type == SPELL)
732     {
733 root 1.33 op->destroy ();
734 root 1.18 continue;
735     }
736     else if (op->type == SKILL)
737     {
738     SET_FLAG (op, FLAG_CAN_USE_SKILL);
739     op->stats.exp = 0;
740     op->level = 1;
741 root 1.11 }
742 root 1.18 /* lock all 'normal items by default */
743     else
744     SET_FLAG (op, FLAG_INV_LOCKED);
745     } /* for loop of objects in player inv */
746    
747     /* Need to set up the skill pointers */
748     link_player_skills (pl);
749     }
750    
751     void
752     get_party_password (object *op, partylist *party)
753     {
754     if (party == NULL)
755     {
756     LOG (llevError, "get_party_password(): tried to make player %s join a NULL party", &op->name);
757     return;
758 elmex 1.1 }
759 root 1.54
760 root 1.18 op->contr->write_buf[0] = '\0';
761 root 1.52 op->contr->ns->state = ST_GET_PARTY_PASSWORD;
762 root 1.18 op->contr->party_to_join = party;
763 root 1.52 send_query (op->contr->ns, CS_QUERY_HIDEINPUT, "What is the password?\n:");
764 elmex 1.1 }
765    
766     /* This rolls four 1-6 rolls and sums the best 3 of the 4. */
767 root 1.54 static int
768 root 1.18 roll_stat (void)
769     {
770     int a[4], i, j, k;
771    
772     for (i = 0; i < 4; i++)
773 root 1.99 a[i] = (int) rndm (6) + 1;
774 root 1.18
775     for (i = 0, j = 0, k = 7; i < 4; i++)
776     if (a[i] < k)
777     k = a[i], j = i;
778    
779     for (i = 0, k = 0; i < 4; i++)
780 root 1.54 if (i != j)
781     k += a[i];
782    
783 root 1.18 return k;
784     }
785    
786     void
787 root 1.54 object::roll_stats ()
788 root 1.18 {
789 root 1.54 int statsort [7];
790 root 1.18
791 root 1.54 for (;;)
792 root 1.18 {
793 root 1.54 int sum = 0;
794     for (int i = 7; i--; )
795     sum += statsort [i] = roll_stat ();
796    
797     if (sum >= 82 && sum <= 116)
798     break;
799 root 1.18 }
800    
801 root 1.54 // Sort the stats so that rerolling is easier...
802     std::sort (statsort, statsort + 7, std::greater<int>());
803 root 1.18
804 root 1.54 stats.Str = statsort[0];
805     stats.Dex = statsort[1];
806     stats.Con = statsort[2];
807     stats.Int = statsort[3];
808     stats.Wis = statsort[4];
809     stats.Pow = statsort[5];
810     stats.Cha = statsort[6];
811 root 1.18
812 root 1.54 stats.exp = 0;
813     stats.ac = 0;
814 root 1.18
815 root 1.54 stats.hp = stats.maxhp;
816     stats.sp = stats.maxsp;
817     stats.grace = stats.maxgrace;
818 root 1.18
819 root 1.54 if (contr)
820     {
821     contr->levhp[1] = 9;
822     contr->levsp[1] = 6;
823     contr->levgrace[1] = 3;
824 root 1.18
825 root 1.54 contr->orig_stats = stats;
826     }
827 root 1.18 }
828    
829     void
830 root 1.54 object::swap_stats (int a, int b)
831 root 1.18 {
832 root 1.54 int tmp = get_attr_value (&contr->orig_stats, a);
833     set_attr_value (&contr->orig_stats, a, get_attr_value (&contr->orig_stats, b));
834     set_attr_value (&contr->orig_stats, b, tmp);
835 elmex 1.1
836 root 1.54 stats.Str = contr->orig_stats.Str;
837     stats.Dex = contr->orig_stats.Dex;
838     stats.Con = contr->orig_stats.Con;
839     stats.Int = contr->orig_stats.Int;
840     stats.Wis = contr->orig_stats.Wis;
841     stats.Pow = contr->orig_stats.Pow;
842     stats.Cha = contr->orig_stats.Cha;
843 elmex 1.1
844 root 1.54 //TODO: the following code looks so borked and should, at the very least,
845     // be merged with the similar code in roll_stats
846     stats.ac = 0;
847 elmex 1.1
848 root 1.54 level = 1;
849     stats.exp = 0;
850     stats.ac = 0;
851 elmex 1.1
852 root 1.54 stats.hp = stats.maxhp;
853     stats.sp = stats.maxsp;
854     stats.grace = stats.maxgrace;
855 elmex 1.1
856 root 1.54 if (contr)
857 root 1.18 {
858 root 1.54 contr->levhp[1] = 9;
859     contr->levsp[1] = 6;
860     contr->levgrace[1] = 3;
861 root 1.18
862 root 1.54 contr->orig_stats = stats;
863 elmex 1.1 }
864     }
865    
866 root 1.73 static void
867     start_info (object *op)
868     {
869     char buf[MAX_BUF];
870    
871     sprintf (buf, "Welcome to Crossfire v%s!", VERSION);
872     new_draw_info (NDI_UNIQUE, 0, op, buf);
873     //new_draw_info (NDI_UNIQUE, 0, op, "Press `?' for help");
874     //new_draw_info (NDI_UNIQUE, 0, op, " ");
875     }
876    
877 elmex 1.1 /* This function takes the key that is passed, and does the
878     * appropriate action with it (change race, or other things).
879     * The function name is for historical reasons - now we have
880     * separate race and class; this actually changes the RACE,
881     * not the class.
882     */
883 root 1.112 void
884     player::chargen_race_done ()
885 elmex 1.1 {
886 root 1.112 /* this must before then initial items are given */
887     esrv_new_player (ob->contr, ob->weight + ob->carrying);
888 elmex 1.1
889 root 1.112 treasurelist *tl = treasurelist::find ("starting_wealth");
890     if (tl)
891     create_treasure (tl, ob, 0, 0, 0);
892 elmex 1.1
893 root 1.112 INVOKE_PLAYER (BIRTH, ob->contr);
894     INVOKE_PLAYER (LOGIN, ob->contr);
895 elmex 1.36
896 root 1.112 ob->contr->ns->state = ST_PLAYING;
897 elmex 1.1
898 root 1.112 if (ob->msg)
899     ob->msg = 0;
900 elmex 1.1
901 root 1.112 /* We create this now because some of the unique maps will need it
902     * to save here.
903     */
904     {
905     char buf[MAX_BUF];
906     sprintf (buf, "%s/%s/%s", settings.localdir, settings.playerdir, &ob->name);
907     make_path_to_file (buf);
908     }
909    
910     start_info (ob);
911     CLEAR_FLAG (ob, FLAG_WIZ);
912     give_initial_items (ob, ob->randomitems);
913     link_player_skills (ob);
914     esrv_send_inventory (ob, ob);
915     ob->update_stats ();
916 root 1.11
917 root 1.112 /* This moves the player to a different start map, if there
918     * is one for this race
919     */
920     if (*first_map_ext_path)
921     {
922     object *tmp;
923     char mapname[MAX_BUF];
924 elmex 1.1
925 root 1.112 snprintf (mapname, MAX_BUF - 1, "%s/%s", &first_map_ext_path, &ob->arch->name);
926     tmp = object::create ();
927     EXIT_PATH (tmp) = mapname;
928     EXIT_X (tmp) = ob->x;
929     EXIT_Y (tmp) = ob->y;
930     ob->enter_exit (tmp); /* we don't really care if it succeeded;
931     * if the map isn't there, then stay on the
932     * default initial map */
933     tmp->destroy ();
934 elmex 1.1 }
935 root 1.112 else
936     LOG (llevDebug, "first_map_ext_path not set\n");
937     }
938 elmex 1.1
939 root 1.112 void
940     player::chargen_race_next ()
941     {
942 root 1.18 /* Following actually changes the race - this is the default command
943     * if we don't match with one of the options above.
944     */
945    
946 root 1.112 do
947 root 1.18 {
948 root 1.112 shstr name = ob->name;
949     int x = ob->x, y = ob->y;
950 root 1.21
951 root 1.112 ob->remove_statbonus ();
952     ob->remove ();
953     ob->arch = get_player_archetype (ob->arch);
954     ob->arch->clone.copy_to (ob);
955     ob->instantiate ();
956     ob->stats = ob->contr->orig_stats;
957     ob->name = ob->name_pl = name;
958     ob->x = x;
959     ob->y = y;
960     SET_ANIMATION (ob, 2); /* So player faces south */
961     insert_ob_in_map (ob, ob->map, ob, 0);
962     assign (ob->contr->title, ob->arch->clone.name);
963     ob->add_statbonus ();
964     }
965     while (!allowed_class (ob));
966    
967     update_object (ob, UP_OBJ_FACE);
968     esrv_update_item (UPD_FACE, ob, ob);
969     ob->update_stats ();
970     ob->stats.hp = ob->stats.maxhp;
971     ob->stats.sp = ob->stats.maxsp;
972     ob->stats.grace = 0;
973 elmex 1.1 }
974    
975 root 1.18 void
976     flee_player (object *op)
977     {
978     int dir, diff;
979     rv_vector rv;
980    
981     if (op->stats.hp < 0)
982     {
983     LOG (llevDebug, "Fleeing player is dead.\n");
984     CLEAR_FLAG (op, FLAG_SCARED);
985     return;
986 elmex 1.1 }
987    
988 root 1.18 if (op->enemy == NULL)
989     {
990     LOG (llevDebug, "Fleeing player had no enemy.\n");
991     CLEAR_FLAG (op, FLAG_SCARED);
992     return;
993 elmex 1.1 }
994    
995 root 1.18 /* Seen some crashes here. Since we don't store an
996     * op->enemy_count, it is possible that something destroys the
997     * actual enemy, and the object is recycled.
998     */
999     if (op->enemy->map == NULL)
1000     {
1001     CLEAR_FLAG (op, FLAG_SCARED);
1002     op->enemy = NULL;
1003     return;
1004 elmex 1.1 }
1005    
1006 root 1.18 if (!(random_roll (0, 4, op, PREFER_LOW)) && did_make_save (op, op->level, 0))
1007     {
1008     op->enemy = NULL;
1009     CLEAR_FLAG (op, FLAG_SCARED);
1010     return;
1011 elmex 1.1 }
1012 root 1.49
1013 root 1.18 get_rangevector (op, op->enemy, &rv, 0);
1014    
1015     dir = absdir (4 + rv.direction);
1016     for (diff = 0; diff < 3; diff++)
1017     {
1018     int m = 1 - (RANDOM () & 2);
1019 elmex 1.1
1020 root 1.18 if (move_ob (op, absdir (dir + diff * m), op) || (diff == 0 && move_ob (op, absdir (dir - diff * m), op)))
1021 root 1.49 return;
1022 elmex 1.1 }
1023 root 1.49
1024 root 1.18 /* Cornered, get rid of scared */
1025     CLEAR_FLAG (op, FLAG_SCARED);
1026     op->enemy = NULL;
1027 elmex 1.1 }
1028    
1029     /* check_pick sees if there is stuff to be picked up/picks up stuff.
1030 root 1.122 * It returns 1 if the player should keep on moving, 0 if he should
1031 elmex 1.1 * stop.
1032     */
1033 root 1.18 int
1034     check_pick (object *op)
1035     {
1036 elmex 1.1 object *tmp, *next;
1037     int stop = 0;
1038 pippijn 1.106 int wvratio;
1039     char putstring[128];
1040 elmex 1.1
1041     /* if you're flying, you cna't pick up anything */
1042     if (op->move_type & MOVE_FLYING)
1043     return 1;
1044    
1045     next = op->below;
1046    
1047     /* loop while there are items on the floor that are not marked as
1048     * destroyed */
1049 root 1.24 while (next && !next->destroyed ())
1050 root 1.18 {
1051     tmp = next;
1052     next = tmp->below;
1053 elmex 1.1
1054 root 1.24 if (op->destroyed ())
1055 elmex 1.1 return 0;
1056    
1057 root 1.18 if (!can_pick (op, tmp))
1058     continue;
1059 elmex 1.1
1060 root 1.18 if (op->contr->search_str[0] != '\0' && settings.search_items == TRUE)
1061     {
1062     if (item_matched_string (op, tmp, op->contr->search_str))
1063     pick_up (op, tmp);
1064     continue;
1065 root 1.11 }
1066    
1067 root 1.18 /* high not bit set? We're using the old autopickup model */
1068     if (!(op->contr->mode & PU_NEWMODE))
1069 root 1.11 {
1070 root 1.18 switch (op->contr->mode)
1071 root 1.11 {
1072 root 1.20 case 0:
1073     return 1; /* don't pick up */
1074     case 1:
1075     pick_up (op, tmp);
1076     return 1;
1077     case 2:
1078     pick_up (op, tmp);
1079     return 0;
1080     case 3:
1081     return 0; /* stop before pickup */
1082     case 4:
1083     pick_up (op, tmp);
1084     break;
1085     case 5:
1086     pick_up (op, tmp);
1087     stop = 1;
1088     break;
1089     case 6:
1090     if (QUERY_FLAG (tmp, FLAG_KNOWN_MAGICAL) && !QUERY_FLAG (tmp, FLAG_KNOWN_CURSED))
1091 root 1.18 pick_up (op, tmp);
1092 root 1.20 break;
1093    
1094     case 7:
1095     if (tmp->type == MONEY || tmp->type == GEM)
1096 root 1.18 pick_up (op, tmp);
1097 root 1.20 break;
1098    
1099     default:
1100     /* use value density */
1101     if (!QUERY_FLAG (tmp, FLAG_UNPAID)
1102     && (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1))) >= op->contr->mode)
1103 root 1.18 pick_up (op, tmp);
1104 root 1.11 }
1105     }
1106 root 1.18 else
1107     { /* old model */
1108     /* NEW pickup handling */
1109     if (op->contr->mode & PU_DEBUG)
1110     {
1111     /* some debugging code to figure out item information */
1112     if (tmp->name != NULL)
1113     sprintf (putstring, "item name: %s item type: %d weight/value: %d",
1114     &tmp->name, tmp->type, (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1))));
1115     else
1116     sprintf (putstring, "item name: %s item type: %d weight/value: %d",
1117     &tmp->arch->name, tmp->type, (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1))));
1118    
1119     new_draw_info (NDI_UNIQUE, 0, op, putstring);
1120 root 1.58 }
1121 elmex 1.1
1122 root 1.18 /* philosophy:
1123     * It's easy to grab an item type from a pile, as long as it's
1124     * generic. This takes no game-time. For more detailed pickups
1125 root 1.58 * and selections, select-items should be used. This is a
1126 root 1.18 * grab-as-you-run type mode that's really useful for arrows for
1127     * example.
1128     * The drawback: right now it has no frontend, so you need to
1129     * stick the bits you want into a calculator in hex mode and then
1130     * convert to decimal and then 'pickup <#>
1131     */
1132    
1133     /* the first two modes are exclusive: if NOTHING we return, if
1134     * STOP then we stop. All the rest are applied sequentially,
1135     * meaning if any test passes, the item gets picked up. */
1136    
1137     /* if mode is set to pick nothing up, return */
1138    
1139     if (op->contr->mode & PU_NOTHING)
1140     return 1;
1141    
1142     /* if mode is set to stop when encountering objects, return */
1143     /* take STOP before INHIBIT since it doesn't actually pick
1144     * anything up */
1145    
1146     if (op->contr->mode & PU_STOP)
1147     return 0;
1148    
1149     /* useful for going into stores and not losing your settings... */
1150     /* and for battles wher you don't want to get loaded down while
1151     * fighting */
1152     if (op->contr->mode & PU_INHIBIT)
1153     return 1;
1154    
1155     /* prevent us from turning into auto-thieves :) */
1156     if (QUERY_FLAG (tmp, FLAG_UNPAID))
1157     continue;
1158    
1159     /* ignore known cursed objects */
1160     if (QUERY_FLAG (tmp, FLAG_KNOWN_CURSED) && op->contr->mode & PU_NOT_CURSED)
1161     continue;
1162    
1163     /* all food and drink if desired */
1164     /* question: don't pick up known-poisonous stuff? */
1165     if (op->contr->mode & PU_FOOD)
1166     if (tmp->type == FOOD)
1167     {
1168     pick_up (op, tmp);
1169     continue;
1170     }
1171 root 1.29
1172 root 1.18 if (op->contr->mode & PU_DRINK)
1173     if (tmp->type == DRINK || (tmp->type == POISON && !QUERY_FLAG (tmp, FLAG_KNOWN_CURSED)))
1174     {
1175     pick_up (op, tmp);
1176     continue;
1177     }
1178    
1179     if (op->contr->mode & PU_POTION)
1180     if (tmp->type == POTION)
1181     {
1182     pick_up (op, tmp);
1183     continue;
1184     }
1185    
1186     /* spellbooks, skillscrolls and normal books/scrolls */
1187     if (op->contr->mode & PU_SPELLBOOK)
1188     if (tmp->type == SPELLBOOK)
1189     {
1190     pick_up (op, tmp);
1191     continue;
1192     }
1193 root 1.29
1194 root 1.18 if (op->contr->mode & PU_SKILLSCROLL)
1195     if (tmp->type == SKILLSCROLL)
1196     {
1197     pick_up (op, tmp);
1198     continue;
1199     }
1200 root 1.29
1201 root 1.18 if (op->contr->mode & PU_READABLES)
1202     if (tmp->type == BOOK || tmp->type == SCROLL)
1203     {
1204     pick_up (op, tmp);
1205     continue;
1206     }
1207    
1208     /* wands/staves/rods/horns */
1209     if (op->contr->mode & PU_MAGIC_DEVICE)
1210     if (tmp->type == WAND || tmp->type == ROD || tmp->type == HORN)
1211     {
1212     pick_up (op, tmp);
1213     continue;
1214     }
1215    
1216     /* pick up all magical items */
1217     if (op->contr->mode & PU_MAGICAL)
1218     if (QUERY_FLAG (tmp, FLAG_KNOWN_MAGICAL) && !QUERY_FLAG (tmp, FLAG_KNOWN_CURSED))
1219     {
1220     pick_up (op, tmp);
1221     continue;
1222     }
1223    
1224     if (op->contr->mode & PU_VALUABLES)
1225     {
1226     if (tmp->type == MONEY || tmp->type == GEM)
1227     {
1228     pick_up (op, tmp);
1229     continue;
1230     }
1231     }
1232    
1233     /* rings & amulets - talismans seems to be typed AMULET */
1234     if (op->contr->mode & PU_JEWELS)
1235     if (tmp->type == RING || tmp->type == AMULET)
1236     {
1237     pick_up (op, tmp);
1238 root 1.29 continue;
1239     }
1240    
1241     /* we don't forget dragon food */
1242     if (op->contr->mode & PU_FLESH)
1243     if (tmp->type == FLESH)
1244     {
1245     pick_up (op, tmp);
1246 root 1.18 continue;
1247     }
1248    
1249     /* bows and arrows. Bows are good for selling! */
1250     if (op->contr->mode & PU_BOW)
1251     if (tmp->type == BOW)
1252     {
1253     pick_up (op, tmp);
1254     continue;
1255     }
1256 root 1.29
1257 root 1.18 if (op->contr->mode & PU_ARROW)
1258     if (tmp->type == ARROW)
1259     {
1260     pick_up (op, tmp);
1261     continue;
1262     }
1263    
1264     /* all kinds of armor etc. */
1265     if (op->contr->mode & PU_ARMOUR)
1266     if (tmp->type == ARMOUR)
1267     {
1268     pick_up (op, tmp);
1269     continue;
1270     }
1271 root 1.29
1272 root 1.18 if (op->contr->mode & PU_HELMET)
1273     if (tmp->type == HELMET)
1274     {
1275     pick_up (op, tmp);
1276     continue;
1277     }
1278 root 1.29
1279 root 1.18 if (op->contr->mode & PU_SHIELD)
1280     if (tmp->type == SHIELD)
1281     {
1282     pick_up (op, tmp);
1283     continue;
1284     }
1285 root 1.29
1286 root 1.18 if (op->contr->mode & PU_BOOTS)
1287     if (tmp->type == BOOTS)
1288     {
1289     pick_up (op, tmp);
1290     continue;
1291     }
1292 root 1.29
1293 root 1.18 if (op->contr->mode & PU_GLOVES)
1294     if (tmp->type == GLOVES)
1295     {
1296     pick_up (op, tmp);
1297     continue;
1298     }
1299 root 1.29
1300 root 1.18 if (op->contr->mode & PU_CLOAK)
1301     if (tmp->type == CLOAK)
1302     {
1303     pick_up (op, tmp);
1304     continue;
1305     }
1306 elmex 1.1
1307 root 1.18 /* hoping to catch throwing daggers here */
1308     if (op->contr->mode & PU_MISSILEWEAPON)
1309     if (tmp->type == WEAPON && QUERY_FLAG (tmp, FLAG_IS_THROWN))
1310     {
1311     pick_up (op, tmp);
1312     continue;
1313     }
1314 elmex 1.1
1315 root 1.18 /* careful: chairs and tables are weapons! */
1316     if (op->contr->mode & PU_ALLWEAPON)
1317     {
1318     if (tmp->type == WEAPON && tmp->name != NULL)
1319     {
1320     if (strstr (tmp->name, "table") == NULL && strstr (tmp->arch->name, "table") == NULL &&
1321     strstr (tmp->name, "chair") && strstr (tmp->arch->name, "chair") == NULL)
1322     {
1323     pick_up (op, tmp);
1324     continue;
1325     }
1326     }
1327 root 1.29
1328 root 1.18 if (tmp->type == WEAPON && tmp->name == NULL)
1329     {
1330     if (strstr (tmp->arch->name, "table") == NULL && strstr (tmp->arch->name, "chair") == NULL)
1331     {
1332     pick_up (op, tmp);
1333     continue;
1334     }
1335     }
1336     }
1337 elmex 1.1
1338 root 1.18 /* misc stuff that's useful */
1339     if (op->contr->mode & PU_KEY)
1340     if (tmp->type == KEY || tmp->type == SPECIAL_KEY)
1341     {
1342     pick_up (op, tmp);
1343     continue;
1344     }
1345 elmex 1.1
1346 root 1.18 /* any of the last 4 bits set means we use the ratio for value
1347     * pickups */
1348     if (op->contr->mode & PU_RATIO)
1349     {
1350     /* use value density to decide what else to grab */
1351     /* >=7 was >= op->contr->mode */
1352     /* >=7 is the old standard setting. Now we take the last 4 bits
1353     * and multiply them by 5, giving 0..15*5== 5..75 */
1354     wvratio = (op->contr->mode & PU_RATIO) * 5;
1355     if ((query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1))) >= (unsigned int) wvratio)
1356     {
1357     pick_up (op, tmp);
1358 elmex 1.1 #if 0
1359 root 1.18 fprintf (stderr, "HIGH WEIGHT/VALUE [");
1360     if (tmp->name != NULL)
1361     {
1362     fprintf (stderr, "%s", tmp->name);
1363     }
1364     else
1365     fprintf (stderr, "%s", tmp->arch->name);
1366     fprintf (stderr, ",%d] = ", tmp->type);
1367     fprintf (stderr, "%d\n", (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1))));
1368 elmex 1.1 #endif
1369 root 1.18 continue;
1370     }
1371     }
1372     } /* the new pickup model */
1373     }
1374 root 1.29
1375 root 1.18 return !stop;
1376 elmex 1.1 }
1377    
1378     /*
1379     * Find an arrow in the inventory and after that
1380     * in the right type container (quiver). Pointer to the
1381     * found object is returned.
1382     */
1383 root 1.18 object *
1384     find_arrow (object *op, const char *type)
1385 elmex 1.1 {
1386 root 1.103 object *tmp = 0;
1387 elmex 1.1
1388 root 1.18 for (op = op->inv; op; op = op->below)
1389     if (!tmp && op->type == CONTAINER && op->race == type && QUERY_FLAG (op, FLAG_APPLIED))
1390     tmp = find_arrow (op, type);
1391     else if (op->type == ARROW && op->race == type)
1392     return op;
1393 root 1.103
1394 root 1.18 return tmp;
1395 elmex 1.1 }
1396    
1397     /*
1398     * Similar to find_arrow, but looks for (roughly) the best arrow to use
1399     * against the target. A full test is not performed, simply a basic test
1400     * of resistances. The archer is making a quick guess at what he sees down
1401     * the hall. Failing that it does it's best to pick the highest plus arrow.
1402     */
1403 root 1.18 object *
1404     find_better_arrow (object *op, object *target, const char *type, int *better)
1405 elmex 1.1 {
1406 root 1.18 object *tmp = NULL, *arrow, *ntmp;
1407     int attacknum, attacktype, betterby = 0, i;
1408 elmex 1.1
1409 root 1.18 if (!type)
1410     return NULL;
1411 elmex 1.1
1412 root 1.18 for (arrow = op->inv; arrow; arrow = arrow->below)
1413     {
1414     if (arrow->type == CONTAINER && arrow->race == type && QUERY_FLAG (arrow, FLAG_APPLIED))
1415     {
1416     i = 0;
1417     ntmp = find_better_arrow (arrow, target, type, &i);
1418     if (i > betterby)
1419     {
1420     tmp = ntmp;
1421     betterby = i;
1422     }
1423     }
1424     else if (arrow->type == ARROW && arrow->race == type)
1425     {
1426     /* allways prefer assasination/slaying */
1427     if (target->race != NULL && arrow->slaying != NULL && strstr (arrow->slaying, target->race))
1428     {
1429     if (arrow->attacktype & AT_DEATH)
1430     {
1431     *better = 100;
1432     return arrow;
1433     }
1434     else
1435     {
1436     tmp = arrow;
1437     betterby = (arrow->magic + arrow->stats.dam) * 2;
1438     }
1439     }
1440     else
1441     {
1442     for (attacknum = 0; attacknum < NROFATTACKS; attacknum++)
1443     {
1444     attacktype = 1 << attacknum;
1445     if ((arrow->attacktype & attacktype) && (target->arch->clone.resist[attacknum]) < 0)
1446     if (((arrow->magic + arrow->stats.dam) * (100 - target->arch->clone.resist[attacknum]) / 100) > betterby)
1447     {
1448     tmp = arrow;
1449     betterby = (arrow->magic + arrow->stats.dam) * (100 - target->arch->clone.resist[attacknum]) / 100;
1450     }
1451 root 1.11 }
1452 root 1.18 if ((2 + arrow->magic + arrow->stats.dam) > betterby)
1453     {
1454     tmp = arrow;
1455     betterby = 2 + arrow->magic + arrow->stats.dam;
1456 root 1.11 }
1457 root 1.18 if (arrow->title && (1 + arrow->magic + arrow->stats.dam) > betterby)
1458     {
1459     tmp = arrow;
1460     betterby = 1 + arrow->magic + arrow->stats.dam;
1461 root 1.11 }
1462     }
1463     }
1464 elmex 1.1 }
1465 root 1.18 if (tmp == NULL && arrow == NULL)
1466     return find_arrow (op, type);
1467 elmex 1.1
1468 root 1.18 *better = betterby;
1469     return tmp;
1470 elmex 1.1 }
1471    
1472     /* looks in a given direction, finds the first valid target, and calls
1473     * find_better_arrow to find a decent arrow to use.
1474     * op = the shooter
1475     * type = bow->race
1476     * dir = fire direction
1477     */
1478 root 1.18 object *
1479     pick_arrow_target (object *op, const char *type, int dir)
1480 elmex 1.1 {
1481 root 1.18 object *tmp = NULL;
1482 root 1.25 maptile *m;
1483 root 1.18 int i, mflags, found, number;
1484     sint16 x, y;
1485    
1486     if (op->map == NULL)
1487     return find_arrow (op, type);
1488    
1489     /* do a dex check */
1490     number = (die_roll (2, 40, op, PREFER_LOW) - 2) / 2;
1491     if (number > (op->stats.Dex + (op->chosen_skill ? op->chosen_skill->level : op->level)))
1492     return find_arrow (op, type);
1493    
1494     m = op->map;
1495     x = op->x;
1496     y = op->y;
1497    
1498     /* find the first target */
1499     for (i = 0, found = 0; i < 20; i++)
1500     {
1501     x += freearr_x[dir];
1502     y += freearr_y[dir];
1503     mflags = get_map_flags (m, &m, x, y, &x, &y);
1504     if (mflags & P_OUT_OF_MAP || mflags & P_BLOCKSVIEW)
1505     {
1506     tmp = NULL;
1507     break;
1508     }
1509     else if (GET_MAP_MOVE_BLOCK (m, x, y) == MOVE_FLY_LOW)
1510     {
1511     /* This block presumes arrows and the like are MOVE_FLY_SLOW -
1512     * perhaps a bad assumption.
1513     */
1514     tmp = NULL;
1515     break;
1516 root 1.11 }
1517 root 1.18 if (mflags & P_IS_ALIVE)
1518     {
1519     for (tmp = GET_MAP_OB (m, x, y); tmp; tmp = tmp->above)
1520     if (QUERY_FLAG (tmp, FLAG_ALIVE))
1521     {
1522     found++;
1523 root 1.11 break;
1524 root 1.18 }
1525     if (found)
1526     break;
1527 root 1.11 }
1528 elmex 1.1 }
1529 root 1.18 if (tmp == NULL)
1530     return find_arrow (op, type);
1531 elmex 1.1
1532 root 1.18 if (tmp->head)
1533     tmp = tmp->head;
1534 elmex 1.1
1535 root 1.18 return find_better_arrow (op, tmp, type, &i);
1536 elmex 1.1 }
1537    
1538     /*
1539     * Creature fires a bow - op can be monster or player. Returns
1540     * 1 if bow was actually fired, 0 otherwise.
1541     * op is the object firing the bow.
1542     * part is for multipart creatures - the part firing the bow.
1543     * dir is the direction of fire.
1544     * wc_mod is any special modifier to give (used in special player fire modes)
1545     * sx, sy are coordinates to fire arrow from - also used in some of the special
1546     * player fire modes.
1547     */
1548 root 1.18 int
1549     fire_bow (object *op, object *part, object *arrow, int dir, int wc_mod, sint16 sx, sint16 sy)
1550 elmex 1.1 {
1551 root 1.18 object *left, *bow;
1552     int bowspeed, mflags;
1553 root 1.25 maptile *m;
1554 elmex 1.1
1555 root 1.18 if (!dir)
1556     {
1557     new_draw_info (NDI_UNIQUE, 0, op, "You can't shoot yourself!");
1558     return 0;
1559 elmex 1.1 }
1560 root 1.48
1561 root 1.120 if (player *pl = op->contr)
1562     {
1563     bow = pl->ranged_ob;
1564 root 1.126 if (!op->change_weapon (bow))
1565     return 0;
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 root 1.124 arrow->stats.sp = arrow->stats.wc; /* save original wc, dam, attacktype and slaying */
1650     arrow->stats.hp = arrow->stats.dam;
1651     arrow->stats.grace = arrow->attacktype;
1652    
1653     if (arrow->slaying)
1654     arrow->spellarg = strdup (arrow->slaying);
1655    
1656 root 1.18 if (op->type == PLAYER)
1657     {
1658     op->speed_left = 0.01 - (float) FABS (op->speed) * 100 / bowspeed;
1659 root 1.54 op->update_stats ();
1660 elmex 1.1 }
1661    
1662 root 1.18 SET_ANIMATION (arrow, arrow->direction);
1663 root 1.116
1664     arrow->stats.dam += op->stats.dam + arrow->magic;
1665 root 1.18
1666     /* update the speed */
1667 root 1.125 arrow->speed = ((bow->flag [FLAG_NO_STRENGTH] ? 0 : dam_bonus[op->stats.Str]) + bow->magic + arrow->magic) / 5.0
1668     + bow->stats.dam / 7.0;
1669 root 1.18
1670 root 1.125 arrow->set_speed (max (arrow->speed, 2.0));
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 root 1.124
1683     arrow->attacktype |= op->attacktype;
1684 elmex 1.1 }
1685 root 1.18 else
1686     {
1687     arrow->level = op->level;
1688 root 1.116 arrow->stats.wc -= bow->magic;
1689    
1690     if (!arrow->slaying)
1691     arrow->slaying = bow->slaying;
1692 root 1.124
1693     arrow->attacktype |= bow->attacktype;
1694 elmex 1.1 }
1695 root 1.24
1696 root 1.116 arrow->stats.wc -= arrow->level;
1697 root 1.24
1698 root 1.18 arrow->move_type = MOVE_FLY_LOW;
1699     arrow->move_on = MOVE_FLY_LOW | MOVE_WALK;
1700    
1701     play_sound_map (op->map, op->x, op->y, SOUND_FIRE_ARROW);
1702 root 1.70 m->insert (arrow, sx, sy, op);
1703 root 1.18
1704 root 1.24 if (!arrow->destroyed ())
1705 root 1.18 move_arrow (arrow);
1706 elmex 1.1
1707 root 1.18 if (op->type == PLAYER)
1708     {
1709 root 1.24 if (left->destroyed ())
1710     esrv_del_item (op->contr, left->count);
1711 root 1.18 else
1712     esrv_send_item (op, left);
1713 elmex 1.1 }
1714 root 1.24
1715 root 1.18 return 1;
1716 elmex 1.1 }
1717    
1718     /* Special fire code for players - this takes into
1719     * account the special fire modes players can have
1720     * but monsters can't. Putting that code here
1721     * makes the fire_bow code much cleaner.
1722     * this function should only be called if 'op' is a player,
1723     * hence the function name.
1724     */
1725 root 1.18 int
1726     player_fire_bow (object *op, int dir)
1727 elmex 1.1 {
1728 root 1.18 int ret = 0, wcmod = 0;
1729    
1730     if (op->contr->bowtype == bow_bestarrow)
1731     {
1732 root 1.118 ret = fire_bow (op, op, pick_arrow_target (op, op->contr->ranged_ob->race, dir), dir, 0, op->x, op->y);
1733 root 1.18 }
1734     else if (op->contr->bowtype >= bow_n && op->contr->bowtype <= bow_nw)
1735     {
1736     if (!similar_direction (dir, op->contr->bowtype - bow_n + 1))
1737     wcmod = -1;
1738 root 1.74
1739 root 1.18 ret = fire_bow (op, op, NULL, op->contr->bowtype - bow_n + 1, wcmod, op->x, op->y);
1740     }
1741     else if (op->contr->bowtype == bow_threewide)
1742     {
1743     ret = fire_bow (op, op, NULL, dir, 0, op->x, op->y);
1744     ret |= fire_bow (op, op, NULL, dir, -5, op->x + freearr_x[absdir (dir + 2)], op->y + freearr_y[absdir (dir + 2)]);
1745     ret |= fire_bow (op, op, NULL, dir, -5, op->x + freearr_x[absdir (dir - 2)], op->y + freearr_y[absdir (dir - 2)]);
1746     }
1747     else if (op->contr->bowtype == bow_spreadshot)
1748     {
1749     ret |= fire_bow (op, op, NULL, dir, 0, op->x, op->y);
1750     ret |= fire_bow (op, op, NULL, absdir (dir - 1), -5, op->x, op->y);
1751     ret |= fire_bow (op, op, NULL, absdir (dir + 1), -5, op->x, op->y);
1752 elmex 1.1 }
1753 root 1.18 else
1754     {
1755     /* Simple case */
1756     ret = fire_bow (op, op, NULL, dir, 0, op->x, op->y);
1757     }
1758 root 1.121
1759 root 1.18 return ret;
1760 elmex 1.1 }
1761    
1762    
1763     /* Fires a misc (wand/rod/horn) object in 'dir'.
1764     * Broken apart from 'fire' to keep it more readable.
1765     */
1766 root 1.18 void
1767     fire_misc_object (object *op, int dir)
1768 elmex 1.1 {
1769 root 1.118 object *item = op->contr->ranged_ob;
1770 elmex 1.1
1771 root 1.118 if (!item)
1772 root 1.18 {
1773     new_draw_info (NDI_UNIQUE, 0, op, "You have range item readied.");
1774     return;
1775 elmex 1.1 }
1776    
1777 root 1.18 if (!item->inv)
1778     {
1779     LOG (llevError, "Object %s lacks a spell\n", &item->name);
1780     return;
1781 elmex 1.1 }
1782 root 1.118
1783 root 1.126 if (!op->change_weapon (item))
1784     return;
1785 root 1.121
1786 root 1.18 if (item->type == WAND)
1787     {
1788     if (item->stats.food <= 0)
1789     {
1790     play_sound_player_only (op->contr, SOUND_WAND_POOF, 0, 0);
1791     new_draw_info_format (NDI_UNIQUE, 0, op, "The %s goes poof.", query_base_name (item, 0));
1792 root 1.121
1793 root 1.18 return;
1794 root 1.11 }
1795 root 1.18 }
1796     else if (item->type == ROD || item->type == HORN)
1797     {
1798     if (item->stats.hp < MAX (item->inv->stats.sp, item->inv->stats.grace))
1799     {
1800     play_sound_player_only (op->contr, SOUND_WAND_POOF, 0, 0);
1801 root 1.121
1802 root 1.18 if (item->type == ROD)
1803     new_draw_info_format (NDI_UNIQUE, 0, op, "The %s whines for a while, but nothing happens.", query_base_name (item, 0));
1804     else
1805     new_draw_info_format (NDI_UNIQUE, 0, op, "The %s needs more time to charge.", query_base_name (item, 0));
1806 root 1.121
1807 root 1.18 return;
1808 root 1.11 }
1809 elmex 1.1 }
1810    
1811 root 1.18 if (cast_spell (op, item, dir, item->inv, NULL))
1812     {
1813     SET_FLAG (op, FLAG_BEEN_APPLIED); /* You now know something about it */
1814     if (item->type == WAND)
1815     {
1816     if (!(--item->stats.food))
1817     {
1818     object *tmp;
1819    
1820     if (item->arch)
1821     {
1822     CLEAR_FLAG (item, FLAG_ANIMATE);
1823     item->face = item->arch->clone.face;
1824 root 1.67 item->set_speed (0);
1825 root 1.11 }
1826 root 1.67
1827 root 1.49 if ((tmp = item->in_player ()))
1828 root 1.18 esrv_update_item (UPD_ANIM, tmp, item);
1829 root 1.11 }
1830     }
1831 root 1.18 else if (item->type == ROD || item->type == HORN)
1832 root 1.67 drain_rod_charge (item);
1833 elmex 1.1 }
1834     }
1835    
1836     /* Received a fire command for the player - go and do it.
1837     */
1838 root 1.18 void
1839     fire (object *op, int dir)
1840     {
1841     int spellcost = 0;
1842 elmex 1.1
1843 root 1.18 /* check for loss of invisiblity/hide */
1844     if (action_makes_visible (op))
1845     make_visible (op);
1846 elmex 1.1
1847 root 1.118 player *pl = op->contr;
1848 elmex 1.1
1849 root 1.119 if (pl->golem)
1850     {
1851     control_golem (op->contr->golem, dir);
1852     return;
1853     }
1854    
1855     object *ob = pl->ranged_ob;
1856 elmex 1.1
1857 root 1.119 if (!ob)
1858 root 1.118 return;
1859 elmex 1.1
1860 root 1.119 switch (ob->type)
1861 root 1.118 {
1862 root 1.119 case BOW:
1863 root 1.118 player_fire_bow (op, dir);
1864 root 1.119 break;
1865    
1866     case SPELL:
1867     spellcost = cast_spell (op, op, dir, ob, pl->spellparam[0] ? pl->spellparam : 0);
1868     break;
1869 root 1.113
1870 root 1.119 case BUILDER:
1871 root 1.20 apply_map_builder (op, dir);
1872 root 1.119 break;
1873    
1874     case SKILL:
1875     case SKILL_TOOL:
1876     do_skill (op, op, ob, dir, 0);
1877     break;
1878    
1879     default:
1880     fire_misc_object (op, dir);
1881     break;
1882 elmex 1.1 }
1883     }
1884    
1885     /* find_key
1886     * We try to find a key for the door as passed. If we find a key
1887     * and successfully use it, we return the key, otherwise NULL
1888     * This function merges both normal and locked door, since the logic
1889     * for both is the same - just the specific key is different.
1890     * pl is the player,
1891     * inv is the objects inventory to searched
1892     * door is the door we are trying to match against.
1893     * This function can be called recursively to search containers.
1894     */
1895 root 1.18 object *
1896     find_key (object *pl, object *container, object *door)
1897 elmex 1.1 {
1898 root 1.18 object *tmp, *key;
1899 elmex 1.1
1900 root 1.18 /* Should not happen, but sanity checking is never bad */
1901 root 1.103 if (!container->inv)
1902     return 0;
1903 elmex 1.1
1904 root 1.18 /* First, lets try to find a key in the top level inventory */
1905 root 1.103 for (tmp = container->inv; tmp; tmp = tmp->below)
1906 root 1.18 {
1907     if (door->type == DOOR && tmp->type == KEY)
1908     break;
1909     /* For sanity, we should really check door type, but other stuff
1910     * (like containers) can be locked with special keys
1911     */
1912     if (tmp->slaying && tmp->type == SPECIAL_KEY && tmp->slaying == door->slaying)
1913     break;
1914     }
1915 root 1.103
1916 root 1.18 /* No key found - lets search inventories now */
1917     /* If we find and use a key in an inventory, return at that time.
1918     * otherwise, if we search all the inventories and still don't find
1919     * a key, return
1920     */
1921     if (!tmp)
1922     {
1923 root 1.103 for (tmp = container->inv; tmp; tmp = tmp->below)
1924 root 1.18 {
1925     /* No reason to search empty containers */
1926     if (tmp->type == CONTAINER && tmp->inv)
1927     {
1928 root 1.103 if ((key = find_key (pl, tmp, door)))
1929 root 1.18 return key;
1930     }
1931     }
1932 root 1.103
1933 root 1.18 if (!tmp)
1934     return NULL;
1935 elmex 1.1 }
1936 root 1.103
1937 root 1.18 /* We get down here if we have found a key. Now if its in a container,
1938     * see if we actually want to use it
1939     */
1940     if (pl != container)
1941     {
1942     /* Only let players use keys in containers */
1943     if (!pl->contr)
1944     return NULL;
1945     /* cases where this fails:
1946     * If we only search the player inventory, return now since we
1947     * are not in the players inventory.
1948     * If the container is not active, return now since only active
1949     * containers can be used.
1950     * If we only search keyrings and the container does not have
1951     * a race/isn't a keyring.
1952     * No checking for all containers - to fall through past here,
1953     * inv must have been an container and must have been active.
1954     *
1955     * Change the color so that the message doesn't disappear with
1956     * all the others.
1957     */
1958     if (pl->contr->usekeys == key_inventory ||
1959     !QUERY_FLAG (container, FLAG_APPLIED) ||
1960     (pl->contr->usekeys == keyrings && (!container->race || strcmp (container->race, "keys"))))
1961     {
1962     new_draw_info_format (NDI_UNIQUE | NDI_BROWN, 0, pl,
1963     "The %s in your %s vibrates as you approach the door", query_name (tmp), query_name (container));
1964     return NULL;
1965 root 1.11 }
1966 elmex 1.1 }
1967 root 1.103
1968 root 1.18 return tmp;
1969 elmex 1.1 }
1970    
1971     /* moved door processing out of move_player_attack.
1972     * returns 1 if player has opened the door with a key
1973     * such that the caller should not do anything more,
1974     * 0 otherwise
1975     */
1976 root 1.18 static int
1977     player_attack_door (object *op, object *door)
1978 elmex 1.1 {
1979 root 1.18 /* If its a door, try to find a use a key. If we do destroy the door,
1980     * might as well return immediately as there is nothing more to do -
1981     * otherwise, we fall through to the rest of the code.
1982     */
1983     object *key = find_key (op, op, door);
1984    
1985     /* IF we found a key, do some extra work */
1986     if (key)
1987     {
1988     object *container = key->env;
1989    
1990     play_sound_map (op->map, op->x, op->y, SOUND_OPEN_DOOR);
1991 root 1.117
1992 root 1.18 if (action_makes_visible (op))
1993     make_visible (op);
1994 root 1.117
1995 root 1.18 if (door->inv && (door->inv->type == RUNE || door->inv->type == TRAP))
1996     spring_trap (door->inv, op);
1997 root 1.103
1998 root 1.18 if (door->type == DOOR)
1999 root 1.103 hit_player (door, 9998, op, AT_PHYSICAL, 1); /* Break through the door */
2000 root 1.18 else if (door->type == LOCKED_DOOR)
2001     {
2002     new_draw_info_format (NDI_UNIQUE, NDI_BROWN, op, "You open the door with the %s", query_short_name (key));
2003     remove_door2 (door); /* remove door without violence ;-) */
2004     }
2005 root 1.103
2006 root 1.18 /* Do this after we print the message */
2007     decrease_ob (key); /* Use up one of the keys */
2008     /* Need to update the weight the container the key was in */
2009     if (container != op)
2010     esrv_update_item (UPD_WEIGHT, op, container);
2011 root 1.103
2012 root 1.18 return 1; /* Nothing more to do below */
2013     }
2014     else if (door->type == LOCKED_DOOR)
2015     {
2016     /* Might as well return now - no other way to open this */
2017     new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, door->msg);
2018     return 1;
2019 elmex 1.1 }
2020 root 1.103
2021 root 1.18 return 0;
2022 elmex 1.1 }
2023    
2024     /* This function is just part of a breakup from move_player.
2025     * It should keep the code cleaner.
2026     * When this is called, the players direction has been updated
2027     * (taking into account confusion.) The player is also actually
2028     * going to try and move (not fire weapons).
2029     */
2030 root 1.18 void
2031     move_player_attack (object *op, int dir)
2032 elmex 1.1 {
2033 root 1.18 object *tmp, *mon;
2034     int on_battleground;
2035 root 1.25 maptile *m;
2036 root 1.18
2037 root 1.117 sint16 nx = freearr_x[dir] + op->x;
2038     sint16 ny = freearr_y[dir] + op->y;
2039 root 1.18
2040 root 1.49 on_battleground = op_on_battleground (op, 0, 0);
2041 root 1.18
2042     /* If braced, or can't move to the square, and it is not out of the
2043     * map, attack it. Note order of if statement is important - don't
2044     * want to be calling move_ob if braced, because move_ob will move the
2045     * player. This is a pretty nasty hack, because if we could
2046     * move to some space, it then means that if we are braced, we should
2047     * do nothing at all. As it is, if we are braced, we go through
2048     * quite a bit of processing. However, it probably is less than what
2049     * move_ob uses.
2050     */
2051     if ((op->contr->braced || !move_ob (op, dir, op)) && !out_of_map (op->map, nx, ny))
2052     {
2053     if (OUT_OF_REAL_MAP (op->map, nx, ny))
2054     {
2055 root 1.85 m = op->map->xy_find (nx, ny);
2056 root 1.18 if (!m)
2057     return; /* Don't think this should happen */
2058     }
2059     else
2060     m = op->map;
2061    
2062 root 1.85 if (!(tmp = m->at (nx, ny).bot))
2063     return;
2064 root 1.11
2065 root 1.49 mon = 0;
2066 root 1.18 /* Go through all the objects, and find ones of interest. Only stop if
2067     * we find a monster - that is something we know we want to attack.
2068     * if its a door or barrel (can roll) see if there may be monsters
2069     * on the space
2070     */
2071 root 1.49 while (tmp)
2072 root 1.18 {
2073     if (tmp == op)
2074     {
2075     tmp = tmp->above;
2076     continue;
2077 root 1.11 }
2078 root 1.27
2079 root 1.18 if (QUERY_FLAG (tmp, FLAG_ALIVE))
2080     {
2081     mon = tmp;
2082     break;
2083 root 1.11 }
2084 root 1.27
2085 root 1.18 if (tmp->type == LOCKED_DOOR || QUERY_FLAG (tmp, FLAG_CAN_ROLL))
2086     mon = tmp;
2087 root 1.27
2088 root 1.18 tmp = tmp->above;
2089     }
2090    
2091 root 1.49 if (!mon) /* This happens anytime the player tries to move */
2092 root 1.18 return; /* into a wall */
2093    
2094 root 1.49 if (mon->head)
2095 root 1.18 mon = mon->head;
2096    
2097     if ((mon->type == DOOR && mon->stats.hp >= 0) || (mon->type == LOCKED_DOOR))
2098     if (player_attack_door (op, mon))
2099     return;
2100    
2101     /* The following deals with possibly attacking peaceful
2102     * or frienddly creatures. Basically, all players are considered
2103     * unaggressive. If the moving player has peaceful set, then the
2104     * object should be pushed instead of attacked. It is assumed that
2105     * if you are braced, you will not attack friends accidently,
2106     * and thus will not push them.
2107     */
2108 root 1.11
2109 root 1.18 /* If the creature is a pet, push it even if the player is not
2110     * peaceful. Our assumption is the creature is a pet if the
2111     * player owns it and it is either friendly or unagressive.
2112     */
2113     if ((op->type == PLAYER)
2114 elmex 1.1 #if COZY_SERVER
2115 root 1.18 &&
2116 root 1.34 ((mon->owner && mon->owner->contr
2117     && same_party (mon->owner->contr->party, op->contr->party)) || mon->owner == op)
2118 elmex 1.1 #else
2119 root 1.34 && mon->owner == op
2120 elmex 1.1 #endif
2121 root 1.18 && (QUERY_FLAG (mon, FLAG_UNAGGRESSIVE) || QUERY_FLAG (mon, FLAG_FRIENDLY)))
2122 root 1.11 {
2123 root 1.18 /* If we're braced, we don't want to switch places with it */
2124     if (op->contr->braced)
2125 root 1.11 return;
2126 root 1.85
2127 root 1.18 play_sound_map (op->map, op->x, op->y, SOUND_PUSH_PLAYER);
2128 root 1.117 push_ob (mon, dir, op);
2129 root 1.18 if (op->contr->tmp_invis || op->hide)
2130     make_visible (op);
2131 root 1.85
2132 root 1.18 return;
2133 root 1.11 }
2134    
2135 root 1.18 /* in certain circumstances, you shouldn't attack friendly
2136     * creatures. Note that if you are braced, you can't push
2137     * someone, but put it inside this loop so that you won't
2138     * attack them either.
2139     */
2140     if ((mon->type == PLAYER || mon->enemy != op) &&
2141     (mon->type == PLAYER || QUERY_FLAG (mon, FLAG_UNAGGRESSIVE) || QUERY_FLAG (mon, FLAG_FRIENDLY)) && (
2142 elmex 1.1 #ifdef PROHIBIT_PLAYERKILL
2143 root 1.49 (op->contr->peaceful
2144     || (mon->type == PLAYER
2145     && mon->contr->
2146     peaceful)) &&
2147 elmex 1.1 #else
2148 root 1.49 op->contr->peaceful &&
2149 elmex 1.1 #endif
2150 root 1.49 !on_battleground))
2151 root 1.18 {
2152     if (!op->contr->braced)
2153     {
2154     play_sound_map (op->map, op->x, op->y, SOUND_PUSH_PLAYER);
2155 root 1.85 push_ob (mon, dir, op);
2156 root 1.18 }
2157     else
2158 root 1.49 new_draw_info (0, 0, op, "You withhold your attack");
2159    
2160 root 1.18 if (op->contr->tmp_invis || op->hide)
2161     make_visible (op);
2162 root 1.11 }
2163 elmex 1.1
2164 root 1.18 /* If the object is a boulder or other rollable object, then
2165     * roll it if not braced. You can't roll it if you are braced.
2166     */
2167     else if (QUERY_FLAG (mon, FLAG_CAN_ROLL) && (!op->contr->braced))
2168     {
2169     recursive_roll (mon, dir, op);
2170     if (action_makes_visible (op))
2171     make_visible (op);
2172 root 1.11 }
2173    
2174 root 1.18 /* Any generic living creature. Including things like doors.
2175     * Way it works is like this: First, it must have some hit points
2176     * and be living. Then, it must be one of the following:
2177     * 1) Not a player, 2) A player, but of a different party. Note
2178     * that party_number -1 is no party, so attacks can still happen.
2179     */
2180     else if ((mon->stats.hp >= 0) && QUERY_FLAG (mon, FLAG_ALIVE) &&
2181     ((mon->type != PLAYER || op->contr->party == NULL || op->contr->party != mon->contr->party)))
2182     {
2183 elmex 1.1
2184 root 1.18 /* If the player hasn't hit something this tick, and does
2185     * so, give them speed boost based on weapon speed. Doing
2186     * it here is better than process_players2, which basically
2187     * incurred a 1 tick offset.
2188     */
2189     if (!op->contr->has_hit)
2190     {
2191     op->speed_left += op->speed / op->contr->weapon_sp;
2192 root 1.11
2193 root 1.18 op->contr->has_hit = 1; /* The last action was to hit, so use weapon_sp */
2194 root 1.11 }
2195    
2196 root 1.49 skill_attack (mon, op, 0, 0, 0);
2197 root 1.11
2198 root 1.18 /* If attacking another player, that player gets automatic
2199     * hitback, and doesn't loose luck either.
2200     * Disable hitback on the battleground or if the target is
2201     * the wiz.
2202     */
2203     if (mon->type == PLAYER && mon->stats.hp >= 0 && !mon->contr->has_hit && !on_battleground && !QUERY_FLAG (mon, FLAG_WIZ))
2204     {
2205     short luck = mon->stats.luck;
2206    
2207     mon->contr->has_hit = 1;
2208 root 1.49 skill_attack (op, mon, 0, 0, 0);
2209 root 1.18 mon->stats.luck = luck;
2210 root 1.11 }
2211 root 1.49
2212 root 1.18 if (action_makes_visible (op))
2213     make_visible (op);
2214 root 1.11 }
2215 root 1.18 } /* if player should attack something */
2216 elmex 1.1 }
2217    
2218 root 1.18 int
2219     move_player (object *op, int dir)
2220     {
2221     int pick;
2222 elmex 1.1
2223 root 1.84 if (!op->map || op->map->in_memory != MAP_IN_MEMORY)
2224 root 1.18 return 0;
2225 elmex 1.1
2226 root 1.18 /* Sanity check: make sure dir is valid */
2227     if ((dir < 0) || (dir >= 9))
2228     {
2229     LOG (llevError, "move_player: invalid direction %d\n", dir);
2230     return 0;
2231 elmex 1.1 }
2232    
2233 root 1.84 /* peterm: added following line */
2234 root 1.18 if (QUERY_FLAG (op, FLAG_CONFUSED) && dir)
2235 root 1.99 dir = absdir (dir + rndm (3) + rndm (3) - 2);
2236 root 1.18
2237     op->facing = dir;
2238    
2239     if (op->hide)
2240     do_hidden_move (op);
2241    
2242     if (INVOKE_PLAYER (MOVE, op->contr, ARG_INT (dir)))
2243     /*nop */ ;
2244     else if (op->contr->fire_on)
2245     fire (op, dir);
2246     else
2247     {
2248     move_player_attack (op, dir);
2249     pick = check_pick (op);
2250     }
2251 elmex 1.1
2252 root 1.18 /* Add special check for newcs players and fire on - this way, the
2253     * server can handle repeat firing.
2254     */
2255     if (op->contr->fire_on || (op->contr->run_on && pick != 0))
2256 root 1.49 op->direction = dir;
2257 root 1.18 else
2258 root 1.49 op->direction = 0;
2259    
2260 root 1.18 /* Update how the player looks. Use the facing, so direction may
2261     * get reset to zero. This allows for full animation capabilities
2262     * for players.
2263     */
2264     animate_object (op, op->facing);
2265     return 0;
2266 elmex 1.1 }
2267    
2268     /* This is similar to handle_player, below, but is only used by the
2269     * new client/server stuff.
2270     * This is sort of special, in that the new client/server actually uses
2271     * the new speed values for commands.
2272     *
2273     * Returns true if there are more actions we can do.
2274     */
2275 root 1.18 int
2276     handle_newcs_player (object *op)
2277 elmex 1.1 {
2278 root 1.18 if (QUERY_FLAG (op, FLAG_SCARED))
2279     {
2280     flee_player (op);
2281     /* If player is still scared, that is his action for this tick */
2282     if (QUERY_FLAG (op, FLAG_SCARED))
2283     {
2284     op->speed_left--;
2285     return 0;
2286 root 1.11 }
2287 elmex 1.1 }
2288    
2289 root 1.18 /* call this here - we also will call this in do_ericserver, but
2290     * the players time has been increased when doericserver has been
2291     * called, so we recheck it here.
2292     */
2293 root 1.83 if (op->contr->ns->handle_command ())
2294     return 1;
2295 root 1.47
2296 root 1.83 if (op->speed_left > 0)
2297     {
2298     if (op->direction && (op->contr->run_on || op->contr->fire_on))
2299     {
2300     /* All move commands take 1 tick, at least for now */
2301     op->speed_left--;
2302 elmex 1.1
2303 root 1.83 /* Instead of all the stuff below, let move_player take care
2304     * of it. Also, some of the skill stuff is only put in
2305     * there, as well as the confusion stuff.
2306     */
2307     move_player (op, op->direction);
2308 elmex 1.1
2309 root 1.83 return op->speed_left > 0;
2310     }
2311 root 1.18 }
2312 root 1.41
2313 root 1.18 return 0;
2314     }
2315    
2316     int
2317     save_life (object *op)
2318     {
2319     if (!QUERY_FLAG (op, FLAG_LIFESAVE))
2320 elmex 1.1 return 0;
2321 root 1.18
2322 root 1.41 for (object *tmp = op->inv; tmp; tmp = tmp->below)
2323 root 1.18 if (QUERY_FLAG (tmp, FLAG_APPLIED) && QUERY_FLAG (tmp, FLAG_LIFESAVE))
2324     {
2325     play_sound_map (op->map, op->x, op->y, SOUND_OB_EVAPORATE);
2326     new_draw_info_format (NDI_UNIQUE, 0, op, "Your %s vibrates violently, then evaporates.", query_name (tmp));
2327 root 1.33
2328 root 1.18 if (op->contr)
2329     esrv_del_item (op->contr, tmp->count);
2330 root 1.33
2331     tmp->destroy ();
2332 root 1.18 CLEAR_FLAG (op, FLAG_LIFESAVE);
2333 root 1.33
2334 root 1.18 if (op->stats.hp < 0)
2335     op->stats.hp = op->stats.maxhp;
2336 root 1.33
2337 root 1.18 if (op->stats.food < 0)
2338     op->stats.food = 999;
2339 root 1.33
2340 root 1.54 op->update_stats ();
2341 root 1.18 return 1;
2342     }
2343 root 1.41
2344 root 1.18 LOG (llevError, "Error: LIFESAVE set without applied object.\n");
2345     CLEAR_FLAG (op, FLAG_LIFESAVE);
2346     enter_player_savebed (op); /* bring him home. */
2347     return 0;
2348 elmex 1.1 }
2349    
2350     /* This goes throws the inventory and removes unpaid objects, and puts them
2351     * back in the map (location and map determined by values of env). This
2352     * function will descend into containers. op is the object to start the search
2353     * from.
2354     */
2355 root 1.18 void
2356     remove_unpaid_objects (object *op, object *env)
2357 elmex 1.1 {
2358 root 1.18 while (op)
2359     {
2360 root 1.70 object *next = op->below; /* Make sure we have a good value, in case we remove object 'op' */
2361    
2362 root 1.18 if (QUERY_FLAG (op, FLAG_UNPAID))
2363     {
2364     if (env->type == PLAYER)
2365     esrv_del_item (env->contr, op->count);
2366 root 1.70
2367     op->insert_at (env);
2368 root 1.18 }
2369     else if (op->inv)
2370     remove_unpaid_objects (op->inv, env);
2371 root 1.41
2372 root 1.18 op = next;
2373 elmex 1.1 }
2374     }
2375    
2376     /*
2377     * Returns pointer a static string containing gravestone text
2378     * Moved from apply.c to player.c - player.c is what
2379     * actually uses this function. player.c may not be quite the
2380     * best, a misc file for object actions is probably better,
2381     * but there isn't one in the server directory.
2382     */
2383 root 1.18 char *
2384     gravestone_text (object *op)
2385 elmex 1.1 {
2386 root 1.18 static char buf2[MAX_BUF];
2387     char buf[MAX_BUF];
2388     time_t now = time (NULL);
2389    
2390     strcpy (buf2, " R.I.P.\n\n");
2391     if (op->type == PLAYER)
2392     sprintf (buf, "%s the %s\n", &op->name, op->contr->title);
2393     else
2394     sprintf (buf, "%s\n", &op->name);
2395 root 1.41
2396 root 1.18 strncat (buf2, " ", 20 - strlen (buf) / 2);
2397     strcat (buf2, buf);
2398     if (op->type == PLAYER)
2399     sprintf (buf, "who was in level %d when killed\n", op->level);
2400     else
2401     sprintf (buf, "who was in level %d when died.\n\n", op->level);
2402 root 1.41
2403 root 1.18 strncat (buf2, " ", 20 - strlen (buf) / 2);
2404     strcat (buf2, buf);
2405     if (op->type == PLAYER)
2406     {
2407     sprintf (buf, "by %s.\n\n", op->contr->killer);
2408     strncat (buf2, " ", 21 - strlen (buf) / 2);
2409     strcat (buf2, buf);
2410     }
2411 root 1.41
2412 root 1.18 strftime (buf, MAX_BUF, "%b %d %Y\n", localtime (&now));
2413     strncat (buf2, " ", 20 - strlen (buf) / 2);
2414     strcat (buf2, buf);
2415 root 1.41
2416 root 1.18 return buf2;
2417 elmex 1.1 }
2418    
2419 root 1.18 void
2420     do_some_living (object *op)
2421     {
2422     int last_food = op->stats.food;
2423 elmex 1.1 int gen_hp, gen_sp, gen_grace;
2424     int over_hp, over_sp, over_grace;
2425     int i;
2426     int rate_hp = 1200;
2427     int rate_sp = 2500;
2428     int rate_grace = 2000;
2429     const int max_hp = 1;
2430     const int max_sp = 1;
2431     const int max_grace = 1;
2432    
2433 root 1.107 if (op->contr->hidden)
2434     {
2435     op->invisible = 1000;
2436     /* the socket code flashes the player visible/invisible
2437     * depending on the value of invisible, so we need to
2438     * alternate it here for it to work correctly.
2439     */
2440     if (pticks & 2)
2441     op->invisible--;
2442     }
2443     else if (op->invisible && !(QUERY_FLAG (op, FLAG_MAKE_INVIS)))
2444     {
2445     if (!op->invisible--)
2446     {
2447     make_visible (op);
2448     new_draw_info (NDI_UNIQUE, 0, op, "Your invisibility spell runs out.");
2449     }
2450     }
2451    
2452 root 1.52 if (op->contr->ns->state == ST_PLAYING)
2453 root 1.18 {
2454     /* these next three if clauses make it possible to SLOW DOWN
2455     hp/grace/spellpoint regeneration. */
2456     if (op->contr->gen_hp >= 0)
2457     gen_hp = (op->contr->gen_hp + 1) * op->stats.maxhp;
2458     else
2459     {
2460     gen_hp = op->stats.maxhp;
2461     rate_hp -= rate_hp / 2 * op->contr->gen_hp;
2462     }
2463 root 1.55
2464 root 1.18 if (op->contr->gen_sp >= 0)
2465     gen_sp = (op->contr->gen_sp + 1) * op->stats.maxsp;
2466     else
2467     {
2468     gen_sp = op->stats.maxsp;
2469     rate_sp -= rate_sp / 2 * op->contr->gen_sp;
2470     }
2471 root 1.55
2472 root 1.18 if (op->contr->gen_grace >= 0)
2473     gen_grace = (op->contr->gen_grace + 1) * op->stats.maxgrace;
2474     else
2475     {
2476     gen_grace = op->stats.maxgrace;
2477     rate_grace -= rate_grace / 2 * op->contr->gen_grace;
2478     }
2479    
2480     /* Regenerate Spell Points */
2481 root 1.118 if (!op->contr->golem && --op->last_sp < 0)
2482 root 1.18 {
2483     gen_sp = gen_sp * 10 / (op->contr->gen_sp_armour < 10 ? 10 : op->contr->gen_sp_armour);
2484     if (op->stats.sp < op->stats.maxsp)
2485     {
2486     op->stats.sp++;
2487     /* dms do not consume food */
2488     if (!QUERY_FLAG (op, FLAG_WIZ))
2489     {
2490     op->stats.food--;
2491     if (op->contr->digestion < 0)
2492     op->stats.food += op->contr->digestion;
2493     else if (op->contr->digestion > 0 && random_roll (0, op->contr->digestion, op, PREFER_HIGH))
2494     op->stats.food = last_food;
2495     }
2496     }
2497 root 1.55
2498 root 1.18 if (max_sp > 1)
2499     {
2500     over_sp = (gen_sp + 10) / rate_sp;
2501     if (over_sp > 0)
2502     {
2503     if (op->stats.sp < op->stats.maxsp)
2504     {
2505     op->stats.sp += over_sp > max_sp ? max_sp : over_sp;
2506 root 1.55
2507 root 1.18 if (random_roll (0, rate_sp - 1, op, PREFER_LOW) > ((gen_sp + 10) % rate_sp))
2508     op->stats.sp--;
2509 root 1.55
2510 root 1.18 if (op->stats.sp > op->stats.maxsp)
2511     op->stats.sp = op->stats.maxsp;
2512     }
2513     op->last_sp = 0;
2514     }
2515     else
2516 root 1.55 op->last_sp = rate_sp / (gen_sp < 20 ? 30 : gen_sp + 10);
2517 root 1.18 }
2518     else
2519 root 1.55 op->last_sp = rate_sp / (gen_sp < 20 ? 30 : gen_sp + 10);
2520 root 1.18 }
2521    
2522     /* Regenerate Grace */
2523     /* I altered this a little - maximum grace is ony achieved through prayer -b.t. */
2524     if (--op->last_grace < 0)
2525     {
2526     if (op->stats.grace < op->stats.maxgrace / 2)
2527     op->stats.grace++; /* no penalty in food for regaining grace */
2528 root 1.55
2529 root 1.18 if (max_grace > 1)
2530     {
2531     over_grace = (gen_grace < 20 ? 30 : gen_grace + 10) / rate_grace;
2532     if (over_grace > 0)
2533     {
2534     op->stats.sp += over_grace
2535     + (random_roll (0, rate_grace - 1, op, PREFER_HIGH) > ((gen_grace < 20 ? 30 : gen_grace + 10) % rate_grace)) ? -1 : 0;
2536     op->last_grace = 0;
2537     }
2538     else
2539     {
2540     op->last_grace = rate_grace / (gen_grace < 20 ? 30 : gen_grace + 10);
2541     }
2542     }
2543     else
2544     {
2545     op->last_grace = rate_grace / (gen_grace < 20 ? 30 : gen_grace + 10);
2546     }
2547     /* wearing stuff doesn't detract from grace generation. */
2548     }
2549    
2550     /* Regenerate Hit Points */
2551     if (--op->last_heal < 0)
2552     {
2553     if (op->stats.hp < op->stats.maxhp)
2554     {
2555     op->stats.hp++;
2556     /* dms do not consume food */
2557     if (!QUERY_FLAG (op, FLAG_WIZ))
2558     {
2559     op->stats.food--;
2560     if (op->contr->digestion < 0)
2561     op->stats.food += op->contr->digestion;
2562     else if (op->contr->digestion > 0 && random_roll (0, op->contr->digestion, op, PREFER_HIGH))
2563     op->stats.food = last_food;
2564     }
2565     }
2566 root 1.55
2567 root 1.18 if (max_hp > 1)
2568     {
2569     over_hp = (gen_hp < 20 ? 30 : gen_hp + 10) / rate_hp;
2570     if (over_hp > 0)
2571     {
2572     op->stats.sp += over_hp + (RANDOM () % rate_hp > ((gen_hp < 20 ? 30 : gen_hp + 10) % rate_hp)) ? -1 : 0;
2573     op->last_heal = 0;
2574     }
2575     else
2576     {
2577     op->last_heal = rate_hp / (gen_hp < 20 ? 30 : gen_hp + 10);
2578     }
2579     }
2580     else
2581     {
2582     op->last_heal = rate_hp / (gen_hp < 20 ? 30 : gen_hp + 10);
2583     }
2584 root 1.11 }
2585 elmex 1.1
2586 root 1.18 /* Digestion */
2587     if (--op->last_eat < 0)
2588     {
2589     #ifdef COZY_SERVER
2590     int dg = op->contr->digestion >= 0 && op->contr->digestion < 2 ? 2 : op->contr->digestion;
2591     int bonus = dg > 0 ? dg : 0, penalty = dg < 0 ? -dg : 0;
2592     #else
2593     int bonus = op->contr->digestion > 0 ? op->contr->digestion : 0, penalty = op->contr->digestion < 0 ? -op->contr->digestion : 0;
2594     #endif
2595    
2596     if (op->contr->gen_hp > 0)
2597     op->last_eat = 25 * (1 + bonus) / (op->contr->gen_hp + penalty + 1);
2598     else
2599     op->last_eat = 25 * (1 + bonus) / (penalty + 1);
2600 root 1.55
2601 root 1.18 /* dms do not consume food */
2602     if (!QUERY_FLAG (op, FLAG_WIZ))
2603     op->stats.food--;
2604 root 1.11 }
2605 elmex 1.1
2606 root 1.55 if (op->stats.food < 0 && op->stats.hp >= 0)
2607     {
2608     object *tmp, *flesh = 0;
2609 root 1.18
2610 root 1.55 for (tmp = op->inv; tmp; tmp = tmp->below)
2611 root 1.18 {
2612 root 1.55 if (!QUERY_FLAG (tmp, FLAG_UNPAID))
2613 root 1.18 {
2614 root 1.55 if (tmp->type == FOOD || tmp->type == DRINK || tmp->type == POISON)
2615     {
2616     new_draw_info (NDI_UNIQUE, 0, op, "You blindly grab for a bite of food.");
2617     manual_apply (op, tmp, 0);
2618     if (op->stats.food >= 0 || op->stats.hp < 0)
2619     break;
2620     }
2621     else if (tmp->type == FLESH)
2622     flesh = tmp;
2623     } /* End if paid for object */
2624     } /* end of for loop */
2625    
2626     /* If player is still starving, it means they don't have any food, so
2627     * eat flesh instead.
2628     */
2629     if (op->stats.food < 0 && op->stats.hp >= 0 && flesh)
2630     {
2631     new_draw_info (NDI_UNIQUE, 0, op, "You blindly grab for a bite of food.");
2632     manual_apply (op, flesh, 0);
2633     }
2634 root 1.11 }
2635 elmex 1.1
2636 root 1.55 while (op->stats.food < 0 && op->stats.hp >= 0)
2637     op->stats.food++, op->stats.hp--;
2638 elmex 1.1
2639 root 1.55 if (op->stats.hp < 0 && !QUERY_FLAG (op, FLAG_WIZ))
2640     kill_player (op);
2641     }
2642 elmex 1.1 }
2643    
2644     /* If the player should die (lack of hp, food, etc), we call this.
2645     * op is the player in jeopardy. If the player can not be saved (not
2646     * permadeath, no lifesave), this will take care of removing the player
2647     * file.
2648     */
2649 root 1.18 void
2650     kill_player (object *op)
2651 elmex 1.1 {
2652 root 1.18 char buf[MAX_BUF];
2653     int x, y;
2654    
2655     //int i;
2656 root 1.25 maptile *map; /* this is for resurrection */
2657 root 1.18
2658     /* int z;
2659     int num_stats_lose;
2660     int lost_a_stat;
2661     int lose_this_stat;
2662     int this_stat; */
2663     int will_kill_again;
2664     archetype *at;
2665     object *tmp;
2666    
2667     if (save_life (op))
2668     return;
2669    
2670    
2671     /* If player dies on BATTLEGROUND, no stat/exp loss! For Combat-Arenas
2672     * in cities ONLY!!! It is very important that this doesn't get abused.
2673     * Look at op_on_battleground() for more info --AndreasV
2674     */
2675     if (op_on_battleground (op, &x, &y))
2676     {
2677     new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, "You have been defeated in combat!");
2678     new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, "Local medics have saved your life...");
2679    
2680     /* restore player */
2681 root 1.22 at = archetype::find ("poisoning");
2682 root 1.70 if (object *tmp = present_arch_in_ob (at, op))
2683 root 1.18 {
2684 root 1.33 tmp->destroy ();
2685 root 1.18 new_draw_info (NDI_UNIQUE, 0, op, "Your body feels cleansed");
2686     }
2687 elmex 1.1
2688 root 1.22 at = archetype::find ("confusion");
2689 root 1.70 if (object *tmp = present_arch_in_ob (at, op))
2690 root 1.18 {
2691 root 1.33 tmp->destroy ();
2692 root 1.18 new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer");
2693     }
2694    
2695     cure_disease (op, 0); /* remove any disease */
2696     op->stats.hp = op->stats.maxhp;
2697     if (op->stats.food <= 0)
2698     op->stats.food = 999;
2699 elmex 1.1
2700 root 1.18 /* create a bodypart-trophy to make the winner happy */
2701 root 1.70 if (object *tmp = arch_to_object (archetype::find ("finger")))
2702 root 1.18 {
2703     sprintf (buf, "%s's finger", &op->name);
2704     tmp->name = buf;
2705     sprintf (buf, " This finger has been cut off %s\n"
2706     " the %s, when he was defeated at\n level %d by %s.\n",
2707     &op->name, op->contr->title, (int) (op->level), op->contr->killer);
2708     tmp->msg = buf;
2709 root 1.102 tmp->value = 0, tmp->type = 0;
2710     tmp->materialname = "organics";
2711 elmex 1.87 tmp->insert_at (op, tmp);
2712 root 1.18 }
2713 elmex 1.1
2714 root 1.18 /* teleport defeated player to new destination */
2715     transfer_ob (op, x, y, 0, NULL);
2716     op->contr->braced = 0;
2717     return;
2718 elmex 1.1 }
2719    
2720 root 1.18 INVOKE_PLAYER (DEATH, op->contr);
2721 root 1.3
2722 root 1.18 command_kill_pets (op, 0);
2723 elmex 1.1
2724 root 1.18 if (op->stats.food < 0)
2725     {
2726     sprintf (buf, "%s starved to death.", &op->name);
2727     strcpy (op->contr->killer, "starvation");
2728 elmex 1.1 }
2729 root 1.18 else
2730 root 1.89 sprintf (buf, "%s died.", &op->name);
2731 root 1.70
2732 root 1.18 play_sound_player_only (op->contr, SOUND_PLAYER_DIES, 0, 0);
2733 elmex 1.1
2734 root 1.18 /* save the map location for corpse, gravestone */
2735 root 1.70 x = op->x;
2736     y = op->y;
2737 root 1.18 map = op->map;
2738 elmex 1.1
2739 root 1.54 /* NOT_PERMADEATH code. This basically brings the character back to
2740     * life if they are dead - it takes some exp and a random stat.
2741     * See the config.h file for a little more in depth detail about this.
2742     */
2743    
2744     /* Basically two ways to go - remove a stat permanently, or just
2745     * make it depletion. This bunch of code deals with that aspect
2746     * of death.
2747     */
2748     #ifndef COZY_SERVER
2749     if (settings.balanced_stat_loss)
2750 root 1.18 {
2751 root 1.54 /* If stat loss is permanent, lose one stat only. */
2752     /* Lower level chars don't lose as many stats because they suffer
2753     more if they do. */
2754     /* Higher level characters can afford things such as potions of
2755     restoration, or better, stat potions. So we slug them that
2756     little bit harder. */
2757     /* GD */
2758     if (settings.stat_loss_on_death)
2759     num_stats_lose = 1;
2760     else
2761     num_stats_lose = 1 + op->level / BALSL_NUMBER_LOSSES_RATIO;
2762     }
2763     else
2764 root 1.70 num_stats_lose = 1;
2765    
2766 root 1.54 lost_a_stat = 0;
2767    
2768     for (z = 0; z < num_stats_lose; z++)
2769     {
2770     i = RANDOM () % NUM_STATS;
2771 root 1.11
2772 root 1.54 if (settings.stat_loss_on_death)
2773 root 1.18 {
2774 root 1.54 /* Pick a random stat and take a point off it. Tell the player
2775     * what he lost.
2776     */
2777     change_attr_value (&(op->stats), i, -1);
2778     check_stat_bounds (&(op->stats));
2779     change_attr_value (&(op->contr->orig_stats), i, -1);
2780     check_stat_bounds (&(op->contr->orig_stats));
2781     new_draw_info (NDI_UNIQUE, 0, op, lose_msg[i]);
2782     lost_a_stat = 1;
2783 root 1.18 }
2784     else
2785     {
2786 root 1.54 /* deplete a stat */
2787     archetype *deparch = archetype::find ("depletion");
2788     object *dep;
2789 root 1.11
2790 root 1.54 dep = present_arch_in_ob (deparch, op);
2791     if (!dep)
2792 root 1.18 {
2793 root 1.54 dep = arch_to_object (deparch);
2794     insert_ob_in_ob (dep, op);
2795 root 1.18 }
2796 root 1.54 lose_this_stat = 1;
2797     if (settings.balanced_stat_loss)
2798 root 1.18 {
2799 root 1.54 /* GD */
2800     /* Get the stat that we're about to deplete. */
2801     this_stat = get_attr_value (&(dep->stats), i);
2802     if (this_stat < 0)
2803     {
2804     int loss_chance = 1 + op->level / BALSL_LOSS_CHANCE_RATIO;
2805     int keep_chance = this_stat * this_stat;
2806 root 1.18
2807 root 1.54 /* Yes, I am paranoid. Sue me. */
2808     if (keep_chance < 1)
2809     keep_chance = 1;
2810 root 1.18
2811 root 1.54 /* There is a maximum depletion total per level. */
2812     if (this_stat < -1 - op->level / BALSL_MAX_LOSS_RATIO)
2813     {
2814     lose_this_stat = 0;
2815     /* Take loss chance vs keep chance to see if we
2816     retain the stat. */
2817     }
2818     else
2819     {
2820     if (random_roll (0, loss_chance + keep_chance - 1, op, PREFER_LOW) < keep_chance)
2821     lose_this_stat = 0;
2822     /* LOG(llevDebug, "Determining stat loss. Stat: %d Keep: %d Lose: %d Result: %s.\n",
2823     this_stat, keep_chance, loss_chance,
2824     lose_this_stat?"LOSE":"KEEP"); */
2825 root 1.11 }
2826     }
2827 root 1.54 }
2828 root 1.18
2829 root 1.54 if (lose_this_stat)
2830     {
2831     this_stat = get_attr_value (&(dep->stats), i);
2832     /* We could try to do something clever like find another
2833     * stat to reduce if this fails. But chances are, if
2834     * stats have been depleted to -50, all are pretty low
2835     * and should be roughly the same, so it shouldn't make a
2836     * difference.
2837     */
2838     if (this_stat >= -50)
2839 root 1.18 {
2840 root 1.54 change_attr_value (&(dep->stats), i, -1);
2841     SET_FLAG (dep, FLAG_APPLIED);
2842     new_draw_info (NDI_UNIQUE, 0, op, lose_msg[i]);
2843     op->update_stats ();
2844     lost_a_stat = 1;
2845 root 1.11 }
2846     }
2847     }
2848 root 1.54 }
2849     /* If no stat lost, tell the player. */
2850     if (!lost_a_stat)
2851     {
2852     /* determine_god() seems to not work sometimes... why is this?
2853     Should I be using something else? GD */
2854     const char *god = determine_god (op);
2855 root 1.18
2856 root 1.54 if (god && (strcmp (god, "none")))
2857     new_draw_info_format (NDI_UNIQUE, 0, op, "For a brief moment you feel the holy presence of %s protecting" " you.", god);
2858     else
2859     new_draw_info (NDI_UNIQUE, 0, op, "For a brief moment you feel a holy presence protecting you.");
2860     }
2861 root 1.28 #else
2862 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.");
2863 elmex 1.1 #endif
2864    
2865 root 1.54 /* Put a gravestone up where the character 'almost' died. List the
2866     * exp loss on the stone.
2867     */
2868     tmp = arch_to_object (archetype::find ("gravestone"));
2869     sprintf (buf, "%s's gravestone", &op->name);
2870     tmp->name = buf;
2871     sprintf (buf, "%s's gravestones", &op->name);
2872     tmp->name_pl = buf;
2873     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);
2874     tmp->msg = buf;
2875     tmp->x = op->x, tmp->y = op->y;
2876     insert_ob_in_map (tmp, op->map, NULL, 0);
2877    
2878     /**************************************/
2879     /* */
2880     /* Subtract the experience points, */
2881     /* if we died cause of food, give us */
2882     /* food, and reset HP's... */
2883     /* */
2884     /**************************************/
2885    
2886     /* remove any poisoning and confusion the character may be suffering. */
2887     /* restore player */
2888     at = archetype::find ("poisoning");
2889     tmp = present_arch_in_ob (at, op);
2890    
2891     if (tmp)
2892     {
2893     tmp->destroy ();
2894     new_draw_info (NDI_UNIQUE, 0, op, "Your body feels cleansed");
2895     }
2896    
2897     at = archetype::find ("confusion");
2898     tmp = present_arch_in_ob (at, op);
2899     if (tmp)
2900     {
2901     tmp->destroy ();
2902     new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer");
2903     }
2904    
2905     cure_disease (op, 0); /* remove any disease */
2906    
2907     /*add_exp(op, (op->stats.exp * -0.20)); */
2908     apply_death_exp_penalty (op);
2909     if (op->stats.food < 100)
2910     op->stats.food = 900;
2911     op->stats.hp = op->stats.maxhp;
2912     op->stats.sp = MAX (op->stats.sp, op->stats.maxsp);
2913     op->stats.grace = MAX (op->stats.grace, op->stats.maxgrace);
2914 root 1.11
2915 root 1.54 /*
2916 root 1.108 * Check to see if the player has any unpaid items. If so, remove them
2917     * and put them back in the map.
2918 root 1.54 */
2919 root 1.108 remove_unpaid_objects (op->inv, op);
2920 root 1.18
2921 root 1.54 /****************************************/
2922     /* */
2923     /* Move player to his current respawn- */
2924     /* position (usually last savebed) */
2925     /* */
2926     /****************************************/
2927 root 1.18
2928 root 1.54 enter_player_savebed (op);
2929 root 1.18
2930 root 1.54 op->contr->braced = 0;
2931 root 1.11
2932 root 1.54 /* it is possible that the player has blown something up
2933     * at his savebed location, and that can have long lasting
2934     * spell effects. So first see if there is a spell effect
2935     * on the space that might harm the player.
2936     */
2937     will_kill_again = 0;
2938     for (tmp = GET_MAP_OB (op->map, op->x, op->y); tmp; tmp = tmp->above)
2939     if (tmp->type == SPELL_EFFECT)
2940     will_kill_again |= tmp->attacktype;
2941 elmex 1.1
2942 root 1.54 if (will_kill_again)
2943 root 1.18 {
2944 root 1.54 object *force;
2945     int at;
2946 root 1.18
2947 root 1.54 force = get_archetype (FORCE_NAME);
2948     /* 50 ticks should be enough time for the spell to abate */
2949     force->speed = 0.1;
2950     force->speed_left = -5.0;
2951     SET_FLAG (force, FLAG_APPLIED);
2952     for (at = 0; at < NROFATTACKS; at++)
2953     if (will_kill_again & (1 << at))
2954     force->resist[at] = 100;
2955 root 1.30
2956 root 1.54 insert_ob_in_ob (force, op);
2957     op->update_stats ();
2958 root 1.30
2959 root 1.54 }
2960 root 1.18
2961 root 1.54 new_draw_info (NDI_UNIQUE, 0, op, "YOU HAVE DIED.");
2962 elmex 1.1 }
2963    
2964 root 1.18 void
2965     loot_object (object *op)
2966     { /* Grab and destroy some treasure */
2967     object *tmp, *tmp2, *next;
2968 elmex 1.1
2969 root 1.103 op->close_container (); /* close open sack first */
2970 elmex 1.1
2971 root 1.54 for (tmp = op->inv; tmp; tmp = next)
2972 root 1.18 {
2973     next = tmp->below;
2974 root 1.54
2975 elmex 1.50 if (tmp->invisible)
2976 root 1.18 continue;
2977 root 1.54
2978 root 1.32 tmp->remove ();
2979 root 1.18 tmp->x = op->x, tmp->y = op->y;
2980 root 1.103
2981 root 1.18 if (tmp->type == CONTAINER)
2982 root 1.103 loot_object (tmp); /* empty container to ground */
2983    
2984 root 1.99 if (!QUERY_FLAG (tmp, FLAG_UNIQUE) && (QUERY_FLAG (tmp, FLAG_STARTEQUIP) || QUERY_FLAG (tmp, FLAG_NO_DROP) || !(rndm (3))))
2985 root 1.18 {
2986     if (tmp->nrof > 1)
2987     {
2988     tmp2 = get_split_ob (tmp, 1 + RANDOM () % (tmp->nrof - 1));
2989 root 1.33 tmp2->destroy ();
2990 root 1.18 insert_ob_in_map (tmp, op->map, NULL, 0);
2991     }
2992     else
2993 root 1.33 tmp->destroy ();
2994 root 1.18 }
2995     else
2996     insert_ob_in_map (tmp, op->map, NULL, 0);
2997     }
2998 elmex 1.1 }
2999    
3000     /*
3001     * fix_weight(): Check recursively the weight of all players, and fix
3002     * what needs to be fixed. Refresh windows and fix speed if anything
3003     * was changed.
3004     */
3005 root 1.18 void
3006     fix_weight (void)
3007     {
3008 root 1.61 for_all_players (pl)
3009 root 1.18 {
3010     int old = pl->ob->carrying, sum = sum_weight (pl->ob);
3011    
3012     if (old == sum)
3013     continue;
3014 root 1.54 pl->ob->update_stats ();
3015 root 1.18 LOG (llevDebug, "Fixed inventory in %s (%d -> %d)\n", &pl->ob->name, old, sum);
3016     }
3017 elmex 1.1 }
3018    
3019 root 1.18 void
3020     fix_luck (void)
3021     {
3022 root 1.61 for_all_players (pl)
3023 root 1.52 if (!pl->ob->contr->ns->state)
3024 root 1.54 pl->ob->change_luck (0);
3025 elmex 1.1 }
3026    
3027     /* cast_dust() - handles op throwing objects of type 'DUST'.
3028     * This is much simpler in the new spell code - we basically
3029     * just treat this as any other spell casting object.
3030     */
3031 elmex 1.2 void
3032 root 1.18 cast_dust (object *op, object *throw_ob, int dir)
3033 elmex 1.2 {
3034     object *skop, *spob;
3035    
3036     skop = find_skill_by_name (op, throw_ob->skill);
3037    
3038     /* casting POTION 'dusts' is really a use_magic_item skill */
3039     if (op->type == PLAYER && throw_ob->type == POTION && !skop)
3040     {
3041 root 1.18 LOG (llevError, "Player %s lacks critical skill use_magic_item!\n", &op->name);
3042 elmex 1.2 return;
3043     }
3044    
3045     spob = throw_ob->inv;
3046    
3047     // elmex Tue Aug 15 17:19:46 CEST 2006: Added this check to
3048     // not pass NULL to cast_spell (which did indeed check itself, but
3049     // errors should be reported as early as possible IMHO)
3050     if (!spob)
3051     {
3052 root 1.18 LOG (llevError, "cast_dust: thrown object %s (by %s) had no spell in it!", &throw_ob->name, &op->name);
3053 elmex 1.2 return;
3054 elmex 1.1 }
3055    
3056 elmex 1.2 if (op->type == PLAYER)
3057 root 1.14 new_draw_info_format (NDI_UNIQUE, 0, op, "You cast %s.", &spob->name);
3058 elmex 1.2
3059     cast_spell (op, throw_ob, dir, spob, NULL);
3060    
3061 root 1.33 throw_ob->destroy ();
3062 elmex 1.1 }
3063    
3064 root 1.18 void
3065     make_visible (object *op)
3066     {
3067     op->hide = 0;
3068     op->invisible = 0;
3069     if (op->type == PLAYER)
3070     {
3071     op->contr->tmp_invis = 0;
3072     op->contr->invis_race = 0;
3073     }
3074 root 1.107
3075     update_object (op, UP_OBJ_CHANGE);
3076 root 1.18 }
3077    
3078     int
3079     is_true_undead (object *op)
3080     {
3081     if (QUERY_FLAG (&op->arch->clone, FLAG_UNDEAD))
3082     return 1;
3083    
3084 elmex 1.1 return 0;
3085     }
3086    
3087     /* look at the surrounding terrain to determine
3088     * the hideability of this object. Positive levels
3089     * indicate greater hideability.
3090     */
3091    
3092 root 1.18 int
3093     hideability (object *ob)
3094     {
3095     int i, level = 0, mflag;
3096     sint16 x, y;
3097    
3098     if (!ob || !ob->map)
3099     return 0;
3100    
3101     /* so, on normal lighted maps, its hard to hide */
3102     level = ob->map->darkness - 2;
3103    
3104     /* this also picks up whether the object is glowing.
3105     * If you carry a light on a non-dark map, its not
3106     * as bad as carrying a light on a pitch dark map */
3107     if (has_carried_lights (ob))
3108     level = -(10 + (2 * ob->map->darkness));
3109    
3110     /* scan through all nearby squares for terrain to hide in */
3111     for (i = 0, x = ob->x, y = ob->y; i < 9; i++, x = ob->x + freearr_x[i], y = ob->y + freearr_y[i])
3112     {
3113     mflag = get_map_flags (ob->map, NULL, x, y, NULL, NULL);
3114     if (mflag & P_OUT_OF_MAP)
3115     {
3116     continue;
3117     }
3118     if (mflag & P_BLOCKSVIEW) /* something to hide near! */
3119     level += 2;
3120     else /* open terrain! */
3121     level -= 1;
3122 elmex 1.1 }
3123 root 1.18
3124 elmex 1.1 #if 0
3125 root 1.18 LOG (llevDebug, "hideability of %s is %d\n", ob->name, level);
3126 elmex 1.1 #endif
3127 root 1.18 return level;
3128 elmex 1.1 }
3129    
3130     /* For Hidden creatures - a chance of becoming 'unhidden'
3131     * every time they move - as we subtract off 'invisibility'
3132     * AND, for players, if they move into a ridiculously unhideable
3133     * spot (surrounded by clear terrain in broad daylight). -b.t.
3134     */
3135    
3136 root 1.18 void
3137     do_hidden_move (object *op)
3138     {
3139     int hide = 0, num = random_roll (0, 19, op, PREFER_LOW);
3140     object *skop;
3141    
3142     if (!op || !op->map)
3143     return;
3144    
3145     skop = find_obj_by_type_subtype (op, SKILL, SK_HIDING);
3146    
3147     /* its *extremely* hard to run and sneak/hide at the same time! */
3148     if (op->type == PLAYER && op->contr->run_on)
3149 root 1.85 if (!skop || num >= skop->level)
3150     {
3151     new_draw_info (NDI_UNIQUE, 0, op, "You ran too much! You are no longer hidden!");
3152     make_visible (op);
3153     return;
3154     }
3155     else
3156     num += 20;
3157    
3158 root 1.18 num += op->map->difficulty;
3159     hide = hideability (op); /* modify by terrain hidden level */
3160     num -= hide;
3161 root 1.85
3162 root 1.18 if ((op->type == PLAYER && hide < -10) || ((op->invisible -= num) <= 0))
3163     {
3164     make_visible (op);
3165     if (op->type == PLAYER)
3166     new_draw_info (NDI_UNIQUE, 0, op, "You moved out of hiding! You are visible!");
3167 elmex 1.1 }
3168 root 1.18 else if (op->type == PLAYER && skop)
3169 root 1.85 change_exp (op, calc_skill_exp (op, NULL, skop), skop->skill, 0);
3170 elmex 1.1 }
3171    
3172     /* determine if who is standing near a hostile creature. */
3173    
3174 root 1.18 int
3175     stand_near_hostile (object *who)
3176     {
3177     object *tmp = NULL;
3178     int i, friendly = 0, player = 0, mflags;
3179 root 1.25 maptile *m;
3180 root 1.18 sint16 x, y;
3181    
3182     if (!who)
3183     return 0;
3184    
3185     if (who->type == PLAYER)
3186     player = 1;
3187    
3188     else
3189     friendly = QUERY_FLAG (who, FLAG_FRIENDLY);
3190    
3191     /* search adjacent squares */
3192     for (i = 1; i < 9; i++)
3193     {
3194     x = who->x + freearr_x[i];
3195     y = who->y + freearr_y[i];
3196     m = who->map;
3197     mflags = get_map_flags (m, &m, x, y, &x, &y);
3198     /* space must be blocked if there is a monster. If not
3199     * blocked, don't need to check this space.
3200     */
3201     if (mflags & P_OUT_OF_MAP)
3202     continue;
3203     if (OB_TYPE_MOVE_BLOCK (who, GET_MAP_MOVE_BLOCK (m, x, y)))
3204     continue;
3205    
3206 root 1.49 for (tmp = GET_MAP_OB (m, x, y); tmp; tmp = tmp->above)
3207 root 1.18 {
3208     if ((player ||friendly) &&QUERY_FLAG (tmp, FLAG_MONSTER) && !QUERY_FLAG (tmp, FLAG_UNAGGRESSIVE))
3209     return 1;
3210     else if (tmp->type == PLAYER)
3211     {
3212     /*don't let a hidden DM prevent you from hiding */
3213     if (!QUERY_FLAG (tmp, FLAG_WIZ) || tmp->contr->hidden == 0)
3214 root 1.11 return 1;
3215 root 1.18 }
3216 root 1.11 }
3217 elmex 1.1 }
3218 root 1.18 return 0;
3219 elmex 1.1 }
3220    
3221     /* check the player los field for viewability of the
3222     * object op. This function works fine for monsters,
3223     * but we dont worry if the object isnt the top one in
3224     * a pile (say a coin under a table would return "viewable"
3225     * by this routine). Another question, should we be
3226     * concerned with the direction the player is looking
3227     * in? Realistically, most of use cant see stuff behind
3228     * our backs...on the other hand, does the "facing" direction
3229     * imply the way your head, or body is facing? Its possible
3230     * for them to differ. Sigh, this fctn could get a bit more complex.
3231     * -b.t.
3232     * This function is now map tiling safe.
3233     */
3234    
3235 root 1.18 int
3236     player_can_view (object *pl, object *op)
3237     {
3238     rv_vector rv;
3239     int dx, dy;
3240    
3241     if (pl->type != PLAYER)
3242     {
3243     LOG (llevError, "player_can_view() called for non-player object\n");
3244     return -1;
3245 elmex 1.1 }
3246 root 1.74
3247 root 1.18 if (!pl || !op)
3248 elmex 1.1 return 0;
3249 root 1.18
3250 root 1.74 op = op->head_ ();
3251    
3252 root 1.18 get_rangevector (pl, op, &rv, 0x1);
3253    
3254     /* starting with the 'head' part, lets loop
3255     * through the object and find if it has any
3256     * part that is in the los array but isnt on
3257     * a blocked los square.
3258     * we use the archetype to figure out offsets.
3259     */
3260     while (op)
3261     {
3262     dx = rv.distance_x + op->arch->clone.x;
3263     dy = rv.distance_y + op->arch->clone.y;
3264    
3265     /* only the viewable area the player sees is updated by LOS
3266     * code, so we need to restrict ourselves to that range of values
3267     * for any meaningful values.
3268     */
3269 root 1.52 if (FABS (dx) <= (pl->contr->ns->mapx / 2) &&
3270     FABS (dy) <= (pl->contr->ns->mapy / 2) &&
3271     !pl->contr->blocked_los[dx + (pl->contr->ns->mapx / 2)][dy + (pl->contr->ns->mapy / 2)])
3272 root 1.18 return 1;
3273     op = op->more;
3274     }
3275     return 0;
3276 elmex 1.1 }
3277    
3278     /* routine for both players and monsters. We call this when
3279     * there is a possibility for our action distrubing our hiding
3280     * place or invisiblity spell. Artefact invisiblity is not
3281     * effected by this. If we arent invisible to begin with, we
3282     * return 0.
3283     */
3284 root 1.18 int
3285     action_makes_visible (object *op)
3286     {
3287    
3288     if (op->invisible && QUERY_FLAG (op, FLAG_ALIVE))
3289     {
3290     if (QUERY_FLAG (op, FLAG_MAKE_INVIS))
3291     return 0;
3292    
3293     if (op->contr && op->contr->tmp_invis == 0)
3294     return 0;
3295 elmex 1.1
3296 root 1.18 /* If monsters, they should become visible */
3297     if (op->hide || !op->contr || (op->contr && op->contr->tmp_invis))
3298     {
3299     new_draw_info_format (NDI_UNIQUE, 0, op, "You become %s!", op->hide ? "unhidden" : "visible");
3300     return 1;
3301 root 1.11 }
3302 elmex 1.1 }
3303 root 1.18 return 0;
3304 elmex 1.1 }
3305    
3306     /* op_on_battleground - checks if the given object op (usually
3307     * a player) is standing on a valid battleground-tile,
3308     * function returns TRUE/FALSE. If true x, y returns the battleground
3309     * -exit-coord. (and if x, y not NULL)
3310     * 19 March 2005 - josh@woosworld.net modifed to check if the battleground also has slaying, maxhp, and maxsp set
3311     * and if those are all set and the player has a marker that matches the slaying send them to a different x, y
3312     * Default is to do the same as before, so only people wanting to have different points need worry about this
3313     */
3314 root 1.18 int
3315     op_on_battleground (object *op, int *x, int *y)
3316     {
3317 elmex 1.1 object *tmp;
3318 root 1.18
3319 elmex 1.1 /* A battleground-tile needs the following attributes to be valid:
3320     * is_floor 1 (has to be the FIRST floor beneath the player's feet),
3321     * name="battleground", no_pick 1, type=58 (type BATTLEGROUND)
3322     * and the exit-coordinates sp/hp must both be > 0.
3323     * => The intention here is to prevent abuse of the battleground-
3324     * feature (like pickable or hidden battleground tiles). */
3325 root 1.18 for (tmp = op->below; tmp != NULL; tmp = tmp->below)
3326     {
3327     if (QUERY_FLAG (tmp, FLAG_IS_FLOOR))
3328     {
3329     if (QUERY_FLAG (tmp, FLAG_NO_PICK) &&
3330     strcmp (tmp->name, "battleground") == 0 && tmp->type == BATTLEGROUND && EXIT_X (tmp) && EXIT_Y (tmp))
3331     {
3332     /*before we assign the exit, check if this is a teambattle */
3333     if (EXIT_ALT_X (tmp) && EXIT_ALT_Y (tmp) && EXIT_PATH (tmp))
3334     {
3335     object *invtmp;
3336    
3337     for (invtmp = op->inv; invtmp != NULL; invtmp = invtmp->below)
3338     {
3339     if (invtmp->type == FORCE && invtmp->slaying && !strcmp (EXIT_PATH (tmp), invtmp->slaying))
3340     {
3341     if (x != NULL && y != NULL)
3342     *x = EXIT_ALT_X (tmp), *y = EXIT_ALT_Y (tmp);
3343     return 1;
3344     }
3345     }
3346     }
3347     if (x != NULL && y != NULL)
3348     *x = EXIT_X (tmp), *y = EXIT_Y (tmp);
3349     return 1;
3350     }
3351     }
3352 elmex 1.1 }
3353     /* If we got here, did not find a battleground */
3354     return 0;
3355     }
3356    
3357     /*
3358     * When a dragon-player gains a new stage of evolution,
3359     * he gets some treasure
3360     *
3361     * attributes:
3362     * object *who the dragon player
3363     * int atnr the attack-number of the ability focus
3364     * int level ability level
3365     */
3366 root 1.18 void
3367     dragon_ability_gain (object *who, int atnr, int level)
3368     {
3369     treasurelist *trlist = NULL; /* treasurelist */
3370     treasure *tr; /* treasure */
3371     object *tmp, *skop; /* tmp. object */
3372     object *item; /* treasure object */
3373     char buf[MAX_BUF]; /* tmp. string buffer */
3374     int i = 0, j = 0;
3375    
3376     /* get the appropriate treasurelist */
3377     if (atnr == ATNR_FIRE)
3378 root 1.110 trlist = treasurelist::find ("dragon_ability_fire");
3379 root 1.18 else if (atnr == ATNR_COLD)
3380 root 1.110 trlist = treasurelist::find ("dragon_ability_cold");
3381 root 1.18 else if (atnr == ATNR_ELECTRICITY)
3382 root 1.110 trlist = treasurelist::find ("dragon_ability_elec");
3383 root 1.18 else if (atnr == ATNR_POISON)
3384 root 1.110 trlist = treasurelist::find ("dragon_ability_poison");
3385 root 1.18
3386     if (trlist == NULL || who->type != PLAYER)
3387     return;
3388    
3389     for (i = 0, tr = trlist->items; tr != NULL && i < level - 1; tr = tr->next, i++);
3390    
3391 elmex 1.82 if (!tr || !tr->item)
3392 root 1.18 {
3393     /* LOG(llevDebug, "-> no more treasure for %s\n", change_resist_msg[atnr]); */
3394     return;
3395 elmex 1.1 }
3396    
3397 root 1.18 /* everything seems okay - now bring on the gift: */
3398     item = &(tr->item->clone);
3399 elmex 1.1
3400 root 1.18 if (item->type == SPELL)
3401     {
3402     if (check_spell_known (who, item->name))
3403 root 1.11 return;
3404 root 1.18
3405     new_draw_info_format (NDI_UNIQUE | NDI_BLUE, 0, who, "You gained the ability of %s", &item->name);
3406     do_learn_spell (who, item, 0);
3407     return;
3408 elmex 1.1 }
3409    
3410 root 1.18 /* grant direct spell */
3411     if (item->type == SPELLBOOK)
3412     {
3413     if (!item->inv)
3414     {
3415     LOG (llevDebug, "dragon_ability_gain: Broken spellbook %s\n", &item->name);
3416     return;
3417     }
3418     if (check_spell_known (who, item->inv->name))
3419     return;
3420     if (item->invisible)
3421     {
3422     new_draw_info_format (NDI_UNIQUE | NDI_BLUE, 0, who, "You gained the ability of %s", &item->inv->name);
3423     do_learn_spell (who, item->inv, 0);
3424     return;
3425 root 1.11 }
3426 root 1.18 }
3427     else if (item->type == SKILL_TOOL && item->invisible)
3428     {
3429     if (item->subtype == SK_CLAWING && (skop = find_skill_by_name (who, item->skill)) != NULL)
3430     {
3431    
3432     /* should this perhaps be (skop->attackyp & item->attacktype)!=item->attacktype ...
3433     * in this way, if the player is missing any of the attacktypes, he gets
3434     * them. As it is now, if the player has any that match the granted skill,
3435     * but not all of them, he gets nothing.
3436     */
3437     if (!(skop->attacktype & item->attacktype))
3438     {
3439     /* Give new attacktype */
3440     skop->attacktype |= item->attacktype;
3441    
3442     /* always add physical if there's none */
3443     skop->attacktype |= AT_PHYSICAL;
3444    
3445     if (item->msg != NULL)
3446     new_draw_info (NDI_UNIQUE | NDI_BLUE, 0, who, item->msg);
3447    
3448     /* Give player new face */
3449     if (item->animation_id)
3450     {
3451     who->face = skop->face;
3452     who->animation_id = item->animation_id;
3453     who->anim_speed = item->anim_speed;
3454     who->last_anim = 0;
3455     who->state = 0;
3456     animate_object (who, who->direction);
3457     }
3458     }
3459 root 1.11 }
3460 elmex 1.1 }
3461 root 1.18 else if (item->type == FORCE)
3462     {
3463     /* forces in the treasurelist can alter the player's stats */
3464     object *skin;
3465 elmex 1.1
3466 root 1.18 /* first get the dragon skin force */
3467 root 1.52 shstr_cmp dragon_skin_force ("dragon_skin_force");
3468     for (skin = who->inv; skin && !(skin->arch->name == dragon_skin_force); skin = skin->below)
3469     ;
3470    
3471     if (!skin)
3472 root 1.18 return;
3473    
3474     /* adding new spellpath attunements */
3475     if (item->path_attuned > 0 && !(skin->path_attuned & item->path_attuned))
3476     {
3477     skin->path_attuned |= item->path_attuned; /* add attunement to skin */
3478    
3479     /* print message */
3480     sprintf (buf, "You feel attuned to ");
3481     for (i = 0, j = 0; i < NRSPELLPATHS; i++)
3482     {
3483     if (item->path_attuned & (1 << i))
3484     {
3485     if (j)
3486     strcat (buf, " and ");
3487     else
3488     j = 1;
3489     strcat (buf, spellpathnames[i]);
3490     }
3491     }
3492     strcat (buf, ".");
3493     new_draw_info (NDI_UNIQUE | NDI_BLUE, 0, who, buf);
3494     }
3495    
3496     /* evtl. adding flags: */
3497     if (QUERY_FLAG (item, FLAG_XRAYS))
3498     SET_FLAG (skin, FLAG_XRAYS);
3499     if (QUERY_FLAG (item, FLAG_STEALTH))
3500     SET_FLAG (skin, FLAG_STEALTH);
3501     if (QUERY_FLAG (item, FLAG_SEE_IN_DARK))
3502     SET_FLAG (skin, FLAG_SEE_IN_DARK);
3503    
3504     /* print message if there is one */
3505     if (item->msg != NULL)
3506     new_draw_info (NDI_UNIQUE | NDI_BLUE, 0, who, item->msg);
3507     }
3508     else
3509     {
3510     /* generate misc. treasure */
3511     tmp = arch_to_object (tr->item);
3512     new_draw_info_format (NDI_UNIQUE | NDI_BLUE, 0, who, "You gained %s", query_short_name (tmp));
3513     tmp = insert_ob_in_ob (tmp, who);
3514     if (who->type == PLAYER)
3515     esrv_send_item (who, tmp);
3516 elmex 1.1 }
3517     }
3518    
3519     /**
3520     * Unready an object for a player. This function does nothing if the object was
3521     * not readied.
3522     */
3523 root 1.18 void
3524     player_unready_range_ob (player *pl, object *ob)
3525     {
3526 root 1.119 if (pl->ob->current_weapon == ob)
3527     pl->ob->current_weapon = 0;
3528    
3529 root 1.118 if (pl->combat_ob == ob)
3530 root 1.119 pl->combat_ob = 0;
3531 root 1.118
3532     if (pl->ranged_ob == ob)
3533 root 1.119 pl->ranged_ob = 0;
3534 elmex 1.1 }
3535 root 1.101
3536     sint8
3537     player::visibility_at (maptile *map, int x, int y) const
3538     {
3539     if (!ns)
3540     return 0;
3541    
3542     int dx, dy;
3543     if (!adjacent_map (map, ns->current_map, &dx, &dy))
3544     return 0;
3545    
3546     x += dx - ns->current_x + ns->mapx / 2;
3547     y += dy - ns->current_y + ns->mapy / 2;
3548    
3549     if (!IN_RANGE_EXC (x, 0, ns->mapx) || !IN_RANGE_EXC (y, 0, ns->mapy))
3550     return 0;
3551    
3552     return 100 - blocked_los [x][y];
3553     }