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/cvs/deliantra/server/server/player.C
Revision: 1.159
Committed: Wed Aug 15 04:59:46 2007 UTC (16 years, 9 months ago) by root
Content type: text/plain
Branch: MAIN
Changes since 1.158: +6 -6 lines
Log Message:
fix a server crash when unpaid items get dropped on logout due to the socket being released first, but we require contr->ns to be valid at all times when a player is on a map

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 root 1.152 * Crossfire TRT is free software: you can redistribute it and/or modify
9     * it under the terms of the GNU General Public License as published by
10     * the Free Software Foundation, either version 3 of the License, or
11     * (at your option) any later version.
12 root 1.145 *
13 root 1.152 * This program is distributed in the hope that it will be useful,
14     * but WITHOUT ANY WARRANTY; without even the implied warranty of
15     * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
16     * GNU General Public License for more details.
17 root 1.145 *
18 root 1.152 * You should have received a copy of the GNU General Public License
19     * along with this program. If not, see <http://www.gnu.org/licenses/>.
20 root 1.145 *
21     * The authors can be reached via e-mail to <crossfire@schmorp.de>
22 root 1.89 */
23 elmex 1.1
24     #include <global.h>
25 root 1.38 #include <sproto.h>
26 elmex 1.1 #include <sounds.h>
27     #include <living.h>
28     #include <object.h>
29     #include <spells.h>
30     #include <skills.h>
31    
32 root 1.54 #include <algorithm>
33     #include <functional>
34 elmex 1.1
35 root 1.89 playervec players;
36 elmex 1.1
37 root 1.18 void
38     display_motd (const object *op)
39     {
40     char buf[MAX_BUF];
41     char motd[HUGE_BUF];
42     FILE *fp;
43     int comp;
44     int size;
45 elmex 1.1
46 root 1.18 sprintf (buf, "%s/%s", settings.confdir, settings.motd);
47     if ((fp = open_and_uncompress (buf, 0, &comp)) == NULL)
48 root 1.44 return;
49    
50 root 1.18 motd[0] = '\0';
51     size = 0;
52 root 1.44
53 root 1.53 while (fgets (buf, MAX_BUF, fp))
54 root 1.18 {
55     if (*buf == '#')
56     continue;
57 root 1.44
58 root 1.18 strncat (motd + size, buf, HUGE_BUF - size);
59     size += strlen (buf);
60 elmex 1.1 }
61 root 1.44
62 root 1.18 draw_ext_info (NDI_UNIQUE | NDI_GREEN, 0, op, MSG_TYPE_MOTD, MSG_SUBTYPE_NONE, motd, NULL);
63     close_and_delete (fp, comp);
64 elmex 1.1 }
65    
66 root 1.18 void
67     send_rules (const object *op)
68     {
69     char buf[MAX_BUF];
70     char rules[HUGE_BUF];
71     FILE *fp;
72     int comp;
73     int size;
74    
75     sprintf (buf, "%s/%s", settings.confdir, settings.rules);
76     if ((fp = open_and_uncompress (buf, 0, &comp)) == NULL)
77 root 1.44 return;
78    
79 root 1.18 rules[0] = '\0';
80     size = 0;
81 root 1.44
82 root 1.53 while (fgets (buf, MAX_BUF, fp))
83 root 1.18 {
84     if (*buf == '#')
85 elmex 1.1 continue;
86 root 1.44
87 root 1.18 if (size + strlen (buf) >= HUGE_BUF)
88     {
89     LOG (llevDebug, "Warning, rules size is > %d bytes.\n", HUGE_BUF);
90 elmex 1.1 break;
91 root 1.18 }
92 root 1.44
93 root 1.18 strncat (rules + size, buf, HUGE_BUF - size);
94     size += strlen (buf);
95 elmex 1.1 }
96 root 1.44
97 root 1.18 draw_ext_info (NDI_UNIQUE | NDI_GREEN, 0, op, MSG_TYPE_ADMIN, MSG_TYPE_ADMIN_RULES, rules, NULL);
98     close_and_delete (fp, comp);
99 elmex 1.1 }
100    
101 root 1.18 void
102     send_news (const object *op)
103     {
104     char buf[MAX_BUF];
105     char news[HUGE_BUF];
106     char subject[MAX_BUF];
107     FILE *fp;
108     int comp;
109     int size;
110    
111     sprintf (buf, "%s/%s", settings.confdir, settings.news);
112     if ((fp = open_and_uncompress (buf, 0, &comp)) == NULL)
113     return;
114 root 1.44
115 root 1.18 news[0] = '\0';
116     subject[0] = '\0';
117     size = 0;
118 root 1.44
119 root 1.104 while (fgets (buf, MAX_BUF, fp))
120 root 1.18 {
121     if (*buf == '#')
122     continue;
123 root 1.44
124 root 1.18 if (*buf == '%')
125     { /* send one news */
126     if (size > 0)
127 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 */
128 root 1.89
129 root 1.18 strcpy (subject, buf + 1);
130     strip_endline (subject);
131     size = 0;
132     news[0] = '\0';
133     }
134     else
135     {
136     if (size + strlen (buf) >= HUGE_BUF)
137     {
138     LOG (llevDebug, "Warning, one news item has size > %d bytes.\n", HUGE_BUF);
139 elmex 1.1 break;
140 root 1.18 }
141     strncat (news + size, buf, HUGE_BUF - size);
142     size += strlen (buf);
143     }
144 elmex 1.1 }
145 root 1.18
146     draw_ext_info_format (NDI_UNIQUE | NDI_GREEN, 0, op,
147 root 1.109 MSG_TYPE_ADMIN, MSG_TYPE_ADMIN_NEWS, "INFORMATION: %s\n%s\n", (char *)"%s\n%s", subject, news);
148 root 1.18 close_and_delete (fp, comp);
149 elmex 1.1 }
150    
151 root 1.54 /* This loads the first map an puts the player on it. */
152     static void
153     set_first_map (object *op)
154     {
155 root 1.77 op->contr->maplevel = first_map_path;
156 root 1.54 op->x = -1;
157     op->y = -1;
158 root 1.75 }
159    
160     void
161 root 1.89 player::activate ()
162     {
163     if (active)
164     return;
165    
166     players.insert (this);
167     ob->remove ();
168     ob->map = 0;
169     ob->activate_recursive ();
170 root 1.92 CLEAR_FLAG (ob, FLAG_FRIENDLY);
171     add_friendly_object (ob);
172 root 1.89 }
173    
174     void
175     player::deactivate ()
176     {
177     if (!active)
178     return;
179    
180     terminate_all_pets (ob);
181 root 1.92 remove_friendly_object (ob);
182 root 1.89 ob->deactivate_recursive ();
183 root 1.111
184     if (ob->map)
185     maplevel = ob->map->path;
186    
187 root 1.89 ob->remove ();
188     ob->map = 0;
189 root 1.104 party = 0;
190 root 1.89
191 root 1.119 combat_ob = ranged_ob = 0; //TODO, should be special marker, non-refcounted, not this
192 root 1.92
193 root 1.89 players.erase (this);
194     }
195    
196 root 1.56 // connect the player with a specific client
197 root 1.122 // also changes, rationalises, and fixes some incorrect settings
198 root 1.54 void
199     player::connect (client *ns)
200 root 1.18 {
201 root 1.54 this->ns = ns;
202     ns->pl = this;
203    
204 root 1.95 run_on = 0;
205     fire_on = 0;
206 root 1.103 ob->close_container (); //TODO: client-specific
207 root 1.95
208 root 1.54 ns->update_look = 0;
209     ns->look_position = 0;
210    
211 root 1.147 clear_los (this);
212 root 1.54
213 root 1.95 ns->reset_stats ();
214 root 1.93
215 root 1.57 /* make sure he's a player -- needed because of class change. */
216 root 1.54 ob->type = PLAYER; // we are paranoid
217 root 1.149 ob->race = ob->arch->race;
218 elmex 1.1
219 root 1.54 ob->carrying = sum_weight (ob);
220     link_player_skills (ob);
221 elmex 1.1
222 root 1.56 CLEAR_FLAG (ob, FLAG_NO_FIX_PLAYER);
223 elmex 1.1
224 root 1.149 assign (title, ob->arch->object::name);
225 root 1.15
226 root 1.54 /* if it's a dragon player, set the correct title here */
227     if (is_dragon_pl (ob))
228     {
229     object *tmp, *abil = 0, *skin = 0;
230    
231     for (tmp = ob->inv; tmp; tmp = tmp->below)
232     if (tmp->type == FORCE)
233 root 1.153 if (tmp->arch->archname == shstr_dragon_ability_force)
234 root 1.54 abil = tmp;
235 root 1.153 else if (tmp->arch->archname == shstr_dragon_skin_force)
236 root 1.54 skin = tmp;
237    
238     set_dragon_name (ob, abil, skin);
239     }
240    
241     new_draw_info (NDI_UNIQUE, 0, ob, "Welcome Back!");
242    
243 root 1.60 esrv_new_player (this, ob->weight + ob->carrying);
244    
245 root 1.139 ob->flag [FLAG_READY_WEAPON] = false;
246     ob->flag [FLAG_READY_SKILL] = false;
247     ob->flag [FLAG_READY_BOW] = false;
248    
249 root 1.122 for (object *op = ob->inv; op; op = op->below)
250     if (op->flag [FLAG_APPLIED])
251     switch (op->type)
252     {
253 root 1.140 case SKILL:
254     ob->flag [FLAG_APPLIED] = false;
255     break;
256    
257 root 1.122 case WAND:
258     case ROD:
259     case HORN:
260     case BOW:
261 root 1.140 ranged_ob = op;
262 root 1.122 break;
263 root 1.139
264 root 1.140 case WEAPON:
265     combat_ob = op;
266 root 1.139 break;
267 root 1.122 }
268    
269 root 1.139 ob->change_weapon (combat_ob ? combat_ob : ranged_ob);
270 root 1.60 ob->update_stats ();
271 root 1.139
272 root 1.54 ns->floorbox_update ();
273     esrv_send_inventory (ob, ob);
274     esrv_add_spells (this, 0);
275    
276 root 1.89 activate ();
277 root 1.54
278 root 1.59 send_rules (ob);
279     send_news (ob);
280     display_motd (ob);
281 root 1.78
282     INVOKE_PLAYER (CONNECT, this);
283 root 1.54 INVOKE_PLAYER (LOGIN, this);
284     }
285 elmex 1.1
286 root 1.62 void
287     player::disconnect ()
288     {
289 root 1.159 if (ob)
290     {
291     ob->close_container (); //TODO: client-specific
292     ob->drop_unpaid_items ();
293     }
294    
295 root 1.63 if (ns)
296 root 1.72 {
297 root 1.89 if (active)
298     INVOKE_PLAYER (LOGOUT, this, ARG_INT (0));
299 root 1.78
300     INVOKE_PLAYER (DISCONNECT, this);
301 root 1.72
302 root 1.97 ns->reset_stats ();
303 root 1.72 ns->pl = 0;
304 root 1.115 ns = 0;
305 root 1.89 }
306 root 1.72
307 root 1.150 observe = ob;
308    
309 root 1.89 deactivate ();
310 root 1.62 }
311    
312 root 1.54 // the need for this function can be explained
313     // by load_object not returning the object
314     void
315     player::set_object (object *op)
316     {
317 root 1.146 ob = observe = op;
318 root 1.104 ob->contr = this; /* this aren't yet in archetype */
319 root 1.15
320 root 1.142 ob->speed = 1.0f;
321     ob->speed_left = 0.5f;
322    
323     ob->direction = 5; /* So player faces south */
324 root 1.54 }
325 root 1.15
326 root 1.146 void
327     player::set_observe (object *op)
328     {
329     observe = op ? op : ob;
330 root 1.147 do_los = 1;
331 root 1.146 }
332    
333 root 1.54 player::player ()
334     {
335 pippijn 1.81 /* There are some elements we want initialised to non zero value -
336 root 1.54 * we deal with that below this point.
337     */
338 root 1.114 outputs_sync = 4;
339     outputs_count = 4;
340 root 1.54 unapply = unapply_nochoice;
341    
342 root 1.77 savebed_map = first_map_path; /* Init. respawn position */
343 root 1.54
344     gen_sp_armour = 10;
345     bowtype = bow_normal;
346     petmode = pet_normal;
347     listening = 10;
348     usekeys = containers;
349     peaceful = 1; /* default peaceful */
350     do_los = 1;
351 root 1.142
352     weapon_sp = 1.0f;
353     weapon_sp_left = 0.5f;
354 root 1.54 }
355    
356 root 1.62 void
357     player::do_destroy ()
358 root 1.54 {
359 root 1.72 disconnect ();
360 root 1.62
361 root 1.72 attachable::do_destroy ();
362 root 1.62
363 root 1.54 if (ob)
364 root 1.69 {
365     ob->destroy_inv (false);
366     ob->destroy ();
367     }
368 root 1.151
369     ob = observe = 0;
370 root 1.62 }
371    
372     player::~player ()
373     {
374 root 1.54 /* Clear item stack */
375     free (stack_items);
376 elmex 1.1 }
377    
378 root 1.54 /* Tries to add player on the connection passed in ns.
379 elmex 1.1 * All we can really get in this is some settings like host and display
380     * mode.
381     */
382 root 1.54 player *
383     player::create ()
384 root 1.18 {
385 root 1.54 player *pl = new player;
386 root 1.38
387 root 1.54 pl->set_object (arch_to_object (get_player_archetype (0)));
388 root 1.104
389     pl->ob->roll_stats ();
390     pl->ob->stats.wc = 2;
391     pl->ob->run_away = 25; /* Then we panick... */
392    
393 root 1.76 set_first_map (pl->ob);
394 root 1.26
395 root 1.54 return pl;
396 elmex 1.1 }
397    
398     /*
399     * get_player_archetype() return next player archetype from archetype
400     * list. Not very efficient routine, but used only creating new players.
401     * Note: there MUST be at least one player archetype!
402     */
403 root 1.18 archetype *
404     get_player_archetype (archetype *at)
405 elmex 1.1 {
406 root 1.149 archvec::iterator i = at ? archetypes.find (at) : archetypes.begin ();
407 root 1.18
408     for (;;)
409     {
410 root 1.149 if (++i == archetypes.end ())
411     i = archetypes.begin ();
412     else if (*i == at)
413     cleanup ("not a single player archetype found");
414 root 1.46
415 root 1.149 if ((*i)->type == PLAYER)
416     return *i;
417 elmex 1.1 }
418     }
419    
420 root 1.18 object *
421     get_nearest_player (object *mon)
422     {
423     object *op = NULL;
424     objectlink *ol;
425     unsigned lastdist;
426     rv_vector rv;
427    
428 root 1.92 for (ol = first_friendly_object, lastdist = 1000; ol; ol = ol->next)
429 root 1.18 {
430     /* We should not find free objects on this friendly list, but it
431     * does periodically happen. Given that, lets deal with it.
432     * While unlikely, it is possible the next object on the friendly
433     * list is also free, so encapsulate this in a while loop.
434     */
435     while (QUERY_FLAG (ol->ob, FLAG_FREED) || !QUERY_FLAG (ol->ob, FLAG_FRIENDLY))
436     {
437     object *tmp = ol->ob;
438    
439     /* Can't do much more other than log the fact, because the object
440     * itself will have been cleared.
441     */
442 root 1.92 LOG (llevDebug, "get_nearest_player: Found free/non friendly object '%s' on friendly list\n",
443     tmp->debug_desc ());
444 root 1.18 ol = ol->next;
445     remove_friendly_object (tmp);
446     if (!ol)
447     return op;
448     }
449 root 1.11
450 root 1.18 /* Remove special check for player from this. First, it looks to cause
451     * some crashes (ol->ob->contr not set properly?), but secondly, a more
452     * complicated method of state checking would be needed in any case -
453     * as it was, a clever player could type quit, and the function would
454     * skip them over while waiting for confirmation. Remove
455     * on_same_map check, as can_detect_enemy also does this
456     */
457     if (!can_detect_enemy (mon, ol->ob, &rv))
458     continue;
459 root 1.11
460 root 1.18 if (lastdist > rv.distance)
461     {
462     op = ol->ob;
463     lastdist = rv.distance;
464 root 1.11 }
465 elmex 1.1 }
466 root 1.61
467     for_all_players (pl)
468     if (can_detect_enemy (mon, pl->ob, &rv))
469     if (lastdist > rv.distance)
470 root 1.18 {
471 root 1.61 op = pl->ob;
472     lastdist = rv.distance;
473     }
474 elmex 1.1
475     #if 0
476 root 1.18 LOG (llevDebug, "get_nearest_player() finds player: %s\n", op ? &op->name : "(null)");
477 elmex 1.1 #endif
478 root 1.18 return op;
479 elmex 1.1 }
480    
481     /* I believe this can safely go to 2, 3 is questionable, 4 will likely
482     * result in a monster paths backtracking. It basically determines how large a
483     * detour a monster will take from the direction path when looking
484     * for a path to the player. The values are in the amount of direction
485     * the deviation is
486     */
487     #define DETOUR_AMOUNT 2
488    
489     /* This is used to prevent infinite loops. Consider a case where the
490     * player is in a chamber (with gate closed), and monsters are outside.
491     * with DETOUR_AMOUNT==2, the function will turn each corner, trying to
492     * find a path into the chamber. This is a good thing, but since there
493     * is no real path, it will just keep circling the chamber for
494     * ever (this could be a nice effect for monsters, but not for the function
495     * to get stuck in. I think for the monsters, if max is reached and
496     * we return the first direction the creature could move would result in the
497     * circling behaviour. Unfortunately, this function is also used to determined
498     * if the creature should cast a spell, so returning a direction in that case
499     * is probably not a good thing.
500     */
501     #define MAX_SPACES 50
502    
503     /*
504     * Returns the direction to the player, if valid. Returns 0 otherwise.
505     * modified to verify there is a path to the player. Does this by stepping towards
506     * player and if path is blocked then see if blockage is close enough to player that
507     * direction to player is changed (ie zig or zag). Continue zig zag until either
508     * reach player or path is blocked. Thus, will only return true if there is a free
509     * path to player. Though path may not be a straight line. Note that it will find
510     * player hiding along a corridor at right angles to the corridor with the monster.
511     *
512     * Modified by MSW 2001-08-06 to handle tiled maps. Various notes:
513     * 1) With DETOUR_AMOUNT being 2, it should still go and find players hiding
514     * down corriders.
515     * 2) I think the old code was broken if the first direction the monster
516     * should move was blocked - the code would store the first direction without
517     * verifying that the player can actually move in that direction. The new
518     * code does not store anything in firstdir until we have verified that the
519     * monster can in fact move one space in that direction.
520     * 3) I'm not sure how good this code will be for moving multipart monsters,
521     * since only simple checks to blocked are being called, which could mean the monster
522     * is blocking itself.
523     */
524 root 1.18 int
525     path_to_player (object *mon, object *pl, unsigned mindiff)
526     {
527     rv_vector rv;
528     sint16 x, y;
529     int lastx, lasty, dir, i, diff, firstdir = 0, lastdir, max = MAX_SPACES, mflags, blocked;
530 root 1.25 maptile *m, *lastmap;
531 root 1.18
532     get_rangevector (mon, pl, &rv, 0);
533    
534     if (rv.distance < mindiff)
535     return 0;
536    
537     x = mon->x;
538     y = mon->y;
539     m = mon->map;
540     dir = rv.direction;
541     lastdir = firstdir = rv.direction; /* perhaps we stand next to pl, init firstdir too */
542 root 1.100 diff = ::max (abs (rv.distance_x), abs (rv.distance_y));
543    
544 root 1.18 /* If we can't solve it within the search distance, return now. */
545     if (diff > max)
546     return 0;
547 root 1.100
548 root 1.18 while (diff > 1 && max > 0)
549     {
550     lastx = x;
551     lasty = y;
552     lastmap = m;
553     x = lastx + freearr_x[dir];
554     y = lasty + freearr_y[dir];
555    
556     mflags = get_map_flags (m, &m, x, y, &x, &y);
557     blocked = (mflags & P_OUT_OF_MAP) ? MOVE_ALL : GET_MAP_MOVE_BLOCK (m, x, y);
558    
559     /* Space is blocked - try changing direction a little */
560     if ((mflags & P_OUT_OF_MAP) || ((OB_TYPE_MOVE_BLOCK (mon, blocked) || (mflags & P_BLOCKSVIEW))
561     && (m == mon->map && blocked_link (mon, m, x, y))))
562     {
563     /* recalculate direction from last good location. Possible
564     * we were not traversing ideal location before.
565     */
566     get_rangevector_from_mapcoord (lastmap, lastx, lasty, pl, &rv, 0);
567     if (rv.direction != dir)
568     {
569     /* OK - says direction should be different - lets reset the
570     * the values so it will try again.
571     */
572     x = lastx;
573     y = lasty;
574     m = lastmap;
575     dir = firstdir = rv.direction;
576     }
577     else
578     {
579     /* direct path is blocked - try taking a side step to
580     * either the left or right.
581     * Note increase the values in the loop below to be
582     * more than -1/1 respectively will mean the monster takes
583     * bigger detour. Have to be careful about these values getting
584     * too big (3 or maybe 4 or higher) as the monster may just try
585     * stepping back and forth
586     */
587     for (i = -DETOUR_AMOUNT; i <= DETOUR_AMOUNT; i++)
588     {
589     if (i == 0)
590     continue; /* already did this, so skip it */
591     /* Use lastdir here - otherwise,
592     * since the direction that the creature should move in
593     * may change, you could get infinite loops.
594     * ie, player is northwest, but monster can only
595     * move west, so it does that. It goes some distance,
596     * gets blocked, finds that it should move north,
597     * can't do that, but now finds it can move east, and
598     * gets back to its original point. lastdir contains
599     * the last direction the creature has successfully
600     * moved.
601     */
602    
603     x = lastx + freearr_x[absdir (lastdir + i)];
604     y = lasty + freearr_y[absdir (lastdir + i)];
605     m = lastmap;
606     mflags = get_map_flags (m, &m, x, y, &x, &y);
607     if (mflags & P_OUT_OF_MAP)
608     continue;
609     blocked = GET_MAP_MOVE_BLOCK (m, x, y);
610     if (OB_TYPE_MOVE_BLOCK (mon, blocked))
611     continue;
612     if (mflags & P_BLOCKSVIEW)
613     continue;
614    
615     if (m == mon->map && blocked_link (mon, m, x, y))
616     break;
617     }
618     /* go through entire loop without finding a valid
619     * sidestep to take - thus, no valid path.
620     */
621     if (i == (DETOUR_AMOUNT + 1))
622     return 0;
623     diff--;
624     lastdir = dir;
625     max--;
626     if (!firstdir)
627     firstdir = dir + i;
628     } /* else check alternate directions */
629     } /* if blocked */
630     else
631     {
632     /* we moved towards creature, so diff is less */
633     diff--;
634     max--;
635     lastdir = dir;
636     if (!firstdir)
637     firstdir = dir;
638     }
639 root 1.100
640 root 1.18 if (diff <= 1)
641     {
642     /* Recalculate diff (distance) because we may not have actually
643     * headed toward player for entire distance.
644     */
645     get_rangevector_from_mapcoord (m, x, y, pl, &rv, 0);
646 root 1.100 diff = ::max (abs (rv.distance_x), abs (rv.distance_y));
647 root 1.18 }
648 root 1.100
649 root 1.18 if (diff > max)
650     return 0;
651     }
652 root 1.100
653 root 1.18 /* If we reached the max, didn't find a direction in time */
654     if (!max)
655     return 0;
656    
657     return firstdir;
658     }
659    
660     void
661     give_initial_items (object *pl, treasurelist * items)
662     {
663     object *op, *next = NULL;
664    
665     if (pl->randomitems != NULL)
666     create_treasure (items, pl, GT_STARTEQUIP | GT_ONLY_GOOD, 1, 0);
667    
668     for (op = pl->inv; op; op = next)
669     {
670     next = op->below;
671    
672     /* Forces get applied per default, unless they have the
673     * flag "neutral" set. Sorry but I can't think of a better way
674     */
675     if (op->type == FORCE && !QUERY_FLAG (op, FLAG_NEUTRAL))
676     SET_FLAG (op, FLAG_APPLIED);
677    
678     /* we never give weapons/armour if these cannot be used
679     * by this player due to race restrictions
680     */
681     if (pl->type == PLAYER)
682     {
683     if ((!QUERY_FLAG (pl, FLAG_USE_ARMOUR) &&
684     (op->type == ARMOUR || op->type == BOOTS ||
685     op->type == CLOAK || op->type == HELMET ||
686     op->type == SHIELD || op->type == GLOVES ||
687     op->type == BRACERS || op->type == GIRDLE)) || (!QUERY_FLAG (pl, FLAG_USE_WEAPON) && op->type == WEAPON))
688     {
689 root 1.33 op->destroy ();
690 root 1.18 continue;
691     }
692 root 1.11 }
693    
694 root 1.18 /* This really needs to be better - we should really give
695     * a substitute spellbook. The problem is that we don't really
696     * have a good idea what to replace it with (need something like
697     * a first level treasurelist for each skill.)
698     * remove duplicate skills also
699     */
700     if (op->type == SPELLBOOK || op->type == SKILL)
701     {
702     object *tmp;
703 elmex 1.1
704 root 1.18 for (tmp = op->below; tmp; tmp = tmp->below)
705     if (tmp->type == op->type && tmp->name == op->name)
706     break;
707 root 1.11
708 root 1.18 if (tmp)
709     {
710 root 1.33 op->destroy ();
711 root 1.18 LOG (llevError, "give_initial_items: Removing duplicate object %s\n", &tmp->name);
712     continue;
713 root 1.11 }
714 root 1.33
715 root 1.18 if (op->nrof > 1)
716     op->nrof = 1;
717 root 1.11 }
718 elmex 1.1
719 root 1.18 if (op->type == SPELLBOOK && op->inv)
720     {
721     CLEAR_FLAG (op->inv, FLAG_STARTEQUIP);
722 root 1.11 }
723    
724 root 1.18 /* Give starting characters identified, uncursed, and undamned
725     * items. Just don't identify gold or silver, or it won't be
726     * merged properly.
727     */
728     if (need_identify (op))
729     {
730     SET_FLAG (op, FLAG_IDENTIFIED);
731     CLEAR_FLAG (op, FLAG_CURSED);
732     CLEAR_FLAG (op, FLAG_DAMNED);
733     }
734     if (op->type == SPELL)
735     {
736 root 1.33 op->destroy ();
737 root 1.18 continue;
738     }
739     else if (op->type == SKILL)
740     {
741     SET_FLAG (op, FLAG_CAN_USE_SKILL);
742     op->stats.exp = 0;
743     op->level = 1;
744 root 1.11 }
745 root 1.18 /* lock all 'normal items by default */
746     else
747     SET_FLAG (op, FLAG_INV_LOCKED);
748     } /* for loop of objects in player inv */
749    
750     /* Need to set up the skill pointers */
751     link_player_skills (pl);
752     }
753    
754     void
755     get_party_password (object *op, partylist *party)
756     {
757     if (party == NULL)
758     {
759     LOG (llevError, "get_party_password(): tried to make player %s join a NULL party", &op->name);
760     return;
761 elmex 1.1 }
762 root 1.54
763 root 1.18 op->contr->write_buf[0] = '\0';
764 root 1.52 op->contr->ns->state = ST_GET_PARTY_PASSWORD;
765 root 1.18 op->contr->party_to_join = party;
766 root 1.52 send_query (op->contr->ns, CS_QUERY_HIDEINPUT, "What is the password?\n:");
767 elmex 1.1 }
768    
769     /* This rolls four 1-6 rolls and sums the best 3 of the 4. */
770 root 1.54 static int
771 root 1.18 roll_stat (void)
772     {
773     int a[4], i, j, k;
774    
775     for (i = 0; i < 4; i++)
776 root 1.99 a[i] = (int) rndm (6) + 1;
777 root 1.18
778     for (i = 0, j = 0, k = 7; i < 4; i++)
779     if (a[i] < k)
780     k = a[i], j = i;
781    
782     for (i = 0, k = 0; i < 4; i++)
783 root 1.54 if (i != j)
784     k += a[i];
785    
786 root 1.18 return k;
787     }
788    
789     void
790 root 1.54 object::roll_stats ()
791 root 1.18 {
792 root 1.128 int statsort [NUM_STATS];
793 root 1.18
794 root 1.54 for (;;)
795 root 1.18 {
796 root 1.54 int sum = 0;
797 root 1.128 for (int i = NUM_STATS; i--; )
798 root 1.54 sum += statsort [i] = roll_stat ();
799    
800     if (sum >= 82 && sum <= 116)
801     break;
802 root 1.18 }
803    
804 root 1.54 // Sort the stats so that rerolling is easier...
805 root 1.128 std::sort (statsort, statsort + NUM_STATS, std::greater<int>());
806 root 1.18
807 root 1.128 for (int i = 0; i < NUM_STATS; ++i)
808     stats.stat (i) = statsort [i];
809 root 1.18
810 root 1.54 stats.exp = 0;
811     stats.ac = 0;
812 root 1.18
813 root 1.54 stats.hp = stats.maxhp;
814     stats.sp = stats.maxsp;
815     stats.grace = stats.maxgrace;
816 root 1.18
817 root 1.54 if (contr)
818     {
819     contr->levhp[1] = 9;
820     contr->levsp[1] = 6;
821     contr->levgrace[1] = 3;
822 root 1.18
823 root 1.54 contr->orig_stats = stats;
824     }
825 root 1.18 }
826    
827     void
828 root 1.54 object::swap_stats (int a, int b)
829 root 1.18 {
830 root 1.127 swap (contr->orig_stats.stat (a), contr->orig_stats.stat (b));
831    
832     for (int i = 0; i < NUM_STATS; ++i)
833     stats.stat (i) = contr->orig_stats.stat (i);
834 elmex 1.1
835 root 1.54 //TODO: the following code looks so borked and should, at the very least,
836     // be merged with the similar code in roll_stats
837     stats.ac = 0;
838 elmex 1.1
839 root 1.54 level = 1;
840     stats.exp = 0;
841     stats.ac = 0;
842 elmex 1.1
843 root 1.54 stats.hp = stats.maxhp;
844     stats.sp = stats.maxsp;
845     stats.grace = stats.maxgrace;
846 elmex 1.1
847 root 1.54 if (contr)
848 root 1.18 {
849 root 1.54 contr->levhp[1] = 9;
850     contr->levsp[1] = 6;
851     contr->levgrace[1] = 3;
852 root 1.18
853 root 1.54 contr->orig_stats = stats;
854 elmex 1.1 }
855     }
856    
857 root 1.73 static void
858     start_info (object *op)
859     {
860     char buf[MAX_BUF];
861    
862     sprintf (buf, "Welcome to Crossfire v%s!", VERSION);
863     new_draw_info (NDI_UNIQUE, 0, op, buf);
864     //new_draw_info (NDI_UNIQUE, 0, op, "Press `?' for help");
865     //new_draw_info (NDI_UNIQUE, 0, op, " ");
866     }
867    
868 elmex 1.1 /* This function takes the key that is passed, and does the
869     * appropriate action with it (change race, or other things).
870     * The function name is for historical reasons - now we have
871     * separate race and class; this actually changes the RACE,
872     * not the class.
873     */
874 root 1.112 void
875     player::chargen_race_done ()
876 elmex 1.1 {
877 root 1.112 /* this must before then initial items are given */
878     esrv_new_player (ob->contr, ob->weight + ob->carrying);
879 elmex 1.1
880 root 1.112 treasurelist *tl = treasurelist::find ("starting_wealth");
881     if (tl)
882     create_treasure (tl, ob, 0, 0, 0);
883 elmex 1.1
884 root 1.112 INVOKE_PLAYER (BIRTH, ob->contr);
885     INVOKE_PLAYER (LOGIN, ob->contr);
886 elmex 1.36
887 root 1.112 ob->contr->ns->state = ST_PLAYING;
888 elmex 1.1
889 root 1.112 if (ob->msg)
890     ob->msg = 0;
891 elmex 1.1
892 root 1.112 /* We create this now because some of the unique maps will need it
893     * to save here.
894     */
895     {
896     char buf[MAX_BUF];
897     sprintf (buf, "%s/%s/%s", settings.localdir, settings.playerdir, &ob->name);
898     make_path_to_file (buf);
899     }
900    
901     start_info (ob);
902     CLEAR_FLAG (ob, FLAG_WIZ);
903     give_initial_items (ob, ob->randomitems);
904     link_player_skills (ob);
905     esrv_send_inventory (ob, ob);
906     ob->update_stats ();
907 root 1.11
908 root 1.112 /* This moves the player to a different start map, if there
909     * is one for this race
910     */
911     if (*first_map_ext_path)
912     {
913     object *tmp;
914     char mapname[MAX_BUF];
915 elmex 1.1
916 root 1.148 snprintf (mapname, MAX_BUF - 1, "%s/%s", &first_map_ext_path, &ob->arch->archname);
917 root 1.112 tmp = object::create ();
918     EXIT_PATH (tmp) = mapname;
919     EXIT_X (tmp) = ob->x;
920     EXIT_Y (tmp) = ob->y;
921     ob->enter_exit (tmp); /* we don't really care if it succeeded;
922     * if the map isn't there, then stay on the
923     * default initial map */
924     tmp->destroy ();
925 elmex 1.1 }
926 root 1.112 else
927     LOG (llevDebug, "first_map_ext_path not set\n");
928     }
929 elmex 1.1
930 root 1.112 void
931     player::chargen_race_next ()
932     {
933 root 1.18 /* Following actually changes the race - this is the default command
934     * if we don't match with one of the options above.
935     */
936    
937 root 1.112 do
938 root 1.18 {
939 root 1.112 shstr name = ob->name;
940     int x = ob->x, y = ob->y;
941 root 1.21
942 root 1.112 ob->remove_statbonus ();
943     ob->remove ();
944     ob->arch = get_player_archetype (ob->arch);
945 root 1.149 ob->arch->copy_to (ob);
946 root 1.112 ob->instantiate ();
947     ob->stats = ob->contr->orig_stats;
948     ob->name = ob->name_pl = name;
949     ob->x = x;
950     ob->y = y;
951     SET_ANIMATION (ob, 2); /* So player faces south */
952     insert_ob_in_map (ob, ob->map, ob, 0);
953 root 1.149 assign (ob->contr->title, ob->arch->object::name);
954 root 1.112 ob->add_statbonus ();
955     }
956     while (!allowed_class (ob));
957    
958     update_object (ob, UP_OBJ_FACE);
959     esrv_update_item (UPD_FACE, ob, ob);
960     ob->update_stats ();
961     ob->stats.hp = ob->stats.maxhp;
962     ob->stats.sp = ob->stats.maxsp;
963     ob->stats.grace = 0;
964 elmex 1.1 }
965    
966 root 1.18 void
967     flee_player (object *op)
968     {
969     int dir, diff;
970     rv_vector rv;
971    
972     if (op->stats.hp < 0)
973     {
974     LOG (llevDebug, "Fleeing player is dead.\n");
975     CLEAR_FLAG (op, FLAG_SCARED);
976     return;
977 elmex 1.1 }
978    
979 root 1.18 if (op->enemy == NULL)
980     {
981     LOG (llevDebug, "Fleeing player had no enemy.\n");
982     CLEAR_FLAG (op, FLAG_SCARED);
983     return;
984 elmex 1.1 }
985    
986 root 1.18 /* Seen some crashes here. Since we don't store an
987     * op->enemy_count, it is possible that something destroys the
988     * actual enemy, and the object is recycled.
989     */
990     if (op->enemy->map == NULL)
991     {
992     CLEAR_FLAG (op, FLAG_SCARED);
993     op->enemy = NULL;
994     return;
995 elmex 1.1 }
996    
997 root 1.18 if (!(random_roll (0, 4, op, PREFER_LOW)) && did_make_save (op, op->level, 0))
998     {
999     op->enemy = NULL;
1000     CLEAR_FLAG (op, FLAG_SCARED);
1001     return;
1002 elmex 1.1 }
1003 root 1.49
1004 root 1.18 get_rangevector (op, op->enemy, &rv, 0);
1005    
1006     dir = absdir (4 + rv.direction);
1007     for (diff = 0; diff < 3; diff++)
1008     {
1009     int m = 1 - (RANDOM () & 2);
1010 elmex 1.1
1011 root 1.18 if (move_ob (op, absdir (dir + diff * m), op) || (diff == 0 && move_ob (op, absdir (dir - diff * m), op)))
1012 root 1.49 return;
1013 elmex 1.1 }
1014 root 1.49
1015 root 1.18 /* Cornered, get rid of scared */
1016     CLEAR_FLAG (op, FLAG_SCARED);
1017     op->enemy = NULL;
1018 elmex 1.1 }
1019    
1020     /* check_pick sees if there is stuff to be picked up/picks up stuff.
1021 root 1.122 * It returns 1 if the player should keep on moving, 0 if he should
1022 elmex 1.1 * stop.
1023     */
1024 root 1.18 int
1025     check_pick (object *op)
1026     {
1027 elmex 1.1 object *tmp, *next;
1028     int stop = 0;
1029 pippijn 1.106 int wvratio;
1030     char putstring[128];
1031 elmex 1.1
1032     /* if you're flying, you cna't pick up anything */
1033     if (op->move_type & MOVE_FLYING)
1034     return 1;
1035    
1036     next = op->below;
1037    
1038     /* loop while there are items on the floor that are not marked as
1039     * destroyed */
1040 root 1.24 while (next && !next->destroyed ())
1041 root 1.18 {
1042     tmp = next;
1043     next = tmp->below;
1044 elmex 1.1
1045 root 1.24 if (op->destroyed ())
1046 elmex 1.1 return 0;
1047    
1048 root 1.18 if (!can_pick (op, tmp))
1049     continue;
1050 elmex 1.1
1051 root 1.18 if (op->contr->search_str[0] != '\0' && settings.search_items == TRUE)
1052     {
1053     if (item_matched_string (op, tmp, op->contr->search_str))
1054     pick_up (op, tmp);
1055     continue;
1056 root 1.11 }
1057    
1058 root 1.18 /* high not bit set? We're using the old autopickup model */
1059     if (!(op->contr->mode & PU_NEWMODE))
1060 root 1.11 {
1061 root 1.18 switch (op->contr->mode)
1062 root 1.11 {
1063 root 1.20 case 0:
1064     return 1; /* don't pick up */
1065     case 1:
1066     pick_up (op, tmp);
1067     return 1;
1068     case 2:
1069     pick_up (op, tmp);
1070     return 0;
1071     case 3:
1072     return 0; /* stop before pickup */
1073     case 4:
1074     pick_up (op, tmp);
1075     break;
1076     case 5:
1077     pick_up (op, tmp);
1078     stop = 1;
1079     break;
1080     case 6:
1081     if (QUERY_FLAG (tmp, FLAG_KNOWN_MAGICAL) && !QUERY_FLAG (tmp, FLAG_KNOWN_CURSED))
1082 root 1.18 pick_up (op, tmp);
1083 root 1.20 break;
1084    
1085     case 7:
1086     if (tmp->type == MONEY || tmp->type == GEM)
1087 root 1.18 pick_up (op, tmp);
1088 root 1.20 break;
1089    
1090     default:
1091     /* use value density */
1092     if (!QUERY_FLAG (tmp, FLAG_UNPAID)
1093     && (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1))) >= op->contr->mode)
1094 root 1.18 pick_up (op, tmp);
1095 root 1.11 }
1096     }
1097 root 1.18 else
1098     { /* old model */
1099     /* NEW pickup handling */
1100     if (op->contr->mode & PU_DEBUG)
1101     {
1102     /* some debugging code to figure out item information */
1103     if (tmp->name != NULL)
1104     sprintf (putstring, "item name: %s item type: %d weight/value: %d",
1105     &tmp->name, tmp->type, (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1))));
1106     else
1107     sprintf (putstring, "item name: %s item type: %d weight/value: %d",
1108 root 1.148 &tmp->arch->archname, tmp->type, (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1))));
1109 root 1.18
1110     new_draw_info (NDI_UNIQUE, 0, op, putstring);
1111 root 1.58 }
1112 elmex 1.1
1113 root 1.18 /* philosophy:
1114     * It's easy to grab an item type from a pile, as long as it's
1115     * generic. This takes no game-time. For more detailed pickups
1116 root 1.58 * and selections, select-items should be used. This is a
1117 root 1.18 * grab-as-you-run type mode that's really useful for arrows for
1118     * example.
1119     * The drawback: right now it has no frontend, so you need to
1120     * stick the bits you want into a calculator in hex mode and then
1121     * convert to decimal and then 'pickup <#>
1122     */
1123    
1124     /* the first two modes are exclusive: if NOTHING we return, if
1125     * STOP then we stop. All the rest are applied sequentially,
1126     * meaning if any test passes, the item gets picked up. */
1127    
1128     /* if mode is set to pick nothing up, return */
1129    
1130     if (op->contr->mode & PU_NOTHING)
1131     return 1;
1132    
1133     /* if mode is set to stop when encountering objects, return */
1134     /* take STOP before INHIBIT since it doesn't actually pick
1135     * anything up */
1136    
1137     if (op->contr->mode & PU_STOP)
1138     return 0;
1139    
1140     /* useful for going into stores and not losing your settings... */
1141     /* and for battles wher you don't want to get loaded down while
1142     * fighting */
1143     if (op->contr->mode & PU_INHIBIT)
1144     return 1;
1145    
1146     /* prevent us from turning into auto-thieves :) */
1147     if (QUERY_FLAG (tmp, FLAG_UNPAID))
1148     continue;
1149    
1150     /* ignore known cursed objects */
1151     if (QUERY_FLAG (tmp, FLAG_KNOWN_CURSED) && op->contr->mode & PU_NOT_CURSED)
1152     continue;
1153    
1154     /* all food and drink if desired */
1155     /* question: don't pick up known-poisonous stuff? */
1156     if (op->contr->mode & PU_FOOD)
1157     if (tmp->type == FOOD)
1158     {
1159     pick_up (op, tmp);
1160     continue;
1161     }
1162 root 1.29
1163 root 1.18 if (op->contr->mode & PU_DRINK)
1164     if (tmp->type == DRINK || (tmp->type == POISON && !QUERY_FLAG (tmp, FLAG_KNOWN_CURSED)))
1165     {
1166     pick_up (op, tmp);
1167     continue;
1168     }
1169    
1170     if (op->contr->mode & PU_POTION)
1171     if (tmp->type == POTION)
1172     {
1173     pick_up (op, tmp);
1174     continue;
1175     }
1176    
1177     /* spellbooks, skillscrolls and normal books/scrolls */
1178     if (op->contr->mode & PU_SPELLBOOK)
1179     if (tmp->type == SPELLBOOK)
1180     {
1181     pick_up (op, tmp);
1182     continue;
1183     }
1184 root 1.29
1185 root 1.18 if (op->contr->mode & PU_SKILLSCROLL)
1186     if (tmp->type == SKILLSCROLL)
1187     {
1188     pick_up (op, tmp);
1189     continue;
1190     }
1191 root 1.29
1192 root 1.18 if (op->contr->mode & PU_READABLES)
1193 root 1.158 if (tmp->type == BOOK || tmp->type == SCROLL || tmp->type == INSCRIBABLE)
1194 root 1.18 {
1195     pick_up (op, tmp);
1196     continue;
1197     }
1198    
1199     /* wands/staves/rods/horns */
1200     if (op->contr->mode & PU_MAGIC_DEVICE)
1201     if (tmp->type == WAND || tmp->type == ROD || tmp->type == HORN)
1202     {
1203     pick_up (op, tmp);
1204     continue;
1205     }
1206    
1207     /* pick up all magical items */
1208     if (op->contr->mode & PU_MAGICAL)
1209     if (QUERY_FLAG (tmp, FLAG_KNOWN_MAGICAL) && !QUERY_FLAG (tmp, FLAG_KNOWN_CURSED))
1210     {
1211     pick_up (op, tmp);
1212     continue;
1213     }
1214    
1215     if (op->contr->mode & PU_VALUABLES)
1216     {
1217     if (tmp->type == MONEY || tmp->type == GEM)
1218     {
1219     pick_up (op, tmp);
1220     continue;
1221     }
1222     }
1223    
1224     /* rings & amulets - talismans seems to be typed AMULET */
1225     if (op->contr->mode & PU_JEWELS)
1226     if (tmp->type == RING || tmp->type == AMULET)
1227     {
1228     pick_up (op, tmp);
1229 root 1.29 continue;
1230     }
1231    
1232     /* we don't forget dragon food */
1233     if (op->contr->mode & PU_FLESH)
1234     if (tmp->type == FLESH)
1235     {
1236     pick_up (op, tmp);
1237 root 1.18 continue;
1238     }
1239    
1240     /* bows and arrows. Bows are good for selling! */
1241     if (op->contr->mode & PU_BOW)
1242     if (tmp->type == BOW)
1243     {
1244     pick_up (op, tmp);
1245     continue;
1246     }
1247 root 1.29
1248 root 1.18 if (op->contr->mode & PU_ARROW)
1249     if (tmp->type == ARROW)
1250     {
1251     pick_up (op, tmp);
1252     continue;
1253     }
1254    
1255     /* all kinds of armor etc. */
1256     if (op->contr->mode & PU_ARMOUR)
1257     if (tmp->type == ARMOUR)
1258     {
1259     pick_up (op, tmp);
1260     continue;
1261     }
1262 root 1.29
1263 root 1.18 if (op->contr->mode & PU_HELMET)
1264     if (tmp->type == HELMET)
1265     {
1266     pick_up (op, tmp);
1267     continue;
1268     }
1269 root 1.29
1270 root 1.18 if (op->contr->mode & PU_SHIELD)
1271     if (tmp->type == SHIELD)
1272     {
1273     pick_up (op, tmp);
1274     continue;
1275     }
1276 root 1.29
1277 root 1.18 if (op->contr->mode & PU_BOOTS)
1278     if (tmp->type == BOOTS)
1279     {
1280     pick_up (op, tmp);
1281     continue;
1282     }
1283 root 1.29
1284 root 1.18 if (op->contr->mode & PU_GLOVES)
1285     if (tmp->type == GLOVES)
1286     {
1287     pick_up (op, tmp);
1288     continue;
1289     }
1290 root 1.29
1291 root 1.18 if (op->contr->mode & PU_CLOAK)
1292     if (tmp->type == CLOAK)
1293     {
1294     pick_up (op, tmp);
1295     continue;
1296     }
1297 elmex 1.1
1298 root 1.18 /* hoping to catch throwing daggers here */
1299     if (op->contr->mode & PU_MISSILEWEAPON)
1300     if (tmp->type == WEAPON && QUERY_FLAG (tmp, FLAG_IS_THROWN))
1301     {
1302     pick_up (op, tmp);
1303     continue;
1304     }
1305 elmex 1.1
1306 root 1.18 /* careful: chairs and tables are weapons! */
1307     if (op->contr->mode & PU_ALLWEAPON)
1308     {
1309     if (tmp->type == WEAPON && tmp->name != NULL)
1310     {
1311 root 1.148 if (strstr (tmp->name, "table") == NULL && strstr (tmp->arch->archname, "table") == NULL &&
1312     strstr (tmp->name, "chair") && strstr (tmp->arch->archname, "chair") == NULL)
1313 root 1.18 {
1314     pick_up (op, tmp);
1315     continue;
1316     }
1317     }
1318 root 1.29
1319 root 1.18 if (tmp->type == WEAPON && tmp->name == NULL)
1320     {
1321 root 1.148 if (strstr (tmp->arch->archname, "table") == NULL && strstr (tmp->arch->archname, "chair") == NULL)
1322 root 1.18 {
1323     pick_up (op, tmp);
1324     continue;
1325     }
1326     }
1327     }
1328 elmex 1.1
1329 root 1.18 /* misc stuff that's useful */
1330     if (op->contr->mode & PU_KEY)
1331     if (tmp->type == KEY || tmp->type == SPECIAL_KEY)
1332     {
1333     pick_up (op, tmp);
1334     continue;
1335     }
1336 elmex 1.1
1337 root 1.18 /* any of the last 4 bits set means we use the ratio for value
1338     * pickups */
1339     if (op->contr->mode & PU_RATIO)
1340     {
1341     /* use value density to decide what else to grab */
1342     /* >=7 was >= op->contr->mode */
1343     /* >=7 is the old standard setting. Now we take the last 4 bits
1344     * and multiply them by 5, giving 0..15*5== 5..75 */
1345     wvratio = (op->contr->mode & PU_RATIO) * 5;
1346     if ((query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1))) >= (unsigned int) wvratio)
1347     {
1348     pick_up (op, tmp);
1349 elmex 1.1 #if 0
1350 root 1.18 fprintf (stderr, "HIGH WEIGHT/VALUE [");
1351     if (tmp->name != NULL)
1352     {
1353     fprintf (stderr, "%s", tmp->name);
1354     }
1355     else
1356 root 1.148 fprintf (stderr, "%s", tmp->arch->archname);
1357 root 1.18 fprintf (stderr, ",%d] = ", tmp->type);
1358     fprintf (stderr, "%d\n", (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1))));
1359 elmex 1.1 #endif
1360 root 1.18 continue;
1361     }
1362     }
1363     } /* the new pickup model */
1364     }
1365 root 1.29
1366 root 1.18 return !stop;
1367 elmex 1.1 }
1368    
1369     /*
1370     * Find an arrow in the inventory and after that
1371     * in the right type container (quiver). Pointer to the
1372     * found object is returned.
1373     */
1374 root 1.18 object *
1375     find_arrow (object *op, const char *type)
1376 elmex 1.1 {
1377 root 1.103 object *tmp = 0;
1378 elmex 1.1
1379 root 1.18 for (op = op->inv; op; op = op->below)
1380     if (!tmp && op->type == CONTAINER && op->race == type && QUERY_FLAG (op, FLAG_APPLIED))
1381     tmp = find_arrow (op, type);
1382     else if (op->type == ARROW && op->race == type)
1383     return op;
1384 root 1.103
1385 root 1.18 return tmp;
1386 elmex 1.1 }
1387    
1388     /*
1389     * Similar to find_arrow, but looks for (roughly) the best arrow to use
1390     * against the target. A full test is not performed, simply a basic test
1391     * of resistances. The archer is making a quick guess at what he sees down
1392     * the hall. Failing that it does it's best to pick the highest plus arrow.
1393     */
1394 root 1.18 object *
1395     find_better_arrow (object *op, object *target, const char *type, int *better)
1396 elmex 1.1 {
1397 root 1.18 object *tmp = NULL, *arrow, *ntmp;
1398     int attacknum, attacktype, betterby = 0, i;
1399 elmex 1.1
1400 root 1.18 if (!type)
1401     return NULL;
1402 elmex 1.1
1403 root 1.18 for (arrow = op->inv; arrow; arrow = arrow->below)
1404     {
1405     if (arrow->type == CONTAINER && arrow->race == type && QUERY_FLAG (arrow, FLAG_APPLIED))
1406     {
1407     i = 0;
1408     ntmp = find_better_arrow (arrow, target, type, &i);
1409     if (i > betterby)
1410     {
1411     tmp = ntmp;
1412     betterby = i;
1413     }
1414     }
1415     else if (arrow->type == ARROW && arrow->race == type)
1416     {
1417     /* allways prefer assasination/slaying */
1418     if (target->race != NULL && arrow->slaying != NULL && strstr (arrow->slaying, target->race))
1419     {
1420     if (arrow->attacktype & AT_DEATH)
1421     {
1422     *better = 100;
1423     return arrow;
1424     }
1425     else
1426     {
1427     tmp = arrow;
1428     betterby = (arrow->magic + arrow->stats.dam) * 2;
1429     }
1430     }
1431     else
1432     {
1433     for (attacknum = 0; attacknum < NROFATTACKS; attacknum++)
1434     {
1435     attacktype = 1 << attacknum;
1436 root 1.149 if ((arrow->attacktype & attacktype) && (target->arch->resist[attacknum]) < 0)
1437     if (((arrow->magic + arrow->stats.dam) * (100 - target->arch->resist[attacknum]) / 100) > betterby)
1438 root 1.18 {
1439     tmp = arrow;
1440 root 1.149 betterby = (arrow->magic + arrow->stats.dam) * (100 - target->arch->resist[attacknum]) / 100;
1441 root 1.18 }
1442 root 1.11 }
1443 root 1.18 if ((2 + arrow->magic + arrow->stats.dam) > betterby)
1444     {
1445     tmp = arrow;
1446     betterby = 2 + arrow->magic + arrow->stats.dam;
1447 root 1.11 }
1448 root 1.18 if (arrow->title && (1 + arrow->magic + arrow->stats.dam) > betterby)
1449     {
1450     tmp = arrow;
1451     betterby = 1 + arrow->magic + arrow->stats.dam;
1452 root 1.11 }
1453     }
1454     }
1455 elmex 1.1 }
1456 root 1.18 if (tmp == NULL && arrow == NULL)
1457     return find_arrow (op, type);
1458 elmex 1.1
1459 root 1.18 *better = betterby;
1460     return tmp;
1461 elmex 1.1 }
1462    
1463     /* looks in a given direction, finds the first valid target, and calls
1464     * find_better_arrow to find a decent arrow to use.
1465     * op = the shooter
1466     * type = bow->race
1467     * dir = fire direction
1468     */
1469 root 1.18 object *
1470     pick_arrow_target (object *op, const char *type, int dir)
1471 elmex 1.1 {
1472 root 1.18 object *tmp = NULL;
1473 root 1.25 maptile *m;
1474 root 1.18 int i, mflags, found, number;
1475     sint16 x, y;
1476    
1477     if (op->map == NULL)
1478     return find_arrow (op, type);
1479    
1480     /* do a dex check */
1481     number = (die_roll (2, 40, op, PREFER_LOW) - 2) / 2;
1482     if (number > (op->stats.Dex + (op->chosen_skill ? op->chosen_skill->level : op->level)))
1483     return find_arrow (op, type);
1484    
1485     m = op->map;
1486     x = op->x;
1487     y = op->y;
1488    
1489     /* find the first target */
1490     for (i = 0, found = 0; i < 20; i++)
1491     {
1492     x += freearr_x[dir];
1493     y += freearr_y[dir];
1494     mflags = get_map_flags (m, &m, x, y, &x, &y);
1495     if (mflags & P_OUT_OF_MAP || mflags & P_BLOCKSVIEW)
1496     {
1497     tmp = NULL;
1498     break;
1499     }
1500     else if (GET_MAP_MOVE_BLOCK (m, x, y) == MOVE_FLY_LOW)
1501     {
1502     /* This block presumes arrows and the like are MOVE_FLY_SLOW -
1503     * perhaps a bad assumption.
1504     */
1505     tmp = NULL;
1506     break;
1507 root 1.11 }
1508 root 1.18 if (mflags & P_IS_ALIVE)
1509     {
1510     for (tmp = GET_MAP_OB (m, x, y); tmp; tmp = tmp->above)
1511     if (QUERY_FLAG (tmp, FLAG_ALIVE))
1512     {
1513     found++;
1514 root 1.11 break;
1515 root 1.18 }
1516     if (found)
1517     break;
1518 root 1.11 }
1519 elmex 1.1 }
1520 root 1.18 if (tmp == NULL)
1521     return find_arrow (op, type);
1522 elmex 1.1
1523 root 1.18 if (tmp->head)
1524     tmp = tmp->head;
1525 elmex 1.1
1526 root 1.18 return find_better_arrow (op, tmp, type, &i);
1527 elmex 1.1 }
1528    
1529     /*
1530     * Creature fires a bow - op can be monster or player. Returns
1531     * 1 if bow was actually fired, 0 otherwise.
1532     * op is the object firing the bow.
1533     * part is for multipart creatures - the part firing the bow.
1534     * dir is the direction of fire.
1535     * wc_mod is any special modifier to give (used in special player fire modes)
1536     * sx, sy are coordinates to fire arrow from - also used in some of the special
1537     * player fire modes.
1538     */
1539 root 1.18 int
1540     fire_bow (object *op, object *part, object *arrow, int dir, int wc_mod, sint16 sx, sint16 sy)
1541 elmex 1.1 {
1542 root 1.18 object *left, *bow;
1543 root 1.132 int mflags;
1544 root 1.25 maptile *m;
1545 elmex 1.1
1546 root 1.18 if (!dir)
1547     {
1548     new_draw_info (NDI_UNIQUE, 0, op, "You can't shoot yourself!");
1549     return 0;
1550 elmex 1.1 }
1551 root 1.48
1552 root 1.136 if (op->contr)
1553     bow = op->current_weapon;
1554 root 1.18 else
1555     {
1556     for (bow = op->inv; bow; bow = bow->below)
1557     /* Don't check for applied - monsters don't apply bows - in that way, they
1558     * don't need to switch back and forth between bows and weapons.
1559     */
1560     if (bow->type == BOW)
1561     break;
1562 root 1.11
1563 root 1.18 if (!bow)
1564     {
1565     LOG (llevError, "Range: bow without activated bow (%s).\n", &op->name);
1566     return 0;
1567 root 1.11 }
1568 root 1.118
1569     // optimisation: move object to top so we will find it quickly again
1570     if (bow->below)
1571     {
1572     bow->remove ();
1573     op->insert (bow);
1574     }
1575    
1576 elmex 1.1 }
1577 root 1.48
1578 root 1.18 if (!bow->race || !bow->skill)
1579     {
1580     new_draw_info_format (NDI_UNIQUE, 0, op, "Your %s is broken.", &bow->name);
1581     return 0;
1582 elmex 1.1 }
1583    
1584 root 1.18 if (arrow == NULL)
1585     {
1586     if ((arrow = find_arrow (op, bow->race)) == NULL)
1587     {
1588     if (op->type == PLAYER)
1589     new_draw_info_format (NDI_UNIQUE, 0, op, "You have no %s left.", &bow->race);
1590     /* FLAG_READY_BOW will get reset if the monsters picks up some arrows */
1591     else
1592     CLEAR_FLAG (op, FLAG_READY_BOW);
1593 root 1.116
1594 root 1.18 return 0;
1595 root 1.11 }
1596 elmex 1.1 }
1597 root 1.48
1598 root 1.18 mflags = get_map_flags (op->map, &m, sx, sy, &sx, &sy);
1599     if (mflags & P_OUT_OF_MAP)
1600 root 1.48 return 0;
1601    
1602 root 1.18 if (GET_MAP_MOVE_BLOCK (m, sx, sy) == MOVE_FLY_LOW)
1603     {
1604     new_draw_info (NDI_UNIQUE, 0, op, "Something is in the way.");
1605     return 0;
1606     }
1607    
1608     /* this should not happen, but sometimes does */
1609     if (arrow->nrof == 0)
1610     {
1611 root 1.33 arrow->destroy ();
1612 root 1.18 return 0;
1613     }
1614    
1615     left = arrow; /* these are arrows left to the player */
1616     arrow = get_split_ob (arrow, 1);
1617 root 1.48 if (!arrow)
1618 root 1.18 {
1619     new_draw_info_format (NDI_UNIQUE, 0, op, "You have no %s left.", &bow->race);
1620     return 0;
1621 elmex 1.1 }
1622 root 1.48
1623 root 1.34 arrow->set_owner (op);
1624 root 1.18 arrow->skill = bow->skill;
1625     arrow->direction = dir;
1626    
1627 root 1.124 arrow->stats.sp = arrow->stats.wc; /* save original wc, dam, attacktype and slaying */
1628     arrow->stats.hp = arrow->stats.dam;
1629     arrow->stats.grace = arrow->attacktype;
1630    
1631     if (arrow->slaying)
1632     arrow->spellarg = strdup (arrow->slaying);
1633    
1634 root 1.142 #if 0
1635 root 1.131 if (player *pl = op->contr)
1636 root 1.18 {
1637 root 1.142 float speed = pl->weapon_sp;
1638 root 1.132
1639 root 1.142 /* penalize ROF for bestarrow */
1640     if (pl->bowtype == bow_bestarrow)
1641     speed *= .9f;
1642     else
1643     speed *= 1.f + dex_bonus[op->stats.Dex] * .2f;
1644 root 1.131
1645 root 1.142 op->speed_left += speed - op->speed;
1646     }
1647 root 1.132 #endif
1648 elmex 1.1
1649 root 1.18 SET_ANIMATION (arrow, arrow->direction);
1650 root 1.116
1651 root 1.18 /* update the speed */
1652 root 1.142 arrow->speed = ((bow->flag [FLAG_NO_STRENGTH] ? 0 : dam_bonus[op->stats.Str]) + bow->magic + arrow->magic) / 5.f
1653     + bow->stats.dam / 7.f;
1654 root 1.18
1655 root 1.142 arrow->set_speed (max (arrow->speed, 2.f));
1656 root 1.18 arrow->speed_left = 0;
1657    
1658 root 1.129 int wc = op->stats.wc + wc_mod - arrow->magic - arrow->stats.wc;
1659 root 1.116
1660 root 1.18 if (op->type == PLAYER)
1661     {
1662 root 1.116 arrow->level = op->chosen_skill ? op->chosen_skill->level : op->level;
1663 root 1.129 wc -= dex_bonus[op->stats.Dex];
1664 root 1.18
1665 root 1.116 if (!arrow->slaying)
1666     arrow->slaying = op->slaying;
1667 root 1.124
1668     arrow->attacktype |= op->attacktype;
1669 elmex 1.1 }
1670 root 1.18 else
1671     {
1672     arrow->level = op->level;
1673 root 1.116 arrow->stats.wc -= bow->magic;
1674    
1675     if (!arrow->slaying)
1676     arrow->slaying = bow->slaying;
1677 root 1.124
1678     arrow->attacktype |= bow->attacktype;
1679 elmex 1.1 }
1680 root 1.24
1681 root 1.129 wc -= arrow->level;
1682     arrow->stats.dam = clamp (arrow->stats.dam + op->stats.dam + arrow->magic, MIN_DAM, MAX_DAM);
1683 root 1.24
1684 root 1.129 arrow->stats.wc = clamp (wc, MIN_WC, MAX_WC);
1685 root 1.18 arrow->move_type = MOVE_FLY_LOW;
1686     arrow->move_on = MOVE_FLY_LOW | MOVE_WALK;
1687    
1688 root 1.156 op->play_sound (sound_find ("fire_arrow"));
1689 root 1.70 m->insert (arrow, sx, sy, op);
1690 root 1.18
1691 root 1.24 if (!arrow->destroyed ())
1692 root 1.18 move_arrow (arrow);
1693 elmex 1.1
1694 root 1.18 if (op->type == PLAYER)
1695     {
1696 root 1.24 if (left->destroyed ())
1697     esrv_del_item (op->contr, left->count);
1698 root 1.18 else
1699     esrv_send_item (op, left);
1700 elmex 1.1 }
1701 root 1.24
1702 root 1.18 return 1;
1703 elmex 1.1 }
1704    
1705     /* Special fire code for players - this takes into
1706     * account the special fire modes players can have
1707     * but monsters can't. Putting that code here
1708     * makes the fire_bow code much cleaner.
1709     * this function should only be called if 'op' is a player,
1710     * hence the function name.
1711     */
1712 root 1.18 int
1713     player_fire_bow (object *op, int dir)
1714 elmex 1.1 {
1715 root 1.18 int ret = 0, wcmod = 0;
1716    
1717     if (op->contr->bowtype == bow_bestarrow)
1718     {
1719 root 1.118 ret = fire_bow (op, op, pick_arrow_target (op, op->contr->ranged_ob->race, dir), dir, 0, op->x, op->y);
1720 root 1.18 }
1721     else if (op->contr->bowtype >= bow_n && op->contr->bowtype <= bow_nw)
1722     {
1723     if (!similar_direction (dir, op->contr->bowtype - bow_n + 1))
1724     wcmod = -1;
1725 root 1.74
1726 root 1.18 ret = fire_bow (op, op, NULL, op->contr->bowtype - bow_n + 1, wcmod, op->x, op->y);
1727     }
1728     else if (op->contr->bowtype == bow_threewide)
1729     {
1730     ret = fire_bow (op, op, NULL, dir, 0, op->x, op->y);
1731     ret |= fire_bow (op, op, NULL, dir, -5, op->x + freearr_x[absdir (dir + 2)], op->y + freearr_y[absdir (dir + 2)]);
1732     ret |= fire_bow (op, op, NULL, dir, -5, op->x + freearr_x[absdir (dir - 2)], op->y + freearr_y[absdir (dir - 2)]);
1733     }
1734     else if (op->contr->bowtype == bow_spreadshot)
1735     {
1736     ret |= fire_bow (op, op, NULL, dir, 0, op->x, op->y);
1737     ret |= fire_bow (op, op, NULL, absdir (dir - 1), -5, op->x, op->y);
1738     ret |= fire_bow (op, op, NULL, absdir (dir + 1), -5, op->x, op->y);
1739 elmex 1.1 }
1740 root 1.18 else
1741     {
1742     /* Simple case */
1743     ret = fire_bow (op, op, NULL, dir, 0, op->x, op->y);
1744     }
1745 root 1.121
1746 root 1.18 return ret;
1747 elmex 1.1 }
1748    
1749     /* Fires a misc (wand/rod/horn) object in 'dir'.
1750     * Broken apart from 'fire' to keep it more readable.
1751     */
1752 root 1.18 void
1753     fire_misc_object (object *op, int dir)
1754 elmex 1.1 {
1755 root 1.118 object *item = op->contr->ranged_ob;
1756 elmex 1.1
1757 root 1.118 if (!item)
1758 root 1.18 {
1759     new_draw_info (NDI_UNIQUE, 0, op, "You have range item readied.");
1760     return;
1761 elmex 1.1 }
1762    
1763 root 1.18 if (!item->inv)
1764     {
1765     LOG (llevError, "Object %s lacks a spell\n", &item->name);
1766     return;
1767 elmex 1.1 }
1768 root 1.118
1769 root 1.126 if (!op->change_weapon (item))
1770     return;
1771 root 1.121
1772 root 1.18 if (item->type == WAND)
1773     {
1774     if (item->stats.food <= 0)
1775     {
1776 root 1.156 op->contr->play_sound (sound_find ("wand_poof"));
1777 root 1.18 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s goes poof.", query_base_name (item, 0));
1778 root 1.121
1779 root 1.18 return;
1780 root 1.11 }
1781 root 1.18 }
1782     else if (item->type == ROD || item->type == HORN)
1783     {
1784     if (item->stats.hp < MAX (item->inv->stats.sp, item->inv->stats.grace))
1785     {
1786 root 1.156 op->contr->play_sound (sound_find ("wand_poof"));
1787 root 1.121
1788 root 1.18 if (item->type == ROD)
1789     new_draw_info_format (NDI_UNIQUE, 0, op, "The %s whines for a while, but nothing happens.", query_base_name (item, 0));
1790     else
1791     new_draw_info_format (NDI_UNIQUE, 0, op, "The %s needs more time to charge.", query_base_name (item, 0));
1792 root 1.121
1793 root 1.18 return;
1794 root 1.11 }
1795 elmex 1.1 }
1796    
1797 root 1.18 if (cast_spell (op, item, dir, item->inv, NULL))
1798     {
1799     SET_FLAG (op, FLAG_BEEN_APPLIED); /* You now know something about it */
1800     if (item->type == WAND)
1801     {
1802     if (!(--item->stats.food))
1803     {
1804     object *tmp;
1805    
1806     if (item->arch)
1807     {
1808     CLEAR_FLAG (item, FLAG_ANIMATE);
1809 root 1.149 item->face = item->arch->face;
1810 root 1.67 item->set_speed (0);
1811 root 1.11 }
1812 root 1.67
1813 root 1.49 if ((tmp = item->in_player ()))
1814 root 1.18 esrv_update_item (UPD_ANIM, tmp, item);
1815 root 1.11 }
1816     }
1817 root 1.18 else if (item->type == ROD || item->type == HORN)
1818 root 1.67 drain_rod_charge (item);
1819 elmex 1.1 }
1820     }
1821    
1822     /* Received a fire command for the player - go and do it.
1823     */
1824 root 1.142 bool
1825 root 1.18 fire (object *op, int dir)
1826     {
1827     int spellcost = 0;
1828 elmex 1.1
1829 root 1.18 /* check for loss of invisiblity/hide */
1830     if (action_makes_visible (op))
1831     make_visible (op);
1832 elmex 1.1
1833 root 1.118 player *pl = op->contr;
1834 elmex 1.1
1835 root 1.119 if (pl->golem)
1836     {
1837     control_golem (op->contr->golem, dir);
1838 root 1.142 return false;
1839 root 1.119 }
1840    
1841     object *ob = pl->ranged_ob;
1842 elmex 1.1
1843 root 1.119 if (!ob)
1844 root 1.142 return false;
1845 elmex 1.1
1846 root 1.136 if (!op->change_weapon (ob))
1847 root 1.142 return false;
1848    
1849     if (op->speed_left > 0.f)
1850     --op->speed_left;
1851     else
1852     return false;
1853 root 1.136
1854 root 1.119 switch (ob->type)
1855 root 1.118 {
1856 root 1.119 case BOW:
1857 root 1.118 player_fire_bow (op, dir);
1858 root 1.119 break;
1859    
1860     case SPELL:
1861     spellcost = cast_spell (op, op, dir, ob, pl->spellparam[0] ? pl->spellparam : 0);
1862     break;
1863 root 1.113
1864 root 1.119 case BUILDER:
1865 root 1.20 apply_map_builder (op, dir);
1866 root 1.119 break;
1867    
1868     case SKILL:
1869     do_skill (op, op, ob, dir, 0);
1870     break;
1871    
1872     default:
1873     fire_misc_object (op, dir);
1874     break;
1875 elmex 1.1 }
1876 root 1.142
1877     return true;
1878 elmex 1.1 }
1879    
1880     /* find_key
1881     * We try to find a key for the door as passed. If we find a key
1882     * and successfully use it, we return the key, otherwise NULL
1883     * This function merges both normal and locked door, since the logic
1884     * for both is the same - just the specific key is different.
1885     * pl is the player,
1886     * inv is the objects inventory to searched
1887     * door is the door we are trying to match against.
1888     * This function can be called recursively to search containers.
1889     */
1890 root 1.18 object *
1891     find_key (object *pl, object *container, object *door)
1892 elmex 1.1 {
1893 root 1.18 object *tmp, *key;
1894 elmex 1.1
1895 root 1.18 /* Should not happen, but sanity checking is never bad */
1896 root 1.103 if (!container->inv)
1897     return 0;
1898 elmex 1.1
1899 root 1.18 /* First, lets try to find a key in the top level inventory */
1900 root 1.103 for (tmp = container->inv; tmp; tmp = tmp->below)
1901 root 1.18 {
1902     if (door->type == DOOR && tmp->type == KEY)
1903     break;
1904     /* For sanity, we should really check door type, but other stuff
1905     * (like containers) can be locked with special keys
1906     */
1907     if (tmp->slaying && tmp->type == SPECIAL_KEY && tmp->slaying == door->slaying)
1908     break;
1909     }
1910 root 1.103
1911 root 1.18 /* No key found - lets search inventories now */
1912     /* If we find and use a key in an inventory, return at that time.
1913     * otherwise, if we search all the inventories and still don't find
1914     * a key, return
1915     */
1916     if (!tmp)
1917     {
1918 root 1.103 for (tmp = container->inv; tmp; tmp = tmp->below)
1919 root 1.18 {
1920     /* No reason to search empty containers */
1921     if (tmp->type == CONTAINER && tmp->inv)
1922     {
1923 root 1.103 if ((key = find_key (pl, tmp, door)))
1924 root 1.18 return key;
1925     }
1926     }
1927 root 1.103
1928 root 1.18 if (!tmp)
1929     return NULL;
1930 elmex 1.1 }
1931 root 1.103
1932 root 1.18 /* We get down here if we have found a key. Now if its in a container,
1933     * see if we actually want to use it
1934     */
1935     if (pl != container)
1936     {
1937     /* Only let players use keys in containers */
1938     if (!pl->contr)
1939     return NULL;
1940     /* cases where this fails:
1941     * If we only search the player inventory, return now since we
1942     * are not in the players inventory.
1943     * If the container is not active, return now since only active
1944     * containers can be used.
1945     * If we only search keyrings and the container does not have
1946     * a race/isn't a keyring.
1947     * No checking for all containers - to fall through past here,
1948     * inv must have been an container and must have been active.
1949     *
1950     * Change the color so that the message doesn't disappear with
1951     * all the others.
1952     */
1953     if (pl->contr->usekeys == key_inventory ||
1954     !QUERY_FLAG (container, FLAG_APPLIED) ||
1955     (pl->contr->usekeys == keyrings && (!container->race || strcmp (container->race, "keys"))))
1956     {
1957     new_draw_info_format (NDI_UNIQUE | NDI_BROWN, 0, pl,
1958     "The %s in your %s vibrates as you approach the door", query_name (tmp), query_name (container));
1959     return NULL;
1960 root 1.11 }
1961 elmex 1.1 }
1962 root 1.103
1963 root 1.18 return tmp;
1964 elmex 1.1 }
1965    
1966     /* moved door processing out of move_player_attack.
1967     * returns 1 if player has opened the door with a key
1968     * such that the caller should not do anything more,
1969     * 0 otherwise
1970     */
1971 root 1.18 static int
1972     player_attack_door (object *op, object *door)
1973 elmex 1.1 {
1974 root 1.142 /* If its a door, try to find a key. If we do destroy the door,
1975 root 1.18 * might as well return immediately as there is nothing more to do -
1976     * otherwise, we fall through to the rest of the code.
1977     */
1978     object *key = find_key (op, op, door);
1979    
1980 root 1.142 /* If we found a key, do some extra work */
1981 root 1.18 if (key)
1982     {
1983     object *container = key->env;
1984    
1985     if (action_makes_visible (op))
1986     make_visible (op);
1987 root 1.117
1988 root 1.18 if (door->inv && (door->inv->type == RUNE || door->inv->type == TRAP))
1989     spring_trap (door->inv, op);
1990 root 1.103
1991 root 1.18 if (door->type == DOOR)
1992 root 1.103 hit_player (door, 9998, op, AT_PHYSICAL, 1); /* Break through the door */
1993 root 1.18 else if (door->type == LOCKED_DOOR)
1994     {
1995     new_draw_info_format (NDI_UNIQUE, NDI_BROWN, op, "You open the door with the %s", query_short_name (key));
1996     remove_door2 (door); /* remove door without violence ;-) */
1997     }
1998 root 1.103
1999 root 1.18 /* Do this after we print the message */
2000     decrease_ob (key); /* Use up one of the keys */
2001     /* Need to update the weight the container the key was in */
2002     if (container != op)
2003     esrv_update_item (UPD_WEIGHT, op, container);
2004 root 1.103
2005 root 1.18 return 1; /* Nothing more to do below */
2006     }
2007     else if (door->type == LOCKED_DOOR)
2008     {
2009     /* Might as well return now - no other way to open this */
2010     new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, door->msg);
2011     return 1;
2012 elmex 1.1 }
2013 root 1.103
2014 root 1.18 return 0;
2015 elmex 1.1 }
2016    
2017     /* This function is just part of a breakup from move_player.
2018     * It should keep the code cleaner.
2019     * When this is called, the players direction has been updated
2020     * (taking into account confusion.) The player is also actually
2021     * going to try and move (not fire weapons).
2022     */
2023 root 1.142 bool
2024 root 1.18 move_player_attack (object *op, int dir)
2025 elmex 1.1 {
2026 root 1.18 int on_battleground;
2027    
2028 root 1.117 sint16 nx = freearr_x[dir] + op->x;
2029     sint16 ny = freearr_y[dir] + op->y;
2030 root 1.18
2031 root 1.49 on_battleground = op_on_battleground (op, 0, 0);
2032 root 1.18
2033 root 1.142 if (out_of_map (op->map, nx, ny))
2034     return false;
2035    
2036     if (!op->contr->braced && op->speed_left > 0.f && move_ob (op, dir, op))
2037     {
2038     --op->speed_left;
2039     return true;
2040     }
2041    
2042 root 1.18 /* If braced, or can't move to the square, and it is not out of the
2043     * map, attack it. Note order of if statement is important - don't
2044     * want to be calling move_ob if braced, because move_ob will move the
2045     * player. This is a pretty nasty hack, because if we could
2046     * move to some space, it then means that if we are braced, we should
2047     * do nothing at all. As it is, if we are braced, we go through
2048     * quite a bit of processing. However, it probably is less than what
2049     * move_ob uses.
2050     */
2051 root 1.142 maptile *m = op->map->xy_find (nx, ny);
2052    
2053     /* Go through all the objects, and find ones of interest. Only stop if
2054     * we find a monster - that is something we know we want to attack.
2055     * if its a door or barrel (can roll) see if there may be monsters
2056     * on the space
2057     */
2058     object *mon;
2059     for (mon = m->at (nx, ny).bot; mon; mon = mon->above)
2060 root 1.18 {
2061 root 1.142 if ((mon->flag [FLAG_ALIVE]
2062     || mon->type == LOCKED_DOOR
2063     || mon->flag [FLAG_CAN_ROLL])
2064     && mon != op)
2065     break;
2066     }
2067    
2068     if (!mon) /* This happens anytime the player tries to move */
2069     return false; /* into a wall */
2070 root 1.18
2071 root 1.142 mon = mon->head_ ();
2072 root 1.11
2073 root 1.142 if ((mon->type == DOOR && mon->stats.hp >= 0) || (mon->type == LOCKED_DOOR))
2074     if (op->contr->weapon_sp_left > 0.f)
2075     if (player_attack_door (op, mon))
2076 root 1.18 {
2077 root 1.142 --op->contr->weapon_sp_left;
2078     return true;
2079 root 1.18 }
2080    
2081 root 1.142 /* The following deals with possibly attacking peaceful
2082     * or friendly creatures. Basically, all players are considered
2083     * unaggressive. If the moving player has peaceful set, then the
2084     * object should be pushed instead of attacked. It is assumed that
2085     * if you are braced, you will not attack friends accidently,
2086     * and thus will not push them.
2087     */
2088 root 1.18
2089 root 1.142 /* If the creature is a pet, push it even if the player is not
2090     * peaceful. Our assumption is the creature is a pet if the
2091     * player owns it and it is either friendly or unagressive.
2092     */
2093     if (op->type == PLAYER
2094     && ((mon->owner && mon->owner->contr
2095     && same_party (mon->owner->contr->party, op->contr->party))
2096     || mon->owner == op)
2097     && (QUERY_FLAG (mon, FLAG_UNAGGRESSIVE) || QUERY_FLAG (mon, FLAG_FRIENDLY)))
2098     {
2099     /* If we're braced, we don't want to switch places with it */
2100     if (op->contr->braced)
2101     return false;
2102 root 1.18
2103 root 1.142 if (op->speed_left > 0.f)
2104     {
2105     --op->speed_left;
2106 root 1.85
2107 root 1.156 op->play_sound (sound_find ("push_player"));
2108 root 1.117 push_ob (mon, dir, op);
2109 root 1.142
2110 root 1.18 if (op->contr->tmp_invis || op->hide)
2111     make_visible (op);
2112 root 1.85
2113 root 1.142 return true;
2114 root 1.11 }
2115 root 1.142 else
2116     return false;
2117     }
2118 root 1.11
2119 root 1.142 /* in certain circumstances, you shouldn't attack friendly
2120     * creatures. Note that if you are braced, you can't push
2121     * someone, but put it inside this loop so that you won't
2122     * attack them either.
2123     */
2124     if ((mon->type == PLAYER || mon->enemy != op)
2125     && (mon->type == PLAYER || QUERY_FLAG (mon, FLAG_UNAGGRESSIVE) || QUERY_FLAG (mon, FLAG_FRIENDLY))
2126     && ((op->contr->peaceful
2127     || (mon->type == PLAYER && mon->contr->peaceful))
2128     && !on_battleground))
2129     {
2130     if (op->speed_left > 0.f)
2131 root 1.18 {
2132 root 1.142 --op->speed_left;
2133    
2134 root 1.18 if (!op->contr->braced)
2135     {
2136 root 1.156 op->play_sound (sound_find ("push_player"));
2137 root 1.85 push_ob (mon, dir, op);
2138 root 1.18 }
2139     else
2140 root 1.49 new_draw_info (0, 0, op, "You withhold your attack");
2141    
2142 root 1.18 if (op->contr->tmp_invis || op->hide)
2143     make_visible (op);
2144 root 1.142
2145     return true;
2146 root 1.11 }
2147 root 1.142 }
2148     /* If the object is a boulder or other rollable object, then
2149     * roll it if not braced. You can't roll it if you are braced.
2150     */
2151     else if (QUERY_FLAG (mon, FLAG_CAN_ROLL) && (!op->contr->braced))
2152     {
2153     if (op->speed_left > 0.f)
2154     {
2155     --op->speed_left;
2156 elmex 1.1
2157 root 1.18 recursive_roll (mon, dir, op);
2158     if (action_makes_visible (op))
2159     make_visible (op);
2160 root 1.142
2161     return true;
2162 root 1.11 }
2163 root 1.142 }
2164     /* Any generic living creature. Including things like doors.
2165     * Way it works is like this: First, it must have some hit points
2166     * and be living. Then, it must be one of the following:
2167     * 1) Not a player, 2) A player, but of a different party. Note
2168     * that party_number -1 is no party, so attacks can still happen.
2169     */
2170     else if ((mon->stats.hp >= 0) && QUERY_FLAG (mon, FLAG_ALIVE) &&
2171     ((mon->type != PLAYER || op->contr->party == NULL || op->contr->party != mon->contr->party)))
2172     {
2173 root 1.143 if (op->contr->weapon_sp_left > 0.f && !op->flag [FLAG_WIZPASS])
2174 root 1.18 {
2175 root 1.142 --op->contr->weapon_sp_left;
2176 root 1.11
2177 root 1.49 skill_attack (mon, op, 0, 0, 0);
2178 root 1.11
2179 root 1.18 if (action_makes_visible (op))
2180     make_visible (op);
2181 root 1.142
2182     return true;
2183 root 1.11 }
2184 root 1.142 }
2185    
2186     return false;
2187 elmex 1.1 }
2188    
2189 root 1.142 bool
2190 root 1.18 move_player (object *op, int dir)
2191     {
2192     int pick;
2193 elmex 1.1
2194 root 1.84 if (!op->map || op->map->in_memory != MAP_IN_MEMORY)
2195 root 1.18 return 0;
2196 elmex 1.1
2197 root 1.18 /* Sanity check: make sure dir is valid */
2198     if ((dir < 0) || (dir >= 9))
2199     {
2200     LOG (llevError, "move_player: invalid direction %d\n", dir);
2201     return 0;
2202 elmex 1.1 }
2203    
2204 root 1.84 /* peterm: added following line */
2205 root 1.18 if (QUERY_FLAG (op, FLAG_CONFUSED) && dir)
2206 root 1.99 dir = absdir (dir + rndm (3) + rndm (3) - 2);
2207 root 1.18
2208     op->facing = dir;
2209    
2210     if (op->hide)
2211     do_hidden_move (op);
2212    
2213 root 1.142 bool retval;
2214    
2215 root 1.18 if (INVOKE_PLAYER (MOVE, op->contr, ARG_INT (dir)))
2216 root 1.142 retval = RESULT_INT (0);
2217 root 1.18 else if (op->contr->fire_on)
2218 root 1.142 retval = fire (op, dir);
2219 root 1.18 else
2220     {
2221 root 1.142 retval = move_player_attack (op, dir);
2222 root 1.18 pick = check_pick (op);
2223     }
2224 elmex 1.1
2225 root 1.18 /* Add special check for newcs players and fire on - this way, the
2226     * server can handle repeat firing.
2227     */
2228     if (op->contr->fire_on || (op->contr->run_on && pick != 0))
2229 root 1.49 op->direction = dir;
2230 root 1.18 else
2231 root 1.49 op->direction = 0;
2232    
2233 root 1.18 /* Update how the player looks. Use the facing, so direction may
2234     * get reset to zero. This allows for full animation capabilities
2235     * for players.
2236     */
2237     animate_object (op, op->facing);
2238 root 1.142
2239     return retval;
2240 elmex 1.1 }
2241    
2242     /* This is similar to handle_player, below, but is only used by the
2243     * new client/server stuff.
2244     * This is sort of special, in that the new client/server actually uses
2245     * the new speed values for commands.
2246     *
2247 root 1.142 * Returns true if there are more actions we can do. Should not do
2248     * many actions in a row, as that would be too unfair to other
2249     * players.
2250 elmex 1.1 */
2251 root 1.142 bool
2252 root 1.18 handle_newcs_player (object *op)
2253 elmex 1.1 {
2254 root 1.18 if (QUERY_FLAG (op, FLAG_SCARED))
2255     {
2256 root 1.142 if (op->speed_left > 0.f)
2257 root 1.18 {
2258 root 1.132 --op->speed_left;
2259 root 1.142 flee_player (op);
2260    
2261     return true;
2262 root 1.11 }
2263 root 1.142 else
2264     return false;
2265 elmex 1.1 }
2266    
2267 root 1.18 /* call this here - we also will call this in do_ericserver, but
2268     * the players time has been increased when doericserver has been
2269     * called, so we recheck it here.
2270     */
2271 root 1.83 if (op->contr->ns->handle_command ())
2272 root 1.142 return true;
2273 root 1.47
2274 root 1.142 if (op->direction && (op->contr->run_on || op->contr->fire_on))
2275     return move_player (op, op->direction);
2276 elmex 1.1
2277 root 1.142 return false;
2278 root 1.18 }
2279    
2280     int
2281     save_life (object *op)
2282     {
2283     if (!QUERY_FLAG (op, FLAG_LIFESAVE))
2284 elmex 1.1 return 0;
2285 root 1.18
2286 root 1.41 for (object *tmp = op->inv; tmp; tmp = tmp->below)
2287 root 1.18 if (QUERY_FLAG (tmp, FLAG_APPLIED) && QUERY_FLAG (tmp, FLAG_LIFESAVE))
2288     {
2289 root 1.156 op->play_sound (sound_find ("ob_evaporate"));
2290 root 1.18 new_draw_info_format (NDI_UNIQUE, 0, op, "Your %s vibrates violently, then evaporates.", query_name (tmp));
2291 root 1.33
2292 root 1.18 if (op->contr)
2293     esrv_del_item (op->contr, tmp->count);
2294 root 1.33
2295     tmp->destroy ();
2296 root 1.18 CLEAR_FLAG (op, FLAG_LIFESAVE);
2297 root 1.33
2298 root 1.18 if (op->stats.hp < 0)
2299     op->stats.hp = op->stats.maxhp;
2300 root 1.33
2301 root 1.18 if (op->stats.food < 0)
2302     op->stats.food = 999;
2303 root 1.33
2304 root 1.54 op->update_stats ();
2305 root 1.18 return 1;
2306     }
2307 root 1.41
2308 root 1.18 LOG (llevError, "Error: LIFESAVE set without applied object.\n");
2309     CLEAR_FLAG (op, FLAG_LIFESAVE);
2310     enter_player_savebed (op); /* bring him home. */
2311     return 0;
2312 elmex 1.1 }
2313    
2314     /* This goes throws the inventory and removes unpaid objects, and puts them
2315     * back in the map (location and map determined by values of env). This
2316     * function will descend into containers. op is the object to start the search
2317     * from.
2318     */
2319 root 1.154 static void
2320     drop_unpaid_items (object *op, object *env)
2321 elmex 1.1 {
2322 root 1.18 while (op)
2323     {
2324 root 1.70 object *next = op->below; /* Make sure we have a good value, in case we remove object 'op' */
2325    
2326 root 1.18 if (QUERY_FLAG (op, FLAG_UNPAID))
2327     {
2328     if (env->type == PLAYER)
2329     esrv_del_item (env->contr, op->count);
2330 root 1.70
2331     op->insert_at (env);
2332 root 1.18 }
2333     else if (op->inv)
2334 root 1.154 drop_unpaid_items (op->inv, env);
2335 root 1.41
2336 root 1.18 op = next;
2337 elmex 1.1 }
2338     }
2339    
2340 root 1.154 void
2341     object::drop_unpaid_items ()
2342     {
2343     if (!flag [FLAG_REMOVED])
2344     ::drop_unpaid_items (inv, this);
2345     }
2346    
2347 elmex 1.1 /*
2348     * Returns pointer a static string containing gravestone text
2349     * Moved from apply.c to player.c - player.c is what
2350     * actually uses this function. player.c may not be quite the
2351     * best, a misc file for object actions is probably better,
2352     * but there isn't one in the server directory.
2353     */
2354 root 1.18 char *
2355     gravestone_text (object *op)
2356 elmex 1.1 {
2357 root 1.18 static char buf2[MAX_BUF];
2358     char buf[MAX_BUF];
2359     time_t now = time (NULL);
2360    
2361     strcpy (buf2, " R.I.P.\n\n");
2362     if (op->type == PLAYER)
2363     sprintf (buf, "%s the %s\n", &op->name, op->contr->title);
2364     else
2365     sprintf (buf, "%s\n", &op->name);
2366 root 1.41
2367 root 1.18 strncat (buf2, " ", 20 - strlen (buf) / 2);
2368     strcat (buf2, buf);
2369     if (op->type == PLAYER)
2370     sprintf (buf, "who was in level %d when killed\n", op->level);
2371     else
2372     sprintf (buf, "who was in level %d when died.\n\n", op->level);
2373 root 1.41
2374 root 1.18 strncat (buf2, " ", 20 - strlen (buf) / 2);
2375     strcat (buf2, buf);
2376     if (op->type == PLAYER)
2377     {
2378     sprintf (buf, "by %s.\n\n", op->contr->killer);
2379     strncat (buf2, " ", 21 - strlen (buf) / 2);
2380     strcat (buf2, buf);
2381     }
2382 root 1.41
2383 root 1.18 strftime (buf, MAX_BUF, "%b %d %Y\n", localtime (&now));
2384     strncat (buf2, " ", 20 - strlen (buf) / 2);
2385     strcat (buf2, buf);
2386 root 1.41
2387 root 1.18 return buf2;
2388 elmex 1.1 }
2389    
2390 root 1.18 void
2391     do_some_living (object *op)
2392     {
2393     int last_food = op->stats.food;
2394 elmex 1.1 int gen_hp, gen_sp, gen_grace;
2395     int over_hp, over_sp, over_grace;
2396     int i;
2397     int rate_hp = 1200;
2398     int rate_sp = 2500;
2399     int rate_grace = 2000;
2400     const int max_hp = 1;
2401     const int max_sp = 1;
2402     const int max_grace = 1;
2403    
2404 root 1.107 if (op->contr->hidden)
2405     {
2406     op->invisible = 1000;
2407     /* the socket code flashes the player visible/invisible
2408     * depending on the value of invisible, so we need to
2409     * alternate it here for it to work correctly.
2410     */
2411     if (pticks & 2)
2412     op->invisible--;
2413     }
2414     else if (op->invisible && !(QUERY_FLAG (op, FLAG_MAKE_INVIS)))
2415     {
2416     if (!op->invisible--)
2417     {
2418     make_visible (op);
2419     new_draw_info (NDI_UNIQUE, 0, op, "Your invisibility spell runs out.");
2420     }
2421     }
2422    
2423 root 1.52 if (op->contr->ns->state == ST_PLAYING)
2424 root 1.18 {
2425     /* these next three if clauses make it possible to SLOW DOWN
2426     hp/grace/spellpoint regeneration. */
2427     if (op->contr->gen_hp >= 0)
2428     gen_hp = (op->contr->gen_hp + 1) * op->stats.maxhp;
2429     else
2430     {
2431     gen_hp = op->stats.maxhp;
2432     rate_hp -= rate_hp / 2 * op->contr->gen_hp;
2433     }
2434 root 1.55
2435 root 1.18 if (op->contr->gen_sp >= 0)
2436     gen_sp = (op->contr->gen_sp + 1) * op->stats.maxsp;
2437     else
2438     {
2439     gen_sp = op->stats.maxsp;
2440     rate_sp -= rate_sp / 2 * op->contr->gen_sp;
2441     }
2442 root 1.55
2443 root 1.18 if (op->contr->gen_grace >= 0)
2444     gen_grace = (op->contr->gen_grace + 1) * op->stats.maxgrace;
2445     else
2446     {
2447     gen_grace = op->stats.maxgrace;
2448     rate_grace -= rate_grace / 2 * op->contr->gen_grace;
2449     }
2450    
2451     /* Regenerate Spell Points */
2452 root 1.118 if (!op->contr->golem && --op->last_sp < 0)
2453 root 1.18 {
2454     gen_sp = gen_sp * 10 / (op->contr->gen_sp_armour < 10 ? 10 : op->contr->gen_sp_armour);
2455     if (op->stats.sp < op->stats.maxsp)
2456     {
2457     op->stats.sp++;
2458     /* dms do not consume food */
2459     if (!QUERY_FLAG (op, FLAG_WIZ))
2460     {
2461     op->stats.food--;
2462     if (op->contr->digestion < 0)
2463     op->stats.food += op->contr->digestion;
2464     else if (op->contr->digestion > 0 && random_roll (0, op->contr->digestion, op, PREFER_HIGH))
2465     op->stats.food = last_food;
2466     }
2467     }
2468 root 1.55
2469 root 1.18 if (max_sp > 1)
2470     {
2471     over_sp = (gen_sp + 10) / rate_sp;
2472     if (over_sp > 0)
2473     {
2474     if (op->stats.sp < op->stats.maxsp)
2475     {
2476     op->stats.sp += over_sp > max_sp ? max_sp : over_sp;
2477 root 1.55
2478 root 1.18 if (random_roll (0, rate_sp - 1, op, PREFER_LOW) > ((gen_sp + 10) % rate_sp))
2479     op->stats.sp--;
2480 root 1.55
2481 root 1.18 if (op->stats.sp > op->stats.maxsp)
2482     op->stats.sp = op->stats.maxsp;
2483     }
2484     op->last_sp = 0;
2485     }
2486     else
2487 root 1.55 op->last_sp = rate_sp / (gen_sp < 20 ? 30 : gen_sp + 10);
2488 root 1.18 }
2489     else
2490 root 1.55 op->last_sp = rate_sp / (gen_sp < 20 ? 30 : gen_sp + 10);
2491 root 1.18 }
2492    
2493     /* Regenerate Grace */
2494     /* I altered this a little - maximum grace is ony achieved through prayer -b.t. */
2495     if (--op->last_grace < 0)
2496     {
2497     if (op->stats.grace < op->stats.maxgrace / 2)
2498     op->stats.grace++; /* no penalty in food for regaining grace */
2499 root 1.55
2500 root 1.18 if (max_grace > 1)
2501     {
2502     over_grace = (gen_grace < 20 ? 30 : gen_grace + 10) / rate_grace;
2503     if (over_grace > 0)
2504     {
2505     op->stats.sp += over_grace
2506     + (random_roll (0, rate_grace - 1, op, PREFER_HIGH) > ((gen_grace < 20 ? 30 : gen_grace + 10) % rate_grace)) ? -1 : 0;
2507     op->last_grace = 0;
2508     }
2509     else
2510     {
2511     op->last_grace = rate_grace / (gen_grace < 20 ? 30 : gen_grace + 10);
2512     }
2513     }
2514     else
2515     {
2516     op->last_grace = rate_grace / (gen_grace < 20 ? 30 : gen_grace + 10);
2517     }
2518     /* wearing stuff doesn't detract from grace generation. */
2519     }
2520    
2521     /* Regenerate Hit Points */
2522     if (--op->last_heal < 0)
2523     {
2524     if (op->stats.hp < op->stats.maxhp)
2525     {
2526     op->stats.hp++;
2527     /* dms do not consume food */
2528     if (!QUERY_FLAG (op, FLAG_WIZ))
2529     {
2530     op->stats.food--;
2531     if (op->contr->digestion < 0)
2532     op->stats.food += op->contr->digestion;
2533     else if (op->contr->digestion > 0 && random_roll (0, op->contr->digestion, op, PREFER_HIGH))
2534     op->stats.food = last_food;
2535     }
2536     }
2537 root 1.55
2538 root 1.18 if (max_hp > 1)
2539     {
2540     over_hp = (gen_hp < 20 ? 30 : gen_hp + 10) / rate_hp;
2541     if (over_hp > 0)
2542     {
2543     op->stats.sp += over_hp + (RANDOM () % rate_hp > ((gen_hp < 20 ? 30 : gen_hp + 10) % rate_hp)) ? -1 : 0;
2544     op->last_heal = 0;
2545     }
2546     else
2547     {
2548     op->last_heal = rate_hp / (gen_hp < 20 ? 30 : gen_hp + 10);
2549     }
2550     }
2551     else
2552     {
2553     op->last_heal = rate_hp / (gen_hp < 20 ? 30 : gen_hp + 10);
2554     }
2555 root 1.11 }
2556 elmex 1.1
2557 root 1.18 /* Digestion */
2558     if (--op->last_eat < 0)
2559     {
2560 root 1.155 int bonus = max (0, op->contr->digestion),
2561     penalty = max (0, -op->contr->digestion);
2562 root 1.18
2563 root 1.155 op->last_eat = 25 * (1 + bonus) / (max (0, op->contr->gen_hp) + penalty + 1);
2564 root 1.55
2565 root 1.18 /* dms do not consume food */
2566     if (!QUERY_FLAG (op, FLAG_WIZ))
2567     op->stats.food--;
2568 root 1.11 }
2569 elmex 1.1
2570 root 1.55 if (op->stats.food < 0 && op->stats.hp >= 0)
2571     {
2572     object *tmp, *flesh = 0;
2573 root 1.18
2574 root 1.55 for (tmp = op->inv; tmp; tmp = tmp->below)
2575 root 1.18 {
2576 root 1.55 if (!QUERY_FLAG (tmp, FLAG_UNPAID))
2577 root 1.18 {
2578 root 1.55 if (tmp->type == FOOD || tmp->type == DRINK || tmp->type == POISON)
2579     {
2580     new_draw_info (NDI_UNIQUE, 0, op, "You blindly grab for a bite of food.");
2581     manual_apply (op, tmp, 0);
2582     if (op->stats.food >= 0 || op->stats.hp < 0)
2583     break;
2584     }
2585     else if (tmp->type == FLESH)
2586     flesh = tmp;
2587     } /* End if paid for object */
2588     } /* end of for loop */
2589    
2590     /* If player is still starving, it means they don't have any food, so
2591     * eat flesh instead.
2592     */
2593     if (op->stats.food < 0 && op->stats.hp >= 0 && flesh)
2594     {
2595     new_draw_info (NDI_UNIQUE, 0, op, "You blindly grab for a bite of food.");
2596     manual_apply (op, flesh, 0);
2597     }
2598 root 1.11 }
2599 elmex 1.1
2600 root 1.55 while (op->stats.food < 0 && op->stats.hp >= 0)
2601     op->stats.food++, op->stats.hp--;
2602 elmex 1.1
2603 root 1.55 if (op->stats.hp < 0 && !QUERY_FLAG (op, FLAG_WIZ))
2604     kill_player (op);
2605     }
2606 elmex 1.1 }
2607    
2608     /* If the player should die (lack of hp, food, etc), we call this.
2609     * op is the player in jeopardy. If the player can not be saved (not
2610     * permadeath, no lifesave), this will take care of removing the player
2611     * file.
2612     */
2613 root 1.18 void
2614     kill_player (object *op)
2615 elmex 1.1 {
2616 root 1.18 char buf[MAX_BUF];
2617     int x, y;
2618    
2619     //int i;
2620 root 1.25 maptile *map; /* this is for resurrection */
2621 root 1.18
2622     /* int z;
2623     int num_stats_lose;
2624     int lost_a_stat;
2625     int lose_this_stat;
2626     int this_stat; */
2627     int will_kill_again;
2628     archetype *at;
2629     object *tmp;
2630    
2631     if (save_life (op))
2632     return;
2633    
2634     /* If player dies on BATTLEGROUND, no stat/exp loss! For Combat-Arenas
2635     * in cities ONLY!!! It is very important that this doesn't get abused.
2636     * Look at op_on_battleground() for more info --AndreasV
2637     */
2638     if (op_on_battleground (op, &x, &y))
2639     {
2640     new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, "You have been defeated in combat!");
2641     new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, "Local medics have saved your life...");
2642    
2643     /* restore player */
2644 root 1.22 at = archetype::find ("poisoning");
2645 root 1.70 if (object *tmp = present_arch_in_ob (at, op))
2646 root 1.18 {
2647 root 1.33 tmp->destroy ();
2648 root 1.18 new_draw_info (NDI_UNIQUE, 0, op, "Your body feels cleansed");
2649     }
2650 elmex 1.1
2651 root 1.22 at = archetype::find ("confusion");
2652 root 1.70 if (object *tmp = present_arch_in_ob (at, op))
2653 root 1.18 {
2654 root 1.33 tmp->destroy ();
2655 root 1.18 new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer");
2656     }
2657    
2658     cure_disease (op, 0); /* remove any disease */
2659     op->stats.hp = op->stats.maxhp;
2660     if (op->stats.food <= 0)
2661     op->stats.food = 999;
2662 elmex 1.1
2663 root 1.18 /* create a bodypart-trophy to make the winner happy */
2664 root 1.70 if (object *tmp = arch_to_object (archetype::find ("finger")))
2665 root 1.18 {
2666     sprintf (buf, "%s's finger", &op->name);
2667     tmp->name = buf;
2668     sprintf (buf, " This finger has been cut off %s\n"
2669     " the %s, when he was defeated at\n level %d by %s.\n",
2670     &op->name, op->contr->title, (int) (op->level), op->contr->killer);
2671     tmp->msg = buf;
2672 root 1.102 tmp->value = 0, tmp->type = 0;
2673     tmp->materialname = "organics";
2674 elmex 1.87 tmp->insert_at (op, tmp);
2675 root 1.18 }
2676 elmex 1.1
2677 root 1.18 /* teleport defeated player to new destination */
2678     transfer_ob (op, x, y, 0, NULL);
2679     op->contr->braced = 0;
2680     return;
2681 elmex 1.1 }
2682    
2683 root 1.18 INVOKE_PLAYER (DEATH, op->contr);
2684 root 1.3
2685 root 1.18 command_kill_pets (op, 0);
2686 elmex 1.1
2687 root 1.18 if (op->stats.food < 0)
2688     {
2689     sprintf (buf, "%s starved to death.", &op->name);
2690     strcpy (op->contr->killer, "starvation");
2691 elmex 1.1 }
2692 root 1.18 else
2693 root 1.89 sprintf (buf, "%s died.", &op->name);
2694 root 1.70
2695 root 1.156 op->contr->play_sound (sound_find ("player_dies"));
2696 elmex 1.1
2697 root 1.18 /* save the map location for corpse, gravestone */
2698 root 1.70 x = op->x;
2699     y = op->y;
2700 root 1.18 map = op->map;
2701 elmex 1.1
2702 root 1.54 /* NOT_PERMADEATH code. This basically brings the character back to
2703     * life if they are dead - it takes some exp and a random stat.
2704     * See the config.h file for a little more in depth detail about this.
2705     */
2706    
2707     /* Basically two ways to go - remove a stat permanently, or just
2708     * make it depletion. This bunch of code deals with that aspect
2709     * of death.
2710     */
2711     #ifndef COZY_SERVER
2712     if (settings.balanced_stat_loss)
2713 root 1.18 {
2714 root 1.54 /* If stat loss is permanent, lose one stat only. */
2715     /* Lower level chars don't lose as many stats because they suffer
2716     more if they do. */
2717     /* Higher level characters can afford things such as potions of
2718     restoration, or better, stat potions. So we slug them that
2719     little bit harder. */
2720     /* GD */
2721     if (settings.stat_loss_on_death)
2722     num_stats_lose = 1;
2723     else
2724     num_stats_lose = 1 + op->level / BALSL_NUMBER_LOSSES_RATIO;
2725     }
2726     else
2727 root 1.70 num_stats_lose = 1;
2728    
2729 root 1.54 lost_a_stat = 0;
2730    
2731     for (z = 0; z < num_stats_lose; z++)
2732     {
2733     i = RANDOM () % NUM_STATS;
2734 root 1.11
2735 root 1.54 if (settings.stat_loss_on_death)
2736 root 1.18 {
2737 root 1.54 /* Pick a random stat and take a point off it. Tell the player
2738     * what he lost.
2739     */
2740     change_attr_value (&(op->stats), i, -1);
2741     check_stat_bounds (&(op->stats));
2742     change_attr_value (&(op->contr->orig_stats), i, -1);
2743     check_stat_bounds (&(op->contr->orig_stats));
2744     new_draw_info (NDI_UNIQUE, 0, op, lose_msg[i]);
2745     lost_a_stat = 1;
2746 root 1.18 }
2747     else
2748     {
2749 root 1.54 /* deplete a stat */
2750     archetype *deparch = archetype::find ("depletion");
2751     object *dep;
2752 root 1.11
2753 root 1.54 dep = present_arch_in_ob (deparch, op);
2754     if (!dep)
2755 root 1.18 {
2756 root 1.54 dep = arch_to_object (deparch);
2757     insert_ob_in_ob (dep, op);
2758 root 1.18 }
2759 root 1.54 lose_this_stat = 1;
2760     if (settings.balanced_stat_loss)
2761 root 1.18 {
2762 root 1.54 /* GD */
2763     /* Get the stat that we're about to deplete. */
2764     this_stat = get_attr_value (&(dep->stats), i);
2765     if (this_stat < 0)
2766     {
2767     int loss_chance = 1 + op->level / BALSL_LOSS_CHANCE_RATIO;
2768     int keep_chance = this_stat * this_stat;
2769 root 1.18
2770 root 1.54 /* Yes, I am paranoid. Sue me. */
2771     if (keep_chance < 1)
2772     keep_chance = 1;
2773 root 1.18
2774 root 1.54 /* There is a maximum depletion total per level. */
2775     if (this_stat < -1 - op->level / BALSL_MAX_LOSS_RATIO)
2776     {
2777     lose_this_stat = 0;
2778     /* Take loss chance vs keep chance to see if we
2779     retain the stat. */
2780     }
2781     else
2782     {
2783     if (random_roll (0, loss_chance + keep_chance - 1, op, PREFER_LOW) < keep_chance)
2784     lose_this_stat = 0;
2785     /* LOG(llevDebug, "Determining stat loss. Stat: %d Keep: %d Lose: %d Result: %s.\n",
2786     this_stat, keep_chance, loss_chance,
2787     lose_this_stat?"LOSE":"KEEP"); */
2788 root 1.11 }
2789     }
2790 root 1.54 }
2791 root 1.18
2792 root 1.54 if (lose_this_stat)
2793     {
2794     this_stat = get_attr_value (&(dep->stats), i);
2795     /* We could try to do something clever like find another
2796     * stat to reduce if this fails. But chances are, if
2797     * stats have been depleted to -50, all are pretty low
2798     * and should be roughly the same, so it shouldn't make a
2799     * difference.
2800     */
2801     if (this_stat >= -50)
2802 root 1.18 {
2803 root 1.54 change_attr_value (&(dep->stats), i, -1);
2804     SET_FLAG (dep, FLAG_APPLIED);
2805     new_draw_info (NDI_UNIQUE, 0, op, lose_msg[i]);
2806     op->update_stats ();
2807     lost_a_stat = 1;
2808 root 1.11 }
2809     }
2810     }
2811 root 1.54 }
2812     /* If no stat lost, tell the player. */
2813     if (!lost_a_stat)
2814     {
2815     /* determine_god() seems to not work sometimes... why is this?
2816     Should I be using something else? GD */
2817     const char *god = determine_god (op);
2818 root 1.18
2819 root 1.54 if (god && (strcmp (god, "none")))
2820     new_draw_info_format (NDI_UNIQUE, 0, op, "For a brief moment you feel the holy presence of %s protecting" " you.", god);
2821     else
2822     new_draw_info (NDI_UNIQUE, 0, op, "For a brief moment you feel a holy presence protecting you.");
2823     }
2824 root 1.28 #else
2825 root 1.54 new_draw_info (NDI_UNIQUE, 0, op, "For a brief moment you" " feel a holy presence protecting you from losing yourself completely.");
2826 elmex 1.1 #endif
2827    
2828 root 1.54 /* Put a gravestone up where the character 'almost' died. List the
2829     * exp loss on the stone.
2830     */
2831     tmp = arch_to_object (archetype::find ("gravestone"));
2832     sprintf (buf, "%s's gravestone", &op->name);
2833     tmp->name = buf;
2834     sprintf (buf, "%s's gravestones", &op->name);
2835     tmp->name_pl = buf;
2836     sprintf (buf, "RIP\nHere rests the hero %s the %s,\n" "who was killed\n" "by %s.\n", &op->name, op->contr->title, op->contr->killer);
2837     tmp->msg = buf;
2838     tmp->x = op->x, tmp->y = op->y;
2839     insert_ob_in_map (tmp, op->map, NULL, 0);
2840    
2841     /**************************************/
2842     /* */
2843     /* Subtract the experience points, */
2844     /* if we died cause of food, give us */
2845     /* food, and reset HP's... */
2846     /* */
2847     /**************************************/
2848    
2849     /* remove any poisoning and confusion the character may be suffering. */
2850     /* restore player */
2851     at = archetype::find ("poisoning");
2852     tmp = present_arch_in_ob (at, op);
2853    
2854     if (tmp)
2855     {
2856     tmp->destroy ();
2857     new_draw_info (NDI_UNIQUE, 0, op, "Your body feels cleansed");
2858     }
2859    
2860     at = archetype::find ("confusion");
2861     tmp = present_arch_in_ob (at, op);
2862     if (tmp)
2863     {
2864     tmp->destroy ();
2865     new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer");
2866     }
2867    
2868     cure_disease (op, 0); /* remove any disease */
2869    
2870     /*add_exp(op, (op->stats.exp * -0.20)); */
2871     apply_death_exp_penalty (op);
2872     if (op->stats.food < 100)
2873     op->stats.food = 900;
2874     op->stats.hp = op->stats.maxhp;
2875     op->stats.sp = MAX (op->stats.sp, op->stats.maxsp);
2876     op->stats.grace = MAX (op->stats.grace, op->stats.maxgrace);
2877 root 1.11
2878 root 1.54 /*
2879 root 1.108 * Check to see if the player has any unpaid items. If so, remove them
2880     * and put them back in the map.
2881 root 1.54 */
2882 root 1.154 op->drop_unpaid_items ();
2883 root 1.18
2884 root 1.54 /****************************************/
2885     /* */
2886     /* Move player to his current respawn- */
2887     /* position (usually last savebed) */
2888     /* */
2889     /****************************************/
2890 root 1.18
2891 root 1.54 enter_player_savebed (op);
2892 root 1.18
2893 root 1.54 op->contr->braced = 0;
2894 root 1.11
2895 root 1.54 /* it is possible that the player has blown something up
2896     * at his savebed location, and that can have long lasting
2897     * spell effects. So first see if there is a spell effect
2898     * on the space that might harm the player.
2899     */
2900     will_kill_again = 0;
2901     for (tmp = GET_MAP_OB (op->map, op->x, op->y); tmp; tmp = tmp->above)
2902     if (tmp->type == SPELL_EFFECT)
2903     will_kill_again |= tmp->attacktype;
2904 elmex 1.1
2905 root 1.54 if (will_kill_again)
2906 root 1.18 {
2907 root 1.54 object *force;
2908     int at;
2909 root 1.18
2910 root 1.54 force = get_archetype (FORCE_NAME);
2911     /* 50 ticks should be enough time for the spell to abate */
2912 root 1.133 force->speed = 0.1f;
2913     force->speed_left = -5.f;
2914 root 1.54 SET_FLAG (force, FLAG_APPLIED);
2915     for (at = 0; at < NROFATTACKS; at++)
2916     if (will_kill_again & (1 << at))
2917     force->resist[at] = 100;
2918 root 1.30
2919 root 1.54 insert_ob_in_ob (force, op);
2920     op->update_stats ();
2921 root 1.30
2922 root 1.54 }
2923 root 1.18
2924 root 1.54 new_draw_info (NDI_UNIQUE, 0, op, "YOU HAVE DIED.");
2925 elmex 1.1 }
2926    
2927 root 1.18 void
2928     loot_object (object *op)
2929     { /* Grab and destroy some treasure */
2930     object *tmp, *tmp2, *next;
2931 elmex 1.1
2932 root 1.103 op->close_container (); /* close open sack first */
2933 elmex 1.1
2934 root 1.54 for (tmp = op->inv; tmp; tmp = next)
2935 root 1.18 {
2936     next = tmp->below;
2937 root 1.54
2938 elmex 1.50 if (tmp->invisible)
2939 root 1.18 continue;
2940 root 1.54
2941 root 1.32 tmp->remove ();
2942 root 1.18 tmp->x = op->x, tmp->y = op->y;
2943 root 1.103
2944 root 1.18 if (tmp->type == CONTAINER)
2945 root 1.103 loot_object (tmp); /* empty container to ground */
2946    
2947 root 1.99 if (!QUERY_FLAG (tmp, FLAG_UNIQUE) && (QUERY_FLAG (tmp, FLAG_STARTEQUIP) || QUERY_FLAG (tmp, FLAG_NO_DROP) || !(rndm (3))))
2948 root 1.18 {
2949     if (tmp->nrof > 1)
2950     {
2951     tmp2 = get_split_ob (tmp, 1 + RANDOM () % (tmp->nrof - 1));
2952 root 1.33 tmp2->destroy ();
2953 root 1.18 insert_ob_in_map (tmp, op->map, NULL, 0);
2954     }
2955     else
2956 root 1.33 tmp->destroy ();
2957 root 1.18 }
2958     else
2959     insert_ob_in_map (tmp, op->map, NULL, 0);
2960     }
2961 elmex 1.1 }
2962    
2963     /*
2964     * fix_weight(): Check recursively the weight of all players, and fix
2965     * what needs to be fixed. Refresh windows and fix speed if anything
2966     * was changed.
2967     */
2968 root 1.18 void
2969     fix_weight (void)
2970     {
2971 root 1.61 for_all_players (pl)
2972 root 1.18 {
2973     int old = pl->ob->carrying, sum = sum_weight (pl->ob);
2974    
2975     if (old == sum)
2976     continue;
2977 root 1.54 pl->ob->update_stats ();
2978 root 1.18 LOG (llevDebug, "Fixed inventory in %s (%d -> %d)\n", &pl->ob->name, old, sum);
2979     }
2980 elmex 1.1 }
2981    
2982 root 1.18 void
2983     fix_luck (void)
2984     {
2985 root 1.61 for_all_players (pl)
2986 root 1.52 if (!pl->ob->contr->ns->state)
2987 root 1.54 pl->ob->change_luck (0);
2988 elmex 1.1 }
2989    
2990     /* cast_dust() - handles op throwing objects of type 'DUST'.
2991     * This is much simpler in the new spell code - we basically
2992     * just treat this as any other spell casting object.
2993     */
2994 elmex 1.2 void
2995 root 1.18 cast_dust (object *op, object *throw_ob, int dir)
2996 elmex 1.2 {
2997     object *skop, *spob;
2998    
2999     skop = find_skill_by_name (op, throw_ob->skill);
3000    
3001     /* casting POTION 'dusts' is really a use_magic_item skill */
3002     if (op->type == PLAYER && throw_ob->type == POTION && !skop)
3003     {
3004 root 1.18 LOG (llevError, "Player %s lacks critical skill use_magic_item!\n", &op->name);
3005 elmex 1.2 return;
3006     }
3007    
3008     spob = throw_ob->inv;
3009    
3010     // elmex Tue Aug 15 17:19:46 CEST 2006: Added this check to
3011     // not pass NULL to cast_spell (which did indeed check itself, but
3012     // errors should be reported as early as possible IMHO)
3013     if (!spob)
3014     {
3015 root 1.18 LOG (llevError, "cast_dust: thrown object %s (by %s) had no spell in it!", &throw_ob->name, &op->name);
3016 elmex 1.2 return;
3017 elmex 1.1 }
3018    
3019 elmex 1.2 if (op->type == PLAYER)
3020 root 1.14 new_draw_info_format (NDI_UNIQUE, 0, op, "You cast %s.", &spob->name);
3021 elmex 1.2
3022     cast_spell (op, throw_ob, dir, spob, NULL);
3023    
3024 root 1.33 throw_ob->destroy ();
3025 elmex 1.1 }
3026    
3027 root 1.18 void
3028     make_visible (object *op)
3029     {
3030     op->hide = 0;
3031     op->invisible = 0;
3032     if (op->type == PLAYER)
3033     {
3034     op->contr->tmp_invis = 0;
3035     op->contr->invis_race = 0;
3036     }
3037 root 1.107
3038     update_object (op, UP_OBJ_CHANGE);
3039 root 1.18 }
3040    
3041     int
3042     is_true_undead (object *op)
3043     {
3044 root 1.149 if (QUERY_FLAG (op->arch, FLAG_UNDEAD))
3045 root 1.18 return 1;
3046    
3047 elmex 1.1 return 0;
3048     }
3049    
3050     /* look at the surrounding terrain to determine
3051     * the hideability of this object. Positive levels
3052     * indicate greater hideability.
3053     */
3054    
3055 root 1.18 int
3056     hideability (object *ob)
3057     {
3058     int i, level = 0, mflag;
3059     sint16 x, y;
3060    
3061     if (!ob || !ob->map)
3062     return 0;
3063    
3064     /* so, on normal lighted maps, its hard to hide */
3065     level = ob->map->darkness - 2;
3066    
3067     /* this also picks up whether the object is glowing.
3068     * If you carry a light on a non-dark map, its not
3069     * as bad as carrying a light on a pitch dark map */
3070     if (has_carried_lights (ob))
3071     level = -(10 + (2 * ob->map->darkness));
3072    
3073     /* scan through all nearby squares for terrain to hide in */
3074     for (i = 0, x = ob->x, y = ob->y; i < 9; i++, x = ob->x + freearr_x[i], y = ob->y + freearr_y[i])
3075     {
3076     mflag = get_map_flags (ob->map, NULL, x, y, NULL, NULL);
3077     if (mflag & P_OUT_OF_MAP)
3078     {
3079     continue;
3080     }
3081     if (mflag & P_BLOCKSVIEW) /* something to hide near! */
3082     level += 2;
3083     else /* open terrain! */
3084     level -= 1;
3085 elmex 1.1 }
3086 root 1.18
3087 elmex 1.1 #if 0
3088 root 1.18 LOG (llevDebug, "hideability of %s is %d\n", ob->name, level);
3089 elmex 1.1 #endif
3090 root 1.18 return level;
3091 elmex 1.1 }
3092    
3093     /* For Hidden creatures - a chance of becoming 'unhidden'
3094     * every time they move - as we subtract off 'invisibility'
3095     * AND, for players, if they move into a ridiculously unhideable
3096     * spot (surrounded by clear terrain in broad daylight). -b.t.
3097     */
3098 root 1.18 void
3099     do_hidden_move (object *op)
3100     {
3101     int hide = 0, num = random_roll (0, 19, op, PREFER_LOW);
3102     object *skop;
3103    
3104     if (!op || !op->map)
3105     return;
3106    
3107     skop = find_obj_by_type_subtype (op, SKILL, SK_HIDING);
3108    
3109     /* its *extremely* hard to run and sneak/hide at the same time! */
3110     if (op->type == PLAYER && op->contr->run_on)
3111 root 1.85 if (!skop || num >= skop->level)
3112     {
3113     new_draw_info (NDI_UNIQUE, 0, op, "You ran too much! You are no longer hidden!");
3114     make_visible (op);
3115     return;
3116     }
3117     else
3118     num += 20;
3119    
3120 root 1.18 num += op->map->difficulty;
3121     hide = hideability (op); /* modify by terrain hidden level */
3122     num -= hide;
3123 root 1.85
3124 root 1.18 if ((op->type == PLAYER && hide < -10) || ((op->invisible -= num) <= 0))
3125     {
3126     make_visible (op);
3127     if (op->type == PLAYER)
3128     new_draw_info (NDI_UNIQUE, 0, op, "You moved out of hiding! You are visible!");
3129 elmex 1.1 }
3130 root 1.18 else if (op->type == PLAYER && skop)
3131 root 1.85 change_exp (op, calc_skill_exp (op, NULL, skop), skop->skill, 0);
3132 elmex 1.1 }
3133    
3134     /* determine if who is standing near a hostile creature. */
3135    
3136 root 1.18 int
3137     stand_near_hostile (object *who)
3138     {
3139     object *tmp = NULL;
3140     int i, friendly = 0, player = 0, mflags;
3141 root 1.25 maptile *m;
3142 root 1.18 sint16 x, y;
3143    
3144     if (!who)
3145     return 0;
3146    
3147     if (who->type == PLAYER)
3148     player = 1;
3149    
3150     else
3151     friendly = QUERY_FLAG (who, FLAG_FRIENDLY);
3152    
3153     /* search adjacent squares */
3154     for (i = 1; i < 9; i++)
3155     {
3156     x = who->x + freearr_x[i];
3157     y = who->y + freearr_y[i];
3158     m = who->map;
3159     mflags = get_map_flags (m, &m, x, y, &x, &y);
3160     /* space must be blocked if there is a monster. If not
3161     * blocked, don't need to check this space.
3162     */
3163     if (mflags & P_OUT_OF_MAP)
3164     continue;
3165     if (OB_TYPE_MOVE_BLOCK (who, GET_MAP_MOVE_BLOCK (m, x, y)))
3166     continue;
3167    
3168 root 1.49 for (tmp = GET_MAP_OB (m, x, y); tmp; tmp = tmp->above)
3169 root 1.18 {
3170     if ((player ||friendly) &&QUERY_FLAG (tmp, FLAG_MONSTER) && !QUERY_FLAG (tmp, FLAG_UNAGGRESSIVE))
3171     return 1;
3172     else if (tmp->type == PLAYER)
3173     {
3174     /*don't let a hidden DM prevent you from hiding */
3175     if (!QUERY_FLAG (tmp, FLAG_WIZ) || tmp->contr->hidden == 0)
3176 root 1.11 return 1;
3177 root 1.18 }
3178 root 1.11 }
3179 elmex 1.1 }
3180 root 1.18 return 0;
3181 elmex 1.1 }
3182    
3183     /* check the player los field for viewability of the
3184     * object op. This function works fine for monsters,
3185     * but we dont worry if the object isnt the top one in
3186     * a pile (say a coin under a table would return "viewable"
3187     * by this routine). Another question, should we be
3188     * concerned with the direction the player is looking
3189     * in? Realistically, most of use cant see stuff behind
3190     * our backs...on the other hand, does the "facing" direction
3191     * imply the way your head, or body is facing? Its possible
3192     * for them to differ. Sigh, this fctn could get a bit more complex.
3193     * -b.t.
3194     * This function is now map tiling safe.
3195     */
3196    
3197 root 1.18 int
3198     player_can_view (object *pl, object *op)
3199     {
3200     rv_vector rv;
3201     int dx, dy;
3202    
3203     if (pl->type != PLAYER)
3204     {
3205     LOG (llevError, "player_can_view() called for non-player object\n");
3206     return -1;
3207 elmex 1.1 }
3208 root 1.74
3209 root 1.18 if (!pl || !op)
3210 elmex 1.1 return 0;
3211 root 1.18
3212 root 1.74 op = op->head_ ();
3213    
3214 root 1.18 get_rangevector (pl, op, &rv, 0x1);
3215    
3216     /* starting with the 'head' part, lets loop
3217     * through the object and find if it has any
3218     * part that is in the los array but isnt on
3219     * a blocked los square.
3220     * we use the archetype to figure out offsets.
3221     */
3222     while (op)
3223     {
3224 root 1.149 dx = rv.distance_x + op->arch->x;
3225     dy = rv.distance_y + op->arch->y;
3226 root 1.18
3227     /* only the viewable area the player sees is updated by LOS
3228     * code, so we need to restrict ourselves to that range of values
3229     * for any meaningful values.
3230     */
3231 root 1.52 if (FABS (dx) <= (pl->contr->ns->mapx / 2) &&
3232     FABS (dy) <= (pl->contr->ns->mapy / 2) &&
3233     !pl->contr->blocked_los[dx + (pl->contr->ns->mapx / 2)][dy + (pl->contr->ns->mapy / 2)])
3234 root 1.18 return 1;
3235     op = op->more;
3236     }
3237     return 0;
3238 elmex 1.1 }
3239    
3240     /* routine for both players and monsters. We call this when
3241     * there is a possibility for our action distrubing our hiding
3242     * place or invisiblity spell. Artefact invisiblity is not
3243     * effected by this. If we arent invisible to begin with, we
3244     * return 0.
3245     */
3246 root 1.18 int
3247     action_makes_visible (object *op)
3248     {
3249    
3250     if (op->invisible && QUERY_FLAG (op, FLAG_ALIVE))
3251     {
3252     if (QUERY_FLAG (op, FLAG_MAKE_INVIS))
3253     return 0;
3254    
3255     if (op->contr && op->contr->tmp_invis == 0)
3256     return 0;
3257 elmex 1.1
3258 root 1.18 /* If monsters, they should become visible */
3259     if (op->hide || !op->contr || (op->contr && op->contr->tmp_invis))
3260     {
3261     new_draw_info_format (NDI_UNIQUE, 0, op, "You become %s!", op->hide ? "unhidden" : "visible");
3262     return 1;
3263 root 1.11 }
3264 elmex 1.1 }
3265 root 1.18 return 0;
3266 elmex 1.1 }
3267    
3268     /* op_on_battleground - checks if the given object op (usually
3269     * a player) is standing on a valid battleground-tile,
3270     * function returns TRUE/FALSE. If true x, y returns the battleground
3271     * -exit-coord. (and if x, y not NULL)
3272     * 19 March 2005 - josh@woosworld.net modifed to check if the battleground also has slaying, maxhp, and maxsp set
3273     * and if those are all set and the player has a marker that matches the slaying send them to a different x, y
3274     * Default is to do the same as before, so only people wanting to have different points need worry about this
3275     */
3276 root 1.18 int
3277     op_on_battleground (object *op, int *x, int *y)
3278     {
3279 elmex 1.1 object *tmp;
3280 root 1.18
3281 elmex 1.1 /* A battleground-tile needs the following attributes to be valid:
3282     * is_floor 1 (has to be the FIRST floor beneath the player's feet),
3283     * name="battleground", no_pick 1, type=58 (type BATTLEGROUND)
3284     * and the exit-coordinates sp/hp must both be > 0.
3285     * => The intention here is to prevent abuse of the battleground-
3286     * feature (like pickable or hidden battleground tiles). */
3287 root 1.18 for (tmp = op->below; tmp != NULL; tmp = tmp->below)
3288     {
3289     if (QUERY_FLAG (tmp, FLAG_IS_FLOOR))
3290     {
3291     if (QUERY_FLAG (tmp, FLAG_NO_PICK) &&
3292     strcmp (tmp->name, "battleground") == 0 && tmp->type == BATTLEGROUND && EXIT_X (tmp) && EXIT_Y (tmp))
3293     {
3294     /*before we assign the exit, check if this is a teambattle */
3295     if (EXIT_ALT_X (tmp) && EXIT_ALT_Y (tmp) && EXIT_PATH (tmp))
3296     {
3297     object *invtmp;
3298    
3299     for (invtmp = op->inv; invtmp != NULL; invtmp = invtmp->below)
3300     {
3301     if (invtmp->type == FORCE && invtmp->slaying && !strcmp (EXIT_PATH (tmp), invtmp->slaying))
3302     {
3303     if (x != NULL && y != NULL)
3304     *x = EXIT_ALT_X (tmp), *y = EXIT_ALT_Y (tmp);
3305     return 1;
3306     }
3307     }
3308     }
3309     if (x != NULL && y != NULL)
3310     *x = EXIT_X (tmp), *y = EXIT_Y (tmp);
3311     return 1;
3312     }
3313     }
3314 elmex 1.1 }
3315     /* If we got here, did not find a battleground */
3316     return 0;
3317     }
3318    
3319     /*
3320     * When a dragon-player gains a new stage of evolution,
3321     * he gets some treasure
3322     *
3323     * attributes:
3324     * object *who the dragon player
3325     * int atnr the attack-number of the ability focus
3326     * int level ability level
3327     */
3328 root 1.18 void
3329     dragon_ability_gain (object *who, int atnr, int level)
3330     {
3331     treasurelist *trlist = NULL; /* treasurelist */
3332     treasure *tr; /* treasure */
3333     object *tmp, *skop; /* tmp. object */
3334     object *item; /* treasure object */
3335     char buf[MAX_BUF]; /* tmp. string buffer */
3336     int i = 0, j = 0;
3337    
3338     /* get the appropriate treasurelist */
3339     if (atnr == ATNR_FIRE)
3340 root 1.110 trlist = treasurelist::find ("dragon_ability_fire");
3341 root 1.18 else if (atnr == ATNR_COLD)
3342 root 1.110 trlist = treasurelist::find ("dragon_ability_cold");
3343 root 1.18 else if (atnr == ATNR_ELECTRICITY)
3344 root 1.110 trlist = treasurelist::find ("dragon_ability_elec");
3345 root 1.18 else if (atnr == ATNR_POISON)
3346 root 1.110 trlist = treasurelist::find ("dragon_ability_poison");
3347 root 1.18
3348     if (trlist == NULL || who->type != PLAYER)
3349     return;
3350    
3351     for (i = 0, tr = trlist->items; tr != NULL && i < level - 1; tr = tr->next, i++);
3352    
3353 elmex 1.82 if (!tr || !tr->item)
3354 root 1.18 {
3355     /* LOG(llevDebug, "-> no more treasure for %s\n", change_resist_msg[atnr]); */
3356     return;
3357 elmex 1.1 }
3358    
3359 root 1.18 /* everything seems okay - now bring on the gift: */
3360 root 1.149 item = tr->item;
3361 elmex 1.1
3362 root 1.18 if (item->type == SPELL)
3363     {
3364     if (check_spell_known (who, item->name))
3365 root 1.11 return;
3366 root 1.18
3367     new_draw_info_format (NDI_UNIQUE | NDI_BLUE, 0, who, "You gained the ability of %s", &item->name);
3368     do_learn_spell (who, item, 0);
3369     return;
3370 elmex 1.1 }
3371    
3372 root 1.18 /* grant direct spell */
3373     if (item->type == SPELLBOOK)
3374     {
3375     if (!item->inv)
3376     {
3377     LOG (llevDebug, "dragon_ability_gain: Broken spellbook %s\n", &item->name);
3378     return;
3379     }
3380     if (check_spell_known (who, item->inv->name))
3381     return;
3382     if (item->invisible)
3383     {
3384     new_draw_info_format (NDI_UNIQUE | NDI_BLUE, 0, who, "You gained the ability of %s", &item->inv->name);
3385     do_learn_spell (who, item->inv, 0);
3386     return;
3387 root 1.11 }
3388 root 1.18 }
3389     else if (item->type == SKILL_TOOL && item->invisible)
3390     {
3391     if (item->subtype == SK_CLAWING && (skop = find_skill_by_name (who, item->skill)) != NULL)
3392     {
3393    
3394     /* should this perhaps be (skop->attackyp & item->attacktype)!=item->attacktype ...
3395     * in this way, if the player is missing any of the attacktypes, he gets
3396     * them. As it is now, if the player has any that match the granted skill,
3397     * but not all of them, he gets nothing.
3398     */
3399     if (!(skop->attacktype & item->attacktype))
3400     {
3401     /* Give new attacktype */
3402     skop->attacktype |= item->attacktype;
3403    
3404     /* always add physical if there's none */
3405     skop->attacktype |= AT_PHYSICAL;
3406    
3407     if (item->msg != NULL)
3408     new_draw_info (NDI_UNIQUE | NDI_BLUE, 0, who, item->msg);
3409    
3410     /* Give player new face */
3411     if (item->animation_id)
3412     {
3413     who->face = skop->face;
3414     who->animation_id = item->animation_id;
3415     who->anim_speed = item->anim_speed;
3416     who->last_anim = 0;
3417     who->state = 0;
3418     animate_object (who, who->direction);
3419     }
3420     }
3421 root 1.11 }
3422 elmex 1.1 }
3423 root 1.18 else if (item->type == FORCE)
3424     {
3425     /* forces in the treasurelist can alter the player's stats */
3426     object *skin;
3427 elmex 1.1
3428 root 1.18 /* first get the dragon skin force */
3429 root 1.153 for (skin = who->inv; skin && !(skin->arch->archname == shstr_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     }