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/cvs/deliantra/server/server/player.C
Revision: 1.140
Committed: Fri May 18 13:15:29 2007 UTC (17 years ago) by root
Content type: text/plain
Branch: MAIN
Changes since 1.139: +7 -6 lines
Log Message:
- fix oratory to correctly account to the oratory skill
- change the unapply logic to be more careful (basically
  ignore skills as they get unapplied a lot)

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 root 1.140 case SKILL:
278     ob->flag [FLAG_APPLIED] = false;
279     break;
280    
281 root 1.122 case WAND:
282     case ROD:
283     case HORN:
284     case BOW:
285 root 1.140 ranged_ob = op;
286 root 1.122 break;
287 root 1.139
288 root 1.140 case WEAPON:
289     combat_ob = op;
290 root 1.139 break;
291 root 1.122 }
292    
293 root 1.139 ob->change_weapon (combat_ob ? combat_ob : ranged_ob);
294 root 1.60 ob->update_stats ();
295 root 1.139
296 root 1.54 ns->floorbox_update ();
297     esrv_send_inventory (ob, ob);
298     esrv_add_spells (this, 0);
299    
300 root 1.89 activate ();
301 root 1.54
302 root 1.59 send_rules (ob);
303     send_news (ob);
304     display_motd (ob);
305 root 1.78
306     INVOKE_PLAYER (CONNECT, this);
307 root 1.54 INVOKE_PLAYER (LOGIN, this);
308     }
309 elmex 1.1
310 root 1.62 void
311     player::disconnect ()
312     {
313 root 1.63 if (ns)
314 root 1.72 {
315 root 1.89 if (active)
316     INVOKE_PLAYER (LOGOUT, this, ARG_INT (0));
317 root 1.78
318     INVOKE_PLAYER (DISCONNECT, this);
319 root 1.72
320 root 1.97 ns->reset_stats ();
321 root 1.72 ns->pl = 0;
322 root 1.115 ns = 0;
323 root 1.89 }
324 root 1.72
325 root 1.105 if (ob)
326     ob->close_container (); //TODO: client-specific
327    
328 root 1.89 deactivate ();
329 root 1.62 }
330    
331 root 1.54 // the need for this function can be explained
332     // by load_object not returning the object
333     void
334     player::set_object (object *op)
335     {
336     ob = op;
337 root 1.104 ob->contr = this; /* this aren't yet in archetype */
338 root 1.15
339 root 1.133 ob->speed_left = 0.5f;
340     ob->speed = 1.0f;
341 root 1.104 ob->direction = 5; /* So player faces south */
342 root 1.54 }
343 root 1.15
344 root 1.54 player::player ()
345     {
346 pippijn 1.81 /* There are some elements we want initialised to non zero value -
347 root 1.54 * we deal with that below this point.
348     */
349 root 1.114 outputs_sync = 4;
350     outputs_count = 4;
351 root 1.54 unapply = unapply_nochoice;
352    
353 root 1.77 savebed_map = first_map_path; /* Init. respawn position */
354 root 1.54
355     gen_sp_armour = 10;
356     bowtype = bow_normal;
357     petmode = pet_normal;
358     listening = 10;
359     usekeys = containers;
360     peaceful = 1; /* default peaceful */
361     do_los = 1;
362     }
363    
364 root 1.62 void
365     player::do_destroy ()
366 root 1.54 {
367 root 1.72 disconnect ();
368 root 1.62
369 root 1.72 attachable::do_destroy ();
370 root 1.62
371 root 1.54 if (ob)
372 root 1.69 {
373     ob->destroy_inv (false);
374     ob->destroy ();
375     }
376 root 1.62 }
377    
378     player::~player ()
379     {
380 root 1.54 /* Clear item stack */
381     free (stack_items);
382 elmex 1.1 }
383    
384 root 1.54 /* Tries to add player on the connection passed in ns.
385 elmex 1.1 * All we can really get in this is some settings like host and display
386     * mode.
387     */
388 root 1.54 player *
389     player::create ()
390 root 1.18 {
391 root 1.54 player *pl = new player;
392 root 1.38
393 root 1.54 pl->set_object (arch_to_object (get_player_archetype (0)));
394 root 1.104
395     pl->ob->roll_stats ();
396     pl->ob->stats.wc = 2;
397     pl->ob->run_away = 25; /* Then we panick... */
398    
399 root 1.76 set_first_map (pl->ob);
400 root 1.26
401 root 1.54 return pl;
402 elmex 1.1 }
403    
404     /*
405     * get_player_archetype() return next player archetype from archetype
406     * list. Not very efficient routine, but used only creating new players.
407     * Note: there MUST be at least one player archetype!
408     */
409 root 1.18 archetype *
410     get_player_archetype (archetype *at)
411 elmex 1.1 {
412 root 1.18 archetype *start = at;
413    
414     for (;;)
415     {
416     if (at == NULL || at->next == NULL)
417     at = first_archetype;
418     else
419     at = at->next;
420 root 1.46
421 root 1.18 if (at->clone.type == PLAYER)
422     return at;
423 root 1.46
424 root 1.18 if (at == start)
425     {
426     LOG (llevError, "No Player archetypes\n");
427     exit (-1);
428 root 1.11 }
429 elmex 1.1 }
430     }
431    
432 root 1.18 object *
433     get_nearest_player (object *mon)
434     {
435     object *op = NULL;
436     objectlink *ol;
437     unsigned lastdist;
438     rv_vector rv;
439    
440 root 1.92 for (ol = first_friendly_object, lastdist = 1000; ol; ol = ol->next)
441 root 1.18 {
442     /* We should not find free objects on this friendly list, but it
443     * does periodically happen. Given that, lets deal with it.
444     * While unlikely, it is possible the next object on the friendly
445     * list is also free, so encapsulate this in a while loop.
446     */
447     while (QUERY_FLAG (ol->ob, FLAG_FREED) || !QUERY_FLAG (ol->ob, FLAG_FRIENDLY))
448     {
449     object *tmp = ol->ob;
450    
451     /* Can't do much more other than log the fact, because the object
452     * itself will have been cleared.
453     */
454 root 1.92 LOG (llevDebug, "get_nearest_player: Found free/non friendly object '%s' on friendly list\n",
455     tmp->debug_desc ());
456 root 1.18 ol = ol->next;
457     remove_friendly_object (tmp);
458     if (!ol)
459     return op;
460     }
461 root 1.11
462 root 1.18 /* Remove special check for player from this. First, it looks to cause
463     * some crashes (ol->ob->contr not set properly?), but secondly, a more
464     * complicated method of state checking would be needed in any case -
465     * as it was, a clever player could type quit, and the function would
466     * skip them over while waiting for confirmation. Remove
467     * on_same_map check, as can_detect_enemy also does this
468     */
469     if (!can_detect_enemy (mon, ol->ob, &rv))
470     continue;
471 root 1.11
472 root 1.18 if (lastdist > rv.distance)
473     {
474     op = ol->ob;
475     lastdist = rv.distance;
476 root 1.11 }
477 elmex 1.1 }
478 root 1.61
479     for_all_players (pl)
480     if (can_detect_enemy (mon, pl->ob, &rv))
481     if (lastdist > rv.distance)
482 root 1.18 {
483 root 1.61 op = pl->ob;
484     lastdist = rv.distance;
485     }
486 elmex 1.1
487     #if 0
488 root 1.18 LOG (llevDebug, "get_nearest_player() finds player: %s\n", op ? &op->name : "(null)");
489 elmex 1.1 #endif
490 root 1.18 return op;
491 elmex 1.1 }
492    
493     /* I believe this can safely go to 2, 3 is questionable, 4 will likely
494     * result in a monster paths backtracking. It basically determines how large a
495     * detour a monster will take from the direction path when looking
496     * for a path to the player. The values are in the amount of direction
497     * the deviation is
498     */
499     #define DETOUR_AMOUNT 2
500    
501     /* This is used to prevent infinite loops. Consider a case where the
502     * player is in a chamber (with gate closed), and monsters are outside.
503     * with DETOUR_AMOUNT==2, the function will turn each corner, trying to
504     * find a path into the chamber. This is a good thing, but since there
505     * is no real path, it will just keep circling the chamber for
506     * ever (this could be a nice effect for monsters, but not for the function
507     * to get stuck in. I think for the monsters, if max is reached and
508     * we return the first direction the creature could move would result in the
509     * circling behaviour. Unfortunately, this function is also used to determined
510     * if the creature should cast a spell, so returning a direction in that case
511     * is probably not a good thing.
512     */
513     #define MAX_SPACES 50
514    
515     /*
516     * Returns the direction to the player, if valid. Returns 0 otherwise.
517     * modified to verify there is a path to the player. Does this by stepping towards
518     * player and if path is blocked then see if blockage is close enough to player that
519     * direction to player is changed (ie zig or zag). Continue zig zag until either
520     * reach player or path is blocked. Thus, will only return true if there is a free
521     * path to player. Though path may not be a straight line. Note that it will find
522     * player hiding along a corridor at right angles to the corridor with the monster.
523     *
524     * Modified by MSW 2001-08-06 to handle tiled maps. Various notes:
525     * 1) With DETOUR_AMOUNT being 2, it should still go and find players hiding
526     * down corriders.
527     * 2) I think the old code was broken if the first direction the monster
528     * should move was blocked - the code would store the first direction without
529     * verifying that the player can actually move in that direction. The new
530     * code does not store anything in firstdir until we have verified that the
531     * monster can in fact move one space in that direction.
532     * 3) I'm not sure how good this code will be for moving multipart monsters,
533     * since only simple checks to blocked are being called, which could mean the monster
534     * is blocking itself.
535     */
536 root 1.18 int
537     path_to_player (object *mon, object *pl, unsigned mindiff)
538     {
539     rv_vector rv;
540     sint16 x, y;
541     int lastx, lasty, dir, i, diff, firstdir = 0, lastdir, max = MAX_SPACES, mflags, blocked;
542 root 1.25 maptile *m, *lastmap;
543 root 1.18
544     get_rangevector (mon, pl, &rv, 0);
545    
546     if (rv.distance < mindiff)
547     return 0;
548    
549     x = mon->x;
550     y = mon->y;
551     m = mon->map;
552     dir = rv.direction;
553     lastdir = firstdir = rv.direction; /* perhaps we stand next to pl, init firstdir too */
554 root 1.100 diff = ::max (abs (rv.distance_x), abs (rv.distance_y));
555    
556 root 1.18 /* If we can't solve it within the search distance, return now. */
557     if (diff > max)
558     return 0;
559 root 1.100
560 root 1.18 while (diff > 1 && max > 0)
561     {
562     lastx = x;
563     lasty = y;
564     lastmap = m;
565     x = lastx + freearr_x[dir];
566     y = lasty + freearr_y[dir];
567    
568     mflags = get_map_flags (m, &m, x, y, &x, &y);
569     blocked = (mflags & P_OUT_OF_MAP) ? MOVE_ALL : GET_MAP_MOVE_BLOCK (m, x, y);
570    
571     /* Space is blocked - try changing direction a little */
572     if ((mflags & P_OUT_OF_MAP) || ((OB_TYPE_MOVE_BLOCK (mon, blocked) || (mflags & P_BLOCKSVIEW))
573     && (m == mon->map && blocked_link (mon, m, x, y))))
574     {
575     /* recalculate direction from last good location. Possible
576     * we were not traversing ideal location before.
577     */
578     get_rangevector_from_mapcoord (lastmap, lastx, lasty, pl, &rv, 0);
579     if (rv.direction != dir)
580     {
581     /* OK - says direction should be different - lets reset the
582     * the values so it will try again.
583     */
584     x = lastx;
585     y = lasty;
586     m = lastmap;
587     dir = firstdir = rv.direction;
588     }
589     else
590     {
591     /* direct path is blocked - try taking a side step to
592     * either the left or right.
593     * Note increase the values in the loop below to be
594     * more than -1/1 respectively will mean the monster takes
595     * bigger detour. Have to be careful about these values getting
596     * too big (3 or maybe 4 or higher) as the monster may just try
597     * stepping back and forth
598     */
599     for (i = -DETOUR_AMOUNT; i <= DETOUR_AMOUNT; i++)
600     {
601     if (i == 0)
602     continue; /* already did this, so skip it */
603     /* Use lastdir here - otherwise,
604     * since the direction that the creature should move in
605     * may change, you could get infinite loops.
606     * ie, player is northwest, but monster can only
607     * move west, so it does that. It goes some distance,
608     * gets blocked, finds that it should move north,
609     * can't do that, but now finds it can move east, and
610     * gets back to its original point. lastdir contains
611     * the last direction the creature has successfully
612     * moved.
613     */
614    
615     x = lastx + freearr_x[absdir (lastdir + i)];
616     y = lasty + freearr_y[absdir (lastdir + i)];
617     m = lastmap;
618     mflags = get_map_flags (m, &m, x, y, &x, &y);
619     if (mflags & P_OUT_OF_MAP)
620     continue;
621     blocked = GET_MAP_MOVE_BLOCK (m, x, y);
622     if (OB_TYPE_MOVE_BLOCK (mon, blocked))
623     continue;
624     if (mflags & P_BLOCKSVIEW)
625     continue;
626    
627     if (m == mon->map && blocked_link (mon, m, x, y))
628     break;
629     }
630     /* go through entire loop without finding a valid
631     * sidestep to take - thus, no valid path.
632     */
633     if (i == (DETOUR_AMOUNT + 1))
634     return 0;
635     diff--;
636     lastdir = dir;
637     max--;
638     if (!firstdir)
639     firstdir = dir + i;
640     } /* else check alternate directions */
641     } /* if blocked */
642     else
643     {
644     /* we moved towards creature, so diff is less */
645     diff--;
646     max--;
647     lastdir = dir;
648     if (!firstdir)
649     firstdir = dir;
650     }
651 root 1.100
652 root 1.18 if (diff <= 1)
653     {
654     /* Recalculate diff (distance) because we may not have actually
655     * headed toward player for entire distance.
656     */
657     get_rangevector_from_mapcoord (m, x, y, pl, &rv, 0);
658 root 1.100 diff = ::max (abs (rv.distance_x), abs (rv.distance_y));
659 root 1.18 }
660 root 1.100
661 root 1.18 if (diff > max)
662     return 0;
663     }
664 root 1.100
665 root 1.18 /* If we reached the max, didn't find a direction in time */
666     if (!max)
667     return 0;
668    
669     return firstdir;
670     }
671    
672     void
673     give_initial_items (object *pl, treasurelist * items)
674     {
675     object *op, *next = NULL;
676    
677     if (pl->randomitems != NULL)
678     create_treasure (items, pl, GT_STARTEQUIP | GT_ONLY_GOOD, 1, 0);
679    
680     for (op = pl->inv; op; op = next)
681     {
682     next = op->below;
683    
684     /* Forces get applied per default, unless they have the
685     * flag "neutral" set. Sorry but I can't think of a better way
686     */
687     if (op->type == FORCE && !QUERY_FLAG (op, FLAG_NEUTRAL))
688     SET_FLAG (op, FLAG_APPLIED);
689    
690     /* we never give weapons/armour if these cannot be used
691     * by this player due to race restrictions
692     */
693     if (pl->type == PLAYER)
694     {
695     if ((!QUERY_FLAG (pl, FLAG_USE_ARMOUR) &&
696     (op->type == ARMOUR || op->type == BOOTS ||
697     op->type == CLOAK || op->type == HELMET ||
698     op->type == SHIELD || op->type == GLOVES ||
699     op->type == BRACERS || op->type == GIRDLE)) || (!QUERY_FLAG (pl, FLAG_USE_WEAPON) && op->type == WEAPON))
700     {
701 root 1.33 op->destroy ();
702 root 1.18 continue;
703     }
704 root 1.11 }
705    
706 root 1.18 /* This really needs to be better - we should really give
707     * a substitute spellbook. The problem is that we don't really
708     * have a good idea what to replace it with (need something like
709     * a first level treasurelist for each skill.)
710     * remove duplicate skills also
711     */
712     if (op->type == SPELLBOOK || op->type == SKILL)
713     {
714     object *tmp;
715 elmex 1.1
716 root 1.18 for (tmp = op->below; tmp; tmp = tmp->below)
717     if (tmp->type == op->type && tmp->name == op->name)
718     break;
719 root 1.11
720 root 1.18 if (tmp)
721     {
722 root 1.33 op->destroy ();
723 root 1.18 LOG (llevError, "give_initial_items: Removing duplicate object %s\n", &tmp->name);
724     continue;
725 root 1.11 }
726 root 1.33
727 root 1.18 if (op->nrof > 1)
728     op->nrof = 1;
729 root 1.11 }
730 elmex 1.1
731 root 1.18 if (op->type == SPELLBOOK && op->inv)
732     {
733     CLEAR_FLAG (op->inv, FLAG_STARTEQUIP);
734 root 1.11 }
735    
736 root 1.18 /* Give starting characters identified, uncursed, and undamned
737     * items. Just don't identify gold or silver, or it won't be
738     * merged properly.
739     */
740     if (need_identify (op))
741     {
742     SET_FLAG (op, FLAG_IDENTIFIED);
743     CLEAR_FLAG (op, FLAG_CURSED);
744     CLEAR_FLAG (op, FLAG_DAMNED);
745     }
746     if (op->type == SPELL)
747     {
748 root 1.33 op->destroy ();
749 root 1.18 continue;
750     }
751     else if (op->type == SKILL)
752     {
753     SET_FLAG (op, FLAG_CAN_USE_SKILL);
754     op->stats.exp = 0;
755     op->level = 1;
756 root 1.11 }
757 root 1.18 /* lock all 'normal items by default */
758     else
759     SET_FLAG (op, FLAG_INV_LOCKED);
760     } /* for loop of objects in player inv */
761    
762     /* Need to set up the skill pointers */
763     link_player_skills (pl);
764     }
765    
766     void
767     get_party_password (object *op, partylist *party)
768     {
769     if (party == NULL)
770     {
771     LOG (llevError, "get_party_password(): tried to make player %s join a NULL party", &op->name);
772     return;
773 elmex 1.1 }
774 root 1.54
775 root 1.18 op->contr->write_buf[0] = '\0';
776 root 1.52 op->contr->ns->state = ST_GET_PARTY_PASSWORD;
777 root 1.18 op->contr->party_to_join = party;
778 root 1.52 send_query (op->contr->ns, CS_QUERY_HIDEINPUT, "What is the password?\n:");
779 elmex 1.1 }
780    
781     /* This rolls four 1-6 rolls and sums the best 3 of the 4. */
782 root 1.54 static int
783 root 1.18 roll_stat (void)
784     {
785     int a[4], i, j, k;
786    
787     for (i = 0; i < 4; i++)
788 root 1.99 a[i] = (int) rndm (6) + 1;
789 root 1.18
790     for (i = 0, j = 0, k = 7; i < 4; i++)
791     if (a[i] < k)
792     k = a[i], j = i;
793    
794     for (i = 0, k = 0; i < 4; i++)
795 root 1.54 if (i != j)
796     k += a[i];
797    
798 root 1.18 return k;
799     }
800    
801     void
802 root 1.54 object::roll_stats ()
803 root 1.18 {
804 root 1.128 int statsort [NUM_STATS];
805 root 1.18
806 root 1.54 for (;;)
807 root 1.18 {
808 root 1.54 int sum = 0;
809 root 1.128 for (int i = NUM_STATS; i--; )
810 root 1.54 sum += statsort [i] = roll_stat ();
811    
812     if (sum >= 82 && sum <= 116)
813     break;
814 root 1.18 }
815    
816 root 1.54 // Sort the stats so that rerolling is easier...
817 root 1.128 std::sort (statsort, statsort + NUM_STATS, std::greater<int>());
818 root 1.18
819 root 1.128 for (int i = 0; i < NUM_STATS; ++i)
820     stats.stat (i) = statsort [i];
821 root 1.18
822 root 1.54 stats.exp = 0;
823     stats.ac = 0;
824 root 1.18
825 root 1.54 stats.hp = stats.maxhp;
826     stats.sp = stats.maxsp;
827     stats.grace = stats.maxgrace;
828 root 1.18
829 root 1.54 if (contr)
830     {
831     contr->levhp[1] = 9;
832     contr->levsp[1] = 6;
833     contr->levgrace[1] = 3;
834 root 1.18
835 root 1.54 contr->orig_stats = stats;
836     }
837 root 1.18 }
838    
839     void
840 root 1.54 object::swap_stats (int a, int b)
841 root 1.18 {
842 root 1.127 swap (contr->orig_stats.stat (a), contr->orig_stats.stat (b));
843    
844     for (int i = 0; i < NUM_STATS; ++i)
845     stats.stat (i) = contr->orig_stats.stat (i);
846 elmex 1.1
847 root 1.54 //TODO: the following code looks so borked and should, at the very least,
848     // be merged with the similar code in roll_stats
849     stats.ac = 0;
850 elmex 1.1
851 root 1.54 level = 1;
852     stats.exp = 0;
853     stats.ac = 0;
854 elmex 1.1
855 root 1.54 stats.hp = stats.maxhp;
856     stats.sp = stats.maxsp;
857     stats.grace = stats.maxgrace;
858 elmex 1.1
859 root 1.54 if (contr)
860 root 1.18 {
861 root 1.54 contr->levhp[1] = 9;
862     contr->levsp[1] = 6;
863     contr->levgrace[1] = 3;
864 root 1.18
865 root 1.54 contr->orig_stats = stats;
866 elmex 1.1 }
867     }
868    
869 root 1.73 static void
870     start_info (object *op)
871     {
872     char buf[MAX_BUF];
873    
874     sprintf (buf, "Welcome to Crossfire v%s!", VERSION);
875     new_draw_info (NDI_UNIQUE, 0, op, buf);
876     //new_draw_info (NDI_UNIQUE, 0, op, "Press `?' for help");
877     //new_draw_info (NDI_UNIQUE, 0, op, " ");
878     }
879    
880 elmex 1.1 /* This function takes the key that is passed, and does the
881     * appropriate action with it (change race, or other things).
882     * The function name is for historical reasons - now we have
883     * separate race and class; this actually changes the RACE,
884     * not the class.
885     */
886 root 1.112 void
887     player::chargen_race_done ()
888 elmex 1.1 {
889 root 1.112 /* this must before then initial items are given */
890     esrv_new_player (ob->contr, ob->weight + ob->carrying);
891 elmex 1.1
892 root 1.112 treasurelist *tl = treasurelist::find ("starting_wealth");
893     if (tl)
894     create_treasure (tl, ob, 0, 0, 0);
895 elmex 1.1
896 root 1.112 INVOKE_PLAYER (BIRTH, ob->contr);
897     INVOKE_PLAYER (LOGIN, ob->contr);
898 elmex 1.36
899 root 1.112 ob->contr->ns->state = ST_PLAYING;
900 elmex 1.1
901 root 1.112 if (ob->msg)
902     ob->msg = 0;
903 elmex 1.1
904 root 1.112 /* We create this now because some of the unique maps will need it
905     * to save here.
906     */
907     {
908     char buf[MAX_BUF];
909     sprintf (buf, "%s/%s/%s", settings.localdir, settings.playerdir, &ob->name);
910     make_path_to_file (buf);
911     }
912    
913     start_info (ob);
914     CLEAR_FLAG (ob, FLAG_WIZ);
915     give_initial_items (ob, ob->randomitems);
916     link_player_skills (ob);
917     esrv_send_inventory (ob, ob);
918     ob->update_stats ();
919 root 1.11
920 root 1.112 /* This moves the player to a different start map, if there
921     * is one for this race
922     */
923     if (*first_map_ext_path)
924     {
925     object *tmp;
926     char mapname[MAX_BUF];
927 elmex 1.1
928 root 1.112 snprintf (mapname, MAX_BUF - 1, "%s/%s", &first_map_ext_path, &ob->arch->name);
929     tmp = object::create ();
930     EXIT_PATH (tmp) = mapname;
931     EXIT_X (tmp) = ob->x;
932     EXIT_Y (tmp) = ob->y;
933     ob->enter_exit (tmp); /* we don't really care if it succeeded;
934     * if the map isn't there, then stay on the
935     * default initial map */
936     tmp->destroy ();
937 elmex 1.1 }
938 root 1.112 else
939     LOG (llevDebug, "first_map_ext_path not set\n");
940     }
941 elmex 1.1
942 root 1.112 void
943     player::chargen_race_next ()
944     {
945 root 1.18 /* Following actually changes the race - this is the default command
946     * if we don't match with one of the options above.
947     */
948    
949 root 1.112 do
950 root 1.18 {
951 root 1.112 shstr name = ob->name;
952     int x = ob->x, y = ob->y;
953 root 1.21
954 root 1.112 ob->remove_statbonus ();
955     ob->remove ();
956     ob->arch = get_player_archetype (ob->arch);
957     ob->arch->clone.copy_to (ob);
958     ob->instantiate ();
959     ob->stats = ob->contr->orig_stats;
960     ob->name = ob->name_pl = name;
961     ob->x = x;
962     ob->y = y;
963     SET_ANIMATION (ob, 2); /* So player faces south */
964     insert_ob_in_map (ob, ob->map, ob, 0);
965     assign (ob->contr->title, ob->arch->clone.name);
966     ob->add_statbonus ();
967     }
968     while (!allowed_class (ob));
969    
970     update_object (ob, UP_OBJ_FACE);
971     esrv_update_item (UPD_FACE, ob, ob);
972     ob->update_stats ();
973     ob->stats.hp = ob->stats.maxhp;
974     ob->stats.sp = ob->stats.maxsp;
975     ob->stats.grace = 0;
976 elmex 1.1 }
977    
978 root 1.18 void
979     flee_player (object *op)
980     {
981     int dir, diff;
982     rv_vector rv;
983    
984     if (op->stats.hp < 0)
985     {
986     LOG (llevDebug, "Fleeing player is dead.\n");
987     CLEAR_FLAG (op, FLAG_SCARED);
988     return;
989 elmex 1.1 }
990    
991 root 1.18 if (op->enemy == NULL)
992     {
993     LOG (llevDebug, "Fleeing player had no enemy.\n");
994     CLEAR_FLAG (op, FLAG_SCARED);
995     return;
996 elmex 1.1 }
997    
998 root 1.18 /* Seen some crashes here. Since we don't store an
999     * op->enemy_count, it is possible that something destroys the
1000     * actual enemy, and the object is recycled.
1001     */
1002     if (op->enemy->map == NULL)
1003     {
1004     CLEAR_FLAG (op, FLAG_SCARED);
1005     op->enemy = NULL;
1006     return;
1007 elmex 1.1 }
1008    
1009 root 1.18 if (!(random_roll (0, 4, op, PREFER_LOW)) && did_make_save (op, op->level, 0))
1010     {
1011     op->enemy = NULL;
1012     CLEAR_FLAG (op, FLAG_SCARED);
1013     return;
1014 elmex 1.1 }
1015 root 1.49
1016 root 1.18 get_rangevector (op, op->enemy, &rv, 0);
1017    
1018     dir = absdir (4 + rv.direction);
1019     for (diff = 0; diff < 3; diff++)
1020     {
1021     int m = 1 - (RANDOM () & 2);
1022 elmex 1.1
1023 root 1.18 if (move_ob (op, absdir (dir + diff * m), op) || (diff == 0 && move_ob (op, absdir (dir - diff * m), op)))
1024 root 1.49 return;
1025 elmex 1.1 }
1026 root 1.49
1027 root 1.18 /* Cornered, get rid of scared */
1028     CLEAR_FLAG (op, FLAG_SCARED);
1029     op->enemy = NULL;
1030 elmex 1.1 }
1031    
1032     /* check_pick sees if there is stuff to be picked up/picks up stuff.
1033 root 1.122 * It returns 1 if the player should keep on moving, 0 if he should
1034 elmex 1.1 * stop.
1035     */
1036 root 1.18 int
1037     check_pick (object *op)
1038     {
1039 elmex 1.1 object *tmp, *next;
1040     int stop = 0;
1041 pippijn 1.106 int wvratio;
1042     char putstring[128];
1043 elmex 1.1
1044     /* if you're flying, you cna't pick up anything */
1045     if (op->move_type & MOVE_FLYING)
1046     return 1;
1047    
1048     next = op->below;
1049    
1050     /* loop while there are items on the floor that are not marked as
1051     * destroyed */
1052 root 1.24 while (next && !next->destroyed ())
1053 root 1.18 {
1054     tmp = next;
1055     next = tmp->below;
1056 elmex 1.1
1057 root 1.24 if (op->destroyed ())
1058 elmex 1.1 return 0;
1059    
1060 root 1.18 if (!can_pick (op, tmp))
1061     continue;
1062 elmex 1.1
1063 root 1.18 if (op->contr->search_str[0] != '\0' && settings.search_items == TRUE)
1064     {
1065     if (item_matched_string (op, tmp, op->contr->search_str))
1066     pick_up (op, tmp);
1067     continue;
1068 root 1.11 }
1069    
1070 root 1.18 /* high not bit set? We're using the old autopickup model */
1071     if (!(op->contr->mode & PU_NEWMODE))
1072 root 1.11 {
1073 root 1.18 switch (op->contr->mode)
1074 root 1.11 {
1075 root 1.20 case 0:
1076     return 1; /* don't pick up */
1077     case 1:
1078     pick_up (op, tmp);
1079     return 1;
1080     case 2:
1081     pick_up (op, tmp);
1082     return 0;
1083     case 3:
1084     return 0; /* stop before pickup */
1085     case 4:
1086     pick_up (op, tmp);
1087     break;
1088     case 5:
1089     pick_up (op, tmp);
1090     stop = 1;
1091     break;
1092     case 6:
1093     if (QUERY_FLAG (tmp, FLAG_KNOWN_MAGICAL) && !QUERY_FLAG (tmp, FLAG_KNOWN_CURSED))
1094 root 1.18 pick_up (op, tmp);
1095 root 1.20 break;
1096    
1097     case 7:
1098     if (tmp->type == MONEY || tmp->type == GEM)
1099 root 1.18 pick_up (op, tmp);
1100 root 1.20 break;
1101    
1102     default:
1103     /* use value density */
1104     if (!QUERY_FLAG (tmp, FLAG_UNPAID)
1105     && (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1))) >= op->contr->mode)
1106 root 1.18 pick_up (op, tmp);
1107 root 1.11 }
1108     }
1109 root 1.18 else
1110     { /* old model */
1111     /* NEW pickup handling */
1112     if (op->contr->mode & PU_DEBUG)
1113     {
1114     /* some debugging code to figure out item information */
1115     if (tmp->name != NULL)
1116     sprintf (putstring, "item name: %s item type: %d weight/value: %d",
1117     &tmp->name, tmp->type, (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1))));
1118     else
1119     sprintf (putstring, "item name: %s item type: %d weight/value: %d",
1120     &tmp->arch->name, tmp->type, (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1))));
1121    
1122     new_draw_info (NDI_UNIQUE, 0, op, putstring);
1123 root 1.58 }
1124 elmex 1.1
1125 root 1.18 /* philosophy:
1126     * It's easy to grab an item type from a pile, as long as it's
1127     * generic. This takes no game-time. For more detailed pickups
1128 root 1.58 * and selections, select-items should be used. This is a
1129 root 1.18 * grab-as-you-run type mode that's really useful for arrows for
1130     * example.
1131     * The drawback: right now it has no frontend, so you need to
1132     * stick the bits you want into a calculator in hex mode and then
1133     * convert to decimal and then 'pickup <#>
1134     */
1135    
1136     /* the first two modes are exclusive: if NOTHING we return, if
1137     * STOP then we stop. All the rest are applied sequentially,
1138     * meaning if any test passes, the item gets picked up. */
1139    
1140     /* if mode is set to pick nothing up, return */
1141    
1142     if (op->contr->mode & PU_NOTHING)
1143     return 1;
1144    
1145     /* if mode is set to stop when encountering objects, return */
1146     /* take STOP before INHIBIT since it doesn't actually pick
1147     * anything up */
1148    
1149     if (op->contr->mode & PU_STOP)
1150     return 0;
1151    
1152     /* useful for going into stores and not losing your settings... */
1153     /* and for battles wher you don't want to get loaded down while
1154     * fighting */
1155     if (op->contr->mode & PU_INHIBIT)
1156     return 1;
1157    
1158     /* prevent us from turning into auto-thieves :) */
1159     if (QUERY_FLAG (tmp, FLAG_UNPAID))
1160     continue;
1161    
1162     /* ignore known cursed objects */
1163     if (QUERY_FLAG (tmp, FLAG_KNOWN_CURSED) && op->contr->mode & PU_NOT_CURSED)
1164     continue;
1165    
1166     /* all food and drink if desired */
1167     /* question: don't pick up known-poisonous stuff? */
1168     if (op->contr->mode & PU_FOOD)
1169     if (tmp->type == FOOD)
1170     {
1171     pick_up (op, tmp);
1172     continue;
1173     }
1174 root 1.29
1175 root 1.18 if (op->contr->mode & PU_DRINK)
1176     if (tmp->type == DRINK || (tmp->type == POISON && !QUERY_FLAG (tmp, FLAG_KNOWN_CURSED)))
1177     {
1178     pick_up (op, tmp);
1179     continue;
1180     }
1181    
1182     if (op->contr->mode & PU_POTION)
1183     if (tmp->type == POTION)
1184     {
1185     pick_up (op, tmp);
1186     continue;
1187     }
1188    
1189     /* spellbooks, skillscrolls and normal books/scrolls */
1190     if (op->contr->mode & PU_SPELLBOOK)
1191     if (tmp->type == SPELLBOOK)
1192     {
1193     pick_up (op, tmp);
1194     continue;
1195     }
1196 root 1.29
1197 root 1.18 if (op->contr->mode & PU_SKILLSCROLL)
1198     if (tmp->type == SKILLSCROLL)
1199     {
1200     pick_up (op, tmp);
1201     continue;
1202     }
1203 root 1.29
1204 root 1.18 if (op->contr->mode & PU_READABLES)
1205     if (tmp->type == BOOK || tmp->type == SCROLL)
1206     {
1207     pick_up (op, tmp);
1208     continue;
1209     }
1210    
1211     /* wands/staves/rods/horns */
1212     if (op->contr->mode & PU_MAGIC_DEVICE)
1213     if (tmp->type == WAND || tmp->type == ROD || tmp->type == HORN)
1214     {
1215     pick_up (op, tmp);
1216     continue;
1217     }
1218    
1219     /* pick up all magical items */
1220     if (op->contr->mode & PU_MAGICAL)
1221     if (QUERY_FLAG (tmp, FLAG_KNOWN_MAGICAL) && !QUERY_FLAG (tmp, FLAG_KNOWN_CURSED))
1222     {
1223     pick_up (op, tmp);
1224     continue;
1225     }
1226    
1227     if (op->contr->mode & PU_VALUABLES)
1228     {
1229     if (tmp->type == MONEY || tmp->type == GEM)
1230     {
1231     pick_up (op, tmp);
1232     continue;
1233     }
1234     }
1235    
1236     /* rings & amulets - talismans seems to be typed AMULET */
1237     if (op->contr->mode & PU_JEWELS)
1238     if (tmp->type == RING || tmp->type == AMULET)
1239     {
1240     pick_up (op, tmp);
1241 root 1.29 continue;
1242     }
1243    
1244     /* we don't forget dragon food */
1245     if (op->contr->mode & PU_FLESH)
1246     if (tmp->type == FLESH)
1247     {
1248     pick_up (op, tmp);
1249 root 1.18 continue;
1250     }
1251    
1252     /* bows and arrows. Bows are good for selling! */
1253     if (op->contr->mode & PU_BOW)
1254     if (tmp->type == BOW)
1255     {
1256     pick_up (op, tmp);
1257     continue;
1258     }
1259 root 1.29
1260 root 1.18 if (op->contr->mode & PU_ARROW)
1261     if (tmp->type == ARROW)
1262     {
1263     pick_up (op, tmp);
1264     continue;
1265     }
1266    
1267     /* all kinds of armor etc. */
1268     if (op->contr->mode & PU_ARMOUR)
1269     if (tmp->type == ARMOUR)
1270     {
1271     pick_up (op, tmp);
1272     continue;
1273     }
1274 root 1.29
1275 root 1.18 if (op->contr->mode & PU_HELMET)
1276     if (tmp->type == HELMET)
1277     {
1278     pick_up (op, tmp);
1279     continue;
1280     }
1281 root 1.29
1282 root 1.18 if (op->contr->mode & PU_SHIELD)
1283     if (tmp->type == SHIELD)
1284     {
1285     pick_up (op, tmp);
1286     continue;
1287     }
1288 root 1.29
1289 root 1.18 if (op->contr->mode & PU_BOOTS)
1290     if (tmp->type == BOOTS)
1291     {
1292     pick_up (op, tmp);
1293     continue;
1294     }
1295 root 1.29
1296 root 1.18 if (op->contr->mode & PU_GLOVES)
1297     if (tmp->type == GLOVES)
1298     {
1299     pick_up (op, tmp);
1300     continue;
1301     }
1302 root 1.29
1303 root 1.18 if (op->contr->mode & PU_CLOAK)
1304     if (tmp->type == CLOAK)
1305     {
1306     pick_up (op, tmp);
1307     continue;
1308     }
1309 elmex 1.1
1310 root 1.18 /* hoping to catch throwing daggers here */
1311     if (op->contr->mode & PU_MISSILEWEAPON)
1312     if (tmp->type == WEAPON && QUERY_FLAG (tmp, FLAG_IS_THROWN))
1313     {
1314     pick_up (op, tmp);
1315     continue;
1316     }
1317 elmex 1.1
1318 root 1.18 /* careful: chairs and tables are weapons! */
1319     if (op->contr->mode & PU_ALLWEAPON)
1320     {
1321     if (tmp->type == WEAPON && tmp->name != NULL)
1322     {
1323     if (strstr (tmp->name, "table") == NULL && strstr (tmp->arch->name, "table") == NULL &&
1324     strstr (tmp->name, "chair") && strstr (tmp->arch->name, "chair") == NULL)
1325     {
1326     pick_up (op, tmp);
1327     continue;
1328     }
1329     }
1330 root 1.29
1331 root 1.18 if (tmp->type == WEAPON && tmp->name == NULL)
1332     {
1333     if (strstr (tmp->arch->name, "table") == NULL && strstr (tmp->arch->name, "chair") == NULL)
1334     {
1335     pick_up (op, tmp);
1336     continue;
1337     }
1338     }
1339     }
1340 elmex 1.1
1341 root 1.18 /* misc stuff that's useful */
1342     if (op->contr->mode & PU_KEY)
1343     if (tmp->type == KEY || tmp->type == SPECIAL_KEY)
1344     {
1345     pick_up (op, tmp);
1346     continue;
1347     }
1348 elmex 1.1
1349 root 1.18 /* any of the last 4 bits set means we use the ratio for value
1350     * pickups */
1351     if (op->contr->mode & PU_RATIO)
1352     {
1353     /* use value density to decide what else to grab */
1354     /* >=7 was >= op->contr->mode */
1355     /* >=7 is the old standard setting. Now we take the last 4 bits
1356     * and multiply them by 5, giving 0..15*5== 5..75 */
1357     wvratio = (op->contr->mode & PU_RATIO) * 5;
1358     if ((query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1))) >= (unsigned int) wvratio)
1359     {
1360     pick_up (op, tmp);
1361 elmex 1.1 #if 0
1362 root 1.18 fprintf (stderr, "HIGH WEIGHT/VALUE [");
1363     if (tmp->name != NULL)
1364     {
1365     fprintf (stderr, "%s", tmp->name);
1366     }
1367     else
1368     fprintf (stderr, "%s", tmp->arch->name);
1369     fprintf (stderr, ",%d] = ", tmp->type);
1370     fprintf (stderr, "%d\n", (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1))));
1371 elmex 1.1 #endif
1372 root 1.18 continue;
1373     }
1374     }
1375     } /* the new pickup model */
1376     }
1377 root 1.29
1378 root 1.18 return !stop;
1379 elmex 1.1 }
1380    
1381     /*
1382     * Find an arrow in the inventory and after that
1383     * in the right type container (quiver). Pointer to the
1384     * found object is returned.
1385     */
1386 root 1.18 object *
1387     find_arrow (object *op, const char *type)
1388 elmex 1.1 {
1389 root 1.103 object *tmp = 0;
1390 elmex 1.1
1391 root 1.18 for (op = op->inv; op; op = op->below)
1392     if (!tmp && op->type == CONTAINER && op->race == type && QUERY_FLAG (op, FLAG_APPLIED))
1393     tmp = find_arrow (op, type);
1394     else if (op->type == ARROW && op->race == type)
1395     return op;
1396 root 1.103
1397 root 1.18 return tmp;
1398 elmex 1.1 }
1399    
1400     /*
1401     * Similar to find_arrow, but looks for (roughly) the best arrow to use
1402     * against the target. A full test is not performed, simply a basic test
1403     * of resistances. The archer is making a quick guess at what he sees down
1404     * the hall. Failing that it does it's best to pick the highest plus arrow.
1405     */
1406 root 1.18 object *
1407     find_better_arrow (object *op, object *target, const char *type, int *better)
1408 elmex 1.1 {
1409 root 1.18 object *tmp = NULL, *arrow, *ntmp;
1410     int attacknum, attacktype, betterby = 0, i;
1411 elmex 1.1
1412 root 1.18 if (!type)
1413     return NULL;
1414 elmex 1.1
1415 root 1.18 for (arrow = op->inv; arrow; arrow = arrow->below)
1416     {
1417     if (arrow->type == CONTAINER && arrow->race == type && QUERY_FLAG (arrow, FLAG_APPLIED))
1418     {
1419     i = 0;
1420     ntmp = find_better_arrow (arrow, target, type, &i);
1421     if (i > betterby)
1422     {
1423     tmp = ntmp;
1424     betterby = i;
1425     }
1426     }
1427     else if (arrow->type == ARROW && arrow->race == type)
1428     {
1429     /* allways prefer assasination/slaying */
1430     if (target->race != NULL && arrow->slaying != NULL && strstr (arrow->slaying, target->race))
1431     {
1432     if (arrow->attacktype & AT_DEATH)
1433     {
1434     *better = 100;
1435     return arrow;
1436     }
1437     else
1438     {
1439     tmp = arrow;
1440     betterby = (arrow->magic + arrow->stats.dam) * 2;
1441     }
1442     }
1443     else
1444     {
1445     for (attacknum = 0; attacknum < NROFATTACKS; attacknum++)
1446     {
1447     attacktype = 1 << attacknum;
1448     if ((arrow->attacktype & attacktype) && (target->arch->clone.resist[attacknum]) < 0)
1449     if (((arrow->magic + arrow->stats.dam) * (100 - target->arch->clone.resist[attacknum]) / 100) > betterby)
1450     {
1451     tmp = arrow;
1452     betterby = (arrow->magic + arrow->stats.dam) * (100 - target->arch->clone.resist[attacknum]) / 100;
1453     }
1454 root 1.11 }
1455 root 1.18 if ((2 + arrow->magic + arrow->stats.dam) > betterby)
1456     {
1457     tmp = arrow;
1458     betterby = 2 + arrow->magic + arrow->stats.dam;
1459 root 1.11 }
1460 root 1.18 if (arrow->title && (1 + arrow->magic + arrow->stats.dam) > betterby)
1461     {
1462     tmp = arrow;
1463     betterby = 1 + arrow->magic + arrow->stats.dam;
1464 root 1.11 }
1465     }
1466     }
1467 elmex 1.1 }
1468 root 1.18 if (tmp == NULL && arrow == NULL)
1469     return find_arrow (op, type);
1470 elmex 1.1
1471 root 1.18 *better = betterby;
1472     return tmp;
1473 elmex 1.1 }
1474    
1475     /* looks in a given direction, finds the first valid target, and calls
1476     * find_better_arrow to find a decent arrow to use.
1477     * op = the shooter
1478     * type = bow->race
1479     * dir = fire direction
1480     */
1481 root 1.18 object *
1482     pick_arrow_target (object *op, const char *type, int dir)
1483 elmex 1.1 {
1484 root 1.18 object *tmp = NULL;
1485 root 1.25 maptile *m;
1486 root 1.18 int i, mflags, found, number;
1487     sint16 x, y;
1488    
1489     if (op->map == NULL)
1490     return find_arrow (op, type);
1491    
1492     /* do a dex check */
1493     number = (die_roll (2, 40, op, PREFER_LOW) - 2) / 2;
1494     if (number > (op->stats.Dex + (op->chosen_skill ? op->chosen_skill->level : op->level)))
1495     return find_arrow (op, type);
1496    
1497     m = op->map;
1498     x = op->x;
1499     y = op->y;
1500    
1501     /* find the first target */
1502     for (i = 0, found = 0; i < 20; i++)
1503     {
1504     x += freearr_x[dir];
1505     y += freearr_y[dir];
1506     mflags = get_map_flags (m, &m, x, y, &x, &y);
1507     if (mflags & P_OUT_OF_MAP || mflags & P_BLOCKSVIEW)
1508     {
1509     tmp = NULL;
1510     break;
1511     }
1512     else if (GET_MAP_MOVE_BLOCK (m, x, y) == MOVE_FLY_LOW)
1513     {
1514     /* This block presumes arrows and the like are MOVE_FLY_SLOW -
1515     * perhaps a bad assumption.
1516     */
1517     tmp = NULL;
1518     break;
1519 root 1.11 }
1520 root 1.18 if (mflags & P_IS_ALIVE)
1521     {
1522     for (tmp = GET_MAP_OB (m, x, y); tmp; tmp = tmp->above)
1523     if (QUERY_FLAG (tmp, FLAG_ALIVE))
1524     {
1525     found++;
1526 root 1.11 break;
1527 root 1.18 }
1528     if (found)
1529     break;
1530 root 1.11 }
1531 elmex 1.1 }
1532 root 1.18 if (tmp == NULL)
1533     return find_arrow (op, type);
1534 elmex 1.1
1535 root 1.18 if (tmp->head)
1536     tmp = tmp->head;
1537 elmex 1.1
1538 root 1.18 return find_better_arrow (op, tmp, type, &i);
1539 elmex 1.1 }
1540    
1541     /*
1542     * Creature fires a bow - op can be monster or player. Returns
1543     * 1 if bow was actually fired, 0 otherwise.
1544     * op is the object firing the bow.
1545     * part is for multipart creatures - the part firing the bow.
1546     * dir is the direction of fire.
1547     * wc_mod is any special modifier to give (used in special player fire modes)
1548     * sx, sy are coordinates to fire arrow from - also used in some of the special
1549     * player fire modes.
1550     */
1551 root 1.18 int
1552     fire_bow (object *op, object *part, object *arrow, int dir, int wc_mod, sint16 sx, sint16 sy)
1553 elmex 1.1 {
1554 root 1.18 object *left, *bow;
1555 root 1.132 int mflags;
1556 root 1.25 maptile *m;
1557 elmex 1.1
1558 root 1.18 if (!dir)
1559     {
1560     new_draw_info (NDI_UNIQUE, 0, op, "You can't shoot yourself!");
1561     return 0;
1562 elmex 1.1 }
1563 root 1.48
1564 root 1.136 if (op->contr)
1565     bow = op->current_weapon;
1566 root 1.18 else
1567     {
1568     for (bow = op->inv; bow; bow = bow->below)
1569     /* Don't check for applied - monsters don't apply bows - in that way, they
1570     * don't need to switch back and forth between bows and weapons.
1571     */
1572     if (bow->type == BOW)
1573     break;
1574 root 1.11
1575 root 1.18 if (!bow)
1576     {
1577     LOG (llevError, "Range: bow without activated bow (%s).\n", &op->name);
1578     return 0;
1579 root 1.11 }
1580 root 1.118
1581     // optimisation: move object to top so we will find it quickly again
1582     if (bow->below)
1583     {
1584     bow->remove ();
1585     op->insert (bow);
1586     }
1587    
1588 elmex 1.1 }
1589 root 1.48
1590 root 1.18 if (!bow->race || !bow->skill)
1591     {
1592     new_draw_info_format (NDI_UNIQUE, 0, op, "Your %s is broken.", &bow->name);
1593     return 0;
1594 elmex 1.1 }
1595    
1596 root 1.18 if (arrow == NULL)
1597     {
1598     if ((arrow = find_arrow (op, bow->race)) == NULL)
1599     {
1600     if (op->type == PLAYER)
1601     new_draw_info_format (NDI_UNIQUE, 0, op, "You have no %s left.", &bow->race);
1602     /* FLAG_READY_BOW will get reset if the monsters picks up some arrows */
1603     else
1604     CLEAR_FLAG (op, FLAG_READY_BOW);
1605 root 1.116
1606 root 1.18 return 0;
1607 root 1.11 }
1608 elmex 1.1 }
1609 root 1.48
1610 root 1.18 mflags = get_map_flags (op->map, &m, sx, sy, &sx, &sy);
1611     if (mflags & P_OUT_OF_MAP)
1612 root 1.48 return 0;
1613    
1614 root 1.18 if (GET_MAP_MOVE_BLOCK (m, sx, sy) == MOVE_FLY_LOW)
1615     {
1616     new_draw_info (NDI_UNIQUE, 0, op, "Something is in the way.");
1617     return 0;
1618     }
1619    
1620     /* this should not happen, but sometimes does */
1621     if (arrow->nrof == 0)
1622     {
1623 root 1.33 arrow->destroy ();
1624 root 1.18 return 0;
1625     }
1626    
1627     left = arrow; /* these are arrows left to the player */
1628     arrow = get_split_ob (arrow, 1);
1629 root 1.48 if (!arrow)
1630 root 1.18 {
1631     new_draw_info_format (NDI_UNIQUE, 0, op, "You have no %s left.", &bow->race);
1632     return 0;
1633 elmex 1.1 }
1634 root 1.48
1635 root 1.34 arrow->set_owner (op);
1636 root 1.18 arrow->skill = bow->skill;
1637     arrow->direction = dir;
1638    
1639 root 1.124 arrow->stats.sp = arrow->stats.wc; /* save original wc, dam, attacktype and slaying */
1640     arrow->stats.hp = arrow->stats.dam;
1641     arrow->stats.grace = arrow->attacktype;
1642    
1643     if (arrow->slaying)
1644     arrow->spellarg = strdup (arrow->slaying);
1645    
1646 root 1.131 if (player *pl = op->contr)
1647 root 1.18 {
1648 root 1.135 if (!pl->has_hit)
1649     {
1650     pl->has_hit = 1;
1651     pl->ob->speed_left += pl->weapon_speed () - pl->ob->speed;
1652     }
1653 root 1.132 #if 0
1654     float speed = pl->weapon_sp;
1655    
1656     /* penalize ROF for bestarrow */
1657     if (pl->bowtype == bow_bestarrow)
1658     speed *= .9f;
1659     else
1660     speed *= 1.f + dex_bonus[op->stats.Dex] * .2f;
1661 root 1.131
1662 root 1.132 op->speed_left += speed - op->speed;
1663     #endif
1664 elmex 1.1 }
1665    
1666 root 1.18 SET_ANIMATION (arrow, arrow->direction);
1667 root 1.116
1668 root 1.18 /* update the speed */
1669 root 1.125 arrow->speed = ((bow->flag [FLAG_NO_STRENGTH] ? 0 : dam_bonus[op->stats.Str]) + bow->magic + arrow->magic) / 5.0
1670     + bow->stats.dam / 7.0;
1671 root 1.18
1672 root 1.125 arrow->set_speed (max (arrow->speed, 2.0));
1673 root 1.18 arrow->speed_left = 0;
1674    
1675 root 1.129 int wc = op->stats.wc + wc_mod - arrow->magic - arrow->stats.wc;
1676 root 1.116
1677 root 1.18 if (op->type == PLAYER)
1678     {
1679 root 1.116 arrow->level = op->chosen_skill ? op->chosen_skill->level : op->level;
1680 root 1.129 wc -= dex_bonus[op->stats.Dex];
1681 root 1.18
1682 root 1.116 if (!arrow->slaying)
1683     arrow->slaying = op->slaying;
1684 root 1.124
1685     arrow->attacktype |= op->attacktype;
1686 elmex 1.1 }
1687 root 1.18 else
1688     {
1689     arrow->level = op->level;
1690 root 1.116 arrow->stats.wc -= bow->magic;
1691    
1692     if (!arrow->slaying)
1693     arrow->slaying = bow->slaying;
1694 root 1.124
1695     arrow->attacktype |= bow->attacktype;
1696 elmex 1.1 }
1697 root 1.24
1698 root 1.129 wc -= arrow->level;
1699     arrow->stats.dam = clamp (arrow->stats.dam + op->stats.dam + arrow->magic, MIN_DAM, MAX_DAM);
1700 root 1.24
1701 root 1.129 arrow->stats.wc = clamp (wc, MIN_WC, MAX_WC);
1702 root 1.18 arrow->move_type = MOVE_FLY_LOW;
1703     arrow->move_on = MOVE_FLY_LOW | MOVE_WALK;
1704    
1705     play_sound_map (op->map, op->x, op->y, SOUND_FIRE_ARROW);
1706 root 1.70 m->insert (arrow, sx, sy, op);
1707 root 1.18
1708 root 1.24 if (!arrow->destroyed ())
1709 root 1.18 move_arrow (arrow);
1710 elmex 1.1
1711 root 1.18 if (op->type == PLAYER)
1712     {
1713 root 1.24 if (left->destroyed ())
1714     esrv_del_item (op->contr, left->count);
1715 root 1.18 else
1716     esrv_send_item (op, left);
1717 elmex 1.1 }
1718 root 1.24
1719 root 1.18 return 1;
1720 elmex 1.1 }
1721    
1722     /* Special fire code for players - this takes into
1723     * account the special fire modes players can have
1724     * but monsters can't. Putting that code here
1725     * makes the fire_bow code much cleaner.
1726     * this function should only be called if 'op' is a player,
1727     * hence the function name.
1728     */
1729 root 1.18 int
1730     player_fire_bow (object *op, int dir)
1731 elmex 1.1 {
1732 root 1.18 int ret = 0, wcmod = 0;
1733    
1734     if (op->contr->bowtype == bow_bestarrow)
1735     {
1736 root 1.118 ret = fire_bow (op, op, pick_arrow_target (op, op->contr->ranged_ob->race, dir), dir, 0, op->x, op->y);
1737 root 1.18 }
1738     else if (op->contr->bowtype >= bow_n && op->contr->bowtype <= bow_nw)
1739     {
1740     if (!similar_direction (dir, op->contr->bowtype - bow_n + 1))
1741     wcmod = -1;
1742 root 1.74
1743 root 1.18 ret = fire_bow (op, op, NULL, op->contr->bowtype - bow_n + 1, wcmod, op->x, op->y);
1744     }
1745     else if (op->contr->bowtype == bow_threewide)
1746     {
1747     ret = fire_bow (op, op, NULL, dir, 0, op->x, op->y);
1748     ret |= fire_bow (op, op, NULL, dir, -5, op->x + freearr_x[absdir (dir + 2)], op->y + freearr_y[absdir (dir + 2)]);
1749     ret |= fire_bow (op, op, NULL, dir, -5, op->x + freearr_x[absdir (dir - 2)], op->y + freearr_y[absdir (dir - 2)]);
1750     }
1751     else if (op->contr->bowtype == bow_spreadshot)
1752     {
1753     ret |= fire_bow (op, op, NULL, dir, 0, op->x, op->y);
1754     ret |= fire_bow (op, op, NULL, absdir (dir - 1), -5, op->x, op->y);
1755     ret |= fire_bow (op, op, NULL, absdir (dir + 1), -5, op->x, op->y);
1756 elmex 1.1 }
1757 root 1.18 else
1758     {
1759     /* Simple case */
1760     ret = fire_bow (op, op, NULL, dir, 0, op->x, op->y);
1761     }
1762 root 1.121
1763 root 1.18 return ret;
1764 elmex 1.1 }
1765    
1766     /* Fires a misc (wand/rod/horn) object in 'dir'.
1767     * Broken apart from 'fire' to keep it more readable.
1768     */
1769 root 1.18 void
1770     fire_misc_object (object *op, int dir)
1771 elmex 1.1 {
1772 root 1.118 object *item = op->contr->ranged_ob;
1773 elmex 1.1
1774 root 1.118 if (!item)
1775 root 1.18 {
1776     new_draw_info (NDI_UNIQUE, 0, op, "You have range item readied.");
1777     return;
1778 elmex 1.1 }
1779    
1780 root 1.18 if (!item->inv)
1781     {
1782     LOG (llevError, "Object %s lacks a spell\n", &item->name);
1783     return;
1784 elmex 1.1 }
1785 root 1.118
1786 root 1.126 if (!op->change_weapon (item))
1787     return;
1788 root 1.121
1789 root 1.18 if (item->type == WAND)
1790     {
1791     if (item->stats.food <= 0)
1792     {
1793     play_sound_player_only (op->contr, SOUND_WAND_POOF, 0, 0);
1794     new_draw_info_format (NDI_UNIQUE, 0, op, "The %s goes poof.", query_base_name (item, 0));
1795 root 1.121
1796 root 1.18 return;
1797 root 1.11 }
1798 root 1.18 }
1799     else if (item->type == ROD || item->type == HORN)
1800     {
1801     if (item->stats.hp < MAX (item->inv->stats.sp, item->inv->stats.grace))
1802     {
1803     play_sound_player_only (op->contr, SOUND_WAND_POOF, 0, 0);
1804 root 1.121
1805 root 1.18 if (item->type == ROD)
1806     new_draw_info_format (NDI_UNIQUE, 0, op, "The %s whines for a while, but nothing happens.", query_base_name (item, 0));
1807     else
1808     new_draw_info_format (NDI_UNIQUE, 0, op, "The %s needs more time to charge.", query_base_name (item, 0));
1809 root 1.121
1810 root 1.18 return;
1811 root 1.11 }
1812 elmex 1.1 }
1813    
1814 root 1.18 if (cast_spell (op, item, dir, item->inv, NULL))
1815     {
1816     SET_FLAG (op, FLAG_BEEN_APPLIED); /* You now know something about it */
1817     if (item->type == WAND)
1818     {
1819     if (!(--item->stats.food))
1820     {
1821     object *tmp;
1822    
1823     if (item->arch)
1824     {
1825     CLEAR_FLAG (item, FLAG_ANIMATE);
1826     item->face = item->arch->clone.face;
1827 root 1.67 item->set_speed (0);
1828 root 1.11 }
1829 root 1.67
1830 root 1.49 if ((tmp = item->in_player ()))
1831 root 1.18 esrv_update_item (UPD_ANIM, tmp, item);
1832 root 1.11 }
1833     }
1834 root 1.18 else if (item->type == ROD || item->type == HORN)
1835 root 1.67 drain_rod_charge (item);
1836 elmex 1.1 }
1837     }
1838    
1839     /* Received a fire command for the player - go and do it.
1840     */
1841 root 1.18 void
1842     fire (object *op, int dir)
1843     {
1844     int spellcost = 0;
1845 elmex 1.1
1846 root 1.18 /* check for loss of invisiblity/hide */
1847     if (action_makes_visible (op))
1848     make_visible (op);
1849 elmex 1.1
1850 root 1.118 player *pl = op->contr;
1851 elmex 1.1
1852 root 1.119 if (pl->golem)
1853     {
1854     control_golem (op->contr->golem, dir);
1855     return;
1856     }
1857    
1858     object *ob = pl->ranged_ob;
1859 elmex 1.1
1860 root 1.119 if (!ob)
1861 root 1.118 return;
1862 elmex 1.1
1863 root 1.136 if (!op->change_weapon (ob))
1864     return;
1865    
1866 root 1.119 switch (ob->type)
1867 root 1.118 {
1868 root 1.119 case BOW:
1869 root 1.118 player_fire_bow (op, dir);
1870 root 1.119 break;
1871    
1872     case SPELL:
1873     spellcost = cast_spell (op, op, dir, ob, pl->spellparam[0] ? pl->spellparam : 0);
1874     break;
1875 root 1.113
1876 root 1.119 case BUILDER:
1877 root 1.20 apply_map_builder (op, dir);
1878 root 1.119 break;
1879    
1880     case SKILL:
1881     do_skill (op, op, ob, dir, 0);
1882     break;
1883    
1884     default:
1885     fire_misc_object (op, dir);
1886     break;
1887 elmex 1.1 }
1888     }
1889    
1890     /* find_key
1891     * We try to find a key for the door as passed. If we find a key
1892     * and successfully use it, we return the key, otherwise NULL
1893     * This function merges both normal and locked door, since the logic
1894     * for both is the same - just the specific key is different.
1895     * pl is the player,
1896     * inv is the objects inventory to searched
1897     * door is the door we are trying to match against.
1898     * This function can be called recursively to search containers.
1899     */
1900 root 1.18 object *
1901     find_key (object *pl, object *container, object *door)
1902 elmex 1.1 {
1903 root 1.18 object *tmp, *key;
1904 elmex 1.1
1905 root 1.18 /* Should not happen, but sanity checking is never bad */
1906 root 1.103 if (!container->inv)
1907     return 0;
1908 elmex 1.1
1909 root 1.18 /* First, lets try to find a key in the top level inventory */
1910 root 1.103 for (tmp = container->inv; tmp; tmp = tmp->below)
1911 root 1.18 {
1912     if (door->type == DOOR && tmp->type == KEY)
1913     break;
1914     /* For sanity, we should really check door type, but other stuff
1915     * (like containers) can be locked with special keys
1916     */
1917     if (tmp->slaying && tmp->type == SPECIAL_KEY && tmp->slaying == door->slaying)
1918     break;
1919     }
1920 root 1.103
1921 root 1.18 /* No key found - lets search inventories now */
1922     /* If we find and use a key in an inventory, return at that time.
1923     * otherwise, if we search all the inventories and still don't find
1924     * a key, return
1925     */
1926     if (!tmp)
1927     {
1928 root 1.103 for (tmp = container->inv; tmp; tmp = tmp->below)
1929 root 1.18 {
1930     /* No reason to search empty containers */
1931     if (tmp->type == CONTAINER && tmp->inv)
1932     {
1933 root 1.103 if ((key = find_key (pl, tmp, door)))
1934 root 1.18 return key;
1935     }
1936     }
1937 root 1.103
1938 root 1.18 if (!tmp)
1939     return NULL;
1940 elmex 1.1 }
1941 root 1.103
1942 root 1.18 /* We get down here if we have found a key. Now if its in a container,
1943     * see if we actually want to use it
1944     */
1945     if (pl != container)
1946     {
1947     /* Only let players use keys in containers */
1948     if (!pl->contr)
1949     return NULL;
1950     /* cases where this fails:
1951     * If we only search the player inventory, return now since we
1952     * are not in the players inventory.
1953     * If the container is not active, return now since only active
1954     * containers can be used.
1955     * If we only search keyrings and the container does not have
1956     * a race/isn't a keyring.
1957     * No checking for all containers - to fall through past here,
1958     * inv must have been an container and must have been active.
1959     *
1960     * Change the color so that the message doesn't disappear with
1961     * all the others.
1962     */
1963     if (pl->contr->usekeys == key_inventory ||
1964     !QUERY_FLAG (container, FLAG_APPLIED) ||
1965     (pl->contr->usekeys == keyrings && (!container->race || strcmp (container->race, "keys"))))
1966     {
1967     new_draw_info_format (NDI_UNIQUE | NDI_BROWN, 0, pl,
1968     "The %s in your %s vibrates as you approach the door", query_name (tmp), query_name (container));
1969     return NULL;
1970 root 1.11 }
1971 elmex 1.1 }
1972 root 1.103
1973 root 1.18 return tmp;
1974 elmex 1.1 }
1975    
1976     /* moved door processing out of move_player_attack.
1977     * returns 1 if player has opened the door with a key
1978     * such that the caller should not do anything more,
1979     * 0 otherwise
1980     */
1981 root 1.18 static int
1982     player_attack_door (object *op, object *door)
1983 elmex 1.1 {
1984 root 1.18 /* If its a door, try to find a use a key. If we do destroy the door,
1985     * might as well return immediately as there is nothing more to do -
1986     * otherwise, we fall through to the rest of the code.
1987     */
1988     object *key = find_key (op, op, door);
1989    
1990     /* IF we found a key, do some extra work */
1991     if (key)
1992     {
1993     object *container = key->env;
1994    
1995     play_sound_map (op->map, op->x, op->y, SOUND_OPEN_DOOR);
1996 root 1.117
1997 root 1.18 if (action_makes_visible (op))
1998     make_visible (op);
1999 root 1.117
2000 root 1.18 if (door->inv && (door->inv->type == RUNE || door->inv->type == TRAP))
2001     spring_trap (door->inv, op);
2002 root 1.103
2003 root 1.18 if (door->type == DOOR)
2004 root 1.103 hit_player (door, 9998, op, AT_PHYSICAL, 1); /* Break through the door */
2005 root 1.18 else if (door->type == LOCKED_DOOR)
2006     {
2007     new_draw_info_format (NDI_UNIQUE, NDI_BROWN, op, "You open the door with the %s", query_short_name (key));
2008     remove_door2 (door); /* remove door without violence ;-) */
2009     }
2010 root 1.103
2011 root 1.18 /* Do this after we print the message */
2012     decrease_ob (key); /* Use up one of the keys */
2013     /* Need to update the weight the container the key was in */
2014     if (container != op)
2015     esrv_update_item (UPD_WEIGHT, op, container);
2016 root 1.103
2017 root 1.18 return 1; /* Nothing more to do below */
2018     }
2019     else if (door->type == LOCKED_DOOR)
2020     {
2021     /* Might as well return now - no other way to open this */
2022     new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, door->msg);
2023     return 1;
2024 elmex 1.1 }
2025 root 1.103
2026 root 1.18 return 0;
2027 elmex 1.1 }
2028    
2029     /* This function is just part of a breakup from move_player.
2030     * It should keep the code cleaner.
2031     * When this is called, the players direction has been updated
2032     * (taking into account confusion.) The player is also actually
2033     * going to try and move (not fire weapons).
2034     */
2035 root 1.18 void
2036     move_player_attack (object *op, int dir)
2037 elmex 1.1 {
2038 root 1.18 object *tmp, *mon;
2039     int on_battleground;
2040 root 1.25 maptile *m;
2041 root 1.18
2042 root 1.117 sint16 nx = freearr_x[dir] + op->x;
2043     sint16 ny = freearr_y[dir] + op->y;
2044 root 1.18
2045 root 1.49 on_battleground = op_on_battleground (op, 0, 0);
2046 root 1.18
2047     /* If braced, or can't move to the square, and it is not out of the
2048     * map, attack it. Note order of if statement is important - don't
2049     * want to be calling move_ob if braced, because move_ob will move the
2050     * player. This is a pretty nasty hack, because if we could
2051     * move to some space, it then means that if we are braced, we should
2052     * do nothing at all. As it is, if we are braced, we go through
2053     * quite a bit of processing. However, it probably is less than what
2054     * move_ob uses.
2055     */
2056     if ((op->contr->braced || !move_ob (op, dir, op)) && !out_of_map (op->map, nx, ny))
2057     {
2058     if (OUT_OF_REAL_MAP (op->map, nx, ny))
2059     {
2060 root 1.85 m = op->map->xy_find (nx, ny);
2061 root 1.18 if (!m)
2062     return; /* Don't think this should happen */
2063     }
2064     else
2065     m = op->map;
2066    
2067 root 1.85 if (!(tmp = m->at (nx, ny).bot))
2068     return;
2069 root 1.11
2070 root 1.49 mon = 0;
2071 root 1.18 /* Go through all the objects, and find ones of interest. Only stop if
2072     * we find a monster - that is something we know we want to attack.
2073     * if its a door or barrel (can roll) see if there may be monsters
2074     * on the space
2075     */
2076 root 1.49 while (tmp)
2077 root 1.18 {
2078     if (tmp == op)
2079     {
2080     tmp = tmp->above;
2081     continue;
2082 root 1.11 }
2083 root 1.27
2084 root 1.18 if (QUERY_FLAG (tmp, FLAG_ALIVE))
2085     {
2086     mon = tmp;
2087     break;
2088 root 1.11 }
2089 root 1.27
2090 root 1.18 if (tmp->type == LOCKED_DOOR || QUERY_FLAG (tmp, FLAG_CAN_ROLL))
2091     mon = tmp;
2092 root 1.27
2093 root 1.18 tmp = tmp->above;
2094     }
2095    
2096 root 1.49 if (!mon) /* This happens anytime the player tries to move */
2097 root 1.18 return; /* into a wall */
2098    
2099 root 1.49 if (mon->head)
2100 root 1.18 mon = mon->head;
2101    
2102     if ((mon->type == DOOR && mon->stats.hp >= 0) || (mon->type == LOCKED_DOOR))
2103     if (player_attack_door (op, mon))
2104     return;
2105    
2106     /* The following deals with possibly attacking peaceful
2107     * or frienddly creatures. Basically, all players are considered
2108     * unaggressive. If the moving player has peaceful set, then the
2109     * object should be pushed instead of attacked. It is assumed that
2110     * if you are braced, you will not attack friends accidently,
2111     * and thus will not push them.
2112     */
2113 root 1.11
2114 root 1.18 /* If the creature is a pet, push it even if the player is not
2115     * peaceful. Our assumption is the creature is a pet if the
2116     * player owns it and it is either friendly or unagressive.
2117     */
2118 root 1.137 if (op->type == PLAYER
2119     && ((mon->owner && mon->owner->contr
2120     && same_party (mon->owner->contr->party, op->contr->party))
2121     || mon->owner == op)
2122 root 1.18 && (QUERY_FLAG (mon, FLAG_UNAGGRESSIVE) || QUERY_FLAG (mon, FLAG_FRIENDLY)))
2123 root 1.11 {
2124 root 1.18 /* If we're braced, we don't want to switch places with it */
2125     if (op->contr->braced)
2126 root 1.11 return;
2127 root 1.85
2128 root 1.18 play_sound_map (op->map, op->x, op->y, SOUND_PUSH_PLAYER);
2129 root 1.117 push_ob (mon, dir, op);
2130 root 1.18 if (op->contr->tmp_invis || op->hide)
2131     make_visible (op);
2132 root 1.85
2133 root 1.18 return;
2134 root 1.11 }
2135    
2136 root 1.18 /* in certain circumstances, you shouldn't attack friendly
2137     * creatures. Note that if you are braced, you can't push
2138     * someone, but put it inside this loop so that you won't
2139     * attack them either.
2140     */
2141 root 1.137 if ((mon->type == PLAYER || mon->enemy != op)
2142     && (mon->type == PLAYER || QUERY_FLAG (mon, FLAG_UNAGGRESSIVE) || QUERY_FLAG (mon, FLAG_FRIENDLY))
2143     && ((op->contr->peaceful
2144     || (mon->type == PLAYER && mon->contr->peaceful))
2145     && !on_battleground))
2146 root 1.18 {
2147     if (!op->contr->braced)
2148     {
2149     play_sound_map (op->map, op->x, op->y, SOUND_PUSH_PLAYER);
2150 root 1.85 push_ob (mon, dir, op);
2151 root 1.18 }
2152     else
2153 root 1.49 new_draw_info (0, 0, op, "You withhold your attack");
2154    
2155 root 1.18 if (op->contr->tmp_invis || op->hide)
2156     make_visible (op);
2157 root 1.11 }
2158 elmex 1.1
2159 root 1.18 /* If the object is a boulder or other rollable object, then
2160     * roll it if not braced. You can't roll it if you are braced.
2161     */
2162     else if (QUERY_FLAG (mon, FLAG_CAN_ROLL) && (!op->contr->braced))
2163     {
2164     recursive_roll (mon, dir, op);
2165     if (action_makes_visible (op))
2166     make_visible (op);
2167 root 1.11 }
2168    
2169 root 1.18 /* Any generic living creature. Including things like doors.
2170     * Way it works is like this: First, it must have some hit points
2171     * and be living. Then, it must be one of the following:
2172     * 1) Not a player, 2) A player, but of a different party. Note
2173     * that party_number -1 is no party, so attacks can still happen.
2174     */
2175     else if ((mon->stats.hp >= 0) && QUERY_FLAG (mon, FLAG_ALIVE) &&
2176     ((mon->type != PLAYER || op->contr->party == NULL || op->contr->party != mon->contr->party)))
2177     {
2178 root 1.135 if (!op->contr->has_hit)
2179     {
2180     op->contr->has_hit = 1;
2181     op->speed_left += op->contr->weapon_speed () - op->speed;
2182     }
2183 root 1.11
2184 root 1.49 skill_attack (mon, op, 0, 0, 0);
2185 root 1.11
2186 root 1.18 /* If attacking another player, that player gets automatic
2187     * hitback, and doesn't loose luck either.
2188     * Disable hitback on the battleground or if the target is
2189     * the wiz.
2190     */
2191     if (mon->type == PLAYER && mon->stats.hp >= 0 && !mon->contr->has_hit && !on_battleground && !QUERY_FLAG (mon, FLAG_WIZ))
2192     {
2193     short luck = mon->stats.luck;
2194    
2195     mon->contr->has_hit = 1;
2196 root 1.49 skill_attack (op, mon, 0, 0, 0);
2197 root 1.18 mon->stats.luck = luck;
2198 root 1.11 }
2199 root 1.49
2200 root 1.18 if (action_makes_visible (op))
2201     make_visible (op);
2202 root 1.11 }
2203 root 1.18 } /* if player should attack something */
2204 elmex 1.1 }
2205    
2206 root 1.18 int
2207     move_player (object *op, int dir)
2208     {
2209     int pick;
2210 elmex 1.1
2211 root 1.84 if (!op->map || op->map->in_memory != MAP_IN_MEMORY)
2212 root 1.18 return 0;
2213 elmex 1.1
2214 root 1.18 /* Sanity check: make sure dir is valid */
2215     if ((dir < 0) || (dir >= 9))
2216     {
2217     LOG (llevError, "move_player: invalid direction %d\n", dir);
2218     return 0;
2219 elmex 1.1 }
2220    
2221 root 1.84 /* peterm: added following line */
2222 root 1.18 if (QUERY_FLAG (op, FLAG_CONFUSED) && dir)
2223 root 1.99 dir = absdir (dir + rndm (3) + rndm (3) - 2);
2224 root 1.18
2225     op->facing = dir;
2226    
2227     if (op->hide)
2228     do_hidden_move (op);
2229    
2230     if (INVOKE_PLAYER (MOVE, op->contr, ARG_INT (dir)))
2231     /*nop */ ;
2232     else if (op->contr->fire_on)
2233     fire (op, dir);
2234     else
2235     {
2236     move_player_attack (op, dir);
2237     pick = check_pick (op);
2238     }
2239 elmex 1.1
2240 root 1.18 /* Add special check for newcs players and fire on - this way, the
2241     * server can handle repeat firing.
2242     */
2243     if (op->contr->fire_on || (op->contr->run_on && pick != 0))
2244 root 1.49 op->direction = dir;
2245 root 1.18 else
2246 root 1.49 op->direction = 0;
2247    
2248 root 1.18 /* Update how the player looks. Use the facing, so direction may
2249     * get reset to zero. This allows for full animation capabilities
2250     * for players.
2251     */
2252     animate_object (op, op->facing);
2253     return 0;
2254 elmex 1.1 }
2255    
2256     /* This is similar to handle_player, below, but is only used by the
2257     * new client/server stuff.
2258     * This is sort of special, in that the new client/server actually uses
2259     * the new speed values for commands.
2260     *
2261     * Returns true if there are more actions we can do.
2262     */
2263 root 1.18 int
2264     handle_newcs_player (object *op)
2265 elmex 1.1 {
2266 root 1.18 if (QUERY_FLAG (op, FLAG_SCARED))
2267     {
2268     flee_player (op);
2269 root 1.132
2270 root 1.18 /* If player is still scared, that is his action for this tick */
2271 root 1.132 if (op->flag [FLAG_SCARED])
2272 root 1.18 {
2273 root 1.132 --op->speed_left;
2274 root 1.18 return 0;
2275 root 1.11 }
2276 elmex 1.1 }
2277    
2278 root 1.18 /* call this here - we also will call this in do_ericserver, but
2279     * the players time has been increased when doericserver has been
2280     * called, so we recheck it here.
2281     */
2282 root 1.83 if (op->contr->ns->handle_command ())
2283     return 1;
2284 root 1.47
2285 root 1.133 if (op->speed_left > 0.f)
2286 root 1.83 {
2287     if (op->direction && (op->contr->run_on || op->contr->fire_on))
2288     {
2289     /* All move commands take 1 tick, at least for now */
2290 root 1.132 --op->speed_left;
2291 elmex 1.1
2292 root 1.83 /* Instead of all the stuff below, let move_player take care
2293     * of it. Also, some of the skill stuff is only put in
2294     * there, as well as the confusion stuff.
2295     */
2296     move_player (op, op->direction);
2297 elmex 1.1
2298 root 1.133 return op->speed_left > 0.f;
2299 root 1.83 }
2300 root 1.18 }
2301 root 1.41
2302 root 1.18 return 0;
2303     }
2304    
2305     int
2306     save_life (object *op)
2307     {
2308     if (!QUERY_FLAG (op, FLAG_LIFESAVE))
2309 elmex 1.1 return 0;
2310 root 1.18
2311 root 1.41 for (object *tmp = op->inv; tmp; tmp = tmp->below)
2312 root 1.18 if (QUERY_FLAG (tmp, FLAG_APPLIED) && QUERY_FLAG (tmp, FLAG_LIFESAVE))
2313     {
2314     play_sound_map (op->map, op->x, op->y, SOUND_OB_EVAPORATE);
2315     new_draw_info_format (NDI_UNIQUE, 0, op, "Your %s vibrates violently, then evaporates.", query_name (tmp));
2316 root 1.33
2317 root 1.18 if (op->contr)
2318     esrv_del_item (op->contr, tmp->count);
2319 root 1.33
2320     tmp->destroy ();
2321 root 1.18 CLEAR_FLAG (op, FLAG_LIFESAVE);
2322 root 1.33
2323 root 1.18 if (op->stats.hp < 0)
2324     op->stats.hp = op->stats.maxhp;
2325 root 1.33
2326 root 1.18 if (op->stats.food < 0)
2327     op->stats.food = 999;
2328 root 1.33
2329 root 1.54 op->update_stats ();
2330 root 1.18 return 1;
2331     }
2332 root 1.41
2333 root 1.18 LOG (llevError, "Error: LIFESAVE set without applied object.\n");
2334     CLEAR_FLAG (op, FLAG_LIFESAVE);
2335     enter_player_savebed (op); /* bring him home. */
2336     return 0;
2337 elmex 1.1 }
2338    
2339     /* This goes throws the inventory and removes unpaid objects, and puts them
2340     * back in the map (location and map determined by values of env). This
2341     * function will descend into containers. op is the object to start the search
2342     * from.
2343     */
2344 root 1.18 void
2345     remove_unpaid_objects (object *op, object *env)
2346 elmex 1.1 {
2347 root 1.18 while (op)
2348     {
2349 root 1.70 object *next = op->below; /* Make sure we have a good value, in case we remove object 'op' */
2350    
2351 root 1.18 if (QUERY_FLAG (op, FLAG_UNPAID))
2352     {
2353     if (env->type == PLAYER)
2354     esrv_del_item (env->contr, op->count);
2355 root 1.70
2356     op->insert_at (env);
2357 root 1.18 }
2358     else if (op->inv)
2359     remove_unpaid_objects (op->inv, env);
2360 root 1.41
2361 root 1.18 op = next;
2362 elmex 1.1 }
2363     }
2364    
2365     /*
2366     * Returns pointer a static string containing gravestone text
2367     * Moved from apply.c to player.c - player.c is what
2368     * actually uses this function. player.c may not be quite the
2369     * best, a misc file for object actions is probably better,
2370     * but there isn't one in the server directory.
2371     */
2372 root 1.18 char *
2373     gravestone_text (object *op)
2374 elmex 1.1 {
2375 root 1.18 static char buf2[MAX_BUF];
2376     char buf[MAX_BUF];
2377     time_t now = time (NULL);
2378    
2379     strcpy (buf2, " R.I.P.\n\n");
2380     if (op->type == PLAYER)
2381     sprintf (buf, "%s the %s\n", &op->name, op->contr->title);
2382     else
2383     sprintf (buf, "%s\n", &op->name);
2384 root 1.41
2385 root 1.18 strncat (buf2, " ", 20 - strlen (buf) / 2);
2386     strcat (buf2, buf);
2387     if (op->type == PLAYER)
2388     sprintf (buf, "who was in level %d when killed\n", op->level);
2389     else
2390     sprintf (buf, "who was in level %d when died.\n\n", op->level);
2391 root 1.41
2392 root 1.18 strncat (buf2, " ", 20 - strlen (buf) / 2);
2393     strcat (buf2, buf);
2394     if (op->type == PLAYER)
2395     {
2396     sprintf (buf, "by %s.\n\n", op->contr->killer);
2397     strncat (buf2, " ", 21 - strlen (buf) / 2);
2398     strcat (buf2, buf);
2399     }
2400 root 1.41
2401 root 1.18 strftime (buf, MAX_BUF, "%b %d %Y\n", localtime (&now));
2402     strncat (buf2, " ", 20 - strlen (buf) / 2);
2403     strcat (buf2, buf);
2404 root 1.41
2405 root 1.18 return buf2;
2406 elmex 1.1 }
2407    
2408 root 1.18 void
2409     do_some_living (object *op)
2410     {
2411     int last_food = op->stats.food;
2412 elmex 1.1 int gen_hp, gen_sp, gen_grace;
2413     int over_hp, over_sp, over_grace;
2414     int i;
2415     int rate_hp = 1200;
2416     int rate_sp = 2500;
2417     int rate_grace = 2000;
2418     const int max_hp = 1;
2419     const int max_sp = 1;
2420     const int max_grace = 1;
2421    
2422 root 1.107 if (op->contr->hidden)
2423     {
2424     op->invisible = 1000;
2425     /* the socket code flashes the player visible/invisible
2426     * depending on the value of invisible, so we need to
2427     * alternate it here for it to work correctly.
2428     */
2429     if (pticks & 2)
2430     op->invisible--;
2431     }
2432     else if (op->invisible && !(QUERY_FLAG (op, FLAG_MAKE_INVIS)))
2433     {
2434     if (!op->invisible--)
2435     {
2436     make_visible (op);
2437     new_draw_info (NDI_UNIQUE, 0, op, "Your invisibility spell runs out.");
2438     }
2439     }
2440    
2441 root 1.52 if (op->contr->ns->state == ST_PLAYING)
2442 root 1.18 {
2443     /* these next three if clauses make it possible to SLOW DOWN
2444     hp/grace/spellpoint regeneration. */
2445     if (op->contr->gen_hp >= 0)
2446     gen_hp = (op->contr->gen_hp + 1) * op->stats.maxhp;
2447     else
2448     {
2449     gen_hp = op->stats.maxhp;
2450     rate_hp -= rate_hp / 2 * op->contr->gen_hp;
2451     }
2452 root 1.55
2453 root 1.18 if (op->contr->gen_sp >= 0)
2454     gen_sp = (op->contr->gen_sp + 1) * op->stats.maxsp;
2455     else
2456     {
2457     gen_sp = op->stats.maxsp;
2458     rate_sp -= rate_sp / 2 * op->contr->gen_sp;
2459     }
2460 root 1.55
2461 root 1.18 if (op->contr->gen_grace >= 0)
2462     gen_grace = (op->contr->gen_grace + 1) * op->stats.maxgrace;
2463     else
2464     {
2465     gen_grace = op->stats.maxgrace;
2466     rate_grace -= rate_grace / 2 * op->contr->gen_grace;
2467     }
2468    
2469     /* Regenerate Spell Points */
2470 root 1.118 if (!op->contr->golem && --op->last_sp < 0)
2471 root 1.18 {
2472     gen_sp = gen_sp * 10 / (op->contr->gen_sp_armour < 10 ? 10 : op->contr->gen_sp_armour);
2473     if (op->stats.sp < op->stats.maxsp)
2474     {
2475     op->stats.sp++;
2476     /* dms do not consume food */
2477     if (!QUERY_FLAG (op, FLAG_WIZ))
2478     {
2479     op->stats.food--;
2480     if (op->contr->digestion < 0)
2481     op->stats.food += op->contr->digestion;
2482     else if (op->contr->digestion > 0 && random_roll (0, op->contr->digestion, op, PREFER_HIGH))
2483     op->stats.food = last_food;
2484     }
2485     }
2486 root 1.55
2487 root 1.18 if (max_sp > 1)
2488     {
2489     over_sp = (gen_sp + 10) / rate_sp;
2490     if (over_sp > 0)
2491     {
2492     if (op->stats.sp < op->stats.maxsp)
2493     {
2494     op->stats.sp += over_sp > max_sp ? max_sp : over_sp;
2495 root 1.55
2496 root 1.18 if (random_roll (0, rate_sp - 1, op, PREFER_LOW) > ((gen_sp + 10) % rate_sp))
2497     op->stats.sp--;
2498 root 1.55
2499 root 1.18 if (op->stats.sp > op->stats.maxsp)
2500     op->stats.sp = op->stats.maxsp;
2501     }
2502     op->last_sp = 0;
2503     }
2504     else
2505 root 1.55 op->last_sp = rate_sp / (gen_sp < 20 ? 30 : gen_sp + 10);
2506 root 1.18 }
2507     else
2508 root 1.55 op->last_sp = rate_sp / (gen_sp < 20 ? 30 : gen_sp + 10);
2509 root 1.18 }
2510    
2511     /* Regenerate Grace */
2512     /* I altered this a little - maximum grace is ony achieved through prayer -b.t. */
2513     if (--op->last_grace < 0)
2514     {
2515     if (op->stats.grace < op->stats.maxgrace / 2)
2516     op->stats.grace++; /* no penalty in food for regaining grace */
2517 root 1.55
2518 root 1.18 if (max_grace > 1)
2519     {
2520     over_grace = (gen_grace < 20 ? 30 : gen_grace + 10) / rate_grace;
2521     if (over_grace > 0)
2522     {
2523     op->stats.sp += over_grace
2524     + (random_roll (0, rate_grace - 1, op, PREFER_HIGH) > ((gen_grace < 20 ? 30 : gen_grace + 10) % rate_grace)) ? -1 : 0;
2525     op->last_grace = 0;
2526     }
2527     else
2528     {
2529     op->last_grace = rate_grace / (gen_grace < 20 ? 30 : gen_grace + 10);
2530     }
2531     }
2532     else
2533     {
2534     op->last_grace = rate_grace / (gen_grace < 20 ? 30 : gen_grace + 10);
2535     }
2536     /* wearing stuff doesn't detract from grace generation. */
2537     }
2538    
2539     /* Regenerate Hit Points */
2540     if (--op->last_heal < 0)
2541     {
2542     if (op->stats.hp < op->stats.maxhp)
2543     {
2544     op->stats.hp++;
2545     /* dms do not consume food */
2546     if (!QUERY_FLAG (op, FLAG_WIZ))
2547     {
2548     op->stats.food--;
2549     if (op->contr->digestion < 0)
2550     op->stats.food += op->contr->digestion;
2551     else if (op->contr->digestion > 0 && random_roll (0, op->contr->digestion, op, PREFER_HIGH))
2552     op->stats.food = last_food;
2553     }
2554     }
2555 root 1.55
2556 root 1.18 if (max_hp > 1)
2557     {
2558     over_hp = (gen_hp < 20 ? 30 : gen_hp + 10) / rate_hp;
2559     if (over_hp > 0)
2560     {
2561     op->stats.sp += over_hp + (RANDOM () % rate_hp > ((gen_hp < 20 ? 30 : gen_hp + 10) % rate_hp)) ? -1 : 0;
2562     op->last_heal = 0;
2563     }
2564     else
2565     {
2566     op->last_heal = rate_hp / (gen_hp < 20 ? 30 : gen_hp + 10);
2567     }
2568     }
2569     else
2570     {
2571     op->last_heal = rate_hp / (gen_hp < 20 ? 30 : gen_hp + 10);
2572     }
2573 root 1.11 }
2574 elmex 1.1
2575 root 1.18 /* Digestion */
2576     if (--op->last_eat < 0)
2577     {
2578     int bonus = op->contr->digestion > 0 ? op->contr->digestion : 0, penalty = op->contr->digestion < 0 ? -op->contr->digestion : 0;
2579    
2580     if (op->contr->gen_hp > 0)
2581     op->last_eat = 25 * (1 + bonus) / (op->contr->gen_hp + penalty + 1);
2582     else
2583     op->last_eat = 25 * (1 + bonus) / (penalty + 1);
2584 root 1.55
2585 root 1.18 /* dms do not consume food */
2586     if (!QUERY_FLAG (op, FLAG_WIZ))
2587     op->stats.food--;
2588 root 1.11 }
2589 elmex 1.1
2590 root 1.55 if (op->stats.food < 0 && op->stats.hp >= 0)
2591     {
2592     object *tmp, *flesh = 0;
2593 root 1.18
2594 root 1.55 for (tmp = op->inv; tmp; tmp = tmp->below)
2595 root 1.18 {
2596 root 1.55 if (!QUERY_FLAG (tmp, FLAG_UNPAID))
2597 root 1.18 {
2598 root 1.55 if (tmp->type == FOOD || tmp->type == DRINK || tmp->type == POISON)
2599     {
2600     new_draw_info (NDI_UNIQUE, 0, op, "You blindly grab for a bite of food.");
2601     manual_apply (op, tmp, 0);
2602     if (op->stats.food >= 0 || op->stats.hp < 0)
2603     break;
2604     }
2605     else if (tmp->type == FLESH)
2606     flesh = tmp;
2607     } /* End if paid for object */
2608     } /* end of for loop */
2609    
2610     /* If player is still starving, it means they don't have any food, so
2611     * eat flesh instead.
2612     */
2613     if (op->stats.food < 0 && op->stats.hp >= 0 && flesh)
2614     {
2615     new_draw_info (NDI_UNIQUE, 0, op, "You blindly grab for a bite of food.");
2616     manual_apply (op, flesh, 0);
2617     }
2618 root 1.11 }
2619 elmex 1.1
2620 root 1.55 while (op->stats.food < 0 && op->stats.hp >= 0)
2621     op->stats.food++, op->stats.hp--;
2622 elmex 1.1
2623 root 1.55 if (op->stats.hp < 0 && !QUERY_FLAG (op, FLAG_WIZ))
2624     kill_player (op);
2625     }
2626 elmex 1.1 }
2627    
2628     /* If the player should die (lack of hp, food, etc), we call this.
2629     * op is the player in jeopardy. If the player can not be saved (not
2630     * permadeath, no lifesave), this will take care of removing the player
2631     * file.
2632     */
2633 root 1.18 void
2634     kill_player (object *op)
2635 elmex 1.1 {
2636 root 1.18 char buf[MAX_BUF];
2637     int x, y;
2638    
2639     //int i;
2640 root 1.25 maptile *map; /* this is for resurrection */
2641 root 1.18
2642     /* int z;
2643     int num_stats_lose;
2644     int lost_a_stat;
2645     int lose_this_stat;
2646     int this_stat; */
2647     int will_kill_again;
2648     archetype *at;
2649     object *tmp;
2650    
2651     if (save_life (op))
2652     return;
2653    
2654    
2655     /* If player dies on BATTLEGROUND, no stat/exp loss! For Combat-Arenas
2656     * in cities ONLY!!! It is very important that this doesn't get abused.
2657     * Look at op_on_battleground() for more info --AndreasV
2658     */
2659     if (op_on_battleground (op, &x, &y))
2660     {
2661     new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, "You have been defeated in combat!");
2662     new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, "Local medics have saved your life...");
2663    
2664     /* restore player */
2665 root 1.22 at = archetype::find ("poisoning");
2666 root 1.70 if (object *tmp = present_arch_in_ob (at, op))
2667 root 1.18 {
2668 root 1.33 tmp->destroy ();
2669 root 1.18 new_draw_info (NDI_UNIQUE, 0, op, "Your body feels cleansed");
2670     }
2671 elmex 1.1
2672 root 1.22 at = archetype::find ("confusion");
2673 root 1.70 if (object *tmp = present_arch_in_ob (at, op))
2674 root 1.18 {
2675 root 1.33 tmp->destroy ();
2676 root 1.18 new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer");
2677     }
2678    
2679     cure_disease (op, 0); /* remove any disease */
2680     op->stats.hp = op->stats.maxhp;
2681     if (op->stats.food <= 0)
2682     op->stats.food = 999;
2683 elmex 1.1
2684 root 1.18 /* create a bodypart-trophy to make the winner happy */
2685 root 1.70 if (object *tmp = arch_to_object (archetype::find ("finger")))
2686 root 1.18 {
2687     sprintf (buf, "%s's finger", &op->name);
2688     tmp->name = buf;
2689     sprintf (buf, " This finger has been cut off %s\n"
2690     " the %s, when he was defeated at\n level %d by %s.\n",
2691     &op->name, op->contr->title, (int) (op->level), op->contr->killer);
2692     tmp->msg = buf;
2693 root 1.102 tmp->value = 0, tmp->type = 0;
2694     tmp->materialname = "organics";
2695 elmex 1.87 tmp->insert_at (op, tmp);
2696 root 1.18 }
2697 elmex 1.1
2698 root 1.18 /* teleport defeated player to new destination */
2699     transfer_ob (op, x, y, 0, NULL);
2700     op->contr->braced = 0;
2701     return;
2702 elmex 1.1 }
2703    
2704 root 1.18 INVOKE_PLAYER (DEATH, op->contr);
2705 root 1.3
2706 root 1.18 command_kill_pets (op, 0);
2707 elmex 1.1
2708 root 1.18 if (op->stats.food < 0)
2709     {
2710     sprintf (buf, "%s starved to death.", &op->name);
2711     strcpy (op->contr->killer, "starvation");
2712 elmex 1.1 }
2713 root 1.18 else
2714 root 1.89 sprintf (buf, "%s died.", &op->name);
2715 root 1.70
2716 root 1.18 play_sound_player_only (op->contr, SOUND_PLAYER_DIES, 0, 0);
2717 elmex 1.1
2718 root 1.18 /* save the map location for corpse, gravestone */
2719 root 1.70 x = op->x;
2720     y = op->y;
2721 root 1.18 map = op->map;
2722 elmex 1.1
2723 root 1.54 /* NOT_PERMADEATH code. This basically brings the character back to
2724     * life if they are dead - it takes some exp and a random stat.
2725     * See the config.h file for a little more in depth detail about this.
2726     */
2727    
2728     /* Basically two ways to go - remove a stat permanently, or just
2729     * make it depletion. This bunch of code deals with that aspect
2730     * of death.
2731     */
2732     #ifndef COZY_SERVER
2733     if (settings.balanced_stat_loss)
2734 root 1.18 {
2735 root 1.54 /* If stat loss is permanent, lose one stat only. */
2736     /* Lower level chars don't lose as many stats because they suffer
2737     more if they do. */
2738     /* Higher level characters can afford things such as potions of
2739     restoration, or better, stat potions. So we slug them that
2740     little bit harder. */
2741     /* GD */
2742     if (settings.stat_loss_on_death)
2743     num_stats_lose = 1;
2744     else
2745     num_stats_lose = 1 + op->level / BALSL_NUMBER_LOSSES_RATIO;
2746     }
2747     else
2748 root 1.70 num_stats_lose = 1;
2749    
2750 root 1.54 lost_a_stat = 0;
2751    
2752     for (z = 0; z < num_stats_lose; z++)
2753     {
2754     i = RANDOM () % NUM_STATS;
2755 root 1.11
2756 root 1.54 if (settings.stat_loss_on_death)
2757 root 1.18 {
2758 root 1.54 /* Pick a random stat and take a point off it. Tell the player
2759     * what he lost.
2760     */
2761     change_attr_value (&(op->stats), i, -1);
2762     check_stat_bounds (&(op->stats));
2763     change_attr_value (&(op->contr->orig_stats), i, -1);
2764     check_stat_bounds (&(op->contr->orig_stats));
2765     new_draw_info (NDI_UNIQUE, 0, op, lose_msg[i]);
2766     lost_a_stat = 1;
2767 root 1.18 }
2768     else
2769     {
2770 root 1.54 /* deplete a stat */
2771     archetype *deparch = archetype::find ("depletion");
2772     object *dep;
2773 root 1.11
2774 root 1.54 dep = present_arch_in_ob (deparch, op);
2775     if (!dep)
2776 root 1.18 {
2777 root 1.54 dep = arch_to_object (deparch);
2778     insert_ob_in_ob (dep, op);
2779 root 1.18 }
2780 root 1.54 lose_this_stat = 1;
2781     if (settings.balanced_stat_loss)
2782 root 1.18 {
2783 root 1.54 /* GD */
2784     /* Get the stat that we're about to deplete. */
2785     this_stat = get_attr_value (&(dep->stats), i);
2786     if (this_stat < 0)
2787     {
2788     int loss_chance = 1 + op->level / BALSL_LOSS_CHANCE_RATIO;
2789     int keep_chance = this_stat * this_stat;
2790 root 1.18
2791 root 1.54 /* Yes, I am paranoid. Sue me. */
2792     if (keep_chance < 1)
2793     keep_chance = 1;
2794 root 1.18
2795 root 1.54 /* There is a maximum depletion total per level. */
2796     if (this_stat < -1 - op->level / BALSL_MAX_LOSS_RATIO)
2797     {
2798     lose_this_stat = 0;
2799     /* Take loss chance vs keep chance to see if we
2800     retain the stat. */
2801     }
2802     else
2803     {
2804     if (random_roll (0, loss_chance + keep_chance - 1, op, PREFER_LOW) < keep_chance)
2805     lose_this_stat = 0;
2806     /* LOG(llevDebug, "Determining stat loss. Stat: %d Keep: %d Lose: %d Result: %s.\n",
2807     this_stat, keep_chance, loss_chance,
2808     lose_this_stat?"LOSE":"KEEP"); */
2809 root 1.11 }
2810     }
2811 root 1.54 }
2812 root 1.18
2813 root 1.54 if (lose_this_stat)
2814     {
2815     this_stat = get_attr_value (&(dep->stats), i);
2816     /* We could try to do something clever like find another
2817     * stat to reduce if this fails. But chances are, if
2818     * stats have been depleted to -50, all are pretty low
2819     * and should be roughly the same, so it shouldn't make a
2820     * difference.
2821     */
2822     if (this_stat >= -50)
2823 root 1.18 {
2824 root 1.54 change_attr_value (&(dep->stats), i, -1);
2825     SET_FLAG (dep, FLAG_APPLIED);
2826     new_draw_info (NDI_UNIQUE, 0, op, lose_msg[i]);
2827     op->update_stats ();
2828     lost_a_stat = 1;
2829 root 1.11 }
2830     }
2831     }
2832 root 1.54 }
2833     /* If no stat lost, tell the player. */
2834     if (!lost_a_stat)
2835     {
2836     /* determine_god() seems to not work sometimes... why is this?
2837     Should I be using something else? GD */
2838     const char *god = determine_god (op);
2839 root 1.18
2840 root 1.54 if (god && (strcmp (god, "none")))
2841     new_draw_info_format (NDI_UNIQUE, 0, op, "For a brief moment you feel the holy presence of %s protecting" " you.", god);
2842     else
2843     new_draw_info (NDI_UNIQUE, 0, op, "For a brief moment you feel a holy presence protecting you.");
2844     }
2845 root 1.28 #else
2846 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.");
2847 elmex 1.1 #endif
2848    
2849 root 1.54 /* Put a gravestone up where the character 'almost' died. List the
2850     * exp loss on the stone.
2851     */
2852     tmp = arch_to_object (archetype::find ("gravestone"));
2853     sprintf (buf, "%s's gravestone", &op->name);
2854     tmp->name = buf;
2855     sprintf (buf, "%s's gravestones", &op->name);
2856     tmp->name_pl = buf;
2857     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);
2858     tmp->msg = buf;
2859     tmp->x = op->x, tmp->y = op->y;
2860     insert_ob_in_map (tmp, op->map, NULL, 0);
2861    
2862     /**************************************/
2863     /* */
2864     /* Subtract the experience points, */
2865     /* if we died cause of food, give us */
2866     /* food, and reset HP's... */
2867     /* */
2868     /**************************************/
2869    
2870     /* remove any poisoning and confusion the character may be suffering. */
2871     /* restore player */
2872     at = archetype::find ("poisoning");
2873     tmp = present_arch_in_ob (at, op);
2874    
2875     if (tmp)
2876     {
2877     tmp->destroy ();
2878     new_draw_info (NDI_UNIQUE, 0, op, "Your body feels cleansed");
2879     }
2880    
2881     at = archetype::find ("confusion");
2882     tmp = present_arch_in_ob (at, op);
2883     if (tmp)
2884     {
2885     tmp->destroy ();
2886     new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer");
2887     }
2888    
2889     cure_disease (op, 0); /* remove any disease */
2890    
2891     /*add_exp(op, (op->stats.exp * -0.20)); */
2892     apply_death_exp_penalty (op);
2893     if (op->stats.food < 100)
2894     op->stats.food = 900;
2895     op->stats.hp = op->stats.maxhp;
2896     op->stats.sp = MAX (op->stats.sp, op->stats.maxsp);
2897     op->stats.grace = MAX (op->stats.grace, op->stats.maxgrace);
2898 root 1.11
2899 root 1.54 /*
2900 root 1.108 * Check to see if the player has any unpaid items. If so, remove them
2901     * and put them back in the map.
2902 root 1.54 */
2903 root 1.108 remove_unpaid_objects (op->inv, op);
2904 root 1.18
2905 root 1.54 /****************************************/
2906     /* */
2907     /* Move player to his current respawn- */
2908     /* position (usually last savebed) */
2909     /* */
2910     /****************************************/
2911 root 1.18
2912 root 1.54 enter_player_savebed (op);
2913 root 1.18
2914 root 1.54 op->contr->braced = 0;
2915 root 1.11
2916 root 1.54 /* it is possible that the player has blown something up
2917     * at his savebed location, and that can have long lasting
2918     * spell effects. So first see if there is a spell effect
2919     * on the space that might harm the player.
2920     */
2921     will_kill_again = 0;
2922     for (tmp = GET_MAP_OB (op->map, op->x, op->y); tmp; tmp = tmp->above)
2923     if (tmp->type == SPELL_EFFECT)
2924     will_kill_again |= tmp->attacktype;
2925 elmex 1.1
2926 root 1.54 if (will_kill_again)
2927 root 1.18 {
2928 root 1.54 object *force;
2929     int at;
2930 root 1.18
2931 root 1.54 force = get_archetype (FORCE_NAME);
2932     /* 50 ticks should be enough time for the spell to abate */
2933 root 1.133 force->speed = 0.1f;
2934     force->speed_left = -5.f;
2935 root 1.54 SET_FLAG (force, FLAG_APPLIED);
2936     for (at = 0; at < NROFATTACKS; at++)
2937     if (will_kill_again & (1 << at))
2938     force->resist[at] = 100;
2939 root 1.30
2940 root 1.54 insert_ob_in_ob (force, op);
2941     op->update_stats ();
2942 root 1.30
2943 root 1.54 }
2944 root 1.18
2945 root 1.54 new_draw_info (NDI_UNIQUE, 0, op, "YOU HAVE DIED.");
2946 elmex 1.1 }
2947    
2948 root 1.18 void
2949     loot_object (object *op)
2950     { /* Grab and destroy some treasure */
2951     object *tmp, *tmp2, *next;
2952 elmex 1.1
2953 root 1.103 op->close_container (); /* close open sack first */
2954 elmex 1.1
2955 root 1.54 for (tmp = op->inv; tmp; tmp = next)
2956 root 1.18 {
2957     next = tmp->below;
2958 root 1.54
2959 elmex 1.50 if (tmp->invisible)
2960 root 1.18 continue;
2961 root 1.54
2962 root 1.32 tmp->remove ();
2963 root 1.18 tmp->x = op->x, tmp->y = op->y;
2964 root 1.103
2965 root 1.18 if (tmp->type == CONTAINER)
2966 root 1.103 loot_object (tmp); /* empty container to ground */
2967    
2968 root 1.99 if (!QUERY_FLAG (tmp, FLAG_UNIQUE) && (QUERY_FLAG (tmp, FLAG_STARTEQUIP) || QUERY_FLAG (tmp, FLAG_NO_DROP) || !(rndm (3))))
2969 root 1.18 {
2970     if (tmp->nrof > 1)
2971     {
2972     tmp2 = get_split_ob (tmp, 1 + RANDOM () % (tmp->nrof - 1));
2973 root 1.33 tmp2->destroy ();
2974 root 1.18 insert_ob_in_map (tmp, op->map, NULL, 0);
2975     }
2976     else
2977 root 1.33 tmp->destroy ();
2978 root 1.18 }
2979     else
2980     insert_ob_in_map (tmp, op->map, NULL, 0);
2981     }
2982 elmex 1.1 }
2983    
2984     /*
2985     * fix_weight(): Check recursively the weight of all players, and fix
2986     * what needs to be fixed. Refresh windows and fix speed if anything
2987     * was changed.
2988     */
2989 root 1.18 void
2990     fix_weight (void)
2991     {
2992 root 1.61 for_all_players (pl)
2993 root 1.18 {
2994     int old = pl->ob->carrying, sum = sum_weight (pl->ob);
2995    
2996     if (old == sum)
2997     continue;
2998 root 1.54 pl->ob->update_stats ();
2999 root 1.18 LOG (llevDebug, "Fixed inventory in %s (%d -> %d)\n", &pl->ob->name, old, sum);
3000     }
3001 elmex 1.1 }
3002    
3003 root 1.18 void
3004     fix_luck (void)
3005     {
3006 root 1.61 for_all_players (pl)
3007 root 1.52 if (!pl->ob->contr->ns->state)
3008 root 1.54 pl->ob->change_luck (0);
3009 elmex 1.1 }
3010    
3011     /* cast_dust() - handles op throwing objects of type 'DUST'.
3012     * This is much simpler in the new spell code - we basically
3013     * just treat this as any other spell casting object.
3014     */
3015 elmex 1.2 void
3016 root 1.18 cast_dust (object *op, object *throw_ob, int dir)
3017 elmex 1.2 {
3018     object *skop, *spob;
3019    
3020     skop = find_skill_by_name (op, throw_ob->skill);
3021    
3022     /* casting POTION 'dusts' is really a use_magic_item skill */
3023     if (op->type == PLAYER && throw_ob->type == POTION && !skop)
3024     {
3025 root 1.18 LOG (llevError, "Player %s lacks critical skill use_magic_item!\n", &op->name);
3026 elmex 1.2 return;
3027     }
3028    
3029     spob = throw_ob->inv;
3030    
3031     // elmex Tue Aug 15 17:19:46 CEST 2006: Added this check to
3032     // not pass NULL to cast_spell (which did indeed check itself, but
3033     // errors should be reported as early as possible IMHO)
3034     if (!spob)
3035     {
3036 root 1.18 LOG (llevError, "cast_dust: thrown object %s (by %s) had no spell in it!", &throw_ob->name, &op->name);
3037 elmex 1.2 return;
3038 elmex 1.1 }
3039    
3040 elmex 1.2 if (op->type == PLAYER)
3041 root 1.14 new_draw_info_format (NDI_UNIQUE, 0, op, "You cast %s.", &spob->name);
3042 elmex 1.2
3043     cast_spell (op, throw_ob, dir, spob, NULL);
3044    
3045 root 1.33 throw_ob->destroy ();
3046 elmex 1.1 }
3047    
3048 root 1.18 void
3049     make_visible (object *op)
3050     {
3051     op->hide = 0;
3052     op->invisible = 0;
3053     if (op->type == PLAYER)
3054     {
3055     op->contr->tmp_invis = 0;
3056     op->contr->invis_race = 0;
3057     }
3058 root 1.107
3059     update_object (op, UP_OBJ_CHANGE);
3060 root 1.18 }
3061    
3062     int
3063     is_true_undead (object *op)
3064     {
3065     if (QUERY_FLAG (&op->arch->clone, FLAG_UNDEAD))
3066     return 1;
3067    
3068 elmex 1.1 return 0;
3069     }
3070    
3071     /* look at the surrounding terrain to determine
3072     * the hideability of this object. Positive levels
3073     * indicate greater hideability.
3074     */
3075    
3076 root 1.18 int
3077     hideability (object *ob)
3078     {
3079     int i, level = 0, mflag;
3080     sint16 x, y;
3081    
3082     if (!ob || !ob->map)
3083     return 0;
3084    
3085     /* so, on normal lighted maps, its hard to hide */
3086     level = ob->map->darkness - 2;
3087    
3088     /* this also picks up whether the object is glowing.
3089     * If you carry a light on a non-dark map, its not
3090     * as bad as carrying a light on a pitch dark map */
3091     if (has_carried_lights (ob))
3092     level = -(10 + (2 * ob->map->darkness));
3093    
3094     /* scan through all nearby squares for terrain to hide in */
3095     for (i = 0, x = ob->x, y = ob->y; i < 9; i++, x = ob->x + freearr_x[i], y = ob->y + freearr_y[i])
3096     {
3097     mflag = get_map_flags (ob->map, NULL, x, y, NULL, NULL);
3098     if (mflag & P_OUT_OF_MAP)
3099     {
3100     continue;
3101     }
3102     if (mflag & P_BLOCKSVIEW) /* something to hide near! */
3103     level += 2;
3104     else /* open terrain! */
3105     level -= 1;
3106 elmex 1.1 }
3107 root 1.18
3108 elmex 1.1 #if 0
3109 root 1.18 LOG (llevDebug, "hideability of %s is %d\n", ob->name, level);
3110 elmex 1.1 #endif
3111 root 1.18 return level;
3112 elmex 1.1 }
3113    
3114     /* For Hidden creatures - a chance of becoming 'unhidden'
3115     * every time they move - as we subtract off 'invisibility'
3116     * AND, for players, if they move into a ridiculously unhideable
3117     * spot (surrounded by clear terrain in broad daylight). -b.t.
3118     */
3119    
3120 root 1.18 void
3121     do_hidden_move (object *op)
3122     {
3123     int hide = 0, num = random_roll (0, 19, op, PREFER_LOW);
3124     object *skop;
3125    
3126     if (!op || !op->map)
3127     return;
3128    
3129     skop = find_obj_by_type_subtype (op, SKILL, SK_HIDING);
3130    
3131     /* its *extremely* hard to run and sneak/hide at the same time! */
3132     if (op->type == PLAYER && op->contr->run_on)
3133 root 1.85 if (!skop || num >= skop->level)
3134     {
3135     new_draw_info (NDI_UNIQUE, 0, op, "You ran too much! You are no longer hidden!");
3136     make_visible (op);
3137     return;
3138     }
3139     else
3140     num += 20;
3141    
3142 root 1.18 num += op->map->difficulty;
3143     hide = hideability (op); /* modify by terrain hidden level */
3144     num -= hide;
3145 root 1.85
3146 root 1.18 if ((op->type == PLAYER && hide < -10) || ((op->invisible -= num) <= 0))
3147     {
3148     make_visible (op);
3149     if (op->type == PLAYER)
3150     new_draw_info (NDI_UNIQUE, 0, op, "You moved out of hiding! You are visible!");
3151 elmex 1.1 }
3152 root 1.18 else if (op->type == PLAYER && skop)
3153 root 1.85 change_exp (op, calc_skill_exp (op, NULL, skop), skop->skill, 0);
3154 elmex 1.1 }
3155    
3156     /* determine if who is standing near a hostile creature. */
3157    
3158 root 1.18 int
3159     stand_near_hostile (object *who)
3160     {
3161     object *tmp = NULL;
3162     int i, friendly = 0, player = 0, mflags;
3163 root 1.25 maptile *m;
3164 root 1.18 sint16 x, y;
3165    
3166     if (!who)
3167     return 0;
3168    
3169     if (who->type == PLAYER)
3170     player = 1;
3171    
3172     else
3173     friendly = QUERY_FLAG (who, FLAG_FRIENDLY);
3174    
3175     /* search adjacent squares */
3176     for (i = 1; i < 9; i++)
3177     {
3178     x = who->x + freearr_x[i];
3179     y = who->y + freearr_y[i];
3180     m = who->map;
3181     mflags = get_map_flags (m, &m, x, y, &x, &y);
3182     /* space must be blocked if there is a monster. If not
3183     * blocked, don't need to check this space.
3184     */
3185     if (mflags & P_OUT_OF_MAP)
3186     continue;
3187     if (OB_TYPE_MOVE_BLOCK (who, GET_MAP_MOVE_BLOCK (m, x, y)))
3188     continue;
3189    
3190 root 1.49 for (tmp = GET_MAP_OB (m, x, y); tmp; tmp = tmp->above)
3191 root 1.18 {
3192     if ((player ||friendly) &&QUERY_FLAG (tmp, FLAG_MONSTER) && !QUERY_FLAG (tmp, FLAG_UNAGGRESSIVE))
3193     return 1;
3194     else if (tmp->type == PLAYER)
3195     {
3196     /*don't let a hidden DM prevent you from hiding */
3197     if (!QUERY_FLAG (tmp, FLAG_WIZ) || tmp->contr->hidden == 0)
3198 root 1.11 return 1;
3199 root 1.18 }
3200 root 1.11 }
3201 elmex 1.1 }
3202 root 1.18 return 0;
3203 elmex 1.1 }
3204    
3205     /* check the player los field for viewability of the
3206     * object op. This function works fine for monsters,
3207     * but we dont worry if the object isnt the top one in
3208     * a pile (say a coin under a table would return "viewable"
3209     * by this routine). Another question, should we be
3210     * concerned with the direction the player is looking
3211     * in? Realistically, most of use cant see stuff behind
3212     * our backs...on the other hand, does the "facing" direction
3213     * imply the way your head, or body is facing? Its possible
3214     * for them to differ. Sigh, this fctn could get a bit more complex.
3215     * -b.t.
3216     * This function is now map tiling safe.
3217     */
3218    
3219 root 1.18 int
3220     player_can_view (object *pl, object *op)
3221     {
3222     rv_vector rv;
3223     int dx, dy;
3224    
3225     if (pl->type != PLAYER)
3226     {
3227     LOG (llevError, "player_can_view() called for non-player object\n");
3228     return -1;
3229 elmex 1.1 }
3230 root 1.74
3231 root 1.18 if (!pl || !op)
3232 elmex 1.1 return 0;
3233 root 1.18
3234 root 1.74 op = op->head_ ();
3235    
3236 root 1.18 get_rangevector (pl, op, &rv, 0x1);
3237    
3238     /* starting with the 'head' part, lets loop
3239     * through the object and find if it has any
3240     * part that is in the los array but isnt on
3241     * a blocked los square.
3242     * we use the archetype to figure out offsets.
3243     */
3244     while (op)
3245     {
3246     dx = rv.distance_x + op->arch->clone.x;
3247     dy = rv.distance_y + op->arch->clone.y;
3248    
3249     /* only the viewable area the player sees is updated by LOS
3250     * code, so we need to restrict ourselves to that range of values
3251     * for any meaningful values.
3252     */
3253 root 1.52 if (FABS (dx) <= (pl->contr->ns->mapx / 2) &&
3254     FABS (dy) <= (pl->contr->ns->mapy / 2) &&
3255     !pl->contr->blocked_los[dx + (pl->contr->ns->mapx / 2)][dy + (pl->contr->ns->mapy / 2)])
3256 root 1.18 return 1;
3257     op = op->more;
3258     }
3259     return 0;
3260 elmex 1.1 }
3261    
3262     /* routine for both players and monsters. We call this when
3263     * there is a possibility for our action distrubing our hiding
3264     * place or invisiblity spell. Artefact invisiblity is not
3265     * effected by this. If we arent invisible to begin with, we
3266     * return 0.
3267     */
3268 root 1.18 int
3269     action_makes_visible (object *op)
3270     {
3271    
3272     if (op->invisible && QUERY_FLAG (op, FLAG_ALIVE))
3273     {
3274     if (QUERY_FLAG (op, FLAG_MAKE_INVIS))
3275     return 0;
3276    
3277     if (op->contr && op->contr->tmp_invis == 0)
3278     return 0;
3279 elmex 1.1
3280 root 1.18 /* If monsters, they should become visible */
3281     if (op->hide || !op->contr || (op->contr && op->contr->tmp_invis))
3282     {
3283     new_draw_info_format (NDI_UNIQUE, 0, op, "You become %s!", op->hide ? "unhidden" : "visible");
3284     return 1;
3285 root 1.11 }
3286 elmex 1.1 }
3287 root 1.18 return 0;
3288 elmex 1.1 }
3289    
3290     /* op_on_battleground - checks if the given object op (usually
3291     * a player) is standing on a valid battleground-tile,
3292     * function returns TRUE/FALSE. If true x, y returns the battleground
3293     * -exit-coord. (and if x, y not NULL)
3294     * 19 March 2005 - josh@woosworld.net modifed to check if the battleground also has slaying, maxhp, and maxsp set
3295     * and if those are all set and the player has a marker that matches the slaying send them to a different x, y
3296     * Default is to do the same as before, so only people wanting to have different points need worry about this
3297     */
3298 root 1.18 int
3299     op_on_battleground (object *op, int *x, int *y)
3300     {
3301 elmex 1.1 object *tmp;
3302 root 1.18
3303 elmex 1.1 /* A battleground-tile needs the following attributes to be valid:
3304     * is_floor 1 (has to be the FIRST floor beneath the player's feet),
3305     * name="battleground", no_pick 1, type=58 (type BATTLEGROUND)
3306     * and the exit-coordinates sp/hp must both be > 0.
3307     * => The intention here is to prevent abuse of the battleground-
3308     * feature (like pickable or hidden battleground tiles). */
3309 root 1.18 for (tmp = op->below; tmp != NULL; tmp = tmp->below)
3310     {
3311     if (QUERY_FLAG (tmp, FLAG_IS_FLOOR))
3312     {
3313     if (QUERY_FLAG (tmp, FLAG_NO_PICK) &&
3314     strcmp (tmp->name, "battleground") == 0 && tmp->type == BATTLEGROUND && EXIT_X (tmp) && EXIT_Y (tmp))
3315     {
3316     /*before we assign the exit, check if this is a teambattle */
3317     if (EXIT_ALT_X (tmp) && EXIT_ALT_Y (tmp) && EXIT_PATH (tmp))
3318     {
3319     object *invtmp;
3320    
3321     for (invtmp = op->inv; invtmp != NULL; invtmp = invtmp->below)
3322     {
3323     if (invtmp->type == FORCE && invtmp->slaying && !strcmp (EXIT_PATH (tmp), invtmp->slaying))
3324     {
3325     if (x != NULL && y != NULL)
3326     *x = EXIT_ALT_X (tmp), *y = EXIT_ALT_Y (tmp);
3327     return 1;
3328     }
3329     }
3330     }
3331     if (x != NULL && y != NULL)
3332     *x = EXIT_X (tmp), *y = EXIT_Y (tmp);
3333     return 1;
3334     }
3335     }
3336 elmex 1.1 }
3337     /* If we got here, did not find a battleground */
3338     return 0;
3339     }
3340    
3341     /*
3342     * When a dragon-player gains a new stage of evolution,
3343     * he gets some treasure
3344     *
3345     * attributes:
3346     * object *who the dragon player
3347     * int atnr the attack-number of the ability focus
3348     * int level ability level
3349     */
3350 root 1.18 void
3351     dragon_ability_gain (object *who, int atnr, int level)
3352     {
3353     treasurelist *trlist = NULL; /* treasurelist */
3354     treasure *tr; /* treasure */
3355     object *tmp, *skop; /* tmp. object */
3356     object *item; /* treasure object */
3357     char buf[MAX_BUF]; /* tmp. string buffer */
3358     int i = 0, j = 0;
3359    
3360     /* get the appropriate treasurelist */
3361     if (atnr == ATNR_FIRE)
3362 root 1.110 trlist = treasurelist::find ("dragon_ability_fire");
3363 root 1.18 else if (atnr == ATNR_COLD)
3364 root 1.110 trlist = treasurelist::find ("dragon_ability_cold");
3365 root 1.18 else if (atnr == ATNR_ELECTRICITY)
3366 root 1.110 trlist = treasurelist::find ("dragon_ability_elec");
3367 root 1.18 else if (atnr == ATNR_POISON)
3368 root 1.110 trlist = treasurelist::find ("dragon_ability_poison");
3369 root 1.18
3370     if (trlist == NULL || who->type != PLAYER)
3371     return;
3372    
3373     for (i = 0, tr = trlist->items; tr != NULL && i < level - 1; tr = tr->next, i++);
3374    
3375 elmex 1.82 if (!tr || !tr->item)
3376 root 1.18 {
3377     /* LOG(llevDebug, "-> no more treasure for %s\n", change_resist_msg[atnr]); */
3378     return;
3379 elmex 1.1 }
3380    
3381 root 1.18 /* everything seems okay - now bring on the gift: */
3382     item = &(tr->item->clone);
3383 elmex 1.1
3384 root 1.18 if (item->type == SPELL)
3385     {
3386     if (check_spell_known (who, item->name))
3387 root 1.11 return;
3388 root 1.18
3389     new_draw_info_format (NDI_UNIQUE | NDI_BLUE, 0, who, "You gained the ability of %s", &item->name);
3390     do_learn_spell (who, item, 0);
3391     return;
3392 elmex 1.1 }
3393    
3394 root 1.18 /* grant direct spell */
3395     if (item->type == SPELLBOOK)
3396     {
3397     if (!item->inv)
3398     {
3399     LOG (llevDebug, "dragon_ability_gain: Broken spellbook %s\n", &item->name);
3400     return;
3401     }
3402     if (check_spell_known (who, item->inv->name))
3403     return;
3404     if (item->invisible)
3405     {
3406     new_draw_info_format (NDI_UNIQUE | NDI_BLUE, 0, who, "You gained the ability of %s", &item->inv->name);
3407     do_learn_spell (who, item->inv, 0);
3408     return;
3409 root 1.11 }
3410 root 1.18 }
3411     else if (item->type == SKILL_TOOL && item->invisible)
3412     {
3413     if (item->subtype == SK_CLAWING && (skop = find_skill_by_name (who, item->skill)) != NULL)
3414     {
3415    
3416     /* should this perhaps be (skop->attackyp & item->attacktype)!=item->attacktype ...
3417     * in this way, if the player is missing any of the attacktypes, he gets
3418     * them. As it is now, if the player has any that match the granted skill,
3419     * but not all of them, he gets nothing.
3420     */
3421     if (!(skop->attacktype & item->attacktype))
3422     {
3423     /* Give new attacktype */
3424     skop->attacktype |= item->attacktype;
3425    
3426     /* always add physical if there's none */
3427     skop->attacktype |= AT_PHYSICAL;
3428    
3429     if (item->msg != NULL)
3430     new_draw_info (NDI_UNIQUE | NDI_BLUE, 0, who, item->msg);
3431    
3432     /* Give player new face */
3433     if (item->animation_id)
3434     {
3435     who->face = skop->face;
3436     who->animation_id = item->animation_id;
3437     who->anim_speed = item->anim_speed;
3438     who->last_anim = 0;
3439     who->state = 0;
3440     animate_object (who, who->direction);
3441     }
3442     }
3443 root 1.11 }
3444 elmex 1.1 }
3445 root 1.18 else if (item->type == FORCE)
3446     {
3447     /* forces in the treasurelist can alter the player's stats */
3448     object *skin;
3449 elmex 1.1
3450 root 1.18 /* first get the dragon skin force */
3451 root 1.52 shstr_cmp dragon_skin_force ("dragon_skin_force");
3452     for (skin = who->inv; skin && !(skin->arch->name == dragon_skin_force); skin = skin->below)
3453     ;
3454    
3455     if (!skin)
3456 root 1.18 return;
3457    
3458     /* adding new spellpath attunements */
3459     if (item->path_attuned > 0 && !(skin->path_attuned & item->path_attuned))
3460     {
3461     skin->path_attuned |= item->path_attuned; /* add attunement to skin */
3462    
3463     /* print message */
3464     sprintf (buf, "You feel attuned to ");
3465     for (i = 0, j = 0; i < NRSPELLPATHS; i++)
3466     {
3467     if (item->path_attuned & (1 << i))
3468     {
3469     if (j)
3470     strcat (buf, " and ");
3471     else
3472     j = 1;
3473     strcat (buf, spellpathnames[i]);
3474     }
3475     }
3476     strcat (buf, ".");
3477     new_draw_info (NDI_UNIQUE | NDI_BLUE, 0, who, buf);
3478     }
3479    
3480     /* evtl. adding flags: */
3481     if (QUERY_FLAG (item, FLAG_XRAYS))
3482     SET_FLAG (skin, FLAG_XRAYS);
3483     if (QUERY_FLAG (item, FLAG_STEALTH))
3484     SET_FLAG (skin, FLAG_STEALTH);
3485     if (QUERY_FLAG (item, FLAG_SEE_IN_DARK))
3486     SET_FLAG (skin, FLAG_SEE_IN_DARK);
3487    
3488     /* print message if there is one */
3489     if (item->msg != NULL)
3490     new_draw_info (NDI_UNIQUE | NDI_BLUE, 0, who, item->msg);
3491     }
3492     else
3493     {
3494     /* generate misc. treasure */
3495     tmp = arch_to_object (tr->item);
3496     new_draw_info_format (NDI_UNIQUE | NDI_BLUE, 0, who, "You gained %s", query_short_name (tmp));
3497     tmp = insert_ob_in_ob (tmp, who);
3498     if (who->type == PLAYER)
3499     esrv_send_item (who, tmp);
3500 elmex 1.1 }
3501     }
3502    
3503     /**
3504     * Unready an object for a player. This function does nothing if the object was
3505     * not readied.
3506     */
3507 root 1.18 void
3508     player_unready_range_ob (player *pl, object *ob)
3509     {
3510 root 1.119 if (pl->ob->current_weapon == ob)
3511     pl->ob->current_weapon = 0;
3512    
3513 root 1.118 if (pl->combat_ob == ob)
3514 root 1.119 pl->combat_ob = 0;
3515 root 1.118
3516     if (pl->ranged_ob == ob)
3517 root 1.119 pl->ranged_ob = 0;
3518 elmex 1.1 }
3519 root 1.101
3520     sint8
3521     player::visibility_at (maptile *map, int x, int y) const
3522     {
3523     if (!ns)
3524     return 0;
3525    
3526     int dx, dy;
3527     if (!adjacent_map (map, ns->current_map, &dx, &dy))
3528     return 0;
3529    
3530     x += dx - ns->current_x + ns->mapx / 2;
3531     y += dy - ns->current_y + ns->mapy / 2;
3532    
3533     if (!IN_RANGE_EXC (x, 0, ns->mapx) || !IN_RANGE_EXC (y, 0, ns->mapy))
3534     return 0;
3535    
3536     return 100 - blocked_los [x][y];
3537     }