ViewVC Help
View File | Revision Log | Show Annotations | Download File
/cvs/deliantra/server/server/player.C
Revision: 1.146
Committed: Sun Jun 3 17:05:36 2007 UTC (17 years ago) by root
Content type: text/plain
Branch: MAIN
Changes since 1.145: +7 -1 lines
Log Message:
- remove slow and unneeded cruft code from map1.
- decouple map display/stats update from ob (use pl->obsere instead)

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 root 1.146 ob = observe = 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 1.146 void
326     player::set_observe (object *op)
327     {
328     observe = op ? op : ob;
329     }
330    
331 root 1.54 player::player ()
332     {
333 pippijn 1.81 /* There are some elements we want initialised to non zero value -
334 root 1.54 * we deal with that below this point.
335     */
336 root 1.114 outputs_sync = 4;
337     outputs_count = 4;
338 root 1.54 unapply = unapply_nochoice;
339    
340 root 1.77 savebed_map = first_map_path; /* Init. respawn position */
341 root 1.54
342     gen_sp_armour = 10;
343     bowtype = bow_normal;
344     petmode = pet_normal;
345     listening = 10;
346     usekeys = containers;
347     peaceful = 1; /* default peaceful */
348     do_los = 1;
349 root 1.142
350     weapon_sp = 1.0f;
351     weapon_sp_left = 0.5f;
352 root 1.54 }
353    
354 root 1.62 void
355     player::do_destroy ()
356 root 1.54 {
357 root 1.72 disconnect ();
358 root 1.62
359 root 1.72 attachable::do_destroy ();
360 root 1.62
361 root 1.54 if (ob)
362 root 1.69 {
363     ob->destroy_inv (false);
364     ob->destroy ();
365     }
366 root 1.62 }
367    
368     player::~player ()
369     {
370 root 1.54 /* Clear item stack */
371     free (stack_items);
372 elmex 1.1 }
373    
374 root 1.54 /* Tries to add player on the connection passed in ns.
375 elmex 1.1 * All we can really get in this is some settings like host and display
376     * mode.
377     */
378 root 1.54 player *
379     player::create ()
380 root 1.18 {
381 root 1.54 player *pl = new player;
382 root 1.38
383 root 1.54 pl->set_object (arch_to_object (get_player_archetype (0)));
384 root 1.104
385     pl->ob->roll_stats ();
386     pl->ob->stats.wc = 2;
387     pl->ob->run_away = 25; /* Then we panick... */
388    
389 root 1.76 set_first_map (pl->ob);
390 root 1.26
391 root 1.54 return pl;
392 elmex 1.1 }
393    
394     /*
395     * get_player_archetype() return next player archetype from archetype
396     * list. Not very efficient routine, but used only creating new players.
397     * Note: there MUST be at least one player archetype!
398     */
399 root 1.18 archetype *
400     get_player_archetype (archetype *at)
401 elmex 1.1 {
402 root 1.18 archetype *start = at;
403    
404     for (;;)
405     {
406     if (at == NULL || at->next == NULL)
407     at = first_archetype;
408     else
409     at = at->next;
410 root 1.46
411 root 1.18 if (at->clone.type == PLAYER)
412     return at;
413 root 1.46
414 root 1.18 if (at == start)
415     {
416     LOG (llevError, "No Player archetypes\n");
417     exit (-1);
418 root 1.11 }
419 elmex 1.1 }
420     }
421    
422 root 1.18 object *
423     get_nearest_player (object *mon)
424     {
425     object *op = NULL;
426     objectlink *ol;
427     unsigned lastdist;
428     rv_vector rv;
429    
430 root 1.92 for (ol = first_friendly_object, lastdist = 1000; ol; ol = ol->next)
431 root 1.18 {
432     /* We should not find free objects on this friendly list, but it
433     * does periodically happen. Given that, lets deal with it.
434     * While unlikely, it is possible the next object on the friendly
435     * list is also free, so encapsulate this in a while loop.
436     */
437     while (QUERY_FLAG (ol->ob, FLAG_FREED) || !QUERY_FLAG (ol->ob, FLAG_FRIENDLY))
438     {
439     object *tmp = ol->ob;
440    
441     /* Can't do much more other than log the fact, because the object
442     * itself will have been cleared.
443     */
444 root 1.92 LOG (llevDebug, "get_nearest_player: Found free/non friendly object '%s' on friendly list\n",
445     tmp->debug_desc ());
446 root 1.18 ol = ol->next;
447     remove_friendly_object (tmp);
448     if (!ol)
449     return op;
450     }
451 root 1.11
452 root 1.18 /* Remove special check for player from this. First, it looks to cause
453     * some crashes (ol->ob->contr not set properly?), but secondly, a more
454     * complicated method of state checking would be needed in any case -
455     * as it was, a clever player could type quit, and the function would
456     * skip them over while waiting for confirmation. Remove
457     * on_same_map check, as can_detect_enemy also does this
458     */
459     if (!can_detect_enemy (mon, ol->ob, &rv))
460     continue;
461 root 1.11
462 root 1.18 if (lastdist > rv.distance)
463     {
464     op = ol->ob;
465     lastdist = rv.distance;
466 root 1.11 }
467 elmex 1.1 }
468 root 1.61
469     for_all_players (pl)
470     if (can_detect_enemy (mon, pl->ob, &rv))
471     if (lastdist > rv.distance)
472 root 1.18 {
473 root 1.61 op = pl->ob;
474     lastdist = rv.distance;
475     }
476 elmex 1.1
477     #if 0
478 root 1.18 LOG (llevDebug, "get_nearest_player() finds player: %s\n", op ? &op->name : "(null)");
479 elmex 1.1 #endif
480 root 1.18 return op;
481 elmex 1.1 }
482    
483     /* I believe this can safely go to 2, 3 is questionable, 4 will likely
484     * result in a monster paths backtracking. It basically determines how large a
485     * detour a monster will take from the direction path when looking
486     * for a path to the player. The values are in the amount of direction
487     * the deviation is
488     */
489     #define DETOUR_AMOUNT 2
490    
491     /* This is used to prevent infinite loops. Consider a case where the
492     * player is in a chamber (with gate closed), and monsters are outside.
493     * with DETOUR_AMOUNT==2, the function will turn each corner, trying to
494     * find a path into the chamber. This is a good thing, but since there
495     * is no real path, it will just keep circling the chamber for
496     * ever (this could be a nice effect for monsters, but not for the function
497     * to get stuck in. I think for the monsters, if max is reached and
498     * we return the first direction the creature could move would result in the
499     * circling behaviour. Unfortunately, this function is also used to determined
500     * if the creature should cast a spell, so returning a direction in that case
501     * is probably not a good thing.
502     */
503     #define MAX_SPACES 50
504    
505     /*
506     * Returns the direction to the player, if valid. Returns 0 otherwise.
507     * modified to verify there is a path to the player. Does this by stepping towards
508     * player and if path is blocked then see if blockage is close enough to player that
509     * direction to player is changed (ie zig or zag). Continue zig zag until either
510     * reach player or path is blocked. Thus, will only return true if there is a free
511     * path to player. Though path may not be a straight line. Note that it will find
512     * player hiding along a corridor at right angles to the corridor with the monster.
513     *
514     * Modified by MSW 2001-08-06 to handle tiled maps. Various notes:
515     * 1) With DETOUR_AMOUNT being 2, it should still go and find players hiding
516     * down corriders.
517     * 2) I think the old code was broken if the first direction the monster
518     * should move was blocked - the code would store the first direction without
519     * verifying that the player can actually move in that direction. The new
520     * code does not store anything in firstdir until we have verified that the
521     * monster can in fact move one space in that direction.
522     * 3) I'm not sure how good this code will be for moving multipart monsters,
523     * since only simple checks to blocked are being called, which could mean the monster
524     * is blocking itself.
525     */
526 root 1.18 int
527     path_to_player (object *mon, object *pl, unsigned mindiff)
528     {
529     rv_vector rv;
530     sint16 x, y;
531     int lastx, lasty, dir, i, diff, firstdir = 0, lastdir, max = MAX_SPACES, mflags, blocked;
532 root 1.25 maptile *m, *lastmap;
533 root 1.18
534     get_rangevector (mon, pl, &rv, 0);
535    
536     if (rv.distance < mindiff)
537     return 0;
538    
539     x = mon->x;
540     y = mon->y;
541     m = mon->map;
542     dir = rv.direction;
543     lastdir = firstdir = rv.direction; /* perhaps we stand next to pl, init firstdir too */
544 root 1.100 diff = ::max (abs (rv.distance_x), abs (rv.distance_y));
545    
546 root 1.18 /* If we can't solve it within the search distance, return now. */
547     if (diff > max)
548     return 0;
549 root 1.100
550 root 1.18 while (diff > 1 && max > 0)
551     {
552     lastx = x;
553     lasty = y;
554     lastmap = m;
555     x = lastx + freearr_x[dir];
556     y = lasty + freearr_y[dir];
557    
558     mflags = get_map_flags (m, &m, x, y, &x, &y);
559     blocked = (mflags & P_OUT_OF_MAP) ? MOVE_ALL : GET_MAP_MOVE_BLOCK (m, x, y);
560    
561     /* Space is blocked - try changing direction a little */
562     if ((mflags & P_OUT_OF_MAP) || ((OB_TYPE_MOVE_BLOCK (mon, blocked) || (mflags & P_BLOCKSVIEW))
563     && (m == mon->map && blocked_link (mon, m, x, y))))
564     {
565     /* recalculate direction from last good location. Possible
566     * we were not traversing ideal location before.
567     */
568     get_rangevector_from_mapcoord (lastmap, lastx, lasty, pl, &rv, 0);
569     if (rv.direction != dir)
570     {
571     /* OK - says direction should be different - lets reset the
572     * the values so it will try again.
573     */
574     x = lastx;
575     y = lasty;
576     m = lastmap;
577     dir = firstdir = rv.direction;
578     }
579     else
580     {
581     /* direct path is blocked - try taking a side step to
582     * either the left or right.
583     * Note increase the values in the loop below to be
584     * more than -1/1 respectively will mean the monster takes
585     * bigger detour. Have to be careful about these values getting
586     * too big (3 or maybe 4 or higher) as the monster may just try
587     * stepping back and forth
588     */
589     for (i = -DETOUR_AMOUNT; i <= DETOUR_AMOUNT; i++)
590     {
591     if (i == 0)
592     continue; /* already did this, so skip it */
593     /* Use lastdir here - otherwise,
594     * since the direction that the creature should move in
595     * may change, you could get infinite loops.
596     * ie, player is northwest, but monster can only
597     * move west, so it does that. It goes some distance,
598     * gets blocked, finds that it should move north,
599     * can't do that, but now finds it can move east, and
600     * gets back to its original point. lastdir contains
601     * the last direction the creature has successfully
602     * moved.
603     */
604    
605     x = lastx + freearr_x[absdir (lastdir + i)];
606     y = lasty + freearr_y[absdir (lastdir + i)];
607     m = lastmap;
608     mflags = get_map_flags (m, &m, x, y, &x, &y);
609     if (mflags & P_OUT_OF_MAP)
610     continue;
611     blocked = GET_MAP_MOVE_BLOCK (m, x, y);
612     if (OB_TYPE_MOVE_BLOCK (mon, blocked))
613     continue;
614     if (mflags & P_BLOCKSVIEW)
615     continue;
616    
617     if (m == mon->map && blocked_link (mon, m, x, y))
618     break;
619     }
620     /* go through entire loop without finding a valid
621     * sidestep to take - thus, no valid path.
622     */
623     if (i == (DETOUR_AMOUNT + 1))
624     return 0;
625     diff--;
626     lastdir = dir;
627     max--;
628     if (!firstdir)
629     firstdir = dir + i;
630     } /* else check alternate directions */
631     } /* if blocked */
632     else
633     {
634     /* we moved towards creature, so diff is less */
635     diff--;
636     max--;
637     lastdir = dir;
638     if (!firstdir)
639     firstdir = dir;
640     }
641 root 1.100
642 root 1.18 if (diff <= 1)
643     {
644     /* Recalculate diff (distance) because we may not have actually
645     * headed toward player for entire distance.
646     */
647     get_rangevector_from_mapcoord (m, x, y, pl, &rv, 0);
648 root 1.100 diff = ::max (abs (rv.distance_x), abs (rv.distance_y));
649 root 1.18 }
650 root 1.100
651 root 1.18 if (diff > max)
652     return 0;
653     }
654 root 1.100
655 root 1.18 /* If we reached the max, didn't find a direction in time */
656     if (!max)
657     return 0;
658    
659     return firstdir;
660     }
661    
662     void
663     give_initial_items (object *pl, treasurelist * items)
664     {
665     object *op, *next = NULL;
666    
667     if (pl->randomitems != NULL)
668     create_treasure (items, pl, GT_STARTEQUIP | GT_ONLY_GOOD, 1, 0);
669    
670     for (op = pl->inv; op; op = next)
671     {
672     next = op->below;
673    
674     /* Forces get applied per default, unless they have the
675     * flag "neutral" set. Sorry but I can't think of a better way
676     */
677     if (op->type == FORCE && !QUERY_FLAG (op, FLAG_NEUTRAL))
678     SET_FLAG (op, FLAG_APPLIED);
679    
680     /* we never give weapons/armour if these cannot be used
681     * by this player due to race restrictions
682     */
683     if (pl->type == PLAYER)
684     {
685     if ((!QUERY_FLAG (pl, FLAG_USE_ARMOUR) &&
686     (op->type == ARMOUR || op->type == BOOTS ||
687     op->type == CLOAK || op->type == HELMET ||
688     op->type == SHIELD || op->type == GLOVES ||
689     op->type == BRACERS || op->type == GIRDLE)) || (!QUERY_FLAG (pl, FLAG_USE_WEAPON) && op->type == WEAPON))
690     {
691 root 1.33 op->destroy ();
692 root 1.18 continue;
693     }
694 root 1.11 }
695    
696 root 1.18 /* This really needs to be better - we should really give
697     * a substitute spellbook. The problem is that we don't really
698     * have a good idea what to replace it with (need something like
699     * a first level treasurelist for each skill.)
700     * remove duplicate skills also
701     */
702     if (op->type == SPELLBOOK || op->type == SKILL)
703     {
704     object *tmp;
705 elmex 1.1
706 root 1.18 for (tmp = op->below; tmp; tmp = tmp->below)
707     if (tmp->type == op->type && tmp->name == op->name)
708     break;
709 root 1.11
710 root 1.18 if (tmp)
711     {
712 root 1.33 op->destroy ();
713 root 1.18 LOG (llevError, "give_initial_items: Removing duplicate object %s\n", &tmp->name);
714     continue;
715 root 1.11 }
716 root 1.33
717 root 1.18 if (op->nrof > 1)
718     op->nrof = 1;
719 root 1.11 }
720 elmex 1.1
721 root 1.18 if (op->type == SPELLBOOK && op->inv)
722     {
723     CLEAR_FLAG (op->inv, FLAG_STARTEQUIP);
724 root 1.11 }
725    
726 root 1.18 /* Give starting characters identified, uncursed, and undamned
727     * items. Just don't identify gold or silver, or it won't be
728     * merged properly.
729     */
730     if (need_identify (op))
731     {
732     SET_FLAG (op, FLAG_IDENTIFIED);
733     CLEAR_FLAG (op, FLAG_CURSED);
734     CLEAR_FLAG (op, FLAG_DAMNED);
735     }
736     if (op->type == SPELL)
737     {
738 root 1.33 op->destroy ();
739 root 1.18 continue;
740     }
741     else if (op->type == SKILL)
742     {
743     SET_FLAG (op, FLAG_CAN_USE_SKILL);
744     op->stats.exp = 0;
745     op->level = 1;
746 root 1.11 }
747 root 1.18 /* lock all 'normal items by default */
748     else
749     SET_FLAG (op, FLAG_INV_LOCKED);
750     } /* for loop of objects in player inv */
751    
752     /* Need to set up the skill pointers */
753     link_player_skills (pl);
754     }
755    
756     void
757     get_party_password (object *op, partylist *party)
758     {
759     if (party == NULL)
760     {
761     LOG (llevError, "get_party_password(): tried to make player %s join a NULL party", &op->name);
762     return;
763 elmex 1.1 }
764 root 1.54
765 root 1.18 op->contr->write_buf[0] = '\0';
766 root 1.52 op->contr->ns->state = ST_GET_PARTY_PASSWORD;
767 root 1.18 op->contr->party_to_join = party;
768 root 1.52 send_query (op->contr->ns, CS_QUERY_HIDEINPUT, "What is the password?\n:");
769 elmex 1.1 }
770    
771     /* This rolls four 1-6 rolls and sums the best 3 of the 4. */
772 root 1.54 static int
773 root 1.18 roll_stat (void)
774     {
775     int a[4], i, j, k;
776    
777     for (i = 0; i < 4; i++)
778 root 1.99 a[i] = (int) rndm (6) + 1;
779 root 1.18
780     for (i = 0, j = 0, k = 7; i < 4; i++)
781     if (a[i] < k)
782     k = a[i], j = i;
783    
784     for (i = 0, k = 0; i < 4; i++)
785 root 1.54 if (i != j)
786     k += a[i];
787    
788 root 1.18 return k;
789     }
790    
791     void
792 root 1.54 object::roll_stats ()
793 root 1.18 {
794 root 1.128 int statsort [NUM_STATS];
795 root 1.18
796 root 1.54 for (;;)
797 root 1.18 {
798 root 1.54 int sum = 0;
799 root 1.128 for (int i = NUM_STATS; i--; )
800 root 1.54 sum += statsort [i] = roll_stat ();
801    
802     if (sum >= 82 && sum <= 116)
803     break;
804 root 1.18 }
805    
806 root 1.54 // Sort the stats so that rerolling is easier...
807 root 1.128 std::sort (statsort, statsort + NUM_STATS, std::greater<int>());
808 root 1.18
809 root 1.128 for (int i = 0; i < NUM_STATS; ++i)
810     stats.stat (i) = statsort [i];
811 root 1.18
812 root 1.54 stats.exp = 0;
813     stats.ac = 0;
814 root 1.18
815 root 1.54 stats.hp = stats.maxhp;
816     stats.sp = stats.maxsp;
817     stats.grace = stats.maxgrace;
818 root 1.18
819 root 1.54 if (contr)
820     {
821     contr->levhp[1] = 9;
822     contr->levsp[1] = 6;
823     contr->levgrace[1] = 3;
824 root 1.18
825 root 1.54 contr->orig_stats = stats;
826     }
827 root 1.18 }
828    
829     void
830 root 1.54 object::swap_stats (int a, int b)
831 root 1.18 {
832 root 1.127 swap (contr->orig_stats.stat (a), contr->orig_stats.stat (b));
833    
834     for (int i = 0; i < NUM_STATS; ++i)
835     stats.stat (i) = contr->orig_stats.stat (i);
836 elmex 1.1
837 root 1.54 //TODO: the following code looks so borked and should, at the very least,
838     // be merged with the similar code in roll_stats
839     stats.ac = 0;
840 elmex 1.1
841 root 1.54 level = 1;
842     stats.exp = 0;
843     stats.ac = 0;
844 elmex 1.1
845 root 1.54 stats.hp = stats.maxhp;
846     stats.sp = stats.maxsp;
847     stats.grace = stats.maxgrace;
848 elmex 1.1
849 root 1.54 if (contr)
850 root 1.18 {
851 root 1.54 contr->levhp[1] = 9;
852     contr->levsp[1] = 6;
853     contr->levgrace[1] = 3;
854 root 1.18
855 root 1.54 contr->orig_stats = stats;
856 elmex 1.1 }
857     }
858    
859 root 1.73 static void
860     start_info (object *op)
861     {
862     char buf[MAX_BUF];
863    
864     sprintf (buf, "Welcome to Crossfire v%s!", VERSION);
865     new_draw_info (NDI_UNIQUE, 0, op, buf);
866     //new_draw_info (NDI_UNIQUE, 0, op, "Press `?' for help");
867     //new_draw_info (NDI_UNIQUE, 0, op, " ");
868     }
869    
870 elmex 1.1 /* This function takes the key that is passed, and does the
871     * appropriate action with it (change race, or other things).
872     * The function name is for historical reasons - now we have
873     * separate race and class; this actually changes the RACE,
874     * not the class.
875     */
876 root 1.112 void
877     player::chargen_race_done ()
878 elmex 1.1 {
879 root 1.112 /* this must before then initial items are given */
880     esrv_new_player (ob->contr, ob->weight + ob->carrying);
881 elmex 1.1
882 root 1.112 treasurelist *tl = treasurelist::find ("starting_wealth");
883     if (tl)
884     create_treasure (tl, ob, 0, 0, 0);
885 elmex 1.1
886 root 1.112 INVOKE_PLAYER (BIRTH, ob->contr);
887     INVOKE_PLAYER (LOGIN, ob->contr);
888 elmex 1.36
889 root 1.112 ob->contr->ns->state = ST_PLAYING;
890 elmex 1.1
891 root 1.112 if (ob->msg)
892     ob->msg = 0;
893 elmex 1.1
894 root 1.112 /* We create this now because some of the unique maps will need it
895     * to save here.
896     */
897     {
898     char buf[MAX_BUF];
899     sprintf (buf, "%s/%s/%s", settings.localdir, settings.playerdir, &ob->name);
900     make_path_to_file (buf);
901     }
902    
903     start_info (ob);
904     CLEAR_FLAG (ob, FLAG_WIZ);
905     give_initial_items (ob, ob->randomitems);
906     link_player_skills (ob);
907     esrv_send_inventory (ob, ob);
908     ob->update_stats ();
909 root 1.11
910 root 1.112 /* This moves the player to a different start map, if there
911     * is one for this race
912     */
913     if (*first_map_ext_path)
914     {
915     object *tmp;
916     char mapname[MAX_BUF];
917 elmex 1.1
918 root 1.112 snprintf (mapname, MAX_BUF - 1, "%s/%s", &first_map_ext_path, &ob->arch->name);
919     tmp = object::create ();
920     EXIT_PATH (tmp) = mapname;
921     EXIT_X (tmp) = ob->x;
922     EXIT_Y (tmp) = ob->y;
923     ob->enter_exit (tmp); /* we don't really care if it succeeded;
924     * if the map isn't there, then stay on the
925     * default initial map */
926     tmp->destroy ();
927 elmex 1.1 }
928 root 1.112 else
929     LOG (llevDebug, "first_map_ext_path not set\n");
930     }
931 elmex 1.1
932 root 1.112 void
933     player::chargen_race_next ()
934     {
935 root 1.18 /* Following actually changes the race - this is the default command
936     * if we don't match with one of the options above.
937     */
938    
939 root 1.112 do
940 root 1.18 {
941 root 1.112 shstr name = ob->name;
942     int x = ob->x, y = ob->y;
943 root 1.21
944 root 1.112 ob->remove_statbonus ();
945     ob->remove ();
946     ob->arch = get_player_archetype (ob->arch);
947     ob->arch->clone.copy_to (ob);
948     ob->instantiate ();
949     ob->stats = ob->contr->orig_stats;
950     ob->name = ob->name_pl = name;
951     ob->x = x;
952     ob->y = y;
953     SET_ANIMATION (ob, 2); /* So player faces south */
954     insert_ob_in_map (ob, ob->map, ob, 0);
955     assign (ob->contr->title, ob->arch->clone.name);
956     ob->add_statbonus ();
957     }
958     while (!allowed_class (ob));
959    
960     update_object (ob, UP_OBJ_FACE);
961     esrv_update_item (UPD_FACE, ob, ob);
962     ob->update_stats ();
963     ob->stats.hp = ob->stats.maxhp;
964     ob->stats.sp = ob->stats.maxsp;
965     ob->stats.grace = 0;
966 elmex 1.1 }
967    
968 root 1.18 void
969     flee_player (object *op)
970     {
971     int dir, diff;
972     rv_vector rv;
973    
974     if (op->stats.hp < 0)
975     {
976     LOG (llevDebug, "Fleeing player is dead.\n");
977     CLEAR_FLAG (op, FLAG_SCARED);
978     return;
979 elmex 1.1 }
980    
981 root 1.18 if (op->enemy == NULL)
982     {
983     LOG (llevDebug, "Fleeing player had no enemy.\n");
984     CLEAR_FLAG (op, FLAG_SCARED);
985     return;
986 elmex 1.1 }
987    
988 root 1.18 /* Seen some crashes here. Since we don't store an
989     * op->enemy_count, it is possible that something destroys the
990     * actual enemy, and the object is recycled.
991     */
992     if (op->enemy->map == NULL)
993     {
994     CLEAR_FLAG (op, FLAG_SCARED);
995     op->enemy = NULL;
996     return;
997 elmex 1.1 }
998    
999 root 1.18 if (!(random_roll (0, 4, op, PREFER_LOW)) && did_make_save (op, op->level, 0))
1000     {
1001     op->enemy = NULL;
1002     CLEAR_FLAG (op, FLAG_SCARED);
1003     return;
1004 elmex 1.1 }
1005 root 1.49
1006 root 1.18 get_rangevector (op, op->enemy, &rv, 0);
1007    
1008     dir = absdir (4 + rv.direction);
1009     for (diff = 0; diff < 3; diff++)
1010     {
1011     int m = 1 - (RANDOM () & 2);
1012 elmex 1.1
1013 root 1.18 if (move_ob (op, absdir (dir + diff * m), op) || (diff == 0 && move_ob (op, absdir (dir - diff * m), op)))
1014 root 1.49 return;
1015 elmex 1.1 }
1016 root 1.49
1017 root 1.18 /* Cornered, get rid of scared */
1018     CLEAR_FLAG (op, FLAG_SCARED);
1019     op->enemy = NULL;
1020 elmex 1.1 }
1021    
1022     /* check_pick sees if there is stuff to be picked up/picks up stuff.
1023 root 1.122 * It returns 1 if the player should keep on moving, 0 if he should
1024 elmex 1.1 * stop.
1025     */
1026 root 1.18 int
1027     check_pick (object *op)
1028     {
1029 elmex 1.1 object *tmp, *next;
1030     int stop = 0;
1031 pippijn 1.106 int wvratio;
1032     char putstring[128];
1033 elmex 1.1
1034     /* if you're flying, you cna't pick up anything */
1035     if (op->move_type & MOVE_FLYING)
1036     return 1;
1037    
1038     next = op->below;
1039    
1040     /* loop while there are items on the floor that are not marked as
1041     * destroyed */
1042 root 1.24 while (next && !next->destroyed ())
1043 root 1.18 {
1044     tmp = next;
1045     next = tmp->below;
1046 elmex 1.1
1047 root 1.24 if (op->destroyed ())
1048 elmex 1.1 return 0;
1049    
1050 root 1.18 if (!can_pick (op, tmp))
1051     continue;
1052 elmex 1.1
1053 root 1.18 if (op->contr->search_str[0] != '\0' && settings.search_items == TRUE)
1054     {
1055     if (item_matched_string (op, tmp, op->contr->search_str))
1056     pick_up (op, tmp);
1057     continue;
1058 root 1.11 }
1059    
1060 root 1.18 /* high not bit set? We're using the old autopickup model */
1061     if (!(op->contr->mode & PU_NEWMODE))
1062 root 1.11 {
1063 root 1.18 switch (op->contr->mode)
1064 root 1.11 {
1065 root 1.20 case 0:
1066     return 1; /* don't pick up */
1067     case 1:
1068     pick_up (op, tmp);
1069     return 1;
1070     case 2:
1071     pick_up (op, tmp);
1072     return 0;
1073     case 3:
1074     return 0; /* stop before pickup */
1075     case 4:
1076     pick_up (op, tmp);
1077     break;
1078     case 5:
1079     pick_up (op, tmp);
1080     stop = 1;
1081     break;
1082     case 6:
1083     if (QUERY_FLAG (tmp, FLAG_KNOWN_MAGICAL) && !QUERY_FLAG (tmp, FLAG_KNOWN_CURSED))
1084 root 1.18 pick_up (op, tmp);
1085 root 1.20 break;
1086    
1087     case 7:
1088     if (tmp->type == MONEY || tmp->type == GEM)
1089 root 1.18 pick_up (op, tmp);
1090 root 1.20 break;
1091    
1092     default:
1093     /* use value density */
1094     if (!QUERY_FLAG (tmp, FLAG_UNPAID)
1095     && (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1))) >= op->contr->mode)
1096 root 1.18 pick_up (op, tmp);
1097 root 1.11 }
1098     }
1099 root 1.18 else
1100     { /* old model */
1101     /* NEW pickup handling */
1102     if (op->contr->mode & PU_DEBUG)
1103     {
1104     /* some debugging code to figure out item information */
1105     if (tmp->name != NULL)
1106     sprintf (putstring, "item name: %s item type: %d weight/value: %d",
1107     &tmp->name, tmp->type, (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1))));
1108     else
1109     sprintf (putstring, "item name: %s item type: %d weight/value: %d",
1110     &tmp->arch->name, tmp->type, (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1))));
1111    
1112     new_draw_info (NDI_UNIQUE, 0, op, putstring);
1113 root 1.58 }
1114 elmex 1.1
1115 root 1.18 /* philosophy:
1116     * It's easy to grab an item type from a pile, as long as it's
1117     * generic. This takes no game-time. For more detailed pickups
1118 root 1.58 * and selections, select-items should be used. This is a
1119 root 1.18 * grab-as-you-run type mode that's really useful for arrows for
1120     * example.
1121     * The drawback: right now it has no frontend, so you need to
1122     * stick the bits you want into a calculator in hex mode and then
1123     * convert to decimal and then 'pickup <#>
1124     */
1125    
1126     /* the first two modes are exclusive: if NOTHING we return, if
1127     * STOP then we stop. All the rest are applied sequentially,
1128     * meaning if any test passes, the item gets picked up. */
1129    
1130     /* if mode is set to pick nothing up, return */
1131    
1132     if (op->contr->mode & PU_NOTHING)
1133     return 1;
1134    
1135     /* if mode is set to stop when encountering objects, return */
1136     /* take STOP before INHIBIT since it doesn't actually pick
1137     * anything up */
1138    
1139     if (op->contr->mode & PU_STOP)
1140     return 0;
1141    
1142     /* useful for going into stores and not losing your settings... */
1143     /* and for battles wher you don't want to get loaded down while
1144     * fighting */
1145     if (op->contr->mode & PU_INHIBIT)
1146     return 1;
1147    
1148     /* prevent us from turning into auto-thieves :) */
1149     if (QUERY_FLAG (tmp, FLAG_UNPAID))
1150     continue;
1151    
1152     /* ignore known cursed objects */
1153     if (QUERY_FLAG (tmp, FLAG_KNOWN_CURSED) && op->contr->mode & PU_NOT_CURSED)
1154     continue;
1155    
1156     /* all food and drink if desired */
1157     /* question: don't pick up known-poisonous stuff? */
1158     if (op->contr->mode & PU_FOOD)
1159     if (tmp->type == FOOD)
1160     {
1161     pick_up (op, tmp);
1162     continue;
1163     }
1164 root 1.29
1165 root 1.18 if (op->contr->mode & PU_DRINK)
1166     if (tmp->type == DRINK || (tmp->type == POISON && !QUERY_FLAG (tmp, FLAG_KNOWN_CURSED)))
1167     {
1168     pick_up (op, tmp);
1169     continue;
1170     }
1171    
1172     if (op->contr->mode & PU_POTION)
1173     if (tmp->type == POTION)
1174     {
1175     pick_up (op, tmp);
1176     continue;
1177     }
1178    
1179     /* spellbooks, skillscrolls and normal books/scrolls */
1180     if (op->contr->mode & PU_SPELLBOOK)
1181     if (tmp->type == SPELLBOOK)
1182     {
1183     pick_up (op, tmp);
1184     continue;
1185     }
1186 root 1.29
1187 root 1.18 if (op->contr->mode & PU_SKILLSCROLL)
1188     if (tmp->type == SKILLSCROLL)
1189     {
1190     pick_up (op, tmp);
1191     continue;
1192     }
1193 root 1.29
1194 root 1.18 if (op->contr->mode & PU_READABLES)
1195     if (tmp->type == BOOK || tmp->type == SCROLL)
1196     {
1197     pick_up (op, tmp);
1198     continue;
1199     }
1200    
1201     /* wands/staves/rods/horns */
1202     if (op->contr->mode & PU_MAGIC_DEVICE)
1203     if (tmp->type == WAND || tmp->type == ROD || tmp->type == HORN)
1204     {
1205     pick_up (op, tmp);
1206     continue;
1207     }
1208    
1209     /* pick up all magical items */
1210     if (op->contr->mode & PU_MAGICAL)
1211     if (QUERY_FLAG (tmp, FLAG_KNOWN_MAGICAL) && !QUERY_FLAG (tmp, FLAG_KNOWN_CURSED))
1212     {
1213     pick_up (op, tmp);
1214     continue;
1215     }
1216    
1217     if (op->contr->mode & PU_VALUABLES)
1218     {
1219     if (tmp->type == MONEY || tmp->type == GEM)
1220     {
1221     pick_up (op, tmp);
1222     continue;
1223     }
1224     }
1225    
1226     /* rings & amulets - talismans seems to be typed AMULET */
1227     if (op->contr->mode & PU_JEWELS)
1228     if (tmp->type == RING || tmp->type == AMULET)
1229     {
1230     pick_up (op, tmp);
1231 root 1.29 continue;
1232     }
1233    
1234     /* we don't forget dragon food */
1235     if (op->contr->mode & PU_FLESH)
1236     if (tmp->type == FLESH)
1237     {
1238     pick_up (op, tmp);
1239 root 1.18 continue;
1240     }
1241    
1242     /* bows and arrows. Bows are good for selling! */
1243     if (op->contr->mode & PU_BOW)
1244     if (tmp->type == BOW)
1245     {
1246     pick_up (op, tmp);
1247     continue;
1248     }
1249 root 1.29
1250 root 1.18 if (op->contr->mode & PU_ARROW)
1251     if (tmp->type == ARROW)
1252     {
1253     pick_up (op, tmp);
1254     continue;
1255     }
1256    
1257     /* all kinds of armor etc. */
1258     if (op->contr->mode & PU_ARMOUR)
1259     if (tmp->type == ARMOUR)
1260     {
1261     pick_up (op, tmp);
1262     continue;
1263     }
1264 root 1.29
1265 root 1.18 if (op->contr->mode & PU_HELMET)
1266     if (tmp->type == HELMET)
1267     {
1268     pick_up (op, tmp);
1269     continue;
1270     }
1271 root 1.29
1272 root 1.18 if (op->contr->mode & PU_SHIELD)
1273     if (tmp->type == SHIELD)
1274     {
1275     pick_up (op, tmp);
1276     continue;
1277     }
1278 root 1.29
1279 root 1.18 if (op->contr->mode & PU_BOOTS)
1280     if (tmp->type == BOOTS)
1281     {
1282     pick_up (op, tmp);
1283     continue;
1284     }
1285 root 1.29
1286 root 1.18 if (op->contr->mode & PU_GLOVES)
1287     if (tmp->type == GLOVES)
1288     {
1289     pick_up (op, tmp);
1290     continue;
1291     }
1292 root 1.29
1293 root 1.18 if (op->contr->mode & PU_CLOAK)
1294     if (tmp->type == CLOAK)
1295     {
1296     pick_up (op, tmp);
1297     continue;
1298     }
1299 elmex 1.1
1300 root 1.18 /* hoping to catch throwing daggers here */
1301     if (op->contr->mode & PU_MISSILEWEAPON)
1302     if (tmp->type == WEAPON && QUERY_FLAG (tmp, FLAG_IS_THROWN))
1303     {
1304     pick_up (op, tmp);
1305     continue;
1306     }
1307 elmex 1.1
1308 root 1.18 /* careful: chairs and tables are weapons! */
1309     if (op->contr->mode & PU_ALLWEAPON)
1310     {
1311     if (tmp->type == WEAPON && tmp->name != NULL)
1312     {
1313     if (strstr (tmp->name, "table") == NULL && strstr (tmp->arch->name, "table") == NULL &&
1314     strstr (tmp->name, "chair") && strstr (tmp->arch->name, "chair") == NULL)
1315     {
1316     pick_up (op, tmp);
1317     continue;
1318     }
1319     }
1320 root 1.29
1321 root 1.18 if (tmp->type == WEAPON && tmp->name == NULL)
1322     {
1323     if (strstr (tmp->arch->name, "table") == NULL && strstr (tmp->arch->name, "chair") == NULL)
1324     {
1325     pick_up (op, tmp);
1326     continue;
1327     }
1328     }
1329     }
1330 elmex 1.1
1331 root 1.18 /* misc stuff that's useful */
1332     if (op->contr->mode & PU_KEY)
1333     if (tmp->type == KEY || tmp->type == SPECIAL_KEY)
1334     {
1335     pick_up (op, tmp);
1336     continue;
1337     }
1338 elmex 1.1
1339 root 1.18 /* any of the last 4 bits set means we use the ratio for value
1340     * pickups */
1341     if (op->contr->mode & PU_RATIO)
1342     {
1343     /* use value density to decide what else to grab */
1344     /* >=7 was >= op->contr->mode */
1345     /* >=7 is the old standard setting. Now we take the last 4 bits
1346     * and multiply them by 5, giving 0..15*5== 5..75 */
1347     wvratio = (op->contr->mode & PU_RATIO) * 5;
1348     if ((query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1))) >= (unsigned int) wvratio)
1349     {
1350     pick_up (op, tmp);
1351 elmex 1.1 #if 0
1352 root 1.18 fprintf (stderr, "HIGH WEIGHT/VALUE [");
1353     if (tmp->name != NULL)
1354     {
1355     fprintf (stderr, "%s", tmp->name);
1356     }
1357     else
1358     fprintf (stderr, "%s", tmp->arch->name);
1359     fprintf (stderr, ",%d] = ", tmp->type);
1360     fprintf (stderr, "%d\n", (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1))));
1361 elmex 1.1 #endif
1362 root 1.18 continue;
1363     }
1364     }
1365     } /* the new pickup model */
1366     }
1367 root 1.29
1368 root 1.18 return !stop;
1369 elmex 1.1 }
1370    
1371     /*
1372     * Find an arrow in the inventory and after that
1373     * in the right type container (quiver). Pointer to the
1374     * found object is returned.
1375     */
1376 root 1.18 object *
1377     find_arrow (object *op, const char *type)
1378 elmex 1.1 {
1379 root 1.103 object *tmp = 0;
1380 elmex 1.1
1381 root 1.18 for (op = op->inv; op; op = op->below)
1382     if (!tmp && op->type == CONTAINER && op->race == type && QUERY_FLAG (op, FLAG_APPLIED))
1383     tmp = find_arrow (op, type);
1384     else if (op->type == ARROW && op->race == type)
1385     return op;
1386 root 1.103
1387 root 1.18 return tmp;
1388 elmex 1.1 }
1389    
1390     /*
1391     * Similar to find_arrow, but looks for (roughly) the best arrow to use
1392     * against the target. A full test is not performed, simply a basic test
1393     * of resistances. The archer is making a quick guess at what he sees down
1394     * the hall. Failing that it does it's best to pick the highest plus arrow.
1395     */
1396 root 1.18 object *
1397     find_better_arrow (object *op, object *target, const char *type, int *better)
1398 elmex 1.1 {
1399 root 1.18 object *tmp = NULL, *arrow, *ntmp;
1400     int attacknum, attacktype, betterby = 0, i;
1401 elmex 1.1
1402 root 1.18 if (!type)
1403     return NULL;
1404 elmex 1.1
1405 root 1.18 for (arrow = op->inv; arrow; arrow = arrow->below)
1406     {
1407     if (arrow->type == CONTAINER && arrow->race == type && QUERY_FLAG (arrow, FLAG_APPLIED))
1408     {
1409     i = 0;
1410     ntmp = find_better_arrow (arrow, target, type, &i);
1411     if (i > betterby)
1412     {
1413     tmp = ntmp;
1414     betterby = i;
1415     }
1416     }
1417     else if (arrow->type == ARROW && arrow->race == type)
1418     {
1419     /* allways prefer assasination/slaying */
1420     if (target->race != NULL && arrow->slaying != NULL && strstr (arrow->slaying, target->race))
1421     {
1422     if (arrow->attacktype & AT_DEATH)
1423     {
1424     *better = 100;
1425     return arrow;
1426     }
1427     else
1428     {
1429     tmp = arrow;
1430     betterby = (arrow->magic + arrow->stats.dam) * 2;
1431     }
1432     }
1433     else
1434     {
1435     for (attacknum = 0; attacknum < NROFATTACKS; attacknum++)
1436     {
1437     attacktype = 1 << attacknum;
1438     if ((arrow->attacktype & attacktype) && (target->arch->clone.resist[attacknum]) < 0)
1439     if (((arrow->magic + arrow->stats.dam) * (100 - target->arch->clone.resist[attacknum]) / 100) > betterby)
1440     {
1441     tmp = arrow;
1442     betterby = (arrow->magic + arrow->stats.dam) * (100 - target->arch->clone.resist[attacknum]) / 100;
1443     }
1444 root 1.11 }
1445 root 1.18 if ((2 + arrow->magic + arrow->stats.dam) > betterby)
1446     {
1447     tmp = arrow;
1448     betterby = 2 + arrow->magic + arrow->stats.dam;
1449 root 1.11 }
1450 root 1.18 if (arrow->title && (1 + arrow->magic + arrow->stats.dam) > betterby)
1451     {
1452     tmp = arrow;
1453     betterby = 1 + arrow->magic + arrow->stats.dam;
1454 root 1.11 }
1455     }
1456     }
1457 elmex 1.1 }
1458 root 1.18 if (tmp == NULL && arrow == NULL)
1459     return find_arrow (op, type);
1460 elmex 1.1
1461 root 1.18 *better = betterby;
1462     return tmp;
1463 elmex 1.1 }
1464    
1465     /* looks in a given direction, finds the first valid target, and calls
1466     * find_better_arrow to find a decent arrow to use.
1467     * op = the shooter
1468     * type = bow->race
1469     * dir = fire direction
1470     */
1471 root 1.18 object *
1472     pick_arrow_target (object *op, const char *type, int dir)
1473 elmex 1.1 {
1474 root 1.18 object *tmp = NULL;
1475 root 1.25 maptile *m;
1476 root 1.18 int i, mflags, found, number;
1477     sint16 x, y;
1478    
1479     if (op->map == NULL)
1480     return find_arrow (op, type);
1481    
1482     /* do a dex check */
1483     number = (die_roll (2, 40, op, PREFER_LOW) - 2) / 2;
1484     if (number > (op->stats.Dex + (op->chosen_skill ? op->chosen_skill->level : op->level)))
1485     return find_arrow (op, type);
1486    
1487     m = op->map;
1488     x = op->x;
1489     y = op->y;
1490    
1491     /* find the first target */
1492     for (i = 0, found = 0; i < 20; i++)
1493     {
1494     x += freearr_x[dir];
1495     y += freearr_y[dir];
1496     mflags = get_map_flags (m, &m, x, y, &x, &y);
1497     if (mflags & P_OUT_OF_MAP || mflags & P_BLOCKSVIEW)
1498     {
1499     tmp = NULL;
1500     break;
1501     }
1502     else if (GET_MAP_MOVE_BLOCK (m, x, y) == MOVE_FLY_LOW)
1503     {
1504     /* This block presumes arrows and the like are MOVE_FLY_SLOW -
1505     * perhaps a bad assumption.
1506     */
1507     tmp = NULL;
1508     break;
1509 root 1.11 }
1510 root 1.18 if (mflags & P_IS_ALIVE)
1511     {
1512     for (tmp = GET_MAP_OB (m, x, y); tmp; tmp = tmp->above)
1513     if (QUERY_FLAG (tmp, FLAG_ALIVE))
1514     {
1515     found++;
1516 root 1.11 break;
1517 root 1.18 }
1518     if (found)
1519     break;
1520 root 1.11 }
1521 elmex 1.1 }
1522 root 1.18 if (tmp == NULL)
1523     return find_arrow (op, type);
1524 elmex 1.1
1525 root 1.18 if (tmp->head)
1526     tmp = tmp->head;
1527 elmex 1.1
1528 root 1.18 return find_better_arrow (op, tmp, type, &i);
1529 elmex 1.1 }
1530    
1531     /*
1532     * Creature fires a bow - op can be monster or player. Returns
1533     * 1 if bow was actually fired, 0 otherwise.
1534     * op is the object firing the bow.
1535     * part is for multipart creatures - the part firing the bow.
1536     * dir is the direction of fire.
1537     * wc_mod is any special modifier to give (used in special player fire modes)
1538     * sx, sy are coordinates to fire arrow from - also used in some of the special
1539     * player fire modes.
1540     */
1541 root 1.18 int
1542     fire_bow (object *op, object *part, object *arrow, int dir, int wc_mod, sint16 sx, sint16 sy)
1543 elmex 1.1 {
1544 root 1.18 object *left, *bow;
1545 root 1.132 int mflags;
1546 root 1.25 maptile *m;
1547 elmex 1.1
1548 root 1.18 if (!dir)
1549     {
1550     new_draw_info (NDI_UNIQUE, 0, op, "You can't shoot yourself!");
1551     return 0;
1552 elmex 1.1 }
1553 root 1.48
1554 root 1.136 if (op->contr)
1555     bow = op->current_weapon;
1556 root 1.18 else
1557     {
1558     for (bow = op->inv; bow; bow = bow->below)
1559     /* Don't check for applied - monsters don't apply bows - in that way, they
1560     * don't need to switch back and forth between bows and weapons.
1561     */
1562     if (bow->type == BOW)
1563     break;
1564 root 1.11
1565 root 1.18 if (!bow)
1566     {
1567     LOG (llevError, "Range: bow without activated bow (%s).\n", &op->name);
1568     return 0;
1569 root 1.11 }
1570 root 1.118
1571     // optimisation: move object to top so we will find it quickly again
1572     if (bow->below)
1573     {
1574     bow->remove ();
1575     op->insert (bow);
1576     }
1577    
1578 elmex 1.1 }
1579 root 1.48
1580 root 1.18 if (!bow->race || !bow->skill)
1581     {
1582     new_draw_info_format (NDI_UNIQUE, 0, op, "Your %s is broken.", &bow->name);
1583     return 0;
1584 elmex 1.1 }
1585    
1586 root 1.18 if (arrow == NULL)
1587     {
1588     if ((arrow = find_arrow (op, bow->race)) == NULL)
1589     {
1590     if (op->type == PLAYER)
1591     new_draw_info_format (NDI_UNIQUE, 0, op, "You have no %s left.", &bow->race);
1592     /* FLAG_READY_BOW will get reset if the monsters picks up some arrows */
1593     else
1594     CLEAR_FLAG (op, FLAG_READY_BOW);
1595 root 1.116
1596 root 1.18 return 0;
1597 root 1.11 }
1598 elmex 1.1 }
1599 root 1.48
1600 root 1.18 mflags = get_map_flags (op->map, &m, sx, sy, &sx, &sy);
1601     if (mflags & P_OUT_OF_MAP)
1602 root 1.48 return 0;
1603    
1604 root 1.18 if (GET_MAP_MOVE_BLOCK (m, sx, sy) == MOVE_FLY_LOW)
1605     {
1606     new_draw_info (NDI_UNIQUE, 0, op, "Something is in the way.");
1607     return 0;
1608     }
1609    
1610     /* this should not happen, but sometimes does */
1611     if (arrow->nrof == 0)
1612     {
1613 root 1.33 arrow->destroy ();
1614 root 1.18 return 0;
1615     }
1616    
1617     left = arrow; /* these are arrows left to the player */
1618     arrow = get_split_ob (arrow, 1);
1619 root 1.48 if (!arrow)
1620 root 1.18 {
1621     new_draw_info_format (NDI_UNIQUE, 0, op, "You have no %s left.", &bow->race);
1622     return 0;
1623 elmex 1.1 }
1624 root 1.48
1625 root 1.34 arrow->set_owner (op);
1626 root 1.18 arrow->skill = bow->skill;
1627     arrow->direction = dir;
1628    
1629 root 1.124 arrow->stats.sp = arrow->stats.wc; /* save original wc, dam, attacktype and slaying */
1630     arrow->stats.hp = arrow->stats.dam;
1631     arrow->stats.grace = arrow->attacktype;
1632    
1633     if (arrow->slaying)
1634     arrow->spellarg = strdup (arrow->slaying);
1635    
1636 root 1.142 #if 0
1637 root 1.131 if (player *pl = op->contr)
1638 root 1.18 {
1639 root 1.142 float speed = pl->weapon_sp;
1640 root 1.132
1641 root 1.142 /* penalize ROF for bestarrow */
1642     if (pl->bowtype == bow_bestarrow)
1643     speed *= .9f;
1644     else
1645     speed *= 1.f + dex_bonus[op->stats.Dex] * .2f;
1646 root 1.131
1647 root 1.142 op->speed_left += speed - op->speed;
1648     }
1649 root 1.132 #endif
1650 elmex 1.1
1651 root 1.18 SET_ANIMATION (arrow, arrow->direction);
1652 root 1.116
1653 root 1.18 /* update the speed */
1654 root 1.142 arrow->speed = ((bow->flag [FLAG_NO_STRENGTH] ? 0 : dam_bonus[op->stats.Str]) + bow->magic + arrow->magic) / 5.f
1655     + bow->stats.dam / 7.f;
1656 root 1.18
1657 root 1.142 arrow->set_speed (max (arrow->speed, 2.f));
1658 root 1.18 arrow->speed_left = 0;
1659    
1660 root 1.129 int wc = op->stats.wc + wc_mod - arrow->magic - arrow->stats.wc;
1661 root 1.116
1662 root 1.18 if (op->type == PLAYER)
1663     {
1664 root 1.116 arrow->level = op->chosen_skill ? op->chosen_skill->level : op->level;
1665 root 1.129 wc -= dex_bonus[op->stats.Dex];
1666 root 1.18
1667 root 1.116 if (!arrow->slaying)
1668     arrow->slaying = op->slaying;
1669 root 1.124
1670     arrow->attacktype |= op->attacktype;
1671 elmex 1.1 }
1672 root 1.18 else
1673     {
1674     arrow->level = op->level;
1675 root 1.116 arrow->stats.wc -= bow->magic;
1676    
1677     if (!arrow->slaying)
1678     arrow->slaying = bow->slaying;
1679 root 1.124
1680     arrow->attacktype |= bow->attacktype;
1681 elmex 1.1 }
1682 root 1.24
1683 root 1.129 wc -= arrow->level;
1684     arrow->stats.dam = clamp (arrow->stats.dam + op->stats.dam + arrow->magic, MIN_DAM, MAX_DAM);
1685 root 1.24
1686 root 1.129 arrow->stats.wc = clamp (wc, MIN_WC, MAX_WC);
1687 root 1.18 arrow->move_type = MOVE_FLY_LOW;
1688     arrow->move_on = MOVE_FLY_LOW | MOVE_WALK;
1689    
1690     play_sound_map (op->map, op->x, op->y, SOUND_FIRE_ARROW);
1691 root 1.70 m->insert (arrow, sx, sy, op);
1692 root 1.18
1693 root 1.24 if (!arrow->destroyed ())
1694 root 1.18 move_arrow (arrow);
1695 elmex 1.1
1696 root 1.18 if (op->type == PLAYER)
1697     {
1698 root 1.24 if (left->destroyed ())
1699     esrv_del_item (op->contr, left->count);
1700 root 1.18 else
1701     esrv_send_item (op, left);
1702 elmex 1.1 }
1703 root 1.24
1704 root 1.18 return 1;
1705 elmex 1.1 }
1706    
1707     /* Special fire code for players - this takes into
1708     * account the special fire modes players can have
1709     * but monsters can't. Putting that code here
1710     * makes the fire_bow code much cleaner.
1711     * this function should only be called if 'op' is a player,
1712     * hence the function name.
1713     */
1714 root 1.18 int
1715     player_fire_bow (object *op, int dir)
1716 elmex 1.1 {
1717 root 1.18 int ret = 0, wcmod = 0;
1718    
1719     if (op->contr->bowtype == bow_bestarrow)
1720     {
1721 root 1.118 ret = fire_bow (op, op, pick_arrow_target (op, op->contr->ranged_ob->race, dir), dir, 0, op->x, op->y);
1722 root 1.18 }
1723     else if (op->contr->bowtype >= bow_n && op->contr->bowtype <= bow_nw)
1724     {
1725     if (!similar_direction (dir, op->contr->bowtype - bow_n + 1))
1726     wcmod = -1;
1727 root 1.74
1728 root 1.18 ret = fire_bow (op, op, NULL, op->contr->bowtype - bow_n + 1, wcmod, op->x, op->y);
1729     }
1730     else if (op->contr->bowtype == bow_threewide)
1731     {
1732     ret = fire_bow (op, op, NULL, dir, 0, op->x, op->y);
1733     ret |= fire_bow (op, op, NULL, dir, -5, op->x + freearr_x[absdir (dir + 2)], op->y + freearr_y[absdir (dir + 2)]);
1734     ret |= fire_bow (op, op, NULL, dir, -5, op->x + freearr_x[absdir (dir - 2)], op->y + freearr_y[absdir (dir - 2)]);
1735     }
1736     else if (op->contr->bowtype == bow_spreadshot)
1737     {
1738     ret |= fire_bow (op, op, NULL, dir, 0, op->x, op->y);
1739     ret |= fire_bow (op, op, NULL, absdir (dir - 1), -5, op->x, op->y);
1740     ret |= fire_bow (op, op, NULL, absdir (dir + 1), -5, op->x, op->y);
1741 elmex 1.1 }
1742 root 1.18 else
1743     {
1744     /* Simple case */
1745     ret = fire_bow (op, op, NULL, dir, 0, op->x, op->y);
1746     }
1747 root 1.121
1748 root 1.18 return ret;
1749 elmex 1.1 }
1750    
1751     /* Fires a misc (wand/rod/horn) object in 'dir'.
1752     * Broken apart from 'fire' to keep it more readable.
1753     */
1754 root 1.18 void
1755     fire_misc_object (object *op, int dir)
1756 elmex 1.1 {
1757 root 1.118 object *item = op->contr->ranged_ob;
1758 elmex 1.1
1759 root 1.118 if (!item)
1760 root 1.18 {
1761     new_draw_info (NDI_UNIQUE, 0, op, "You have range item readied.");
1762     return;
1763 elmex 1.1 }
1764    
1765 root 1.18 if (!item->inv)
1766     {
1767     LOG (llevError, "Object %s lacks a spell\n", &item->name);
1768     return;
1769 elmex 1.1 }
1770 root 1.118
1771 root 1.126 if (!op->change_weapon (item))
1772     return;
1773 root 1.121
1774 root 1.18 if (item->type == WAND)
1775     {
1776     if (item->stats.food <= 0)
1777     {
1778     play_sound_player_only (op->contr, SOUND_WAND_POOF, 0, 0);
1779     new_draw_info_format (NDI_UNIQUE, 0, op, "The %s goes poof.", query_base_name (item, 0));
1780 root 1.121
1781 root 1.18 return;
1782 root 1.11 }
1783 root 1.18 }
1784     else if (item->type == ROD || item->type == HORN)
1785     {
1786     if (item->stats.hp < MAX (item->inv->stats.sp, item->inv->stats.grace))
1787     {
1788     play_sound_player_only (op->contr, SOUND_WAND_POOF, 0, 0);
1789 root 1.121
1790 root 1.18 if (item->type == ROD)
1791     new_draw_info_format (NDI_UNIQUE, 0, op, "The %s whines for a while, but nothing happens.", query_base_name (item, 0));
1792     else
1793     new_draw_info_format (NDI_UNIQUE, 0, op, "The %s needs more time to charge.", query_base_name (item, 0));
1794 root 1.121
1795 root 1.18 return;
1796 root 1.11 }
1797 elmex 1.1 }
1798    
1799 root 1.18 if (cast_spell (op, item, dir, item->inv, NULL))
1800     {
1801     SET_FLAG (op, FLAG_BEEN_APPLIED); /* You now know something about it */
1802     if (item->type == WAND)
1803     {
1804     if (!(--item->stats.food))
1805     {
1806     object *tmp;
1807    
1808     if (item->arch)
1809     {
1810     CLEAR_FLAG (item, FLAG_ANIMATE);
1811     item->face = item->arch->clone.face;
1812 root 1.67 item->set_speed (0);
1813 root 1.11 }
1814 root 1.67
1815 root 1.49 if ((tmp = item->in_player ()))
1816 root 1.18 esrv_update_item (UPD_ANIM, tmp, item);
1817 root 1.11 }
1818     }
1819 root 1.18 else if (item->type == ROD || item->type == HORN)
1820 root 1.67 drain_rod_charge (item);
1821 elmex 1.1 }
1822     }
1823    
1824     /* Received a fire command for the player - go and do it.
1825     */
1826 root 1.142 bool
1827 root 1.18 fire (object *op, int dir)
1828     {
1829     int spellcost = 0;
1830 elmex 1.1
1831 root 1.18 /* check for loss of invisiblity/hide */
1832     if (action_makes_visible (op))
1833     make_visible (op);
1834 elmex 1.1
1835 root 1.118 player *pl = op->contr;
1836 elmex 1.1
1837 root 1.119 if (pl->golem)
1838     {
1839     control_golem (op->contr->golem, dir);
1840 root 1.142 return false;
1841 root 1.119 }
1842    
1843     object *ob = pl->ranged_ob;
1844 elmex 1.1
1845 root 1.119 if (!ob)
1846 root 1.142 return false;
1847 elmex 1.1
1848 root 1.136 if (!op->change_weapon (ob))
1849 root 1.142 return false;
1850    
1851     if (op->speed_left > 0.f)
1852     --op->speed_left;
1853     else
1854     return false;
1855 root 1.136
1856 root 1.119 switch (ob->type)
1857 root 1.118 {
1858 root 1.119 case BOW:
1859 root 1.118 player_fire_bow (op, dir);
1860 root 1.119 break;
1861    
1862     case SPELL:
1863     spellcost = cast_spell (op, op, dir, ob, pl->spellparam[0] ? pl->spellparam : 0);
1864     break;
1865 root 1.113
1866 root 1.119 case BUILDER:
1867 root 1.20 apply_map_builder (op, dir);
1868 root 1.119 break;
1869    
1870     case SKILL:
1871     do_skill (op, op, ob, dir, 0);
1872     break;
1873    
1874     default:
1875     fire_misc_object (op, dir);
1876     break;
1877 elmex 1.1 }
1878 root 1.142
1879     return true;
1880 elmex 1.1 }
1881    
1882     /* find_key
1883     * We try to find a key for the door as passed. If we find a key
1884     * and successfully use it, we return the key, otherwise NULL
1885     * This function merges both normal and locked door, since the logic
1886     * for both is the same - just the specific key is different.
1887     * pl is the player,
1888     * inv is the objects inventory to searched
1889     * door is the door we are trying to match against.
1890     * This function can be called recursively to search containers.
1891     */
1892 root 1.18 object *
1893     find_key (object *pl, object *container, object *door)
1894 elmex 1.1 {
1895 root 1.18 object *tmp, *key;
1896 elmex 1.1
1897 root 1.18 /* Should not happen, but sanity checking is never bad */
1898 root 1.103 if (!container->inv)
1899     return 0;
1900 elmex 1.1
1901 root 1.18 /* First, lets try to find a key in the top level inventory */
1902 root 1.103 for (tmp = container->inv; tmp; tmp = tmp->below)
1903 root 1.18 {
1904     if (door->type == DOOR && tmp->type == KEY)
1905     break;
1906     /* For sanity, we should really check door type, but other stuff
1907     * (like containers) can be locked with special keys
1908     */
1909     if (tmp->slaying && tmp->type == SPECIAL_KEY && tmp->slaying == door->slaying)
1910     break;
1911     }
1912 root 1.103
1913 root 1.18 /* No key found - lets search inventories now */
1914     /* If we find and use a key in an inventory, return at that time.
1915     * otherwise, if we search all the inventories and still don't find
1916     * a key, return
1917     */
1918     if (!tmp)
1919     {
1920 root 1.103 for (tmp = container->inv; tmp; tmp = tmp->below)
1921 root 1.18 {
1922     /* No reason to search empty containers */
1923     if (tmp->type == CONTAINER && tmp->inv)
1924     {
1925 root 1.103 if ((key = find_key (pl, tmp, door)))
1926 root 1.18 return key;
1927     }
1928     }
1929 root 1.103
1930 root 1.18 if (!tmp)
1931     return NULL;
1932 elmex 1.1 }
1933 root 1.103
1934 root 1.18 /* We get down here if we have found a key. Now if its in a container,
1935     * see if we actually want to use it
1936     */
1937     if (pl != container)
1938     {
1939     /* Only let players use keys in containers */
1940     if (!pl->contr)
1941     return NULL;
1942     /* cases where this fails:
1943     * If we only search the player inventory, return now since we
1944     * are not in the players inventory.
1945     * If the container is not active, return now since only active
1946     * containers can be used.
1947     * If we only search keyrings and the container does not have
1948     * a race/isn't a keyring.
1949     * No checking for all containers - to fall through past here,
1950     * inv must have been an container and must have been active.
1951     *
1952     * Change the color so that the message doesn't disappear with
1953     * all the others.
1954     */
1955     if (pl->contr->usekeys == key_inventory ||
1956     !QUERY_FLAG (container, FLAG_APPLIED) ||
1957     (pl->contr->usekeys == keyrings && (!container->race || strcmp (container->race, "keys"))))
1958     {
1959     new_draw_info_format (NDI_UNIQUE | NDI_BROWN, 0, pl,
1960     "The %s in your %s vibrates as you approach the door", query_name (tmp), query_name (container));
1961     return NULL;
1962 root 1.11 }
1963 elmex 1.1 }
1964 root 1.103
1965 root 1.18 return tmp;
1966 elmex 1.1 }
1967    
1968     /* moved door processing out of move_player_attack.
1969     * returns 1 if player has opened the door with a key
1970     * such that the caller should not do anything more,
1971     * 0 otherwise
1972     */
1973 root 1.18 static int
1974     player_attack_door (object *op, object *door)
1975 elmex 1.1 {
1976 root 1.142 /* If its a door, try to find a key. If we do destroy the door,
1977 root 1.18 * might as well return immediately as there is nothing more to do -
1978     * otherwise, we fall through to the rest of the code.
1979     */
1980     object *key = find_key (op, op, door);
1981    
1982 root 1.142 /* If we found a key, do some extra work */
1983 root 1.18 if (key)
1984     {
1985     object *container = key->env;
1986    
1987     play_sound_map (op->map, op->x, op->y, SOUND_OPEN_DOOR);
1988 root 1.117
1989 root 1.18 if (action_makes_visible (op))
1990     make_visible (op);
1991 root 1.117
1992 root 1.18 if (door->inv && (door->inv->type == RUNE || door->inv->type == TRAP))
1993     spring_trap (door->inv, op);
1994 root 1.103
1995 root 1.18 if (door->type == DOOR)
1996 root 1.103 hit_player (door, 9998, op, AT_PHYSICAL, 1); /* Break through the door */
1997 root 1.18 else if (door->type == LOCKED_DOOR)
1998     {
1999     new_draw_info_format (NDI_UNIQUE, NDI_BROWN, op, "You open the door with the %s", query_short_name (key));
2000     remove_door2 (door); /* remove door without violence ;-) */
2001     }
2002 root 1.103
2003 root 1.18 /* Do this after we print the message */
2004     decrease_ob (key); /* Use up one of the keys */
2005     /* Need to update the weight the container the key was in */
2006     if (container != op)
2007     esrv_update_item (UPD_WEIGHT, op, container);
2008 root 1.103
2009 root 1.18 return 1; /* Nothing more to do below */
2010     }
2011     else if (door->type == LOCKED_DOOR)
2012     {
2013     /* Might as well return now - no other way to open this */
2014     new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, door->msg);
2015     return 1;
2016 elmex 1.1 }
2017 root 1.103
2018 root 1.18 return 0;
2019 elmex 1.1 }
2020    
2021     /* This function is just part of a breakup from move_player.
2022     * It should keep the code cleaner.
2023     * When this is called, the players direction has been updated
2024     * (taking into account confusion.) The player is also actually
2025     * going to try and move (not fire weapons).
2026     */
2027 root 1.142 bool
2028 root 1.18 move_player_attack (object *op, int dir)
2029 elmex 1.1 {
2030 root 1.18 int on_battleground;
2031    
2032 root 1.117 sint16 nx = freearr_x[dir] + op->x;
2033     sint16 ny = freearr_y[dir] + op->y;
2034 root 1.18
2035 root 1.49 on_battleground = op_on_battleground (op, 0, 0);
2036 root 1.18
2037 root 1.142 if (out_of_map (op->map, nx, ny))
2038     return false;
2039    
2040     if (!op->contr->braced && op->speed_left > 0.f && move_ob (op, dir, op))
2041     {
2042     --op->speed_left;
2043     return true;
2044     }
2045    
2046 root 1.18 /* If braced, or can't move to the square, and it is not out of the
2047     * map, attack it. Note order of if statement is important - don't
2048     * want to be calling move_ob if braced, because move_ob will move the
2049     * player. This is a pretty nasty hack, because if we could
2050     * move to some space, it then means that if we are braced, we should
2051     * do nothing at all. As it is, if we are braced, we go through
2052     * quite a bit of processing. However, it probably is less than what
2053     * move_ob uses.
2054     */
2055 root 1.142 maptile *m = op->map->xy_find (nx, ny);
2056    
2057     /* Go through all the objects, and find ones of interest. Only stop if
2058     * we find a monster - that is something we know we want to attack.
2059     * if its a door or barrel (can roll) see if there may be monsters
2060     * on the space
2061     */
2062     object *mon;
2063     for (mon = m->at (nx, ny).bot; mon; mon = mon->above)
2064 root 1.18 {
2065 root 1.142 if ((mon->flag [FLAG_ALIVE]
2066     || mon->type == LOCKED_DOOR
2067     || mon->flag [FLAG_CAN_ROLL])
2068     && mon != op)
2069     break;
2070     }
2071    
2072     if (!mon) /* This happens anytime the player tries to move */
2073     return false; /* into a wall */
2074 root 1.18
2075 root 1.142 mon = mon->head_ ();
2076 root 1.11
2077 root 1.142 if ((mon->type == DOOR && mon->stats.hp >= 0) || (mon->type == LOCKED_DOOR))
2078     if (op->contr->weapon_sp_left > 0.f)
2079     if (player_attack_door (op, mon))
2080 root 1.18 {
2081 root 1.142 --op->contr->weapon_sp_left;
2082     return true;
2083 root 1.18 }
2084    
2085 root 1.142 /* The following deals with possibly attacking peaceful
2086     * or friendly creatures. Basically, all players are considered
2087     * unaggressive. If the moving player has peaceful set, then the
2088     * object should be pushed instead of attacked. It is assumed that
2089     * if you are braced, you will not attack friends accidently,
2090     * and thus will not push them.
2091     */
2092 root 1.18
2093 root 1.142 /* If the creature is a pet, push it even if the player is not
2094     * peaceful. Our assumption is the creature is a pet if the
2095     * player owns it and it is either friendly or unagressive.
2096     */
2097     if (op->type == PLAYER
2098     && ((mon->owner && mon->owner->contr
2099     && same_party (mon->owner->contr->party, op->contr->party))
2100     || mon->owner == op)
2101     && (QUERY_FLAG (mon, FLAG_UNAGGRESSIVE) || QUERY_FLAG (mon, FLAG_FRIENDLY)))
2102     {
2103     /* If we're braced, we don't want to switch places with it */
2104     if (op->contr->braced)
2105     return false;
2106 root 1.18
2107 root 1.142 if (op->speed_left > 0.f)
2108     {
2109     --op->speed_left;
2110 root 1.85
2111 root 1.18 play_sound_map (op->map, op->x, op->y, SOUND_PUSH_PLAYER);
2112 root 1.117 push_ob (mon, dir, op);
2113 root 1.142
2114 root 1.18 if (op->contr->tmp_invis || op->hide)
2115     make_visible (op);
2116 root 1.85
2117 root 1.142 return true;
2118 root 1.11 }
2119 root 1.142 else
2120     return false;
2121     }
2122 root 1.11
2123 root 1.142 /* in certain circumstances, you shouldn't attack friendly
2124     * creatures. Note that if you are braced, you can't push
2125     * someone, but put it inside this loop so that you won't
2126     * attack them either.
2127     */
2128     if ((mon->type == PLAYER || mon->enemy != op)
2129     && (mon->type == PLAYER || QUERY_FLAG (mon, FLAG_UNAGGRESSIVE) || QUERY_FLAG (mon, FLAG_FRIENDLY))
2130     && ((op->contr->peaceful
2131     || (mon->type == PLAYER && mon->contr->peaceful))
2132     && !on_battleground))
2133     {
2134     if (op->speed_left > 0.f)
2135 root 1.18 {
2136 root 1.142 --op->speed_left;
2137    
2138 root 1.18 if (!op->contr->braced)
2139     {
2140     play_sound_map (op->map, op->x, op->y, SOUND_PUSH_PLAYER);
2141 root 1.85 push_ob (mon, dir, op);
2142 root 1.18 }
2143     else
2144 root 1.49 new_draw_info (0, 0, op, "You withhold your attack");
2145    
2146 root 1.18 if (op->contr->tmp_invis || op->hide)
2147     make_visible (op);
2148 root 1.142
2149     return true;
2150 root 1.11 }
2151 root 1.142 }
2152     /* If the object is a boulder or other rollable object, then
2153     * roll it if not braced. You can't roll it if you are braced.
2154     */
2155     else if (QUERY_FLAG (mon, FLAG_CAN_ROLL) && (!op->contr->braced))
2156     {
2157     if (op->speed_left > 0.f)
2158     {
2159     --op->speed_left;
2160 elmex 1.1
2161 root 1.18 recursive_roll (mon, dir, op);
2162     if (action_makes_visible (op))
2163     make_visible (op);
2164 root 1.142
2165     return true;
2166 root 1.11 }
2167 root 1.142 }
2168     /* Any generic living creature. Including things like doors.
2169     * Way it works is like this: First, it must have some hit points
2170     * and be living. Then, it must be one of the following:
2171     * 1) Not a player, 2) A player, but of a different party. Note
2172     * that party_number -1 is no party, so attacks can still happen.
2173     */
2174     else if ((mon->stats.hp >= 0) && QUERY_FLAG (mon, FLAG_ALIVE) &&
2175     ((mon->type != PLAYER || op->contr->party == NULL || op->contr->party != mon->contr->party)))
2176     {
2177 root 1.143 if (op->contr->weapon_sp_left > 0.f && !op->flag [FLAG_WIZPASS])
2178 root 1.18 {
2179 root 1.142 --op->contr->weapon_sp_left;
2180 root 1.11
2181 root 1.49 skill_attack (mon, op, 0, 0, 0);
2182 root 1.11
2183 root 1.18 if (action_makes_visible (op))
2184     make_visible (op);
2185 root 1.142
2186     return true;
2187 root 1.11 }
2188 root 1.142 }
2189    
2190     return false;
2191 elmex 1.1 }
2192    
2193 root 1.142 bool
2194 root 1.18 move_player (object *op, int dir)
2195     {
2196     int pick;
2197 elmex 1.1
2198 root 1.84 if (!op->map || op->map->in_memory != MAP_IN_MEMORY)
2199 root 1.18 return 0;
2200 elmex 1.1
2201 root 1.18 /* Sanity check: make sure dir is valid */
2202     if ((dir < 0) || (dir >= 9))
2203     {
2204     LOG (llevError, "move_player: invalid direction %d\n", dir);
2205     return 0;
2206 elmex 1.1 }
2207    
2208 root 1.84 /* peterm: added following line */
2209 root 1.18 if (QUERY_FLAG (op, FLAG_CONFUSED) && dir)
2210 root 1.99 dir = absdir (dir + rndm (3) + rndm (3) - 2);
2211 root 1.18
2212     op->facing = dir;
2213    
2214     if (op->hide)
2215     do_hidden_move (op);
2216    
2217 root 1.142 bool retval;
2218    
2219 root 1.18 if (INVOKE_PLAYER (MOVE, op->contr, ARG_INT (dir)))
2220 root 1.142 retval = RESULT_INT (0);
2221 root 1.18 else if (op->contr->fire_on)
2222 root 1.142 retval = fire (op, dir);
2223 root 1.18 else
2224     {
2225 root 1.142 retval = move_player_attack (op, dir);
2226 root 1.18 pick = check_pick (op);
2227     }
2228 elmex 1.1
2229 root 1.18 /* Add special check for newcs players and fire on - this way, the
2230     * server can handle repeat firing.
2231     */
2232     if (op->contr->fire_on || (op->contr->run_on && pick != 0))
2233 root 1.49 op->direction = dir;
2234 root 1.18 else
2235 root 1.49 op->direction = 0;
2236    
2237 root 1.18 /* Update how the player looks. Use the facing, so direction may
2238     * get reset to zero. This allows for full animation capabilities
2239     * for players.
2240     */
2241     animate_object (op, op->facing);
2242 root 1.142
2243     return retval;
2244 elmex 1.1 }
2245    
2246     /* This is similar to handle_player, below, but is only used by the
2247     * new client/server stuff.
2248     * This is sort of special, in that the new client/server actually uses
2249     * the new speed values for commands.
2250     *
2251 root 1.142 * Returns true if there are more actions we can do. Should not do
2252     * many actions in a row, as that would be too unfair to other
2253     * players.
2254 elmex 1.1 */
2255 root 1.142 bool
2256 root 1.18 handle_newcs_player (object *op)
2257 elmex 1.1 {
2258 root 1.18 if (QUERY_FLAG (op, FLAG_SCARED))
2259     {
2260 root 1.142 if (op->speed_left > 0.f)
2261 root 1.18 {
2262 root 1.132 --op->speed_left;
2263 root 1.142 flee_player (op);
2264    
2265     return true;
2266 root 1.11 }
2267 root 1.142 else
2268     return false;
2269 elmex 1.1 }
2270    
2271 root 1.18 /* call this here - we also will call this in do_ericserver, but
2272     * the players time has been increased when doericserver has been
2273     * called, so we recheck it here.
2274     */
2275 root 1.83 if (op->contr->ns->handle_command ())
2276 root 1.142 return true;
2277 root 1.47
2278 root 1.142 if (op->direction && (op->contr->run_on || op->contr->fire_on))
2279     return move_player (op, op->direction);
2280 elmex 1.1
2281 root 1.142 return false;
2282 root 1.18 }
2283    
2284     int
2285     save_life (object *op)
2286     {
2287     if (!QUERY_FLAG (op, FLAG_LIFESAVE))
2288 elmex 1.1 return 0;
2289 root 1.18
2290 root 1.41 for (object *tmp = op->inv; tmp; tmp = tmp->below)
2291 root 1.18 if (QUERY_FLAG (tmp, FLAG_APPLIED) && QUERY_FLAG (tmp, FLAG_LIFESAVE))
2292     {
2293     play_sound_map (op->map, op->x, op->y, SOUND_OB_EVAPORATE);
2294     new_draw_info_format (NDI_UNIQUE, 0, op, "Your %s vibrates violently, then evaporates.", query_name (tmp));
2295 root 1.33
2296 root 1.18 if (op->contr)
2297     esrv_del_item (op->contr, tmp->count);
2298 root 1.33
2299     tmp->destroy ();
2300 root 1.18 CLEAR_FLAG (op, FLAG_LIFESAVE);
2301 root 1.33
2302 root 1.18 if (op->stats.hp < 0)
2303     op->stats.hp = op->stats.maxhp;
2304 root 1.33
2305 root 1.18 if (op->stats.food < 0)
2306     op->stats.food = 999;
2307 root 1.33
2308 root 1.54 op->update_stats ();
2309 root 1.18 return 1;
2310     }
2311 root 1.41
2312 root 1.18 LOG (llevError, "Error: LIFESAVE set without applied object.\n");
2313     CLEAR_FLAG (op, FLAG_LIFESAVE);
2314     enter_player_savebed (op); /* bring him home. */
2315     return 0;
2316 elmex 1.1 }
2317    
2318     /* This goes throws the inventory and removes unpaid objects, and puts them
2319     * back in the map (location and map determined by values of env). This
2320     * function will descend into containers. op is the object to start the search
2321     * from.
2322     */
2323 root 1.18 void
2324     remove_unpaid_objects (object *op, object *env)
2325 elmex 1.1 {
2326 root 1.18 while (op)
2327     {
2328 root 1.70 object *next = op->below; /* Make sure we have a good value, in case we remove object 'op' */
2329    
2330 root 1.18 if (QUERY_FLAG (op, FLAG_UNPAID))
2331     {
2332     if (env->type == PLAYER)
2333     esrv_del_item (env->contr, op->count);
2334 root 1.70
2335     op->insert_at (env);
2336 root 1.18 }
2337     else if (op->inv)
2338     remove_unpaid_objects (op->inv, env);
2339 root 1.41
2340 root 1.18 op = next;
2341 elmex 1.1 }
2342     }
2343    
2344     /*
2345     * Returns pointer a static string containing gravestone text
2346     * Moved from apply.c to player.c - player.c is what
2347     * actually uses this function. player.c may not be quite the
2348     * best, a misc file for object actions is probably better,
2349     * but there isn't one in the server directory.
2350     */
2351 root 1.18 char *
2352     gravestone_text (object *op)
2353 elmex 1.1 {
2354 root 1.18 static char buf2[MAX_BUF];
2355     char buf[MAX_BUF];
2356     time_t now = time (NULL);
2357    
2358     strcpy (buf2, " R.I.P.\n\n");
2359     if (op->type == PLAYER)
2360     sprintf (buf, "%s the %s\n", &op->name, op->contr->title);
2361     else
2362     sprintf (buf, "%s\n", &op->name);
2363 root 1.41
2364 root 1.18 strncat (buf2, " ", 20 - strlen (buf) / 2);
2365     strcat (buf2, buf);
2366     if (op->type == PLAYER)
2367     sprintf (buf, "who was in level %d when killed\n", op->level);
2368     else
2369     sprintf (buf, "who was in level %d when died.\n\n", op->level);
2370 root 1.41
2371 root 1.18 strncat (buf2, " ", 20 - strlen (buf) / 2);
2372     strcat (buf2, buf);
2373     if (op->type == PLAYER)
2374     {
2375     sprintf (buf, "by %s.\n\n", op->contr->killer);
2376     strncat (buf2, " ", 21 - strlen (buf) / 2);
2377     strcat (buf2, buf);
2378     }
2379 root 1.41
2380 root 1.18 strftime (buf, MAX_BUF, "%b %d %Y\n", localtime (&now));
2381     strncat (buf2, " ", 20 - strlen (buf) / 2);
2382     strcat (buf2, buf);
2383 root 1.41
2384 root 1.18 return buf2;
2385 elmex 1.1 }
2386    
2387 root 1.18 void
2388     do_some_living (object *op)
2389     {
2390     int last_food = op->stats.food;
2391 elmex 1.1 int gen_hp, gen_sp, gen_grace;
2392     int over_hp, over_sp, over_grace;
2393     int i;
2394     int rate_hp = 1200;
2395     int rate_sp = 2500;
2396     int rate_grace = 2000;
2397     const int max_hp = 1;
2398     const int max_sp = 1;
2399     const int max_grace = 1;
2400    
2401 root 1.107 if (op->contr->hidden)
2402     {
2403     op->invisible = 1000;
2404     /* the socket code flashes the player visible/invisible
2405     * depending on the value of invisible, so we need to
2406     * alternate it here for it to work correctly.
2407     */
2408     if (pticks & 2)
2409     op->invisible--;
2410     }
2411     else if (op->invisible && !(QUERY_FLAG (op, FLAG_MAKE_INVIS)))
2412     {
2413     if (!op->invisible--)
2414     {
2415     make_visible (op);
2416     new_draw_info (NDI_UNIQUE, 0, op, "Your invisibility spell runs out.");
2417     }
2418     }
2419    
2420 root 1.52 if (op->contr->ns->state == ST_PLAYING)
2421 root 1.18 {
2422     /* these next three if clauses make it possible to SLOW DOWN
2423     hp/grace/spellpoint regeneration. */
2424     if (op->contr->gen_hp >= 0)
2425     gen_hp = (op->contr->gen_hp + 1) * op->stats.maxhp;
2426     else
2427     {
2428     gen_hp = op->stats.maxhp;
2429     rate_hp -= rate_hp / 2 * op->contr->gen_hp;
2430     }
2431 root 1.55
2432 root 1.18 if (op->contr->gen_sp >= 0)
2433     gen_sp = (op->contr->gen_sp + 1) * op->stats.maxsp;
2434     else
2435     {
2436     gen_sp = op->stats.maxsp;
2437     rate_sp -= rate_sp / 2 * op->contr->gen_sp;
2438     }
2439 root 1.55
2440 root 1.18 if (op->contr->gen_grace >= 0)
2441     gen_grace = (op->contr->gen_grace + 1) * op->stats.maxgrace;
2442     else
2443     {
2444     gen_grace = op->stats.maxgrace;
2445     rate_grace -= rate_grace / 2 * op->contr->gen_grace;
2446     }
2447    
2448     /* Regenerate Spell Points */
2449 root 1.118 if (!op->contr->golem && --op->last_sp < 0)
2450 root 1.18 {
2451     gen_sp = gen_sp * 10 / (op->contr->gen_sp_armour < 10 ? 10 : op->contr->gen_sp_armour);
2452     if (op->stats.sp < op->stats.maxsp)
2453     {
2454     op->stats.sp++;
2455     /* dms do not consume food */
2456     if (!QUERY_FLAG (op, FLAG_WIZ))
2457     {
2458     op->stats.food--;
2459     if (op->contr->digestion < 0)
2460     op->stats.food += op->contr->digestion;
2461     else if (op->contr->digestion > 0 && random_roll (0, op->contr->digestion, op, PREFER_HIGH))
2462     op->stats.food = last_food;
2463     }
2464     }
2465 root 1.55
2466 root 1.18 if (max_sp > 1)
2467     {
2468     over_sp = (gen_sp + 10) / rate_sp;
2469     if (over_sp > 0)
2470     {
2471     if (op->stats.sp < op->stats.maxsp)
2472     {
2473     op->stats.sp += over_sp > max_sp ? max_sp : over_sp;
2474 root 1.55
2475 root 1.18 if (random_roll (0, rate_sp - 1, op, PREFER_LOW) > ((gen_sp + 10) % rate_sp))
2476     op->stats.sp--;
2477 root 1.55
2478 root 1.18 if (op->stats.sp > op->stats.maxsp)
2479     op->stats.sp = op->stats.maxsp;
2480     }
2481     op->last_sp = 0;
2482     }
2483     else
2484 root 1.55 op->last_sp = rate_sp / (gen_sp < 20 ? 30 : gen_sp + 10);
2485 root 1.18 }
2486     else
2487 root 1.55 op->last_sp = rate_sp / (gen_sp < 20 ? 30 : gen_sp + 10);
2488 root 1.18 }
2489    
2490     /* Regenerate Grace */
2491     /* I altered this a little - maximum grace is ony achieved through prayer -b.t. */
2492     if (--op->last_grace < 0)
2493     {
2494     if (op->stats.grace < op->stats.maxgrace / 2)
2495     op->stats.grace++; /* no penalty in food for regaining grace */
2496 root 1.55
2497 root 1.18 if (max_grace > 1)
2498     {
2499     over_grace = (gen_grace < 20 ? 30 : gen_grace + 10) / rate_grace;
2500     if (over_grace > 0)
2501     {
2502     op->stats.sp += over_grace
2503     + (random_roll (0, rate_grace - 1, op, PREFER_HIGH) > ((gen_grace < 20 ? 30 : gen_grace + 10) % rate_grace)) ? -1 : 0;
2504     op->last_grace = 0;
2505     }
2506     else
2507     {
2508     op->last_grace = rate_grace / (gen_grace < 20 ? 30 : gen_grace + 10);
2509     }
2510     }
2511     else
2512     {
2513     op->last_grace = rate_grace / (gen_grace < 20 ? 30 : gen_grace + 10);
2514     }
2515     /* wearing stuff doesn't detract from grace generation. */
2516     }
2517    
2518     /* Regenerate Hit Points */
2519     if (--op->last_heal < 0)
2520     {
2521     if (op->stats.hp < op->stats.maxhp)
2522     {
2523     op->stats.hp++;
2524     /* dms do not consume food */
2525     if (!QUERY_FLAG (op, FLAG_WIZ))
2526     {
2527     op->stats.food--;
2528     if (op->contr->digestion < 0)
2529     op->stats.food += op->contr->digestion;
2530     else if (op->contr->digestion > 0 && random_roll (0, op->contr->digestion, op, PREFER_HIGH))
2531     op->stats.food = last_food;
2532     }
2533     }
2534 root 1.55
2535 root 1.18 if (max_hp > 1)
2536     {
2537     over_hp = (gen_hp < 20 ? 30 : gen_hp + 10) / rate_hp;
2538     if (over_hp > 0)
2539     {
2540     op->stats.sp += over_hp + (RANDOM () % rate_hp > ((gen_hp < 20 ? 30 : gen_hp + 10) % rate_hp)) ? -1 : 0;
2541     op->last_heal = 0;
2542     }
2543     else
2544     {
2545     op->last_heal = rate_hp / (gen_hp < 20 ? 30 : gen_hp + 10);
2546     }
2547     }
2548     else
2549     {
2550     op->last_heal = rate_hp / (gen_hp < 20 ? 30 : gen_hp + 10);
2551     }
2552 root 1.11 }
2553 elmex 1.1
2554 root 1.18 /* Digestion */
2555     if (--op->last_eat < 0)
2556     {
2557     int bonus = op->contr->digestion > 0 ? op->contr->digestion : 0, penalty = op->contr->digestion < 0 ? -op->contr->digestion : 0;
2558    
2559     if (op->contr->gen_hp > 0)
2560     op->last_eat = 25 * (1 + bonus) / (op->contr->gen_hp + penalty + 1);
2561     else
2562     op->last_eat = 25 * (1 + bonus) / (penalty + 1);
2563 root 1.55
2564 root 1.18 /* dms do not consume food */
2565     if (!QUERY_FLAG (op, FLAG_WIZ))
2566     op->stats.food--;
2567 root 1.11 }
2568 elmex 1.1
2569 root 1.55 if (op->stats.food < 0 && op->stats.hp >= 0)
2570     {
2571     object *tmp, *flesh = 0;
2572 root 1.18
2573 root 1.55 for (tmp = op->inv; tmp; tmp = tmp->below)
2574 root 1.18 {
2575 root 1.55 if (!QUERY_FLAG (tmp, FLAG_UNPAID))
2576 root 1.18 {
2577 root 1.55 if (tmp->type == FOOD || tmp->type == DRINK || tmp->type == POISON)
2578     {
2579     new_draw_info (NDI_UNIQUE, 0, op, "You blindly grab for a bite of food.");
2580     manual_apply (op, tmp, 0);
2581     if (op->stats.food >= 0 || op->stats.hp < 0)
2582     break;
2583     }
2584     else if (tmp->type == FLESH)
2585     flesh = tmp;
2586     } /* End if paid for object */
2587     } /* end of for loop */
2588    
2589     /* If player is still starving, it means they don't have any food, so
2590     * eat flesh instead.
2591     */
2592     if (op->stats.food < 0 && op->stats.hp >= 0 && flesh)
2593     {
2594     new_draw_info (NDI_UNIQUE, 0, op, "You blindly grab for a bite of food.");
2595     manual_apply (op, flesh, 0);
2596     }
2597 root 1.11 }
2598 elmex 1.1
2599 root 1.55 while (op->stats.food < 0 && op->stats.hp >= 0)
2600     op->stats.food++, op->stats.hp--;
2601 elmex 1.1
2602 root 1.55 if (op->stats.hp < 0 && !QUERY_FLAG (op, FLAG_WIZ))
2603     kill_player (op);
2604     }
2605 elmex 1.1 }
2606    
2607     /* If the player should die (lack of hp, food, etc), we call this.
2608     * op is the player in jeopardy. If the player can not be saved (not
2609     * permadeath, no lifesave), this will take care of removing the player
2610     * file.
2611     */
2612 root 1.18 void
2613     kill_player (object *op)
2614 elmex 1.1 {
2615 root 1.18 char buf[MAX_BUF];
2616     int x, y;
2617    
2618     //int i;
2619 root 1.25 maptile *map; /* this is for resurrection */
2620 root 1.18
2621     /* int z;
2622     int num_stats_lose;
2623     int lost_a_stat;
2624     int lose_this_stat;
2625     int this_stat; */
2626     int will_kill_again;
2627     archetype *at;
2628     object *tmp;
2629    
2630     if (save_life (op))
2631     return;
2632    
2633    
2634     /* If player dies on BATTLEGROUND, no stat/exp loss! For Combat-Arenas
2635     * in cities ONLY!!! It is very important that this doesn't get abused.
2636     * Look at op_on_battleground() for more info --AndreasV
2637     */
2638     if (op_on_battleground (op, &x, &y))
2639     {
2640     new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, "You have been defeated in combat!");
2641     new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, "Local medics have saved your life...");
2642    
2643     /* restore player */
2644 root 1.22 at = archetype::find ("poisoning");
2645 root 1.70 if (object *tmp = present_arch_in_ob (at, op))
2646 root 1.18 {
2647 root 1.33 tmp->destroy ();
2648 root 1.18 new_draw_info (NDI_UNIQUE, 0, op, "Your body feels cleansed");
2649     }
2650 elmex 1.1
2651 root 1.22 at = archetype::find ("confusion");
2652 root 1.70 if (object *tmp = present_arch_in_ob (at, op))
2653 root 1.18 {
2654 root 1.33 tmp->destroy ();
2655 root 1.18 new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer");
2656     }
2657    
2658     cure_disease (op, 0); /* remove any disease */
2659     op->stats.hp = op->stats.maxhp;
2660     if (op->stats.food <= 0)
2661     op->stats.food = 999;
2662 elmex 1.1
2663 root 1.18 /* create a bodypart-trophy to make the winner happy */
2664 root 1.70 if (object *tmp = arch_to_object (archetype::find ("finger")))
2665 root 1.18 {
2666     sprintf (buf, "%s's finger", &op->name);
2667     tmp->name = buf;
2668     sprintf (buf, " This finger has been cut off %s\n"
2669     " the %s, when he was defeated at\n level %d by %s.\n",
2670     &op->name, op->contr->title, (int) (op->level), op->contr->killer);
2671     tmp->msg = buf;
2672 root 1.102 tmp->value = 0, tmp->type = 0;
2673     tmp->materialname = "organics";
2674 elmex 1.87 tmp->insert_at (op, tmp);
2675 root 1.18 }
2676 elmex 1.1
2677 root 1.18 /* teleport defeated player to new destination */
2678     transfer_ob (op, x, y, 0, NULL);
2679     op->contr->braced = 0;
2680     return;
2681 elmex 1.1 }
2682    
2683 root 1.18 INVOKE_PLAYER (DEATH, op->contr);
2684 root 1.3
2685 root 1.18 command_kill_pets (op, 0);
2686 elmex 1.1
2687 root 1.18 if (op->stats.food < 0)
2688     {
2689     sprintf (buf, "%s starved to death.", &op->name);
2690     strcpy (op->contr->killer, "starvation");
2691 elmex 1.1 }
2692 root 1.18 else
2693 root 1.89 sprintf (buf, "%s died.", &op->name);
2694 root 1.70
2695 root 1.18 play_sound_player_only (op->contr, SOUND_PLAYER_DIES, 0, 0);
2696 elmex 1.1
2697 root 1.18 /* save the map location for corpse, gravestone */
2698 root 1.70 x = op->x;
2699     y = op->y;
2700 root 1.18 map = op->map;
2701 elmex 1.1
2702 root 1.54 /* NOT_PERMADEATH code. This basically brings the character back to
2703     * life if they are dead - it takes some exp and a random stat.
2704     * See the config.h file for a little more in depth detail about this.
2705     */
2706    
2707     /* Basically two ways to go - remove a stat permanently, or just
2708     * make it depletion. This bunch of code deals with that aspect
2709     * of death.
2710     */
2711     #ifndef COZY_SERVER
2712     if (settings.balanced_stat_loss)
2713 root 1.18 {
2714 root 1.54 /* If stat loss is permanent, lose one stat only. */
2715     /* Lower level chars don't lose as many stats because they suffer
2716     more if they do. */
2717     /* Higher level characters can afford things such as potions of
2718     restoration, or better, stat potions. So we slug them that
2719     little bit harder. */
2720     /* GD */
2721     if (settings.stat_loss_on_death)
2722     num_stats_lose = 1;
2723     else
2724     num_stats_lose = 1 + op->level / BALSL_NUMBER_LOSSES_RATIO;
2725     }
2726     else
2727 root 1.70 num_stats_lose = 1;
2728    
2729 root 1.54 lost_a_stat = 0;
2730    
2731     for (z = 0; z < num_stats_lose; z++)
2732     {
2733     i = RANDOM () % NUM_STATS;
2734 root 1.11
2735 root 1.54 if (settings.stat_loss_on_death)
2736 root 1.18 {
2737 root 1.54 /* Pick a random stat and take a point off it. Tell the player
2738     * what he lost.
2739     */
2740     change_attr_value (&(op->stats), i, -1);
2741     check_stat_bounds (&(op->stats));
2742     change_attr_value (&(op->contr->orig_stats), i, -1);
2743     check_stat_bounds (&(op->contr->orig_stats));
2744     new_draw_info (NDI_UNIQUE, 0, op, lose_msg[i]);
2745     lost_a_stat = 1;
2746 root 1.18 }
2747     else
2748     {
2749 root 1.54 /* deplete a stat */
2750     archetype *deparch = archetype::find ("depletion");
2751     object *dep;
2752 root 1.11
2753 root 1.54 dep = present_arch_in_ob (deparch, op);
2754     if (!dep)
2755 root 1.18 {
2756 root 1.54 dep = arch_to_object (deparch);
2757     insert_ob_in_ob (dep, op);
2758 root 1.18 }
2759 root 1.54 lose_this_stat = 1;
2760     if (settings.balanced_stat_loss)
2761 root 1.18 {
2762 root 1.54 /* GD */
2763     /* Get the stat that we're about to deplete. */
2764     this_stat = get_attr_value (&(dep->stats), i);
2765     if (this_stat < 0)
2766     {
2767     int loss_chance = 1 + op->level / BALSL_LOSS_CHANCE_RATIO;
2768     int keep_chance = this_stat * this_stat;
2769 root 1.18
2770 root 1.54 /* Yes, I am paranoid. Sue me. */
2771     if (keep_chance < 1)
2772     keep_chance = 1;
2773 root 1.18
2774 root 1.54 /* There is a maximum depletion total per level. */
2775     if (this_stat < -1 - op->level / BALSL_MAX_LOSS_RATIO)
2776     {
2777     lose_this_stat = 0;
2778     /* Take loss chance vs keep chance to see if we
2779     retain the stat. */
2780     }
2781     else
2782     {
2783     if (random_roll (0, loss_chance + keep_chance - 1, op, PREFER_LOW) < keep_chance)
2784     lose_this_stat = 0;
2785     /* LOG(llevDebug, "Determining stat loss. Stat: %d Keep: %d Lose: %d Result: %s.\n",
2786     this_stat, keep_chance, loss_chance,
2787     lose_this_stat?"LOSE":"KEEP"); */
2788 root 1.11 }
2789     }
2790 root 1.54 }
2791 root 1.18
2792 root 1.54 if (lose_this_stat)
2793     {
2794     this_stat = get_attr_value (&(dep->stats), i);
2795     /* We could try to do something clever like find another
2796     * stat to reduce if this fails. But chances are, if
2797     * stats have been depleted to -50, all are pretty low
2798     * and should be roughly the same, so it shouldn't make a
2799     * difference.
2800     */
2801     if (this_stat >= -50)
2802 root 1.18 {
2803 root 1.54 change_attr_value (&(dep->stats), i, -1);
2804     SET_FLAG (dep, FLAG_APPLIED);
2805     new_draw_info (NDI_UNIQUE, 0, op, lose_msg[i]);
2806     op->update_stats ();
2807     lost_a_stat = 1;
2808 root 1.11 }
2809     }
2810     }
2811 root 1.54 }
2812     /* If no stat lost, tell the player. */
2813     if (!lost_a_stat)
2814     {
2815     /* determine_god() seems to not work sometimes... why is this?
2816     Should I be using something else? GD */
2817     const char *god = determine_god (op);
2818 root 1.18
2819 root 1.54 if (god && (strcmp (god, "none")))
2820     new_draw_info_format (NDI_UNIQUE, 0, op, "For a brief moment you feel the holy presence of %s protecting" " you.", god);
2821     else
2822     new_draw_info (NDI_UNIQUE, 0, op, "For a brief moment you feel a holy presence protecting you.");
2823     }
2824 root 1.28 #else
2825 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.");
2826 elmex 1.1 #endif
2827    
2828 root 1.54 /* Put a gravestone up where the character 'almost' died. List the
2829     * exp loss on the stone.
2830     */
2831     tmp = arch_to_object (archetype::find ("gravestone"));
2832     sprintf (buf, "%s's gravestone", &op->name);
2833     tmp->name = buf;
2834     sprintf (buf, "%s's gravestones", &op->name);
2835     tmp->name_pl = buf;
2836     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);
2837     tmp->msg = buf;
2838     tmp->x = op->x, tmp->y = op->y;
2839     insert_ob_in_map (tmp, op->map, NULL, 0);
2840    
2841     /**************************************/
2842     /* */
2843     /* Subtract the experience points, */
2844     /* if we died cause of food, give us */
2845     /* food, and reset HP's... */
2846     /* */
2847     /**************************************/
2848    
2849     /* remove any poisoning and confusion the character may be suffering. */
2850     /* restore player */
2851     at = archetype::find ("poisoning");
2852     tmp = present_arch_in_ob (at, op);
2853    
2854     if (tmp)
2855     {
2856     tmp->destroy ();
2857     new_draw_info (NDI_UNIQUE, 0, op, "Your body feels cleansed");
2858     }
2859    
2860     at = archetype::find ("confusion");
2861     tmp = present_arch_in_ob (at, op);
2862     if (tmp)
2863     {
2864     tmp->destroy ();
2865     new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer");
2866     }
2867    
2868     cure_disease (op, 0); /* remove any disease */
2869    
2870     /*add_exp(op, (op->stats.exp * -0.20)); */
2871     apply_death_exp_penalty (op);
2872     if (op->stats.food < 100)
2873     op->stats.food = 900;
2874     op->stats.hp = op->stats.maxhp;
2875     op->stats.sp = MAX (op->stats.sp, op->stats.maxsp);
2876     op->stats.grace = MAX (op->stats.grace, op->stats.maxgrace);
2877 root 1.11
2878 root 1.54 /*
2879 root 1.108 * Check to see if the player has any unpaid items. If so, remove them
2880     * and put them back in the map.
2881 root 1.54 */
2882 root 1.108 remove_unpaid_objects (op->inv, op);
2883 root 1.18
2884 root 1.54 /****************************************/
2885     /* */
2886     /* Move player to his current respawn- */
2887     /* position (usually last savebed) */
2888     /* */
2889     /****************************************/
2890 root 1.18
2891 root 1.54 enter_player_savebed (op);
2892 root 1.18
2893 root 1.54 op->contr->braced = 0;
2894 root 1.11
2895 root 1.54 /* it is possible that the player has blown something up
2896     * at his savebed location, and that can have long lasting
2897     * spell effects. So first see if there is a spell effect
2898     * on the space that might harm the player.
2899     */
2900     will_kill_again = 0;
2901     for (tmp = GET_MAP_OB (op->map, op->x, op->y); tmp; tmp = tmp->above)
2902     if (tmp->type == SPELL_EFFECT)
2903     will_kill_again |= tmp->attacktype;
2904 elmex 1.1
2905 root 1.54 if (will_kill_again)
2906 root 1.18 {
2907 root 1.54 object *force;
2908     int at;
2909 root 1.18
2910 root 1.54 force = get_archetype (FORCE_NAME);
2911     /* 50 ticks should be enough time for the spell to abate */
2912 root 1.133 force->speed = 0.1f;
2913     force->speed_left = -5.f;
2914 root 1.54 SET_FLAG (force, FLAG_APPLIED);
2915     for (at = 0; at < NROFATTACKS; at++)
2916     if (will_kill_again & (1 << at))
2917     force->resist[at] = 100;
2918 root 1.30
2919 root 1.54 insert_ob_in_ob (force, op);
2920     op->update_stats ();
2921 root 1.30
2922 root 1.54 }
2923 root 1.18
2924 root 1.54 new_draw_info (NDI_UNIQUE, 0, op, "YOU HAVE DIED.");
2925 elmex 1.1 }
2926    
2927 root 1.18 void
2928     loot_object (object *op)
2929     { /* Grab and destroy some treasure */
2930     object *tmp, *tmp2, *next;
2931 elmex 1.1
2932 root 1.103 op->close_container (); /* close open sack first */
2933 elmex 1.1
2934 root 1.54 for (tmp = op->inv; tmp; tmp = next)
2935 root 1.18 {
2936     next = tmp->below;
2937 root 1.54
2938 elmex 1.50 if (tmp->invisible)
2939 root 1.18 continue;
2940 root 1.54
2941 root 1.32 tmp->remove ();
2942 root 1.18 tmp->x = op->x, tmp->y = op->y;
2943 root 1.103
2944 root 1.18 if (tmp->type == CONTAINER)
2945 root 1.103 loot_object (tmp); /* empty container to ground */
2946    
2947 root 1.99 if (!QUERY_FLAG (tmp, FLAG_UNIQUE) && (QUERY_FLAG (tmp, FLAG_STARTEQUIP) || QUERY_FLAG (tmp, FLAG_NO_DROP) || !(rndm (3))))
2948 root 1.18 {
2949     if (tmp->nrof > 1)
2950     {
2951     tmp2 = get_split_ob (tmp, 1 + RANDOM () % (tmp->nrof - 1));
2952 root 1.33 tmp2->destroy ();
2953 root 1.18 insert_ob_in_map (tmp, op->map, NULL, 0);
2954     }
2955     else
2956 root 1.33 tmp->destroy ();
2957 root 1.18 }
2958     else
2959     insert_ob_in_map (tmp, op->map, NULL, 0);
2960     }
2961 elmex 1.1 }
2962    
2963     /*
2964     * fix_weight(): Check recursively the weight of all players, and fix
2965     * what needs to be fixed. Refresh windows and fix speed if anything
2966     * was changed.
2967     */
2968 root 1.18 void
2969     fix_weight (void)
2970     {
2971 root 1.61 for_all_players (pl)
2972 root 1.18 {
2973     int old = pl->ob->carrying, sum = sum_weight (pl->ob);
2974    
2975     if (old == sum)
2976     continue;
2977 root 1.54 pl->ob->update_stats ();
2978 root 1.18 LOG (llevDebug, "Fixed inventory in %s (%d -> %d)\n", &pl->ob->name, old, sum);
2979     }
2980 elmex 1.1 }
2981    
2982 root 1.18 void
2983     fix_luck (void)
2984     {
2985 root 1.61 for_all_players (pl)
2986 root 1.52 if (!pl->ob->contr->ns->state)
2987 root 1.54 pl->ob->change_luck (0);
2988 elmex 1.1 }
2989    
2990     /* cast_dust() - handles op throwing objects of type 'DUST'.
2991     * This is much simpler in the new spell code - we basically
2992     * just treat this as any other spell casting object.
2993     */
2994 elmex 1.2 void
2995 root 1.18 cast_dust (object *op, object *throw_ob, int dir)
2996 elmex 1.2 {
2997     object *skop, *spob;
2998    
2999     skop = find_skill_by_name (op, throw_ob->skill);
3000    
3001     /* casting POTION 'dusts' is really a use_magic_item skill */
3002     if (op->type == PLAYER && throw_ob->type == POTION && !skop)
3003     {
3004 root 1.18 LOG (llevError, "Player %s lacks critical skill use_magic_item!\n", &op->name);
3005 elmex 1.2 return;
3006     }
3007    
3008     spob = throw_ob->inv;
3009    
3010     // elmex Tue Aug 15 17:19:46 CEST 2006: Added this check to
3011     // not pass NULL to cast_spell (which did indeed check itself, but
3012     // errors should be reported as early as possible IMHO)
3013     if (!spob)
3014     {
3015 root 1.18 LOG (llevError, "cast_dust: thrown object %s (by %s) had no spell in it!", &throw_ob->name, &op->name);
3016 elmex 1.2 return;
3017 elmex 1.1 }
3018    
3019 elmex 1.2 if (op->type == PLAYER)
3020 root 1.14 new_draw_info_format (NDI_UNIQUE, 0, op, "You cast %s.", &spob->name);
3021 elmex 1.2
3022     cast_spell (op, throw_ob, dir, spob, NULL);
3023    
3024 root 1.33 throw_ob->destroy ();
3025 elmex 1.1 }
3026    
3027 root 1.18 void
3028     make_visible (object *op)
3029     {
3030     op->hide = 0;
3031     op->invisible = 0;
3032     if (op->type == PLAYER)
3033     {
3034     op->contr->tmp_invis = 0;
3035     op->contr->invis_race = 0;
3036     }
3037 root 1.107
3038     update_object (op, UP_OBJ_CHANGE);
3039 root 1.18 }
3040    
3041     int
3042     is_true_undead (object *op)
3043     {
3044     if (QUERY_FLAG (&op->arch->clone, FLAG_UNDEAD))
3045     return 1;
3046    
3047 elmex 1.1 return 0;
3048     }
3049    
3050     /* look at the surrounding terrain to determine
3051     * the hideability of this object. Positive levels
3052     * indicate greater hideability.
3053     */
3054    
3055 root 1.18 int
3056     hideability (object *ob)
3057     {
3058     int i, level = 0, mflag;
3059     sint16 x, y;
3060    
3061     if (!ob || !ob->map)
3062     return 0;
3063    
3064     /* so, on normal lighted maps, its hard to hide */
3065     level = ob->map->darkness - 2;
3066    
3067     /* this also picks up whether the object is glowing.
3068     * If you carry a light on a non-dark map, its not
3069     * as bad as carrying a light on a pitch dark map */
3070     if (has_carried_lights (ob))
3071     level = -(10 + (2 * ob->map->darkness));
3072    
3073     /* scan through all nearby squares for terrain to hide in */
3074     for (i = 0, x = ob->x, y = ob->y; i < 9; i++, x = ob->x + freearr_x[i], y = ob->y + freearr_y[i])
3075     {
3076     mflag = get_map_flags (ob->map, NULL, x, y, NULL, NULL);
3077     if (mflag & P_OUT_OF_MAP)
3078     {
3079     continue;
3080     }
3081     if (mflag & P_BLOCKSVIEW) /* something to hide near! */
3082     level += 2;
3083     else /* open terrain! */
3084     level -= 1;
3085 elmex 1.1 }
3086 root 1.18
3087 elmex 1.1 #if 0
3088 root 1.18 LOG (llevDebug, "hideability of %s is %d\n", ob->name, level);
3089 elmex 1.1 #endif
3090 root 1.18 return level;
3091 elmex 1.1 }
3092    
3093     /* For Hidden creatures - a chance of becoming 'unhidden'
3094     * every time they move - as we subtract off 'invisibility'
3095     * AND, for players, if they move into a ridiculously unhideable
3096     * spot (surrounded by clear terrain in broad daylight). -b.t.
3097     */
3098 root 1.18 void
3099     do_hidden_move (object *op)
3100     {
3101     int hide = 0, num = random_roll (0, 19, op, PREFER_LOW);
3102     object *skop;
3103    
3104     if (!op || !op->map)
3105     return;
3106    
3107     skop = find_obj_by_type_subtype (op, SKILL, SK_HIDING);
3108    
3109     /* its *extremely* hard to run and sneak/hide at the same time! */
3110     if (op->type == PLAYER && op->contr->run_on)
3111 root 1.85 if (!skop || num >= skop->level)
3112     {
3113     new_draw_info (NDI_UNIQUE, 0, op, "You ran too much! You are no longer hidden!");
3114     make_visible (op);
3115     return;
3116     }
3117     else
3118     num += 20;
3119    
3120 root 1.18 num += op->map->difficulty;
3121     hide = hideability (op); /* modify by terrain hidden level */
3122     num -= hide;
3123 root 1.85
3124 root 1.18 if ((op->type == PLAYER && hide < -10) || ((op->invisible -= num) <= 0))
3125     {
3126     make_visible (op);
3127     if (op->type == PLAYER)
3128     new_draw_info (NDI_UNIQUE, 0, op, "You moved out of hiding! You are visible!");
3129 elmex 1.1 }
3130 root 1.18 else if (op->type == PLAYER && skop)
3131 root 1.85 change_exp (op, calc_skill_exp (op, NULL, skop), skop->skill, 0);
3132 elmex 1.1 }
3133    
3134     /* determine if who is standing near a hostile creature. */
3135    
3136 root 1.18 int
3137     stand_near_hostile (object *who)
3138     {
3139     object *tmp = NULL;
3140     int i, friendly = 0, player = 0, mflags;
3141 root 1.25 maptile *m;
3142 root 1.18 sint16 x, y;
3143    
3144     if (!who)
3145     return 0;
3146    
3147     if (who->type == PLAYER)
3148     player = 1;
3149    
3150     else
3151     friendly = QUERY_FLAG (who, FLAG_FRIENDLY);
3152    
3153     /* search adjacent squares */
3154     for (i = 1; i < 9; i++)
3155     {
3156     x = who->x + freearr_x[i];
3157     y = who->y + freearr_y[i];
3158     m = who->map;
3159     mflags = get_map_flags (m, &m, x, y, &x, &y);
3160     /* space must be blocked if there is a monster. If not
3161     * blocked, don't need to check this space.
3162     */
3163     if (mflags & P_OUT_OF_MAP)
3164     continue;
3165     if (OB_TYPE_MOVE_BLOCK (who, GET_MAP_MOVE_BLOCK (m, x, y)))
3166     continue;
3167    
3168 root 1.49 for (tmp = GET_MAP_OB (m, x, y); tmp; tmp = tmp->above)
3169 root 1.18 {
3170     if ((player ||friendly) &&QUERY_FLAG (tmp, FLAG_MONSTER) && !QUERY_FLAG (tmp, FLAG_UNAGGRESSIVE))
3171     return 1;
3172     else if (tmp->type == PLAYER)
3173     {
3174     /*don't let a hidden DM prevent you from hiding */
3175     if (!QUERY_FLAG (tmp, FLAG_WIZ) || tmp->contr->hidden == 0)
3176 root 1.11 return 1;
3177 root 1.18 }
3178 root 1.11 }
3179 elmex 1.1 }
3180 root 1.18 return 0;
3181 elmex 1.1 }
3182    
3183     /* check the player los field for viewability of the
3184     * object op. This function works fine for monsters,
3185     * but we dont worry if the object isnt the top one in
3186     * a pile (say a coin under a table would return "viewable"
3187     * by this routine). Another question, should we be
3188     * concerned with the direction the player is looking
3189     * in? Realistically, most of use cant see stuff behind
3190     * our backs...on the other hand, does the "facing" direction
3191     * imply the way your head, or body is facing? Its possible
3192     * for them to differ. Sigh, this fctn could get a bit more complex.
3193     * -b.t.
3194     * This function is now map tiling safe.
3195     */
3196    
3197 root 1.18 int
3198     player_can_view (object *pl, object *op)
3199     {
3200     rv_vector rv;
3201     int dx, dy;
3202    
3203     if (pl->type != PLAYER)
3204     {
3205     LOG (llevError, "player_can_view() called for non-player object\n");
3206     return -1;
3207 elmex 1.1 }
3208 root 1.74
3209 root 1.18 if (!pl || !op)
3210 elmex 1.1 return 0;
3211 root 1.18
3212 root 1.74 op = op->head_ ();
3213    
3214 root 1.18 get_rangevector (pl, op, &rv, 0x1);
3215    
3216     /* starting with the 'head' part, lets loop
3217     * through the object and find if it has any
3218     * part that is in the los array but isnt on
3219     * a blocked los square.
3220     * we use the archetype to figure out offsets.
3221     */
3222     while (op)
3223     {
3224     dx = rv.distance_x + op->arch->clone.x;
3225     dy = rv.distance_y + op->arch->clone.y;
3226    
3227     /* only the viewable area the player sees is updated by LOS
3228     * code, so we need to restrict ourselves to that range of values
3229     * for any meaningful values.
3230     */
3231 root 1.52 if (FABS (dx) <= (pl->contr->ns->mapx / 2) &&
3232     FABS (dy) <= (pl->contr->ns->mapy / 2) &&
3233     !pl->contr->blocked_los[dx + (pl->contr->ns->mapx / 2)][dy + (pl->contr->ns->mapy / 2)])
3234 root 1.18 return 1;
3235     op = op->more;
3236     }
3237     return 0;
3238 elmex 1.1 }
3239    
3240     /* routine for both players and monsters. We call this when
3241     * there is a possibility for our action distrubing our hiding
3242     * place or invisiblity spell. Artefact invisiblity is not
3243     * effected by this. If we arent invisible to begin with, we
3244     * return 0.
3245     */
3246 root 1.18 int
3247     action_makes_visible (object *op)
3248     {
3249    
3250     if (op->invisible && QUERY_FLAG (op, FLAG_ALIVE))
3251     {
3252     if (QUERY_FLAG (op, FLAG_MAKE_INVIS))
3253     return 0;
3254    
3255     if (op->contr && op->contr->tmp_invis == 0)
3256     return 0;
3257 elmex 1.1
3258 root 1.18 /* If monsters, they should become visible */
3259     if (op->hide || !op->contr || (op->contr && op->contr->tmp_invis))
3260     {
3261     new_draw_info_format (NDI_UNIQUE, 0, op, "You become %s!", op->hide ? "unhidden" : "visible");
3262     return 1;
3263 root 1.11 }
3264 elmex 1.1 }
3265 root 1.18 return 0;
3266 elmex 1.1 }
3267    
3268     /* op_on_battleground - checks if the given object op (usually
3269     * a player) is standing on a valid battleground-tile,
3270     * function returns TRUE/FALSE. If true x, y returns the battleground
3271     * -exit-coord. (and if x, y not NULL)
3272     * 19 March 2005 - josh@woosworld.net modifed to check if the battleground also has slaying, maxhp, and maxsp set
3273     * and if those are all set and the player has a marker that matches the slaying send them to a different x, y
3274     * Default is to do the same as before, so only people wanting to have different points need worry about this
3275     */
3276 root 1.18 int
3277     op_on_battleground (object *op, int *x, int *y)
3278     {
3279 elmex 1.1 object *tmp;
3280 root 1.18
3281 elmex 1.1 /* A battleground-tile needs the following attributes to be valid:
3282     * is_floor 1 (has to be the FIRST floor beneath the player's feet),
3283     * name="battleground", no_pick 1, type=58 (type BATTLEGROUND)
3284     * and the exit-coordinates sp/hp must both be > 0.
3285     * => The intention here is to prevent abuse of the battleground-
3286     * feature (like pickable or hidden battleground tiles). */
3287 root 1.18 for (tmp = op->below; tmp != NULL; tmp = tmp->below)
3288     {
3289     if (QUERY_FLAG (tmp, FLAG_IS_FLOOR))
3290     {
3291     if (QUERY_FLAG (tmp, FLAG_NO_PICK) &&
3292     strcmp (tmp->name, "battleground") == 0 && tmp->type == BATTLEGROUND && EXIT_X (tmp) && EXIT_Y (tmp))
3293     {
3294     /*before we assign the exit, check if this is a teambattle */
3295     if (EXIT_ALT_X (tmp) && EXIT_ALT_Y (tmp) && EXIT_PATH (tmp))
3296     {
3297     object *invtmp;
3298    
3299     for (invtmp = op->inv; invtmp != NULL; invtmp = invtmp->below)
3300     {
3301     if (invtmp->type == FORCE && invtmp->slaying && !strcmp (EXIT_PATH (tmp), invtmp->slaying))
3302     {
3303     if (x != NULL && y != NULL)
3304     *x = EXIT_ALT_X (tmp), *y = EXIT_ALT_Y (tmp);
3305     return 1;
3306     }
3307     }
3308     }
3309     if (x != NULL && y != NULL)
3310     *x = EXIT_X (tmp), *y = EXIT_Y (tmp);
3311     return 1;
3312     }
3313     }
3314 elmex 1.1 }
3315     /* If we got here, did not find a battleground */
3316     return 0;
3317     }
3318    
3319     /*
3320     * When a dragon-player gains a new stage of evolution,
3321     * he gets some treasure
3322     *
3323     * attributes:
3324     * object *who the dragon player
3325     * int atnr the attack-number of the ability focus
3326     * int level ability level
3327     */
3328 root 1.18 void
3329     dragon_ability_gain (object *who, int atnr, int level)
3330     {
3331     treasurelist *trlist = NULL; /* treasurelist */
3332     treasure *tr; /* treasure */
3333     object *tmp, *skop; /* tmp. object */
3334     object *item; /* treasure object */
3335     char buf[MAX_BUF]; /* tmp. string buffer */
3336     int i = 0, j = 0;
3337    
3338     /* get the appropriate treasurelist */
3339     if (atnr == ATNR_FIRE)
3340 root 1.110 trlist = treasurelist::find ("dragon_ability_fire");
3341 root 1.18 else if (atnr == ATNR_COLD)
3342 root 1.110 trlist = treasurelist::find ("dragon_ability_cold");
3343 root 1.18 else if (atnr == ATNR_ELECTRICITY)
3344 root 1.110 trlist = treasurelist::find ("dragon_ability_elec");
3345 root 1.18 else if (atnr == ATNR_POISON)
3346 root 1.110 trlist = treasurelist::find ("dragon_ability_poison");
3347 root 1.18
3348     if (trlist == NULL || who->type != PLAYER)
3349     return;
3350    
3351     for (i = 0, tr = trlist->items; tr != NULL && i < level - 1; tr = tr->next, i++);
3352    
3353 elmex 1.82 if (!tr || !tr->item)
3354 root 1.18 {
3355     /* LOG(llevDebug, "-> no more treasure for %s\n", change_resist_msg[atnr]); */
3356     return;
3357 elmex 1.1 }
3358    
3359 root 1.18 /* everything seems okay - now bring on the gift: */
3360     item = &(tr->item->clone);
3361 elmex 1.1
3362 root 1.18 if (item->type == SPELL)
3363     {
3364     if (check_spell_known (who, item->name))
3365 root 1.11 return;
3366 root 1.18
3367     new_draw_info_format (NDI_UNIQUE | NDI_BLUE, 0, who, "You gained the ability of %s", &item->name);
3368     do_learn_spell (who, item, 0);
3369     return;
3370 elmex 1.1 }
3371    
3372 root 1.18 /* grant direct spell */
3373     if (item->type == SPELLBOOK)
3374     {
3375     if (!item->inv)
3376     {
3377     LOG (llevDebug, "dragon_ability_gain: Broken spellbook %s\n", &item->name);
3378     return;
3379     }
3380     if (check_spell_known (who, item->inv->name))
3381     return;
3382     if (item->invisible)
3383     {
3384     new_draw_info_format (NDI_UNIQUE | NDI_BLUE, 0, who, "You gained the ability of %s", &item->inv->name);
3385     do_learn_spell (who, item->inv, 0);
3386     return;
3387 root 1.11 }
3388 root 1.18 }
3389     else if (item->type == SKILL_TOOL && item->invisible)
3390     {
3391     if (item->subtype == SK_CLAWING && (skop = find_skill_by_name (who, item->skill)) != NULL)
3392     {
3393    
3394     /* should this perhaps be (skop->attackyp & item->attacktype)!=item->attacktype ...
3395     * in this way, if the player is missing any of the attacktypes, he gets
3396     * them. As it is now, if the player has any that match the granted skill,
3397     * but not all of them, he gets nothing.
3398     */
3399     if (!(skop->attacktype & item->attacktype))
3400     {
3401     /* Give new attacktype */
3402     skop->attacktype |= item->attacktype;
3403    
3404     /* always add physical if there's none */
3405     skop->attacktype |= AT_PHYSICAL;
3406    
3407     if (item->msg != NULL)
3408     new_draw_info (NDI_UNIQUE | NDI_BLUE, 0, who, item->msg);
3409    
3410     /* Give player new face */
3411     if (item->animation_id)
3412     {
3413     who->face = skop->face;
3414     who->animation_id = item->animation_id;
3415     who->anim_speed = item->anim_speed;
3416     who->last_anim = 0;
3417     who->state = 0;
3418     animate_object (who, who->direction);
3419     }
3420     }
3421 root 1.11 }
3422 elmex 1.1 }
3423 root 1.18 else if (item->type == FORCE)
3424     {
3425     /* forces in the treasurelist can alter the player's stats */
3426     object *skin;
3427 elmex 1.1
3428 root 1.18 /* first get the dragon skin force */
3429 root 1.52 shstr_cmp dragon_skin_force ("dragon_skin_force");
3430     for (skin = who->inv; skin && !(skin->arch->name == dragon_skin_force); skin = skin->below)
3431     ;
3432    
3433     if (!skin)
3434 root 1.18 return;
3435    
3436     /* adding new spellpath attunements */
3437     if (item->path_attuned > 0 && !(skin->path_attuned & item->path_attuned))
3438     {
3439     skin->path_attuned |= item->path_attuned; /* add attunement to skin */
3440    
3441     /* print message */
3442     sprintf (buf, "You feel attuned to ");
3443     for (i = 0, j = 0; i < NRSPELLPATHS; i++)
3444     {
3445     if (item->path_attuned & (1 << i))
3446     {
3447     if (j)
3448     strcat (buf, " and ");
3449     else
3450     j = 1;
3451     strcat (buf, spellpathnames[i]);
3452     }
3453     }
3454     strcat (buf, ".");
3455     new_draw_info (NDI_UNIQUE | NDI_BLUE, 0, who, buf);
3456     }
3457    
3458     /* evtl. adding flags: */
3459     if (QUERY_FLAG (item, FLAG_XRAYS))
3460     SET_FLAG (skin, FLAG_XRAYS);
3461     if (QUERY_FLAG (item, FLAG_STEALTH))
3462     SET_FLAG (skin, FLAG_STEALTH);
3463     if (QUERY_FLAG (item, FLAG_SEE_IN_DARK))
3464     SET_FLAG (skin, FLAG_SEE_IN_DARK);
3465    
3466     /* print message if there is one */
3467     if (item->msg != NULL)
3468     new_draw_info (NDI_UNIQUE | NDI_BLUE, 0, who, item->msg);
3469     }
3470     else
3471     {
3472     /* generate misc. treasure */
3473     tmp = arch_to_object (tr->item);
3474     new_draw_info_format (NDI_UNIQUE | NDI_BLUE, 0, who, "You gained %s", query_short_name (tmp));
3475     tmp = insert_ob_in_ob (tmp, who);
3476     if (who->type == PLAYER)
3477     esrv_send_item (who, tmp);
3478 elmex 1.1 }
3479     }
3480    
3481     /**
3482     * Unready an object for a player. This function does nothing if the object was
3483     * not readied.
3484     */
3485 root 1.18 void
3486     player_unready_range_ob (player *pl, object *ob)
3487     {
3488 root 1.119 if (pl->ob->current_weapon == ob)
3489     pl->ob->current_weapon = 0;
3490    
3491 root 1.118 if (pl->combat_ob == ob)
3492 root 1.119 pl->combat_ob = 0;
3493 root 1.118
3494     if (pl->ranged_ob == ob)
3495 root 1.119 pl->ranged_ob = 0;
3496 elmex 1.1 }
3497 root 1.101
3498     sint8
3499     player::visibility_at (maptile *map, int x, int y) const
3500     {
3501     if (!ns)
3502     return 0;
3503    
3504     int dx, dy;
3505     if (!adjacent_map (map, ns->current_map, &dx, &dy))
3506     return 0;
3507    
3508     x += dx - ns->current_x + ns->mapx / 2;
3509     y += dy - ns->current_y + ns->mapy / 2;
3510    
3511     if (!IN_RANGE_EXC (x, 0, ns->mapx) || !IN_RANGE_EXC (y, 0, ns->mapy))
3512     return 0;
3513    
3514     return 100 - blocked_los [x][y];
3515     }