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/cvs/deliantra/server/server/player.C
Revision: 1.139
Committed: Fri May 18 01:01:02 2007 UTC (17 years, 1 month ago) by root
Content type: text/plain
Branch: MAIN
Changes since 1.138: +10 -1 lines
Log Message:
more skill tuning:
- clear_skill is gone, use change_skill (0) instead.
- change_skill now clears the current_weapon.
- more intelligent weapon switching on unapply.
- be more clever when initially applying weapons
  on player load/connect.
- survive wrong setting of READY_WEAPON.

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 1.139 ob->flag [FLAG_READY_WEAPON] = false;
270     ob->flag [FLAG_READY_SKILL] = false;
271     ob->flag [FLAG_READY_BOW] = false;
272    
273 root 1.122 for (object *op = ob->inv; op; op = op->below)
274     if (op->flag [FLAG_APPLIED])
275     switch (op->type)
276     {
277     case WAND:
278     case ROD:
279     case HORN:
280     case BOW:
281     case SKILL_TOOL:
282     case WEAPON:
283 root 1.138 op->flag [FLAG_APPLIED] = false;
284 root 1.122 apply_special (ob, op, AP_APPLY);
285     break;
286 root 1.139
287     case SKILL:
288     op->flag [FLAG_APPLIED] = false;
289     break;
290 root 1.122 }
291    
292 root 1.139 ob->change_weapon (combat_ob ? combat_ob : ranged_ob);
293 root 1.60 ob->update_stats ();
294 root 1.139
295 root 1.54 ns->floorbox_update ();
296     esrv_send_inventory (ob, ob);
297     esrv_add_spells (this, 0);
298    
299 root 1.89 activate ();
300 root 1.54
301 root 1.59 send_rules (ob);
302     send_news (ob);
303     display_motd (ob);
304 root 1.78
305     INVOKE_PLAYER (CONNECT, this);
306 root 1.54 INVOKE_PLAYER (LOGIN, this);
307     }
308 elmex 1.1
309 root 1.62 void
310     player::disconnect ()
311     {
312 root 1.63 if (ns)
313 root 1.72 {
314 root 1.89 if (active)
315     INVOKE_PLAYER (LOGOUT, this, ARG_INT (0));
316 root 1.78
317     INVOKE_PLAYER (DISCONNECT, this);
318 root 1.72
319 root 1.97 ns->reset_stats ();
320 root 1.72 ns->pl = 0;
321 root 1.115 ns = 0;
322 root 1.89 }
323 root 1.72
324 root 1.105 if (ob)
325     ob->close_container (); //TODO: client-specific
326    
327 root 1.89 deactivate ();
328 root 1.62 }
329    
330 root 1.54 // the need for this function can be explained
331     // by load_object not returning the object
332     void
333     player::set_object (object *op)
334     {
335     ob = op;
336 root 1.104 ob->contr = this; /* this aren't yet in archetype */
337 root 1.15
338 root 1.133 ob->speed_left = 0.5f;
339     ob->speed = 1.0f;
340 root 1.104 ob->direction = 5; /* So player faces south */
341 root 1.54 }
342 root 1.15
343 root 1.54 player::player ()
344     {
345 pippijn 1.81 /* There are some elements we want initialised to non zero value -
346 root 1.54 * we deal with that below this point.
347     */
348 root 1.114 outputs_sync = 4;
349     outputs_count = 4;
350 root 1.54 unapply = unapply_nochoice;
351    
352 root 1.77 savebed_map = first_map_path; /* Init. respawn position */
353 root 1.54
354     gen_sp_armour = 10;
355     bowtype = bow_normal;
356     petmode = pet_normal;
357     listening = 10;
358     usekeys = containers;
359     peaceful = 1; /* default peaceful */
360     do_los = 1;
361     }
362    
363 root 1.62 void
364     player::do_destroy ()
365 root 1.54 {
366 root 1.72 disconnect ();
367 root 1.62
368 root 1.72 attachable::do_destroy ();
369 root 1.62
370 root 1.54 if (ob)
371 root 1.69 {
372     ob->destroy_inv (false);
373     ob->destroy ();
374     }
375 root 1.62 }
376    
377     player::~player ()
378     {
379 root 1.54 /* Clear item stack */
380     free (stack_items);
381 elmex 1.1 }
382    
383 root 1.54 /* Tries to add player on the connection passed in ns.
384 elmex 1.1 * All we can really get in this is some settings like host and display
385     * mode.
386     */
387 root 1.54 player *
388     player::create ()
389 root 1.18 {
390 root 1.54 player *pl = new player;
391 root 1.38
392 root 1.54 pl->set_object (arch_to_object (get_player_archetype (0)));
393 root 1.104
394     pl->ob->roll_stats ();
395     pl->ob->stats.wc = 2;
396     pl->ob->run_away = 25; /* Then we panick... */
397    
398 root 1.76 set_first_map (pl->ob);
399 root 1.26
400 root 1.54 return pl;
401 elmex 1.1 }
402    
403     /*
404     * get_player_archetype() return next player archetype from archetype
405     * list. Not very efficient routine, but used only creating new players.
406     * Note: there MUST be at least one player archetype!
407     */
408 root 1.18 archetype *
409     get_player_archetype (archetype *at)
410 elmex 1.1 {
411 root 1.18 archetype *start = at;
412    
413     for (;;)
414     {
415     if (at == NULL || at->next == NULL)
416     at = first_archetype;
417     else
418     at = at->next;
419 root 1.46
420 root 1.18 if (at->clone.type == PLAYER)
421     return at;
422 root 1.46
423 root 1.18 if (at == start)
424     {
425     LOG (llevError, "No Player archetypes\n");
426     exit (-1);
427 root 1.11 }
428 elmex 1.1 }
429     }
430    
431 root 1.18 object *
432     get_nearest_player (object *mon)
433     {
434     object *op = NULL;
435     objectlink *ol;
436     unsigned lastdist;
437     rv_vector rv;
438    
439 root 1.92 for (ol = first_friendly_object, lastdist = 1000; ol; ol = ol->next)
440 root 1.18 {
441     /* We should not find free objects on this friendly list, but it
442     * does periodically happen. Given that, lets deal with it.
443     * While unlikely, it is possible the next object on the friendly
444     * list is also free, so encapsulate this in a while loop.
445     */
446     while (QUERY_FLAG (ol->ob, FLAG_FREED) || !QUERY_FLAG (ol->ob, FLAG_FRIENDLY))
447     {
448     object *tmp = ol->ob;
449    
450     /* Can't do much more other than log the fact, because the object
451     * itself will have been cleared.
452     */
453 root 1.92 LOG (llevDebug, "get_nearest_player: Found free/non friendly object '%s' on friendly list\n",
454     tmp->debug_desc ());
455 root 1.18 ol = ol->next;
456     remove_friendly_object (tmp);
457     if (!ol)
458     return op;
459     }
460 root 1.11
461 root 1.18 /* Remove special check for player from this. First, it looks to cause
462     * some crashes (ol->ob->contr not set properly?), but secondly, a more
463     * complicated method of state checking would be needed in any case -
464     * as it was, a clever player could type quit, and the function would
465     * skip them over while waiting for confirmation. Remove
466     * on_same_map check, as can_detect_enemy also does this
467     */
468     if (!can_detect_enemy (mon, ol->ob, &rv))
469     continue;
470 root 1.11
471 root 1.18 if (lastdist > rv.distance)
472     {
473     op = ol->ob;
474     lastdist = rv.distance;
475 root 1.11 }
476 elmex 1.1 }
477 root 1.61
478     for_all_players (pl)
479     if (can_detect_enemy (mon, pl->ob, &rv))
480     if (lastdist > rv.distance)
481 root 1.18 {
482 root 1.61 op = pl->ob;
483     lastdist = rv.distance;
484     }
485 elmex 1.1
486     #if 0
487 root 1.18 LOG (llevDebug, "get_nearest_player() finds player: %s\n", op ? &op->name : "(null)");
488 elmex 1.1 #endif
489 root 1.18 return op;
490 elmex 1.1 }
491    
492     /* I believe this can safely go to 2, 3 is questionable, 4 will likely
493     * result in a monster paths backtracking. It basically determines how large a
494     * detour a monster will take from the direction path when looking
495     * for a path to the player. The values are in the amount of direction
496     * the deviation is
497     */
498     #define DETOUR_AMOUNT 2
499    
500     /* This is used to prevent infinite loops. Consider a case where the
501     * player is in a chamber (with gate closed), and monsters are outside.
502     * with DETOUR_AMOUNT==2, the function will turn each corner, trying to
503     * find a path into the chamber. This is a good thing, but since there
504     * is no real path, it will just keep circling the chamber for
505     * ever (this could be a nice effect for monsters, but not for the function
506     * to get stuck in. I think for the monsters, if max is reached and
507     * we return the first direction the creature could move would result in the
508     * circling behaviour. Unfortunately, this function is also used to determined
509     * if the creature should cast a spell, so returning a direction in that case
510     * is probably not a good thing.
511     */
512     #define MAX_SPACES 50
513    
514     /*
515     * Returns the direction to the player, if valid. Returns 0 otherwise.
516     * modified to verify there is a path to the player. Does this by stepping towards
517     * player and if path is blocked then see if blockage is close enough to player that
518     * direction to player is changed (ie zig or zag). Continue zig zag until either
519     * reach player or path is blocked. Thus, will only return true if there is a free
520     * path to player. Though path may not be a straight line. Note that it will find
521     * player hiding along a corridor at right angles to the corridor with the monster.
522     *
523     * Modified by MSW 2001-08-06 to handle tiled maps. Various notes:
524     * 1) With DETOUR_AMOUNT being 2, it should still go and find players hiding
525     * down corriders.
526     * 2) I think the old code was broken if the first direction the monster
527     * should move was blocked - the code would store the first direction without
528     * verifying that the player can actually move in that direction. The new
529     * code does not store anything in firstdir until we have verified that the
530     * monster can in fact move one space in that direction.
531     * 3) I'm not sure how good this code will be for moving multipart monsters,
532     * since only simple checks to blocked are being called, which could mean the monster
533     * is blocking itself.
534     */
535 root 1.18 int
536     path_to_player (object *mon, object *pl, unsigned mindiff)
537     {
538     rv_vector rv;
539     sint16 x, y;
540     int lastx, lasty, dir, i, diff, firstdir = 0, lastdir, max = MAX_SPACES, mflags, blocked;
541 root 1.25 maptile *m, *lastmap;
542 root 1.18
543     get_rangevector (mon, pl, &rv, 0);
544    
545     if (rv.distance < mindiff)
546     return 0;
547    
548     x = mon->x;
549     y = mon->y;
550     m = mon->map;
551     dir = rv.direction;
552     lastdir = firstdir = rv.direction; /* perhaps we stand next to pl, init firstdir too */
553 root 1.100 diff = ::max (abs (rv.distance_x), abs (rv.distance_y));
554    
555 root 1.18 /* If we can't solve it within the search distance, return now. */
556     if (diff > max)
557     return 0;
558 root 1.100
559 root 1.18 while (diff > 1 && max > 0)
560     {
561     lastx = x;
562     lasty = y;
563     lastmap = m;
564     x = lastx + freearr_x[dir];
565     y = lasty + freearr_y[dir];
566    
567     mflags = get_map_flags (m, &m, x, y, &x, &y);
568     blocked = (mflags & P_OUT_OF_MAP) ? MOVE_ALL : GET_MAP_MOVE_BLOCK (m, x, y);
569    
570     /* Space is blocked - try changing direction a little */
571     if ((mflags & P_OUT_OF_MAP) || ((OB_TYPE_MOVE_BLOCK (mon, blocked) || (mflags & P_BLOCKSVIEW))
572     && (m == mon->map && blocked_link (mon, m, x, y))))
573     {
574     /* recalculate direction from last good location. Possible
575     * we were not traversing ideal location before.
576     */
577     get_rangevector_from_mapcoord (lastmap, lastx, lasty, pl, &rv, 0);
578     if (rv.direction != dir)
579     {
580     /* OK - says direction should be different - lets reset the
581     * the values so it will try again.
582     */
583     x = lastx;
584     y = lasty;
585     m = lastmap;
586     dir = firstdir = rv.direction;
587     }
588     else
589     {
590     /* direct path is blocked - try taking a side step to
591     * either the left or right.
592     * Note increase the values in the loop below to be
593     * more than -1/1 respectively will mean the monster takes
594     * bigger detour. Have to be careful about these values getting
595     * too big (3 or maybe 4 or higher) as the monster may just try
596     * stepping back and forth
597     */
598     for (i = -DETOUR_AMOUNT; i <= DETOUR_AMOUNT; i++)
599     {
600     if (i == 0)
601     continue; /* already did this, so skip it */
602     /* Use lastdir here - otherwise,
603     * since the direction that the creature should move in
604     * may change, you could get infinite loops.
605     * ie, player is northwest, but monster can only
606     * move west, so it does that. It goes some distance,
607     * gets blocked, finds that it should move north,
608     * can't do that, but now finds it can move east, and
609     * gets back to its original point. lastdir contains
610     * the last direction the creature has successfully
611     * moved.
612     */
613    
614     x = lastx + freearr_x[absdir (lastdir + i)];
615     y = lasty + freearr_y[absdir (lastdir + i)];
616     m = lastmap;
617     mflags = get_map_flags (m, &m, x, y, &x, &y);
618     if (mflags & P_OUT_OF_MAP)
619     continue;
620     blocked = GET_MAP_MOVE_BLOCK (m, x, y);
621     if (OB_TYPE_MOVE_BLOCK (mon, blocked))
622     continue;
623     if (mflags & P_BLOCKSVIEW)
624     continue;
625    
626     if (m == mon->map && blocked_link (mon, m, x, y))
627     break;
628     }
629     /* go through entire loop without finding a valid
630     * sidestep to take - thus, no valid path.
631     */
632     if (i == (DETOUR_AMOUNT + 1))
633     return 0;
634     diff--;
635     lastdir = dir;
636     max--;
637     if (!firstdir)
638     firstdir = dir + i;
639     } /* else check alternate directions */
640     } /* if blocked */
641     else
642     {
643     /* we moved towards creature, so diff is less */
644     diff--;
645     max--;
646     lastdir = dir;
647     if (!firstdir)
648     firstdir = dir;
649     }
650 root 1.100
651 root 1.18 if (diff <= 1)
652     {
653     /* Recalculate diff (distance) because we may not have actually
654     * headed toward player for entire distance.
655     */
656     get_rangevector_from_mapcoord (m, x, y, pl, &rv, 0);
657 root 1.100 diff = ::max (abs (rv.distance_x), abs (rv.distance_y));
658 root 1.18 }
659 root 1.100
660 root 1.18 if (diff > max)
661     return 0;
662     }
663 root 1.100
664 root 1.18 /* If we reached the max, didn't find a direction in time */
665     if (!max)
666     return 0;
667    
668     return firstdir;
669     }
670    
671     void
672     give_initial_items (object *pl, treasurelist * items)
673     {
674     object *op, *next = NULL;
675    
676     if (pl->randomitems != NULL)
677     create_treasure (items, pl, GT_STARTEQUIP | GT_ONLY_GOOD, 1, 0);
678    
679     for (op = pl->inv; op; op = next)
680     {
681     next = op->below;
682    
683     /* Forces get applied per default, unless they have the
684     * flag "neutral" set. Sorry but I can't think of a better way
685     */
686     if (op->type == FORCE && !QUERY_FLAG (op, FLAG_NEUTRAL))
687     SET_FLAG (op, FLAG_APPLIED);
688    
689     /* we never give weapons/armour if these cannot be used
690     * by this player due to race restrictions
691     */
692     if (pl->type == PLAYER)
693     {
694     if ((!QUERY_FLAG (pl, FLAG_USE_ARMOUR) &&
695     (op->type == ARMOUR || op->type == BOOTS ||
696     op->type == CLOAK || op->type == HELMET ||
697     op->type == SHIELD || op->type == GLOVES ||
698     op->type == BRACERS || op->type == GIRDLE)) || (!QUERY_FLAG (pl, FLAG_USE_WEAPON) && op->type == WEAPON))
699     {
700 root 1.33 op->destroy ();
701 root 1.18 continue;
702     }
703 root 1.11 }
704    
705 root 1.18 /* This really needs to be better - we should really give
706     * a substitute spellbook. The problem is that we don't really
707     * have a good idea what to replace it with (need something like
708     * a first level treasurelist for each skill.)
709     * remove duplicate skills also
710     */
711     if (op->type == SPELLBOOK || op->type == SKILL)
712     {
713     object *tmp;
714 elmex 1.1
715 root 1.18 for (tmp = op->below; tmp; tmp = tmp->below)
716     if (tmp->type == op->type && tmp->name == op->name)
717     break;
718 root 1.11
719 root 1.18 if (tmp)
720     {
721 root 1.33 op->destroy ();
722 root 1.18 LOG (llevError, "give_initial_items: Removing duplicate object %s\n", &tmp->name);
723     continue;
724 root 1.11 }
725 root 1.33
726 root 1.18 if (op->nrof > 1)
727     op->nrof = 1;
728 root 1.11 }
729 elmex 1.1
730 root 1.18 if (op->type == SPELLBOOK && op->inv)
731     {
732     CLEAR_FLAG (op->inv, FLAG_STARTEQUIP);
733 root 1.11 }
734    
735 root 1.18 /* Give starting characters identified, uncursed, and undamned
736     * items. Just don't identify gold or silver, or it won't be
737     * merged properly.
738     */
739     if (need_identify (op))
740     {
741     SET_FLAG (op, FLAG_IDENTIFIED);
742     CLEAR_FLAG (op, FLAG_CURSED);
743     CLEAR_FLAG (op, FLAG_DAMNED);
744     }
745     if (op->type == SPELL)
746     {
747 root 1.33 op->destroy ();
748 root 1.18 continue;
749     }
750     else if (op->type == SKILL)
751     {
752     SET_FLAG (op, FLAG_CAN_USE_SKILL);
753     op->stats.exp = 0;
754     op->level = 1;
755 root 1.11 }
756 root 1.18 /* lock all 'normal items by default */
757     else
758     SET_FLAG (op, FLAG_INV_LOCKED);
759     } /* for loop of objects in player inv */
760    
761     /* Need to set up the skill pointers */
762     link_player_skills (pl);
763     }
764    
765     void
766     get_party_password (object *op, partylist *party)
767     {
768     if (party == NULL)
769     {
770     LOG (llevError, "get_party_password(): tried to make player %s join a NULL party", &op->name);
771     return;
772 elmex 1.1 }
773 root 1.54
774 root 1.18 op->contr->write_buf[0] = '\0';
775 root 1.52 op->contr->ns->state = ST_GET_PARTY_PASSWORD;
776 root 1.18 op->contr->party_to_join = party;
777 root 1.52 send_query (op->contr->ns, CS_QUERY_HIDEINPUT, "What is the password?\n:");
778 elmex 1.1 }
779    
780     /* This rolls four 1-6 rolls and sums the best 3 of the 4. */
781 root 1.54 static int
782 root 1.18 roll_stat (void)
783     {
784     int a[4], i, j, k;
785    
786     for (i = 0; i < 4; i++)
787 root 1.99 a[i] = (int) rndm (6) + 1;
788 root 1.18
789     for (i = 0, j = 0, k = 7; i < 4; i++)
790     if (a[i] < k)
791     k = a[i], j = i;
792    
793     for (i = 0, k = 0; i < 4; i++)
794 root 1.54 if (i != j)
795     k += a[i];
796    
797 root 1.18 return k;
798     }
799    
800     void
801 root 1.54 object::roll_stats ()
802 root 1.18 {
803 root 1.128 int statsort [NUM_STATS];
804 root 1.18
805 root 1.54 for (;;)
806 root 1.18 {
807 root 1.54 int sum = 0;
808 root 1.128 for (int i = NUM_STATS; i--; )
809 root 1.54 sum += statsort [i] = roll_stat ();
810    
811     if (sum >= 82 && sum <= 116)
812     break;
813 root 1.18 }
814    
815 root 1.54 // Sort the stats so that rerolling is easier...
816 root 1.128 std::sort (statsort, statsort + NUM_STATS, std::greater<int>());
817 root 1.18
818 root 1.128 for (int i = 0; i < NUM_STATS; ++i)
819     stats.stat (i) = statsort [i];
820 root 1.18
821 root 1.54 stats.exp = 0;
822     stats.ac = 0;
823 root 1.18
824 root 1.54 stats.hp = stats.maxhp;
825     stats.sp = stats.maxsp;
826     stats.grace = stats.maxgrace;
827 root 1.18
828 root 1.54 if (contr)
829     {
830     contr->levhp[1] = 9;
831     contr->levsp[1] = 6;
832     contr->levgrace[1] = 3;
833 root 1.18
834 root 1.54 contr->orig_stats = stats;
835     }
836 root 1.18 }
837    
838     void
839 root 1.54 object::swap_stats (int a, int b)
840 root 1.18 {
841 root 1.127 swap (contr->orig_stats.stat (a), contr->orig_stats.stat (b));
842    
843     for (int i = 0; i < NUM_STATS; ++i)
844     stats.stat (i) = contr->orig_stats.stat (i);
845 elmex 1.1
846 root 1.54 //TODO: the following code looks so borked and should, at the very least,
847     // be merged with the similar code in roll_stats
848     stats.ac = 0;
849 elmex 1.1
850 root 1.54 level = 1;
851     stats.exp = 0;
852     stats.ac = 0;
853 elmex 1.1
854 root 1.54 stats.hp = stats.maxhp;
855     stats.sp = stats.maxsp;
856     stats.grace = stats.maxgrace;
857 elmex 1.1
858 root 1.54 if (contr)
859 root 1.18 {
860 root 1.54 contr->levhp[1] = 9;
861     contr->levsp[1] = 6;
862     contr->levgrace[1] = 3;
863 root 1.18
864 root 1.54 contr->orig_stats = stats;
865 elmex 1.1 }
866     }
867    
868 root 1.73 static void
869     start_info (object *op)
870     {
871     char buf[MAX_BUF];
872    
873     sprintf (buf, "Welcome to Crossfire v%s!", VERSION);
874     new_draw_info (NDI_UNIQUE, 0, op, buf);
875     //new_draw_info (NDI_UNIQUE, 0, op, "Press `?' for help");
876     //new_draw_info (NDI_UNIQUE, 0, op, " ");
877     }
878    
879 elmex 1.1 /* This function takes the key that is passed, and does the
880     * appropriate action with it (change race, or other things).
881     * The function name is for historical reasons - now we have
882     * separate race and class; this actually changes the RACE,
883     * not the class.
884     */
885 root 1.112 void
886     player::chargen_race_done ()
887 elmex 1.1 {
888 root 1.112 /* this must before then initial items are given */
889     esrv_new_player (ob->contr, ob->weight + ob->carrying);
890 elmex 1.1
891 root 1.112 treasurelist *tl = treasurelist::find ("starting_wealth");
892     if (tl)
893     create_treasure (tl, ob, 0, 0, 0);
894 elmex 1.1
895 root 1.112 INVOKE_PLAYER (BIRTH, ob->contr);
896     INVOKE_PLAYER (LOGIN, ob->contr);
897 elmex 1.36
898 root 1.112 ob->contr->ns->state = ST_PLAYING;
899 elmex 1.1
900 root 1.112 if (ob->msg)
901     ob->msg = 0;
902 elmex 1.1
903 root 1.112 /* We create this now because some of the unique maps will need it
904     * to save here.
905     */
906     {
907     char buf[MAX_BUF];
908     sprintf (buf, "%s/%s/%s", settings.localdir, settings.playerdir, &ob->name);
909     make_path_to_file (buf);
910     }
911    
912     start_info (ob);
913     CLEAR_FLAG (ob, FLAG_WIZ);
914     give_initial_items (ob, ob->randomitems);
915     link_player_skills (ob);
916     esrv_send_inventory (ob, ob);
917     ob->update_stats ();
918 root 1.11
919 root 1.112 /* This moves the player to a different start map, if there
920     * is one for this race
921     */
922     if (*first_map_ext_path)
923     {
924     object *tmp;
925     char mapname[MAX_BUF];
926 elmex 1.1
927 root 1.112 snprintf (mapname, MAX_BUF - 1, "%s/%s", &first_map_ext_path, &ob->arch->name);
928     tmp = object::create ();
929     EXIT_PATH (tmp) = mapname;
930     EXIT_X (tmp) = ob->x;
931     EXIT_Y (tmp) = ob->y;
932     ob->enter_exit (tmp); /* we don't really care if it succeeded;
933     * if the map isn't there, then stay on the
934     * default initial map */
935     tmp->destroy ();
936 elmex 1.1 }
937 root 1.112 else
938     LOG (llevDebug, "first_map_ext_path not set\n");
939     }
940 elmex 1.1
941 root 1.112 void
942     player::chargen_race_next ()
943     {
944 root 1.18 /* Following actually changes the race - this is the default command
945     * if we don't match with one of the options above.
946     */
947    
948 root 1.112 do
949 root 1.18 {
950 root 1.112 shstr name = ob->name;
951     int x = ob->x, y = ob->y;
952 root 1.21
953 root 1.112 ob->remove_statbonus ();
954     ob->remove ();
955     ob->arch = get_player_archetype (ob->arch);
956     ob->arch->clone.copy_to (ob);
957     ob->instantiate ();
958     ob->stats = ob->contr->orig_stats;
959     ob->name = ob->name_pl = name;
960     ob->x = x;
961     ob->y = y;
962     SET_ANIMATION (ob, 2); /* So player faces south */
963     insert_ob_in_map (ob, ob->map, ob, 0);
964     assign (ob->contr->title, ob->arch->clone.name);
965     ob->add_statbonus ();
966     }
967     while (!allowed_class (ob));
968    
969     update_object (ob, UP_OBJ_FACE);
970     esrv_update_item (UPD_FACE, ob, ob);
971     ob->update_stats ();
972     ob->stats.hp = ob->stats.maxhp;
973     ob->stats.sp = ob->stats.maxsp;
974     ob->stats.grace = 0;
975 elmex 1.1 }
976    
977 root 1.18 void
978     flee_player (object *op)
979     {
980     int dir, diff;
981     rv_vector rv;
982    
983     if (op->stats.hp < 0)
984     {
985     LOG (llevDebug, "Fleeing player is dead.\n");
986     CLEAR_FLAG (op, FLAG_SCARED);
987     return;
988 elmex 1.1 }
989    
990 root 1.18 if (op->enemy == NULL)
991     {
992     LOG (llevDebug, "Fleeing player had no enemy.\n");
993     CLEAR_FLAG (op, FLAG_SCARED);
994     return;
995 elmex 1.1 }
996    
997 root 1.18 /* Seen some crashes here. Since we don't store an
998     * op->enemy_count, it is possible that something destroys the
999     * actual enemy, and the object is recycled.
1000     */
1001     if (op->enemy->map == NULL)
1002     {
1003     CLEAR_FLAG (op, FLAG_SCARED);
1004     op->enemy = NULL;
1005     return;
1006 elmex 1.1 }
1007    
1008 root 1.18 if (!(random_roll (0, 4, op, PREFER_LOW)) && did_make_save (op, op->level, 0))
1009     {
1010     op->enemy = NULL;
1011     CLEAR_FLAG (op, FLAG_SCARED);
1012     return;
1013 elmex 1.1 }
1014 root 1.49
1015 root 1.18 get_rangevector (op, op->enemy, &rv, 0);
1016    
1017     dir = absdir (4 + rv.direction);
1018     for (diff = 0; diff < 3; diff++)
1019     {
1020     int m = 1 - (RANDOM () & 2);
1021 elmex 1.1
1022 root 1.18 if (move_ob (op, absdir (dir + diff * m), op) || (diff == 0 && move_ob (op, absdir (dir - diff * m), op)))
1023 root 1.49 return;
1024 elmex 1.1 }
1025 root 1.49
1026 root 1.18 /* Cornered, get rid of scared */
1027     CLEAR_FLAG (op, FLAG_SCARED);
1028     op->enemy = NULL;
1029 elmex 1.1 }
1030    
1031     /* check_pick sees if there is stuff to be picked up/picks up stuff.
1032 root 1.122 * It returns 1 if the player should keep on moving, 0 if he should
1033 elmex 1.1 * stop.
1034     */
1035 root 1.18 int
1036     check_pick (object *op)
1037     {
1038 elmex 1.1 object *tmp, *next;
1039     int stop = 0;
1040 pippijn 1.106 int wvratio;
1041     char putstring[128];
1042 elmex 1.1
1043     /* if you're flying, you cna't pick up anything */
1044     if (op->move_type & MOVE_FLYING)
1045     return 1;
1046    
1047     next = op->below;
1048    
1049     /* loop while there are items on the floor that are not marked as
1050     * destroyed */
1051 root 1.24 while (next && !next->destroyed ())
1052 root 1.18 {
1053     tmp = next;
1054     next = tmp->below;
1055 elmex 1.1
1056 root 1.24 if (op->destroyed ())
1057 elmex 1.1 return 0;
1058    
1059 root 1.18 if (!can_pick (op, tmp))
1060     continue;
1061 elmex 1.1
1062 root 1.18 if (op->contr->search_str[0] != '\0' && settings.search_items == TRUE)
1063     {
1064     if (item_matched_string (op, tmp, op->contr->search_str))
1065     pick_up (op, tmp);
1066     continue;
1067 root 1.11 }
1068    
1069 root 1.18 /* high not bit set? We're using the old autopickup model */
1070     if (!(op->contr->mode & PU_NEWMODE))
1071 root 1.11 {
1072 root 1.18 switch (op->contr->mode)
1073 root 1.11 {
1074 root 1.20 case 0:
1075     return 1; /* don't pick up */
1076     case 1:
1077     pick_up (op, tmp);
1078     return 1;
1079     case 2:
1080     pick_up (op, tmp);
1081     return 0;
1082     case 3:
1083     return 0; /* stop before pickup */
1084     case 4:
1085     pick_up (op, tmp);
1086     break;
1087     case 5:
1088     pick_up (op, tmp);
1089     stop = 1;
1090     break;
1091     case 6:
1092     if (QUERY_FLAG (tmp, FLAG_KNOWN_MAGICAL) && !QUERY_FLAG (tmp, FLAG_KNOWN_CURSED))
1093 root 1.18 pick_up (op, tmp);
1094 root 1.20 break;
1095    
1096     case 7:
1097     if (tmp->type == MONEY || tmp->type == GEM)
1098 root 1.18 pick_up (op, tmp);
1099 root 1.20 break;
1100    
1101     default:
1102     /* use value density */
1103     if (!QUERY_FLAG (tmp, FLAG_UNPAID)
1104     && (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1))) >= op->contr->mode)
1105 root 1.18 pick_up (op, tmp);
1106 root 1.11 }
1107     }
1108 root 1.18 else
1109     { /* old model */
1110     /* NEW pickup handling */
1111     if (op->contr->mode & PU_DEBUG)
1112     {
1113     /* some debugging code to figure out item information */
1114     if (tmp->name != NULL)
1115     sprintf (putstring, "item name: %s item type: %d weight/value: %d",
1116     &tmp->name, tmp->type, (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1))));
1117     else
1118     sprintf (putstring, "item name: %s item type: %d weight/value: %d",
1119     &tmp->arch->name, tmp->type, (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1))));
1120    
1121     new_draw_info (NDI_UNIQUE, 0, op, putstring);
1122 root 1.58 }
1123 elmex 1.1
1124 root 1.18 /* philosophy:
1125     * It's easy to grab an item type from a pile, as long as it's
1126     * generic. This takes no game-time. For more detailed pickups
1127 root 1.58 * and selections, select-items should be used. This is a
1128 root 1.18 * grab-as-you-run type mode that's really useful for arrows for
1129     * example.
1130     * The drawback: right now it has no frontend, so you need to
1131     * stick the bits you want into a calculator in hex mode and then
1132     * convert to decimal and then 'pickup <#>
1133     */
1134    
1135     /* the first two modes are exclusive: if NOTHING we return, if
1136     * STOP then we stop. All the rest are applied sequentially,
1137     * meaning if any test passes, the item gets picked up. */
1138    
1139     /* if mode is set to pick nothing up, return */
1140    
1141     if (op->contr->mode & PU_NOTHING)
1142     return 1;
1143    
1144     /* if mode is set to stop when encountering objects, return */
1145     /* take STOP before INHIBIT since it doesn't actually pick
1146     * anything up */
1147    
1148     if (op->contr->mode & PU_STOP)
1149     return 0;
1150    
1151     /* useful for going into stores and not losing your settings... */
1152     /* and for battles wher you don't want to get loaded down while
1153     * fighting */
1154     if (op->contr->mode & PU_INHIBIT)
1155     return 1;
1156    
1157     /* prevent us from turning into auto-thieves :) */
1158     if (QUERY_FLAG (tmp, FLAG_UNPAID))
1159     continue;
1160    
1161     /* ignore known cursed objects */
1162     if (QUERY_FLAG (tmp, FLAG_KNOWN_CURSED) && op->contr->mode & PU_NOT_CURSED)
1163     continue;
1164    
1165     /* all food and drink if desired */
1166     /* question: don't pick up known-poisonous stuff? */
1167     if (op->contr->mode & PU_FOOD)
1168     if (tmp->type == FOOD)
1169     {
1170     pick_up (op, tmp);
1171     continue;
1172     }
1173 root 1.29
1174 root 1.18 if (op->contr->mode & PU_DRINK)
1175     if (tmp->type == DRINK || (tmp->type == POISON && !QUERY_FLAG (tmp, FLAG_KNOWN_CURSED)))
1176     {
1177     pick_up (op, tmp);
1178     continue;
1179     }
1180    
1181     if (op->contr->mode & PU_POTION)
1182     if (tmp->type == POTION)
1183     {
1184     pick_up (op, tmp);
1185     continue;
1186     }
1187    
1188     /* spellbooks, skillscrolls and normal books/scrolls */
1189     if (op->contr->mode & PU_SPELLBOOK)
1190     if (tmp->type == SPELLBOOK)
1191     {
1192     pick_up (op, tmp);
1193     continue;
1194     }
1195 root 1.29
1196 root 1.18 if (op->contr->mode & PU_SKILLSCROLL)
1197     if (tmp->type == SKILLSCROLL)
1198     {
1199     pick_up (op, tmp);
1200     continue;
1201     }
1202 root 1.29
1203 root 1.18 if (op->contr->mode & PU_READABLES)
1204     if (tmp->type == BOOK || tmp->type == SCROLL)
1205     {
1206     pick_up (op, tmp);
1207     continue;
1208     }
1209    
1210     /* wands/staves/rods/horns */
1211     if (op->contr->mode & PU_MAGIC_DEVICE)
1212     if (tmp->type == WAND || tmp->type == ROD || tmp->type == HORN)
1213     {
1214     pick_up (op, tmp);
1215     continue;
1216     }
1217    
1218     /* pick up all magical items */
1219     if (op->contr->mode & PU_MAGICAL)
1220     if (QUERY_FLAG (tmp, FLAG_KNOWN_MAGICAL) && !QUERY_FLAG (tmp, FLAG_KNOWN_CURSED))
1221     {
1222     pick_up (op, tmp);
1223     continue;
1224     }
1225    
1226     if (op->contr->mode & PU_VALUABLES)
1227     {
1228     if (tmp->type == MONEY || tmp->type == GEM)
1229     {
1230     pick_up (op, tmp);
1231     continue;
1232     }
1233     }
1234    
1235     /* rings & amulets - talismans seems to be typed AMULET */
1236     if (op->contr->mode & PU_JEWELS)
1237     if (tmp->type == RING || tmp->type == AMULET)
1238     {
1239     pick_up (op, tmp);
1240 root 1.29 continue;
1241     }
1242    
1243     /* we don't forget dragon food */
1244     if (op->contr->mode & PU_FLESH)
1245     if (tmp->type == FLESH)
1246     {
1247     pick_up (op, tmp);
1248 root 1.18 continue;
1249     }
1250    
1251     /* bows and arrows. Bows are good for selling! */
1252     if (op->contr->mode & PU_BOW)
1253     if (tmp->type == BOW)
1254     {
1255     pick_up (op, tmp);
1256     continue;
1257     }
1258 root 1.29
1259 root 1.18 if (op->contr->mode & PU_ARROW)
1260     if (tmp->type == ARROW)
1261     {
1262     pick_up (op, tmp);
1263     continue;
1264     }
1265    
1266     /* all kinds of armor etc. */
1267     if (op->contr->mode & PU_ARMOUR)
1268     if (tmp->type == ARMOUR)
1269     {
1270     pick_up (op, tmp);
1271     continue;
1272     }
1273 root 1.29
1274 root 1.18 if (op->contr->mode & PU_HELMET)
1275     if (tmp->type == HELMET)
1276     {
1277     pick_up (op, tmp);
1278     continue;
1279     }
1280 root 1.29
1281 root 1.18 if (op->contr->mode & PU_SHIELD)
1282     if (tmp->type == SHIELD)
1283     {
1284     pick_up (op, tmp);
1285     continue;
1286     }
1287 root 1.29
1288 root 1.18 if (op->contr->mode & PU_BOOTS)
1289     if (tmp->type == BOOTS)
1290     {
1291     pick_up (op, tmp);
1292     continue;
1293     }
1294 root 1.29
1295 root 1.18 if (op->contr->mode & PU_GLOVES)
1296     if (tmp->type == GLOVES)
1297     {
1298     pick_up (op, tmp);
1299     continue;
1300     }
1301 root 1.29
1302 root 1.18 if (op->contr->mode & PU_CLOAK)
1303     if (tmp->type == CLOAK)
1304     {
1305     pick_up (op, tmp);
1306     continue;
1307     }
1308 elmex 1.1
1309 root 1.18 /* hoping to catch throwing daggers here */
1310     if (op->contr->mode & PU_MISSILEWEAPON)
1311     if (tmp->type == WEAPON && QUERY_FLAG (tmp, FLAG_IS_THROWN))
1312     {
1313     pick_up (op, tmp);
1314     continue;
1315     }
1316 elmex 1.1
1317 root 1.18 /* careful: chairs and tables are weapons! */
1318     if (op->contr->mode & PU_ALLWEAPON)
1319     {
1320     if (tmp->type == WEAPON && tmp->name != NULL)
1321     {
1322     if (strstr (tmp->name, "table") == NULL && strstr (tmp->arch->name, "table") == NULL &&
1323     strstr (tmp->name, "chair") && strstr (tmp->arch->name, "chair") == NULL)
1324     {
1325     pick_up (op, tmp);
1326     continue;
1327     }
1328     }
1329 root 1.29
1330 root 1.18 if (tmp->type == WEAPON && tmp->name == NULL)
1331     {
1332     if (strstr (tmp->arch->name, "table") == NULL && strstr (tmp->arch->name, "chair") == NULL)
1333     {
1334     pick_up (op, tmp);
1335     continue;
1336     }
1337     }
1338     }
1339 elmex 1.1
1340 root 1.18 /* misc stuff that's useful */
1341     if (op->contr->mode & PU_KEY)
1342     if (tmp->type == KEY || tmp->type == SPECIAL_KEY)
1343     {
1344     pick_up (op, tmp);
1345     continue;
1346     }
1347 elmex 1.1
1348 root 1.18 /* any of the last 4 bits set means we use the ratio for value
1349     * pickups */
1350     if (op->contr->mode & PU_RATIO)
1351     {
1352     /* use value density to decide what else to grab */
1353     /* >=7 was >= op->contr->mode */
1354     /* >=7 is the old standard setting. Now we take the last 4 bits
1355     * and multiply them by 5, giving 0..15*5== 5..75 */
1356     wvratio = (op->contr->mode & PU_RATIO) * 5;
1357     if ((query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1))) >= (unsigned int) wvratio)
1358     {
1359     pick_up (op, tmp);
1360 elmex 1.1 #if 0
1361 root 1.18 fprintf (stderr, "HIGH WEIGHT/VALUE [");
1362     if (tmp->name != NULL)
1363     {
1364     fprintf (stderr, "%s", tmp->name);
1365     }
1366     else
1367     fprintf (stderr, "%s", tmp->arch->name);
1368     fprintf (stderr, ",%d] = ", tmp->type);
1369     fprintf (stderr, "%d\n", (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1))));
1370 elmex 1.1 #endif
1371 root 1.18 continue;
1372     }
1373     }
1374     } /* the new pickup model */
1375     }
1376 root 1.29
1377 root 1.18 return !stop;
1378 elmex 1.1 }
1379    
1380     /*
1381     * Find an arrow in the inventory and after that
1382     * in the right type container (quiver). Pointer to the
1383     * found object is returned.
1384     */
1385 root 1.18 object *
1386     find_arrow (object *op, const char *type)
1387 elmex 1.1 {
1388 root 1.103 object *tmp = 0;
1389 elmex 1.1
1390 root 1.18 for (op = op->inv; op; op = op->below)
1391     if (!tmp && op->type == CONTAINER && op->race == type && QUERY_FLAG (op, FLAG_APPLIED))
1392     tmp = find_arrow (op, type);
1393     else if (op->type == ARROW && op->race == type)
1394     return op;
1395 root 1.103
1396 root 1.18 return tmp;
1397 elmex 1.1 }
1398    
1399     /*
1400     * Similar to find_arrow, but looks for (roughly) the best arrow to use
1401     * against the target. A full test is not performed, simply a basic test
1402     * of resistances. The archer is making a quick guess at what he sees down
1403     * the hall. Failing that it does it's best to pick the highest plus arrow.
1404     */
1405 root 1.18 object *
1406     find_better_arrow (object *op, object *target, const char *type, int *better)
1407 elmex 1.1 {
1408 root 1.18 object *tmp = NULL, *arrow, *ntmp;
1409     int attacknum, attacktype, betterby = 0, i;
1410 elmex 1.1
1411 root 1.18 if (!type)
1412     return NULL;
1413 elmex 1.1
1414 root 1.18 for (arrow = op->inv; arrow; arrow = arrow->below)
1415     {
1416     if (arrow->type == CONTAINER && arrow->race == type && QUERY_FLAG (arrow, FLAG_APPLIED))
1417     {
1418     i = 0;
1419     ntmp = find_better_arrow (arrow, target, type, &i);
1420     if (i > betterby)
1421     {
1422     tmp = ntmp;
1423     betterby = i;
1424     }
1425     }
1426     else if (arrow->type == ARROW && arrow->race == type)
1427     {
1428     /* allways prefer assasination/slaying */
1429     if (target->race != NULL && arrow->slaying != NULL && strstr (arrow->slaying, target->race))
1430     {
1431     if (arrow->attacktype & AT_DEATH)
1432     {
1433     *better = 100;
1434     return arrow;
1435     }
1436     else
1437     {
1438     tmp = arrow;
1439     betterby = (arrow->magic + arrow->stats.dam) * 2;
1440     }
1441     }
1442     else
1443     {
1444     for (attacknum = 0; attacknum < NROFATTACKS; attacknum++)
1445     {
1446     attacktype = 1 << attacknum;
1447     if ((arrow->attacktype & attacktype) && (target->arch->clone.resist[attacknum]) < 0)
1448     if (((arrow->magic + arrow->stats.dam) * (100 - target->arch->clone.resist[attacknum]) / 100) > betterby)
1449     {
1450     tmp = arrow;
1451     betterby = (arrow->magic + arrow->stats.dam) * (100 - target->arch->clone.resist[attacknum]) / 100;
1452     }
1453 root 1.11 }
1454 root 1.18 if ((2 + arrow->magic + arrow->stats.dam) > betterby)
1455     {
1456     tmp = arrow;
1457     betterby = 2 + arrow->magic + arrow->stats.dam;
1458 root 1.11 }
1459 root 1.18 if (arrow->title && (1 + arrow->magic + arrow->stats.dam) > betterby)
1460     {
1461     tmp = arrow;
1462     betterby = 1 + arrow->magic + arrow->stats.dam;
1463 root 1.11 }
1464     }
1465     }
1466 elmex 1.1 }
1467 root 1.18 if (tmp == NULL && arrow == NULL)
1468     return find_arrow (op, type);
1469 elmex 1.1
1470 root 1.18 *better = betterby;
1471     return tmp;
1472 elmex 1.1 }
1473    
1474     /* looks in a given direction, finds the first valid target, and calls
1475     * find_better_arrow to find a decent arrow to use.
1476     * op = the shooter
1477     * type = bow->race
1478     * dir = fire direction
1479     */
1480 root 1.18 object *
1481     pick_arrow_target (object *op, const char *type, int dir)
1482 elmex 1.1 {
1483 root 1.18 object *tmp = NULL;
1484 root 1.25 maptile *m;
1485 root 1.18 int i, mflags, found, number;
1486     sint16 x, y;
1487    
1488     if (op->map == NULL)
1489     return find_arrow (op, type);
1490    
1491     /* do a dex check */
1492     number = (die_roll (2, 40, op, PREFER_LOW) - 2) / 2;
1493     if (number > (op->stats.Dex + (op->chosen_skill ? op->chosen_skill->level : op->level)))
1494     return find_arrow (op, type);
1495    
1496     m = op->map;
1497     x = op->x;
1498     y = op->y;
1499    
1500     /* find the first target */
1501     for (i = 0, found = 0; i < 20; i++)
1502     {
1503     x += freearr_x[dir];
1504     y += freearr_y[dir];
1505     mflags = get_map_flags (m, &m, x, y, &x, &y);
1506     if (mflags & P_OUT_OF_MAP || mflags & P_BLOCKSVIEW)
1507     {
1508     tmp = NULL;
1509     break;
1510     }
1511     else if (GET_MAP_MOVE_BLOCK (m, x, y) == MOVE_FLY_LOW)
1512     {
1513     /* This block presumes arrows and the like are MOVE_FLY_SLOW -
1514     * perhaps a bad assumption.
1515     */
1516     tmp = NULL;
1517     break;
1518 root 1.11 }
1519 root 1.18 if (mflags & P_IS_ALIVE)
1520     {
1521     for (tmp = GET_MAP_OB (m, x, y); tmp; tmp = tmp->above)
1522     if (QUERY_FLAG (tmp, FLAG_ALIVE))
1523     {
1524     found++;
1525 root 1.11 break;
1526 root 1.18 }
1527     if (found)
1528     break;
1529 root 1.11 }
1530 elmex 1.1 }
1531 root 1.18 if (tmp == NULL)
1532     return find_arrow (op, type);
1533 elmex 1.1
1534 root 1.18 if (tmp->head)
1535     tmp = tmp->head;
1536 elmex 1.1
1537 root 1.18 return find_better_arrow (op, tmp, type, &i);
1538 elmex 1.1 }
1539    
1540     /*
1541     * Creature fires a bow - op can be monster or player. Returns
1542     * 1 if bow was actually fired, 0 otherwise.
1543     * op is the object firing the bow.
1544     * part is for multipart creatures - the part firing the bow.
1545     * dir is the direction of fire.
1546     * wc_mod is any special modifier to give (used in special player fire modes)
1547     * sx, sy are coordinates to fire arrow from - also used in some of the special
1548     * player fire modes.
1549     */
1550 root 1.18 int
1551     fire_bow (object *op, object *part, object *arrow, int dir, int wc_mod, sint16 sx, sint16 sy)
1552 elmex 1.1 {
1553 root 1.18 object *left, *bow;
1554 root 1.132 int mflags;
1555 root 1.25 maptile *m;
1556 elmex 1.1
1557 root 1.18 if (!dir)
1558     {
1559     new_draw_info (NDI_UNIQUE, 0, op, "You can't shoot yourself!");
1560     return 0;
1561 elmex 1.1 }
1562 root 1.48
1563 root 1.136 if (op->contr)
1564     bow = op->current_weapon;
1565 root 1.18 else
1566     {
1567     for (bow = op->inv; bow; bow = bow->below)
1568     /* Don't check for applied - monsters don't apply bows - in that way, they
1569     * don't need to switch back and forth between bows and weapons.
1570     */
1571     if (bow->type == BOW)
1572     break;
1573 root 1.11
1574 root 1.18 if (!bow)
1575     {
1576     LOG (llevError, "Range: bow without activated bow (%s).\n", &op->name);
1577     return 0;
1578 root 1.11 }
1579 root 1.118
1580     // optimisation: move object to top so we will find it quickly again
1581     if (bow->below)
1582     {
1583     bow->remove ();
1584     op->insert (bow);
1585     }
1586    
1587 elmex 1.1 }
1588 root 1.48
1589 root 1.18 if (!bow->race || !bow->skill)
1590     {
1591     new_draw_info_format (NDI_UNIQUE, 0, op, "Your %s is broken.", &bow->name);
1592     return 0;
1593 elmex 1.1 }
1594    
1595 root 1.18 if (arrow == NULL)
1596     {
1597     if ((arrow = find_arrow (op, bow->race)) == NULL)
1598     {
1599     if (op->type == PLAYER)
1600     new_draw_info_format (NDI_UNIQUE, 0, op, "You have no %s left.", &bow->race);
1601     /* FLAG_READY_BOW will get reset if the monsters picks up some arrows */
1602     else
1603     CLEAR_FLAG (op, FLAG_READY_BOW);
1604 root 1.116
1605 root 1.18 return 0;
1606 root 1.11 }
1607 elmex 1.1 }
1608 root 1.48
1609 root 1.18 mflags = get_map_flags (op->map, &m, sx, sy, &sx, &sy);
1610     if (mflags & P_OUT_OF_MAP)
1611 root 1.48 return 0;
1612    
1613 root 1.18 if (GET_MAP_MOVE_BLOCK (m, sx, sy) == MOVE_FLY_LOW)
1614     {
1615     new_draw_info (NDI_UNIQUE, 0, op, "Something is in the way.");
1616     return 0;
1617     }
1618    
1619     /* this should not happen, but sometimes does */
1620     if (arrow->nrof == 0)
1621     {
1622 root 1.33 arrow->destroy ();
1623 root 1.18 return 0;
1624     }
1625    
1626     left = arrow; /* these are arrows left to the player */
1627     arrow = get_split_ob (arrow, 1);
1628 root 1.48 if (!arrow)
1629 root 1.18 {
1630     new_draw_info_format (NDI_UNIQUE, 0, op, "You have no %s left.", &bow->race);
1631     return 0;
1632 elmex 1.1 }
1633 root 1.48
1634 root 1.34 arrow->set_owner (op);
1635 root 1.18 arrow->skill = bow->skill;
1636     arrow->direction = dir;
1637    
1638 root 1.124 arrow->stats.sp = arrow->stats.wc; /* save original wc, dam, attacktype and slaying */
1639     arrow->stats.hp = arrow->stats.dam;
1640     arrow->stats.grace = arrow->attacktype;
1641    
1642     if (arrow->slaying)
1643     arrow->spellarg = strdup (arrow->slaying);
1644    
1645 root 1.131 if (player *pl = op->contr)
1646 root 1.18 {
1647 root 1.135 if (!pl->has_hit)
1648     {
1649     pl->has_hit = 1;
1650     pl->ob->speed_left += pl->weapon_speed () - pl->ob->speed;
1651     }
1652 root 1.132 #if 0
1653     float speed = pl->weapon_sp;
1654    
1655     /* penalize ROF for bestarrow */
1656     if (pl->bowtype == bow_bestarrow)
1657     speed *= .9f;
1658     else
1659     speed *= 1.f + dex_bonus[op->stats.Dex] * .2f;
1660 root 1.131
1661 root 1.132 op->speed_left += speed - op->speed;
1662     #endif
1663 elmex 1.1 }
1664    
1665 root 1.18 SET_ANIMATION (arrow, arrow->direction);
1666 root 1.116
1667 root 1.18 /* update the speed */
1668 root 1.125 arrow->speed = ((bow->flag [FLAG_NO_STRENGTH] ? 0 : dam_bonus[op->stats.Str]) + bow->magic + arrow->magic) / 5.0
1669     + bow->stats.dam / 7.0;
1670 root 1.18
1671 root 1.125 arrow->set_speed (max (arrow->speed, 2.0));
1672 root 1.18 arrow->speed_left = 0;
1673    
1674 root 1.129 int wc = op->stats.wc + wc_mod - arrow->magic - arrow->stats.wc;
1675 root 1.116
1676 root 1.18 if (op->type == PLAYER)
1677     {
1678 root 1.116 arrow->level = op->chosen_skill ? op->chosen_skill->level : op->level;
1679 root 1.129 wc -= dex_bonus[op->stats.Dex];
1680 root 1.18
1681 root 1.116 if (!arrow->slaying)
1682     arrow->slaying = op->slaying;
1683 root 1.124
1684     arrow->attacktype |= op->attacktype;
1685 elmex 1.1 }
1686 root 1.18 else
1687     {
1688     arrow->level = op->level;
1689 root 1.116 arrow->stats.wc -= bow->magic;
1690    
1691     if (!arrow->slaying)
1692     arrow->slaying = bow->slaying;
1693 root 1.124
1694     arrow->attacktype |= bow->attacktype;
1695 elmex 1.1 }
1696 root 1.24
1697 root 1.129 wc -= arrow->level;
1698     arrow->stats.dam = clamp (arrow->stats.dam + op->stats.dam + arrow->magic, MIN_DAM, MAX_DAM);
1699 root 1.24
1700 root 1.129 arrow->stats.wc = clamp (wc, MIN_WC, MAX_WC);
1701 root 1.18 arrow->move_type = MOVE_FLY_LOW;
1702     arrow->move_on = MOVE_FLY_LOW | MOVE_WALK;
1703    
1704     play_sound_map (op->map, op->x, op->y, SOUND_FIRE_ARROW);
1705 root 1.70 m->insert (arrow, sx, sy, op);
1706 root 1.18
1707 root 1.24 if (!arrow->destroyed ())
1708 root 1.18 move_arrow (arrow);
1709 elmex 1.1
1710 root 1.18 if (op->type == PLAYER)
1711     {
1712 root 1.24 if (left->destroyed ())
1713     esrv_del_item (op->contr, left->count);
1714 root 1.18 else
1715     esrv_send_item (op, left);
1716 elmex 1.1 }
1717 root 1.24
1718 root 1.18 return 1;
1719 elmex 1.1 }
1720    
1721     /* Special fire code for players - this takes into
1722     * account the special fire modes players can have
1723     * but monsters can't. Putting that code here
1724     * makes the fire_bow code much cleaner.
1725     * this function should only be called if 'op' is a player,
1726     * hence the function name.
1727     */
1728 root 1.18 int
1729     player_fire_bow (object *op, int dir)
1730 elmex 1.1 {
1731 root 1.18 int ret = 0, wcmod = 0;
1732    
1733     if (op->contr->bowtype == bow_bestarrow)
1734     {
1735 root 1.118 ret = fire_bow (op, op, pick_arrow_target (op, op->contr->ranged_ob->race, dir), dir, 0, op->x, op->y);
1736 root 1.18 }
1737     else if (op->contr->bowtype >= bow_n && op->contr->bowtype <= bow_nw)
1738     {
1739     if (!similar_direction (dir, op->contr->bowtype - bow_n + 1))
1740     wcmod = -1;
1741 root 1.74
1742 root 1.18 ret = fire_bow (op, op, NULL, op->contr->bowtype - bow_n + 1, wcmod, op->x, op->y);
1743     }
1744     else if (op->contr->bowtype == bow_threewide)
1745     {
1746     ret = fire_bow (op, op, NULL, dir, 0, op->x, op->y);
1747     ret |= fire_bow (op, op, NULL, dir, -5, op->x + freearr_x[absdir (dir + 2)], op->y + freearr_y[absdir (dir + 2)]);
1748     ret |= fire_bow (op, op, NULL, dir, -5, op->x + freearr_x[absdir (dir - 2)], op->y + freearr_y[absdir (dir - 2)]);
1749     }
1750     else if (op->contr->bowtype == bow_spreadshot)
1751     {
1752     ret |= fire_bow (op, op, NULL, dir, 0, op->x, op->y);
1753     ret |= fire_bow (op, op, NULL, absdir (dir - 1), -5, op->x, op->y);
1754     ret |= fire_bow (op, op, NULL, absdir (dir + 1), -5, op->x, op->y);
1755 elmex 1.1 }
1756 root 1.18 else
1757     {
1758     /* Simple case */
1759     ret = fire_bow (op, op, NULL, dir, 0, op->x, op->y);
1760     }
1761 root 1.121
1762 root 1.18 return ret;
1763 elmex 1.1 }
1764    
1765     /* Fires a misc (wand/rod/horn) object in 'dir'.
1766     * Broken apart from 'fire' to keep it more readable.
1767     */
1768 root 1.18 void
1769     fire_misc_object (object *op, int dir)
1770 elmex 1.1 {
1771 root 1.118 object *item = op->contr->ranged_ob;
1772 elmex 1.1
1773 root 1.118 if (!item)
1774 root 1.18 {
1775     new_draw_info (NDI_UNIQUE, 0, op, "You have range item readied.");
1776     return;
1777 elmex 1.1 }
1778    
1779 root 1.18 if (!item->inv)
1780     {
1781     LOG (llevError, "Object %s lacks a spell\n", &item->name);
1782     return;
1783 elmex 1.1 }
1784 root 1.118
1785 root 1.126 if (!op->change_weapon (item))
1786     return;
1787 root 1.121
1788 root 1.18 if (item->type == WAND)
1789     {
1790     if (item->stats.food <= 0)
1791     {
1792     play_sound_player_only (op->contr, SOUND_WAND_POOF, 0, 0);
1793     new_draw_info_format (NDI_UNIQUE, 0, op, "The %s goes poof.", query_base_name (item, 0));
1794 root 1.121
1795 root 1.18 return;
1796 root 1.11 }
1797 root 1.18 }
1798     else if (item->type == ROD || item->type == HORN)
1799     {
1800     if (item->stats.hp < MAX (item->inv->stats.sp, item->inv->stats.grace))
1801     {
1802     play_sound_player_only (op->contr, SOUND_WAND_POOF, 0, 0);
1803 root 1.121
1804 root 1.18 if (item->type == ROD)
1805     new_draw_info_format (NDI_UNIQUE, 0, op, "The %s whines for a while, but nothing happens.", query_base_name (item, 0));
1806     else
1807     new_draw_info_format (NDI_UNIQUE, 0, op, "The %s needs more time to charge.", query_base_name (item, 0));
1808 root 1.121
1809 root 1.18 return;
1810 root 1.11 }
1811 elmex 1.1 }
1812    
1813 root 1.18 if (cast_spell (op, item, dir, item->inv, NULL))
1814     {
1815     SET_FLAG (op, FLAG_BEEN_APPLIED); /* You now know something about it */
1816     if (item->type == WAND)
1817     {
1818     if (!(--item->stats.food))
1819     {
1820     object *tmp;
1821    
1822     if (item->arch)
1823     {
1824     CLEAR_FLAG (item, FLAG_ANIMATE);
1825     item->face = item->arch->clone.face;
1826 root 1.67 item->set_speed (0);
1827 root 1.11 }
1828 root 1.67
1829 root 1.49 if ((tmp = item->in_player ()))
1830 root 1.18 esrv_update_item (UPD_ANIM, tmp, item);
1831 root 1.11 }
1832     }
1833 root 1.18 else if (item->type == ROD || item->type == HORN)
1834 root 1.67 drain_rod_charge (item);
1835 elmex 1.1 }
1836     }
1837    
1838     /* Received a fire command for the player - go and do it.
1839     */
1840 root 1.18 void
1841     fire (object *op, int dir)
1842     {
1843     int spellcost = 0;
1844 elmex 1.1
1845 root 1.18 /* check for loss of invisiblity/hide */
1846     if (action_makes_visible (op))
1847     make_visible (op);
1848 elmex 1.1
1849 root 1.118 player *pl = op->contr;
1850 elmex 1.1
1851 root 1.119 if (pl->golem)
1852     {
1853     control_golem (op->contr->golem, dir);
1854     return;
1855     }
1856    
1857     object *ob = pl->ranged_ob;
1858 elmex 1.1
1859 root 1.119 if (!ob)
1860 root 1.118 return;
1861 elmex 1.1
1862 root 1.136 if (!op->change_weapon (ob))
1863     return;
1864    
1865 root 1.119 switch (ob->type)
1866 root 1.118 {
1867 root 1.119 case BOW:
1868 root 1.118 player_fire_bow (op, dir);
1869 root 1.119 break;
1870    
1871     case SPELL:
1872     spellcost = cast_spell (op, op, dir, ob, pl->spellparam[0] ? pl->spellparam : 0);
1873     break;
1874 root 1.113
1875 root 1.119 case BUILDER:
1876 root 1.20 apply_map_builder (op, dir);
1877 root 1.119 break;
1878    
1879     case SKILL:
1880     do_skill (op, op, ob, dir, 0);
1881     break;
1882    
1883     default:
1884     fire_misc_object (op, dir);
1885     break;
1886 elmex 1.1 }
1887     }
1888    
1889     /* find_key
1890     * We try to find a key for the door as passed. If we find a key
1891     * and successfully use it, we return the key, otherwise NULL
1892     * This function merges both normal and locked door, since the logic
1893     * for both is the same - just the specific key is different.
1894     * pl is the player,
1895     * inv is the objects inventory to searched
1896     * door is the door we are trying to match against.
1897     * This function can be called recursively to search containers.
1898     */
1899 root 1.18 object *
1900     find_key (object *pl, object *container, object *door)
1901 elmex 1.1 {
1902 root 1.18 object *tmp, *key;
1903 elmex 1.1
1904 root 1.18 /* Should not happen, but sanity checking is never bad */
1905 root 1.103 if (!container->inv)
1906     return 0;
1907 elmex 1.1
1908 root 1.18 /* First, lets try to find a key in the top level inventory */
1909 root 1.103 for (tmp = container->inv; tmp; tmp = tmp->below)
1910 root 1.18 {
1911     if (door->type == DOOR && tmp->type == KEY)
1912     break;
1913     /* For sanity, we should really check door type, but other stuff
1914     * (like containers) can be locked with special keys
1915     */
1916     if (tmp->slaying && tmp->type == SPECIAL_KEY && tmp->slaying == door->slaying)
1917     break;
1918     }
1919 root 1.103
1920 root 1.18 /* No key found - lets search inventories now */
1921     /* If we find and use a key in an inventory, return at that time.
1922     * otherwise, if we search all the inventories and still don't find
1923     * a key, return
1924     */
1925     if (!tmp)
1926     {
1927 root 1.103 for (tmp = container->inv; tmp; tmp = tmp->below)
1928 root 1.18 {
1929     /* No reason to search empty containers */
1930     if (tmp->type == CONTAINER && tmp->inv)
1931     {
1932 root 1.103 if ((key = find_key (pl, tmp, door)))
1933 root 1.18 return key;
1934     }
1935     }
1936 root 1.103
1937 root 1.18 if (!tmp)
1938     return NULL;
1939 elmex 1.1 }
1940 root 1.103
1941 root 1.18 /* We get down here if we have found a key. Now if its in a container,
1942     * see if we actually want to use it
1943     */
1944     if (pl != container)
1945     {
1946     /* Only let players use keys in containers */
1947     if (!pl->contr)
1948     return NULL;
1949     /* cases where this fails:
1950     * If we only search the player inventory, return now since we
1951     * are not in the players inventory.
1952     * If the container is not active, return now since only active
1953     * containers can be used.
1954     * If we only search keyrings and the container does not have
1955     * a race/isn't a keyring.
1956     * No checking for all containers - to fall through past here,
1957     * inv must have been an container and must have been active.
1958     *
1959     * Change the color so that the message doesn't disappear with
1960     * all the others.
1961     */
1962     if (pl->contr->usekeys == key_inventory ||
1963     !QUERY_FLAG (container, FLAG_APPLIED) ||
1964     (pl->contr->usekeys == keyrings && (!container->race || strcmp (container->race, "keys"))))
1965     {
1966     new_draw_info_format (NDI_UNIQUE | NDI_BROWN, 0, pl,
1967     "The %s in your %s vibrates as you approach the door", query_name (tmp), query_name (container));
1968     return NULL;
1969 root 1.11 }
1970 elmex 1.1 }
1971 root 1.103
1972 root 1.18 return tmp;
1973 elmex 1.1 }
1974    
1975     /* moved door processing out of move_player_attack.
1976     * returns 1 if player has opened the door with a key
1977     * such that the caller should not do anything more,
1978     * 0 otherwise
1979     */
1980 root 1.18 static int
1981     player_attack_door (object *op, object *door)
1982 elmex 1.1 {
1983 root 1.18 /* If its a door, try to find a use a key. If we do destroy the door,
1984     * might as well return immediately as there is nothing more to do -
1985     * otherwise, we fall through to the rest of the code.
1986     */
1987     object *key = find_key (op, op, door);
1988    
1989     /* IF we found a key, do some extra work */
1990     if (key)
1991     {
1992     object *container = key->env;
1993    
1994     play_sound_map (op->map, op->x, op->y, SOUND_OPEN_DOOR);
1995 root 1.117
1996 root 1.18 if (action_makes_visible (op))
1997     make_visible (op);
1998 root 1.117
1999 root 1.18 if (door->inv && (door->inv->type == RUNE || door->inv->type == TRAP))
2000     spring_trap (door->inv, op);
2001 root 1.103
2002 root 1.18 if (door->type == DOOR)
2003 root 1.103 hit_player (door, 9998, op, AT_PHYSICAL, 1); /* Break through the door */
2004 root 1.18 else if (door->type == LOCKED_DOOR)
2005     {
2006     new_draw_info_format (NDI_UNIQUE, NDI_BROWN, op, "You open the door with the %s", query_short_name (key));
2007     remove_door2 (door); /* remove door without violence ;-) */
2008     }
2009 root 1.103
2010 root 1.18 /* Do this after we print the message */
2011     decrease_ob (key); /* Use up one of the keys */
2012     /* Need to update the weight the container the key was in */
2013     if (container != op)
2014     esrv_update_item (UPD_WEIGHT, op, container);
2015 root 1.103
2016 root 1.18 return 1; /* Nothing more to do below */
2017     }
2018     else if (door->type == LOCKED_DOOR)
2019     {
2020     /* Might as well return now - no other way to open this */
2021     new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, door->msg);
2022     return 1;
2023 elmex 1.1 }
2024 root 1.103
2025 root 1.18 return 0;
2026 elmex 1.1 }
2027    
2028     /* This function is just part of a breakup from move_player.
2029     * It should keep the code cleaner.
2030     * When this is called, the players direction has been updated
2031     * (taking into account confusion.) The player is also actually
2032     * going to try and move (not fire weapons).
2033     */
2034 root 1.18 void
2035     move_player_attack (object *op, int dir)
2036 elmex 1.1 {
2037 root 1.18 object *tmp, *mon;
2038     int on_battleground;
2039 root 1.25 maptile *m;
2040 root 1.18
2041 root 1.117 sint16 nx = freearr_x[dir] + op->x;
2042     sint16 ny = freearr_y[dir] + op->y;
2043 root 1.18
2044 root 1.49 on_battleground = op_on_battleground (op, 0, 0);
2045 root 1.18
2046     /* If braced, or can't move to the square, and it is not out of the
2047     * map, attack it. Note order of if statement is important - don't
2048     * want to be calling move_ob if braced, because move_ob will move the
2049     * player. This is a pretty nasty hack, because if we could
2050     * move to some space, it then means that if we are braced, we should
2051     * do nothing at all. As it is, if we are braced, we go through
2052     * quite a bit of processing. However, it probably is less than what
2053     * move_ob uses.
2054     */
2055     if ((op->contr->braced || !move_ob (op, dir, op)) && !out_of_map (op->map, nx, ny))
2056     {
2057     if (OUT_OF_REAL_MAP (op->map, nx, ny))
2058     {
2059 root 1.85 m = op->map->xy_find (nx, ny);
2060 root 1.18 if (!m)
2061     return; /* Don't think this should happen */
2062     }
2063     else
2064     m = op->map;
2065    
2066 root 1.85 if (!(tmp = m->at (nx, ny).bot))
2067     return;
2068 root 1.11
2069 root 1.49 mon = 0;
2070 root 1.18 /* Go through all the objects, and find ones of interest. Only stop if
2071     * we find a monster - that is something we know we want to attack.
2072     * if its a door or barrel (can roll) see if there may be monsters
2073     * on the space
2074     */
2075 root 1.49 while (tmp)
2076 root 1.18 {
2077     if (tmp == op)
2078     {
2079     tmp = tmp->above;
2080     continue;
2081 root 1.11 }
2082 root 1.27
2083 root 1.18 if (QUERY_FLAG (tmp, FLAG_ALIVE))
2084     {
2085     mon = tmp;
2086     break;
2087 root 1.11 }
2088 root 1.27
2089 root 1.18 if (tmp->type == LOCKED_DOOR || QUERY_FLAG (tmp, FLAG_CAN_ROLL))
2090     mon = tmp;
2091 root 1.27
2092 root 1.18 tmp = tmp->above;
2093     }
2094    
2095 root 1.49 if (!mon) /* This happens anytime the player tries to move */
2096 root 1.18 return; /* into a wall */
2097    
2098 root 1.49 if (mon->head)
2099 root 1.18 mon = mon->head;
2100    
2101     if ((mon->type == DOOR && mon->stats.hp >= 0) || (mon->type == LOCKED_DOOR))
2102     if (player_attack_door (op, mon))
2103     return;
2104    
2105     /* The following deals with possibly attacking peaceful
2106     * or frienddly creatures. Basically, all players are considered
2107     * unaggressive. If the moving player has peaceful set, then the
2108     * object should be pushed instead of attacked. It is assumed that
2109     * if you are braced, you will not attack friends accidently,
2110     * and thus will not push them.
2111     */
2112 root 1.11
2113 root 1.18 /* If the creature is a pet, push it even if the player is not
2114     * peaceful. Our assumption is the creature is a pet if the
2115     * player owns it and it is either friendly or unagressive.
2116     */
2117 root 1.137 if (op->type == PLAYER
2118     && ((mon->owner && mon->owner->contr
2119     && same_party (mon->owner->contr->party, op->contr->party))
2120     || mon->owner == op)
2121 root 1.18 && (QUERY_FLAG (mon, FLAG_UNAGGRESSIVE) || QUERY_FLAG (mon, FLAG_FRIENDLY)))
2122 root 1.11 {
2123 root 1.18 /* If we're braced, we don't want to switch places with it */
2124     if (op->contr->braced)
2125 root 1.11 return;
2126 root 1.85
2127 root 1.18 play_sound_map (op->map, op->x, op->y, SOUND_PUSH_PLAYER);
2128 root 1.117 push_ob (mon, dir, op);
2129 root 1.18 if (op->contr->tmp_invis || op->hide)
2130     make_visible (op);
2131 root 1.85
2132 root 1.18 return;
2133 root 1.11 }
2134    
2135 root 1.18 /* in certain circumstances, you shouldn't attack friendly
2136     * creatures. Note that if you are braced, you can't push
2137     * someone, but put it inside this loop so that you won't
2138     * attack them either.
2139     */
2140 root 1.137 if ((mon->type == PLAYER || mon->enemy != op)
2141     && (mon->type == PLAYER || QUERY_FLAG (mon, FLAG_UNAGGRESSIVE) || QUERY_FLAG (mon, FLAG_FRIENDLY))
2142     && ((op->contr->peaceful
2143     || (mon->type == PLAYER && mon->contr->peaceful))
2144     && !on_battleground))
2145 root 1.18 {
2146     if (!op->contr->braced)
2147     {
2148     play_sound_map (op->map, op->x, op->y, SOUND_PUSH_PLAYER);
2149 root 1.85 push_ob (mon, dir, op);
2150 root 1.18 }
2151     else
2152 root 1.49 new_draw_info (0, 0, op, "You withhold your attack");
2153    
2154 root 1.18 if (op->contr->tmp_invis || op->hide)
2155     make_visible (op);
2156 root 1.11 }
2157 elmex 1.1
2158 root 1.18 /* If the object is a boulder or other rollable object, then
2159     * roll it if not braced. You can't roll it if you are braced.
2160     */
2161     else if (QUERY_FLAG (mon, FLAG_CAN_ROLL) && (!op->contr->braced))
2162     {
2163     recursive_roll (mon, dir, op);
2164     if (action_makes_visible (op))
2165     make_visible (op);
2166 root 1.11 }
2167    
2168 root 1.18 /* Any generic living creature. Including things like doors.
2169     * Way it works is like this: First, it must have some hit points
2170     * and be living. Then, it must be one of the following:
2171     * 1) Not a player, 2) A player, but of a different party. Note
2172     * that party_number -1 is no party, so attacks can still happen.
2173     */
2174     else if ((mon->stats.hp >= 0) && QUERY_FLAG (mon, FLAG_ALIVE) &&
2175     ((mon->type != PLAYER || op->contr->party == NULL || op->contr->party != mon->contr->party)))
2176     {
2177 root 1.135 if (!op->contr->has_hit)
2178     {
2179     op->contr->has_hit = 1;
2180     op->speed_left += op->contr->weapon_speed () - op->speed;
2181     }
2182 root 1.11
2183 root 1.49 skill_attack (mon, op, 0, 0, 0);
2184 root 1.11
2185 root 1.18 /* If attacking another player, that player gets automatic
2186     * hitback, and doesn't loose luck either.
2187     * Disable hitback on the battleground or if the target is
2188     * the wiz.
2189     */
2190     if (mon->type == PLAYER && mon->stats.hp >= 0 && !mon->contr->has_hit && !on_battleground && !QUERY_FLAG (mon, FLAG_WIZ))
2191     {
2192     short luck = mon->stats.luck;
2193    
2194     mon->contr->has_hit = 1;
2195 root 1.49 skill_attack (op, mon, 0, 0, 0);
2196 root 1.18 mon->stats.luck = luck;
2197 root 1.11 }
2198 root 1.49
2199 root 1.18 if (action_makes_visible (op))
2200     make_visible (op);
2201 root 1.11 }
2202 root 1.18 } /* if player should attack something */
2203 elmex 1.1 }
2204    
2205 root 1.18 int
2206     move_player (object *op, int dir)
2207     {
2208     int pick;
2209 elmex 1.1
2210 root 1.84 if (!op->map || op->map->in_memory != MAP_IN_MEMORY)
2211 root 1.18 return 0;
2212 elmex 1.1
2213 root 1.18 /* Sanity check: make sure dir is valid */
2214     if ((dir < 0) || (dir >= 9))
2215     {
2216     LOG (llevError, "move_player: invalid direction %d\n", dir);
2217     return 0;
2218 elmex 1.1 }
2219    
2220 root 1.84 /* peterm: added following line */
2221 root 1.18 if (QUERY_FLAG (op, FLAG_CONFUSED) && dir)
2222 root 1.99 dir = absdir (dir + rndm (3) + rndm (3) - 2);
2223 root 1.18
2224     op->facing = dir;
2225    
2226     if (op->hide)
2227     do_hidden_move (op);
2228    
2229     if (INVOKE_PLAYER (MOVE, op->contr, ARG_INT (dir)))
2230     /*nop */ ;
2231     else if (op->contr->fire_on)
2232     fire (op, dir);
2233     else
2234     {
2235     move_player_attack (op, dir);
2236     pick = check_pick (op);
2237     }
2238 elmex 1.1
2239 root 1.18 /* Add special check for newcs players and fire on - this way, the
2240     * server can handle repeat firing.
2241     */
2242     if (op->contr->fire_on || (op->contr->run_on && pick != 0))
2243 root 1.49 op->direction = dir;
2244 root 1.18 else
2245 root 1.49 op->direction = 0;
2246    
2247 root 1.18 /* Update how the player looks. Use the facing, so direction may
2248     * get reset to zero. This allows for full animation capabilities
2249     * for players.
2250     */
2251     animate_object (op, op->facing);
2252     return 0;
2253 elmex 1.1 }
2254    
2255     /* This is similar to handle_player, below, but is only used by the
2256     * new client/server stuff.
2257     * This is sort of special, in that the new client/server actually uses
2258     * the new speed values for commands.
2259     *
2260     * Returns true if there are more actions we can do.
2261     */
2262 root 1.18 int
2263     handle_newcs_player (object *op)
2264 elmex 1.1 {
2265 root 1.18 if (QUERY_FLAG (op, FLAG_SCARED))
2266     {
2267     flee_player (op);
2268 root 1.132
2269 root 1.18 /* If player is still scared, that is his action for this tick */
2270 root 1.132 if (op->flag [FLAG_SCARED])
2271 root 1.18 {
2272 root 1.132 --op->speed_left;
2273 root 1.18 return 0;
2274 root 1.11 }
2275 elmex 1.1 }
2276    
2277 root 1.18 /* call this here - we also will call this in do_ericserver, but
2278     * the players time has been increased when doericserver has been
2279     * called, so we recheck it here.
2280     */
2281 root 1.83 if (op->contr->ns->handle_command ())
2282     return 1;
2283 root 1.47
2284 root 1.133 if (op->speed_left > 0.f)
2285 root 1.83 {
2286     if (op->direction && (op->contr->run_on || op->contr->fire_on))
2287     {
2288     /* All move commands take 1 tick, at least for now */
2289 root 1.132 --op->speed_left;
2290 elmex 1.1
2291 root 1.83 /* Instead of all the stuff below, let move_player take care
2292     * of it. Also, some of the skill stuff is only put in
2293     * there, as well as the confusion stuff.
2294     */
2295     move_player (op, op->direction);
2296 elmex 1.1
2297 root 1.133 return op->speed_left > 0.f;
2298 root 1.83 }
2299 root 1.18 }
2300 root 1.41
2301 root 1.18 return 0;
2302     }
2303    
2304     int
2305     save_life (object *op)
2306     {
2307     if (!QUERY_FLAG (op, FLAG_LIFESAVE))
2308 elmex 1.1 return 0;
2309 root 1.18
2310 root 1.41 for (object *tmp = op->inv; tmp; tmp = tmp->below)
2311 root 1.18 if (QUERY_FLAG (tmp, FLAG_APPLIED) && QUERY_FLAG (tmp, FLAG_LIFESAVE))
2312     {
2313     play_sound_map (op->map, op->x, op->y, SOUND_OB_EVAPORATE);
2314     new_draw_info_format (NDI_UNIQUE, 0, op, "Your %s vibrates violently, then evaporates.", query_name (tmp));
2315 root 1.33
2316 root 1.18 if (op->contr)
2317     esrv_del_item (op->contr, tmp->count);
2318 root 1.33
2319     tmp->destroy ();
2320 root 1.18 CLEAR_FLAG (op, FLAG_LIFESAVE);
2321 root 1.33
2322 root 1.18 if (op->stats.hp < 0)
2323     op->stats.hp = op->stats.maxhp;
2324 root 1.33
2325 root 1.18 if (op->stats.food < 0)
2326     op->stats.food = 999;
2327 root 1.33
2328 root 1.54 op->update_stats ();
2329 root 1.18 return 1;
2330     }
2331 root 1.41
2332 root 1.18 LOG (llevError, "Error: LIFESAVE set without applied object.\n");
2333     CLEAR_FLAG (op, FLAG_LIFESAVE);
2334     enter_player_savebed (op); /* bring him home. */
2335     return 0;
2336 elmex 1.1 }
2337    
2338     /* This goes throws the inventory and removes unpaid objects, and puts them
2339     * back in the map (location and map determined by values of env). This
2340     * function will descend into containers. op is the object to start the search
2341     * from.
2342     */
2343 root 1.18 void
2344     remove_unpaid_objects (object *op, object *env)
2345 elmex 1.1 {
2346 root 1.18 while (op)
2347     {
2348 root 1.70 object *next = op->below; /* Make sure we have a good value, in case we remove object 'op' */
2349    
2350 root 1.18 if (QUERY_FLAG (op, FLAG_UNPAID))
2351     {
2352     if (env->type == PLAYER)
2353     esrv_del_item (env->contr, op->count);
2354 root 1.70
2355     op->insert_at (env);
2356 root 1.18 }
2357     else if (op->inv)
2358     remove_unpaid_objects (op->inv, env);
2359 root 1.41
2360 root 1.18 op = next;
2361 elmex 1.1 }
2362     }
2363    
2364     /*
2365     * Returns pointer a static string containing gravestone text
2366     * Moved from apply.c to player.c - player.c is what
2367     * actually uses this function. player.c may not be quite the
2368     * best, a misc file for object actions is probably better,
2369     * but there isn't one in the server directory.
2370     */
2371 root 1.18 char *
2372     gravestone_text (object *op)
2373 elmex 1.1 {
2374 root 1.18 static char buf2[MAX_BUF];
2375     char buf[MAX_BUF];
2376     time_t now = time (NULL);
2377    
2378     strcpy (buf2, " R.I.P.\n\n");
2379     if (op->type == PLAYER)
2380     sprintf (buf, "%s the %s\n", &op->name, op->contr->title);
2381     else
2382     sprintf (buf, "%s\n", &op->name);
2383 root 1.41
2384 root 1.18 strncat (buf2, " ", 20 - strlen (buf) / 2);
2385     strcat (buf2, buf);
2386     if (op->type == PLAYER)
2387     sprintf (buf, "who was in level %d when killed\n", op->level);
2388     else
2389     sprintf (buf, "who was in level %d when died.\n\n", op->level);
2390 root 1.41
2391 root 1.18 strncat (buf2, " ", 20 - strlen (buf) / 2);
2392     strcat (buf2, buf);
2393     if (op->type == PLAYER)
2394     {
2395     sprintf (buf, "by %s.\n\n", op->contr->killer);
2396     strncat (buf2, " ", 21 - strlen (buf) / 2);
2397     strcat (buf2, buf);
2398     }
2399 root 1.41
2400 root 1.18 strftime (buf, MAX_BUF, "%b %d %Y\n", localtime (&now));
2401     strncat (buf2, " ", 20 - strlen (buf) / 2);
2402     strcat (buf2, buf);
2403 root 1.41
2404 root 1.18 return buf2;
2405 elmex 1.1 }
2406    
2407 root 1.18 void
2408     do_some_living (object *op)
2409     {
2410     int last_food = op->stats.food;
2411 elmex 1.1 int gen_hp, gen_sp, gen_grace;
2412     int over_hp, over_sp, over_grace;
2413     int i;
2414     int rate_hp = 1200;
2415     int rate_sp = 2500;
2416     int rate_grace = 2000;
2417     const int max_hp = 1;
2418     const int max_sp = 1;
2419     const int max_grace = 1;
2420    
2421 root 1.107 if (op->contr->hidden)
2422     {
2423     op->invisible = 1000;
2424     /* the socket code flashes the player visible/invisible
2425     * depending on the value of invisible, so we need to
2426     * alternate it here for it to work correctly.
2427     */
2428     if (pticks & 2)
2429     op->invisible--;
2430     }
2431     else if (op->invisible && !(QUERY_FLAG (op, FLAG_MAKE_INVIS)))
2432     {
2433     if (!op->invisible--)
2434     {
2435     make_visible (op);
2436     new_draw_info (NDI_UNIQUE, 0, op, "Your invisibility spell runs out.");
2437     }
2438     }
2439    
2440 root 1.52 if (op->contr->ns->state == ST_PLAYING)
2441 root 1.18 {
2442     /* these next three if clauses make it possible to SLOW DOWN
2443     hp/grace/spellpoint regeneration. */
2444     if (op->contr->gen_hp >= 0)
2445     gen_hp = (op->contr->gen_hp + 1) * op->stats.maxhp;
2446     else
2447     {
2448     gen_hp = op->stats.maxhp;
2449     rate_hp -= rate_hp / 2 * op->contr->gen_hp;
2450     }
2451 root 1.55
2452 root 1.18 if (op->contr->gen_sp >= 0)
2453     gen_sp = (op->contr->gen_sp + 1) * op->stats.maxsp;
2454     else
2455     {
2456     gen_sp = op->stats.maxsp;
2457     rate_sp -= rate_sp / 2 * op->contr->gen_sp;
2458     }
2459 root 1.55
2460 root 1.18 if (op->contr->gen_grace >= 0)
2461     gen_grace = (op->contr->gen_grace + 1) * op->stats.maxgrace;
2462     else
2463     {
2464     gen_grace = op->stats.maxgrace;
2465     rate_grace -= rate_grace / 2 * op->contr->gen_grace;
2466     }
2467    
2468     /* Regenerate Spell Points */
2469 root 1.118 if (!op->contr->golem && --op->last_sp < 0)
2470 root 1.18 {
2471     gen_sp = gen_sp * 10 / (op->contr->gen_sp_armour < 10 ? 10 : op->contr->gen_sp_armour);
2472     if (op->stats.sp < op->stats.maxsp)
2473     {
2474     op->stats.sp++;
2475     /* dms do not consume food */
2476     if (!QUERY_FLAG (op, FLAG_WIZ))
2477     {
2478     op->stats.food--;
2479     if (op->contr->digestion < 0)
2480     op->stats.food += op->contr->digestion;
2481     else if (op->contr->digestion > 0 && random_roll (0, op->contr->digestion, op, PREFER_HIGH))
2482     op->stats.food = last_food;
2483     }
2484     }
2485 root 1.55
2486 root 1.18 if (max_sp > 1)
2487     {
2488     over_sp = (gen_sp + 10) / rate_sp;
2489     if (over_sp > 0)
2490     {
2491     if (op->stats.sp < op->stats.maxsp)
2492     {
2493     op->stats.sp += over_sp > max_sp ? max_sp : over_sp;
2494 root 1.55
2495 root 1.18 if (random_roll (0, rate_sp - 1, op, PREFER_LOW) > ((gen_sp + 10) % rate_sp))
2496     op->stats.sp--;
2497 root 1.55
2498 root 1.18 if (op->stats.sp > op->stats.maxsp)
2499     op->stats.sp = op->stats.maxsp;
2500     }
2501     op->last_sp = 0;
2502     }
2503     else
2504 root 1.55 op->last_sp = rate_sp / (gen_sp < 20 ? 30 : gen_sp + 10);
2505 root 1.18 }
2506     else
2507 root 1.55 op->last_sp = rate_sp / (gen_sp < 20 ? 30 : gen_sp + 10);
2508 root 1.18 }
2509    
2510     /* Regenerate Grace */
2511     /* I altered this a little - maximum grace is ony achieved through prayer -b.t. */
2512     if (--op->last_grace < 0)
2513     {
2514     if (op->stats.grace < op->stats.maxgrace / 2)
2515     op->stats.grace++; /* no penalty in food for regaining grace */
2516 root 1.55
2517 root 1.18 if (max_grace > 1)
2518     {
2519     over_grace = (gen_grace < 20 ? 30 : gen_grace + 10) / rate_grace;
2520     if (over_grace > 0)
2521     {
2522     op->stats.sp += over_grace
2523     + (random_roll (0, rate_grace - 1, op, PREFER_HIGH) > ((gen_grace < 20 ? 30 : gen_grace + 10) % rate_grace)) ? -1 : 0;
2524     op->last_grace = 0;
2525     }
2526     else
2527     {
2528     op->last_grace = rate_grace / (gen_grace < 20 ? 30 : gen_grace + 10);
2529     }
2530     }
2531     else
2532     {
2533     op->last_grace = rate_grace / (gen_grace < 20 ? 30 : gen_grace + 10);
2534     }
2535     /* wearing stuff doesn't detract from grace generation. */
2536     }
2537    
2538     /* Regenerate Hit Points */
2539     if (--op->last_heal < 0)
2540     {
2541     if (op->stats.hp < op->stats.maxhp)
2542     {
2543     op->stats.hp++;
2544     /* dms do not consume food */
2545     if (!QUERY_FLAG (op, FLAG_WIZ))
2546     {
2547     op->stats.food--;
2548     if (op->contr->digestion < 0)
2549     op->stats.food += op->contr->digestion;
2550     else if (op->contr->digestion > 0 && random_roll (0, op->contr->digestion, op, PREFER_HIGH))
2551     op->stats.food = last_food;
2552     }
2553     }
2554 root 1.55
2555 root 1.18 if (max_hp > 1)
2556     {
2557     over_hp = (gen_hp < 20 ? 30 : gen_hp + 10) / rate_hp;
2558     if (over_hp > 0)
2559     {
2560     op->stats.sp += over_hp + (RANDOM () % rate_hp > ((gen_hp < 20 ? 30 : gen_hp + 10) % rate_hp)) ? -1 : 0;
2561     op->last_heal = 0;
2562     }
2563     else
2564     {
2565     op->last_heal = rate_hp / (gen_hp < 20 ? 30 : gen_hp + 10);
2566     }
2567     }
2568     else
2569     {
2570     op->last_heal = rate_hp / (gen_hp < 20 ? 30 : gen_hp + 10);
2571     }
2572 root 1.11 }
2573 elmex 1.1
2574 root 1.18 /* Digestion */
2575     if (--op->last_eat < 0)
2576     {
2577     int bonus = op->contr->digestion > 0 ? op->contr->digestion : 0, penalty = op->contr->digestion < 0 ? -op->contr->digestion : 0;
2578    
2579     if (op->contr->gen_hp > 0)
2580     op->last_eat = 25 * (1 + bonus) / (op->contr->gen_hp + penalty + 1);
2581     else
2582     op->last_eat = 25 * (1 + bonus) / (penalty + 1);
2583 root 1.55
2584 root 1.18 /* dms do not consume food */
2585     if (!QUERY_FLAG (op, FLAG_WIZ))
2586     op->stats.food--;
2587 root 1.11 }
2588 elmex 1.1
2589 root 1.55 if (op->stats.food < 0 && op->stats.hp >= 0)
2590     {
2591     object *tmp, *flesh = 0;
2592 root 1.18
2593 root 1.55 for (tmp = op->inv; tmp; tmp = tmp->below)
2594 root 1.18 {
2595 root 1.55 if (!QUERY_FLAG (tmp, FLAG_UNPAID))
2596 root 1.18 {
2597 root 1.55 if (tmp->type == FOOD || tmp->type == DRINK || tmp->type == POISON)
2598     {
2599     new_draw_info (NDI_UNIQUE, 0, op, "You blindly grab for a bite of food.");
2600     manual_apply (op, tmp, 0);
2601     if (op->stats.food >= 0 || op->stats.hp < 0)
2602     break;
2603     }
2604     else if (tmp->type == FLESH)
2605     flesh = tmp;
2606     } /* End if paid for object */
2607     } /* end of for loop */
2608    
2609     /* If player is still starving, it means they don't have any food, so
2610     * eat flesh instead.
2611     */
2612     if (op->stats.food < 0 && op->stats.hp >= 0 && flesh)
2613     {
2614     new_draw_info (NDI_UNIQUE, 0, op, "You blindly grab for a bite of food.");
2615     manual_apply (op, flesh, 0);
2616     }
2617 root 1.11 }
2618 elmex 1.1
2619 root 1.55 while (op->stats.food < 0 && op->stats.hp >= 0)
2620     op->stats.food++, op->stats.hp--;
2621 elmex 1.1
2622 root 1.55 if (op->stats.hp < 0 && !QUERY_FLAG (op, FLAG_WIZ))
2623     kill_player (op);
2624     }
2625 elmex 1.1 }
2626    
2627     /* If the player should die (lack of hp, food, etc), we call this.
2628     * op is the player in jeopardy. If the player can not be saved (not
2629     * permadeath, no lifesave), this will take care of removing the player
2630     * file.
2631     */
2632 root 1.18 void
2633     kill_player (object *op)
2634 elmex 1.1 {
2635 root 1.18 char buf[MAX_BUF];
2636     int x, y;
2637    
2638     //int i;
2639 root 1.25 maptile *map; /* this is for resurrection */
2640 root 1.18
2641     /* int z;
2642     int num_stats_lose;
2643     int lost_a_stat;
2644     int lose_this_stat;
2645     int this_stat; */
2646     int will_kill_again;
2647     archetype *at;
2648     object *tmp;
2649    
2650     if (save_life (op))
2651     return;
2652    
2653    
2654     /* If player dies on BATTLEGROUND, no stat/exp loss! For Combat-Arenas
2655     * in cities ONLY!!! It is very important that this doesn't get abused.
2656     * Look at op_on_battleground() for more info --AndreasV
2657     */
2658     if (op_on_battleground (op, &x, &y))
2659     {
2660     new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, "You have been defeated in combat!");
2661     new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, "Local medics have saved your life...");
2662    
2663     /* restore player */
2664 root 1.22 at = archetype::find ("poisoning");
2665 root 1.70 if (object *tmp = present_arch_in_ob (at, op))
2666 root 1.18 {
2667 root 1.33 tmp->destroy ();
2668 root 1.18 new_draw_info (NDI_UNIQUE, 0, op, "Your body feels cleansed");
2669     }
2670 elmex 1.1
2671 root 1.22 at = archetype::find ("confusion");
2672 root 1.70 if (object *tmp = present_arch_in_ob (at, op))
2673 root 1.18 {
2674 root 1.33 tmp->destroy ();
2675 root 1.18 new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer");
2676     }
2677    
2678     cure_disease (op, 0); /* remove any disease */
2679     op->stats.hp = op->stats.maxhp;
2680     if (op->stats.food <= 0)
2681     op->stats.food = 999;
2682 elmex 1.1
2683 root 1.18 /* create a bodypart-trophy to make the winner happy */
2684 root 1.70 if (object *tmp = arch_to_object (archetype::find ("finger")))
2685 root 1.18 {
2686     sprintf (buf, "%s's finger", &op->name);
2687     tmp->name = buf;
2688     sprintf (buf, " This finger has been cut off %s\n"
2689     " the %s, when he was defeated at\n level %d by %s.\n",
2690     &op->name, op->contr->title, (int) (op->level), op->contr->killer);
2691     tmp->msg = buf;
2692 root 1.102 tmp->value = 0, tmp->type = 0;
2693     tmp->materialname = "organics";
2694 elmex 1.87 tmp->insert_at (op, tmp);
2695 root 1.18 }
2696 elmex 1.1
2697 root 1.18 /* teleport defeated player to new destination */
2698     transfer_ob (op, x, y, 0, NULL);
2699     op->contr->braced = 0;
2700     return;
2701 elmex 1.1 }
2702    
2703 root 1.18 INVOKE_PLAYER (DEATH, op->contr);
2704 root 1.3
2705 root 1.18 command_kill_pets (op, 0);
2706 elmex 1.1
2707 root 1.18 if (op->stats.food < 0)
2708     {
2709     sprintf (buf, "%s starved to death.", &op->name);
2710     strcpy (op->contr->killer, "starvation");
2711 elmex 1.1 }
2712 root 1.18 else
2713 root 1.89 sprintf (buf, "%s died.", &op->name);
2714 root 1.70
2715 root 1.18 play_sound_player_only (op->contr, SOUND_PLAYER_DIES, 0, 0);
2716 elmex 1.1
2717 root 1.18 /* save the map location for corpse, gravestone */
2718 root 1.70 x = op->x;
2719     y = op->y;
2720 root 1.18 map = op->map;
2721 elmex 1.1
2722 root 1.54 /* NOT_PERMADEATH code. This basically brings the character back to
2723     * life if they are dead - it takes some exp and a random stat.
2724     * See the config.h file for a little more in depth detail about this.
2725     */
2726    
2727     /* Basically two ways to go - remove a stat permanently, or just
2728     * make it depletion. This bunch of code deals with that aspect
2729     * of death.
2730     */
2731     #ifndef COZY_SERVER
2732     if (settings.balanced_stat_loss)
2733 root 1.18 {
2734 root 1.54 /* If stat loss is permanent, lose one stat only. */
2735     /* Lower level chars don't lose as many stats because they suffer
2736     more if they do. */
2737     /* Higher level characters can afford things such as potions of
2738     restoration, or better, stat potions. So we slug them that
2739     little bit harder. */
2740     /* GD */
2741     if (settings.stat_loss_on_death)
2742     num_stats_lose = 1;
2743     else
2744     num_stats_lose = 1 + op->level / BALSL_NUMBER_LOSSES_RATIO;
2745     }
2746     else
2747 root 1.70 num_stats_lose = 1;
2748    
2749 root 1.54 lost_a_stat = 0;
2750    
2751     for (z = 0; z < num_stats_lose; z++)
2752     {
2753     i = RANDOM () % NUM_STATS;
2754 root 1.11
2755 root 1.54 if (settings.stat_loss_on_death)
2756 root 1.18 {
2757 root 1.54 /* Pick a random stat and take a point off it. Tell the player
2758     * what he lost.
2759     */
2760     change_attr_value (&(op->stats), i, -1);
2761     check_stat_bounds (&(op->stats));
2762     change_attr_value (&(op->contr->orig_stats), i, -1);
2763     check_stat_bounds (&(op->contr->orig_stats));
2764     new_draw_info (NDI_UNIQUE, 0, op, lose_msg[i]);
2765     lost_a_stat = 1;
2766 root 1.18 }
2767     else
2768     {
2769 root 1.54 /* deplete a stat */
2770     archetype *deparch = archetype::find ("depletion");
2771     object *dep;
2772 root 1.11
2773 root 1.54 dep = present_arch_in_ob (deparch, op);
2774     if (!dep)
2775 root 1.18 {
2776 root 1.54 dep = arch_to_object (deparch);
2777     insert_ob_in_ob (dep, op);
2778 root 1.18 }
2779 root 1.54 lose_this_stat = 1;
2780     if (settings.balanced_stat_loss)
2781 root 1.18 {
2782 root 1.54 /* GD */
2783     /* Get the stat that we're about to deplete. */
2784     this_stat = get_attr_value (&(dep->stats), i);
2785     if (this_stat < 0)
2786     {
2787     int loss_chance = 1 + op->level / BALSL_LOSS_CHANCE_RATIO;
2788     int keep_chance = this_stat * this_stat;
2789 root 1.18
2790 root 1.54 /* Yes, I am paranoid. Sue me. */
2791     if (keep_chance < 1)
2792     keep_chance = 1;
2793 root 1.18
2794 root 1.54 /* There is a maximum depletion total per level. */
2795     if (this_stat < -1 - op->level / BALSL_MAX_LOSS_RATIO)
2796     {
2797     lose_this_stat = 0;
2798     /* Take loss chance vs keep chance to see if we
2799     retain the stat. */
2800     }
2801     else
2802     {
2803     if (random_roll (0, loss_chance + keep_chance - 1, op, PREFER_LOW) < keep_chance)
2804     lose_this_stat = 0;
2805     /* LOG(llevDebug, "Determining stat loss. Stat: %d Keep: %d Lose: %d Result: %s.\n",
2806     this_stat, keep_chance, loss_chance,
2807     lose_this_stat?"LOSE":"KEEP"); */
2808 root 1.11 }
2809     }
2810 root 1.54 }
2811 root 1.18
2812 root 1.54 if (lose_this_stat)
2813     {
2814     this_stat = get_attr_value (&(dep->stats), i);
2815     /* We could try to do something clever like find another
2816     * stat to reduce if this fails. But chances are, if
2817     * stats have been depleted to -50, all are pretty low
2818     * and should be roughly the same, so it shouldn't make a
2819     * difference.
2820     */
2821     if (this_stat >= -50)
2822 root 1.18 {
2823 root 1.54 change_attr_value (&(dep->stats), i, -1);
2824     SET_FLAG (dep, FLAG_APPLIED);
2825     new_draw_info (NDI_UNIQUE, 0, op, lose_msg[i]);
2826     op->update_stats ();
2827     lost_a_stat = 1;
2828 root 1.11 }
2829     }
2830     }
2831 root 1.54 }
2832     /* If no stat lost, tell the player. */
2833     if (!lost_a_stat)
2834     {
2835     /* determine_god() seems to not work sometimes... why is this?
2836     Should I be using something else? GD */
2837     const char *god = determine_god (op);
2838 root 1.18
2839 root 1.54 if (god && (strcmp (god, "none")))
2840     new_draw_info_format (NDI_UNIQUE, 0, op, "For a brief moment you feel the holy presence of %s protecting" " you.", god);
2841     else
2842     new_draw_info (NDI_UNIQUE, 0, op, "For a brief moment you feel a holy presence protecting you.");
2843     }
2844 root 1.28 #else
2845 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.");
2846 elmex 1.1 #endif
2847    
2848 root 1.54 /* Put a gravestone up where the character 'almost' died. List the
2849     * exp loss on the stone.
2850     */
2851     tmp = arch_to_object (archetype::find ("gravestone"));
2852     sprintf (buf, "%s's gravestone", &op->name);
2853     tmp->name = buf;
2854     sprintf (buf, "%s's gravestones", &op->name);
2855     tmp->name_pl = buf;
2856     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);
2857     tmp->msg = buf;
2858     tmp->x = op->x, tmp->y = op->y;
2859     insert_ob_in_map (tmp, op->map, NULL, 0);
2860    
2861     /**************************************/
2862     /* */
2863     /* Subtract the experience points, */
2864     /* if we died cause of food, give us */
2865     /* food, and reset HP's... */
2866     /* */
2867     /**************************************/
2868    
2869     /* remove any poisoning and confusion the character may be suffering. */
2870     /* restore player */
2871     at = archetype::find ("poisoning");
2872     tmp = present_arch_in_ob (at, op);
2873    
2874     if (tmp)
2875     {
2876     tmp->destroy ();
2877     new_draw_info (NDI_UNIQUE, 0, op, "Your body feels cleansed");
2878     }
2879    
2880     at = archetype::find ("confusion");
2881     tmp = present_arch_in_ob (at, op);
2882     if (tmp)
2883     {
2884     tmp->destroy ();
2885     new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer");
2886     }
2887    
2888     cure_disease (op, 0); /* remove any disease */
2889    
2890     /*add_exp(op, (op->stats.exp * -0.20)); */
2891     apply_death_exp_penalty (op);
2892     if (op->stats.food < 100)
2893     op->stats.food = 900;
2894     op->stats.hp = op->stats.maxhp;
2895     op->stats.sp = MAX (op->stats.sp, op->stats.maxsp);
2896     op->stats.grace = MAX (op->stats.grace, op->stats.maxgrace);
2897 root 1.11
2898 root 1.54 /*
2899 root 1.108 * Check to see if the player has any unpaid items. If so, remove them
2900     * and put them back in the map.
2901 root 1.54 */
2902 root 1.108 remove_unpaid_objects (op->inv, op);
2903 root 1.18
2904 root 1.54 /****************************************/
2905     /* */
2906     /* Move player to his current respawn- */
2907     /* position (usually last savebed) */
2908     /* */
2909     /****************************************/
2910 root 1.18
2911 root 1.54 enter_player_savebed (op);
2912 root 1.18
2913 root 1.54 op->contr->braced = 0;
2914 root 1.11
2915 root 1.54 /* it is possible that the player has blown something up
2916     * at his savebed location, and that can have long lasting
2917     * spell effects. So first see if there is a spell effect
2918     * on the space that might harm the player.
2919     */
2920     will_kill_again = 0;
2921     for (tmp = GET_MAP_OB (op->map, op->x, op->y); tmp; tmp = tmp->above)
2922     if (tmp->type == SPELL_EFFECT)
2923     will_kill_again |= tmp->attacktype;
2924 elmex 1.1
2925 root 1.54 if (will_kill_again)
2926 root 1.18 {
2927 root 1.54 object *force;
2928     int at;
2929 root 1.18
2930 root 1.54 force = get_archetype (FORCE_NAME);
2931     /* 50 ticks should be enough time for the spell to abate */
2932 root 1.133 force->speed = 0.1f;
2933     force->speed_left = -5.f;
2934 root 1.54 SET_FLAG (force, FLAG_APPLIED);
2935     for (at = 0; at < NROFATTACKS; at++)
2936     if (will_kill_again & (1 << at))
2937     force->resist[at] = 100;
2938 root 1.30
2939 root 1.54 insert_ob_in_ob (force, op);
2940     op->update_stats ();
2941 root 1.30
2942 root 1.54 }
2943 root 1.18
2944 root 1.54 new_draw_info (NDI_UNIQUE, 0, op, "YOU HAVE DIED.");
2945 elmex 1.1 }
2946    
2947 root 1.18 void
2948     loot_object (object *op)
2949     { /* Grab and destroy some treasure */
2950     object *tmp, *tmp2, *next;
2951 elmex 1.1
2952 root 1.103 op->close_container (); /* close open sack first */
2953 elmex 1.1
2954 root 1.54 for (tmp = op->inv; tmp; tmp = next)
2955 root 1.18 {
2956     next = tmp->below;
2957 root 1.54
2958 elmex 1.50 if (tmp->invisible)
2959 root 1.18 continue;
2960 root 1.54
2961 root 1.32 tmp->remove ();
2962 root 1.18 tmp->x = op->x, tmp->y = op->y;
2963 root 1.103
2964 root 1.18 if (tmp->type == CONTAINER)
2965 root 1.103 loot_object (tmp); /* empty container to ground */
2966    
2967 root 1.99 if (!QUERY_FLAG (tmp, FLAG_UNIQUE) && (QUERY_FLAG (tmp, FLAG_STARTEQUIP) || QUERY_FLAG (tmp, FLAG_NO_DROP) || !(rndm (3))))
2968 root 1.18 {
2969     if (tmp->nrof > 1)
2970     {
2971     tmp2 = get_split_ob (tmp, 1 + RANDOM () % (tmp->nrof - 1));
2972 root 1.33 tmp2->destroy ();
2973 root 1.18 insert_ob_in_map (tmp, op->map, NULL, 0);
2974     }
2975     else
2976 root 1.33 tmp->destroy ();
2977 root 1.18 }
2978     else
2979     insert_ob_in_map (tmp, op->map, NULL, 0);
2980     }
2981 elmex 1.1 }
2982    
2983     /*
2984     * fix_weight(): Check recursively the weight of all players, and fix
2985     * what needs to be fixed. Refresh windows and fix speed if anything
2986     * was changed.
2987     */
2988 root 1.18 void
2989     fix_weight (void)
2990     {
2991 root 1.61 for_all_players (pl)
2992 root 1.18 {
2993     int old = pl->ob->carrying, sum = sum_weight (pl->ob);
2994    
2995     if (old == sum)
2996     continue;
2997 root 1.54 pl->ob->update_stats ();
2998 root 1.18 LOG (llevDebug, "Fixed inventory in %s (%d -> %d)\n", &pl->ob->name, old, sum);
2999     }
3000 elmex 1.1 }
3001    
3002 root 1.18 void
3003     fix_luck (void)
3004     {
3005 root 1.61 for_all_players (pl)
3006 root 1.52 if (!pl->ob->contr->ns->state)
3007 root 1.54 pl->ob->change_luck (0);
3008 elmex 1.1 }
3009    
3010     /* cast_dust() - handles op throwing objects of type 'DUST'.
3011     * This is much simpler in the new spell code - we basically
3012     * just treat this as any other spell casting object.
3013     */
3014 elmex 1.2 void
3015 root 1.18 cast_dust (object *op, object *throw_ob, int dir)
3016 elmex 1.2 {
3017     object *skop, *spob;
3018    
3019     skop = find_skill_by_name (op, throw_ob->skill);
3020    
3021     /* casting POTION 'dusts' is really a use_magic_item skill */
3022     if (op->type == PLAYER && throw_ob->type == POTION && !skop)
3023     {
3024 root 1.18 LOG (llevError, "Player %s lacks critical skill use_magic_item!\n", &op->name);
3025 elmex 1.2 return;
3026     }
3027    
3028     spob = throw_ob->inv;
3029    
3030     // elmex Tue Aug 15 17:19:46 CEST 2006: Added this check to
3031     // not pass NULL to cast_spell (which did indeed check itself, but
3032     // errors should be reported as early as possible IMHO)
3033     if (!spob)
3034     {
3035 root 1.18 LOG (llevError, "cast_dust: thrown object %s (by %s) had no spell in it!", &throw_ob->name, &op->name);
3036 elmex 1.2 return;
3037 elmex 1.1 }
3038    
3039 elmex 1.2 if (op->type == PLAYER)
3040 root 1.14 new_draw_info_format (NDI_UNIQUE, 0, op, "You cast %s.", &spob->name);
3041 elmex 1.2
3042     cast_spell (op, throw_ob, dir, spob, NULL);
3043    
3044 root 1.33 throw_ob->destroy ();
3045 elmex 1.1 }
3046    
3047 root 1.18 void
3048     make_visible (object *op)
3049     {
3050     op->hide = 0;
3051     op->invisible = 0;
3052     if (op->type == PLAYER)
3053     {
3054     op->contr->tmp_invis = 0;
3055     op->contr->invis_race = 0;
3056     }
3057 root 1.107
3058     update_object (op, UP_OBJ_CHANGE);
3059 root 1.18 }
3060    
3061     int
3062     is_true_undead (object *op)
3063     {
3064     if (QUERY_FLAG (&op->arch->clone, FLAG_UNDEAD))
3065     return 1;
3066    
3067 elmex 1.1 return 0;
3068     }
3069    
3070     /* look at the surrounding terrain to determine
3071     * the hideability of this object. Positive levels
3072     * indicate greater hideability.
3073     */
3074    
3075 root 1.18 int
3076     hideability (object *ob)
3077     {
3078     int i, level = 0, mflag;
3079     sint16 x, y;
3080    
3081     if (!ob || !ob->map)
3082     return 0;
3083    
3084     /* so, on normal lighted maps, its hard to hide */
3085     level = ob->map->darkness - 2;
3086    
3087     /* this also picks up whether the object is glowing.
3088     * If you carry a light on a non-dark map, its not
3089     * as bad as carrying a light on a pitch dark map */
3090     if (has_carried_lights (ob))
3091     level = -(10 + (2 * ob->map->darkness));
3092    
3093     /* scan through all nearby squares for terrain to hide in */
3094     for (i = 0, x = ob->x, y = ob->y; i < 9; i++, x = ob->x + freearr_x[i], y = ob->y + freearr_y[i])
3095     {
3096     mflag = get_map_flags (ob->map, NULL, x, y, NULL, NULL);
3097     if (mflag & P_OUT_OF_MAP)
3098     {
3099     continue;
3100     }
3101     if (mflag & P_BLOCKSVIEW) /* something to hide near! */
3102     level += 2;
3103     else /* open terrain! */
3104     level -= 1;
3105 elmex 1.1 }
3106 root 1.18
3107 elmex 1.1 #if 0
3108 root 1.18 LOG (llevDebug, "hideability of %s is %d\n", ob->name, level);
3109 elmex 1.1 #endif
3110 root 1.18 return level;
3111 elmex 1.1 }
3112    
3113     /* For Hidden creatures - a chance of becoming 'unhidden'
3114     * every time they move - as we subtract off 'invisibility'
3115     * AND, for players, if they move into a ridiculously unhideable
3116     * spot (surrounded by clear terrain in broad daylight). -b.t.
3117     */
3118    
3119 root 1.18 void
3120     do_hidden_move (object *op)
3121     {
3122     int hide = 0, num = random_roll (0, 19, op, PREFER_LOW);
3123     object *skop;
3124    
3125     if (!op || !op->map)
3126     return;
3127    
3128     skop = find_obj_by_type_subtype (op, SKILL, SK_HIDING);
3129    
3130     /* its *extremely* hard to run and sneak/hide at the same time! */
3131     if (op->type == PLAYER && op->contr->run_on)
3132 root 1.85 if (!skop || num >= skop->level)
3133     {
3134     new_draw_info (NDI_UNIQUE, 0, op, "You ran too much! You are no longer hidden!");
3135     make_visible (op);
3136     return;
3137     }
3138     else
3139     num += 20;
3140    
3141 root 1.18 num += op->map->difficulty;
3142     hide = hideability (op); /* modify by terrain hidden level */
3143     num -= hide;
3144 root 1.85
3145 root 1.18 if ((op->type == PLAYER && hide < -10) || ((op->invisible -= num) <= 0))
3146     {
3147     make_visible (op);
3148     if (op->type == PLAYER)
3149     new_draw_info (NDI_UNIQUE, 0, op, "You moved out of hiding! You are visible!");
3150 elmex 1.1 }
3151 root 1.18 else if (op->type == PLAYER && skop)
3152 root 1.85 change_exp (op, calc_skill_exp (op, NULL, skop), skop->skill, 0);
3153 elmex 1.1 }
3154    
3155     /* determine if who is standing near a hostile creature. */
3156    
3157 root 1.18 int
3158     stand_near_hostile (object *who)
3159     {
3160     object *tmp = NULL;
3161     int i, friendly = 0, player = 0, mflags;
3162 root 1.25 maptile *m;
3163 root 1.18 sint16 x, y;
3164    
3165     if (!who)
3166     return 0;
3167    
3168     if (who->type == PLAYER)
3169     player = 1;
3170    
3171     else
3172     friendly = QUERY_FLAG (who, FLAG_FRIENDLY);
3173    
3174     /* search adjacent squares */
3175     for (i = 1; i < 9; i++)
3176     {
3177     x = who->x + freearr_x[i];
3178     y = who->y + freearr_y[i];
3179     m = who->map;
3180     mflags = get_map_flags (m, &m, x, y, &x, &y);
3181     /* space must be blocked if there is a monster. If not
3182     * blocked, don't need to check this space.
3183     */
3184     if (mflags & P_OUT_OF_MAP)
3185     continue;
3186     if (OB_TYPE_MOVE_BLOCK (who, GET_MAP_MOVE_BLOCK (m, x, y)))
3187     continue;
3188    
3189 root 1.49 for (tmp = GET_MAP_OB (m, x, y); tmp; tmp = tmp->above)
3190 root 1.18 {
3191     if ((player ||friendly) &&QUERY_FLAG (tmp, FLAG_MONSTER) && !QUERY_FLAG (tmp, FLAG_UNAGGRESSIVE))
3192     return 1;
3193     else if (tmp->type == PLAYER)
3194     {
3195     /*don't let a hidden DM prevent you from hiding */
3196     if (!QUERY_FLAG (tmp, FLAG_WIZ) || tmp->contr->hidden == 0)
3197 root 1.11 return 1;
3198 root 1.18 }
3199 root 1.11 }
3200 elmex 1.1 }
3201 root 1.18 return 0;
3202 elmex 1.1 }
3203    
3204     /* check the player los field for viewability of the
3205     * object op. This function works fine for monsters,
3206     * but we dont worry if the object isnt the top one in
3207     * a pile (say a coin under a table would return "viewable"
3208     * by this routine). Another question, should we be
3209     * concerned with the direction the player is looking
3210     * in? Realistically, most of use cant see stuff behind
3211     * our backs...on the other hand, does the "facing" direction
3212     * imply the way your head, or body is facing? Its possible
3213     * for them to differ. Sigh, this fctn could get a bit more complex.
3214     * -b.t.
3215     * This function is now map tiling safe.
3216     */
3217    
3218 root 1.18 int
3219     player_can_view (object *pl, object *op)
3220     {
3221     rv_vector rv;
3222     int dx, dy;
3223    
3224     if (pl->type != PLAYER)
3225     {
3226     LOG (llevError, "player_can_view() called for non-player object\n");
3227     return -1;
3228 elmex 1.1 }
3229 root 1.74
3230 root 1.18 if (!pl || !op)
3231 elmex 1.1 return 0;
3232 root 1.18
3233 root 1.74 op = op->head_ ();
3234    
3235 root 1.18 get_rangevector (pl, op, &rv, 0x1);
3236    
3237     /* starting with the 'head' part, lets loop
3238     * through the object and find if it has any
3239     * part that is in the los array but isnt on
3240     * a blocked los square.
3241     * we use the archetype to figure out offsets.
3242     */
3243     while (op)
3244     {
3245     dx = rv.distance_x + op->arch->clone.x;
3246     dy = rv.distance_y + op->arch->clone.y;
3247    
3248     /* only the viewable area the player sees is updated by LOS
3249     * code, so we need to restrict ourselves to that range of values
3250     * for any meaningful values.
3251     */
3252 root 1.52 if (FABS (dx) <= (pl->contr->ns->mapx / 2) &&
3253     FABS (dy) <= (pl->contr->ns->mapy / 2) &&
3254     !pl->contr->blocked_los[dx + (pl->contr->ns->mapx / 2)][dy + (pl->contr->ns->mapy / 2)])
3255 root 1.18 return 1;
3256     op = op->more;
3257     }
3258     return 0;
3259 elmex 1.1 }
3260    
3261     /* routine for both players and monsters. We call this when
3262     * there is a possibility for our action distrubing our hiding
3263     * place or invisiblity spell. Artefact invisiblity is not
3264     * effected by this. If we arent invisible to begin with, we
3265     * return 0.
3266     */
3267 root 1.18 int
3268     action_makes_visible (object *op)
3269     {
3270    
3271     if (op->invisible && QUERY_FLAG (op, FLAG_ALIVE))
3272     {
3273     if (QUERY_FLAG (op, FLAG_MAKE_INVIS))
3274     return 0;
3275    
3276     if (op->contr && op->contr->tmp_invis == 0)
3277     return 0;
3278 elmex 1.1
3279 root 1.18 /* If monsters, they should become visible */
3280     if (op->hide || !op->contr || (op->contr && op->contr->tmp_invis))
3281     {
3282     new_draw_info_format (NDI_UNIQUE, 0, op, "You become %s!", op->hide ? "unhidden" : "visible");
3283     return 1;
3284 root 1.11 }
3285 elmex 1.1 }
3286 root 1.18 return 0;
3287 elmex 1.1 }
3288    
3289     /* op_on_battleground - checks if the given object op (usually
3290     * a player) is standing on a valid battleground-tile,
3291     * function returns TRUE/FALSE. If true x, y returns the battleground
3292     * -exit-coord. (and if x, y not NULL)
3293     * 19 March 2005 - josh@woosworld.net modifed to check if the battleground also has slaying, maxhp, and maxsp set
3294     * and if those are all set and the player has a marker that matches the slaying send them to a different x, y
3295     * Default is to do the same as before, so only people wanting to have different points need worry about this
3296     */
3297 root 1.18 int
3298     op_on_battleground (object *op, int *x, int *y)
3299     {
3300 elmex 1.1 object *tmp;
3301 root 1.18
3302 elmex 1.1 /* A battleground-tile needs the following attributes to be valid:
3303     * is_floor 1 (has to be the FIRST floor beneath the player's feet),
3304     * name="battleground", no_pick 1, type=58 (type BATTLEGROUND)
3305     * and the exit-coordinates sp/hp must both be > 0.
3306     * => The intention here is to prevent abuse of the battleground-
3307     * feature (like pickable or hidden battleground tiles). */
3308 root 1.18 for (tmp = op->below; tmp != NULL; tmp = tmp->below)
3309     {
3310     if (QUERY_FLAG (tmp, FLAG_IS_FLOOR))
3311     {
3312     if (QUERY_FLAG (tmp, FLAG_NO_PICK) &&
3313     strcmp (tmp->name, "battleground") == 0 && tmp->type == BATTLEGROUND && EXIT_X (tmp) && EXIT_Y (tmp))
3314     {
3315     /*before we assign the exit, check if this is a teambattle */
3316     if (EXIT_ALT_X (tmp) && EXIT_ALT_Y (tmp) && EXIT_PATH (tmp))
3317     {
3318     object *invtmp;
3319    
3320     for (invtmp = op->inv; invtmp != NULL; invtmp = invtmp->below)
3321     {
3322     if (invtmp->type == FORCE && invtmp->slaying && !strcmp (EXIT_PATH (tmp), invtmp->slaying))
3323     {
3324     if (x != NULL && y != NULL)
3325     *x = EXIT_ALT_X (tmp), *y = EXIT_ALT_Y (tmp);
3326     return 1;
3327     }
3328     }
3329     }
3330     if (x != NULL && y != NULL)
3331     *x = EXIT_X (tmp), *y = EXIT_Y (tmp);
3332     return 1;
3333     }
3334     }
3335 elmex 1.1 }
3336     /* If we got here, did not find a battleground */
3337     return 0;
3338     }
3339    
3340     /*
3341     * When a dragon-player gains a new stage of evolution,
3342     * he gets some treasure
3343     *
3344     * attributes:
3345     * object *who the dragon player
3346     * int atnr the attack-number of the ability focus
3347     * int level ability level
3348     */
3349 root 1.18 void
3350     dragon_ability_gain (object *who, int atnr, int level)
3351     {
3352     treasurelist *trlist = NULL; /* treasurelist */
3353     treasure *tr; /* treasure */
3354     object *tmp, *skop; /* tmp. object */
3355     object *item; /* treasure object */
3356     char buf[MAX_BUF]; /* tmp. string buffer */
3357     int i = 0, j = 0;
3358    
3359     /* get the appropriate treasurelist */
3360     if (atnr == ATNR_FIRE)
3361 root 1.110 trlist = treasurelist::find ("dragon_ability_fire");
3362 root 1.18 else if (atnr == ATNR_COLD)
3363 root 1.110 trlist = treasurelist::find ("dragon_ability_cold");
3364 root 1.18 else if (atnr == ATNR_ELECTRICITY)
3365 root 1.110 trlist = treasurelist::find ("dragon_ability_elec");
3366 root 1.18 else if (atnr == ATNR_POISON)
3367 root 1.110 trlist = treasurelist::find ("dragon_ability_poison");
3368 root 1.18
3369     if (trlist == NULL || who->type != PLAYER)
3370     return;
3371    
3372     for (i = 0, tr = trlist->items; tr != NULL && i < level - 1; tr = tr->next, i++);
3373    
3374 elmex 1.82 if (!tr || !tr->item)
3375 root 1.18 {
3376     /* LOG(llevDebug, "-> no more treasure for %s\n", change_resist_msg[atnr]); */
3377     return;
3378 elmex 1.1 }
3379    
3380 root 1.18 /* everything seems okay - now bring on the gift: */
3381     item = &(tr->item->clone);
3382 elmex 1.1
3383 root 1.18 if (item->type == SPELL)
3384     {
3385     if (check_spell_known (who, item->name))
3386 root 1.11 return;
3387 root 1.18
3388     new_draw_info_format (NDI_UNIQUE | NDI_BLUE, 0, who, "You gained the ability of %s", &item->name);
3389     do_learn_spell (who, item, 0);
3390     return;
3391 elmex 1.1 }
3392    
3393 root 1.18 /* grant direct spell */
3394     if (item->type == SPELLBOOK)
3395     {
3396     if (!item->inv)
3397     {
3398     LOG (llevDebug, "dragon_ability_gain: Broken spellbook %s\n", &item->name);
3399     return;
3400     }
3401     if (check_spell_known (who, item->inv->name))
3402     return;
3403     if (item->invisible)
3404     {
3405     new_draw_info_format (NDI_UNIQUE | NDI_BLUE, 0, who, "You gained the ability of %s", &item->inv->name);
3406     do_learn_spell (who, item->inv, 0);
3407     return;
3408 root 1.11 }
3409 root 1.18 }
3410     else if (item->type == SKILL_TOOL && item->invisible)
3411     {
3412     if (item->subtype == SK_CLAWING && (skop = find_skill_by_name (who, item->skill)) != NULL)
3413     {
3414    
3415     /* should this perhaps be (skop->attackyp & item->attacktype)!=item->attacktype ...
3416     * in this way, if the player is missing any of the attacktypes, he gets
3417     * them. As it is now, if the player has any that match the granted skill,
3418     * but not all of them, he gets nothing.
3419     */
3420     if (!(skop->attacktype & item->attacktype))
3421     {
3422     /* Give new attacktype */
3423     skop->attacktype |= item->attacktype;
3424    
3425     /* always add physical if there's none */
3426     skop->attacktype |= AT_PHYSICAL;
3427    
3428     if (item->msg != NULL)
3429     new_draw_info (NDI_UNIQUE | NDI_BLUE, 0, who, item->msg);
3430    
3431     /* Give player new face */
3432     if (item->animation_id)
3433     {
3434     who->face = skop->face;
3435     who->animation_id = item->animation_id;
3436     who->anim_speed = item->anim_speed;
3437     who->last_anim = 0;
3438     who->state = 0;
3439     animate_object (who, who->direction);
3440     }
3441     }
3442 root 1.11 }
3443 elmex 1.1 }
3444 root 1.18 else if (item->type == FORCE)
3445     {
3446     /* forces in the treasurelist can alter the player's stats */
3447     object *skin;
3448 elmex 1.1
3449 root 1.18 /* first get the dragon skin force */
3450 root 1.52 shstr_cmp dragon_skin_force ("dragon_skin_force");
3451     for (skin = who->inv; skin && !(skin->arch->name == dragon_skin_force); skin = skin->below)
3452     ;
3453    
3454     if (!skin)
3455 root 1.18 return;
3456    
3457     /* adding new spellpath attunements */
3458     if (item->path_attuned > 0 && !(skin->path_attuned & item->path_attuned))
3459     {
3460     skin->path_attuned |= item->path_attuned; /* add attunement to skin */
3461    
3462     /* print message */
3463     sprintf (buf, "You feel attuned to ");
3464     for (i = 0, j = 0; i < NRSPELLPATHS; i++)
3465     {
3466     if (item->path_attuned & (1 << i))
3467     {
3468     if (j)
3469     strcat (buf, " and ");
3470     else
3471     j = 1;
3472     strcat (buf, spellpathnames[i]);
3473     }
3474     }
3475     strcat (buf, ".");
3476     new_draw_info (NDI_UNIQUE | NDI_BLUE, 0, who, buf);
3477     }
3478    
3479     /* evtl. adding flags: */
3480     if (QUERY_FLAG (item, FLAG_XRAYS))
3481     SET_FLAG (skin, FLAG_XRAYS);
3482     if (QUERY_FLAG (item, FLAG_STEALTH))
3483     SET_FLAG (skin, FLAG_STEALTH);
3484     if (QUERY_FLAG (item, FLAG_SEE_IN_DARK))
3485     SET_FLAG (skin, FLAG_SEE_IN_DARK);
3486    
3487     /* print message if there is one */
3488     if (item->msg != NULL)
3489     new_draw_info (NDI_UNIQUE | NDI_BLUE, 0, who, item->msg);
3490     }
3491     else
3492     {
3493     /* generate misc. treasure */
3494     tmp = arch_to_object (tr->item);
3495     new_draw_info_format (NDI_UNIQUE | NDI_BLUE, 0, who, "You gained %s", query_short_name (tmp));
3496     tmp = insert_ob_in_ob (tmp, who);
3497     if (who->type == PLAYER)
3498     esrv_send_item (who, tmp);
3499 elmex 1.1 }
3500     }
3501    
3502     /**
3503     * Unready an object for a player. This function does nothing if the object was
3504     * not readied.
3505     */
3506 root 1.18 void
3507     player_unready_range_ob (player *pl, object *ob)
3508     {
3509 root 1.119 if (pl->ob->current_weapon == ob)
3510     pl->ob->current_weapon = 0;
3511    
3512 root 1.118 if (pl->combat_ob == ob)
3513 root 1.119 pl->combat_ob = 0;
3514 root 1.118
3515     if (pl->ranged_ob == ob)
3516 root 1.119 pl->ranged_ob = 0;
3517 elmex 1.1 }
3518 root 1.101
3519     sint8
3520     player::visibility_at (maptile *map, int x, int y) const
3521     {
3522     if (!ns)
3523     return 0;
3524    
3525     int dx, dy;
3526     if (!adjacent_map (map, ns->current_map, &dx, &dy))
3527     return 0;
3528    
3529     x += dx - ns->current_x + ns->mapx / 2;
3530     y += dy - ns->current_y + ns->mapy / 2;
3531    
3532     if (!IN_RANGE_EXC (x, 0, ns->mapx) || !IN_RANGE_EXC (y, 0, ns->mapy))
3533     return 0;
3534    
3535     return 100 - blocked_los [x][y];
3536     }