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Revision: 1.151
Committed: Sat Jun 16 00:12:20 2007 UTC (17 years ago) by root
Content type: text/plain
Branch: MAIN
Changes since 1.150: +2 -0 lines
Log Message:
add some debugging code, fix players not getting freed on logout

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 1.151
370     ob = observe = 0;
371 root 1.62 }
372    
373     player::~player ()
374     {
375 root 1.54 /* Clear item stack */
376     free (stack_items);
377 elmex 1.1 }
378    
379 root 1.54 /* Tries to add player on the connection passed in ns.
380 elmex 1.1 * All we can really get in this is some settings like host and display
381     * mode.
382     */
383 root 1.54 player *
384     player::create ()
385 root 1.18 {
386 root 1.54 player *pl = new player;
387 root 1.38
388 root 1.54 pl->set_object (arch_to_object (get_player_archetype (0)));
389 root 1.104
390     pl->ob->roll_stats ();
391     pl->ob->stats.wc = 2;
392     pl->ob->run_away = 25; /* Then we panick... */
393    
394 root 1.76 set_first_map (pl->ob);
395 root 1.26
396 root 1.54 return pl;
397 elmex 1.1 }
398    
399     /*
400     * get_player_archetype() return next player archetype from archetype
401     * list. Not very efficient routine, but used only creating new players.
402     * Note: there MUST be at least one player archetype!
403     */
404 root 1.18 archetype *
405     get_player_archetype (archetype *at)
406 elmex 1.1 {
407 root 1.149 archvec::iterator i = at ? archetypes.find (at) : archetypes.begin ();
408 root 1.18
409     for (;;)
410     {
411 root 1.149 if (++i == archetypes.end ())
412     i = archetypes.begin ();
413     else if (*i == at)
414     cleanup ("not a single player archetype found");
415 root 1.46
416 root 1.149 if ((*i)->type == PLAYER)
417     return *i;
418 elmex 1.1 }
419     }
420    
421 root 1.18 object *
422     get_nearest_player (object *mon)
423     {
424     object *op = NULL;
425     objectlink *ol;
426     unsigned lastdist;
427     rv_vector rv;
428    
429 root 1.92 for (ol = first_friendly_object, lastdist = 1000; ol; ol = ol->next)
430 root 1.18 {
431     /* We should not find free objects on this friendly list, but it
432     * does periodically happen. Given that, lets deal with it.
433     * While unlikely, it is possible the next object on the friendly
434     * list is also free, so encapsulate this in a while loop.
435     */
436     while (QUERY_FLAG (ol->ob, FLAG_FREED) || !QUERY_FLAG (ol->ob, FLAG_FRIENDLY))
437     {
438     object *tmp = ol->ob;
439    
440     /* Can't do much more other than log the fact, because the object
441     * itself will have been cleared.
442     */
443 root 1.92 LOG (llevDebug, "get_nearest_player: Found free/non friendly object '%s' on friendly list\n",
444     tmp->debug_desc ());
445 root 1.18 ol = ol->next;
446     remove_friendly_object (tmp);
447     if (!ol)
448     return op;
449     }
450 root 1.11
451 root 1.18 /* Remove special check for player from this. First, it looks to cause
452     * some crashes (ol->ob->contr not set properly?), but secondly, a more
453     * complicated method of state checking would be needed in any case -
454     * as it was, a clever player could type quit, and the function would
455     * skip them over while waiting for confirmation. Remove
456     * on_same_map check, as can_detect_enemy also does this
457     */
458     if (!can_detect_enemy (mon, ol->ob, &rv))
459     continue;
460 root 1.11
461 root 1.18 if (lastdist > rv.distance)
462     {
463     op = ol->ob;
464     lastdist = rv.distance;
465 root 1.11 }
466 elmex 1.1 }
467 root 1.61
468     for_all_players (pl)
469     if (can_detect_enemy (mon, pl->ob, &rv))
470     if (lastdist > rv.distance)
471 root 1.18 {
472 root 1.61 op = pl->ob;
473     lastdist = rv.distance;
474     }
475 elmex 1.1
476     #if 0
477 root 1.18 LOG (llevDebug, "get_nearest_player() finds player: %s\n", op ? &op->name : "(null)");
478 elmex 1.1 #endif
479 root 1.18 return op;
480 elmex 1.1 }
481    
482     /* I believe this can safely go to 2, 3 is questionable, 4 will likely
483     * result in a monster paths backtracking. It basically determines how large a
484     * detour a monster will take from the direction path when looking
485     * for a path to the player. The values are in the amount of direction
486     * the deviation is
487     */
488     #define DETOUR_AMOUNT 2
489    
490     /* This is used to prevent infinite loops. Consider a case where the
491     * player is in a chamber (with gate closed), and monsters are outside.
492     * with DETOUR_AMOUNT==2, the function will turn each corner, trying to
493     * find a path into the chamber. This is a good thing, but since there
494     * is no real path, it will just keep circling the chamber for
495     * ever (this could be a nice effect for monsters, but not for the function
496     * to get stuck in. I think for the monsters, if max is reached and
497     * we return the first direction the creature could move would result in the
498     * circling behaviour. Unfortunately, this function is also used to determined
499     * if the creature should cast a spell, so returning a direction in that case
500     * is probably not a good thing.
501     */
502     #define MAX_SPACES 50
503    
504     /*
505     * Returns the direction to the player, if valid. Returns 0 otherwise.
506     * modified to verify there is a path to the player. Does this by stepping towards
507     * player and if path is blocked then see if blockage is close enough to player that
508     * direction to player is changed (ie zig or zag). Continue zig zag until either
509     * reach player or path is blocked. Thus, will only return true if there is a free
510     * path to player. Though path may not be a straight line. Note that it will find
511     * player hiding along a corridor at right angles to the corridor with the monster.
512     *
513     * Modified by MSW 2001-08-06 to handle tiled maps. Various notes:
514     * 1) With DETOUR_AMOUNT being 2, it should still go and find players hiding
515     * down corriders.
516     * 2) I think the old code was broken if the first direction the monster
517     * should move was blocked - the code would store the first direction without
518     * verifying that the player can actually move in that direction. The new
519     * code does not store anything in firstdir until we have verified that the
520     * monster can in fact move one space in that direction.
521     * 3) I'm not sure how good this code will be for moving multipart monsters,
522     * since only simple checks to blocked are being called, which could mean the monster
523     * is blocking itself.
524     */
525 root 1.18 int
526     path_to_player (object *mon, object *pl, unsigned mindiff)
527     {
528     rv_vector rv;
529     sint16 x, y;
530     int lastx, lasty, dir, i, diff, firstdir = 0, lastdir, max = MAX_SPACES, mflags, blocked;
531 root 1.25 maptile *m, *lastmap;
532 root 1.18
533     get_rangevector (mon, pl, &rv, 0);
534    
535     if (rv.distance < mindiff)
536     return 0;
537    
538     x = mon->x;
539     y = mon->y;
540     m = mon->map;
541     dir = rv.direction;
542     lastdir = firstdir = rv.direction; /* perhaps we stand next to pl, init firstdir too */
543 root 1.100 diff = ::max (abs (rv.distance_x), abs (rv.distance_y));
544    
545 root 1.18 /* If we can't solve it within the search distance, return now. */
546     if (diff > max)
547     return 0;
548 root 1.100
549 root 1.18 while (diff > 1 && max > 0)
550     {
551     lastx = x;
552     lasty = y;
553     lastmap = m;
554     x = lastx + freearr_x[dir];
555     y = lasty + freearr_y[dir];
556    
557     mflags = get_map_flags (m, &m, x, y, &x, &y);
558     blocked = (mflags & P_OUT_OF_MAP) ? MOVE_ALL : GET_MAP_MOVE_BLOCK (m, x, y);
559    
560     /* Space is blocked - try changing direction a little */
561     if ((mflags & P_OUT_OF_MAP) || ((OB_TYPE_MOVE_BLOCK (mon, blocked) || (mflags & P_BLOCKSVIEW))
562     && (m == mon->map && blocked_link (mon, m, x, y))))
563     {
564     /* recalculate direction from last good location. Possible
565     * we were not traversing ideal location before.
566     */
567     get_rangevector_from_mapcoord (lastmap, lastx, lasty, pl, &rv, 0);
568     if (rv.direction != dir)
569     {
570     /* OK - says direction should be different - lets reset the
571     * the values so it will try again.
572     */
573     x = lastx;
574     y = lasty;
575     m = lastmap;
576     dir = firstdir = rv.direction;
577     }
578     else
579     {
580     /* direct path is blocked - try taking a side step to
581     * either the left or right.
582     * Note increase the values in the loop below to be
583     * more than -1/1 respectively will mean the monster takes
584     * bigger detour. Have to be careful about these values getting
585     * too big (3 or maybe 4 or higher) as the monster may just try
586     * stepping back and forth
587     */
588     for (i = -DETOUR_AMOUNT; i <= DETOUR_AMOUNT; i++)
589     {
590     if (i == 0)
591     continue; /* already did this, so skip it */
592     /* Use lastdir here - otherwise,
593     * since the direction that the creature should move in
594     * may change, you could get infinite loops.
595     * ie, player is northwest, but monster can only
596     * move west, so it does that. It goes some distance,
597     * gets blocked, finds that it should move north,
598     * can't do that, but now finds it can move east, and
599     * gets back to its original point. lastdir contains
600     * the last direction the creature has successfully
601     * moved.
602     */
603    
604     x = lastx + freearr_x[absdir (lastdir + i)];
605     y = lasty + freearr_y[absdir (lastdir + i)];
606     m = lastmap;
607     mflags = get_map_flags (m, &m, x, y, &x, &y);
608     if (mflags & P_OUT_OF_MAP)
609     continue;
610     blocked = GET_MAP_MOVE_BLOCK (m, x, y);
611     if (OB_TYPE_MOVE_BLOCK (mon, blocked))
612     continue;
613     if (mflags & P_BLOCKSVIEW)
614     continue;
615    
616     if (m == mon->map && blocked_link (mon, m, x, y))
617     break;
618     }
619     /* go through entire loop without finding a valid
620     * sidestep to take - thus, no valid path.
621     */
622     if (i == (DETOUR_AMOUNT + 1))
623     return 0;
624     diff--;
625     lastdir = dir;
626     max--;
627     if (!firstdir)
628     firstdir = dir + i;
629     } /* else check alternate directions */
630     } /* if blocked */
631     else
632     {
633     /* we moved towards creature, so diff is less */
634     diff--;
635     max--;
636     lastdir = dir;
637     if (!firstdir)
638     firstdir = dir;
639     }
640 root 1.100
641 root 1.18 if (diff <= 1)
642     {
643     /* Recalculate diff (distance) because we may not have actually
644     * headed toward player for entire distance.
645     */
646     get_rangevector_from_mapcoord (m, x, y, pl, &rv, 0);
647 root 1.100 diff = ::max (abs (rv.distance_x), abs (rv.distance_y));
648 root 1.18 }
649 root 1.100
650 root 1.18 if (diff > max)
651     return 0;
652     }
653 root 1.100
654 root 1.18 /* If we reached the max, didn't find a direction in time */
655     if (!max)
656     return 0;
657    
658     return firstdir;
659     }
660    
661     void
662     give_initial_items (object *pl, treasurelist * items)
663     {
664     object *op, *next = NULL;
665    
666     if (pl->randomitems != NULL)
667     create_treasure (items, pl, GT_STARTEQUIP | GT_ONLY_GOOD, 1, 0);
668    
669     for (op = pl->inv; op; op = next)
670     {
671     next = op->below;
672    
673     /* Forces get applied per default, unless they have the
674     * flag "neutral" set. Sorry but I can't think of a better way
675     */
676     if (op->type == FORCE && !QUERY_FLAG (op, FLAG_NEUTRAL))
677     SET_FLAG (op, FLAG_APPLIED);
678    
679     /* we never give weapons/armour if these cannot be used
680     * by this player due to race restrictions
681     */
682     if (pl->type == PLAYER)
683     {
684     if ((!QUERY_FLAG (pl, FLAG_USE_ARMOUR) &&
685     (op->type == ARMOUR || op->type == BOOTS ||
686     op->type == CLOAK || op->type == HELMET ||
687     op->type == SHIELD || op->type == GLOVES ||
688     op->type == BRACERS || op->type == GIRDLE)) || (!QUERY_FLAG (pl, FLAG_USE_WEAPON) && op->type == WEAPON))
689     {
690 root 1.33 op->destroy ();
691 root 1.18 continue;
692     }
693 root 1.11 }
694    
695 root 1.18 /* This really needs to be better - we should really give
696     * a substitute spellbook. The problem is that we don't really
697     * have a good idea what to replace it with (need something like
698     * a first level treasurelist for each skill.)
699     * remove duplicate skills also
700     */
701     if (op->type == SPELLBOOK || op->type == SKILL)
702     {
703     object *tmp;
704 elmex 1.1
705 root 1.18 for (tmp = op->below; tmp; tmp = tmp->below)
706     if (tmp->type == op->type && tmp->name == op->name)
707     break;
708 root 1.11
709 root 1.18 if (tmp)
710     {
711 root 1.33 op->destroy ();
712 root 1.18 LOG (llevError, "give_initial_items: Removing duplicate object %s\n", &tmp->name);
713     continue;
714 root 1.11 }
715 root 1.33
716 root 1.18 if (op->nrof > 1)
717     op->nrof = 1;
718 root 1.11 }
719 elmex 1.1
720 root 1.18 if (op->type == SPELLBOOK && op->inv)
721     {
722     CLEAR_FLAG (op->inv, FLAG_STARTEQUIP);
723 root 1.11 }
724    
725 root 1.18 /* Give starting characters identified, uncursed, and undamned
726     * items. Just don't identify gold or silver, or it won't be
727     * merged properly.
728     */
729     if (need_identify (op))
730     {
731     SET_FLAG (op, FLAG_IDENTIFIED);
732     CLEAR_FLAG (op, FLAG_CURSED);
733     CLEAR_FLAG (op, FLAG_DAMNED);
734     }
735     if (op->type == SPELL)
736     {
737 root 1.33 op->destroy ();
738 root 1.18 continue;
739     }
740     else if (op->type == SKILL)
741     {
742     SET_FLAG (op, FLAG_CAN_USE_SKILL);
743     op->stats.exp = 0;
744     op->level = 1;
745 root 1.11 }
746 root 1.18 /* lock all 'normal items by default */
747     else
748     SET_FLAG (op, FLAG_INV_LOCKED);
749     } /* for loop of objects in player inv */
750    
751     /* Need to set up the skill pointers */
752     link_player_skills (pl);
753     }
754    
755     void
756     get_party_password (object *op, partylist *party)
757     {
758     if (party == NULL)
759     {
760     LOG (llevError, "get_party_password(): tried to make player %s join a NULL party", &op->name);
761     return;
762 elmex 1.1 }
763 root 1.54
764 root 1.18 op->contr->write_buf[0] = '\0';
765 root 1.52 op->contr->ns->state = ST_GET_PARTY_PASSWORD;
766 root 1.18 op->contr->party_to_join = party;
767 root 1.52 send_query (op->contr->ns, CS_QUERY_HIDEINPUT, "What is the password?\n:");
768 elmex 1.1 }
769    
770     /* This rolls four 1-6 rolls and sums the best 3 of the 4. */
771 root 1.54 static int
772 root 1.18 roll_stat (void)
773     {
774     int a[4], i, j, k;
775    
776     for (i = 0; i < 4; i++)
777 root 1.99 a[i] = (int) rndm (6) + 1;
778 root 1.18
779     for (i = 0, j = 0, k = 7; i < 4; i++)
780     if (a[i] < k)
781     k = a[i], j = i;
782    
783     for (i = 0, k = 0; i < 4; i++)
784 root 1.54 if (i != j)
785     k += a[i];
786    
787 root 1.18 return k;
788     }
789    
790     void
791 root 1.54 object::roll_stats ()
792 root 1.18 {
793 root 1.128 int statsort [NUM_STATS];
794 root 1.18
795 root 1.54 for (;;)
796 root 1.18 {
797 root 1.54 int sum = 0;
798 root 1.128 for (int i = NUM_STATS; i--; )
799 root 1.54 sum += statsort [i] = roll_stat ();
800    
801     if (sum >= 82 && sum <= 116)
802     break;
803 root 1.18 }
804    
805 root 1.54 // Sort the stats so that rerolling is easier...
806 root 1.128 std::sort (statsort, statsort + NUM_STATS, std::greater<int>());
807 root 1.18
808 root 1.128 for (int i = 0; i < NUM_STATS; ++i)
809     stats.stat (i) = statsort [i];
810 root 1.18
811 root 1.54 stats.exp = 0;
812     stats.ac = 0;
813 root 1.18
814 root 1.54 stats.hp = stats.maxhp;
815     stats.sp = stats.maxsp;
816     stats.grace = stats.maxgrace;
817 root 1.18
818 root 1.54 if (contr)
819     {
820     contr->levhp[1] = 9;
821     contr->levsp[1] = 6;
822     contr->levgrace[1] = 3;
823 root 1.18
824 root 1.54 contr->orig_stats = stats;
825     }
826 root 1.18 }
827    
828     void
829 root 1.54 object::swap_stats (int a, int b)
830 root 1.18 {
831 root 1.127 swap (contr->orig_stats.stat (a), contr->orig_stats.stat (b));
832    
833     for (int i = 0; i < NUM_STATS; ++i)
834     stats.stat (i) = contr->orig_stats.stat (i);
835 elmex 1.1
836 root 1.54 //TODO: the following code looks so borked and should, at the very least,
837     // be merged with the similar code in roll_stats
838     stats.ac = 0;
839 elmex 1.1
840 root 1.54 level = 1;
841     stats.exp = 0;
842     stats.ac = 0;
843 elmex 1.1
844 root 1.54 stats.hp = stats.maxhp;
845     stats.sp = stats.maxsp;
846     stats.grace = stats.maxgrace;
847 elmex 1.1
848 root 1.54 if (contr)
849 root 1.18 {
850 root 1.54 contr->levhp[1] = 9;
851     contr->levsp[1] = 6;
852     contr->levgrace[1] = 3;
853 root 1.18
854 root 1.54 contr->orig_stats = stats;
855 elmex 1.1 }
856     }
857    
858 root 1.73 static void
859     start_info (object *op)
860     {
861     char buf[MAX_BUF];
862    
863     sprintf (buf, "Welcome to Crossfire v%s!", VERSION);
864     new_draw_info (NDI_UNIQUE, 0, op, buf);
865     //new_draw_info (NDI_UNIQUE, 0, op, "Press `?' for help");
866     //new_draw_info (NDI_UNIQUE, 0, op, " ");
867     }
868    
869 elmex 1.1 /* This function takes the key that is passed, and does the
870     * appropriate action with it (change race, or other things).
871     * The function name is for historical reasons - now we have
872     * separate race and class; this actually changes the RACE,
873     * not the class.
874     */
875 root 1.112 void
876     player::chargen_race_done ()
877 elmex 1.1 {
878 root 1.112 /* this must before then initial items are given */
879     esrv_new_player (ob->contr, ob->weight + ob->carrying);
880 elmex 1.1
881 root 1.112 treasurelist *tl = treasurelist::find ("starting_wealth");
882     if (tl)
883     create_treasure (tl, ob, 0, 0, 0);
884 elmex 1.1
885 root 1.112 INVOKE_PLAYER (BIRTH, ob->contr);
886     INVOKE_PLAYER (LOGIN, ob->contr);
887 elmex 1.36
888 root 1.112 ob->contr->ns->state = ST_PLAYING;
889 elmex 1.1
890 root 1.112 if (ob->msg)
891     ob->msg = 0;
892 elmex 1.1
893 root 1.112 /* We create this now because some of the unique maps will need it
894     * to save here.
895     */
896     {
897     char buf[MAX_BUF];
898     sprintf (buf, "%s/%s/%s", settings.localdir, settings.playerdir, &ob->name);
899     make_path_to_file (buf);
900     }
901    
902     start_info (ob);
903     CLEAR_FLAG (ob, FLAG_WIZ);
904     give_initial_items (ob, ob->randomitems);
905     link_player_skills (ob);
906     esrv_send_inventory (ob, ob);
907     ob->update_stats ();
908 root 1.11
909 root 1.112 /* This moves the player to a different start map, if there
910     * is one for this race
911     */
912     if (*first_map_ext_path)
913     {
914     object *tmp;
915     char mapname[MAX_BUF];
916 elmex 1.1
917 root 1.148 snprintf (mapname, MAX_BUF - 1, "%s/%s", &first_map_ext_path, &ob->arch->archname);
918 root 1.112 tmp = object::create ();
919     EXIT_PATH (tmp) = mapname;
920     EXIT_X (tmp) = ob->x;
921     EXIT_Y (tmp) = ob->y;
922     ob->enter_exit (tmp); /* we don't really care if it succeeded;
923     * if the map isn't there, then stay on the
924     * default initial map */
925     tmp->destroy ();
926 elmex 1.1 }
927 root 1.112 else
928     LOG (llevDebug, "first_map_ext_path not set\n");
929     }
930 elmex 1.1
931 root 1.112 void
932     player::chargen_race_next ()
933     {
934 root 1.18 /* Following actually changes the race - this is the default command
935     * if we don't match with one of the options above.
936     */
937    
938 root 1.112 do
939 root 1.18 {
940 root 1.112 shstr name = ob->name;
941     int x = ob->x, y = ob->y;
942 root 1.21
943 root 1.112 ob->remove_statbonus ();
944     ob->remove ();
945     ob->arch = get_player_archetype (ob->arch);
946 root 1.149 ob->arch->copy_to (ob);
947 root 1.112 ob->instantiate ();
948     ob->stats = ob->contr->orig_stats;
949     ob->name = ob->name_pl = name;
950     ob->x = x;
951     ob->y = y;
952     SET_ANIMATION (ob, 2); /* So player faces south */
953     insert_ob_in_map (ob, ob->map, ob, 0);
954 root 1.149 assign (ob->contr->title, ob->arch->object::name);
955 root 1.112 ob->add_statbonus ();
956     }
957     while (!allowed_class (ob));
958    
959     update_object (ob, UP_OBJ_FACE);
960     esrv_update_item (UPD_FACE, ob, ob);
961     ob->update_stats ();
962     ob->stats.hp = ob->stats.maxhp;
963     ob->stats.sp = ob->stats.maxsp;
964     ob->stats.grace = 0;
965 elmex 1.1 }
966    
967 root 1.18 void
968     flee_player (object *op)
969     {
970     int dir, diff;
971     rv_vector rv;
972    
973     if (op->stats.hp < 0)
974     {
975     LOG (llevDebug, "Fleeing player is dead.\n");
976     CLEAR_FLAG (op, FLAG_SCARED);
977     return;
978 elmex 1.1 }
979    
980 root 1.18 if (op->enemy == NULL)
981     {
982     LOG (llevDebug, "Fleeing player had no enemy.\n");
983     CLEAR_FLAG (op, FLAG_SCARED);
984     return;
985 elmex 1.1 }
986    
987 root 1.18 /* Seen some crashes here. Since we don't store an
988     * op->enemy_count, it is possible that something destroys the
989     * actual enemy, and the object is recycled.
990     */
991     if (op->enemy->map == NULL)
992     {
993     CLEAR_FLAG (op, FLAG_SCARED);
994     op->enemy = NULL;
995     return;
996 elmex 1.1 }
997    
998 root 1.18 if (!(random_roll (0, 4, op, PREFER_LOW)) && did_make_save (op, op->level, 0))
999     {
1000     op->enemy = NULL;
1001     CLEAR_FLAG (op, FLAG_SCARED);
1002     return;
1003 elmex 1.1 }
1004 root 1.49
1005 root 1.18 get_rangevector (op, op->enemy, &rv, 0);
1006    
1007     dir = absdir (4 + rv.direction);
1008     for (diff = 0; diff < 3; diff++)
1009     {
1010     int m = 1 - (RANDOM () & 2);
1011 elmex 1.1
1012 root 1.18 if (move_ob (op, absdir (dir + diff * m), op) || (diff == 0 && move_ob (op, absdir (dir - diff * m), op)))
1013 root 1.49 return;
1014 elmex 1.1 }
1015 root 1.49
1016 root 1.18 /* Cornered, get rid of scared */
1017     CLEAR_FLAG (op, FLAG_SCARED);
1018     op->enemy = NULL;
1019 elmex 1.1 }
1020    
1021     /* check_pick sees if there is stuff to be picked up/picks up stuff.
1022 root 1.122 * It returns 1 if the player should keep on moving, 0 if he should
1023 elmex 1.1 * stop.
1024     */
1025 root 1.18 int
1026     check_pick (object *op)
1027     {
1028 elmex 1.1 object *tmp, *next;
1029     int stop = 0;
1030 pippijn 1.106 int wvratio;
1031     char putstring[128];
1032 elmex 1.1
1033     /* if you're flying, you cna't pick up anything */
1034     if (op->move_type & MOVE_FLYING)
1035     return 1;
1036    
1037     next = op->below;
1038    
1039     /* loop while there are items on the floor that are not marked as
1040     * destroyed */
1041 root 1.24 while (next && !next->destroyed ())
1042 root 1.18 {
1043     tmp = next;
1044     next = tmp->below;
1045 elmex 1.1
1046 root 1.24 if (op->destroyed ())
1047 elmex 1.1 return 0;
1048    
1049 root 1.18 if (!can_pick (op, tmp))
1050     continue;
1051 elmex 1.1
1052 root 1.18 if (op->contr->search_str[0] != '\0' && settings.search_items == TRUE)
1053     {
1054     if (item_matched_string (op, tmp, op->contr->search_str))
1055     pick_up (op, tmp);
1056     continue;
1057 root 1.11 }
1058    
1059 root 1.18 /* high not bit set? We're using the old autopickup model */
1060     if (!(op->contr->mode & PU_NEWMODE))
1061 root 1.11 {
1062 root 1.18 switch (op->contr->mode)
1063 root 1.11 {
1064 root 1.20 case 0:
1065     return 1; /* don't pick up */
1066     case 1:
1067     pick_up (op, tmp);
1068     return 1;
1069     case 2:
1070     pick_up (op, tmp);
1071     return 0;
1072     case 3:
1073     return 0; /* stop before pickup */
1074     case 4:
1075     pick_up (op, tmp);
1076     break;
1077     case 5:
1078     pick_up (op, tmp);
1079     stop = 1;
1080     break;
1081     case 6:
1082     if (QUERY_FLAG (tmp, FLAG_KNOWN_MAGICAL) && !QUERY_FLAG (tmp, FLAG_KNOWN_CURSED))
1083 root 1.18 pick_up (op, tmp);
1084 root 1.20 break;
1085    
1086     case 7:
1087     if (tmp->type == MONEY || tmp->type == GEM)
1088 root 1.18 pick_up (op, tmp);
1089 root 1.20 break;
1090    
1091     default:
1092     /* use value density */
1093     if (!QUERY_FLAG (tmp, FLAG_UNPAID)
1094     && (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1))) >= op->contr->mode)
1095 root 1.18 pick_up (op, tmp);
1096 root 1.11 }
1097     }
1098 root 1.18 else
1099     { /* old model */
1100     /* NEW pickup handling */
1101     if (op->contr->mode & PU_DEBUG)
1102     {
1103     /* some debugging code to figure out item information */
1104     if (tmp->name != NULL)
1105     sprintf (putstring, "item name: %s item type: %d weight/value: %d",
1106     &tmp->name, tmp->type, (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1))));
1107     else
1108     sprintf (putstring, "item name: %s item type: %d weight/value: %d",
1109 root 1.148 &tmp->arch->archname, tmp->type, (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1))));
1110 root 1.18
1111     new_draw_info (NDI_UNIQUE, 0, op, putstring);
1112 root 1.58 }
1113 elmex 1.1
1114 root 1.18 /* philosophy:
1115     * It's easy to grab an item type from a pile, as long as it's
1116     * generic. This takes no game-time. For more detailed pickups
1117 root 1.58 * and selections, select-items should be used. This is a
1118 root 1.18 * grab-as-you-run type mode that's really useful for arrows for
1119     * example.
1120     * The drawback: right now it has no frontend, so you need to
1121     * stick the bits you want into a calculator in hex mode and then
1122     * convert to decimal and then 'pickup <#>
1123     */
1124    
1125     /* the first two modes are exclusive: if NOTHING we return, if
1126     * STOP then we stop. All the rest are applied sequentially,
1127     * meaning if any test passes, the item gets picked up. */
1128    
1129     /* if mode is set to pick nothing up, return */
1130    
1131     if (op->contr->mode & PU_NOTHING)
1132     return 1;
1133    
1134     /* if mode is set to stop when encountering objects, return */
1135     /* take STOP before INHIBIT since it doesn't actually pick
1136     * anything up */
1137    
1138     if (op->contr->mode & PU_STOP)
1139     return 0;
1140    
1141     /* useful for going into stores and not losing your settings... */
1142     /* and for battles wher you don't want to get loaded down while
1143     * fighting */
1144     if (op->contr->mode & PU_INHIBIT)
1145     return 1;
1146    
1147     /* prevent us from turning into auto-thieves :) */
1148     if (QUERY_FLAG (tmp, FLAG_UNPAID))
1149     continue;
1150    
1151     /* ignore known cursed objects */
1152     if (QUERY_FLAG (tmp, FLAG_KNOWN_CURSED) && op->contr->mode & PU_NOT_CURSED)
1153     continue;
1154    
1155     /* all food and drink if desired */
1156     /* question: don't pick up known-poisonous stuff? */
1157     if (op->contr->mode & PU_FOOD)
1158     if (tmp->type == FOOD)
1159     {
1160     pick_up (op, tmp);
1161     continue;
1162     }
1163 root 1.29
1164 root 1.18 if (op->contr->mode & PU_DRINK)
1165     if (tmp->type == DRINK || (tmp->type == POISON && !QUERY_FLAG (tmp, FLAG_KNOWN_CURSED)))
1166     {
1167     pick_up (op, tmp);
1168     continue;
1169     }
1170    
1171     if (op->contr->mode & PU_POTION)
1172     if (tmp->type == POTION)
1173     {
1174     pick_up (op, tmp);
1175     continue;
1176     }
1177    
1178     /* spellbooks, skillscrolls and normal books/scrolls */
1179     if (op->contr->mode & PU_SPELLBOOK)
1180     if (tmp->type == SPELLBOOK)
1181     {
1182     pick_up (op, tmp);
1183     continue;
1184     }
1185 root 1.29
1186 root 1.18 if (op->contr->mode & PU_SKILLSCROLL)
1187     if (tmp->type == SKILLSCROLL)
1188     {
1189     pick_up (op, tmp);
1190     continue;
1191     }
1192 root 1.29
1193 root 1.18 if (op->contr->mode & PU_READABLES)
1194     if (tmp->type == BOOK || tmp->type == SCROLL)
1195     {
1196     pick_up (op, tmp);
1197     continue;
1198     }
1199    
1200     /* wands/staves/rods/horns */
1201     if (op->contr->mode & PU_MAGIC_DEVICE)
1202     if (tmp->type == WAND || tmp->type == ROD || tmp->type == HORN)
1203     {
1204     pick_up (op, tmp);
1205     continue;
1206     }
1207    
1208     /* pick up all magical items */
1209     if (op->contr->mode & PU_MAGICAL)
1210     if (QUERY_FLAG (tmp, FLAG_KNOWN_MAGICAL) && !QUERY_FLAG (tmp, FLAG_KNOWN_CURSED))
1211     {
1212     pick_up (op, tmp);
1213     continue;
1214     }
1215    
1216     if (op->contr->mode & PU_VALUABLES)
1217     {
1218     if (tmp->type == MONEY || tmp->type == GEM)
1219     {
1220     pick_up (op, tmp);
1221     continue;
1222     }
1223     }
1224    
1225     /* rings & amulets - talismans seems to be typed AMULET */
1226     if (op->contr->mode & PU_JEWELS)
1227     if (tmp->type == RING || tmp->type == AMULET)
1228     {
1229     pick_up (op, tmp);
1230 root 1.29 continue;
1231     }
1232    
1233     /* we don't forget dragon food */
1234     if (op->contr->mode & PU_FLESH)
1235     if (tmp->type == FLESH)
1236     {
1237     pick_up (op, tmp);
1238 root 1.18 continue;
1239     }
1240    
1241     /* bows and arrows. Bows are good for selling! */
1242     if (op->contr->mode & PU_BOW)
1243     if (tmp->type == BOW)
1244     {
1245     pick_up (op, tmp);
1246     continue;
1247     }
1248 root 1.29
1249 root 1.18 if (op->contr->mode & PU_ARROW)
1250     if (tmp->type == ARROW)
1251     {
1252     pick_up (op, tmp);
1253     continue;
1254     }
1255    
1256     /* all kinds of armor etc. */
1257     if (op->contr->mode & PU_ARMOUR)
1258     if (tmp->type == ARMOUR)
1259     {
1260     pick_up (op, tmp);
1261     continue;
1262     }
1263 root 1.29
1264 root 1.18 if (op->contr->mode & PU_HELMET)
1265     if (tmp->type == HELMET)
1266     {
1267     pick_up (op, tmp);
1268     continue;
1269     }
1270 root 1.29
1271 root 1.18 if (op->contr->mode & PU_SHIELD)
1272     if (tmp->type == SHIELD)
1273     {
1274     pick_up (op, tmp);
1275     continue;
1276     }
1277 root 1.29
1278 root 1.18 if (op->contr->mode & PU_BOOTS)
1279     if (tmp->type == BOOTS)
1280     {
1281     pick_up (op, tmp);
1282     continue;
1283     }
1284 root 1.29
1285 root 1.18 if (op->contr->mode & PU_GLOVES)
1286     if (tmp->type == GLOVES)
1287     {
1288     pick_up (op, tmp);
1289     continue;
1290     }
1291 root 1.29
1292 root 1.18 if (op->contr->mode & PU_CLOAK)
1293     if (tmp->type == CLOAK)
1294     {
1295     pick_up (op, tmp);
1296     continue;
1297     }
1298 elmex 1.1
1299 root 1.18 /* hoping to catch throwing daggers here */
1300     if (op->contr->mode & PU_MISSILEWEAPON)
1301     if (tmp->type == WEAPON && QUERY_FLAG (tmp, FLAG_IS_THROWN))
1302     {
1303     pick_up (op, tmp);
1304     continue;
1305     }
1306 elmex 1.1
1307 root 1.18 /* careful: chairs and tables are weapons! */
1308     if (op->contr->mode & PU_ALLWEAPON)
1309     {
1310     if (tmp->type == WEAPON && tmp->name != NULL)
1311     {
1312 root 1.148 if (strstr (tmp->name, "table") == NULL && strstr (tmp->arch->archname, "table") == NULL &&
1313     strstr (tmp->name, "chair") && strstr (tmp->arch->archname, "chair") == NULL)
1314 root 1.18 {
1315     pick_up (op, tmp);
1316     continue;
1317     }
1318     }
1319 root 1.29
1320 root 1.18 if (tmp->type == WEAPON && tmp->name == NULL)
1321     {
1322 root 1.148 if (strstr (tmp->arch->archname, "table") == NULL && strstr (tmp->arch->archname, "chair") == NULL)
1323 root 1.18 {
1324     pick_up (op, tmp);
1325     continue;
1326     }
1327     }
1328     }
1329 elmex 1.1
1330 root 1.18 /* misc stuff that's useful */
1331     if (op->contr->mode & PU_KEY)
1332     if (tmp->type == KEY || tmp->type == SPECIAL_KEY)
1333     {
1334     pick_up (op, tmp);
1335     continue;
1336     }
1337 elmex 1.1
1338 root 1.18 /* any of the last 4 bits set means we use the ratio for value
1339     * pickups */
1340     if (op->contr->mode & PU_RATIO)
1341     {
1342     /* use value density to decide what else to grab */
1343     /* >=7 was >= op->contr->mode */
1344     /* >=7 is the old standard setting. Now we take the last 4 bits
1345     * and multiply them by 5, giving 0..15*5== 5..75 */
1346     wvratio = (op->contr->mode & PU_RATIO) * 5;
1347     if ((query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1))) >= (unsigned int) wvratio)
1348     {
1349     pick_up (op, tmp);
1350 elmex 1.1 #if 0
1351 root 1.18 fprintf (stderr, "HIGH WEIGHT/VALUE [");
1352     if (tmp->name != NULL)
1353     {
1354     fprintf (stderr, "%s", tmp->name);
1355     }
1356     else
1357 root 1.148 fprintf (stderr, "%s", tmp->arch->archname);
1358 root 1.18 fprintf (stderr, ",%d] = ", tmp->type);
1359     fprintf (stderr, "%d\n", (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1))));
1360 elmex 1.1 #endif
1361 root 1.18 continue;
1362     }
1363     }
1364     } /* the new pickup model */
1365     }
1366 root 1.29
1367 root 1.18 return !stop;
1368 elmex 1.1 }
1369    
1370     /*
1371     * Find an arrow in the inventory and after that
1372     * in the right type container (quiver). Pointer to the
1373     * found object is returned.
1374     */
1375 root 1.18 object *
1376     find_arrow (object *op, const char *type)
1377 elmex 1.1 {
1378 root 1.103 object *tmp = 0;
1379 elmex 1.1
1380 root 1.18 for (op = op->inv; op; op = op->below)
1381     if (!tmp && op->type == CONTAINER && op->race == type && QUERY_FLAG (op, FLAG_APPLIED))
1382     tmp = find_arrow (op, type);
1383     else if (op->type == ARROW && op->race == type)
1384     return op;
1385 root 1.103
1386 root 1.18 return tmp;
1387 elmex 1.1 }
1388    
1389     /*
1390     * Similar to find_arrow, but looks for (roughly) the best arrow to use
1391     * against the target. A full test is not performed, simply a basic test
1392     * of resistances. The archer is making a quick guess at what he sees down
1393     * the hall. Failing that it does it's best to pick the highest plus arrow.
1394     */
1395 root 1.18 object *
1396     find_better_arrow (object *op, object *target, const char *type, int *better)
1397 elmex 1.1 {
1398 root 1.18 object *tmp = NULL, *arrow, *ntmp;
1399     int attacknum, attacktype, betterby = 0, i;
1400 elmex 1.1
1401 root 1.18 if (!type)
1402     return NULL;
1403 elmex 1.1
1404 root 1.18 for (arrow = op->inv; arrow; arrow = arrow->below)
1405     {
1406     if (arrow->type == CONTAINER && arrow->race == type && QUERY_FLAG (arrow, FLAG_APPLIED))
1407     {
1408     i = 0;
1409     ntmp = find_better_arrow (arrow, target, type, &i);
1410     if (i > betterby)
1411     {
1412     tmp = ntmp;
1413     betterby = i;
1414     }
1415     }
1416     else if (arrow->type == ARROW && arrow->race == type)
1417     {
1418     /* allways prefer assasination/slaying */
1419     if (target->race != NULL && arrow->slaying != NULL && strstr (arrow->slaying, target->race))
1420     {
1421     if (arrow->attacktype & AT_DEATH)
1422     {
1423     *better = 100;
1424     return arrow;
1425     }
1426     else
1427     {
1428     tmp = arrow;
1429     betterby = (arrow->magic + arrow->stats.dam) * 2;
1430     }
1431     }
1432     else
1433     {
1434     for (attacknum = 0; attacknum < NROFATTACKS; attacknum++)
1435     {
1436     attacktype = 1 << attacknum;
1437 root 1.149 if ((arrow->attacktype & attacktype) && (target->arch->resist[attacknum]) < 0)
1438     if (((arrow->magic + arrow->stats.dam) * (100 - target->arch->resist[attacknum]) / 100) > betterby)
1439 root 1.18 {
1440     tmp = arrow;
1441 root 1.149 betterby = (arrow->magic + arrow->stats.dam) * (100 - target->arch->resist[attacknum]) / 100;
1442 root 1.18 }
1443 root 1.11 }
1444 root 1.18 if ((2 + arrow->magic + arrow->stats.dam) > betterby)
1445     {
1446     tmp = arrow;
1447     betterby = 2 + arrow->magic + arrow->stats.dam;
1448 root 1.11 }
1449 root 1.18 if (arrow->title && (1 + arrow->magic + arrow->stats.dam) > betterby)
1450     {
1451     tmp = arrow;
1452     betterby = 1 + arrow->magic + arrow->stats.dam;
1453 root 1.11 }
1454     }
1455     }
1456 elmex 1.1 }
1457 root 1.18 if (tmp == NULL && arrow == NULL)
1458     return find_arrow (op, type);
1459 elmex 1.1
1460 root 1.18 *better = betterby;
1461     return tmp;
1462 elmex 1.1 }
1463    
1464     /* looks in a given direction, finds the first valid target, and calls
1465     * find_better_arrow to find a decent arrow to use.
1466     * op = the shooter
1467     * type = bow->race
1468     * dir = fire direction
1469     */
1470 root 1.18 object *
1471     pick_arrow_target (object *op, const char *type, int dir)
1472 elmex 1.1 {
1473 root 1.18 object *tmp = NULL;
1474 root 1.25 maptile *m;
1475 root 1.18 int i, mflags, found, number;
1476     sint16 x, y;
1477    
1478     if (op->map == NULL)
1479     return find_arrow (op, type);
1480    
1481     /* do a dex check */
1482     number = (die_roll (2, 40, op, PREFER_LOW) - 2) / 2;
1483     if (number > (op->stats.Dex + (op->chosen_skill ? op->chosen_skill->level : op->level)))
1484     return find_arrow (op, type);
1485    
1486     m = op->map;
1487     x = op->x;
1488     y = op->y;
1489    
1490     /* find the first target */
1491     for (i = 0, found = 0; i < 20; i++)
1492     {
1493     x += freearr_x[dir];
1494     y += freearr_y[dir];
1495     mflags = get_map_flags (m, &m, x, y, &x, &y);
1496     if (mflags & P_OUT_OF_MAP || mflags & P_BLOCKSVIEW)
1497     {
1498     tmp = NULL;
1499     break;
1500     }
1501     else if (GET_MAP_MOVE_BLOCK (m, x, y) == MOVE_FLY_LOW)
1502     {
1503     /* This block presumes arrows and the like are MOVE_FLY_SLOW -
1504     * perhaps a bad assumption.
1505     */
1506     tmp = NULL;
1507     break;
1508 root 1.11 }
1509 root 1.18 if (mflags & P_IS_ALIVE)
1510     {
1511     for (tmp = GET_MAP_OB (m, x, y); tmp; tmp = tmp->above)
1512     if (QUERY_FLAG (tmp, FLAG_ALIVE))
1513     {
1514     found++;
1515 root 1.11 break;
1516 root 1.18 }
1517     if (found)
1518     break;
1519 root 1.11 }
1520 elmex 1.1 }
1521 root 1.18 if (tmp == NULL)
1522     return find_arrow (op, type);
1523 elmex 1.1
1524 root 1.18 if (tmp->head)
1525     tmp = tmp->head;
1526 elmex 1.1
1527 root 1.18 return find_better_arrow (op, tmp, type, &i);
1528 elmex 1.1 }
1529    
1530     /*
1531     * Creature fires a bow - op can be monster or player. Returns
1532     * 1 if bow was actually fired, 0 otherwise.
1533     * op is the object firing the bow.
1534     * part is for multipart creatures - the part firing the bow.
1535     * dir is the direction of fire.
1536     * wc_mod is any special modifier to give (used in special player fire modes)
1537     * sx, sy are coordinates to fire arrow from - also used in some of the special
1538     * player fire modes.
1539     */
1540 root 1.18 int
1541     fire_bow (object *op, object *part, object *arrow, int dir, int wc_mod, sint16 sx, sint16 sy)
1542 elmex 1.1 {
1543 root 1.18 object *left, *bow;
1544 root 1.132 int mflags;
1545 root 1.25 maptile *m;
1546 elmex 1.1
1547 root 1.18 if (!dir)
1548     {
1549     new_draw_info (NDI_UNIQUE, 0, op, "You can't shoot yourself!");
1550     return 0;
1551 elmex 1.1 }
1552 root 1.48
1553 root 1.136 if (op->contr)
1554     bow = op->current_weapon;
1555 root 1.18 else
1556     {
1557     for (bow = op->inv; bow; bow = bow->below)
1558     /* Don't check for applied - monsters don't apply bows - in that way, they
1559     * don't need to switch back and forth between bows and weapons.
1560     */
1561     if (bow->type == BOW)
1562     break;
1563 root 1.11
1564 root 1.18 if (!bow)
1565     {
1566     LOG (llevError, "Range: bow without activated bow (%s).\n", &op->name);
1567     return 0;
1568 root 1.11 }
1569 root 1.118
1570     // optimisation: move object to top so we will find it quickly again
1571     if (bow->below)
1572     {
1573     bow->remove ();
1574     op->insert (bow);
1575     }
1576    
1577 elmex 1.1 }
1578 root 1.48
1579 root 1.18 if (!bow->race || !bow->skill)
1580     {
1581     new_draw_info_format (NDI_UNIQUE, 0, op, "Your %s is broken.", &bow->name);
1582     return 0;
1583 elmex 1.1 }
1584    
1585 root 1.18 if (arrow == NULL)
1586     {
1587     if ((arrow = find_arrow (op, bow->race)) == NULL)
1588     {
1589     if (op->type == PLAYER)
1590     new_draw_info_format (NDI_UNIQUE, 0, op, "You have no %s left.", &bow->race);
1591     /* FLAG_READY_BOW will get reset if the monsters picks up some arrows */
1592     else
1593     CLEAR_FLAG (op, FLAG_READY_BOW);
1594 root 1.116
1595 root 1.18 return 0;
1596 root 1.11 }
1597 elmex 1.1 }
1598 root 1.48
1599 root 1.18 mflags = get_map_flags (op->map, &m, sx, sy, &sx, &sy);
1600     if (mflags & P_OUT_OF_MAP)
1601 root 1.48 return 0;
1602    
1603 root 1.18 if (GET_MAP_MOVE_BLOCK (m, sx, sy) == MOVE_FLY_LOW)
1604     {
1605     new_draw_info (NDI_UNIQUE, 0, op, "Something is in the way.");
1606     return 0;
1607     }
1608    
1609     /* this should not happen, but sometimes does */
1610     if (arrow->nrof == 0)
1611     {
1612 root 1.33 arrow->destroy ();
1613 root 1.18 return 0;
1614     }
1615    
1616     left = arrow; /* these are arrows left to the player */
1617     arrow = get_split_ob (arrow, 1);
1618 root 1.48 if (!arrow)
1619 root 1.18 {
1620     new_draw_info_format (NDI_UNIQUE, 0, op, "You have no %s left.", &bow->race);
1621     return 0;
1622 elmex 1.1 }
1623 root 1.48
1624 root 1.34 arrow->set_owner (op);
1625 root 1.18 arrow->skill = bow->skill;
1626     arrow->direction = dir;
1627    
1628 root 1.124 arrow->stats.sp = arrow->stats.wc; /* save original wc, dam, attacktype and slaying */
1629     arrow->stats.hp = arrow->stats.dam;
1630     arrow->stats.grace = arrow->attacktype;
1631    
1632     if (arrow->slaying)
1633     arrow->spellarg = strdup (arrow->slaying);
1634    
1635 root 1.142 #if 0
1636 root 1.131 if (player *pl = op->contr)
1637 root 1.18 {
1638 root 1.142 float speed = pl->weapon_sp;
1639 root 1.132
1640 root 1.142 /* penalize ROF for bestarrow */
1641     if (pl->bowtype == bow_bestarrow)
1642     speed *= .9f;
1643     else
1644     speed *= 1.f + dex_bonus[op->stats.Dex] * .2f;
1645 root 1.131
1646 root 1.142 op->speed_left += speed - op->speed;
1647     }
1648 root 1.132 #endif
1649 elmex 1.1
1650 root 1.18 SET_ANIMATION (arrow, arrow->direction);
1651 root 1.116
1652 root 1.18 /* update the speed */
1653 root 1.142 arrow->speed = ((bow->flag [FLAG_NO_STRENGTH] ? 0 : dam_bonus[op->stats.Str]) + bow->magic + arrow->magic) / 5.f
1654     + bow->stats.dam / 7.f;
1655 root 1.18
1656 root 1.142 arrow->set_speed (max (arrow->speed, 2.f));
1657 root 1.18 arrow->speed_left = 0;
1658    
1659 root 1.129 int wc = op->stats.wc + wc_mod - arrow->magic - arrow->stats.wc;
1660 root 1.116
1661 root 1.18 if (op->type == PLAYER)
1662     {
1663 root 1.116 arrow->level = op->chosen_skill ? op->chosen_skill->level : op->level;
1664 root 1.129 wc -= dex_bonus[op->stats.Dex];
1665 root 1.18
1666 root 1.116 if (!arrow->slaying)
1667     arrow->slaying = op->slaying;
1668 root 1.124
1669     arrow->attacktype |= op->attacktype;
1670 elmex 1.1 }
1671 root 1.18 else
1672     {
1673     arrow->level = op->level;
1674 root 1.116 arrow->stats.wc -= bow->magic;
1675    
1676     if (!arrow->slaying)
1677     arrow->slaying = bow->slaying;
1678 root 1.124
1679     arrow->attacktype |= bow->attacktype;
1680 elmex 1.1 }
1681 root 1.24
1682 root 1.129 wc -= arrow->level;
1683     arrow->stats.dam = clamp (arrow->stats.dam + op->stats.dam + arrow->magic, MIN_DAM, MAX_DAM);
1684 root 1.24
1685 root 1.129 arrow->stats.wc = clamp (wc, MIN_WC, MAX_WC);
1686 root 1.18 arrow->move_type = MOVE_FLY_LOW;
1687     arrow->move_on = MOVE_FLY_LOW | MOVE_WALK;
1688    
1689     play_sound_map (op->map, op->x, op->y, SOUND_FIRE_ARROW);
1690 root 1.70 m->insert (arrow, sx, sy, op);
1691 root 1.18
1692 root 1.24 if (!arrow->destroyed ())
1693 root 1.18 move_arrow (arrow);
1694 elmex 1.1
1695 root 1.18 if (op->type == PLAYER)
1696     {
1697 root 1.24 if (left->destroyed ())
1698     esrv_del_item (op->contr, left->count);
1699 root 1.18 else
1700     esrv_send_item (op, left);
1701 elmex 1.1 }
1702 root 1.24
1703 root 1.18 return 1;
1704 elmex 1.1 }
1705    
1706     /* Special fire code for players - this takes into
1707     * account the special fire modes players can have
1708     * but monsters can't. Putting that code here
1709     * makes the fire_bow code much cleaner.
1710     * this function should only be called if 'op' is a player,
1711     * hence the function name.
1712     */
1713 root 1.18 int
1714     player_fire_bow (object *op, int dir)
1715 elmex 1.1 {
1716 root 1.18 int ret = 0, wcmod = 0;
1717    
1718     if (op->contr->bowtype == bow_bestarrow)
1719     {
1720 root 1.118 ret = fire_bow (op, op, pick_arrow_target (op, op->contr->ranged_ob->race, dir), dir, 0, op->x, op->y);
1721 root 1.18 }
1722     else if (op->contr->bowtype >= bow_n && op->contr->bowtype <= bow_nw)
1723     {
1724     if (!similar_direction (dir, op->contr->bowtype - bow_n + 1))
1725     wcmod = -1;
1726 root 1.74
1727 root 1.18 ret = fire_bow (op, op, NULL, op->contr->bowtype - bow_n + 1, wcmod, op->x, op->y);
1728     }
1729     else if (op->contr->bowtype == bow_threewide)
1730     {
1731     ret = fire_bow (op, op, NULL, dir, 0, op->x, op->y);
1732     ret |= fire_bow (op, op, NULL, dir, -5, op->x + freearr_x[absdir (dir + 2)], op->y + freearr_y[absdir (dir + 2)]);
1733     ret |= fire_bow (op, op, NULL, dir, -5, op->x + freearr_x[absdir (dir - 2)], op->y + freearr_y[absdir (dir - 2)]);
1734     }
1735     else if (op->contr->bowtype == bow_spreadshot)
1736     {
1737     ret |= fire_bow (op, op, NULL, dir, 0, op->x, op->y);
1738     ret |= fire_bow (op, op, NULL, absdir (dir - 1), -5, op->x, op->y);
1739     ret |= fire_bow (op, op, NULL, absdir (dir + 1), -5, op->x, op->y);
1740 elmex 1.1 }
1741 root 1.18 else
1742     {
1743     /* Simple case */
1744     ret = fire_bow (op, op, NULL, dir, 0, op->x, op->y);
1745     }
1746 root 1.121
1747 root 1.18 return ret;
1748 elmex 1.1 }
1749    
1750     /* Fires a misc (wand/rod/horn) object in 'dir'.
1751     * Broken apart from 'fire' to keep it more readable.
1752     */
1753 root 1.18 void
1754     fire_misc_object (object *op, int dir)
1755 elmex 1.1 {
1756 root 1.118 object *item = op->contr->ranged_ob;
1757 elmex 1.1
1758 root 1.118 if (!item)
1759 root 1.18 {
1760     new_draw_info (NDI_UNIQUE, 0, op, "You have range item readied.");
1761     return;
1762 elmex 1.1 }
1763    
1764 root 1.18 if (!item->inv)
1765     {
1766     LOG (llevError, "Object %s lacks a spell\n", &item->name);
1767     return;
1768 elmex 1.1 }
1769 root 1.118
1770 root 1.126 if (!op->change_weapon (item))
1771     return;
1772 root 1.121
1773 root 1.18 if (item->type == WAND)
1774     {
1775     if (item->stats.food <= 0)
1776     {
1777     play_sound_player_only (op->contr, SOUND_WAND_POOF, 0, 0);
1778     new_draw_info_format (NDI_UNIQUE, 0, op, "The %s goes poof.", query_base_name (item, 0));
1779 root 1.121
1780 root 1.18 return;
1781 root 1.11 }
1782 root 1.18 }
1783     else if (item->type == ROD || item->type == HORN)
1784     {
1785     if (item->stats.hp < MAX (item->inv->stats.sp, item->inv->stats.grace))
1786     {
1787     play_sound_player_only (op->contr, SOUND_WAND_POOF, 0, 0);
1788 root 1.121
1789 root 1.18 if (item->type == ROD)
1790     new_draw_info_format (NDI_UNIQUE, 0, op, "The %s whines for a while, but nothing happens.", query_base_name (item, 0));
1791     else
1792     new_draw_info_format (NDI_UNIQUE, 0, op, "The %s needs more time to charge.", query_base_name (item, 0));
1793 root 1.121
1794 root 1.18 return;
1795 root 1.11 }
1796 elmex 1.1 }
1797    
1798 root 1.18 if (cast_spell (op, item, dir, item->inv, NULL))
1799     {
1800     SET_FLAG (op, FLAG_BEEN_APPLIED); /* You now know something about it */
1801     if (item->type == WAND)
1802     {
1803     if (!(--item->stats.food))
1804     {
1805     object *tmp;
1806    
1807     if (item->arch)
1808     {
1809     CLEAR_FLAG (item, FLAG_ANIMATE);
1810 root 1.149 item->face = item->arch->face;
1811 root 1.67 item->set_speed (0);
1812 root 1.11 }
1813 root 1.67
1814 root 1.49 if ((tmp = item->in_player ()))
1815 root 1.18 esrv_update_item (UPD_ANIM, tmp, item);
1816 root 1.11 }
1817     }
1818 root 1.18 else if (item->type == ROD || item->type == HORN)
1819 root 1.67 drain_rod_charge (item);
1820 elmex 1.1 }
1821     }
1822    
1823     /* Received a fire command for the player - go and do it.
1824     */
1825 root 1.142 bool
1826 root 1.18 fire (object *op, int dir)
1827     {
1828     int spellcost = 0;
1829 elmex 1.1
1830 root 1.18 /* check for loss of invisiblity/hide */
1831     if (action_makes_visible (op))
1832     make_visible (op);
1833 elmex 1.1
1834 root 1.118 player *pl = op->contr;
1835 elmex 1.1
1836 root 1.119 if (pl->golem)
1837     {
1838     control_golem (op->contr->golem, dir);
1839 root 1.142 return false;
1840 root 1.119 }
1841    
1842     object *ob = pl->ranged_ob;
1843 elmex 1.1
1844 root 1.119 if (!ob)
1845 root 1.142 return false;
1846 elmex 1.1
1847 root 1.136 if (!op->change_weapon (ob))
1848 root 1.142 return false;
1849    
1850     if (op->speed_left > 0.f)
1851     --op->speed_left;
1852     else
1853     return false;
1854 root 1.136
1855 root 1.119 switch (ob->type)
1856 root 1.118 {
1857 root 1.119 case BOW:
1858 root 1.118 player_fire_bow (op, dir);
1859 root 1.119 break;
1860    
1861     case SPELL:
1862     spellcost = cast_spell (op, op, dir, ob, pl->spellparam[0] ? pl->spellparam : 0);
1863     break;
1864 root 1.113
1865 root 1.119 case BUILDER:
1866 root 1.20 apply_map_builder (op, dir);
1867 root 1.119 break;
1868    
1869     case SKILL:
1870     do_skill (op, op, ob, dir, 0);
1871     break;
1872    
1873     default:
1874     fire_misc_object (op, dir);
1875     break;
1876 elmex 1.1 }
1877 root 1.142
1878     return true;
1879 elmex 1.1 }
1880    
1881     /* find_key
1882     * We try to find a key for the door as passed. If we find a key
1883     * and successfully use it, we return the key, otherwise NULL
1884     * This function merges both normal and locked door, since the logic
1885     * for both is the same - just the specific key is different.
1886     * pl is the player,
1887     * inv is the objects inventory to searched
1888     * door is the door we are trying to match against.
1889     * This function can be called recursively to search containers.
1890     */
1891 root 1.18 object *
1892     find_key (object *pl, object *container, object *door)
1893 elmex 1.1 {
1894 root 1.18 object *tmp, *key;
1895 elmex 1.1
1896 root 1.18 /* Should not happen, but sanity checking is never bad */
1897 root 1.103 if (!container->inv)
1898     return 0;
1899 elmex 1.1
1900 root 1.18 /* First, lets try to find a key in the top level inventory */
1901 root 1.103 for (tmp = container->inv; tmp; tmp = tmp->below)
1902 root 1.18 {
1903     if (door->type == DOOR && tmp->type == KEY)
1904     break;
1905     /* For sanity, we should really check door type, but other stuff
1906     * (like containers) can be locked with special keys
1907     */
1908     if (tmp->slaying && tmp->type == SPECIAL_KEY && tmp->slaying == door->slaying)
1909     break;
1910     }
1911 root 1.103
1912 root 1.18 /* No key found - lets search inventories now */
1913     /* If we find and use a key in an inventory, return at that time.
1914     * otherwise, if we search all the inventories and still don't find
1915     * a key, return
1916     */
1917     if (!tmp)
1918     {
1919 root 1.103 for (tmp = container->inv; tmp; tmp = tmp->below)
1920 root 1.18 {
1921     /* No reason to search empty containers */
1922     if (tmp->type == CONTAINER && tmp->inv)
1923     {
1924 root 1.103 if ((key = find_key (pl, tmp, door)))
1925 root 1.18 return key;
1926     }
1927     }
1928 root 1.103
1929 root 1.18 if (!tmp)
1930     return NULL;
1931 elmex 1.1 }
1932 root 1.103
1933 root 1.18 /* We get down here if we have found a key. Now if its in a container,
1934     * see if we actually want to use it
1935     */
1936     if (pl != container)
1937     {
1938     /* Only let players use keys in containers */
1939     if (!pl->contr)
1940     return NULL;
1941     /* cases where this fails:
1942     * If we only search the player inventory, return now since we
1943     * are not in the players inventory.
1944     * If the container is not active, return now since only active
1945     * containers can be used.
1946     * If we only search keyrings and the container does not have
1947     * a race/isn't a keyring.
1948     * No checking for all containers - to fall through past here,
1949     * inv must have been an container and must have been active.
1950     *
1951     * Change the color so that the message doesn't disappear with
1952     * all the others.
1953     */
1954     if (pl->contr->usekeys == key_inventory ||
1955     !QUERY_FLAG (container, FLAG_APPLIED) ||
1956     (pl->contr->usekeys == keyrings && (!container->race || strcmp (container->race, "keys"))))
1957     {
1958     new_draw_info_format (NDI_UNIQUE | NDI_BROWN, 0, pl,
1959     "The %s in your %s vibrates as you approach the door", query_name (tmp), query_name (container));
1960     return NULL;
1961 root 1.11 }
1962 elmex 1.1 }
1963 root 1.103
1964 root 1.18 return tmp;
1965 elmex 1.1 }
1966    
1967     /* moved door processing out of move_player_attack.
1968     * returns 1 if player has opened the door with a key
1969     * such that the caller should not do anything more,
1970     * 0 otherwise
1971     */
1972 root 1.18 static int
1973     player_attack_door (object *op, object *door)
1974 elmex 1.1 {
1975 root 1.142 /* If its a door, try to find a key. If we do destroy the door,
1976 root 1.18 * might as well return immediately as there is nothing more to do -
1977     * otherwise, we fall through to the rest of the code.
1978     */
1979     object *key = find_key (op, op, door);
1980    
1981 root 1.142 /* If we found a key, do some extra work */
1982 root 1.18 if (key)
1983     {
1984     object *container = key->env;
1985    
1986     play_sound_map (op->map, op->x, op->y, SOUND_OPEN_DOOR);
1987 root 1.117
1988 root 1.18 if (action_makes_visible (op))
1989     make_visible (op);
1990 root 1.117
1991 root 1.18 if (door->inv && (door->inv->type == RUNE || door->inv->type == TRAP))
1992     spring_trap (door->inv, op);
1993 root 1.103
1994 root 1.18 if (door->type == DOOR)
1995 root 1.103 hit_player (door, 9998, op, AT_PHYSICAL, 1); /* Break through the door */
1996 root 1.18 else if (door->type == LOCKED_DOOR)
1997     {
1998     new_draw_info_format (NDI_UNIQUE, NDI_BROWN, op, "You open the door with the %s", query_short_name (key));
1999     remove_door2 (door); /* remove door without violence ;-) */
2000     }
2001 root 1.103
2002 root 1.18 /* Do this after we print the message */
2003     decrease_ob (key); /* Use up one of the keys */
2004     /* Need to update the weight the container the key was in */
2005     if (container != op)
2006     esrv_update_item (UPD_WEIGHT, op, container);
2007 root 1.103
2008 root 1.18 return 1; /* Nothing more to do below */
2009     }
2010     else if (door->type == LOCKED_DOOR)
2011     {
2012     /* Might as well return now - no other way to open this */
2013     new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, door->msg);
2014     return 1;
2015 elmex 1.1 }
2016 root 1.103
2017 root 1.18 return 0;
2018 elmex 1.1 }
2019    
2020     /* This function is just part of a breakup from move_player.
2021     * It should keep the code cleaner.
2022     * When this is called, the players direction has been updated
2023     * (taking into account confusion.) The player is also actually
2024     * going to try and move (not fire weapons).
2025     */
2026 root 1.142 bool
2027 root 1.18 move_player_attack (object *op, int dir)
2028 elmex 1.1 {
2029 root 1.18 int on_battleground;
2030    
2031 root 1.117 sint16 nx = freearr_x[dir] + op->x;
2032     sint16 ny = freearr_y[dir] + op->y;
2033 root 1.18
2034 root 1.49 on_battleground = op_on_battleground (op, 0, 0);
2035 root 1.18
2036 root 1.142 if (out_of_map (op->map, nx, ny))
2037     return false;
2038    
2039     if (!op->contr->braced && op->speed_left > 0.f && move_ob (op, dir, op))
2040     {
2041     --op->speed_left;
2042     return true;
2043     }
2044    
2045 root 1.18 /* If braced, or can't move to the square, and it is not out of the
2046     * map, attack it. Note order of if statement is important - don't
2047     * want to be calling move_ob if braced, because move_ob will move the
2048     * player. This is a pretty nasty hack, because if we could
2049     * move to some space, it then means that if we are braced, we should
2050     * do nothing at all. As it is, if we are braced, we go through
2051     * quite a bit of processing. However, it probably is less than what
2052     * move_ob uses.
2053     */
2054 root 1.142 maptile *m = op->map->xy_find (nx, ny);
2055    
2056     /* Go through all the objects, and find ones of interest. Only stop if
2057     * we find a monster - that is something we know we want to attack.
2058     * if its a door or barrel (can roll) see if there may be monsters
2059     * on the space
2060     */
2061     object *mon;
2062     for (mon = m->at (nx, ny).bot; mon; mon = mon->above)
2063 root 1.18 {
2064 root 1.142 if ((mon->flag [FLAG_ALIVE]
2065     || mon->type == LOCKED_DOOR
2066     || mon->flag [FLAG_CAN_ROLL])
2067     && mon != op)
2068     break;
2069     }
2070    
2071     if (!mon) /* This happens anytime the player tries to move */
2072     return false; /* into a wall */
2073 root 1.18
2074 root 1.142 mon = mon->head_ ();
2075 root 1.11
2076 root 1.142 if ((mon->type == DOOR && mon->stats.hp >= 0) || (mon->type == LOCKED_DOOR))
2077     if (op->contr->weapon_sp_left > 0.f)
2078     if (player_attack_door (op, mon))
2079 root 1.18 {
2080 root 1.142 --op->contr->weapon_sp_left;
2081     return true;
2082 root 1.18 }
2083    
2084 root 1.142 /* The following deals with possibly attacking peaceful
2085     * or friendly creatures. Basically, all players are considered
2086     * unaggressive. If the moving player has peaceful set, then the
2087     * object should be pushed instead of attacked. It is assumed that
2088     * if you are braced, you will not attack friends accidently,
2089     * and thus will not push them.
2090     */
2091 root 1.18
2092 root 1.142 /* If the creature is a pet, push it even if the player is not
2093     * peaceful. Our assumption is the creature is a pet if the
2094     * player owns it and it is either friendly or unagressive.
2095     */
2096     if (op->type == PLAYER
2097     && ((mon->owner && mon->owner->contr
2098     && same_party (mon->owner->contr->party, op->contr->party))
2099     || mon->owner == op)
2100     && (QUERY_FLAG (mon, FLAG_UNAGGRESSIVE) || QUERY_FLAG (mon, FLAG_FRIENDLY)))
2101     {
2102     /* If we're braced, we don't want to switch places with it */
2103     if (op->contr->braced)
2104     return false;
2105 root 1.18
2106 root 1.142 if (op->speed_left > 0.f)
2107     {
2108     --op->speed_left;
2109 root 1.85
2110 root 1.18 play_sound_map (op->map, op->x, op->y, SOUND_PUSH_PLAYER);
2111 root 1.117 push_ob (mon, dir, op);
2112 root 1.142
2113 root 1.18 if (op->contr->tmp_invis || op->hide)
2114     make_visible (op);
2115 root 1.85
2116 root 1.142 return true;
2117 root 1.11 }
2118 root 1.142 else
2119     return false;
2120     }
2121 root 1.11
2122 root 1.142 /* in certain circumstances, you shouldn't attack friendly
2123     * creatures. Note that if you are braced, you can't push
2124     * someone, but put it inside this loop so that you won't
2125     * attack them either.
2126     */
2127     if ((mon->type == PLAYER || mon->enemy != op)
2128     && (mon->type == PLAYER || QUERY_FLAG (mon, FLAG_UNAGGRESSIVE) || QUERY_FLAG (mon, FLAG_FRIENDLY))
2129     && ((op->contr->peaceful
2130     || (mon->type == PLAYER && mon->contr->peaceful))
2131     && !on_battleground))
2132     {
2133     if (op->speed_left > 0.f)
2134 root 1.18 {
2135 root 1.142 --op->speed_left;
2136    
2137 root 1.18 if (!op->contr->braced)
2138     {
2139     play_sound_map (op->map, op->x, op->y, SOUND_PUSH_PLAYER);
2140 root 1.85 push_ob (mon, dir, op);
2141 root 1.18 }
2142     else
2143 root 1.49 new_draw_info (0, 0, op, "You withhold your attack");
2144    
2145 root 1.18 if (op->contr->tmp_invis || op->hide)
2146     make_visible (op);
2147 root 1.142
2148     return true;
2149 root 1.11 }
2150 root 1.142 }
2151     /* If the object is a boulder or other rollable object, then
2152     * roll it if not braced. You can't roll it if you are braced.
2153     */
2154     else if (QUERY_FLAG (mon, FLAG_CAN_ROLL) && (!op->contr->braced))
2155     {
2156     if (op->speed_left > 0.f)
2157     {
2158     --op->speed_left;
2159 elmex 1.1
2160 root 1.18 recursive_roll (mon, dir, op);
2161     if (action_makes_visible (op))
2162     make_visible (op);
2163 root 1.142
2164     return true;
2165 root 1.11 }
2166 root 1.142 }
2167     /* Any generic living creature. Including things like doors.
2168     * Way it works is like this: First, it must have some hit points
2169     * and be living. Then, it must be one of the following:
2170     * 1) Not a player, 2) A player, but of a different party. Note
2171     * that party_number -1 is no party, so attacks can still happen.
2172     */
2173     else if ((mon->stats.hp >= 0) && QUERY_FLAG (mon, FLAG_ALIVE) &&
2174     ((mon->type != PLAYER || op->contr->party == NULL || op->contr->party != mon->contr->party)))
2175     {
2176 root 1.143 if (op->contr->weapon_sp_left > 0.f && !op->flag [FLAG_WIZPASS])
2177 root 1.18 {
2178 root 1.142 --op->contr->weapon_sp_left;
2179 root 1.11
2180 root 1.49 skill_attack (mon, op, 0, 0, 0);
2181 root 1.11
2182 root 1.18 if (action_makes_visible (op))
2183     make_visible (op);
2184 root 1.142
2185     return true;
2186 root 1.11 }
2187 root 1.142 }
2188    
2189     return false;
2190 elmex 1.1 }
2191    
2192 root 1.142 bool
2193 root 1.18 move_player (object *op, int dir)
2194     {
2195     int pick;
2196 elmex 1.1
2197 root 1.84 if (!op->map || op->map->in_memory != MAP_IN_MEMORY)
2198 root 1.18 return 0;
2199 elmex 1.1
2200 root 1.18 /* Sanity check: make sure dir is valid */
2201     if ((dir < 0) || (dir >= 9))
2202     {
2203     LOG (llevError, "move_player: invalid direction %d\n", dir);
2204     return 0;
2205 elmex 1.1 }
2206    
2207 root 1.84 /* peterm: added following line */
2208 root 1.18 if (QUERY_FLAG (op, FLAG_CONFUSED) && dir)
2209 root 1.99 dir = absdir (dir + rndm (3) + rndm (3) - 2);
2210 root 1.18
2211     op->facing = dir;
2212    
2213     if (op->hide)
2214     do_hidden_move (op);
2215    
2216 root 1.142 bool retval;
2217    
2218 root 1.18 if (INVOKE_PLAYER (MOVE, op->contr, ARG_INT (dir)))
2219 root 1.142 retval = RESULT_INT (0);
2220 root 1.18 else if (op->contr->fire_on)
2221 root 1.142 retval = fire (op, dir);
2222 root 1.18 else
2223     {
2224 root 1.142 retval = move_player_attack (op, dir);
2225 root 1.18 pick = check_pick (op);
2226     }
2227 elmex 1.1
2228 root 1.18 /* Add special check for newcs players and fire on - this way, the
2229     * server can handle repeat firing.
2230     */
2231     if (op->contr->fire_on || (op->contr->run_on && pick != 0))
2232 root 1.49 op->direction = dir;
2233 root 1.18 else
2234 root 1.49 op->direction = 0;
2235    
2236 root 1.18 /* Update how the player looks. Use the facing, so direction may
2237     * get reset to zero. This allows for full animation capabilities
2238     * for players.
2239     */
2240     animate_object (op, op->facing);
2241 root 1.142
2242     return retval;
2243 elmex 1.1 }
2244    
2245     /* This is similar to handle_player, below, but is only used by the
2246     * new client/server stuff.
2247     * This is sort of special, in that the new client/server actually uses
2248     * the new speed values for commands.
2249     *
2250 root 1.142 * Returns true if there are more actions we can do. Should not do
2251     * many actions in a row, as that would be too unfair to other
2252     * players.
2253 elmex 1.1 */
2254 root 1.142 bool
2255 root 1.18 handle_newcs_player (object *op)
2256 elmex 1.1 {
2257 root 1.18 if (QUERY_FLAG (op, FLAG_SCARED))
2258     {
2259 root 1.142 if (op->speed_left > 0.f)
2260 root 1.18 {
2261 root 1.132 --op->speed_left;
2262 root 1.142 flee_player (op);
2263    
2264     return true;
2265 root 1.11 }
2266 root 1.142 else
2267     return false;
2268 elmex 1.1 }
2269    
2270 root 1.18 /* call this here - we also will call this in do_ericserver, but
2271     * the players time has been increased when doericserver has been
2272     * called, so we recheck it here.
2273     */
2274 root 1.83 if (op->contr->ns->handle_command ())
2275 root 1.142 return true;
2276 root 1.47
2277 root 1.142 if (op->direction && (op->contr->run_on || op->contr->fire_on))
2278     return move_player (op, op->direction);
2279 elmex 1.1
2280 root 1.142 return false;
2281 root 1.18 }
2282    
2283     int
2284     save_life (object *op)
2285     {
2286     if (!QUERY_FLAG (op, FLAG_LIFESAVE))
2287 elmex 1.1 return 0;
2288 root 1.18
2289 root 1.41 for (object *tmp = op->inv; tmp; tmp = tmp->below)
2290 root 1.18 if (QUERY_FLAG (tmp, FLAG_APPLIED) && QUERY_FLAG (tmp, FLAG_LIFESAVE))
2291     {
2292     play_sound_map (op->map, op->x, op->y, SOUND_OB_EVAPORATE);
2293     new_draw_info_format (NDI_UNIQUE, 0, op, "Your %s vibrates violently, then evaporates.", query_name (tmp));
2294 root 1.33
2295 root 1.18 if (op->contr)
2296     esrv_del_item (op->contr, tmp->count);
2297 root 1.33
2298     tmp->destroy ();
2299 root 1.18 CLEAR_FLAG (op, FLAG_LIFESAVE);
2300 root 1.33
2301 root 1.18 if (op->stats.hp < 0)
2302     op->stats.hp = op->stats.maxhp;
2303 root 1.33
2304 root 1.18 if (op->stats.food < 0)
2305     op->stats.food = 999;
2306 root 1.33
2307 root 1.54 op->update_stats ();
2308 root 1.18 return 1;
2309     }
2310 root 1.41
2311 root 1.18 LOG (llevError, "Error: LIFESAVE set without applied object.\n");
2312     CLEAR_FLAG (op, FLAG_LIFESAVE);
2313     enter_player_savebed (op); /* bring him home. */
2314     return 0;
2315 elmex 1.1 }
2316    
2317     /* This goes throws the inventory and removes unpaid objects, and puts them
2318     * back in the map (location and map determined by values of env). This
2319     * function will descend into containers. op is the object to start the search
2320     * from.
2321     */
2322 root 1.18 void
2323     remove_unpaid_objects (object *op, object *env)
2324 elmex 1.1 {
2325 root 1.18 while (op)
2326     {
2327 root 1.70 object *next = op->below; /* Make sure we have a good value, in case we remove object 'op' */
2328    
2329 root 1.18 if (QUERY_FLAG (op, FLAG_UNPAID))
2330     {
2331     if (env->type == PLAYER)
2332     esrv_del_item (env->contr, op->count);
2333 root 1.70
2334     op->insert_at (env);
2335 root 1.18 }
2336     else if (op->inv)
2337     remove_unpaid_objects (op->inv, env);
2338 root 1.41
2339 root 1.18 op = next;
2340 elmex 1.1 }
2341     }
2342    
2343     /*
2344     * Returns pointer a static string containing gravestone text
2345     * Moved from apply.c to player.c - player.c is what
2346     * actually uses this function. player.c may not be quite the
2347     * best, a misc file for object actions is probably better,
2348     * but there isn't one in the server directory.
2349     */
2350 root 1.18 char *
2351     gravestone_text (object *op)
2352 elmex 1.1 {
2353 root 1.18 static char buf2[MAX_BUF];
2354     char buf[MAX_BUF];
2355     time_t now = time (NULL);
2356    
2357     strcpy (buf2, " R.I.P.\n\n");
2358     if (op->type == PLAYER)
2359     sprintf (buf, "%s the %s\n", &op->name, op->contr->title);
2360     else
2361     sprintf (buf, "%s\n", &op->name);
2362 root 1.41
2363 root 1.18 strncat (buf2, " ", 20 - strlen (buf) / 2);
2364     strcat (buf2, buf);
2365     if (op->type == PLAYER)
2366     sprintf (buf, "who was in level %d when killed\n", op->level);
2367     else
2368     sprintf (buf, "who was in level %d when died.\n\n", op->level);
2369 root 1.41
2370 root 1.18 strncat (buf2, " ", 20 - strlen (buf) / 2);
2371     strcat (buf2, buf);
2372     if (op->type == PLAYER)
2373     {
2374     sprintf (buf, "by %s.\n\n", op->contr->killer);
2375     strncat (buf2, " ", 21 - strlen (buf) / 2);
2376     strcat (buf2, buf);
2377     }
2378 root 1.41
2379 root 1.18 strftime (buf, MAX_BUF, "%b %d %Y\n", localtime (&now));
2380     strncat (buf2, " ", 20 - strlen (buf) / 2);
2381     strcat (buf2, buf);
2382 root 1.41
2383 root 1.18 return buf2;
2384 elmex 1.1 }
2385    
2386 root 1.18 void
2387     do_some_living (object *op)
2388     {
2389     int last_food = op->stats.food;
2390 elmex 1.1 int gen_hp, gen_sp, gen_grace;
2391     int over_hp, over_sp, over_grace;
2392     int i;
2393     int rate_hp = 1200;
2394     int rate_sp = 2500;
2395     int rate_grace = 2000;
2396     const int max_hp = 1;
2397     const int max_sp = 1;
2398     const int max_grace = 1;
2399    
2400 root 1.107 if (op->contr->hidden)
2401     {
2402     op->invisible = 1000;
2403     /* the socket code flashes the player visible/invisible
2404     * depending on the value of invisible, so we need to
2405     * alternate it here for it to work correctly.
2406     */
2407     if (pticks & 2)
2408     op->invisible--;
2409     }
2410     else if (op->invisible && !(QUERY_FLAG (op, FLAG_MAKE_INVIS)))
2411     {
2412     if (!op->invisible--)
2413     {
2414     make_visible (op);
2415     new_draw_info (NDI_UNIQUE, 0, op, "Your invisibility spell runs out.");
2416     }
2417     }
2418    
2419 root 1.52 if (op->contr->ns->state == ST_PLAYING)
2420 root 1.18 {
2421     /* these next three if clauses make it possible to SLOW DOWN
2422     hp/grace/spellpoint regeneration. */
2423     if (op->contr->gen_hp >= 0)
2424     gen_hp = (op->contr->gen_hp + 1) * op->stats.maxhp;
2425     else
2426     {
2427     gen_hp = op->stats.maxhp;
2428     rate_hp -= rate_hp / 2 * op->contr->gen_hp;
2429     }
2430 root 1.55
2431 root 1.18 if (op->contr->gen_sp >= 0)
2432     gen_sp = (op->contr->gen_sp + 1) * op->stats.maxsp;
2433     else
2434     {
2435     gen_sp = op->stats.maxsp;
2436     rate_sp -= rate_sp / 2 * op->contr->gen_sp;
2437     }
2438 root 1.55
2439 root 1.18 if (op->contr->gen_grace >= 0)
2440     gen_grace = (op->contr->gen_grace + 1) * op->stats.maxgrace;
2441     else
2442     {
2443     gen_grace = op->stats.maxgrace;
2444     rate_grace -= rate_grace / 2 * op->contr->gen_grace;
2445     }
2446    
2447     /* Regenerate Spell Points */
2448 root 1.118 if (!op->contr->golem && --op->last_sp < 0)
2449 root 1.18 {
2450     gen_sp = gen_sp * 10 / (op->contr->gen_sp_armour < 10 ? 10 : op->contr->gen_sp_armour);
2451     if (op->stats.sp < op->stats.maxsp)
2452     {
2453     op->stats.sp++;
2454     /* dms do not consume food */
2455     if (!QUERY_FLAG (op, FLAG_WIZ))
2456     {
2457     op->stats.food--;
2458     if (op->contr->digestion < 0)
2459     op->stats.food += op->contr->digestion;
2460     else if (op->contr->digestion > 0 && random_roll (0, op->contr->digestion, op, PREFER_HIGH))
2461     op->stats.food = last_food;
2462     }
2463     }
2464 root 1.55
2465 root 1.18 if (max_sp > 1)
2466     {
2467     over_sp = (gen_sp + 10) / rate_sp;
2468     if (over_sp > 0)
2469     {
2470     if (op->stats.sp < op->stats.maxsp)
2471     {
2472     op->stats.sp += over_sp > max_sp ? max_sp : over_sp;
2473 root 1.55
2474 root 1.18 if (random_roll (0, rate_sp - 1, op, PREFER_LOW) > ((gen_sp + 10) % rate_sp))
2475     op->stats.sp--;
2476 root 1.55
2477 root 1.18 if (op->stats.sp > op->stats.maxsp)
2478     op->stats.sp = op->stats.maxsp;
2479     }
2480     op->last_sp = 0;
2481     }
2482     else
2483 root 1.55 op->last_sp = rate_sp / (gen_sp < 20 ? 30 : gen_sp + 10);
2484 root 1.18 }
2485     else
2486 root 1.55 op->last_sp = rate_sp / (gen_sp < 20 ? 30 : gen_sp + 10);
2487 root 1.18 }
2488    
2489     /* Regenerate Grace */
2490     /* I altered this a little - maximum grace is ony achieved through prayer -b.t. */
2491     if (--op->last_grace < 0)
2492     {
2493     if (op->stats.grace < op->stats.maxgrace / 2)
2494     op->stats.grace++; /* no penalty in food for regaining grace */
2495 root 1.55
2496 root 1.18 if (max_grace > 1)
2497     {
2498     over_grace = (gen_grace < 20 ? 30 : gen_grace + 10) / rate_grace;
2499     if (over_grace > 0)
2500     {
2501     op->stats.sp += over_grace
2502     + (random_roll (0, rate_grace - 1, op, PREFER_HIGH) > ((gen_grace < 20 ? 30 : gen_grace + 10) % rate_grace)) ? -1 : 0;
2503     op->last_grace = 0;
2504     }
2505     else
2506     {
2507     op->last_grace = rate_grace / (gen_grace < 20 ? 30 : gen_grace + 10);
2508     }
2509     }
2510     else
2511     {
2512     op->last_grace = rate_grace / (gen_grace < 20 ? 30 : gen_grace + 10);
2513     }
2514     /* wearing stuff doesn't detract from grace generation. */
2515     }
2516    
2517     /* Regenerate Hit Points */
2518     if (--op->last_heal < 0)
2519     {
2520     if (op->stats.hp < op->stats.maxhp)
2521     {
2522     op->stats.hp++;
2523     /* dms do not consume food */
2524     if (!QUERY_FLAG (op, FLAG_WIZ))
2525     {
2526     op->stats.food--;
2527     if (op->contr->digestion < 0)
2528     op->stats.food += op->contr->digestion;
2529     else if (op->contr->digestion > 0 && random_roll (0, op->contr->digestion, op, PREFER_HIGH))
2530     op->stats.food = last_food;
2531     }
2532     }
2533 root 1.55
2534 root 1.18 if (max_hp > 1)
2535     {
2536     over_hp = (gen_hp < 20 ? 30 : gen_hp + 10) / rate_hp;
2537     if (over_hp > 0)
2538     {
2539     op->stats.sp += over_hp + (RANDOM () % rate_hp > ((gen_hp < 20 ? 30 : gen_hp + 10) % rate_hp)) ? -1 : 0;
2540     op->last_heal = 0;
2541     }
2542     else
2543     {
2544     op->last_heal = rate_hp / (gen_hp < 20 ? 30 : gen_hp + 10);
2545     }
2546     }
2547     else
2548     {
2549     op->last_heal = rate_hp / (gen_hp < 20 ? 30 : gen_hp + 10);
2550     }
2551 root 1.11 }
2552 elmex 1.1
2553 root 1.18 /* Digestion */
2554     if (--op->last_eat < 0)
2555     {
2556     int bonus = op->contr->digestion > 0 ? op->contr->digestion : 0, penalty = op->contr->digestion < 0 ? -op->contr->digestion : 0;
2557    
2558     if (op->contr->gen_hp > 0)
2559     op->last_eat = 25 * (1 + bonus) / (op->contr->gen_hp + penalty + 1);
2560     else
2561     op->last_eat = 25 * (1 + bonus) / (penalty + 1);
2562 root 1.55
2563 root 1.18 /* dms do not consume food */
2564     if (!QUERY_FLAG (op, FLAG_WIZ))
2565     op->stats.food--;
2566 root 1.11 }
2567 elmex 1.1
2568 root 1.55 if (op->stats.food < 0 && op->stats.hp >= 0)
2569     {
2570     object *tmp, *flesh = 0;
2571 root 1.18
2572 root 1.55 for (tmp = op->inv; tmp; tmp = tmp->below)
2573 root 1.18 {
2574 root 1.55 if (!QUERY_FLAG (tmp, FLAG_UNPAID))
2575 root 1.18 {
2576 root 1.55 if (tmp->type == FOOD || tmp->type == DRINK || tmp->type == POISON)
2577     {
2578     new_draw_info (NDI_UNIQUE, 0, op, "You blindly grab for a bite of food.");
2579     manual_apply (op, tmp, 0);
2580     if (op->stats.food >= 0 || op->stats.hp < 0)
2581     break;
2582     }
2583     else if (tmp->type == FLESH)
2584     flesh = tmp;
2585     } /* End if paid for object */
2586     } /* end of for loop */
2587    
2588     /* If player is still starving, it means they don't have any food, so
2589     * eat flesh instead.
2590     */
2591     if (op->stats.food < 0 && op->stats.hp >= 0 && flesh)
2592     {
2593     new_draw_info (NDI_UNIQUE, 0, op, "You blindly grab for a bite of food.");
2594     manual_apply (op, flesh, 0);
2595     }
2596 root 1.11 }
2597 elmex 1.1
2598 root 1.55 while (op->stats.food < 0 && op->stats.hp >= 0)
2599     op->stats.food++, op->stats.hp--;
2600 elmex 1.1
2601 root 1.55 if (op->stats.hp < 0 && !QUERY_FLAG (op, FLAG_WIZ))
2602     kill_player (op);
2603     }
2604 elmex 1.1 }
2605    
2606     /* If the player should die (lack of hp, food, etc), we call this.
2607     * op is the player in jeopardy. If the player can not be saved (not
2608     * permadeath, no lifesave), this will take care of removing the player
2609     * file.
2610     */
2611 root 1.18 void
2612     kill_player (object *op)
2613 elmex 1.1 {
2614 root 1.18 char buf[MAX_BUF];
2615     int x, y;
2616    
2617     //int i;
2618 root 1.25 maptile *map; /* this is for resurrection */
2619 root 1.18
2620     /* int z;
2621     int num_stats_lose;
2622     int lost_a_stat;
2623     int lose_this_stat;
2624     int this_stat; */
2625     int will_kill_again;
2626     archetype *at;
2627     object *tmp;
2628    
2629     if (save_life (op))
2630     return;
2631    
2632    
2633     /* If player dies on BATTLEGROUND, no stat/exp loss! For Combat-Arenas
2634     * in cities ONLY!!! It is very important that this doesn't get abused.
2635     * Look at op_on_battleground() for more info --AndreasV
2636     */
2637     if (op_on_battleground (op, &x, &y))
2638     {
2639     new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, "You have been defeated in combat!");
2640     new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, "Local medics have saved your life...");
2641    
2642     /* restore player */
2643 root 1.22 at = archetype::find ("poisoning");
2644 root 1.70 if (object *tmp = present_arch_in_ob (at, op))
2645 root 1.18 {
2646 root 1.33 tmp->destroy ();
2647 root 1.18 new_draw_info (NDI_UNIQUE, 0, op, "Your body feels cleansed");
2648     }
2649 elmex 1.1
2650 root 1.22 at = archetype::find ("confusion");
2651 root 1.70 if (object *tmp = present_arch_in_ob (at, op))
2652 root 1.18 {
2653 root 1.33 tmp->destroy ();
2654 root 1.18 new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer");
2655     }
2656    
2657     cure_disease (op, 0); /* remove any disease */
2658     op->stats.hp = op->stats.maxhp;
2659     if (op->stats.food <= 0)
2660     op->stats.food = 999;
2661 elmex 1.1
2662 root 1.18 /* create a bodypart-trophy to make the winner happy */
2663 root 1.70 if (object *tmp = arch_to_object (archetype::find ("finger")))
2664 root 1.18 {
2665     sprintf (buf, "%s's finger", &op->name);
2666     tmp->name = buf;
2667     sprintf (buf, " This finger has been cut off %s\n"
2668     " the %s, when he was defeated at\n level %d by %s.\n",
2669     &op->name, op->contr->title, (int) (op->level), op->contr->killer);
2670     tmp->msg = buf;
2671 root 1.102 tmp->value = 0, tmp->type = 0;
2672     tmp->materialname = "organics";
2673 elmex 1.87 tmp->insert_at (op, tmp);
2674 root 1.18 }
2675 elmex 1.1
2676 root 1.18 /* teleport defeated player to new destination */
2677     transfer_ob (op, x, y, 0, NULL);
2678     op->contr->braced = 0;
2679     return;
2680 elmex 1.1 }
2681    
2682 root 1.18 INVOKE_PLAYER (DEATH, op->contr);
2683 root 1.3
2684 root 1.18 command_kill_pets (op, 0);
2685 elmex 1.1
2686 root 1.18 if (op->stats.food < 0)
2687     {
2688     sprintf (buf, "%s starved to death.", &op->name);
2689     strcpy (op->contr->killer, "starvation");
2690 elmex 1.1 }
2691 root 1.18 else
2692 root 1.89 sprintf (buf, "%s died.", &op->name);
2693 root 1.70
2694 root 1.18 play_sound_player_only (op->contr, SOUND_PLAYER_DIES, 0, 0);
2695 elmex 1.1
2696 root 1.18 /* save the map location for corpse, gravestone */
2697 root 1.70 x = op->x;
2698     y = op->y;
2699 root 1.18 map = op->map;
2700 elmex 1.1
2701 root 1.54 /* NOT_PERMADEATH code. This basically brings the character back to
2702     * life if they are dead - it takes some exp and a random stat.
2703     * See the config.h file for a little more in depth detail about this.
2704     */
2705    
2706     /* Basically two ways to go - remove a stat permanently, or just
2707     * make it depletion. This bunch of code deals with that aspect
2708     * of death.
2709     */
2710     #ifndef COZY_SERVER
2711     if (settings.balanced_stat_loss)
2712 root 1.18 {
2713 root 1.54 /* If stat loss is permanent, lose one stat only. */
2714     /* Lower level chars don't lose as many stats because they suffer
2715     more if they do. */
2716     /* Higher level characters can afford things such as potions of
2717     restoration, or better, stat potions. So we slug them that
2718     little bit harder. */
2719     /* GD */
2720     if (settings.stat_loss_on_death)
2721     num_stats_lose = 1;
2722     else
2723     num_stats_lose = 1 + op->level / BALSL_NUMBER_LOSSES_RATIO;
2724     }
2725     else
2726 root 1.70 num_stats_lose = 1;
2727    
2728 root 1.54 lost_a_stat = 0;
2729    
2730     for (z = 0; z < num_stats_lose; z++)
2731     {
2732     i = RANDOM () % NUM_STATS;
2733 root 1.11
2734 root 1.54 if (settings.stat_loss_on_death)
2735 root 1.18 {
2736 root 1.54 /* Pick a random stat and take a point off it. Tell the player
2737     * what he lost.
2738     */
2739     change_attr_value (&(op->stats), i, -1);
2740     check_stat_bounds (&(op->stats));
2741     change_attr_value (&(op->contr->orig_stats), i, -1);
2742     check_stat_bounds (&(op->contr->orig_stats));
2743     new_draw_info (NDI_UNIQUE, 0, op, lose_msg[i]);
2744     lost_a_stat = 1;
2745 root 1.18 }
2746     else
2747     {
2748 root 1.54 /* deplete a stat */
2749     archetype *deparch = archetype::find ("depletion");
2750     object *dep;
2751 root 1.11
2752 root 1.54 dep = present_arch_in_ob (deparch, op);
2753     if (!dep)
2754 root 1.18 {
2755 root 1.54 dep = arch_to_object (deparch);
2756     insert_ob_in_ob (dep, op);
2757 root 1.18 }
2758 root 1.54 lose_this_stat = 1;
2759     if (settings.balanced_stat_loss)
2760 root 1.18 {
2761 root 1.54 /* GD */
2762     /* Get the stat that we're about to deplete. */
2763     this_stat = get_attr_value (&(dep->stats), i);
2764     if (this_stat < 0)
2765     {
2766     int loss_chance = 1 + op->level / BALSL_LOSS_CHANCE_RATIO;
2767     int keep_chance = this_stat * this_stat;
2768 root 1.18
2769 root 1.54 /* Yes, I am paranoid. Sue me. */
2770     if (keep_chance < 1)
2771     keep_chance = 1;
2772 root 1.18
2773 root 1.54 /* There is a maximum depletion total per level. */
2774     if (this_stat < -1 - op->level / BALSL_MAX_LOSS_RATIO)
2775     {
2776     lose_this_stat = 0;
2777     /* Take loss chance vs keep chance to see if we
2778     retain the stat. */
2779     }
2780     else
2781     {
2782     if (random_roll (0, loss_chance + keep_chance - 1, op, PREFER_LOW) < keep_chance)
2783     lose_this_stat = 0;
2784     /* LOG(llevDebug, "Determining stat loss. Stat: %d Keep: %d Lose: %d Result: %s.\n",
2785     this_stat, keep_chance, loss_chance,
2786     lose_this_stat?"LOSE":"KEEP"); */
2787 root 1.11 }
2788     }
2789 root 1.54 }
2790 root 1.18
2791 root 1.54 if (lose_this_stat)
2792     {
2793     this_stat = get_attr_value (&(dep->stats), i);
2794     /* We could try to do something clever like find another
2795     * stat to reduce if this fails. But chances are, if
2796     * stats have been depleted to -50, all are pretty low
2797     * and should be roughly the same, so it shouldn't make a
2798     * difference.
2799     */
2800     if (this_stat >= -50)
2801 root 1.18 {
2802 root 1.54 change_attr_value (&(dep->stats), i, -1);
2803     SET_FLAG (dep, FLAG_APPLIED);
2804     new_draw_info (NDI_UNIQUE, 0, op, lose_msg[i]);
2805     op->update_stats ();
2806     lost_a_stat = 1;
2807 root 1.11 }
2808     }
2809     }
2810 root 1.54 }
2811     /* If no stat lost, tell the player. */
2812     if (!lost_a_stat)
2813     {
2814     /* determine_god() seems to not work sometimes... why is this?
2815     Should I be using something else? GD */
2816     const char *god = determine_god (op);
2817 root 1.18
2818 root 1.54 if (god && (strcmp (god, "none")))
2819     new_draw_info_format (NDI_UNIQUE, 0, op, "For a brief moment you feel the holy presence of %s protecting" " you.", god);
2820     else
2821     new_draw_info (NDI_UNIQUE, 0, op, "For a brief moment you feel a holy presence protecting you.");
2822     }
2823 root 1.28 #else
2824 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.");
2825 elmex 1.1 #endif
2826    
2827 root 1.54 /* Put a gravestone up where the character 'almost' died. List the
2828     * exp loss on the stone.
2829     */
2830     tmp = arch_to_object (archetype::find ("gravestone"));
2831     sprintf (buf, "%s's gravestone", &op->name);
2832     tmp->name = buf;
2833     sprintf (buf, "%s's gravestones", &op->name);
2834     tmp->name_pl = buf;
2835     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);
2836     tmp->msg = buf;
2837     tmp->x = op->x, tmp->y = op->y;
2838     insert_ob_in_map (tmp, op->map, NULL, 0);
2839    
2840     /**************************************/
2841     /* */
2842     /* Subtract the experience points, */
2843     /* if we died cause of food, give us */
2844     /* food, and reset HP's... */
2845     /* */
2846     /**************************************/
2847    
2848     /* remove any poisoning and confusion the character may be suffering. */
2849     /* restore player */
2850     at = archetype::find ("poisoning");
2851     tmp = present_arch_in_ob (at, op);
2852    
2853     if (tmp)
2854     {
2855     tmp->destroy ();
2856     new_draw_info (NDI_UNIQUE, 0, op, "Your body feels cleansed");
2857     }
2858    
2859     at = archetype::find ("confusion");
2860     tmp = present_arch_in_ob (at, op);
2861     if (tmp)
2862     {
2863     tmp->destroy ();
2864     new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer");
2865     }
2866    
2867     cure_disease (op, 0); /* remove any disease */
2868    
2869     /*add_exp(op, (op->stats.exp * -0.20)); */
2870     apply_death_exp_penalty (op);
2871     if (op->stats.food < 100)
2872     op->stats.food = 900;
2873     op->stats.hp = op->stats.maxhp;
2874     op->stats.sp = MAX (op->stats.sp, op->stats.maxsp);
2875     op->stats.grace = MAX (op->stats.grace, op->stats.maxgrace);
2876 root 1.11
2877 root 1.54 /*
2878 root 1.108 * Check to see if the player has any unpaid items. If so, remove them
2879     * and put them back in the map.
2880 root 1.54 */
2881 root 1.108 remove_unpaid_objects (op->inv, op);
2882 root 1.18
2883 root 1.54 /****************************************/
2884     /* */
2885     /* Move player to his current respawn- */
2886     /* position (usually last savebed) */
2887     /* */
2888     /****************************************/
2889 root 1.18
2890 root 1.54 enter_player_savebed (op);
2891 root 1.18
2892 root 1.54 op->contr->braced = 0;
2893 root 1.11
2894 root 1.54 /* it is possible that the player has blown something up
2895     * at his savebed location, and that can have long lasting
2896     * spell effects. So first see if there is a spell effect
2897     * on the space that might harm the player.
2898     */
2899     will_kill_again = 0;
2900     for (tmp = GET_MAP_OB (op->map, op->x, op->y); tmp; tmp = tmp->above)
2901     if (tmp->type == SPELL_EFFECT)
2902     will_kill_again |= tmp->attacktype;
2903 elmex 1.1
2904 root 1.54 if (will_kill_again)
2905 root 1.18 {
2906 root 1.54 object *force;
2907     int at;
2908 root 1.18
2909 root 1.54 force = get_archetype (FORCE_NAME);
2910     /* 50 ticks should be enough time for the spell to abate */
2911 root 1.133 force->speed = 0.1f;
2912     force->speed_left = -5.f;
2913 root 1.54 SET_FLAG (force, FLAG_APPLIED);
2914     for (at = 0; at < NROFATTACKS; at++)
2915     if (will_kill_again & (1 << at))
2916     force->resist[at] = 100;
2917 root 1.30
2918 root 1.54 insert_ob_in_ob (force, op);
2919     op->update_stats ();
2920 root 1.30
2921 root 1.54 }
2922 root 1.18
2923 root 1.54 new_draw_info (NDI_UNIQUE, 0, op, "YOU HAVE DIED.");
2924 elmex 1.1 }
2925    
2926 root 1.18 void
2927     loot_object (object *op)
2928     { /* Grab and destroy some treasure */
2929     object *tmp, *tmp2, *next;
2930 elmex 1.1
2931 root 1.103 op->close_container (); /* close open sack first */
2932 elmex 1.1
2933 root 1.54 for (tmp = op->inv; tmp; tmp = next)
2934 root 1.18 {
2935     next = tmp->below;
2936 root 1.54
2937 elmex 1.50 if (tmp->invisible)
2938 root 1.18 continue;
2939 root 1.54
2940 root 1.32 tmp->remove ();
2941 root 1.18 tmp->x = op->x, tmp->y = op->y;
2942 root 1.103
2943 root 1.18 if (tmp->type == CONTAINER)
2944 root 1.103 loot_object (tmp); /* empty container to ground */
2945    
2946 root 1.99 if (!QUERY_FLAG (tmp, FLAG_UNIQUE) && (QUERY_FLAG (tmp, FLAG_STARTEQUIP) || QUERY_FLAG (tmp, FLAG_NO_DROP) || !(rndm (3))))
2947 root 1.18 {
2948     if (tmp->nrof > 1)
2949     {
2950     tmp2 = get_split_ob (tmp, 1 + RANDOM () % (tmp->nrof - 1));
2951 root 1.33 tmp2->destroy ();
2952 root 1.18 insert_ob_in_map (tmp, op->map, NULL, 0);
2953     }
2954     else
2955 root 1.33 tmp->destroy ();
2956 root 1.18 }
2957     else
2958     insert_ob_in_map (tmp, op->map, NULL, 0);
2959     }
2960 elmex 1.1 }
2961    
2962     /*
2963     * fix_weight(): Check recursively the weight of all players, and fix
2964     * what needs to be fixed. Refresh windows and fix speed if anything
2965     * was changed.
2966     */
2967 root 1.18 void
2968     fix_weight (void)
2969     {
2970 root 1.61 for_all_players (pl)
2971 root 1.18 {
2972     int old = pl->ob->carrying, sum = sum_weight (pl->ob);
2973    
2974     if (old == sum)
2975     continue;
2976 root 1.54 pl->ob->update_stats ();
2977 root 1.18 LOG (llevDebug, "Fixed inventory in %s (%d -> %d)\n", &pl->ob->name, old, sum);
2978     }
2979 elmex 1.1 }
2980    
2981 root 1.18 void
2982     fix_luck (void)
2983     {
2984 root 1.61 for_all_players (pl)
2985 root 1.52 if (!pl->ob->contr->ns->state)
2986 root 1.54 pl->ob->change_luck (0);
2987 elmex 1.1 }
2988    
2989     /* cast_dust() - handles op throwing objects of type 'DUST'.
2990     * This is much simpler in the new spell code - we basically
2991     * just treat this as any other spell casting object.
2992     */
2993 elmex 1.2 void
2994 root 1.18 cast_dust (object *op, object *throw_ob, int dir)
2995 elmex 1.2 {
2996     object *skop, *spob;
2997    
2998     skop = find_skill_by_name (op, throw_ob->skill);
2999    
3000     /* casting POTION 'dusts' is really a use_magic_item skill */
3001     if (op->type == PLAYER && throw_ob->type == POTION && !skop)
3002     {
3003 root 1.18 LOG (llevError, "Player %s lacks critical skill use_magic_item!\n", &op->name);
3004 elmex 1.2 return;
3005     }
3006    
3007     spob = throw_ob->inv;
3008    
3009     // elmex Tue Aug 15 17:19:46 CEST 2006: Added this check to
3010     // not pass NULL to cast_spell (which did indeed check itself, but
3011     // errors should be reported as early as possible IMHO)
3012     if (!spob)
3013     {
3014 root 1.18 LOG (llevError, "cast_dust: thrown object %s (by %s) had no spell in it!", &throw_ob->name, &op->name);
3015 elmex 1.2 return;
3016 elmex 1.1 }
3017    
3018 elmex 1.2 if (op->type == PLAYER)
3019 root 1.14 new_draw_info_format (NDI_UNIQUE, 0, op, "You cast %s.", &spob->name);
3020 elmex 1.2
3021     cast_spell (op, throw_ob, dir, spob, NULL);
3022    
3023 root 1.33 throw_ob->destroy ();
3024 elmex 1.1 }
3025    
3026 root 1.18 void
3027     make_visible (object *op)
3028     {
3029     op->hide = 0;
3030     op->invisible = 0;
3031     if (op->type == PLAYER)
3032     {
3033     op->contr->tmp_invis = 0;
3034     op->contr->invis_race = 0;
3035     }
3036 root 1.107
3037     update_object (op, UP_OBJ_CHANGE);
3038 root 1.18 }
3039    
3040     int
3041     is_true_undead (object *op)
3042     {
3043 root 1.149 if (QUERY_FLAG (op->arch, FLAG_UNDEAD))
3044 root 1.18 return 1;
3045    
3046 elmex 1.1 return 0;
3047     }
3048    
3049     /* look at the surrounding terrain to determine
3050     * the hideability of this object. Positive levels
3051     * indicate greater hideability.
3052     */
3053    
3054 root 1.18 int
3055     hideability (object *ob)
3056     {
3057     int i, level = 0, mflag;
3058     sint16 x, y;
3059    
3060     if (!ob || !ob->map)
3061     return 0;
3062    
3063     /* so, on normal lighted maps, its hard to hide */
3064     level = ob->map->darkness - 2;
3065    
3066     /* this also picks up whether the object is glowing.
3067     * If you carry a light on a non-dark map, its not
3068     * as bad as carrying a light on a pitch dark map */
3069     if (has_carried_lights (ob))
3070     level = -(10 + (2 * ob->map->darkness));
3071    
3072     /* scan through all nearby squares for terrain to hide in */
3073     for (i = 0, x = ob->x, y = ob->y; i < 9; i++, x = ob->x + freearr_x[i], y = ob->y + freearr_y[i])
3074     {
3075     mflag = get_map_flags (ob->map, NULL, x, y, NULL, NULL);
3076     if (mflag & P_OUT_OF_MAP)
3077     {
3078     continue;
3079     }
3080     if (mflag & P_BLOCKSVIEW) /* something to hide near! */
3081     level += 2;
3082     else /* open terrain! */
3083     level -= 1;
3084 elmex 1.1 }
3085 root 1.18
3086 elmex 1.1 #if 0
3087 root 1.18 LOG (llevDebug, "hideability of %s is %d\n", ob->name, level);
3088 elmex 1.1 #endif
3089 root 1.18 return level;
3090 elmex 1.1 }
3091    
3092     /* For Hidden creatures - a chance of becoming 'unhidden'
3093     * every time they move - as we subtract off 'invisibility'
3094     * AND, for players, if they move into a ridiculously unhideable
3095     * spot (surrounded by clear terrain in broad daylight). -b.t.
3096     */
3097 root 1.18 void
3098     do_hidden_move (object *op)
3099     {
3100     int hide = 0, num = random_roll (0, 19, op, PREFER_LOW);
3101     object *skop;
3102    
3103     if (!op || !op->map)
3104     return;
3105    
3106     skop = find_obj_by_type_subtype (op, SKILL, SK_HIDING);
3107    
3108     /* its *extremely* hard to run and sneak/hide at the same time! */
3109     if (op->type == PLAYER && op->contr->run_on)
3110 root 1.85 if (!skop || num >= skop->level)
3111     {
3112     new_draw_info (NDI_UNIQUE, 0, op, "You ran too much! You are no longer hidden!");
3113     make_visible (op);
3114     return;
3115     }
3116     else
3117     num += 20;
3118    
3119 root 1.18 num += op->map->difficulty;
3120     hide = hideability (op); /* modify by terrain hidden level */
3121     num -= hide;
3122 root 1.85
3123 root 1.18 if ((op->type == PLAYER && hide < -10) || ((op->invisible -= num) <= 0))
3124     {
3125     make_visible (op);
3126     if (op->type == PLAYER)
3127     new_draw_info (NDI_UNIQUE, 0, op, "You moved out of hiding! You are visible!");
3128 elmex 1.1 }
3129 root 1.18 else if (op->type == PLAYER && skop)
3130 root 1.85 change_exp (op, calc_skill_exp (op, NULL, skop), skop->skill, 0);
3131 elmex 1.1 }
3132    
3133     /* determine if who is standing near a hostile creature. */
3134    
3135 root 1.18 int
3136     stand_near_hostile (object *who)
3137     {
3138     object *tmp = NULL;
3139     int i, friendly = 0, player = 0, mflags;
3140 root 1.25 maptile *m;
3141 root 1.18 sint16 x, y;
3142    
3143     if (!who)
3144     return 0;
3145    
3146     if (who->type == PLAYER)
3147     player = 1;
3148    
3149     else
3150     friendly = QUERY_FLAG (who, FLAG_FRIENDLY);
3151    
3152     /* search adjacent squares */
3153     for (i = 1; i < 9; i++)
3154     {
3155     x = who->x + freearr_x[i];
3156     y = who->y + freearr_y[i];
3157     m = who->map;
3158     mflags = get_map_flags (m, &m, x, y, &x, &y);
3159     /* space must be blocked if there is a monster. If not
3160     * blocked, don't need to check this space.
3161     */
3162     if (mflags & P_OUT_OF_MAP)
3163     continue;
3164     if (OB_TYPE_MOVE_BLOCK (who, GET_MAP_MOVE_BLOCK (m, x, y)))
3165     continue;
3166    
3167 root 1.49 for (tmp = GET_MAP_OB (m, x, y); tmp; tmp = tmp->above)
3168 root 1.18 {
3169     if ((player ||friendly) &&QUERY_FLAG (tmp, FLAG_MONSTER) && !QUERY_FLAG (tmp, FLAG_UNAGGRESSIVE))
3170     return 1;
3171     else if (tmp->type == PLAYER)
3172     {
3173     /*don't let a hidden DM prevent you from hiding */
3174     if (!QUERY_FLAG (tmp, FLAG_WIZ) || tmp->contr->hidden == 0)
3175 root 1.11 return 1;
3176 root 1.18 }
3177 root 1.11 }
3178 elmex 1.1 }
3179 root 1.18 return 0;
3180 elmex 1.1 }
3181    
3182     /* check the player los field for viewability of the
3183     * object op. This function works fine for monsters,
3184     * but we dont worry if the object isnt the top one in
3185     * a pile (say a coin under a table would return "viewable"
3186     * by this routine). Another question, should we be
3187     * concerned with the direction the player is looking
3188     * in? Realistically, most of use cant see stuff behind
3189     * our backs...on the other hand, does the "facing" direction
3190     * imply the way your head, or body is facing? Its possible
3191     * for them to differ. Sigh, this fctn could get a bit more complex.
3192     * -b.t.
3193     * This function is now map tiling safe.
3194     */
3195    
3196 root 1.18 int
3197     player_can_view (object *pl, object *op)
3198     {
3199     rv_vector rv;
3200     int dx, dy;
3201    
3202     if (pl->type != PLAYER)
3203     {
3204     LOG (llevError, "player_can_view() called for non-player object\n");
3205     return -1;
3206 elmex 1.1 }
3207 root 1.74
3208 root 1.18 if (!pl || !op)
3209 elmex 1.1 return 0;
3210 root 1.18
3211 root 1.74 op = op->head_ ();
3212    
3213 root 1.18 get_rangevector (pl, op, &rv, 0x1);
3214    
3215     /* starting with the 'head' part, lets loop
3216     * through the object and find if it has any
3217     * part that is in the los array but isnt on
3218     * a blocked los square.
3219     * we use the archetype to figure out offsets.
3220     */
3221     while (op)
3222     {
3223 root 1.149 dx = rv.distance_x + op->arch->x;
3224     dy = rv.distance_y + op->arch->y;
3225 root 1.18
3226     /* only the viewable area the player sees is updated by LOS
3227     * code, so we need to restrict ourselves to that range of values
3228     * for any meaningful values.
3229     */
3230 root 1.52 if (FABS (dx) <= (pl->contr->ns->mapx / 2) &&
3231     FABS (dy) <= (pl->contr->ns->mapy / 2) &&
3232     !pl->contr->blocked_los[dx + (pl->contr->ns->mapx / 2)][dy + (pl->contr->ns->mapy / 2)])
3233 root 1.18 return 1;
3234     op = op->more;
3235     }
3236     return 0;
3237 elmex 1.1 }
3238    
3239     /* routine for both players and monsters. We call this when
3240     * there is a possibility for our action distrubing our hiding
3241     * place or invisiblity spell. Artefact invisiblity is not
3242     * effected by this. If we arent invisible to begin with, we
3243     * return 0.
3244     */
3245 root 1.18 int
3246     action_makes_visible (object *op)
3247     {
3248    
3249     if (op->invisible && QUERY_FLAG (op, FLAG_ALIVE))
3250     {
3251     if (QUERY_FLAG (op, FLAG_MAKE_INVIS))
3252     return 0;
3253    
3254     if (op->contr && op->contr->tmp_invis == 0)
3255     return 0;
3256 elmex 1.1
3257 root 1.18 /* If monsters, they should become visible */
3258     if (op->hide || !op->contr || (op->contr && op->contr->tmp_invis))
3259     {
3260     new_draw_info_format (NDI_UNIQUE, 0, op, "You become %s!", op->hide ? "unhidden" : "visible");
3261     return 1;
3262 root 1.11 }
3263 elmex 1.1 }
3264 root 1.18 return 0;
3265 elmex 1.1 }
3266    
3267     /* op_on_battleground - checks if the given object op (usually
3268     * a player) is standing on a valid battleground-tile,
3269     * function returns TRUE/FALSE. If true x, y returns the battleground
3270     * -exit-coord. (and if x, y not NULL)
3271     * 19 March 2005 - josh@woosworld.net modifed to check if the battleground also has slaying, maxhp, and maxsp set
3272     * and if those are all set and the player has a marker that matches the slaying send them to a different x, y
3273     * Default is to do the same as before, so only people wanting to have different points need worry about this
3274     */
3275 root 1.18 int
3276     op_on_battleground (object *op, int *x, int *y)
3277     {
3278 elmex 1.1 object *tmp;
3279 root 1.18
3280 elmex 1.1 /* A battleground-tile needs the following attributes to be valid:
3281     * is_floor 1 (has to be the FIRST floor beneath the player's feet),
3282     * name="battleground", no_pick 1, type=58 (type BATTLEGROUND)
3283     * and the exit-coordinates sp/hp must both be > 0.
3284     * => The intention here is to prevent abuse of the battleground-
3285     * feature (like pickable or hidden battleground tiles). */
3286 root 1.18 for (tmp = op->below; tmp != NULL; tmp = tmp->below)
3287     {
3288     if (QUERY_FLAG (tmp, FLAG_IS_FLOOR))
3289     {
3290     if (QUERY_FLAG (tmp, FLAG_NO_PICK) &&
3291     strcmp (tmp->name, "battleground") == 0 && tmp->type == BATTLEGROUND && EXIT_X (tmp) && EXIT_Y (tmp))
3292     {
3293     /*before we assign the exit, check if this is a teambattle */
3294     if (EXIT_ALT_X (tmp) && EXIT_ALT_Y (tmp) && EXIT_PATH (tmp))
3295     {
3296     object *invtmp;
3297    
3298     for (invtmp = op->inv; invtmp != NULL; invtmp = invtmp->below)
3299     {
3300     if (invtmp->type == FORCE && invtmp->slaying && !strcmp (EXIT_PATH (tmp), invtmp->slaying))
3301     {
3302     if (x != NULL && y != NULL)
3303     *x = EXIT_ALT_X (tmp), *y = EXIT_ALT_Y (tmp);
3304     return 1;
3305     }
3306     }
3307     }
3308     if (x != NULL && y != NULL)
3309     *x = EXIT_X (tmp), *y = EXIT_Y (tmp);
3310     return 1;
3311     }
3312     }
3313 elmex 1.1 }
3314     /* If we got here, did not find a battleground */
3315     return 0;
3316     }
3317    
3318     /*
3319     * When a dragon-player gains a new stage of evolution,
3320     * he gets some treasure
3321     *
3322     * attributes:
3323     * object *who the dragon player
3324     * int atnr the attack-number of the ability focus
3325     * int level ability level
3326     */
3327 root 1.18 void
3328     dragon_ability_gain (object *who, int atnr, int level)
3329     {
3330     treasurelist *trlist = NULL; /* treasurelist */
3331     treasure *tr; /* treasure */
3332     object *tmp, *skop; /* tmp. object */
3333     object *item; /* treasure object */
3334     char buf[MAX_BUF]; /* tmp. string buffer */
3335     int i = 0, j = 0;
3336    
3337     /* get the appropriate treasurelist */
3338     if (atnr == ATNR_FIRE)
3339 root 1.110 trlist = treasurelist::find ("dragon_ability_fire");
3340 root 1.18 else if (atnr == ATNR_COLD)
3341 root 1.110 trlist = treasurelist::find ("dragon_ability_cold");
3342 root 1.18 else if (atnr == ATNR_ELECTRICITY)
3343 root 1.110 trlist = treasurelist::find ("dragon_ability_elec");
3344 root 1.18 else if (atnr == ATNR_POISON)
3345 root 1.110 trlist = treasurelist::find ("dragon_ability_poison");
3346 root 1.18
3347     if (trlist == NULL || who->type != PLAYER)
3348     return;
3349    
3350     for (i = 0, tr = trlist->items; tr != NULL && i < level - 1; tr = tr->next, i++);
3351    
3352 elmex 1.82 if (!tr || !tr->item)
3353 root 1.18 {
3354     /* LOG(llevDebug, "-> no more treasure for %s\n", change_resist_msg[atnr]); */
3355     return;
3356 elmex 1.1 }
3357    
3358 root 1.18 /* everything seems okay - now bring on the gift: */
3359 root 1.149 item = tr->item;
3360 elmex 1.1
3361 root 1.18 if (item->type == SPELL)
3362     {
3363     if (check_spell_known (who, item->name))
3364 root 1.11 return;
3365 root 1.18
3366     new_draw_info_format (NDI_UNIQUE | NDI_BLUE, 0, who, "You gained the ability of %s", &item->name);
3367     do_learn_spell (who, item, 0);
3368     return;
3369 elmex 1.1 }
3370    
3371 root 1.18 /* grant direct spell */
3372     if (item->type == SPELLBOOK)
3373     {
3374     if (!item->inv)
3375     {
3376     LOG (llevDebug, "dragon_ability_gain: Broken spellbook %s\n", &item->name);
3377     return;
3378     }
3379     if (check_spell_known (who, item->inv->name))
3380     return;
3381     if (item->invisible)
3382     {
3383     new_draw_info_format (NDI_UNIQUE | NDI_BLUE, 0, who, "You gained the ability of %s", &item->inv->name);
3384     do_learn_spell (who, item->inv, 0);
3385     return;
3386 root 1.11 }
3387 root 1.18 }
3388     else if (item->type == SKILL_TOOL && item->invisible)
3389     {
3390     if (item->subtype == SK_CLAWING && (skop = find_skill_by_name (who, item->skill)) != NULL)
3391     {
3392    
3393     /* should this perhaps be (skop->attackyp & item->attacktype)!=item->attacktype ...
3394     * in this way, if the player is missing any of the attacktypes, he gets
3395     * them. As it is now, if the player has any that match the granted skill,
3396     * but not all of them, he gets nothing.
3397     */
3398     if (!(skop->attacktype & item->attacktype))
3399     {
3400     /* Give new attacktype */
3401     skop->attacktype |= item->attacktype;
3402    
3403     /* always add physical if there's none */
3404     skop->attacktype |= AT_PHYSICAL;
3405    
3406     if (item->msg != NULL)
3407     new_draw_info (NDI_UNIQUE | NDI_BLUE, 0, who, item->msg);
3408    
3409     /* Give player new face */
3410     if (item->animation_id)
3411     {
3412     who->face = skop->face;
3413     who->animation_id = item->animation_id;
3414     who->anim_speed = item->anim_speed;
3415     who->last_anim = 0;
3416     who->state = 0;
3417     animate_object (who, who->direction);
3418     }
3419     }
3420 root 1.11 }
3421 elmex 1.1 }
3422 root 1.18 else if (item->type == FORCE)
3423     {
3424     /* forces in the treasurelist can alter the player's stats */
3425     object *skin;
3426 elmex 1.1
3427 root 1.18 /* first get the dragon skin force */
3428 root 1.52 shstr_cmp dragon_skin_force ("dragon_skin_force");
3429 root 1.148 for (skin = who->inv; skin && !(skin->arch->archname == dragon_skin_force); skin = skin->below)
3430 root 1.52 ;
3431    
3432     if (!skin)
3433 root 1.18 return;
3434    
3435     /* adding new spellpath attunements */
3436     if (item->path_attuned > 0 && !(skin->path_attuned & item->path_attuned))
3437     {
3438     skin->path_attuned |= item->path_attuned; /* add attunement to skin */
3439    
3440     /* print message */
3441     sprintf (buf, "You feel attuned to ");
3442     for (i = 0, j = 0; i < NRSPELLPATHS; i++)
3443     {
3444     if (item->path_attuned & (1 << i))
3445     {
3446     if (j)
3447     strcat (buf, " and ");
3448     else
3449     j = 1;
3450     strcat (buf, spellpathnames[i]);
3451     }
3452     }
3453     strcat (buf, ".");
3454     new_draw_info (NDI_UNIQUE | NDI_BLUE, 0, who, buf);
3455     }
3456    
3457     /* evtl. adding flags: */
3458     if (QUERY_FLAG (item, FLAG_XRAYS))
3459     SET_FLAG (skin, FLAG_XRAYS);
3460     if (QUERY_FLAG (item, FLAG_STEALTH))
3461     SET_FLAG (skin, FLAG_STEALTH);
3462     if (QUERY_FLAG (item, FLAG_SEE_IN_DARK))
3463     SET_FLAG (skin, FLAG_SEE_IN_DARK);
3464    
3465     /* print message if there is one */
3466     if (item->msg != NULL)
3467     new_draw_info (NDI_UNIQUE | NDI_BLUE, 0, who, item->msg);
3468     }
3469     else
3470     {
3471     /* generate misc. treasure */
3472     tmp = arch_to_object (tr->item);
3473     new_draw_info_format (NDI_UNIQUE | NDI_BLUE, 0, who, "You gained %s", query_short_name (tmp));
3474     tmp = insert_ob_in_ob (tmp, who);
3475     if (who->type == PLAYER)
3476     esrv_send_item (who, tmp);
3477 elmex 1.1 }
3478     }
3479    
3480     /**
3481     * Unready an object for a player. This function does nothing if the object was
3482     * not readied.
3483     */
3484 root 1.18 void
3485     player_unready_range_ob (player *pl, object *ob)
3486     {
3487 root 1.119 if (pl->ob->current_weapon == ob)
3488     pl->ob->current_weapon = 0;
3489    
3490 root 1.118 if (pl->combat_ob == ob)
3491 root 1.119 pl->combat_ob = 0;
3492 root 1.118
3493     if (pl->ranged_ob == ob)
3494 root 1.119 pl->ranged_ob = 0;
3495 elmex 1.1 }
3496 root 1.101
3497     sint8
3498     player::visibility_at (maptile *map, int x, int y) const
3499     {
3500     if (!ns)
3501     return 0;
3502    
3503     int dx, dy;
3504     if (!adjacent_map (map, ns->current_map, &dx, &dy))
3505     return 0;
3506    
3507     x += dx - ns->current_x + ns->mapx / 2;
3508     y += dy - ns->current_y + ns->mapy / 2;
3509    
3510     if (!IN_RANGE_EXC (x, 0, ns->mapx) || !IN_RANGE_EXC (y, 0, ns->mapy))
3511     return 0;
3512    
3513     return 100 - blocked_los [x][y];
3514     }