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Revision: 1.149
Committed: Mon Jun 4 13:04:00 2007 UTC (17 years ago) by root
Content type: text/plain
Branch: MAIN
Changes since 1.148: +19 -25 lines
Log Message:
- archetype is now a subclass of object.
- store archetypes in an object_vector.
- use a different startegy for archetype loading
  (reloading is MOST CERTAINLY broken).

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 root 1.147 clear_los (this);
213 root 1.54
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 root 1.149 ob->race = ob->arch->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 1.149 assign (title, ob->arch->object::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 root 1.148 if (tmp->arch->archname == dragon_ability_force)
238 root 1.54 abil = tmp;
239 root 1.148 else if (tmp->arch->archname == dragon_skin_force)
240 root 1.54 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 root 1.147 do_los = 1;
330 root 1.146 }
331    
332 root 1.54 player::player ()
333     {
334 pippijn 1.81 /* There are some elements we want initialised to non zero value -
335 root 1.54 * we deal with that below this point.
336     */
337 root 1.114 outputs_sync = 4;
338     outputs_count = 4;
339 root 1.54 unapply = unapply_nochoice;
340    
341 root 1.77 savebed_map = first_map_path; /* Init. respawn position */
342 root 1.54
343     gen_sp_armour = 10;
344     bowtype = bow_normal;
345     petmode = pet_normal;
346     listening = 10;
347     usekeys = containers;
348     peaceful = 1; /* default peaceful */
349     do_los = 1;
350 root 1.142
351     weapon_sp = 1.0f;
352     weapon_sp_left = 0.5f;
353 root 1.54 }
354    
355 root 1.62 void
356     player::do_destroy ()
357 root 1.54 {
358 root 1.72 disconnect ();
359 root 1.62
360 root 1.72 attachable::do_destroy ();
361 root 1.62
362 root 1.54 if (ob)
363 root 1.69 {
364     ob->destroy_inv (false);
365     ob->destroy ();
366     }
367 root 1.62 }
368    
369     player::~player ()
370     {
371 root 1.54 /* Clear item stack */
372     free (stack_items);
373 elmex 1.1 }
374    
375 root 1.54 /* Tries to add player on the connection passed in ns.
376 elmex 1.1 * All we can really get in this is some settings like host and display
377     * mode.
378     */
379 root 1.54 player *
380     player::create ()
381 root 1.18 {
382 root 1.54 player *pl = new player;
383 root 1.38
384 root 1.54 pl->set_object (arch_to_object (get_player_archetype (0)));
385 root 1.104
386     pl->ob->roll_stats ();
387     pl->ob->stats.wc = 2;
388     pl->ob->run_away = 25; /* Then we panick... */
389    
390 root 1.76 set_first_map (pl->ob);
391 root 1.26
392 root 1.54 return pl;
393 elmex 1.1 }
394    
395     /*
396     * get_player_archetype() return next player archetype from archetype
397     * list. Not very efficient routine, but used only creating new players.
398     * Note: there MUST be at least one player archetype!
399     */
400 root 1.18 archetype *
401     get_player_archetype (archetype *at)
402 elmex 1.1 {
403 root 1.149 archvec::iterator i = at ? archetypes.find (at) : archetypes.begin ();
404 root 1.18
405     for (;;)
406     {
407 root 1.149 if (++i == archetypes.end ())
408     i = archetypes.begin ();
409     else if (*i == at)
410     cleanup ("not a single player archetype found");
411 root 1.46
412 root 1.149 if ((*i)->type == PLAYER)
413     return *i;
414 elmex 1.1 }
415     }
416    
417 root 1.18 object *
418     get_nearest_player (object *mon)
419     {
420     object *op = NULL;
421     objectlink *ol;
422     unsigned lastdist;
423     rv_vector rv;
424    
425 root 1.92 for (ol = first_friendly_object, lastdist = 1000; ol; ol = ol->next)
426 root 1.18 {
427     /* We should not find free objects on this friendly list, but it
428     * does periodically happen. Given that, lets deal with it.
429     * While unlikely, it is possible the next object on the friendly
430     * list is also free, so encapsulate this in a while loop.
431     */
432     while (QUERY_FLAG (ol->ob, FLAG_FREED) || !QUERY_FLAG (ol->ob, FLAG_FRIENDLY))
433     {
434     object *tmp = ol->ob;
435    
436     /* Can't do much more other than log the fact, because the object
437     * itself will have been cleared.
438     */
439 root 1.92 LOG (llevDebug, "get_nearest_player: Found free/non friendly object '%s' on friendly list\n",
440     tmp->debug_desc ());
441 root 1.18 ol = ol->next;
442     remove_friendly_object (tmp);
443     if (!ol)
444     return op;
445     }
446 root 1.11
447 root 1.18 /* Remove special check for player from this. First, it looks to cause
448     * some crashes (ol->ob->contr not set properly?), but secondly, a more
449     * complicated method of state checking would be needed in any case -
450     * as it was, a clever player could type quit, and the function would
451     * skip them over while waiting for confirmation. Remove
452     * on_same_map check, as can_detect_enemy also does this
453     */
454     if (!can_detect_enemy (mon, ol->ob, &rv))
455     continue;
456 root 1.11
457 root 1.18 if (lastdist > rv.distance)
458     {
459     op = ol->ob;
460     lastdist = rv.distance;
461 root 1.11 }
462 elmex 1.1 }
463 root 1.61
464     for_all_players (pl)
465     if (can_detect_enemy (mon, pl->ob, &rv))
466     if (lastdist > rv.distance)
467 root 1.18 {
468 root 1.61 op = pl->ob;
469     lastdist = rv.distance;
470     }
471 elmex 1.1
472     #if 0
473 root 1.18 LOG (llevDebug, "get_nearest_player() finds player: %s\n", op ? &op->name : "(null)");
474 elmex 1.1 #endif
475 root 1.18 return op;
476 elmex 1.1 }
477    
478     /* I believe this can safely go to 2, 3 is questionable, 4 will likely
479     * result in a monster paths backtracking. It basically determines how large a
480     * detour a monster will take from the direction path when looking
481     * for a path to the player. The values are in the amount of direction
482     * the deviation is
483     */
484     #define DETOUR_AMOUNT 2
485    
486     /* This is used to prevent infinite loops. Consider a case where the
487     * player is in a chamber (with gate closed), and monsters are outside.
488     * with DETOUR_AMOUNT==2, the function will turn each corner, trying to
489     * find a path into the chamber. This is a good thing, but since there
490     * is no real path, it will just keep circling the chamber for
491     * ever (this could be a nice effect for monsters, but not for the function
492     * to get stuck in. I think for the monsters, if max is reached and
493     * we return the first direction the creature could move would result in the
494     * circling behaviour. Unfortunately, this function is also used to determined
495     * if the creature should cast a spell, so returning a direction in that case
496     * is probably not a good thing.
497     */
498     #define MAX_SPACES 50
499    
500     /*
501     * Returns the direction to the player, if valid. Returns 0 otherwise.
502     * modified to verify there is a path to the player. Does this by stepping towards
503     * player and if path is blocked then see if blockage is close enough to player that
504     * direction to player is changed (ie zig or zag). Continue zig zag until either
505     * reach player or path is blocked. Thus, will only return true if there is a free
506     * path to player. Though path may not be a straight line. Note that it will find
507     * player hiding along a corridor at right angles to the corridor with the monster.
508     *
509     * Modified by MSW 2001-08-06 to handle tiled maps. Various notes:
510     * 1) With DETOUR_AMOUNT being 2, it should still go and find players hiding
511     * down corriders.
512     * 2) I think the old code was broken if the first direction the monster
513     * should move was blocked - the code would store the first direction without
514     * verifying that the player can actually move in that direction. The new
515     * code does not store anything in firstdir until we have verified that the
516     * monster can in fact move one space in that direction.
517     * 3) I'm not sure how good this code will be for moving multipart monsters,
518     * since only simple checks to blocked are being called, which could mean the monster
519     * is blocking itself.
520     */
521 root 1.18 int
522     path_to_player (object *mon, object *pl, unsigned mindiff)
523     {
524     rv_vector rv;
525     sint16 x, y;
526     int lastx, lasty, dir, i, diff, firstdir = 0, lastdir, max = MAX_SPACES, mflags, blocked;
527 root 1.25 maptile *m, *lastmap;
528 root 1.18
529     get_rangevector (mon, pl, &rv, 0);
530    
531     if (rv.distance < mindiff)
532     return 0;
533    
534     x = mon->x;
535     y = mon->y;
536     m = mon->map;
537     dir = rv.direction;
538     lastdir = firstdir = rv.direction; /* perhaps we stand next to pl, init firstdir too */
539 root 1.100 diff = ::max (abs (rv.distance_x), abs (rv.distance_y));
540    
541 root 1.18 /* If we can't solve it within the search distance, return now. */
542     if (diff > max)
543     return 0;
544 root 1.100
545 root 1.18 while (diff > 1 && max > 0)
546     {
547     lastx = x;
548     lasty = y;
549     lastmap = m;
550     x = lastx + freearr_x[dir];
551     y = lasty + freearr_y[dir];
552    
553     mflags = get_map_flags (m, &m, x, y, &x, &y);
554     blocked = (mflags & P_OUT_OF_MAP) ? MOVE_ALL : GET_MAP_MOVE_BLOCK (m, x, y);
555    
556     /* Space is blocked - try changing direction a little */
557     if ((mflags & P_OUT_OF_MAP) || ((OB_TYPE_MOVE_BLOCK (mon, blocked) || (mflags & P_BLOCKSVIEW))
558     && (m == mon->map && blocked_link (mon, m, x, y))))
559     {
560     /* recalculate direction from last good location. Possible
561     * we were not traversing ideal location before.
562     */
563     get_rangevector_from_mapcoord (lastmap, lastx, lasty, pl, &rv, 0);
564     if (rv.direction != dir)
565     {
566     /* OK - says direction should be different - lets reset the
567     * the values so it will try again.
568     */
569     x = lastx;
570     y = lasty;
571     m = lastmap;
572     dir = firstdir = rv.direction;
573     }
574     else
575     {
576     /* direct path is blocked - try taking a side step to
577     * either the left or right.
578     * Note increase the values in the loop below to be
579     * more than -1/1 respectively will mean the monster takes
580     * bigger detour. Have to be careful about these values getting
581     * too big (3 or maybe 4 or higher) as the monster may just try
582     * stepping back and forth
583     */
584     for (i = -DETOUR_AMOUNT; i <= DETOUR_AMOUNT; i++)
585     {
586     if (i == 0)
587     continue; /* already did this, so skip it */
588     /* Use lastdir here - otherwise,
589     * since the direction that the creature should move in
590     * may change, you could get infinite loops.
591     * ie, player is northwest, but monster can only
592     * move west, so it does that. It goes some distance,
593     * gets blocked, finds that it should move north,
594     * can't do that, but now finds it can move east, and
595     * gets back to its original point. lastdir contains
596     * the last direction the creature has successfully
597     * moved.
598     */
599    
600     x = lastx + freearr_x[absdir (lastdir + i)];
601     y = lasty + freearr_y[absdir (lastdir + i)];
602     m = lastmap;
603     mflags = get_map_flags (m, &m, x, y, &x, &y);
604     if (mflags & P_OUT_OF_MAP)
605     continue;
606     blocked = GET_MAP_MOVE_BLOCK (m, x, y);
607     if (OB_TYPE_MOVE_BLOCK (mon, blocked))
608     continue;
609     if (mflags & P_BLOCKSVIEW)
610     continue;
611    
612     if (m == mon->map && blocked_link (mon, m, x, y))
613     break;
614     }
615     /* go through entire loop without finding a valid
616     * sidestep to take - thus, no valid path.
617     */
618     if (i == (DETOUR_AMOUNT + 1))
619     return 0;
620     diff--;
621     lastdir = dir;
622     max--;
623     if (!firstdir)
624     firstdir = dir + i;
625     } /* else check alternate directions */
626     } /* if blocked */
627     else
628     {
629     /* we moved towards creature, so diff is less */
630     diff--;
631     max--;
632     lastdir = dir;
633     if (!firstdir)
634     firstdir = dir;
635     }
636 root 1.100
637 root 1.18 if (diff <= 1)
638     {
639     /* Recalculate diff (distance) because we may not have actually
640     * headed toward player for entire distance.
641     */
642     get_rangevector_from_mapcoord (m, x, y, pl, &rv, 0);
643 root 1.100 diff = ::max (abs (rv.distance_x), abs (rv.distance_y));
644 root 1.18 }
645 root 1.100
646 root 1.18 if (diff > max)
647     return 0;
648     }
649 root 1.100
650 root 1.18 /* If we reached the max, didn't find a direction in time */
651     if (!max)
652     return 0;
653    
654     return firstdir;
655     }
656    
657     void
658     give_initial_items (object *pl, treasurelist * items)
659     {
660     object *op, *next = NULL;
661    
662     if (pl->randomitems != NULL)
663     create_treasure (items, pl, GT_STARTEQUIP | GT_ONLY_GOOD, 1, 0);
664    
665     for (op = pl->inv; op; op = next)
666     {
667     next = op->below;
668    
669     /* Forces get applied per default, unless they have the
670     * flag "neutral" set. Sorry but I can't think of a better way
671     */
672     if (op->type == FORCE && !QUERY_FLAG (op, FLAG_NEUTRAL))
673     SET_FLAG (op, FLAG_APPLIED);
674    
675     /* we never give weapons/armour if these cannot be used
676     * by this player due to race restrictions
677     */
678     if (pl->type == PLAYER)
679     {
680     if ((!QUERY_FLAG (pl, FLAG_USE_ARMOUR) &&
681     (op->type == ARMOUR || op->type == BOOTS ||
682     op->type == CLOAK || op->type == HELMET ||
683     op->type == SHIELD || op->type == GLOVES ||
684     op->type == BRACERS || op->type == GIRDLE)) || (!QUERY_FLAG (pl, FLAG_USE_WEAPON) && op->type == WEAPON))
685     {
686 root 1.33 op->destroy ();
687 root 1.18 continue;
688     }
689 root 1.11 }
690    
691 root 1.18 /* This really needs to be better - we should really give
692     * a substitute spellbook. The problem is that we don't really
693     * have a good idea what to replace it with (need something like
694     * a first level treasurelist for each skill.)
695     * remove duplicate skills also
696     */
697     if (op->type == SPELLBOOK || op->type == SKILL)
698     {
699     object *tmp;
700 elmex 1.1
701 root 1.18 for (tmp = op->below; tmp; tmp = tmp->below)
702     if (tmp->type == op->type && tmp->name == op->name)
703     break;
704 root 1.11
705 root 1.18 if (tmp)
706     {
707 root 1.33 op->destroy ();
708 root 1.18 LOG (llevError, "give_initial_items: Removing duplicate object %s\n", &tmp->name);
709     continue;
710 root 1.11 }
711 root 1.33
712 root 1.18 if (op->nrof > 1)
713     op->nrof = 1;
714 root 1.11 }
715 elmex 1.1
716 root 1.18 if (op->type == SPELLBOOK && op->inv)
717     {
718     CLEAR_FLAG (op->inv, FLAG_STARTEQUIP);
719 root 1.11 }
720    
721 root 1.18 /* Give starting characters identified, uncursed, and undamned
722     * items. Just don't identify gold or silver, or it won't be
723     * merged properly.
724     */
725     if (need_identify (op))
726     {
727     SET_FLAG (op, FLAG_IDENTIFIED);
728     CLEAR_FLAG (op, FLAG_CURSED);
729     CLEAR_FLAG (op, FLAG_DAMNED);
730     }
731     if (op->type == SPELL)
732     {
733 root 1.33 op->destroy ();
734 root 1.18 continue;
735     }
736     else if (op->type == SKILL)
737     {
738     SET_FLAG (op, FLAG_CAN_USE_SKILL);
739     op->stats.exp = 0;
740     op->level = 1;
741 root 1.11 }
742 root 1.18 /* lock all 'normal items by default */
743     else
744     SET_FLAG (op, FLAG_INV_LOCKED);
745     } /* for loop of objects in player inv */
746    
747     /* Need to set up the skill pointers */
748     link_player_skills (pl);
749     }
750    
751     void
752     get_party_password (object *op, partylist *party)
753     {
754     if (party == NULL)
755     {
756     LOG (llevError, "get_party_password(): tried to make player %s join a NULL party", &op->name);
757     return;
758 elmex 1.1 }
759 root 1.54
760 root 1.18 op->contr->write_buf[0] = '\0';
761 root 1.52 op->contr->ns->state = ST_GET_PARTY_PASSWORD;
762 root 1.18 op->contr->party_to_join = party;
763 root 1.52 send_query (op->contr->ns, CS_QUERY_HIDEINPUT, "What is the password?\n:");
764 elmex 1.1 }
765    
766     /* This rolls four 1-6 rolls and sums the best 3 of the 4. */
767 root 1.54 static int
768 root 1.18 roll_stat (void)
769     {
770     int a[4], i, j, k;
771    
772     for (i = 0; i < 4; i++)
773 root 1.99 a[i] = (int) rndm (6) + 1;
774 root 1.18
775     for (i = 0, j = 0, k = 7; i < 4; i++)
776     if (a[i] < k)
777     k = a[i], j = i;
778    
779     for (i = 0, k = 0; i < 4; i++)
780 root 1.54 if (i != j)
781     k += a[i];
782    
783 root 1.18 return k;
784     }
785    
786     void
787 root 1.54 object::roll_stats ()
788 root 1.18 {
789 root 1.128 int statsort [NUM_STATS];
790 root 1.18
791 root 1.54 for (;;)
792 root 1.18 {
793 root 1.54 int sum = 0;
794 root 1.128 for (int i = NUM_STATS; i--; )
795 root 1.54 sum += statsort [i] = roll_stat ();
796    
797     if (sum >= 82 && sum <= 116)
798     break;
799 root 1.18 }
800    
801 root 1.54 // Sort the stats so that rerolling is easier...
802 root 1.128 std::sort (statsort, statsort + NUM_STATS, std::greater<int>());
803 root 1.18
804 root 1.128 for (int i = 0; i < NUM_STATS; ++i)
805     stats.stat (i) = statsort [i];
806 root 1.18
807 root 1.54 stats.exp = 0;
808     stats.ac = 0;
809 root 1.18
810 root 1.54 stats.hp = stats.maxhp;
811     stats.sp = stats.maxsp;
812     stats.grace = stats.maxgrace;
813 root 1.18
814 root 1.54 if (contr)
815     {
816     contr->levhp[1] = 9;
817     contr->levsp[1] = 6;
818     contr->levgrace[1] = 3;
819 root 1.18
820 root 1.54 contr->orig_stats = stats;
821     }
822 root 1.18 }
823    
824     void
825 root 1.54 object::swap_stats (int a, int b)
826 root 1.18 {
827 root 1.127 swap (contr->orig_stats.stat (a), contr->orig_stats.stat (b));
828    
829     for (int i = 0; i < NUM_STATS; ++i)
830     stats.stat (i) = contr->orig_stats.stat (i);
831 elmex 1.1
832 root 1.54 //TODO: the following code looks so borked and should, at the very least,
833     // be merged with the similar code in roll_stats
834     stats.ac = 0;
835 elmex 1.1
836 root 1.54 level = 1;
837     stats.exp = 0;
838     stats.ac = 0;
839 elmex 1.1
840 root 1.54 stats.hp = stats.maxhp;
841     stats.sp = stats.maxsp;
842     stats.grace = stats.maxgrace;
843 elmex 1.1
844 root 1.54 if (contr)
845 root 1.18 {
846 root 1.54 contr->levhp[1] = 9;
847     contr->levsp[1] = 6;
848     contr->levgrace[1] = 3;
849 root 1.18
850 root 1.54 contr->orig_stats = stats;
851 elmex 1.1 }
852     }
853    
854 root 1.73 static void
855     start_info (object *op)
856     {
857     char buf[MAX_BUF];
858    
859     sprintf (buf, "Welcome to Crossfire v%s!", VERSION);
860     new_draw_info (NDI_UNIQUE, 0, op, buf);
861     //new_draw_info (NDI_UNIQUE, 0, op, "Press `?' for help");
862     //new_draw_info (NDI_UNIQUE, 0, op, " ");
863     }
864    
865 elmex 1.1 /* This function takes the key that is passed, and does the
866     * appropriate action with it (change race, or other things).
867     * The function name is for historical reasons - now we have
868     * separate race and class; this actually changes the RACE,
869     * not the class.
870     */
871 root 1.112 void
872     player::chargen_race_done ()
873 elmex 1.1 {
874 root 1.112 /* this must before then initial items are given */
875     esrv_new_player (ob->contr, ob->weight + ob->carrying);
876 elmex 1.1
877 root 1.112 treasurelist *tl = treasurelist::find ("starting_wealth");
878     if (tl)
879     create_treasure (tl, ob, 0, 0, 0);
880 elmex 1.1
881 root 1.112 INVOKE_PLAYER (BIRTH, ob->contr);
882     INVOKE_PLAYER (LOGIN, ob->contr);
883 elmex 1.36
884 root 1.112 ob->contr->ns->state = ST_PLAYING;
885 elmex 1.1
886 root 1.112 if (ob->msg)
887     ob->msg = 0;
888 elmex 1.1
889 root 1.112 /* We create this now because some of the unique maps will need it
890     * to save here.
891     */
892     {
893     char buf[MAX_BUF];
894     sprintf (buf, "%s/%s/%s", settings.localdir, settings.playerdir, &ob->name);
895     make_path_to_file (buf);
896     }
897    
898     start_info (ob);
899     CLEAR_FLAG (ob, FLAG_WIZ);
900     give_initial_items (ob, ob->randomitems);
901     link_player_skills (ob);
902     esrv_send_inventory (ob, ob);
903     ob->update_stats ();
904 root 1.11
905 root 1.112 /* This moves the player to a different start map, if there
906     * is one for this race
907     */
908     if (*first_map_ext_path)
909     {
910     object *tmp;
911     char mapname[MAX_BUF];
912 elmex 1.1
913 root 1.148 snprintf (mapname, MAX_BUF - 1, "%s/%s", &first_map_ext_path, &ob->arch->archname);
914 root 1.112 tmp = object::create ();
915     EXIT_PATH (tmp) = mapname;
916     EXIT_X (tmp) = ob->x;
917     EXIT_Y (tmp) = ob->y;
918     ob->enter_exit (tmp); /* we don't really care if it succeeded;
919     * if the map isn't there, then stay on the
920     * default initial map */
921     tmp->destroy ();
922 elmex 1.1 }
923 root 1.112 else
924     LOG (llevDebug, "first_map_ext_path not set\n");
925     }
926 elmex 1.1
927 root 1.112 void
928     player::chargen_race_next ()
929     {
930 root 1.18 /* Following actually changes the race - this is the default command
931     * if we don't match with one of the options above.
932     */
933    
934 root 1.112 do
935 root 1.18 {
936 root 1.112 shstr name = ob->name;
937     int x = ob->x, y = ob->y;
938 root 1.21
939 root 1.112 ob->remove_statbonus ();
940     ob->remove ();
941     ob->arch = get_player_archetype (ob->arch);
942 root 1.149 ob->arch->copy_to (ob);
943 root 1.112 ob->instantiate ();
944     ob->stats = ob->contr->orig_stats;
945     ob->name = ob->name_pl = name;
946     ob->x = x;
947     ob->y = y;
948     SET_ANIMATION (ob, 2); /* So player faces south */
949     insert_ob_in_map (ob, ob->map, ob, 0);
950 root 1.149 assign (ob->contr->title, ob->arch->object::name);
951 root 1.112 ob->add_statbonus ();
952     }
953     while (!allowed_class (ob));
954    
955     update_object (ob, UP_OBJ_FACE);
956     esrv_update_item (UPD_FACE, ob, ob);
957     ob->update_stats ();
958     ob->stats.hp = ob->stats.maxhp;
959     ob->stats.sp = ob->stats.maxsp;
960     ob->stats.grace = 0;
961 elmex 1.1 }
962    
963 root 1.18 void
964     flee_player (object *op)
965     {
966     int dir, diff;
967     rv_vector rv;
968    
969     if (op->stats.hp < 0)
970     {
971     LOG (llevDebug, "Fleeing player is dead.\n");
972     CLEAR_FLAG (op, FLAG_SCARED);
973     return;
974 elmex 1.1 }
975    
976 root 1.18 if (op->enemy == NULL)
977     {
978     LOG (llevDebug, "Fleeing player had no enemy.\n");
979     CLEAR_FLAG (op, FLAG_SCARED);
980     return;
981 elmex 1.1 }
982    
983 root 1.18 /* Seen some crashes here. Since we don't store an
984     * op->enemy_count, it is possible that something destroys the
985     * actual enemy, and the object is recycled.
986     */
987     if (op->enemy->map == NULL)
988     {
989     CLEAR_FLAG (op, FLAG_SCARED);
990     op->enemy = NULL;
991     return;
992 elmex 1.1 }
993    
994 root 1.18 if (!(random_roll (0, 4, op, PREFER_LOW)) && did_make_save (op, op->level, 0))
995     {
996     op->enemy = NULL;
997     CLEAR_FLAG (op, FLAG_SCARED);
998     return;
999 elmex 1.1 }
1000 root 1.49
1001 root 1.18 get_rangevector (op, op->enemy, &rv, 0);
1002    
1003     dir = absdir (4 + rv.direction);
1004     for (diff = 0; diff < 3; diff++)
1005     {
1006     int m = 1 - (RANDOM () & 2);
1007 elmex 1.1
1008 root 1.18 if (move_ob (op, absdir (dir + diff * m), op) || (diff == 0 && move_ob (op, absdir (dir - diff * m), op)))
1009 root 1.49 return;
1010 elmex 1.1 }
1011 root 1.49
1012 root 1.18 /* Cornered, get rid of scared */
1013     CLEAR_FLAG (op, FLAG_SCARED);
1014     op->enemy = NULL;
1015 elmex 1.1 }
1016    
1017     /* check_pick sees if there is stuff to be picked up/picks up stuff.
1018 root 1.122 * It returns 1 if the player should keep on moving, 0 if he should
1019 elmex 1.1 * stop.
1020     */
1021 root 1.18 int
1022     check_pick (object *op)
1023     {
1024 elmex 1.1 object *tmp, *next;
1025     int stop = 0;
1026 pippijn 1.106 int wvratio;
1027     char putstring[128];
1028 elmex 1.1
1029     /* if you're flying, you cna't pick up anything */
1030     if (op->move_type & MOVE_FLYING)
1031     return 1;
1032    
1033     next = op->below;
1034    
1035     /* loop while there are items on the floor that are not marked as
1036     * destroyed */
1037 root 1.24 while (next && !next->destroyed ())
1038 root 1.18 {
1039     tmp = next;
1040     next = tmp->below;
1041 elmex 1.1
1042 root 1.24 if (op->destroyed ())
1043 elmex 1.1 return 0;
1044    
1045 root 1.18 if (!can_pick (op, tmp))
1046     continue;
1047 elmex 1.1
1048 root 1.18 if (op->contr->search_str[0] != '\0' && settings.search_items == TRUE)
1049     {
1050     if (item_matched_string (op, tmp, op->contr->search_str))
1051     pick_up (op, tmp);
1052     continue;
1053 root 1.11 }
1054    
1055 root 1.18 /* high not bit set? We're using the old autopickup model */
1056     if (!(op->contr->mode & PU_NEWMODE))
1057 root 1.11 {
1058 root 1.18 switch (op->contr->mode)
1059 root 1.11 {
1060 root 1.20 case 0:
1061     return 1; /* don't pick up */
1062     case 1:
1063     pick_up (op, tmp);
1064     return 1;
1065     case 2:
1066     pick_up (op, tmp);
1067     return 0;
1068     case 3:
1069     return 0; /* stop before pickup */
1070     case 4:
1071     pick_up (op, tmp);
1072     break;
1073     case 5:
1074     pick_up (op, tmp);
1075     stop = 1;
1076     break;
1077     case 6:
1078     if (QUERY_FLAG (tmp, FLAG_KNOWN_MAGICAL) && !QUERY_FLAG (tmp, FLAG_KNOWN_CURSED))
1079 root 1.18 pick_up (op, tmp);
1080 root 1.20 break;
1081    
1082     case 7:
1083     if (tmp->type == MONEY || tmp->type == GEM)
1084 root 1.18 pick_up (op, tmp);
1085 root 1.20 break;
1086    
1087     default:
1088     /* use value density */
1089     if (!QUERY_FLAG (tmp, FLAG_UNPAID)
1090     && (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1))) >= op->contr->mode)
1091 root 1.18 pick_up (op, tmp);
1092 root 1.11 }
1093     }
1094 root 1.18 else
1095     { /* old model */
1096     /* NEW pickup handling */
1097     if (op->contr->mode & PU_DEBUG)
1098     {
1099     /* some debugging code to figure out item information */
1100     if (tmp->name != NULL)
1101     sprintf (putstring, "item name: %s item type: %d weight/value: %d",
1102     &tmp->name, tmp->type, (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1))));
1103     else
1104     sprintf (putstring, "item name: %s item type: %d weight/value: %d",
1105 root 1.148 &tmp->arch->archname, tmp->type, (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1))));
1106 root 1.18
1107     new_draw_info (NDI_UNIQUE, 0, op, putstring);
1108 root 1.58 }
1109 elmex 1.1
1110 root 1.18 /* philosophy:
1111     * It's easy to grab an item type from a pile, as long as it's
1112     * generic. This takes no game-time. For more detailed pickups
1113 root 1.58 * and selections, select-items should be used. This is a
1114 root 1.18 * grab-as-you-run type mode that's really useful for arrows for
1115     * example.
1116     * The drawback: right now it has no frontend, so you need to
1117     * stick the bits you want into a calculator in hex mode and then
1118     * convert to decimal and then 'pickup <#>
1119     */
1120    
1121     /* the first two modes are exclusive: if NOTHING we return, if
1122     * STOP then we stop. All the rest are applied sequentially,
1123     * meaning if any test passes, the item gets picked up. */
1124    
1125     /* if mode is set to pick nothing up, return */
1126    
1127     if (op->contr->mode & PU_NOTHING)
1128     return 1;
1129    
1130     /* if mode is set to stop when encountering objects, return */
1131     /* take STOP before INHIBIT since it doesn't actually pick
1132     * anything up */
1133    
1134     if (op->contr->mode & PU_STOP)
1135     return 0;
1136    
1137     /* useful for going into stores and not losing your settings... */
1138     /* and for battles wher you don't want to get loaded down while
1139     * fighting */
1140     if (op->contr->mode & PU_INHIBIT)
1141     return 1;
1142    
1143     /* prevent us from turning into auto-thieves :) */
1144     if (QUERY_FLAG (tmp, FLAG_UNPAID))
1145     continue;
1146    
1147     /* ignore known cursed objects */
1148     if (QUERY_FLAG (tmp, FLAG_KNOWN_CURSED) && op->contr->mode & PU_NOT_CURSED)
1149     continue;
1150    
1151     /* all food and drink if desired */
1152     /* question: don't pick up known-poisonous stuff? */
1153     if (op->contr->mode & PU_FOOD)
1154     if (tmp->type == FOOD)
1155     {
1156     pick_up (op, tmp);
1157     continue;
1158     }
1159 root 1.29
1160 root 1.18 if (op->contr->mode & PU_DRINK)
1161     if (tmp->type == DRINK || (tmp->type == POISON && !QUERY_FLAG (tmp, FLAG_KNOWN_CURSED)))
1162     {
1163     pick_up (op, tmp);
1164     continue;
1165     }
1166    
1167     if (op->contr->mode & PU_POTION)
1168     if (tmp->type == POTION)
1169     {
1170     pick_up (op, tmp);
1171     continue;
1172     }
1173    
1174     /* spellbooks, skillscrolls and normal books/scrolls */
1175     if (op->contr->mode & PU_SPELLBOOK)
1176     if (tmp->type == SPELLBOOK)
1177     {
1178     pick_up (op, tmp);
1179     continue;
1180     }
1181 root 1.29
1182 root 1.18 if (op->contr->mode & PU_SKILLSCROLL)
1183     if (tmp->type == SKILLSCROLL)
1184     {
1185     pick_up (op, tmp);
1186     continue;
1187     }
1188 root 1.29
1189 root 1.18 if (op->contr->mode & PU_READABLES)
1190     if (tmp->type == BOOK || tmp->type == SCROLL)
1191     {
1192     pick_up (op, tmp);
1193     continue;
1194     }
1195    
1196     /* wands/staves/rods/horns */
1197     if (op->contr->mode & PU_MAGIC_DEVICE)
1198     if (tmp->type == WAND || tmp->type == ROD || tmp->type == HORN)
1199     {
1200     pick_up (op, tmp);
1201     continue;
1202     }
1203    
1204     /* pick up all magical items */
1205     if (op->contr->mode & PU_MAGICAL)
1206     if (QUERY_FLAG (tmp, FLAG_KNOWN_MAGICAL) && !QUERY_FLAG (tmp, FLAG_KNOWN_CURSED))
1207     {
1208     pick_up (op, tmp);
1209     continue;
1210     }
1211    
1212     if (op->contr->mode & PU_VALUABLES)
1213     {
1214     if (tmp->type == MONEY || tmp->type == GEM)
1215     {
1216     pick_up (op, tmp);
1217     continue;
1218     }
1219     }
1220    
1221     /* rings & amulets - talismans seems to be typed AMULET */
1222     if (op->contr->mode & PU_JEWELS)
1223     if (tmp->type == RING || tmp->type == AMULET)
1224     {
1225     pick_up (op, tmp);
1226 root 1.29 continue;
1227     }
1228    
1229     /* we don't forget dragon food */
1230     if (op->contr->mode & PU_FLESH)
1231     if (tmp->type == FLESH)
1232     {
1233     pick_up (op, tmp);
1234 root 1.18 continue;
1235     }
1236    
1237     /* bows and arrows. Bows are good for selling! */
1238     if (op->contr->mode & PU_BOW)
1239     if (tmp->type == BOW)
1240     {
1241     pick_up (op, tmp);
1242     continue;
1243     }
1244 root 1.29
1245 root 1.18 if (op->contr->mode & PU_ARROW)
1246     if (tmp->type == ARROW)
1247     {
1248     pick_up (op, tmp);
1249     continue;
1250     }
1251    
1252     /* all kinds of armor etc. */
1253     if (op->contr->mode & PU_ARMOUR)
1254     if (tmp->type == ARMOUR)
1255     {
1256     pick_up (op, tmp);
1257     continue;
1258     }
1259 root 1.29
1260 root 1.18 if (op->contr->mode & PU_HELMET)
1261     if (tmp->type == HELMET)
1262     {
1263     pick_up (op, tmp);
1264     continue;
1265     }
1266 root 1.29
1267 root 1.18 if (op->contr->mode & PU_SHIELD)
1268     if (tmp->type == SHIELD)
1269     {
1270     pick_up (op, tmp);
1271     continue;
1272     }
1273 root 1.29
1274 root 1.18 if (op->contr->mode & PU_BOOTS)
1275     if (tmp->type == BOOTS)
1276     {
1277     pick_up (op, tmp);
1278     continue;
1279     }
1280 root 1.29
1281 root 1.18 if (op->contr->mode & PU_GLOVES)
1282     if (tmp->type == GLOVES)
1283     {
1284     pick_up (op, tmp);
1285     continue;
1286     }
1287 root 1.29
1288 root 1.18 if (op->contr->mode & PU_CLOAK)
1289     if (tmp->type == CLOAK)
1290     {
1291     pick_up (op, tmp);
1292     continue;
1293     }
1294 elmex 1.1
1295 root 1.18 /* hoping to catch throwing daggers here */
1296     if (op->contr->mode & PU_MISSILEWEAPON)
1297     if (tmp->type == WEAPON && QUERY_FLAG (tmp, FLAG_IS_THROWN))
1298     {
1299     pick_up (op, tmp);
1300     continue;
1301     }
1302 elmex 1.1
1303 root 1.18 /* careful: chairs and tables are weapons! */
1304     if (op->contr->mode & PU_ALLWEAPON)
1305     {
1306     if (tmp->type == WEAPON && tmp->name != NULL)
1307     {
1308 root 1.148 if (strstr (tmp->name, "table") == NULL && strstr (tmp->arch->archname, "table") == NULL &&
1309     strstr (tmp->name, "chair") && strstr (tmp->arch->archname, "chair") == NULL)
1310 root 1.18 {
1311     pick_up (op, tmp);
1312     continue;
1313     }
1314     }
1315 root 1.29
1316 root 1.18 if (tmp->type == WEAPON && tmp->name == NULL)
1317     {
1318 root 1.148 if (strstr (tmp->arch->archname, "table") == NULL && strstr (tmp->arch->archname, "chair") == NULL)
1319 root 1.18 {
1320     pick_up (op, tmp);
1321     continue;
1322     }
1323     }
1324     }
1325 elmex 1.1
1326 root 1.18 /* misc stuff that's useful */
1327     if (op->contr->mode & PU_KEY)
1328     if (tmp->type == KEY || tmp->type == SPECIAL_KEY)
1329     {
1330     pick_up (op, tmp);
1331     continue;
1332     }
1333 elmex 1.1
1334 root 1.18 /* any of the last 4 bits set means we use the ratio for value
1335     * pickups */
1336     if (op->contr->mode & PU_RATIO)
1337     {
1338     /* use value density to decide what else to grab */
1339     /* >=7 was >= op->contr->mode */
1340     /* >=7 is the old standard setting. Now we take the last 4 bits
1341     * and multiply them by 5, giving 0..15*5== 5..75 */
1342     wvratio = (op->contr->mode & PU_RATIO) * 5;
1343     if ((query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1))) >= (unsigned int) wvratio)
1344     {
1345     pick_up (op, tmp);
1346 elmex 1.1 #if 0
1347 root 1.18 fprintf (stderr, "HIGH WEIGHT/VALUE [");
1348     if (tmp->name != NULL)
1349     {
1350     fprintf (stderr, "%s", tmp->name);
1351     }
1352     else
1353 root 1.148 fprintf (stderr, "%s", tmp->arch->archname);
1354 root 1.18 fprintf (stderr, ",%d] = ", tmp->type);
1355     fprintf (stderr, "%d\n", (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1))));
1356 elmex 1.1 #endif
1357 root 1.18 continue;
1358     }
1359     }
1360     } /* the new pickup model */
1361     }
1362 root 1.29
1363 root 1.18 return !stop;
1364 elmex 1.1 }
1365    
1366     /*
1367     * Find an arrow in the inventory and after that
1368     * in the right type container (quiver). Pointer to the
1369     * found object is returned.
1370     */
1371 root 1.18 object *
1372     find_arrow (object *op, const char *type)
1373 elmex 1.1 {
1374 root 1.103 object *tmp = 0;
1375 elmex 1.1
1376 root 1.18 for (op = op->inv; op; op = op->below)
1377     if (!tmp && op->type == CONTAINER && op->race == type && QUERY_FLAG (op, FLAG_APPLIED))
1378     tmp = find_arrow (op, type);
1379     else if (op->type == ARROW && op->race == type)
1380     return op;
1381 root 1.103
1382 root 1.18 return tmp;
1383 elmex 1.1 }
1384    
1385     /*
1386     * Similar to find_arrow, but looks for (roughly) the best arrow to use
1387     * against the target. A full test is not performed, simply a basic test
1388     * of resistances. The archer is making a quick guess at what he sees down
1389     * the hall. Failing that it does it's best to pick the highest plus arrow.
1390     */
1391 root 1.18 object *
1392     find_better_arrow (object *op, object *target, const char *type, int *better)
1393 elmex 1.1 {
1394 root 1.18 object *tmp = NULL, *arrow, *ntmp;
1395     int attacknum, attacktype, betterby = 0, i;
1396 elmex 1.1
1397 root 1.18 if (!type)
1398     return NULL;
1399 elmex 1.1
1400 root 1.18 for (arrow = op->inv; arrow; arrow = arrow->below)
1401     {
1402     if (arrow->type == CONTAINER && arrow->race == type && QUERY_FLAG (arrow, FLAG_APPLIED))
1403     {
1404     i = 0;
1405     ntmp = find_better_arrow (arrow, target, type, &i);
1406     if (i > betterby)
1407     {
1408     tmp = ntmp;
1409     betterby = i;
1410     }
1411     }
1412     else if (arrow->type == ARROW && arrow->race == type)
1413     {
1414     /* allways prefer assasination/slaying */
1415     if (target->race != NULL && arrow->slaying != NULL && strstr (arrow->slaying, target->race))
1416     {
1417     if (arrow->attacktype & AT_DEATH)
1418     {
1419     *better = 100;
1420     return arrow;
1421     }
1422     else
1423     {
1424     tmp = arrow;
1425     betterby = (arrow->magic + arrow->stats.dam) * 2;
1426     }
1427     }
1428     else
1429     {
1430     for (attacknum = 0; attacknum < NROFATTACKS; attacknum++)
1431     {
1432     attacktype = 1 << attacknum;
1433 root 1.149 if ((arrow->attacktype & attacktype) && (target->arch->resist[attacknum]) < 0)
1434     if (((arrow->magic + arrow->stats.dam) * (100 - target->arch->resist[attacknum]) / 100) > betterby)
1435 root 1.18 {
1436     tmp = arrow;
1437 root 1.149 betterby = (arrow->magic + arrow->stats.dam) * (100 - target->arch->resist[attacknum]) / 100;
1438 root 1.18 }
1439 root 1.11 }
1440 root 1.18 if ((2 + arrow->magic + arrow->stats.dam) > betterby)
1441     {
1442     tmp = arrow;
1443     betterby = 2 + arrow->magic + arrow->stats.dam;
1444 root 1.11 }
1445 root 1.18 if (arrow->title && (1 + arrow->magic + arrow->stats.dam) > betterby)
1446     {
1447     tmp = arrow;
1448     betterby = 1 + arrow->magic + arrow->stats.dam;
1449 root 1.11 }
1450     }
1451     }
1452 elmex 1.1 }
1453 root 1.18 if (tmp == NULL && arrow == NULL)
1454     return find_arrow (op, type);
1455 elmex 1.1
1456 root 1.18 *better = betterby;
1457     return tmp;
1458 elmex 1.1 }
1459    
1460     /* looks in a given direction, finds the first valid target, and calls
1461     * find_better_arrow to find a decent arrow to use.
1462     * op = the shooter
1463     * type = bow->race
1464     * dir = fire direction
1465     */
1466 root 1.18 object *
1467     pick_arrow_target (object *op, const char *type, int dir)
1468 elmex 1.1 {
1469 root 1.18 object *tmp = NULL;
1470 root 1.25 maptile *m;
1471 root 1.18 int i, mflags, found, number;
1472     sint16 x, y;
1473    
1474     if (op->map == NULL)
1475     return find_arrow (op, type);
1476    
1477     /* do a dex check */
1478     number = (die_roll (2, 40, op, PREFER_LOW) - 2) / 2;
1479     if (number > (op->stats.Dex + (op->chosen_skill ? op->chosen_skill->level : op->level)))
1480     return find_arrow (op, type);
1481    
1482     m = op->map;
1483     x = op->x;
1484     y = op->y;
1485    
1486     /* find the first target */
1487     for (i = 0, found = 0; i < 20; i++)
1488     {
1489     x += freearr_x[dir];
1490     y += freearr_y[dir];
1491     mflags = get_map_flags (m, &m, x, y, &x, &y);
1492     if (mflags & P_OUT_OF_MAP || mflags & P_BLOCKSVIEW)
1493     {
1494     tmp = NULL;
1495     break;
1496     }
1497     else if (GET_MAP_MOVE_BLOCK (m, x, y) == MOVE_FLY_LOW)
1498     {
1499     /* This block presumes arrows and the like are MOVE_FLY_SLOW -
1500     * perhaps a bad assumption.
1501     */
1502     tmp = NULL;
1503     break;
1504 root 1.11 }
1505 root 1.18 if (mflags & P_IS_ALIVE)
1506     {
1507     for (tmp = GET_MAP_OB (m, x, y); tmp; tmp = tmp->above)
1508     if (QUERY_FLAG (tmp, FLAG_ALIVE))
1509     {
1510     found++;
1511 root 1.11 break;
1512 root 1.18 }
1513     if (found)
1514     break;
1515 root 1.11 }
1516 elmex 1.1 }
1517 root 1.18 if (tmp == NULL)
1518     return find_arrow (op, type);
1519 elmex 1.1
1520 root 1.18 if (tmp->head)
1521     tmp = tmp->head;
1522 elmex 1.1
1523 root 1.18 return find_better_arrow (op, tmp, type, &i);
1524 elmex 1.1 }
1525    
1526     /*
1527     * Creature fires a bow - op can be monster or player. Returns
1528     * 1 if bow was actually fired, 0 otherwise.
1529     * op is the object firing the bow.
1530     * part is for multipart creatures - the part firing the bow.
1531     * dir is the direction of fire.
1532     * wc_mod is any special modifier to give (used in special player fire modes)
1533     * sx, sy are coordinates to fire arrow from - also used in some of the special
1534     * player fire modes.
1535     */
1536 root 1.18 int
1537     fire_bow (object *op, object *part, object *arrow, int dir, int wc_mod, sint16 sx, sint16 sy)
1538 elmex 1.1 {
1539 root 1.18 object *left, *bow;
1540 root 1.132 int mflags;
1541 root 1.25 maptile *m;
1542 elmex 1.1
1543 root 1.18 if (!dir)
1544     {
1545     new_draw_info (NDI_UNIQUE, 0, op, "You can't shoot yourself!");
1546     return 0;
1547 elmex 1.1 }
1548 root 1.48
1549 root 1.136 if (op->contr)
1550     bow = op->current_weapon;
1551 root 1.18 else
1552     {
1553     for (bow = op->inv; bow; bow = bow->below)
1554     /* Don't check for applied - monsters don't apply bows - in that way, they
1555     * don't need to switch back and forth between bows and weapons.
1556     */
1557     if (bow->type == BOW)
1558     break;
1559 root 1.11
1560 root 1.18 if (!bow)
1561     {
1562     LOG (llevError, "Range: bow without activated bow (%s).\n", &op->name);
1563     return 0;
1564 root 1.11 }
1565 root 1.118
1566     // optimisation: move object to top so we will find it quickly again
1567     if (bow->below)
1568     {
1569     bow->remove ();
1570     op->insert (bow);
1571     }
1572    
1573 elmex 1.1 }
1574 root 1.48
1575 root 1.18 if (!bow->race || !bow->skill)
1576     {
1577     new_draw_info_format (NDI_UNIQUE, 0, op, "Your %s is broken.", &bow->name);
1578     return 0;
1579 elmex 1.1 }
1580    
1581 root 1.18 if (arrow == NULL)
1582     {
1583     if ((arrow = find_arrow (op, bow->race)) == NULL)
1584     {
1585     if (op->type == PLAYER)
1586     new_draw_info_format (NDI_UNIQUE, 0, op, "You have no %s left.", &bow->race);
1587     /* FLAG_READY_BOW will get reset if the monsters picks up some arrows */
1588     else
1589     CLEAR_FLAG (op, FLAG_READY_BOW);
1590 root 1.116
1591 root 1.18 return 0;
1592 root 1.11 }
1593 elmex 1.1 }
1594 root 1.48
1595 root 1.18 mflags = get_map_flags (op->map, &m, sx, sy, &sx, &sy);
1596     if (mflags & P_OUT_OF_MAP)
1597 root 1.48 return 0;
1598    
1599 root 1.18 if (GET_MAP_MOVE_BLOCK (m, sx, sy) == MOVE_FLY_LOW)
1600     {
1601     new_draw_info (NDI_UNIQUE, 0, op, "Something is in the way.");
1602     return 0;
1603     }
1604    
1605     /* this should not happen, but sometimes does */
1606     if (arrow->nrof == 0)
1607     {
1608 root 1.33 arrow->destroy ();
1609 root 1.18 return 0;
1610     }
1611    
1612     left = arrow; /* these are arrows left to the player */
1613     arrow = get_split_ob (arrow, 1);
1614 root 1.48 if (!arrow)
1615 root 1.18 {
1616     new_draw_info_format (NDI_UNIQUE, 0, op, "You have no %s left.", &bow->race);
1617     return 0;
1618 elmex 1.1 }
1619 root 1.48
1620 root 1.34 arrow->set_owner (op);
1621 root 1.18 arrow->skill = bow->skill;
1622     arrow->direction = dir;
1623    
1624 root 1.124 arrow->stats.sp = arrow->stats.wc; /* save original wc, dam, attacktype and slaying */
1625     arrow->stats.hp = arrow->stats.dam;
1626     arrow->stats.grace = arrow->attacktype;
1627    
1628     if (arrow->slaying)
1629     arrow->spellarg = strdup (arrow->slaying);
1630    
1631 root 1.142 #if 0
1632 root 1.131 if (player *pl = op->contr)
1633 root 1.18 {
1634 root 1.142 float speed = pl->weapon_sp;
1635 root 1.132
1636 root 1.142 /* penalize ROF for bestarrow */
1637     if (pl->bowtype == bow_bestarrow)
1638     speed *= .9f;
1639     else
1640     speed *= 1.f + dex_bonus[op->stats.Dex] * .2f;
1641 root 1.131
1642 root 1.142 op->speed_left += speed - op->speed;
1643     }
1644 root 1.132 #endif
1645 elmex 1.1
1646 root 1.18 SET_ANIMATION (arrow, arrow->direction);
1647 root 1.116
1648 root 1.18 /* update the speed */
1649 root 1.142 arrow->speed = ((bow->flag [FLAG_NO_STRENGTH] ? 0 : dam_bonus[op->stats.Str]) + bow->magic + arrow->magic) / 5.f
1650     + bow->stats.dam / 7.f;
1651 root 1.18
1652 root 1.142 arrow->set_speed (max (arrow->speed, 2.f));
1653 root 1.18 arrow->speed_left = 0;
1654    
1655 root 1.129 int wc = op->stats.wc + wc_mod - arrow->magic - arrow->stats.wc;
1656 root 1.116
1657 root 1.18 if (op->type == PLAYER)
1658     {
1659 root 1.116 arrow->level = op->chosen_skill ? op->chosen_skill->level : op->level;
1660 root 1.129 wc -= dex_bonus[op->stats.Dex];
1661 root 1.18
1662 root 1.116 if (!arrow->slaying)
1663     arrow->slaying = op->slaying;
1664 root 1.124
1665     arrow->attacktype |= op->attacktype;
1666 elmex 1.1 }
1667 root 1.18 else
1668     {
1669     arrow->level = op->level;
1670 root 1.116 arrow->stats.wc -= bow->magic;
1671    
1672     if (!arrow->slaying)
1673     arrow->slaying = bow->slaying;
1674 root 1.124
1675     arrow->attacktype |= bow->attacktype;
1676 elmex 1.1 }
1677 root 1.24
1678 root 1.129 wc -= arrow->level;
1679     arrow->stats.dam = clamp (arrow->stats.dam + op->stats.dam + arrow->magic, MIN_DAM, MAX_DAM);
1680 root 1.24
1681 root 1.129 arrow->stats.wc = clamp (wc, MIN_WC, MAX_WC);
1682 root 1.18 arrow->move_type = MOVE_FLY_LOW;
1683     arrow->move_on = MOVE_FLY_LOW | MOVE_WALK;
1684    
1685     play_sound_map (op->map, op->x, op->y, SOUND_FIRE_ARROW);
1686 root 1.70 m->insert (arrow, sx, sy, op);
1687 root 1.18
1688 root 1.24 if (!arrow->destroyed ())
1689 root 1.18 move_arrow (arrow);
1690 elmex 1.1
1691 root 1.18 if (op->type == PLAYER)
1692     {
1693 root 1.24 if (left->destroyed ())
1694     esrv_del_item (op->contr, left->count);
1695 root 1.18 else
1696     esrv_send_item (op, left);
1697 elmex 1.1 }
1698 root 1.24
1699 root 1.18 return 1;
1700 elmex 1.1 }
1701    
1702     /* Special fire code for players - this takes into
1703     * account the special fire modes players can have
1704     * but monsters can't. Putting that code here
1705     * makes the fire_bow code much cleaner.
1706     * this function should only be called if 'op' is a player,
1707     * hence the function name.
1708     */
1709 root 1.18 int
1710     player_fire_bow (object *op, int dir)
1711 elmex 1.1 {
1712 root 1.18 int ret = 0, wcmod = 0;
1713    
1714     if (op->contr->bowtype == bow_bestarrow)
1715     {
1716 root 1.118 ret = fire_bow (op, op, pick_arrow_target (op, op->contr->ranged_ob->race, dir), dir, 0, op->x, op->y);
1717 root 1.18 }
1718     else if (op->contr->bowtype >= bow_n && op->contr->bowtype <= bow_nw)
1719     {
1720     if (!similar_direction (dir, op->contr->bowtype - bow_n + 1))
1721     wcmod = -1;
1722 root 1.74
1723 root 1.18 ret = fire_bow (op, op, NULL, op->contr->bowtype - bow_n + 1, wcmod, op->x, op->y);
1724     }
1725     else if (op->contr->bowtype == bow_threewide)
1726     {
1727     ret = fire_bow (op, op, NULL, dir, 0, op->x, op->y);
1728     ret |= fire_bow (op, op, NULL, dir, -5, op->x + freearr_x[absdir (dir + 2)], op->y + freearr_y[absdir (dir + 2)]);
1729     ret |= fire_bow (op, op, NULL, dir, -5, op->x + freearr_x[absdir (dir - 2)], op->y + freearr_y[absdir (dir - 2)]);
1730     }
1731     else if (op->contr->bowtype == bow_spreadshot)
1732     {
1733     ret |= fire_bow (op, op, NULL, dir, 0, op->x, op->y);
1734     ret |= fire_bow (op, op, NULL, absdir (dir - 1), -5, op->x, op->y);
1735     ret |= fire_bow (op, op, NULL, absdir (dir + 1), -5, op->x, op->y);
1736 elmex 1.1 }
1737 root 1.18 else
1738     {
1739     /* Simple case */
1740     ret = fire_bow (op, op, NULL, dir, 0, op->x, op->y);
1741     }
1742 root 1.121
1743 root 1.18 return ret;
1744 elmex 1.1 }
1745    
1746     /* Fires a misc (wand/rod/horn) object in 'dir'.
1747     * Broken apart from 'fire' to keep it more readable.
1748     */
1749 root 1.18 void
1750     fire_misc_object (object *op, int dir)
1751 elmex 1.1 {
1752 root 1.118 object *item = op->contr->ranged_ob;
1753 elmex 1.1
1754 root 1.118 if (!item)
1755 root 1.18 {
1756     new_draw_info (NDI_UNIQUE, 0, op, "You have range item readied.");
1757     return;
1758 elmex 1.1 }
1759    
1760 root 1.18 if (!item->inv)
1761     {
1762     LOG (llevError, "Object %s lacks a spell\n", &item->name);
1763     return;
1764 elmex 1.1 }
1765 root 1.118
1766 root 1.126 if (!op->change_weapon (item))
1767     return;
1768 root 1.121
1769 root 1.18 if (item->type == WAND)
1770     {
1771     if (item->stats.food <= 0)
1772     {
1773     play_sound_player_only (op->contr, SOUND_WAND_POOF, 0, 0);
1774     new_draw_info_format (NDI_UNIQUE, 0, op, "The %s goes poof.", query_base_name (item, 0));
1775 root 1.121
1776 root 1.18 return;
1777 root 1.11 }
1778 root 1.18 }
1779     else if (item->type == ROD || item->type == HORN)
1780     {
1781     if (item->stats.hp < MAX (item->inv->stats.sp, item->inv->stats.grace))
1782     {
1783     play_sound_player_only (op->contr, SOUND_WAND_POOF, 0, 0);
1784 root 1.121
1785 root 1.18 if (item->type == ROD)
1786     new_draw_info_format (NDI_UNIQUE, 0, op, "The %s whines for a while, but nothing happens.", query_base_name (item, 0));
1787     else
1788     new_draw_info_format (NDI_UNIQUE, 0, op, "The %s needs more time to charge.", query_base_name (item, 0));
1789 root 1.121
1790 root 1.18 return;
1791 root 1.11 }
1792 elmex 1.1 }
1793    
1794 root 1.18 if (cast_spell (op, item, dir, item->inv, NULL))
1795     {
1796     SET_FLAG (op, FLAG_BEEN_APPLIED); /* You now know something about it */
1797     if (item->type == WAND)
1798     {
1799     if (!(--item->stats.food))
1800     {
1801     object *tmp;
1802    
1803     if (item->arch)
1804     {
1805     CLEAR_FLAG (item, FLAG_ANIMATE);
1806 root 1.149 item->face = item->arch->face;
1807 root 1.67 item->set_speed (0);
1808 root 1.11 }
1809 root 1.67
1810 root 1.49 if ((tmp = item->in_player ()))
1811 root 1.18 esrv_update_item (UPD_ANIM, tmp, item);
1812 root 1.11 }
1813     }
1814 root 1.18 else if (item->type == ROD || item->type == HORN)
1815 root 1.67 drain_rod_charge (item);
1816 elmex 1.1 }
1817     }
1818    
1819     /* Received a fire command for the player - go and do it.
1820     */
1821 root 1.142 bool
1822 root 1.18 fire (object *op, int dir)
1823     {
1824     int spellcost = 0;
1825 elmex 1.1
1826 root 1.18 /* check for loss of invisiblity/hide */
1827     if (action_makes_visible (op))
1828     make_visible (op);
1829 elmex 1.1
1830 root 1.118 player *pl = op->contr;
1831 elmex 1.1
1832 root 1.119 if (pl->golem)
1833     {
1834     control_golem (op->contr->golem, dir);
1835 root 1.142 return false;
1836 root 1.119 }
1837    
1838     object *ob = pl->ranged_ob;
1839 elmex 1.1
1840 root 1.119 if (!ob)
1841 root 1.142 return false;
1842 elmex 1.1
1843 root 1.136 if (!op->change_weapon (ob))
1844 root 1.142 return false;
1845    
1846     if (op->speed_left > 0.f)
1847     --op->speed_left;
1848     else
1849     return false;
1850 root 1.136
1851 root 1.119 switch (ob->type)
1852 root 1.118 {
1853 root 1.119 case BOW:
1854 root 1.118 player_fire_bow (op, dir);
1855 root 1.119 break;
1856    
1857     case SPELL:
1858     spellcost = cast_spell (op, op, dir, ob, pl->spellparam[0] ? pl->spellparam : 0);
1859     break;
1860 root 1.113
1861 root 1.119 case BUILDER:
1862 root 1.20 apply_map_builder (op, dir);
1863 root 1.119 break;
1864    
1865     case SKILL:
1866     do_skill (op, op, ob, dir, 0);
1867     break;
1868    
1869     default:
1870     fire_misc_object (op, dir);
1871     break;
1872 elmex 1.1 }
1873 root 1.142
1874     return true;
1875 elmex 1.1 }
1876    
1877     /* find_key
1878     * We try to find a key for the door as passed. If we find a key
1879     * and successfully use it, we return the key, otherwise NULL
1880     * This function merges both normal and locked door, since the logic
1881     * for both is the same - just the specific key is different.
1882     * pl is the player,
1883     * inv is the objects inventory to searched
1884     * door is the door we are trying to match against.
1885     * This function can be called recursively to search containers.
1886     */
1887 root 1.18 object *
1888     find_key (object *pl, object *container, object *door)
1889 elmex 1.1 {
1890 root 1.18 object *tmp, *key;
1891 elmex 1.1
1892 root 1.18 /* Should not happen, but sanity checking is never bad */
1893 root 1.103 if (!container->inv)
1894     return 0;
1895 elmex 1.1
1896 root 1.18 /* First, lets try to find a key in the top level inventory */
1897 root 1.103 for (tmp = container->inv; tmp; tmp = tmp->below)
1898 root 1.18 {
1899     if (door->type == DOOR && tmp->type == KEY)
1900     break;
1901     /* For sanity, we should really check door type, but other stuff
1902     * (like containers) can be locked with special keys
1903     */
1904     if (tmp->slaying && tmp->type == SPECIAL_KEY && tmp->slaying == door->slaying)
1905     break;
1906     }
1907 root 1.103
1908 root 1.18 /* No key found - lets search inventories now */
1909     /* If we find and use a key in an inventory, return at that time.
1910     * otherwise, if we search all the inventories and still don't find
1911     * a key, return
1912     */
1913     if (!tmp)
1914     {
1915 root 1.103 for (tmp = container->inv; tmp; tmp = tmp->below)
1916 root 1.18 {
1917     /* No reason to search empty containers */
1918     if (tmp->type == CONTAINER && tmp->inv)
1919     {
1920 root 1.103 if ((key = find_key (pl, tmp, door)))
1921 root 1.18 return key;
1922     }
1923     }
1924 root 1.103
1925 root 1.18 if (!tmp)
1926     return NULL;
1927 elmex 1.1 }
1928 root 1.103
1929 root 1.18 /* We get down here if we have found a key. Now if its in a container,
1930     * see if we actually want to use it
1931     */
1932     if (pl != container)
1933     {
1934     /* Only let players use keys in containers */
1935     if (!pl->contr)
1936     return NULL;
1937     /* cases where this fails:
1938     * If we only search the player inventory, return now since we
1939     * are not in the players inventory.
1940     * If the container is not active, return now since only active
1941     * containers can be used.
1942     * If we only search keyrings and the container does not have
1943     * a race/isn't a keyring.
1944     * No checking for all containers - to fall through past here,
1945     * inv must have been an container and must have been active.
1946     *
1947     * Change the color so that the message doesn't disappear with
1948     * all the others.
1949     */
1950     if (pl->contr->usekeys == key_inventory ||
1951     !QUERY_FLAG (container, FLAG_APPLIED) ||
1952     (pl->contr->usekeys == keyrings && (!container->race || strcmp (container->race, "keys"))))
1953     {
1954     new_draw_info_format (NDI_UNIQUE | NDI_BROWN, 0, pl,
1955     "The %s in your %s vibrates as you approach the door", query_name (tmp), query_name (container));
1956     return NULL;
1957 root 1.11 }
1958 elmex 1.1 }
1959 root 1.103
1960 root 1.18 return tmp;
1961 elmex 1.1 }
1962    
1963     /* moved door processing out of move_player_attack.
1964     * returns 1 if player has opened the door with a key
1965     * such that the caller should not do anything more,
1966     * 0 otherwise
1967     */
1968 root 1.18 static int
1969     player_attack_door (object *op, object *door)
1970 elmex 1.1 {
1971 root 1.142 /* If its a door, try to find a key. If we do destroy the door,
1972 root 1.18 * might as well return immediately as there is nothing more to do -
1973     * otherwise, we fall through to the rest of the code.
1974     */
1975     object *key = find_key (op, op, door);
1976    
1977 root 1.142 /* If we found a key, do some extra work */
1978 root 1.18 if (key)
1979     {
1980     object *container = key->env;
1981    
1982     play_sound_map (op->map, op->x, op->y, SOUND_OPEN_DOOR);
1983 root 1.117
1984 root 1.18 if (action_makes_visible (op))
1985     make_visible (op);
1986 root 1.117
1987 root 1.18 if (door->inv && (door->inv->type == RUNE || door->inv->type == TRAP))
1988     spring_trap (door->inv, op);
1989 root 1.103
1990 root 1.18 if (door->type == DOOR)
1991 root 1.103 hit_player (door, 9998, op, AT_PHYSICAL, 1); /* Break through the door */
1992 root 1.18 else if (door->type == LOCKED_DOOR)
1993     {
1994     new_draw_info_format (NDI_UNIQUE, NDI_BROWN, op, "You open the door with the %s", query_short_name (key));
1995     remove_door2 (door); /* remove door without violence ;-) */
1996     }
1997 root 1.103
1998 root 1.18 /* Do this after we print the message */
1999     decrease_ob (key); /* Use up one of the keys */
2000     /* Need to update the weight the container the key was in */
2001     if (container != op)
2002     esrv_update_item (UPD_WEIGHT, op, container);
2003 root 1.103
2004 root 1.18 return 1; /* Nothing more to do below */
2005     }
2006     else if (door->type == LOCKED_DOOR)
2007     {
2008     /* Might as well return now - no other way to open this */
2009     new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, door->msg);
2010     return 1;
2011 elmex 1.1 }
2012 root 1.103
2013 root 1.18 return 0;
2014 elmex 1.1 }
2015    
2016     /* This function is just part of a breakup from move_player.
2017     * It should keep the code cleaner.
2018     * When this is called, the players direction has been updated
2019     * (taking into account confusion.) The player is also actually
2020     * going to try and move (not fire weapons).
2021     */
2022 root 1.142 bool
2023 root 1.18 move_player_attack (object *op, int dir)
2024 elmex 1.1 {
2025 root 1.18 int on_battleground;
2026    
2027 root 1.117 sint16 nx = freearr_x[dir] + op->x;
2028     sint16 ny = freearr_y[dir] + op->y;
2029 root 1.18
2030 root 1.49 on_battleground = op_on_battleground (op, 0, 0);
2031 root 1.18
2032 root 1.142 if (out_of_map (op->map, nx, ny))
2033     return false;
2034    
2035     if (!op->contr->braced && op->speed_left > 0.f && move_ob (op, dir, op))
2036     {
2037     --op->speed_left;
2038     return true;
2039     }
2040    
2041 root 1.18 /* If braced, or can't move to the square, and it is not out of the
2042     * map, attack it. Note order of if statement is important - don't
2043     * want to be calling move_ob if braced, because move_ob will move the
2044     * player. This is a pretty nasty hack, because if we could
2045     * move to some space, it then means that if we are braced, we should
2046     * do nothing at all. As it is, if we are braced, we go through
2047     * quite a bit of processing. However, it probably is less than what
2048     * move_ob uses.
2049     */
2050 root 1.142 maptile *m = op->map->xy_find (nx, ny);
2051    
2052     /* Go through all the objects, and find ones of interest. Only stop if
2053     * we find a monster - that is something we know we want to attack.
2054     * if its a door or barrel (can roll) see if there may be monsters
2055     * on the space
2056     */
2057     object *mon;
2058     for (mon = m->at (nx, ny).bot; mon; mon = mon->above)
2059 root 1.18 {
2060 root 1.142 if ((mon->flag [FLAG_ALIVE]
2061     || mon->type == LOCKED_DOOR
2062     || mon->flag [FLAG_CAN_ROLL])
2063     && mon != op)
2064     break;
2065     }
2066    
2067     if (!mon) /* This happens anytime the player tries to move */
2068     return false; /* into a wall */
2069 root 1.18
2070 root 1.142 mon = mon->head_ ();
2071 root 1.11
2072 root 1.142 if ((mon->type == DOOR && mon->stats.hp >= 0) || (mon->type == LOCKED_DOOR))
2073     if (op->contr->weapon_sp_left > 0.f)
2074     if (player_attack_door (op, mon))
2075 root 1.18 {
2076 root 1.142 --op->contr->weapon_sp_left;
2077     return true;
2078 root 1.18 }
2079    
2080 root 1.142 /* The following deals with possibly attacking peaceful
2081     * or friendly creatures. Basically, all players are considered
2082     * unaggressive. If the moving player has peaceful set, then the
2083     * object should be pushed instead of attacked. It is assumed that
2084     * if you are braced, you will not attack friends accidently,
2085     * and thus will not push them.
2086     */
2087 root 1.18
2088 root 1.142 /* If the creature is a pet, push it even if the player is not
2089     * peaceful. Our assumption is the creature is a pet if the
2090     * player owns it and it is either friendly or unagressive.
2091     */
2092     if (op->type == PLAYER
2093     && ((mon->owner && mon->owner->contr
2094     && same_party (mon->owner->contr->party, op->contr->party))
2095     || mon->owner == op)
2096     && (QUERY_FLAG (mon, FLAG_UNAGGRESSIVE) || QUERY_FLAG (mon, FLAG_FRIENDLY)))
2097     {
2098     /* If we're braced, we don't want to switch places with it */
2099     if (op->contr->braced)
2100     return false;
2101 root 1.18
2102 root 1.142 if (op->speed_left > 0.f)
2103     {
2104     --op->speed_left;
2105 root 1.85
2106 root 1.18 play_sound_map (op->map, op->x, op->y, SOUND_PUSH_PLAYER);
2107 root 1.117 push_ob (mon, dir, op);
2108 root 1.142
2109 root 1.18 if (op->contr->tmp_invis || op->hide)
2110     make_visible (op);
2111 root 1.85
2112 root 1.142 return true;
2113 root 1.11 }
2114 root 1.142 else
2115     return false;
2116     }
2117 root 1.11
2118 root 1.142 /* in certain circumstances, you shouldn't attack friendly
2119     * creatures. Note that if you are braced, you can't push
2120     * someone, but put it inside this loop so that you won't
2121     * attack them either.
2122     */
2123     if ((mon->type == PLAYER || mon->enemy != op)
2124     && (mon->type == PLAYER || QUERY_FLAG (mon, FLAG_UNAGGRESSIVE) || QUERY_FLAG (mon, FLAG_FRIENDLY))
2125     && ((op->contr->peaceful
2126     || (mon->type == PLAYER && mon->contr->peaceful))
2127     && !on_battleground))
2128     {
2129     if (op->speed_left > 0.f)
2130 root 1.18 {
2131 root 1.142 --op->speed_left;
2132    
2133 root 1.18 if (!op->contr->braced)
2134     {
2135     play_sound_map (op->map, op->x, op->y, SOUND_PUSH_PLAYER);
2136 root 1.85 push_ob (mon, dir, op);
2137 root 1.18 }
2138     else
2139 root 1.49 new_draw_info (0, 0, op, "You withhold your attack");
2140    
2141 root 1.18 if (op->contr->tmp_invis || op->hide)
2142     make_visible (op);
2143 root 1.142
2144     return true;
2145 root 1.11 }
2146 root 1.142 }
2147     /* If the object is a boulder or other rollable object, then
2148     * roll it if not braced. You can't roll it if you are braced.
2149     */
2150     else if (QUERY_FLAG (mon, FLAG_CAN_ROLL) && (!op->contr->braced))
2151     {
2152     if (op->speed_left > 0.f)
2153     {
2154     --op->speed_left;
2155 elmex 1.1
2156 root 1.18 recursive_roll (mon, dir, op);
2157     if (action_makes_visible (op))
2158     make_visible (op);
2159 root 1.142
2160     return true;
2161 root 1.11 }
2162 root 1.142 }
2163     /* Any generic living creature. Including things like doors.
2164     * Way it works is like this: First, it must have some hit points
2165     * and be living. Then, it must be one of the following:
2166     * 1) Not a player, 2) A player, but of a different party. Note
2167     * that party_number -1 is no party, so attacks can still happen.
2168     */
2169     else if ((mon->stats.hp >= 0) && QUERY_FLAG (mon, FLAG_ALIVE) &&
2170     ((mon->type != PLAYER || op->contr->party == NULL || op->contr->party != mon->contr->party)))
2171     {
2172 root 1.143 if (op->contr->weapon_sp_left > 0.f && !op->flag [FLAG_WIZPASS])
2173 root 1.18 {
2174 root 1.142 --op->contr->weapon_sp_left;
2175 root 1.11
2176 root 1.49 skill_attack (mon, op, 0, 0, 0);
2177 root 1.11
2178 root 1.18 if (action_makes_visible (op))
2179     make_visible (op);
2180 root 1.142
2181     return true;
2182 root 1.11 }
2183 root 1.142 }
2184    
2185     return false;
2186 elmex 1.1 }
2187    
2188 root 1.142 bool
2189 root 1.18 move_player (object *op, int dir)
2190     {
2191     int pick;
2192 elmex 1.1
2193 root 1.84 if (!op->map || op->map->in_memory != MAP_IN_MEMORY)
2194 root 1.18 return 0;
2195 elmex 1.1
2196 root 1.18 /* Sanity check: make sure dir is valid */
2197     if ((dir < 0) || (dir >= 9))
2198     {
2199     LOG (llevError, "move_player: invalid direction %d\n", dir);
2200     return 0;
2201 elmex 1.1 }
2202    
2203 root 1.84 /* peterm: added following line */
2204 root 1.18 if (QUERY_FLAG (op, FLAG_CONFUSED) && dir)
2205 root 1.99 dir = absdir (dir + rndm (3) + rndm (3) - 2);
2206 root 1.18
2207     op->facing = dir;
2208    
2209     if (op->hide)
2210     do_hidden_move (op);
2211    
2212 root 1.142 bool retval;
2213    
2214 root 1.18 if (INVOKE_PLAYER (MOVE, op->contr, ARG_INT (dir)))
2215 root 1.142 retval = RESULT_INT (0);
2216 root 1.18 else if (op->contr->fire_on)
2217 root 1.142 retval = fire (op, dir);
2218 root 1.18 else
2219     {
2220 root 1.142 retval = move_player_attack (op, dir);
2221 root 1.18 pick = check_pick (op);
2222     }
2223 elmex 1.1
2224 root 1.18 /* Add special check for newcs players and fire on - this way, the
2225     * server can handle repeat firing.
2226     */
2227     if (op->contr->fire_on || (op->contr->run_on && pick != 0))
2228 root 1.49 op->direction = dir;
2229 root 1.18 else
2230 root 1.49 op->direction = 0;
2231    
2232 root 1.18 /* Update how the player looks. Use the facing, so direction may
2233     * get reset to zero. This allows for full animation capabilities
2234     * for players.
2235     */
2236     animate_object (op, op->facing);
2237 root 1.142
2238     return retval;
2239 elmex 1.1 }
2240    
2241     /* This is similar to handle_player, below, but is only used by the
2242     * new client/server stuff.
2243     * This is sort of special, in that the new client/server actually uses
2244     * the new speed values for commands.
2245     *
2246 root 1.142 * Returns true if there are more actions we can do. Should not do
2247     * many actions in a row, as that would be too unfair to other
2248     * players.
2249 elmex 1.1 */
2250 root 1.142 bool
2251 root 1.18 handle_newcs_player (object *op)
2252 elmex 1.1 {
2253 root 1.18 if (QUERY_FLAG (op, FLAG_SCARED))
2254     {
2255 root 1.142 if (op->speed_left > 0.f)
2256 root 1.18 {
2257 root 1.132 --op->speed_left;
2258 root 1.142 flee_player (op);
2259    
2260     return true;
2261 root 1.11 }
2262 root 1.142 else
2263     return false;
2264 elmex 1.1 }
2265    
2266 root 1.18 /* call this here - we also will call this in do_ericserver, but
2267     * the players time has been increased when doericserver has been
2268     * called, so we recheck it here.
2269     */
2270 root 1.83 if (op->contr->ns->handle_command ())
2271 root 1.142 return true;
2272 root 1.47
2273 root 1.142 if (op->direction && (op->contr->run_on || op->contr->fire_on))
2274     return move_player (op, op->direction);
2275 elmex 1.1
2276 root 1.142 return false;
2277 root 1.18 }
2278    
2279     int
2280     save_life (object *op)
2281     {
2282     if (!QUERY_FLAG (op, FLAG_LIFESAVE))
2283 elmex 1.1 return 0;
2284 root 1.18
2285 root 1.41 for (object *tmp = op->inv; tmp; tmp = tmp->below)
2286 root 1.18 if (QUERY_FLAG (tmp, FLAG_APPLIED) && QUERY_FLAG (tmp, FLAG_LIFESAVE))
2287     {
2288     play_sound_map (op->map, op->x, op->y, SOUND_OB_EVAPORATE);
2289     new_draw_info_format (NDI_UNIQUE, 0, op, "Your %s vibrates violently, then evaporates.", query_name (tmp));
2290 root 1.33
2291 root 1.18 if (op->contr)
2292     esrv_del_item (op->contr, tmp->count);
2293 root 1.33
2294     tmp->destroy ();
2295 root 1.18 CLEAR_FLAG (op, FLAG_LIFESAVE);
2296 root 1.33
2297 root 1.18 if (op->stats.hp < 0)
2298     op->stats.hp = op->stats.maxhp;
2299 root 1.33
2300 root 1.18 if (op->stats.food < 0)
2301     op->stats.food = 999;
2302 root 1.33
2303 root 1.54 op->update_stats ();
2304 root 1.18 return 1;
2305     }
2306 root 1.41
2307 root 1.18 LOG (llevError, "Error: LIFESAVE set without applied object.\n");
2308     CLEAR_FLAG (op, FLAG_LIFESAVE);
2309     enter_player_savebed (op); /* bring him home. */
2310     return 0;
2311 elmex 1.1 }
2312    
2313     /* This goes throws the inventory and removes unpaid objects, and puts them
2314     * back in the map (location and map determined by values of env). This
2315     * function will descend into containers. op is the object to start the search
2316     * from.
2317     */
2318 root 1.18 void
2319     remove_unpaid_objects (object *op, object *env)
2320 elmex 1.1 {
2321 root 1.18 while (op)
2322     {
2323 root 1.70 object *next = op->below; /* Make sure we have a good value, in case we remove object 'op' */
2324    
2325 root 1.18 if (QUERY_FLAG (op, FLAG_UNPAID))
2326     {
2327     if (env->type == PLAYER)
2328     esrv_del_item (env->contr, op->count);
2329 root 1.70
2330     op->insert_at (env);
2331 root 1.18 }
2332     else if (op->inv)
2333     remove_unpaid_objects (op->inv, env);
2334 root 1.41
2335 root 1.18 op = next;
2336 elmex 1.1 }
2337     }
2338    
2339     /*
2340     * Returns pointer a static string containing gravestone text
2341     * Moved from apply.c to player.c - player.c is what
2342     * actually uses this function. player.c may not be quite the
2343     * best, a misc file for object actions is probably better,
2344     * but there isn't one in the server directory.
2345     */
2346 root 1.18 char *
2347     gravestone_text (object *op)
2348 elmex 1.1 {
2349 root 1.18 static char buf2[MAX_BUF];
2350     char buf[MAX_BUF];
2351     time_t now = time (NULL);
2352    
2353     strcpy (buf2, " R.I.P.\n\n");
2354     if (op->type == PLAYER)
2355     sprintf (buf, "%s the %s\n", &op->name, op->contr->title);
2356     else
2357     sprintf (buf, "%s\n", &op->name);
2358 root 1.41
2359 root 1.18 strncat (buf2, " ", 20 - strlen (buf) / 2);
2360     strcat (buf2, buf);
2361     if (op->type == PLAYER)
2362     sprintf (buf, "who was in level %d when killed\n", op->level);
2363     else
2364     sprintf (buf, "who was in level %d when died.\n\n", op->level);
2365 root 1.41
2366 root 1.18 strncat (buf2, " ", 20 - strlen (buf) / 2);
2367     strcat (buf2, buf);
2368     if (op->type == PLAYER)
2369     {
2370     sprintf (buf, "by %s.\n\n", op->contr->killer);
2371     strncat (buf2, " ", 21 - strlen (buf) / 2);
2372     strcat (buf2, buf);
2373     }
2374 root 1.41
2375 root 1.18 strftime (buf, MAX_BUF, "%b %d %Y\n", localtime (&now));
2376     strncat (buf2, " ", 20 - strlen (buf) / 2);
2377     strcat (buf2, buf);
2378 root 1.41
2379 root 1.18 return buf2;
2380 elmex 1.1 }
2381    
2382 root 1.18 void
2383     do_some_living (object *op)
2384     {
2385     int last_food = op->stats.food;
2386 elmex 1.1 int gen_hp, gen_sp, gen_grace;
2387     int over_hp, over_sp, over_grace;
2388     int i;
2389     int rate_hp = 1200;
2390     int rate_sp = 2500;
2391     int rate_grace = 2000;
2392     const int max_hp = 1;
2393     const int max_sp = 1;
2394     const int max_grace = 1;
2395    
2396 root 1.107 if (op->contr->hidden)
2397     {
2398     op->invisible = 1000;
2399     /* the socket code flashes the player visible/invisible
2400     * depending on the value of invisible, so we need to
2401     * alternate it here for it to work correctly.
2402     */
2403     if (pticks & 2)
2404     op->invisible--;
2405     }
2406     else if (op->invisible && !(QUERY_FLAG (op, FLAG_MAKE_INVIS)))
2407     {
2408     if (!op->invisible--)
2409     {
2410     make_visible (op);
2411     new_draw_info (NDI_UNIQUE, 0, op, "Your invisibility spell runs out.");
2412     }
2413     }
2414    
2415 root 1.52 if (op->contr->ns->state == ST_PLAYING)
2416 root 1.18 {
2417     /* these next three if clauses make it possible to SLOW DOWN
2418     hp/grace/spellpoint regeneration. */
2419     if (op->contr->gen_hp >= 0)
2420     gen_hp = (op->contr->gen_hp + 1) * op->stats.maxhp;
2421     else
2422     {
2423     gen_hp = op->stats.maxhp;
2424     rate_hp -= rate_hp / 2 * op->contr->gen_hp;
2425     }
2426 root 1.55
2427 root 1.18 if (op->contr->gen_sp >= 0)
2428     gen_sp = (op->contr->gen_sp + 1) * op->stats.maxsp;
2429     else
2430     {
2431     gen_sp = op->stats.maxsp;
2432     rate_sp -= rate_sp / 2 * op->contr->gen_sp;
2433     }
2434 root 1.55
2435 root 1.18 if (op->contr->gen_grace >= 0)
2436     gen_grace = (op->contr->gen_grace + 1) * op->stats.maxgrace;
2437     else
2438     {
2439     gen_grace = op->stats.maxgrace;
2440     rate_grace -= rate_grace / 2 * op->contr->gen_grace;
2441     }
2442    
2443     /* Regenerate Spell Points */
2444 root 1.118 if (!op->contr->golem && --op->last_sp < 0)
2445 root 1.18 {
2446     gen_sp = gen_sp * 10 / (op->contr->gen_sp_armour < 10 ? 10 : op->contr->gen_sp_armour);
2447     if (op->stats.sp < op->stats.maxsp)
2448     {
2449     op->stats.sp++;
2450     /* dms do not consume food */
2451     if (!QUERY_FLAG (op, FLAG_WIZ))
2452     {
2453     op->stats.food--;
2454     if (op->contr->digestion < 0)
2455     op->stats.food += op->contr->digestion;
2456     else if (op->contr->digestion > 0 && random_roll (0, op->contr->digestion, op, PREFER_HIGH))
2457     op->stats.food = last_food;
2458     }
2459     }
2460 root 1.55
2461 root 1.18 if (max_sp > 1)
2462     {
2463     over_sp = (gen_sp + 10) / rate_sp;
2464     if (over_sp > 0)
2465     {
2466     if (op->stats.sp < op->stats.maxsp)
2467     {
2468     op->stats.sp += over_sp > max_sp ? max_sp : over_sp;
2469 root 1.55
2470 root 1.18 if (random_roll (0, rate_sp - 1, op, PREFER_LOW) > ((gen_sp + 10) % rate_sp))
2471     op->stats.sp--;
2472 root 1.55
2473 root 1.18 if (op->stats.sp > op->stats.maxsp)
2474     op->stats.sp = op->stats.maxsp;
2475     }
2476     op->last_sp = 0;
2477     }
2478     else
2479 root 1.55 op->last_sp = rate_sp / (gen_sp < 20 ? 30 : gen_sp + 10);
2480 root 1.18 }
2481     else
2482 root 1.55 op->last_sp = rate_sp / (gen_sp < 20 ? 30 : gen_sp + 10);
2483 root 1.18 }
2484    
2485     /* Regenerate Grace */
2486     /* I altered this a little - maximum grace is ony achieved through prayer -b.t. */
2487     if (--op->last_grace < 0)
2488     {
2489     if (op->stats.grace < op->stats.maxgrace / 2)
2490     op->stats.grace++; /* no penalty in food for regaining grace */
2491 root 1.55
2492 root 1.18 if (max_grace > 1)
2493     {
2494     over_grace = (gen_grace < 20 ? 30 : gen_grace + 10) / rate_grace;
2495     if (over_grace > 0)
2496     {
2497     op->stats.sp += over_grace
2498     + (random_roll (0, rate_grace - 1, op, PREFER_HIGH) > ((gen_grace < 20 ? 30 : gen_grace + 10) % rate_grace)) ? -1 : 0;
2499     op->last_grace = 0;
2500     }
2501     else
2502     {
2503     op->last_grace = rate_grace / (gen_grace < 20 ? 30 : gen_grace + 10);
2504     }
2505     }
2506     else
2507     {
2508     op->last_grace = rate_grace / (gen_grace < 20 ? 30 : gen_grace + 10);
2509     }
2510     /* wearing stuff doesn't detract from grace generation. */
2511     }
2512    
2513     /* Regenerate Hit Points */
2514     if (--op->last_heal < 0)
2515     {
2516     if (op->stats.hp < op->stats.maxhp)
2517     {
2518     op->stats.hp++;
2519     /* dms do not consume food */
2520     if (!QUERY_FLAG (op, FLAG_WIZ))
2521     {
2522     op->stats.food--;
2523     if (op->contr->digestion < 0)
2524     op->stats.food += op->contr->digestion;
2525     else if (op->contr->digestion > 0 && random_roll (0, op->contr->digestion, op, PREFER_HIGH))
2526     op->stats.food = last_food;
2527     }
2528     }
2529 root 1.55
2530 root 1.18 if (max_hp > 1)
2531     {
2532     over_hp = (gen_hp < 20 ? 30 : gen_hp + 10) / rate_hp;
2533     if (over_hp > 0)
2534     {
2535     op->stats.sp += over_hp + (RANDOM () % rate_hp > ((gen_hp < 20 ? 30 : gen_hp + 10) % rate_hp)) ? -1 : 0;
2536     op->last_heal = 0;
2537     }
2538     else
2539     {
2540     op->last_heal = rate_hp / (gen_hp < 20 ? 30 : gen_hp + 10);
2541     }
2542     }
2543     else
2544     {
2545     op->last_heal = rate_hp / (gen_hp < 20 ? 30 : gen_hp + 10);
2546     }
2547 root 1.11 }
2548 elmex 1.1
2549 root 1.18 /* Digestion */
2550     if (--op->last_eat < 0)
2551     {
2552     int bonus = op->contr->digestion > 0 ? op->contr->digestion : 0, penalty = op->contr->digestion < 0 ? -op->contr->digestion : 0;
2553    
2554     if (op->contr->gen_hp > 0)
2555     op->last_eat = 25 * (1 + bonus) / (op->contr->gen_hp + penalty + 1);
2556     else
2557     op->last_eat = 25 * (1 + bonus) / (penalty + 1);
2558 root 1.55
2559 root 1.18 /* dms do not consume food */
2560     if (!QUERY_FLAG (op, FLAG_WIZ))
2561     op->stats.food--;
2562 root 1.11 }
2563 elmex 1.1
2564 root 1.55 if (op->stats.food < 0 && op->stats.hp >= 0)
2565     {
2566     object *tmp, *flesh = 0;
2567 root 1.18
2568 root 1.55 for (tmp = op->inv; tmp; tmp = tmp->below)
2569 root 1.18 {
2570 root 1.55 if (!QUERY_FLAG (tmp, FLAG_UNPAID))
2571 root 1.18 {
2572 root 1.55 if (tmp->type == FOOD || tmp->type == DRINK || tmp->type == POISON)
2573     {
2574     new_draw_info (NDI_UNIQUE, 0, op, "You blindly grab for a bite of food.");
2575     manual_apply (op, tmp, 0);
2576     if (op->stats.food >= 0 || op->stats.hp < 0)
2577     break;
2578     }
2579     else if (tmp->type == FLESH)
2580     flesh = tmp;
2581     } /* End if paid for object */
2582     } /* end of for loop */
2583    
2584     /* If player is still starving, it means they don't have any food, so
2585     * eat flesh instead.
2586     */
2587     if (op->stats.food < 0 && op->stats.hp >= 0 && flesh)
2588     {
2589     new_draw_info (NDI_UNIQUE, 0, op, "You blindly grab for a bite of food.");
2590     manual_apply (op, flesh, 0);
2591     }
2592 root 1.11 }
2593 elmex 1.1
2594 root 1.55 while (op->stats.food < 0 && op->stats.hp >= 0)
2595     op->stats.food++, op->stats.hp--;
2596 elmex 1.1
2597 root 1.55 if (op->stats.hp < 0 && !QUERY_FLAG (op, FLAG_WIZ))
2598     kill_player (op);
2599     }
2600 elmex 1.1 }
2601    
2602     /* If the player should die (lack of hp, food, etc), we call this.
2603     * op is the player in jeopardy. If the player can not be saved (not
2604     * permadeath, no lifesave), this will take care of removing the player
2605     * file.
2606     */
2607 root 1.18 void
2608     kill_player (object *op)
2609 elmex 1.1 {
2610 root 1.18 char buf[MAX_BUF];
2611     int x, y;
2612    
2613     //int i;
2614 root 1.25 maptile *map; /* this is for resurrection */
2615 root 1.18
2616     /* int z;
2617     int num_stats_lose;
2618     int lost_a_stat;
2619     int lose_this_stat;
2620     int this_stat; */
2621     int will_kill_again;
2622     archetype *at;
2623     object *tmp;
2624    
2625     if (save_life (op))
2626     return;
2627    
2628    
2629     /* If player dies on BATTLEGROUND, no stat/exp loss! For Combat-Arenas
2630     * in cities ONLY!!! It is very important that this doesn't get abused.
2631     * Look at op_on_battleground() for more info --AndreasV
2632     */
2633     if (op_on_battleground (op, &x, &y))
2634     {
2635     new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, "You have been defeated in combat!");
2636     new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, "Local medics have saved your life...");
2637    
2638     /* restore player */
2639 root 1.22 at = archetype::find ("poisoning");
2640 root 1.70 if (object *tmp = present_arch_in_ob (at, op))
2641 root 1.18 {
2642 root 1.33 tmp->destroy ();
2643 root 1.18 new_draw_info (NDI_UNIQUE, 0, op, "Your body feels cleansed");
2644     }
2645 elmex 1.1
2646 root 1.22 at = archetype::find ("confusion");
2647 root 1.70 if (object *tmp = present_arch_in_ob (at, op))
2648 root 1.18 {
2649 root 1.33 tmp->destroy ();
2650 root 1.18 new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer");
2651     }
2652    
2653     cure_disease (op, 0); /* remove any disease */
2654     op->stats.hp = op->stats.maxhp;
2655     if (op->stats.food <= 0)
2656     op->stats.food = 999;
2657 elmex 1.1
2658 root 1.18 /* create a bodypart-trophy to make the winner happy */
2659 root 1.70 if (object *tmp = arch_to_object (archetype::find ("finger")))
2660 root 1.18 {
2661     sprintf (buf, "%s's finger", &op->name);
2662     tmp->name = buf;
2663     sprintf (buf, " This finger has been cut off %s\n"
2664     " the %s, when he was defeated at\n level %d by %s.\n",
2665     &op->name, op->contr->title, (int) (op->level), op->contr->killer);
2666     tmp->msg = buf;
2667 root 1.102 tmp->value = 0, tmp->type = 0;
2668     tmp->materialname = "organics";
2669 elmex 1.87 tmp->insert_at (op, tmp);
2670 root 1.18 }
2671 elmex 1.1
2672 root 1.18 /* teleport defeated player to new destination */
2673     transfer_ob (op, x, y, 0, NULL);
2674     op->contr->braced = 0;
2675     return;
2676 elmex 1.1 }
2677    
2678 root 1.18 INVOKE_PLAYER (DEATH, op->contr);
2679 root 1.3
2680 root 1.18 command_kill_pets (op, 0);
2681 elmex 1.1
2682 root 1.18 if (op->stats.food < 0)
2683     {
2684     sprintf (buf, "%s starved to death.", &op->name);
2685     strcpy (op->contr->killer, "starvation");
2686 elmex 1.1 }
2687 root 1.18 else
2688 root 1.89 sprintf (buf, "%s died.", &op->name);
2689 root 1.70
2690 root 1.18 play_sound_player_only (op->contr, SOUND_PLAYER_DIES, 0, 0);
2691 elmex 1.1
2692 root 1.18 /* save the map location for corpse, gravestone */
2693 root 1.70 x = op->x;
2694     y = op->y;
2695 root 1.18 map = op->map;
2696 elmex 1.1
2697 root 1.54 /* NOT_PERMADEATH code. This basically brings the character back to
2698     * life if they are dead - it takes some exp and a random stat.
2699     * See the config.h file for a little more in depth detail about this.
2700     */
2701    
2702     /* Basically two ways to go - remove a stat permanently, or just
2703     * make it depletion. This bunch of code deals with that aspect
2704     * of death.
2705     */
2706     #ifndef COZY_SERVER
2707     if (settings.balanced_stat_loss)
2708 root 1.18 {
2709 root 1.54 /* If stat loss is permanent, lose one stat only. */
2710     /* Lower level chars don't lose as many stats because they suffer
2711     more if they do. */
2712     /* Higher level characters can afford things such as potions of
2713     restoration, or better, stat potions. So we slug them that
2714     little bit harder. */
2715     /* GD */
2716     if (settings.stat_loss_on_death)
2717     num_stats_lose = 1;
2718     else
2719     num_stats_lose = 1 + op->level / BALSL_NUMBER_LOSSES_RATIO;
2720     }
2721     else
2722 root 1.70 num_stats_lose = 1;
2723    
2724 root 1.54 lost_a_stat = 0;
2725    
2726     for (z = 0; z < num_stats_lose; z++)
2727     {
2728     i = RANDOM () % NUM_STATS;
2729 root 1.11
2730 root 1.54 if (settings.stat_loss_on_death)
2731 root 1.18 {
2732 root 1.54 /* Pick a random stat and take a point off it. Tell the player
2733     * what he lost.
2734     */
2735     change_attr_value (&(op->stats), i, -1);
2736     check_stat_bounds (&(op->stats));
2737     change_attr_value (&(op->contr->orig_stats), i, -1);
2738     check_stat_bounds (&(op->contr->orig_stats));
2739     new_draw_info (NDI_UNIQUE, 0, op, lose_msg[i]);
2740     lost_a_stat = 1;
2741 root 1.18 }
2742     else
2743     {
2744 root 1.54 /* deplete a stat */
2745     archetype *deparch = archetype::find ("depletion");
2746     object *dep;
2747 root 1.11
2748 root 1.54 dep = present_arch_in_ob (deparch, op);
2749     if (!dep)
2750 root 1.18 {
2751 root 1.54 dep = arch_to_object (deparch);
2752     insert_ob_in_ob (dep, op);
2753 root 1.18 }
2754 root 1.54 lose_this_stat = 1;
2755     if (settings.balanced_stat_loss)
2756 root 1.18 {
2757 root 1.54 /* GD */
2758     /* Get the stat that we're about to deplete. */
2759     this_stat = get_attr_value (&(dep->stats), i);
2760     if (this_stat < 0)
2761     {
2762     int loss_chance = 1 + op->level / BALSL_LOSS_CHANCE_RATIO;
2763     int keep_chance = this_stat * this_stat;
2764 root 1.18
2765 root 1.54 /* Yes, I am paranoid. Sue me. */
2766     if (keep_chance < 1)
2767     keep_chance = 1;
2768 root 1.18
2769 root 1.54 /* There is a maximum depletion total per level. */
2770     if (this_stat < -1 - op->level / BALSL_MAX_LOSS_RATIO)
2771     {
2772     lose_this_stat = 0;
2773     /* Take loss chance vs keep chance to see if we
2774     retain the stat. */
2775     }
2776     else
2777     {
2778     if (random_roll (0, loss_chance + keep_chance - 1, op, PREFER_LOW) < keep_chance)
2779     lose_this_stat = 0;
2780     /* LOG(llevDebug, "Determining stat loss. Stat: %d Keep: %d Lose: %d Result: %s.\n",
2781     this_stat, keep_chance, loss_chance,
2782     lose_this_stat?"LOSE":"KEEP"); */
2783 root 1.11 }
2784     }
2785 root 1.54 }
2786 root 1.18
2787 root 1.54 if (lose_this_stat)
2788     {
2789     this_stat = get_attr_value (&(dep->stats), i);
2790     /* We could try to do something clever like find another
2791     * stat to reduce if this fails. But chances are, if
2792     * stats have been depleted to -50, all are pretty low
2793     * and should be roughly the same, so it shouldn't make a
2794     * difference.
2795     */
2796     if (this_stat >= -50)
2797 root 1.18 {
2798 root 1.54 change_attr_value (&(dep->stats), i, -1);
2799     SET_FLAG (dep, FLAG_APPLIED);
2800     new_draw_info (NDI_UNIQUE, 0, op, lose_msg[i]);
2801     op->update_stats ();
2802     lost_a_stat = 1;
2803 root 1.11 }
2804     }
2805     }
2806 root 1.54 }
2807     /* If no stat lost, tell the player. */
2808     if (!lost_a_stat)
2809     {
2810     /* determine_god() seems to not work sometimes... why is this?
2811     Should I be using something else? GD */
2812     const char *god = determine_god (op);
2813 root 1.18
2814 root 1.54 if (god && (strcmp (god, "none")))
2815     new_draw_info_format (NDI_UNIQUE, 0, op, "For a brief moment you feel the holy presence of %s protecting" " you.", god);
2816     else
2817     new_draw_info (NDI_UNIQUE, 0, op, "For a brief moment you feel a holy presence protecting you.");
2818     }
2819 root 1.28 #else
2820 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.");
2821 elmex 1.1 #endif
2822    
2823 root 1.54 /* Put a gravestone up where the character 'almost' died. List the
2824     * exp loss on the stone.
2825     */
2826     tmp = arch_to_object (archetype::find ("gravestone"));
2827     sprintf (buf, "%s's gravestone", &op->name);
2828     tmp->name = buf;
2829     sprintf (buf, "%s's gravestones", &op->name);
2830     tmp->name_pl = buf;
2831     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);
2832     tmp->msg = buf;
2833     tmp->x = op->x, tmp->y = op->y;
2834     insert_ob_in_map (tmp, op->map, NULL, 0);
2835    
2836     /**************************************/
2837     /* */
2838     /* Subtract the experience points, */
2839     /* if we died cause of food, give us */
2840     /* food, and reset HP's... */
2841     /* */
2842     /**************************************/
2843    
2844     /* remove any poisoning and confusion the character may be suffering. */
2845     /* restore player */
2846     at = archetype::find ("poisoning");
2847     tmp = present_arch_in_ob (at, op);
2848    
2849     if (tmp)
2850     {
2851     tmp->destroy ();
2852     new_draw_info (NDI_UNIQUE, 0, op, "Your body feels cleansed");
2853     }
2854    
2855     at = archetype::find ("confusion");
2856     tmp = present_arch_in_ob (at, op);
2857     if (tmp)
2858     {
2859     tmp->destroy ();
2860     new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer");
2861     }
2862    
2863     cure_disease (op, 0); /* remove any disease */
2864    
2865     /*add_exp(op, (op->stats.exp * -0.20)); */
2866     apply_death_exp_penalty (op);
2867     if (op->stats.food < 100)
2868     op->stats.food = 900;
2869     op->stats.hp = op->stats.maxhp;
2870     op->stats.sp = MAX (op->stats.sp, op->stats.maxsp);
2871     op->stats.grace = MAX (op->stats.grace, op->stats.maxgrace);
2872 root 1.11
2873 root 1.54 /*
2874 root 1.108 * Check to see if the player has any unpaid items. If so, remove them
2875     * and put them back in the map.
2876 root 1.54 */
2877 root 1.108 remove_unpaid_objects (op->inv, op);
2878 root 1.18
2879 root 1.54 /****************************************/
2880     /* */
2881     /* Move player to his current respawn- */
2882     /* position (usually last savebed) */
2883     /* */
2884     /****************************************/
2885 root 1.18
2886 root 1.54 enter_player_savebed (op);
2887 root 1.18
2888 root 1.54 op->contr->braced = 0;
2889 root 1.11
2890 root 1.54 /* it is possible that the player has blown something up
2891     * at his savebed location, and that can have long lasting
2892     * spell effects. So first see if there is a spell effect
2893     * on the space that might harm the player.
2894     */
2895     will_kill_again = 0;
2896     for (tmp = GET_MAP_OB (op->map, op->x, op->y); tmp; tmp = tmp->above)
2897     if (tmp->type == SPELL_EFFECT)
2898     will_kill_again |= tmp->attacktype;
2899 elmex 1.1
2900 root 1.54 if (will_kill_again)
2901 root 1.18 {
2902 root 1.54 object *force;
2903     int at;
2904 root 1.18
2905 root 1.54 force = get_archetype (FORCE_NAME);
2906     /* 50 ticks should be enough time for the spell to abate */
2907 root 1.133 force->speed = 0.1f;
2908     force->speed_left = -5.f;
2909 root 1.54 SET_FLAG (force, FLAG_APPLIED);
2910     for (at = 0; at < NROFATTACKS; at++)
2911     if (will_kill_again & (1 << at))
2912     force->resist[at] = 100;
2913 root 1.30
2914 root 1.54 insert_ob_in_ob (force, op);
2915     op->update_stats ();
2916 root 1.30
2917 root 1.54 }
2918 root 1.18
2919 root 1.54 new_draw_info (NDI_UNIQUE, 0, op, "YOU HAVE DIED.");
2920 elmex 1.1 }
2921    
2922 root 1.18 void
2923     loot_object (object *op)
2924     { /* Grab and destroy some treasure */
2925     object *tmp, *tmp2, *next;
2926 elmex 1.1
2927 root 1.103 op->close_container (); /* close open sack first */
2928 elmex 1.1
2929 root 1.54 for (tmp = op->inv; tmp; tmp = next)
2930 root 1.18 {
2931     next = tmp->below;
2932 root 1.54
2933 elmex 1.50 if (tmp->invisible)
2934 root 1.18 continue;
2935 root 1.54
2936 root 1.32 tmp->remove ();
2937 root 1.18 tmp->x = op->x, tmp->y = op->y;
2938 root 1.103
2939 root 1.18 if (tmp->type == CONTAINER)
2940 root 1.103 loot_object (tmp); /* empty container to ground */
2941    
2942 root 1.99 if (!QUERY_FLAG (tmp, FLAG_UNIQUE) && (QUERY_FLAG (tmp, FLAG_STARTEQUIP) || QUERY_FLAG (tmp, FLAG_NO_DROP) || !(rndm (3))))
2943 root 1.18 {
2944     if (tmp->nrof > 1)
2945     {
2946     tmp2 = get_split_ob (tmp, 1 + RANDOM () % (tmp->nrof - 1));
2947 root 1.33 tmp2->destroy ();
2948 root 1.18 insert_ob_in_map (tmp, op->map, NULL, 0);
2949     }
2950     else
2951 root 1.33 tmp->destroy ();
2952 root 1.18 }
2953     else
2954     insert_ob_in_map (tmp, op->map, NULL, 0);
2955     }
2956 elmex 1.1 }
2957    
2958     /*
2959     * fix_weight(): Check recursively the weight of all players, and fix
2960     * what needs to be fixed. Refresh windows and fix speed if anything
2961     * was changed.
2962     */
2963 root 1.18 void
2964     fix_weight (void)
2965     {
2966 root 1.61 for_all_players (pl)
2967 root 1.18 {
2968     int old = pl->ob->carrying, sum = sum_weight (pl->ob);
2969    
2970     if (old == sum)
2971     continue;
2972 root 1.54 pl->ob->update_stats ();
2973 root 1.18 LOG (llevDebug, "Fixed inventory in %s (%d -> %d)\n", &pl->ob->name, old, sum);
2974     }
2975 elmex 1.1 }
2976    
2977 root 1.18 void
2978     fix_luck (void)
2979     {
2980 root 1.61 for_all_players (pl)
2981 root 1.52 if (!pl->ob->contr->ns->state)
2982 root 1.54 pl->ob->change_luck (0);
2983 elmex 1.1 }
2984    
2985     /* cast_dust() - handles op throwing objects of type 'DUST'.
2986     * This is much simpler in the new spell code - we basically
2987     * just treat this as any other spell casting object.
2988     */
2989 elmex 1.2 void
2990 root 1.18 cast_dust (object *op, object *throw_ob, int dir)
2991 elmex 1.2 {
2992     object *skop, *spob;
2993    
2994     skop = find_skill_by_name (op, throw_ob->skill);
2995    
2996     /* casting POTION 'dusts' is really a use_magic_item skill */
2997     if (op->type == PLAYER && throw_ob->type == POTION && !skop)
2998     {
2999 root 1.18 LOG (llevError, "Player %s lacks critical skill use_magic_item!\n", &op->name);
3000 elmex 1.2 return;
3001     }
3002    
3003     spob = throw_ob->inv;
3004    
3005     // elmex Tue Aug 15 17:19:46 CEST 2006: Added this check to
3006     // not pass NULL to cast_spell (which did indeed check itself, but
3007     // errors should be reported as early as possible IMHO)
3008     if (!spob)
3009     {
3010 root 1.18 LOG (llevError, "cast_dust: thrown object %s (by %s) had no spell in it!", &throw_ob->name, &op->name);
3011 elmex 1.2 return;
3012 elmex 1.1 }
3013    
3014 elmex 1.2 if (op->type == PLAYER)
3015 root 1.14 new_draw_info_format (NDI_UNIQUE, 0, op, "You cast %s.", &spob->name);
3016 elmex 1.2
3017     cast_spell (op, throw_ob, dir, spob, NULL);
3018    
3019 root 1.33 throw_ob->destroy ();
3020 elmex 1.1 }
3021    
3022 root 1.18 void
3023     make_visible (object *op)
3024     {
3025     op->hide = 0;
3026     op->invisible = 0;
3027     if (op->type == PLAYER)
3028     {
3029     op->contr->tmp_invis = 0;
3030     op->contr->invis_race = 0;
3031     }
3032 root 1.107
3033     update_object (op, UP_OBJ_CHANGE);
3034 root 1.18 }
3035    
3036     int
3037     is_true_undead (object *op)
3038     {
3039 root 1.149 if (QUERY_FLAG (op->arch, FLAG_UNDEAD))
3040 root 1.18 return 1;
3041    
3042 elmex 1.1 return 0;
3043     }
3044    
3045     /* look at the surrounding terrain to determine
3046     * the hideability of this object. Positive levels
3047     * indicate greater hideability.
3048     */
3049    
3050 root 1.18 int
3051     hideability (object *ob)
3052     {
3053     int i, level = 0, mflag;
3054     sint16 x, y;
3055    
3056     if (!ob || !ob->map)
3057     return 0;
3058    
3059     /* so, on normal lighted maps, its hard to hide */
3060     level = ob->map->darkness - 2;
3061    
3062     /* this also picks up whether the object is glowing.
3063     * If you carry a light on a non-dark map, its not
3064     * as bad as carrying a light on a pitch dark map */
3065     if (has_carried_lights (ob))
3066     level = -(10 + (2 * ob->map->darkness));
3067    
3068     /* scan through all nearby squares for terrain to hide in */
3069     for (i = 0, x = ob->x, y = ob->y; i < 9; i++, x = ob->x + freearr_x[i], y = ob->y + freearr_y[i])
3070     {
3071     mflag = get_map_flags (ob->map, NULL, x, y, NULL, NULL);
3072     if (mflag & P_OUT_OF_MAP)
3073     {
3074     continue;
3075     }
3076     if (mflag & P_BLOCKSVIEW) /* something to hide near! */
3077     level += 2;
3078     else /* open terrain! */
3079     level -= 1;
3080 elmex 1.1 }
3081 root 1.18
3082 elmex 1.1 #if 0
3083 root 1.18 LOG (llevDebug, "hideability of %s is %d\n", ob->name, level);
3084 elmex 1.1 #endif
3085 root 1.18 return level;
3086 elmex 1.1 }
3087    
3088     /* For Hidden creatures - a chance of becoming 'unhidden'
3089     * every time they move - as we subtract off 'invisibility'
3090     * AND, for players, if they move into a ridiculously unhideable
3091     * spot (surrounded by clear terrain in broad daylight). -b.t.
3092     */
3093 root 1.18 void
3094     do_hidden_move (object *op)
3095     {
3096     int hide = 0, num = random_roll (0, 19, op, PREFER_LOW);
3097     object *skop;
3098    
3099     if (!op || !op->map)
3100     return;
3101    
3102     skop = find_obj_by_type_subtype (op, SKILL, SK_HIDING);
3103    
3104     /* its *extremely* hard to run and sneak/hide at the same time! */
3105     if (op->type == PLAYER && op->contr->run_on)
3106 root 1.85 if (!skop || num >= skop->level)
3107     {
3108     new_draw_info (NDI_UNIQUE, 0, op, "You ran too much! You are no longer hidden!");
3109     make_visible (op);
3110     return;
3111     }
3112     else
3113     num += 20;
3114    
3115 root 1.18 num += op->map->difficulty;
3116     hide = hideability (op); /* modify by terrain hidden level */
3117     num -= hide;
3118 root 1.85
3119 root 1.18 if ((op->type == PLAYER && hide < -10) || ((op->invisible -= num) <= 0))
3120     {
3121     make_visible (op);
3122     if (op->type == PLAYER)
3123     new_draw_info (NDI_UNIQUE, 0, op, "You moved out of hiding! You are visible!");
3124 elmex 1.1 }
3125 root 1.18 else if (op->type == PLAYER && skop)
3126 root 1.85 change_exp (op, calc_skill_exp (op, NULL, skop), skop->skill, 0);
3127 elmex 1.1 }
3128    
3129     /* determine if who is standing near a hostile creature. */
3130    
3131 root 1.18 int
3132     stand_near_hostile (object *who)
3133     {
3134     object *tmp = NULL;
3135     int i, friendly = 0, player = 0, mflags;
3136 root 1.25 maptile *m;
3137 root 1.18 sint16 x, y;
3138    
3139     if (!who)
3140     return 0;
3141    
3142     if (who->type == PLAYER)
3143     player = 1;
3144    
3145     else
3146     friendly = QUERY_FLAG (who, FLAG_FRIENDLY);
3147    
3148     /* search adjacent squares */
3149     for (i = 1; i < 9; i++)
3150     {
3151     x = who->x + freearr_x[i];
3152     y = who->y + freearr_y[i];
3153     m = who->map;
3154     mflags = get_map_flags (m, &m, x, y, &x, &y);
3155     /* space must be blocked if there is a monster. If not
3156     * blocked, don't need to check this space.
3157     */
3158     if (mflags & P_OUT_OF_MAP)
3159     continue;
3160     if (OB_TYPE_MOVE_BLOCK (who, GET_MAP_MOVE_BLOCK (m, x, y)))
3161     continue;
3162    
3163 root 1.49 for (tmp = GET_MAP_OB (m, x, y); tmp; tmp = tmp->above)
3164 root 1.18 {
3165     if ((player ||friendly) &&QUERY_FLAG (tmp, FLAG_MONSTER) && !QUERY_FLAG (tmp, FLAG_UNAGGRESSIVE))
3166     return 1;
3167     else if (tmp->type == PLAYER)
3168     {
3169     /*don't let a hidden DM prevent you from hiding */
3170     if (!QUERY_FLAG (tmp, FLAG_WIZ) || tmp->contr->hidden == 0)
3171 root 1.11 return 1;
3172 root 1.18 }
3173 root 1.11 }
3174 elmex 1.1 }
3175 root 1.18 return 0;
3176 elmex 1.1 }
3177    
3178     /* check the player los field for viewability of the
3179     * object op. This function works fine for monsters,
3180     * but we dont worry if the object isnt the top one in
3181     * a pile (say a coin under a table would return "viewable"
3182     * by this routine). Another question, should we be
3183     * concerned with the direction the player is looking
3184     * in? Realistically, most of use cant see stuff behind
3185     * our backs...on the other hand, does the "facing" direction
3186     * imply the way your head, or body is facing? Its possible
3187     * for them to differ. Sigh, this fctn could get a bit more complex.
3188     * -b.t.
3189     * This function is now map tiling safe.
3190     */
3191    
3192 root 1.18 int
3193     player_can_view (object *pl, object *op)
3194     {
3195     rv_vector rv;
3196     int dx, dy;
3197    
3198     if (pl->type != PLAYER)
3199     {
3200     LOG (llevError, "player_can_view() called for non-player object\n");
3201     return -1;
3202 elmex 1.1 }
3203 root 1.74
3204 root 1.18 if (!pl || !op)
3205 elmex 1.1 return 0;
3206 root 1.18
3207 root 1.74 op = op->head_ ();
3208    
3209 root 1.18 get_rangevector (pl, op, &rv, 0x1);
3210    
3211     /* starting with the 'head' part, lets loop
3212     * through the object and find if it has any
3213     * part that is in the los array but isnt on
3214     * a blocked los square.
3215     * we use the archetype to figure out offsets.
3216     */
3217     while (op)
3218     {
3219 root 1.149 dx = rv.distance_x + op->arch->x;
3220     dy = rv.distance_y + op->arch->y;
3221 root 1.18
3222     /* only the viewable area the player sees is updated by LOS
3223     * code, so we need to restrict ourselves to that range of values
3224     * for any meaningful values.
3225     */
3226 root 1.52 if (FABS (dx) <= (pl->contr->ns->mapx / 2) &&
3227     FABS (dy) <= (pl->contr->ns->mapy / 2) &&
3228     !pl->contr->blocked_los[dx + (pl->contr->ns->mapx / 2)][dy + (pl->contr->ns->mapy / 2)])
3229 root 1.18 return 1;
3230     op = op->more;
3231     }
3232     return 0;
3233 elmex 1.1 }
3234    
3235     /* routine for both players and monsters. We call this when
3236     * there is a possibility for our action distrubing our hiding
3237     * place or invisiblity spell. Artefact invisiblity is not
3238     * effected by this. If we arent invisible to begin with, we
3239     * return 0.
3240     */
3241 root 1.18 int
3242     action_makes_visible (object *op)
3243     {
3244    
3245     if (op->invisible && QUERY_FLAG (op, FLAG_ALIVE))
3246     {
3247     if (QUERY_FLAG (op, FLAG_MAKE_INVIS))
3248     return 0;
3249    
3250     if (op->contr && op->contr->tmp_invis == 0)
3251     return 0;
3252 elmex 1.1
3253 root 1.18 /* If monsters, they should become visible */
3254     if (op->hide || !op->contr || (op->contr && op->contr->tmp_invis))
3255     {
3256     new_draw_info_format (NDI_UNIQUE, 0, op, "You become %s!", op->hide ? "unhidden" : "visible");
3257     return 1;
3258 root 1.11 }
3259 elmex 1.1 }
3260 root 1.18 return 0;
3261 elmex 1.1 }
3262    
3263     /* op_on_battleground - checks if the given object op (usually
3264     * a player) is standing on a valid battleground-tile,
3265     * function returns TRUE/FALSE. If true x, y returns the battleground
3266     * -exit-coord. (and if x, y not NULL)
3267     * 19 March 2005 - josh@woosworld.net modifed to check if the battleground also has slaying, maxhp, and maxsp set
3268     * and if those are all set and the player has a marker that matches the slaying send them to a different x, y
3269     * Default is to do the same as before, so only people wanting to have different points need worry about this
3270     */
3271 root 1.18 int
3272     op_on_battleground (object *op, int *x, int *y)
3273     {
3274 elmex 1.1 object *tmp;
3275 root 1.18
3276 elmex 1.1 /* A battleground-tile needs the following attributes to be valid:
3277     * is_floor 1 (has to be the FIRST floor beneath the player's feet),
3278     * name="battleground", no_pick 1, type=58 (type BATTLEGROUND)
3279     * and the exit-coordinates sp/hp must both be > 0.
3280     * => The intention here is to prevent abuse of the battleground-
3281     * feature (like pickable or hidden battleground tiles). */
3282 root 1.18 for (tmp = op->below; tmp != NULL; tmp = tmp->below)
3283     {
3284     if (QUERY_FLAG (tmp, FLAG_IS_FLOOR))
3285     {
3286     if (QUERY_FLAG (tmp, FLAG_NO_PICK) &&
3287     strcmp (tmp->name, "battleground") == 0 && tmp->type == BATTLEGROUND && EXIT_X (tmp) && EXIT_Y (tmp))
3288     {
3289     /*before we assign the exit, check if this is a teambattle */
3290     if (EXIT_ALT_X (tmp) && EXIT_ALT_Y (tmp) && EXIT_PATH (tmp))
3291     {
3292     object *invtmp;
3293    
3294     for (invtmp = op->inv; invtmp != NULL; invtmp = invtmp->below)
3295     {
3296     if (invtmp->type == FORCE && invtmp->slaying && !strcmp (EXIT_PATH (tmp), invtmp->slaying))
3297     {
3298     if (x != NULL && y != NULL)
3299     *x = EXIT_ALT_X (tmp), *y = EXIT_ALT_Y (tmp);
3300     return 1;
3301     }
3302     }
3303     }
3304     if (x != NULL && y != NULL)
3305     *x = EXIT_X (tmp), *y = EXIT_Y (tmp);
3306     return 1;
3307     }
3308     }
3309 elmex 1.1 }
3310     /* If we got here, did not find a battleground */
3311     return 0;
3312     }
3313    
3314     /*
3315     * When a dragon-player gains a new stage of evolution,
3316     * he gets some treasure
3317     *
3318     * attributes:
3319     * object *who the dragon player
3320     * int atnr the attack-number of the ability focus
3321     * int level ability level
3322     */
3323 root 1.18 void
3324     dragon_ability_gain (object *who, int atnr, int level)
3325     {
3326     treasurelist *trlist = NULL; /* treasurelist */
3327     treasure *tr; /* treasure */
3328     object *tmp, *skop; /* tmp. object */
3329     object *item; /* treasure object */
3330     char buf[MAX_BUF]; /* tmp. string buffer */
3331     int i = 0, j = 0;
3332    
3333     /* get the appropriate treasurelist */
3334     if (atnr == ATNR_FIRE)
3335 root 1.110 trlist = treasurelist::find ("dragon_ability_fire");
3336 root 1.18 else if (atnr == ATNR_COLD)
3337 root 1.110 trlist = treasurelist::find ("dragon_ability_cold");
3338 root 1.18 else if (atnr == ATNR_ELECTRICITY)
3339 root 1.110 trlist = treasurelist::find ("dragon_ability_elec");
3340 root 1.18 else if (atnr == ATNR_POISON)
3341 root 1.110 trlist = treasurelist::find ("dragon_ability_poison");
3342 root 1.18
3343     if (trlist == NULL || who->type != PLAYER)
3344     return;
3345    
3346     for (i = 0, tr = trlist->items; tr != NULL && i < level - 1; tr = tr->next, i++);
3347    
3348 elmex 1.82 if (!tr || !tr->item)
3349 root 1.18 {
3350     /* LOG(llevDebug, "-> no more treasure for %s\n", change_resist_msg[atnr]); */
3351     return;
3352 elmex 1.1 }
3353    
3354 root 1.18 /* everything seems okay - now bring on the gift: */
3355 root 1.149 item = tr->item;
3356 elmex 1.1
3357 root 1.18 if (item->type == SPELL)
3358     {
3359     if (check_spell_known (who, item->name))
3360 root 1.11 return;
3361 root 1.18
3362     new_draw_info_format (NDI_UNIQUE | NDI_BLUE, 0, who, "You gained the ability of %s", &item->name);
3363     do_learn_spell (who, item, 0);
3364     return;
3365 elmex 1.1 }
3366    
3367 root 1.18 /* grant direct spell */
3368     if (item->type == SPELLBOOK)
3369     {
3370     if (!item->inv)
3371     {
3372     LOG (llevDebug, "dragon_ability_gain: Broken spellbook %s\n", &item->name);
3373     return;
3374     }
3375     if (check_spell_known (who, item->inv->name))
3376     return;
3377     if (item->invisible)
3378     {
3379     new_draw_info_format (NDI_UNIQUE | NDI_BLUE, 0, who, "You gained the ability of %s", &item->inv->name);
3380     do_learn_spell (who, item->inv, 0);
3381     return;
3382 root 1.11 }
3383 root 1.18 }
3384     else if (item->type == SKILL_TOOL && item->invisible)
3385     {
3386     if (item->subtype == SK_CLAWING && (skop = find_skill_by_name (who, item->skill)) != NULL)
3387     {
3388    
3389     /* should this perhaps be (skop->attackyp & item->attacktype)!=item->attacktype ...
3390     * in this way, if the player is missing any of the attacktypes, he gets
3391     * them. As it is now, if the player has any that match the granted skill,
3392     * but not all of them, he gets nothing.
3393     */
3394     if (!(skop->attacktype & item->attacktype))
3395     {
3396     /* Give new attacktype */
3397     skop->attacktype |= item->attacktype;
3398    
3399     /* always add physical if there's none */
3400     skop->attacktype |= AT_PHYSICAL;
3401    
3402     if (item->msg != NULL)
3403     new_draw_info (NDI_UNIQUE | NDI_BLUE, 0, who, item->msg);
3404    
3405     /* Give player new face */
3406     if (item->animation_id)
3407     {
3408     who->face = skop->face;
3409     who->animation_id = item->animation_id;
3410     who->anim_speed = item->anim_speed;
3411     who->last_anim = 0;
3412     who->state = 0;
3413     animate_object (who, who->direction);
3414     }
3415     }
3416 root 1.11 }
3417 elmex 1.1 }
3418 root 1.18 else if (item->type == FORCE)
3419     {
3420     /* forces in the treasurelist can alter the player's stats */
3421     object *skin;
3422 elmex 1.1
3423 root 1.18 /* first get the dragon skin force */
3424 root 1.52 shstr_cmp dragon_skin_force ("dragon_skin_force");
3425 root 1.148 for (skin = who->inv; skin && !(skin->arch->archname == dragon_skin_force); skin = skin->below)
3426 root 1.52 ;
3427    
3428     if (!skin)
3429 root 1.18 return;
3430    
3431     /* adding new spellpath attunements */
3432     if (item->path_attuned > 0 && !(skin->path_attuned & item->path_attuned))
3433     {
3434     skin->path_attuned |= item->path_attuned; /* add attunement to skin */
3435    
3436     /* print message */
3437     sprintf (buf, "You feel attuned to ");
3438     for (i = 0, j = 0; i < NRSPELLPATHS; i++)
3439     {
3440     if (item->path_attuned & (1 << i))
3441     {
3442     if (j)
3443     strcat (buf, " and ");
3444     else
3445     j = 1;
3446     strcat (buf, spellpathnames[i]);
3447     }
3448     }
3449     strcat (buf, ".");
3450     new_draw_info (NDI_UNIQUE | NDI_BLUE, 0, who, buf);
3451     }
3452    
3453     /* evtl. adding flags: */
3454     if (QUERY_FLAG (item, FLAG_XRAYS))
3455     SET_FLAG (skin, FLAG_XRAYS);
3456     if (QUERY_FLAG (item, FLAG_STEALTH))
3457     SET_FLAG (skin, FLAG_STEALTH);
3458     if (QUERY_FLAG (item, FLAG_SEE_IN_DARK))
3459     SET_FLAG (skin, FLAG_SEE_IN_DARK);
3460    
3461     /* print message if there is one */
3462     if (item->msg != NULL)
3463     new_draw_info (NDI_UNIQUE | NDI_BLUE, 0, who, item->msg);
3464     }
3465     else
3466     {
3467     /* generate misc. treasure */
3468     tmp = arch_to_object (tr->item);
3469     new_draw_info_format (NDI_UNIQUE | NDI_BLUE, 0, who, "You gained %s", query_short_name (tmp));
3470     tmp = insert_ob_in_ob (tmp, who);
3471     if (who->type == PLAYER)
3472     esrv_send_item (who, tmp);
3473 elmex 1.1 }
3474     }
3475    
3476     /**
3477     * Unready an object for a player. This function does nothing if the object was
3478     * not readied.
3479     */
3480 root 1.18 void
3481     player_unready_range_ob (player *pl, object *ob)
3482     {
3483 root 1.119 if (pl->ob->current_weapon == ob)
3484     pl->ob->current_weapon = 0;
3485    
3486 root 1.118 if (pl->combat_ob == ob)
3487 root 1.119 pl->combat_ob = 0;
3488 root 1.118
3489     if (pl->ranged_ob == ob)
3490 root 1.119 pl->ranged_ob = 0;
3491 elmex 1.1 }
3492 root 1.101
3493     sint8
3494     player::visibility_at (maptile *map, int x, int y) const
3495     {
3496     if (!ns)
3497     return 0;
3498    
3499     int dx, dy;
3500     if (!adjacent_map (map, ns->current_map, &dx, &dy))
3501     return 0;
3502    
3503     x += dx - ns->current_x + ns->mapx / 2;
3504     y += dy - ns->current_y + ns->mapy / 2;
3505    
3506     if (!IN_RANGE_EXC (x, 0, ns->mapx) || !IN_RANGE_EXC (y, 0, ns->mapy))
3507     return 0;
3508    
3509     return 100 - blocked_los [x][y];
3510     }