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Revision: 1.137
Committed: Thu May 17 14:14:55 2007 UTC (17 years ago) by root
Content type: text/plain
Branch: MAIN
Changes since 1.136: +9 -24 lines
Log Message:
remove superfluous/broken settings and related code

- COZY_SERVER:
  enabled most msall adjustments, changed digestion formula to the original one,
  party member treament w.r.t. pets enforced.
- PROHIBIT_PLAYERKILL: default
- real_wiz: removed and enforced
- create_home_portals: removed and enforced
- casting_time: removed and forced to be off (was crashing anyways)
- was_wiz flag removed and treated as off usually unless it was used
  in place of flag_wiz.
- do not save or restore wiz, wizcast and wizpass flags.

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 1.135 float
153     player::weapon_speed () const
154     {
155     return ob->speed / weapon_sp * .5f;//TODO, the .5 is arbitrary
156     }
157    
158 root 1.54 /* This loads the first map an puts the player on it. */
159     static void
160     set_first_map (object *op)
161     {
162 root 1.77 op->contr->maplevel = first_map_path;
163 root 1.54 op->x = -1;
164     op->y = -1;
165 root 1.75 }
166    
167     void
168     player::enter_map ()
169     {
170     object *tmp = object::create ();
171    
172     EXIT_PATH (tmp) = maplevel;
173     EXIT_X (tmp) = ob->x;
174     EXIT_Y (tmp) = ob->y;
175     ob->enter_exit (tmp);
176    
177     tmp->destroy ();
178 root 1.54 }
179    
180 root 1.89 void
181     player::activate ()
182     {
183     if (active)
184     return;
185    
186     players.insert (this);
187     ob->remove ();
188     ob->map = 0;
189     ob->activate_recursive ();
190 root 1.92 CLEAR_FLAG (ob, FLAG_FRIENDLY);
191     add_friendly_object (ob);
192 root 1.89 enter_map ();
193     }
194    
195     void
196     player::deactivate ()
197     {
198     if (!active)
199     return;
200    
201     terminate_all_pets (ob);
202 root 1.92 remove_friendly_object (ob);
203 root 1.89 ob->deactivate_recursive ();
204 root 1.111
205     if (ob->map)
206     maplevel = ob->map->path;
207    
208 root 1.89 ob->remove ();
209     ob->map = 0;
210 root 1.104 party = 0;
211 root 1.89
212 root 1.119 combat_ob = ranged_ob = 0; //TODO, should be special marker, non-refcounted, not this
213 root 1.92
214 root 1.89 players.erase (this);
215     }
216    
217 root 1.56 // connect the player with a specific client
218 root 1.122 // also changes, rationalises, and fixes some incorrect settings
219 root 1.54 void
220     player::connect (client *ns)
221 root 1.18 {
222 root 1.54 this->ns = ns;
223     ns->pl = this;
224    
225 root 1.95 run_on = 0;
226     fire_on = 0;
227 root 1.103 ob->close_container (); //TODO: client-specific
228 root 1.95
229 root 1.54 ns->update_look = 0;
230     ns->look_position = 0;
231    
232     clear_los (ob);
233    
234 root 1.95 ns->reset_stats ();
235 root 1.93
236 root 1.57 /* make sure he's a player -- needed because of class change. */
237 root 1.54 ob->type = PLAYER; // we are paranoid
238     ob->race = ob->arch->clone.race;
239 elmex 1.1
240 root 1.54 ob->carrying = sum_weight (ob);
241     link_player_skills (ob);
242 elmex 1.1
243 root 1.56 CLEAR_FLAG (ob, FLAG_NO_FIX_PLAYER);
244 elmex 1.1
245 root 1.54 assign (title, ob->arch->clone.name);
246 root 1.15
247 root 1.54 /* if it's a dragon player, set the correct title here */
248     if (is_dragon_pl (ob))
249     {
250     object *tmp, *abil = 0, *skin = 0;
251    
252     shstr_cmp dragon_ability_force ("dragon_ability_force");
253     shstr_cmp dragon_skin_force ("dragon_skin_force");
254    
255     for (tmp = ob->inv; tmp; tmp = tmp->below)
256     if (tmp->type == FORCE)
257     if (tmp->arch->name == dragon_ability_force)
258     abil = tmp;
259     else if (tmp->arch->name == dragon_skin_force)
260     skin = tmp;
261    
262     set_dragon_name (ob, abil, skin);
263     }
264    
265     new_draw_info (NDI_UNIQUE, 0, ob, "Welcome Back!");
266    
267 root 1.60 esrv_new_player (this, ob->weight + ob->carrying);
268    
269 root 1.122 for (object *op = ob->inv; op; op = op->below)
270     if (op->flag [FLAG_APPLIED])
271     switch (op->type)
272     {
273     case WAND:
274     case ROD:
275     case HORN:
276     case BOW:
277     case SKILL:
278     case SKILL_TOOL:
279     case WEAPON:
280     apply_special (ob, op, AP_UNAPPLY);
281     apply_special (ob, op, AP_APPLY);
282     break;
283     }
284    
285 root 1.60 ob->update_stats ();
286 root 1.54 ns->floorbox_update ();
287    
288     esrv_send_inventory (ob, ob);
289     esrv_add_spells (this, 0);
290    
291 root 1.89 activate ();
292 root 1.54
293 root 1.59 send_rules (ob);
294     send_news (ob);
295     display_motd (ob);
296 root 1.78
297     INVOKE_PLAYER (CONNECT, this);
298 root 1.54 INVOKE_PLAYER (LOGIN, this);
299     }
300 elmex 1.1
301 root 1.62 void
302     player::disconnect ()
303     {
304 root 1.63 if (ns)
305 root 1.72 {
306 root 1.89 if (active)
307     INVOKE_PLAYER (LOGOUT, this, ARG_INT (0));
308 root 1.78
309     INVOKE_PLAYER (DISCONNECT, this);
310 root 1.72
311 root 1.97 ns->reset_stats ();
312 root 1.72 ns->pl = 0;
313 root 1.115 ns = 0;
314 root 1.89 }
315 root 1.72
316 root 1.105 if (ob)
317     ob->close_container (); //TODO: client-specific
318    
319 root 1.89 deactivate ();
320 root 1.62 }
321    
322 root 1.54 // the need for this function can be explained
323     // by load_object not returning the object
324     void
325     player::set_object (object *op)
326     {
327     ob = op;
328 root 1.104 ob->contr = this; /* this aren't yet in archetype */
329 root 1.15
330 root 1.133 ob->speed_left = 0.5f;
331     ob->speed = 1.0f;
332 root 1.104 ob->direction = 5; /* So player faces south */
333 root 1.54 }
334 root 1.15
335 root 1.54 player::player ()
336     {
337 pippijn 1.81 /* There are some elements we want initialised to non zero value -
338 root 1.54 * we deal with that below this point.
339     */
340 root 1.114 outputs_sync = 4;
341     outputs_count = 4;
342 root 1.54 unapply = unapply_nochoice;
343    
344 root 1.77 savebed_map = first_map_path; /* Init. respawn position */
345 root 1.54
346     gen_sp_armour = 10;
347     bowtype = bow_normal;
348     petmode = pet_normal;
349     listening = 10;
350     usekeys = containers;
351     peaceful = 1; /* default peaceful */
352     do_los = 1;
353     }
354    
355 root 1.62 void
356     player::do_destroy ()
357 root 1.54 {
358 root 1.72 disconnect ();
359 root 1.62
360 root 1.72 attachable::do_destroy ();
361 root 1.62
362 root 1.54 if (ob)
363 root 1.69 {
364     ob->destroy_inv (false);
365     ob->destroy ();
366     }
367 root 1.62 }
368    
369     player::~player ()
370     {
371 root 1.54 /* Clear item stack */
372     free (stack_items);
373 elmex 1.1 }
374    
375 root 1.54 /* Tries to add player on the connection passed in ns.
376 elmex 1.1 * All we can really get in this is some settings like host and display
377     * mode.
378     */
379 root 1.54 player *
380     player::create ()
381 root 1.18 {
382 root 1.54 player *pl = new player;
383 root 1.38
384 root 1.54 pl->set_object (arch_to_object (get_player_archetype (0)));
385 root 1.104
386     pl->ob->roll_stats ();
387     pl->ob->stats.wc = 2;
388     pl->ob->run_away = 25; /* Then we panick... */
389    
390 root 1.76 set_first_map (pl->ob);
391 root 1.26
392 root 1.54 return pl;
393 elmex 1.1 }
394    
395     /*
396     * get_player_archetype() return next player archetype from archetype
397     * list. Not very efficient routine, but used only creating new players.
398     * Note: there MUST be at least one player archetype!
399     */
400 root 1.18 archetype *
401     get_player_archetype (archetype *at)
402 elmex 1.1 {
403 root 1.18 archetype *start = at;
404    
405     for (;;)
406     {
407     if (at == NULL || at->next == NULL)
408     at = first_archetype;
409     else
410     at = at->next;
411 root 1.46
412 root 1.18 if (at->clone.type == PLAYER)
413     return at;
414 root 1.46
415 root 1.18 if (at == start)
416     {
417     LOG (llevError, "No Player archetypes\n");
418     exit (-1);
419 root 1.11 }
420 elmex 1.1 }
421     }
422    
423 root 1.18 object *
424     get_nearest_player (object *mon)
425     {
426     object *op = NULL;
427     objectlink *ol;
428     unsigned lastdist;
429     rv_vector rv;
430    
431 root 1.92 for (ol = first_friendly_object, lastdist = 1000; ol; ol = ol->next)
432 root 1.18 {
433     /* We should not find free objects on this friendly list, but it
434     * does periodically happen. Given that, lets deal with it.
435     * While unlikely, it is possible the next object on the friendly
436     * list is also free, so encapsulate this in a while loop.
437     */
438     while (QUERY_FLAG (ol->ob, FLAG_FREED) || !QUERY_FLAG (ol->ob, FLAG_FRIENDLY))
439     {
440     object *tmp = ol->ob;
441    
442     /* Can't do much more other than log the fact, because the object
443     * itself will have been cleared.
444     */
445 root 1.92 LOG (llevDebug, "get_nearest_player: Found free/non friendly object '%s' on friendly list\n",
446     tmp->debug_desc ());
447 root 1.18 ol = ol->next;
448     remove_friendly_object (tmp);
449     if (!ol)
450     return op;
451     }
452 root 1.11
453 root 1.18 /* Remove special check for player from this. First, it looks to cause
454     * some crashes (ol->ob->contr not set properly?), but secondly, a more
455     * complicated method of state checking would be needed in any case -
456     * as it was, a clever player could type quit, and the function would
457     * skip them over while waiting for confirmation. Remove
458     * on_same_map check, as can_detect_enemy also does this
459     */
460     if (!can_detect_enemy (mon, ol->ob, &rv))
461     continue;
462 root 1.11
463 root 1.18 if (lastdist > rv.distance)
464     {
465     op = ol->ob;
466     lastdist = rv.distance;
467 root 1.11 }
468 elmex 1.1 }
469 root 1.61
470     for_all_players (pl)
471     if (can_detect_enemy (mon, pl->ob, &rv))
472     if (lastdist > rv.distance)
473 root 1.18 {
474 root 1.61 op = pl->ob;
475     lastdist = rv.distance;
476     }
477 elmex 1.1
478     #if 0
479 root 1.18 LOG (llevDebug, "get_nearest_player() finds player: %s\n", op ? &op->name : "(null)");
480 elmex 1.1 #endif
481 root 1.18 return op;
482 elmex 1.1 }
483    
484     /* I believe this can safely go to 2, 3 is questionable, 4 will likely
485     * result in a monster paths backtracking. It basically determines how large a
486     * detour a monster will take from the direction path when looking
487     * for a path to the player. The values are in the amount of direction
488     * the deviation is
489     */
490     #define DETOUR_AMOUNT 2
491    
492     /* This is used to prevent infinite loops. Consider a case where the
493     * player is in a chamber (with gate closed), and monsters are outside.
494     * with DETOUR_AMOUNT==2, the function will turn each corner, trying to
495     * find a path into the chamber. This is a good thing, but since there
496     * is no real path, it will just keep circling the chamber for
497     * ever (this could be a nice effect for monsters, but not for the function
498     * to get stuck in. I think for the monsters, if max is reached and
499     * we return the first direction the creature could move would result in the
500     * circling behaviour. Unfortunately, this function is also used to determined
501     * if the creature should cast a spell, so returning a direction in that case
502     * is probably not a good thing.
503     */
504     #define MAX_SPACES 50
505    
506     /*
507     * Returns the direction to the player, if valid. Returns 0 otherwise.
508     * modified to verify there is a path to the player. Does this by stepping towards
509     * player and if path is blocked then see if blockage is close enough to player that
510     * direction to player is changed (ie zig or zag). Continue zig zag until either
511     * reach player or path is blocked. Thus, will only return true if there is a free
512     * path to player. Though path may not be a straight line. Note that it will find
513     * player hiding along a corridor at right angles to the corridor with the monster.
514     *
515     * Modified by MSW 2001-08-06 to handle tiled maps. Various notes:
516     * 1) With DETOUR_AMOUNT being 2, it should still go and find players hiding
517     * down corriders.
518     * 2) I think the old code was broken if the first direction the monster
519     * should move was blocked - the code would store the first direction without
520     * verifying that the player can actually move in that direction. The new
521     * code does not store anything in firstdir until we have verified that the
522     * monster can in fact move one space in that direction.
523     * 3) I'm not sure how good this code will be for moving multipart monsters,
524     * since only simple checks to blocked are being called, which could mean the monster
525     * is blocking itself.
526     */
527 root 1.18 int
528     path_to_player (object *mon, object *pl, unsigned mindiff)
529     {
530     rv_vector rv;
531     sint16 x, y;
532     int lastx, lasty, dir, i, diff, firstdir = 0, lastdir, max = MAX_SPACES, mflags, blocked;
533 root 1.25 maptile *m, *lastmap;
534 root 1.18
535     get_rangevector (mon, pl, &rv, 0);
536    
537     if (rv.distance < mindiff)
538     return 0;
539    
540     x = mon->x;
541     y = mon->y;
542     m = mon->map;
543     dir = rv.direction;
544     lastdir = firstdir = rv.direction; /* perhaps we stand next to pl, init firstdir too */
545 root 1.100 diff = ::max (abs (rv.distance_x), abs (rv.distance_y));
546    
547 root 1.18 /* If we can't solve it within the search distance, return now. */
548     if (diff > max)
549     return 0;
550 root 1.100
551 root 1.18 while (diff > 1 && max > 0)
552     {
553     lastx = x;
554     lasty = y;
555     lastmap = m;
556     x = lastx + freearr_x[dir];
557     y = lasty + freearr_y[dir];
558    
559     mflags = get_map_flags (m, &m, x, y, &x, &y);
560     blocked = (mflags & P_OUT_OF_MAP) ? MOVE_ALL : GET_MAP_MOVE_BLOCK (m, x, y);
561    
562     /* Space is blocked - try changing direction a little */
563     if ((mflags & P_OUT_OF_MAP) || ((OB_TYPE_MOVE_BLOCK (mon, blocked) || (mflags & P_BLOCKSVIEW))
564     && (m == mon->map && blocked_link (mon, m, x, y))))
565     {
566     /* recalculate direction from last good location. Possible
567     * we were not traversing ideal location before.
568     */
569     get_rangevector_from_mapcoord (lastmap, lastx, lasty, pl, &rv, 0);
570     if (rv.direction != dir)
571     {
572     /* OK - says direction should be different - lets reset the
573     * the values so it will try again.
574     */
575     x = lastx;
576     y = lasty;
577     m = lastmap;
578     dir = firstdir = rv.direction;
579     }
580     else
581     {
582     /* direct path is blocked - try taking a side step to
583     * either the left or right.
584     * Note increase the values in the loop below to be
585     * more than -1/1 respectively will mean the monster takes
586     * bigger detour. Have to be careful about these values getting
587     * too big (3 or maybe 4 or higher) as the monster may just try
588     * stepping back and forth
589     */
590     for (i = -DETOUR_AMOUNT; i <= DETOUR_AMOUNT; i++)
591     {
592     if (i == 0)
593     continue; /* already did this, so skip it */
594     /* Use lastdir here - otherwise,
595     * since the direction that the creature should move in
596     * may change, you could get infinite loops.
597     * ie, player is northwest, but monster can only
598     * move west, so it does that. It goes some distance,
599     * gets blocked, finds that it should move north,
600     * can't do that, but now finds it can move east, and
601     * gets back to its original point. lastdir contains
602     * the last direction the creature has successfully
603     * moved.
604     */
605    
606     x = lastx + freearr_x[absdir (lastdir + i)];
607     y = lasty + freearr_y[absdir (lastdir + i)];
608     m = lastmap;
609     mflags = get_map_flags (m, &m, x, y, &x, &y);
610     if (mflags & P_OUT_OF_MAP)
611     continue;
612     blocked = GET_MAP_MOVE_BLOCK (m, x, y);
613     if (OB_TYPE_MOVE_BLOCK (mon, blocked))
614     continue;
615     if (mflags & P_BLOCKSVIEW)
616     continue;
617    
618     if (m == mon->map && blocked_link (mon, m, x, y))
619     break;
620     }
621     /* go through entire loop without finding a valid
622     * sidestep to take - thus, no valid path.
623     */
624     if (i == (DETOUR_AMOUNT + 1))
625     return 0;
626     diff--;
627     lastdir = dir;
628     max--;
629     if (!firstdir)
630     firstdir = dir + i;
631     } /* else check alternate directions */
632     } /* if blocked */
633     else
634     {
635     /* we moved towards creature, so diff is less */
636     diff--;
637     max--;
638     lastdir = dir;
639     if (!firstdir)
640     firstdir = dir;
641     }
642 root 1.100
643 root 1.18 if (diff <= 1)
644     {
645     /* Recalculate diff (distance) because we may not have actually
646     * headed toward player for entire distance.
647     */
648     get_rangevector_from_mapcoord (m, x, y, pl, &rv, 0);
649 root 1.100 diff = ::max (abs (rv.distance_x), abs (rv.distance_y));
650 root 1.18 }
651 root 1.100
652 root 1.18 if (diff > max)
653     return 0;
654     }
655 root 1.100
656 root 1.18 /* If we reached the max, didn't find a direction in time */
657     if (!max)
658     return 0;
659    
660     return firstdir;
661     }
662    
663     void
664     give_initial_items (object *pl, treasurelist * items)
665     {
666     object *op, *next = NULL;
667    
668     if (pl->randomitems != NULL)
669     create_treasure (items, pl, GT_STARTEQUIP | GT_ONLY_GOOD, 1, 0);
670    
671     for (op = pl->inv; op; op = next)
672     {
673     next = op->below;
674    
675     /* Forces get applied per default, unless they have the
676     * flag "neutral" set. Sorry but I can't think of a better way
677     */
678     if (op->type == FORCE && !QUERY_FLAG (op, FLAG_NEUTRAL))
679     SET_FLAG (op, FLAG_APPLIED);
680    
681     /* we never give weapons/armour if these cannot be used
682     * by this player due to race restrictions
683     */
684     if (pl->type == PLAYER)
685     {
686     if ((!QUERY_FLAG (pl, FLAG_USE_ARMOUR) &&
687     (op->type == ARMOUR || op->type == BOOTS ||
688     op->type == CLOAK || op->type == HELMET ||
689     op->type == SHIELD || op->type == GLOVES ||
690     op->type == BRACERS || op->type == GIRDLE)) || (!QUERY_FLAG (pl, FLAG_USE_WEAPON) && op->type == WEAPON))
691     {
692 root 1.33 op->destroy ();
693 root 1.18 continue;
694     }
695 root 1.11 }
696    
697 root 1.18 /* This really needs to be better - we should really give
698     * a substitute spellbook. The problem is that we don't really
699     * have a good idea what to replace it with (need something like
700     * a first level treasurelist for each skill.)
701     * remove duplicate skills also
702     */
703     if (op->type == SPELLBOOK || op->type == SKILL)
704     {
705     object *tmp;
706 elmex 1.1
707 root 1.18 for (tmp = op->below; tmp; tmp = tmp->below)
708     if (tmp->type == op->type && tmp->name == op->name)
709     break;
710 root 1.11
711 root 1.18 if (tmp)
712     {
713 root 1.33 op->destroy ();
714 root 1.18 LOG (llevError, "give_initial_items: Removing duplicate object %s\n", &tmp->name);
715     continue;
716 root 1.11 }
717 root 1.33
718 root 1.18 if (op->nrof > 1)
719     op->nrof = 1;
720 root 1.11 }
721 elmex 1.1
722 root 1.18 if (op->type == SPELLBOOK && op->inv)
723     {
724     CLEAR_FLAG (op->inv, FLAG_STARTEQUIP);
725 root 1.11 }
726    
727 root 1.18 /* Give starting characters identified, uncursed, and undamned
728     * items. Just don't identify gold or silver, or it won't be
729     * merged properly.
730     */
731     if (need_identify (op))
732     {
733     SET_FLAG (op, FLAG_IDENTIFIED);
734     CLEAR_FLAG (op, FLAG_CURSED);
735     CLEAR_FLAG (op, FLAG_DAMNED);
736     }
737     if (op->type == SPELL)
738     {
739 root 1.33 op->destroy ();
740 root 1.18 continue;
741     }
742     else if (op->type == SKILL)
743     {
744     SET_FLAG (op, FLAG_CAN_USE_SKILL);
745     op->stats.exp = 0;
746     op->level = 1;
747 root 1.11 }
748 root 1.18 /* lock all 'normal items by default */
749     else
750     SET_FLAG (op, FLAG_INV_LOCKED);
751     } /* for loop of objects in player inv */
752    
753     /* Need to set up the skill pointers */
754     link_player_skills (pl);
755     }
756    
757     void
758     get_party_password (object *op, partylist *party)
759     {
760     if (party == NULL)
761     {
762     LOG (llevError, "get_party_password(): tried to make player %s join a NULL party", &op->name);
763     return;
764 elmex 1.1 }
765 root 1.54
766 root 1.18 op->contr->write_buf[0] = '\0';
767 root 1.52 op->contr->ns->state = ST_GET_PARTY_PASSWORD;
768 root 1.18 op->contr->party_to_join = party;
769 root 1.52 send_query (op->contr->ns, CS_QUERY_HIDEINPUT, "What is the password?\n:");
770 elmex 1.1 }
771    
772     /* This rolls four 1-6 rolls and sums the best 3 of the 4. */
773 root 1.54 static int
774 root 1.18 roll_stat (void)
775     {
776     int a[4], i, j, k;
777    
778     for (i = 0; i < 4; i++)
779 root 1.99 a[i] = (int) rndm (6) + 1;
780 root 1.18
781     for (i = 0, j = 0, k = 7; i < 4; i++)
782     if (a[i] < k)
783     k = a[i], j = i;
784    
785     for (i = 0, k = 0; i < 4; i++)
786 root 1.54 if (i != j)
787     k += a[i];
788    
789 root 1.18 return k;
790     }
791    
792     void
793 root 1.54 object::roll_stats ()
794 root 1.18 {
795 root 1.128 int statsort [NUM_STATS];
796 root 1.18
797 root 1.54 for (;;)
798 root 1.18 {
799 root 1.54 int sum = 0;
800 root 1.128 for (int i = NUM_STATS; i--; )
801 root 1.54 sum += statsort [i] = roll_stat ();
802    
803     if (sum >= 82 && sum <= 116)
804     break;
805 root 1.18 }
806    
807 root 1.54 // Sort the stats so that rerolling is easier...
808 root 1.128 std::sort (statsort, statsort + NUM_STATS, std::greater<int>());
809 root 1.18
810 root 1.128 for (int i = 0; i < NUM_STATS; ++i)
811     stats.stat (i) = statsort [i];
812 root 1.18
813 root 1.54 stats.exp = 0;
814     stats.ac = 0;
815 root 1.18
816 root 1.54 stats.hp = stats.maxhp;
817     stats.sp = stats.maxsp;
818     stats.grace = stats.maxgrace;
819 root 1.18
820 root 1.54 if (contr)
821     {
822     contr->levhp[1] = 9;
823     contr->levsp[1] = 6;
824     contr->levgrace[1] = 3;
825 root 1.18
826 root 1.54 contr->orig_stats = stats;
827     }
828 root 1.18 }
829    
830     void
831 root 1.54 object::swap_stats (int a, int b)
832 root 1.18 {
833 root 1.127 swap (contr->orig_stats.stat (a), contr->orig_stats.stat (b));
834    
835     for (int i = 0; i < NUM_STATS; ++i)
836     stats.stat (i) = contr->orig_stats.stat (i);
837 elmex 1.1
838 root 1.54 //TODO: the following code looks so borked and should, at the very least,
839     // be merged with the similar code in roll_stats
840     stats.ac = 0;
841 elmex 1.1
842 root 1.54 level = 1;
843     stats.exp = 0;
844     stats.ac = 0;
845 elmex 1.1
846 root 1.54 stats.hp = stats.maxhp;
847     stats.sp = stats.maxsp;
848     stats.grace = stats.maxgrace;
849 elmex 1.1
850 root 1.54 if (contr)
851 root 1.18 {
852 root 1.54 contr->levhp[1] = 9;
853     contr->levsp[1] = 6;
854     contr->levgrace[1] = 3;
855 root 1.18
856 root 1.54 contr->orig_stats = stats;
857 elmex 1.1 }
858     }
859    
860 root 1.73 static void
861     start_info (object *op)
862     {
863     char buf[MAX_BUF];
864    
865     sprintf (buf, "Welcome to Crossfire v%s!", VERSION);
866     new_draw_info (NDI_UNIQUE, 0, op, buf);
867     //new_draw_info (NDI_UNIQUE, 0, op, "Press `?' for help");
868     //new_draw_info (NDI_UNIQUE, 0, op, " ");
869     }
870    
871 elmex 1.1 /* This function takes the key that is passed, and does the
872     * appropriate action with it (change race, or other things).
873     * The function name is for historical reasons - now we have
874     * separate race and class; this actually changes the RACE,
875     * not the class.
876     */
877 root 1.112 void
878     player::chargen_race_done ()
879 elmex 1.1 {
880 root 1.112 /* this must before then initial items are given */
881     esrv_new_player (ob->contr, ob->weight + ob->carrying);
882 elmex 1.1
883 root 1.112 treasurelist *tl = treasurelist::find ("starting_wealth");
884     if (tl)
885     create_treasure (tl, ob, 0, 0, 0);
886 elmex 1.1
887 root 1.112 INVOKE_PLAYER (BIRTH, ob->contr);
888     INVOKE_PLAYER (LOGIN, ob->contr);
889 elmex 1.36
890 root 1.112 ob->contr->ns->state = ST_PLAYING;
891 elmex 1.1
892 root 1.112 if (ob->msg)
893     ob->msg = 0;
894 elmex 1.1
895 root 1.112 /* We create this now because some of the unique maps will need it
896     * to save here.
897     */
898     {
899     char buf[MAX_BUF];
900     sprintf (buf, "%s/%s/%s", settings.localdir, settings.playerdir, &ob->name);
901     make_path_to_file (buf);
902     }
903    
904     start_info (ob);
905     CLEAR_FLAG (ob, FLAG_WIZ);
906     give_initial_items (ob, ob->randomitems);
907     link_player_skills (ob);
908     esrv_send_inventory (ob, ob);
909     ob->update_stats ();
910 root 1.11
911 root 1.112 /* This moves the player to a different start map, if there
912     * is one for this race
913     */
914     if (*first_map_ext_path)
915     {
916     object *tmp;
917     char mapname[MAX_BUF];
918 elmex 1.1
919 root 1.112 snprintf (mapname, MAX_BUF - 1, "%s/%s", &first_map_ext_path, &ob->arch->name);
920     tmp = object::create ();
921     EXIT_PATH (tmp) = mapname;
922     EXIT_X (tmp) = ob->x;
923     EXIT_Y (tmp) = ob->y;
924     ob->enter_exit (tmp); /* we don't really care if it succeeded;
925     * if the map isn't there, then stay on the
926     * default initial map */
927     tmp->destroy ();
928 elmex 1.1 }
929 root 1.112 else
930     LOG (llevDebug, "first_map_ext_path not set\n");
931     }
932 elmex 1.1
933 root 1.112 void
934     player::chargen_race_next ()
935     {
936 root 1.18 /* Following actually changes the race - this is the default command
937     * if we don't match with one of the options above.
938     */
939    
940 root 1.112 do
941 root 1.18 {
942 root 1.112 shstr name = ob->name;
943     int x = ob->x, y = ob->y;
944 root 1.21
945 root 1.112 ob->remove_statbonus ();
946     ob->remove ();
947     ob->arch = get_player_archetype (ob->arch);
948     ob->arch->clone.copy_to (ob);
949     ob->instantiate ();
950     ob->stats = ob->contr->orig_stats;
951     ob->name = ob->name_pl = name;
952     ob->x = x;
953     ob->y = y;
954     SET_ANIMATION (ob, 2); /* So player faces south */
955     insert_ob_in_map (ob, ob->map, ob, 0);
956     assign (ob->contr->title, ob->arch->clone.name);
957     ob->add_statbonus ();
958     }
959     while (!allowed_class (ob));
960    
961     update_object (ob, UP_OBJ_FACE);
962     esrv_update_item (UPD_FACE, ob, ob);
963     ob->update_stats ();
964     ob->stats.hp = ob->stats.maxhp;
965     ob->stats.sp = ob->stats.maxsp;
966     ob->stats.grace = 0;
967 elmex 1.1 }
968    
969 root 1.18 void
970     flee_player (object *op)
971     {
972     int dir, diff;
973     rv_vector rv;
974    
975     if (op->stats.hp < 0)
976     {
977     LOG (llevDebug, "Fleeing player is dead.\n");
978     CLEAR_FLAG (op, FLAG_SCARED);
979     return;
980 elmex 1.1 }
981    
982 root 1.18 if (op->enemy == NULL)
983     {
984     LOG (llevDebug, "Fleeing player had no enemy.\n");
985     CLEAR_FLAG (op, FLAG_SCARED);
986     return;
987 elmex 1.1 }
988    
989 root 1.18 /* Seen some crashes here. Since we don't store an
990     * op->enemy_count, it is possible that something destroys the
991     * actual enemy, and the object is recycled.
992     */
993     if (op->enemy->map == NULL)
994     {
995     CLEAR_FLAG (op, FLAG_SCARED);
996     op->enemy = NULL;
997     return;
998 elmex 1.1 }
999    
1000 root 1.18 if (!(random_roll (0, 4, op, PREFER_LOW)) && did_make_save (op, op->level, 0))
1001     {
1002     op->enemy = NULL;
1003     CLEAR_FLAG (op, FLAG_SCARED);
1004     return;
1005 elmex 1.1 }
1006 root 1.49
1007 root 1.18 get_rangevector (op, op->enemy, &rv, 0);
1008    
1009     dir = absdir (4 + rv.direction);
1010     for (diff = 0; diff < 3; diff++)
1011     {
1012     int m = 1 - (RANDOM () & 2);
1013 elmex 1.1
1014 root 1.18 if (move_ob (op, absdir (dir + diff * m), op) || (diff == 0 && move_ob (op, absdir (dir - diff * m), op)))
1015 root 1.49 return;
1016 elmex 1.1 }
1017 root 1.49
1018 root 1.18 /* Cornered, get rid of scared */
1019     CLEAR_FLAG (op, FLAG_SCARED);
1020     op->enemy = NULL;
1021 elmex 1.1 }
1022    
1023     /* check_pick sees if there is stuff to be picked up/picks up stuff.
1024 root 1.122 * It returns 1 if the player should keep on moving, 0 if he should
1025 elmex 1.1 * stop.
1026     */
1027 root 1.18 int
1028     check_pick (object *op)
1029     {
1030 elmex 1.1 object *tmp, *next;
1031     int stop = 0;
1032 pippijn 1.106 int wvratio;
1033     char putstring[128];
1034 elmex 1.1
1035     /* if you're flying, you cna't pick up anything */
1036     if (op->move_type & MOVE_FLYING)
1037     return 1;
1038    
1039     next = op->below;
1040    
1041     /* loop while there are items on the floor that are not marked as
1042     * destroyed */
1043 root 1.24 while (next && !next->destroyed ())
1044 root 1.18 {
1045     tmp = next;
1046     next = tmp->below;
1047 elmex 1.1
1048 root 1.24 if (op->destroyed ())
1049 elmex 1.1 return 0;
1050    
1051 root 1.18 if (!can_pick (op, tmp))
1052     continue;
1053 elmex 1.1
1054 root 1.18 if (op->contr->search_str[0] != '\0' && settings.search_items == TRUE)
1055     {
1056     if (item_matched_string (op, tmp, op->contr->search_str))
1057     pick_up (op, tmp);
1058     continue;
1059 root 1.11 }
1060    
1061 root 1.18 /* high not bit set? We're using the old autopickup model */
1062     if (!(op->contr->mode & PU_NEWMODE))
1063 root 1.11 {
1064 root 1.18 switch (op->contr->mode)
1065 root 1.11 {
1066 root 1.20 case 0:
1067     return 1; /* don't pick up */
1068     case 1:
1069     pick_up (op, tmp);
1070     return 1;
1071     case 2:
1072     pick_up (op, tmp);
1073     return 0;
1074     case 3:
1075     return 0; /* stop before pickup */
1076     case 4:
1077     pick_up (op, tmp);
1078     break;
1079     case 5:
1080     pick_up (op, tmp);
1081     stop = 1;
1082     break;
1083     case 6:
1084     if (QUERY_FLAG (tmp, FLAG_KNOWN_MAGICAL) && !QUERY_FLAG (tmp, FLAG_KNOWN_CURSED))
1085 root 1.18 pick_up (op, tmp);
1086 root 1.20 break;
1087    
1088     case 7:
1089     if (tmp->type == MONEY || tmp->type == GEM)
1090 root 1.18 pick_up (op, tmp);
1091 root 1.20 break;
1092    
1093     default:
1094     /* use value density */
1095     if (!QUERY_FLAG (tmp, FLAG_UNPAID)
1096     && (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1))) >= op->contr->mode)
1097 root 1.18 pick_up (op, tmp);
1098 root 1.11 }
1099     }
1100 root 1.18 else
1101     { /* old model */
1102     /* NEW pickup handling */
1103     if (op->contr->mode & PU_DEBUG)
1104     {
1105     /* some debugging code to figure out item information */
1106     if (tmp->name != NULL)
1107     sprintf (putstring, "item name: %s item type: %d weight/value: %d",
1108     &tmp->name, tmp->type, (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1))));
1109     else
1110     sprintf (putstring, "item name: %s item type: %d weight/value: %d",
1111     &tmp->arch->name, tmp->type, (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1))));
1112    
1113     new_draw_info (NDI_UNIQUE, 0, op, putstring);
1114 root 1.58 }
1115 elmex 1.1
1116 root 1.18 /* philosophy:
1117     * It's easy to grab an item type from a pile, as long as it's
1118     * generic. This takes no game-time. For more detailed pickups
1119 root 1.58 * and selections, select-items should be used. This is a
1120 root 1.18 * grab-as-you-run type mode that's really useful for arrows for
1121     * example.
1122     * The drawback: right now it has no frontend, so you need to
1123     * stick the bits you want into a calculator in hex mode and then
1124     * convert to decimal and then 'pickup <#>
1125     */
1126    
1127     /* the first two modes are exclusive: if NOTHING we return, if
1128     * STOP then we stop. All the rest are applied sequentially,
1129     * meaning if any test passes, the item gets picked up. */
1130    
1131     /* if mode is set to pick nothing up, return */
1132    
1133     if (op->contr->mode & PU_NOTHING)
1134     return 1;
1135    
1136     /* if mode is set to stop when encountering objects, return */
1137     /* take STOP before INHIBIT since it doesn't actually pick
1138     * anything up */
1139    
1140     if (op->contr->mode & PU_STOP)
1141     return 0;
1142    
1143     /* useful for going into stores and not losing your settings... */
1144     /* and for battles wher you don't want to get loaded down while
1145     * fighting */
1146     if (op->contr->mode & PU_INHIBIT)
1147     return 1;
1148    
1149     /* prevent us from turning into auto-thieves :) */
1150     if (QUERY_FLAG (tmp, FLAG_UNPAID))
1151     continue;
1152    
1153     /* ignore known cursed objects */
1154     if (QUERY_FLAG (tmp, FLAG_KNOWN_CURSED) && op->contr->mode & PU_NOT_CURSED)
1155     continue;
1156    
1157     /* all food and drink if desired */
1158     /* question: don't pick up known-poisonous stuff? */
1159     if (op->contr->mode & PU_FOOD)
1160     if (tmp->type == FOOD)
1161     {
1162     pick_up (op, tmp);
1163     continue;
1164     }
1165 root 1.29
1166 root 1.18 if (op->contr->mode & PU_DRINK)
1167     if (tmp->type == DRINK || (tmp->type == POISON && !QUERY_FLAG (tmp, FLAG_KNOWN_CURSED)))
1168     {
1169     pick_up (op, tmp);
1170     continue;
1171     }
1172    
1173     if (op->contr->mode & PU_POTION)
1174     if (tmp->type == POTION)
1175     {
1176     pick_up (op, tmp);
1177     continue;
1178     }
1179    
1180     /* spellbooks, skillscrolls and normal books/scrolls */
1181     if (op->contr->mode & PU_SPELLBOOK)
1182     if (tmp->type == SPELLBOOK)
1183     {
1184     pick_up (op, tmp);
1185     continue;
1186     }
1187 root 1.29
1188 root 1.18 if (op->contr->mode & PU_SKILLSCROLL)
1189     if (tmp->type == SKILLSCROLL)
1190     {
1191     pick_up (op, tmp);
1192     continue;
1193     }
1194 root 1.29
1195 root 1.18 if (op->contr->mode & PU_READABLES)
1196     if (tmp->type == BOOK || tmp->type == SCROLL)
1197     {
1198     pick_up (op, tmp);
1199     continue;
1200     }
1201    
1202     /* wands/staves/rods/horns */
1203     if (op->contr->mode & PU_MAGIC_DEVICE)
1204     if (tmp->type == WAND || tmp->type == ROD || tmp->type == HORN)
1205     {
1206     pick_up (op, tmp);
1207     continue;
1208     }
1209    
1210     /* pick up all magical items */
1211     if (op->contr->mode & PU_MAGICAL)
1212     if (QUERY_FLAG (tmp, FLAG_KNOWN_MAGICAL) && !QUERY_FLAG (tmp, FLAG_KNOWN_CURSED))
1213     {
1214     pick_up (op, tmp);
1215     continue;
1216     }
1217    
1218     if (op->contr->mode & PU_VALUABLES)
1219     {
1220     if (tmp->type == MONEY || tmp->type == GEM)
1221     {
1222     pick_up (op, tmp);
1223     continue;
1224     }
1225     }
1226    
1227     /* rings & amulets - talismans seems to be typed AMULET */
1228     if (op->contr->mode & PU_JEWELS)
1229     if (tmp->type == RING || tmp->type == AMULET)
1230     {
1231     pick_up (op, tmp);
1232 root 1.29 continue;
1233     }
1234    
1235     /* we don't forget dragon food */
1236     if (op->contr->mode & PU_FLESH)
1237     if (tmp->type == FLESH)
1238     {
1239     pick_up (op, tmp);
1240 root 1.18 continue;
1241     }
1242    
1243     /* bows and arrows. Bows are good for selling! */
1244     if (op->contr->mode & PU_BOW)
1245     if (tmp->type == BOW)
1246     {
1247     pick_up (op, tmp);
1248     continue;
1249     }
1250 root 1.29
1251 root 1.18 if (op->contr->mode & PU_ARROW)
1252     if (tmp->type == ARROW)
1253     {
1254     pick_up (op, tmp);
1255     continue;
1256     }
1257    
1258     /* all kinds of armor etc. */
1259     if (op->contr->mode & PU_ARMOUR)
1260     if (tmp->type == ARMOUR)
1261     {
1262     pick_up (op, tmp);
1263     continue;
1264     }
1265 root 1.29
1266 root 1.18 if (op->contr->mode & PU_HELMET)
1267     if (tmp->type == HELMET)
1268     {
1269     pick_up (op, tmp);
1270     continue;
1271     }
1272 root 1.29
1273 root 1.18 if (op->contr->mode & PU_SHIELD)
1274     if (tmp->type == SHIELD)
1275     {
1276     pick_up (op, tmp);
1277     continue;
1278     }
1279 root 1.29
1280 root 1.18 if (op->contr->mode & PU_BOOTS)
1281     if (tmp->type == BOOTS)
1282     {
1283     pick_up (op, tmp);
1284     continue;
1285     }
1286 root 1.29
1287 root 1.18 if (op->contr->mode & PU_GLOVES)
1288     if (tmp->type == GLOVES)
1289     {
1290     pick_up (op, tmp);
1291     continue;
1292     }
1293 root 1.29
1294 root 1.18 if (op->contr->mode & PU_CLOAK)
1295     if (tmp->type == CLOAK)
1296     {
1297     pick_up (op, tmp);
1298     continue;
1299     }
1300 elmex 1.1
1301 root 1.18 /* hoping to catch throwing daggers here */
1302     if (op->contr->mode & PU_MISSILEWEAPON)
1303     if (tmp->type == WEAPON && QUERY_FLAG (tmp, FLAG_IS_THROWN))
1304     {
1305     pick_up (op, tmp);
1306     continue;
1307     }
1308 elmex 1.1
1309 root 1.18 /* careful: chairs and tables are weapons! */
1310     if (op->contr->mode & PU_ALLWEAPON)
1311     {
1312     if (tmp->type == WEAPON && tmp->name != NULL)
1313     {
1314     if (strstr (tmp->name, "table") == NULL && strstr (tmp->arch->name, "table") == NULL &&
1315     strstr (tmp->name, "chair") && strstr (tmp->arch->name, "chair") == NULL)
1316     {
1317     pick_up (op, tmp);
1318     continue;
1319     }
1320     }
1321 root 1.29
1322 root 1.18 if (tmp->type == WEAPON && tmp->name == NULL)
1323     {
1324     if (strstr (tmp->arch->name, "table") == NULL && strstr (tmp->arch->name, "chair") == NULL)
1325     {
1326     pick_up (op, tmp);
1327     continue;
1328     }
1329     }
1330     }
1331 elmex 1.1
1332 root 1.18 /* misc stuff that's useful */
1333     if (op->contr->mode & PU_KEY)
1334     if (tmp->type == KEY || tmp->type == SPECIAL_KEY)
1335     {
1336     pick_up (op, tmp);
1337     continue;
1338     }
1339 elmex 1.1
1340 root 1.18 /* any of the last 4 bits set means we use the ratio for value
1341     * pickups */
1342     if (op->contr->mode & PU_RATIO)
1343     {
1344     /* use value density to decide what else to grab */
1345     /* >=7 was >= op->contr->mode */
1346     /* >=7 is the old standard setting. Now we take the last 4 bits
1347     * and multiply them by 5, giving 0..15*5== 5..75 */
1348     wvratio = (op->contr->mode & PU_RATIO) * 5;
1349     if ((query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1))) >= (unsigned int) wvratio)
1350     {
1351     pick_up (op, tmp);
1352 elmex 1.1 #if 0
1353 root 1.18 fprintf (stderr, "HIGH WEIGHT/VALUE [");
1354     if (tmp->name != NULL)
1355     {
1356     fprintf (stderr, "%s", tmp->name);
1357     }
1358     else
1359     fprintf (stderr, "%s", tmp->arch->name);
1360     fprintf (stderr, ",%d] = ", tmp->type);
1361     fprintf (stderr, "%d\n", (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1))));
1362 elmex 1.1 #endif
1363 root 1.18 continue;
1364     }
1365     }
1366     } /* the new pickup model */
1367     }
1368 root 1.29
1369 root 1.18 return !stop;
1370 elmex 1.1 }
1371    
1372     /*
1373     * Find an arrow in the inventory and after that
1374     * in the right type container (quiver). Pointer to the
1375     * found object is returned.
1376     */
1377 root 1.18 object *
1378     find_arrow (object *op, const char *type)
1379 elmex 1.1 {
1380 root 1.103 object *tmp = 0;
1381 elmex 1.1
1382 root 1.18 for (op = op->inv; op; op = op->below)
1383     if (!tmp && op->type == CONTAINER && op->race == type && QUERY_FLAG (op, FLAG_APPLIED))
1384     tmp = find_arrow (op, type);
1385     else if (op->type == ARROW && op->race == type)
1386     return op;
1387 root 1.103
1388 root 1.18 return tmp;
1389 elmex 1.1 }
1390    
1391     /*
1392     * Similar to find_arrow, but looks for (roughly) the best arrow to use
1393     * against the target. A full test is not performed, simply a basic test
1394     * of resistances. The archer is making a quick guess at what he sees down
1395     * the hall. Failing that it does it's best to pick the highest plus arrow.
1396     */
1397 root 1.18 object *
1398     find_better_arrow (object *op, object *target, const char *type, int *better)
1399 elmex 1.1 {
1400 root 1.18 object *tmp = NULL, *arrow, *ntmp;
1401     int attacknum, attacktype, betterby = 0, i;
1402 elmex 1.1
1403 root 1.18 if (!type)
1404     return NULL;
1405 elmex 1.1
1406 root 1.18 for (arrow = op->inv; arrow; arrow = arrow->below)
1407     {
1408     if (arrow->type == CONTAINER && arrow->race == type && QUERY_FLAG (arrow, FLAG_APPLIED))
1409     {
1410     i = 0;
1411     ntmp = find_better_arrow (arrow, target, type, &i);
1412     if (i > betterby)
1413     {
1414     tmp = ntmp;
1415     betterby = i;
1416     }
1417     }
1418     else if (arrow->type == ARROW && arrow->race == type)
1419     {
1420     /* allways prefer assasination/slaying */
1421     if (target->race != NULL && arrow->slaying != NULL && strstr (arrow->slaying, target->race))
1422     {
1423     if (arrow->attacktype & AT_DEATH)
1424     {
1425     *better = 100;
1426     return arrow;
1427     }
1428     else
1429     {
1430     tmp = arrow;
1431     betterby = (arrow->magic + arrow->stats.dam) * 2;
1432     }
1433     }
1434     else
1435     {
1436     for (attacknum = 0; attacknum < NROFATTACKS; attacknum++)
1437     {
1438     attacktype = 1 << attacknum;
1439     if ((arrow->attacktype & attacktype) && (target->arch->clone.resist[attacknum]) < 0)
1440     if (((arrow->magic + arrow->stats.dam) * (100 - target->arch->clone.resist[attacknum]) / 100) > betterby)
1441     {
1442     tmp = arrow;
1443     betterby = (arrow->magic + arrow->stats.dam) * (100 - target->arch->clone.resist[attacknum]) / 100;
1444     }
1445 root 1.11 }
1446 root 1.18 if ((2 + arrow->magic + arrow->stats.dam) > betterby)
1447     {
1448     tmp = arrow;
1449     betterby = 2 + arrow->magic + arrow->stats.dam;
1450 root 1.11 }
1451 root 1.18 if (arrow->title && (1 + arrow->magic + arrow->stats.dam) > betterby)
1452     {
1453     tmp = arrow;
1454     betterby = 1 + arrow->magic + arrow->stats.dam;
1455 root 1.11 }
1456     }
1457     }
1458 elmex 1.1 }
1459 root 1.18 if (tmp == NULL && arrow == NULL)
1460     return find_arrow (op, type);
1461 elmex 1.1
1462 root 1.18 *better = betterby;
1463     return tmp;
1464 elmex 1.1 }
1465    
1466     /* looks in a given direction, finds the first valid target, and calls
1467     * find_better_arrow to find a decent arrow to use.
1468     * op = the shooter
1469     * type = bow->race
1470     * dir = fire direction
1471     */
1472 root 1.18 object *
1473     pick_arrow_target (object *op, const char *type, int dir)
1474 elmex 1.1 {
1475 root 1.18 object *tmp = NULL;
1476 root 1.25 maptile *m;
1477 root 1.18 int i, mflags, found, number;
1478     sint16 x, y;
1479    
1480     if (op->map == NULL)
1481     return find_arrow (op, type);
1482    
1483     /* do a dex check */
1484     number = (die_roll (2, 40, op, PREFER_LOW) - 2) / 2;
1485     if (number > (op->stats.Dex + (op->chosen_skill ? op->chosen_skill->level : op->level)))
1486     return find_arrow (op, type);
1487    
1488     m = op->map;
1489     x = op->x;
1490     y = op->y;
1491    
1492     /* find the first target */
1493     for (i = 0, found = 0; i < 20; i++)
1494     {
1495     x += freearr_x[dir];
1496     y += freearr_y[dir];
1497     mflags = get_map_flags (m, &m, x, y, &x, &y);
1498     if (mflags & P_OUT_OF_MAP || mflags & P_BLOCKSVIEW)
1499     {
1500     tmp = NULL;
1501     break;
1502     }
1503     else if (GET_MAP_MOVE_BLOCK (m, x, y) == MOVE_FLY_LOW)
1504     {
1505     /* This block presumes arrows and the like are MOVE_FLY_SLOW -
1506     * perhaps a bad assumption.
1507     */
1508     tmp = NULL;
1509     break;
1510 root 1.11 }
1511 root 1.18 if (mflags & P_IS_ALIVE)
1512     {
1513     for (tmp = GET_MAP_OB (m, x, y); tmp; tmp = tmp->above)
1514     if (QUERY_FLAG (tmp, FLAG_ALIVE))
1515     {
1516     found++;
1517 root 1.11 break;
1518 root 1.18 }
1519     if (found)
1520     break;
1521 root 1.11 }
1522 elmex 1.1 }
1523 root 1.18 if (tmp == NULL)
1524     return find_arrow (op, type);
1525 elmex 1.1
1526 root 1.18 if (tmp->head)
1527     tmp = tmp->head;
1528 elmex 1.1
1529 root 1.18 return find_better_arrow (op, tmp, type, &i);
1530 elmex 1.1 }
1531    
1532     /*
1533     * Creature fires a bow - op can be monster or player. Returns
1534     * 1 if bow was actually fired, 0 otherwise.
1535     * op is the object firing the bow.
1536     * part is for multipart creatures - the part firing the bow.
1537     * dir is the direction of fire.
1538     * wc_mod is any special modifier to give (used in special player fire modes)
1539     * sx, sy are coordinates to fire arrow from - also used in some of the special
1540     * player fire modes.
1541     */
1542 root 1.18 int
1543     fire_bow (object *op, object *part, object *arrow, int dir, int wc_mod, sint16 sx, sint16 sy)
1544 elmex 1.1 {
1545 root 1.18 object *left, *bow;
1546 root 1.132 int mflags;
1547 root 1.25 maptile *m;
1548 elmex 1.1
1549 root 1.18 if (!dir)
1550     {
1551     new_draw_info (NDI_UNIQUE, 0, op, "You can't shoot yourself!");
1552     return 0;
1553 elmex 1.1 }
1554 root 1.48
1555 root 1.136 if (op->contr)
1556     bow = op->current_weapon;
1557 root 1.18 else
1558     {
1559     for (bow = op->inv; bow; bow = bow->below)
1560     /* Don't check for applied - monsters don't apply bows - in that way, they
1561     * don't need to switch back and forth between bows and weapons.
1562     */
1563     if (bow->type == BOW)
1564     break;
1565 root 1.11
1566 root 1.18 if (!bow)
1567     {
1568     LOG (llevError, "Range: bow without activated bow (%s).\n", &op->name);
1569     return 0;
1570 root 1.11 }
1571 root 1.118
1572     // optimisation: move object to top so we will find it quickly again
1573     if (bow->below)
1574     {
1575     bow->remove ();
1576     op->insert (bow);
1577     }
1578    
1579 elmex 1.1 }
1580 root 1.48
1581 root 1.18 if (!bow->race || !bow->skill)
1582     {
1583     new_draw_info_format (NDI_UNIQUE, 0, op, "Your %s is broken.", &bow->name);
1584     return 0;
1585 elmex 1.1 }
1586    
1587 root 1.18 if (arrow == NULL)
1588     {
1589     if ((arrow = find_arrow (op, bow->race)) == NULL)
1590     {
1591     if (op->type == PLAYER)
1592     new_draw_info_format (NDI_UNIQUE, 0, op, "You have no %s left.", &bow->race);
1593     /* FLAG_READY_BOW will get reset if the monsters picks up some arrows */
1594     else
1595     CLEAR_FLAG (op, FLAG_READY_BOW);
1596 root 1.116
1597 root 1.18 return 0;
1598 root 1.11 }
1599 elmex 1.1 }
1600 root 1.48
1601 root 1.18 mflags = get_map_flags (op->map, &m, sx, sy, &sx, &sy);
1602     if (mflags & P_OUT_OF_MAP)
1603 root 1.48 return 0;
1604    
1605 root 1.18 if (GET_MAP_MOVE_BLOCK (m, sx, sy) == MOVE_FLY_LOW)
1606     {
1607     new_draw_info (NDI_UNIQUE, 0, op, "Something is in the way.");
1608     return 0;
1609     }
1610    
1611     /* this should not happen, but sometimes does */
1612     if (arrow->nrof == 0)
1613     {
1614 root 1.33 arrow->destroy ();
1615 root 1.18 return 0;
1616     }
1617    
1618     left = arrow; /* these are arrows left to the player */
1619     arrow = get_split_ob (arrow, 1);
1620 root 1.48 if (!arrow)
1621 root 1.18 {
1622     new_draw_info_format (NDI_UNIQUE, 0, op, "You have no %s left.", &bow->race);
1623     return 0;
1624 elmex 1.1 }
1625 root 1.48
1626 root 1.34 arrow->set_owner (op);
1627 root 1.18 arrow->skill = bow->skill;
1628     arrow->direction = dir;
1629    
1630 root 1.124 arrow->stats.sp = arrow->stats.wc; /* save original wc, dam, attacktype and slaying */
1631     arrow->stats.hp = arrow->stats.dam;
1632     arrow->stats.grace = arrow->attacktype;
1633    
1634     if (arrow->slaying)
1635     arrow->spellarg = strdup (arrow->slaying);
1636    
1637 root 1.131 if (player *pl = op->contr)
1638 root 1.18 {
1639 root 1.135 if (!pl->has_hit)
1640     {
1641     pl->has_hit = 1;
1642     pl->ob->speed_left += pl->weapon_speed () - pl->ob->speed;
1643     }
1644 root 1.132 #if 0
1645     float speed = pl->weapon_sp;
1646    
1647     /* penalize ROF for bestarrow */
1648     if (pl->bowtype == bow_bestarrow)
1649     speed *= .9f;
1650     else
1651     speed *= 1.f + dex_bonus[op->stats.Dex] * .2f;
1652 root 1.131
1653 root 1.132 op->speed_left += speed - op->speed;
1654     #endif
1655 elmex 1.1 }
1656    
1657 root 1.18 SET_ANIMATION (arrow, arrow->direction);
1658 root 1.116
1659 root 1.18 /* update the speed */
1660 root 1.125 arrow->speed = ((bow->flag [FLAG_NO_STRENGTH] ? 0 : dam_bonus[op->stats.Str]) + bow->magic + arrow->magic) / 5.0
1661     + bow->stats.dam / 7.0;
1662 root 1.18
1663 root 1.125 arrow->set_speed (max (arrow->speed, 2.0));
1664 root 1.18 arrow->speed_left = 0;
1665    
1666 root 1.129 int wc = op->stats.wc + wc_mod - arrow->magic - arrow->stats.wc;
1667 root 1.116
1668 root 1.18 if (op->type == PLAYER)
1669     {
1670 root 1.116 arrow->level = op->chosen_skill ? op->chosen_skill->level : op->level;
1671 root 1.129 wc -= dex_bonus[op->stats.Dex];
1672 root 1.18
1673 root 1.116 if (!arrow->slaying)
1674     arrow->slaying = op->slaying;
1675 root 1.124
1676     arrow->attacktype |= op->attacktype;
1677 elmex 1.1 }
1678 root 1.18 else
1679     {
1680     arrow->level = op->level;
1681 root 1.116 arrow->stats.wc -= bow->magic;
1682    
1683     if (!arrow->slaying)
1684     arrow->slaying = bow->slaying;
1685 root 1.124
1686     arrow->attacktype |= bow->attacktype;
1687 elmex 1.1 }
1688 root 1.24
1689 root 1.129 wc -= arrow->level;
1690     arrow->stats.dam = clamp (arrow->stats.dam + op->stats.dam + arrow->magic, MIN_DAM, MAX_DAM);
1691 root 1.24
1692 root 1.129 arrow->stats.wc = clamp (wc, MIN_WC, MAX_WC);
1693 root 1.18 arrow->move_type = MOVE_FLY_LOW;
1694     arrow->move_on = MOVE_FLY_LOW | MOVE_WALK;
1695    
1696     play_sound_map (op->map, op->x, op->y, SOUND_FIRE_ARROW);
1697 root 1.70 m->insert (arrow, sx, sy, op);
1698 root 1.18
1699 root 1.24 if (!arrow->destroyed ())
1700 root 1.18 move_arrow (arrow);
1701 elmex 1.1
1702 root 1.18 if (op->type == PLAYER)
1703     {
1704 root 1.24 if (left->destroyed ())
1705     esrv_del_item (op->contr, left->count);
1706 root 1.18 else
1707     esrv_send_item (op, left);
1708 elmex 1.1 }
1709 root 1.24
1710 root 1.18 return 1;
1711 elmex 1.1 }
1712    
1713     /* Special fire code for players - this takes into
1714     * account the special fire modes players can have
1715     * but monsters can't. Putting that code here
1716     * makes the fire_bow code much cleaner.
1717     * this function should only be called if 'op' is a player,
1718     * hence the function name.
1719     */
1720 root 1.18 int
1721     player_fire_bow (object *op, int dir)
1722 elmex 1.1 {
1723 root 1.18 int ret = 0, wcmod = 0;
1724    
1725     if (op->contr->bowtype == bow_bestarrow)
1726     {
1727 root 1.118 ret = fire_bow (op, op, pick_arrow_target (op, op->contr->ranged_ob->race, dir), dir, 0, op->x, op->y);
1728 root 1.18 }
1729     else if (op->contr->bowtype >= bow_n && op->contr->bowtype <= bow_nw)
1730     {
1731     if (!similar_direction (dir, op->contr->bowtype - bow_n + 1))
1732     wcmod = -1;
1733 root 1.74
1734 root 1.18 ret = fire_bow (op, op, NULL, op->contr->bowtype - bow_n + 1, wcmod, op->x, op->y);
1735     }
1736     else if (op->contr->bowtype == bow_threewide)
1737     {
1738     ret = fire_bow (op, op, NULL, dir, 0, op->x, op->y);
1739     ret |= fire_bow (op, op, NULL, dir, -5, op->x + freearr_x[absdir (dir + 2)], op->y + freearr_y[absdir (dir + 2)]);
1740     ret |= fire_bow (op, op, NULL, dir, -5, op->x + freearr_x[absdir (dir - 2)], op->y + freearr_y[absdir (dir - 2)]);
1741     }
1742     else if (op->contr->bowtype == bow_spreadshot)
1743     {
1744     ret |= fire_bow (op, op, NULL, dir, 0, op->x, op->y);
1745     ret |= fire_bow (op, op, NULL, absdir (dir - 1), -5, op->x, op->y);
1746     ret |= fire_bow (op, op, NULL, absdir (dir + 1), -5, op->x, op->y);
1747 elmex 1.1 }
1748 root 1.18 else
1749     {
1750     /* Simple case */
1751     ret = fire_bow (op, op, NULL, dir, 0, op->x, op->y);
1752     }
1753 root 1.121
1754 root 1.18 return ret;
1755 elmex 1.1 }
1756    
1757     /* Fires a misc (wand/rod/horn) object in 'dir'.
1758     * Broken apart from 'fire' to keep it more readable.
1759     */
1760 root 1.18 void
1761     fire_misc_object (object *op, int dir)
1762 elmex 1.1 {
1763 root 1.118 object *item = op->contr->ranged_ob;
1764 elmex 1.1
1765 root 1.118 if (!item)
1766 root 1.18 {
1767     new_draw_info (NDI_UNIQUE, 0, op, "You have range item readied.");
1768     return;
1769 elmex 1.1 }
1770    
1771 root 1.18 if (!item->inv)
1772     {
1773     LOG (llevError, "Object %s lacks a spell\n", &item->name);
1774     return;
1775 elmex 1.1 }
1776 root 1.118
1777 root 1.126 if (!op->change_weapon (item))
1778     return;
1779 root 1.121
1780 root 1.18 if (item->type == WAND)
1781     {
1782     if (item->stats.food <= 0)
1783     {
1784     play_sound_player_only (op->contr, SOUND_WAND_POOF, 0, 0);
1785     new_draw_info_format (NDI_UNIQUE, 0, op, "The %s goes poof.", query_base_name (item, 0));
1786 root 1.121
1787 root 1.18 return;
1788 root 1.11 }
1789 root 1.18 }
1790     else if (item->type == ROD || item->type == HORN)
1791     {
1792     if (item->stats.hp < MAX (item->inv->stats.sp, item->inv->stats.grace))
1793     {
1794     play_sound_player_only (op->contr, SOUND_WAND_POOF, 0, 0);
1795 root 1.121
1796 root 1.18 if (item->type == ROD)
1797     new_draw_info_format (NDI_UNIQUE, 0, op, "The %s whines for a while, but nothing happens.", query_base_name (item, 0));
1798     else
1799     new_draw_info_format (NDI_UNIQUE, 0, op, "The %s needs more time to charge.", query_base_name (item, 0));
1800 root 1.121
1801 root 1.18 return;
1802 root 1.11 }
1803 elmex 1.1 }
1804    
1805 root 1.18 if (cast_spell (op, item, dir, item->inv, NULL))
1806     {
1807     SET_FLAG (op, FLAG_BEEN_APPLIED); /* You now know something about it */
1808     if (item->type == WAND)
1809     {
1810     if (!(--item->stats.food))
1811     {
1812     object *tmp;
1813    
1814     if (item->arch)
1815     {
1816     CLEAR_FLAG (item, FLAG_ANIMATE);
1817     item->face = item->arch->clone.face;
1818 root 1.67 item->set_speed (0);
1819 root 1.11 }
1820 root 1.67
1821 root 1.49 if ((tmp = item->in_player ()))
1822 root 1.18 esrv_update_item (UPD_ANIM, tmp, item);
1823 root 1.11 }
1824     }
1825 root 1.18 else if (item->type == ROD || item->type == HORN)
1826 root 1.67 drain_rod_charge (item);
1827 elmex 1.1 }
1828     }
1829    
1830     /* Received a fire command for the player - go and do it.
1831     */
1832 root 1.18 void
1833     fire (object *op, int dir)
1834     {
1835     int spellcost = 0;
1836 elmex 1.1
1837 root 1.18 /* check for loss of invisiblity/hide */
1838     if (action_makes_visible (op))
1839     make_visible (op);
1840 elmex 1.1
1841 root 1.118 player *pl = op->contr;
1842 elmex 1.1
1843 root 1.119 if (pl->golem)
1844     {
1845     control_golem (op->contr->golem, dir);
1846     return;
1847     }
1848    
1849     object *ob = pl->ranged_ob;
1850 elmex 1.1
1851 root 1.119 if (!ob)
1852 root 1.118 return;
1853 elmex 1.1
1854 root 1.136 if (!op->change_weapon (ob))
1855     return;
1856    
1857 root 1.119 switch (ob->type)
1858 root 1.118 {
1859 root 1.119 case BOW:
1860 root 1.118 player_fire_bow (op, dir);
1861 root 1.119 break;
1862    
1863     case SPELL:
1864     spellcost = cast_spell (op, op, dir, ob, pl->spellparam[0] ? pl->spellparam : 0);
1865     break;
1866 root 1.113
1867 root 1.119 case BUILDER:
1868 root 1.20 apply_map_builder (op, dir);
1869 root 1.119 break;
1870    
1871     case SKILL:
1872     do_skill (op, op, ob, dir, 0);
1873     break;
1874    
1875     default:
1876     fire_misc_object (op, dir);
1877     break;
1878 elmex 1.1 }
1879     }
1880    
1881     /* find_key
1882     * We try to find a key for the door as passed. If we find a key
1883     * and successfully use it, we return the key, otherwise NULL
1884     * This function merges both normal and locked door, since the logic
1885     * for both is the same - just the specific key is different.
1886     * pl is the player,
1887     * inv is the objects inventory to searched
1888     * door is the door we are trying to match against.
1889     * This function can be called recursively to search containers.
1890     */
1891 root 1.18 object *
1892     find_key (object *pl, object *container, object *door)
1893 elmex 1.1 {
1894 root 1.18 object *tmp, *key;
1895 elmex 1.1
1896 root 1.18 /* Should not happen, but sanity checking is never bad */
1897 root 1.103 if (!container->inv)
1898     return 0;
1899 elmex 1.1
1900 root 1.18 /* First, lets try to find a key in the top level inventory */
1901 root 1.103 for (tmp = container->inv; tmp; tmp = tmp->below)
1902 root 1.18 {
1903     if (door->type == DOOR && tmp->type == KEY)
1904     break;
1905     /* For sanity, we should really check door type, but other stuff
1906     * (like containers) can be locked with special keys
1907     */
1908     if (tmp->slaying && tmp->type == SPECIAL_KEY && tmp->slaying == door->slaying)
1909     break;
1910     }
1911 root 1.103
1912 root 1.18 /* No key found - lets search inventories now */
1913     /* If we find and use a key in an inventory, return at that time.
1914     * otherwise, if we search all the inventories and still don't find
1915     * a key, return
1916     */
1917     if (!tmp)
1918     {
1919 root 1.103 for (tmp = container->inv; tmp; tmp = tmp->below)
1920 root 1.18 {
1921     /* No reason to search empty containers */
1922     if (tmp->type == CONTAINER && tmp->inv)
1923     {
1924 root 1.103 if ((key = find_key (pl, tmp, door)))
1925 root 1.18 return key;
1926     }
1927     }
1928 root 1.103
1929 root 1.18 if (!tmp)
1930     return NULL;
1931 elmex 1.1 }
1932 root 1.103
1933 root 1.18 /* We get down here if we have found a key. Now if its in a container,
1934     * see if we actually want to use it
1935     */
1936     if (pl != container)
1937     {
1938     /* Only let players use keys in containers */
1939     if (!pl->contr)
1940     return NULL;
1941     /* cases where this fails:
1942     * If we only search the player inventory, return now since we
1943     * are not in the players inventory.
1944     * If the container is not active, return now since only active
1945     * containers can be used.
1946     * If we only search keyrings and the container does not have
1947     * a race/isn't a keyring.
1948     * No checking for all containers - to fall through past here,
1949     * inv must have been an container and must have been active.
1950     *
1951     * Change the color so that the message doesn't disappear with
1952     * all the others.
1953     */
1954     if (pl->contr->usekeys == key_inventory ||
1955     !QUERY_FLAG (container, FLAG_APPLIED) ||
1956     (pl->contr->usekeys == keyrings && (!container->race || strcmp (container->race, "keys"))))
1957     {
1958     new_draw_info_format (NDI_UNIQUE | NDI_BROWN, 0, pl,
1959     "The %s in your %s vibrates as you approach the door", query_name (tmp), query_name (container));
1960     return NULL;
1961 root 1.11 }
1962 elmex 1.1 }
1963 root 1.103
1964 root 1.18 return tmp;
1965 elmex 1.1 }
1966    
1967     /* moved door processing out of move_player_attack.
1968     * returns 1 if player has opened the door with a key
1969     * such that the caller should not do anything more,
1970     * 0 otherwise
1971     */
1972 root 1.18 static int
1973     player_attack_door (object *op, object *door)
1974 elmex 1.1 {
1975 root 1.18 /* If its a door, try to find a use a key. If we do destroy the door,
1976     * might as well return immediately as there is nothing more to do -
1977     * otherwise, we fall through to the rest of the code.
1978     */
1979     object *key = find_key (op, op, door);
1980    
1981     /* IF we found a key, do some extra work */
1982     if (key)
1983     {
1984     object *container = key->env;
1985    
1986     play_sound_map (op->map, op->x, op->y, SOUND_OPEN_DOOR);
1987 root 1.117
1988 root 1.18 if (action_makes_visible (op))
1989     make_visible (op);
1990 root 1.117
1991 root 1.18 if (door->inv && (door->inv->type == RUNE || door->inv->type == TRAP))
1992     spring_trap (door->inv, op);
1993 root 1.103
1994 root 1.18 if (door->type == DOOR)
1995 root 1.103 hit_player (door, 9998, op, AT_PHYSICAL, 1); /* Break through the door */
1996 root 1.18 else if (door->type == LOCKED_DOOR)
1997     {
1998     new_draw_info_format (NDI_UNIQUE, NDI_BROWN, op, "You open the door with the %s", query_short_name (key));
1999     remove_door2 (door); /* remove door without violence ;-) */
2000     }
2001 root 1.103
2002 root 1.18 /* Do this after we print the message */
2003     decrease_ob (key); /* Use up one of the keys */
2004     /* Need to update the weight the container the key was in */
2005     if (container != op)
2006     esrv_update_item (UPD_WEIGHT, op, container);
2007 root 1.103
2008 root 1.18 return 1; /* Nothing more to do below */
2009     }
2010     else if (door->type == LOCKED_DOOR)
2011     {
2012     /* Might as well return now - no other way to open this */
2013     new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, door->msg);
2014     return 1;
2015 elmex 1.1 }
2016 root 1.103
2017 root 1.18 return 0;
2018 elmex 1.1 }
2019    
2020     /* This function is just part of a breakup from move_player.
2021     * It should keep the code cleaner.
2022     * When this is called, the players direction has been updated
2023     * (taking into account confusion.) The player is also actually
2024     * going to try and move (not fire weapons).
2025     */
2026 root 1.18 void
2027     move_player_attack (object *op, int dir)
2028 elmex 1.1 {
2029 root 1.18 object *tmp, *mon;
2030     int on_battleground;
2031 root 1.25 maptile *m;
2032 root 1.18
2033 root 1.117 sint16 nx = freearr_x[dir] + op->x;
2034     sint16 ny = freearr_y[dir] + op->y;
2035 root 1.18
2036 root 1.49 on_battleground = op_on_battleground (op, 0, 0);
2037 root 1.18
2038     /* If braced, or can't move to the square, and it is not out of the
2039     * map, attack it. Note order of if statement is important - don't
2040     * want to be calling move_ob if braced, because move_ob will move the
2041     * player. This is a pretty nasty hack, because if we could
2042     * move to some space, it then means that if we are braced, we should
2043     * do nothing at all. As it is, if we are braced, we go through
2044     * quite a bit of processing. However, it probably is less than what
2045     * move_ob uses.
2046     */
2047     if ((op->contr->braced || !move_ob (op, dir, op)) && !out_of_map (op->map, nx, ny))
2048     {
2049     if (OUT_OF_REAL_MAP (op->map, nx, ny))
2050     {
2051 root 1.85 m = op->map->xy_find (nx, ny);
2052 root 1.18 if (!m)
2053     return; /* Don't think this should happen */
2054     }
2055     else
2056     m = op->map;
2057    
2058 root 1.85 if (!(tmp = m->at (nx, ny).bot))
2059     return;
2060 root 1.11
2061 root 1.49 mon = 0;
2062 root 1.18 /* Go through all the objects, and find ones of interest. Only stop if
2063     * we find a monster - that is something we know we want to attack.
2064     * if its a door or barrel (can roll) see if there may be monsters
2065     * on the space
2066     */
2067 root 1.49 while (tmp)
2068 root 1.18 {
2069     if (tmp == op)
2070     {
2071     tmp = tmp->above;
2072     continue;
2073 root 1.11 }
2074 root 1.27
2075 root 1.18 if (QUERY_FLAG (tmp, FLAG_ALIVE))
2076     {
2077     mon = tmp;
2078     break;
2079 root 1.11 }
2080 root 1.27
2081 root 1.18 if (tmp->type == LOCKED_DOOR || QUERY_FLAG (tmp, FLAG_CAN_ROLL))
2082     mon = tmp;
2083 root 1.27
2084 root 1.18 tmp = tmp->above;
2085     }
2086    
2087 root 1.49 if (!mon) /* This happens anytime the player tries to move */
2088 root 1.18 return; /* into a wall */
2089    
2090 root 1.49 if (mon->head)
2091 root 1.18 mon = mon->head;
2092    
2093     if ((mon->type == DOOR && mon->stats.hp >= 0) || (mon->type == LOCKED_DOOR))
2094     if (player_attack_door (op, mon))
2095     return;
2096    
2097     /* The following deals with possibly attacking peaceful
2098     * or frienddly creatures. Basically, all players are considered
2099     * unaggressive. If the moving player has peaceful set, then the
2100     * object should be pushed instead of attacked. It is assumed that
2101     * if you are braced, you will not attack friends accidently,
2102     * and thus will not push them.
2103     */
2104 root 1.11
2105 root 1.18 /* If the creature is a pet, push it even if the player is not
2106     * peaceful. Our assumption is the creature is a pet if the
2107     * player owns it and it is either friendly or unagressive.
2108     */
2109 root 1.137 if (op->type == PLAYER
2110     && ((mon->owner && mon->owner->contr
2111     && same_party (mon->owner->contr->party, op->contr->party))
2112     || mon->owner == op)
2113 root 1.18 && (QUERY_FLAG (mon, FLAG_UNAGGRESSIVE) || QUERY_FLAG (mon, FLAG_FRIENDLY)))
2114 root 1.11 {
2115 root 1.18 /* If we're braced, we don't want to switch places with it */
2116     if (op->contr->braced)
2117 root 1.11 return;
2118 root 1.85
2119 root 1.18 play_sound_map (op->map, op->x, op->y, SOUND_PUSH_PLAYER);
2120 root 1.117 push_ob (mon, dir, op);
2121 root 1.18 if (op->contr->tmp_invis || op->hide)
2122     make_visible (op);
2123 root 1.85
2124 root 1.18 return;
2125 root 1.11 }
2126    
2127 root 1.18 /* in certain circumstances, you shouldn't attack friendly
2128     * creatures. Note that if you are braced, you can't push
2129     * someone, but put it inside this loop so that you won't
2130     * attack them either.
2131     */
2132 root 1.137 if ((mon->type == PLAYER || mon->enemy != op)
2133     && (mon->type == PLAYER || QUERY_FLAG (mon, FLAG_UNAGGRESSIVE) || QUERY_FLAG (mon, FLAG_FRIENDLY))
2134     && ((op->contr->peaceful
2135     || (mon->type == PLAYER && mon->contr->peaceful))
2136     && !on_battleground))
2137 root 1.18 {
2138     if (!op->contr->braced)
2139     {
2140     play_sound_map (op->map, op->x, op->y, SOUND_PUSH_PLAYER);
2141 root 1.85 push_ob (mon, dir, op);
2142 root 1.18 }
2143     else
2144 root 1.49 new_draw_info (0, 0, op, "You withhold your attack");
2145    
2146 root 1.18 if (op->contr->tmp_invis || op->hide)
2147     make_visible (op);
2148 root 1.11 }
2149 elmex 1.1
2150 root 1.18 /* If the object is a boulder or other rollable object, then
2151     * roll it if not braced. You can't roll it if you are braced.
2152     */
2153     else if (QUERY_FLAG (mon, FLAG_CAN_ROLL) && (!op->contr->braced))
2154     {
2155     recursive_roll (mon, dir, op);
2156     if (action_makes_visible (op))
2157     make_visible (op);
2158 root 1.11 }
2159    
2160 root 1.18 /* Any generic living creature. Including things like doors.
2161     * Way it works is like this: First, it must have some hit points
2162     * and be living. Then, it must be one of the following:
2163     * 1) Not a player, 2) A player, but of a different party. Note
2164     * that party_number -1 is no party, so attacks can still happen.
2165     */
2166     else if ((mon->stats.hp >= 0) && QUERY_FLAG (mon, FLAG_ALIVE) &&
2167     ((mon->type != PLAYER || op->contr->party == NULL || op->contr->party != mon->contr->party)))
2168     {
2169 root 1.135 if (!op->contr->has_hit)
2170     {
2171     op->contr->has_hit = 1;
2172     op->speed_left += op->contr->weapon_speed () - op->speed;
2173     }
2174 root 1.11
2175 root 1.49 skill_attack (mon, op, 0, 0, 0);
2176 root 1.11
2177 root 1.18 /* If attacking another player, that player gets automatic
2178     * hitback, and doesn't loose luck either.
2179     * Disable hitback on the battleground or if the target is
2180     * the wiz.
2181     */
2182     if (mon->type == PLAYER && mon->stats.hp >= 0 && !mon->contr->has_hit && !on_battleground && !QUERY_FLAG (mon, FLAG_WIZ))
2183     {
2184     short luck = mon->stats.luck;
2185    
2186     mon->contr->has_hit = 1;
2187 root 1.49 skill_attack (op, mon, 0, 0, 0);
2188 root 1.18 mon->stats.luck = luck;
2189 root 1.11 }
2190 root 1.49
2191 root 1.18 if (action_makes_visible (op))
2192     make_visible (op);
2193 root 1.11 }
2194 root 1.18 } /* if player should attack something */
2195 elmex 1.1 }
2196    
2197 root 1.18 int
2198     move_player (object *op, int dir)
2199     {
2200     int pick;
2201 elmex 1.1
2202 root 1.84 if (!op->map || op->map->in_memory != MAP_IN_MEMORY)
2203 root 1.18 return 0;
2204 elmex 1.1
2205 root 1.18 /* Sanity check: make sure dir is valid */
2206     if ((dir < 0) || (dir >= 9))
2207     {
2208     LOG (llevError, "move_player: invalid direction %d\n", dir);
2209     return 0;
2210 elmex 1.1 }
2211    
2212 root 1.84 /* peterm: added following line */
2213 root 1.18 if (QUERY_FLAG (op, FLAG_CONFUSED) && dir)
2214 root 1.99 dir = absdir (dir + rndm (3) + rndm (3) - 2);
2215 root 1.18
2216     op->facing = dir;
2217    
2218     if (op->hide)
2219     do_hidden_move (op);
2220    
2221     if (INVOKE_PLAYER (MOVE, op->contr, ARG_INT (dir)))
2222     /*nop */ ;
2223     else if (op->contr->fire_on)
2224     fire (op, dir);
2225     else
2226     {
2227     move_player_attack (op, dir);
2228     pick = check_pick (op);
2229     }
2230 elmex 1.1
2231 root 1.18 /* Add special check for newcs players and fire on - this way, the
2232     * server can handle repeat firing.
2233     */
2234     if (op->contr->fire_on || (op->contr->run_on && pick != 0))
2235 root 1.49 op->direction = dir;
2236 root 1.18 else
2237 root 1.49 op->direction = 0;
2238    
2239 root 1.18 /* Update how the player looks. Use the facing, so direction may
2240     * get reset to zero. This allows for full animation capabilities
2241     * for players.
2242     */
2243     animate_object (op, op->facing);
2244     return 0;
2245 elmex 1.1 }
2246    
2247     /* This is similar to handle_player, below, but is only used by the
2248     * new client/server stuff.
2249     * This is sort of special, in that the new client/server actually uses
2250     * the new speed values for commands.
2251     *
2252     * Returns true if there are more actions we can do.
2253     */
2254 root 1.18 int
2255     handle_newcs_player (object *op)
2256 elmex 1.1 {
2257 root 1.18 if (QUERY_FLAG (op, FLAG_SCARED))
2258     {
2259     flee_player (op);
2260 root 1.132
2261 root 1.18 /* If player is still scared, that is his action for this tick */
2262 root 1.132 if (op->flag [FLAG_SCARED])
2263 root 1.18 {
2264 root 1.132 --op->speed_left;
2265 root 1.18 return 0;
2266 root 1.11 }
2267 elmex 1.1 }
2268    
2269 root 1.18 /* call this here - we also will call this in do_ericserver, but
2270     * the players time has been increased when doericserver has been
2271     * called, so we recheck it here.
2272     */
2273 root 1.83 if (op->contr->ns->handle_command ())
2274     return 1;
2275 root 1.47
2276 root 1.133 if (op->speed_left > 0.f)
2277 root 1.83 {
2278     if (op->direction && (op->contr->run_on || op->contr->fire_on))
2279     {
2280     /* All move commands take 1 tick, at least for now */
2281 root 1.132 --op->speed_left;
2282 elmex 1.1
2283 root 1.83 /* Instead of all the stuff below, let move_player take care
2284     * of it. Also, some of the skill stuff is only put in
2285     * there, as well as the confusion stuff.
2286     */
2287     move_player (op, op->direction);
2288 elmex 1.1
2289 root 1.133 return op->speed_left > 0.f;
2290 root 1.83 }
2291 root 1.18 }
2292 root 1.41
2293 root 1.18 return 0;
2294     }
2295    
2296     int
2297     save_life (object *op)
2298     {
2299     if (!QUERY_FLAG (op, FLAG_LIFESAVE))
2300 elmex 1.1 return 0;
2301 root 1.18
2302 root 1.41 for (object *tmp = op->inv; tmp; tmp = tmp->below)
2303 root 1.18 if (QUERY_FLAG (tmp, FLAG_APPLIED) && QUERY_FLAG (tmp, FLAG_LIFESAVE))
2304     {
2305     play_sound_map (op->map, op->x, op->y, SOUND_OB_EVAPORATE);
2306     new_draw_info_format (NDI_UNIQUE, 0, op, "Your %s vibrates violently, then evaporates.", query_name (tmp));
2307 root 1.33
2308 root 1.18 if (op->contr)
2309     esrv_del_item (op->contr, tmp->count);
2310 root 1.33
2311     tmp->destroy ();
2312 root 1.18 CLEAR_FLAG (op, FLAG_LIFESAVE);
2313 root 1.33
2314 root 1.18 if (op->stats.hp < 0)
2315     op->stats.hp = op->stats.maxhp;
2316 root 1.33
2317 root 1.18 if (op->stats.food < 0)
2318     op->stats.food = 999;
2319 root 1.33
2320 root 1.54 op->update_stats ();
2321 root 1.18 return 1;
2322     }
2323 root 1.41
2324 root 1.18 LOG (llevError, "Error: LIFESAVE set without applied object.\n");
2325     CLEAR_FLAG (op, FLAG_LIFESAVE);
2326     enter_player_savebed (op); /* bring him home. */
2327     return 0;
2328 elmex 1.1 }
2329    
2330     /* This goes throws the inventory and removes unpaid objects, and puts them
2331     * back in the map (location and map determined by values of env). This
2332     * function will descend into containers. op is the object to start the search
2333     * from.
2334     */
2335 root 1.18 void
2336     remove_unpaid_objects (object *op, object *env)
2337 elmex 1.1 {
2338 root 1.18 while (op)
2339     {
2340 root 1.70 object *next = op->below; /* Make sure we have a good value, in case we remove object 'op' */
2341    
2342 root 1.18 if (QUERY_FLAG (op, FLAG_UNPAID))
2343     {
2344     if (env->type == PLAYER)
2345     esrv_del_item (env->contr, op->count);
2346 root 1.70
2347     op->insert_at (env);
2348 root 1.18 }
2349     else if (op->inv)
2350     remove_unpaid_objects (op->inv, env);
2351 root 1.41
2352 root 1.18 op = next;
2353 elmex 1.1 }
2354     }
2355    
2356     /*
2357     * Returns pointer a static string containing gravestone text
2358     * Moved from apply.c to player.c - player.c is what
2359     * actually uses this function. player.c may not be quite the
2360     * best, a misc file for object actions is probably better,
2361     * but there isn't one in the server directory.
2362     */
2363 root 1.18 char *
2364     gravestone_text (object *op)
2365 elmex 1.1 {
2366 root 1.18 static char buf2[MAX_BUF];
2367     char buf[MAX_BUF];
2368     time_t now = time (NULL);
2369    
2370     strcpy (buf2, " R.I.P.\n\n");
2371     if (op->type == PLAYER)
2372     sprintf (buf, "%s the %s\n", &op->name, op->contr->title);
2373     else
2374     sprintf (buf, "%s\n", &op->name);
2375 root 1.41
2376 root 1.18 strncat (buf2, " ", 20 - strlen (buf) / 2);
2377     strcat (buf2, buf);
2378     if (op->type == PLAYER)
2379     sprintf (buf, "who was in level %d when killed\n", op->level);
2380     else
2381     sprintf (buf, "who was in level %d when died.\n\n", op->level);
2382 root 1.41
2383 root 1.18 strncat (buf2, " ", 20 - strlen (buf) / 2);
2384     strcat (buf2, buf);
2385     if (op->type == PLAYER)
2386     {
2387     sprintf (buf, "by %s.\n\n", op->contr->killer);
2388     strncat (buf2, " ", 21 - strlen (buf) / 2);
2389     strcat (buf2, buf);
2390     }
2391 root 1.41
2392 root 1.18 strftime (buf, MAX_BUF, "%b %d %Y\n", localtime (&now));
2393     strncat (buf2, " ", 20 - strlen (buf) / 2);
2394     strcat (buf2, buf);
2395 root 1.41
2396 root 1.18 return buf2;
2397 elmex 1.1 }
2398    
2399 root 1.18 void
2400     do_some_living (object *op)
2401     {
2402     int last_food = op->stats.food;
2403 elmex 1.1 int gen_hp, gen_sp, gen_grace;
2404     int over_hp, over_sp, over_grace;
2405     int i;
2406     int rate_hp = 1200;
2407     int rate_sp = 2500;
2408     int rate_grace = 2000;
2409     const int max_hp = 1;
2410     const int max_sp = 1;
2411     const int max_grace = 1;
2412    
2413 root 1.107 if (op->contr->hidden)
2414     {
2415     op->invisible = 1000;
2416     /* the socket code flashes the player visible/invisible
2417     * depending on the value of invisible, so we need to
2418     * alternate it here for it to work correctly.
2419     */
2420     if (pticks & 2)
2421     op->invisible--;
2422     }
2423     else if (op->invisible && !(QUERY_FLAG (op, FLAG_MAKE_INVIS)))
2424     {
2425     if (!op->invisible--)
2426     {
2427     make_visible (op);
2428     new_draw_info (NDI_UNIQUE, 0, op, "Your invisibility spell runs out.");
2429     }
2430     }
2431    
2432 root 1.52 if (op->contr->ns->state == ST_PLAYING)
2433 root 1.18 {
2434     /* these next three if clauses make it possible to SLOW DOWN
2435     hp/grace/spellpoint regeneration. */
2436     if (op->contr->gen_hp >= 0)
2437     gen_hp = (op->contr->gen_hp + 1) * op->stats.maxhp;
2438     else
2439     {
2440     gen_hp = op->stats.maxhp;
2441     rate_hp -= rate_hp / 2 * op->contr->gen_hp;
2442     }
2443 root 1.55
2444 root 1.18 if (op->contr->gen_sp >= 0)
2445     gen_sp = (op->contr->gen_sp + 1) * op->stats.maxsp;
2446     else
2447     {
2448     gen_sp = op->stats.maxsp;
2449     rate_sp -= rate_sp / 2 * op->contr->gen_sp;
2450     }
2451 root 1.55
2452 root 1.18 if (op->contr->gen_grace >= 0)
2453     gen_grace = (op->contr->gen_grace + 1) * op->stats.maxgrace;
2454     else
2455     {
2456     gen_grace = op->stats.maxgrace;
2457     rate_grace -= rate_grace / 2 * op->contr->gen_grace;
2458     }
2459    
2460     /* Regenerate Spell Points */
2461 root 1.118 if (!op->contr->golem && --op->last_sp < 0)
2462 root 1.18 {
2463     gen_sp = gen_sp * 10 / (op->contr->gen_sp_armour < 10 ? 10 : op->contr->gen_sp_armour);
2464     if (op->stats.sp < op->stats.maxsp)
2465     {
2466     op->stats.sp++;
2467     /* dms do not consume food */
2468     if (!QUERY_FLAG (op, FLAG_WIZ))
2469     {
2470     op->stats.food--;
2471     if (op->contr->digestion < 0)
2472     op->stats.food += op->contr->digestion;
2473     else if (op->contr->digestion > 0 && random_roll (0, op->contr->digestion, op, PREFER_HIGH))
2474     op->stats.food = last_food;
2475     }
2476     }
2477 root 1.55
2478 root 1.18 if (max_sp > 1)
2479     {
2480     over_sp = (gen_sp + 10) / rate_sp;
2481     if (over_sp > 0)
2482     {
2483     if (op->stats.sp < op->stats.maxsp)
2484     {
2485     op->stats.sp += over_sp > max_sp ? max_sp : over_sp;
2486 root 1.55
2487 root 1.18 if (random_roll (0, rate_sp - 1, op, PREFER_LOW) > ((gen_sp + 10) % rate_sp))
2488     op->stats.sp--;
2489 root 1.55
2490 root 1.18 if (op->stats.sp > op->stats.maxsp)
2491     op->stats.sp = op->stats.maxsp;
2492     }
2493     op->last_sp = 0;
2494     }
2495     else
2496 root 1.55 op->last_sp = rate_sp / (gen_sp < 20 ? 30 : gen_sp + 10);
2497 root 1.18 }
2498     else
2499 root 1.55 op->last_sp = rate_sp / (gen_sp < 20 ? 30 : gen_sp + 10);
2500 root 1.18 }
2501    
2502     /* Regenerate Grace */
2503     /* I altered this a little - maximum grace is ony achieved through prayer -b.t. */
2504     if (--op->last_grace < 0)
2505     {
2506     if (op->stats.grace < op->stats.maxgrace / 2)
2507     op->stats.grace++; /* no penalty in food for regaining grace */
2508 root 1.55
2509 root 1.18 if (max_grace > 1)
2510     {
2511     over_grace = (gen_grace < 20 ? 30 : gen_grace + 10) / rate_grace;
2512     if (over_grace > 0)
2513     {
2514     op->stats.sp += over_grace
2515     + (random_roll (0, rate_grace - 1, op, PREFER_HIGH) > ((gen_grace < 20 ? 30 : gen_grace + 10) % rate_grace)) ? -1 : 0;
2516     op->last_grace = 0;
2517     }
2518     else
2519     {
2520     op->last_grace = rate_grace / (gen_grace < 20 ? 30 : gen_grace + 10);
2521     }
2522     }
2523     else
2524     {
2525     op->last_grace = rate_grace / (gen_grace < 20 ? 30 : gen_grace + 10);
2526     }
2527     /* wearing stuff doesn't detract from grace generation. */
2528     }
2529    
2530     /* Regenerate Hit Points */
2531     if (--op->last_heal < 0)
2532     {
2533     if (op->stats.hp < op->stats.maxhp)
2534     {
2535     op->stats.hp++;
2536     /* dms do not consume food */
2537     if (!QUERY_FLAG (op, FLAG_WIZ))
2538     {
2539     op->stats.food--;
2540     if (op->contr->digestion < 0)
2541     op->stats.food += op->contr->digestion;
2542     else if (op->contr->digestion > 0 && random_roll (0, op->contr->digestion, op, PREFER_HIGH))
2543     op->stats.food = last_food;
2544     }
2545     }
2546 root 1.55
2547 root 1.18 if (max_hp > 1)
2548     {
2549     over_hp = (gen_hp < 20 ? 30 : gen_hp + 10) / rate_hp;
2550     if (over_hp > 0)
2551     {
2552     op->stats.sp += over_hp + (RANDOM () % rate_hp > ((gen_hp < 20 ? 30 : gen_hp + 10) % rate_hp)) ? -1 : 0;
2553     op->last_heal = 0;
2554     }
2555     else
2556     {
2557     op->last_heal = rate_hp / (gen_hp < 20 ? 30 : gen_hp + 10);
2558     }
2559     }
2560     else
2561     {
2562     op->last_heal = rate_hp / (gen_hp < 20 ? 30 : gen_hp + 10);
2563     }
2564 root 1.11 }
2565 elmex 1.1
2566 root 1.18 /* Digestion */
2567     if (--op->last_eat < 0)
2568     {
2569     int bonus = op->contr->digestion > 0 ? op->contr->digestion : 0, penalty = op->contr->digestion < 0 ? -op->contr->digestion : 0;
2570    
2571     if (op->contr->gen_hp > 0)
2572     op->last_eat = 25 * (1 + bonus) / (op->contr->gen_hp + penalty + 1);
2573     else
2574     op->last_eat = 25 * (1 + bonus) / (penalty + 1);
2575 root 1.55
2576 root 1.18 /* dms do not consume food */
2577     if (!QUERY_FLAG (op, FLAG_WIZ))
2578     op->stats.food--;
2579 root 1.11 }
2580 elmex 1.1
2581 root 1.55 if (op->stats.food < 0 && op->stats.hp >= 0)
2582     {
2583     object *tmp, *flesh = 0;
2584 root 1.18
2585 root 1.55 for (tmp = op->inv; tmp; tmp = tmp->below)
2586 root 1.18 {
2587 root 1.55 if (!QUERY_FLAG (tmp, FLAG_UNPAID))
2588 root 1.18 {
2589 root 1.55 if (tmp->type == FOOD || tmp->type == DRINK || tmp->type == POISON)
2590     {
2591     new_draw_info (NDI_UNIQUE, 0, op, "You blindly grab for a bite of food.");
2592     manual_apply (op, tmp, 0);
2593     if (op->stats.food >= 0 || op->stats.hp < 0)
2594     break;
2595     }
2596     else if (tmp->type == FLESH)
2597     flesh = tmp;
2598     } /* End if paid for object */
2599     } /* end of for loop */
2600    
2601     /* If player is still starving, it means they don't have any food, so
2602     * eat flesh instead.
2603     */
2604     if (op->stats.food < 0 && op->stats.hp >= 0 && flesh)
2605     {
2606     new_draw_info (NDI_UNIQUE, 0, op, "You blindly grab for a bite of food.");
2607     manual_apply (op, flesh, 0);
2608     }
2609 root 1.11 }
2610 elmex 1.1
2611 root 1.55 while (op->stats.food < 0 && op->stats.hp >= 0)
2612     op->stats.food++, op->stats.hp--;
2613 elmex 1.1
2614 root 1.55 if (op->stats.hp < 0 && !QUERY_FLAG (op, FLAG_WIZ))
2615     kill_player (op);
2616     }
2617 elmex 1.1 }
2618    
2619     /* If the player should die (lack of hp, food, etc), we call this.
2620     * op is the player in jeopardy. If the player can not be saved (not
2621     * permadeath, no lifesave), this will take care of removing the player
2622     * file.
2623     */
2624 root 1.18 void
2625     kill_player (object *op)
2626 elmex 1.1 {
2627 root 1.18 char buf[MAX_BUF];
2628     int x, y;
2629    
2630     //int i;
2631 root 1.25 maptile *map; /* this is for resurrection */
2632 root 1.18
2633     /* int z;
2634     int num_stats_lose;
2635     int lost_a_stat;
2636     int lose_this_stat;
2637     int this_stat; */
2638     int will_kill_again;
2639     archetype *at;
2640     object *tmp;
2641    
2642     if (save_life (op))
2643     return;
2644    
2645    
2646     /* If player dies on BATTLEGROUND, no stat/exp loss! For Combat-Arenas
2647     * in cities ONLY!!! It is very important that this doesn't get abused.
2648     * Look at op_on_battleground() for more info --AndreasV
2649     */
2650     if (op_on_battleground (op, &x, &y))
2651     {
2652     new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, "You have been defeated in combat!");
2653     new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, "Local medics have saved your life...");
2654    
2655     /* restore player */
2656 root 1.22 at = archetype::find ("poisoning");
2657 root 1.70 if (object *tmp = present_arch_in_ob (at, op))
2658 root 1.18 {
2659 root 1.33 tmp->destroy ();
2660 root 1.18 new_draw_info (NDI_UNIQUE, 0, op, "Your body feels cleansed");
2661     }
2662 elmex 1.1
2663 root 1.22 at = archetype::find ("confusion");
2664 root 1.70 if (object *tmp = present_arch_in_ob (at, op))
2665 root 1.18 {
2666 root 1.33 tmp->destroy ();
2667 root 1.18 new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer");
2668     }
2669    
2670     cure_disease (op, 0); /* remove any disease */
2671     op->stats.hp = op->stats.maxhp;
2672     if (op->stats.food <= 0)
2673     op->stats.food = 999;
2674 elmex 1.1
2675 root 1.18 /* create a bodypart-trophy to make the winner happy */
2676 root 1.70 if (object *tmp = arch_to_object (archetype::find ("finger")))
2677 root 1.18 {
2678     sprintf (buf, "%s's finger", &op->name);
2679     tmp->name = buf;
2680     sprintf (buf, " This finger has been cut off %s\n"
2681     " the %s, when he was defeated at\n level %d by %s.\n",
2682     &op->name, op->contr->title, (int) (op->level), op->contr->killer);
2683     tmp->msg = buf;
2684 root 1.102 tmp->value = 0, tmp->type = 0;
2685     tmp->materialname = "organics";
2686 elmex 1.87 tmp->insert_at (op, tmp);
2687 root 1.18 }
2688 elmex 1.1
2689 root 1.18 /* teleport defeated player to new destination */
2690     transfer_ob (op, x, y, 0, NULL);
2691     op->contr->braced = 0;
2692     return;
2693 elmex 1.1 }
2694    
2695 root 1.18 INVOKE_PLAYER (DEATH, op->contr);
2696 root 1.3
2697 root 1.18 command_kill_pets (op, 0);
2698 elmex 1.1
2699 root 1.18 if (op->stats.food < 0)
2700     {
2701     sprintf (buf, "%s starved to death.", &op->name);
2702     strcpy (op->contr->killer, "starvation");
2703 elmex 1.1 }
2704 root 1.18 else
2705 root 1.89 sprintf (buf, "%s died.", &op->name);
2706 root 1.70
2707 root 1.18 play_sound_player_only (op->contr, SOUND_PLAYER_DIES, 0, 0);
2708 elmex 1.1
2709 root 1.18 /* save the map location for corpse, gravestone */
2710 root 1.70 x = op->x;
2711     y = op->y;
2712 root 1.18 map = op->map;
2713 elmex 1.1
2714 root 1.54 /* NOT_PERMADEATH code. This basically brings the character back to
2715     * life if they are dead - it takes some exp and a random stat.
2716     * See the config.h file for a little more in depth detail about this.
2717     */
2718    
2719     /* Basically two ways to go - remove a stat permanently, or just
2720     * make it depletion. This bunch of code deals with that aspect
2721     * of death.
2722     */
2723     #ifndef COZY_SERVER
2724     if (settings.balanced_stat_loss)
2725 root 1.18 {
2726 root 1.54 /* If stat loss is permanent, lose one stat only. */
2727     /* Lower level chars don't lose as many stats because they suffer
2728     more if they do. */
2729     /* Higher level characters can afford things such as potions of
2730     restoration, or better, stat potions. So we slug them that
2731     little bit harder. */
2732     /* GD */
2733     if (settings.stat_loss_on_death)
2734     num_stats_lose = 1;
2735     else
2736     num_stats_lose = 1 + op->level / BALSL_NUMBER_LOSSES_RATIO;
2737     }
2738     else
2739 root 1.70 num_stats_lose = 1;
2740    
2741 root 1.54 lost_a_stat = 0;
2742    
2743     for (z = 0; z < num_stats_lose; z++)
2744     {
2745     i = RANDOM () % NUM_STATS;
2746 root 1.11
2747 root 1.54 if (settings.stat_loss_on_death)
2748 root 1.18 {
2749 root 1.54 /* Pick a random stat and take a point off it. Tell the player
2750     * what he lost.
2751     */
2752     change_attr_value (&(op->stats), i, -1);
2753     check_stat_bounds (&(op->stats));
2754     change_attr_value (&(op->contr->orig_stats), i, -1);
2755     check_stat_bounds (&(op->contr->orig_stats));
2756     new_draw_info (NDI_UNIQUE, 0, op, lose_msg[i]);
2757     lost_a_stat = 1;
2758 root 1.18 }
2759     else
2760     {
2761 root 1.54 /* deplete a stat */
2762     archetype *deparch = archetype::find ("depletion");
2763     object *dep;
2764 root 1.11
2765 root 1.54 dep = present_arch_in_ob (deparch, op);
2766     if (!dep)
2767 root 1.18 {
2768 root 1.54 dep = arch_to_object (deparch);
2769     insert_ob_in_ob (dep, op);
2770 root 1.18 }
2771 root 1.54 lose_this_stat = 1;
2772     if (settings.balanced_stat_loss)
2773 root 1.18 {
2774 root 1.54 /* GD */
2775     /* Get the stat that we're about to deplete. */
2776     this_stat = get_attr_value (&(dep->stats), i);
2777     if (this_stat < 0)
2778     {
2779     int loss_chance = 1 + op->level / BALSL_LOSS_CHANCE_RATIO;
2780     int keep_chance = this_stat * this_stat;
2781 root 1.18
2782 root 1.54 /* Yes, I am paranoid. Sue me. */
2783     if (keep_chance < 1)
2784     keep_chance = 1;
2785 root 1.18
2786 root 1.54 /* There is a maximum depletion total per level. */
2787     if (this_stat < -1 - op->level / BALSL_MAX_LOSS_RATIO)
2788     {
2789     lose_this_stat = 0;
2790     /* Take loss chance vs keep chance to see if we
2791     retain the stat. */
2792     }
2793     else
2794     {
2795     if (random_roll (0, loss_chance + keep_chance - 1, op, PREFER_LOW) < keep_chance)
2796     lose_this_stat = 0;
2797     /* LOG(llevDebug, "Determining stat loss. Stat: %d Keep: %d Lose: %d Result: %s.\n",
2798     this_stat, keep_chance, loss_chance,
2799     lose_this_stat?"LOSE":"KEEP"); */
2800 root 1.11 }
2801     }
2802 root 1.54 }
2803 root 1.18
2804 root 1.54 if (lose_this_stat)
2805     {
2806     this_stat = get_attr_value (&(dep->stats), i);
2807     /* We could try to do something clever like find another
2808     * stat to reduce if this fails. But chances are, if
2809     * stats have been depleted to -50, all are pretty low
2810     * and should be roughly the same, so it shouldn't make a
2811     * difference.
2812     */
2813     if (this_stat >= -50)
2814 root 1.18 {
2815 root 1.54 change_attr_value (&(dep->stats), i, -1);
2816     SET_FLAG (dep, FLAG_APPLIED);
2817     new_draw_info (NDI_UNIQUE, 0, op, lose_msg[i]);
2818     op->update_stats ();
2819     lost_a_stat = 1;
2820 root 1.11 }
2821     }
2822     }
2823 root 1.54 }
2824     /* If no stat lost, tell the player. */
2825     if (!lost_a_stat)
2826     {
2827     /* determine_god() seems to not work sometimes... why is this?
2828     Should I be using something else? GD */
2829     const char *god = determine_god (op);
2830 root 1.18
2831 root 1.54 if (god && (strcmp (god, "none")))
2832     new_draw_info_format (NDI_UNIQUE, 0, op, "For a brief moment you feel the holy presence of %s protecting" " you.", god);
2833     else
2834     new_draw_info (NDI_UNIQUE, 0, op, "For a brief moment you feel a holy presence protecting you.");
2835     }
2836 root 1.28 #else
2837 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.");
2838 elmex 1.1 #endif
2839    
2840 root 1.54 /* Put a gravestone up where the character 'almost' died. List the
2841     * exp loss on the stone.
2842     */
2843     tmp = arch_to_object (archetype::find ("gravestone"));
2844     sprintf (buf, "%s's gravestone", &op->name);
2845     tmp->name = buf;
2846     sprintf (buf, "%s's gravestones", &op->name);
2847     tmp->name_pl = buf;
2848     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);
2849     tmp->msg = buf;
2850     tmp->x = op->x, tmp->y = op->y;
2851     insert_ob_in_map (tmp, op->map, NULL, 0);
2852    
2853     /**************************************/
2854     /* */
2855     /* Subtract the experience points, */
2856     /* if we died cause of food, give us */
2857     /* food, and reset HP's... */
2858     /* */
2859     /**************************************/
2860    
2861     /* remove any poisoning and confusion the character may be suffering. */
2862     /* restore player */
2863     at = archetype::find ("poisoning");
2864     tmp = present_arch_in_ob (at, op);
2865    
2866     if (tmp)
2867     {
2868     tmp->destroy ();
2869     new_draw_info (NDI_UNIQUE, 0, op, "Your body feels cleansed");
2870     }
2871    
2872     at = archetype::find ("confusion");
2873     tmp = present_arch_in_ob (at, op);
2874     if (tmp)
2875     {
2876     tmp->destroy ();
2877     new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer");
2878     }
2879    
2880     cure_disease (op, 0); /* remove any disease */
2881    
2882     /*add_exp(op, (op->stats.exp * -0.20)); */
2883     apply_death_exp_penalty (op);
2884     if (op->stats.food < 100)
2885     op->stats.food = 900;
2886     op->stats.hp = op->stats.maxhp;
2887     op->stats.sp = MAX (op->stats.sp, op->stats.maxsp);
2888     op->stats.grace = MAX (op->stats.grace, op->stats.maxgrace);
2889 root 1.11
2890 root 1.54 /*
2891 root 1.108 * Check to see if the player has any unpaid items. If so, remove them
2892     * and put them back in the map.
2893 root 1.54 */
2894 root 1.108 remove_unpaid_objects (op->inv, op);
2895 root 1.18
2896 root 1.54 /****************************************/
2897     /* */
2898     /* Move player to his current respawn- */
2899     /* position (usually last savebed) */
2900     /* */
2901     /****************************************/
2902 root 1.18
2903 root 1.54 enter_player_savebed (op);
2904 root 1.18
2905 root 1.54 op->contr->braced = 0;
2906 root 1.11
2907 root 1.54 /* it is possible that the player has blown something up
2908     * at his savebed location, and that can have long lasting
2909     * spell effects. So first see if there is a spell effect
2910     * on the space that might harm the player.
2911     */
2912     will_kill_again = 0;
2913     for (tmp = GET_MAP_OB (op->map, op->x, op->y); tmp; tmp = tmp->above)
2914     if (tmp->type == SPELL_EFFECT)
2915     will_kill_again |= tmp->attacktype;
2916 elmex 1.1
2917 root 1.54 if (will_kill_again)
2918 root 1.18 {
2919 root 1.54 object *force;
2920     int at;
2921 root 1.18
2922 root 1.54 force = get_archetype (FORCE_NAME);
2923     /* 50 ticks should be enough time for the spell to abate */
2924 root 1.133 force->speed = 0.1f;
2925     force->speed_left = -5.f;
2926 root 1.54 SET_FLAG (force, FLAG_APPLIED);
2927     for (at = 0; at < NROFATTACKS; at++)
2928     if (will_kill_again & (1 << at))
2929     force->resist[at] = 100;
2930 root 1.30
2931 root 1.54 insert_ob_in_ob (force, op);
2932     op->update_stats ();
2933 root 1.30
2934 root 1.54 }
2935 root 1.18
2936 root 1.54 new_draw_info (NDI_UNIQUE, 0, op, "YOU HAVE DIED.");
2937 elmex 1.1 }
2938    
2939 root 1.18 void
2940     loot_object (object *op)
2941     { /* Grab and destroy some treasure */
2942     object *tmp, *tmp2, *next;
2943 elmex 1.1
2944 root 1.103 op->close_container (); /* close open sack first */
2945 elmex 1.1
2946 root 1.54 for (tmp = op->inv; tmp; tmp = next)
2947 root 1.18 {
2948     next = tmp->below;
2949 root 1.54
2950 elmex 1.50 if (tmp->invisible)
2951 root 1.18 continue;
2952 root 1.54
2953 root 1.32 tmp->remove ();
2954 root 1.18 tmp->x = op->x, tmp->y = op->y;
2955 root 1.103
2956 root 1.18 if (tmp->type == CONTAINER)
2957 root 1.103 loot_object (tmp); /* empty container to ground */
2958    
2959 root 1.99 if (!QUERY_FLAG (tmp, FLAG_UNIQUE) && (QUERY_FLAG (tmp, FLAG_STARTEQUIP) || QUERY_FLAG (tmp, FLAG_NO_DROP) || !(rndm (3))))
2960 root 1.18 {
2961     if (tmp->nrof > 1)
2962     {
2963     tmp2 = get_split_ob (tmp, 1 + RANDOM () % (tmp->nrof - 1));
2964 root 1.33 tmp2->destroy ();
2965 root 1.18 insert_ob_in_map (tmp, op->map, NULL, 0);
2966     }
2967     else
2968 root 1.33 tmp->destroy ();
2969 root 1.18 }
2970     else
2971     insert_ob_in_map (tmp, op->map, NULL, 0);
2972     }
2973 elmex 1.1 }
2974    
2975     /*
2976     * fix_weight(): Check recursively the weight of all players, and fix
2977     * what needs to be fixed. Refresh windows and fix speed if anything
2978     * was changed.
2979     */
2980 root 1.18 void
2981     fix_weight (void)
2982     {
2983 root 1.61 for_all_players (pl)
2984 root 1.18 {
2985     int old = pl->ob->carrying, sum = sum_weight (pl->ob);
2986    
2987     if (old == sum)
2988     continue;
2989 root 1.54 pl->ob->update_stats ();
2990 root 1.18 LOG (llevDebug, "Fixed inventory in %s (%d -> %d)\n", &pl->ob->name, old, sum);
2991     }
2992 elmex 1.1 }
2993    
2994 root 1.18 void
2995     fix_luck (void)
2996     {
2997 root 1.61 for_all_players (pl)
2998 root 1.52 if (!pl->ob->contr->ns->state)
2999 root 1.54 pl->ob->change_luck (0);
3000 elmex 1.1 }
3001    
3002     /* cast_dust() - handles op throwing objects of type 'DUST'.
3003     * This is much simpler in the new spell code - we basically
3004     * just treat this as any other spell casting object.
3005     */
3006 elmex 1.2 void
3007 root 1.18 cast_dust (object *op, object *throw_ob, int dir)
3008 elmex 1.2 {
3009     object *skop, *spob;
3010    
3011     skop = find_skill_by_name (op, throw_ob->skill);
3012    
3013     /* casting POTION 'dusts' is really a use_magic_item skill */
3014     if (op->type == PLAYER && throw_ob->type == POTION && !skop)
3015     {
3016 root 1.18 LOG (llevError, "Player %s lacks critical skill use_magic_item!\n", &op->name);
3017 elmex 1.2 return;
3018     }
3019    
3020     spob = throw_ob->inv;
3021    
3022     // elmex Tue Aug 15 17:19:46 CEST 2006: Added this check to
3023     // not pass NULL to cast_spell (which did indeed check itself, but
3024     // errors should be reported as early as possible IMHO)
3025     if (!spob)
3026     {
3027 root 1.18 LOG (llevError, "cast_dust: thrown object %s (by %s) had no spell in it!", &throw_ob->name, &op->name);
3028 elmex 1.2 return;
3029 elmex 1.1 }
3030    
3031 elmex 1.2 if (op->type == PLAYER)
3032 root 1.14 new_draw_info_format (NDI_UNIQUE, 0, op, "You cast %s.", &spob->name);
3033 elmex 1.2
3034     cast_spell (op, throw_ob, dir, spob, NULL);
3035    
3036 root 1.33 throw_ob->destroy ();
3037 elmex 1.1 }
3038    
3039 root 1.18 void
3040     make_visible (object *op)
3041     {
3042     op->hide = 0;
3043     op->invisible = 0;
3044     if (op->type == PLAYER)
3045     {
3046     op->contr->tmp_invis = 0;
3047     op->contr->invis_race = 0;
3048     }
3049 root 1.107
3050     update_object (op, UP_OBJ_CHANGE);
3051 root 1.18 }
3052    
3053     int
3054     is_true_undead (object *op)
3055     {
3056     if (QUERY_FLAG (&op->arch->clone, FLAG_UNDEAD))
3057     return 1;
3058    
3059 elmex 1.1 return 0;
3060     }
3061    
3062     /* look at the surrounding terrain to determine
3063     * the hideability of this object. Positive levels
3064     * indicate greater hideability.
3065     */
3066    
3067 root 1.18 int
3068     hideability (object *ob)
3069     {
3070     int i, level = 0, mflag;
3071     sint16 x, y;
3072    
3073     if (!ob || !ob->map)
3074     return 0;
3075    
3076     /* so, on normal lighted maps, its hard to hide */
3077     level = ob->map->darkness - 2;
3078    
3079     /* this also picks up whether the object is glowing.
3080     * If you carry a light on a non-dark map, its not
3081     * as bad as carrying a light on a pitch dark map */
3082     if (has_carried_lights (ob))
3083     level = -(10 + (2 * ob->map->darkness));
3084    
3085     /* scan through all nearby squares for terrain to hide in */
3086     for (i = 0, x = ob->x, y = ob->y; i < 9; i++, x = ob->x + freearr_x[i], y = ob->y + freearr_y[i])
3087     {
3088     mflag = get_map_flags (ob->map, NULL, x, y, NULL, NULL);
3089     if (mflag & P_OUT_OF_MAP)
3090     {
3091     continue;
3092     }
3093     if (mflag & P_BLOCKSVIEW) /* something to hide near! */
3094     level += 2;
3095     else /* open terrain! */
3096     level -= 1;
3097 elmex 1.1 }
3098 root 1.18
3099 elmex 1.1 #if 0
3100 root 1.18 LOG (llevDebug, "hideability of %s is %d\n", ob->name, level);
3101 elmex 1.1 #endif
3102 root 1.18 return level;
3103 elmex 1.1 }
3104    
3105     /* For Hidden creatures - a chance of becoming 'unhidden'
3106     * every time they move - as we subtract off 'invisibility'
3107     * AND, for players, if they move into a ridiculously unhideable
3108     * spot (surrounded by clear terrain in broad daylight). -b.t.
3109     */
3110    
3111 root 1.18 void
3112     do_hidden_move (object *op)
3113     {
3114     int hide = 0, num = random_roll (0, 19, op, PREFER_LOW);
3115     object *skop;
3116    
3117     if (!op || !op->map)
3118     return;
3119    
3120     skop = find_obj_by_type_subtype (op, SKILL, SK_HIDING);
3121    
3122     /* its *extremely* hard to run and sneak/hide at the same time! */
3123     if (op->type == PLAYER && op->contr->run_on)
3124 root 1.85 if (!skop || num >= skop->level)
3125     {
3126     new_draw_info (NDI_UNIQUE, 0, op, "You ran too much! You are no longer hidden!");
3127     make_visible (op);
3128     return;
3129     }
3130     else
3131     num += 20;
3132    
3133 root 1.18 num += op->map->difficulty;
3134     hide = hideability (op); /* modify by terrain hidden level */
3135     num -= hide;
3136 root 1.85
3137 root 1.18 if ((op->type == PLAYER && hide < -10) || ((op->invisible -= num) <= 0))
3138     {
3139     make_visible (op);
3140     if (op->type == PLAYER)
3141     new_draw_info (NDI_UNIQUE, 0, op, "You moved out of hiding! You are visible!");
3142 elmex 1.1 }
3143 root 1.18 else if (op->type == PLAYER && skop)
3144 root 1.85 change_exp (op, calc_skill_exp (op, NULL, skop), skop->skill, 0);
3145 elmex 1.1 }
3146    
3147     /* determine if who is standing near a hostile creature. */
3148    
3149 root 1.18 int
3150     stand_near_hostile (object *who)
3151     {
3152     object *tmp = NULL;
3153     int i, friendly = 0, player = 0, mflags;
3154 root 1.25 maptile *m;
3155 root 1.18 sint16 x, y;
3156    
3157     if (!who)
3158     return 0;
3159    
3160     if (who->type == PLAYER)
3161     player = 1;
3162    
3163     else
3164     friendly = QUERY_FLAG (who, FLAG_FRIENDLY);
3165    
3166     /* search adjacent squares */
3167     for (i = 1; i < 9; i++)
3168     {
3169     x = who->x + freearr_x[i];
3170     y = who->y + freearr_y[i];
3171     m = who->map;
3172     mflags = get_map_flags (m, &m, x, y, &x, &y);
3173     /* space must be blocked if there is a monster. If not
3174     * blocked, don't need to check this space.
3175     */
3176     if (mflags & P_OUT_OF_MAP)
3177     continue;
3178     if (OB_TYPE_MOVE_BLOCK (who, GET_MAP_MOVE_BLOCK (m, x, y)))
3179     continue;
3180    
3181 root 1.49 for (tmp = GET_MAP_OB (m, x, y); tmp; tmp = tmp->above)
3182 root 1.18 {
3183     if ((player ||friendly) &&QUERY_FLAG (tmp, FLAG_MONSTER) && !QUERY_FLAG (tmp, FLAG_UNAGGRESSIVE))
3184     return 1;
3185     else if (tmp->type == PLAYER)
3186     {
3187     /*don't let a hidden DM prevent you from hiding */
3188     if (!QUERY_FLAG (tmp, FLAG_WIZ) || tmp->contr->hidden == 0)
3189 root 1.11 return 1;
3190 root 1.18 }
3191 root 1.11 }
3192 elmex 1.1 }
3193 root 1.18 return 0;
3194 elmex 1.1 }
3195    
3196     /* check the player los field for viewability of the
3197     * object op. This function works fine for monsters,
3198     * but we dont worry if the object isnt the top one in
3199     * a pile (say a coin under a table would return "viewable"
3200     * by this routine). Another question, should we be
3201     * concerned with the direction the player is looking
3202     * in? Realistically, most of use cant see stuff behind
3203     * our backs...on the other hand, does the "facing" direction
3204     * imply the way your head, or body is facing? Its possible
3205     * for them to differ. Sigh, this fctn could get a bit more complex.
3206     * -b.t.
3207     * This function is now map tiling safe.
3208     */
3209    
3210 root 1.18 int
3211     player_can_view (object *pl, object *op)
3212     {
3213     rv_vector rv;
3214     int dx, dy;
3215    
3216     if (pl->type != PLAYER)
3217     {
3218     LOG (llevError, "player_can_view() called for non-player object\n");
3219     return -1;
3220 elmex 1.1 }
3221 root 1.74
3222 root 1.18 if (!pl || !op)
3223 elmex 1.1 return 0;
3224 root 1.18
3225 root 1.74 op = op->head_ ();
3226    
3227 root 1.18 get_rangevector (pl, op, &rv, 0x1);
3228    
3229     /* starting with the 'head' part, lets loop
3230     * through the object and find if it has any
3231     * part that is in the los array but isnt on
3232     * a blocked los square.
3233     * we use the archetype to figure out offsets.
3234     */
3235     while (op)
3236     {
3237     dx = rv.distance_x + op->arch->clone.x;
3238     dy = rv.distance_y + op->arch->clone.y;
3239    
3240     /* only the viewable area the player sees is updated by LOS
3241     * code, so we need to restrict ourselves to that range of values
3242     * for any meaningful values.
3243     */
3244 root 1.52 if (FABS (dx) <= (pl->contr->ns->mapx / 2) &&
3245     FABS (dy) <= (pl->contr->ns->mapy / 2) &&
3246     !pl->contr->blocked_los[dx + (pl->contr->ns->mapx / 2)][dy + (pl->contr->ns->mapy / 2)])
3247 root 1.18 return 1;
3248     op = op->more;
3249     }
3250     return 0;
3251 elmex 1.1 }
3252    
3253     /* routine for both players and monsters. We call this when
3254     * there is a possibility for our action distrubing our hiding
3255     * place or invisiblity spell. Artefact invisiblity is not
3256     * effected by this. If we arent invisible to begin with, we
3257     * return 0.
3258     */
3259 root 1.18 int
3260     action_makes_visible (object *op)
3261     {
3262    
3263     if (op->invisible && QUERY_FLAG (op, FLAG_ALIVE))
3264     {
3265     if (QUERY_FLAG (op, FLAG_MAKE_INVIS))
3266     return 0;
3267    
3268     if (op->contr && op->contr->tmp_invis == 0)
3269     return 0;
3270 elmex 1.1
3271 root 1.18 /* If monsters, they should become visible */
3272     if (op->hide || !op->contr || (op->contr && op->contr->tmp_invis))
3273     {
3274     new_draw_info_format (NDI_UNIQUE, 0, op, "You become %s!", op->hide ? "unhidden" : "visible");
3275     return 1;
3276 root 1.11 }
3277 elmex 1.1 }
3278 root 1.18 return 0;
3279 elmex 1.1 }
3280    
3281     /* op_on_battleground - checks if the given object op (usually
3282     * a player) is standing on a valid battleground-tile,
3283     * function returns TRUE/FALSE. If true x, y returns the battleground
3284     * -exit-coord. (and if x, y not NULL)
3285     * 19 March 2005 - josh@woosworld.net modifed to check if the battleground also has slaying, maxhp, and maxsp set
3286     * and if those are all set and the player has a marker that matches the slaying send them to a different x, y
3287     * Default is to do the same as before, so only people wanting to have different points need worry about this
3288     */
3289 root 1.18 int
3290     op_on_battleground (object *op, int *x, int *y)
3291     {
3292 elmex 1.1 object *tmp;
3293 root 1.18
3294 elmex 1.1 /* A battleground-tile needs the following attributes to be valid:
3295     * is_floor 1 (has to be the FIRST floor beneath the player's feet),
3296     * name="battleground", no_pick 1, type=58 (type BATTLEGROUND)
3297     * and the exit-coordinates sp/hp must both be > 0.
3298     * => The intention here is to prevent abuse of the battleground-
3299     * feature (like pickable or hidden battleground tiles). */
3300 root 1.18 for (tmp = op->below; tmp != NULL; tmp = tmp->below)
3301     {
3302     if (QUERY_FLAG (tmp, FLAG_IS_FLOOR))
3303     {
3304     if (QUERY_FLAG (tmp, FLAG_NO_PICK) &&
3305     strcmp (tmp->name, "battleground") == 0 && tmp->type == BATTLEGROUND && EXIT_X (tmp) && EXIT_Y (tmp))
3306     {
3307     /*before we assign the exit, check if this is a teambattle */
3308     if (EXIT_ALT_X (tmp) && EXIT_ALT_Y (tmp) && EXIT_PATH (tmp))
3309     {
3310     object *invtmp;
3311    
3312     for (invtmp = op->inv; invtmp != NULL; invtmp = invtmp->below)
3313     {
3314     if (invtmp->type == FORCE && invtmp->slaying && !strcmp (EXIT_PATH (tmp), invtmp->slaying))
3315     {
3316     if (x != NULL && y != NULL)
3317     *x = EXIT_ALT_X (tmp), *y = EXIT_ALT_Y (tmp);
3318     return 1;
3319     }
3320     }
3321     }
3322     if (x != NULL && y != NULL)
3323     *x = EXIT_X (tmp), *y = EXIT_Y (tmp);
3324     return 1;
3325     }
3326     }
3327 elmex 1.1 }
3328     /* If we got here, did not find a battleground */
3329     return 0;
3330     }
3331    
3332     /*
3333     * When a dragon-player gains a new stage of evolution,
3334     * he gets some treasure
3335     *
3336     * attributes:
3337     * object *who the dragon player
3338     * int atnr the attack-number of the ability focus
3339     * int level ability level
3340     */
3341 root 1.18 void
3342     dragon_ability_gain (object *who, int atnr, int level)
3343     {
3344     treasurelist *trlist = NULL; /* treasurelist */
3345     treasure *tr; /* treasure */
3346     object *tmp, *skop; /* tmp. object */
3347     object *item; /* treasure object */
3348     char buf[MAX_BUF]; /* tmp. string buffer */
3349     int i = 0, j = 0;
3350    
3351     /* get the appropriate treasurelist */
3352     if (atnr == ATNR_FIRE)
3353 root 1.110 trlist = treasurelist::find ("dragon_ability_fire");
3354 root 1.18 else if (atnr == ATNR_COLD)
3355 root 1.110 trlist = treasurelist::find ("dragon_ability_cold");
3356 root 1.18 else if (atnr == ATNR_ELECTRICITY)
3357 root 1.110 trlist = treasurelist::find ("dragon_ability_elec");
3358 root 1.18 else if (atnr == ATNR_POISON)
3359 root 1.110 trlist = treasurelist::find ("dragon_ability_poison");
3360 root 1.18
3361     if (trlist == NULL || who->type != PLAYER)
3362     return;
3363    
3364     for (i = 0, tr = trlist->items; tr != NULL && i < level - 1; tr = tr->next, i++);
3365    
3366 elmex 1.82 if (!tr || !tr->item)
3367 root 1.18 {
3368     /* LOG(llevDebug, "-> no more treasure for %s\n", change_resist_msg[atnr]); */
3369     return;
3370 elmex 1.1 }
3371    
3372 root 1.18 /* everything seems okay - now bring on the gift: */
3373     item = &(tr->item->clone);
3374 elmex 1.1
3375 root 1.18 if (item->type == SPELL)
3376     {
3377     if (check_spell_known (who, item->name))
3378 root 1.11 return;
3379 root 1.18
3380     new_draw_info_format (NDI_UNIQUE | NDI_BLUE, 0, who, "You gained the ability of %s", &item->name);
3381     do_learn_spell (who, item, 0);
3382     return;
3383 elmex 1.1 }
3384    
3385 root 1.18 /* grant direct spell */
3386     if (item->type == SPELLBOOK)
3387     {
3388     if (!item->inv)
3389     {
3390     LOG (llevDebug, "dragon_ability_gain: Broken spellbook %s\n", &item->name);
3391     return;
3392     }
3393     if (check_spell_known (who, item->inv->name))
3394     return;
3395     if (item->invisible)
3396     {
3397     new_draw_info_format (NDI_UNIQUE | NDI_BLUE, 0, who, "You gained the ability of %s", &item->inv->name);
3398     do_learn_spell (who, item->inv, 0);
3399     return;
3400 root 1.11 }
3401 root 1.18 }
3402     else if (item->type == SKILL_TOOL && item->invisible)
3403     {
3404     if (item->subtype == SK_CLAWING && (skop = find_skill_by_name (who, item->skill)) != NULL)
3405     {
3406    
3407     /* should this perhaps be (skop->attackyp & item->attacktype)!=item->attacktype ...
3408     * in this way, if the player is missing any of the attacktypes, he gets
3409     * them. As it is now, if the player has any that match the granted skill,
3410     * but not all of them, he gets nothing.
3411     */
3412     if (!(skop->attacktype & item->attacktype))
3413     {
3414     /* Give new attacktype */
3415     skop->attacktype |= item->attacktype;
3416    
3417     /* always add physical if there's none */
3418     skop->attacktype |= AT_PHYSICAL;
3419    
3420     if (item->msg != NULL)
3421     new_draw_info (NDI_UNIQUE | NDI_BLUE, 0, who, item->msg);
3422    
3423     /* Give player new face */
3424     if (item->animation_id)
3425     {
3426     who->face = skop->face;
3427     who->animation_id = item->animation_id;
3428     who->anim_speed = item->anim_speed;
3429     who->last_anim = 0;
3430     who->state = 0;
3431     animate_object (who, who->direction);
3432     }
3433     }
3434 root 1.11 }
3435 elmex 1.1 }
3436 root 1.18 else if (item->type == FORCE)
3437     {
3438     /* forces in the treasurelist can alter the player's stats */
3439     object *skin;
3440 elmex 1.1
3441 root 1.18 /* first get the dragon skin force */
3442 root 1.52 shstr_cmp dragon_skin_force ("dragon_skin_force");
3443     for (skin = who->inv; skin && !(skin->arch->name == dragon_skin_force); skin = skin->below)
3444     ;
3445    
3446     if (!skin)
3447 root 1.18 return;
3448    
3449     /* adding new spellpath attunements */
3450     if (item->path_attuned > 0 && !(skin->path_attuned & item->path_attuned))
3451     {
3452     skin->path_attuned |= item->path_attuned; /* add attunement to skin */
3453    
3454     /* print message */
3455     sprintf (buf, "You feel attuned to ");
3456     for (i = 0, j = 0; i < NRSPELLPATHS; i++)
3457     {
3458     if (item->path_attuned & (1 << i))
3459     {
3460     if (j)
3461     strcat (buf, " and ");
3462     else
3463     j = 1;
3464     strcat (buf, spellpathnames[i]);
3465     }
3466     }
3467     strcat (buf, ".");
3468     new_draw_info (NDI_UNIQUE | NDI_BLUE, 0, who, buf);
3469     }
3470    
3471     /* evtl. adding flags: */
3472     if (QUERY_FLAG (item, FLAG_XRAYS))
3473     SET_FLAG (skin, FLAG_XRAYS);
3474     if (QUERY_FLAG (item, FLAG_STEALTH))
3475     SET_FLAG (skin, FLAG_STEALTH);
3476     if (QUERY_FLAG (item, FLAG_SEE_IN_DARK))
3477     SET_FLAG (skin, FLAG_SEE_IN_DARK);
3478    
3479     /* print message if there is one */
3480     if (item->msg != NULL)
3481     new_draw_info (NDI_UNIQUE | NDI_BLUE, 0, who, item->msg);
3482     }
3483     else
3484     {
3485     /* generate misc. treasure */
3486     tmp = arch_to_object (tr->item);
3487     new_draw_info_format (NDI_UNIQUE | NDI_BLUE, 0, who, "You gained %s", query_short_name (tmp));
3488     tmp = insert_ob_in_ob (tmp, who);
3489     if (who->type == PLAYER)
3490     esrv_send_item (who, tmp);
3491 elmex 1.1 }
3492     }
3493    
3494     /**
3495     * Unready an object for a player. This function does nothing if the object was
3496     * not readied.
3497     */
3498 root 1.18 void
3499     player_unready_range_ob (player *pl, object *ob)
3500     {
3501 root 1.119 if (pl->ob->current_weapon == ob)
3502     pl->ob->current_weapon = 0;
3503    
3504 root 1.118 if (pl->combat_ob == ob)
3505 root 1.119 pl->combat_ob = 0;
3506 root 1.118
3507     if (pl->ranged_ob == ob)
3508 root 1.119 pl->ranged_ob = 0;
3509 elmex 1.1 }
3510 root 1.101
3511     sint8
3512     player::visibility_at (maptile *map, int x, int y) const
3513     {
3514     if (!ns)
3515     return 0;
3516    
3517     int dx, dy;
3518     if (!adjacent_map (map, ns->current_map, &dx, &dy))
3519     return 0;
3520    
3521     x += dx - ns->current_x + ns->mapx / 2;
3522     y += dy - ns->current_y + ns->mapy / 2;
3523    
3524     if (!IN_RANGE_EXC (x, 0, ns->mapx) || !IN_RANGE_EXC (y, 0, ns->mapy))
3525     return 0;
3526    
3527     return 100 - blocked_los [x][y];
3528     }