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Revision: 1.133
Committed: Sat May 12 22:04:20 2007 UTC (17 years ago) by root
Content type: text/plain
Branch: MAIN
Changes since 1.132: +6 -6 lines
Log Message:
some floatingpoint µopts

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 1.133 ob->speed_left = 0.5f;
325     ob->speed = 1.0f;
326 root 1.104 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 1.128 int statsort [NUM_STATS];
790 root 1.18
791 root 1.54 for (;;)
792 root 1.18 {
793 root 1.54 int sum = 0;
794 root 1.128 for (int i = NUM_STATS; i--; )
795 root 1.54 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 root 1.128 std::sort (statsort, statsort + NUM_STATS, std::greater<int>());
803 root 1.18
804 root 1.128 for (int i = 0; i < NUM_STATS; ++i)
805     stats.stat (i) = statsort [i];
806 root 1.18
807 root 1.54 stats.exp = 0;
808     stats.ac = 0;
809 root 1.18
810 root 1.54 stats.hp = stats.maxhp;
811     stats.sp = stats.maxsp;
812     stats.grace = stats.maxgrace;
813 root 1.18
814 root 1.54 if (contr)
815     {
816     contr->levhp[1] = 9;
817     contr->levsp[1] = 6;
818     contr->levgrace[1] = 3;
819 root 1.18
820 root 1.54 contr->orig_stats = stats;
821     }
822 root 1.18 }
823    
824     void
825 root 1.54 object::swap_stats (int a, int b)
826 root 1.18 {
827 root 1.127 swap (contr->orig_stats.stat (a), contr->orig_stats.stat (b));
828    
829     for (int i = 0; i < NUM_STATS; ++i)
830     stats.stat (i) = contr->orig_stats.stat (i);
831 elmex 1.1
832 root 1.54 //TODO: the following code looks so borked and should, at the very least,
833     // be merged with the similar code in roll_stats
834     stats.ac = 0;
835 elmex 1.1
836 root 1.54 level = 1;
837     stats.exp = 0;
838     stats.ac = 0;
839 elmex 1.1
840 root 1.54 stats.hp = stats.maxhp;
841     stats.sp = stats.maxsp;
842     stats.grace = stats.maxgrace;
843 elmex 1.1
844 root 1.54 if (contr)
845 root 1.18 {
846 root 1.54 contr->levhp[1] = 9;
847     contr->levsp[1] = 6;
848     contr->levgrace[1] = 3;
849 root 1.18
850 root 1.54 contr->orig_stats = stats;
851 elmex 1.1 }
852     }
853    
854 root 1.73 static void
855     start_info (object *op)
856     {
857     char buf[MAX_BUF];
858    
859     sprintf (buf, "Welcome to Crossfire v%s!", VERSION);
860     new_draw_info (NDI_UNIQUE, 0, op, buf);
861     //new_draw_info (NDI_UNIQUE, 0, op, "Press `?' for help");
862     //new_draw_info (NDI_UNIQUE, 0, op, " ");
863     }
864    
865 elmex 1.1 /* This function takes the key that is passed, and does the
866     * appropriate action with it (change race, or other things).
867     * The function name is for historical reasons - now we have
868     * separate race and class; this actually changes the RACE,
869     * not the class.
870     */
871 root 1.112 void
872     player::chargen_race_done ()
873 elmex 1.1 {
874 root 1.112 /* this must before then initial items are given */
875     esrv_new_player (ob->contr, ob->weight + ob->carrying);
876 elmex 1.1
877 root 1.112 treasurelist *tl = treasurelist::find ("starting_wealth");
878     if (tl)
879     create_treasure (tl, ob, 0, 0, 0);
880 elmex 1.1
881 root 1.112 INVOKE_PLAYER (BIRTH, ob->contr);
882     INVOKE_PLAYER (LOGIN, ob->contr);
883 elmex 1.36
884 root 1.112 ob->contr->ns->state = ST_PLAYING;
885 elmex 1.1
886 root 1.112 if (ob->msg)
887     ob->msg = 0;
888 elmex 1.1
889 root 1.112 /* We create this now because some of the unique maps will need it
890     * to save here.
891     */
892     {
893     char buf[MAX_BUF];
894     sprintf (buf, "%s/%s/%s", settings.localdir, settings.playerdir, &ob->name);
895     make_path_to_file (buf);
896     }
897    
898     start_info (ob);
899     CLEAR_FLAG (ob, FLAG_WIZ);
900     give_initial_items (ob, ob->randomitems);
901     link_player_skills (ob);
902     esrv_send_inventory (ob, ob);
903     ob->update_stats ();
904 root 1.11
905 root 1.112 /* This moves the player to a different start map, if there
906     * is one for this race
907     */
908     if (*first_map_ext_path)
909     {
910     object *tmp;
911     char mapname[MAX_BUF];
912 elmex 1.1
913 root 1.112 snprintf (mapname, MAX_BUF - 1, "%s/%s", &first_map_ext_path, &ob->arch->name);
914     tmp = object::create ();
915     EXIT_PATH (tmp) = mapname;
916     EXIT_X (tmp) = ob->x;
917     EXIT_Y (tmp) = ob->y;
918     ob->enter_exit (tmp); /* we don't really care if it succeeded;
919     * if the map isn't there, then stay on the
920     * default initial map */
921     tmp->destroy ();
922 elmex 1.1 }
923 root 1.112 else
924     LOG (llevDebug, "first_map_ext_path not set\n");
925     }
926 elmex 1.1
927 root 1.112 void
928     player::chargen_race_next ()
929     {
930 root 1.18 /* Following actually changes the race - this is the default command
931     * if we don't match with one of the options above.
932     */
933    
934 root 1.112 do
935 root 1.18 {
936 root 1.112 shstr name = ob->name;
937     int x = ob->x, y = ob->y;
938 root 1.21
939 root 1.112 ob->remove_statbonus ();
940     ob->remove ();
941     ob->arch = get_player_archetype (ob->arch);
942     ob->arch->clone.copy_to (ob);
943     ob->instantiate ();
944     ob->stats = ob->contr->orig_stats;
945     ob->name = ob->name_pl = name;
946     ob->x = x;
947     ob->y = y;
948     SET_ANIMATION (ob, 2); /* So player faces south */
949     insert_ob_in_map (ob, ob->map, ob, 0);
950     assign (ob->contr->title, ob->arch->clone.name);
951     ob->add_statbonus ();
952     }
953     while (!allowed_class (ob));
954    
955     update_object (ob, UP_OBJ_FACE);
956     esrv_update_item (UPD_FACE, ob, ob);
957     ob->update_stats ();
958     ob->stats.hp = ob->stats.maxhp;
959     ob->stats.sp = ob->stats.maxsp;
960     ob->stats.grace = 0;
961 elmex 1.1 }
962    
963 root 1.18 void
964     flee_player (object *op)
965     {
966     int dir, diff;
967     rv_vector rv;
968    
969     if (op->stats.hp < 0)
970     {
971     LOG (llevDebug, "Fleeing player is dead.\n");
972     CLEAR_FLAG (op, FLAG_SCARED);
973     return;
974 elmex 1.1 }
975    
976 root 1.18 if (op->enemy == NULL)
977     {
978     LOG (llevDebug, "Fleeing player had no enemy.\n");
979     CLEAR_FLAG (op, FLAG_SCARED);
980     return;
981 elmex 1.1 }
982    
983 root 1.18 /* Seen some crashes here. Since we don't store an
984     * op->enemy_count, it is possible that something destroys the
985     * actual enemy, and the object is recycled.
986     */
987     if (op->enemy->map == NULL)
988     {
989     CLEAR_FLAG (op, FLAG_SCARED);
990     op->enemy = NULL;
991     return;
992 elmex 1.1 }
993    
994 root 1.18 if (!(random_roll (0, 4, op, PREFER_LOW)) && did_make_save (op, op->level, 0))
995     {
996     op->enemy = NULL;
997     CLEAR_FLAG (op, FLAG_SCARED);
998     return;
999 elmex 1.1 }
1000 root 1.49
1001 root 1.18 get_rangevector (op, op->enemy, &rv, 0);
1002    
1003     dir = absdir (4 + rv.direction);
1004     for (diff = 0; diff < 3; diff++)
1005     {
1006     int m = 1 - (RANDOM () & 2);
1007 elmex 1.1
1008 root 1.18 if (move_ob (op, absdir (dir + diff * m), op) || (diff == 0 && move_ob (op, absdir (dir - diff * m), op)))
1009 root 1.49 return;
1010 elmex 1.1 }
1011 root 1.49
1012 root 1.18 /* Cornered, get rid of scared */
1013     CLEAR_FLAG (op, FLAG_SCARED);
1014     op->enemy = NULL;
1015 elmex 1.1 }
1016    
1017     /* check_pick sees if there is stuff to be picked up/picks up stuff.
1018 root 1.122 * It returns 1 if the player should keep on moving, 0 if he should
1019 elmex 1.1 * stop.
1020     */
1021 root 1.18 int
1022     check_pick (object *op)
1023     {
1024 elmex 1.1 object *tmp, *next;
1025     int stop = 0;
1026 pippijn 1.106 int wvratio;
1027     char putstring[128];
1028 elmex 1.1
1029     /* if you're flying, you cna't pick up anything */
1030     if (op->move_type & MOVE_FLYING)
1031     return 1;
1032    
1033     next = op->below;
1034    
1035     /* loop while there are items on the floor that are not marked as
1036     * destroyed */
1037 root 1.24 while (next && !next->destroyed ())
1038 root 1.18 {
1039     tmp = next;
1040     next = tmp->below;
1041 elmex 1.1
1042 root 1.24 if (op->destroyed ())
1043 elmex 1.1 return 0;
1044    
1045 root 1.18 if (!can_pick (op, tmp))
1046     continue;
1047 elmex 1.1
1048 root 1.18 if (op->contr->search_str[0] != '\0' && settings.search_items == TRUE)
1049     {
1050     if (item_matched_string (op, tmp, op->contr->search_str))
1051     pick_up (op, tmp);
1052     continue;
1053 root 1.11 }
1054    
1055 root 1.18 /* high not bit set? We're using the old autopickup model */
1056     if (!(op->contr->mode & PU_NEWMODE))
1057 root 1.11 {
1058 root 1.18 switch (op->contr->mode)
1059 root 1.11 {
1060 root 1.20 case 0:
1061     return 1; /* don't pick up */
1062     case 1:
1063     pick_up (op, tmp);
1064     return 1;
1065     case 2:
1066     pick_up (op, tmp);
1067     return 0;
1068     case 3:
1069     return 0; /* stop before pickup */
1070     case 4:
1071     pick_up (op, tmp);
1072     break;
1073     case 5:
1074     pick_up (op, tmp);
1075     stop = 1;
1076     break;
1077     case 6:
1078     if (QUERY_FLAG (tmp, FLAG_KNOWN_MAGICAL) && !QUERY_FLAG (tmp, FLAG_KNOWN_CURSED))
1079 root 1.18 pick_up (op, tmp);
1080 root 1.20 break;
1081    
1082     case 7:
1083     if (tmp->type == MONEY || tmp->type == GEM)
1084 root 1.18 pick_up (op, tmp);
1085 root 1.20 break;
1086    
1087     default:
1088     /* use value density */
1089     if (!QUERY_FLAG (tmp, FLAG_UNPAID)
1090     && (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1))) >= op->contr->mode)
1091 root 1.18 pick_up (op, tmp);
1092 root 1.11 }
1093     }
1094 root 1.18 else
1095     { /* old model */
1096     /* NEW pickup handling */
1097     if (op->contr->mode & PU_DEBUG)
1098     {
1099     /* some debugging code to figure out item information */
1100     if (tmp->name != NULL)
1101     sprintf (putstring, "item name: %s item type: %d weight/value: %d",
1102     &tmp->name, tmp->type, (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1))));
1103     else
1104     sprintf (putstring, "item name: %s item type: %d weight/value: %d",
1105     &tmp->arch->name, tmp->type, (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1))));
1106    
1107     new_draw_info (NDI_UNIQUE, 0, op, putstring);
1108 root 1.58 }
1109 elmex 1.1
1110 root 1.18 /* philosophy:
1111     * It's easy to grab an item type from a pile, as long as it's
1112     * generic. This takes no game-time. For more detailed pickups
1113 root 1.58 * and selections, select-items should be used. This is a
1114 root 1.18 * grab-as-you-run type mode that's really useful for arrows for
1115     * example.
1116     * The drawback: right now it has no frontend, so you need to
1117     * stick the bits you want into a calculator in hex mode and then
1118     * convert to decimal and then 'pickup <#>
1119     */
1120    
1121     /* the first two modes are exclusive: if NOTHING we return, if
1122     * STOP then we stop. All the rest are applied sequentially,
1123     * meaning if any test passes, the item gets picked up. */
1124    
1125     /* if mode is set to pick nothing up, return */
1126    
1127     if (op->contr->mode & PU_NOTHING)
1128     return 1;
1129    
1130     /* if mode is set to stop when encountering objects, return */
1131     /* take STOP before INHIBIT since it doesn't actually pick
1132     * anything up */
1133    
1134     if (op->contr->mode & PU_STOP)
1135     return 0;
1136    
1137     /* useful for going into stores and not losing your settings... */
1138     /* and for battles wher you don't want to get loaded down while
1139     * fighting */
1140     if (op->contr->mode & PU_INHIBIT)
1141     return 1;
1142    
1143     /* prevent us from turning into auto-thieves :) */
1144     if (QUERY_FLAG (tmp, FLAG_UNPAID))
1145     continue;
1146    
1147     /* ignore known cursed objects */
1148     if (QUERY_FLAG (tmp, FLAG_KNOWN_CURSED) && op->contr->mode & PU_NOT_CURSED)
1149     continue;
1150    
1151     /* all food and drink if desired */
1152     /* question: don't pick up known-poisonous stuff? */
1153     if (op->contr->mode & PU_FOOD)
1154     if (tmp->type == FOOD)
1155     {
1156     pick_up (op, tmp);
1157     continue;
1158     }
1159 root 1.29
1160 root 1.18 if (op->contr->mode & PU_DRINK)
1161     if (tmp->type == DRINK || (tmp->type == POISON && !QUERY_FLAG (tmp, FLAG_KNOWN_CURSED)))
1162     {
1163     pick_up (op, tmp);
1164     continue;
1165     }
1166    
1167     if (op->contr->mode & PU_POTION)
1168     if (tmp->type == POTION)
1169     {
1170     pick_up (op, tmp);
1171     continue;
1172     }
1173    
1174     /* spellbooks, skillscrolls and normal books/scrolls */
1175     if (op->contr->mode & PU_SPELLBOOK)
1176     if (tmp->type == SPELLBOOK)
1177     {
1178     pick_up (op, tmp);
1179     continue;
1180     }
1181 root 1.29
1182 root 1.18 if (op->contr->mode & PU_SKILLSCROLL)
1183     if (tmp->type == SKILLSCROLL)
1184     {
1185     pick_up (op, tmp);
1186     continue;
1187     }
1188 root 1.29
1189 root 1.18 if (op->contr->mode & PU_READABLES)
1190     if (tmp->type == BOOK || tmp->type == SCROLL)
1191     {
1192     pick_up (op, tmp);
1193     continue;
1194     }
1195    
1196     /* wands/staves/rods/horns */
1197     if (op->contr->mode & PU_MAGIC_DEVICE)
1198     if (tmp->type == WAND || tmp->type == ROD || tmp->type == HORN)
1199     {
1200     pick_up (op, tmp);
1201     continue;
1202     }
1203    
1204     /* pick up all magical items */
1205     if (op->contr->mode & PU_MAGICAL)
1206     if (QUERY_FLAG (tmp, FLAG_KNOWN_MAGICAL) && !QUERY_FLAG (tmp, FLAG_KNOWN_CURSED))
1207     {
1208     pick_up (op, tmp);
1209     continue;
1210     }
1211    
1212     if (op->contr->mode & PU_VALUABLES)
1213     {
1214     if (tmp->type == MONEY || tmp->type == GEM)
1215     {
1216     pick_up (op, tmp);
1217     continue;
1218     }
1219     }
1220    
1221     /* rings & amulets - talismans seems to be typed AMULET */
1222     if (op->contr->mode & PU_JEWELS)
1223     if (tmp->type == RING || tmp->type == AMULET)
1224     {
1225     pick_up (op, tmp);
1226 root 1.29 continue;
1227     }
1228    
1229     /* we don't forget dragon food */
1230     if (op->contr->mode & PU_FLESH)
1231     if (tmp->type == FLESH)
1232     {
1233     pick_up (op, tmp);
1234 root 1.18 continue;
1235     }
1236    
1237     /* bows and arrows. Bows are good for selling! */
1238     if (op->contr->mode & PU_BOW)
1239     if (tmp->type == BOW)
1240     {
1241     pick_up (op, tmp);
1242     continue;
1243     }
1244 root 1.29
1245 root 1.18 if (op->contr->mode & PU_ARROW)
1246     if (tmp->type == ARROW)
1247     {
1248     pick_up (op, tmp);
1249     continue;
1250     }
1251    
1252     /* all kinds of armor etc. */
1253     if (op->contr->mode & PU_ARMOUR)
1254     if (tmp->type == ARMOUR)
1255     {
1256     pick_up (op, tmp);
1257     continue;
1258     }
1259 root 1.29
1260 root 1.18 if (op->contr->mode & PU_HELMET)
1261     if (tmp->type == HELMET)
1262     {
1263     pick_up (op, tmp);
1264     continue;
1265     }
1266 root 1.29
1267 root 1.18 if (op->contr->mode & PU_SHIELD)
1268     if (tmp->type == SHIELD)
1269     {
1270     pick_up (op, tmp);
1271     continue;
1272     }
1273 root 1.29
1274 root 1.18 if (op->contr->mode & PU_BOOTS)
1275     if (tmp->type == BOOTS)
1276     {
1277     pick_up (op, tmp);
1278     continue;
1279     }
1280 root 1.29
1281 root 1.18 if (op->contr->mode & PU_GLOVES)
1282     if (tmp->type == GLOVES)
1283     {
1284     pick_up (op, tmp);
1285     continue;
1286     }
1287 root 1.29
1288 root 1.18 if (op->contr->mode & PU_CLOAK)
1289     if (tmp->type == CLOAK)
1290     {
1291     pick_up (op, tmp);
1292     continue;
1293     }
1294 elmex 1.1
1295 root 1.18 /* hoping to catch throwing daggers here */
1296     if (op->contr->mode & PU_MISSILEWEAPON)
1297     if (tmp->type == WEAPON && QUERY_FLAG (tmp, FLAG_IS_THROWN))
1298     {
1299     pick_up (op, tmp);
1300     continue;
1301     }
1302 elmex 1.1
1303 root 1.18 /* careful: chairs and tables are weapons! */
1304     if (op->contr->mode & PU_ALLWEAPON)
1305     {
1306     if (tmp->type == WEAPON && tmp->name != NULL)
1307     {
1308     if (strstr (tmp->name, "table") == NULL && strstr (tmp->arch->name, "table") == NULL &&
1309     strstr (tmp->name, "chair") && strstr (tmp->arch->name, "chair") == NULL)
1310     {
1311     pick_up (op, tmp);
1312     continue;
1313     }
1314     }
1315 root 1.29
1316 root 1.18 if (tmp->type == WEAPON && tmp->name == NULL)
1317     {
1318     if (strstr (tmp->arch->name, "table") == NULL && strstr (tmp->arch->name, "chair") == NULL)
1319     {
1320     pick_up (op, tmp);
1321     continue;
1322     }
1323     }
1324     }
1325 elmex 1.1
1326 root 1.18 /* misc stuff that's useful */
1327     if (op->contr->mode & PU_KEY)
1328     if (tmp->type == KEY || tmp->type == SPECIAL_KEY)
1329     {
1330     pick_up (op, tmp);
1331     continue;
1332     }
1333 elmex 1.1
1334 root 1.18 /* any of the last 4 bits set means we use the ratio for value
1335     * pickups */
1336     if (op->contr->mode & PU_RATIO)
1337     {
1338     /* use value density to decide what else to grab */
1339     /* >=7 was >= op->contr->mode */
1340     /* >=7 is the old standard setting. Now we take the last 4 bits
1341     * and multiply them by 5, giving 0..15*5== 5..75 */
1342     wvratio = (op->contr->mode & PU_RATIO) * 5;
1343     if ((query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1))) >= (unsigned int) wvratio)
1344     {
1345     pick_up (op, tmp);
1346 elmex 1.1 #if 0
1347 root 1.18 fprintf (stderr, "HIGH WEIGHT/VALUE [");
1348     if (tmp->name != NULL)
1349     {
1350     fprintf (stderr, "%s", tmp->name);
1351     }
1352     else
1353     fprintf (stderr, "%s", tmp->arch->name);
1354     fprintf (stderr, ",%d] = ", tmp->type);
1355     fprintf (stderr, "%d\n", (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1))));
1356 elmex 1.1 #endif
1357 root 1.18 continue;
1358     }
1359     }
1360     } /* the new pickup model */
1361     }
1362 root 1.29
1363 root 1.18 return !stop;
1364 elmex 1.1 }
1365    
1366     /*
1367     * Find an arrow in the inventory and after that
1368     * in the right type container (quiver). Pointer to the
1369     * found object is returned.
1370     */
1371 root 1.18 object *
1372     find_arrow (object *op, const char *type)
1373 elmex 1.1 {
1374 root 1.103 object *tmp = 0;
1375 elmex 1.1
1376 root 1.18 for (op = op->inv; op; op = op->below)
1377     if (!tmp && op->type == CONTAINER && op->race == type && QUERY_FLAG (op, FLAG_APPLIED))
1378     tmp = find_arrow (op, type);
1379     else if (op->type == ARROW && op->race == type)
1380     return op;
1381 root 1.103
1382 root 1.18 return tmp;
1383 elmex 1.1 }
1384    
1385     /*
1386     * Similar to find_arrow, but looks for (roughly) the best arrow to use
1387     * against the target. A full test is not performed, simply a basic test
1388     * of resistances. The archer is making a quick guess at what he sees down
1389     * the hall. Failing that it does it's best to pick the highest plus arrow.
1390     */
1391 root 1.18 object *
1392     find_better_arrow (object *op, object *target, const char *type, int *better)
1393 elmex 1.1 {
1394 root 1.18 object *tmp = NULL, *arrow, *ntmp;
1395     int attacknum, attacktype, betterby = 0, i;
1396 elmex 1.1
1397 root 1.18 if (!type)
1398     return NULL;
1399 elmex 1.1
1400 root 1.18 for (arrow = op->inv; arrow; arrow = arrow->below)
1401     {
1402     if (arrow->type == CONTAINER && arrow->race == type && QUERY_FLAG (arrow, FLAG_APPLIED))
1403     {
1404     i = 0;
1405     ntmp = find_better_arrow (arrow, target, type, &i);
1406     if (i > betterby)
1407     {
1408     tmp = ntmp;
1409     betterby = i;
1410     }
1411     }
1412     else if (arrow->type == ARROW && arrow->race == type)
1413     {
1414     /* allways prefer assasination/slaying */
1415     if (target->race != NULL && arrow->slaying != NULL && strstr (arrow->slaying, target->race))
1416     {
1417     if (arrow->attacktype & AT_DEATH)
1418     {
1419     *better = 100;
1420     return arrow;
1421     }
1422     else
1423     {
1424     tmp = arrow;
1425     betterby = (arrow->magic + arrow->stats.dam) * 2;
1426     }
1427     }
1428     else
1429     {
1430     for (attacknum = 0; attacknum < NROFATTACKS; attacknum++)
1431     {
1432     attacktype = 1 << attacknum;
1433     if ((arrow->attacktype & attacktype) && (target->arch->clone.resist[attacknum]) < 0)
1434     if (((arrow->magic + arrow->stats.dam) * (100 - target->arch->clone.resist[attacknum]) / 100) > betterby)
1435     {
1436     tmp = arrow;
1437     betterby = (arrow->magic + arrow->stats.dam) * (100 - target->arch->clone.resist[attacknum]) / 100;
1438     }
1439 root 1.11 }
1440 root 1.18 if ((2 + arrow->magic + arrow->stats.dam) > betterby)
1441     {
1442     tmp = arrow;
1443     betterby = 2 + arrow->magic + arrow->stats.dam;
1444 root 1.11 }
1445 root 1.18 if (arrow->title && (1 + arrow->magic + arrow->stats.dam) > betterby)
1446     {
1447     tmp = arrow;
1448     betterby = 1 + arrow->magic + arrow->stats.dam;
1449 root 1.11 }
1450     }
1451     }
1452 elmex 1.1 }
1453 root 1.18 if (tmp == NULL && arrow == NULL)
1454     return find_arrow (op, type);
1455 elmex 1.1
1456 root 1.18 *better = betterby;
1457     return tmp;
1458 elmex 1.1 }
1459    
1460     /* looks in a given direction, finds the first valid target, and calls
1461     * find_better_arrow to find a decent arrow to use.
1462     * op = the shooter
1463     * type = bow->race
1464     * dir = fire direction
1465     */
1466 root 1.18 object *
1467     pick_arrow_target (object *op, const char *type, int dir)
1468 elmex 1.1 {
1469 root 1.18 object *tmp = NULL;
1470 root 1.25 maptile *m;
1471 root 1.18 int i, mflags, found, number;
1472     sint16 x, y;
1473    
1474     if (op->map == NULL)
1475     return find_arrow (op, type);
1476    
1477     /* do a dex check */
1478     number = (die_roll (2, 40, op, PREFER_LOW) - 2) / 2;
1479     if (number > (op->stats.Dex + (op->chosen_skill ? op->chosen_skill->level : op->level)))
1480     return find_arrow (op, type);
1481    
1482     m = op->map;
1483     x = op->x;
1484     y = op->y;
1485    
1486     /* find the first target */
1487     for (i = 0, found = 0; i < 20; i++)
1488     {
1489     x += freearr_x[dir];
1490     y += freearr_y[dir];
1491     mflags = get_map_flags (m, &m, x, y, &x, &y);
1492     if (mflags & P_OUT_OF_MAP || mflags & P_BLOCKSVIEW)
1493     {
1494     tmp = NULL;
1495     break;
1496     }
1497     else if (GET_MAP_MOVE_BLOCK (m, x, y) == MOVE_FLY_LOW)
1498     {
1499     /* This block presumes arrows and the like are MOVE_FLY_SLOW -
1500     * perhaps a bad assumption.
1501     */
1502     tmp = NULL;
1503     break;
1504 root 1.11 }
1505 root 1.18 if (mflags & P_IS_ALIVE)
1506     {
1507     for (tmp = GET_MAP_OB (m, x, y); tmp; tmp = tmp->above)
1508     if (QUERY_FLAG (tmp, FLAG_ALIVE))
1509     {
1510     found++;
1511 root 1.11 break;
1512 root 1.18 }
1513     if (found)
1514     break;
1515 root 1.11 }
1516 elmex 1.1 }
1517 root 1.18 if (tmp == NULL)
1518     return find_arrow (op, type);
1519 elmex 1.1
1520 root 1.18 if (tmp->head)
1521     tmp = tmp->head;
1522 elmex 1.1
1523 root 1.18 return find_better_arrow (op, tmp, type, &i);
1524 elmex 1.1 }
1525    
1526     /*
1527     * Creature fires a bow - op can be monster or player. Returns
1528     * 1 if bow was actually fired, 0 otherwise.
1529     * op is the object firing the bow.
1530     * part is for multipart creatures - the part firing the bow.
1531     * dir is the direction of fire.
1532     * wc_mod is any special modifier to give (used in special player fire modes)
1533     * sx, sy are coordinates to fire arrow from - also used in some of the special
1534     * player fire modes.
1535     */
1536 root 1.18 int
1537     fire_bow (object *op, object *part, object *arrow, int dir, int wc_mod, sint16 sx, sint16 sy)
1538 elmex 1.1 {
1539 root 1.18 object *left, *bow;
1540 root 1.132 int mflags;
1541 root 1.25 maptile *m;
1542 elmex 1.1
1543 root 1.18 if (!dir)
1544     {
1545     new_draw_info (NDI_UNIQUE, 0, op, "You can't shoot yourself!");
1546     return 0;
1547 elmex 1.1 }
1548 root 1.48
1549 root 1.120 if (player *pl = op->contr)
1550     {
1551     bow = pl->ranged_ob;
1552 root 1.126 if (!op->change_weapon (bow))
1553     return 0;
1554 root 1.120 }
1555 root 1.18 else
1556     {
1557     for (bow = op->inv; bow; bow = bow->below)
1558     /* Don't check for applied - monsters don't apply bows - in that way, they
1559     * don't need to switch back and forth between bows and weapons.
1560     */
1561     if (bow->type == BOW)
1562     break;
1563 root 1.11
1564 root 1.18 if (!bow)
1565     {
1566     LOG (llevError, "Range: bow without activated bow (%s).\n", &op->name);
1567     return 0;
1568 root 1.11 }
1569 root 1.118
1570     // optimisation: move object to top so we will find it quickly again
1571     if (bow->below)
1572     {
1573     bow->remove ();
1574     op->insert (bow);
1575     }
1576    
1577 elmex 1.1 }
1578 root 1.48
1579 root 1.18 if (!bow->race || !bow->skill)
1580     {
1581     new_draw_info_format (NDI_UNIQUE, 0, op, "Your %s is broken.", &bow->name);
1582     return 0;
1583 elmex 1.1 }
1584    
1585 root 1.18 if (arrow == NULL)
1586     {
1587     if ((arrow = find_arrow (op, bow->race)) == NULL)
1588     {
1589     if (op->type == PLAYER)
1590     new_draw_info_format (NDI_UNIQUE, 0, op, "You have no %s left.", &bow->race);
1591     /* FLAG_READY_BOW will get reset if the monsters picks up some arrows */
1592     else
1593     CLEAR_FLAG (op, FLAG_READY_BOW);
1594 root 1.116
1595 root 1.18 return 0;
1596 root 1.11 }
1597 elmex 1.1 }
1598 root 1.48
1599 root 1.18 mflags = get_map_flags (op->map, &m, sx, sy, &sx, &sy);
1600     if (mflags & P_OUT_OF_MAP)
1601 root 1.48 return 0;
1602    
1603 root 1.18 if (GET_MAP_MOVE_BLOCK (m, sx, sy) == MOVE_FLY_LOW)
1604     {
1605     new_draw_info (NDI_UNIQUE, 0, op, "Something is in the way.");
1606     return 0;
1607     }
1608    
1609     /* this should not happen, but sometimes does */
1610     if (arrow->nrof == 0)
1611     {
1612 root 1.33 arrow->destroy ();
1613 root 1.18 return 0;
1614     }
1615    
1616     left = arrow; /* these are arrows left to the player */
1617     arrow = get_split_ob (arrow, 1);
1618 root 1.48 if (!arrow)
1619 root 1.18 {
1620     new_draw_info_format (NDI_UNIQUE, 0, op, "You have no %s left.", &bow->race);
1621     return 0;
1622 elmex 1.1 }
1623 root 1.48
1624 root 1.34 arrow->set_owner (op);
1625 root 1.18 arrow->skill = bow->skill;
1626     arrow->direction = dir;
1627    
1628 root 1.124 arrow->stats.sp = arrow->stats.wc; /* save original wc, dam, attacktype and slaying */
1629     arrow->stats.hp = arrow->stats.dam;
1630     arrow->stats.grace = arrow->attacktype;
1631    
1632     if (arrow->slaying)
1633     arrow->spellarg = strdup (arrow->slaying);
1634    
1635 root 1.131 if (player *pl = op->contr)
1636 root 1.18 {
1637 root 1.132 pl->has_hit = 1;
1638     #if 0
1639     float speed = pl->weapon_sp;
1640    
1641     /* penalize ROF for bestarrow */
1642     if (pl->bowtype == bow_bestarrow)
1643     speed *= .9f;
1644     else
1645     speed *= 1.f + dex_bonus[op->stats.Dex] * .2f;
1646 root 1.131
1647 root 1.132 op->speed_left += speed - op->speed;
1648     #endif
1649 elmex 1.1 }
1650    
1651 root 1.18 SET_ANIMATION (arrow, arrow->direction);
1652 root 1.116
1653 root 1.18 /* update the speed */
1654 root 1.125 arrow->speed = ((bow->flag [FLAG_NO_STRENGTH] ? 0 : dam_bonus[op->stats.Str]) + bow->magic + arrow->magic) / 5.0
1655     + bow->stats.dam / 7.0;
1656 root 1.18
1657 root 1.125 arrow->set_speed (max (arrow->speed, 2.0));
1658 root 1.18 arrow->speed_left = 0;
1659    
1660 root 1.129 int wc = op->stats.wc + wc_mod - arrow->magic - arrow->stats.wc;
1661 root 1.116
1662 root 1.18 if (op->type == PLAYER)
1663     {
1664 root 1.116 arrow->level = op->chosen_skill ? op->chosen_skill->level : op->level;
1665 root 1.129 wc -= dex_bonus[op->stats.Dex];
1666 root 1.18
1667 root 1.116 if (!arrow->slaying)
1668     arrow->slaying = op->slaying;
1669 root 1.124
1670     arrow->attacktype |= op->attacktype;
1671 elmex 1.1 }
1672 root 1.18 else
1673     {
1674     arrow->level = op->level;
1675 root 1.116 arrow->stats.wc -= bow->magic;
1676    
1677     if (!arrow->slaying)
1678     arrow->slaying = bow->slaying;
1679 root 1.124
1680     arrow->attacktype |= bow->attacktype;
1681 elmex 1.1 }
1682 root 1.24
1683 root 1.129 wc -= arrow->level;
1684     arrow->stats.dam = clamp (arrow->stats.dam + op->stats.dam + arrow->magic, MIN_DAM, MAX_DAM);
1685 root 1.24
1686 root 1.129 arrow->stats.wc = clamp (wc, MIN_WC, MAX_WC);
1687 root 1.18 arrow->move_type = MOVE_FLY_LOW;
1688     arrow->move_on = MOVE_FLY_LOW | MOVE_WALK;
1689    
1690     play_sound_map (op->map, op->x, op->y, SOUND_FIRE_ARROW);
1691 root 1.70 m->insert (arrow, sx, sy, op);
1692 root 1.18
1693 root 1.24 if (!arrow->destroyed ())
1694 root 1.18 move_arrow (arrow);
1695 elmex 1.1
1696 root 1.18 if (op->type == PLAYER)
1697     {
1698 root 1.24 if (left->destroyed ())
1699     esrv_del_item (op->contr, left->count);
1700 root 1.18 else
1701     esrv_send_item (op, left);
1702 elmex 1.1 }
1703 root 1.24
1704 root 1.18 return 1;
1705 elmex 1.1 }
1706    
1707     /* Special fire code for players - this takes into
1708     * account the special fire modes players can have
1709     * but monsters can't. Putting that code here
1710     * makes the fire_bow code much cleaner.
1711     * this function should only be called if 'op' is a player,
1712     * hence the function name.
1713     */
1714 root 1.18 int
1715     player_fire_bow (object *op, int dir)
1716 elmex 1.1 {
1717 root 1.18 int ret = 0, wcmod = 0;
1718    
1719     if (op->contr->bowtype == bow_bestarrow)
1720     {
1721 root 1.118 ret = fire_bow (op, op, pick_arrow_target (op, op->contr->ranged_ob->race, dir), dir, 0, op->x, op->y);
1722 root 1.18 }
1723     else if (op->contr->bowtype >= bow_n && op->contr->bowtype <= bow_nw)
1724     {
1725     if (!similar_direction (dir, op->contr->bowtype - bow_n + 1))
1726     wcmod = -1;
1727 root 1.74
1728 root 1.18 ret = fire_bow (op, op, NULL, op->contr->bowtype - bow_n + 1, wcmod, op->x, op->y);
1729     }
1730     else if (op->contr->bowtype == bow_threewide)
1731     {
1732     ret = fire_bow (op, op, NULL, dir, 0, op->x, op->y);
1733     ret |= fire_bow (op, op, NULL, dir, -5, op->x + freearr_x[absdir (dir + 2)], op->y + freearr_y[absdir (dir + 2)]);
1734     ret |= fire_bow (op, op, NULL, dir, -5, op->x + freearr_x[absdir (dir - 2)], op->y + freearr_y[absdir (dir - 2)]);
1735     }
1736     else if (op->contr->bowtype == bow_spreadshot)
1737     {
1738     ret |= fire_bow (op, op, NULL, dir, 0, op->x, op->y);
1739     ret |= fire_bow (op, op, NULL, absdir (dir - 1), -5, op->x, op->y);
1740     ret |= fire_bow (op, op, NULL, absdir (dir + 1), -5, op->x, op->y);
1741 elmex 1.1 }
1742 root 1.18 else
1743     {
1744     /* Simple case */
1745     ret = fire_bow (op, op, NULL, dir, 0, op->x, op->y);
1746     }
1747 root 1.121
1748 root 1.18 return ret;
1749 elmex 1.1 }
1750    
1751    
1752     /* Fires a misc (wand/rod/horn) object in 'dir'.
1753     * Broken apart from 'fire' to keep it more readable.
1754     */
1755 root 1.18 void
1756     fire_misc_object (object *op, int dir)
1757 elmex 1.1 {
1758 root 1.118 object *item = op->contr->ranged_ob;
1759 elmex 1.1
1760 root 1.118 if (!item)
1761 root 1.18 {
1762     new_draw_info (NDI_UNIQUE, 0, op, "You have range item readied.");
1763     return;
1764 elmex 1.1 }
1765    
1766 root 1.18 if (!item->inv)
1767     {
1768     LOG (llevError, "Object %s lacks a spell\n", &item->name);
1769     return;
1770 elmex 1.1 }
1771 root 1.118
1772 root 1.126 if (!op->change_weapon (item))
1773     return;
1774 root 1.121
1775 root 1.18 if (item->type == WAND)
1776     {
1777     if (item->stats.food <= 0)
1778     {
1779     play_sound_player_only (op->contr, SOUND_WAND_POOF, 0, 0);
1780     new_draw_info_format (NDI_UNIQUE, 0, op, "The %s goes poof.", query_base_name (item, 0));
1781 root 1.121
1782 root 1.18 return;
1783 root 1.11 }
1784 root 1.18 }
1785     else if (item->type == ROD || item->type == HORN)
1786     {
1787     if (item->stats.hp < MAX (item->inv->stats.sp, item->inv->stats.grace))
1788     {
1789     play_sound_player_only (op->contr, SOUND_WAND_POOF, 0, 0);
1790 root 1.121
1791 root 1.18 if (item->type == ROD)
1792     new_draw_info_format (NDI_UNIQUE, 0, op, "The %s whines for a while, but nothing happens.", query_base_name (item, 0));
1793     else
1794     new_draw_info_format (NDI_UNIQUE, 0, op, "The %s needs more time to charge.", query_base_name (item, 0));
1795 root 1.121
1796 root 1.18 return;
1797 root 1.11 }
1798 elmex 1.1 }
1799    
1800 root 1.18 if (cast_spell (op, item, dir, item->inv, NULL))
1801     {
1802     SET_FLAG (op, FLAG_BEEN_APPLIED); /* You now know something about it */
1803     if (item->type == WAND)
1804     {
1805     if (!(--item->stats.food))
1806     {
1807     object *tmp;
1808    
1809     if (item->arch)
1810     {
1811     CLEAR_FLAG (item, FLAG_ANIMATE);
1812     item->face = item->arch->clone.face;
1813 root 1.67 item->set_speed (0);
1814 root 1.11 }
1815 root 1.67
1816 root 1.49 if ((tmp = item->in_player ()))
1817 root 1.18 esrv_update_item (UPD_ANIM, tmp, item);
1818 root 1.11 }
1819     }
1820 root 1.18 else if (item->type == ROD || item->type == HORN)
1821 root 1.67 drain_rod_charge (item);
1822 elmex 1.1 }
1823     }
1824    
1825     /* Received a fire command for the player - go and do it.
1826     */
1827 root 1.18 void
1828     fire (object *op, int dir)
1829     {
1830     int spellcost = 0;
1831 elmex 1.1
1832 root 1.18 /* check for loss of invisiblity/hide */
1833     if (action_makes_visible (op))
1834     make_visible (op);
1835 elmex 1.1
1836 root 1.118 player *pl = op->contr;
1837 elmex 1.1
1838 root 1.119 if (pl->golem)
1839     {
1840     control_golem (op->contr->golem, dir);
1841     return;
1842     }
1843    
1844     object *ob = pl->ranged_ob;
1845 elmex 1.1
1846 root 1.119 if (!ob)
1847 root 1.118 return;
1848 elmex 1.1
1849 root 1.119 switch (ob->type)
1850 root 1.118 {
1851 root 1.119 case BOW:
1852 root 1.118 player_fire_bow (op, dir);
1853 root 1.119 break;
1854    
1855     case SPELL:
1856     spellcost = cast_spell (op, op, dir, ob, pl->spellparam[0] ? pl->spellparam : 0);
1857     break;
1858 root 1.113
1859 root 1.119 case BUILDER:
1860 root 1.20 apply_map_builder (op, dir);
1861 root 1.119 break;
1862    
1863     case SKILL:
1864     case SKILL_TOOL:
1865     do_skill (op, op, ob, dir, 0);
1866     break;
1867    
1868     default:
1869     fire_misc_object (op, dir);
1870     break;
1871 elmex 1.1 }
1872     }
1873    
1874     /* find_key
1875     * We try to find a key for the door as passed. If we find a key
1876     * and successfully use it, we return the key, otherwise NULL
1877     * This function merges both normal and locked door, since the logic
1878     * for both is the same - just the specific key is different.
1879     * pl is the player,
1880     * inv is the objects inventory to searched
1881     * door is the door we are trying to match against.
1882     * This function can be called recursively to search containers.
1883     */
1884 root 1.18 object *
1885     find_key (object *pl, object *container, object *door)
1886 elmex 1.1 {
1887 root 1.18 object *tmp, *key;
1888 elmex 1.1
1889 root 1.18 /* Should not happen, but sanity checking is never bad */
1890 root 1.103 if (!container->inv)
1891     return 0;
1892 elmex 1.1
1893 root 1.18 /* First, lets try to find a key in the top level inventory */
1894 root 1.103 for (tmp = container->inv; tmp; tmp = tmp->below)
1895 root 1.18 {
1896     if (door->type == DOOR && tmp->type == KEY)
1897     break;
1898     /* For sanity, we should really check door type, but other stuff
1899     * (like containers) can be locked with special keys
1900     */
1901     if (tmp->slaying && tmp->type == SPECIAL_KEY && tmp->slaying == door->slaying)
1902     break;
1903     }
1904 root 1.103
1905 root 1.18 /* No key found - lets search inventories now */
1906     /* If we find and use a key in an inventory, return at that time.
1907     * otherwise, if we search all the inventories and still don't find
1908     * a key, return
1909     */
1910     if (!tmp)
1911     {
1912 root 1.103 for (tmp = container->inv; tmp; tmp = tmp->below)
1913 root 1.18 {
1914     /* No reason to search empty containers */
1915     if (tmp->type == CONTAINER && tmp->inv)
1916     {
1917 root 1.103 if ((key = find_key (pl, tmp, door)))
1918 root 1.18 return key;
1919     }
1920     }
1921 root 1.103
1922 root 1.18 if (!tmp)
1923     return NULL;
1924 elmex 1.1 }
1925 root 1.103
1926 root 1.18 /* We get down here if we have found a key. Now if its in a container,
1927     * see if we actually want to use it
1928     */
1929     if (pl != container)
1930     {
1931     /* Only let players use keys in containers */
1932     if (!pl->contr)
1933     return NULL;
1934     /* cases where this fails:
1935     * If we only search the player inventory, return now since we
1936     * are not in the players inventory.
1937     * If the container is not active, return now since only active
1938     * containers can be used.
1939     * If we only search keyrings and the container does not have
1940     * a race/isn't a keyring.
1941     * No checking for all containers - to fall through past here,
1942     * inv must have been an container and must have been active.
1943     *
1944     * Change the color so that the message doesn't disappear with
1945     * all the others.
1946     */
1947     if (pl->contr->usekeys == key_inventory ||
1948     !QUERY_FLAG (container, FLAG_APPLIED) ||
1949     (pl->contr->usekeys == keyrings && (!container->race || strcmp (container->race, "keys"))))
1950     {
1951     new_draw_info_format (NDI_UNIQUE | NDI_BROWN, 0, pl,
1952     "The %s in your %s vibrates as you approach the door", query_name (tmp), query_name (container));
1953     return NULL;
1954 root 1.11 }
1955 elmex 1.1 }
1956 root 1.103
1957 root 1.18 return tmp;
1958 elmex 1.1 }
1959    
1960     /* moved door processing out of move_player_attack.
1961     * returns 1 if player has opened the door with a key
1962     * such that the caller should not do anything more,
1963     * 0 otherwise
1964     */
1965 root 1.18 static int
1966     player_attack_door (object *op, object *door)
1967 elmex 1.1 {
1968 root 1.18 /* If its a door, try to find a use a key. If we do destroy the door,
1969     * might as well return immediately as there is nothing more to do -
1970     * otherwise, we fall through to the rest of the code.
1971     */
1972     object *key = find_key (op, op, door);
1973    
1974     /* IF we found a key, do some extra work */
1975     if (key)
1976     {
1977     object *container = key->env;
1978    
1979     play_sound_map (op->map, op->x, op->y, SOUND_OPEN_DOOR);
1980 root 1.117
1981 root 1.18 if (action_makes_visible (op))
1982     make_visible (op);
1983 root 1.117
1984 root 1.18 if (door->inv && (door->inv->type == RUNE || door->inv->type == TRAP))
1985     spring_trap (door->inv, op);
1986 root 1.103
1987 root 1.18 if (door->type == DOOR)
1988 root 1.103 hit_player (door, 9998, op, AT_PHYSICAL, 1); /* Break through the door */
1989 root 1.18 else if (door->type == LOCKED_DOOR)
1990     {
1991     new_draw_info_format (NDI_UNIQUE, NDI_BROWN, op, "You open the door with the %s", query_short_name (key));
1992     remove_door2 (door); /* remove door without violence ;-) */
1993     }
1994 root 1.103
1995 root 1.18 /* Do this after we print the message */
1996     decrease_ob (key); /* Use up one of the keys */
1997     /* Need to update the weight the container the key was in */
1998     if (container != op)
1999     esrv_update_item (UPD_WEIGHT, op, container);
2000 root 1.103
2001 root 1.18 return 1; /* Nothing more to do below */
2002     }
2003     else if (door->type == LOCKED_DOOR)
2004     {
2005     /* Might as well return now - no other way to open this */
2006     new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, door->msg);
2007     return 1;
2008 elmex 1.1 }
2009 root 1.103
2010 root 1.18 return 0;
2011 elmex 1.1 }
2012    
2013     /* This function is just part of a breakup from move_player.
2014     * It should keep the code cleaner.
2015     * When this is called, the players direction has been updated
2016     * (taking into account confusion.) The player is also actually
2017     * going to try and move (not fire weapons).
2018     */
2019 root 1.18 void
2020     move_player_attack (object *op, int dir)
2021 elmex 1.1 {
2022 root 1.18 object *tmp, *mon;
2023     int on_battleground;
2024 root 1.25 maptile *m;
2025 root 1.18
2026 root 1.117 sint16 nx = freearr_x[dir] + op->x;
2027     sint16 ny = freearr_y[dir] + op->y;
2028 root 1.18
2029 root 1.49 on_battleground = op_on_battleground (op, 0, 0);
2030 root 1.18
2031     /* If braced, or can't move to the square, and it is not out of the
2032     * map, attack it. Note order of if statement is important - don't
2033     * want to be calling move_ob if braced, because move_ob will move the
2034     * player. This is a pretty nasty hack, because if we could
2035     * move to some space, it then means that if we are braced, we should
2036     * do nothing at all. As it is, if we are braced, we go through
2037     * quite a bit of processing. However, it probably is less than what
2038     * move_ob uses.
2039     */
2040     if ((op->contr->braced || !move_ob (op, dir, op)) && !out_of_map (op->map, nx, ny))
2041     {
2042     if (OUT_OF_REAL_MAP (op->map, nx, ny))
2043     {
2044 root 1.85 m = op->map->xy_find (nx, ny);
2045 root 1.18 if (!m)
2046     return; /* Don't think this should happen */
2047     }
2048     else
2049     m = op->map;
2050    
2051 root 1.85 if (!(tmp = m->at (nx, ny).bot))
2052     return;
2053 root 1.11
2054 root 1.49 mon = 0;
2055 root 1.18 /* Go through all the objects, and find ones of interest. Only stop if
2056     * we find a monster - that is something we know we want to attack.
2057     * if its a door or barrel (can roll) see if there may be monsters
2058     * on the space
2059     */
2060 root 1.49 while (tmp)
2061 root 1.18 {
2062     if (tmp == op)
2063     {
2064     tmp = tmp->above;
2065     continue;
2066 root 1.11 }
2067 root 1.27
2068 root 1.18 if (QUERY_FLAG (tmp, FLAG_ALIVE))
2069     {
2070     mon = tmp;
2071     break;
2072 root 1.11 }
2073 root 1.27
2074 root 1.18 if (tmp->type == LOCKED_DOOR || QUERY_FLAG (tmp, FLAG_CAN_ROLL))
2075     mon = tmp;
2076 root 1.27
2077 root 1.18 tmp = tmp->above;
2078     }
2079    
2080 root 1.49 if (!mon) /* This happens anytime the player tries to move */
2081 root 1.18 return; /* into a wall */
2082    
2083 root 1.49 if (mon->head)
2084 root 1.18 mon = mon->head;
2085    
2086     if ((mon->type == DOOR && mon->stats.hp >= 0) || (mon->type == LOCKED_DOOR))
2087     if (player_attack_door (op, mon))
2088     return;
2089    
2090     /* The following deals with possibly attacking peaceful
2091     * or frienddly creatures. Basically, all players are considered
2092     * unaggressive. If the moving player has peaceful set, then the
2093     * object should be pushed instead of attacked. It is assumed that
2094     * if you are braced, you will not attack friends accidently,
2095     * and thus will not push them.
2096     */
2097 root 1.11
2098 root 1.18 /* If the creature is a pet, push it even if the player is not
2099     * peaceful. Our assumption is the creature is a pet if the
2100     * player owns it and it is either friendly or unagressive.
2101     */
2102     if ((op->type == PLAYER)
2103 elmex 1.1 #if COZY_SERVER
2104 root 1.18 &&
2105 root 1.34 ((mon->owner && mon->owner->contr
2106     && same_party (mon->owner->contr->party, op->contr->party)) || mon->owner == op)
2107 elmex 1.1 #else
2108 root 1.34 && mon->owner == op
2109 elmex 1.1 #endif
2110 root 1.18 && (QUERY_FLAG (mon, FLAG_UNAGGRESSIVE) || QUERY_FLAG (mon, FLAG_FRIENDLY)))
2111 root 1.11 {
2112 root 1.18 /* If we're braced, we don't want to switch places with it */
2113     if (op->contr->braced)
2114 root 1.11 return;
2115 root 1.85
2116 root 1.18 play_sound_map (op->map, op->x, op->y, SOUND_PUSH_PLAYER);
2117 root 1.117 push_ob (mon, dir, op);
2118 root 1.18 if (op->contr->tmp_invis || op->hide)
2119     make_visible (op);
2120 root 1.85
2121 root 1.18 return;
2122 root 1.11 }
2123    
2124 root 1.18 /* in certain circumstances, you shouldn't attack friendly
2125     * creatures. Note that if you are braced, you can't push
2126     * someone, but put it inside this loop so that you won't
2127     * attack them either.
2128     */
2129     if ((mon->type == PLAYER || mon->enemy != op) &&
2130     (mon->type == PLAYER || QUERY_FLAG (mon, FLAG_UNAGGRESSIVE) || QUERY_FLAG (mon, FLAG_FRIENDLY)) && (
2131 elmex 1.1 #ifdef PROHIBIT_PLAYERKILL
2132 root 1.49 (op->contr->peaceful
2133     || (mon->type == PLAYER
2134     && mon->contr->
2135     peaceful)) &&
2136 elmex 1.1 #else
2137 root 1.49 op->contr->peaceful &&
2138 elmex 1.1 #endif
2139 root 1.49 !on_battleground))
2140 root 1.18 {
2141     if (!op->contr->braced)
2142     {
2143     play_sound_map (op->map, op->x, op->y, SOUND_PUSH_PLAYER);
2144 root 1.85 push_ob (mon, dir, op);
2145 root 1.18 }
2146     else
2147 root 1.49 new_draw_info (0, 0, op, "You withhold your attack");
2148    
2149 root 1.18 if (op->contr->tmp_invis || op->hide)
2150     make_visible (op);
2151 root 1.11 }
2152 elmex 1.1
2153 root 1.18 /* If the object is a boulder or other rollable object, then
2154     * roll it if not braced. You can't roll it if you are braced.
2155     */
2156     else if (QUERY_FLAG (mon, FLAG_CAN_ROLL) && (!op->contr->braced))
2157     {
2158     recursive_roll (mon, dir, op);
2159     if (action_makes_visible (op))
2160     make_visible (op);
2161 root 1.11 }
2162    
2163 root 1.18 /* Any generic living creature. Including things like doors.
2164     * Way it works is like this: First, it must have some hit points
2165     * and be living. Then, it must be one of the following:
2166     * 1) Not a player, 2) A player, but of a different party. Note
2167     * that party_number -1 is no party, so attacks can still happen.
2168     */
2169     else if ((mon->stats.hp >= 0) && QUERY_FLAG (mon, FLAG_ALIVE) &&
2170     ((mon->type != PLAYER || op->contr->party == NULL || op->contr->party != mon->contr->party)))
2171     {
2172 root 1.132 op->contr->has_hit = 1;
2173 root 1.11
2174 root 1.49 skill_attack (mon, op, 0, 0, 0);
2175 root 1.11
2176 root 1.18 /* If attacking another player, that player gets automatic
2177     * hitback, and doesn't loose luck either.
2178     * Disable hitback on the battleground or if the target is
2179     * the wiz.
2180     */
2181     if (mon->type == PLAYER && mon->stats.hp >= 0 && !mon->contr->has_hit && !on_battleground && !QUERY_FLAG (mon, FLAG_WIZ))
2182     {
2183     short luck = mon->stats.luck;
2184    
2185     mon->contr->has_hit = 1;
2186 root 1.49 skill_attack (op, mon, 0, 0, 0);
2187 root 1.18 mon->stats.luck = luck;
2188 root 1.11 }
2189 root 1.49
2190 root 1.18 if (action_makes_visible (op))
2191     make_visible (op);
2192 root 1.11 }
2193 root 1.18 } /* if player should attack something */
2194 elmex 1.1 }
2195    
2196 root 1.18 int
2197     move_player (object *op, int dir)
2198     {
2199     int pick;
2200 elmex 1.1
2201 root 1.84 if (!op->map || op->map->in_memory != MAP_IN_MEMORY)
2202 root 1.18 return 0;
2203 elmex 1.1
2204 root 1.18 /* Sanity check: make sure dir is valid */
2205     if ((dir < 0) || (dir >= 9))
2206     {
2207     LOG (llevError, "move_player: invalid direction %d\n", dir);
2208     return 0;
2209 elmex 1.1 }
2210    
2211 root 1.84 /* peterm: added following line */
2212 root 1.18 if (QUERY_FLAG (op, FLAG_CONFUSED) && dir)
2213 root 1.99 dir = absdir (dir + rndm (3) + rndm (3) - 2);
2214 root 1.18
2215     op->facing = dir;
2216    
2217     if (op->hide)
2218     do_hidden_move (op);
2219    
2220     if (INVOKE_PLAYER (MOVE, op->contr, ARG_INT (dir)))
2221     /*nop */ ;
2222     else if (op->contr->fire_on)
2223     fire (op, dir);
2224     else
2225     {
2226     move_player_attack (op, dir);
2227     pick = check_pick (op);
2228     }
2229 elmex 1.1
2230 root 1.18 /* Add special check for newcs players and fire on - this way, the
2231     * server can handle repeat firing.
2232     */
2233     if (op->contr->fire_on || (op->contr->run_on && pick != 0))
2234 root 1.49 op->direction = dir;
2235 root 1.18 else
2236 root 1.49 op->direction = 0;
2237    
2238 root 1.18 /* Update how the player looks. Use the facing, so direction may
2239     * get reset to zero. This allows for full animation capabilities
2240     * for players.
2241     */
2242     animate_object (op, op->facing);
2243     return 0;
2244 elmex 1.1 }
2245    
2246     /* This is similar to handle_player, below, but is only used by the
2247     * new client/server stuff.
2248     * This is sort of special, in that the new client/server actually uses
2249     * the new speed values for commands.
2250     *
2251     * Returns true if there are more actions we can do.
2252     */
2253 root 1.18 int
2254     handle_newcs_player (object *op)
2255 elmex 1.1 {
2256 root 1.18 if (QUERY_FLAG (op, FLAG_SCARED))
2257     {
2258     flee_player (op);
2259 root 1.132
2260 root 1.18 /* If player is still scared, that is his action for this tick */
2261 root 1.132 if (op->flag [FLAG_SCARED])
2262 root 1.18 {
2263 root 1.132 --op->speed_left;
2264 root 1.18 return 0;
2265 root 1.11 }
2266 elmex 1.1 }
2267    
2268 root 1.18 /* call this here - we also will call this in do_ericserver, but
2269     * the players time has been increased when doericserver has been
2270     * called, so we recheck it here.
2271     */
2272 root 1.83 if (op->contr->ns->handle_command ())
2273     return 1;
2274 root 1.47
2275 root 1.133 if (op->speed_left > 0.f)
2276 root 1.83 {
2277     if (op->direction && (op->contr->run_on || op->contr->fire_on))
2278     {
2279     /* All move commands take 1 tick, at least for now */
2280 root 1.132 --op->speed_left;
2281 elmex 1.1
2282 root 1.83 /* Instead of all the stuff below, let move_player take care
2283     * of it. Also, some of the skill stuff is only put in
2284     * there, as well as the confusion stuff.
2285     */
2286     move_player (op, op->direction);
2287 elmex 1.1
2288 root 1.133 return op->speed_left > 0.f;
2289 root 1.83 }
2290 root 1.18 }
2291 root 1.41
2292 root 1.18 return 0;
2293     }
2294    
2295     int
2296     save_life (object *op)
2297     {
2298     if (!QUERY_FLAG (op, FLAG_LIFESAVE))
2299 elmex 1.1 return 0;
2300 root 1.18
2301 root 1.41 for (object *tmp = op->inv; tmp; tmp = tmp->below)
2302 root 1.18 if (QUERY_FLAG (tmp, FLAG_APPLIED) && QUERY_FLAG (tmp, FLAG_LIFESAVE))
2303     {
2304     play_sound_map (op->map, op->x, op->y, SOUND_OB_EVAPORATE);
2305     new_draw_info_format (NDI_UNIQUE, 0, op, "Your %s vibrates violently, then evaporates.", query_name (tmp));
2306 root 1.33
2307 root 1.18 if (op->contr)
2308     esrv_del_item (op->contr, tmp->count);
2309 root 1.33
2310     tmp->destroy ();
2311 root 1.18 CLEAR_FLAG (op, FLAG_LIFESAVE);
2312 root 1.33
2313 root 1.18 if (op->stats.hp < 0)
2314     op->stats.hp = op->stats.maxhp;
2315 root 1.33
2316 root 1.18 if (op->stats.food < 0)
2317     op->stats.food = 999;
2318 root 1.33
2319 root 1.54 op->update_stats ();
2320 root 1.18 return 1;
2321     }
2322 root 1.41
2323 root 1.18 LOG (llevError, "Error: LIFESAVE set without applied object.\n");
2324     CLEAR_FLAG (op, FLAG_LIFESAVE);
2325     enter_player_savebed (op); /* bring him home. */
2326     return 0;
2327 elmex 1.1 }
2328    
2329     /* This goes throws the inventory and removes unpaid objects, and puts them
2330     * back in the map (location and map determined by values of env). This
2331     * function will descend into containers. op is the object to start the search
2332     * from.
2333     */
2334 root 1.18 void
2335     remove_unpaid_objects (object *op, object *env)
2336 elmex 1.1 {
2337 root 1.18 while (op)
2338     {
2339 root 1.70 object *next = op->below; /* Make sure we have a good value, in case we remove object 'op' */
2340    
2341 root 1.18 if (QUERY_FLAG (op, FLAG_UNPAID))
2342     {
2343     if (env->type == PLAYER)
2344     esrv_del_item (env->contr, op->count);
2345 root 1.70
2346     op->insert_at (env);
2347 root 1.18 }
2348     else if (op->inv)
2349     remove_unpaid_objects (op->inv, env);
2350 root 1.41
2351 root 1.18 op = next;
2352 elmex 1.1 }
2353     }
2354    
2355     /*
2356     * Returns pointer a static string containing gravestone text
2357     * Moved from apply.c to player.c - player.c is what
2358     * actually uses this function. player.c may not be quite the
2359     * best, a misc file for object actions is probably better,
2360     * but there isn't one in the server directory.
2361     */
2362 root 1.18 char *
2363     gravestone_text (object *op)
2364 elmex 1.1 {
2365 root 1.18 static char buf2[MAX_BUF];
2366     char buf[MAX_BUF];
2367     time_t now = time (NULL);
2368    
2369     strcpy (buf2, " R.I.P.\n\n");
2370     if (op->type == PLAYER)
2371     sprintf (buf, "%s the %s\n", &op->name, op->contr->title);
2372     else
2373     sprintf (buf, "%s\n", &op->name);
2374 root 1.41
2375 root 1.18 strncat (buf2, " ", 20 - strlen (buf) / 2);
2376     strcat (buf2, buf);
2377     if (op->type == PLAYER)
2378     sprintf (buf, "who was in level %d when killed\n", op->level);
2379     else
2380     sprintf (buf, "who was in level %d when died.\n\n", op->level);
2381 root 1.41
2382 root 1.18 strncat (buf2, " ", 20 - strlen (buf) / 2);
2383     strcat (buf2, buf);
2384     if (op->type == PLAYER)
2385     {
2386     sprintf (buf, "by %s.\n\n", op->contr->killer);
2387     strncat (buf2, " ", 21 - strlen (buf) / 2);
2388     strcat (buf2, buf);
2389     }
2390 root 1.41
2391 root 1.18 strftime (buf, MAX_BUF, "%b %d %Y\n", localtime (&now));
2392     strncat (buf2, " ", 20 - strlen (buf) / 2);
2393     strcat (buf2, buf);
2394 root 1.41
2395 root 1.18 return buf2;
2396 elmex 1.1 }
2397    
2398 root 1.18 void
2399     do_some_living (object *op)
2400     {
2401     int last_food = op->stats.food;
2402 elmex 1.1 int gen_hp, gen_sp, gen_grace;
2403     int over_hp, over_sp, over_grace;
2404     int i;
2405     int rate_hp = 1200;
2406     int rate_sp = 2500;
2407     int rate_grace = 2000;
2408     const int max_hp = 1;
2409     const int max_sp = 1;
2410     const int max_grace = 1;
2411    
2412 root 1.107 if (op->contr->hidden)
2413     {
2414     op->invisible = 1000;
2415     /* the socket code flashes the player visible/invisible
2416     * depending on the value of invisible, so we need to
2417     * alternate it here for it to work correctly.
2418     */
2419     if (pticks & 2)
2420     op->invisible--;
2421     }
2422     else if (op->invisible && !(QUERY_FLAG (op, FLAG_MAKE_INVIS)))
2423     {
2424     if (!op->invisible--)
2425     {
2426     make_visible (op);
2427     new_draw_info (NDI_UNIQUE, 0, op, "Your invisibility spell runs out.");
2428     }
2429     }
2430    
2431 root 1.52 if (op->contr->ns->state == ST_PLAYING)
2432 root 1.18 {
2433     /* these next three if clauses make it possible to SLOW DOWN
2434     hp/grace/spellpoint regeneration. */
2435     if (op->contr->gen_hp >= 0)
2436     gen_hp = (op->contr->gen_hp + 1) * op->stats.maxhp;
2437     else
2438     {
2439     gen_hp = op->stats.maxhp;
2440     rate_hp -= rate_hp / 2 * op->contr->gen_hp;
2441     }
2442 root 1.55
2443 root 1.18 if (op->contr->gen_sp >= 0)
2444     gen_sp = (op->contr->gen_sp + 1) * op->stats.maxsp;
2445     else
2446     {
2447     gen_sp = op->stats.maxsp;
2448     rate_sp -= rate_sp / 2 * op->contr->gen_sp;
2449     }
2450 root 1.55
2451 root 1.18 if (op->contr->gen_grace >= 0)
2452     gen_grace = (op->contr->gen_grace + 1) * op->stats.maxgrace;
2453     else
2454     {
2455     gen_grace = op->stats.maxgrace;
2456     rate_grace -= rate_grace / 2 * op->contr->gen_grace;
2457     }
2458    
2459     /* Regenerate Spell Points */
2460 root 1.118 if (!op->contr->golem && --op->last_sp < 0)
2461 root 1.18 {
2462     gen_sp = gen_sp * 10 / (op->contr->gen_sp_armour < 10 ? 10 : op->contr->gen_sp_armour);
2463     if (op->stats.sp < op->stats.maxsp)
2464     {
2465     op->stats.sp++;
2466     /* dms do not consume food */
2467     if (!QUERY_FLAG (op, FLAG_WIZ))
2468     {
2469     op->stats.food--;
2470     if (op->contr->digestion < 0)
2471     op->stats.food += op->contr->digestion;
2472     else if (op->contr->digestion > 0 && random_roll (0, op->contr->digestion, op, PREFER_HIGH))
2473     op->stats.food = last_food;
2474     }
2475     }
2476 root 1.55
2477 root 1.18 if (max_sp > 1)
2478     {
2479     over_sp = (gen_sp + 10) / rate_sp;
2480     if (over_sp > 0)
2481     {
2482     if (op->stats.sp < op->stats.maxsp)
2483     {
2484     op->stats.sp += over_sp > max_sp ? max_sp : over_sp;
2485 root 1.55
2486 root 1.18 if (random_roll (0, rate_sp - 1, op, PREFER_LOW) > ((gen_sp + 10) % rate_sp))
2487     op->stats.sp--;
2488 root 1.55
2489 root 1.18 if (op->stats.sp > op->stats.maxsp)
2490     op->stats.sp = op->stats.maxsp;
2491     }
2492     op->last_sp = 0;
2493     }
2494     else
2495 root 1.55 op->last_sp = rate_sp / (gen_sp < 20 ? 30 : gen_sp + 10);
2496 root 1.18 }
2497     else
2498 root 1.55 op->last_sp = rate_sp / (gen_sp < 20 ? 30 : gen_sp + 10);
2499 root 1.18 }
2500    
2501     /* Regenerate Grace */
2502     /* I altered this a little - maximum grace is ony achieved through prayer -b.t. */
2503     if (--op->last_grace < 0)
2504     {
2505     if (op->stats.grace < op->stats.maxgrace / 2)
2506     op->stats.grace++; /* no penalty in food for regaining grace */
2507 root 1.55
2508 root 1.18 if (max_grace > 1)
2509     {
2510     over_grace = (gen_grace < 20 ? 30 : gen_grace + 10) / rate_grace;
2511     if (over_grace > 0)
2512     {
2513     op->stats.sp += over_grace
2514     + (random_roll (0, rate_grace - 1, op, PREFER_HIGH) > ((gen_grace < 20 ? 30 : gen_grace + 10) % rate_grace)) ? -1 : 0;
2515     op->last_grace = 0;
2516     }
2517     else
2518     {
2519     op->last_grace = rate_grace / (gen_grace < 20 ? 30 : gen_grace + 10);
2520     }
2521     }
2522     else
2523     {
2524     op->last_grace = rate_grace / (gen_grace < 20 ? 30 : gen_grace + 10);
2525     }
2526     /* wearing stuff doesn't detract from grace generation. */
2527     }
2528    
2529     /* Regenerate Hit Points */
2530     if (--op->last_heal < 0)
2531     {
2532     if (op->stats.hp < op->stats.maxhp)
2533     {
2534     op->stats.hp++;
2535     /* dms do not consume food */
2536     if (!QUERY_FLAG (op, FLAG_WIZ))
2537     {
2538     op->stats.food--;
2539     if (op->contr->digestion < 0)
2540     op->stats.food += op->contr->digestion;
2541     else if (op->contr->digestion > 0 && random_roll (0, op->contr->digestion, op, PREFER_HIGH))
2542     op->stats.food = last_food;
2543     }
2544     }
2545 root 1.55
2546 root 1.18 if (max_hp > 1)
2547     {
2548     over_hp = (gen_hp < 20 ? 30 : gen_hp + 10) / rate_hp;
2549     if (over_hp > 0)
2550     {
2551     op->stats.sp += over_hp + (RANDOM () % rate_hp > ((gen_hp < 20 ? 30 : gen_hp + 10) % rate_hp)) ? -1 : 0;
2552     op->last_heal = 0;
2553     }
2554     else
2555     {
2556     op->last_heal = rate_hp / (gen_hp < 20 ? 30 : gen_hp + 10);
2557     }
2558     }
2559     else
2560     {
2561     op->last_heal = rate_hp / (gen_hp < 20 ? 30 : gen_hp + 10);
2562     }
2563 root 1.11 }
2564 elmex 1.1
2565 root 1.18 /* Digestion */
2566     if (--op->last_eat < 0)
2567     {
2568     #ifdef COZY_SERVER
2569     int dg = op->contr->digestion >= 0 && op->contr->digestion < 2 ? 2 : op->contr->digestion;
2570     int bonus = dg > 0 ? dg : 0, penalty = dg < 0 ? -dg : 0;
2571     #else
2572     int bonus = op->contr->digestion > 0 ? op->contr->digestion : 0, penalty = op->contr->digestion < 0 ? -op->contr->digestion : 0;
2573     #endif
2574    
2575     if (op->contr->gen_hp > 0)
2576     op->last_eat = 25 * (1 + bonus) / (op->contr->gen_hp + penalty + 1);
2577     else
2578     op->last_eat = 25 * (1 + bonus) / (penalty + 1);
2579 root 1.55
2580 root 1.18 /* dms do not consume food */
2581     if (!QUERY_FLAG (op, FLAG_WIZ))
2582     op->stats.food--;
2583 root 1.11 }
2584 elmex 1.1
2585 root 1.55 if (op->stats.food < 0 && op->stats.hp >= 0)
2586     {
2587     object *tmp, *flesh = 0;
2588 root 1.18
2589 root 1.55 for (tmp = op->inv; tmp; tmp = tmp->below)
2590 root 1.18 {
2591 root 1.55 if (!QUERY_FLAG (tmp, FLAG_UNPAID))
2592 root 1.18 {
2593 root 1.55 if (tmp->type == FOOD || tmp->type == DRINK || tmp->type == POISON)
2594     {
2595     new_draw_info (NDI_UNIQUE, 0, op, "You blindly grab for a bite of food.");
2596     manual_apply (op, tmp, 0);
2597     if (op->stats.food >= 0 || op->stats.hp < 0)
2598     break;
2599     }
2600     else if (tmp->type == FLESH)
2601     flesh = tmp;
2602     } /* End if paid for object */
2603     } /* end of for loop */
2604    
2605     /* If player is still starving, it means they don't have any food, so
2606     * eat flesh instead.
2607     */
2608     if (op->stats.food < 0 && op->stats.hp >= 0 && flesh)
2609     {
2610     new_draw_info (NDI_UNIQUE, 0, op, "You blindly grab for a bite of food.");
2611     manual_apply (op, flesh, 0);
2612     }
2613 root 1.11 }
2614 elmex 1.1
2615 root 1.55 while (op->stats.food < 0 && op->stats.hp >= 0)
2616     op->stats.food++, op->stats.hp--;
2617 elmex 1.1
2618 root 1.55 if (op->stats.hp < 0 && !QUERY_FLAG (op, FLAG_WIZ))
2619     kill_player (op);
2620     }
2621 elmex 1.1 }
2622    
2623     /* If the player should die (lack of hp, food, etc), we call this.
2624     * op is the player in jeopardy. If the player can not be saved (not
2625     * permadeath, no lifesave), this will take care of removing the player
2626     * file.
2627     */
2628 root 1.18 void
2629     kill_player (object *op)
2630 elmex 1.1 {
2631 root 1.18 char buf[MAX_BUF];
2632     int x, y;
2633    
2634     //int i;
2635 root 1.25 maptile *map; /* this is for resurrection */
2636 root 1.18
2637     /* int z;
2638     int num_stats_lose;
2639     int lost_a_stat;
2640     int lose_this_stat;
2641     int this_stat; */
2642     int will_kill_again;
2643     archetype *at;
2644     object *tmp;
2645    
2646     if (save_life (op))
2647     return;
2648    
2649    
2650     /* If player dies on BATTLEGROUND, no stat/exp loss! For Combat-Arenas
2651     * in cities ONLY!!! It is very important that this doesn't get abused.
2652     * Look at op_on_battleground() for more info --AndreasV
2653     */
2654     if (op_on_battleground (op, &x, &y))
2655     {
2656     new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, "You have been defeated in combat!");
2657     new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, "Local medics have saved your life...");
2658    
2659     /* restore player */
2660 root 1.22 at = archetype::find ("poisoning");
2661 root 1.70 if (object *tmp = present_arch_in_ob (at, op))
2662 root 1.18 {
2663 root 1.33 tmp->destroy ();
2664 root 1.18 new_draw_info (NDI_UNIQUE, 0, op, "Your body feels cleansed");
2665     }
2666 elmex 1.1
2667 root 1.22 at = archetype::find ("confusion");
2668 root 1.70 if (object *tmp = present_arch_in_ob (at, op))
2669 root 1.18 {
2670 root 1.33 tmp->destroy ();
2671 root 1.18 new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer");
2672     }
2673    
2674     cure_disease (op, 0); /* remove any disease */
2675     op->stats.hp = op->stats.maxhp;
2676     if (op->stats.food <= 0)
2677     op->stats.food = 999;
2678 elmex 1.1
2679 root 1.18 /* create a bodypart-trophy to make the winner happy */
2680 root 1.70 if (object *tmp = arch_to_object (archetype::find ("finger")))
2681 root 1.18 {
2682     sprintf (buf, "%s's finger", &op->name);
2683     tmp->name = buf;
2684     sprintf (buf, " This finger has been cut off %s\n"
2685     " the %s, when he was defeated at\n level %d by %s.\n",
2686     &op->name, op->contr->title, (int) (op->level), op->contr->killer);
2687     tmp->msg = buf;
2688 root 1.102 tmp->value = 0, tmp->type = 0;
2689     tmp->materialname = "organics";
2690 elmex 1.87 tmp->insert_at (op, tmp);
2691 root 1.18 }
2692 elmex 1.1
2693 root 1.18 /* teleport defeated player to new destination */
2694     transfer_ob (op, x, y, 0, NULL);
2695     op->contr->braced = 0;
2696     return;
2697 elmex 1.1 }
2698    
2699 root 1.18 INVOKE_PLAYER (DEATH, op->contr);
2700 root 1.3
2701 root 1.18 command_kill_pets (op, 0);
2702 elmex 1.1
2703 root 1.18 if (op->stats.food < 0)
2704     {
2705     sprintf (buf, "%s starved to death.", &op->name);
2706     strcpy (op->contr->killer, "starvation");
2707 elmex 1.1 }
2708 root 1.18 else
2709 root 1.89 sprintf (buf, "%s died.", &op->name);
2710 root 1.70
2711 root 1.18 play_sound_player_only (op->contr, SOUND_PLAYER_DIES, 0, 0);
2712 elmex 1.1
2713 root 1.18 /* save the map location for corpse, gravestone */
2714 root 1.70 x = op->x;
2715     y = op->y;
2716 root 1.18 map = op->map;
2717 elmex 1.1
2718 root 1.54 /* NOT_PERMADEATH code. This basically brings the character back to
2719     * life if they are dead - it takes some exp and a random stat.
2720     * See the config.h file for a little more in depth detail about this.
2721     */
2722    
2723     /* Basically two ways to go - remove a stat permanently, or just
2724     * make it depletion. This bunch of code deals with that aspect
2725     * of death.
2726     */
2727     #ifndef COZY_SERVER
2728     if (settings.balanced_stat_loss)
2729 root 1.18 {
2730 root 1.54 /* If stat loss is permanent, lose one stat only. */
2731     /* Lower level chars don't lose as many stats because they suffer
2732     more if they do. */
2733     /* Higher level characters can afford things such as potions of
2734     restoration, or better, stat potions. So we slug them that
2735     little bit harder. */
2736     /* GD */
2737     if (settings.stat_loss_on_death)
2738     num_stats_lose = 1;
2739     else
2740     num_stats_lose = 1 + op->level / BALSL_NUMBER_LOSSES_RATIO;
2741     }
2742     else
2743 root 1.70 num_stats_lose = 1;
2744    
2745 root 1.54 lost_a_stat = 0;
2746    
2747     for (z = 0; z < num_stats_lose; z++)
2748     {
2749     i = RANDOM () % NUM_STATS;
2750 root 1.11
2751 root 1.54 if (settings.stat_loss_on_death)
2752 root 1.18 {
2753 root 1.54 /* Pick a random stat and take a point off it. Tell the player
2754     * what he lost.
2755     */
2756     change_attr_value (&(op->stats), i, -1);
2757     check_stat_bounds (&(op->stats));
2758     change_attr_value (&(op->contr->orig_stats), i, -1);
2759     check_stat_bounds (&(op->contr->orig_stats));
2760     new_draw_info (NDI_UNIQUE, 0, op, lose_msg[i]);
2761     lost_a_stat = 1;
2762 root 1.18 }
2763     else
2764     {
2765 root 1.54 /* deplete a stat */
2766     archetype *deparch = archetype::find ("depletion");
2767     object *dep;
2768 root 1.11
2769 root 1.54 dep = present_arch_in_ob (deparch, op);
2770     if (!dep)
2771 root 1.18 {
2772 root 1.54 dep = arch_to_object (deparch);
2773     insert_ob_in_ob (dep, op);
2774 root 1.18 }
2775 root 1.54 lose_this_stat = 1;
2776     if (settings.balanced_stat_loss)
2777 root 1.18 {
2778 root 1.54 /* GD */
2779     /* Get the stat that we're about to deplete. */
2780     this_stat = get_attr_value (&(dep->stats), i);
2781     if (this_stat < 0)
2782     {
2783     int loss_chance = 1 + op->level / BALSL_LOSS_CHANCE_RATIO;
2784     int keep_chance = this_stat * this_stat;
2785 root 1.18
2786 root 1.54 /* Yes, I am paranoid. Sue me. */
2787     if (keep_chance < 1)
2788     keep_chance = 1;
2789 root 1.18
2790 root 1.54 /* There is a maximum depletion total per level. */
2791     if (this_stat < -1 - op->level / BALSL_MAX_LOSS_RATIO)
2792     {
2793     lose_this_stat = 0;
2794     /* Take loss chance vs keep chance to see if we
2795     retain the stat. */
2796     }
2797     else
2798     {
2799     if (random_roll (0, loss_chance + keep_chance - 1, op, PREFER_LOW) < keep_chance)
2800     lose_this_stat = 0;
2801     /* LOG(llevDebug, "Determining stat loss. Stat: %d Keep: %d Lose: %d Result: %s.\n",
2802     this_stat, keep_chance, loss_chance,
2803     lose_this_stat?"LOSE":"KEEP"); */
2804 root 1.11 }
2805     }
2806 root 1.54 }
2807 root 1.18
2808 root 1.54 if (lose_this_stat)
2809     {
2810     this_stat = get_attr_value (&(dep->stats), i);
2811     /* We could try to do something clever like find another
2812     * stat to reduce if this fails. But chances are, if
2813     * stats have been depleted to -50, all are pretty low
2814     * and should be roughly the same, so it shouldn't make a
2815     * difference.
2816     */
2817     if (this_stat >= -50)
2818 root 1.18 {
2819 root 1.54 change_attr_value (&(dep->stats), i, -1);
2820     SET_FLAG (dep, FLAG_APPLIED);
2821     new_draw_info (NDI_UNIQUE, 0, op, lose_msg[i]);
2822     op->update_stats ();
2823     lost_a_stat = 1;
2824 root 1.11 }
2825     }
2826     }
2827 root 1.54 }
2828     /* If no stat lost, tell the player. */
2829     if (!lost_a_stat)
2830     {
2831     /* determine_god() seems to not work sometimes... why is this?
2832     Should I be using something else? GD */
2833     const char *god = determine_god (op);
2834 root 1.18
2835 root 1.54 if (god && (strcmp (god, "none")))
2836     new_draw_info_format (NDI_UNIQUE, 0, op, "For a brief moment you feel the holy presence of %s protecting" " you.", god);
2837     else
2838     new_draw_info (NDI_UNIQUE, 0, op, "For a brief moment you feel a holy presence protecting you.");
2839     }
2840 root 1.28 #else
2841 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.");
2842 elmex 1.1 #endif
2843    
2844 root 1.54 /* Put a gravestone up where the character 'almost' died. List the
2845     * exp loss on the stone.
2846     */
2847     tmp = arch_to_object (archetype::find ("gravestone"));
2848     sprintf (buf, "%s's gravestone", &op->name);
2849     tmp->name = buf;
2850     sprintf (buf, "%s's gravestones", &op->name);
2851     tmp->name_pl = buf;
2852     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);
2853     tmp->msg = buf;
2854     tmp->x = op->x, tmp->y = op->y;
2855     insert_ob_in_map (tmp, op->map, NULL, 0);
2856    
2857     /**************************************/
2858     /* */
2859     /* Subtract the experience points, */
2860     /* if we died cause of food, give us */
2861     /* food, and reset HP's... */
2862     /* */
2863     /**************************************/
2864    
2865     /* remove any poisoning and confusion the character may be suffering. */
2866     /* restore player */
2867     at = archetype::find ("poisoning");
2868     tmp = present_arch_in_ob (at, op);
2869    
2870     if (tmp)
2871     {
2872     tmp->destroy ();
2873     new_draw_info (NDI_UNIQUE, 0, op, "Your body feels cleansed");
2874     }
2875    
2876     at = archetype::find ("confusion");
2877     tmp = present_arch_in_ob (at, op);
2878     if (tmp)
2879     {
2880     tmp->destroy ();
2881     new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer");
2882     }
2883    
2884     cure_disease (op, 0); /* remove any disease */
2885    
2886     /*add_exp(op, (op->stats.exp * -0.20)); */
2887     apply_death_exp_penalty (op);
2888     if (op->stats.food < 100)
2889     op->stats.food = 900;
2890     op->stats.hp = op->stats.maxhp;
2891     op->stats.sp = MAX (op->stats.sp, op->stats.maxsp);
2892     op->stats.grace = MAX (op->stats.grace, op->stats.maxgrace);
2893 root 1.11
2894 root 1.54 /*
2895 root 1.108 * Check to see if the player has any unpaid items. If so, remove them
2896     * and put them back in the map.
2897 root 1.54 */
2898 root 1.108 remove_unpaid_objects (op->inv, op);
2899 root 1.18
2900 root 1.54 /****************************************/
2901     /* */
2902     /* Move player to his current respawn- */
2903     /* position (usually last savebed) */
2904     /* */
2905     /****************************************/
2906 root 1.18
2907 root 1.54 enter_player_savebed (op);
2908 root 1.18
2909 root 1.54 op->contr->braced = 0;
2910 root 1.11
2911 root 1.54 /* it is possible that the player has blown something up
2912     * at his savebed location, and that can have long lasting
2913     * spell effects. So first see if there is a spell effect
2914     * on the space that might harm the player.
2915     */
2916     will_kill_again = 0;
2917     for (tmp = GET_MAP_OB (op->map, op->x, op->y); tmp; tmp = tmp->above)
2918     if (tmp->type == SPELL_EFFECT)
2919     will_kill_again |= tmp->attacktype;
2920 elmex 1.1
2921 root 1.54 if (will_kill_again)
2922 root 1.18 {
2923 root 1.54 object *force;
2924     int at;
2925 root 1.18
2926 root 1.54 force = get_archetype (FORCE_NAME);
2927     /* 50 ticks should be enough time for the spell to abate */
2928 root 1.133 force->speed = 0.1f;
2929     force->speed_left = -5.f;
2930 root 1.54 SET_FLAG (force, FLAG_APPLIED);
2931     for (at = 0; at < NROFATTACKS; at++)
2932     if (will_kill_again & (1 << at))
2933     force->resist[at] = 100;
2934 root 1.30
2935 root 1.54 insert_ob_in_ob (force, op);
2936     op->update_stats ();
2937 root 1.30
2938 root 1.54 }
2939 root 1.18
2940 root 1.54 new_draw_info (NDI_UNIQUE, 0, op, "YOU HAVE DIED.");
2941 elmex 1.1 }
2942    
2943 root 1.18 void
2944     loot_object (object *op)
2945     { /* Grab and destroy some treasure */
2946     object *tmp, *tmp2, *next;
2947 elmex 1.1
2948 root 1.103 op->close_container (); /* close open sack first */
2949 elmex 1.1
2950 root 1.54 for (tmp = op->inv; tmp; tmp = next)
2951 root 1.18 {
2952     next = tmp->below;
2953 root 1.54
2954 elmex 1.50 if (tmp->invisible)
2955 root 1.18 continue;
2956 root 1.54
2957 root 1.32 tmp->remove ();
2958 root 1.18 tmp->x = op->x, tmp->y = op->y;
2959 root 1.103
2960 root 1.18 if (tmp->type == CONTAINER)
2961 root 1.103 loot_object (tmp); /* empty container to ground */
2962    
2963 root 1.99 if (!QUERY_FLAG (tmp, FLAG_UNIQUE) && (QUERY_FLAG (tmp, FLAG_STARTEQUIP) || QUERY_FLAG (tmp, FLAG_NO_DROP) || !(rndm (3))))
2964 root 1.18 {
2965     if (tmp->nrof > 1)
2966     {
2967     tmp2 = get_split_ob (tmp, 1 + RANDOM () % (tmp->nrof - 1));
2968 root 1.33 tmp2->destroy ();
2969 root 1.18 insert_ob_in_map (tmp, op->map, NULL, 0);
2970     }
2971     else
2972 root 1.33 tmp->destroy ();
2973 root 1.18 }
2974     else
2975     insert_ob_in_map (tmp, op->map, NULL, 0);
2976     }
2977 elmex 1.1 }
2978    
2979     /*
2980     * fix_weight(): Check recursively the weight of all players, and fix
2981     * what needs to be fixed. Refresh windows and fix speed if anything
2982     * was changed.
2983     */
2984 root 1.18 void
2985     fix_weight (void)
2986     {
2987 root 1.61 for_all_players (pl)
2988 root 1.18 {
2989     int old = pl->ob->carrying, sum = sum_weight (pl->ob);
2990    
2991     if (old == sum)
2992     continue;
2993 root 1.54 pl->ob->update_stats ();
2994 root 1.18 LOG (llevDebug, "Fixed inventory in %s (%d -> %d)\n", &pl->ob->name, old, sum);
2995     }
2996 elmex 1.1 }
2997    
2998 root 1.18 void
2999     fix_luck (void)
3000     {
3001 root 1.61 for_all_players (pl)
3002 root 1.52 if (!pl->ob->contr->ns->state)
3003 root 1.54 pl->ob->change_luck (0);
3004 elmex 1.1 }
3005    
3006     /* cast_dust() - handles op throwing objects of type 'DUST'.
3007     * This is much simpler in the new spell code - we basically
3008     * just treat this as any other spell casting object.
3009     */
3010 elmex 1.2 void
3011 root 1.18 cast_dust (object *op, object *throw_ob, int dir)
3012 elmex 1.2 {
3013     object *skop, *spob;
3014    
3015     skop = find_skill_by_name (op, throw_ob->skill);
3016    
3017     /* casting POTION 'dusts' is really a use_magic_item skill */
3018     if (op->type == PLAYER && throw_ob->type == POTION && !skop)
3019     {
3020 root 1.18 LOG (llevError, "Player %s lacks critical skill use_magic_item!\n", &op->name);
3021 elmex 1.2 return;
3022     }
3023    
3024     spob = throw_ob->inv;
3025    
3026     // elmex Tue Aug 15 17:19:46 CEST 2006: Added this check to
3027     // not pass NULL to cast_spell (which did indeed check itself, but
3028     // errors should be reported as early as possible IMHO)
3029     if (!spob)
3030     {
3031 root 1.18 LOG (llevError, "cast_dust: thrown object %s (by %s) had no spell in it!", &throw_ob->name, &op->name);
3032 elmex 1.2 return;
3033 elmex 1.1 }
3034    
3035 elmex 1.2 if (op->type == PLAYER)
3036 root 1.14 new_draw_info_format (NDI_UNIQUE, 0, op, "You cast %s.", &spob->name);
3037 elmex 1.2
3038     cast_spell (op, throw_ob, dir, spob, NULL);
3039    
3040 root 1.33 throw_ob->destroy ();
3041 elmex 1.1 }
3042    
3043 root 1.18 void
3044     make_visible (object *op)
3045     {
3046     op->hide = 0;
3047     op->invisible = 0;
3048     if (op->type == PLAYER)
3049     {
3050     op->contr->tmp_invis = 0;
3051     op->contr->invis_race = 0;
3052     }
3053 root 1.107
3054     update_object (op, UP_OBJ_CHANGE);
3055 root 1.18 }
3056    
3057     int
3058     is_true_undead (object *op)
3059     {
3060     if (QUERY_FLAG (&op->arch->clone, FLAG_UNDEAD))
3061     return 1;
3062    
3063 elmex 1.1 return 0;
3064     }
3065    
3066     /* look at the surrounding terrain to determine
3067     * the hideability of this object. Positive levels
3068     * indicate greater hideability.
3069     */
3070    
3071 root 1.18 int
3072     hideability (object *ob)
3073     {
3074     int i, level = 0, mflag;
3075     sint16 x, y;
3076    
3077     if (!ob || !ob->map)
3078     return 0;
3079    
3080     /* so, on normal lighted maps, its hard to hide */
3081     level = ob->map->darkness - 2;
3082    
3083     /* this also picks up whether the object is glowing.
3084     * If you carry a light on a non-dark map, its not
3085     * as bad as carrying a light on a pitch dark map */
3086     if (has_carried_lights (ob))
3087     level = -(10 + (2 * ob->map->darkness));
3088    
3089     /* scan through all nearby squares for terrain to hide in */
3090     for (i = 0, x = ob->x, y = ob->y; i < 9; i++, x = ob->x + freearr_x[i], y = ob->y + freearr_y[i])
3091     {
3092     mflag = get_map_flags (ob->map, NULL, x, y, NULL, NULL);
3093     if (mflag & P_OUT_OF_MAP)
3094     {
3095     continue;
3096     }
3097     if (mflag & P_BLOCKSVIEW) /* something to hide near! */
3098     level += 2;
3099     else /* open terrain! */
3100     level -= 1;
3101 elmex 1.1 }
3102 root 1.18
3103 elmex 1.1 #if 0
3104 root 1.18 LOG (llevDebug, "hideability of %s is %d\n", ob->name, level);
3105 elmex 1.1 #endif
3106 root 1.18 return level;
3107 elmex 1.1 }
3108    
3109     /* For Hidden creatures - a chance of becoming 'unhidden'
3110     * every time they move - as we subtract off 'invisibility'
3111     * AND, for players, if they move into a ridiculously unhideable
3112     * spot (surrounded by clear terrain in broad daylight). -b.t.
3113     */
3114    
3115 root 1.18 void
3116     do_hidden_move (object *op)
3117     {
3118     int hide = 0, num = random_roll (0, 19, op, PREFER_LOW);
3119     object *skop;
3120    
3121     if (!op || !op->map)
3122     return;
3123    
3124     skop = find_obj_by_type_subtype (op, SKILL, SK_HIDING);
3125    
3126     /* its *extremely* hard to run and sneak/hide at the same time! */
3127     if (op->type == PLAYER && op->contr->run_on)
3128 root 1.85 if (!skop || num >= skop->level)
3129     {
3130     new_draw_info (NDI_UNIQUE, 0, op, "You ran too much! You are no longer hidden!");
3131     make_visible (op);
3132     return;
3133     }
3134     else
3135     num += 20;
3136    
3137 root 1.18 num += op->map->difficulty;
3138     hide = hideability (op); /* modify by terrain hidden level */
3139     num -= hide;
3140 root 1.85
3141 root 1.18 if ((op->type == PLAYER && hide < -10) || ((op->invisible -= num) <= 0))
3142     {
3143     make_visible (op);
3144     if (op->type == PLAYER)
3145     new_draw_info (NDI_UNIQUE, 0, op, "You moved out of hiding! You are visible!");
3146 elmex 1.1 }
3147 root 1.18 else if (op->type == PLAYER && skop)
3148 root 1.85 change_exp (op, calc_skill_exp (op, NULL, skop), skop->skill, 0);
3149 elmex 1.1 }
3150    
3151     /* determine if who is standing near a hostile creature. */
3152    
3153 root 1.18 int
3154     stand_near_hostile (object *who)
3155     {
3156     object *tmp = NULL;
3157     int i, friendly = 0, player = 0, mflags;
3158 root 1.25 maptile *m;
3159 root 1.18 sint16 x, y;
3160    
3161     if (!who)
3162     return 0;
3163    
3164     if (who->type == PLAYER)
3165     player = 1;
3166    
3167     else
3168     friendly = QUERY_FLAG (who, FLAG_FRIENDLY);
3169    
3170     /* search adjacent squares */
3171     for (i = 1; i < 9; i++)
3172     {
3173     x = who->x + freearr_x[i];
3174     y = who->y + freearr_y[i];
3175     m = who->map;
3176     mflags = get_map_flags (m, &m, x, y, &x, &y);
3177     /* space must be blocked if there is a monster. If not
3178     * blocked, don't need to check this space.
3179     */
3180     if (mflags & P_OUT_OF_MAP)
3181     continue;
3182     if (OB_TYPE_MOVE_BLOCK (who, GET_MAP_MOVE_BLOCK (m, x, y)))
3183     continue;
3184    
3185 root 1.49 for (tmp = GET_MAP_OB (m, x, y); tmp; tmp = tmp->above)
3186 root 1.18 {
3187     if ((player ||friendly) &&QUERY_FLAG (tmp, FLAG_MONSTER) && !QUERY_FLAG (tmp, FLAG_UNAGGRESSIVE))
3188     return 1;
3189     else if (tmp->type == PLAYER)
3190     {
3191     /*don't let a hidden DM prevent you from hiding */
3192     if (!QUERY_FLAG (tmp, FLAG_WIZ) || tmp->contr->hidden == 0)
3193 root 1.11 return 1;
3194 root 1.18 }
3195 root 1.11 }
3196 elmex 1.1 }
3197 root 1.18 return 0;
3198 elmex 1.1 }
3199    
3200     /* check the player los field for viewability of the
3201     * object op. This function works fine for monsters,
3202     * but we dont worry if the object isnt the top one in
3203     * a pile (say a coin under a table would return "viewable"
3204     * by this routine). Another question, should we be
3205     * concerned with the direction the player is looking
3206     * in? Realistically, most of use cant see stuff behind
3207     * our backs...on the other hand, does the "facing" direction
3208     * imply the way your head, or body is facing? Its possible
3209     * for them to differ. Sigh, this fctn could get a bit more complex.
3210     * -b.t.
3211     * This function is now map tiling safe.
3212     */
3213    
3214 root 1.18 int
3215     player_can_view (object *pl, object *op)
3216     {
3217     rv_vector rv;
3218     int dx, dy;
3219    
3220     if (pl->type != PLAYER)
3221     {
3222     LOG (llevError, "player_can_view() called for non-player object\n");
3223     return -1;
3224 elmex 1.1 }
3225 root 1.74
3226 root 1.18 if (!pl || !op)
3227 elmex 1.1 return 0;
3228 root 1.18
3229 root 1.74 op = op->head_ ();
3230    
3231 root 1.18 get_rangevector (pl, op, &rv, 0x1);
3232    
3233     /* starting with the 'head' part, lets loop
3234     * through the object and find if it has any
3235     * part that is in the los array but isnt on
3236     * a blocked los square.
3237     * we use the archetype to figure out offsets.
3238     */
3239     while (op)
3240     {
3241     dx = rv.distance_x + op->arch->clone.x;
3242     dy = rv.distance_y + op->arch->clone.y;
3243    
3244     /* only the viewable area the player sees is updated by LOS
3245     * code, so we need to restrict ourselves to that range of values
3246     * for any meaningful values.
3247     */
3248 root 1.52 if (FABS (dx) <= (pl->contr->ns->mapx / 2) &&
3249     FABS (dy) <= (pl->contr->ns->mapy / 2) &&
3250     !pl->contr->blocked_los[dx + (pl->contr->ns->mapx / 2)][dy + (pl->contr->ns->mapy / 2)])
3251 root 1.18 return 1;
3252     op = op->more;
3253     }
3254     return 0;
3255 elmex 1.1 }
3256    
3257     /* routine for both players and monsters. We call this when
3258     * there is a possibility for our action distrubing our hiding
3259     * place or invisiblity spell. Artefact invisiblity is not
3260     * effected by this. If we arent invisible to begin with, we
3261     * return 0.
3262     */
3263 root 1.18 int
3264     action_makes_visible (object *op)
3265     {
3266    
3267     if (op->invisible && QUERY_FLAG (op, FLAG_ALIVE))
3268     {
3269     if (QUERY_FLAG (op, FLAG_MAKE_INVIS))
3270     return 0;
3271    
3272     if (op->contr && op->contr->tmp_invis == 0)
3273     return 0;
3274 elmex 1.1
3275 root 1.18 /* If monsters, they should become visible */
3276     if (op->hide || !op->contr || (op->contr && op->contr->tmp_invis))
3277     {
3278     new_draw_info_format (NDI_UNIQUE, 0, op, "You become %s!", op->hide ? "unhidden" : "visible");
3279     return 1;
3280 root 1.11 }
3281 elmex 1.1 }
3282 root 1.18 return 0;
3283 elmex 1.1 }
3284    
3285     /* op_on_battleground - checks if the given object op (usually
3286     * a player) is standing on a valid battleground-tile,
3287     * function returns TRUE/FALSE. If true x, y returns the battleground
3288     * -exit-coord. (and if x, y not NULL)
3289     * 19 March 2005 - josh@woosworld.net modifed to check if the battleground also has slaying, maxhp, and maxsp set
3290     * and if those are all set and the player has a marker that matches the slaying send them to a different x, y
3291     * Default is to do the same as before, so only people wanting to have different points need worry about this
3292     */
3293 root 1.18 int
3294     op_on_battleground (object *op, int *x, int *y)
3295     {
3296 elmex 1.1 object *tmp;
3297 root 1.18
3298 elmex 1.1 /* A battleground-tile needs the following attributes to be valid:
3299     * is_floor 1 (has to be the FIRST floor beneath the player's feet),
3300     * name="battleground", no_pick 1, type=58 (type BATTLEGROUND)
3301     * and the exit-coordinates sp/hp must both be > 0.
3302     * => The intention here is to prevent abuse of the battleground-
3303     * feature (like pickable or hidden battleground tiles). */
3304 root 1.18 for (tmp = op->below; tmp != NULL; tmp = tmp->below)
3305     {
3306     if (QUERY_FLAG (tmp, FLAG_IS_FLOOR))
3307     {
3308     if (QUERY_FLAG (tmp, FLAG_NO_PICK) &&
3309     strcmp (tmp->name, "battleground") == 0 && tmp->type == BATTLEGROUND && EXIT_X (tmp) && EXIT_Y (tmp))
3310     {
3311     /*before we assign the exit, check if this is a teambattle */
3312     if (EXIT_ALT_X (tmp) && EXIT_ALT_Y (tmp) && EXIT_PATH (tmp))
3313     {
3314     object *invtmp;
3315    
3316     for (invtmp = op->inv; invtmp != NULL; invtmp = invtmp->below)
3317     {
3318     if (invtmp->type == FORCE && invtmp->slaying && !strcmp (EXIT_PATH (tmp), invtmp->slaying))
3319     {
3320     if (x != NULL && y != NULL)
3321     *x = EXIT_ALT_X (tmp), *y = EXIT_ALT_Y (tmp);
3322     return 1;
3323     }
3324     }
3325     }
3326     if (x != NULL && y != NULL)
3327     *x = EXIT_X (tmp), *y = EXIT_Y (tmp);
3328     return 1;
3329     }
3330     }
3331 elmex 1.1 }
3332     /* If we got here, did not find a battleground */
3333     return 0;
3334     }
3335    
3336     /*
3337     * When a dragon-player gains a new stage of evolution,
3338     * he gets some treasure
3339     *
3340     * attributes:
3341     * object *who the dragon player
3342     * int atnr the attack-number of the ability focus
3343     * int level ability level
3344     */
3345 root 1.18 void
3346     dragon_ability_gain (object *who, int atnr, int level)
3347     {
3348     treasurelist *trlist = NULL; /* treasurelist */
3349     treasure *tr; /* treasure */
3350     object *tmp, *skop; /* tmp. object */
3351     object *item; /* treasure object */
3352     char buf[MAX_BUF]; /* tmp. string buffer */
3353     int i = 0, j = 0;
3354    
3355     /* get the appropriate treasurelist */
3356     if (atnr == ATNR_FIRE)
3357 root 1.110 trlist = treasurelist::find ("dragon_ability_fire");
3358 root 1.18 else if (atnr == ATNR_COLD)
3359 root 1.110 trlist = treasurelist::find ("dragon_ability_cold");
3360 root 1.18 else if (atnr == ATNR_ELECTRICITY)
3361 root 1.110 trlist = treasurelist::find ("dragon_ability_elec");
3362 root 1.18 else if (atnr == ATNR_POISON)
3363 root 1.110 trlist = treasurelist::find ("dragon_ability_poison");
3364 root 1.18
3365     if (trlist == NULL || who->type != PLAYER)
3366     return;
3367    
3368     for (i = 0, tr = trlist->items; tr != NULL && i < level - 1; tr = tr->next, i++);
3369    
3370 elmex 1.82 if (!tr || !tr->item)
3371 root 1.18 {
3372     /* LOG(llevDebug, "-> no more treasure for %s\n", change_resist_msg[atnr]); */
3373     return;
3374 elmex 1.1 }
3375    
3376 root 1.18 /* everything seems okay - now bring on the gift: */
3377     item = &(tr->item->clone);
3378 elmex 1.1
3379 root 1.18 if (item->type == SPELL)
3380     {
3381     if (check_spell_known (who, item->name))
3382 root 1.11 return;
3383 root 1.18
3384     new_draw_info_format (NDI_UNIQUE | NDI_BLUE, 0, who, "You gained the ability of %s", &item->name);
3385     do_learn_spell (who, item, 0);
3386     return;
3387 elmex 1.1 }
3388    
3389 root 1.18 /* grant direct spell */
3390     if (item->type == SPELLBOOK)
3391     {
3392     if (!item->inv)
3393     {
3394     LOG (llevDebug, "dragon_ability_gain: Broken spellbook %s\n", &item->name);
3395     return;
3396     }
3397     if (check_spell_known (who, item->inv->name))
3398     return;
3399     if (item->invisible)
3400     {
3401     new_draw_info_format (NDI_UNIQUE | NDI_BLUE, 0, who, "You gained the ability of %s", &item->inv->name);
3402     do_learn_spell (who, item->inv, 0);
3403     return;
3404 root 1.11 }
3405 root 1.18 }
3406     else if (item->type == SKILL_TOOL && item->invisible)
3407     {
3408     if (item->subtype == SK_CLAWING && (skop = find_skill_by_name (who, item->skill)) != NULL)
3409     {
3410    
3411     /* should this perhaps be (skop->attackyp & item->attacktype)!=item->attacktype ...
3412     * in this way, if the player is missing any of the attacktypes, he gets
3413     * them. As it is now, if the player has any that match the granted skill,
3414     * but not all of them, he gets nothing.
3415     */
3416     if (!(skop->attacktype & item->attacktype))
3417     {
3418     /* Give new attacktype */
3419     skop->attacktype |= item->attacktype;
3420    
3421     /* always add physical if there's none */
3422     skop->attacktype |= AT_PHYSICAL;
3423    
3424     if (item->msg != NULL)
3425     new_draw_info (NDI_UNIQUE | NDI_BLUE, 0, who, item->msg);
3426    
3427     /* Give player new face */
3428     if (item->animation_id)
3429     {
3430     who->face = skop->face;
3431     who->animation_id = item->animation_id;
3432     who->anim_speed = item->anim_speed;
3433     who->last_anim = 0;
3434     who->state = 0;
3435     animate_object (who, who->direction);
3436     }
3437     }
3438 root 1.11 }
3439 elmex 1.1 }
3440 root 1.18 else if (item->type == FORCE)
3441     {
3442     /* forces in the treasurelist can alter the player's stats */
3443     object *skin;
3444 elmex 1.1
3445 root 1.18 /* first get the dragon skin force */
3446 root 1.52 shstr_cmp dragon_skin_force ("dragon_skin_force");
3447     for (skin = who->inv; skin && !(skin->arch->name == dragon_skin_force); skin = skin->below)
3448     ;
3449    
3450     if (!skin)
3451 root 1.18 return;
3452    
3453     /* adding new spellpath attunements */
3454     if (item->path_attuned > 0 && !(skin->path_attuned & item->path_attuned))
3455     {
3456     skin->path_attuned |= item->path_attuned; /* add attunement to skin */
3457    
3458     /* print message */
3459     sprintf (buf, "You feel attuned to ");
3460     for (i = 0, j = 0; i < NRSPELLPATHS; i++)
3461     {
3462     if (item->path_attuned & (1 << i))
3463     {
3464     if (j)
3465     strcat (buf, " and ");
3466     else
3467     j = 1;
3468     strcat (buf, spellpathnames[i]);
3469     }
3470     }
3471     strcat (buf, ".");
3472     new_draw_info (NDI_UNIQUE | NDI_BLUE, 0, who, buf);
3473     }
3474    
3475     /* evtl. adding flags: */
3476     if (QUERY_FLAG (item, FLAG_XRAYS))
3477     SET_FLAG (skin, FLAG_XRAYS);
3478     if (QUERY_FLAG (item, FLAG_STEALTH))
3479     SET_FLAG (skin, FLAG_STEALTH);
3480     if (QUERY_FLAG (item, FLAG_SEE_IN_DARK))
3481     SET_FLAG (skin, FLAG_SEE_IN_DARK);
3482    
3483     /* print message if there is one */
3484     if (item->msg != NULL)
3485     new_draw_info (NDI_UNIQUE | NDI_BLUE, 0, who, item->msg);
3486     }
3487     else
3488     {
3489     /* generate misc. treasure */
3490     tmp = arch_to_object (tr->item);
3491     new_draw_info_format (NDI_UNIQUE | NDI_BLUE, 0, who, "You gained %s", query_short_name (tmp));
3492     tmp = insert_ob_in_ob (tmp, who);
3493     if (who->type == PLAYER)
3494     esrv_send_item (who, tmp);
3495 elmex 1.1 }
3496     }
3497    
3498     /**
3499     * Unready an object for a player. This function does nothing if the object was
3500     * not readied.
3501     */
3502 root 1.18 void
3503     player_unready_range_ob (player *pl, object *ob)
3504     {
3505 root 1.119 if (pl->ob->current_weapon == ob)
3506     pl->ob->current_weapon = 0;
3507    
3508 root 1.118 if (pl->combat_ob == ob)
3509 root 1.119 pl->combat_ob = 0;
3510 root 1.118
3511     if (pl->ranged_ob == ob)
3512 root 1.119 pl->ranged_ob = 0;
3513 elmex 1.1 }
3514 root 1.101
3515     sint8
3516     player::visibility_at (maptile *map, int x, int y) const
3517     {
3518     if (!ns)
3519     return 0;
3520    
3521     int dx, dy;
3522     if (!adjacent_map (map, ns->current_map, &dx, &dy))
3523     return 0;
3524    
3525     x += dx - ns->current_x + ns->mapx / 2;
3526     y += dy - ns->current_y + ns->mapy / 2;
3527    
3528     if (!IN_RANGE_EXC (x, 0, ns->mapx) || !IN_RANGE_EXC (y, 0, ns->mapy))
3529     return 0;
3530    
3531     return 100 - blocked_los [x][y];
3532     }