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/cvs/deliantra/server/server/player.C
Revision: 1.150
Committed: Sun Jun 10 03:11:17 2007 UTC (17 years ago) by root
Content type: text/plain
Branch: MAIN
Changes since 1.149: +2 -0 lines
Log Message:
adjust player destroy code for extra reference from observe

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 1.150 observe = ob;
309    
310 root 1.89 deactivate ();
311 root 1.62 }
312    
313 root 1.54 // the need for this function can be explained
314     // by load_object not returning the object
315     void
316     player::set_object (object *op)
317     {
318 root 1.146 ob = observe = op;
319 root 1.104 ob->contr = this; /* this aren't yet in archetype */
320 root 1.15
321 root 1.142 ob->speed = 1.0f;
322     ob->speed_left = 0.5f;
323    
324     ob->direction = 5; /* So player faces south */
325 root 1.54 }
326 root 1.15
327 root 1.146 void
328     player::set_observe (object *op)
329     {
330     observe = op ? op : ob;
331 root 1.147 do_los = 1;
332 root 1.146 }
333    
334 root 1.54 player::player ()
335     {
336 pippijn 1.81 /* There are some elements we want initialised to non zero value -
337 root 1.54 * we deal with that below this point.
338     */
339 root 1.114 outputs_sync = 4;
340     outputs_count = 4;
341 root 1.54 unapply = unapply_nochoice;
342    
343 root 1.77 savebed_map = first_map_path; /* Init. respawn position */
344 root 1.54
345     gen_sp_armour = 10;
346     bowtype = bow_normal;
347     petmode = pet_normal;
348     listening = 10;
349     usekeys = containers;
350     peaceful = 1; /* default peaceful */
351     do_los = 1;
352 root 1.142
353     weapon_sp = 1.0f;
354     weapon_sp_left = 0.5f;
355 root 1.54 }
356    
357 root 1.62 void
358     player::do_destroy ()
359 root 1.54 {
360 root 1.72 disconnect ();
361 root 1.62
362 root 1.72 attachable::do_destroy ();
363 root 1.62
364 root 1.54 if (ob)
365 root 1.69 {
366     ob->destroy_inv (false);
367     ob->destroy ();
368     }
369 root 1.62 }
370    
371     player::~player ()
372     {
373 root 1.54 /* Clear item stack */
374     free (stack_items);
375 elmex 1.1 }
376    
377 root 1.54 /* Tries to add player on the connection passed in ns.
378 elmex 1.1 * All we can really get in this is some settings like host and display
379     * mode.
380     */
381 root 1.54 player *
382     player::create ()
383 root 1.18 {
384 root 1.54 player *pl = new player;
385 root 1.38
386 root 1.54 pl->set_object (arch_to_object (get_player_archetype (0)));
387 root 1.104
388     pl->ob->roll_stats ();
389     pl->ob->stats.wc = 2;
390     pl->ob->run_away = 25; /* Then we panick... */
391    
392 root 1.76 set_first_map (pl->ob);
393 root 1.26
394 root 1.54 return pl;
395 elmex 1.1 }
396    
397     /*
398     * get_player_archetype() return next player archetype from archetype
399     * list. Not very efficient routine, but used only creating new players.
400     * Note: there MUST be at least one player archetype!
401     */
402 root 1.18 archetype *
403     get_player_archetype (archetype *at)
404 elmex 1.1 {
405 root 1.149 archvec::iterator i = at ? archetypes.find (at) : archetypes.begin ();
406 root 1.18
407     for (;;)
408     {
409 root 1.149 if (++i == archetypes.end ())
410     i = archetypes.begin ();
411     else if (*i == at)
412     cleanup ("not a single player archetype found");
413 root 1.46
414 root 1.149 if ((*i)->type == PLAYER)
415     return *i;
416 elmex 1.1 }
417     }
418    
419 root 1.18 object *
420     get_nearest_player (object *mon)
421     {
422     object *op = NULL;
423     objectlink *ol;
424     unsigned lastdist;
425     rv_vector rv;
426    
427 root 1.92 for (ol = first_friendly_object, lastdist = 1000; ol; ol = ol->next)
428 root 1.18 {
429     /* We should not find free objects on this friendly list, but it
430     * does periodically happen. Given that, lets deal with it.
431     * While unlikely, it is possible the next object on the friendly
432     * list is also free, so encapsulate this in a while loop.
433     */
434     while (QUERY_FLAG (ol->ob, FLAG_FREED) || !QUERY_FLAG (ol->ob, FLAG_FRIENDLY))
435     {
436     object *tmp = ol->ob;
437    
438     /* Can't do much more other than log the fact, because the object
439     * itself will have been cleared.
440     */
441 root 1.92 LOG (llevDebug, "get_nearest_player: Found free/non friendly object '%s' on friendly list\n",
442     tmp->debug_desc ());
443 root 1.18 ol = ol->next;
444     remove_friendly_object (tmp);
445     if (!ol)
446     return op;
447     }
448 root 1.11
449 root 1.18 /* Remove special check for player from this. First, it looks to cause
450     * some crashes (ol->ob->contr not set properly?), but secondly, a more
451     * complicated method of state checking would be needed in any case -
452     * as it was, a clever player could type quit, and the function would
453     * skip them over while waiting for confirmation. Remove
454     * on_same_map check, as can_detect_enemy also does this
455     */
456     if (!can_detect_enemy (mon, ol->ob, &rv))
457     continue;
458 root 1.11
459 root 1.18 if (lastdist > rv.distance)
460     {
461     op = ol->ob;
462     lastdist = rv.distance;
463 root 1.11 }
464 elmex 1.1 }
465 root 1.61
466     for_all_players (pl)
467     if (can_detect_enemy (mon, pl->ob, &rv))
468     if (lastdist > rv.distance)
469 root 1.18 {
470 root 1.61 op = pl->ob;
471     lastdist = rv.distance;
472     }
473 elmex 1.1
474     #if 0
475 root 1.18 LOG (llevDebug, "get_nearest_player() finds player: %s\n", op ? &op->name : "(null)");
476 elmex 1.1 #endif
477 root 1.18 return op;
478 elmex 1.1 }
479    
480     /* I believe this can safely go to 2, 3 is questionable, 4 will likely
481     * result in a monster paths backtracking. It basically determines how large a
482     * detour a monster will take from the direction path when looking
483     * for a path to the player. The values are in the amount of direction
484     * the deviation is
485     */
486     #define DETOUR_AMOUNT 2
487    
488     /* This is used to prevent infinite loops. Consider a case where the
489     * player is in a chamber (with gate closed), and monsters are outside.
490     * with DETOUR_AMOUNT==2, the function will turn each corner, trying to
491     * find a path into the chamber. This is a good thing, but since there
492     * is no real path, it will just keep circling the chamber for
493     * ever (this could be a nice effect for monsters, but not for the function
494     * to get stuck in. I think for the monsters, if max is reached and
495     * we return the first direction the creature could move would result in the
496     * circling behaviour. Unfortunately, this function is also used to determined
497     * if the creature should cast a spell, so returning a direction in that case
498     * is probably not a good thing.
499     */
500     #define MAX_SPACES 50
501    
502     /*
503     * Returns the direction to the player, if valid. Returns 0 otherwise.
504     * modified to verify there is a path to the player. Does this by stepping towards
505     * player and if path is blocked then see if blockage is close enough to player that
506     * direction to player is changed (ie zig or zag). Continue zig zag until either
507     * reach player or path is blocked. Thus, will only return true if there is a free
508     * path to player. Though path may not be a straight line. Note that it will find
509     * player hiding along a corridor at right angles to the corridor with the monster.
510     *
511     * Modified by MSW 2001-08-06 to handle tiled maps. Various notes:
512     * 1) With DETOUR_AMOUNT being 2, it should still go and find players hiding
513     * down corriders.
514     * 2) I think the old code was broken if the first direction the monster
515     * should move was blocked - the code would store the first direction without
516     * verifying that the player can actually move in that direction. The new
517     * code does not store anything in firstdir until we have verified that the
518     * monster can in fact move one space in that direction.
519     * 3) I'm not sure how good this code will be for moving multipart monsters,
520     * since only simple checks to blocked are being called, which could mean the monster
521     * is blocking itself.
522     */
523 root 1.18 int
524     path_to_player (object *mon, object *pl, unsigned mindiff)
525     {
526     rv_vector rv;
527     sint16 x, y;
528     int lastx, lasty, dir, i, diff, firstdir = 0, lastdir, max = MAX_SPACES, mflags, blocked;
529 root 1.25 maptile *m, *lastmap;
530 root 1.18
531     get_rangevector (mon, pl, &rv, 0);
532    
533     if (rv.distance < mindiff)
534     return 0;
535    
536     x = mon->x;
537     y = mon->y;
538     m = mon->map;
539     dir = rv.direction;
540     lastdir = firstdir = rv.direction; /* perhaps we stand next to pl, init firstdir too */
541 root 1.100 diff = ::max (abs (rv.distance_x), abs (rv.distance_y));
542    
543 root 1.18 /* If we can't solve it within the search distance, return now. */
544     if (diff > max)
545     return 0;
546 root 1.100
547 root 1.18 while (diff > 1 && max > 0)
548     {
549     lastx = x;
550     lasty = y;
551     lastmap = m;
552     x = lastx + freearr_x[dir];
553     y = lasty + freearr_y[dir];
554    
555     mflags = get_map_flags (m, &m, x, y, &x, &y);
556     blocked = (mflags & P_OUT_OF_MAP) ? MOVE_ALL : GET_MAP_MOVE_BLOCK (m, x, y);
557    
558     /* Space is blocked - try changing direction a little */
559     if ((mflags & P_OUT_OF_MAP) || ((OB_TYPE_MOVE_BLOCK (mon, blocked) || (mflags & P_BLOCKSVIEW))
560     && (m == mon->map && blocked_link (mon, m, x, y))))
561     {
562     /* recalculate direction from last good location. Possible
563     * we were not traversing ideal location before.
564     */
565     get_rangevector_from_mapcoord (lastmap, lastx, lasty, pl, &rv, 0);
566     if (rv.direction != dir)
567     {
568     /* OK - says direction should be different - lets reset the
569     * the values so it will try again.
570     */
571     x = lastx;
572     y = lasty;
573     m = lastmap;
574     dir = firstdir = rv.direction;
575     }
576     else
577     {
578     /* direct path is blocked - try taking a side step to
579     * either the left or right.
580     * Note increase the values in the loop below to be
581     * more than -1/1 respectively will mean the monster takes
582     * bigger detour. Have to be careful about these values getting
583     * too big (3 or maybe 4 or higher) as the monster may just try
584     * stepping back and forth
585     */
586     for (i = -DETOUR_AMOUNT; i <= DETOUR_AMOUNT; i++)
587     {
588     if (i == 0)
589     continue; /* already did this, so skip it */
590     /* Use lastdir here - otherwise,
591     * since the direction that the creature should move in
592     * may change, you could get infinite loops.
593     * ie, player is northwest, but monster can only
594     * move west, so it does that. It goes some distance,
595     * gets blocked, finds that it should move north,
596     * can't do that, but now finds it can move east, and
597     * gets back to its original point. lastdir contains
598     * the last direction the creature has successfully
599     * moved.
600     */
601    
602     x = lastx + freearr_x[absdir (lastdir + i)];
603     y = lasty + freearr_y[absdir (lastdir + i)];
604     m = lastmap;
605     mflags = get_map_flags (m, &m, x, y, &x, &y);
606     if (mflags & P_OUT_OF_MAP)
607     continue;
608     blocked = GET_MAP_MOVE_BLOCK (m, x, y);
609     if (OB_TYPE_MOVE_BLOCK (mon, blocked))
610     continue;
611     if (mflags & P_BLOCKSVIEW)
612     continue;
613    
614     if (m == mon->map && blocked_link (mon, m, x, y))
615     break;
616     }
617     /* go through entire loop without finding a valid
618     * sidestep to take - thus, no valid path.
619     */
620     if (i == (DETOUR_AMOUNT + 1))
621     return 0;
622     diff--;
623     lastdir = dir;
624     max--;
625     if (!firstdir)
626     firstdir = dir + i;
627     } /* else check alternate directions */
628     } /* if blocked */
629     else
630     {
631     /* we moved towards creature, so diff is less */
632     diff--;
633     max--;
634     lastdir = dir;
635     if (!firstdir)
636     firstdir = dir;
637     }
638 root 1.100
639 root 1.18 if (diff <= 1)
640     {
641     /* Recalculate diff (distance) because we may not have actually
642     * headed toward player for entire distance.
643     */
644     get_rangevector_from_mapcoord (m, x, y, pl, &rv, 0);
645 root 1.100 diff = ::max (abs (rv.distance_x), abs (rv.distance_y));
646 root 1.18 }
647 root 1.100
648 root 1.18 if (diff > max)
649     return 0;
650     }
651 root 1.100
652 root 1.18 /* If we reached the max, didn't find a direction in time */
653     if (!max)
654     return 0;
655    
656     return firstdir;
657     }
658    
659     void
660     give_initial_items (object *pl, treasurelist * items)
661     {
662     object *op, *next = NULL;
663    
664     if (pl->randomitems != NULL)
665     create_treasure (items, pl, GT_STARTEQUIP | GT_ONLY_GOOD, 1, 0);
666    
667     for (op = pl->inv; op; op = next)
668     {
669     next = op->below;
670    
671     /* Forces get applied per default, unless they have the
672     * flag "neutral" set. Sorry but I can't think of a better way
673     */
674     if (op->type == FORCE && !QUERY_FLAG (op, FLAG_NEUTRAL))
675     SET_FLAG (op, FLAG_APPLIED);
676    
677     /* we never give weapons/armour if these cannot be used
678     * by this player due to race restrictions
679     */
680     if (pl->type == PLAYER)
681     {
682     if ((!QUERY_FLAG (pl, FLAG_USE_ARMOUR) &&
683     (op->type == ARMOUR || op->type == BOOTS ||
684     op->type == CLOAK || op->type == HELMET ||
685     op->type == SHIELD || op->type == GLOVES ||
686     op->type == BRACERS || op->type == GIRDLE)) || (!QUERY_FLAG (pl, FLAG_USE_WEAPON) && op->type == WEAPON))
687     {
688 root 1.33 op->destroy ();
689 root 1.18 continue;
690     }
691 root 1.11 }
692    
693 root 1.18 /* This really needs to be better - we should really give
694     * a substitute spellbook. The problem is that we don't really
695     * have a good idea what to replace it with (need something like
696     * a first level treasurelist for each skill.)
697     * remove duplicate skills also
698     */
699     if (op->type == SPELLBOOK || op->type == SKILL)
700     {
701     object *tmp;
702 elmex 1.1
703 root 1.18 for (tmp = op->below; tmp; tmp = tmp->below)
704     if (tmp->type == op->type && tmp->name == op->name)
705     break;
706 root 1.11
707 root 1.18 if (tmp)
708     {
709 root 1.33 op->destroy ();
710 root 1.18 LOG (llevError, "give_initial_items: Removing duplicate object %s\n", &tmp->name);
711     continue;
712 root 1.11 }
713 root 1.33
714 root 1.18 if (op->nrof > 1)
715     op->nrof = 1;
716 root 1.11 }
717 elmex 1.1
718 root 1.18 if (op->type == SPELLBOOK && op->inv)
719     {
720     CLEAR_FLAG (op->inv, FLAG_STARTEQUIP);
721 root 1.11 }
722    
723 root 1.18 /* Give starting characters identified, uncursed, and undamned
724     * items. Just don't identify gold or silver, or it won't be
725     * merged properly.
726     */
727     if (need_identify (op))
728     {
729     SET_FLAG (op, FLAG_IDENTIFIED);
730     CLEAR_FLAG (op, FLAG_CURSED);
731     CLEAR_FLAG (op, FLAG_DAMNED);
732     }
733     if (op->type == SPELL)
734     {
735 root 1.33 op->destroy ();
736 root 1.18 continue;
737     }
738     else if (op->type == SKILL)
739     {
740     SET_FLAG (op, FLAG_CAN_USE_SKILL);
741     op->stats.exp = 0;
742     op->level = 1;
743 root 1.11 }
744 root 1.18 /* lock all 'normal items by default */
745     else
746     SET_FLAG (op, FLAG_INV_LOCKED);
747     } /* for loop of objects in player inv */
748    
749     /* Need to set up the skill pointers */
750     link_player_skills (pl);
751     }
752    
753     void
754     get_party_password (object *op, partylist *party)
755     {
756     if (party == NULL)
757     {
758     LOG (llevError, "get_party_password(): tried to make player %s join a NULL party", &op->name);
759     return;
760 elmex 1.1 }
761 root 1.54
762 root 1.18 op->contr->write_buf[0] = '\0';
763 root 1.52 op->contr->ns->state = ST_GET_PARTY_PASSWORD;
764 root 1.18 op->contr->party_to_join = party;
765 root 1.52 send_query (op->contr->ns, CS_QUERY_HIDEINPUT, "What is the password?\n:");
766 elmex 1.1 }
767    
768     /* This rolls four 1-6 rolls and sums the best 3 of the 4. */
769 root 1.54 static int
770 root 1.18 roll_stat (void)
771     {
772     int a[4], i, j, k;
773    
774     for (i = 0; i < 4; i++)
775 root 1.99 a[i] = (int) rndm (6) + 1;
776 root 1.18
777     for (i = 0, j = 0, k = 7; i < 4; i++)
778     if (a[i] < k)
779     k = a[i], j = i;
780    
781     for (i = 0, k = 0; i < 4; i++)
782 root 1.54 if (i != j)
783     k += a[i];
784    
785 root 1.18 return k;
786     }
787    
788     void
789 root 1.54 object::roll_stats ()
790 root 1.18 {
791 root 1.128 int statsort [NUM_STATS];
792 root 1.18
793 root 1.54 for (;;)
794 root 1.18 {
795 root 1.54 int sum = 0;
796 root 1.128 for (int i = NUM_STATS; i--; )
797 root 1.54 sum += statsort [i] = roll_stat ();
798    
799     if (sum >= 82 && sum <= 116)
800     break;
801 root 1.18 }
802    
803 root 1.54 // Sort the stats so that rerolling is easier...
804 root 1.128 std::sort (statsort, statsort + NUM_STATS, std::greater<int>());
805 root 1.18
806 root 1.128 for (int i = 0; i < NUM_STATS; ++i)
807     stats.stat (i) = statsort [i];
808 root 1.18
809 root 1.54 stats.exp = 0;
810     stats.ac = 0;
811 root 1.18
812 root 1.54 stats.hp = stats.maxhp;
813     stats.sp = stats.maxsp;
814     stats.grace = stats.maxgrace;
815 root 1.18
816 root 1.54 if (contr)
817     {
818     contr->levhp[1] = 9;
819     contr->levsp[1] = 6;
820     contr->levgrace[1] = 3;
821 root 1.18
822 root 1.54 contr->orig_stats = stats;
823     }
824 root 1.18 }
825    
826     void
827 root 1.54 object::swap_stats (int a, int b)
828 root 1.18 {
829 root 1.127 swap (contr->orig_stats.stat (a), contr->orig_stats.stat (b));
830    
831     for (int i = 0; i < NUM_STATS; ++i)
832     stats.stat (i) = contr->orig_stats.stat (i);
833 elmex 1.1
834 root 1.54 //TODO: the following code looks so borked and should, at the very least,
835     // be merged with the similar code in roll_stats
836     stats.ac = 0;
837 elmex 1.1
838 root 1.54 level = 1;
839     stats.exp = 0;
840     stats.ac = 0;
841 elmex 1.1
842 root 1.54 stats.hp = stats.maxhp;
843     stats.sp = stats.maxsp;
844     stats.grace = stats.maxgrace;
845 elmex 1.1
846 root 1.54 if (contr)
847 root 1.18 {
848 root 1.54 contr->levhp[1] = 9;
849     contr->levsp[1] = 6;
850     contr->levgrace[1] = 3;
851 root 1.18
852 root 1.54 contr->orig_stats = stats;
853 elmex 1.1 }
854     }
855    
856 root 1.73 static void
857     start_info (object *op)
858     {
859     char buf[MAX_BUF];
860    
861     sprintf (buf, "Welcome to Crossfire v%s!", VERSION);
862     new_draw_info (NDI_UNIQUE, 0, op, buf);
863     //new_draw_info (NDI_UNIQUE, 0, op, "Press `?' for help");
864     //new_draw_info (NDI_UNIQUE, 0, op, " ");
865     }
866    
867 elmex 1.1 /* This function takes the key that is passed, and does the
868     * appropriate action with it (change race, or other things).
869     * The function name is for historical reasons - now we have
870     * separate race and class; this actually changes the RACE,
871     * not the class.
872     */
873 root 1.112 void
874     player::chargen_race_done ()
875 elmex 1.1 {
876 root 1.112 /* this must before then initial items are given */
877     esrv_new_player (ob->contr, ob->weight + ob->carrying);
878 elmex 1.1
879 root 1.112 treasurelist *tl = treasurelist::find ("starting_wealth");
880     if (tl)
881     create_treasure (tl, ob, 0, 0, 0);
882 elmex 1.1
883 root 1.112 INVOKE_PLAYER (BIRTH, ob->contr);
884     INVOKE_PLAYER (LOGIN, ob->contr);
885 elmex 1.36
886 root 1.112 ob->contr->ns->state = ST_PLAYING;
887 elmex 1.1
888 root 1.112 if (ob->msg)
889     ob->msg = 0;
890 elmex 1.1
891 root 1.112 /* We create this now because some of the unique maps will need it
892     * to save here.
893     */
894     {
895     char buf[MAX_BUF];
896     sprintf (buf, "%s/%s/%s", settings.localdir, settings.playerdir, &ob->name);
897     make_path_to_file (buf);
898     }
899    
900     start_info (ob);
901     CLEAR_FLAG (ob, FLAG_WIZ);
902     give_initial_items (ob, ob->randomitems);
903     link_player_skills (ob);
904     esrv_send_inventory (ob, ob);
905     ob->update_stats ();
906 root 1.11
907 root 1.112 /* This moves the player to a different start map, if there
908     * is one for this race
909     */
910     if (*first_map_ext_path)
911     {
912     object *tmp;
913     char mapname[MAX_BUF];
914 elmex 1.1
915 root 1.148 snprintf (mapname, MAX_BUF - 1, "%s/%s", &first_map_ext_path, &ob->arch->archname);
916 root 1.112 tmp = object::create ();
917     EXIT_PATH (tmp) = mapname;
918     EXIT_X (tmp) = ob->x;
919     EXIT_Y (tmp) = ob->y;
920     ob->enter_exit (tmp); /* we don't really care if it succeeded;
921     * if the map isn't there, then stay on the
922     * default initial map */
923     tmp->destroy ();
924 elmex 1.1 }
925 root 1.112 else
926     LOG (llevDebug, "first_map_ext_path not set\n");
927     }
928 elmex 1.1
929 root 1.112 void
930     player::chargen_race_next ()
931     {
932 root 1.18 /* Following actually changes the race - this is the default command
933     * if we don't match with one of the options above.
934     */
935    
936 root 1.112 do
937 root 1.18 {
938 root 1.112 shstr name = ob->name;
939     int x = ob->x, y = ob->y;
940 root 1.21
941 root 1.112 ob->remove_statbonus ();
942     ob->remove ();
943     ob->arch = get_player_archetype (ob->arch);
944 root 1.149 ob->arch->copy_to (ob);
945 root 1.112 ob->instantiate ();
946     ob->stats = ob->contr->orig_stats;
947     ob->name = ob->name_pl = name;
948     ob->x = x;
949     ob->y = y;
950     SET_ANIMATION (ob, 2); /* So player faces south */
951     insert_ob_in_map (ob, ob->map, ob, 0);
952 root 1.149 assign (ob->contr->title, ob->arch->object::name);
953 root 1.112 ob->add_statbonus ();
954     }
955     while (!allowed_class (ob));
956    
957     update_object (ob, UP_OBJ_FACE);
958     esrv_update_item (UPD_FACE, ob, ob);
959     ob->update_stats ();
960     ob->stats.hp = ob->stats.maxhp;
961     ob->stats.sp = ob->stats.maxsp;
962     ob->stats.grace = 0;
963 elmex 1.1 }
964    
965 root 1.18 void
966     flee_player (object *op)
967     {
968     int dir, diff;
969     rv_vector rv;
970    
971     if (op->stats.hp < 0)
972     {
973     LOG (llevDebug, "Fleeing player is dead.\n");
974     CLEAR_FLAG (op, FLAG_SCARED);
975     return;
976 elmex 1.1 }
977    
978 root 1.18 if (op->enemy == NULL)
979     {
980     LOG (llevDebug, "Fleeing player had no enemy.\n");
981     CLEAR_FLAG (op, FLAG_SCARED);
982     return;
983 elmex 1.1 }
984    
985 root 1.18 /* Seen some crashes here. Since we don't store an
986     * op->enemy_count, it is possible that something destroys the
987     * actual enemy, and the object is recycled.
988     */
989     if (op->enemy->map == NULL)
990     {
991     CLEAR_FLAG (op, FLAG_SCARED);
992     op->enemy = NULL;
993     return;
994 elmex 1.1 }
995    
996 root 1.18 if (!(random_roll (0, 4, op, PREFER_LOW)) && did_make_save (op, op->level, 0))
997     {
998     op->enemy = NULL;
999     CLEAR_FLAG (op, FLAG_SCARED);
1000     return;
1001 elmex 1.1 }
1002 root 1.49
1003 root 1.18 get_rangevector (op, op->enemy, &rv, 0);
1004    
1005     dir = absdir (4 + rv.direction);
1006     for (diff = 0; diff < 3; diff++)
1007     {
1008     int m = 1 - (RANDOM () & 2);
1009 elmex 1.1
1010 root 1.18 if (move_ob (op, absdir (dir + diff * m), op) || (diff == 0 && move_ob (op, absdir (dir - diff * m), op)))
1011 root 1.49 return;
1012 elmex 1.1 }
1013 root 1.49
1014 root 1.18 /* Cornered, get rid of scared */
1015     CLEAR_FLAG (op, FLAG_SCARED);
1016     op->enemy = NULL;
1017 elmex 1.1 }
1018    
1019     /* check_pick sees if there is stuff to be picked up/picks up stuff.
1020 root 1.122 * It returns 1 if the player should keep on moving, 0 if he should
1021 elmex 1.1 * stop.
1022     */
1023 root 1.18 int
1024     check_pick (object *op)
1025     {
1026 elmex 1.1 object *tmp, *next;
1027     int stop = 0;
1028 pippijn 1.106 int wvratio;
1029     char putstring[128];
1030 elmex 1.1
1031     /* if you're flying, you cna't pick up anything */
1032     if (op->move_type & MOVE_FLYING)
1033     return 1;
1034    
1035     next = op->below;
1036    
1037     /* loop while there are items on the floor that are not marked as
1038     * destroyed */
1039 root 1.24 while (next && !next->destroyed ())
1040 root 1.18 {
1041     tmp = next;
1042     next = tmp->below;
1043 elmex 1.1
1044 root 1.24 if (op->destroyed ())
1045 elmex 1.1 return 0;
1046    
1047 root 1.18 if (!can_pick (op, tmp))
1048     continue;
1049 elmex 1.1
1050 root 1.18 if (op->contr->search_str[0] != '\0' && settings.search_items == TRUE)
1051     {
1052     if (item_matched_string (op, tmp, op->contr->search_str))
1053     pick_up (op, tmp);
1054     continue;
1055 root 1.11 }
1056    
1057 root 1.18 /* high not bit set? We're using the old autopickup model */
1058     if (!(op->contr->mode & PU_NEWMODE))
1059 root 1.11 {
1060 root 1.18 switch (op->contr->mode)
1061 root 1.11 {
1062 root 1.20 case 0:
1063     return 1; /* don't pick up */
1064     case 1:
1065     pick_up (op, tmp);
1066     return 1;
1067     case 2:
1068     pick_up (op, tmp);
1069     return 0;
1070     case 3:
1071     return 0; /* stop before pickup */
1072     case 4:
1073     pick_up (op, tmp);
1074     break;
1075     case 5:
1076     pick_up (op, tmp);
1077     stop = 1;
1078     break;
1079     case 6:
1080     if (QUERY_FLAG (tmp, FLAG_KNOWN_MAGICAL) && !QUERY_FLAG (tmp, FLAG_KNOWN_CURSED))
1081 root 1.18 pick_up (op, tmp);
1082 root 1.20 break;
1083    
1084     case 7:
1085     if (tmp->type == MONEY || tmp->type == GEM)
1086 root 1.18 pick_up (op, tmp);
1087 root 1.20 break;
1088    
1089     default:
1090     /* use value density */
1091     if (!QUERY_FLAG (tmp, FLAG_UNPAID)
1092     && (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1))) >= op->contr->mode)
1093 root 1.18 pick_up (op, tmp);
1094 root 1.11 }
1095     }
1096 root 1.18 else
1097     { /* old model */
1098     /* NEW pickup handling */
1099     if (op->contr->mode & PU_DEBUG)
1100     {
1101     /* some debugging code to figure out item information */
1102     if (tmp->name != NULL)
1103     sprintf (putstring, "item name: %s item type: %d weight/value: %d",
1104     &tmp->name, tmp->type, (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1))));
1105     else
1106     sprintf (putstring, "item name: %s item type: %d weight/value: %d",
1107 root 1.148 &tmp->arch->archname, tmp->type, (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1))));
1108 root 1.18
1109     new_draw_info (NDI_UNIQUE, 0, op, putstring);
1110 root 1.58 }
1111 elmex 1.1
1112 root 1.18 /* philosophy:
1113     * It's easy to grab an item type from a pile, as long as it's
1114     * generic. This takes no game-time. For more detailed pickups
1115 root 1.58 * and selections, select-items should be used. This is a
1116 root 1.18 * grab-as-you-run type mode that's really useful for arrows for
1117     * example.
1118     * The drawback: right now it has no frontend, so you need to
1119     * stick the bits you want into a calculator in hex mode and then
1120     * convert to decimal and then 'pickup <#>
1121     */
1122    
1123     /* the first two modes are exclusive: if NOTHING we return, if
1124     * STOP then we stop. All the rest are applied sequentially,
1125     * meaning if any test passes, the item gets picked up. */
1126    
1127     /* if mode is set to pick nothing up, return */
1128    
1129     if (op->contr->mode & PU_NOTHING)
1130     return 1;
1131    
1132     /* if mode is set to stop when encountering objects, return */
1133     /* take STOP before INHIBIT since it doesn't actually pick
1134     * anything up */
1135    
1136     if (op->contr->mode & PU_STOP)
1137     return 0;
1138    
1139     /* useful for going into stores and not losing your settings... */
1140     /* and for battles wher you don't want to get loaded down while
1141     * fighting */
1142     if (op->contr->mode & PU_INHIBIT)
1143     return 1;
1144    
1145     /* prevent us from turning into auto-thieves :) */
1146     if (QUERY_FLAG (tmp, FLAG_UNPAID))
1147     continue;
1148    
1149     /* ignore known cursed objects */
1150     if (QUERY_FLAG (tmp, FLAG_KNOWN_CURSED) && op->contr->mode & PU_NOT_CURSED)
1151     continue;
1152    
1153     /* all food and drink if desired */
1154     /* question: don't pick up known-poisonous stuff? */
1155     if (op->contr->mode & PU_FOOD)
1156     if (tmp->type == FOOD)
1157     {
1158     pick_up (op, tmp);
1159     continue;
1160     }
1161 root 1.29
1162 root 1.18 if (op->contr->mode & PU_DRINK)
1163     if (tmp->type == DRINK || (tmp->type == POISON && !QUERY_FLAG (tmp, FLAG_KNOWN_CURSED)))
1164     {
1165     pick_up (op, tmp);
1166     continue;
1167     }
1168    
1169     if (op->contr->mode & PU_POTION)
1170     if (tmp->type == POTION)
1171     {
1172     pick_up (op, tmp);
1173     continue;
1174     }
1175    
1176     /* spellbooks, skillscrolls and normal books/scrolls */
1177     if (op->contr->mode & PU_SPELLBOOK)
1178     if (tmp->type == SPELLBOOK)
1179     {
1180     pick_up (op, tmp);
1181     continue;
1182     }
1183 root 1.29
1184 root 1.18 if (op->contr->mode & PU_SKILLSCROLL)
1185     if (tmp->type == SKILLSCROLL)
1186     {
1187     pick_up (op, tmp);
1188     continue;
1189     }
1190 root 1.29
1191 root 1.18 if (op->contr->mode & PU_READABLES)
1192     if (tmp->type == BOOK || tmp->type == SCROLL)
1193     {
1194     pick_up (op, tmp);
1195     continue;
1196     }
1197    
1198     /* wands/staves/rods/horns */
1199     if (op->contr->mode & PU_MAGIC_DEVICE)
1200     if (tmp->type == WAND || tmp->type == ROD || tmp->type == HORN)
1201     {
1202     pick_up (op, tmp);
1203     continue;
1204     }
1205    
1206     /* pick up all magical items */
1207     if (op->contr->mode & PU_MAGICAL)
1208     if (QUERY_FLAG (tmp, FLAG_KNOWN_MAGICAL) && !QUERY_FLAG (tmp, FLAG_KNOWN_CURSED))
1209     {
1210     pick_up (op, tmp);
1211     continue;
1212     }
1213    
1214     if (op->contr->mode & PU_VALUABLES)
1215     {
1216     if (tmp->type == MONEY || tmp->type == GEM)
1217     {
1218     pick_up (op, tmp);
1219     continue;
1220     }
1221     }
1222    
1223     /* rings & amulets - talismans seems to be typed AMULET */
1224     if (op->contr->mode & PU_JEWELS)
1225     if (tmp->type == RING || tmp->type == AMULET)
1226     {
1227     pick_up (op, tmp);
1228 root 1.29 continue;
1229     }
1230    
1231     /* we don't forget dragon food */
1232     if (op->contr->mode & PU_FLESH)
1233     if (tmp->type == FLESH)
1234     {
1235     pick_up (op, tmp);
1236 root 1.18 continue;
1237     }
1238    
1239     /* bows and arrows. Bows are good for selling! */
1240     if (op->contr->mode & PU_BOW)
1241     if (tmp->type == BOW)
1242     {
1243     pick_up (op, tmp);
1244     continue;
1245     }
1246 root 1.29
1247 root 1.18 if (op->contr->mode & PU_ARROW)
1248     if (tmp->type == ARROW)
1249     {
1250     pick_up (op, tmp);
1251     continue;
1252     }
1253    
1254     /* all kinds of armor etc. */
1255     if (op->contr->mode & PU_ARMOUR)
1256     if (tmp->type == ARMOUR)
1257     {
1258     pick_up (op, tmp);
1259     continue;
1260     }
1261 root 1.29
1262 root 1.18 if (op->contr->mode & PU_HELMET)
1263     if (tmp->type == HELMET)
1264     {
1265     pick_up (op, tmp);
1266     continue;
1267     }
1268 root 1.29
1269 root 1.18 if (op->contr->mode & PU_SHIELD)
1270     if (tmp->type == SHIELD)
1271     {
1272     pick_up (op, tmp);
1273     continue;
1274     }
1275 root 1.29
1276 root 1.18 if (op->contr->mode & PU_BOOTS)
1277     if (tmp->type == BOOTS)
1278     {
1279     pick_up (op, tmp);
1280     continue;
1281     }
1282 root 1.29
1283 root 1.18 if (op->contr->mode & PU_GLOVES)
1284     if (tmp->type == GLOVES)
1285     {
1286     pick_up (op, tmp);
1287     continue;
1288     }
1289 root 1.29
1290 root 1.18 if (op->contr->mode & PU_CLOAK)
1291     if (tmp->type == CLOAK)
1292     {
1293     pick_up (op, tmp);
1294     continue;
1295     }
1296 elmex 1.1
1297 root 1.18 /* hoping to catch throwing daggers here */
1298     if (op->contr->mode & PU_MISSILEWEAPON)
1299     if (tmp->type == WEAPON && QUERY_FLAG (tmp, FLAG_IS_THROWN))
1300     {
1301     pick_up (op, tmp);
1302     continue;
1303     }
1304 elmex 1.1
1305 root 1.18 /* careful: chairs and tables are weapons! */
1306     if (op->contr->mode & PU_ALLWEAPON)
1307     {
1308     if (tmp->type == WEAPON && tmp->name != NULL)
1309     {
1310 root 1.148 if (strstr (tmp->name, "table") == NULL && strstr (tmp->arch->archname, "table") == NULL &&
1311     strstr (tmp->name, "chair") && strstr (tmp->arch->archname, "chair") == NULL)
1312 root 1.18 {
1313     pick_up (op, tmp);
1314     continue;
1315     }
1316     }
1317 root 1.29
1318 root 1.18 if (tmp->type == WEAPON && tmp->name == NULL)
1319     {
1320 root 1.148 if (strstr (tmp->arch->archname, "table") == NULL && strstr (tmp->arch->archname, "chair") == NULL)
1321 root 1.18 {
1322     pick_up (op, tmp);
1323     continue;
1324     }
1325     }
1326     }
1327 elmex 1.1
1328 root 1.18 /* misc stuff that's useful */
1329     if (op->contr->mode & PU_KEY)
1330     if (tmp->type == KEY || tmp->type == SPECIAL_KEY)
1331     {
1332     pick_up (op, tmp);
1333     continue;
1334     }
1335 elmex 1.1
1336 root 1.18 /* any of the last 4 bits set means we use the ratio for value
1337     * pickups */
1338     if (op->contr->mode & PU_RATIO)
1339     {
1340     /* use value density to decide what else to grab */
1341     /* >=7 was >= op->contr->mode */
1342     /* >=7 is the old standard setting. Now we take the last 4 bits
1343     * and multiply them by 5, giving 0..15*5== 5..75 */
1344     wvratio = (op->contr->mode & PU_RATIO) * 5;
1345     if ((query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1))) >= (unsigned int) wvratio)
1346     {
1347     pick_up (op, tmp);
1348 elmex 1.1 #if 0
1349 root 1.18 fprintf (stderr, "HIGH WEIGHT/VALUE [");
1350     if (tmp->name != NULL)
1351     {
1352     fprintf (stderr, "%s", tmp->name);
1353     }
1354     else
1355 root 1.148 fprintf (stderr, "%s", tmp->arch->archname);
1356 root 1.18 fprintf (stderr, ",%d] = ", tmp->type);
1357     fprintf (stderr, "%d\n", (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1))));
1358 elmex 1.1 #endif
1359 root 1.18 continue;
1360     }
1361     }
1362     } /* the new pickup model */
1363     }
1364 root 1.29
1365 root 1.18 return !stop;
1366 elmex 1.1 }
1367    
1368     /*
1369     * Find an arrow in the inventory and after that
1370     * in the right type container (quiver). Pointer to the
1371     * found object is returned.
1372     */
1373 root 1.18 object *
1374     find_arrow (object *op, const char *type)
1375 elmex 1.1 {
1376 root 1.103 object *tmp = 0;
1377 elmex 1.1
1378 root 1.18 for (op = op->inv; op; op = op->below)
1379     if (!tmp && op->type == CONTAINER && op->race == type && QUERY_FLAG (op, FLAG_APPLIED))
1380     tmp = find_arrow (op, type);
1381     else if (op->type == ARROW && op->race == type)
1382     return op;
1383 root 1.103
1384 root 1.18 return tmp;
1385 elmex 1.1 }
1386    
1387     /*
1388     * Similar to find_arrow, but looks for (roughly) the best arrow to use
1389     * against the target. A full test is not performed, simply a basic test
1390     * of resistances. The archer is making a quick guess at what he sees down
1391     * the hall. Failing that it does it's best to pick the highest plus arrow.
1392     */
1393 root 1.18 object *
1394     find_better_arrow (object *op, object *target, const char *type, int *better)
1395 elmex 1.1 {
1396 root 1.18 object *tmp = NULL, *arrow, *ntmp;
1397     int attacknum, attacktype, betterby = 0, i;
1398 elmex 1.1
1399 root 1.18 if (!type)
1400     return NULL;
1401 elmex 1.1
1402 root 1.18 for (arrow = op->inv; arrow; arrow = arrow->below)
1403     {
1404     if (arrow->type == CONTAINER && arrow->race == type && QUERY_FLAG (arrow, FLAG_APPLIED))
1405     {
1406     i = 0;
1407     ntmp = find_better_arrow (arrow, target, type, &i);
1408     if (i > betterby)
1409     {
1410     tmp = ntmp;
1411     betterby = i;
1412     }
1413     }
1414     else if (arrow->type == ARROW && arrow->race == type)
1415     {
1416     /* allways prefer assasination/slaying */
1417     if (target->race != NULL && arrow->slaying != NULL && strstr (arrow->slaying, target->race))
1418     {
1419     if (arrow->attacktype & AT_DEATH)
1420     {
1421     *better = 100;
1422     return arrow;
1423     }
1424     else
1425     {
1426     tmp = arrow;
1427     betterby = (arrow->magic + arrow->stats.dam) * 2;
1428     }
1429     }
1430     else
1431     {
1432     for (attacknum = 0; attacknum < NROFATTACKS; attacknum++)
1433     {
1434     attacktype = 1 << attacknum;
1435 root 1.149 if ((arrow->attacktype & attacktype) && (target->arch->resist[attacknum]) < 0)
1436     if (((arrow->magic + arrow->stats.dam) * (100 - target->arch->resist[attacknum]) / 100) > betterby)
1437 root 1.18 {
1438     tmp = arrow;
1439 root 1.149 betterby = (arrow->magic + arrow->stats.dam) * (100 - target->arch->resist[attacknum]) / 100;
1440 root 1.18 }
1441 root 1.11 }
1442 root 1.18 if ((2 + arrow->magic + arrow->stats.dam) > betterby)
1443     {
1444     tmp = arrow;
1445     betterby = 2 + arrow->magic + arrow->stats.dam;
1446 root 1.11 }
1447 root 1.18 if (arrow->title && (1 + arrow->magic + arrow->stats.dam) > betterby)
1448     {
1449     tmp = arrow;
1450     betterby = 1 + arrow->magic + arrow->stats.dam;
1451 root 1.11 }
1452     }
1453     }
1454 elmex 1.1 }
1455 root 1.18 if (tmp == NULL && arrow == NULL)
1456     return find_arrow (op, type);
1457 elmex 1.1
1458 root 1.18 *better = betterby;
1459     return tmp;
1460 elmex 1.1 }
1461    
1462     /* looks in a given direction, finds the first valid target, and calls
1463     * find_better_arrow to find a decent arrow to use.
1464     * op = the shooter
1465     * type = bow->race
1466     * dir = fire direction
1467     */
1468 root 1.18 object *
1469     pick_arrow_target (object *op, const char *type, int dir)
1470 elmex 1.1 {
1471 root 1.18 object *tmp = NULL;
1472 root 1.25 maptile *m;
1473 root 1.18 int i, mflags, found, number;
1474     sint16 x, y;
1475    
1476     if (op->map == NULL)
1477     return find_arrow (op, type);
1478    
1479     /* do a dex check */
1480     number = (die_roll (2, 40, op, PREFER_LOW) - 2) / 2;
1481     if (number > (op->stats.Dex + (op->chosen_skill ? op->chosen_skill->level : op->level)))
1482     return find_arrow (op, type);
1483    
1484     m = op->map;
1485     x = op->x;
1486     y = op->y;
1487    
1488     /* find the first target */
1489     for (i = 0, found = 0; i < 20; i++)
1490     {
1491     x += freearr_x[dir];
1492     y += freearr_y[dir];
1493     mflags = get_map_flags (m, &m, x, y, &x, &y);
1494     if (mflags & P_OUT_OF_MAP || mflags & P_BLOCKSVIEW)
1495     {
1496     tmp = NULL;
1497     break;
1498     }
1499     else if (GET_MAP_MOVE_BLOCK (m, x, y) == MOVE_FLY_LOW)
1500     {
1501     /* This block presumes arrows and the like are MOVE_FLY_SLOW -
1502     * perhaps a bad assumption.
1503     */
1504     tmp = NULL;
1505     break;
1506 root 1.11 }
1507 root 1.18 if (mflags & P_IS_ALIVE)
1508     {
1509     for (tmp = GET_MAP_OB (m, x, y); tmp; tmp = tmp->above)
1510     if (QUERY_FLAG (tmp, FLAG_ALIVE))
1511     {
1512     found++;
1513 root 1.11 break;
1514 root 1.18 }
1515     if (found)
1516     break;
1517 root 1.11 }
1518 elmex 1.1 }
1519 root 1.18 if (tmp == NULL)
1520     return find_arrow (op, type);
1521 elmex 1.1
1522 root 1.18 if (tmp->head)
1523     tmp = tmp->head;
1524 elmex 1.1
1525 root 1.18 return find_better_arrow (op, tmp, type, &i);
1526 elmex 1.1 }
1527    
1528     /*
1529     * Creature fires a bow - op can be monster or player. Returns
1530     * 1 if bow was actually fired, 0 otherwise.
1531     * op is the object firing the bow.
1532     * part is for multipart creatures - the part firing the bow.
1533     * dir is the direction of fire.
1534     * wc_mod is any special modifier to give (used in special player fire modes)
1535     * sx, sy are coordinates to fire arrow from - also used in some of the special
1536     * player fire modes.
1537     */
1538 root 1.18 int
1539     fire_bow (object *op, object *part, object *arrow, int dir, int wc_mod, sint16 sx, sint16 sy)
1540 elmex 1.1 {
1541 root 1.18 object *left, *bow;
1542 root 1.132 int mflags;
1543 root 1.25 maptile *m;
1544 elmex 1.1
1545 root 1.18 if (!dir)
1546     {
1547     new_draw_info (NDI_UNIQUE, 0, op, "You can't shoot yourself!");
1548     return 0;
1549 elmex 1.1 }
1550 root 1.48
1551 root 1.136 if (op->contr)
1552     bow = op->current_weapon;
1553 root 1.18 else
1554     {
1555     for (bow = op->inv; bow; bow = bow->below)
1556     /* Don't check for applied - monsters don't apply bows - in that way, they
1557     * don't need to switch back and forth between bows and weapons.
1558     */
1559     if (bow->type == BOW)
1560     break;
1561 root 1.11
1562 root 1.18 if (!bow)
1563     {
1564     LOG (llevError, "Range: bow without activated bow (%s).\n", &op->name);
1565     return 0;
1566 root 1.11 }
1567 root 1.118
1568     // optimisation: move object to top so we will find it quickly again
1569     if (bow->below)
1570     {
1571     bow->remove ();
1572     op->insert (bow);
1573     }
1574    
1575 elmex 1.1 }
1576 root 1.48
1577 root 1.18 if (!bow->race || !bow->skill)
1578     {
1579     new_draw_info_format (NDI_UNIQUE, 0, op, "Your %s is broken.", &bow->name);
1580     return 0;
1581 elmex 1.1 }
1582    
1583 root 1.18 if (arrow == NULL)
1584     {
1585     if ((arrow = find_arrow (op, bow->race)) == NULL)
1586     {
1587     if (op->type == PLAYER)
1588     new_draw_info_format (NDI_UNIQUE, 0, op, "You have no %s left.", &bow->race);
1589     /* FLAG_READY_BOW will get reset if the monsters picks up some arrows */
1590     else
1591     CLEAR_FLAG (op, FLAG_READY_BOW);
1592 root 1.116
1593 root 1.18 return 0;
1594 root 1.11 }
1595 elmex 1.1 }
1596 root 1.48
1597 root 1.18 mflags = get_map_flags (op->map, &m, sx, sy, &sx, &sy);
1598     if (mflags & P_OUT_OF_MAP)
1599 root 1.48 return 0;
1600    
1601 root 1.18 if (GET_MAP_MOVE_BLOCK (m, sx, sy) == MOVE_FLY_LOW)
1602     {
1603     new_draw_info (NDI_UNIQUE, 0, op, "Something is in the way.");
1604     return 0;
1605     }
1606    
1607     /* this should not happen, but sometimes does */
1608     if (arrow->nrof == 0)
1609     {
1610 root 1.33 arrow->destroy ();
1611 root 1.18 return 0;
1612     }
1613    
1614     left = arrow; /* these are arrows left to the player */
1615     arrow = get_split_ob (arrow, 1);
1616 root 1.48 if (!arrow)
1617 root 1.18 {
1618     new_draw_info_format (NDI_UNIQUE, 0, op, "You have no %s left.", &bow->race);
1619     return 0;
1620 elmex 1.1 }
1621 root 1.48
1622 root 1.34 arrow->set_owner (op);
1623 root 1.18 arrow->skill = bow->skill;
1624     arrow->direction = dir;
1625    
1626 root 1.124 arrow->stats.sp = arrow->stats.wc; /* save original wc, dam, attacktype and slaying */
1627     arrow->stats.hp = arrow->stats.dam;
1628     arrow->stats.grace = arrow->attacktype;
1629    
1630     if (arrow->slaying)
1631     arrow->spellarg = strdup (arrow->slaying);
1632    
1633 root 1.142 #if 0
1634 root 1.131 if (player *pl = op->contr)
1635 root 1.18 {
1636 root 1.142 float speed = pl->weapon_sp;
1637 root 1.132
1638 root 1.142 /* penalize ROF for bestarrow */
1639     if (pl->bowtype == bow_bestarrow)
1640     speed *= .9f;
1641     else
1642     speed *= 1.f + dex_bonus[op->stats.Dex] * .2f;
1643 root 1.131
1644 root 1.142 op->speed_left += speed - op->speed;
1645     }
1646 root 1.132 #endif
1647 elmex 1.1
1648 root 1.18 SET_ANIMATION (arrow, arrow->direction);
1649 root 1.116
1650 root 1.18 /* update the speed */
1651 root 1.142 arrow->speed = ((bow->flag [FLAG_NO_STRENGTH] ? 0 : dam_bonus[op->stats.Str]) + bow->magic + arrow->magic) / 5.f
1652     + bow->stats.dam / 7.f;
1653 root 1.18
1654 root 1.142 arrow->set_speed (max (arrow->speed, 2.f));
1655 root 1.18 arrow->speed_left = 0;
1656    
1657 root 1.129 int wc = op->stats.wc + wc_mod - arrow->magic - arrow->stats.wc;
1658 root 1.116
1659 root 1.18 if (op->type == PLAYER)
1660     {
1661 root 1.116 arrow->level = op->chosen_skill ? op->chosen_skill->level : op->level;
1662 root 1.129 wc -= dex_bonus[op->stats.Dex];
1663 root 1.18
1664 root 1.116 if (!arrow->slaying)
1665     arrow->slaying = op->slaying;
1666 root 1.124
1667     arrow->attacktype |= op->attacktype;
1668 elmex 1.1 }
1669 root 1.18 else
1670     {
1671     arrow->level = op->level;
1672 root 1.116 arrow->stats.wc -= bow->magic;
1673    
1674     if (!arrow->slaying)
1675     arrow->slaying = bow->slaying;
1676 root 1.124
1677     arrow->attacktype |= bow->attacktype;
1678 elmex 1.1 }
1679 root 1.24
1680 root 1.129 wc -= arrow->level;
1681     arrow->stats.dam = clamp (arrow->stats.dam + op->stats.dam + arrow->magic, MIN_DAM, MAX_DAM);
1682 root 1.24
1683 root 1.129 arrow->stats.wc = clamp (wc, MIN_WC, MAX_WC);
1684 root 1.18 arrow->move_type = MOVE_FLY_LOW;
1685     arrow->move_on = MOVE_FLY_LOW | MOVE_WALK;
1686    
1687     play_sound_map (op->map, op->x, op->y, SOUND_FIRE_ARROW);
1688 root 1.70 m->insert (arrow, sx, sy, op);
1689 root 1.18
1690 root 1.24 if (!arrow->destroyed ())
1691 root 1.18 move_arrow (arrow);
1692 elmex 1.1
1693 root 1.18 if (op->type == PLAYER)
1694     {
1695 root 1.24 if (left->destroyed ())
1696     esrv_del_item (op->contr, left->count);
1697 root 1.18 else
1698     esrv_send_item (op, left);
1699 elmex 1.1 }
1700 root 1.24
1701 root 1.18 return 1;
1702 elmex 1.1 }
1703    
1704     /* Special fire code for players - this takes into
1705     * account the special fire modes players can have
1706     * but monsters can't. Putting that code here
1707     * makes the fire_bow code much cleaner.
1708     * this function should only be called if 'op' is a player,
1709     * hence the function name.
1710     */
1711 root 1.18 int
1712     player_fire_bow (object *op, int dir)
1713 elmex 1.1 {
1714 root 1.18 int ret = 0, wcmod = 0;
1715    
1716     if (op->contr->bowtype == bow_bestarrow)
1717     {
1718 root 1.118 ret = fire_bow (op, op, pick_arrow_target (op, op->contr->ranged_ob->race, dir), dir, 0, op->x, op->y);
1719 root 1.18 }
1720     else if (op->contr->bowtype >= bow_n && op->contr->bowtype <= bow_nw)
1721     {
1722     if (!similar_direction (dir, op->contr->bowtype - bow_n + 1))
1723     wcmod = -1;
1724 root 1.74
1725 root 1.18 ret = fire_bow (op, op, NULL, op->contr->bowtype - bow_n + 1, wcmod, op->x, op->y);
1726     }
1727     else if (op->contr->bowtype == bow_threewide)
1728     {
1729     ret = fire_bow (op, op, NULL, dir, 0, op->x, op->y);
1730     ret |= fire_bow (op, op, NULL, dir, -5, op->x + freearr_x[absdir (dir + 2)], op->y + freearr_y[absdir (dir + 2)]);
1731     ret |= fire_bow (op, op, NULL, dir, -5, op->x + freearr_x[absdir (dir - 2)], op->y + freearr_y[absdir (dir - 2)]);
1732     }
1733     else if (op->contr->bowtype == bow_spreadshot)
1734     {
1735     ret |= fire_bow (op, op, NULL, dir, 0, op->x, op->y);
1736     ret |= fire_bow (op, op, NULL, absdir (dir - 1), -5, op->x, op->y);
1737     ret |= fire_bow (op, op, NULL, absdir (dir + 1), -5, op->x, op->y);
1738 elmex 1.1 }
1739 root 1.18 else
1740     {
1741     /* Simple case */
1742     ret = fire_bow (op, op, NULL, dir, 0, op->x, op->y);
1743     }
1744 root 1.121
1745 root 1.18 return ret;
1746 elmex 1.1 }
1747    
1748     /* Fires a misc (wand/rod/horn) object in 'dir'.
1749     * Broken apart from 'fire' to keep it more readable.
1750     */
1751 root 1.18 void
1752     fire_misc_object (object *op, int dir)
1753 elmex 1.1 {
1754 root 1.118 object *item = op->contr->ranged_ob;
1755 elmex 1.1
1756 root 1.118 if (!item)
1757 root 1.18 {
1758     new_draw_info (NDI_UNIQUE, 0, op, "You have range item readied.");
1759     return;
1760 elmex 1.1 }
1761    
1762 root 1.18 if (!item->inv)
1763     {
1764     LOG (llevError, "Object %s lacks a spell\n", &item->name);
1765     return;
1766 elmex 1.1 }
1767 root 1.118
1768 root 1.126 if (!op->change_weapon (item))
1769     return;
1770 root 1.121
1771 root 1.18 if (item->type == WAND)
1772     {
1773     if (item->stats.food <= 0)
1774     {
1775     play_sound_player_only (op->contr, SOUND_WAND_POOF, 0, 0);
1776     new_draw_info_format (NDI_UNIQUE, 0, op, "The %s goes poof.", query_base_name (item, 0));
1777 root 1.121
1778 root 1.18 return;
1779 root 1.11 }
1780 root 1.18 }
1781     else if (item->type == ROD || item->type == HORN)
1782     {
1783     if (item->stats.hp < MAX (item->inv->stats.sp, item->inv->stats.grace))
1784     {
1785     play_sound_player_only (op->contr, SOUND_WAND_POOF, 0, 0);
1786 root 1.121
1787 root 1.18 if (item->type == ROD)
1788     new_draw_info_format (NDI_UNIQUE, 0, op, "The %s whines for a while, but nothing happens.", query_base_name (item, 0));
1789     else
1790     new_draw_info_format (NDI_UNIQUE, 0, op, "The %s needs more time to charge.", query_base_name (item, 0));
1791 root 1.121
1792 root 1.18 return;
1793 root 1.11 }
1794 elmex 1.1 }
1795    
1796 root 1.18 if (cast_spell (op, item, dir, item->inv, NULL))
1797     {
1798     SET_FLAG (op, FLAG_BEEN_APPLIED); /* You now know something about it */
1799     if (item->type == WAND)
1800     {
1801     if (!(--item->stats.food))
1802     {
1803     object *tmp;
1804    
1805     if (item->arch)
1806     {
1807     CLEAR_FLAG (item, FLAG_ANIMATE);
1808 root 1.149 item->face = item->arch->face;
1809 root 1.67 item->set_speed (0);
1810 root 1.11 }
1811 root 1.67
1812 root 1.49 if ((tmp = item->in_player ()))
1813 root 1.18 esrv_update_item (UPD_ANIM, tmp, item);
1814 root 1.11 }
1815     }
1816 root 1.18 else if (item->type == ROD || item->type == HORN)
1817 root 1.67 drain_rod_charge (item);
1818 elmex 1.1 }
1819     }
1820    
1821     /* Received a fire command for the player - go and do it.
1822     */
1823 root 1.142 bool
1824 root 1.18 fire (object *op, int dir)
1825     {
1826     int spellcost = 0;
1827 elmex 1.1
1828 root 1.18 /* check for loss of invisiblity/hide */
1829     if (action_makes_visible (op))
1830     make_visible (op);
1831 elmex 1.1
1832 root 1.118 player *pl = op->contr;
1833 elmex 1.1
1834 root 1.119 if (pl->golem)
1835     {
1836     control_golem (op->contr->golem, dir);
1837 root 1.142 return false;
1838 root 1.119 }
1839    
1840     object *ob = pl->ranged_ob;
1841 elmex 1.1
1842 root 1.119 if (!ob)
1843 root 1.142 return false;
1844 elmex 1.1
1845 root 1.136 if (!op->change_weapon (ob))
1846 root 1.142 return false;
1847    
1848     if (op->speed_left > 0.f)
1849     --op->speed_left;
1850     else
1851     return false;
1852 root 1.136
1853 root 1.119 switch (ob->type)
1854 root 1.118 {
1855 root 1.119 case BOW:
1856 root 1.118 player_fire_bow (op, dir);
1857 root 1.119 break;
1858    
1859     case SPELL:
1860     spellcost = cast_spell (op, op, dir, ob, pl->spellparam[0] ? pl->spellparam : 0);
1861     break;
1862 root 1.113
1863 root 1.119 case BUILDER:
1864 root 1.20 apply_map_builder (op, dir);
1865 root 1.119 break;
1866    
1867     case SKILL:
1868     do_skill (op, op, ob, dir, 0);
1869     break;
1870    
1871     default:
1872     fire_misc_object (op, dir);
1873     break;
1874 elmex 1.1 }
1875 root 1.142
1876     return true;
1877 elmex 1.1 }
1878    
1879     /* find_key
1880     * We try to find a key for the door as passed. If we find a key
1881     * and successfully use it, we return the key, otherwise NULL
1882     * This function merges both normal and locked door, since the logic
1883     * for both is the same - just the specific key is different.
1884     * pl is the player,
1885     * inv is the objects inventory to searched
1886     * door is the door we are trying to match against.
1887     * This function can be called recursively to search containers.
1888     */
1889 root 1.18 object *
1890     find_key (object *pl, object *container, object *door)
1891 elmex 1.1 {
1892 root 1.18 object *tmp, *key;
1893 elmex 1.1
1894 root 1.18 /* Should not happen, but sanity checking is never bad */
1895 root 1.103 if (!container->inv)
1896     return 0;
1897 elmex 1.1
1898 root 1.18 /* First, lets try to find a key in the top level inventory */
1899 root 1.103 for (tmp = container->inv; tmp; tmp = tmp->below)
1900 root 1.18 {
1901     if (door->type == DOOR && tmp->type == KEY)
1902     break;
1903     /* For sanity, we should really check door type, but other stuff
1904     * (like containers) can be locked with special keys
1905     */
1906     if (tmp->slaying && tmp->type == SPECIAL_KEY && tmp->slaying == door->slaying)
1907     break;
1908     }
1909 root 1.103
1910 root 1.18 /* No key found - lets search inventories now */
1911     /* If we find and use a key in an inventory, return at that time.
1912     * otherwise, if we search all the inventories and still don't find
1913     * a key, return
1914     */
1915     if (!tmp)
1916     {
1917 root 1.103 for (tmp = container->inv; tmp; tmp = tmp->below)
1918 root 1.18 {
1919     /* No reason to search empty containers */
1920     if (tmp->type == CONTAINER && tmp->inv)
1921     {
1922 root 1.103 if ((key = find_key (pl, tmp, door)))
1923 root 1.18 return key;
1924     }
1925     }
1926 root 1.103
1927 root 1.18 if (!tmp)
1928     return NULL;
1929 elmex 1.1 }
1930 root 1.103
1931 root 1.18 /* We get down here if we have found a key. Now if its in a container,
1932     * see if we actually want to use it
1933     */
1934     if (pl != container)
1935     {
1936     /* Only let players use keys in containers */
1937     if (!pl->contr)
1938     return NULL;
1939     /* cases where this fails:
1940     * If we only search the player inventory, return now since we
1941     * are not in the players inventory.
1942     * If the container is not active, return now since only active
1943     * containers can be used.
1944     * If we only search keyrings and the container does not have
1945     * a race/isn't a keyring.
1946     * No checking for all containers - to fall through past here,
1947     * inv must have been an container and must have been active.
1948     *
1949     * Change the color so that the message doesn't disappear with
1950     * all the others.
1951     */
1952     if (pl->contr->usekeys == key_inventory ||
1953     !QUERY_FLAG (container, FLAG_APPLIED) ||
1954     (pl->contr->usekeys == keyrings && (!container->race || strcmp (container->race, "keys"))))
1955     {
1956     new_draw_info_format (NDI_UNIQUE | NDI_BROWN, 0, pl,
1957     "The %s in your %s vibrates as you approach the door", query_name (tmp), query_name (container));
1958     return NULL;
1959 root 1.11 }
1960 elmex 1.1 }
1961 root 1.103
1962 root 1.18 return tmp;
1963 elmex 1.1 }
1964    
1965     /* moved door processing out of move_player_attack.
1966     * returns 1 if player has opened the door with a key
1967     * such that the caller should not do anything more,
1968     * 0 otherwise
1969     */
1970 root 1.18 static int
1971     player_attack_door (object *op, object *door)
1972 elmex 1.1 {
1973 root 1.142 /* If its a door, try to find a key. If we do destroy the door,
1974 root 1.18 * might as well return immediately as there is nothing more to do -
1975     * otherwise, we fall through to the rest of the code.
1976     */
1977     object *key = find_key (op, op, door);
1978    
1979 root 1.142 /* If we found a key, do some extra work */
1980 root 1.18 if (key)
1981     {
1982     object *container = key->env;
1983    
1984     play_sound_map (op->map, op->x, op->y, SOUND_OPEN_DOOR);
1985 root 1.117
1986 root 1.18 if (action_makes_visible (op))
1987     make_visible (op);
1988 root 1.117
1989 root 1.18 if (door->inv && (door->inv->type == RUNE || door->inv->type == TRAP))
1990     spring_trap (door->inv, op);
1991 root 1.103
1992 root 1.18 if (door->type == DOOR)
1993 root 1.103 hit_player (door, 9998, op, AT_PHYSICAL, 1); /* Break through the door */
1994 root 1.18 else if (door->type == LOCKED_DOOR)
1995     {
1996     new_draw_info_format (NDI_UNIQUE, NDI_BROWN, op, "You open the door with the %s", query_short_name (key));
1997     remove_door2 (door); /* remove door without violence ;-) */
1998     }
1999 root 1.103
2000 root 1.18 /* Do this after we print the message */
2001     decrease_ob (key); /* Use up one of the keys */
2002     /* Need to update the weight the container the key was in */
2003     if (container != op)
2004     esrv_update_item (UPD_WEIGHT, op, container);
2005 root 1.103
2006 root 1.18 return 1; /* Nothing more to do below */
2007     }
2008     else if (door->type == LOCKED_DOOR)
2009     {
2010     /* Might as well return now - no other way to open this */
2011     new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, door->msg);
2012     return 1;
2013 elmex 1.1 }
2014 root 1.103
2015 root 1.18 return 0;
2016 elmex 1.1 }
2017    
2018     /* This function is just part of a breakup from move_player.
2019     * It should keep the code cleaner.
2020     * When this is called, the players direction has been updated
2021     * (taking into account confusion.) The player is also actually
2022     * going to try and move (not fire weapons).
2023     */
2024 root 1.142 bool
2025 root 1.18 move_player_attack (object *op, int dir)
2026 elmex 1.1 {
2027 root 1.18 int on_battleground;
2028    
2029 root 1.117 sint16 nx = freearr_x[dir] + op->x;
2030     sint16 ny = freearr_y[dir] + op->y;
2031 root 1.18
2032 root 1.49 on_battleground = op_on_battleground (op, 0, 0);
2033 root 1.18
2034 root 1.142 if (out_of_map (op->map, nx, ny))
2035     return false;
2036    
2037     if (!op->contr->braced && op->speed_left > 0.f && move_ob (op, dir, op))
2038     {
2039     --op->speed_left;
2040     return true;
2041     }
2042    
2043 root 1.18 /* If braced, or can't move to the square, and it is not out of the
2044     * map, attack it. Note order of if statement is important - don't
2045     * want to be calling move_ob if braced, because move_ob will move the
2046     * player. This is a pretty nasty hack, because if we could
2047     * move to some space, it then means that if we are braced, we should
2048     * do nothing at all. As it is, if we are braced, we go through
2049     * quite a bit of processing. However, it probably is less than what
2050     * move_ob uses.
2051     */
2052 root 1.142 maptile *m = op->map->xy_find (nx, ny);
2053    
2054     /* Go through all the objects, and find ones of interest. Only stop if
2055     * we find a monster - that is something we know we want to attack.
2056     * if its a door or barrel (can roll) see if there may be monsters
2057     * on the space
2058     */
2059     object *mon;
2060     for (mon = m->at (nx, ny).bot; mon; mon = mon->above)
2061 root 1.18 {
2062 root 1.142 if ((mon->flag [FLAG_ALIVE]
2063     || mon->type == LOCKED_DOOR
2064     || mon->flag [FLAG_CAN_ROLL])
2065     && mon != op)
2066     break;
2067     }
2068    
2069     if (!mon) /* This happens anytime the player tries to move */
2070     return false; /* into a wall */
2071 root 1.18
2072 root 1.142 mon = mon->head_ ();
2073 root 1.11
2074 root 1.142 if ((mon->type == DOOR && mon->stats.hp >= 0) || (mon->type == LOCKED_DOOR))
2075     if (op->contr->weapon_sp_left > 0.f)
2076     if (player_attack_door (op, mon))
2077 root 1.18 {
2078 root 1.142 --op->contr->weapon_sp_left;
2079     return true;
2080 root 1.18 }
2081    
2082 root 1.142 /* The following deals with possibly attacking peaceful
2083     * or friendly creatures. Basically, all players are considered
2084     * unaggressive. If the moving player has peaceful set, then the
2085     * object should be pushed instead of attacked. It is assumed that
2086     * if you are braced, you will not attack friends accidently,
2087     * and thus will not push them.
2088     */
2089 root 1.18
2090 root 1.142 /* If the creature is a pet, push it even if the player is not
2091     * peaceful. Our assumption is the creature is a pet if the
2092     * player owns it and it is either friendly or unagressive.
2093     */
2094     if (op->type == PLAYER
2095     && ((mon->owner && mon->owner->contr
2096     && same_party (mon->owner->contr->party, op->contr->party))
2097     || mon->owner == op)
2098     && (QUERY_FLAG (mon, FLAG_UNAGGRESSIVE) || QUERY_FLAG (mon, FLAG_FRIENDLY)))
2099     {
2100     /* If we're braced, we don't want to switch places with it */
2101     if (op->contr->braced)
2102     return false;
2103 root 1.18
2104 root 1.142 if (op->speed_left > 0.f)
2105     {
2106     --op->speed_left;
2107 root 1.85
2108 root 1.18 play_sound_map (op->map, op->x, op->y, SOUND_PUSH_PLAYER);
2109 root 1.117 push_ob (mon, dir, op);
2110 root 1.142
2111 root 1.18 if (op->contr->tmp_invis || op->hide)
2112     make_visible (op);
2113 root 1.85
2114 root 1.142 return true;
2115 root 1.11 }
2116 root 1.142 else
2117     return false;
2118     }
2119 root 1.11
2120 root 1.142 /* in certain circumstances, you shouldn't attack friendly
2121     * creatures. Note that if you are braced, you can't push
2122     * someone, but put it inside this loop so that you won't
2123     * attack them either.
2124     */
2125     if ((mon->type == PLAYER || mon->enemy != op)
2126     && (mon->type == PLAYER || QUERY_FLAG (mon, FLAG_UNAGGRESSIVE) || QUERY_FLAG (mon, FLAG_FRIENDLY))
2127     && ((op->contr->peaceful
2128     || (mon->type == PLAYER && mon->contr->peaceful))
2129     && !on_battleground))
2130     {
2131     if (op->speed_left > 0.f)
2132 root 1.18 {
2133 root 1.142 --op->speed_left;
2134    
2135 root 1.18 if (!op->contr->braced)
2136     {
2137     play_sound_map (op->map, op->x, op->y, SOUND_PUSH_PLAYER);
2138 root 1.85 push_ob (mon, dir, op);
2139 root 1.18 }
2140     else
2141 root 1.49 new_draw_info (0, 0, op, "You withhold your attack");
2142    
2143 root 1.18 if (op->contr->tmp_invis || op->hide)
2144     make_visible (op);
2145 root 1.142
2146     return true;
2147 root 1.11 }
2148 root 1.142 }
2149     /* If the object is a boulder or other rollable object, then
2150     * roll it if not braced. You can't roll it if you are braced.
2151     */
2152     else if (QUERY_FLAG (mon, FLAG_CAN_ROLL) && (!op->contr->braced))
2153     {
2154     if (op->speed_left > 0.f)
2155     {
2156     --op->speed_left;
2157 elmex 1.1
2158 root 1.18 recursive_roll (mon, dir, op);
2159     if (action_makes_visible (op))
2160     make_visible (op);
2161 root 1.142
2162     return true;
2163 root 1.11 }
2164 root 1.142 }
2165     /* Any generic living creature. Including things like doors.
2166     * Way it works is like this: First, it must have some hit points
2167     * and be living. Then, it must be one of the following:
2168     * 1) Not a player, 2) A player, but of a different party. Note
2169     * that party_number -1 is no party, so attacks can still happen.
2170     */
2171     else if ((mon->stats.hp >= 0) && QUERY_FLAG (mon, FLAG_ALIVE) &&
2172     ((mon->type != PLAYER || op->contr->party == NULL || op->contr->party != mon->contr->party)))
2173     {
2174 root 1.143 if (op->contr->weapon_sp_left > 0.f && !op->flag [FLAG_WIZPASS])
2175 root 1.18 {
2176 root 1.142 --op->contr->weapon_sp_left;
2177 root 1.11
2178 root 1.49 skill_attack (mon, op, 0, 0, 0);
2179 root 1.11
2180 root 1.18 if (action_makes_visible (op))
2181     make_visible (op);
2182 root 1.142
2183     return true;
2184 root 1.11 }
2185 root 1.142 }
2186    
2187     return false;
2188 elmex 1.1 }
2189    
2190 root 1.142 bool
2191 root 1.18 move_player (object *op, int dir)
2192     {
2193     int pick;
2194 elmex 1.1
2195 root 1.84 if (!op->map || op->map->in_memory != MAP_IN_MEMORY)
2196 root 1.18 return 0;
2197 elmex 1.1
2198 root 1.18 /* Sanity check: make sure dir is valid */
2199     if ((dir < 0) || (dir >= 9))
2200     {
2201     LOG (llevError, "move_player: invalid direction %d\n", dir);
2202     return 0;
2203 elmex 1.1 }
2204    
2205 root 1.84 /* peterm: added following line */
2206 root 1.18 if (QUERY_FLAG (op, FLAG_CONFUSED) && dir)
2207 root 1.99 dir = absdir (dir + rndm (3) + rndm (3) - 2);
2208 root 1.18
2209     op->facing = dir;
2210    
2211     if (op->hide)
2212     do_hidden_move (op);
2213    
2214 root 1.142 bool retval;
2215    
2216 root 1.18 if (INVOKE_PLAYER (MOVE, op->contr, ARG_INT (dir)))
2217 root 1.142 retval = RESULT_INT (0);
2218 root 1.18 else if (op->contr->fire_on)
2219 root 1.142 retval = fire (op, dir);
2220 root 1.18 else
2221     {
2222 root 1.142 retval = move_player_attack (op, dir);
2223 root 1.18 pick = check_pick (op);
2224     }
2225 elmex 1.1
2226 root 1.18 /* Add special check for newcs players and fire on - this way, the
2227     * server can handle repeat firing.
2228     */
2229     if (op->contr->fire_on || (op->contr->run_on && pick != 0))
2230 root 1.49 op->direction = dir;
2231 root 1.18 else
2232 root 1.49 op->direction = 0;
2233    
2234 root 1.18 /* Update how the player looks. Use the facing, so direction may
2235     * get reset to zero. This allows for full animation capabilities
2236     * for players.
2237     */
2238     animate_object (op, op->facing);
2239 root 1.142
2240     return retval;
2241 elmex 1.1 }
2242    
2243     /* This is similar to handle_player, below, but is only used by the
2244     * new client/server stuff.
2245     * This is sort of special, in that the new client/server actually uses
2246     * the new speed values for commands.
2247     *
2248 root 1.142 * Returns true if there are more actions we can do. Should not do
2249     * many actions in a row, as that would be too unfair to other
2250     * players.
2251 elmex 1.1 */
2252 root 1.142 bool
2253 root 1.18 handle_newcs_player (object *op)
2254 elmex 1.1 {
2255 root 1.18 if (QUERY_FLAG (op, FLAG_SCARED))
2256     {
2257 root 1.142 if (op->speed_left > 0.f)
2258 root 1.18 {
2259 root 1.132 --op->speed_left;
2260 root 1.142 flee_player (op);
2261    
2262     return true;
2263 root 1.11 }
2264 root 1.142 else
2265     return false;
2266 elmex 1.1 }
2267    
2268 root 1.18 /* call this here - we also will call this in do_ericserver, but
2269     * the players time has been increased when doericserver has been
2270     * called, so we recheck it here.
2271     */
2272 root 1.83 if (op->contr->ns->handle_command ())
2273 root 1.142 return true;
2274 root 1.47
2275 root 1.142 if (op->direction && (op->contr->run_on || op->contr->fire_on))
2276     return move_player (op, op->direction);
2277 elmex 1.1
2278 root 1.142 return false;
2279 root 1.18 }
2280    
2281     int
2282     save_life (object *op)
2283     {
2284     if (!QUERY_FLAG (op, FLAG_LIFESAVE))
2285 elmex 1.1 return 0;
2286 root 1.18
2287 root 1.41 for (object *tmp = op->inv; tmp; tmp = tmp->below)
2288 root 1.18 if (QUERY_FLAG (tmp, FLAG_APPLIED) && QUERY_FLAG (tmp, FLAG_LIFESAVE))
2289     {
2290     play_sound_map (op->map, op->x, op->y, SOUND_OB_EVAPORATE);
2291     new_draw_info_format (NDI_UNIQUE, 0, op, "Your %s vibrates violently, then evaporates.", query_name (tmp));
2292 root 1.33
2293 root 1.18 if (op->contr)
2294     esrv_del_item (op->contr, tmp->count);
2295 root 1.33
2296     tmp->destroy ();
2297 root 1.18 CLEAR_FLAG (op, FLAG_LIFESAVE);
2298 root 1.33
2299 root 1.18 if (op->stats.hp < 0)
2300     op->stats.hp = op->stats.maxhp;
2301 root 1.33
2302 root 1.18 if (op->stats.food < 0)
2303     op->stats.food = 999;
2304 root 1.33
2305 root 1.54 op->update_stats ();
2306 root 1.18 return 1;
2307     }
2308 root 1.41
2309 root 1.18 LOG (llevError, "Error: LIFESAVE set without applied object.\n");
2310     CLEAR_FLAG (op, FLAG_LIFESAVE);
2311     enter_player_savebed (op); /* bring him home. */
2312     return 0;
2313 elmex 1.1 }
2314    
2315     /* This goes throws the inventory and removes unpaid objects, and puts them
2316     * back in the map (location and map determined by values of env). This
2317     * function will descend into containers. op is the object to start the search
2318     * from.
2319     */
2320 root 1.18 void
2321     remove_unpaid_objects (object *op, object *env)
2322 elmex 1.1 {
2323 root 1.18 while (op)
2324     {
2325 root 1.70 object *next = op->below; /* Make sure we have a good value, in case we remove object 'op' */
2326    
2327 root 1.18 if (QUERY_FLAG (op, FLAG_UNPAID))
2328     {
2329     if (env->type == PLAYER)
2330     esrv_del_item (env->contr, op->count);
2331 root 1.70
2332     op->insert_at (env);
2333 root 1.18 }
2334     else if (op->inv)
2335     remove_unpaid_objects (op->inv, env);
2336 root 1.41
2337 root 1.18 op = next;
2338 elmex 1.1 }
2339     }
2340    
2341     /*
2342     * Returns pointer a static string containing gravestone text
2343     * Moved from apply.c to player.c - player.c is what
2344     * actually uses this function. player.c may not be quite the
2345     * best, a misc file for object actions is probably better,
2346     * but there isn't one in the server directory.
2347     */
2348 root 1.18 char *
2349     gravestone_text (object *op)
2350 elmex 1.1 {
2351 root 1.18 static char buf2[MAX_BUF];
2352     char buf[MAX_BUF];
2353     time_t now = time (NULL);
2354    
2355     strcpy (buf2, " R.I.P.\n\n");
2356     if (op->type == PLAYER)
2357     sprintf (buf, "%s the %s\n", &op->name, op->contr->title);
2358     else
2359     sprintf (buf, "%s\n", &op->name);
2360 root 1.41
2361 root 1.18 strncat (buf2, " ", 20 - strlen (buf) / 2);
2362     strcat (buf2, buf);
2363     if (op->type == PLAYER)
2364     sprintf (buf, "who was in level %d when killed\n", op->level);
2365     else
2366     sprintf (buf, "who was in level %d when died.\n\n", op->level);
2367 root 1.41
2368 root 1.18 strncat (buf2, " ", 20 - strlen (buf) / 2);
2369     strcat (buf2, buf);
2370     if (op->type == PLAYER)
2371     {
2372     sprintf (buf, "by %s.\n\n", op->contr->killer);
2373     strncat (buf2, " ", 21 - strlen (buf) / 2);
2374     strcat (buf2, buf);
2375     }
2376 root 1.41
2377 root 1.18 strftime (buf, MAX_BUF, "%b %d %Y\n", localtime (&now));
2378     strncat (buf2, " ", 20 - strlen (buf) / 2);
2379     strcat (buf2, buf);
2380 root 1.41
2381 root 1.18 return buf2;
2382 elmex 1.1 }
2383    
2384 root 1.18 void
2385     do_some_living (object *op)
2386     {
2387     int last_food = op->stats.food;
2388 elmex 1.1 int gen_hp, gen_sp, gen_grace;
2389     int over_hp, over_sp, over_grace;
2390     int i;
2391     int rate_hp = 1200;
2392     int rate_sp = 2500;
2393     int rate_grace = 2000;
2394     const int max_hp = 1;
2395     const int max_sp = 1;
2396     const int max_grace = 1;
2397    
2398 root 1.107 if (op->contr->hidden)
2399     {
2400     op->invisible = 1000;
2401     /* the socket code flashes the player visible/invisible
2402     * depending on the value of invisible, so we need to
2403     * alternate it here for it to work correctly.
2404     */
2405     if (pticks & 2)
2406     op->invisible--;
2407     }
2408     else if (op->invisible && !(QUERY_FLAG (op, FLAG_MAKE_INVIS)))
2409     {
2410     if (!op->invisible--)
2411     {
2412     make_visible (op);
2413     new_draw_info (NDI_UNIQUE, 0, op, "Your invisibility spell runs out.");
2414     }
2415     }
2416    
2417 root 1.52 if (op->contr->ns->state == ST_PLAYING)
2418 root 1.18 {
2419     /* these next three if clauses make it possible to SLOW DOWN
2420     hp/grace/spellpoint regeneration. */
2421     if (op->contr->gen_hp >= 0)
2422     gen_hp = (op->contr->gen_hp + 1) * op->stats.maxhp;
2423     else
2424     {
2425     gen_hp = op->stats.maxhp;
2426     rate_hp -= rate_hp / 2 * op->contr->gen_hp;
2427     }
2428 root 1.55
2429 root 1.18 if (op->contr->gen_sp >= 0)
2430     gen_sp = (op->contr->gen_sp + 1) * op->stats.maxsp;
2431     else
2432     {
2433     gen_sp = op->stats.maxsp;
2434     rate_sp -= rate_sp / 2 * op->contr->gen_sp;
2435     }
2436 root 1.55
2437 root 1.18 if (op->contr->gen_grace >= 0)
2438     gen_grace = (op->contr->gen_grace + 1) * op->stats.maxgrace;
2439     else
2440     {
2441     gen_grace = op->stats.maxgrace;
2442     rate_grace -= rate_grace / 2 * op->contr->gen_grace;
2443     }
2444    
2445     /* Regenerate Spell Points */
2446 root 1.118 if (!op->contr->golem && --op->last_sp < 0)
2447 root 1.18 {
2448     gen_sp = gen_sp * 10 / (op->contr->gen_sp_armour < 10 ? 10 : op->contr->gen_sp_armour);
2449     if (op->stats.sp < op->stats.maxsp)
2450     {
2451     op->stats.sp++;
2452     /* dms do not consume food */
2453     if (!QUERY_FLAG (op, FLAG_WIZ))
2454     {
2455     op->stats.food--;
2456     if (op->contr->digestion < 0)
2457     op->stats.food += op->contr->digestion;
2458     else if (op->contr->digestion > 0 && random_roll (0, op->contr->digestion, op, PREFER_HIGH))
2459     op->stats.food = last_food;
2460     }
2461     }
2462 root 1.55
2463 root 1.18 if (max_sp > 1)
2464     {
2465     over_sp = (gen_sp + 10) / rate_sp;
2466     if (over_sp > 0)
2467     {
2468     if (op->stats.sp < op->stats.maxsp)
2469     {
2470     op->stats.sp += over_sp > max_sp ? max_sp : over_sp;
2471 root 1.55
2472 root 1.18 if (random_roll (0, rate_sp - 1, op, PREFER_LOW) > ((gen_sp + 10) % rate_sp))
2473     op->stats.sp--;
2474 root 1.55
2475 root 1.18 if (op->stats.sp > op->stats.maxsp)
2476     op->stats.sp = op->stats.maxsp;
2477     }
2478     op->last_sp = 0;
2479     }
2480     else
2481 root 1.55 op->last_sp = rate_sp / (gen_sp < 20 ? 30 : gen_sp + 10);
2482 root 1.18 }
2483     else
2484 root 1.55 op->last_sp = rate_sp / (gen_sp < 20 ? 30 : gen_sp + 10);
2485 root 1.18 }
2486    
2487     /* Regenerate Grace */
2488     /* I altered this a little - maximum grace is ony achieved through prayer -b.t. */
2489     if (--op->last_grace < 0)
2490     {
2491     if (op->stats.grace < op->stats.maxgrace / 2)
2492     op->stats.grace++; /* no penalty in food for regaining grace */
2493 root 1.55
2494 root 1.18 if (max_grace > 1)
2495     {
2496     over_grace = (gen_grace < 20 ? 30 : gen_grace + 10) / rate_grace;
2497     if (over_grace > 0)
2498     {
2499     op->stats.sp += over_grace
2500     + (random_roll (0, rate_grace - 1, op, PREFER_HIGH) > ((gen_grace < 20 ? 30 : gen_grace + 10) % rate_grace)) ? -1 : 0;
2501     op->last_grace = 0;
2502     }
2503     else
2504     {
2505     op->last_grace = rate_grace / (gen_grace < 20 ? 30 : gen_grace + 10);
2506     }
2507     }
2508     else
2509     {
2510     op->last_grace = rate_grace / (gen_grace < 20 ? 30 : gen_grace + 10);
2511     }
2512     /* wearing stuff doesn't detract from grace generation. */
2513     }
2514    
2515     /* Regenerate Hit Points */
2516     if (--op->last_heal < 0)
2517     {
2518     if (op->stats.hp < op->stats.maxhp)
2519     {
2520     op->stats.hp++;
2521     /* dms do not consume food */
2522     if (!QUERY_FLAG (op, FLAG_WIZ))
2523     {
2524     op->stats.food--;
2525     if (op->contr->digestion < 0)
2526     op->stats.food += op->contr->digestion;
2527     else if (op->contr->digestion > 0 && random_roll (0, op->contr->digestion, op, PREFER_HIGH))
2528     op->stats.food = last_food;
2529     }
2530     }
2531 root 1.55
2532 root 1.18 if (max_hp > 1)
2533     {
2534     over_hp = (gen_hp < 20 ? 30 : gen_hp + 10) / rate_hp;
2535     if (over_hp > 0)
2536     {
2537     op->stats.sp += over_hp + (RANDOM () % rate_hp > ((gen_hp < 20 ? 30 : gen_hp + 10) % rate_hp)) ? -1 : 0;
2538     op->last_heal = 0;
2539     }
2540     else
2541     {
2542     op->last_heal = rate_hp / (gen_hp < 20 ? 30 : gen_hp + 10);
2543     }
2544     }
2545     else
2546     {
2547     op->last_heal = rate_hp / (gen_hp < 20 ? 30 : gen_hp + 10);
2548     }
2549 root 1.11 }
2550 elmex 1.1
2551 root 1.18 /* Digestion */
2552     if (--op->last_eat < 0)
2553     {
2554     int bonus = op->contr->digestion > 0 ? op->contr->digestion : 0, penalty = op->contr->digestion < 0 ? -op->contr->digestion : 0;
2555    
2556     if (op->contr->gen_hp > 0)
2557     op->last_eat = 25 * (1 + bonus) / (op->contr->gen_hp + penalty + 1);
2558     else
2559     op->last_eat = 25 * (1 + bonus) / (penalty + 1);
2560 root 1.55
2561 root 1.18 /* dms do not consume food */
2562     if (!QUERY_FLAG (op, FLAG_WIZ))
2563     op->stats.food--;
2564 root 1.11 }
2565 elmex 1.1
2566 root 1.55 if (op->stats.food < 0 && op->stats.hp >= 0)
2567     {
2568     object *tmp, *flesh = 0;
2569 root 1.18
2570 root 1.55 for (tmp = op->inv; tmp; tmp = tmp->below)
2571 root 1.18 {
2572 root 1.55 if (!QUERY_FLAG (tmp, FLAG_UNPAID))
2573 root 1.18 {
2574 root 1.55 if (tmp->type == FOOD || tmp->type == DRINK || tmp->type == POISON)
2575     {
2576     new_draw_info (NDI_UNIQUE, 0, op, "You blindly grab for a bite of food.");
2577     manual_apply (op, tmp, 0);
2578     if (op->stats.food >= 0 || op->stats.hp < 0)
2579     break;
2580     }
2581     else if (tmp->type == FLESH)
2582     flesh = tmp;
2583     } /* End if paid for object */
2584     } /* end of for loop */
2585    
2586     /* If player is still starving, it means they don't have any food, so
2587     * eat flesh instead.
2588     */
2589     if (op->stats.food < 0 && op->stats.hp >= 0 && flesh)
2590     {
2591     new_draw_info (NDI_UNIQUE, 0, op, "You blindly grab for a bite of food.");
2592     manual_apply (op, flesh, 0);
2593     }
2594 root 1.11 }
2595 elmex 1.1
2596 root 1.55 while (op->stats.food < 0 && op->stats.hp >= 0)
2597     op->stats.food++, op->stats.hp--;
2598 elmex 1.1
2599 root 1.55 if (op->stats.hp < 0 && !QUERY_FLAG (op, FLAG_WIZ))
2600     kill_player (op);
2601     }
2602 elmex 1.1 }
2603    
2604     /* If the player should die (lack of hp, food, etc), we call this.
2605     * op is the player in jeopardy. If the player can not be saved (not
2606     * permadeath, no lifesave), this will take care of removing the player
2607     * file.
2608     */
2609 root 1.18 void
2610     kill_player (object *op)
2611 elmex 1.1 {
2612 root 1.18 char buf[MAX_BUF];
2613     int x, y;
2614    
2615     //int i;
2616 root 1.25 maptile *map; /* this is for resurrection */
2617 root 1.18
2618     /* int z;
2619     int num_stats_lose;
2620     int lost_a_stat;
2621     int lose_this_stat;
2622     int this_stat; */
2623     int will_kill_again;
2624     archetype *at;
2625     object *tmp;
2626    
2627     if (save_life (op))
2628     return;
2629    
2630    
2631     /* If player dies on BATTLEGROUND, no stat/exp loss! For Combat-Arenas
2632     * in cities ONLY!!! It is very important that this doesn't get abused.
2633     * Look at op_on_battleground() for more info --AndreasV
2634     */
2635     if (op_on_battleground (op, &x, &y))
2636     {
2637     new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, "You have been defeated in combat!");
2638     new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, "Local medics have saved your life...");
2639    
2640     /* restore player */
2641 root 1.22 at = archetype::find ("poisoning");
2642 root 1.70 if (object *tmp = present_arch_in_ob (at, op))
2643 root 1.18 {
2644 root 1.33 tmp->destroy ();
2645 root 1.18 new_draw_info (NDI_UNIQUE, 0, op, "Your body feels cleansed");
2646     }
2647 elmex 1.1
2648 root 1.22 at = archetype::find ("confusion");
2649 root 1.70 if (object *tmp = present_arch_in_ob (at, op))
2650 root 1.18 {
2651 root 1.33 tmp->destroy ();
2652 root 1.18 new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer");
2653     }
2654    
2655     cure_disease (op, 0); /* remove any disease */
2656     op->stats.hp = op->stats.maxhp;
2657     if (op->stats.food <= 0)
2658     op->stats.food = 999;
2659 elmex 1.1
2660 root 1.18 /* create a bodypart-trophy to make the winner happy */
2661 root 1.70 if (object *tmp = arch_to_object (archetype::find ("finger")))
2662 root 1.18 {
2663     sprintf (buf, "%s's finger", &op->name);
2664     tmp->name = buf;
2665     sprintf (buf, " This finger has been cut off %s\n"
2666     " the %s, when he was defeated at\n level %d by %s.\n",
2667     &op->name, op->contr->title, (int) (op->level), op->contr->killer);
2668     tmp->msg = buf;
2669 root 1.102 tmp->value = 0, tmp->type = 0;
2670     tmp->materialname = "organics";
2671 elmex 1.87 tmp->insert_at (op, tmp);
2672 root 1.18 }
2673 elmex 1.1
2674 root 1.18 /* teleport defeated player to new destination */
2675     transfer_ob (op, x, y, 0, NULL);
2676     op->contr->braced = 0;
2677     return;
2678 elmex 1.1 }
2679    
2680 root 1.18 INVOKE_PLAYER (DEATH, op->contr);
2681 root 1.3
2682 root 1.18 command_kill_pets (op, 0);
2683 elmex 1.1
2684 root 1.18 if (op->stats.food < 0)
2685     {
2686     sprintf (buf, "%s starved to death.", &op->name);
2687     strcpy (op->contr->killer, "starvation");
2688 elmex 1.1 }
2689 root 1.18 else
2690 root 1.89 sprintf (buf, "%s died.", &op->name);
2691 root 1.70
2692 root 1.18 play_sound_player_only (op->contr, SOUND_PLAYER_DIES, 0, 0);
2693 elmex 1.1
2694 root 1.18 /* save the map location for corpse, gravestone */
2695 root 1.70 x = op->x;
2696     y = op->y;
2697 root 1.18 map = op->map;
2698 elmex 1.1
2699 root 1.54 /* NOT_PERMADEATH code. This basically brings the character back to
2700     * life if they are dead - it takes some exp and a random stat.
2701     * See the config.h file for a little more in depth detail about this.
2702     */
2703    
2704     /* Basically two ways to go - remove a stat permanently, or just
2705     * make it depletion. This bunch of code deals with that aspect
2706     * of death.
2707     */
2708     #ifndef COZY_SERVER
2709     if (settings.balanced_stat_loss)
2710 root 1.18 {
2711 root 1.54 /* If stat loss is permanent, lose one stat only. */
2712     /* Lower level chars don't lose as many stats because they suffer
2713     more if they do. */
2714     /* Higher level characters can afford things such as potions of
2715     restoration, or better, stat potions. So we slug them that
2716     little bit harder. */
2717     /* GD */
2718     if (settings.stat_loss_on_death)
2719     num_stats_lose = 1;
2720     else
2721     num_stats_lose = 1 + op->level / BALSL_NUMBER_LOSSES_RATIO;
2722     }
2723     else
2724 root 1.70 num_stats_lose = 1;
2725    
2726 root 1.54 lost_a_stat = 0;
2727    
2728     for (z = 0; z < num_stats_lose; z++)
2729     {
2730     i = RANDOM () % NUM_STATS;
2731 root 1.11
2732 root 1.54 if (settings.stat_loss_on_death)
2733 root 1.18 {
2734 root 1.54 /* Pick a random stat and take a point off it. Tell the player
2735     * what he lost.
2736     */
2737     change_attr_value (&(op->stats), i, -1);
2738     check_stat_bounds (&(op->stats));
2739     change_attr_value (&(op->contr->orig_stats), i, -1);
2740     check_stat_bounds (&(op->contr->orig_stats));
2741     new_draw_info (NDI_UNIQUE, 0, op, lose_msg[i]);
2742     lost_a_stat = 1;
2743 root 1.18 }
2744     else
2745     {
2746 root 1.54 /* deplete a stat */
2747     archetype *deparch = archetype::find ("depletion");
2748     object *dep;
2749 root 1.11
2750 root 1.54 dep = present_arch_in_ob (deparch, op);
2751     if (!dep)
2752 root 1.18 {
2753 root 1.54 dep = arch_to_object (deparch);
2754     insert_ob_in_ob (dep, op);
2755 root 1.18 }
2756 root 1.54 lose_this_stat = 1;
2757     if (settings.balanced_stat_loss)
2758 root 1.18 {
2759 root 1.54 /* GD */
2760     /* Get the stat that we're about to deplete. */
2761     this_stat = get_attr_value (&(dep->stats), i);
2762     if (this_stat < 0)
2763     {
2764     int loss_chance = 1 + op->level / BALSL_LOSS_CHANCE_RATIO;
2765     int keep_chance = this_stat * this_stat;
2766 root 1.18
2767 root 1.54 /* Yes, I am paranoid. Sue me. */
2768     if (keep_chance < 1)
2769     keep_chance = 1;
2770 root 1.18
2771 root 1.54 /* There is a maximum depletion total per level. */
2772     if (this_stat < -1 - op->level / BALSL_MAX_LOSS_RATIO)
2773     {
2774     lose_this_stat = 0;
2775     /* Take loss chance vs keep chance to see if we
2776     retain the stat. */
2777     }
2778     else
2779     {
2780     if (random_roll (0, loss_chance + keep_chance - 1, op, PREFER_LOW) < keep_chance)
2781     lose_this_stat = 0;
2782     /* LOG(llevDebug, "Determining stat loss. Stat: %d Keep: %d Lose: %d Result: %s.\n",
2783     this_stat, keep_chance, loss_chance,
2784     lose_this_stat?"LOSE":"KEEP"); */
2785 root 1.11 }
2786     }
2787 root 1.54 }
2788 root 1.18
2789 root 1.54 if (lose_this_stat)
2790     {
2791     this_stat = get_attr_value (&(dep->stats), i);
2792     /* We could try to do something clever like find another
2793     * stat to reduce if this fails. But chances are, if
2794     * stats have been depleted to -50, all are pretty low
2795     * and should be roughly the same, so it shouldn't make a
2796     * difference.
2797     */
2798     if (this_stat >= -50)
2799 root 1.18 {
2800 root 1.54 change_attr_value (&(dep->stats), i, -1);
2801     SET_FLAG (dep, FLAG_APPLIED);
2802     new_draw_info (NDI_UNIQUE, 0, op, lose_msg[i]);
2803     op->update_stats ();
2804     lost_a_stat = 1;
2805 root 1.11 }
2806     }
2807     }
2808 root 1.54 }
2809     /* If no stat lost, tell the player. */
2810     if (!lost_a_stat)
2811     {
2812     /* determine_god() seems to not work sometimes... why is this?
2813     Should I be using something else? GD */
2814     const char *god = determine_god (op);
2815 root 1.18
2816 root 1.54 if (god && (strcmp (god, "none")))
2817     new_draw_info_format (NDI_UNIQUE, 0, op, "For a brief moment you feel the holy presence of %s protecting" " you.", god);
2818     else
2819     new_draw_info (NDI_UNIQUE, 0, op, "For a brief moment you feel a holy presence protecting you.");
2820     }
2821 root 1.28 #else
2822 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.");
2823 elmex 1.1 #endif
2824    
2825 root 1.54 /* Put a gravestone up where the character 'almost' died. List the
2826     * exp loss on the stone.
2827     */
2828     tmp = arch_to_object (archetype::find ("gravestone"));
2829     sprintf (buf, "%s's gravestone", &op->name);
2830     tmp->name = buf;
2831     sprintf (buf, "%s's gravestones", &op->name);
2832     tmp->name_pl = buf;
2833     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);
2834     tmp->msg = buf;
2835     tmp->x = op->x, tmp->y = op->y;
2836     insert_ob_in_map (tmp, op->map, NULL, 0);
2837    
2838     /**************************************/
2839     /* */
2840     /* Subtract the experience points, */
2841     /* if we died cause of food, give us */
2842     /* food, and reset HP's... */
2843     /* */
2844     /**************************************/
2845    
2846     /* remove any poisoning and confusion the character may be suffering. */
2847     /* restore player */
2848     at = archetype::find ("poisoning");
2849     tmp = present_arch_in_ob (at, op);
2850    
2851     if (tmp)
2852     {
2853     tmp->destroy ();
2854     new_draw_info (NDI_UNIQUE, 0, op, "Your body feels cleansed");
2855     }
2856    
2857     at = archetype::find ("confusion");
2858     tmp = present_arch_in_ob (at, op);
2859     if (tmp)
2860     {
2861     tmp->destroy ();
2862     new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer");
2863     }
2864    
2865     cure_disease (op, 0); /* remove any disease */
2866    
2867     /*add_exp(op, (op->stats.exp * -0.20)); */
2868     apply_death_exp_penalty (op);
2869     if (op->stats.food < 100)
2870     op->stats.food = 900;
2871     op->stats.hp = op->stats.maxhp;
2872     op->stats.sp = MAX (op->stats.sp, op->stats.maxsp);
2873     op->stats.grace = MAX (op->stats.grace, op->stats.maxgrace);
2874 root 1.11
2875 root 1.54 /*
2876 root 1.108 * Check to see if the player has any unpaid items. If so, remove them
2877     * and put them back in the map.
2878 root 1.54 */
2879 root 1.108 remove_unpaid_objects (op->inv, op);
2880 root 1.18
2881 root 1.54 /****************************************/
2882     /* */
2883     /* Move player to his current respawn- */
2884     /* position (usually last savebed) */
2885     /* */
2886     /****************************************/
2887 root 1.18
2888 root 1.54 enter_player_savebed (op);
2889 root 1.18
2890 root 1.54 op->contr->braced = 0;
2891 root 1.11
2892 root 1.54 /* it is possible that the player has blown something up
2893     * at his savebed location, and that can have long lasting
2894     * spell effects. So first see if there is a spell effect
2895     * on the space that might harm the player.
2896     */
2897     will_kill_again = 0;
2898     for (tmp = GET_MAP_OB (op->map, op->x, op->y); tmp; tmp = tmp->above)
2899     if (tmp->type == SPELL_EFFECT)
2900     will_kill_again |= tmp->attacktype;
2901 elmex 1.1
2902 root 1.54 if (will_kill_again)
2903 root 1.18 {
2904 root 1.54 object *force;
2905     int at;
2906 root 1.18
2907 root 1.54 force = get_archetype (FORCE_NAME);
2908     /* 50 ticks should be enough time for the spell to abate */
2909 root 1.133 force->speed = 0.1f;
2910     force->speed_left = -5.f;
2911 root 1.54 SET_FLAG (force, FLAG_APPLIED);
2912     for (at = 0; at < NROFATTACKS; at++)
2913     if (will_kill_again & (1 << at))
2914     force->resist[at] = 100;
2915 root 1.30
2916 root 1.54 insert_ob_in_ob (force, op);
2917     op->update_stats ();
2918 root 1.30
2919 root 1.54 }
2920 root 1.18
2921 root 1.54 new_draw_info (NDI_UNIQUE, 0, op, "YOU HAVE DIED.");
2922 elmex 1.1 }
2923    
2924 root 1.18 void
2925     loot_object (object *op)
2926     { /* Grab and destroy some treasure */
2927     object *tmp, *tmp2, *next;
2928 elmex 1.1
2929 root 1.103 op->close_container (); /* close open sack first */
2930 elmex 1.1
2931 root 1.54 for (tmp = op->inv; tmp; tmp = next)
2932 root 1.18 {
2933     next = tmp->below;
2934 root 1.54
2935 elmex 1.50 if (tmp->invisible)
2936 root 1.18 continue;
2937 root 1.54
2938 root 1.32 tmp->remove ();
2939 root 1.18 tmp->x = op->x, tmp->y = op->y;
2940 root 1.103
2941 root 1.18 if (tmp->type == CONTAINER)
2942 root 1.103 loot_object (tmp); /* empty container to ground */
2943    
2944 root 1.99 if (!QUERY_FLAG (tmp, FLAG_UNIQUE) && (QUERY_FLAG (tmp, FLAG_STARTEQUIP) || QUERY_FLAG (tmp, FLAG_NO_DROP) || !(rndm (3))))
2945 root 1.18 {
2946     if (tmp->nrof > 1)
2947     {
2948     tmp2 = get_split_ob (tmp, 1 + RANDOM () % (tmp->nrof - 1));
2949 root 1.33 tmp2->destroy ();
2950 root 1.18 insert_ob_in_map (tmp, op->map, NULL, 0);
2951     }
2952     else
2953 root 1.33 tmp->destroy ();
2954 root 1.18 }
2955     else
2956     insert_ob_in_map (tmp, op->map, NULL, 0);
2957     }
2958 elmex 1.1 }
2959    
2960     /*
2961     * fix_weight(): Check recursively the weight of all players, and fix
2962     * what needs to be fixed. Refresh windows and fix speed if anything
2963     * was changed.
2964     */
2965 root 1.18 void
2966     fix_weight (void)
2967     {
2968 root 1.61 for_all_players (pl)
2969 root 1.18 {
2970     int old = pl->ob->carrying, sum = sum_weight (pl->ob);
2971    
2972     if (old == sum)
2973     continue;
2974 root 1.54 pl->ob->update_stats ();
2975 root 1.18 LOG (llevDebug, "Fixed inventory in %s (%d -> %d)\n", &pl->ob->name, old, sum);
2976     }
2977 elmex 1.1 }
2978    
2979 root 1.18 void
2980     fix_luck (void)
2981     {
2982 root 1.61 for_all_players (pl)
2983 root 1.52 if (!pl->ob->contr->ns->state)
2984 root 1.54 pl->ob->change_luck (0);
2985 elmex 1.1 }
2986    
2987     /* cast_dust() - handles op throwing objects of type 'DUST'.
2988     * This is much simpler in the new spell code - we basically
2989     * just treat this as any other spell casting object.
2990     */
2991 elmex 1.2 void
2992 root 1.18 cast_dust (object *op, object *throw_ob, int dir)
2993 elmex 1.2 {
2994     object *skop, *spob;
2995    
2996     skop = find_skill_by_name (op, throw_ob->skill);
2997    
2998     /* casting POTION 'dusts' is really a use_magic_item skill */
2999     if (op->type == PLAYER && throw_ob->type == POTION && !skop)
3000     {
3001 root 1.18 LOG (llevError, "Player %s lacks critical skill use_magic_item!\n", &op->name);
3002 elmex 1.2 return;
3003     }
3004    
3005     spob = throw_ob->inv;
3006    
3007     // elmex Tue Aug 15 17:19:46 CEST 2006: Added this check to
3008     // not pass NULL to cast_spell (which did indeed check itself, but
3009     // errors should be reported as early as possible IMHO)
3010     if (!spob)
3011     {
3012 root 1.18 LOG (llevError, "cast_dust: thrown object %s (by %s) had no spell in it!", &throw_ob->name, &op->name);
3013 elmex 1.2 return;
3014 elmex 1.1 }
3015    
3016 elmex 1.2 if (op->type == PLAYER)
3017 root 1.14 new_draw_info_format (NDI_UNIQUE, 0, op, "You cast %s.", &spob->name);
3018 elmex 1.2
3019     cast_spell (op, throw_ob, dir, spob, NULL);
3020    
3021 root 1.33 throw_ob->destroy ();
3022 elmex 1.1 }
3023    
3024 root 1.18 void
3025     make_visible (object *op)
3026     {
3027     op->hide = 0;
3028     op->invisible = 0;
3029     if (op->type == PLAYER)
3030     {
3031     op->contr->tmp_invis = 0;
3032     op->contr->invis_race = 0;
3033     }
3034 root 1.107
3035     update_object (op, UP_OBJ_CHANGE);
3036 root 1.18 }
3037    
3038     int
3039     is_true_undead (object *op)
3040     {
3041 root 1.149 if (QUERY_FLAG (op->arch, FLAG_UNDEAD))
3042 root 1.18 return 1;
3043    
3044 elmex 1.1 return 0;
3045     }
3046    
3047     /* look at the surrounding terrain to determine
3048     * the hideability of this object. Positive levels
3049     * indicate greater hideability.
3050     */
3051    
3052 root 1.18 int
3053     hideability (object *ob)
3054     {
3055     int i, level = 0, mflag;
3056     sint16 x, y;
3057    
3058     if (!ob || !ob->map)
3059     return 0;
3060    
3061     /* so, on normal lighted maps, its hard to hide */
3062     level = ob->map->darkness - 2;
3063    
3064     /* this also picks up whether the object is glowing.
3065     * If you carry a light on a non-dark map, its not
3066     * as bad as carrying a light on a pitch dark map */
3067     if (has_carried_lights (ob))
3068     level = -(10 + (2 * ob->map->darkness));
3069    
3070     /* scan through all nearby squares for terrain to hide in */
3071     for (i = 0, x = ob->x, y = ob->y; i < 9; i++, x = ob->x + freearr_x[i], y = ob->y + freearr_y[i])
3072     {
3073     mflag = get_map_flags (ob->map, NULL, x, y, NULL, NULL);
3074     if (mflag & P_OUT_OF_MAP)
3075     {
3076     continue;
3077     }
3078     if (mflag & P_BLOCKSVIEW) /* something to hide near! */
3079     level += 2;
3080     else /* open terrain! */
3081     level -= 1;
3082 elmex 1.1 }
3083 root 1.18
3084 elmex 1.1 #if 0
3085 root 1.18 LOG (llevDebug, "hideability of %s is %d\n", ob->name, level);
3086 elmex 1.1 #endif
3087 root 1.18 return level;
3088 elmex 1.1 }
3089    
3090     /* For Hidden creatures - a chance of becoming 'unhidden'
3091     * every time they move - as we subtract off 'invisibility'
3092     * AND, for players, if they move into a ridiculously unhideable
3093     * spot (surrounded by clear terrain in broad daylight). -b.t.
3094     */
3095 root 1.18 void
3096     do_hidden_move (object *op)
3097     {
3098     int hide = 0, num = random_roll (0, 19, op, PREFER_LOW);
3099     object *skop;
3100    
3101     if (!op || !op->map)
3102     return;
3103    
3104     skop = find_obj_by_type_subtype (op, SKILL, SK_HIDING);
3105    
3106     /* its *extremely* hard to run and sneak/hide at the same time! */
3107     if (op->type == PLAYER && op->contr->run_on)
3108 root 1.85 if (!skop || num >= skop->level)
3109     {
3110     new_draw_info (NDI_UNIQUE, 0, op, "You ran too much! You are no longer hidden!");
3111     make_visible (op);
3112     return;
3113     }
3114     else
3115     num += 20;
3116    
3117 root 1.18 num += op->map->difficulty;
3118     hide = hideability (op); /* modify by terrain hidden level */
3119     num -= hide;
3120 root 1.85
3121 root 1.18 if ((op->type == PLAYER && hide < -10) || ((op->invisible -= num) <= 0))
3122     {
3123     make_visible (op);
3124     if (op->type == PLAYER)
3125     new_draw_info (NDI_UNIQUE, 0, op, "You moved out of hiding! You are visible!");
3126 elmex 1.1 }
3127 root 1.18 else if (op->type == PLAYER && skop)
3128 root 1.85 change_exp (op, calc_skill_exp (op, NULL, skop), skop->skill, 0);
3129 elmex 1.1 }
3130    
3131     /* determine if who is standing near a hostile creature. */
3132    
3133 root 1.18 int
3134     stand_near_hostile (object *who)
3135     {
3136     object *tmp = NULL;
3137     int i, friendly = 0, player = 0, mflags;
3138 root 1.25 maptile *m;
3139 root 1.18 sint16 x, y;
3140    
3141     if (!who)
3142     return 0;
3143    
3144     if (who->type == PLAYER)
3145     player = 1;
3146    
3147     else
3148     friendly = QUERY_FLAG (who, FLAG_FRIENDLY);
3149    
3150     /* search adjacent squares */
3151     for (i = 1; i < 9; i++)
3152     {
3153     x = who->x + freearr_x[i];
3154     y = who->y + freearr_y[i];
3155     m = who->map;
3156     mflags = get_map_flags (m, &m, x, y, &x, &y);
3157     /* space must be blocked if there is a monster. If not
3158     * blocked, don't need to check this space.
3159     */
3160     if (mflags & P_OUT_OF_MAP)
3161     continue;
3162     if (OB_TYPE_MOVE_BLOCK (who, GET_MAP_MOVE_BLOCK (m, x, y)))
3163     continue;
3164    
3165 root 1.49 for (tmp = GET_MAP_OB (m, x, y); tmp; tmp = tmp->above)
3166 root 1.18 {
3167     if ((player ||friendly) &&QUERY_FLAG (tmp, FLAG_MONSTER) && !QUERY_FLAG (tmp, FLAG_UNAGGRESSIVE))
3168     return 1;
3169     else if (tmp->type == PLAYER)
3170     {
3171     /*don't let a hidden DM prevent you from hiding */
3172     if (!QUERY_FLAG (tmp, FLAG_WIZ) || tmp->contr->hidden == 0)
3173 root 1.11 return 1;
3174 root 1.18 }
3175 root 1.11 }
3176 elmex 1.1 }
3177 root 1.18 return 0;
3178 elmex 1.1 }
3179    
3180     /* check the player los field for viewability of the
3181     * object op. This function works fine for monsters,
3182     * but we dont worry if the object isnt the top one in
3183     * a pile (say a coin under a table would return "viewable"
3184     * by this routine). Another question, should we be
3185     * concerned with the direction the player is looking
3186     * in? Realistically, most of use cant see stuff behind
3187     * our backs...on the other hand, does the "facing" direction
3188     * imply the way your head, or body is facing? Its possible
3189     * for them to differ. Sigh, this fctn could get a bit more complex.
3190     * -b.t.
3191     * This function is now map tiling safe.
3192     */
3193    
3194 root 1.18 int
3195     player_can_view (object *pl, object *op)
3196     {
3197     rv_vector rv;
3198     int dx, dy;
3199    
3200     if (pl->type != PLAYER)
3201     {
3202     LOG (llevError, "player_can_view() called for non-player object\n");
3203     return -1;
3204 elmex 1.1 }
3205 root 1.74
3206 root 1.18 if (!pl || !op)
3207 elmex 1.1 return 0;
3208 root 1.18
3209 root 1.74 op = op->head_ ();
3210    
3211 root 1.18 get_rangevector (pl, op, &rv, 0x1);
3212    
3213     /* starting with the 'head' part, lets loop
3214     * through the object and find if it has any
3215     * part that is in the los array but isnt on
3216     * a blocked los square.
3217     * we use the archetype to figure out offsets.
3218     */
3219     while (op)
3220     {
3221 root 1.149 dx = rv.distance_x + op->arch->x;
3222     dy = rv.distance_y + op->arch->y;
3223 root 1.18
3224     /* only the viewable area the player sees is updated by LOS
3225     * code, so we need to restrict ourselves to that range of values
3226     * for any meaningful values.
3227     */
3228 root 1.52 if (FABS (dx) <= (pl->contr->ns->mapx / 2) &&
3229     FABS (dy) <= (pl->contr->ns->mapy / 2) &&
3230     !pl->contr->blocked_los[dx + (pl->contr->ns->mapx / 2)][dy + (pl->contr->ns->mapy / 2)])
3231 root 1.18 return 1;
3232     op = op->more;
3233     }
3234     return 0;
3235 elmex 1.1 }
3236    
3237     /* routine for both players and monsters. We call this when
3238     * there is a possibility for our action distrubing our hiding
3239     * place or invisiblity spell. Artefact invisiblity is not
3240     * effected by this. If we arent invisible to begin with, we
3241     * return 0.
3242     */
3243 root 1.18 int
3244     action_makes_visible (object *op)
3245     {
3246    
3247     if (op->invisible && QUERY_FLAG (op, FLAG_ALIVE))
3248     {
3249     if (QUERY_FLAG (op, FLAG_MAKE_INVIS))
3250     return 0;
3251    
3252     if (op->contr && op->contr->tmp_invis == 0)
3253     return 0;
3254 elmex 1.1
3255 root 1.18 /* If monsters, they should become visible */
3256     if (op->hide || !op->contr || (op->contr && op->contr->tmp_invis))
3257     {
3258     new_draw_info_format (NDI_UNIQUE, 0, op, "You become %s!", op->hide ? "unhidden" : "visible");
3259     return 1;
3260 root 1.11 }
3261 elmex 1.1 }
3262 root 1.18 return 0;
3263 elmex 1.1 }
3264    
3265     /* op_on_battleground - checks if the given object op (usually
3266     * a player) is standing on a valid battleground-tile,
3267     * function returns TRUE/FALSE. If true x, y returns the battleground
3268     * -exit-coord. (and if x, y not NULL)
3269     * 19 March 2005 - josh@woosworld.net modifed to check if the battleground also has slaying, maxhp, and maxsp set
3270     * and if those are all set and the player has a marker that matches the slaying send them to a different x, y
3271     * Default is to do the same as before, so only people wanting to have different points need worry about this
3272     */
3273 root 1.18 int
3274     op_on_battleground (object *op, int *x, int *y)
3275     {
3276 elmex 1.1 object *tmp;
3277 root 1.18
3278 elmex 1.1 /* A battleground-tile needs the following attributes to be valid:
3279     * is_floor 1 (has to be the FIRST floor beneath the player's feet),
3280     * name="battleground", no_pick 1, type=58 (type BATTLEGROUND)
3281     * and the exit-coordinates sp/hp must both be > 0.
3282     * => The intention here is to prevent abuse of the battleground-
3283     * feature (like pickable or hidden battleground tiles). */
3284 root 1.18 for (tmp = op->below; tmp != NULL; tmp = tmp->below)
3285     {
3286     if (QUERY_FLAG (tmp, FLAG_IS_FLOOR))
3287     {
3288     if (QUERY_FLAG (tmp, FLAG_NO_PICK) &&
3289     strcmp (tmp->name, "battleground") == 0 && tmp->type == BATTLEGROUND && EXIT_X (tmp) && EXIT_Y (tmp))
3290     {
3291     /*before we assign the exit, check if this is a teambattle */
3292     if (EXIT_ALT_X (tmp) && EXIT_ALT_Y (tmp) && EXIT_PATH (tmp))
3293     {
3294     object *invtmp;
3295    
3296     for (invtmp = op->inv; invtmp != NULL; invtmp = invtmp->below)
3297     {
3298     if (invtmp->type == FORCE && invtmp->slaying && !strcmp (EXIT_PATH (tmp), invtmp->slaying))
3299     {
3300     if (x != NULL && y != NULL)
3301     *x = EXIT_ALT_X (tmp), *y = EXIT_ALT_Y (tmp);
3302     return 1;
3303     }
3304     }
3305     }
3306     if (x != NULL && y != NULL)
3307     *x = EXIT_X (tmp), *y = EXIT_Y (tmp);
3308     return 1;
3309     }
3310     }
3311 elmex 1.1 }
3312     /* If we got here, did not find a battleground */
3313     return 0;
3314     }
3315    
3316     /*
3317     * When a dragon-player gains a new stage of evolution,
3318     * he gets some treasure
3319     *
3320     * attributes:
3321     * object *who the dragon player
3322     * int atnr the attack-number of the ability focus
3323     * int level ability level
3324     */
3325 root 1.18 void
3326     dragon_ability_gain (object *who, int atnr, int level)
3327     {
3328     treasurelist *trlist = NULL; /* treasurelist */
3329     treasure *tr; /* treasure */
3330     object *tmp, *skop; /* tmp. object */
3331     object *item; /* treasure object */
3332     char buf[MAX_BUF]; /* tmp. string buffer */
3333     int i = 0, j = 0;
3334    
3335     /* get the appropriate treasurelist */
3336     if (atnr == ATNR_FIRE)
3337 root 1.110 trlist = treasurelist::find ("dragon_ability_fire");
3338 root 1.18 else if (atnr == ATNR_COLD)
3339 root 1.110 trlist = treasurelist::find ("dragon_ability_cold");
3340 root 1.18 else if (atnr == ATNR_ELECTRICITY)
3341 root 1.110 trlist = treasurelist::find ("dragon_ability_elec");
3342 root 1.18 else if (atnr == ATNR_POISON)
3343 root 1.110 trlist = treasurelist::find ("dragon_ability_poison");
3344 root 1.18
3345     if (trlist == NULL || who->type != PLAYER)
3346     return;
3347    
3348     for (i = 0, tr = trlist->items; tr != NULL && i < level - 1; tr = tr->next, i++);
3349    
3350 elmex 1.82 if (!tr || !tr->item)
3351 root 1.18 {
3352     /* LOG(llevDebug, "-> no more treasure for %s\n", change_resist_msg[atnr]); */
3353     return;
3354 elmex 1.1 }
3355    
3356 root 1.18 /* everything seems okay - now bring on the gift: */
3357 root 1.149 item = tr->item;
3358 elmex 1.1
3359 root 1.18 if (item->type == SPELL)
3360     {
3361     if (check_spell_known (who, item->name))
3362 root 1.11 return;
3363 root 1.18
3364     new_draw_info_format (NDI_UNIQUE | NDI_BLUE, 0, who, "You gained the ability of %s", &item->name);
3365     do_learn_spell (who, item, 0);
3366     return;
3367 elmex 1.1 }
3368    
3369 root 1.18 /* grant direct spell */
3370     if (item->type == SPELLBOOK)
3371     {
3372     if (!item->inv)
3373     {
3374     LOG (llevDebug, "dragon_ability_gain: Broken spellbook %s\n", &item->name);
3375     return;
3376     }
3377     if (check_spell_known (who, item->inv->name))
3378     return;
3379     if (item->invisible)
3380     {
3381     new_draw_info_format (NDI_UNIQUE | NDI_BLUE, 0, who, "You gained the ability of %s", &item->inv->name);
3382     do_learn_spell (who, item->inv, 0);
3383     return;
3384 root 1.11 }
3385 root 1.18 }
3386     else if (item->type == SKILL_TOOL && item->invisible)
3387     {
3388     if (item->subtype == SK_CLAWING && (skop = find_skill_by_name (who, item->skill)) != NULL)
3389     {
3390    
3391     /* should this perhaps be (skop->attackyp & item->attacktype)!=item->attacktype ...
3392     * in this way, if the player is missing any of the attacktypes, he gets
3393     * them. As it is now, if the player has any that match the granted skill,
3394     * but not all of them, he gets nothing.
3395     */
3396     if (!(skop->attacktype & item->attacktype))
3397     {
3398     /* Give new attacktype */
3399     skop->attacktype |= item->attacktype;
3400    
3401     /* always add physical if there's none */
3402     skop->attacktype |= AT_PHYSICAL;
3403    
3404     if (item->msg != NULL)
3405     new_draw_info (NDI_UNIQUE | NDI_BLUE, 0, who, item->msg);
3406    
3407     /* Give player new face */
3408     if (item->animation_id)
3409     {
3410     who->face = skop->face;
3411     who->animation_id = item->animation_id;
3412     who->anim_speed = item->anim_speed;
3413     who->last_anim = 0;
3414     who->state = 0;
3415     animate_object (who, who->direction);
3416     }
3417     }
3418 root 1.11 }
3419 elmex 1.1 }
3420 root 1.18 else if (item->type == FORCE)
3421     {
3422     /* forces in the treasurelist can alter the player's stats */
3423     object *skin;
3424 elmex 1.1
3425 root 1.18 /* first get the dragon skin force */
3426 root 1.52 shstr_cmp dragon_skin_force ("dragon_skin_force");
3427 root 1.148 for (skin = who->inv; skin && !(skin->arch->archname == dragon_skin_force); skin = skin->below)
3428 root 1.52 ;
3429    
3430     if (!skin)
3431 root 1.18 return;
3432    
3433     /* adding new spellpath attunements */
3434     if (item->path_attuned > 0 && !(skin->path_attuned & item->path_attuned))
3435     {
3436     skin->path_attuned |= item->path_attuned; /* add attunement to skin */
3437    
3438     /* print message */
3439     sprintf (buf, "You feel attuned to ");
3440     for (i = 0, j = 0; i < NRSPELLPATHS; i++)
3441     {
3442     if (item->path_attuned & (1 << i))
3443     {
3444     if (j)
3445     strcat (buf, " and ");
3446     else
3447     j = 1;
3448     strcat (buf, spellpathnames[i]);
3449     }
3450     }
3451     strcat (buf, ".");
3452     new_draw_info (NDI_UNIQUE | NDI_BLUE, 0, who, buf);
3453     }
3454    
3455     /* evtl. adding flags: */
3456     if (QUERY_FLAG (item, FLAG_XRAYS))
3457     SET_FLAG (skin, FLAG_XRAYS);
3458     if (QUERY_FLAG (item, FLAG_STEALTH))
3459     SET_FLAG (skin, FLAG_STEALTH);
3460     if (QUERY_FLAG (item, FLAG_SEE_IN_DARK))
3461     SET_FLAG (skin, FLAG_SEE_IN_DARK);
3462    
3463     /* print message if there is one */
3464     if (item->msg != NULL)
3465     new_draw_info (NDI_UNIQUE | NDI_BLUE, 0, who, item->msg);
3466     }
3467     else
3468     {
3469     /* generate misc. treasure */
3470     tmp = arch_to_object (tr->item);
3471     new_draw_info_format (NDI_UNIQUE | NDI_BLUE, 0, who, "You gained %s", query_short_name (tmp));
3472     tmp = insert_ob_in_ob (tmp, who);
3473     if (who->type == PLAYER)
3474     esrv_send_item (who, tmp);
3475 elmex 1.1 }
3476     }
3477    
3478     /**
3479     * Unready an object for a player. This function does nothing if the object was
3480     * not readied.
3481     */
3482 root 1.18 void
3483     player_unready_range_ob (player *pl, object *ob)
3484     {
3485 root 1.119 if (pl->ob->current_weapon == ob)
3486     pl->ob->current_weapon = 0;
3487    
3488 root 1.118 if (pl->combat_ob == ob)
3489 root 1.119 pl->combat_ob = 0;
3490 root 1.118
3491     if (pl->ranged_ob == ob)
3492 root 1.119 pl->ranged_ob = 0;
3493 elmex 1.1 }
3494 root 1.101
3495     sint8
3496     player::visibility_at (maptile *map, int x, int y) const
3497     {
3498     if (!ns)
3499     return 0;
3500    
3501     int dx, dy;
3502     if (!adjacent_map (map, ns->current_map, &dx, &dy))
3503     return 0;
3504    
3505     x += dx - ns->current_x + ns->mapx / 2;
3506     y += dy - ns->current_y + ns->mapy / 2;
3507    
3508     if (!IN_RANGE_EXC (x, 0, ns->mapx) || !IN_RANGE_EXC (y, 0, ns->mapy))
3509     return 0;
3510    
3511     return 100 - blocked_los [x][y];
3512     }