ViewVC Help
View File | Revision Log | Show Annotations | Download File
/cvs/deliantra/server/server/player.C
Revision: 1.127
Committed: Sat May 12 18:14:48 2007 UTC (17 years, 1 month ago) by root
Content type: text/plain
Branch: MAIN
Changes since 1.126: +4 -11 lines
Log Message:
- unrelated change, replace get_attr_value/set_attr_value by a nicer to use
  stat member function. should really replace the struct values by an array.

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 1.127 swap (contr->orig_stats.stat (a), contr->orig_stats.stat (b));
833    
834     for (int i = 0; i < NUM_STATS; ++i)
835     stats.stat (i) = contr->orig_stats.stat (i);
836 elmex 1.1
837 root 1.54 //TODO: the following code looks so borked and should, at the very least,
838     // be merged with the similar code in roll_stats
839     stats.ac = 0;
840 elmex 1.1
841 root 1.54 level = 1;
842     stats.exp = 0;
843     stats.ac = 0;
844 elmex 1.1
845 root 1.54 stats.hp = stats.maxhp;
846     stats.sp = stats.maxsp;
847     stats.grace = stats.maxgrace;
848 elmex 1.1
849 root 1.54 if (contr)
850 root 1.18 {
851 root 1.54 contr->levhp[1] = 9;
852     contr->levsp[1] = 6;
853     contr->levgrace[1] = 3;
854 root 1.18
855 root 1.54 contr->orig_stats = stats;
856 elmex 1.1 }
857     }
858    
859 root 1.73 static void
860     start_info (object *op)
861     {
862     char buf[MAX_BUF];
863    
864     sprintf (buf, "Welcome to Crossfire v%s!", VERSION);
865     new_draw_info (NDI_UNIQUE, 0, op, buf);
866     //new_draw_info (NDI_UNIQUE, 0, op, "Press `?' for help");
867     //new_draw_info (NDI_UNIQUE, 0, op, " ");
868     }
869    
870 elmex 1.1 /* This function takes the key that is passed, and does the
871     * appropriate action with it (change race, or other things).
872     * The function name is for historical reasons - now we have
873     * separate race and class; this actually changes the RACE,
874     * not the class.
875     */
876 root 1.112 void
877     player::chargen_race_done ()
878 elmex 1.1 {
879 root 1.112 /* this must before then initial items are given */
880     esrv_new_player (ob->contr, ob->weight + ob->carrying);
881 elmex 1.1
882 root 1.112 treasurelist *tl = treasurelist::find ("starting_wealth");
883     if (tl)
884     create_treasure (tl, ob, 0, 0, 0);
885 elmex 1.1
886 root 1.112 INVOKE_PLAYER (BIRTH, ob->contr);
887     INVOKE_PLAYER (LOGIN, ob->contr);
888 elmex 1.36
889 root 1.112 ob->contr->ns->state = ST_PLAYING;
890 elmex 1.1
891 root 1.112 if (ob->msg)
892     ob->msg = 0;
893 elmex 1.1
894 root 1.112 /* We create this now because some of the unique maps will need it
895     * to save here.
896     */
897     {
898     char buf[MAX_BUF];
899     sprintf (buf, "%s/%s/%s", settings.localdir, settings.playerdir, &ob->name);
900     make_path_to_file (buf);
901     }
902    
903     start_info (ob);
904     CLEAR_FLAG (ob, FLAG_WIZ);
905     give_initial_items (ob, ob->randomitems);
906     link_player_skills (ob);
907     esrv_send_inventory (ob, ob);
908     ob->update_stats ();
909 root 1.11
910 root 1.112 /* This moves the player to a different start map, if there
911     * is one for this race
912     */
913     if (*first_map_ext_path)
914     {
915     object *tmp;
916     char mapname[MAX_BUF];
917 elmex 1.1
918 root 1.112 snprintf (mapname, MAX_BUF - 1, "%s/%s", &first_map_ext_path, &ob->arch->name);
919     tmp = object::create ();
920     EXIT_PATH (tmp) = mapname;
921     EXIT_X (tmp) = ob->x;
922     EXIT_Y (tmp) = ob->y;
923     ob->enter_exit (tmp); /* we don't really care if it succeeded;
924     * if the map isn't there, then stay on the
925     * default initial map */
926     tmp->destroy ();
927 elmex 1.1 }
928 root 1.112 else
929     LOG (llevDebug, "first_map_ext_path not set\n");
930     }
931 elmex 1.1
932 root 1.112 void
933     player::chargen_race_next ()
934     {
935 root 1.18 /* Following actually changes the race - this is the default command
936     * if we don't match with one of the options above.
937     */
938    
939 root 1.112 do
940 root 1.18 {
941 root 1.112 shstr name = ob->name;
942     int x = ob->x, y = ob->y;
943 root 1.21
944 root 1.112 ob->remove_statbonus ();
945     ob->remove ();
946     ob->arch = get_player_archetype (ob->arch);
947     ob->arch->clone.copy_to (ob);
948     ob->instantiate ();
949     ob->stats = ob->contr->orig_stats;
950     ob->name = ob->name_pl = name;
951     ob->x = x;
952     ob->y = y;
953     SET_ANIMATION (ob, 2); /* So player faces south */
954     insert_ob_in_map (ob, ob->map, ob, 0);
955     assign (ob->contr->title, ob->arch->clone.name);
956     ob->add_statbonus ();
957     }
958     while (!allowed_class (ob));
959    
960     update_object (ob, UP_OBJ_FACE);
961     esrv_update_item (UPD_FACE, ob, ob);
962     ob->update_stats ();
963     ob->stats.hp = ob->stats.maxhp;
964     ob->stats.sp = ob->stats.maxsp;
965     ob->stats.grace = 0;
966 elmex 1.1 }
967    
968 root 1.18 void
969     flee_player (object *op)
970     {
971     int dir, diff;
972     rv_vector rv;
973    
974     if (op->stats.hp < 0)
975     {
976     LOG (llevDebug, "Fleeing player is dead.\n");
977     CLEAR_FLAG (op, FLAG_SCARED);
978     return;
979 elmex 1.1 }
980    
981 root 1.18 if (op->enemy == NULL)
982     {
983     LOG (llevDebug, "Fleeing player had no enemy.\n");
984     CLEAR_FLAG (op, FLAG_SCARED);
985     return;
986 elmex 1.1 }
987    
988 root 1.18 /* Seen some crashes here. Since we don't store an
989     * op->enemy_count, it is possible that something destroys the
990     * actual enemy, and the object is recycled.
991     */
992     if (op->enemy->map == NULL)
993     {
994     CLEAR_FLAG (op, FLAG_SCARED);
995     op->enemy = NULL;
996     return;
997 elmex 1.1 }
998    
999 root 1.18 if (!(random_roll (0, 4, op, PREFER_LOW)) && did_make_save (op, op->level, 0))
1000     {
1001     op->enemy = NULL;
1002     CLEAR_FLAG (op, FLAG_SCARED);
1003     return;
1004 elmex 1.1 }
1005 root 1.49
1006 root 1.18 get_rangevector (op, op->enemy, &rv, 0);
1007    
1008     dir = absdir (4 + rv.direction);
1009     for (diff = 0; diff < 3; diff++)
1010     {
1011     int m = 1 - (RANDOM () & 2);
1012 elmex 1.1
1013 root 1.18 if (move_ob (op, absdir (dir + diff * m), op) || (diff == 0 && move_ob (op, absdir (dir - diff * m), op)))
1014 root 1.49 return;
1015 elmex 1.1 }
1016 root 1.49
1017 root 1.18 /* Cornered, get rid of scared */
1018     CLEAR_FLAG (op, FLAG_SCARED);
1019     op->enemy = NULL;
1020 elmex 1.1 }
1021    
1022     /* check_pick sees if there is stuff to be picked up/picks up stuff.
1023 root 1.122 * It returns 1 if the player should keep on moving, 0 if he should
1024 elmex 1.1 * stop.
1025     */
1026 root 1.18 int
1027     check_pick (object *op)
1028     {
1029 elmex 1.1 object *tmp, *next;
1030     int stop = 0;
1031 pippijn 1.106 int wvratio;
1032     char putstring[128];
1033 elmex 1.1
1034     /* if you're flying, you cna't pick up anything */
1035     if (op->move_type & MOVE_FLYING)
1036     return 1;
1037    
1038     next = op->below;
1039    
1040     /* loop while there are items on the floor that are not marked as
1041     * destroyed */
1042 root 1.24 while (next && !next->destroyed ())
1043 root 1.18 {
1044     tmp = next;
1045     next = tmp->below;
1046 elmex 1.1
1047 root 1.24 if (op->destroyed ())
1048 elmex 1.1 return 0;
1049    
1050 root 1.18 if (!can_pick (op, tmp))
1051     continue;
1052 elmex 1.1
1053 root 1.18 if (op->contr->search_str[0] != '\0' && settings.search_items == TRUE)
1054     {
1055     if (item_matched_string (op, tmp, op->contr->search_str))
1056     pick_up (op, tmp);
1057     continue;
1058 root 1.11 }
1059    
1060 root 1.18 /* high not bit set? We're using the old autopickup model */
1061     if (!(op->contr->mode & PU_NEWMODE))
1062 root 1.11 {
1063 root 1.18 switch (op->contr->mode)
1064 root 1.11 {
1065 root 1.20 case 0:
1066     return 1; /* don't pick up */
1067     case 1:
1068     pick_up (op, tmp);
1069     return 1;
1070     case 2:
1071     pick_up (op, tmp);
1072     return 0;
1073     case 3:
1074     return 0; /* stop before pickup */
1075     case 4:
1076     pick_up (op, tmp);
1077     break;
1078     case 5:
1079     pick_up (op, tmp);
1080     stop = 1;
1081     break;
1082     case 6:
1083     if (QUERY_FLAG (tmp, FLAG_KNOWN_MAGICAL) && !QUERY_FLAG (tmp, FLAG_KNOWN_CURSED))
1084 root 1.18 pick_up (op, tmp);
1085 root 1.20 break;
1086    
1087     case 7:
1088     if (tmp->type == MONEY || tmp->type == GEM)
1089 root 1.18 pick_up (op, tmp);
1090 root 1.20 break;
1091    
1092     default:
1093     /* use value density */
1094     if (!QUERY_FLAG (tmp, FLAG_UNPAID)
1095     && (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1))) >= op->contr->mode)
1096 root 1.18 pick_up (op, tmp);
1097 root 1.11 }
1098     }
1099 root 1.18 else
1100     { /* old model */
1101     /* NEW pickup handling */
1102     if (op->contr->mode & PU_DEBUG)
1103     {
1104     /* some debugging code to figure out item information */
1105     if (tmp->name != NULL)
1106     sprintf (putstring, "item name: %s item type: %d weight/value: %d",
1107     &tmp->name, tmp->type, (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1))));
1108     else
1109     sprintf (putstring, "item name: %s item type: %d weight/value: %d",
1110     &tmp->arch->name, tmp->type, (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1))));
1111    
1112     new_draw_info (NDI_UNIQUE, 0, op, putstring);
1113 root 1.58 }
1114 elmex 1.1
1115 root 1.18 /* philosophy:
1116     * It's easy to grab an item type from a pile, as long as it's
1117     * generic. This takes no game-time. For more detailed pickups
1118 root 1.58 * and selections, select-items should be used. This is a
1119 root 1.18 * grab-as-you-run type mode that's really useful for arrows for
1120     * example.
1121     * The drawback: right now it has no frontend, so you need to
1122     * stick the bits you want into a calculator in hex mode and then
1123     * convert to decimal and then 'pickup <#>
1124     */
1125    
1126     /* the first two modes are exclusive: if NOTHING we return, if
1127     * STOP then we stop. All the rest are applied sequentially,
1128     * meaning if any test passes, the item gets picked up. */
1129    
1130     /* if mode is set to pick nothing up, return */
1131    
1132     if (op->contr->mode & PU_NOTHING)
1133     return 1;
1134    
1135     /* if mode is set to stop when encountering objects, return */
1136     /* take STOP before INHIBIT since it doesn't actually pick
1137     * anything up */
1138    
1139     if (op->contr->mode & PU_STOP)
1140     return 0;
1141    
1142     /* useful for going into stores and not losing your settings... */
1143     /* and for battles wher you don't want to get loaded down while
1144     * fighting */
1145     if (op->contr->mode & PU_INHIBIT)
1146     return 1;
1147    
1148     /* prevent us from turning into auto-thieves :) */
1149     if (QUERY_FLAG (tmp, FLAG_UNPAID))
1150     continue;
1151    
1152     /* ignore known cursed objects */
1153     if (QUERY_FLAG (tmp, FLAG_KNOWN_CURSED) && op->contr->mode & PU_NOT_CURSED)
1154     continue;
1155    
1156     /* all food and drink if desired */
1157     /* question: don't pick up known-poisonous stuff? */
1158     if (op->contr->mode & PU_FOOD)
1159     if (tmp->type == FOOD)
1160     {
1161     pick_up (op, tmp);
1162     continue;
1163     }
1164 root 1.29
1165 root 1.18 if (op->contr->mode & PU_DRINK)
1166     if (tmp->type == DRINK || (tmp->type == POISON && !QUERY_FLAG (tmp, FLAG_KNOWN_CURSED)))
1167     {
1168     pick_up (op, tmp);
1169     continue;
1170     }
1171    
1172     if (op->contr->mode & PU_POTION)
1173     if (tmp->type == POTION)
1174     {
1175     pick_up (op, tmp);
1176     continue;
1177     }
1178    
1179     /* spellbooks, skillscrolls and normal books/scrolls */
1180     if (op->contr->mode & PU_SPELLBOOK)
1181     if (tmp->type == SPELLBOOK)
1182     {
1183     pick_up (op, tmp);
1184     continue;
1185     }
1186 root 1.29
1187 root 1.18 if (op->contr->mode & PU_SKILLSCROLL)
1188     if (tmp->type == SKILLSCROLL)
1189     {
1190     pick_up (op, tmp);
1191     continue;
1192     }
1193 root 1.29
1194 root 1.18 if (op->contr->mode & PU_READABLES)
1195     if (tmp->type == BOOK || tmp->type == SCROLL)
1196     {
1197     pick_up (op, tmp);
1198     continue;
1199     }
1200    
1201     /* wands/staves/rods/horns */
1202     if (op->contr->mode & PU_MAGIC_DEVICE)
1203     if (tmp->type == WAND || tmp->type == ROD || tmp->type == HORN)
1204     {
1205     pick_up (op, tmp);
1206     continue;
1207     }
1208    
1209     /* pick up all magical items */
1210     if (op->contr->mode & PU_MAGICAL)
1211     if (QUERY_FLAG (tmp, FLAG_KNOWN_MAGICAL) && !QUERY_FLAG (tmp, FLAG_KNOWN_CURSED))
1212     {
1213     pick_up (op, tmp);
1214     continue;
1215     }
1216    
1217     if (op->contr->mode & PU_VALUABLES)
1218     {
1219     if (tmp->type == MONEY || tmp->type == GEM)
1220     {
1221     pick_up (op, tmp);
1222     continue;
1223     }
1224     }
1225    
1226     /* rings & amulets - talismans seems to be typed AMULET */
1227     if (op->contr->mode & PU_JEWELS)
1228     if (tmp->type == RING || tmp->type == AMULET)
1229     {
1230     pick_up (op, tmp);
1231 root 1.29 continue;
1232     }
1233    
1234     /* we don't forget dragon food */
1235     if (op->contr->mode & PU_FLESH)
1236     if (tmp->type == FLESH)
1237     {
1238     pick_up (op, tmp);
1239 root 1.18 continue;
1240     }
1241    
1242     /* bows and arrows. Bows are good for selling! */
1243     if (op->contr->mode & PU_BOW)
1244     if (tmp->type == BOW)
1245     {
1246     pick_up (op, tmp);
1247     continue;
1248     }
1249 root 1.29
1250 root 1.18 if (op->contr->mode & PU_ARROW)
1251     if (tmp->type == ARROW)
1252     {
1253     pick_up (op, tmp);
1254     continue;
1255     }
1256    
1257     /* all kinds of armor etc. */
1258     if (op->contr->mode & PU_ARMOUR)
1259     if (tmp->type == ARMOUR)
1260     {
1261     pick_up (op, tmp);
1262     continue;
1263     }
1264 root 1.29
1265 root 1.18 if (op->contr->mode & PU_HELMET)
1266     if (tmp->type == HELMET)
1267     {
1268     pick_up (op, tmp);
1269     continue;
1270     }
1271 root 1.29
1272 root 1.18 if (op->contr->mode & PU_SHIELD)
1273     if (tmp->type == SHIELD)
1274     {
1275     pick_up (op, tmp);
1276     continue;
1277     }
1278 root 1.29
1279 root 1.18 if (op->contr->mode & PU_BOOTS)
1280     if (tmp->type == BOOTS)
1281     {
1282     pick_up (op, tmp);
1283     continue;
1284     }
1285 root 1.29
1286 root 1.18 if (op->contr->mode & PU_GLOVES)
1287     if (tmp->type == GLOVES)
1288     {
1289     pick_up (op, tmp);
1290     continue;
1291     }
1292 root 1.29
1293 root 1.18 if (op->contr->mode & PU_CLOAK)
1294     if (tmp->type == CLOAK)
1295     {
1296     pick_up (op, tmp);
1297     continue;
1298     }
1299 elmex 1.1
1300 root 1.18 /* hoping to catch throwing daggers here */
1301     if (op->contr->mode & PU_MISSILEWEAPON)
1302     if (tmp->type == WEAPON && QUERY_FLAG (tmp, FLAG_IS_THROWN))
1303     {
1304     pick_up (op, tmp);
1305     continue;
1306     }
1307 elmex 1.1
1308 root 1.18 /* careful: chairs and tables are weapons! */
1309     if (op->contr->mode & PU_ALLWEAPON)
1310     {
1311     if (tmp->type == WEAPON && tmp->name != NULL)
1312     {
1313     if (strstr (tmp->name, "table") == NULL && strstr (tmp->arch->name, "table") == NULL &&
1314     strstr (tmp->name, "chair") && strstr (tmp->arch->name, "chair") == NULL)
1315     {
1316     pick_up (op, tmp);
1317     continue;
1318     }
1319     }
1320 root 1.29
1321 root 1.18 if (tmp->type == WEAPON && tmp->name == NULL)
1322     {
1323     if (strstr (tmp->arch->name, "table") == NULL && strstr (tmp->arch->name, "chair") == NULL)
1324     {
1325     pick_up (op, tmp);
1326     continue;
1327     }
1328     }
1329     }
1330 elmex 1.1
1331 root 1.18 /* misc stuff that's useful */
1332     if (op->contr->mode & PU_KEY)
1333     if (tmp->type == KEY || tmp->type == SPECIAL_KEY)
1334     {
1335     pick_up (op, tmp);
1336     continue;
1337     }
1338 elmex 1.1
1339 root 1.18 /* any of the last 4 bits set means we use the ratio for value
1340     * pickups */
1341     if (op->contr->mode & PU_RATIO)
1342     {
1343     /* use value density to decide what else to grab */
1344     /* >=7 was >= op->contr->mode */
1345     /* >=7 is the old standard setting. Now we take the last 4 bits
1346     * and multiply them by 5, giving 0..15*5== 5..75 */
1347     wvratio = (op->contr->mode & PU_RATIO) * 5;
1348     if ((query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1))) >= (unsigned int) wvratio)
1349     {
1350     pick_up (op, tmp);
1351 elmex 1.1 #if 0
1352 root 1.18 fprintf (stderr, "HIGH WEIGHT/VALUE [");
1353     if (tmp->name != NULL)
1354     {
1355     fprintf (stderr, "%s", tmp->name);
1356     }
1357     else
1358     fprintf (stderr, "%s", tmp->arch->name);
1359     fprintf (stderr, ",%d] = ", tmp->type);
1360     fprintf (stderr, "%d\n", (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1))));
1361 elmex 1.1 #endif
1362 root 1.18 continue;
1363     }
1364     }
1365     } /* the new pickup model */
1366     }
1367 root 1.29
1368 root 1.18 return !stop;
1369 elmex 1.1 }
1370    
1371     /*
1372     * Find an arrow in the inventory and after that
1373     * in the right type container (quiver). Pointer to the
1374     * found object is returned.
1375     */
1376 root 1.18 object *
1377     find_arrow (object *op, const char *type)
1378 elmex 1.1 {
1379 root 1.103 object *tmp = 0;
1380 elmex 1.1
1381 root 1.18 for (op = op->inv; op; op = op->below)
1382     if (!tmp && op->type == CONTAINER && op->race == type && QUERY_FLAG (op, FLAG_APPLIED))
1383     tmp = find_arrow (op, type);
1384     else if (op->type == ARROW && op->race == type)
1385     return op;
1386 root 1.103
1387 root 1.18 return tmp;
1388 elmex 1.1 }
1389    
1390     /*
1391     * Similar to find_arrow, but looks for (roughly) the best arrow to use
1392     * against the target. A full test is not performed, simply a basic test
1393     * of resistances. The archer is making a quick guess at what he sees down
1394     * the hall. Failing that it does it's best to pick the highest plus arrow.
1395     */
1396 root 1.18 object *
1397     find_better_arrow (object *op, object *target, const char *type, int *better)
1398 elmex 1.1 {
1399 root 1.18 object *tmp = NULL, *arrow, *ntmp;
1400     int attacknum, attacktype, betterby = 0, i;
1401 elmex 1.1
1402 root 1.18 if (!type)
1403     return NULL;
1404 elmex 1.1
1405 root 1.18 for (arrow = op->inv; arrow; arrow = arrow->below)
1406     {
1407     if (arrow->type == CONTAINER && arrow->race == type && QUERY_FLAG (arrow, FLAG_APPLIED))
1408     {
1409     i = 0;
1410     ntmp = find_better_arrow (arrow, target, type, &i);
1411     if (i > betterby)
1412     {
1413     tmp = ntmp;
1414     betterby = i;
1415     }
1416     }
1417     else if (arrow->type == ARROW && arrow->race == type)
1418     {
1419     /* allways prefer assasination/slaying */
1420     if (target->race != NULL && arrow->slaying != NULL && strstr (arrow->slaying, target->race))
1421     {
1422     if (arrow->attacktype & AT_DEATH)
1423     {
1424     *better = 100;
1425     return arrow;
1426     }
1427     else
1428     {
1429     tmp = arrow;
1430     betterby = (arrow->magic + arrow->stats.dam) * 2;
1431     }
1432     }
1433     else
1434     {
1435     for (attacknum = 0; attacknum < NROFATTACKS; attacknum++)
1436     {
1437     attacktype = 1 << attacknum;
1438     if ((arrow->attacktype & attacktype) && (target->arch->clone.resist[attacknum]) < 0)
1439     if (((arrow->magic + arrow->stats.dam) * (100 - target->arch->clone.resist[attacknum]) / 100) > betterby)
1440     {
1441     tmp = arrow;
1442     betterby = (arrow->magic + arrow->stats.dam) * (100 - target->arch->clone.resist[attacknum]) / 100;
1443     }
1444 root 1.11 }
1445 root 1.18 if ((2 + arrow->magic + arrow->stats.dam) > betterby)
1446     {
1447     tmp = arrow;
1448     betterby = 2 + arrow->magic + arrow->stats.dam;
1449 root 1.11 }
1450 root 1.18 if (arrow->title && (1 + arrow->magic + arrow->stats.dam) > betterby)
1451     {
1452     tmp = arrow;
1453     betterby = 1 + arrow->magic + arrow->stats.dam;
1454 root 1.11 }
1455     }
1456     }
1457 elmex 1.1 }
1458 root 1.18 if (tmp == NULL && arrow == NULL)
1459     return find_arrow (op, type);
1460 elmex 1.1
1461 root 1.18 *better = betterby;
1462     return tmp;
1463 elmex 1.1 }
1464    
1465     /* looks in a given direction, finds the first valid target, and calls
1466     * find_better_arrow to find a decent arrow to use.
1467     * op = the shooter
1468     * type = bow->race
1469     * dir = fire direction
1470     */
1471 root 1.18 object *
1472     pick_arrow_target (object *op, const char *type, int dir)
1473 elmex 1.1 {
1474 root 1.18 object *tmp = NULL;
1475 root 1.25 maptile *m;
1476 root 1.18 int i, mflags, found, number;
1477     sint16 x, y;
1478    
1479     if (op->map == NULL)
1480     return find_arrow (op, type);
1481    
1482     /* do a dex check */
1483     number = (die_roll (2, 40, op, PREFER_LOW) - 2) / 2;
1484     if (number > (op->stats.Dex + (op->chosen_skill ? op->chosen_skill->level : op->level)))
1485     return find_arrow (op, type);
1486    
1487     m = op->map;
1488     x = op->x;
1489     y = op->y;
1490    
1491     /* find the first target */
1492     for (i = 0, found = 0; i < 20; i++)
1493     {
1494     x += freearr_x[dir];
1495     y += freearr_y[dir];
1496     mflags = get_map_flags (m, &m, x, y, &x, &y);
1497     if (mflags & P_OUT_OF_MAP || mflags & P_BLOCKSVIEW)
1498     {
1499     tmp = NULL;
1500     break;
1501     }
1502     else if (GET_MAP_MOVE_BLOCK (m, x, y) == MOVE_FLY_LOW)
1503     {
1504     /* This block presumes arrows and the like are MOVE_FLY_SLOW -
1505     * perhaps a bad assumption.
1506     */
1507     tmp = NULL;
1508     break;
1509 root 1.11 }
1510 root 1.18 if (mflags & P_IS_ALIVE)
1511     {
1512     for (tmp = GET_MAP_OB (m, x, y); tmp; tmp = tmp->above)
1513     if (QUERY_FLAG (tmp, FLAG_ALIVE))
1514     {
1515     found++;
1516 root 1.11 break;
1517 root 1.18 }
1518     if (found)
1519     break;
1520 root 1.11 }
1521 elmex 1.1 }
1522 root 1.18 if (tmp == NULL)
1523     return find_arrow (op, type);
1524 elmex 1.1
1525 root 1.18 if (tmp->head)
1526     tmp = tmp->head;
1527 elmex 1.1
1528 root 1.18 return find_better_arrow (op, tmp, type, &i);
1529 elmex 1.1 }
1530    
1531     /*
1532     * Creature fires a bow - op can be monster or player. Returns
1533     * 1 if bow was actually fired, 0 otherwise.
1534     * op is the object firing the bow.
1535     * part is for multipart creatures - the part firing the bow.
1536     * dir is the direction of fire.
1537     * wc_mod is any special modifier to give (used in special player fire modes)
1538     * sx, sy are coordinates to fire arrow from - also used in some of the special
1539     * player fire modes.
1540     */
1541 root 1.18 int
1542     fire_bow (object *op, object *part, object *arrow, int dir, int wc_mod, sint16 sx, sint16 sy)
1543 elmex 1.1 {
1544 root 1.18 object *left, *bow;
1545     int bowspeed, mflags;
1546 root 1.25 maptile *m;
1547 elmex 1.1
1548 root 1.18 if (!dir)
1549     {
1550     new_draw_info (NDI_UNIQUE, 0, op, "You can't shoot yourself!");
1551     return 0;
1552 elmex 1.1 }
1553 root 1.48
1554 root 1.120 if (player *pl = op->contr)
1555     {
1556     bow = pl->ranged_ob;
1557 root 1.126 if (!op->change_weapon (bow))
1558     return 0;
1559 root 1.120 }
1560 root 1.18 else
1561     {
1562     for (bow = op->inv; bow; bow = bow->below)
1563     /* Don't check for applied - monsters don't apply bows - in that way, they
1564     * don't need to switch back and forth between bows and weapons.
1565     */
1566     if (bow->type == BOW)
1567     break;
1568 root 1.11
1569 root 1.18 if (!bow)
1570     {
1571     LOG (llevError, "Range: bow without activated bow (%s).\n", &op->name);
1572     return 0;
1573 root 1.11 }
1574 root 1.118
1575     // optimisation: move object to top so we will find it quickly again
1576     if (bow->below)
1577     {
1578     bow->remove ();
1579     op->insert (bow);
1580     }
1581    
1582 elmex 1.1 }
1583 root 1.48
1584 root 1.18 if (!bow->race || !bow->skill)
1585     {
1586     new_draw_info_format (NDI_UNIQUE, 0, op, "Your %s is broken.", &bow->name);
1587     return 0;
1588 elmex 1.1 }
1589    
1590 root 1.18 bowspeed = bow->stats.sp + dex_bonus[op->stats.Dex];
1591 elmex 1.1
1592 root 1.18 /* penalize ROF for bestarrow */
1593     if (op->type == PLAYER && op->contr->bowtype == bow_bestarrow)
1594     bowspeed -= dex_bonus[op->stats.Dex] + 5;
1595 root 1.48
1596 root 1.18 if (bowspeed < 1)
1597     bowspeed = 1;
1598    
1599     if (arrow == NULL)
1600     {
1601     if ((arrow = find_arrow (op, bow->race)) == NULL)
1602     {
1603     if (op->type == PLAYER)
1604     new_draw_info_format (NDI_UNIQUE, 0, op, "You have no %s left.", &bow->race);
1605     /* FLAG_READY_BOW will get reset if the monsters picks up some arrows */
1606     else
1607     CLEAR_FLAG (op, FLAG_READY_BOW);
1608 root 1.116
1609 root 1.18 return 0;
1610 root 1.11 }
1611 elmex 1.1 }
1612 root 1.48
1613 root 1.18 mflags = get_map_flags (op->map, &m, sx, sy, &sx, &sy);
1614     if (mflags & P_OUT_OF_MAP)
1615 root 1.48 return 0;
1616    
1617 root 1.18 if (GET_MAP_MOVE_BLOCK (m, sx, sy) == MOVE_FLY_LOW)
1618     {
1619     new_draw_info (NDI_UNIQUE, 0, op, "Something is in the way.");
1620     return 0;
1621     }
1622    
1623     /* this should not happen, but sometimes does */
1624     if (arrow->nrof == 0)
1625     {
1626 root 1.33 arrow->destroy ();
1627 root 1.18 return 0;
1628     }
1629    
1630     left = arrow; /* these are arrows left to the player */
1631     arrow = get_split_ob (arrow, 1);
1632 root 1.48 if (!arrow)
1633 root 1.18 {
1634     new_draw_info_format (NDI_UNIQUE, 0, op, "You have no %s left.", &bow->race);
1635     return 0;
1636 elmex 1.1 }
1637 root 1.48
1638 root 1.34 arrow->set_owner (op);
1639 root 1.18 arrow->skill = bow->skill;
1640     arrow->direction = dir;
1641    
1642 root 1.124 arrow->stats.sp = arrow->stats.wc; /* save original wc, dam, attacktype and slaying */
1643     arrow->stats.hp = arrow->stats.dam;
1644     arrow->stats.grace = arrow->attacktype;
1645    
1646     if (arrow->slaying)
1647     arrow->spellarg = strdup (arrow->slaying);
1648    
1649 root 1.18 if (op->type == PLAYER)
1650     {
1651     op->speed_left = 0.01 - (float) FABS (op->speed) * 100 / bowspeed;
1652 root 1.54 op->update_stats ();
1653 elmex 1.1 }
1654    
1655 root 1.18 SET_ANIMATION (arrow, arrow->direction);
1656 root 1.116
1657     arrow->stats.dam += op->stats.dam + arrow->magic;
1658 root 1.18
1659     /* update the speed */
1660 root 1.125 arrow->speed = ((bow->flag [FLAG_NO_STRENGTH] ? 0 : dam_bonus[op->stats.Str]) + bow->magic + arrow->magic) / 5.0
1661     + bow->stats.dam / 7.0;
1662 root 1.18
1663 root 1.125 arrow->set_speed (max (arrow->speed, 2.0));
1664 root 1.18 arrow->speed_left = 0;
1665    
1666 root 1.116 arrow->stats.wc = op->stats.wc + wc_mod - arrow->magic - arrow->stats.wc;
1667    
1668 root 1.18 if (op->type == PLAYER)
1669     {
1670 root 1.116 arrow->level = op->chosen_skill ? op->chosen_skill->level : op->level;
1671     arrow->stats.wc -= dex_bonus[op->stats.Dex];
1672 root 1.18
1673 root 1.116 if (!arrow->slaying)
1674     arrow->slaying = op->slaying;
1675 root 1.124
1676     arrow->attacktype |= op->attacktype;
1677 elmex 1.1 }
1678 root 1.18 else
1679     {
1680     arrow->level = op->level;
1681 root 1.116 arrow->stats.wc -= bow->magic;
1682    
1683     if (!arrow->slaying)
1684     arrow->slaying = bow->slaying;
1685 root 1.124
1686     arrow->attacktype |= bow->attacktype;
1687 elmex 1.1 }
1688 root 1.24
1689 root 1.116 arrow->stats.wc -= arrow->level;
1690 root 1.24
1691 root 1.18 arrow->move_type = MOVE_FLY_LOW;
1692     arrow->move_on = MOVE_FLY_LOW | MOVE_WALK;
1693    
1694     play_sound_map (op->map, op->x, op->y, SOUND_FIRE_ARROW);
1695 root 1.70 m->insert (arrow, sx, sy, op);
1696 root 1.18
1697 root 1.24 if (!arrow->destroyed ())
1698 root 1.18 move_arrow (arrow);
1699 elmex 1.1
1700 root 1.18 if (op->type == PLAYER)
1701     {
1702 root 1.24 if (left->destroyed ())
1703     esrv_del_item (op->contr, left->count);
1704 root 1.18 else
1705     esrv_send_item (op, left);
1706 elmex 1.1 }
1707 root 1.24
1708 root 1.18 return 1;
1709 elmex 1.1 }
1710    
1711     /* Special fire code for players - this takes into
1712     * account the special fire modes players can have
1713     * but monsters can't. Putting that code here
1714     * makes the fire_bow code much cleaner.
1715     * this function should only be called if 'op' is a player,
1716     * hence the function name.
1717     */
1718 root 1.18 int
1719     player_fire_bow (object *op, int dir)
1720 elmex 1.1 {
1721 root 1.18 int ret = 0, wcmod = 0;
1722    
1723     if (op->contr->bowtype == bow_bestarrow)
1724     {
1725 root 1.118 ret = fire_bow (op, op, pick_arrow_target (op, op->contr->ranged_ob->race, dir), dir, 0, op->x, op->y);
1726 root 1.18 }
1727     else if (op->contr->bowtype >= bow_n && op->contr->bowtype <= bow_nw)
1728     {
1729     if (!similar_direction (dir, op->contr->bowtype - bow_n + 1))
1730     wcmod = -1;
1731 root 1.74
1732 root 1.18 ret = fire_bow (op, op, NULL, op->contr->bowtype - bow_n + 1, wcmod, op->x, op->y);
1733     }
1734     else if (op->contr->bowtype == bow_threewide)
1735     {
1736     ret = fire_bow (op, op, NULL, dir, 0, op->x, op->y);
1737     ret |= fire_bow (op, op, NULL, dir, -5, op->x + freearr_x[absdir (dir + 2)], op->y + freearr_y[absdir (dir + 2)]);
1738     ret |= fire_bow (op, op, NULL, dir, -5, op->x + freearr_x[absdir (dir - 2)], op->y + freearr_y[absdir (dir - 2)]);
1739     }
1740     else if (op->contr->bowtype == bow_spreadshot)
1741     {
1742     ret |= fire_bow (op, op, NULL, dir, 0, op->x, op->y);
1743     ret |= fire_bow (op, op, NULL, absdir (dir - 1), -5, op->x, op->y);
1744     ret |= fire_bow (op, op, NULL, absdir (dir + 1), -5, op->x, op->y);
1745 elmex 1.1 }
1746 root 1.18 else
1747     {
1748     /* Simple case */
1749     ret = fire_bow (op, op, NULL, dir, 0, op->x, op->y);
1750     }
1751 root 1.121
1752 root 1.18 return ret;
1753 elmex 1.1 }
1754    
1755    
1756     /* Fires a misc (wand/rod/horn) object in 'dir'.
1757     * Broken apart from 'fire' to keep it more readable.
1758     */
1759 root 1.18 void
1760     fire_misc_object (object *op, int dir)
1761 elmex 1.1 {
1762 root 1.118 object *item = op->contr->ranged_ob;
1763 elmex 1.1
1764 root 1.118 if (!item)
1765 root 1.18 {
1766     new_draw_info (NDI_UNIQUE, 0, op, "You have range item readied.");
1767     return;
1768 elmex 1.1 }
1769    
1770 root 1.18 if (!item->inv)
1771     {
1772     LOG (llevError, "Object %s lacks a spell\n", &item->name);
1773     return;
1774 elmex 1.1 }
1775 root 1.118
1776 root 1.126 if (!op->change_weapon (item))
1777     return;
1778 root 1.121
1779 root 1.18 if (item->type == WAND)
1780     {
1781     if (item->stats.food <= 0)
1782     {
1783     play_sound_player_only (op->contr, SOUND_WAND_POOF, 0, 0);
1784     new_draw_info_format (NDI_UNIQUE, 0, op, "The %s goes poof.", query_base_name (item, 0));
1785 root 1.121
1786 root 1.18 return;
1787 root 1.11 }
1788 root 1.18 }
1789     else if (item->type == ROD || item->type == HORN)
1790     {
1791     if (item->stats.hp < MAX (item->inv->stats.sp, item->inv->stats.grace))
1792     {
1793     play_sound_player_only (op->contr, SOUND_WAND_POOF, 0, 0);
1794 root 1.121
1795 root 1.18 if (item->type == ROD)
1796     new_draw_info_format (NDI_UNIQUE, 0, op, "The %s whines for a while, but nothing happens.", query_base_name (item, 0));
1797     else
1798     new_draw_info_format (NDI_UNIQUE, 0, op, "The %s needs more time to charge.", query_base_name (item, 0));
1799 root 1.121
1800 root 1.18 return;
1801 root 1.11 }
1802 elmex 1.1 }
1803    
1804 root 1.18 if (cast_spell (op, item, dir, item->inv, NULL))
1805     {
1806     SET_FLAG (op, FLAG_BEEN_APPLIED); /* You now know something about it */
1807     if (item->type == WAND)
1808     {
1809     if (!(--item->stats.food))
1810     {
1811     object *tmp;
1812    
1813     if (item->arch)
1814     {
1815     CLEAR_FLAG (item, FLAG_ANIMATE);
1816     item->face = item->arch->clone.face;
1817 root 1.67 item->set_speed (0);
1818 root 1.11 }
1819 root 1.67
1820 root 1.49 if ((tmp = item->in_player ()))
1821 root 1.18 esrv_update_item (UPD_ANIM, tmp, item);
1822 root 1.11 }
1823     }
1824 root 1.18 else if (item->type == ROD || item->type == HORN)
1825 root 1.67 drain_rod_charge (item);
1826 elmex 1.1 }
1827     }
1828    
1829     /* Received a fire command for the player - go and do it.
1830     */
1831 root 1.18 void
1832     fire (object *op, int dir)
1833     {
1834     int spellcost = 0;
1835 elmex 1.1
1836 root 1.18 /* check for loss of invisiblity/hide */
1837     if (action_makes_visible (op))
1838     make_visible (op);
1839 elmex 1.1
1840 root 1.118 player *pl = op->contr;
1841 elmex 1.1
1842 root 1.119 if (pl->golem)
1843     {
1844     control_golem (op->contr->golem, dir);
1845     return;
1846     }
1847    
1848     object *ob = pl->ranged_ob;
1849 elmex 1.1
1850 root 1.119 if (!ob)
1851 root 1.118 return;
1852 elmex 1.1
1853 root 1.119 switch (ob->type)
1854 root 1.118 {
1855 root 1.119 case BOW:
1856 root 1.118 player_fire_bow (op, dir);
1857 root 1.119 break;
1858    
1859     case SPELL:
1860     spellcost = cast_spell (op, op, dir, ob, pl->spellparam[0] ? pl->spellparam : 0);
1861     break;
1862 root 1.113
1863 root 1.119 case BUILDER:
1864 root 1.20 apply_map_builder (op, dir);
1865 root 1.119 break;
1866    
1867     case SKILL:
1868     case SKILL_TOOL:
1869     do_skill (op, op, ob, dir, 0);
1870     break;
1871    
1872     default:
1873     fire_misc_object (op, dir);
1874     break;
1875 elmex 1.1 }
1876     }
1877    
1878     /* find_key
1879     * We try to find a key for the door as passed. If we find a key
1880     * and successfully use it, we return the key, otherwise NULL
1881     * This function merges both normal and locked door, since the logic
1882     * for both is the same - just the specific key is different.
1883     * pl is the player,
1884     * inv is the objects inventory to searched
1885     * door is the door we are trying to match against.
1886     * This function can be called recursively to search containers.
1887     */
1888 root 1.18 object *
1889     find_key (object *pl, object *container, object *door)
1890 elmex 1.1 {
1891 root 1.18 object *tmp, *key;
1892 elmex 1.1
1893 root 1.18 /* Should not happen, but sanity checking is never bad */
1894 root 1.103 if (!container->inv)
1895     return 0;
1896 elmex 1.1
1897 root 1.18 /* First, lets try to find a key in the top level inventory */
1898 root 1.103 for (tmp = container->inv; tmp; tmp = tmp->below)
1899 root 1.18 {
1900     if (door->type == DOOR && tmp->type == KEY)
1901     break;
1902     /* For sanity, we should really check door type, but other stuff
1903     * (like containers) can be locked with special keys
1904     */
1905     if (tmp->slaying && tmp->type == SPECIAL_KEY && tmp->slaying == door->slaying)
1906     break;
1907     }
1908 root 1.103
1909 root 1.18 /* No key found - lets search inventories now */
1910     /* If we find and use a key in an inventory, return at that time.
1911     * otherwise, if we search all the inventories and still don't find
1912     * a key, return
1913     */
1914     if (!tmp)
1915     {
1916 root 1.103 for (tmp = container->inv; tmp; tmp = tmp->below)
1917 root 1.18 {
1918     /* No reason to search empty containers */
1919     if (tmp->type == CONTAINER && tmp->inv)
1920     {
1921 root 1.103 if ((key = find_key (pl, tmp, door)))
1922 root 1.18 return key;
1923     }
1924     }
1925 root 1.103
1926 root 1.18 if (!tmp)
1927     return NULL;
1928 elmex 1.1 }
1929 root 1.103
1930 root 1.18 /* We get down here if we have found a key. Now if its in a container,
1931     * see if we actually want to use it
1932     */
1933     if (pl != container)
1934     {
1935     /* Only let players use keys in containers */
1936     if (!pl->contr)
1937     return NULL;
1938     /* cases where this fails:
1939     * If we only search the player inventory, return now since we
1940     * are not in the players inventory.
1941     * If the container is not active, return now since only active
1942     * containers can be used.
1943     * If we only search keyrings and the container does not have
1944     * a race/isn't a keyring.
1945     * No checking for all containers - to fall through past here,
1946     * inv must have been an container and must have been active.
1947     *
1948     * Change the color so that the message doesn't disappear with
1949     * all the others.
1950     */
1951     if (pl->contr->usekeys == key_inventory ||
1952     !QUERY_FLAG (container, FLAG_APPLIED) ||
1953     (pl->contr->usekeys == keyrings && (!container->race || strcmp (container->race, "keys"))))
1954     {
1955     new_draw_info_format (NDI_UNIQUE | NDI_BROWN, 0, pl,
1956     "The %s in your %s vibrates as you approach the door", query_name (tmp), query_name (container));
1957     return NULL;
1958 root 1.11 }
1959 elmex 1.1 }
1960 root 1.103
1961 root 1.18 return tmp;
1962 elmex 1.1 }
1963    
1964     /* moved door processing out of move_player_attack.
1965     * returns 1 if player has opened the door with a key
1966     * such that the caller should not do anything more,
1967     * 0 otherwise
1968     */
1969 root 1.18 static int
1970     player_attack_door (object *op, object *door)
1971 elmex 1.1 {
1972 root 1.18 /* If its a door, try to find a use a key. If we do destroy the door,
1973     * might as well return immediately as there is nothing more to do -
1974     * otherwise, we fall through to the rest of the code.
1975     */
1976     object *key = find_key (op, op, door);
1977    
1978     /* IF we found a key, do some extra work */
1979     if (key)
1980     {
1981     object *container = key->env;
1982    
1983     play_sound_map (op->map, op->x, op->y, SOUND_OPEN_DOOR);
1984 root 1.117
1985 root 1.18 if (action_makes_visible (op))
1986     make_visible (op);
1987 root 1.117
1988 root 1.18 if (door->inv && (door->inv->type == RUNE || door->inv->type == TRAP))
1989     spring_trap (door->inv, op);
1990 root 1.103
1991 root 1.18 if (door->type == DOOR)
1992 root 1.103 hit_player (door, 9998, op, AT_PHYSICAL, 1); /* Break through the door */
1993 root 1.18 else if (door->type == LOCKED_DOOR)
1994     {
1995     new_draw_info_format (NDI_UNIQUE, NDI_BROWN, op, "You open the door with the %s", query_short_name (key));
1996     remove_door2 (door); /* remove door without violence ;-) */
1997     }
1998 root 1.103
1999 root 1.18 /* Do this after we print the message */
2000     decrease_ob (key); /* Use up one of the keys */
2001     /* Need to update the weight the container the key was in */
2002     if (container != op)
2003     esrv_update_item (UPD_WEIGHT, op, container);
2004 root 1.103
2005 root 1.18 return 1; /* Nothing more to do below */
2006     }
2007     else if (door->type == LOCKED_DOOR)
2008     {
2009     /* Might as well return now - no other way to open this */
2010     new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, door->msg);
2011     return 1;
2012 elmex 1.1 }
2013 root 1.103
2014 root 1.18 return 0;
2015 elmex 1.1 }
2016    
2017     /* This function is just part of a breakup from move_player.
2018     * It should keep the code cleaner.
2019     * When this is called, the players direction has been updated
2020     * (taking into account confusion.) The player is also actually
2021     * going to try and move (not fire weapons).
2022     */
2023 root 1.18 void
2024     move_player_attack (object *op, int dir)
2025 elmex 1.1 {
2026 root 1.18 object *tmp, *mon;
2027     int on_battleground;
2028 root 1.25 maptile *m;
2029 root 1.18
2030 root 1.117 sint16 nx = freearr_x[dir] + op->x;
2031     sint16 ny = freearr_y[dir] + op->y;
2032 root 1.18
2033 root 1.49 on_battleground = op_on_battleground (op, 0, 0);
2034 root 1.18
2035     /* If braced, or can't move to the square, and it is not out of the
2036     * map, attack it. Note order of if statement is important - don't
2037     * want to be calling move_ob if braced, because move_ob will move the
2038     * player. This is a pretty nasty hack, because if we could
2039     * move to some space, it then means that if we are braced, we should
2040     * do nothing at all. As it is, if we are braced, we go through
2041     * quite a bit of processing. However, it probably is less than what
2042     * move_ob uses.
2043     */
2044     if ((op->contr->braced || !move_ob (op, dir, op)) && !out_of_map (op->map, nx, ny))
2045     {
2046     if (OUT_OF_REAL_MAP (op->map, nx, ny))
2047     {
2048 root 1.85 m = op->map->xy_find (nx, ny);
2049 root 1.18 if (!m)
2050     return; /* Don't think this should happen */
2051     }
2052     else
2053     m = op->map;
2054    
2055 root 1.85 if (!(tmp = m->at (nx, ny).bot))
2056     return;
2057 root 1.11
2058 root 1.49 mon = 0;
2059 root 1.18 /* Go through all the objects, and find ones of interest. Only stop if
2060     * we find a monster - that is something we know we want to attack.
2061     * if its a door or barrel (can roll) see if there may be monsters
2062     * on the space
2063     */
2064 root 1.49 while (tmp)
2065 root 1.18 {
2066     if (tmp == op)
2067     {
2068     tmp = tmp->above;
2069     continue;
2070 root 1.11 }
2071 root 1.27
2072 root 1.18 if (QUERY_FLAG (tmp, FLAG_ALIVE))
2073     {
2074     mon = tmp;
2075     break;
2076 root 1.11 }
2077 root 1.27
2078 root 1.18 if (tmp->type == LOCKED_DOOR || QUERY_FLAG (tmp, FLAG_CAN_ROLL))
2079     mon = tmp;
2080 root 1.27
2081 root 1.18 tmp = tmp->above;
2082     }
2083    
2084 root 1.49 if (!mon) /* This happens anytime the player tries to move */
2085 root 1.18 return; /* into a wall */
2086    
2087 root 1.49 if (mon->head)
2088 root 1.18 mon = mon->head;
2089    
2090     if ((mon->type == DOOR && mon->stats.hp >= 0) || (mon->type == LOCKED_DOOR))
2091     if (player_attack_door (op, mon))
2092     return;
2093    
2094     /* The following deals with possibly attacking peaceful
2095     * or frienddly creatures. Basically, all players are considered
2096     * unaggressive. If the moving player has peaceful set, then the
2097     * object should be pushed instead of attacked. It is assumed that
2098     * if you are braced, you will not attack friends accidently,
2099     * and thus will not push them.
2100     */
2101 root 1.11
2102 root 1.18 /* If the creature is a pet, push it even if the player is not
2103     * peaceful. Our assumption is the creature is a pet if the
2104     * player owns it and it is either friendly or unagressive.
2105     */
2106     if ((op->type == PLAYER)
2107 elmex 1.1 #if COZY_SERVER
2108 root 1.18 &&
2109 root 1.34 ((mon->owner && mon->owner->contr
2110     && same_party (mon->owner->contr->party, op->contr->party)) || mon->owner == op)
2111 elmex 1.1 #else
2112 root 1.34 && mon->owner == op
2113 elmex 1.1 #endif
2114 root 1.18 && (QUERY_FLAG (mon, FLAG_UNAGGRESSIVE) || QUERY_FLAG (mon, FLAG_FRIENDLY)))
2115 root 1.11 {
2116 root 1.18 /* If we're braced, we don't want to switch places with it */
2117     if (op->contr->braced)
2118 root 1.11 return;
2119 root 1.85
2120 root 1.18 play_sound_map (op->map, op->x, op->y, SOUND_PUSH_PLAYER);
2121 root 1.117 push_ob (mon, dir, op);
2122 root 1.18 if (op->contr->tmp_invis || op->hide)
2123     make_visible (op);
2124 root 1.85
2125 root 1.18 return;
2126 root 1.11 }
2127    
2128 root 1.18 /* in certain circumstances, you shouldn't attack friendly
2129     * creatures. Note that if you are braced, you can't push
2130     * someone, but put it inside this loop so that you won't
2131     * attack them either.
2132     */
2133     if ((mon->type == PLAYER || mon->enemy != op) &&
2134     (mon->type == PLAYER || QUERY_FLAG (mon, FLAG_UNAGGRESSIVE) || QUERY_FLAG (mon, FLAG_FRIENDLY)) && (
2135 elmex 1.1 #ifdef PROHIBIT_PLAYERKILL
2136 root 1.49 (op->contr->peaceful
2137     || (mon->type == PLAYER
2138     && mon->contr->
2139     peaceful)) &&
2140 elmex 1.1 #else
2141 root 1.49 op->contr->peaceful &&
2142 elmex 1.1 #endif
2143 root 1.49 !on_battleground))
2144 root 1.18 {
2145     if (!op->contr->braced)
2146     {
2147     play_sound_map (op->map, op->x, op->y, SOUND_PUSH_PLAYER);
2148 root 1.85 push_ob (mon, dir, op);
2149 root 1.18 }
2150     else
2151 root 1.49 new_draw_info (0, 0, op, "You withhold your attack");
2152    
2153 root 1.18 if (op->contr->tmp_invis || op->hide)
2154     make_visible (op);
2155 root 1.11 }
2156 elmex 1.1
2157 root 1.18 /* If the object is a boulder or other rollable object, then
2158     * roll it if not braced. You can't roll it if you are braced.
2159     */
2160     else if (QUERY_FLAG (mon, FLAG_CAN_ROLL) && (!op->contr->braced))
2161     {
2162     recursive_roll (mon, dir, op);
2163     if (action_makes_visible (op))
2164     make_visible (op);
2165 root 1.11 }
2166    
2167 root 1.18 /* Any generic living creature. Including things like doors.
2168     * Way it works is like this: First, it must have some hit points
2169     * and be living. Then, it must be one of the following:
2170     * 1) Not a player, 2) A player, but of a different party. Note
2171     * that party_number -1 is no party, so attacks can still happen.
2172     */
2173     else if ((mon->stats.hp >= 0) && QUERY_FLAG (mon, FLAG_ALIVE) &&
2174     ((mon->type != PLAYER || op->contr->party == NULL || op->contr->party != mon->contr->party)))
2175     {
2176 elmex 1.1
2177 root 1.18 /* If the player hasn't hit something this tick, and does
2178     * so, give them speed boost based on weapon speed. Doing
2179     * it here is better than process_players2, which basically
2180     * incurred a 1 tick offset.
2181     */
2182     if (!op->contr->has_hit)
2183     {
2184     op->speed_left += op->speed / op->contr->weapon_sp;
2185 root 1.11
2186 root 1.18 op->contr->has_hit = 1; /* The last action was to hit, so use weapon_sp */
2187 root 1.11 }
2188    
2189 root 1.49 skill_attack (mon, op, 0, 0, 0);
2190 root 1.11
2191 root 1.18 /* If attacking another player, that player gets automatic
2192     * hitback, and doesn't loose luck either.
2193     * Disable hitback on the battleground or if the target is
2194     * the wiz.
2195     */
2196     if (mon->type == PLAYER && mon->stats.hp >= 0 && !mon->contr->has_hit && !on_battleground && !QUERY_FLAG (mon, FLAG_WIZ))
2197     {
2198     short luck = mon->stats.luck;
2199    
2200     mon->contr->has_hit = 1;
2201 root 1.49 skill_attack (op, mon, 0, 0, 0);
2202 root 1.18 mon->stats.luck = luck;
2203 root 1.11 }
2204 root 1.49
2205 root 1.18 if (action_makes_visible (op))
2206     make_visible (op);
2207 root 1.11 }
2208 root 1.18 } /* if player should attack something */
2209 elmex 1.1 }
2210    
2211 root 1.18 int
2212     move_player (object *op, int dir)
2213     {
2214     int pick;
2215 elmex 1.1
2216 root 1.84 if (!op->map || op->map->in_memory != MAP_IN_MEMORY)
2217 root 1.18 return 0;
2218 elmex 1.1
2219 root 1.18 /* Sanity check: make sure dir is valid */
2220     if ((dir < 0) || (dir >= 9))
2221     {
2222     LOG (llevError, "move_player: invalid direction %d\n", dir);
2223     return 0;
2224 elmex 1.1 }
2225    
2226 root 1.84 /* peterm: added following line */
2227 root 1.18 if (QUERY_FLAG (op, FLAG_CONFUSED) && dir)
2228 root 1.99 dir = absdir (dir + rndm (3) + rndm (3) - 2);
2229 root 1.18
2230     op->facing = dir;
2231    
2232     if (op->hide)
2233     do_hidden_move (op);
2234    
2235     if (INVOKE_PLAYER (MOVE, op->contr, ARG_INT (dir)))
2236     /*nop */ ;
2237     else if (op->contr->fire_on)
2238     fire (op, dir);
2239     else
2240     {
2241     move_player_attack (op, dir);
2242     pick = check_pick (op);
2243     }
2244 elmex 1.1
2245 root 1.18 /* Add special check for newcs players and fire on - this way, the
2246     * server can handle repeat firing.
2247     */
2248     if (op->contr->fire_on || (op->contr->run_on && pick != 0))
2249 root 1.49 op->direction = dir;
2250 root 1.18 else
2251 root 1.49 op->direction = 0;
2252    
2253 root 1.18 /* Update how the player looks. Use the facing, so direction may
2254     * get reset to zero. This allows for full animation capabilities
2255     * for players.
2256     */
2257     animate_object (op, op->facing);
2258     return 0;
2259 elmex 1.1 }
2260    
2261     /* This is similar to handle_player, below, but is only used by the
2262     * new client/server stuff.
2263     * This is sort of special, in that the new client/server actually uses
2264     * the new speed values for commands.
2265     *
2266     * Returns true if there are more actions we can do.
2267     */
2268 root 1.18 int
2269     handle_newcs_player (object *op)
2270 elmex 1.1 {
2271 root 1.18 if (QUERY_FLAG (op, FLAG_SCARED))
2272     {
2273     flee_player (op);
2274     /* If player is still scared, that is his action for this tick */
2275     if (QUERY_FLAG (op, FLAG_SCARED))
2276     {
2277     op->speed_left--;
2278     return 0;
2279 root 1.11 }
2280 elmex 1.1 }
2281    
2282 root 1.18 /* call this here - we also will call this in do_ericserver, but
2283     * the players time has been increased when doericserver has been
2284     * called, so we recheck it here.
2285     */
2286 root 1.83 if (op->contr->ns->handle_command ())
2287     return 1;
2288 root 1.47
2289 root 1.83 if (op->speed_left > 0)
2290     {
2291     if (op->direction && (op->contr->run_on || op->contr->fire_on))
2292     {
2293     /* All move commands take 1 tick, at least for now */
2294     op->speed_left--;
2295 elmex 1.1
2296 root 1.83 /* Instead of all the stuff below, let move_player take care
2297     * of it. Also, some of the skill stuff is only put in
2298     * there, as well as the confusion stuff.
2299     */
2300     move_player (op, op->direction);
2301 elmex 1.1
2302 root 1.83 return op->speed_left > 0;
2303     }
2304 root 1.18 }
2305 root 1.41
2306 root 1.18 return 0;
2307     }
2308    
2309     int
2310     save_life (object *op)
2311     {
2312     if (!QUERY_FLAG (op, FLAG_LIFESAVE))
2313 elmex 1.1 return 0;
2314 root 1.18
2315 root 1.41 for (object *tmp = op->inv; tmp; tmp = tmp->below)
2316 root 1.18 if (QUERY_FLAG (tmp, FLAG_APPLIED) && QUERY_FLAG (tmp, FLAG_LIFESAVE))
2317     {
2318     play_sound_map (op->map, op->x, op->y, SOUND_OB_EVAPORATE);
2319     new_draw_info_format (NDI_UNIQUE, 0, op, "Your %s vibrates violently, then evaporates.", query_name (tmp));
2320 root 1.33
2321 root 1.18 if (op->contr)
2322     esrv_del_item (op->contr, tmp->count);
2323 root 1.33
2324     tmp->destroy ();
2325 root 1.18 CLEAR_FLAG (op, FLAG_LIFESAVE);
2326 root 1.33
2327 root 1.18 if (op->stats.hp < 0)
2328     op->stats.hp = op->stats.maxhp;
2329 root 1.33
2330 root 1.18 if (op->stats.food < 0)
2331     op->stats.food = 999;
2332 root 1.33
2333 root 1.54 op->update_stats ();
2334 root 1.18 return 1;
2335     }
2336 root 1.41
2337 root 1.18 LOG (llevError, "Error: LIFESAVE set without applied object.\n");
2338     CLEAR_FLAG (op, FLAG_LIFESAVE);
2339     enter_player_savebed (op); /* bring him home. */
2340     return 0;
2341 elmex 1.1 }
2342    
2343     /* This goes throws the inventory and removes unpaid objects, and puts them
2344     * back in the map (location and map determined by values of env). This
2345     * function will descend into containers. op is the object to start the search
2346     * from.
2347     */
2348 root 1.18 void
2349     remove_unpaid_objects (object *op, object *env)
2350 elmex 1.1 {
2351 root 1.18 while (op)
2352     {
2353 root 1.70 object *next = op->below; /* Make sure we have a good value, in case we remove object 'op' */
2354    
2355 root 1.18 if (QUERY_FLAG (op, FLAG_UNPAID))
2356     {
2357     if (env->type == PLAYER)
2358     esrv_del_item (env->contr, op->count);
2359 root 1.70
2360     op->insert_at (env);
2361 root 1.18 }
2362     else if (op->inv)
2363     remove_unpaid_objects (op->inv, env);
2364 root 1.41
2365 root 1.18 op = next;
2366 elmex 1.1 }
2367     }
2368    
2369     /*
2370     * Returns pointer a static string containing gravestone text
2371     * Moved from apply.c to player.c - player.c is what
2372     * actually uses this function. player.c may not be quite the
2373     * best, a misc file for object actions is probably better,
2374     * but there isn't one in the server directory.
2375     */
2376 root 1.18 char *
2377     gravestone_text (object *op)
2378 elmex 1.1 {
2379 root 1.18 static char buf2[MAX_BUF];
2380     char buf[MAX_BUF];
2381     time_t now = time (NULL);
2382    
2383     strcpy (buf2, " R.I.P.\n\n");
2384     if (op->type == PLAYER)
2385     sprintf (buf, "%s the %s\n", &op->name, op->contr->title);
2386     else
2387     sprintf (buf, "%s\n", &op->name);
2388 root 1.41
2389 root 1.18 strncat (buf2, " ", 20 - strlen (buf) / 2);
2390     strcat (buf2, buf);
2391     if (op->type == PLAYER)
2392     sprintf (buf, "who was in level %d when killed\n", op->level);
2393     else
2394     sprintf (buf, "who was in level %d when died.\n\n", op->level);
2395 root 1.41
2396 root 1.18 strncat (buf2, " ", 20 - strlen (buf) / 2);
2397     strcat (buf2, buf);
2398     if (op->type == PLAYER)
2399     {
2400     sprintf (buf, "by %s.\n\n", op->contr->killer);
2401     strncat (buf2, " ", 21 - strlen (buf) / 2);
2402     strcat (buf2, buf);
2403     }
2404 root 1.41
2405 root 1.18 strftime (buf, MAX_BUF, "%b %d %Y\n", localtime (&now));
2406     strncat (buf2, " ", 20 - strlen (buf) / 2);
2407     strcat (buf2, buf);
2408 root 1.41
2409 root 1.18 return buf2;
2410 elmex 1.1 }
2411    
2412 root 1.18 void
2413     do_some_living (object *op)
2414     {
2415     int last_food = op->stats.food;
2416 elmex 1.1 int gen_hp, gen_sp, gen_grace;
2417     int over_hp, over_sp, over_grace;
2418     int i;
2419     int rate_hp = 1200;
2420     int rate_sp = 2500;
2421     int rate_grace = 2000;
2422     const int max_hp = 1;
2423     const int max_sp = 1;
2424     const int max_grace = 1;
2425    
2426 root 1.107 if (op->contr->hidden)
2427     {
2428     op->invisible = 1000;
2429     /* the socket code flashes the player visible/invisible
2430     * depending on the value of invisible, so we need to
2431     * alternate it here for it to work correctly.
2432     */
2433     if (pticks & 2)
2434     op->invisible--;
2435     }
2436     else if (op->invisible && !(QUERY_FLAG (op, FLAG_MAKE_INVIS)))
2437     {
2438     if (!op->invisible--)
2439     {
2440     make_visible (op);
2441     new_draw_info (NDI_UNIQUE, 0, op, "Your invisibility spell runs out.");
2442     }
2443     }
2444    
2445 root 1.52 if (op->contr->ns->state == ST_PLAYING)
2446 root 1.18 {
2447     /* these next three if clauses make it possible to SLOW DOWN
2448     hp/grace/spellpoint regeneration. */
2449     if (op->contr->gen_hp >= 0)
2450     gen_hp = (op->contr->gen_hp + 1) * op->stats.maxhp;
2451     else
2452     {
2453     gen_hp = op->stats.maxhp;
2454     rate_hp -= rate_hp / 2 * op->contr->gen_hp;
2455     }
2456 root 1.55
2457 root 1.18 if (op->contr->gen_sp >= 0)
2458     gen_sp = (op->contr->gen_sp + 1) * op->stats.maxsp;
2459     else
2460     {
2461     gen_sp = op->stats.maxsp;
2462     rate_sp -= rate_sp / 2 * op->contr->gen_sp;
2463     }
2464 root 1.55
2465 root 1.18 if (op->contr->gen_grace >= 0)
2466     gen_grace = (op->contr->gen_grace + 1) * op->stats.maxgrace;
2467     else
2468     {
2469     gen_grace = op->stats.maxgrace;
2470     rate_grace -= rate_grace / 2 * op->contr->gen_grace;
2471     }
2472    
2473     /* Regenerate Spell Points */
2474 root 1.118 if (!op->contr->golem && --op->last_sp < 0)
2475 root 1.18 {
2476     gen_sp = gen_sp * 10 / (op->contr->gen_sp_armour < 10 ? 10 : op->contr->gen_sp_armour);
2477     if (op->stats.sp < op->stats.maxsp)
2478     {
2479     op->stats.sp++;
2480     /* dms do not consume food */
2481     if (!QUERY_FLAG (op, FLAG_WIZ))
2482     {
2483     op->stats.food--;
2484     if (op->contr->digestion < 0)
2485     op->stats.food += op->contr->digestion;
2486     else if (op->contr->digestion > 0 && random_roll (0, op->contr->digestion, op, PREFER_HIGH))
2487     op->stats.food = last_food;
2488     }
2489     }
2490 root 1.55
2491 root 1.18 if (max_sp > 1)
2492     {
2493     over_sp = (gen_sp + 10) / rate_sp;
2494     if (over_sp > 0)
2495     {
2496     if (op->stats.sp < op->stats.maxsp)
2497     {
2498     op->stats.sp += over_sp > max_sp ? max_sp : over_sp;
2499 root 1.55
2500 root 1.18 if (random_roll (0, rate_sp - 1, op, PREFER_LOW) > ((gen_sp + 10) % rate_sp))
2501     op->stats.sp--;
2502 root 1.55
2503 root 1.18 if (op->stats.sp > op->stats.maxsp)
2504     op->stats.sp = op->stats.maxsp;
2505     }
2506     op->last_sp = 0;
2507     }
2508     else
2509 root 1.55 op->last_sp = rate_sp / (gen_sp < 20 ? 30 : gen_sp + 10);
2510 root 1.18 }
2511     else
2512 root 1.55 op->last_sp = rate_sp / (gen_sp < 20 ? 30 : gen_sp + 10);
2513 root 1.18 }
2514    
2515     /* Regenerate Grace */
2516     /* I altered this a little - maximum grace is ony achieved through prayer -b.t. */
2517     if (--op->last_grace < 0)
2518     {
2519     if (op->stats.grace < op->stats.maxgrace / 2)
2520     op->stats.grace++; /* no penalty in food for regaining grace */
2521 root 1.55
2522 root 1.18 if (max_grace > 1)
2523     {
2524     over_grace = (gen_grace < 20 ? 30 : gen_grace + 10) / rate_grace;
2525     if (over_grace > 0)
2526     {
2527     op->stats.sp += over_grace
2528     + (random_roll (0, rate_grace - 1, op, PREFER_HIGH) > ((gen_grace < 20 ? 30 : gen_grace + 10) % rate_grace)) ? -1 : 0;
2529     op->last_grace = 0;
2530     }
2531     else
2532     {
2533     op->last_grace = rate_grace / (gen_grace < 20 ? 30 : gen_grace + 10);
2534     }
2535     }
2536     else
2537     {
2538     op->last_grace = rate_grace / (gen_grace < 20 ? 30 : gen_grace + 10);
2539     }
2540     /* wearing stuff doesn't detract from grace generation. */
2541     }
2542    
2543     /* Regenerate Hit Points */
2544     if (--op->last_heal < 0)
2545     {
2546     if (op->stats.hp < op->stats.maxhp)
2547     {
2548     op->stats.hp++;
2549     /* dms do not consume food */
2550     if (!QUERY_FLAG (op, FLAG_WIZ))
2551     {
2552     op->stats.food--;
2553     if (op->contr->digestion < 0)
2554     op->stats.food += op->contr->digestion;
2555     else if (op->contr->digestion > 0 && random_roll (0, op->contr->digestion, op, PREFER_HIGH))
2556     op->stats.food = last_food;
2557     }
2558     }
2559 root 1.55
2560 root 1.18 if (max_hp > 1)
2561     {
2562     over_hp = (gen_hp < 20 ? 30 : gen_hp + 10) / rate_hp;
2563     if (over_hp > 0)
2564     {
2565     op->stats.sp += over_hp + (RANDOM () % rate_hp > ((gen_hp < 20 ? 30 : gen_hp + 10) % rate_hp)) ? -1 : 0;
2566     op->last_heal = 0;
2567     }
2568     else
2569     {
2570     op->last_heal = rate_hp / (gen_hp < 20 ? 30 : gen_hp + 10);
2571     }
2572     }
2573     else
2574     {
2575     op->last_heal = rate_hp / (gen_hp < 20 ? 30 : gen_hp + 10);
2576     }
2577 root 1.11 }
2578 elmex 1.1
2579 root 1.18 /* Digestion */
2580     if (--op->last_eat < 0)
2581     {
2582     #ifdef COZY_SERVER
2583     int dg = op->contr->digestion >= 0 && op->contr->digestion < 2 ? 2 : op->contr->digestion;
2584     int bonus = dg > 0 ? dg : 0, penalty = dg < 0 ? -dg : 0;
2585     #else
2586     int bonus = op->contr->digestion > 0 ? op->contr->digestion : 0, penalty = op->contr->digestion < 0 ? -op->contr->digestion : 0;
2587     #endif
2588    
2589     if (op->contr->gen_hp > 0)
2590     op->last_eat = 25 * (1 + bonus) / (op->contr->gen_hp + penalty + 1);
2591     else
2592     op->last_eat = 25 * (1 + bonus) / (penalty + 1);
2593 root 1.55
2594 root 1.18 /* dms do not consume food */
2595     if (!QUERY_FLAG (op, FLAG_WIZ))
2596     op->stats.food--;
2597 root 1.11 }
2598 elmex 1.1
2599 root 1.55 if (op->stats.food < 0 && op->stats.hp >= 0)
2600     {
2601     object *tmp, *flesh = 0;
2602 root 1.18
2603 root 1.55 for (tmp = op->inv; tmp; tmp = tmp->below)
2604 root 1.18 {
2605 root 1.55 if (!QUERY_FLAG (tmp, FLAG_UNPAID))
2606 root 1.18 {
2607 root 1.55 if (tmp->type == FOOD || tmp->type == DRINK || tmp->type == POISON)
2608     {
2609     new_draw_info (NDI_UNIQUE, 0, op, "You blindly grab for a bite of food.");
2610     manual_apply (op, tmp, 0);
2611     if (op->stats.food >= 0 || op->stats.hp < 0)
2612     break;
2613     }
2614     else if (tmp->type == FLESH)
2615     flesh = tmp;
2616     } /* End if paid for object */
2617     } /* end of for loop */
2618    
2619     /* If player is still starving, it means they don't have any food, so
2620     * eat flesh instead.
2621     */
2622     if (op->stats.food < 0 && op->stats.hp >= 0 && flesh)
2623     {
2624     new_draw_info (NDI_UNIQUE, 0, op, "You blindly grab for a bite of food.");
2625     manual_apply (op, flesh, 0);
2626     }
2627 root 1.11 }
2628 elmex 1.1
2629 root 1.55 while (op->stats.food < 0 && op->stats.hp >= 0)
2630     op->stats.food++, op->stats.hp--;
2631 elmex 1.1
2632 root 1.55 if (op->stats.hp < 0 && !QUERY_FLAG (op, FLAG_WIZ))
2633     kill_player (op);
2634     }
2635 elmex 1.1 }
2636    
2637     /* If the player should die (lack of hp, food, etc), we call this.
2638     * op is the player in jeopardy. If the player can not be saved (not
2639     * permadeath, no lifesave), this will take care of removing the player
2640     * file.
2641     */
2642 root 1.18 void
2643     kill_player (object *op)
2644 elmex 1.1 {
2645 root 1.18 char buf[MAX_BUF];
2646     int x, y;
2647    
2648     //int i;
2649 root 1.25 maptile *map; /* this is for resurrection */
2650 root 1.18
2651     /* int z;
2652     int num_stats_lose;
2653     int lost_a_stat;
2654     int lose_this_stat;
2655     int this_stat; */
2656     int will_kill_again;
2657     archetype *at;
2658     object *tmp;
2659    
2660     if (save_life (op))
2661     return;
2662    
2663    
2664     /* If player dies on BATTLEGROUND, no stat/exp loss! For Combat-Arenas
2665     * in cities ONLY!!! It is very important that this doesn't get abused.
2666     * Look at op_on_battleground() for more info --AndreasV
2667     */
2668     if (op_on_battleground (op, &x, &y))
2669     {
2670     new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, "You have been defeated in combat!");
2671     new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, "Local medics have saved your life...");
2672    
2673     /* restore player */
2674 root 1.22 at = archetype::find ("poisoning");
2675 root 1.70 if (object *tmp = present_arch_in_ob (at, op))
2676 root 1.18 {
2677 root 1.33 tmp->destroy ();
2678 root 1.18 new_draw_info (NDI_UNIQUE, 0, op, "Your body feels cleansed");
2679     }
2680 elmex 1.1
2681 root 1.22 at = archetype::find ("confusion");
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, tmp, "Your mind feels clearer");
2686     }
2687    
2688     cure_disease (op, 0); /* remove any disease */
2689     op->stats.hp = op->stats.maxhp;
2690     if (op->stats.food <= 0)
2691     op->stats.food = 999;
2692 elmex 1.1
2693 root 1.18 /* create a bodypart-trophy to make the winner happy */
2694 root 1.70 if (object *tmp = arch_to_object (archetype::find ("finger")))
2695 root 1.18 {
2696     sprintf (buf, "%s's finger", &op->name);
2697     tmp->name = buf;
2698     sprintf (buf, " This finger has been cut off %s\n"
2699     " the %s, when he was defeated at\n level %d by %s.\n",
2700     &op->name, op->contr->title, (int) (op->level), op->contr->killer);
2701     tmp->msg = buf;
2702 root 1.102 tmp->value = 0, tmp->type = 0;
2703     tmp->materialname = "organics";
2704 elmex 1.87 tmp->insert_at (op, tmp);
2705 root 1.18 }
2706 elmex 1.1
2707 root 1.18 /* teleport defeated player to new destination */
2708     transfer_ob (op, x, y, 0, NULL);
2709     op->contr->braced = 0;
2710     return;
2711 elmex 1.1 }
2712    
2713 root 1.18 INVOKE_PLAYER (DEATH, op->contr);
2714 root 1.3
2715 root 1.18 command_kill_pets (op, 0);
2716 elmex 1.1
2717 root 1.18 if (op->stats.food < 0)
2718     {
2719     sprintf (buf, "%s starved to death.", &op->name);
2720     strcpy (op->contr->killer, "starvation");
2721 elmex 1.1 }
2722 root 1.18 else
2723 root 1.89 sprintf (buf, "%s died.", &op->name);
2724 root 1.70
2725 root 1.18 play_sound_player_only (op->contr, SOUND_PLAYER_DIES, 0, 0);
2726 elmex 1.1
2727 root 1.18 /* save the map location for corpse, gravestone */
2728 root 1.70 x = op->x;
2729     y = op->y;
2730 root 1.18 map = op->map;
2731 elmex 1.1
2732 root 1.54 /* NOT_PERMADEATH code. This basically brings the character back to
2733     * life if they are dead - it takes some exp and a random stat.
2734     * See the config.h file for a little more in depth detail about this.
2735     */
2736    
2737     /* Basically two ways to go - remove a stat permanently, or just
2738     * make it depletion. This bunch of code deals with that aspect
2739     * of death.
2740     */
2741     #ifndef COZY_SERVER
2742     if (settings.balanced_stat_loss)
2743 root 1.18 {
2744 root 1.54 /* If stat loss is permanent, lose one stat only. */
2745     /* Lower level chars don't lose as many stats because they suffer
2746     more if they do. */
2747     /* Higher level characters can afford things such as potions of
2748     restoration, or better, stat potions. So we slug them that
2749     little bit harder. */
2750     /* GD */
2751     if (settings.stat_loss_on_death)
2752     num_stats_lose = 1;
2753     else
2754     num_stats_lose = 1 + op->level / BALSL_NUMBER_LOSSES_RATIO;
2755     }
2756     else
2757 root 1.70 num_stats_lose = 1;
2758    
2759 root 1.54 lost_a_stat = 0;
2760    
2761     for (z = 0; z < num_stats_lose; z++)
2762     {
2763     i = RANDOM () % NUM_STATS;
2764 root 1.11
2765 root 1.54 if (settings.stat_loss_on_death)
2766 root 1.18 {
2767 root 1.54 /* Pick a random stat and take a point off it. Tell the player
2768     * what he lost.
2769     */
2770     change_attr_value (&(op->stats), i, -1);
2771     check_stat_bounds (&(op->stats));
2772     change_attr_value (&(op->contr->orig_stats), i, -1);
2773     check_stat_bounds (&(op->contr->orig_stats));
2774     new_draw_info (NDI_UNIQUE, 0, op, lose_msg[i]);
2775     lost_a_stat = 1;
2776 root 1.18 }
2777     else
2778     {
2779 root 1.54 /* deplete a stat */
2780     archetype *deparch = archetype::find ("depletion");
2781     object *dep;
2782 root 1.11
2783 root 1.54 dep = present_arch_in_ob (deparch, op);
2784     if (!dep)
2785 root 1.18 {
2786 root 1.54 dep = arch_to_object (deparch);
2787     insert_ob_in_ob (dep, op);
2788 root 1.18 }
2789 root 1.54 lose_this_stat = 1;
2790     if (settings.balanced_stat_loss)
2791 root 1.18 {
2792 root 1.54 /* GD */
2793     /* Get the stat that we're about to deplete. */
2794     this_stat = get_attr_value (&(dep->stats), i);
2795     if (this_stat < 0)
2796     {
2797     int loss_chance = 1 + op->level / BALSL_LOSS_CHANCE_RATIO;
2798     int keep_chance = this_stat * this_stat;
2799 root 1.18
2800 root 1.54 /* Yes, I am paranoid. Sue me. */
2801     if (keep_chance < 1)
2802     keep_chance = 1;
2803 root 1.18
2804 root 1.54 /* There is a maximum depletion total per level. */
2805     if (this_stat < -1 - op->level / BALSL_MAX_LOSS_RATIO)
2806     {
2807     lose_this_stat = 0;
2808     /* Take loss chance vs keep chance to see if we
2809     retain the stat. */
2810     }
2811     else
2812     {
2813     if (random_roll (0, loss_chance + keep_chance - 1, op, PREFER_LOW) < keep_chance)
2814     lose_this_stat = 0;
2815     /* LOG(llevDebug, "Determining stat loss. Stat: %d Keep: %d Lose: %d Result: %s.\n",
2816     this_stat, keep_chance, loss_chance,
2817     lose_this_stat?"LOSE":"KEEP"); */
2818 root 1.11 }
2819     }
2820 root 1.54 }
2821 root 1.18
2822 root 1.54 if (lose_this_stat)
2823     {
2824     this_stat = get_attr_value (&(dep->stats), i);
2825     /* We could try to do something clever like find another
2826     * stat to reduce if this fails. But chances are, if
2827     * stats have been depleted to -50, all are pretty low
2828     * and should be roughly the same, so it shouldn't make a
2829     * difference.
2830     */
2831     if (this_stat >= -50)
2832 root 1.18 {
2833 root 1.54 change_attr_value (&(dep->stats), i, -1);
2834     SET_FLAG (dep, FLAG_APPLIED);
2835     new_draw_info (NDI_UNIQUE, 0, op, lose_msg[i]);
2836     op->update_stats ();
2837     lost_a_stat = 1;
2838 root 1.11 }
2839     }
2840     }
2841 root 1.54 }
2842     /* If no stat lost, tell the player. */
2843     if (!lost_a_stat)
2844     {
2845     /* determine_god() seems to not work sometimes... why is this?
2846     Should I be using something else? GD */
2847     const char *god = determine_god (op);
2848 root 1.18
2849 root 1.54 if (god && (strcmp (god, "none")))
2850     new_draw_info_format (NDI_UNIQUE, 0, op, "For a brief moment you feel the holy presence of %s protecting" " you.", god);
2851     else
2852     new_draw_info (NDI_UNIQUE, 0, op, "For a brief moment you feel a holy presence protecting you.");
2853     }
2854 root 1.28 #else
2855 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.");
2856 elmex 1.1 #endif
2857    
2858 root 1.54 /* Put a gravestone up where the character 'almost' died. List the
2859     * exp loss on the stone.
2860     */
2861     tmp = arch_to_object (archetype::find ("gravestone"));
2862     sprintf (buf, "%s's gravestone", &op->name);
2863     tmp->name = buf;
2864     sprintf (buf, "%s's gravestones", &op->name);
2865     tmp->name_pl = buf;
2866     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);
2867     tmp->msg = buf;
2868     tmp->x = op->x, tmp->y = op->y;
2869     insert_ob_in_map (tmp, op->map, NULL, 0);
2870    
2871     /**************************************/
2872     /* */
2873     /* Subtract the experience points, */
2874     /* if we died cause of food, give us */
2875     /* food, and reset HP's... */
2876     /* */
2877     /**************************************/
2878    
2879     /* remove any poisoning and confusion the character may be suffering. */
2880     /* restore player */
2881     at = archetype::find ("poisoning");
2882     tmp = present_arch_in_ob (at, op);
2883    
2884     if (tmp)
2885     {
2886     tmp->destroy ();
2887     new_draw_info (NDI_UNIQUE, 0, op, "Your body feels cleansed");
2888     }
2889    
2890     at = archetype::find ("confusion");
2891     tmp = present_arch_in_ob (at, op);
2892     if (tmp)
2893     {
2894     tmp->destroy ();
2895     new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer");
2896     }
2897    
2898     cure_disease (op, 0); /* remove any disease */
2899    
2900     /*add_exp(op, (op->stats.exp * -0.20)); */
2901     apply_death_exp_penalty (op);
2902     if (op->stats.food < 100)
2903     op->stats.food = 900;
2904     op->stats.hp = op->stats.maxhp;
2905     op->stats.sp = MAX (op->stats.sp, op->stats.maxsp);
2906     op->stats.grace = MAX (op->stats.grace, op->stats.maxgrace);
2907 root 1.11
2908 root 1.54 /*
2909 root 1.108 * Check to see if the player has any unpaid items. If so, remove them
2910     * and put them back in the map.
2911 root 1.54 */
2912 root 1.108 remove_unpaid_objects (op->inv, op);
2913 root 1.18
2914 root 1.54 /****************************************/
2915     /* */
2916     /* Move player to his current respawn- */
2917     /* position (usually last savebed) */
2918     /* */
2919     /****************************************/
2920 root 1.18
2921 root 1.54 enter_player_savebed (op);
2922 root 1.18
2923 root 1.54 op->contr->braced = 0;
2924 root 1.11
2925 root 1.54 /* it is possible that the player has blown something up
2926     * at his savebed location, and that can have long lasting
2927     * spell effects. So first see if there is a spell effect
2928     * on the space that might harm the player.
2929     */
2930     will_kill_again = 0;
2931     for (tmp = GET_MAP_OB (op->map, op->x, op->y); tmp; tmp = tmp->above)
2932     if (tmp->type == SPELL_EFFECT)
2933     will_kill_again |= tmp->attacktype;
2934 elmex 1.1
2935 root 1.54 if (will_kill_again)
2936 root 1.18 {
2937 root 1.54 object *force;
2938     int at;
2939 root 1.18
2940 root 1.54 force = get_archetype (FORCE_NAME);
2941     /* 50 ticks should be enough time for the spell to abate */
2942     force->speed = 0.1;
2943     force->speed_left = -5.0;
2944     SET_FLAG (force, FLAG_APPLIED);
2945     for (at = 0; at < NROFATTACKS; at++)
2946     if (will_kill_again & (1 << at))
2947     force->resist[at] = 100;
2948 root 1.30
2949 root 1.54 insert_ob_in_ob (force, op);
2950     op->update_stats ();
2951 root 1.30
2952 root 1.54 }
2953 root 1.18
2954 root 1.54 new_draw_info (NDI_UNIQUE, 0, op, "YOU HAVE DIED.");
2955 elmex 1.1 }
2956    
2957 root 1.18 void
2958     loot_object (object *op)
2959     { /* Grab and destroy some treasure */
2960     object *tmp, *tmp2, *next;
2961 elmex 1.1
2962 root 1.103 op->close_container (); /* close open sack first */
2963 elmex 1.1
2964 root 1.54 for (tmp = op->inv; tmp; tmp = next)
2965 root 1.18 {
2966     next = tmp->below;
2967 root 1.54
2968 elmex 1.50 if (tmp->invisible)
2969 root 1.18 continue;
2970 root 1.54
2971 root 1.32 tmp->remove ();
2972 root 1.18 tmp->x = op->x, tmp->y = op->y;
2973 root 1.103
2974 root 1.18 if (tmp->type == CONTAINER)
2975 root 1.103 loot_object (tmp); /* empty container to ground */
2976    
2977 root 1.99 if (!QUERY_FLAG (tmp, FLAG_UNIQUE) && (QUERY_FLAG (tmp, FLAG_STARTEQUIP) || QUERY_FLAG (tmp, FLAG_NO_DROP) || !(rndm (3))))
2978 root 1.18 {
2979     if (tmp->nrof > 1)
2980     {
2981     tmp2 = get_split_ob (tmp, 1 + RANDOM () % (tmp->nrof - 1));
2982 root 1.33 tmp2->destroy ();
2983 root 1.18 insert_ob_in_map (tmp, op->map, NULL, 0);
2984     }
2985     else
2986 root 1.33 tmp->destroy ();
2987 root 1.18 }
2988     else
2989     insert_ob_in_map (tmp, op->map, NULL, 0);
2990     }
2991 elmex 1.1 }
2992    
2993     /*
2994     * fix_weight(): Check recursively the weight of all players, and fix
2995     * what needs to be fixed. Refresh windows and fix speed if anything
2996     * was changed.
2997     */
2998 root 1.18 void
2999     fix_weight (void)
3000     {
3001 root 1.61 for_all_players (pl)
3002 root 1.18 {
3003     int old = pl->ob->carrying, sum = sum_weight (pl->ob);
3004    
3005     if (old == sum)
3006     continue;
3007 root 1.54 pl->ob->update_stats ();
3008 root 1.18 LOG (llevDebug, "Fixed inventory in %s (%d -> %d)\n", &pl->ob->name, old, sum);
3009     }
3010 elmex 1.1 }
3011    
3012 root 1.18 void
3013     fix_luck (void)
3014     {
3015 root 1.61 for_all_players (pl)
3016 root 1.52 if (!pl->ob->contr->ns->state)
3017 root 1.54 pl->ob->change_luck (0);
3018 elmex 1.1 }
3019    
3020     /* cast_dust() - handles op throwing objects of type 'DUST'.
3021     * This is much simpler in the new spell code - we basically
3022     * just treat this as any other spell casting object.
3023     */
3024 elmex 1.2 void
3025 root 1.18 cast_dust (object *op, object *throw_ob, int dir)
3026 elmex 1.2 {
3027     object *skop, *spob;
3028    
3029     skop = find_skill_by_name (op, throw_ob->skill);
3030    
3031     /* casting POTION 'dusts' is really a use_magic_item skill */
3032     if (op->type == PLAYER && throw_ob->type == POTION && !skop)
3033     {
3034 root 1.18 LOG (llevError, "Player %s lacks critical skill use_magic_item!\n", &op->name);
3035 elmex 1.2 return;
3036     }
3037    
3038     spob = throw_ob->inv;
3039    
3040     // elmex Tue Aug 15 17:19:46 CEST 2006: Added this check to
3041     // not pass NULL to cast_spell (which did indeed check itself, but
3042     // errors should be reported as early as possible IMHO)
3043     if (!spob)
3044     {
3045 root 1.18 LOG (llevError, "cast_dust: thrown object %s (by %s) had no spell in it!", &throw_ob->name, &op->name);
3046 elmex 1.2 return;
3047 elmex 1.1 }
3048    
3049 elmex 1.2 if (op->type == PLAYER)
3050 root 1.14 new_draw_info_format (NDI_UNIQUE, 0, op, "You cast %s.", &spob->name);
3051 elmex 1.2
3052     cast_spell (op, throw_ob, dir, spob, NULL);
3053    
3054 root 1.33 throw_ob->destroy ();
3055 elmex 1.1 }
3056    
3057 root 1.18 void
3058     make_visible (object *op)
3059     {
3060     op->hide = 0;
3061     op->invisible = 0;
3062     if (op->type == PLAYER)
3063     {
3064     op->contr->tmp_invis = 0;
3065     op->contr->invis_race = 0;
3066     }
3067 root 1.107
3068     update_object (op, UP_OBJ_CHANGE);
3069 root 1.18 }
3070    
3071     int
3072     is_true_undead (object *op)
3073     {
3074     if (QUERY_FLAG (&op->arch->clone, FLAG_UNDEAD))
3075     return 1;
3076    
3077 elmex 1.1 return 0;
3078     }
3079    
3080     /* look at the surrounding terrain to determine
3081     * the hideability of this object. Positive levels
3082     * indicate greater hideability.
3083     */
3084    
3085 root 1.18 int
3086     hideability (object *ob)
3087     {
3088     int i, level = 0, mflag;
3089     sint16 x, y;
3090    
3091     if (!ob || !ob->map)
3092     return 0;
3093    
3094     /* so, on normal lighted maps, its hard to hide */
3095     level = ob->map->darkness - 2;
3096    
3097     /* this also picks up whether the object is glowing.
3098     * If you carry a light on a non-dark map, its not
3099     * as bad as carrying a light on a pitch dark map */
3100     if (has_carried_lights (ob))
3101     level = -(10 + (2 * ob->map->darkness));
3102    
3103     /* scan through all nearby squares for terrain to hide in */
3104     for (i = 0, x = ob->x, y = ob->y; i < 9; i++, x = ob->x + freearr_x[i], y = ob->y + freearr_y[i])
3105     {
3106     mflag = get_map_flags (ob->map, NULL, x, y, NULL, NULL);
3107     if (mflag & P_OUT_OF_MAP)
3108     {
3109     continue;
3110     }
3111     if (mflag & P_BLOCKSVIEW) /* something to hide near! */
3112     level += 2;
3113     else /* open terrain! */
3114     level -= 1;
3115 elmex 1.1 }
3116 root 1.18
3117 elmex 1.1 #if 0
3118 root 1.18 LOG (llevDebug, "hideability of %s is %d\n", ob->name, level);
3119 elmex 1.1 #endif
3120 root 1.18 return level;
3121 elmex 1.1 }
3122    
3123     /* For Hidden creatures - a chance of becoming 'unhidden'
3124     * every time they move - as we subtract off 'invisibility'
3125     * AND, for players, if they move into a ridiculously unhideable
3126     * spot (surrounded by clear terrain in broad daylight). -b.t.
3127     */
3128    
3129 root 1.18 void
3130     do_hidden_move (object *op)
3131     {
3132     int hide = 0, num = random_roll (0, 19, op, PREFER_LOW);
3133     object *skop;
3134    
3135     if (!op || !op->map)
3136     return;
3137    
3138     skop = find_obj_by_type_subtype (op, SKILL, SK_HIDING);
3139    
3140     /* its *extremely* hard to run and sneak/hide at the same time! */
3141     if (op->type == PLAYER && op->contr->run_on)
3142 root 1.85 if (!skop || num >= skop->level)
3143     {
3144     new_draw_info (NDI_UNIQUE, 0, op, "You ran too much! You are no longer hidden!");
3145     make_visible (op);
3146     return;
3147     }
3148     else
3149     num += 20;
3150    
3151 root 1.18 num += op->map->difficulty;
3152     hide = hideability (op); /* modify by terrain hidden level */
3153     num -= hide;
3154 root 1.85
3155 root 1.18 if ((op->type == PLAYER && hide < -10) || ((op->invisible -= num) <= 0))
3156     {
3157     make_visible (op);
3158     if (op->type == PLAYER)
3159     new_draw_info (NDI_UNIQUE, 0, op, "You moved out of hiding! You are visible!");
3160 elmex 1.1 }
3161 root 1.18 else if (op->type == PLAYER && skop)
3162 root 1.85 change_exp (op, calc_skill_exp (op, NULL, skop), skop->skill, 0);
3163 elmex 1.1 }
3164    
3165     /* determine if who is standing near a hostile creature. */
3166    
3167 root 1.18 int
3168     stand_near_hostile (object *who)
3169     {
3170     object *tmp = NULL;
3171     int i, friendly = 0, player = 0, mflags;
3172 root 1.25 maptile *m;
3173 root 1.18 sint16 x, y;
3174    
3175     if (!who)
3176     return 0;
3177    
3178     if (who->type == PLAYER)
3179     player = 1;
3180    
3181     else
3182     friendly = QUERY_FLAG (who, FLAG_FRIENDLY);
3183    
3184     /* search adjacent squares */
3185     for (i = 1; i < 9; i++)
3186     {
3187     x = who->x + freearr_x[i];
3188     y = who->y + freearr_y[i];
3189     m = who->map;
3190     mflags = get_map_flags (m, &m, x, y, &x, &y);
3191     /* space must be blocked if there is a monster. If not
3192     * blocked, don't need to check this space.
3193     */
3194     if (mflags & P_OUT_OF_MAP)
3195     continue;
3196     if (OB_TYPE_MOVE_BLOCK (who, GET_MAP_MOVE_BLOCK (m, x, y)))
3197     continue;
3198    
3199 root 1.49 for (tmp = GET_MAP_OB (m, x, y); tmp; tmp = tmp->above)
3200 root 1.18 {
3201     if ((player ||friendly) &&QUERY_FLAG (tmp, FLAG_MONSTER) && !QUERY_FLAG (tmp, FLAG_UNAGGRESSIVE))
3202     return 1;
3203     else if (tmp->type == PLAYER)
3204     {
3205     /*don't let a hidden DM prevent you from hiding */
3206     if (!QUERY_FLAG (tmp, FLAG_WIZ) || tmp->contr->hidden == 0)
3207 root 1.11 return 1;
3208 root 1.18 }
3209 root 1.11 }
3210 elmex 1.1 }
3211 root 1.18 return 0;
3212 elmex 1.1 }
3213    
3214     /* check the player los field for viewability of the
3215     * object op. This function works fine for monsters,
3216     * but we dont worry if the object isnt the top one in
3217     * a pile (say a coin under a table would return "viewable"
3218     * by this routine). Another question, should we be
3219     * concerned with the direction the player is looking
3220     * in? Realistically, most of use cant see stuff behind
3221     * our backs...on the other hand, does the "facing" direction
3222     * imply the way your head, or body is facing? Its possible
3223     * for them to differ. Sigh, this fctn could get a bit more complex.
3224     * -b.t.
3225     * This function is now map tiling safe.
3226     */
3227    
3228 root 1.18 int
3229     player_can_view (object *pl, object *op)
3230     {
3231     rv_vector rv;
3232     int dx, dy;
3233    
3234     if (pl->type != PLAYER)
3235     {
3236     LOG (llevError, "player_can_view() called for non-player object\n");
3237     return -1;
3238 elmex 1.1 }
3239 root 1.74
3240 root 1.18 if (!pl || !op)
3241 elmex 1.1 return 0;
3242 root 1.18
3243 root 1.74 op = op->head_ ();
3244    
3245 root 1.18 get_rangevector (pl, op, &rv, 0x1);
3246    
3247     /* starting with the 'head' part, lets loop
3248     * through the object and find if it has any
3249     * part that is in the los array but isnt on
3250     * a blocked los square.
3251     * we use the archetype to figure out offsets.
3252     */
3253     while (op)
3254     {
3255     dx = rv.distance_x + op->arch->clone.x;
3256     dy = rv.distance_y + op->arch->clone.y;
3257    
3258     /* only the viewable area the player sees is updated by LOS
3259     * code, so we need to restrict ourselves to that range of values
3260     * for any meaningful values.
3261     */
3262 root 1.52 if (FABS (dx) <= (pl->contr->ns->mapx / 2) &&
3263     FABS (dy) <= (pl->contr->ns->mapy / 2) &&
3264     !pl->contr->blocked_los[dx + (pl->contr->ns->mapx / 2)][dy + (pl->contr->ns->mapy / 2)])
3265 root 1.18 return 1;
3266     op = op->more;
3267     }
3268     return 0;
3269 elmex 1.1 }
3270    
3271     /* routine for both players and monsters. We call this when
3272     * there is a possibility for our action distrubing our hiding
3273     * place or invisiblity spell. Artefact invisiblity is not
3274     * effected by this. If we arent invisible to begin with, we
3275     * return 0.
3276     */
3277 root 1.18 int
3278     action_makes_visible (object *op)
3279     {
3280    
3281     if (op->invisible && QUERY_FLAG (op, FLAG_ALIVE))
3282     {
3283     if (QUERY_FLAG (op, FLAG_MAKE_INVIS))
3284     return 0;
3285    
3286     if (op->contr && op->contr->tmp_invis == 0)
3287     return 0;
3288 elmex 1.1
3289 root 1.18 /* If monsters, they should become visible */
3290     if (op->hide || !op->contr || (op->contr && op->contr->tmp_invis))
3291     {
3292     new_draw_info_format (NDI_UNIQUE, 0, op, "You become %s!", op->hide ? "unhidden" : "visible");
3293     return 1;
3294 root 1.11 }
3295 elmex 1.1 }
3296 root 1.18 return 0;
3297 elmex 1.1 }
3298    
3299     /* op_on_battleground - checks if the given object op (usually
3300     * a player) is standing on a valid battleground-tile,
3301     * function returns TRUE/FALSE. If true x, y returns the battleground
3302     * -exit-coord. (and if x, y not NULL)
3303     * 19 March 2005 - josh@woosworld.net modifed to check if the battleground also has slaying, maxhp, and maxsp set
3304     * and if those are all set and the player has a marker that matches the slaying send them to a different x, y
3305     * Default is to do the same as before, so only people wanting to have different points need worry about this
3306     */
3307 root 1.18 int
3308     op_on_battleground (object *op, int *x, int *y)
3309     {
3310 elmex 1.1 object *tmp;
3311 root 1.18
3312 elmex 1.1 /* A battleground-tile needs the following attributes to be valid:
3313     * is_floor 1 (has to be the FIRST floor beneath the player's feet),
3314     * name="battleground", no_pick 1, type=58 (type BATTLEGROUND)
3315     * and the exit-coordinates sp/hp must both be > 0.
3316     * => The intention here is to prevent abuse of the battleground-
3317     * feature (like pickable or hidden battleground tiles). */
3318 root 1.18 for (tmp = op->below; tmp != NULL; tmp = tmp->below)
3319     {
3320     if (QUERY_FLAG (tmp, FLAG_IS_FLOOR))
3321     {
3322     if (QUERY_FLAG (tmp, FLAG_NO_PICK) &&
3323     strcmp (tmp->name, "battleground") == 0 && tmp->type == BATTLEGROUND && EXIT_X (tmp) && EXIT_Y (tmp))
3324     {
3325     /*before we assign the exit, check if this is a teambattle */
3326     if (EXIT_ALT_X (tmp) && EXIT_ALT_Y (tmp) && EXIT_PATH (tmp))
3327     {
3328     object *invtmp;
3329    
3330     for (invtmp = op->inv; invtmp != NULL; invtmp = invtmp->below)
3331     {
3332     if (invtmp->type == FORCE && invtmp->slaying && !strcmp (EXIT_PATH (tmp), invtmp->slaying))
3333     {
3334     if (x != NULL && y != NULL)
3335     *x = EXIT_ALT_X (tmp), *y = EXIT_ALT_Y (tmp);
3336     return 1;
3337     }
3338     }
3339     }
3340     if (x != NULL && y != NULL)
3341     *x = EXIT_X (tmp), *y = EXIT_Y (tmp);
3342     return 1;
3343     }
3344     }
3345 elmex 1.1 }
3346     /* If we got here, did not find a battleground */
3347     return 0;
3348     }
3349    
3350     /*
3351     * When a dragon-player gains a new stage of evolution,
3352     * he gets some treasure
3353     *
3354     * attributes:
3355     * object *who the dragon player
3356     * int atnr the attack-number of the ability focus
3357     * int level ability level
3358     */
3359 root 1.18 void
3360     dragon_ability_gain (object *who, int atnr, int level)
3361     {
3362     treasurelist *trlist = NULL; /* treasurelist */
3363     treasure *tr; /* treasure */
3364     object *tmp, *skop; /* tmp. object */
3365     object *item; /* treasure object */
3366     char buf[MAX_BUF]; /* tmp. string buffer */
3367     int i = 0, j = 0;
3368    
3369     /* get the appropriate treasurelist */
3370     if (atnr == ATNR_FIRE)
3371 root 1.110 trlist = treasurelist::find ("dragon_ability_fire");
3372 root 1.18 else if (atnr == ATNR_COLD)
3373 root 1.110 trlist = treasurelist::find ("dragon_ability_cold");
3374 root 1.18 else if (atnr == ATNR_ELECTRICITY)
3375 root 1.110 trlist = treasurelist::find ("dragon_ability_elec");
3376 root 1.18 else if (atnr == ATNR_POISON)
3377 root 1.110 trlist = treasurelist::find ("dragon_ability_poison");
3378 root 1.18
3379     if (trlist == NULL || who->type != PLAYER)
3380     return;
3381    
3382     for (i = 0, tr = trlist->items; tr != NULL && i < level - 1; tr = tr->next, i++);
3383    
3384 elmex 1.82 if (!tr || !tr->item)
3385 root 1.18 {
3386     /* LOG(llevDebug, "-> no more treasure for %s\n", change_resist_msg[atnr]); */
3387     return;
3388 elmex 1.1 }
3389    
3390 root 1.18 /* everything seems okay - now bring on the gift: */
3391     item = &(tr->item->clone);
3392 elmex 1.1
3393 root 1.18 if (item->type == SPELL)
3394     {
3395     if (check_spell_known (who, item->name))
3396 root 1.11 return;
3397 root 1.18
3398     new_draw_info_format (NDI_UNIQUE | NDI_BLUE, 0, who, "You gained the ability of %s", &item->name);
3399     do_learn_spell (who, item, 0);
3400     return;
3401 elmex 1.1 }
3402    
3403 root 1.18 /* grant direct spell */
3404     if (item->type == SPELLBOOK)
3405     {
3406     if (!item->inv)
3407     {
3408     LOG (llevDebug, "dragon_ability_gain: Broken spellbook %s\n", &item->name);
3409     return;
3410     }
3411     if (check_spell_known (who, item->inv->name))
3412     return;
3413     if (item->invisible)
3414     {
3415     new_draw_info_format (NDI_UNIQUE | NDI_BLUE, 0, who, "You gained the ability of %s", &item->inv->name);
3416     do_learn_spell (who, item->inv, 0);
3417     return;
3418 root 1.11 }
3419 root 1.18 }
3420     else if (item->type == SKILL_TOOL && item->invisible)
3421     {
3422     if (item->subtype == SK_CLAWING && (skop = find_skill_by_name (who, item->skill)) != NULL)
3423     {
3424    
3425     /* should this perhaps be (skop->attackyp & item->attacktype)!=item->attacktype ...
3426     * in this way, if the player is missing any of the attacktypes, he gets
3427     * them. As it is now, if the player has any that match the granted skill,
3428     * but not all of them, he gets nothing.
3429     */
3430     if (!(skop->attacktype & item->attacktype))
3431     {
3432     /* Give new attacktype */
3433     skop->attacktype |= item->attacktype;
3434    
3435     /* always add physical if there's none */
3436     skop->attacktype |= AT_PHYSICAL;
3437    
3438     if (item->msg != NULL)
3439     new_draw_info (NDI_UNIQUE | NDI_BLUE, 0, who, item->msg);
3440    
3441     /* Give player new face */
3442     if (item->animation_id)
3443     {
3444     who->face = skop->face;
3445     who->animation_id = item->animation_id;
3446     who->anim_speed = item->anim_speed;
3447     who->last_anim = 0;
3448     who->state = 0;
3449     animate_object (who, who->direction);
3450     }
3451     }
3452 root 1.11 }
3453 elmex 1.1 }
3454 root 1.18 else if (item->type == FORCE)
3455     {
3456     /* forces in the treasurelist can alter the player's stats */
3457     object *skin;
3458 elmex 1.1
3459 root 1.18 /* first get the dragon skin force */
3460 root 1.52 shstr_cmp dragon_skin_force ("dragon_skin_force");
3461     for (skin = who->inv; skin && !(skin->arch->name == dragon_skin_force); skin = skin->below)
3462     ;
3463    
3464     if (!skin)
3465 root 1.18 return;
3466    
3467     /* adding new spellpath attunements */
3468     if (item->path_attuned > 0 && !(skin->path_attuned & item->path_attuned))
3469     {
3470     skin->path_attuned |= item->path_attuned; /* add attunement to skin */
3471    
3472     /* print message */
3473     sprintf (buf, "You feel attuned to ");
3474     for (i = 0, j = 0; i < NRSPELLPATHS; i++)
3475     {
3476     if (item->path_attuned & (1 << i))
3477     {
3478     if (j)
3479     strcat (buf, " and ");
3480     else
3481     j = 1;
3482     strcat (buf, spellpathnames[i]);
3483     }
3484     }
3485     strcat (buf, ".");
3486     new_draw_info (NDI_UNIQUE | NDI_BLUE, 0, who, buf);
3487     }
3488    
3489     /* evtl. adding flags: */
3490     if (QUERY_FLAG (item, FLAG_XRAYS))
3491     SET_FLAG (skin, FLAG_XRAYS);
3492     if (QUERY_FLAG (item, FLAG_STEALTH))
3493     SET_FLAG (skin, FLAG_STEALTH);
3494     if (QUERY_FLAG (item, FLAG_SEE_IN_DARK))
3495     SET_FLAG (skin, FLAG_SEE_IN_DARK);
3496    
3497     /* print message if there is one */
3498     if (item->msg != NULL)
3499     new_draw_info (NDI_UNIQUE | NDI_BLUE, 0, who, item->msg);
3500     }
3501     else
3502     {
3503     /* generate misc. treasure */
3504     tmp = arch_to_object (tr->item);
3505     new_draw_info_format (NDI_UNIQUE | NDI_BLUE, 0, who, "You gained %s", query_short_name (tmp));
3506     tmp = insert_ob_in_ob (tmp, who);
3507     if (who->type == PLAYER)
3508     esrv_send_item (who, tmp);
3509 elmex 1.1 }
3510     }
3511    
3512     /**
3513     * Unready an object for a player. This function does nothing if the object was
3514     * not readied.
3515     */
3516 root 1.18 void
3517     player_unready_range_ob (player *pl, object *ob)
3518     {
3519 root 1.119 if (pl->ob->current_weapon == ob)
3520     pl->ob->current_weapon = 0;
3521    
3522 root 1.118 if (pl->combat_ob == ob)
3523 root 1.119 pl->combat_ob = 0;
3524 root 1.118
3525     if (pl->ranged_ob == ob)
3526 root 1.119 pl->ranged_ob = 0;
3527 elmex 1.1 }
3528 root 1.101
3529     sint8
3530     player::visibility_at (maptile *map, int x, int y) const
3531     {
3532     if (!ns)
3533     return 0;
3534    
3535     int dx, dy;
3536     if (!adjacent_map (map, ns->current_map, &dx, &dy))
3537     return 0;
3538    
3539     x += dx - ns->current_x + ns->mapx / 2;
3540     y += dy - ns->current_y + ns->mapy / 2;
3541    
3542     if (!IN_RANGE_EXC (x, 0, ns->mapx) || !IN_RANGE_EXC (y, 0, ns->mapy))
3543     return 0;
3544    
3545     return 100 - blocked_los [x][y];
3546     }