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Revision: 1.145
Committed: Mon May 28 21:28:36 2007 UTC (17 years ago) by root
Content type: text/plain
Branch: MAIN
Changes since 1.144: +21 -21 lines
Log Message:
update copyrights in server/*.C

File Contents

# User Rev Content
1 elmex 1.1 /*
2 root 1.145 * This file is part of Crossfire TRT, the Roguelike Realtime MORPG.
3     *
4     * Copyright (©) 2005,2006,2007 Marc Alexander Lehmann / Robin Redeker / the Crossfire TRT team
5     * Copyright (©) 2002,2007 Mark Wedel & Crossfire Development Team
6     * Copyright (©) 1992,2007 Frank Tore Johansen
7     *
8     * Crossfire TRT is free software; you can redistribute it and/or modify it
9     * under the terms of the GNU General Public License as published by the Free
10     * Software Foundation; either version 2 of the License, or (at your option)
11     * any later version.
12     *
13     * This program is distributed in the hope that it will be useful, but
14     * WITHOUT ANY WARRANTY; without even the implied warranty of MERCHANTABILITY
15     * or FITNESS FOR A PARTICULAR PURPOSE. See the GNU General Public License
16     * for more details.
17     *
18     * You should have received a copy of the GNU General Public License along
19     * with Crossfire TRT; if not, write to the Free Software Foundation, Inc. 51
20     * Franklin Street, Fifth Floor, Boston, MA 02110-1301 USA
21     *
22     * The authors can be reached via e-mail to <crossfire@schmorp.de>
23 root 1.89 */
24 elmex 1.1
25     #include <global.h>
26 root 1.38 #include <sproto.h>
27 elmex 1.1 #include <sounds.h>
28     #include <living.h>
29     #include <object.h>
30     #include <spells.h>
31     #include <skills.h>
32    
33 root 1.54 #include <algorithm>
34     #include <functional>
35 elmex 1.1
36 root 1.89 playervec players;
37 elmex 1.1
38 root 1.18 void
39     display_motd (const object *op)
40     {
41     char buf[MAX_BUF];
42     char motd[HUGE_BUF];
43     FILE *fp;
44     int comp;
45     int size;
46 elmex 1.1
47 root 1.18 sprintf (buf, "%s/%s", settings.confdir, settings.motd);
48     if ((fp = open_and_uncompress (buf, 0, &comp)) == NULL)
49 root 1.44 return;
50    
51 root 1.18 motd[0] = '\0';
52     size = 0;
53 root 1.44
54 root 1.53 while (fgets (buf, MAX_BUF, fp))
55 root 1.18 {
56     if (*buf == '#')
57     continue;
58 root 1.44
59 root 1.18 strncat (motd + size, buf, HUGE_BUF - size);
60     size += strlen (buf);
61 elmex 1.1 }
62 root 1.44
63 root 1.18 draw_ext_info (NDI_UNIQUE | NDI_GREEN, 0, op, MSG_TYPE_MOTD, MSG_SUBTYPE_NONE, motd, NULL);
64     close_and_delete (fp, comp);
65 elmex 1.1 }
66    
67 root 1.18 void
68     send_rules (const object *op)
69     {
70     char buf[MAX_BUF];
71     char rules[HUGE_BUF];
72     FILE *fp;
73     int comp;
74     int size;
75    
76     sprintf (buf, "%s/%s", settings.confdir, settings.rules);
77     if ((fp = open_and_uncompress (buf, 0, &comp)) == NULL)
78 root 1.44 return;
79    
80 root 1.18 rules[0] = '\0';
81     size = 0;
82 root 1.44
83 root 1.53 while (fgets (buf, MAX_BUF, fp))
84 root 1.18 {
85     if (*buf == '#')
86 elmex 1.1 continue;
87 root 1.44
88 root 1.18 if (size + strlen (buf) >= HUGE_BUF)
89     {
90     LOG (llevDebug, "Warning, rules size is > %d bytes.\n", HUGE_BUF);
91 elmex 1.1 break;
92 root 1.18 }
93 root 1.44
94 root 1.18 strncat (rules + size, buf, HUGE_BUF - size);
95     size += strlen (buf);
96 elmex 1.1 }
97 root 1.44
98 root 1.18 draw_ext_info (NDI_UNIQUE | NDI_GREEN, 0, op, MSG_TYPE_ADMIN, MSG_TYPE_ADMIN_RULES, rules, NULL);
99     close_and_delete (fp, comp);
100 elmex 1.1 }
101    
102 root 1.18 void
103     send_news (const object *op)
104     {
105     char buf[MAX_BUF];
106     char news[HUGE_BUF];
107     char subject[MAX_BUF];
108     FILE *fp;
109     int comp;
110     int size;
111    
112     sprintf (buf, "%s/%s", settings.confdir, settings.news);
113     if ((fp = open_and_uncompress (buf, 0, &comp)) == NULL)
114     return;
115 root 1.44
116 root 1.18 news[0] = '\0';
117     subject[0] = '\0';
118     size = 0;
119 root 1.44
120 root 1.104 while (fgets (buf, MAX_BUF, fp))
121 root 1.18 {
122     if (*buf == '#')
123     continue;
124 root 1.44
125 root 1.18 if (*buf == '%')
126     { /* send one news */
127     if (size > 0)
128 root 1.109 draw_ext_info_format (NDI_UNIQUE | NDI_GREEN, 0, op, MSG_TYPE_ADMIN, MSG_TYPE_ADMIN_NEWS, "INFORMATION: %s\n%s", (char *)"%s\n%s", subject, news); /*send previously read news */
129 root 1.89
130 root 1.18 strcpy (subject, buf + 1);
131     strip_endline (subject);
132     size = 0;
133     news[0] = '\0';
134     }
135     else
136     {
137     if (size + strlen (buf) >= HUGE_BUF)
138     {
139     LOG (llevDebug, "Warning, one news item has size > %d bytes.\n", HUGE_BUF);
140 elmex 1.1 break;
141 root 1.18 }
142     strncat (news + size, buf, HUGE_BUF - size);
143     size += strlen (buf);
144     }
145 elmex 1.1 }
146 root 1.18
147     draw_ext_info_format (NDI_UNIQUE | NDI_GREEN, 0, op,
148 root 1.109 MSG_TYPE_ADMIN, MSG_TYPE_ADMIN_NEWS, "INFORMATION: %s\n%s\n", (char *)"%s\n%s", subject, news);
149 root 1.18 close_and_delete (fp, comp);
150 elmex 1.1 }
151    
152 root 1.54 /* This loads the first map an puts the player on it. */
153     static void
154     set_first_map (object *op)
155     {
156 root 1.77 op->contr->maplevel = first_map_path;
157 root 1.54 op->x = -1;
158     op->y = -1;
159 root 1.75 }
160    
161     void
162 root 1.89 player::activate ()
163     {
164     if (active)
165     return;
166    
167     players.insert (this);
168     ob->remove ();
169     ob->map = 0;
170     ob->activate_recursive ();
171 root 1.92 CLEAR_FLAG (ob, FLAG_FRIENDLY);
172     add_friendly_object (ob);
173 root 1.89 }
174    
175     void
176     player::deactivate ()
177     {
178     if (!active)
179     return;
180    
181     terminate_all_pets (ob);
182 root 1.92 remove_friendly_object (ob);
183 root 1.89 ob->deactivate_recursive ();
184 root 1.111
185     if (ob->map)
186     maplevel = ob->map->path;
187    
188 root 1.89 ob->remove ();
189     ob->map = 0;
190 root 1.104 party = 0;
191 root 1.89
192 root 1.119 combat_ob = ranged_ob = 0; //TODO, should be special marker, non-refcounted, not this
193 root 1.92
194 root 1.89 players.erase (this);
195     }
196    
197 root 1.56 // connect the player with a specific client
198 root 1.122 // also changes, rationalises, and fixes some incorrect settings
199 root 1.54 void
200     player::connect (client *ns)
201 root 1.18 {
202 root 1.54 this->ns = ns;
203     ns->pl = this;
204    
205 root 1.95 run_on = 0;
206     fire_on = 0;
207 root 1.103 ob->close_container (); //TODO: client-specific
208 root 1.95
209 root 1.54 ns->update_look = 0;
210     ns->look_position = 0;
211    
212     clear_los (ob);
213    
214 root 1.95 ns->reset_stats ();
215 root 1.93
216 root 1.57 /* make sure he's a player -- needed because of class change. */
217 root 1.54 ob->type = PLAYER; // we are paranoid
218     ob->race = ob->arch->clone.race;
219 elmex 1.1
220 root 1.54 ob->carrying = sum_weight (ob);
221     link_player_skills (ob);
222 elmex 1.1
223 root 1.56 CLEAR_FLAG (ob, FLAG_NO_FIX_PLAYER);
224 elmex 1.1
225 root 1.54 assign (title, ob->arch->clone.name);
226 root 1.15
227 root 1.54 /* if it's a dragon player, set the correct title here */
228     if (is_dragon_pl (ob))
229     {
230     object *tmp, *abil = 0, *skin = 0;
231    
232     shstr_cmp dragon_ability_force ("dragon_ability_force");
233     shstr_cmp dragon_skin_force ("dragon_skin_force");
234    
235     for (tmp = ob->inv; tmp; tmp = tmp->below)
236     if (tmp->type == FORCE)
237     if (tmp->arch->name == dragon_ability_force)
238     abil = tmp;
239     else if (tmp->arch->name == dragon_skin_force)
240     skin = tmp;
241    
242     set_dragon_name (ob, abil, skin);
243     }
244    
245     new_draw_info (NDI_UNIQUE, 0, ob, "Welcome Back!");
246    
247 root 1.60 esrv_new_player (this, ob->weight + ob->carrying);
248    
249 root 1.139 ob->flag [FLAG_READY_WEAPON] = false;
250     ob->flag [FLAG_READY_SKILL] = false;
251     ob->flag [FLAG_READY_BOW] = false;
252    
253 root 1.122 for (object *op = ob->inv; op; op = op->below)
254     if (op->flag [FLAG_APPLIED])
255     switch (op->type)
256     {
257 root 1.140 case SKILL:
258     ob->flag [FLAG_APPLIED] = false;
259     break;
260    
261 root 1.122 case WAND:
262     case ROD:
263     case HORN:
264     case BOW:
265 root 1.140 ranged_ob = op;
266 root 1.122 break;
267 root 1.139
268 root 1.140 case WEAPON:
269     combat_ob = op;
270 root 1.139 break;
271 root 1.122 }
272    
273 root 1.139 ob->change_weapon (combat_ob ? combat_ob : ranged_ob);
274 root 1.60 ob->update_stats ();
275 root 1.139
276 root 1.54 ns->floorbox_update ();
277     esrv_send_inventory (ob, ob);
278     esrv_add_spells (this, 0);
279    
280 root 1.89 activate ();
281 root 1.54
282 root 1.59 send_rules (ob);
283     send_news (ob);
284     display_motd (ob);
285 root 1.78
286     INVOKE_PLAYER (CONNECT, this);
287 root 1.54 INVOKE_PLAYER (LOGIN, this);
288     }
289 elmex 1.1
290 root 1.62 void
291     player::disconnect ()
292     {
293 root 1.63 if (ns)
294 root 1.72 {
295 root 1.89 if (active)
296     INVOKE_PLAYER (LOGOUT, this, ARG_INT (0));
297 root 1.78
298     INVOKE_PLAYER (DISCONNECT, this);
299 root 1.72
300 root 1.97 ns->reset_stats ();
301 root 1.72 ns->pl = 0;
302 root 1.115 ns = 0;
303 root 1.89 }
304 root 1.72
305 root 1.105 if (ob)
306     ob->close_container (); //TODO: client-specific
307    
308 root 1.89 deactivate ();
309 root 1.62 }
310    
311 root 1.54 // the need for this function can be explained
312     // by load_object not returning the object
313     void
314     player::set_object (object *op)
315     {
316     ob = op;
317 root 1.104 ob->contr = this; /* this aren't yet in archetype */
318 root 1.15
319 root 1.142 ob->speed = 1.0f;
320     ob->speed_left = 0.5f;
321    
322     ob->direction = 5; /* So player faces south */
323 root 1.54 }
324 root 1.15
325 root 1.54 player::player ()
326     {
327 pippijn 1.81 /* There are some elements we want initialised to non zero value -
328 root 1.54 * we deal with that below this point.
329     */
330 root 1.114 outputs_sync = 4;
331     outputs_count = 4;
332 root 1.54 unapply = unapply_nochoice;
333    
334 root 1.77 savebed_map = first_map_path; /* Init. respawn position */
335 root 1.54
336     gen_sp_armour = 10;
337     bowtype = bow_normal;
338     petmode = pet_normal;
339     listening = 10;
340     usekeys = containers;
341     peaceful = 1; /* default peaceful */
342     do_los = 1;
343 root 1.142
344     weapon_sp = 1.0f;
345     weapon_sp_left = 0.5f;
346 root 1.54 }
347    
348 root 1.62 void
349     player::do_destroy ()
350 root 1.54 {
351 root 1.72 disconnect ();
352 root 1.62
353 root 1.72 attachable::do_destroy ();
354 root 1.62
355 root 1.54 if (ob)
356 root 1.69 {
357     ob->destroy_inv (false);
358     ob->destroy ();
359     }
360 root 1.62 }
361    
362     player::~player ()
363     {
364 root 1.54 /* Clear item stack */
365     free (stack_items);
366 elmex 1.1 }
367    
368 root 1.54 /* Tries to add player on the connection passed in ns.
369 elmex 1.1 * All we can really get in this is some settings like host and display
370     * mode.
371     */
372 root 1.54 player *
373     player::create ()
374 root 1.18 {
375 root 1.54 player *pl = new player;
376 root 1.38
377 root 1.54 pl->set_object (arch_to_object (get_player_archetype (0)));
378 root 1.104
379     pl->ob->roll_stats ();
380     pl->ob->stats.wc = 2;
381     pl->ob->run_away = 25; /* Then we panick... */
382    
383 root 1.76 set_first_map (pl->ob);
384 root 1.26
385 root 1.54 return pl;
386 elmex 1.1 }
387    
388     /*
389     * get_player_archetype() return next player archetype from archetype
390     * list. Not very efficient routine, but used only creating new players.
391     * Note: there MUST be at least one player archetype!
392     */
393 root 1.18 archetype *
394     get_player_archetype (archetype *at)
395 elmex 1.1 {
396 root 1.18 archetype *start = at;
397    
398     for (;;)
399     {
400     if (at == NULL || at->next == NULL)
401     at = first_archetype;
402     else
403     at = at->next;
404 root 1.46
405 root 1.18 if (at->clone.type == PLAYER)
406     return at;
407 root 1.46
408 root 1.18 if (at == start)
409     {
410     LOG (llevError, "No Player archetypes\n");
411     exit (-1);
412 root 1.11 }
413 elmex 1.1 }
414     }
415    
416 root 1.18 object *
417     get_nearest_player (object *mon)
418     {
419     object *op = NULL;
420     objectlink *ol;
421     unsigned lastdist;
422     rv_vector rv;
423    
424 root 1.92 for (ol = first_friendly_object, lastdist = 1000; ol; ol = ol->next)
425 root 1.18 {
426     /* We should not find free objects on this friendly list, but it
427     * does periodically happen. Given that, lets deal with it.
428     * While unlikely, it is possible the next object on the friendly
429     * list is also free, so encapsulate this in a while loop.
430     */
431     while (QUERY_FLAG (ol->ob, FLAG_FREED) || !QUERY_FLAG (ol->ob, FLAG_FRIENDLY))
432     {
433     object *tmp = ol->ob;
434    
435     /* Can't do much more other than log the fact, because the object
436     * itself will have been cleared.
437     */
438 root 1.92 LOG (llevDebug, "get_nearest_player: Found free/non friendly object '%s' on friendly list\n",
439     tmp->debug_desc ());
440 root 1.18 ol = ol->next;
441     remove_friendly_object (tmp);
442     if (!ol)
443     return op;
444     }
445 root 1.11
446 root 1.18 /* Remove special check for player from this. First, it looks to cause
447     * some crashes (ol->ob->contr not set properly?), but secondly, a more
448     * complicated method of state checking would be needed in any case -
449     * as it was, a clever player could type quit, and the function would
450     * skip them over while waiting for confirmation. Remove
451     * on_same_map check, as can_detect_enemy also does this
452     */
453     if (!can_detect_enemy (mon, ol->ob, &rv))
454     continue;
455 root 1.11
456 root 1.18 if (lastdist > rv.distance)
457     {
458     op = ol->ob;
459     lastdist = rv.distance;
460 root 1.11 }
461 elmex 1.1 }
462 root 1.61
463     for_all_players (pl)
464     if (can_detect_enemy (mon, pl->ob, &rv))
465     if (lastdist > rv.distance)
466 root 1.18 {
467 root 1.61 op = pl->ob;
468     lastdist = rv.distance;
469     }
470 elmex 1.1
471     #if 0
472 root 1.18 LOG (llevDebug, "get_nearest_player() finds player: %s\n", op ? &op->name : "(null)");
473 elmex 1.1 #endif
474 root 1.18 return op;
475 elmex 1.1 }
476    
477     /* I believe this can safely go to 2, 3 is questionable, 4 will likely
478     * result in a monster paths backtracking. It basically determines how large a
479     * detour a monster will take from the direction path when looking
480     * for a path to the player. The values are in the amount of direction
481     * the deviation is
482     */
483     #define DETOUR_AMOUNT 2
484    
485     /* This is used to prevent infinite loops. Consider a case where the
486     * player is in a chamber (with gate closed), and monsters are outside.
487     * with DETOUR_AMOUNT==2, the function will turn each corner, trying to
488     * find a path into the chamber. This is a good thing, but since there
489     * is no real path, it will just keep circling the chamber for
490     * ever (this could be a nice effect for monsters, but not for the function
491     * to get stuck in. I think for the monsters, if max is reached and
492     * we return the first direction the creature could move would result in the
493     * circling behaviour. Unfortunately, this function is also used to determined
494     * if the creature should cast a spell, so returning a direction in that case
495     * is probably not a good thing.
496     */
497     #define MAX_SPACES 50
498    
499     /*
500     * Returns the direction to the player, if valid. Returns 0 otherwise.
501     * modified to verify there is a path to the player. Does this by stepping towards
502     * player and if path is blocked then see if blockage is close enough to player that
503     * direction to player is changed (ie zig or zag). Continue zig zag until either
504     * reach player or path is blocked. Thus, will only return true if there is a free
505     * path to player. Though path may not be a straight line. Note that it will find
506     * player hiding along a corridor at right angles to the corridor with the monster.
507     *
508     * Modified by MSW 2001-08-06 to handle tiled maps. Various notes:
509     * 1) With DETOUR_AMOUNT being 2, it should still go and find players hiding
510     * down corriders.
511     * 2) I think the old code was broken if the first direction the monster
512     * should move was blocked - the code would store the first direction without
513     * verifying that the player can actually move in that direction. The new
514     * code does not store anything in firstdir until we have verified that the
515     * monster can in fact move one space in that direction.
516     * 3) I'm not sure how good this code will be for moving multipart monsters,
517     * since only simple checks to blocked are being called, which could mean the monster
518     * is blocking itself.
519     */
520 root 1.18 int
521     path_to_player (object *mon, object *pl, unsigned mindiff)
522     {
523     rv_vector rv;
524     sint16 x, y;
525     int lastx, lasty, dir, i, diff, firstdir = 0, lastdir, max = MAX_SPACES, mflags, blocked;
526 root 1.25 maptile *m, *lastmap;
527 root 1.18
528     get_rangevector (mon, pl, &rv, 0);
529    
530     if (rv.distance < mindiff)
531     return 0;
532    
533     x = mon->x;
534     y = mon->y;
535     m = mon->map;
536     dir = rv.direction;
537     lastdir = firstdir = rv.direction; /* perhaps we stand next to pl, init firstdir too */
538 root 1.100 diff = ::max (abs (rv.distance_x), abs (rv.distance_y));
539    
540 root 1.18 /* If we can't solve it within the search distance, return now. */
541     if (diff > max)
542     return 0;
543 root 1.100
544 root 1.18 while (diff > 1 && max > 0)
545     {
546     lastx = x;
547     lasty = y;
548     lastmap = m;
549     x = lastx + freearr_x[dir];
550     y = lasty + freearr_y[dir];
551    
552     mflags = get_map_flags (m, &m, x, y, &x, &y);
553     blocked = (mflags & P_OUT_OF_MAP) ? MOVE_ALL : GET_MAP_MOVE_BLOCK (m, x, y);
554    
555     /* Space is blocked - try changing direction a little */
556     if ((mflags & P_OUT_OF_MAP) || ((OB_TYPE_MOVE_BLOCK (mon, blocked) || (mflags & P_BLOCKSVIEW))
557     && (m == mon->map && blocked_link (mon, m, x, y))))
558     {
559     /* recalculate direction from last good location. Possible
560     * we were not traversing ideal location before.
561     */
562     get_rangevector_from_mapcoord (lastmap, lastx, lasty, pl, &rv, 0);
563     if (rv.direction != dir)
564     {
565     /* OK - says direction should be different - lets reset the
566     * the values so it will try again.
567     */
568     x = lastx;
569     y = lasty;
570     m = lastmap;
571     dir = firstdir = rv.direction;
572     }
573     else
574     {
575     /* direct path is blocked - try taking a side step to
576     * either the left or right.
577     * Note increase the values in the loop below to be
578     * more than -1/1 respectively will mean the monster takes
579     * bigger detour. Have to be careful about these values getting
580     * too big (3 or maybe 4 or higher) as the monster may just try
581     * stepping back and forth
582     */
583     for (i = -DETOUR_AMOUNT; i <= DETOUR_AMOUNT; i++)
584     {
585     if (i == 0)
586     continue; /* already did this, so skip it */
587     /* Use lastdir here - otherwise,
588     * since the direction that the creature should move in
589     * may change, you could get infinite loops.
590     * ie, player is northwest, but monster can only
591     * move west, so it does that. It goes some distance,
592     * gets blocked, finds that it should move north,
593     * can't do that, but now finds it can move east, and
594     * gets back to its original point. lastdir contains
595     * the last direction the creature has successfully
596     * moved.
597     */
598    
599     x = lastx + freearr_x[absdir (lastdir + i)];
600     y = lasty + freearr_y[absdir (lastdir + i)];
601     m = lastmap;
602     mflags = get_map_flags (m, &m, x, y, &x, &y);
603     if (mflags & P_OUT_OF_MAP)
604     continue;
605     blocked = GET_MAP_MOVE_BLOCK (m, x, y);
606     if (OB_TYPE_MOVE_BLOCK (mon, blocked))
607     continue;
608     if (mflags & P_BLOCKSVIEW)
609     continue;
610    
611     if (m == mon->map && blocked_link (mon, m, x, y))
612     break;
613     }
614     /* go through entire loop without finding a valid
615     * sidestep to take - thus, no valid path.
616     */
617     if (i == (DETOUR_AMOUNT + 1))
618     return 0;
619     diff--;
620     lastdir = dir;
621     max--;
622     if (!firstdir)
623     firstdir = dir + i;
624     } /* else check alternate directions */
625     } /* if blocked */
626     else
627     {
628     /* we moved towards creature, so diff is less */
629     diff--;
630     max--;
631     lastdir = dir;
632     if (!firstdir)
633     firstdir = dir;
634     }
635 root 1.100
636 root 1.18 if (diff <= 1)
637     {
638     /* Recalculate diff (distance) because we may not have actually
639     * headed toward player for entire distance.
640     */
641     get_rangevector_from_mapcoord (m, x, y, pl, &rv, 0);
642 root 1.100 diff = ::max (abs (rv.distance_x), abs (rv.distance_y));
643 root 1.18 }
644 root 1.100
645 root 1.18 if (diff > max)
646     return 0;
647     }
648 root 1.100
649 root 1.18 /* If we reached the max, didn't find a direction in time */
650     if (!max)
651     return 0;
652    
653     return firstdir;
654     }
655    
656     void
657     give_initial_items (object *pl, treasurelist * items)
658     {
659     object *op, *next = NULL;
660    
661     if (pl->randomitems != NULL)
662     create_treasure (items, pl, GT_STARTEQUIP | GT_ONLY_GOOD, 1, 0);
663    
664     for (op = pl->inv; op; op = next)
665     {
666     next = op->below;
667    
668     /* Forces get applied per default, unless they have the
669     * flag "neutral" set. Sorry but I can't think of a better way
670     */
671     if (op->type == FORCE && !QUERY_FLAG (op, FLAG_NEUTRAL))
672     SET_FLAG (op, FLAG_APPLIED);
673    
674     /* we never give weapons/armour if these cannot be used
675     * by this player due to race restrictions
676     */
677     if (pl->type == PLAYER)
678     {
679     if ((!QUERY_FLAG (pl, FLAG_USE_ARMOUR) &&
680     (op->type == ARMOUR || op->type == BOOTS ||
681     op->type == CLOAK || op->type == HELMET ||
682     op->type == SHIELD || op->type == GLOVES ||
683     op->type == BRACERS || op->type == GIRDLE)) || (!QUERY_FLAG (pl, FLAG_USE_WEAPON) && op->type == WEAPON))
684     {
685 root 1.33 op->destroy ();
686 root 1.18 continue;
687     }
688 root 1.11 }
689    
690 root 1.18 /* This really needs to be better - we should really give
691     * a substitute spellbook. The problem is that we don't really
692     * have a good idea what to replace it with (need something like
693     * a first level treasurelist for each skill.)
694     * remove duplicate skills also
695     */
696     if (op->type == SPELLBOOK || op->type == SKILL)
697     {
698     object *tmp;
699 elmex 1.1
700 root 1.18 for (tmp = op->below; tmp; tmp = tmp->below)
701     if (tmp->type == op->type && tmp->name == op->name)
702     break;
703 root 1.11
704 root 1.18 if (tmp)
705     {
706 root 1.33 op->destroy ();
707 root 1.18 LOG (llevError, "give_initial_items: Removing duplicate object %s\n", &tmp->name);
708     continue;
709 root 1.11 }
710 root 1.33
711 root 1.18 if (op->nrof > 1)
712     op->nrof = 1;
713 root 1.11 }
714 elmex 1.1
715 root 1.18 if (op->type == SPELLBOOK && op->inv)
716     {
717     CLEAR_FLAG (op->inv, FLAG_STARTEQUIP);
718 root 1.11 }
719    
720 root 1.18 /* Give starting characters identified, uncursed, and undamned
721     * items. Just don't identify gold or silver, or it won't be
722     * merged properly.
723     */
724     if (need_identify (op))
725     {
726     SET_FLAG (op, FLAG_IDENTIFIED);
727     CLEAR_FLAG (op, FLAG_CURSED);
728     CLEAR_FLAG (op, FLAG_DAMNED);
729     }
730     if (op->type == SPELL)
731     {
732 root 1.33 op->destroy ();
733 root 1.18 continue;
734     }
735     else if (op->type == SKILL)
736     {
737     SET_FLAG (op, FLAG_CAN_USE_SKILL);
738     op->stats.exp = 0;
739     op->level = 1;
740 root 1.11 }
741 root 1.18 /* lock all 'normal items by default */
742     else
743     SET_FLAG (op, FLAG_INV_LOCKED);
744     } /* for loop of objects in player inv */
745    
746     /* Need to set up the skill pointers */
747     link_player_skills (pl);
748     }
749    
750     void
751     get_party_password (object *op, partylist *party)
752     {
753     if (party == NULL)
754     {
755     LOG (llevError, "get_party_password(): tried to make player %s join a NULL party", &op->name);
756     return;
757 elmex 1.1 }
758 root 1.54
759 root 1.18 op->contr->write_buf[0] = '\0';
760 root 1.52 op->contr->ns->state = ST_GET_PARTY_PASSWORD;
761 root 1.18 op->contr->party_to_join = party;
762 root 1.52 send_query (op->contr->ns, CS_QUERY_HIDEINPUT, "What is the password?\n:");
763 elmex 1.1 }
764    
765     /* This rolls four 1-6 rolls and sums the best 3 of the 4. */
766 root 1.54 static int
767 root 1.18 roll_stat (void)
768     {
769     int a[4], i, j, k;
770    
771     for (i = 0; i < 4; i++)
772 root 1.99 a[i] = (int) rndm (6) + 1;
773 root 1.18
774     for (i = 0, j = 0, k = 7; i < 4; i++)
775     if (a[i] < k)
776     k = a[i], j = i;
777    
778     for (i = 0, k = 0; i < 4; i++)
779 root 1.54 if (i != j)
780     k += a[i];
781    
782 root 1.18 return k;
783     }
784    
785     void
786 root 1.54 object::roll_stats ()
787 root 1.18 {
788 root 1.128 int statsort [NUM_STATS];
789 root 1.18
790 root 1.54 for (;;)
791 root 1.18 {
792 root 1.54 int sum = 0;
793 root 1.128 for (int i = NUM_STATS; i--; )
794 root 1.54 sum += statsort [i] = roll_stat ();
795    
796     if (sum >= 82 && sum <= 116)
797     break;
798 root 1.18 }
799    
800 root 1.54 // Sort the stats so that rerolling is easier...
801 root 1.128 std::sort (statsort, statsort + NUM_STATS, std::greater<int>());
802 root 1.18
803 root 1.128 for (int i = 0; i < NUM_STATS; ++i)
804     stats.stat (i) = statsort [i];
805 root 1.18
806 root 1.54 stats.exp = 0;
807     stats.ac = 0;
808 root 1.18
809 root 1.54 stats.hp = stats.maxhp;
810     stats.sp = stats.maxsp;
811     stats.grace = stats.maxgrace;
812 root 1.18
813 root 1.54 if (contr)
814     {
815     contr->levhp[1] = 9;
816     contr->levsp[1] = 6;
817     contr->levgrace[1] = 3;
818 root 1.18
819 root 1.54 contr->orig_stats = stats;
820     }
821 root 1.18 }
822    
823     void
824 root 1.54 object::swap_stats (int a, int b)
825 root 1.18 {
826 root 1.127 swap (contr->orig_stats.stat (a), contr->orig_stats.stat (b));
827    
828     for (int i = 0; i < NUM_STATS; ++i)
829     stats.stat (i) = contr->orig_stats.stat (i);
830 elmex 1.1
831 root 1.54 //TODO: the following code looks so borked and should, at the very least,
832     // be merged with the similar code in roll_stats
833     stats.ac = 0;
834 elmex 1.1
835 root 1.54 level = 1;
836     stats.exp = 0;
837     stats.ac = 0;
838 elmex 1.1
839 root 1.54 stats.hp = stats.maxhp;
840     stats.sp = stats.maxsp;
841     stats.grace = stats.maxgrace;
842 elmex 1.1
843 root 1.54 if (contr)
844 root 1.18 {
845 root 1.54 contr->levhp[1] = 9;
846     contr->levsp[1] = 6;
847     contr->levgrace[1] = 3;
848 root 1.18
849 root 1.54 contr->orig_stats = stats;
850 elmex 1.1 }
851     }
852    
853 root 1.73 static void
854     start_info (object *op)
855     {
856     char buf[MAX_BUF];
857    
858     sprintf (buf, "Welcome to Crossfire v%s!", VERSION);
859     new_draw_info (NDI_UNIQUE, 0, op, buf);
860     //new_draw_info (NDI_UNIQUE, 0, op, "Press `?' for help");
861     //new_draw_info (NDI_UNIQUE, 0, op, " ");
862     }
863    
864 elmex 1.1 /* This function takes the key that is passed, and does the
865     * appropriate action with it (change race, or other things).
866     * The function name is for historical reasons - now we have
867     * separate race and class; this actually changes the RACE,
868     * not the class.
869     */
870 root 1.112 void
871     player::chargen_race_done ()
872 elmex 1.1 {
873 root 1.112 /* this must before then initial items are given */
874     esrv_new_player (ob->contr, ob->weight + ob->carrying);
875 elmex 1.1
876 root 1.112 treasurelist *tl = treasurelist::find ("starting_wealth");
877     if (tl)
878     create_treasure (tl, ob, 0, 0, 0);
879 elmex 1.1
880 root 1.112 INVOKE_PLAYER (BIRTH, ob->contr);
881     INVOKE_PLAYER (LOGIN, ob->contr);
882 elmex 1.36
883 root 1.112 ob->contr->ns->state = ST_PLAYING;
884 elmex 1.1
885 root 1.112 if (ob->msg)
886     ob->msg = 0;
887 elmex 1.1
888 root 1.112 /* We create this now because some of the unique maps will need it
889     * to save here.
890     */
891     {
892     char buf[MAX_BUF];
893     sprintf (buf, "%s/%s/%s", settings.localdir, settings.playerdir, &ob->name);
894     make_path_to_file (buf);
895     }
896    
897     start_info (ob);
898     CLEAR_FLAG (ob, FLAG_WIZ);
899     give_initial_items (ob, ob->randomitems);
900     link_player_skills (ob);
901     esrv_send_inventory (ob, ob);
902     ob->update_stats ();
903 root 1.11
904 root 1.112 /* This moves the player to a different start map, if there
905     * is one for this race
906     */
907     if (*first_map_ext_path)
908     {
909     object *tmp;
910     char mapname[MAX_BUF];
911 elmex 1.1
912 root 1.112 snprintf (mapname, MAX_BUF - 1, "%s/%s", &first_map_ext_path, &ob->arch->name);
913     tmp = object::create ();
914     EXIT_PATH (tmp) = mapname;
915     EXIT_X (tmp) = ob->x;
916     EXIT_Y (tmp) = ob->y;
917     ob->enter_exit (tmp); /* we don't really care if it succeeded;
918     * if the map isn't there, then stay on the
919     * default initial map */
920     tmp->destroy ();
921 elmex 1.1 }
922 root 1.112 else
923     LOG (llevDebug, "first_map_ext_path not set\n");
924     }
925 elmex 1.1
926 root 1.112 void
927     player::chargen_race_next ()
928     {
929 root 1.18 /* Following actually changes the race - this is the default command
930     * if we don't match with one of the options above.
931     */
932    
933 root 1.112 do
934 root 1.18 {
935 root 1.112 shstr name = ob->name;
936     int x = ob->x, y = ob->y;
937 root 1.21
938 root 1.112 ob->remove_statbonus ();
939     ob->remove ();
940     ob->arch = get_player_archetype (ob->arch);
941     ob->arch->clone.copy_to (ob);
942     ob->instantiate ();
943     ob->stats = ob->contr->orig_stats;
944     ob->name = ob->name_pl = name;
945     ob->x = x;
946     ob->y = y;
947     SET_ANIMATION (ob, 2); /* So player faces south */
948     insert_ob_in_map (ob, ob->map, ob, 0);
949     assign (ob->contr->title, ob->arch->clone.name);
950     ob->add_statbonus ();
951     }
952     while (!allowed_class (ob));
953    
954     update_object (ob, UP_OBJ_FACE);
955     esrv_update_item (UPD_FACE, ob, ob);
956     ob->update_stats ();
957     ob->stats.hp = ob->stats.maxhp;
958     ob->stats.sp = ob->stats.maxsp;
959     ob->stats.grace = 0;
960 elmex 1.1 }
961    
962 root 1.18 void
963     flee_player (object *op)
964     {
965     int dir, diff;
966     rv_vector rv;
967    
968     if (op->stats.hp < 0)
969     {
970     LOG (llevDebug, "Fleeing player is dead.\n");
971     CLEAR_FLAG (op, FLAG_SCARED);
972     return;
973 elmex 1.1 }
974    
975 root 1.18 if (op->enemy == NULL)
976     {
977     LOG (llevDebug, "Fleeing player had no enemy.\n");
978     CLEAR_FLAG (op, FLAG_SCARED);
979     return;
980 elmex 1.1 }
981    
982 root 1.18 /* Seen some crashes here. Since we don't store an
983     * op->enemy_count, it is possible that something destroys the
984     * actual enemy, and the object is recycled.
985     */
986     if (op->enemy->map == NULL)
987     {
988     CLEAR_FLAG (op, FLAG_SCARED);
989     op->enemy = NULL;
990     return;
991 elmex 1.1 }
992    
993 root 1.18 if (!(random_roll (0, 4, op, PREFER_LOW)) && did_make_save (op, op->level, 0))
994     {
995     op->enemy = NULL;
996     CLEAR_FLAG (op, FLAG_SCARED);
997     return;
998 elmex 1.1 }
999 root 1.49
1000 root 1.18 get_rangevector (op, op->enemy, &rv, 0);
1001    
1002     dir = absdir (4 + rv.direction);
1003     for (diff = 0; diff < 3; diff++)
1004     {
1005     int m = 1 - (RANDOM () & 2);
1006 elmex 1.1
1007 root 1.18 if (move_ob (op, absdir (dir + diff * m), op) || (diff == 0 && move_ob (op, absdir (dir - diff * m), op)))
1008 root 1.49 return;
1009 elmex 1.1 }
1010 root 1.49
1011 root 1.18 /* Cornered, get rid of scared */
1012     CLEAR_FLAG (op, FLAG_SCARED);
1013     op->enemy = NULL;
1014 elmex 1.1 }
1015    
1016     /* check_pick sees if there is stuff to be picked up/picks up stuff.
1017 root 1.122 * It returns 1 if the player should keep on moving, 0 if he should
1018 elmex 1.1 * stop.
1019     */
1020 root 1.18 int
1021     check_pick (object *op)
1022     {
1023 elmex 1.1 object *tmp, *next;
1024     int stop = 0;
1025 pippijn 1.106 int wvratio;
1026     char putstring[128];
1027 elmex 1.1
1028     /* if you're flying, you cna't pick up anything */
1029     if (op->move_type & MOVE_FLYING)
1030     return 1;
1031    
1032     next = op->below;
1033    
1034     /* loop while there are items on the floor that are not marked as
1035     * destroyed */
1036 root 1.24 while (next && !next->destroyed ())
1037 root 1.18 {
1038     tmp = next;
1039     next = tmp->below;
1040 elmex 1.1
1041 root 1.24 if (op->destroyed ())
1042 elmex 1.1 return 0;
1043    
1044 root 1.18 if (!can_pick (op, tmp))
1045     continue;
1046 elmex 1.1
1047 root 1.18 if (op->contr->search_str[0] != '\0' && settings.search_items == TRUE)
1048     {
1049     if (item_matched_string (op, tmp, op->contr->search_str))
1050     pick_up (op, tmp);
1051     continue;
1052 root 1.11 }
1053    
1054 root 1.18 /* high not bit set? We're using the old autopickup model */
1055     if (!(op->contr->mode & PU_NEWMODE))
1056 root 1.11 {
1057 root 1.18 switch (op->contr->mode)
1058 root 1.11 {
1059 root 1.20 case 0:
1060     return 1; /* don't pick up */
1061     case 1:
1062     pick_up (op, tmp);
1063     return 1;
1064     case 2:
1065     pick_up (op, tmp);
1066     return 0;
1067     case 3:
1068     return 0; /* stop before pickup */
1069     case 4:
1070     pick_up (op, tmp);
1071     break;
1072     case 5:
1073     pick_up (op, tmp);
1074     stop = 1;
1075     break;
1076     case 6:
1077     if (QUERY_FLAG (tmp, FLAG_KNOWN_MAGICAL) && !QUERY_FLAG (tmp, FLAG_KNOWN_CURSED))
1078 root 1.18 pick_up (op, tmp);
1079 root 1.20 break;
1080    
1081     case 7:
1082     if (tmp->type == MONEY || tmp->type == GEM)
1083 root 1.18 pick_up (op, tmp);
1084 root 1.20 break;
1085    
1086     default:
1087     /* use value density */
1088     if (!QUERY_FLAG (tmp, FLAG_UNPAID)
1089     && (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1))) >= op->contr->mode)
1090 root 1.18 pick_up (op, tmp);
1091 root 1.11 }
1092     }
1093 root 1.18 else
1094     { /* old model */
1095     /* NEW pickup handling */
1096     if (op->contr->mode & PU_DEBUG)
1097     {
1098     /* some debugging code to figure out item information */
1099     if (tmp->name != NULL)
1100     sprintf (putstring, "item name: %s item type: %d weight/value: %d",
1101     &tmp->name, tmp->type, (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1))));
1102     else
1103     sprintf (putstring, "item name: %s item type: %d weight/value: %d",
1104     &tmp->arch->name, tmp->type, (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1))));
1105    
1106     new_draw_info (NDI_UNIQUE, 0, op, putstring);
1107 root 1.58 }
1108 elmex 1.1
1109 root 1.18 /* philosophy:
1110     * It's easy to grab an item type from a pile, as long as it's
1111     * generic. This takes no game-time. For more detailed pickups
1112 root 1.58 * and selections, select-items should be used. This is a
1113 root 1.18 * grab-as-you-run type mode that's really useful for arrows for
1114     * example.
1115     * The drawback: right now it has no frontend, so you need to
1116     * stick the bits you want into a calculator in hex mode and then
1117     * convert to decimal and then 'pickup <#>
1118     */
1119    
1120     /* the first two modes are exclusive: if NOTHING we return, if
1121     * STOP then we stop. All the rest are applied sequentially,
1122     * meaning if any test passes, the item gets picked up. */
1123    
1124     /* if mode is set to pick nothing up, return */
1125    
1126     if (op->contr->mode & PU_NOTHING)
1127     return 1;
1128    
1129     /* if mode is set to stop when encountering objects, return */
1130     /* take STOP before INHIBIT since it doesn't actually pick
1131     * anything up */
1132    
1133     if (op->contr->mode & PU_STOP)
1134     return 0;
1135    
1136     /* useful for going into stores and not losing your settings... */
1137     /* and for battles wher you don't want to get loaded down while
1138     * fighting */
1139     if (op->contr->mode & PU_INHIBIT)
1140     return 1;
1141    
1142     /* prevent us from turning into auto-thieves :) */
1143     if (QUERY_FLAG (tmp, FLAG_UNPAID))
1144     continue;
1145    
1146     /* ignore known cursed objects */
1147     if (QUERY_FLAG (tmp, FLAG_KNOWN_CURSED) && op->contr->mode & PU_NOT_CURSED)
1148     continue;
1149    
1150     /* all food and drink if desired */
1151     /* question: don't pick up known-poisonous stuff? */
1152     if (op->contr->mode & PU_FOOD)
1153     if (tmp->type == FOOD)
1154     {
1155     pick_up (op, tmp);
1156     continue;
1157     }
1158 root 1.29
1159 root 1.18 if (op->contr->mode & PU_DRINK)
1160     if (tmp->type == DRINK || (tmp->type == POISON && !QUERY_FLAG (tmp, FLAG_KNOWN_CURSED)))
1161     {
1162     pick_up (op, tmp);
1163     continue;
1164     }
1165    
1166     if (op->contr->mode & PU_POTION)
1167     if (tmp->type == POTION)
1168     {
1169     pick_up (op, tmp);
1170     continue;
1171     }
1172    
1173     /* spellbooks, skillscrolls and normal books/scrolls */
1174     if (op->contr->mode & PU_SPELLBOOK)
1175     if (tmp->type == SPELLBOOK)
1176     {
1177     pick_up (op, tmp);
1178     continue;
1179     }
1180 root 1.29
1181 root 1.18 if (op->contr->mode & PU_SKILLSCROLL)
1182     if (tmp->type == SKILLSCROLL)
1183     {
1184     pick_up (op, tmp);
1185     continue;
1186     }
1187 root 1.29
1188 root 1.18 if (op->contr->mode & PU_READABLES)
1189     if (tmp->type == BOOK || tmp->type == SCROLL)
1190     {
1191     pick_up (op, tmp);
1192     continue;
1193     }
1194    
1195     /* wands/staves/rods/horns */
1196     if (op->contr->mode & PU_MAGIC_DEVICE)
1197     if (tmp->type == WAND || tmp->type == ROD || tmp->type == HORN)
1198     {
1199     pick_up (op, tmp);
1200     continue;
1201     }
1202    
1203     /* pick up all magical items */
1204     if (op->contr->mode & PU_MAGICAL)
1205     if (QUERY_FLAG (tmp, FLAG_KNOWN_MAGICAL) && !QUERY_FLAG (tmp, FLAG_KNOWN_CURSED))
1206     {
1207     pick_up (op, tmp);
1208     continue;
1209     }
1210    
1211     if (op->contr->mode & PU_VALUABLES)
1212     {
1213     if (tmp->type == MONEY || tmp->type == GEM)
1214     {
1215     pick_up (op, tmp);
1216     continue;
1217     }
1218     }
1219    
1220     /* rings & amulets - talismans seems to be typed AMULET */
1221     if (op->contr->mode & PU_JEWELS)
1222     if (tmp->type == RING || tmp->type == AMULET)
1223     {
1224     pick_up (op, tmp);
1225 root 1.29 continue;
1226     }
1227    
1228     /* we don't forget dragon food */
1229     if (op->contr->mode & PU_FLESH)
1230     if (tmp->type == FLESH)
1231     {
1232     pick_up (op, tmp);
1233 root 1.18 continue;
1234     }
1235    
1236     /* bows and arrows. Bows are good for selling! */
1237     if (op->contr->mode & PU_BOW)
1238     if (tmp->type == BOW)
1239     {
1240     pick_up (op, tmp);
1241     continue;
1242     }
1243 root 1.29
1244 root 1.18 if (op->contr->mode & PU_ARROW)
1245     if (tmp->type == ARROW)
1246     {
1247     pick_up (op, tmp);
1248     continue;
1249     }
1250    
1251     /* all kinds of armor etc. */
1252     if (op->contr->mode & PU_ARMOUR)
1253     if (tmp->type == ARMOUR)
1254     {
1255     pick_up (op, tmp);
1256     continue;
1257     }
1258 root 1.29
1259 root 1.18 if (op->contr->mode & PU_HELMET)
1260     if (tmp->type == HELMET)
1261     {
1262     pick_up (op, tmp);
1263     continue;
1264     }
1265 root 1.29
1266 root 1.18 if (op->contr->mode & PU_SHIELD)
1267     if (tmp->type == SHIELD)
1268     {
1269     pick_up (op, tmp);
1270     continue;
1271     }
1272 root 1.29
1273 root 1.18 if (op->contr->mode & PU_BOOTS)
1274     if (tmp->type == BOOTS)
1275     {
1276     pick_up (op, tmp);
1277     continue;
1278     }
1279 root 1.29
1280 root 1.18 if (op->contr->mode & PU_GLOVES)
1281     if (tmp->type == GLOVES)
1282     {
1283     pick_up (op, tmp);
1284     continue;
1285     }
1286 root 1.29
1287 root 1.18 if (op->contr->mode & PU_CLOAK)
1288     if (tmp->type == CLOAK)
1289     {
1290     pick_up (op, tmp);
1291     continue;
1292     }
1293 elmex 1.1
1294 root 1.18 /* hoping to catch throwing daggers here */
1295     if (op->contr->mode & PU_MISSILEWEAPON)
1296     if (tmp->type == WEAPON && QUERY_FLAG (tmp, FLAG_IS_THROWN))
1297     {
1298     pick_up (op, tmp);
1299     continue;
1300     }
1301 elmex 1.1
1302 root 1.18 /* careful: chairs and tables are weapons! */
1303     if (op->contr->mode & PU_ALLWEAPON)
1304     {
1305     if (tmp->type == WEAPON && tmp->name != NULL)
1306     {
1307     if (strstr (tmp->name, "table") == NULL && strstr (tmp->arch->name, "table") == NULL &&
1308     strstr (tmp->name, "chair") && strstr (tmp->arch->name, "chair") == NULL)
1309     {
1310     pick_up (op, tmp);
1311     continue;
1312     }
1313     }
1314 root 1.29
1315 root 1.18 if (tmp->type == WEAPON && tmp->name == NULL)
1316     {
1317     if (strstr (tmp->arch->name, "table") == NULL && strstr (tmp->arch->name, "chair") == NULL)
1318     {
1319     pick_up (op, tmp);
1320     continue;
1321     }
1322     }
1323     }
1324 elmex 1.1
1325 root 1.18 /* misc stuff that's useful */
1326     if (op->contr->mode & PU_KEY)
1327     if (tmp->type == KEY || tmp->type == SPECIAL_KEY)
1328     {
1329     pick_up (op, tmp);
1330     continue;
1331     }
1332 elmex 1.1
1333 root 1.18 /* any of the last 4 bits set means we use the ratio for value
1334     * pickups */
1335     if (op->contr->mode & PU_RATIO)
1336     {
1337     /* use value density to decide what else to grab */
1338     /* >=7 was >= op->contr->mode */
1339     /* >=7 is the old standard setting. Now we take the last 4 bits
1340     * and multiply them by 5, giving 0..15*5== 5..75 */
1341     wvratio = (op->contr->mode & PU_RATIO) * 5;
1342     if ((query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1))) >= (unsigned int) wvratio)
1343     {
1344     pick_up (op, tmp);
1345 elmex 1.1 #if 0
1346 root 1.18 fprintf (stderr, "HIGH WEIGHT/VALUE [");
1347     if (tmp->name != NULL)
1348     {
1349     fprintf (stderr, "%s", tmp->name);
1350     }
1351     else
1352     fprintf (stderr, "%s", tmp->arch->name);
1353     fprintf (stderr, ",%d] = ", tmp->type);
1354     fprintf (stderr, "%d\n", (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1))));
1355 elmex 1.1 #endif
1356 root 1.18 continue;
1357     }
1358     }
1359     } /* the new pickup model */
1360     }
1361 root 1.29
1362 root 1.18 return !stop;
1363 elmex 1.1 }
1364    
1365     /*
1366     * Find an arrow in the inventory and after that
1367     * in the right type container (quiver). Pointer to the
1368     * found object is returned.
1369     */
1370 root 1.18 object *
1371     find_arrow (object *op, const char *type)
1372 elmex 1.1 {
1373 root 1.103 object *tmp = 0;
1374 elmex 1.1
1375 root 1.18 for (op = op->inv; op; op = op->below)
1376     if (!tmp && op->type == CONTAINER && op->race == type && QUERY_FLAG (op, FLAG_APPLIED))
1377     tmp = find_arrow (op, type);
1378     else if (op->type == ARROW && op->race == type)
1379     return op;
1380 root 1.103
1381 root 1.18 return tmp;
1382 elmex 1.1 }
1383    
1384     /*
1385     * Similar to find_arrow, but looks for (roughly) the best arrow to use
1386     * against the target. A full test is not performed, simply a basic test
1387     * of resistances. The archer is making a quick guess at what he sees down
1388     * the hall. Failing that it does it's best to pick the highest plus arrow.
1389     */
1390 root 1.18 object *
1391     find_better_arrow (object *op, object *target, const char *type, int *better)
1392 elmex 1.1 {
1393 root 1.18 object *tmp = NULL, *arrow, *ntmp;
1394     int attacknum, attacktype, betterby = 0, i;
1395 elmex 1.1
1396 root 1.18 if (!type)
1397     return NULL;
1398 elmex 1.1
1399 root 1.18 for (arrow = op->inv; arrow; arrow = arrow->below)
1400     {
1401     if (arrow->type == CONTAINER && arrow->race == type && QUERY_FLAG (arrow, FLAG_APPLIED))
1402     {
1403     i = 0;
1404     ntmp = find_better_arrow (arrow, target, type, &i);
1405     if (i > betterby)
1406     {
1407     tmp = ntmp;
1408     betterby = i;
1409     }
1410     }
1411     else if (arrow->type == ARROW && arrow->race == type)
1412     {
1413     /* allways prefer assasination/slaying */
1414     if (target->race != NULL && arrow->slaying != NULL && strstr (arrow->slaying, target->race))
1415     {
1416     if (arrow->attacktype & AT_DEATH)
1417     {
1418     *better = 100;
1419     return arrow;
1420     }
1421     else
1422     {
1423     tmp = arrow;
1424     betterby = (arrow->magic + arrow->stats.dam) * 2;
1425     }
1426     }
1427     else
1428     {
1429     for (attacknum = 0; attacknum < NROFATTACKS; attacknum++)
1430     {
1431     attacktype = 1 << attacknum;
1432     if ((arrow->attacktype & attacktype) && (target->arch->clone.resist[attacknum]) < 0)
1433     if (((arrow->magic + arrow->stats.dam) * (100 - target->arch->clone.resist[attacknum]) / 100) > betterby)
1434     {
1435     tmp = arrow;
1436     betterby = (arrow->magic + arrow->stats.dam) * (100 - target->arch->clone.resist[attacknum]) / 100;
1437     }
1438 root 1.11 }
1439 root 1.18 if ((2 + arrow->magic + arrow->stats.dam) > betterby)
1440     {
1441     tmp = arrow;
1442     betterby = 2 + arrow->magic + arrow->stats.dam;
1443 root 1.11 }
1444 root 1.18 if (arrow->title && (1 + arrow->magic + arrow->stats.dam) > betterby)
1445     {
1446     tmp = arrow;
1447     betterby = 1 + arrow->magic + arrow->stats.dam;
1448 root 1.11 }
1449     }
1450     }
1451 elmex 1.1 }
1452 root 1.18 if (tmp == NULL && arrow == NULL)
1453     return find_arrow (op, type);
1454 elmex 1.1
1455 root 1.18 *better = betterby;
1456     return tmp;
1457 elmex 1.1 }
1458    
1459     /* looks in a given direction, finds the first valid target, and calls
1460     * find_better_arrow to find a decent arrow to use.
1461     * op = the shooter
1462     * type = bow->race
1463     * dir = fire direction
1464     */
1465 root 1.18 object *
1466     pick_arrow_target (object *op, const char *type, int dir)
1467 elmex 1.1 {
1468 root 1.18 object *tmp = NULL;
1469 root 1.25 maptile *m;
1470 root 1.18 int i, mflags, found, number;
1471     sint16 x, y;
1472    
1473     if (op->map == NULL)
1474     return find_arrow (op, type);
1475    
1476     /* do a dex check */
1477     number = (die_roll (2, 40, op, PREFER_LOW) - 2) / 2;
1478     if (number > (op->stats.Dex + (op->chosen_skill ? op->chosen_skill->level : op->level)))
1479     return find_arrow (op, type);
1480    
1481     m = op->map;
1482     x = op->x;
1483     y = op->y;
1484    
1485     /* find the first target */
1486     for (i = 0, found = 0; i < 20; i++)
1487     {
1488     x += freearr_x[dir];
1489     y += freearr_y[dir];
1490     mflags = get_map_flags (m, &m, x, y, &x, &y);
1491     if (mflags & P_OUT_OF_MAP || mflags & P_BLOCKSVIEW)
1492     {
1493     tmp = NULL;
1494     break;
1495     }
1496     else if (GET_MAP_MOVE_BLOCK (m, x, y) == MOVE_FLY_LOW)
1497     {
1498     /* This block presumes arrows and the like are MOVE_FLY_SLOW -
1499     * perhaps a bad assumption.
1500     */
1501     tmp = NULL;
1502     break;
1503 root 1.11 }
1504 root 1.18 if (mflags & P_IS_ALIVE)
1505     {
1506     for (tmp = GET_MAP_OB (m, x, y); tmp; tmp = tmp->above)
1507     if (QUERY_FLAG (tmp, FLAG_ALIVE))
1508     {
1509     found++;
1510 root 1.11 break;
1511 root 1.18 }
1512     if (found)
1513     break;
1514 root 1.11 }
1515 elmex 1.1 }
1516 root 1.18 if (tmp == NULL)
1517     return find_arrow (op, type);
1518 elmex 1.1
1519 root 1.18 if (tmp->head)
1520     tmp = tmp->head;
1521 elmex 1.1
1522 root 1.18 return find_better_arrow (op, tmp, type, &i);
1523 elmex 1.1 }
1524    
1525     /*
1526     * Creature fires a bow - op can be monster or player. Returns
1527     * 1 if bow was actually fired, 0 otherwise.
1528     * op is the object firing the bow.
1529     * part is for multipart creatures - the part firing the bow.
1530     * dir is the direction of fire.
1531     * wc_mod is any special modifier to give (used in special player fire modes)
1532     * sx, sy are coordinates to fire arrow from - also used in some of the special
1533     * player fire modes.
1534     */
1535 root 1.18 int
1536     fire_bow (object *op, object *part, object *arrow, int dir, int wc_mod, sint16 sx, sint16 sy)
1537 elmex 1.1 {
1538 root 1.18 object *left, *bow;
1539 root 1.132 int mflags;
1540 root 1.25 maptile *m;
1541 elmex 1.1
1542 root 1.18 if (!dir)
1543     {
1544     new_draw_info (NDI_UNIQUE, 0, op, "You can't shoot yourself!");
1545     return 0;
1546 elmex 1.1 }
1547 root 1.48
1548 root 1.136 if (op->contr)
1549     bow = op->current_weapon;
1550 root 1.18 else
1551     {
1552     for (bow = op->inv; bow; bow = bow->below)
1553     /* Don't check for applied - monsters don't apply bows - in that way, they
1554     * don't need to switch back and forth between bows and weapons.
1555     */
1556     if (bow->type == BOW)
1557     break;
1558 root 1.11
1559 root 1.18 if (!bow)
1560     {
1561     LOG (llevError, "Range: bow without activated bow (%s).\n", &op->name);
1562     return 0;
1563 root 1.11 }
1564 root 1.118
1565     // optimisation: move object to top so we will find it quickly again
1566     if (bow->below)
1567     {
1568     bow->remove ();
1569     op->insert (bow);
1570     }
1571    
1572 elmex 1.1 }
1573 root 1.48
1574 root 1.18 if (!bow->race || !bow->skill)
1575     {
1576     new_draw_info_format (NDI_UNIQUE, 0, op, "Your %s is broken.", &bow->name);
1577     return 0;
1578 elmex 1.1 }
1579    
1580 root 1.18 if (arrow == NULL)
1581     {
1582     if ((arrow = find_arrow (op, bow->race)) == NULL)
1583     {
1584     if (op->type == PLAYER)
1585     new_draw_info_format (NDI_UNIQUE, 0, op, "You have no %s left.", &bow->race);
1586     /* FLAG_READY_BOW will get reset if the monsters picks up some arrows */
1587     else
1588     CLEAR_FLAG (op, FLAG_READY_BOW);
1589 root 1.116
1590 root 1.18 return 0;
1591 root 1.11 }
1592 elmex 1.1 }
1593 root 1.48
1594 root 1.18 mflags = get_map_flags (op->map, &m, sx, sy, &sx, &sy);
1595     if (mflags & P_OUT_OF_MAP)
1596 root 1.48 return 0;
1597    
1598 root 1.18 if (GET_MAP_MOVE_BLOCK (m, sx, sy) == MOVE_FLY_LOW)
1599     {
1600     new_draw_info (NDI_UNIQUE, 0, op, "Something is in the way.");
1601     return 0;
1602     }
1603    
1604     /* this should not happen, but sometimes does */
1605     if (arrow->nrof == 0)
1606     {
1607 root 1.33 arrow->destroy ();
1608 root 1.18 return 0;
1609     }
1610    
1611     left = arrow; /* these are arrows left to the player */
1612     arrow = get_split_ob (arrow, 1);
1613 root 1.48 if (!arrow)
1614 root 1.18 {
1615     new_draw_info_format (NDI_UNIQUE, 0, op, "You have no %s left.", &bow->race);
1616     return 0;
1617 elmex 1.1 }
1618 root 1.48
1619 root 1.34 arrow->set_owner (op);
1620 root 1.18 arrow->skill = bow->skill;
1621     arrow->direction = dir;
1622    
1623 root 1.124 arrow->stats.sp = arrow->stats.wc; /* save original wc, dam, attacktype and slaying */
1624     arrow->stats.hp = arrow->stats.dam;
1625     arrow->stats.grace = arrow->attacktype;
1626    
1627     if (arrow->slaying)
1628     arrow->spellarg = strdup (arrow->slaying);
1629    
1630 root 1.142 #if 0
1631 root 1.131 if (player *pl = op->contr)
1632 root 1.18 {
1633 root 1.142 float speed = pl->weapon_sp;
1634 root 1.132
1635 root 1.142 /* penalize ROF for bestarrow */
1636     if (pl->bowtype == bow_bestarrow)
1637     speed *= .9f;
1638     else
1639     speed *= 1.f + dex_bonus[op->stats.Dex] * .2f;
1640 root 1.131
1641 root 1.142 op->speed_left += speed - op->speed;
1642     }
1643 root 1.132 #endif
1644 elmex 1.1
1645 root 1.18 SET_ANIMATION (arrow, arrow->direction);
1646 root 1.116
1647 root 1.18 /* update the speed */
1648 root 1.142 arrow->speed = ((bow->flag [FLAG_NO_STRENGTH] ? 0 : dam_bonus[op->stats.Str]) + bow->magic + arrow->magic) / 5.f
1649     + bow->stats.dam / 7.f;
1650 root 1.18
1651 root 1.142 arrow->set_speed (max (arrow->speed, 2.f));
1652 root 1.18 arrow->speed_left = 0;
1653    
1654 root 1.129 int wc = op->stats.wc + wc_mod - arrow->magic - arrow->stats.wc;
1655 root 1.116
1656 root 1.18 if (op->type == PLAYER)
1657     {
1658 root 1.116 arrow->level = op->chosen_skill ? op->chosen_skill->level : op->level;
1659 root 1.129 wc -= dex_bonus[op->stats.Dex];
1660 root 1.18
1661 root 1.116 if (!arrow->slaying)
1662     arrow->slaying = op->slaying;
1663 root 1.124
1664     arrow->attacktype |= op->attacktype;
1665 elmex 1.1 }
1666 root 1.18 else
1667     {
1668     arrow->level = op->level;
1669 root 1.116 arrow->stats.wc -= bow->magic;
1670    
1671     if (!arrow->slaying)
1672     arrow->slaying = bow->slaying;
1673 root 1.124
1674     arrow->attacktype |= bow->attacktype;
1675 elmex 1.1 }
1676 root 1.24
1677 root 1.129 wc -= arrow->level;
1678     arrow->stats.dam = clamp (arrow->stats.dam + op->stats.dam + arrow->magic, MIN_DAM, MAX_DAM);
1679 root 1.24
1680 root 1.129 arrow->stats.wc = clamp (wc, MIN_WC, MAX_WC);
1681 root 1.18 arrow->move_type = MOVE_FLY_LOW;
1682     arrow->move_on = MOVE_FLY_LOW | MOVE_WALK;
1683    
1684     play_sound_map (op->map, op->x, op->y, SOUND_FIRE_ARROW);
1685 root 1.70 m->insert (arrow, sx, sy, op);
1686 root 1.18
1687 root 1.24 if (!arrow->destroyed ())
1688 root 1.18 move_arrow (arrow);
1689 elmex 1.1
1690 root 1.18 if (op->type == PLAYER)
1691     {
1692 root 1.24 if (left->destroyed ())
1693     esrv_del_item (op->contr, left->count);
1694 root 1.18 else
1695     esrv_send_item (op, left);
1696 elmex 1.1 }
1697 root 1.24
1698 root 1.18 return 1;
1699 elmex 1.1 }
1700    
1701     /* Special fire code for players - this takes into
1702     * account the special fire modes players can have
1703     * but monsters can't. Putting that code here
1704     * makes the fire_bow code much cleaner.
1705     * this function should only be called if 'op' is a player,
1706     * hence the function name.
1707     */
1708 root 1.18 int
1709     player_fire_bow (object *op, int dir)
1710 elmex 1.1 {
1711 root 1.18 int ret = 0, wcmod = 0;
1712    
1713     if (op->contr->bowtype == bow_bestarrow)
1714     {
1715 root 1.118 ret = fire_bow (op, op, pick_arrow_target (op, op->contr->ranged_ob->race, dir), dir, 0, op->x, op->y);
1716 root 1.18 }
1717     else if (op->contr->bowtype >= bow_n && op->contr->bowtype <= bow_nw)
1718     {
1719     if (!similar_direction (dir, op->contr->bowtype - bow_n + 1))
1720     wcmod = -1;
1721 root 1.74
1722 root 1.18 ret = fire_bow (op, op, NULL, op->contr->bowtype - bow_n + 1, wcmod, op->x, op->y);
1723     }
1724     else if (op->contr->bowtype == bow_threewide)
1725     {
1726     ret = fire_bow (op, op, NULL, dir, 0, op->x, op->y);
1727     ret |= fire_bow (op, op, NULL, dir, -5, op->x + freearr_x[absdir (dir + 2)], op->y + freearr_y[absdir (dir + 2)]);
1728     ret |= fire_bow (op, op, NULL, dir, -5, op->x + freearr_x[absdir (dir - 2)], op->y + freearr_y[absdir (dir - 2)]);
1729     }
1730     else if (op->contr->bowtype == bow_spreadshot)
1731     {
1732     ret |= fire_bow (op, op, NULL, dir, 0, op->x, op->y);
1733     ret |= fire_bow (op, op, NULL, absdir (dir - 1), -5, op->x, op->y);
1734     ret |= fire_bow (op, op, NULL, absdir (dir + 1), -5, op->x, op->y);
1735 elmex 1.1 }
1736 root 1.18 else
1737     {
1738     /* Simple case */
1739     ret = fire_bow (op, op, NULL, dir, 0, op->x, op->y);
1740     }
1741 root 1.121
1742 root 1.18 return ret;
1743 elmex 1.1 }
1744    
1745     /* Fires a misc (wand/rod/horn) object in 'dir'.
1746     * Broken apart from 'fire' to keep it more readable.
1747     */
1748 root 1.18 void
1749     fire_misc_object (object *op, int dir)
1750 elmex 1.1 {
1751 root 1.118 object *item = op->contr->ranged_ob;
1752 elmex 1.1
1753 root 1.118 if (!item)
1754 root 1.18 {
1755     new_draw_info (NDI_UNIQUE, 0, op, "You have range item readied.");
1756     return;
1757 elmex 1.1 }
1758    
1759 root 1.18 if (!item->inv)
1760     {
1761     LOG (llevError, "Object %s lacks a spell\n", &item->name);
1762     return;
1763 elmex 1.1 }
1764 root 1.118
1765 root 1.126 if (!op->change_weapon (item))
1766     return;
1767 root 1.121
1768 root 1.18 if (item->type == WAND)
1769     {
1770     if (item->stats.food <= 0)
1771     {
1772     play_sound_player_only (op->contr, SOUND_WAND_POOF, 0, 0);
1773     new_draw_info_format (NDI_UNIQUE, 0, op, "The %s goes poof.", query_base_name (item, 0));
1774 root 1.121
1775 root 1.18 return;
1776 root 1.11 }
1777 root 1.18 }
1778     else if (item->type == ROD || item->type == HORN)
1779     {
1780     if (item->stats.hp < MAX (item->inv->stats.sp, item->inv->stats.grace))
1781     {
1782     play_sound_player_only (op->contr, SOUND_WAND_POOF, 0, 0);
1783 root 1.121
1784 root 1.18 if (item->type == ROD)
1785     new_draw_info_format (NDI_UNIQUE, 0, op, "The %s whines for a while, but nothing happens.", query_base_name (item, 0));
1786     else
1787     new_draw_info_format (NDI_UNIQUE, 0, op, "The %s needs more time to charge.", query_base_name (item, 0));
1788 root 1.121
1789 root 1.18 return;
1790 root 1.11 }
1791 elmex 1.1 }
1792    
1793 root 1.18 if (cast_spell (op, item, dir, item->inv, NULL))
1794     {
1795     SET_FLAG (op, FLAG_BEEN_APPLIED); /* You now know something about it */
1796     if (item->type == WAND)
1797     {
1798     if (!(--item->stats.food))
1799     {
1800     object *tmp;
1801    
1802     if (item->arch)
1803     {
1804     CLEAR_FLAG (item, FLAG_ANIMATE);
1805     item->face = item->arch->clone.face;
1806 root 1.67 item->set_speed (0);
1807 root 1.11 }
1808 root 1.67
1809 root 1.49 if ((tmp = item->in_player ()))
1810 root 1.18 esrv_update_item (UPD_ANIM, tmp, item);
1811 root 1.11 }
1812     }
1813 root 1.18 else if (item->type == ROD || item->type == HORN)
1814 root 1.67 drain_rod_charge (item);
1815 elmex 1.1 }
1816     }
1817    
1818     /* Received a fire command for the player - go and do it.
1819     */
1820 root 1.142 bool
1821 root 1.18 fire (object *op, int dir)
1822     {
1823     int spellcost = 0;
1824 elmex 1.1
1825 root 1.18 /* check for loss of invisiblity/hide */
1826     if (action_makes_visible (op))
1827     make_visible (op);
1828 elmex 1.1
1829 root 1.118 player *pl = op->contr;
1830 elmex 1.1
1831 root 1.119 if (pl->golem)
1832     {
1833     control_golem (op->contr->golem, dir);
1834 root 1.142 return false;
1835 root 1.119 }
1836    
1837     object *ob = pl->ranged_ob;
1838 elmex 1.1
1839 root 1.119 if (!ob)
1840 root 1.142 return false;
1841 elmex 1.1
1842 root 1.136 if (!op->change_weapon (ob))
1843 root 1.142 return false;
1844    
1845     if (op->speed_left > 0.f)
1846     --op->speed_left;
1847     else
1848     return false;
1849 root 1.136
1850 root 1.119 switch (ob->type)
1851 root 1.118 {
1852 root 1.119 case BOW:
1853 root 1.118 player_fire_bow (op, dir);
1854 root 1.119 break;
1855    
1856     case SPELL:
1857     spellcost = cast_spell (op, op, dir, ob, pl->spellparam[0] ? pl->spellparam : 0);
1858     break;
1859 root 1.113
1860 root 1.119 case BUILDER:
1861 root 1.20 apply_map_builder (op, dir);
1862 root 1.119 break;
1863    
1864     case SKILL:
1865     do_skill (op, op, ob, dir, 0);
1866     break;
1867    
1868     default:
1869     fire_misc_object (op, dir);
1870     break;
1871 elmex 1.1 }
1872 root 1.142
1873     return true;
1874 elmex 1.1 }
1875    
1876     /* find_key
1877     * We try to find a key for the door as passed. If we find a key
1878     * and successfully use it, we return the key, otherwise NULL
1879     * This function merges both normal and locked door, since the logic
1880     * for both is the same - just the specific key is different.
1881     * pl is the player,
1882     * inv is the objects inventory to searched
1883     * door is the door we are trying to match against.
1884     * This function can be called recursively to search containers.
1885     */
1886 root 1.18 object *
1887     find_key (object *pl, object *container, object *door)
1888 elmex 1.1 {
1889 root 1.18 object *tmp, *key;
1890 elmex 1.1
1891 root 1.18 /* Should not happen, but sanity checking is never bad */
1892 root 1.103 if (!container->inv)
1893     return 0;
1894 elmex 1.1
1895 root 1.18 /* First, lets try to find a key in the top level inventory */
1896 root 1.103 for (tmp = container->inv; tmp; tmp = tmp->below)
1897 root 1.18 {
1898     if (door->type == DOOR && tmp->type == KEY)
1899     break;
1900     /* For sanity, we should really check door type, but other stuff
1901     * (like containers) can be locked with special keys
1902     */
1903     if (tmp->slaying && tmp->type == SPECIAL_KEY && tmp->slaying == door->slaying)
1904     break;
1905     }
1906 root 1.103
1907 root 1.18 /* No key found - lets search inventories now */
1908     /* If we find and use a key in an inventory, return at that time.
1909     * otherwise, if we search all the inventories and still don't find
1910     * a key, return
1911     */
1912     if (!tmp)
1913     {
1914 root 1.103 for (tmp = container->inv; tmp; tmp = tmp->below)
1915 root 1.18 {
1916     /* No reason to search empty containers */
1917     if (tmp->type == CONTAINER && tmp->inv)
1918     {
1919 root 1.103 if ((key = find_key (pl, tmp, door)))
1920 root 1.18 return key;
1921     }
1922     }
1923 root 1.103
1924 root 1.18 if (!tmp)
1925     return NULL;
1926 elmex 1.1 }
1927 root 1.103
1928 root 1.18 /* We get down here if we have found a key. Now if its in a container,
1929     * see if we actually want to use it
1930     */
1931     if (pl != container)
1932     {
1933     /* Only let players use keys in containers */
1934     if (!pl->contr)
1935     return NULL;
1936     /* cases where this fails:
1937     * If we only search the player inventory, return now since we
1938     * are not in the players inventory.
1939     * If the container is not active, return now since only active
1940     * containers can be used.
1941     * If we only search keyrings and the container does not have
1942     * a race/isn't a keyring.
1943     * No checking for all containers - to fall through past here,
1944     * inv must have been an container and must have been active.
1945     *
1946     * Change the color so that the message doesn't disappear with
1947     * all the others.
1948     */
1949     if (pl->contr->usekeys == key_inventory ||
1950     !QUERY_FLAG (container, FLAG_APPLIED) ||
1951     (pl->contr->usekeys == keyrings && (!container->race || strcmp (container->race, "keys"))))
1952     {
1953     new_draw_info_format (NDI_UNIQUE | NDI_BROWN, 0, pl,
1954     "The %s in your %s vibrates as you approach the door", query_name (tmp), query_name (container));
1955     return NULL;
1956 root 1.11 }
1957 elmex 1.1 }
1958 root 1.103
1959 root 1.18 return tmp;
1960 elmex 1.1 }
1961    
1962     /* moved door processing out of move_player_attack.
1963     * returns 1 if player has opened the door with a key
1964     * such that the caller should not do anything more,
1965     * 0 otherwise
1966     */
1967 root 1.18 static int
1968     player_attack_door (object *op, object *door)
1969 elmex 1.1 {
1970 root 1.142 /* If its a door, try to find a key. If we do destroy the door,
1971 root 1.18 * might as well return immediately as there is nothing more to do -
1972     * otherwise, we fall through to the rest of the code.
1973     */
1974     object *key = find_key (op, op, door);
1975    
1976 root 1.142 /* If we found a key, do some extra work */
1977 root 1.18 if (key)
1978     {
1979     object *container = key->env;
1980    
1981     play_sound_map (op->map, op->x, op->y, SOUND_OPEN_DOOR);
1982 root 1.117
1983 root 1.18 if (action_makes_visible (op))
1984     make_visible (op);
1985 root 1.117
1986 root 1.18 if (door->inv && (door->inv->type == RUNE || door->inv->type == TRAP))
1987     spring_trap (door->inv, op);
1988 root 1.103
1989 root 1.18 if (door->type == DOOR)
1990 root 1.103 hit_player (door, 9998, op, AT_PHYSICAL, 1); /* Break through the door */
1991 root 1.18 else if (door->type == LOCKED_DOOR)
1992     {
1993     new_draw_info_format (NDI_UNIQUE, NDI_BROWN, op, "You open the door with the %s", query_short_name (key));
1994     remove_door2 (door); /* remove door without violence ;-) */
1995     }
1996 root 1.103
1997 root 1.18 /* Do this after we print the message */
1998     decrease_ob (key); /* Use up one of the keys */
1999     /* Need to update the weight the container the key was in */
2000     if (container != op)
2001     esrv_update_item (UPD_WEIGHT, op, container);
2002 root 1.103
2003 root 1.18 return 1; /* Nothing more to do below */
2004     }
2005     else if (door->type == LOCKED_DOOR)
2006     {
2007     /* Might as well return now - no other way to open this */
2008     new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, door->msg);
2009     return 1;
2010 elmex 1.1 }
2011 root 1.103
2012 root 1.18 return 0;
2013 elmex 1.1 }
2014    
2015     /* This function is just part of a breakup from move_player.
2016     * It should keep the code cleaner.
2017     * When this is called, the players direction has been updated
2018     * (taking into account confusion.) The player is also actually
2019     * going to try and move (not fire weapons).
2020     */
2021 root 1.142 bool
2022 root 1.18 move_player_attack (object *op, int dir)
2023 elmex 1.1 {
2024 root 1.18 int on_battleground;
2025    
2026 root 1.117 sint16 nx = freearr_x[dir] + op->x;
2027     sint16 ny = freearr_y[dir] + op->y;
2028 root 1.18
2029 root 1.49 on_battleground = op_on_battleground (op, 0, 0);
2030 root 1.18
2031 root 1.142 if (out_of_map (op->map, nx, ny))
2032     return false;
2033    
2034     if (!op->contr->braced && op->speed_left > 0.f && move_ob (op, dir, op))
2035     {
2036     --op->speed_left;
2037     return true;
2038     }
2039    
2040 root 1.18 /* If braced, or can't move to the square, and it is not out of the
2041     * map, attack it. Note order of if statement is important - don't
2042     * want to be calling move_ob if braced, because move_ob will move the
2043     * player. This is a pretty nasty hack, because if we could
2044     * move to some space, it then means that if we are braced, we should
2045     * do nothing at all. As it is, if we are braced, we go through
2046     * quite a bit of processing. However, it probably is less than what
2047     * move_ob uses.
2048     */
2049 root 1.142 maptile *m = op->map->xy_find (nx, ny);
2050    
2051     /* Go through all the objects, and find ones of interest. Only stop if
2052     * we find a monster - that is something we know we want to attack.
2053     * if its a door or barrel (can roll) see if there may be monsters
2054     * on the space
2055     */
2056     object *mon;
2057     for (mon = m->at (nx, ny).bot; mon; mon = mon->above)
2058 root 1.18 {
2059 root 1.142 if ((mon->flag [FLAG_ALIVE]
2060     || mon->type == LOCKED_DOOR
2061     || mon->flag [FLAG_CAN_ROLL])
2062     && mon != op)
2063     break;
2064     }
2065    
2066     if (!mon) /* This happens anytime the player tries to move */
2067     return false; /* into a wall */
2068 root 1.18
2069 root 1.142 mon = mon->head_ ();
2070 root 1.11
2071 root 1.142 if ((mon->type == DOOR && mon->stats.hp >= 0) || (mon->type == LOCKED_DOOR))
2072     if (op->contr->weapon_sp_left > 0.f)
2073     if (player_attack_door (op, mon))
2074 root 1.18 {
2075 root 1.142 --op->contr->weapon_sp_left;
2076     return true;
2077 root 1.18 }
2078    
2079 root 1.142 /* The following deals with possibly attacking peaceful
2080     * or friendly creatures. Basically, all players are considered
2081     * unaggressive. If the moving player has peaceful set, then the
2082     * object should be pushed instead of attacked. It is assumed that
2083     * if you are braced, you will not attack friends accidently,
2084     * and thus will not push them.
2085     */
2086 root 1.18
2087 root 1.142 /* If the creature is a pet, push it even if the player is not
2088     * peaceful. Our assumption is the creature is a pet if the
2089     * player owns it and it is either friendly or unagressive.
2090     */
2091     if (op->type == PLAYER
2092     && ((mon->owner && mon->owner->contr
2093     && same_party (mon->owner->contr->party, op->contr->party))
2094     || mon->owner == op)
2095     && (QUERY_FLAG (mon, FLAG_UNAGGRESSIVE) || QUERY_FLAG (mon, FLAG_FRIENDLY)))
2096     {
2097     /* If we're braced, we don't want to switch places with it */
2098     if (op->contr->braced)
2099     return false;
2100 root 1.18
2101 root 1.142 if (op->speed_left > 0.f)
2102     {
2103     --op->speed_left;
2104 root 1.85
2105 root 1.18 play_sound_map (op->map, op->x, op->y, SOUND_PUSH_PLAYER);
2106 root 1.117 push_ob (mon, dir, op);
2107 root 1.142
2108 root 1.18 if (op->contr->tmp_invis || op->hide)
2109     make_visible (op);
2110 root 1.85
2111 root 1.142 return true;
2112 root 1.11 }
2113 root 1.142 else
2114     return false;
2115     }
2116 root 1.11
2117 root 1.142 /* in certain circumstances, you shouldn't attack friendly
2118     * creatures. Note that if you are braced, you can't push
2119     * someone, but put it inside this loop so that you won't
2120     * attack them either.
2121     */
2122     if ((mon->type == PLAYER || mon->enemy != op)
2123     && (mon->type == PLAYER || QUERY_FLAG (mon, FLAG_UNAGGRESSIVE) || QUERY_FLAG (mon, FLAG_FRIENDLY))
2124     && ((op->contr->peaceful
2125     || (mon->type == PLAYER && mon->contr->peaceful))
2126     && !on_battleground))
2127     {
2128     if (op->speed_left > 0.f)
2129 root 1.18 {
2130 root 1.142 --op->speed_left;
2131    
2132 root 1.18 if (!op->contr->braced)
2133     {
2134     play_sound_map (op->map, op->x, op->y, SOUND_PUSH_PLAYER);
2135 root 1.85 push_ob (mon, dir, op);
2136 root 1.18 }
2137     else
2138 root 1.49 new_draw_info (0, 0, op, "You withhold your attack");
2139    
2140 root 1.18 if (op->contr->tmp_invis || op->hide)
2141     make_visible (op);
2142 root 1.142
2143     return true;
2144 root 1.11 }
2145 root 1.142 }
2146     /* If the object is a boulder or other rollable object, then
2147     * roll it if not braced. You can't roll it if you are braced.
2148     */
2149     else if (QUERY_FLAG (mon, FLAG_CAN_ROLL) && (!op->contr->braced))
2150     {
2151     if (op->speed_left > 0.f)
2152     {
2153     --op->speed_left;
2154 elmex 1.1
2155 root 1.18 recursive_roll (mon, dir, op);
2156     if (action_makes_visible (op))
2157     make_visible (op);
2158 root 1.142
2159     return true;
2160 root 1.11 }
2161 root 1.142 }
2162     /* Any generic living creature. Including things like doors.
2163     * Way it works is like this: First, it must have some hit points
2164     * and be living. Then, it must be one of the following:
2165     * 1) Not a player, 2) A player, but of a different party. Note
2166     * that party_number -1 is no party, so attacks can still happen.
2167     */
2168     else if ((mon->stats.hp >= 0) && QUERY_FLAG (mon, FLAG_ALIVE) &&
2169     ((mon->type != PLAYER || op->contr->party == NULL || op->contr->party != mon->contr->party)))
2170     {
2171 root 1.143 if (op->contr->weapon_sp_left > 0.f && !op->flag [FLAG_WIZPASS])
2172 root 1.18 {
2173 root 1.142 --op->contr->weapon_sp_left;
2174 root 1.11
2175 root 1.49 skill_attack (mon, op, 0, 0, 0);
2176 root 1.11
2177 root 1.18 if (action_makes_visible (op))
2178     make_visible (op);
2179 root 1.142
2180     return true;
2181 root 1.11 }
2182 root 1.142 }
2183    
2184     return false;
2185 elmex 1.1 }
2186    
2187 root 1.142 bool
2188 root 1.18 move_player (object *op, int dir)
2189     {
2190     int pick;
2191 elmex 1.1
2192 root 1.84 if (!op->map || op->map->in_memory != MAP_IN_MEMORY)
2193 root 1.18 return 0;
2194 elmex 1.1
2195 root 1.18 /* Sanity check: make sure dir is valid */
2196     if ((dir < 0) || (dir >= 9))
2197     {
2198     LOG (llevError, "move_player: invalid direction %d\n", dir);
2199     return 0;
2200 elmex 1.1 }
2201    
2202 root 1.84 /* peterm: added following line */
2203 root 1.18 if (QUERY_FLAG (op, FLAG_CONFUSED) && dir)
2204 root 1.99 dir = absdir (dir + rndm (3) + rndm (3) - 2);
2205 root 1.18
2206     op->facing = dir;
2207    
2208     if (op->hide)
2209     do_hidden_move (op);
2210    
2211 root 1.142 bool retval;
2212    
2213 root 1.18 if (INVOKE_PLAYER (MOVE, op->contr, ARG_INT (dir)))
2214 root 1.142 retval = RESULT_INT (0);
2215 root 1.18 else if (op->contr->fire_on)
2216 root 1.142 retval = fire (op, dir);
2217 root 1.18 else
2218     {
2219 root 1.142 retval = move_player_attack (op, dir);
2220 root 1.18 pick = check_pick (op);
2221     }
2222 elmex 1.1
2223 root 1.18 /* Add special check for newcs players and fire on - this way, the
2224     * server can handle repeat firing.
2225     */
2226     if (op->contr->fire_on || (op->contr->run_on && pick != 0))
2227 root 1.49 op->direction = dir;
2228 root 1.18 else
2229 root 1.49 op->direction = 0;
2230    
2231 root 1.18 /* Update how the player looks. Use the facing, so direction may
2232     * get reset to zero. This allows for full animation capabilities
2233     * for players.
2234     */
2235     animate_object (op, op->facing);
2236 root 1.142
2237     return retval;
2238 elmex 1.1 }
2239    
2240     /* This is similar to handle_player, below, but is only used by the
2241     * new client/server stuff.
2242     * This is sort of special, in that the new client/server actually uses
2243     * the new speed values for commands.
2244     *
2245 root 1.142 * Returns true if there are more actions we can do. Should not do
2246     * many actions in a row, as that would be too unfair to other
2247     * players.
2248 elmex 1.1 */
2249 root 1.142 bool
2250 root 1.18 handle_newcs_player (object *op)
2251 elmex 1.1 {
2252 root 1.18 if (QUERY_FLAG (op, FLAG_SCARED))
2253     {
2254 root 1.142 if (op->speed_left > 0.f)
2255 root 1.18 {
2256 root 1.132 --op->speed_left;
2257 root 1.142 flee_player (op);
2258    
2259     return true;
2260 root 1.11 }
2261 root 1.142 else
2262     return false;
2263 elmex 1.1 }
2264    
2265 root 1.18 /* call this here - we also will call this in do_ericserver, but
2266     * the players time has been increased when doericserver has been
2267     * called, so we recheck it here.
2268     */
2269 root 1.83 if (op->contr->ns->handle_command ())
2270 root 1.142 return true;
2271 root 1.47
2272 root 1.142 if (op->direction && (op->contr->run_on || op->contr->fire_on))
2273     return move_player (op, op->direction);
2274 elmex 1.1
2275 root 1.142 return false;
2276 root 1.18 }
2277    
2278     int
2279     save_life (object *op)
2280     {
2281     if (!QUERY_FLAG (op, FLAG_LIFESAVE))
2282 elmex 1.1 return 0;
2283 root 1.18
2284 root 1.41 for (object *tmp = op->inv; tmp; tmp = tmp->below)
2285 root 1.18 if (QUERY_FLAG (tmp, FLAG_APPLIED) && QUERY_FLAG (tmp, FLAG_LIFESAVE))
2286     {
2287     play_sound_map (op->map, op->x, op->y, SOUND_OB_EVAPORATE);
2288     new_draw_info_format (NDI_UNIQUE, 0, op, "Your %s vibrates violently, then evaporates.", query_name (tmp));
2289 root 1.33
2290 root 1.18 if (op->contr)
2291     esrv_del_item (op->contr, tmp->count);
2292 root 1.33
2293     tmp->destroy ();
2294 root 1.18 CLEAR_FLAG (op, FLAG_LIFESAVE);
2295 root 1.33
2296 root 1.18 if (op->stats.hp < 0)
2297     op->stats.hp = op->stats.maxhp;
2298 root 1.33
2299 root 1.18 if (op->stats.food < 0)
2300     op->stats.food = 999;
2301 root 1.33
2302 root 1.54 op->update_stats ();
2303 root 1.18 return 1;
2304     }
2305 root 1.41
2306 root 1.18 LOG (llevError, "Error: LIFESAVE set without applied object.\n");
2307     CLEAR_FLAG (op, FLAG_LIFESAVE);
2308     enter_player_savebed (op); /* bring him home. */
2309     return 0;
2310 elmex 1.1 }
2311    
2312     /* This goes throws the inventory and removes unpaid objects, and puts them
2313     * back in the map (location and map determined by values of env). This
2314     * function will descend into containers. op is the object to start the search
2315     * from.
2316     */
2317 root 1.18 void
2318     remove_unpaid_objects (object *op, object *env)
2319 elmex 1.1 {
2320 root 1.18 while (op)
2321     {
2322 root 1.70 object *next = op->below; /* Make sure we have a good value, in case we remove object 'op' */
2323    
2324 root 1.18 if (QUERY_FLAG (op, FLAG_UNPAID))
2325     {
2326     if (env->type == PLAYER)
2327     esrv_del_item (env->contr, op->count);
2328 root 1.70
2329     op->insert_at (env);
2330 root 1.18 }
2331     else if (op->inv)
2332     remove_unpaid_objects (op->inv, env);
2333 root 1.41
2334 root 1.18 op = next;
2335 elmex 1.1 }
2336     }
2337    
2338     /*
2339     * Returns pointer a static string containing gravestone text
2340     * Moved from apply.c to player.c - player.c is what
2341     * actually uses this function. player.c may not be quite the
2342     * best, a misc file for object actions is probably better,
2343     * but there isn't one in the server directory.
2344     */
2345 root 1.18 char *
2346     gravestone_text (object *op)
2347 elmex 1.1 {
2348 root 1.18 static char buf2[MAX_BUF];
2349     char buf[MAX_BUF];
2350     time_t now = time (NULL);
2351    
2352     strcpy (buf2, " R.I.P.\n\n");
2353     if (op->type == PLAYER)
2354     sprintf (buf, "%s the %s\n", &op->name, op->contr->title);
2355     else
2356     sprintf (buf, "%s\n", &op->name);
2357 root 1.41
2358 root 1.18 strncat (buf2, " ", 20 - strlen (buf) / 2);
2359     strcat (buf2, buf);
2360     if (op->type == PLAYER)
2361     sprintf (buf, "who was in level %d when killed\n", op->level);
2362     else
2363     sprintf (buf, "who was in level %d when died.\n\n", op->level);
2364 root 1.41
2365 root 1.18 strncat (buf2, " ", 20 - strlen (buf) / 2);
2366     strcat (buf2, buf);
2367     if (op->type == PLAYER)
2368     {
2369     sprintf (buf, "by %s.\n\n", op->contr->killer);
2370     strncat (buf2, " ", 21 - strlen (buf) / 2);
2371     strcat (buf2, buf);
2372     }
2373 root 1.41
2374 root 1.18 strftime (buf, MAX_BUF, "%b %d %Y\n", localtime (&now));
2375     strncat (buf2, " ", 20 - strlen (buf) / 2);
2376     strcat (buf2, buf);
2377 root 1.41
2378 root 1.18 return buf2;
2379 elmex 1.1 }
2380    
2381 root 1.18 void
2382     do_some_living (object *op)
2383     {
2384     int last_food = op->stats.food;
2385 elmex 1.1 int gen_hp, gen_sp, gen_grace;
2386     int over_hp, over_sp, over_grace;
2387     int i;
2388     int rate_hp = 1200;
2389     int rate_sp = 2500;
2390     int rate_grace = 2000;
2391     const int max_hp = 1;
2392     const int max_sp = 1;
2393     const int max_grace = 1;
2394    
2395 root 1.107 if (op->contr->hidden)
2396     {
2397     op->invisible = 1000;
2398     /* the socket code flashes the player visible/invisible
2399     * depending on the value of invisible, so we need to
2400     * alternate it here for it to work correctly.
2401     */
2402     if (pticks & 2)
2403     op->invisible--;
2404     }
2405     else if (op->invisible && !(QUERY_FLAG (op, FLAG_MAKE_INVIS)))
2406     {
2407     if (!op->invisible--)
2408     {
2409     make_visible (op);
2410     new_draw_info (NDI_UNIQUE, 0, op, "Your invisibility spell runs out.");
2411     }
2412     }
2413    
2414 root 1.52 if (op->contr->ns->state == ST_PLAYING)
2415 root 1.18 {
2416     /* these next three if clauses make it possible to SLOW DOWN
2417     hp/grace/spellpoint regeneration. */
2418     if (op->contr->gen_hp >= 0)
2419     gen_hp = (op->contr->gen_hp + 1) * op->stats.maxhp;
2420     else
2421     {
2422     gen_hp = op->stats.maxhp;
2423     rate_hp -= rate_hp / 2 * op->contr->gen_hp;
2424     }
2425 root 1.55
2426 root 1.18 if (op->contr->gen_sp >= 0)
2427     gen_sp = (op->contr->gen_sp + 1) * op->stats.maxsp;
2428     else
2429     {
2430     gen_sp = op->stats.maxsp;
2431     rate_sp -= rate_sp / 2 * op->contr->gen_sp;
2432     }
2433 root 1.55
2434 root 1.18 if (op->contr->gen_grace >= 0)
2435     gen_grace = (op->contr->gen_grace + 1) * op->stats.maxgrace;
2436     else
2437     {
2438     gen_grace = op->stats.maxgrace;
2439     rate_grace -= rate_grace / 2 * op->contr->gen_grace;
2440     }
2441    
2442     /* Regenerate Spell Points */
2443 root 1.118 if (!op->contr->golem && --op->last_sp < 0)
2444 root 1.18 {
2445     gen_sp = gen_sp * 10 / (op->contr->gen_sp_armour < 10 ? 10 : op->contr->gen_sp_armour);
2446     if (op->stats.sp < op->stats.maxsp)
2447     {
2448     op->stats.sp++;
2449     /* dms do not consume food */
2450     if (!QUERY_FLAG (op, FLAG_WIZ))
2451     {
2452     op->stats.food--;
2453     if (op->contr->digestion < 0)
2454     op->stats.food += op->contr->digestion;
2455     else if (op->contr->digestion > 0 && random_roll (0, op->contr->digestion, op, PREFER_HIGH))
2456     op->stats.food = last_food;
2457     }
2458     }
2459 root 1.55
2460 root 1.18 if (max_sp > 1)
2461     {
2462     over_sp = (gen_sp + 10) / rate_sp;
2463     if (over_sp > 0)
2464     {
2465     if (op->stats.sp < op->stats.maxsp)
2466     {
2467     op->stats.sp += over_sp > max_sp ? max_sp : over_sp;
2468 root 1.55
2469 root 1.18 if (random_roll (0, rate_sp - 1, op, PREFER_LOW) > ((gen_sp + 10) % rate_sp))
2470     op->stats.sp--;
2471 root 1.55
2472 root 1.18 if (op->stats.sp > op->stats.maxsp)
2473     op->stats.sp = op->stats.maxsp;
2474     }
2475     op->last_sp = 0;
2476     }
2477     else
2478 root 1.55 op->last_sp = rate_sp / (gen_sp < 20 ? 30 : gen_sp + 10);
2479 root 1.18 }
2480     else
2481 root 1.55 op->last_sp = rate_sp / (gen_sp < 20 ? 30 : gen_sp + 10);
2482 root 1.18 }
2483    
2484     /* Regenerate Grace */
2485     /* I altered this a little - maximum grace is ony achieved through prayer -b.t. */
2486     if (--op->last_grace < 0)
2487     {
2488     if (op->stats.grace < op->stats.maxgrace / 2)
2489     op->stats.grace++; /* no penalty in food for regaining grace */
2490 root 1.55
2491 root 1.18 if (max_grace > 1)
2492     {
2493     over_grace = (gen_grace < 20 ? 30 : gen_grace + 10) / rate_grace;
2494     if (over_grace > 0)
2495     {
2496     op->stats.sp += over_grace
2497     + (random_roll (0, rate_grace - 1, op, PREFER_HIGH) > ((gen_grace < 20 ? 30 : gen_grace + 10) % rate_grace)) ? -1 : 0;
2498     op->last_grace = 0;
2499     }
2500     else
2501     {
2502     op->last_grace = rate_grace / (gen_grace < 20 ? 30 : gen_grace + 10);
2503     }
2504     }
2505     else
2506     {
2507     op->last_grace = rate_grace / (gen_grace < 20 ? 30 : gen_grace + 10);
2508     }
2509     /* wearing stuff doesn't detract from grace generation. */
2510     }
2511    
2512     /* Regenerate Hit Points */
2513     if (--op->last_heal < 0)
2514     {
2515     if (op->stats.hp < op->stats.maxhp)
2516     {
2517     op->stats.hp++;
2518     /* dms do not consume food */
2519     if (!QUERY_FLAG (op, FLAG_WIZ))
2520     {
2521     op->stats.food--;
2522     if (op->contr->digestion < 0)
2523     op->stats.food += op->contr->digestion;
2524     else if (op->contr->digestion > 0 && random_roll (0, op->contr->digestion, op, PREFER_HIGH))
2525     op->stats.food = last_food;
2526     }
2527     }
2528 root 1.55
2529 root 1.18 if (max_hp > 1)
2530     {
2531     over_hp = (gen_hp < 20 ? 30 : gen_hp + 10) / rate_hp;
2532     if (over_hp > 0)
2533     {
2534     op->stats.sp += over_hp + (RANDOM () % rate_hp > ((gen_hp < 20 ? 30 : gen_hp + 10) % rate_hp)) ? -1 : 0;
2535     op->last_heal = 0;
2536     }
2537     else
2538     {
2539     op->last_heal = rate_hp / (gen_hp < 20 ? 30 : gen_hp + 10);
2540     }
2541     }
2542     else
2543     {
2544     op->last_heal = rate_hp / (gen_hp < 20 ? 30 : gen_hp + 10);
2545     }
2546 root 1.11 }
2547 elmex 1.1
2548 root 1.18 /* Digestion */
2549     if (--op->last_eat < 0)
2550     {
2551     int bonus = op->contr->digestion > 0 ? op->contr->digestion : 0, penalty = op->contr->digestion < 0 ? -op->contr->digestion : 0;
2552    
2553     if (op->contr->gen_hp > 0)
2554     op->last_eat = 25 * (1 + bonus) / (op->contr->gen_hp + penalty + 1);
2555     else
2556     op->last_eat = 25 * (1 + bonus) / (penalty + 1);
2557 root 1.55
2558 root 1.18 /* dms do not consume food */
2559     if (!QUERY_FLAG (op, FLAG_WIZ))
2560     op->stats.food--;
2561 root 1.11 }
2562 elmex 1.1
2563 root 1.55 if (op->stats.food < 0 && op->stats.hp >= 0)
2564     {
2565     object *tmp, *flesh = 0;
2566 root 1.18
2567 root 1.55 for (tmp = op->inv; tmp; tmp = tmp->below)
2568 root 1.18 {
2569 root 1.55 if (!QUERY_FLAG (tmp, FLAG_UNPAID))
2570 root 1.18 {
2571 root 1.55 if (tmp->type == FOOD || tmp->type == DRINK || tmp->type == POISON)
2572     {
2573     new_draw_info (NDI_UNIQUE, 0, op, "You blindly grab for a bite of food.");
2574     manual_apply (op, tmp, 0);
2575     if (op->stats.food >= 0 || op->stats.hp < 0)
2576     break;
2577     }
2578     else if (tmp->type == FLESH)
2579     flesh = tmp;
2580     } /* End if paid for object */
2581     } /* end of for loop */
2582    
2583     /* If player is still starving, it means they don't have any food, so
2584     * eat flesh instead.
2585     */
2586     if (op->stats.food < 0 && op->stats.hp >= 0 && flesh)
2587     {
2588     new_draw_info (NDI_UNIQUE, 0, op, "You blindly grab for a bite of food.");
2589     manual_apply (op, flesh, 0);
2590     }
2591 root 1.11 }
2592 elmex 1.1
2593 root 1.55 while (op->stats.food < 0 && op->stats.hp >= 0)
2594     op->stats.food++, op->stats.hp--;
2595 elmex 1.1
2596 root 1.55 if (op->stats.hp < 0 && !QUERY_FLAG (op, FLAG_WIZ))
2597     kill_player (op);
2598     }
2599 elmex 1.1 }
2600    
2601     /* If the player should die (lack of hp, food, etc), we call this.
2602     * op is the player in jeopardy. If the player can not be saved (not
2603     * permadeath, no lifesave), this will take care of removing the player
2604     * file.
2605     */
2606 root 1.18 void
2607     kill_player (object *op)
2608 elmex 1.1 {
2609 root 1.18 char buf[MAX_BUF];
2610     int x, y;
2611    
2612     //int i;
2613 root 1.25 maptile *map; /* this is for resurrection */
2614 root 1.18
2615     /* int z;
2616     int num_stats_lose;
2617     int lost_a_stat;
2618     int lose_this_stat;
2619     int this_stat; */
2620     int will_kill_again;
2621     archetype *at;
2622     object *tmp;
2623    
2624     if (save_life (op))
2625     return;
2626    
2627    
2628     /* If player dies on BATTLEGROUND, no stat/exp loss! For Combat-Arenas
2629     * in cities ONLY!!! It is very important that this doesn't get abused.
2630     * Look at op_on_battleground() for more info --AndreasV
2631     */
2632     if (op_on_battleground (op, &x, &y))
2633     {
2634     new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, "You have been defeated in combat!");
2635     new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, "Local medics have saved your life...");
2636    
2637     /* restore player */
2638 root 1.22 at = archetype::find ("poisoning");
2639 root 1.70 if (object *tmp = present_arch_in_ob (at, op))
2640 root 1.18 {
2641 root 1.33 tmp->destroy ();
2642 root 1.18 new_draw_info (NDI_UNIQUE, 0, op, "Your body feels cleansed");
2643     }
2644 elmex 1.1
2645 root 1.22 at = archetype::find ("confusion");
2646 root 1.70 if (object *tmp = present_arch_in_ob (at, op))
2647 root 1.18 {
2648 root 1.33 tmp->destroy ();
2649 root 1.18 new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer");
2650     }
2651    
2652     cure_disease (op, 0); /* remove any disease */
2653     op->stats.hp = op->stats.maxhp;
2654     if (op->stats.food <= 0)
2655     op->stats.food = 999;
2656 elmex 1.1
2657 root 1.18 /* create a bodypart-trophy to make the winner happy */
2658 root 1.70 if (object *tmp = arch_to_object (archetype::find ("finger")))
2659 root 1.18 {
2660     sprintf (buf, "%s's finger", &op->name);
2661     tmp->name = buf;
2662     sprintf (buf, " This finger has been cut off %s\n"
2663     " the %s, when he was defeated at\n level %d by %s.\n",
2664     &op->name, op->contr->title, (int) (op->level), op->contr->killer);
2665     tmp->msg = buf;
2666 root 1.102 tmp->value = 0, tmp->type = 0;
2667     tmp->materialname = "organics";
2668 elmex 1.87 tmp->insert_at (op, tmp);
2669 root 1.18 }
2670 elmex 1.1
2671 root 1.18 /* teleport defeated player to new destination */
2672     transfer_ob (op, x, y, 0, NULL);
2673     op->contr->braced = 0;
2674     return;
2675 elmex 1.1 }
2676    
2677 root 1.18 INVOKE_PLAYER (DEATH, op->contr);
2678 root 1.3
2679 root 1.18 command_kill_pets (op, 0);
2680 elmex 1.1
2681 root 1.18 if (op->stats.food < 0)
2682     {
2683     sprintf (buf, "%s starved to death.", &op->name);
2684     strcpy (op->contr->killer, "starvation");
2685 elmex 1.1 }
2686 root 1.18 else
2687 root 1.89 sprintf (buf, "%s died.", &op->name);
2688 root 1.70
2689 root 1.18 play_sound_player_only (op->contr, SOUND_PLAYER_DIES, 0, 0);
2690 elmex 1.1
2691 root 1.18 /* save the map location for corpse, gravestone */
2692 root 1.70 x = op->x;
2693     y = op->y;
2694 root 1.18 map = op->map;
2695 elmex 1.1
2696 root 1.54 /* NOT_PERMADEATH code. This basically brings the character back to
2697     * life if they are dead - it takes some exp and a random stat.
2698     * See the config.h file for a little more in depth detail about this.
2699     */
2700    
2701     /* Basically two ways to go - remove a stat permanently, or just
2702     * make it depletion. This bunch of code deals with that aspect
2703     * of death.
2704     */
2705     #ifndef COZY_SERVER
2706     if (settings.balanced_stat_loss)
2707 root 1.18 {
2708 root 1.54 /* If stat loss is permanent, lose one stat only. */
2709     /* Lower level chars don't lose as many stats because they suffer
2710     more if they do. */
2711     /* Higher level characters can afford things such as potions of
2712     restoration, or better, stat potions. So we slug them that
2713     little bit harder. */
2714     /* GD */
2715     if (settings.stat_loss_on_death)
2716     num_stats_lose = 1;
2717     else
2718     num_stats_lose = 1 + op->level / BALSL_NUMBER_LOSSES_RATIO;
2719     }
2720     else
2721 root 1.70 num_stats_lose = 1;
2722    
2723 root 1.54 lost_a_stat = 0;
2724    
2725     for (z = 0; z < num_stats_lose; z++)
2726     {
2727     i = RANDOM () % NUM_STATS;
2728 root 1.11
2729 root 1.54 if (settings.stat_loss_on_death)
2730 root 1.18 {
2731 root 1.54 /* Pick a random stat and take a point off it. Tell the player
2732     * what he lost.
2733     */
2734     change_attr_value (&(op->stats), i, -1);
2735     check_stat_bounds (&(op->stats));
2736     change_attr_value (&(op->contr->orig_stats), i, -1);
2737     check_stat_bounds (&(op->contr->orig_stats));
2738     new_draw_info (NDI_UNIQUE, 0, op, lose_msg[i]);
2739     lost_a_stat = 1;
2740 root 1.18 }
2741     else
2742     {
2743 root 1.54 /* deplete a stat */
2744     archetype *deparch = archetype::find ("depletion");
2745     object *dep;
2746 root 1.11
2747 root 1.54 dep = present_arch_in_ob (deparch, op);
2748     if (!dep)
2749 root 1.18 {
2750 root 1.54 dep = arch_to_object (deparch);
2751     insert_ob_in_ob (dep, op);
2752 root 1.18 }
2753 root 1.54 lose_this_stat = 1;
2754     if (settings.balanced_stat_loss)
2755 root 1.18 {
2756 root 1.54 /* GD */
2757     /* Get the stat that we're about to deplete. */
2758     this_stat = get_attr_value (&(dep->stats), i);
2759     if (this_stat < 0)
2760     {
2761     int loss_chance = 1 + op->level / BALSL_LOSS_CHANCE_RATIO;
2762     int keep_chance = this_stat * this_stat;
2763 root 1.18
2764 root 1.54 /* Yes, I am paranoid. Sue me. */
2765     if (keep_chance < 1)
2766     keep_chance = 1;
2767 root 1.18
2768 root 1.54 /* There is a maximum depletion total per level. */
2769     if (this_stat < -1 - op->level / BALSL_MAX_LOSS_RATIO)
2770     {
2771     lose_this_stat = 0;
2772     /* Take loss chance vs keep chance to see if we
2773     retain the stat. */
2774     }
2775     else
2776     {
2777     if (random_roll (0, loss_chance + keep_chance - 1, op, PREFER_LOW) < keep_chance)
2778     lose_this_stat = 0;
2779     /* LOG(llevDebug, "Determining stat loss. Stat: %d Keep: %d Lose: %d Result: %s.\n",
2780     this_stat, keep_chance, loss_chance,
2781     lose_this_stat?"LOSE":"KEEP"); */
2782 root 1.11 }
2783     }
2784 root 1.54 }
2785 root 1.18
2786 root 1.54 if (lose_this_stat)
2787     {
2788     this_stat = get_attr_value (&(dep->stats), i);
2789     /* We could try to do something clever like find another
2790     * stat to reduce if this fails. But chances are, if
2791     * stats have been depleted to -50, all are pretty low
2792     * and should be roughly the same, so it shouldn't make a
2793     * difference.
2794     */
2795     if (this_stat >= -50)
2796 root 1.18 {
2797 root 1.54 change_attr_value (&(dep->stats), i, -1);
2798     SET_FLAG (dep, FLAG_APPLIED);
2799     new_draw_info (NDI_UNIQUE, 0, op, lose_msg[i]);
2800     op->update_stats ();
2801     lost_a_stat = 1;
2802 root 1.11 }
2803     }
2804     }
2805 root 1.54 }
2806     /* If no stat lost, tell the player. */
2807     if (!lost_a_stat)
2808     {
2809     /* determine_god() seems to not work sometimes... why is this?
2810     Should I be using something else? GD */
2811     const char *god = determine_god (op);
2812 root 1.18
2813 root 1.54 if (god && (strcmp (god, "none")))
2814     new_draw_info_format (NDI_UNIQUE, 0, op, "For a brief moment you feel the holy presence of %s protecting" " you.", god);
2815     else
2816     new_draw_info (NDI_UNIQUE, 0, op, "For a brief moment you feel a holy presence protecting you.");
2817     }
2818 root 1.28 #else
2819 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.");
2820 elmex 1.1 #endif
2821    
2822 root 1.54 /* Put a gravestone up where the character 'almost' died. List the
2823     * exp loss on the stone.
2824     */
2825     tmp = arch_to_object (archetype::find ("gravestone"));
2826     sprintf (buf, "%s's gravestone", &op->name);
2827     tmp->name = buf;
2828     sprintf (buf, "%s's gravestones", &op->name);
2829     tmp->name_pl = buf;
2830     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);
2831     tmp->msg = buf;
2832     tmp->x = op->x, tmp->y = op->y;
2833     insert_ob_in_map (tmp, op->map, NULL, 0);
2834    
2835     /**************************************/
2836     /* */
2837     /* Subtract the experience points, */
2838     /* if we died cause of food, give us */
2839     /* food, and reset HP's... */
2840     /* */
2841     /**************************************/
2842    
2843     /* remove any poisoning and confusion the character may be suffering. */
2844     /* restore player */
2845     at = archetype::find ("poisoning");
2846     tmp = present_arch_in_ob (at, op);
2847    
2848     if (tmp)
2849     {
2850     tmp->destroy ();
2851     new_draw_info (NDI_UNIQUE, 0, op, "Your body feels cleansed");
2852     }
2853    
2854     at = archetype::find ("confusion");
2855     tmp = present_arch_in_ob (at, op);
2856     if (tmp)
2857     {
2858     tmp->destroy ();
2859     new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer");
2860     }
2861    
2862     cure_disease (op, 0); /* remove any disease */
2863    
2864     /*add_exp(op, (op->stats.exp * -0.20)); */
2865     apply_death_exp_penalty (op);
2866     if (op->stats.food < 100)
2867     op->stats.food = 900;
2868     op->stats.hp = op->stats.maxhp;
2869     op->stats.sp = MAX (op->stats.sp, op->stats.maxsp);
2870     op->stats.grace = MAX (op->stats.grace, op->stats.maxgrace);
2871 root 1.11
2872 root 1.54 /*
2873 root 1.108 * Check to see if the player has any unpaid items. If so, remove them
2874     * and put them back in the map.
2875 root 1.54 */
2876 root 1.108 remove_unpaid_objects (op->inv, op);
2877 root 1.18
2878 root 1.54 /****************************************/
2879     /* */
2880     /* Move player to his current respawn- */
2881     /* position (usually last savebed) */
2882     /* */
2883     /****************************************/
2884 root 1.18
2885 root 1.54 enter_player_savebed (op);
2886 root 1.18
2887 root 1.54 op->contr->braced = 0;
2888 root 1.11
2889 root 1.54 /* it is possible that the player has blown something up
2890     * at his savebed location, and that can have long lasting
2891     * spell effects. So first see if there is a spell effect
2892     * on the space that might harm the player.
2893     */
2894     will_kill_again = 0;
2895     for (tmp = GET_MAP_OB (op->map, op->x, op->y); tmp; tmp = tmp->above)
2896     if (tmp->type == SPELL_EFFECT)
2897     will_kill_again |= tmp->attacktype;
2898 elmex 1.1
2899 root 1.54 if (will_kill_again)
2900 root 1.18 {
2901 root 1.54 object *force;
2902     int at;
2903 root 1.18
2904 root 1.54 force = get_archetype (FORCE_NAME);
2905     /* 50 ticks should be enough time for the spell to abate */
2906 root 1.133 force->speed = 0.1f;
2907     force->speed_left = -5.f;
2908 root 1.54 SET_FLAG (force, FLAG_APPLIED);
2909     for (at = 0; at < NROFATTACKS; at++)
2910     if (will_kill_again & (1 << at))
2911     force->resist[at] = 100;
2912 root 1.30
2913 root 1.54 insert_ob_in_ob (force, op);
2914     op->update_stats ();
2915 root 1.30
2916 root 1.54 }
2917 root 1.18
2918 root 1.54 new_draw_info (NDI_UNIQUE, 0, op, "YOU HAVE DIED.");
2919 elmex 1.1 }
2920    
2921 root 1.18 void
2922     loot_object (object *op)
2923     { /* Grab and destroy some treasure */
2924     object *tmp, *tmp2, *next;
2925 elmex 1.1
2926 root 1.103 op->close_container (); /* close open sack first */
2927 elmex 1.1
2928 root 1.54 for (tmp = op->inv; tmp; tmp = next)
2929 root 1.18 {
2930     next = tmp->below;
2931 root 1.54
2932 elmex 1.50 if (tmp->invisible)
2933 root 1.18 continue;
2934 root 1.54
2935 root 1.32 tmp->remove ();
2936 root 1.18 tmp->x = op->x, tmp->y = op->y;
2937 root 1.103
2938 root 1.18 if (tmp->type == CONTAINER)
2939 root 1.103 loot_object (tmp); /* empty container to ground */
2940    
2941 root 1.99 if (!QUERY_FLAG (tmp, FLAG_UNIQUE) && (QUERY_FLAG (tmp, FLAG_STARTEQUIP) || QUERY_FLAG (tmp, FLAG_NO_DROP) || !(rndm (3))))
2942 root 1.18 {
2943     if (tmp->nrof > 1)
2944     {
2945     tmp2 = get_split_ob (tmp, 1 + RANDOM () % (tmp->nrof - 1));
2946 root 1.33 tmp2->destroy ();
2947 root 1.18 insert_ob_in_map (tmp, op->map, NULL, 0);
2948     }
2949     else
2950 root 1.33 tmp->destroy ();
2951 root 1.18 }
2952     else
2953     insert_ob_in_map (tmp, op->map, NULL, 0);
2954     }
2955 elmex 1.1 }
2956    
2957     /*
2958     * fix_weight(): Check recursively the weight of all players, and fix
2959     * what needs to be fixed. Refresh windows and fix speed if anything
2960     * was changed.
2961     */
2962 root 1.18 void
2963     fix_weight (void)
2964     {
2965 root 1.61 for_all_players (pl)
2966 root 1.18 {
2967     int old = pl->ob->carrying, sum = sum_weight (pl->ob);
2968    
2969     if (old == sum)
2970     continue;
2971 root 1.54 pl->ob->update_stats ();
2972 root 1.18 LOG (llevDebug, "Fixed inventory in %s (%d -> %d)\n", &pl->ob->name, old, sum);
2973     }
2974 elmex 1.1 }
2975    
2976 root 1.18 void
2977     fix_luck (void)
2978     {
2979 root 1.61 for_all_players (pl)
2980 root 1.52 if (!pl->ob->contr->ns->state)
2981 root 1.54 pl->ob->change_luck (0);
2982 elmex 1.1 }
2983    
2984     /* cast_dust() - handles op throwing objects of type 'DUST'.
2985     * This is much simpler in the new spell code - we basically
2986     * just treat this as any other spell casting object.
2987     */
2988 elmex 1.2 void
2989 root 1.18 cast_dust (object *op, object *throw_ob, int dir)
2990 elmex 1.2 {
2991     object *skop, *spob;
2992    
2993     skop = find_skill_by_name (op, throw_ob->skill);
2994    
2995     /* casting POTION 'dusts' is really a use_magic_item skill */
2996     if (op->type == PLAYER && throw_ob->type == POTION && !skop)
2997     {
2998 root 1.18 LOG (llevError, "Player %s lacks critical skill use_magic_item!\n", &op->name);
2999 elmex 1.2 return;
3000     }
3001    
3002     spob = throw_ob->inv;
3003    
3004     // elmex Tue Aug 15 17:19:46 CEST 2006: Added this check to
3005     // not pass NULL to cast_spell (which did indeed check itself, but
3006     // errors should be reported as early as possible IMHO)
3007     if (!spob)
3008     {
3009 root 1.18 LOG (llevError, "cast_dust: thrown object %s (by %s) had no spell in it!", &throw_ob->name, &op->name);
3010 elmex 1.2 return;
3011 elmex 1.1 }
3012    
3013 elmex 1.2 if (op->type == PLAYER)
3014 root 1.14 new_draw_info_format (NDI_UNIQUE, 0, op, "You cast %s.", &spob->name);
3015 elmex 1.2
3016     cast_spell (op, throw_ob, dir, spob, NULL);
3017    
3018 root 1.33 throw_ob->destroy ();
3019 elmex 1.1 }
3020    
3021 root 1.18 void
3022     make_visible (object *op)
3023     {
3024     op->hide = 0;
3025     op->invisible = 0;
3026     if (op->type == PLAYER)
3027     {
3028     op->contr->tmp_invis = 0;
3029     op->contr->invis_race = 0;
3030     }
3031 root 1.107
3032     update_object (op, UP_OBJ_CHANGE);
3033 root 1.18 }
3034    
3035     int
3036     is_true_undead (object *op)
3037     {
3038     if (QUERY_FLAG (&op->arch->clone, FLAG_UNDEAD))
3039     return 1;
3040    
3041 elmex 1.1 return 0;
3042     }
3043    
3044     /* look at the surrounding terrain to determine
3045     * the hideability of this object. Positive levels
3046     * indicate greater hideability.
3047     */
3048    
3049 root 1.18 int
3050     hideability (object *ob)
3051     {
3052     int i, level = 0, mflag;
3053     sint16 x, y;
3054    
3055     if (!ob || !ob->map)
3056     return 0;
3057    
3058     /* so, on normal lighted maps, its hard to hide */
3059     level = ob->map->darkness - 2;
3060    
3061     /* this also picks up whether the object is glowing.
3062     * If you carry a light on a non-dark map, its not
3063     * as bad as carrying a light on a pitch dark map */
3064     if (has_carried_lights (ob))
3065     level = -(10 + (2 * ob->map->darkness));
3066    
3067     /* scan through all nearby squares for terrain to hide in */
3068     for (i = 0, x = ob->x, y = ob->y; i < 9; i++, x = ob->x + freearr_x[i], y = ob->y + freearr_y[i])
3069     {
3070     mflag = get_map_flags (ob->map, NULL, x, y, NULL, NULL);
3071     if (mflag & P_OUT_OF_MAP)
3072     {
3073     continue;
3074     }
3075     if (mflag & P_BLOCKSVIEW) /* something to hide near! */
3076     level += 2;
3077     else /* open terrain! */
3078     level -= 1;
3079 elmex 1.1 }
3080 root 1.18
3081 elmex 1.1 #if 0
3082 root 1.18 LOG (llevDebug, "hideability of %s is %d\n", ob->name, level);
3083 elmex 1.1 #endif
3084 root 1.18 return level;
3085 elmex 1.1 }
3086    
3087     /* For Hidden creatures - a chance of becoming 'unhidden'
3088     * every time they move - as we subtract off 'invisibility'
3089     * AND, for players, if they move into a ridiculously unhideable
3090     * spot (surrounded by clear terrain in broad daylight). -b.t.
3091     */
3092 root 1.18 void
3093     do_hidden_move (object *op)
3094     {
3095     int hide = 0, num = random_roll (0, 19, op, PREFER_LOW);
3096     object *skop;
3097    
3098     if (!op || !op->map)
3099     return;
3100    
3101     skop = find_obj_by_type_subtype (op, SKILL, SK_HIDING);
3102    
3103     /* its *extremely* hard to run and sneak/hide at the same time! */
3104     if (op->type == PLAYER && op->contr->run_on)
3105 root 1.85 if (!skop || num >= skop->level)
3106     {
3107     new_draw_info (NDI_UNIQUE, 0, op, "You ran too much! You are no longer hidden!");
3108     make_visible (op);
3109     return;
3110     }
3111     else
3112     num += 20;
3113    
3114 root 1.18 num += op->map->difficulty;
3115     hide = hideability (op); /* modify by terrain hidden level */
3116     num -= hide;
3117 root 1.85
3118 root 1.18 if ((op->type == PLAYER && hide < -10) || ((op->invisible -= num) <= 0))
3119     {
3120     make_visible (op);
3121     if (op->type == PLAYER)
3122     new_draw_info (NDI_UNIQUE, 0, op, "You moved out of hiding! You are visible!");
3123 elmex 1.1 }
3124 root 1.18 else if (op->type == PLAYER && skop)
3125 root 1.85 change_exp (op, calc_skill_exp (op, NULL, skop), skop->skill, 0);
3126 elmex 1.1 }
3127    
3128     /* determine if who is standing near a hostile creature. */
3129    
3130 root 1.18 int
3131     stand_near_hostile (object *who)
3132     {
3133     object *tmp = NULL;
3134     int i, friendly = 0, player = 0, mflags;
3135 root 1.25 maptile *m;
3136 root 1.18 sint16 x, y;
3137    
3138     if (!who)
3139     return 0;
3140    
3141     if (who->type == PLAYER)
3142     player = 1;
3143    
3144     else
3145     friendly = QUERY_FLAG (who, FLAG_FRIENDLY);
3146    
3147     /* search adjacent squares */
3148     for (i = 1; i < 9; i++)
3149     {
3150     x = who->x + freearr_x[i];
3151     y = who->y + freearr_y[i];
3152     m = who->map;
3153     mflags = get_map_flags (m, &m, x, y, &x, &y);
3154     /* space must be blocked if there is a monster. If not
3155     * blocked, don't need to check this space.
3156     */
3157     if (mflags & P_OUT_OF_MAP)
3158     continue;
3159     if (OB_TYPE_MOVE_BLOCK (who, GET_MAP_MOVE_BLOCK (m, x, y)))
3160     continue;
3161    
3162 root 1.49 for (tmp = GET_MAP_OB (m, x, y); tmp; tmp = tmp->above)
3163 root 1.18 {
3164     if ((player ||friendly) &&QUERY_FLAG (tmp, FLAG_MONSTER) && !QUERY_FLAG (tmp, FLAG_UNAGGRESSIVE))
3165     return 1;
3166     else if (tmp->type == PLAYER)
3167     {
3168     /*don't let a hidden DM prevent you from hiding */
3169     if (!QUERY_FLAG (tmp, FLAG_WIZ) || tmp->contr->hidden == 0)
3170 root 1.11 return 1;
3171 root 1.18 }
3172 root 1.11 }
3173 elmex 1.1 }
3174 root 1.18 return 0;
3175 elmex 1.1 }
3176    
3177     /* check the player los field for viewability of the
3178     * object op. This function works fine for monsters,
3179     * but we dont worry if the object isnt the top one in
3180     * a pile (say a coin under a table would return "viewable"
3181     * by this routine). Another question, should we be
3182     * concerned with the direction the player is looking
3183     * in? Realistically, most of use cant see stuff behind
3184     * our backs...on the other hand, does the "facing" direction
3185     * imply the way your head, or body is facing? Its possible
3186     * for them to differ. Sigh, this fctn could get a bit more complex.
3187     * -b.t.
3188     * This function is now map tiling safe.
3189     */
3190    
3191 root 1.18 int
3192     player_can_view (object *pl, object *op)
3193     {
3194     rv_vector rv;
3195     int dx, dy;
3196    
3197     if (pl->type != PLAYER)
3198     {
3199     LOG (llevError, "player_can_view() called for non-player object\n");
3200     return -1;
3201 elmex 1.1 }
3202 root 1.74
3203 root 1.18 if (!pl || !op)
3204 elmex 1.1 return 0;
3205 root 1.18
3206 root 1.74 op = op->head_ ();
3207    
3208 root 1.18 get_rangevector (pl, op, &rv, 0x1);
3209    
3210     /* starting with the 'head' part, lets loop
3211     * through the object and find if it has any
3212     * part that is in the los array but isnt on
3213     * a blocked los square.
3214     * we use the archetype to figure out offsets.
3215     */
3216     while (op)
3217     {
3218     dx = rv.distance_x + op->arch->clone.x;
3219     dy = rv.distance_y + op->arch->clone.y;
3220    
3221     /* only the viewable area the player sees is updated by LOS
3222     * code, so we need to restrict ourselves to that range of values
3223     * for any meaningful values.
3224     */
3225 root 1.52 if (FABS (dx) <= (pl->contr->ns->mapx / 2) &&
3226     FABS (dy) <= (pl->contr->ns->mapy / 2) &&
3227     !pl->contr->blocked_los[dx + (pl->contr->ns->mapx / 2)][dy + (pl->contr->ns->mapy / 2)])
3228 root 1.18 return 1;
3229     op = op->more;
3230     }
3231     return 0;
3232 elmex 1.1 }
3233    
3234     /* routine for both players and monsters. We call this when
3235     * there is a possibility for our action distrubing our hiding
3236     * place or invisiblity spell. Artefact invisiblity is not
3237     * effected by this. If we arent invisible to begin with, we
3238     * return 0.
3239     */
3240 root 1.18 int
3241     action_makes_visible (object *op)
3242     {
3243    
3244     if (op->invisible && QUERY_FLAG (op, FLAG_ALIVE))
3245     {
3246     if (QUERY_FLAG (op, FLAG_MAKE_INVIS))
3247     return 0;
3248    
3249     if (op->contr && op->contr->tmp_invis == 0)
3250     return 0;
3251 elmex 1.1
3252 root 1.18 /* If monsters, they should become visible */
3253     if (op->hide || !op->contr || (op->contr && op->contr->tmp_invis))
3254     {
3255     new_draw_info_format (NDI_UNIQUE, 0, op, "You become %s!", op->hide ? "unhidden" : "visible");
3256     return 1;
3257 root 1.11 }
3258 elmex 1.1 }
3259 root 1.18 return 0;
3260 elmex 1.1 }
3261    
3262     /* op_on_battleground - checks if the given object op (usually
3263     * a player) is standing on a valid battleground-tile,
3264     * function returns TRUE/FALSE. If true x, y returns the battleground
3265     * -exit-coord. (and if x, y not NULL)
3266     * 19 March 2005 - josh@woosworld.net modifed to check if the battleground also has slaying, maxhp, and maxsp set
3267     * and if those are all set and the player has a marker that matches the slaying send them to a different x, y
3268     * Default is to do the same as before, so only people wanting to have different points need worry about this
3269     */
3270 root 1.18 int
3271     op_on_battleground (object *op, int *x, int *y)
3272     {
3273 elmex 1.1 object *tmp;
3274 root 1.18
3275 elmex 1.1 /* A battleground-tile needs the following attributes to be valid:
3276     * is_floor 1 (has to be the FIRST floor beneath the player's feet),
3277     * name="battleground", no_pick 1, type=58 (type BATTLEGROUND)
3278     * and the exit-coordinates sp/hp must both be > 0.
3279     * => The intention here is to prevent abuse of the battleground-
3280     * feature (like pickable or hidden battleground tiles). */
3281 root 1.18 for (tmp = op->below; tmp != NULL; tmp = tmp->below)
3282     {
3283     if (QUERY_FLAG (tmp, FLAG_IS_FLOOR))
3284     {
3285     if (QUERY_FLAG (tmp, FLAG_NO_PICK) &&
3286     strcmp (tmp->name, "battleground") == 0 && tmp->type == BATTLEGROUND && EXIT_X (tmp) && EXIT_Y (tmp))
3287     {
3288     /*before we assign the exit, check if this is a teambattle */
3289     if (EXIT_ALT_X (tmp) && EXIT_ALT_Y (tmp) && EXIT_PATH (tmp))
3290     {
3291     object *invtmp;
3292    
3293     for (invtmp = op->inv; invtmp != NULL; invtmp = invtmp->below)
3294     {
3295     if (invtmp->type == FORCE && invtmp->slaying && !strcmp (EXIT_PATH (tmp), invtmp->slaying))
3296     {
3297     if (x != NULL && y != NULL)
3298     *x = EXIT_ALT_X (tmp), *y = EXIT_ALT_Y (tmp);
3299     return 1;
3300     }
3301     }
3302     }
3303     if (x != NULL && y != NULL)
3304     *x = EXIT_X (tmp), *y = EXIT_Y (tmp);
3305     return 1;
3306     }
3307     }
3308 elmex 1.1 }
3309     /* If we got here, did not find a battleground */
3310     return 0;
3311     }
3312    
3313     /*
3314     * When a dragon-player gains a new stage of evolution,
3315     * he gets some treasure
3316     *
3317     * attributes:
3318     * object *who the dragon player
3319     * int atnr the attack-number of the ability focus
3320     * int level ability level
3321     */
3322 root 1.18 void
3323     dragon_ability_gain (object *who, int atnr, int level)
3324     {
3325     treasurelist *trlist = NULL; /* treasurelist */
3326     treasure *tr; /* treasure */
3327     object *tmp, *skop; /* tmp. object */
3328     object *item; /* treasure object */
3329     char buf[MAX_BUF]; /* tmp. string buffer */
3330     int i = 0, j = 0;
3331    
3332     /* get the appropriate treasurelist */
3333     if (atnr == ATNR_FIRE)
3334 root 1.110 trlist = treasurelist::find ("dragon_ability_fire");
3335 root 1.18 else if (atnr == ATNR_COLD)
3336 root 1.110 trlist = treasurelist::find ("dragon_ability_cold");
3337 root 1.18 else if (atnr == ATNR_ELECTRICITY)
3338 root 1.110 trlist = treasurelist::find ("dragon_ability_elec");
3339 root 1.18 else if (atnr == ATNR_POISON)
3340 root 1.110 trlist = treasurelist::find ("dragon_ability_poison");
3341 root 1.18
3342     if (trlist == NULL || who->type != PLAYER)
3343     return;
3344    
3345     for (i = 0, tr = trlist->items; tr != NULL && i < level - 1; tr = tr->next, i++);
3346    
3347 elmex 1.82 if (!tr || !tr->item)
3348 root 1.18 {
3349     /* LOG(llevDebug, "-> no more treasure for %s\n", change_resist_msg[atnr]); */
3350     return;
3351 elmex 1.1 }
3352    
3353 root 1.18 /* everything seems okay - now bring on the gift: */
3354     item = &(tr->item->clone);
3355 elmex 1.1
3356 root 1.18 if (item->type == SPELL)
3357     {
3358     if (check_spell_known (who, item->name))
3359 root 1.11 return;
3360 root 1.18
3361     new_draw_info_format (NDI_UNIQUE | NDI_BLUE, 0, who, "You gained the ability of %s", &item->name);
3362     do_learn_spell (who, item, 0);
3363     return;
3364 elmex 1.1 }
3365    
3366 root 1.18 /* grant direct spell */
3367     if (item->type == SPELLBOOK)
3368     {
3369     if (!item->inv)
3370     {
3371     LOG (llevDebug, "dragon_ability_gain: Broken spellbook %s\n", &item->name);
3372     return;
3373     }
3374     if (check_spell_known (who, item->inv->name))
3375     return;
3376     if (item->invisible)
3377     {
3378     new_draw_info_format (NDI_UNIQUE | NDI_BLUE, 0, who, "You gained the ability of %s", &item->inv->name);
3379     do_learn_spell (who, item->inv, 0);
3380     return;
3381 root 1.11 }
3382 root 1.18 }
3383     else if (item->type == SKILL_TOOL && item->invisible)
3384     {
3385     if (item->subtype == SK_CLAWING && (skop = find_skill_by_name (who, item->skill)) != NULL)
3386     {
3387    
3388     /* should this perhaps be (skop->attackyp & item->attacktype)!=item->attacktype ...
3389     * in this way, if the player is missing any of the attacktypes, he gets
3390     * them. As it is now, if the player has any that match the granted skill,
3391     * but not all of them, he gets nothing.
3392     */
3393     if (!(skop->attacktype & item->attacktype))
3394     {
3395     /* Give new attacktype */
3396     skop->attacktype |= item->attacktype;
3397    
3398     /* always add physical if there's none */
3399     skop->attacktype |= AT_PHYSICAL;
3400    
3401     if (item->msg != NULL)
3402     new_draw_info (NDI_UNIQUE | NDI_BLUE, 0, who, item->msg);
3403    
3404     /* Give player new face */
3405     if (item->animation_id)
3406     {
3407     who->face = skop->face;
3408     who->animation_id = item->animation_id;
3409     who->anim_speed = item->anim_speed;
3410     who->last_anim = 0;
3411     who->state = 0;
3412     animate_object (who, who->direction);
3413     }
3414     }
3415 root 1.11 }
3416 elmex 1.1 }
3417 root 1.18 else if (item->type == FORCE)
3418     {
3419     /* forces in the treasurelist can alter the player's stats */
3420     object *skin;
3421 elmex 1.1
3422 root 1.18 /* first get the dragon skin force */
3423 root 1.52 shstr_cmp dragon_skin_force ("dragon_skin_force");
3424     for (skin = who->inv; skin && !(skin->arch->name == dragon_skin_force); skin = skin->below)
3425     ;
3426    
3427     if (!skin)
3428 root 1.18 return;
3429    
3430     /* adding new spellpath attunements */
3431     if (item->path_attuned > 0 && !(skin->path_attuned & item->path_attuned))
3432     {
3433     skin->path_attuned |= item->path_attuned; /* add attunement to skin */
3434    
3435     /* print message */
3436     sprintf (buf, "You feel attuned to ");
3437     for (i = 0, j = 0; i < NRSPELLPATHS; i++)
3438     {
3439     if (item->path_attuned & (1 << i))
3440     {
3441     if (j)
3442     strcat (buf, " and ");
3443     else
3444     j = 1;
3445     strcat (buf, spellpathnames[i]);
3446     }
3447     }
3448     strcat (buf, ".");
3449     new_draw_info (NDI_UNIQUE | NDI_BLUE, 0, who, buf);
3450     }
3451    
3452     /* evtl. adding flags: */
3453     if (QUERY_FLAG (item, FLAG_XRAYS))
3454     SET_FLAG (skin, FLAG_XRAYS);
3455     if (QUERY_FLAG (item, FLAG_STEALTH))
3456     SET_FLAG (skin, FLAG_STEALTH);
3457     if (QUERY_FLAG (item, FLAG_SEE_IN_DARK))
3458     SET_FLAG (skin, FLAG_SEE_IN_DARK);
3459    
3460     /* print message if there is one */
3461     if (item->msg != NULL)
3462     new_draw_info (NDI_UNIQUE | NDI_BLUE, 0, who, item->msg);
3463     }
3464     else
3465     {
3466     /* generate misc. treasure */
3467     tmp = arch_to_object (tr->item);
3468     new_draw_info_format (NDI_UNIQUE | NDI_BLUE, 0, who, "You gained %s", query_short_name (tmp));
3469     tmp = insert_ob_in_ob (tmp, who);
3470     if (who->type == PLAYER)
3471     esrv_send_item (who, tmp);
3472 elmex 1.1 }
3473     }
3474    
3475     /**
3476     * Unready an object for a player. This function does nothing if the object was
3477     * not readied.
3478     */
3479 root 1.18 void
3480     player_unready_range_ob (player *pl, object *ob)
3481     {
3482 root 1.119 if (pl->ob->current_weapon == ob)
3483     pl->ob->current_weapon = 0;
3484    
3485 root 1.118 if (pl->combat_ob == ob)
3486 root 1.119 pl->combat_ob = 0;
3487 root 1.118
3488     if (pl->ranged_ob == ob)
3489 root 1.119 pl->ranged_ob = 0;
3490 elmex 1.1 }
3491 root 1.101
3492     sint8
3493     player::visibility_at (maptile *map, int x, int y) const
3494     {
3495     if (!ns)
3496     return 0;
3497    
3498     int dx, dy;
3499     if (!adjacent_map (map, ns->current_map, &dx, &dy))
3500     return 0;
3501    
3502     x += dx - ns->current_x + ns->mapx / 2;
3503     y += dy - ns->current_y + ns->mapy / 2;
3504    
3505     if (!IN_RANGE_EXC (x, 0, ns->mapx) || !IN_RANGE_EXC (y, 0, ns->mapy))
3506     return 0;
3507    
3508     return 100 - blocked_los [x][y];
3509     }