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/cvs/deliantra/server/server/player.C
Revision: 1.164
Committed: Thu Aug 23 17:56:25 2007 UTC (16 years, 9 months ago) by root
Content type: text/plain
Branch: MAIN
Changes since 1.163: +1 -1 lines
Log Message:
indeed i fucked it up again

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     if (!can_detect_enemy (mon, ol->ob, &rv))
431     continue;
432 root 1.11
433 root 1.18 if (lastdist > rv.distance)
434     {
435     op = ol->ob;
436     lastdist = rv.distance;
437 root 1.11 }
438 elmex 1.1 }
439 root 1.61
440     for_all_players (pl)
441     if (can_detect_enemy (mon, pl->ob, &rv))
442     if (lastdist > rv.distance)
443 root 1.18 {
444 root 1.61 op = pl->ob;
445     lastdist = rv.distance;
446     }
447 elmex 1.1
448     #if 0
449 root 1.18 LOG (llevDebug, "get_nearest_player() finds player: %s\n", op ? &op->name : "(null)");
450 elmex 1.1 #endif
451 root 1.18 return op;
452 elmex 1.1 }
453    
454     /* I believe this can safely go to 2, 3 is questionable, 4 will likely
455     * result in a monster paths backtracking. It basically determines how large a
456     * detour a monster will take from the direction path when looking
457     * for a path to the player. The values are in the amount of direction
458     * the deviation is
459     */
460     #define DETOUR_AMOUNT 2
461    
462     /* This is used to prevent infinite loops. Consider a case where the
463     * player is in a chamber (with gate closed), and monsters are outside.
464     * with DETOUR_AMOUNT==2, the function will turn each corner, trying to
465     * find a path into the chamber. This is a good thing, but since there
466     * is no real path, it will just keep circling the chamber for
467     * ever (this could be a nice effect for monsters, but not for the function
468     * to get stuck in. I think for the monsters, if max is reached and
469     * we return the first direction the creature could move would result in the
470     * circling behaviour. Unfortunately, this function is also used to determined
471     * if the creature should cast a spell, so returning a direction in that case
472     * is probably not a good thing.
473     */
474     #define MAX_SPACES 50
475    
476     /*
477     * Returns the direction to the player, if valid. Returns 0 otherwise.
478     * modified to verify there is a path to the player. Does this by stepping towards
479     * player and if path is blocked then see if blockage is close enough to player that
480     * direction to player is changed (ie zig or zag). Continue zig zag until either
481     * reach player or path is blocked. Thus, will only return true if there is a free
482     * path to player. Though path may not be a straight line. Note that it will find
483     * player hiding along a corridor at right angles to the corridor with the monster.
484     *
485     * Modified by MSW 2001-08-06 to handle tiled maps. Various notes:
486     * 1) With DETOUR_AMOUNT being 2, it should still go and find players hiding
487     * down corriders.
488     * 2) I think the old code was broken if the first direction the monster
489     * should move was blocked - the code would store the first direction without
490     * verifying that the player can actually move in that direction. The new
491     * code does not store anything in firstdir until we have verified that the
492     * monster can in fact move one space in that direction.
493     * 3) I'm not sure how good this code will be for moving multipart monsters,
494     * since only simple checks to blocked are being called, which could mean the monster
495     * is blocking itself.
496     */
497 root 1.18 int
498     path_to_player (object *mon, object *pl, unsigned mindiff)
499     {
500     rv_vector rv;
501     sint16 x, y;
502     int lastx, lasty, dir, i, diff, firstdir = 0, lastdir, max = MAX_SPACES, mflags, blocked;
503 root 1.25 maptile *m, *lastmap;
504 root 1.18
505     get_rangevector (mon, pl, &rv, 0);
506    
507     if (rv.distance < mindiff)
508     return 0;
509    
510     x = mon->x;
511     y = mon->y;
512     m = mon->map;
513     dir = rv.direction;
514     lastdir = firstdir = rv.direction; /* perhaps we stand next to pl, init firstdir too */
515 root 1.100 diff = ::max (abs (rv.distance_x), abs (rv.distance_y));
516    
517 root 1.18 /* If we can't solve it within the search distance, return now. */
518     if (diff > max)
519     return 0;
520 root 1.100
521 root 1.18 while (diff > 1 && max > 0)
522     {
523     lastx = x;
524     lasty = y;
525     lastmap = m;
526     x = lastx + freearr_x[dir];
527     y = lasty + freearr_y[dir];
528    
529     mflags = get_map_flags (m, &m, x, y, &x, &y);
530     blocked = (mflags & P_OUT_OF_MAP) ? MOVE_ALL : GET_MAP_MOVE_BLOCK (m, x, y);
531    
532     /* Space is blocked - try changing direction a little */
533     if ((mflags & P_OUT_OF_MAP) || ((OB_TYPE_MOVE_BLOCK (mon, blocked) || (mflags & P_BLOCKSVIEW))
534     && (m == mon->map && blocked_link (mon, m, x, y))))
535     {
536     /* recalculate direction from last good location. Possible
537     * we were not traversing ideal location before.
538     */
539     get_rangevector_from_mapcoord (lastmap, lastx, lasty, pl, &rv, 0);
540     if (rv.direction != dir)
541     {
542     /* OK - says direction should be different - lets reset the
543     * the values so it will try again.
544     */
545     x = lastx;
546     y = lasty;
547     m = lastmap;
548     dir = firstdir = rv.direction;
549     }
550     else
551     {
552     /* direct path is blocked - try taking a side step to
553     * either the left or right.
554     * Note increase the values in the loop below to be
555     * more than -1/1 respectively will mean the monster takes
556     * bigger detour. Have to be careful about these values getting
557     * too big (3 or maybe 4 or higher) as the monster may just try
558     * stepping back and forth
559     */
560     for (i = -DETOUR_AMOUNT; i <= DETOUR_AMOUNT; i++)
561     {
562     if (i == 0)
563     continue; /* already did this, so skip it */
564     /* Use lastdir here - otherwise,
565     * since the direction that the creature should move in
566     * may change, you could get infinite loops.
567     * ie, player is northwest, but monster can only
568     * move west, so it does that. It goes some distance,
569     * gets blocked, finds that it should move north,
570     * can't do that, but now finds it can move east, and
571     * gets back to its original point. lastdir contains
572     * the last direction the creature has successfully
573     * moved.
574     */
575    
576     x = lastx + freearr_x[absdir (lastdir + i)];
577     y = lasty + freearr_y[absdir (lastdir + i)];
578     m = lastmap;
579     mflags = get_map_flags (m, &m, x, y, &x, &y);
580     if (mflags & P_OUT_OF_MAP)
581     continue;
582     blocked = GET_MAP_MOVE_BLOCK (m, x, y);
583     if (OB_TYPE_MOVE_BLOCK (mon, blocked))
584     continue;
585     if (mflags & P_BLOCKSVIEW)
586     continue;
587    
588     if (m == mon->map && blocked_link (mon, m, x, y))
589     break;
590     }
591     /* go through entire loop without finding a valid
592     * sidestep to take - thus, no valid path.
593     */
594     if (i == (DETOUR_AMOUNT + 1))
595     return 0;
596     diff--;
597     lastdir = dir;
598     max--;
599     if (!firstdir)
600     firstdir = dir + i;
601     } /* else check alternate directions */
602     } /* if blocked */
603     else
604     {
605     /* we moved towards creature, so diff is less */
606     diff--;
607     max--;
608     lastdir = dir;
609     if (!firstdir)
610     firstdir = dir;
611     }
612 root 1.100
613 root 1.18 if (diff <= 1)
614     {
615     /* Recalculate diff (distance) because we may not have actually
616     * headed toward player for entire distance.
617     */
618     get_rangevector_from_mapcoord (m, x, y, pl, &rv, 0);
619 root 1.100 diff = ::max (abs (rv.distance_x), abs (rv.distance_y));
620 root 1.18 }
621 root 1.100
622 root 1.18 if (diff > max)
623     return 0;
624     }
625 root 1.100
626 root 1.18 /* If we reached the max, didn't find a direction in time */
627     if (!max)
628     return 0;
629    
630     return firstdir;
631     }
632    
633     void
634     give_initial_items (object *pl, treasurelist * items)
635     {
636     object *op, *next = NULL;
637    
638     if (pl->randomitems != NULL)
639     create_treasure (items, pl, GT_STARTEQUIP | GT_ONLY_GOOD, 1, 0);
640    
641     for (op = pl->inv; op; op = next)
642     {
643     next = op->below;
644    
645     /* Forces get applied per default, unless they have the
646     * flag "neutral" set. Sorry but I can't think of a better way
647     */
648     if (op->type == FORCE && !QUERY_FLAG (op, FLAG_NEUTRAL))
649     SET_FLAG (op, FLAG_APPLIED);
650    
651     /* we never give weapons/armour if these cannot be used
652     * by this player due to race restrictions
653     */
654     if (pl->type == PLAYER)
655     {
656     if ((!QUERY_FLAG (pl, FLAG_USE_ARMOUR) &&
657     (op->type == ARMOUR || op->type == BOOTS ||
658     op->type == CLOAK || op->type == HELMET ||
659     op->type == SHIELD || op->type == GLOVES ||
660     op->type == BRACERS || op->type == GIRDLE)) || (!QUERY_FLAG (pl, FLAG_USE_WEAPON) && op->type == WEAPON))
661     {
662 root 1.33 op->destroy ();
663 root 1.18 continue;
664     }
665 root 1.11 }
666    
667 root 1.18 /* This really needs to be better - we should really give
668     * a substitute spellbook. The problem is that we don't really
669     * have a good idea what to replace it with (need something like
670     * a first level treasurelist for each skill.)
671     * remove duplicate skills also
672     */
673     if (op->type == SPELLBOOK || op->type == SKILL)
674     {
675     object *tmp;
676 elmex 1.1
677 root 1.18 for (tmp = op->below; tmp; tmp = tmp->below)
678     if (tmp->type == op->type && tmp->name == op->name)
679     break;
680 root 1.11
681 root 1.18 if (tmp)
682     {
683 root 1.33 op->destroy ();
684 root 1.18 LOG (llevError, "give_initial_items: Removing duplicate object %s\n", &tmp->name);
685     continue;
686 root 1.11 }
687 root 1.33
688 root 1.18 if (op->nrof > 1)
689     op->nrof = 1;
690 root 1.11 }
691 elmex 1.1
692 root 1.18 if (op->type == SPELLBOOK && op->inv)
693     {
694     CLEAR_FLAG (op->inv, FLAG_STARTEQUIP);
695 root 1.11 }
696    
697 root 1.18 /* Give starting characters identified, uncursed, and undamned
698     * items. Just don't identify gold or silver, or it won't be
699     * merged properly.
700     */
701     if (need_identify (op))
702     {
703     SET_FLAG (op, FLAG_IDENTIFIED);
704     CLEAR_FLAG (op, FLAG_CURSED);
705     CLEAR_FLAG (op, FLAG_DAMNED);
706     }
707     if (op->type == SPELL)
708     {
709 root 1.33 op->destroy ();
710 root 1.18 continue;
711     }
712     else if (op->type == SKILL)
713     {
714     SET_FLAG (op, FLAG_CAN_USE_SKILL);
715     op->stats.exp = 0;
716     op->level = 1;
717 root 1.11 }
718 root 1.18 /* lock all 'normal items by default */
719     else
720     SET_FLAG (op, FLAG_INV_LOCKED);
721     } /* for loop of objects in player inv */
722    
723     /* Need to set up the skill pointers */
724     link_player_skills (pl);
725     }
726    
727     void
728     get_party_password (object *op, partylist *party)
729     {
730     if (party == NULL)
731     {
732     LOG (llevError, "get_party_password(): tried to make player %s join a NULL party", &op->name);
733     return;
734 elmex 1.1 }
735 root 1.54
736 root 1.18 op->contr->write_buf[0] = '\0';
737 root 1.52 op->contr->ns->state = ST_GET_PARTY_PASSWORD;
738 root 1.18 op->contr->party_to_join = party;
739 root 1.52 send_query (op->contr->ns, CS_QUERY_HIDEINPUT, "What is the password?\n:");
740 elmex 1.1 }
741    
742     /* This rolls four 1-6 rolls and sums the best 3 of the 4. */
743 root 1.54 static int
744 root 1.18 roll_stat (void)
745     {
746     int a[4], i, j, k;
747    
748     for (i = 0; i < 4; i++)
749 root 1.99 a[i] = (int) rndm (6) + 1;
750 root 1.18
751     for (i = 0, j = 0, k = 7; i < 4; i++)
752     if (a[i] < k)
753     k = a[i], j = i;
754    
755     for (i = 0, k = 0; i < 4; i++)
756 root 1.54 if (i != j)
757     k += a[i];
758    
759 root 1.18 return k;
760     }
761    
762     void
763 root 1.54 object::roll_stats ()
764 root 1.18 {
765 root 1.128 int statsort [NUM_STATS];
766 root 1.18
767 root 1.54 for (;;)
768 root 1.18 {
769 root 1.54 int sum = 0;
770 root 1.128 for (int i = NUM_STATS; i--; )
771 root 1.54 sum += statsort [i] = roll_stat ();
772    
773     if (sum >= 82 && sum <= 116)
774     break;
775 root 1.18 }
776    
777 root 1.54 // Sort the stats so that rerolling is easier...
778 root 1.128 std::sort (statsort, statsort + NUM_STATS, std::greater<int>());
779 root 1.18
780 root 1.128 for (int i = 0; i < NUM_STATS; ++i)
781     stats.stat (i) = statsort [i];
782 root 1.18
783 root 1.54 stats.exp = 0;
784     stats.ac = 0;
785 root 1.18
786 root 1.54 stats.hp = stats.maxhp;
787     stats.sp = stats.maxsp;
788     stats.grace = stats.maxgrace;
789 root 1.18
790 root 1.54 if (contr)
791     {
792     contr->levhp[1] = 9;
793     contr->levsp[1] = 6;
794     contr->levgrace[1] = 3;
795 root 1.18
796 root 1.54 contr->orig_stats = stats;
797     }
798 root 1.18 }
799    
800     void
801 root 1.54 object::swap_stats (int a, int b)
802 root 1.18 {
803 root 1.127 swap (contr->orig_stats.stat (a), contr->orig_stats.stat (b));
804    
805     for (int i = 0; i < NUM_STATS; ++i)
806     stats.stat (i) = contr->orig_stats.stat (i);
807 elmex 1.1
808 root 1.54 //TODO: the following code looks so borked and should, at the very least,
809     // be merged with the similar code in roll_stats
810     stats.ac = 0;
811 elmex 1.1
812 root 1.54 level = 1;
813     stats.exp = 0;
814     stats.ac = 0;
815 elmex 1.1
816 root 1.54 stats.hp = stats.maxhp;
817     stats.sp = stats.maxsp;
818     stats.grace = stats.maxgrace;
819 elmex 1.1
820 root 1.54 if (contr)
821 root 1.18 {
822 root 1.54 contr->levhp[1] = 9;
823     contr->levsp[1] = 6;
824     contr->levgrace[1] = 3;
825 root 1.18
826 root 1.54 contr->orig_stats = stats;
827 elmex 1.1 }
828     }
829    
830 root 1.73 static void
831     start_info (object *op)
832     {
833     char buf[MAX_BUF];
834    
835     sprintf (buf, "Welcome to Crossfire v%s!", VERSION);
836     new_draw_info (NDI_UNIQUE, 0, op, buf);
837     //new_draw_info (NDI_UNIQUE, 0, op, "Press `?' for help");
838     //new_draw_info (NDI_UNIQUE, 0, op, " ");
839     }
840    
841 elmex 1.1 /* This function takes the key that is passed, and does the
842     * appropriate action with it (change race, or other things).
843     * The function name is for historical reasons - now we have
844     * separate race and class; this actually changes the RACE,
845     * not the class.
846     */
847 root 1.112 void
848     player::chargen_race_done ()
849 elmex 1.1 {
850 root 1.112 /* this must before then initial items are given */
851     esrv_new_player (ob->contr, ob->weight + ob->carrying);
852 elmex 1.1
853 root 1.112 treasurelist *tl = treasurelist::find ("starting_wealth");
854     if (tl)
855     create_treasure (tl, ob, 0, 0, 0);
856 elmex 1.1
857 root 1.112 INVOKE_PLAYER (BIRTH, ob->contr);
858     INVOKE_PLAYER (LOGIN, ob->contr);
859 elmex 1.36
860 root 1.112 ob->contr->ns->state = ST_PLAYING;
861 elmex 1.1
862 root 1.112 if (ob->msg)
863     ob->msg = 0;
864 elmex 1.1
865 root 1.112 /* We create this now because some of the unique maps will need it
866     * to save here.
867     */
868     {
869     char buf[MAX_BUF];
870     sprintf (buf, "%s/%s/%s", settings.localdir, settings.playerdir, &ob->name);
871     make_path_to_file (buf);
872     }
873    
874     start_info (ob);
875     CLEAR_FLAG (ob, FLAG_WIZ);
876     give_initial_items (ob, ob->randomitems);
877     link_player_skills (ob);
878     esrv_send_inventory (ob, ob);
879     ob->update_stats ();
880 root 1.11
881 root 1.112 /* This moves the player to a different start map, if there
882     * is one for this race
883     */
884     if (*first_map_ext_path)
885     {
886     object *tmp;
887     char mapname[MAX_BUF];
888 elmex 1.1
889 root 1.148 snprintf (mapname, MAX_BUF - 1, "%s/%s", &first_map_ext_path, &ob->arch->archname);
890 root 1.112 tmp = object::create ();
891     EXIT_PATH (tmp) = mapname;
892     EXIT_X (tmp) = ob->x;
893     EXIT_Y (tmp) = ob->y;
894     ob->enter_exit (tmp); /* we don't really care if it succeeded;
895     * if the map isn't there, then stay on the
896     * default initial map */
897     tmp->destroy ();
898 elmex 1.1 }
899 root 1.112 else
900     LOG (llevDebug, "first_map_ext_path not set\n");
901     }
902 elmex 1.1
903 root 1.112 void
904     player::chargen_race_next ()
905     {
906 root 1.18 /* Following actually changes the race - this is the default command
907     * if we don't match with one of the options above.
908     */
909    
910 root 1.112 do
911 root 1.18 {
912 root 1.112 shstr name = ob->name;
913     int x = ob->x, y = ob->y;
914 root 1.21
915 root 1.112 ob->remove_statbonus ();
916     ob->remove ();
917     ob->arch = get_player_archetype (ob->arch);
918 root 1.149 ob->arch->copy_to (ob);
919 root 1.112 ob->instantiate ();
920     ob->stats = ob->contr->orig_stats;
921     ob->name = ob->name_pl = name;
922     ob->x = x;
923     ob->y = y;
924     SET_ANIMATION (ob, 2); /* So player faces south */
925     insert_ob_in_map (ob, ob->map, ob, 0);
926 root 1.149 assign (ob->contr->title, ob->arch->object::name);
927 root 1.112 ob->add_statbonus ();
928     }
929     while (!allowed_class (ob));
930    
931     update_object (ob, UP_OBJ_FACE);
932     esrv_update_item (UPD_FACE, ob, ob);
933     ob->update_stats ();
934     ob->stats.hp = ob->stats.maxhp;
935     ob->stats.sp = ob->stats.maxsp;
936     ob->stats.grace = 0;
937 elmex 1.1 }
938    
939 root 1.18 void
940     flee_player (object *op)
941     {
942     int dir, diff;
943     rv_vector rv;
944    
945     if (op->stats.hp < 0)
946     {
947     LOG (llevDebug, "Fleeing player is dead.\n");
948     CLEAR_FLAG (op, FLAG_SCARED);
949     return;
950 elmex 1.1 }
951    
952 root 1.18 if (op->enemy == NULL)
953     {
954     LOG (llevDebug, "Fleeing player had no enemy.\n");
955     CLEAR_FLAG (op, FLAG_SCARED);
956     return;
957 elmex 1.1 }
958    
959 root 1.18 /* Seen some crashes here. Since we don't store an
960     * op->enemy_count, it is possible that something destroys the
961     * actual enemy, and the object is recycled.
962     */
963     if (op->enemy->map == NULL)
964     {
965     CLEAR_FLAG (op, FLAG_SCARED);
966     op->enemy = NULL;
967     return;
968 elmex 1.1 }
969    
970 root 1.18 if (!(random_roll (0, 4, op, PREFER_LOW)) && did_make_save (op, op->level, 0))
971     {
972     op->enemy = NULL;
973     CLEAR_FLAG (op, FLAG_SCARED);
974     return;
975 elmex 1.1 }
976 root 1.49
977 root 1.18 get_rangevector (op, op->enemy, &rv, 0);
978    
979     dir = absdir (4 + rv.direction);
980     for (diff = 0; diff < 3; diff++)
981     {
982     int m = 1 - (RANDOM () & 2);
983 elmex 1.1
984 root 1.18 if (move_ob (op, absdir (dir + diff * m), op) || (diff == 0 && move_ob (op, absdir (dir - diff * m), op)))
985 root 1.49 return;
986 elmex 1.1 }
987 root 1.49
988 root 1.18 /* Cornered, get rid of scared */
989     CLEAR_FLAG (op, FLAG_SCARED);
990     op->enemy = NULL;
991 elmex 1.1 }
992    
993     /* check_pick sees if there is stuff to be picked up/picks up stuff.
994 root 1.122 * It returns 1 if the player should keep on moving, 0 if he should
995 elmex 1.1 * stop.
996     */
997 root 1.18 int
998     check_pick (object *op)
999     {
1000 elmex 1.1 object *tmp, *next;
1001     int stop = 0;
1002 pippijn 1.106 int wvratio;
1003     char putstring[128];
1004 elmex 1.1
1005     /* if you're flying, you cna't pick up anything */
1006     if (op->move_type & MOVE_FLYING)
1007     return 1;
1008    
1009     next = op->below;
1010    
1011     /* loop while there are items on the floor that are not marked as
1012     * destroyed */
1013 root 1.24 while (next && !next->destroyed ())
1014 root 1.18 {
1015     tmp = next;
1016     next = tmp->below;
1017 elmex 1.1
1018 root 1.24 if (op->destroyed ())
1019 elmex 1.1 return 0;
1020    
1021 root 1.18 if (!can_pick (op, tmp))
1022     continue;
1023 elmex 1.1
1024 root 1.18 if (op->contr->search_str[0] != '\0' && settings.search_items == TRUE)
1025     {
1026     if (item_matched_string (op, tmp, op->contr->search_str))
1027     pick_up (op, tmp);
1028     continue;
1029 root 1.11 }
1030    
1031 root 1.18 /* high not bit set? We're using the old autopickup model */
1032     if (!(op->contr->mode & PU_NEWMODE))
1033 root 1.11 {
1034 root 1.18 switch (op->contr->mode)
1035 root 1.11 {
1036 root 1.20 case 0:
1037     return 1; /* don't pick up */
1038     case 1:
1039     pick_up (op, tmp);
1040     return 1;
1041     case 2:
1042     pick_up (op, tmp);
1043     return 0;
1044     case 3:
1045     return 0; /* stop before pickup */
1046     case 4:
1047     pick_up (op, tmp);
1048     break;
1049     case 5:
1050     pick_up (op, tmp);
1051     stop = 1;
1052     break;
1053     case 6:
1054     if (QUERY_FLAG (tmp, FLAG_KNOWN_MAGICAL) && !QUERY_FLAG (tmp, FLAG_KNOWN_CURSED))
1055 root 1.18 pick_up (op, tmp);
1056 root 1.20 break;
1057    
1058     case 7:
1059     if (tmp->type == MONEY || tmp->type == GEM)
1060 root 1.18 pick_up (op, tmp);
1061 root 1.20 break;
1062    
1063     default:
1064     /* use value density */
1065     if (!QUERY_FLAG (tmp, FLAG_UNPAID)
1066     && (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1))) >= op->contr->mode)
1067 root 1.18 pick_up (op, tmp);
1068 root 1.11 }
1069     }
1070 root 1.18 else
1071     { /* old model */
1072     /* NEW pickup handling */
1073     if (op->contr->mode & PU_DEBUG)
1074     {
1075     /* some debugging code to figure out item information */
1076     if (tmp->name != NULL)
1077     sprintf (putstring, "item name: %s item type: %d weight/value: %d",
1078     &tmp->name, tmp->type, (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1))));
1079     else
1080     sprintf (putstring, "item name: %s item type: %d weight/value: %d",
1081 root 1.148 &tmp->arch->archname, tmp->type, (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1))));
1082 root 1.18
1083     new_draw_info (NDI_UNIQUE, 0, op, putstring);
1084 root 1.58 }
1085 elmex 1.1
1086 root 1.18 /* philosophy:
1087     * It's easy to grab an item type from a pile, as long as it's
1088     * generic. This takes no game-time. For more detailed pickups
1089 root 1.58 * and selections, select-items should be used. This is a
1090 root 1.18 * grab-as-you-run type mode that's really useful for arrows for
1091     * example.
1092     * The drawback: right now it has no frontend, so you need to
1093     * stick the bits you want into a calculator in hex mode and then
1094     * convert to decimal and then 'pickup <#>
1095     */
1096    
1097     /* the first two modes are exclusive: if NOTHING we return, if
1098     * STOP then we stop. All the rest are applied sequentially,
1099     * meaning if any test passes, the item gets picked up. */
1100    
1101     /* if mode is set to pick nothing up, return */
1102    
1103     if (op->contr->mode & PU_NOTHING)
1104     return 1;
1105    
1106     /* if mode is set to stop when encountering objects, return */
1107     /* take STOP before INHIBIT since it doesn't actually pick
1108     * anything up */
1109    
1110     if (op->contr->mode & PU_STOP)
1111     return 0;
1112    
1113     /* useful for going into stores and not losing your settings... */
1114     /* and for battles wher you don't want to get loaded down while
1115     * fighting */
1116     if (op->contr->mode & PU_INHIBIT)
1117     return 1;
1118    
1119     /* prevent us from turning into auto-thieves :) */
1120     if (QUERY_FLAG (tmp, FLAG_UNPAID))
1121     continue;
1122    
1123     /* ignore known cursed objects */
1124     if (QUERY_FLAG (tmp, FLAG_KNOWN_CURSED) && op->contr->mode & PU_NOT_CURSED)
1125     continue;
1126    
1127     /* all food and drink if desired */
1128     /* question: don't pick up known-poisonous stuff? */
1129     if (op->contr->mode & PU_FOOD)
1130     if (tmp->type == FOOD)
1131     {
1132     pick_up (op, tmp);
1133     continue;
1134     }
1135 root 1.29
1136 root 1.18 if (op->contr->mode & PU_DRINK)
1137     if (tmp->type == DRINK || (tmp->type == POISON && !QUERY_FLAG (tmp, FLAG_KNOWN_CURSED)))
1138     {
1139     pick_up (op, tmp);
1140     continue;
1141     }
1142    
1143     if (op->contr->mode & PU_POTION)
1144     if (tmp->type == POTION)
1145     {
1146     pick_up (op, tmp);
1147     continue;
1148     }
1149    
1150     /* spellbooks, skillscrolls and normal books/scrolls */
1151     if (op->contr->mode & PU_SPELLBOOK)
1152     if (tmp->type == SPELLBOOK)
1153     {
1154     pick_up (op, tmp);
1155     continue;
1156     }
1157 root 1.29
1158 root 1.18 if (op->contr->mode & PU_SKILLSCROLL)
1159     if (tmp->type == SKILLSCROLL)
1160     {
1161     pick_up (op, tmp);
1162     continue;
1163     }
1164 root 1.29
1165 root 1.18 if (op->contr->mode & PU_READABLES)
1166 root 1.158 if (tmp->type == BOOK || tmp->type == SCROLL || tmp->type == INSCRIBABLE)
1167 root 1.18 {
1168     pick_up (op, tmp);
1169     continue;
1170     }
1171    
1172     /* wands/staves/rods/horns */
1173     if (op->contr->mode & PU_MAGIC_DEVICE)
1174     if (tmp->type == WAND || tmp->type == ROD || tmp->type == HORN)
1175     {
1176     pick_up (op, tmp);
1177     continue;
1178     }
1179    
1180     /* pick up all magical items */
1181     if (op->contr->mode & PU_MAGICAL)
1182     if (QUERY_FLAG (tmp, FLAG_KNOWN_MAGICAL) && !QUERY_FLAG (tmp, FLAG_KNOWN_CURSED))
1183     {
1184     pick_up (op, tmp);
1185     continue;
1186     }
1187    
1188     if (op->contr->mode & PU_VALUABLES)
1189     {
1190     if (tmp->type == MONEY || tmp->type == GEM)
1191     {
1192     pick_up (op, tmp);
1193     continue;
1194     }
1195     }
1196    
1197     /* rings & amulets - talismans seems to be typed AMULET */
1198     if (op->contr->mode & PU_JEWELS)
1199     if (tmp->type == RING || tmp->type == AMULET)
1200     {
1201     pick_up (op, tmp);
1202 root 1.29 continue;
1203     }
1204    
1205     /* we don't forget dragon food */
1206     if (op->contr->mode & PU_FLESH)
1207     if (tmp->type == FLESH)
1208     {
1209     pick_up (op, tmp);
1210 root 1.18 continue;
1211     }
1212    
1213     /* bows and arrows. Bows are good for selling! */
1214     if (op->contr->mode & PU_BOW)
1215     if (tmp->type == BOW)
1216     {
1217     pick_up (op, tmp);
1218     continue;
1219     }
1220 root 1.29
1221 root 1.18 if (op->contr->mode & PU_ARROW)
1222     if (tmp->type == ARROW)
1223     {
1224     pick_up (op, tmp);
1225     continue;
1226     }
1227    
1228     /* all kinds of armor etc. */
1229     if (op->contr->mode & PU_ARMOUR)
1230     if (tmp->type == ARMOUR)
1231     {
1232     pick_up (op, tmp);
1233     continue;
1234     }
1235 root 1.29
1236 root 1.18 if (op->contr->mode & PU_HELMET)
1237     if (tmp->type == HELMET)
1238     {
1239     pick_up (op, tmp);
1240     continue;
1241     }
1242 root 1.29
1243 root 1.18 if (op->contr->mode & PU_SHIELD)
1244     if (tmp->type == SHIELD)
1245     {
1246     pick_up (op, tmp);
1247     continue;
1248     }
1249 root 1.29
1250 root 1.18 if (op->contr->mode & PU_BOOTS)
1251     if (tmp->type == BOOTS)
1252     {
1253     pick_up (op, tmp);
1254     continue;
1255     }
1256 root 1.29
1257 root 1.18 if (op->contr->mode & PU_GLOVES)
1258     if (tmp->type == GLOVES)
1259     {
1260     pick_up (op, tmp);
1261     continue;
1262     }
1263 root 1.29
1264 root 1.18 if (op->contr->mode & PU_CLOAK)
1265     if (tmp->type == CLOAK)
1266     {
1267     pick_up (op, tmp);
1268     continue;
1269     }
1270 elmex 1.1
1271 root 1.18 /* hoping to catch throwing daggers here */
1272     if (op->contr->mode & PU_MISSILEWEAPON)
1273     if (tmp->type == WEAPON && QUERY_FLAG (tmp, FLAG_IS_THROWN))
1274     {
1275     pick_up (op, tmp);
1276     continue;
1277     }
1278 elmex 1.1
1279 root 1.18 /* careful: chairs and tables are weapons! */
1280     if (op->contr->mode & PU_ALLWEAPON)
1281     {
1282     if (tmp->type == WEAPON && tmp->name != NULL)
1283     {
1284 root 1.148 if (strstr (tmp->name, "table") == NULL && strstr (tmp->arch->archname, "table") == NULL &&
1285     strstr (tmp->name, "chair") && strstr (tmp->arch->archname, "chair") == NULL)
1286 root 1.18 {
1287     pick_up (op, tmp);
1288     continue;
1289     }
1290     }
1291 root 1.29
1292 root 1.18 if (tmp->type == WEAPON && tmp->name == NULL)
1293     {
1294 root 1.148 if (strstr (tmp->arch->archname, "table") == NULL && strstr (tmp->arch->archname, "chair") == NULL)
1295 root 1.18 {
1296     pick_up (op, tmp);
1297     continue;
1298     }
1299     }
1300     }
1301 elmex 1.1
1302 root 1.18 /* misc stuff that's useful */
1303     if (op->contr->mode & PU_KEY)
1304     if (tmp->type == KEY || tmp->type == SPECIAL_KEY)
1305     {
1306     pick_up (op, tmp);
1307     continue;
1308     }
1309 elmex 1.1
1310 root 1.18 /* any of the last 4 bits set means we use the ratio for value
1311     * pickups */
1312     if (op->contr->mode & PU_RATIO)
1313     {
1314     /* use value density to decide what else to grab */
1315     /* >=7 was >= op->contr->mode */
1316     /* >=7 is the old standard setting. Now we take the last 4 bits
1317     * and multiply them by 5, giving 0..15*5== 5..75 */
1318     wvratio = (op->contr->mode & PU_RATIO) * 5;
1319     if ((query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1))) >= (unsigned int) wvratio)
1320     {
1321     pick_up (op, tmp);
1322 elmex 1.1 #if 0
1323 root 1.18 fprintf (stderr, "HIGH WEIGHT/VALUE [");
1324     if (tmp->name != NULL)
1325     {
1326     fprintf (stderr, "%s", tmp->name);
1327     }
1328     else
1329 root 1.148 fprintf (stderr, "%s", tmp->arch->archname);
1330 root 1.18 fprintf (stderr, ",%d] = ", tmp->type);
1331     fprintf (stderr, "%d\n", (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1))));
1332 elmex 1.1 #endif
1333 root 1.18 continue;
1334     }
1335     }
1336     } /* the new pickup model */
1337     }
1338 root 1.29
1339 root 1.18 return !stop;
1340 elmex 1.1 }
1341    
1342     /*
1343     * Find an arrow in the inventory and after that
1344     * in the right type container (quiver). Pointer to the
1345     * found object is returned.
1346     */
1347 root 1.18 object *
1348     find_arrow (object *op, const char *type)
1349 elmex 1.1 {
1350 root 1.103 object *tmp = 0;
1351 elmex 1.1
1352 root 1.18 for (op = op->inv; op; op = op->below)
1353     if (!tmp && op->type == CONTAINER && op->race == type && QUERY_FLAG (op, FLAG_APPLIED))
1354     tmp = find_arrow (op, type);
1355     else if (op->type == ARROW && op->race == type)
1356     return op;
1357 root 1.103
1358 root 1.18 return tmp;
1359 elmex 1.1 }
1360    
1361     /*
1362     * Similar to find_arrow, but looks for (roughly) the best arrow to use
1363     * against the target. A full test is not performed, simply a basic test
1364     * of resistances. The archer is making a quick guess at what he sees down
1365     * the hall. Failing that it does it's best to pick the highest plus arrow.
1366     */
1367 root 1.18 object *
1368     find_better_arrow (object *op, object *target, const char *type, int *better)
1369 elmex 1.1 {
1370 root 1.18 object *tmp = NULL, *arrow, *ntmp;
1371     int attacknum, attacktype, betterby = 0, i;
1372 elmex 1.1
1373 root 1.18 if (!type)
1374     return NULL;
1375 elmex 1.1
1376 root 1.18 for (arrow = op->inv; arrow; arrow = arrow->below)
1377     {
1378     if (arrow->type == CONTAINER && arrow->race == type && QUERY_FLAG (arrow, FLAG_APPLIED))
1379     {
1380     i = 0;
1381     ntmp = find_better_arrow (arrow, target, type, &i);
1382     if (i > betterby)
1383     {
1384     tmp = ntmp;
1385     betterby = i;
1386     }
1387     }
1388     else if (arrow->type == ARROW && arrow->race == type)
1389     {
1390     /* allways prefer assasination/slaying */
1391     if (target->race != NULL && arrow->slaying != NULL && strstr (arrow->slaying, target->race))
1392     {
1393     if (arrow->attacktype & AT_DEATH)
1394     {
1395     *better = 100;
1396     return arrow;
1397     }
1398     else
1399     {
1400     tmp = arrow;
1401     betterby = (arrow->magic + arrow->stats.dam) * 2;
1402     }
1403     }
1404     else
1405     {
1406     for (attacknum = 0; attacknum < NROFATTACKS; attacknum++)
1407     {
1408     attacktype = 1 << attacknum;
1409 root 1.149 if ((arrow->attacktype & attacktype) && (target->arch->resist[attacknum]) < 0)
1410     if (((arrow->magic + arrow->stats.dam) * (100 - target->arch->resist[attacknum]) / 100) > betterby)
1411 root 1.18 {
1412     tmp = arrow;
1413 root 1.149 betterby = (arrow->magic + arrow->stats.dam) * (100 - target->arch->resist[attacknum]) / 100;
1414 root 1.18 }
1415 root 1.11 }
1416 root 1.18 if ((2 + arrow->magic + arrow->stats.dam) > betterby)
1417     {
1418     tmp = arrow;
1419     betterby = 2 + arrow->magic + arrow->stats.dam;
1420 root 1.11 }
1421 root 1.18 if (arrow->title && (1 + arrow->magic + arrow->stats.dam) > betterby)
1422     {
1423     tmp = arrow;
1424     betterby = 1 + arrow->magic + arrow->stats.dam;
1425 root 1.11 }
1426     }
1427     }
1428 elmex 1.1 }
1429 root 1.18 if (tmp == NULL && arrow == NULL)
1430     return find_arrow (op, type);
1431 elmex 1.1
1432 root 1.18 *better = betterby;
1433     return tmp;
1434 elmex 1.1 }
1435    
1436     /* looks in a given direction, finds the first valid target, and calls
1437     * find_better_arrow to find a decent arrow to use.
1438     * op = the shooter
1439     * type = bow->race
1440     * dir = fire direction
1441     */
1442 root 1.18 object *
1443     pick_arrow_target (object *op, const char *type, int dir)
1444 elmex 1.1 {
1445 root 1.18 object *tmp = NULL;
1446 root 1.25 maptile *m;
1447 root 1.18 int i, mflags, found, number;
1448     sint16 x, y;
1449    
1450     if (op->map == NULL)
1451     return find_arrow (op, type);
1452    
1453     /* do a dex check */
1454     number = (die_roll (2, 40, op, PREFER_LOW) - 2) / 2;
1455     if (number > (op->stats.Dex + (op->chosen_skill ? op->chosen_skill->level : op->level)))
1456     return find_arrow (op, type);
1457    
1458     m = op->map;
1459     x = op->x;
1460     y = op->y;
1461    
1462     /* find the first target */
1463     for (i = 0, found = 0; i < 20; i++)
1464     {
1465     x += freearr_x[dir];
1466     y += freearr_y[dir];
1467     mflags = get_map_flags (m, &m, x, y, &x, &y);
1468     if (mflags & P_OUT_OF_MAP || mflags & P_BLOCKSVIEW)
1469     {
1470     tmp = NULL;
1471     break;
1472     }
1473     else if (GET_MAP_MOVE_BLOCK (m, x, y) == MOVE_FLY_LOW)
1474     {
1475     /* This block presumes arrows and the like are MOVE_FLY_SLOW -
1476     * perhaps a bad assumption.
1477     */
1478     tmp = NULL;
1479     break;
1480 root 1.11 }
1481 root 1.18 if (mflags & P_IS_ALIVE)
1482     {
1483     for (tmp = GET_MAP_OB (m, x, y); tmp; tmp = tmp->above)
1484     if (QUERY_FLAG (tmp, FLAG_ALIVE))
1485     {
1486     found++;
1487 root 1.11 break;
1488 root 1.18 }
1489     if (found)
1490     break;
1491 root 1.11 }
1492 elmex 1.1 }
1493 root 1.18 if (tmp == NULL)
1494     return find_arrow (op, type);
1495 elmex 1.1
1496 root 1.18 if (tmp->head)
1497     tmp = tmp->head;
1498 elmex 1.1
1499 root 1.18 return find_better_arrow (op, tmp, type, &i);
1500 elmex 1.1 }
1501    
1502     /*
1503     * Creature fires a bow - op can be monster or player. Returns
1504     * 1 if bow was actually fired, 0 otherwise.
1505     * op is the object firing the bow.
1506     * part is for multipart creatures - the part firing the bow.
1507     * dir is the direction of fire.
1508     * wc_mod is any special modifier to give (used in special player fire modes)
1509     * sx, sy are coordinates to fire arrow from - also used in some of the special
1510     * player fire modes.
1511     */
1512 root 1.18 int
1513     fire_bow (object *op, object *part, object *arrow, int dir, int wc_mod, sint16 sx, sint16 sy)
1514 elmex 1.1 {
1515 root 1.18 object *left, *bow;
1516 root 1.132 int mflags;
1517 root 1.25 maptile *m;
1518 elmex 1.1
1519 root 1.18 if (!dir)
1520     {
1521     new_draw_info (NDI_UNIQUE, 0, op, "You can't shoot yourself!");
1522     return 0;
1523 elmex 1.1 }
1524 root 1.48
1525 root 1.136 if (op->contr)
1526     bow = op->current_weapon;
1527 root 1.18 else
1528     {
1529     for (bow = op->inv; bow; bow = bow->below)
1530     /* Don't check for applied - monsters don't apply bows - in that way, they
1531     * don't need to switch back and forth between bows and weapons.
1532     */
1533     if (bow->type == BOW)
1534     break;
1535 root 1.11
1536 root 1.18 if (!bow)
1537     {
1538     LOG (llevError, "Range: bow without activated bow (%s).\n", &op->name);
1539     return 0;
1540 root 1.11 }
1541 root 1.118
1542     // optimisation: move object to top so we will find it quickly again
1543     if (bow->below)
1544     {
1545     bow->remove ();
1546     op->insert (bow);
1547     }
1548    
1549 elmex 1.1 }
1550 root 1.48
1551 root 1.18 if (!bow->race || !bow->skill)
1552     {
1553     new_draw_info_format (NDI_UNIQUE, 0, op, "Your %s is broken.", &bow->name);
1554     return 0;
1555 elmex 1.1 }
1556    
1557 root 1.18 if (arrow == NULL)
1558     {
1559     if ((arrow = find_arrow (op, bow->race)) == NULL)
1560     {
1561     if (op->type == PLAYER)
1562     new_draw_info_format (NDI_UNIQUE, 0, op, "You have no %s left.", &bow->race);
1563     /* FLAG_READY_BOW will get reset if the monsters picks up some arrows */
1564     else
1565     CLEAR_FLAG (op, FLAG_READY_BOW);
1566 root 1.116
1567 root 1.18 return 0;
1568 root 1.11 }
1569 elmex 1.1 }
1570 root 1.48
1571 root 1.18 mflags = get_map_flags (op->map, &m, sx, sy, &sx, &sy);
1572     if (mflags & P_OUT_OF_MAP)
1573 root 1.48 return 0;
1574    
1575 root 1.18 if (GET_MAP_MOVE_BLOCK (m, sx, sy) == MOVE_FLY_LOW)
1576     {
1577     new_draw_info (NDI_UNIQUE, 0, op, "Something is in the way.");
1578     return 0;
1579     }
1580    
1581     /* this should not happen, but sometimes does */
1582     if (arrow->nrof == 0)
1583     {
1584 root 1.33 arrow->destroy ();
1585 root 1.18 return 0;
1586     }
1587    
1588     left = arrow; /* these are arrows left to the player */
1589     arrow = get_split_ob (arrow, 1);
1590 root 1.48 if (!arrow)
1591 root 1.18 {
1592     new_draw_info_format (NDI_UNIQUE, 0, op, "You have no %s left.", &bow->race);
1593     return 0;
1594 elmex 1.1 }
1595 root 1.48
1596 root 1.34 arrow->set_owner (op);
1597 root 1.18 arrow->skill = bow->skill;
1598     arrow->direction = dir;
1599    
1600 root 1.124 arrow->stats.sp = arrow->stats.wc; /* save original wc, dam, attacktype and slaying */
1601     arrow->stats.hp = arrow->stats.dam;
1602     arrow->stats.grace = arrow->attacktype;
1603    
1604     if (arrow->slaying)
1605     arrow->spellarg = strdup (arrow->slaying);
1606    
1607 root 1.142 #if 0
1608 root 1.131 if (player *pl = op->contr)
1609 root 1.18 {
1610 root 1.142 float speed = pl->weapon_sp;
1611 root 1.132
1612 root 1.142 /* penalize ROF for bestarrow */
1613     if (pl->bowtype == bow_bestarrow)
1614     speed *= .9f;
1615     else
1616     speed *= 1.f + dex_bonus[op->stats.Dex] * .2f;
1617 root 1.131
1618 root 1.142 op->speed_left += speed - op->speed;
1619     }
1620 root 1.132 #endif
1621 elmex 1.1
1622 root 1.18 SET_ANIMATION (arrow, arrow->direction);
1623 root 1.116
1624 root 1.18 /* update the speed */
1625 root 1.142 arrow->speed = ((bow->flag [FLAG_NO_STRENGTH] ? 0 : dam_bonus[op->stats.Str]) + bow->magic + arrow->magic) / 5.f
1626     + bow->stats.dam / 7.f;
1627 root 1.18
1628 root 1.142 arrow->set_speed (max (arrow->speed, 2.f));
1629 root 1.18 arrow->speed_left = 0;
1630    
1631 root 1.129 int wc = op->stats.wc + wc_mod - arrow->magic - arrow->stats.wc;
1632 root 1.116
1633 root 1.18 if (op->type == PLAYER)
1634     {
1635 root 1.116 arrow->level = op->chosen_skill ? op->chosen_skill->level : op->level;
1636 root 1.129 wc -= dex_bonus[op->stats.Dex];
1637 root 1.18
1638 root 1.116 if (!arrow->slaying)
1639     arrow->slaying = op->slaying;
1640 root 1.124
1641     arrow->attacktype |= op->attacktype;
1642 elmex 1.1 }
1643 root 1.18 else
1644     {
1645     arrow->level = op->level;
1646 root 1.116 arrow->stats.wc -= bow->magic;
1647    
1648     if (!arrow->slaying)
1649     arrow->slaying = bow->slaying;
1650 root 1.124
1651     arrow->attacktype |= bow->attacktype;
1652 elmex 1.1 }
1653 root 1.24
1654 root 1.129 wc -= arrow->level;
1655     arrow->stats.dam = clamp (arrow->stats.dam + op->stats.dam + arrow->magic, MIN_DAM, MAX_DAM);
1656 root 1.24
1657 root 1.129 arrow->stats.wc = clamp (wc, MIN_WC, MAX_WC);
1658 root 1.18 arrow->move_type = MOVE_FLY_LOW;
1659     arrow->move_on = MOVE_FLY_LOW | MOVE_WALK;
1660    
1661 root 1.156 op->play_sound (sound_find ("fire_arrow"));
1662 root 1.70 m->insert (arrow, sx, sy, op);
1663 root 1.18
1664 root 1.24 if (!arrow->destroyed ())
1665 root 1.18 move_arrow (arrow);
1666 elmex 1.1
1667 root 1.18 if (op->type == PLAYER)
1668     {
1669 root 1.24 if (left->destroyed ())
1670     esrv_del_item (op->contr, left->count);
1671 root 1.18 else
1672     esrv_send_item (op, left);
1673 elmex 1.1 }
1674 root 1.24
1675 root 1.18 return 1;
1676 elmex 1.1 }
1677    
1678     /* Special fire code for players - this takes into
1679     * account the special fire modes players can have
1680     * but monsters can't. Putting that code here
1681     * makes the fire_bow code much cleaner.
1682     * this function should only be called if 'op' is a player,
1683     * hence the function name.
1684     */
1685 root 1.18 int
1686     player_fire_bow (object *op, int dir)
1687 elmex 1.1 {
1688 root 1.18 int ret = 0, wcmod = 0;
1689    
1690     if (op->contr->bowtype == bow_bestarrow)
1691     {
1692 root 1.118 ret = fire_bow (op, op, pick_arrow_target (op, op->contr->ranged_ob->race, dir), dir, 0, op->x, op->y);
1693 root 1.18 }
1694     else if (op->contr->bowtype >= bow_n && op->contr->bowtype <= bow_nw)
1695     {
1696     if (!similar_direction (dir, op->contr->bowtype - bow_n + 1))
1697     wcmod = -1;
1698 root 1.74
1699 root 1.18 ret = fire_bow (op, op, NULL, op->contr->bowtype - bow_n + 1, wcmod, op->x, op->y);
1700     }
1701     else if (op->contr->bowtype == bow_threewide)
1702     {
1703     ret = fire_bow (op, op, NULL, dir, 0, op->x, op->y);
1704     ret |= fire_bow (op, op, NULL, dir, -5, op->x + freearr_x[absdir (dir + 2)], op->y + freearr_y[absdir (dir + 2)]);
1705     ret |= fire_bow (op, op, NULL, dir, -5, op->x + freearr_x[absdir (dir - 2)], op->y + freearr_y[absdir (dir - 2)]);
1706     }
1707     else if (op->contr->bowtype == bow_spreadshot)
1708     {
1709     ret |= fire_bow (op, op, NULL, dir, 0, op->x, op->y);
1710     ret |= fire_bow (op, op, NULL, absdir (dir - 1), -5, op->x, op->y);
1711     ret |= fire_bow (op, op, NULL, absdir (dir + 1), -5, op->x, op->y);
1712 elmex 1.1 }
1713 root 1.18 else
1714     {
1715     /* Simple case */
1716     ret = fire_bow (op, op, NULL, dir, 0, op->x, op->y);
1717     }
1718 root 1.121
1719 root 1.18 return ret;
1720 elmex 1.1 }
1721    
1722     /* Fires a misc (wand/rod/horn) object in 'dir'.
1723     * Broken apart from 'fire' to keep it more readable.
1724     */
1725 root 1.18 void
1726     fire_misc_object (object *op, int dir)
1727 elmex 1.1 {
1728 root 1.118 object *item = op->contr->ranged_ob;
1729 elmex 1.1
1730 root 1.118 if (!item)
1731 root 1.18 {
1732     new_draw_info (NDI_UNIQUE, 0, op, "You have range item readied.");
1733     return;
1734 elmex 1.1 }
1735    
1736 root 1.18 if (!item->inv)
1737     {
1738     LOG (llevError, "Object %s lacks a spell\n", &item->name);
1739     return;
1740 elmex 1.1 }
1741 root 1.118
1742 root 1.126 if (!op->change_weapon (item))
1743     return;
1744 root 1.121
1745 root 1.18 if (item->type == WAND)
1746     {
1747     if (item->stats.food <= 0)
1748     {
1749 root 1.156 op->contr->play_sound (sound_find ("wand_poof"));
1750 root 1.18 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s goes poof.", query_base_name (item, 0));
1751 root 1.121
1752 root 1.18 return;
1753 root 1.11 }
1754 root 1.18 }
1755     else if (item->type == ROD || item->type == HORN)
1756     {
1757     if (item->stats.hp < MAX (item->inv->stats.sp, item->inv->stats.grace))
1758     {
1759 root 1.156 op->contr->play_sound (sound_find ("wand_poof"));
1760 root 1.121
1761 root 1.18 if (item->type == ROD)
1762     new_draw_info_format (NDI_UNIQUE, 0, op, "The %s whines for a while, but nothing happens.", query_base_name (item, 0));
1763     else
1764     new_draw_info_format (NDI_UNIQUE, 0, op, "The %s needs more time to charge.", query_base_name (item, 0));
1765 root 1.121
1766 root 1.18 return;
1767 root 1.11 }
1768 elmex 1.1 }
1769    
1770 root 1.18 if (cast_spell (op, item, dir, item->inv, NULL))
1771     {
1772     SET_FLAG (op, FLAG_BEEN_APPLIED); /* You now know something about it */
1773     if (item->type == WAND)
1774     {
1775     if (!(--item->stats.food))
1776     {
1777     object *tmp;
1778    
1779     if (item->arch)
1780     {
1781     CLEAR_FLAG (item, FLAG_ANIMATE);
1782 root 1.149 item->face = item->arch->face;
1783 root 1.67 item->set_speed (0);
1784 root 1.11 }
1785 root 1.67
1786 root 1.49 if ((tmp = item->in_player ()))
1787 root 1.18 esrv_update_item (UPD_ANIM, tmp, item);
1788 root 1.11 }
1789     }
1790 root 1.18 else if (item->type == ROD || item->type == HORN)
1791 root 1.67 drain_rod_charge (item);
1792 elmex 1.1 }
1793     }
1794    
1795     /* Received a fire command for the player - go and do it.
1796     */
1797 root 1.142 bool
1798 root 1.18 fire (object *op, int dir)
1799     {
1800     int spellcost = 0;
1801 elmex 1.1
1802 root 1.18 /* check for loss of invisiblity/hide */
1803     if (action_makes_visible (op))
1804     make_visible (op);
1805 elmex 1.1
1806 root 1.118 player *pl = op->contr;
1807 elmex 1.1
1808 root 1.119 if (pl->golem)
1809     {
1810     control_golem (op->contr->golem, dir);
1811 root 1.142 return false;
1812 root 1.119 }
1813    
1814     object *ob = pl->ranged_ob;
1815 elmex 1.1
1816 root 1.119 if (!ob)
1817 root 1.142 return false;
1818 elmex 1.1
1819 root 1.136 if (!op->change_weapon (ob))
1820 root 1.142 return false;
1821    
1822     if (op->speed_left > 0.f)
1823     --op->speed_left;
1824     else
1825     return false;
1826 root 1.136
1827 root 1.119 switch (ob->type)
1828 root 1.118 {
1829 root 1.119 case BOW:
1830 root 1.118 player_fire_bow (op, dir);
1831 root 1.119 break;
1832    
1833     case SPELL:
1834     spellcost = cast_spell (op, op, dir, ob, pl->spellparam[0] ? pl->spellparam : 0);
1835     break;
1836 root 1.113
1837 root 1.119 case BUILDER:
1838 root 1.20 apply_map_builder (op, dir);
1839 root 1.119 break;
1840    
1841     case SKILL:
1842     do_skill (op, op, ob, dir, 0);
1843     break;
1844    
1845     default:
1846     fire_misc_object (op, dir);
1847     break;
1848 elmex 1.1 }
1849 root 1.142
1850     return true;
1851 elmex 1.1 }
1852    
1853     /* find_key
1854     * We try to find a key for the door as passed. If we find a key
1855     * and successfully use it, we return the key, otherwise NULL
1856     * This function merges both normal and locked door, since the logic
1857     * for both is the same - just the specific key is different.
1858     * pl is the player,
1859     * inv is the objects inventory to searched
1860     * door is the door we are trying to match against.
1861     * This function can be called recursively to search containers.
1862     */
1863 root 1.18 object *
1864     find_key (object *pl, object *container, object *door)
1865 elmex 1.1 {
1866 root 1.18 object *tmp, *key;
1867 elmex 1.1
1868 root 1.18 /* Should not happen, but sanity checking is never bad */
1869 root 1.103 if (!container->inv)
1870     return 0;
1871 elmex 1.1
1872 root 1.18 /* First, lets try to find a key in the top level inventory */
1873 root 1.103 for (tmp = container->inv; tmp; tmp = tmp->below)
1874 root 1.18 {
1875     if (door->type == DOOR && tmp->type == KEY)
1876     break;
1877     /* For sanity, we should really check door type, but other stuff
1878     * (like containers) can be locked with special keys
1879     */
1880     if (tmp->slaying && tmp->type == SPECIAL_KEY && tmp->slaying == door->slaying)
1881     break;
1882     }
1883 root 1.103
1884 root 1.18 /* No key found - lets search inventories now */
1885     /* If we find and use a key in an inventory, return at that time.
1886     * otherwise, if we search all the inventories and still don't find
1887     * a key, return
1888     */
1889     if (!tmp)
1890     {
1891 root 1.103 for (tmp = container->inv; tmp; tmp = tmp->below)
1892 root 1.18 {
1893     /* No reason to search empty containers */
1894     if (tmp->type == CONTAINER && tmp->inv)
1895     {
1896 root 1.103 if ((key = find_key (pl, tmp, door)))
1897 root 1.18 return key;
1898     }
1899     }
1900 root 1.103
1901 root 1.18 if (!tmp)
1902     return NULL;
1903 elmex 1.1 }
1904 root 1.103
1905 root 1.18 /* We get down here if we have found a key. Now if its in a container,
1906     * see if we actually want to use it
1907     */
1908     if (pl != container)
1909     {
1910     /* Only let players use keys in containers */
1911     if (!pl->contr)
1912     return NULL;
1913     /* cases where this fails:
1914     * If we only search the player inventory, return now since we
1915     * are not in the players inventory.
1916     * If the container is not active, return now since only active
1917     * containers can be used.
1918     * If we only search keyrings and the container does not have
1919     * a race/isn't a keyring.
1920     * No checking for all containers - to fall through past here,
1921     * inv must have been an container and must have been active.
1922     *
1923     * Change the color so that the message doesn't disappear with
1924     * all the others.
1925     */
1926     if (pl->contr->usekeys == key_inventory ||
1927     !QUERY_FLAG (container, FLAG_APPLIED) ||
1928     (pl->contr->usekeys == keyrings && (!container->race || strcmp (container->race, "keys"))))
1929     {
1930     new_draw_info_format (NDI_UNIQUE | NDI_BROWN, 0, pl,
1931     "The %s in your %s vibrates as you approach the door", query_name (tmp), query_name (container));
1932     return NULL;
1933 root 1.11 }
1934 elmex 1.1 }
1935 root 1.103
1936 root 1.18 return tmp;
1937 elmex 1.1 }
1938    
1939     /* moved door processing out of move_player_attack.
1940     * returns 1 if player has opened the door with a key
1941     * such that the caller should not do anything more,
1942     * 0 otherwise
1943     */
1944 root 1.18 static int
1945     player_attack_door (object *op, object *door)
1946 elmex 1.1 {
1947 root 1.142 /* If its a door, try to find a key. If we do destroy the door,
1948 root 1.18 * might as well return immediately as there is nothing more to do -
1949     * otherwise, we fall through to the rest of the code.
1950     */
1951     object *key = find_key (op, op, door);
1952    
1953 root 1.142 /* If we found a key, do some extra work */
1954 root 1.18 if (key)
1955     {
1956     object *container = key->env;
1957    
1958     if (action_makes_visible (op))
1959     make_visible (op);
1960 root 1.117
1961 root 1.18 if (door->inv && (door->inv->type == RUNE || door->inv->type == TRAP))
1962     spring_trap (door->inv, op);
1963 root 1.103
1964 root 1.18 if (door->type == DOOR)
1965 root 1.103 hit_player (door, 9998, op, AT_PHYSICAL, 1); /* Break through the door */
1966 root 1.18 else if (door->type == LOCKED_DOOR)
1967     {
1968     new_draw_info_format (NDI_UNIQUE, NDI_BROWN, op, "You open the door with the %s", query_short_name (key));
1969     remove_door2 (door); /* remove door without violence ;-) */
1970     }
1971 root 1.103
1972 root 1.18 /* Do this after we print the message */
1973     decrease_ob (key); /* Use up one of the keys */
1974     /* Need to update the weight the container the key was in */
1975     if (container != op)
1976     esrv_update_item (UPD_WEIGHT, op, container);
1977 root 1.103
1978 root 1.18 return 1; /* Nothing more to do below */
1979     }
1980     else if (door->type == LOCKED_DOOR)
1981     {
1982     /* Might as well return now - no other way to open this */
1983     new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, door->msg);
1984     return 1;
1985 elmex 1.1 }
1986 root 1.103
1987 root 1.18 return 0;
1988 elmex 1.1 }
1989    
1990     /* This function is just part of a breakup from move_player.
1991     * It should keep the code cleaner.
1992     * When this is called, the players direction has been updated
1993     * (taking into account confusion.) The player is also actually
1994     * going to try and move (not fire weapons).
1995     */
1996 root 1.142 bool
1997 root 1.18 move_player_attack (object *op, int dir)
1998 elmex 1.1 {
1999 root 1.18 int on_battleground;
2000    
2001 root 1.117 sint16 nx = freearr_x[dir] + op->x;
2002     sint16 ny = freearr_y[dir] + op->y;
2003 root 1.18
2004 root 1.49 on_battleground = op_on_battleground (op, 0, 0);
2005 root 1.18
2006 root 1.142 if (out_of_map (op->map, nx, ny))
2007     return false;
2008    
2009     if (!op->contr->braced && op->speed_left > 0.f && move_ob (op, dir, op))
2010     {
2011     --op->speed_left;
2012     return true;
2013     }
2014    
2015 root 1.18 /* If braced, or can't move to the square, and it is not out of the
2016     * map, attack it. Note order of if statement is important - don't
2017     * want to be calling move_ob if braced, because move_ob will move the
2018     * player. This is a pretty nasty hack, because if we could
2019     * move to some space, it then means that if we are braced, we should
2020     * do nothing at all. As it is, if we are braced, we go through
2021     * quite a bit of processing. However, it probably is less than what
2022     * move_ob uses.
2023     */
2024 root 1.142 maptile *m = op->map->xy_find (nx, ny);
2025    
2026     /* Go through all the objects, and find ones of interest. Only stop if
2027     * we find a monster - that is something we know we want to attack.
2028     * if its a door or barrel (can roll) see if there may be monsters
2029     * on the space
2030     */
2031     object *mon;
2032     for (mon = m->at (nx, ny).bot; mon; mon = mon->above)
2033 root 1.18 {
2034 root 1.142 if ((mon->flag [FLAG_ALIVE]
2035     || mon->type == LOCKED_DOOR
2036     || mon->flag [FLAG_CAN_ROLL])
2037     && mon != op)
2038     break;
2039     }
2040    
2041     if (!mon) /* This happens anytime the player tries to move */
2042     return false; /* into a wall */
2043 root 1.18
2044 root 1.142 mon = mon->head_ ();
2045 root 1.11
2046 root 1.142 if ((mon->type == DOOR && mon->stats.hp >= 0) || (mon->type == LOCKED_DOOR))
2047     if (op->contr->weapon_sp_left > 0.f)
2048     if (player_attack_door (op, mon))
2049 root 1.18 {
2050 root 1.142 --op->contr->weapon_sp_left;
2051     return true;
2052 root 1.18 }
2053    
2054 root 1.142 /* The following deals with possibly attacking peaceful
2055     * or friendly creatures. Basically, all players are considered
2056     * unaggressive. If the moving player has peaceful set, then the
2057     * object should be pushed instead of attacked. It is assumed that
2058     * if you are braced, you will not attack friends accidently,
2059     * and thus will not push them.
2060     */
2061 root 1.18
2062 root 1.142 /* If the creature is a pet, push it even if the player is not
2063     * peaceful. Our assumption is the creature is a pet if the
2064     * player owns it and it is either friendly or unagressive.
2065     */
2066     if (op->type == PLAYER
2067     && ((mon->owner && mon->owner->contr
2068     && same_party (mon->owner->contr->party, op->contr->party))
2069     || mon->owner == op)
2070     && (QUERY_FLAG (mon, FLAG_UNAGGRESSIVE) || QUERY_FLAG (mon, FLAG_FRIENDLY)))
2071     {
2072     /* If we're braced, we don't want to switch places with it */
2073     if (op->contr->braced)
2074     return false;
2075 root 1.18
2076 root 1.142 if (op->speed_left > 0.f)
2077     {
2078     --op->speed_left;
2079 root 1.85
2080 root 1.156 op->play_sound (sound_find ("push_player"));
2081 root 1.117 push_ob (mon, dir, op);
2082 root 1.142
2083 root 1.18 if (op->contr->tmp_invis || op->hide)
2084     make_visible (op);
2085 root 1.85
2086 root 1.142 return true;
2087 root 1.11 }
2088 root 1.142 else
2089     return false;
2090     }
2091 root 1.11
2092 root 1.142 /* in certain circumstances, you shouldn't attack friendly
2093     * creatures. Note that if you are braced, you can't push
2094     * someone, but put it inside this loop so that you won't
2095     * attack them either.
2096     */
2097     if ((mon->type == PLAYER || mon->enemy != op)
2098     && (mon->type == PLAYER || QUERY_FLAG (mon, FLAG_UNAGGRESSIVE) || QUERY_FLAG (mon, FLAG_FRIENDLY))
2099     && ((op->contr->peaceful
2100     || (mon->type == PLAYER && mon->contr->peaceful))
2101     && !on_battleground))
2102     {
2103     if (op->speed_left > 0.f)
2104 root 1.18 {
2105 root 1.142 --op->speed_left;
2106    
2107 root 1.18 if (!op->contr->braced)
2108     {
2109 root 1.156 op->play_sound (sound_find ("push_player"));
2110 root 1.85 push_ob (mon, dir, op);
2111 root 1.18 }
2112     else
2113 root 1.49 new_draw_info (0, 0, op, "You withhold your attack");
2114    
2115 root 1.18 if (op->contr->tmp_invis || op->hide)
2116     make_visible (op);
2117 root 1.142
2118     return true;
2119 root 1.11 }
2120 root 1.142 }
2121     /* If the object is a boulder or other rollable object, then
2122     * roll it if not braced. You can't roll it if you are braced.
2123     */
2124     else if (QUERY_FLAG (mon, FLAG_CAN_ROLL) && (!op->contr->braced))
2125     {
2126     if (op->speed_left > 0.f)
2127     {
2128     --op->speed_left;
2129 elmex 1.1
2130 root 1.18 recursive_roll (mon, dir, op);
2131     if (action_makes_visible (op))
2132     make_visible (op);
2133 root 1.142
2134     return true;
2135 root 1.11 }
2136 root 1.142 }
2137     /* Any generic living creature. Including things like doors.
2138     * Way it works is like this: First, it must have some hit points
2139     * and be living. Then, it must be one of the following:
2140     * 1) Not a player, 2) A player, but of a different party. Note
2141     * that party_number -1 is no party, so attacks can still happen.
2142     */
2143     else if ((mon->stats.hp >= 0) && QUERY_FLAG (mon, FLAG_ALIVE) &&
2144     ((mon->type != PLAYER || op->contr->party == NULL || op->contr->party != mon->contr->party)))
2145     {
2146 root 1.143 if (op->contr->weapon_sp_left > 0.f && !op->flag [FLAG_WIZPASS])
2147 root 1.18 {
2148 root 1.142 --op->contr->weapon_sp_left;
2149 root 1.11
2150 root 1.49 skill_attack (mon, op, 0, 0, 0);
2151 root 1.11
2152 root 1.18 if (action_makes_visible (op))
2153     make_visible (op);
2154 root 1.142
2155     return true;
2156 root 1.11 }
2157 root 1.142 }
2158    
2159     return false;
2160 elmex 1.1 }
2161    
2162 root 1.142 bool
2163 root 1.18 move_player (object *op, int dir)
2164     {
2165     int pick;
2166 elmex 1.1
2167 root 1.84 if (!op->map || op->map->in_memory != MAP_IN_MEMORY)
2168 root 1.18 return 0;
2169 elmex 1.1
2170 root 1.18 /* Sanity check: make sure dir is valid */
2171     if ((dir < 0) || (dir >= 9))
2172     {
2173     LOG (llevError, "move_player: invalid direction %d\n", dir);
2174     return 0;
2175 elmex 1.1 }
2176    
2177 root 1.84 /* peterm: added following line */
2178 root 1.18 if (QUERY_FLAG (op, FLAG_CONFUSED) && dir)
2179 root 1.99 dir = absdir (dir + rndm (3) + rndm (3) - 2);
2180 root 1.18
2181     op->facing = dir;
2182    
2183     if (op->hide)
2184     do_hidden_move (op);
2185    
2186 root 1.142 bool retval;
2187    
2188 root 1.18 if (INVOKE_PLAYER (MOVE, op->contr, ARG_INT (dir)))
2189 root 1.142 retval = RESULT_INT (0);
2190 root 1.18 else if (op->contr->fire_on)
2191 root 1.142 retval = fire (op, dir);
2192 root 1.18 else
2193     {
2194 root 1.142 retval = move_player_attack (op, dir);
2195 root 1.18 pick = check_pick (op);
2196     }
2197 elmex 1.1
2198 root 1.18 /* Add special check for newcs players and fire on - this way, the
2199     * server can handle repeat firing.
2200     */
2201     if (op->contr->fire_on || (op->contr->run_on && pick != 0))
2202 root 1.49 op->direction = dir;
2203 root 1.18 else
2204 root 1.49 op->direction = 0;
2205    
2206 root 1.18 /* Update how the player looks. Use the facing, so direction may
2207     * get reset to zero. This allows for full animation capabilities
2208     * for players.
2209     */
2210     animate_object (op, op->facing);
2211 root 1.142
2212     return retval;
2213 elmex 1.1 }
2214    
2215     /* This is similar to handle_player, below, but is only used by the
2216     * new client/server stuff.
2217     * This is sort of special, in that the new client/server actually uses
2218     * the new speed values for commands.
2219     *
2220 root 1.142 * Returns true if there are more actions we can do. Should not do
2221     * many actions in a row, as that would be too unfair to other
2222     * players.
2223 elmex 1.1 */
2224 root 1.142 bool
2225 root 1.18 handle_newcs_player (object *op)
2226 elmex 1.1 {
2227 root 1.18 if (QUERY_FLAG (op, FLAG_SCARED))
2228     {
2229 root 1.142 if (op->speed_left > 0.f)
2230 root 1.18 {
2231 root 1.132 --op->speed_left;
2232 root 1.142 flee_player (op);
2233    
2234     return true;
2235 root 1.11 }
2236 root 1.142 else
2237     return false;
2238 elmex 1.1 }
2239    
2240 root 1.18 /* call this here - we also will call this in do_ericserver, but
2241     * the players time has been increased when doericserver has been
2242     * called, so we recheck it here.
2243     */
2244 root 1.83 if (op->contr->ns->handle_command ())
2245 root 1.142 return true;
2246 root 1.47
2247 root 1.142 if (op->direction && (op->contr->run_on || op->contr->fire_on))
2248     return move_player (op, op->direction);
2249 elmex 1.1
2250 root 1.142 return false;
2251 root 1.18 }
2252    
2253     int
2254     save_life (object *op)
2255     {
2256     if (!QUERY_FLAG (op, FLAG_LIFESAVE))
2257 elmex 1.1 return 0;
2258 root 1.18
2259 root 1.41 for (object *tmp = op->inv; tmp; tmp = tmp->below)
2260 root 1.18 if (QUERY_FLAG (tmp, FLAG_APPLIED) && QUERY_FLAG (tmp, FLAG_LIFESAVE))
2261     {
2262 root 1.156 op->play_sound (sound_find ("ob_evaporate"));
2263 root 1.18 new_draw_info_format (NDI_UNIQUE, 0, op, "Your %s vibrates violently, then evaporates.", query_name (tmp));
2264 root 1.33
2265 root 1.18 if (op->contr)
2266     esrv_del_item (op->contr, tmp->count);
2267 root 1.33
2268     tmp->destroy ();
2269 root 1.18 CLEAR_FLAG (op, FLAG_LIFESAVE);
2270 root 1.33
2271 root 1.18 if (op->stats.hp < 0)
2272     op->stats.hp = op->stats.maxhp;
2273 root 1.33
2274 root 1.18 if (op->stats.food < 0)
2275     op->stats.food = 999;
2276 root 1.33
2277 root 1.54 op->update_stats ();
2278 root 1.18 return 1;
2279     }
2280 root 1.41
2281 root 1.18 LOG (llevError, "Error: LIFESAVE set without applied object.\n");
2282     CLEAR_FLAG (op, FLAG_LIFESAVE);
2283     enter_player_savebed (op); /* bring him home. */
2284     return 0;
2285 elmex 1.1 }
2286    
2287     /* This goes throws the inventory and removes unpaid objects, and puts them
2288     * back in the map (location and map determined by values of env). This
2289     * function will descend into containers. op is the object to start the search
2290     * from.
2291     */
2292 root 1.154 static void
2293     drop_unpaid_items (object *op, object *env)
2294 elmex 1.1 {
2295 root 1.18 while (op)
2296     {
2297 root 1.70 object *next = op->below; /* Make sure we have a good value, in case we remove object 'op' */
2298    
2299 root 1.18 if (QUERY_FLAG (op, FLAG_UNPAID))
2300     {
2301     if (env->type == PLAYER)
2302     esrv_del_item (env->contr, op->count);
2303 root 1.70
2304     op->insert_at (env);
2305 root 1.18 }
2306     else if (op->inv)
2307 root 1.154 drop_unpaid_items (op->inv, env);
2308 root 1.41
2309 root 1.18 op = next;
2310 elmex 1.1 }
2311     }
2312    
2313 root 1.154 void
2314     object::drop_unpaid_items ()
2315     {
2316     if (!flag [FLAG_REMOVED])
2317     ::drop_unpaid_items (inv, this);
2318     }
2319    
2320 elmex 1.1 /*
2321     * Returns pointer a static string containing gravestone text
2322     * Moved from apply.c to player.c - player.c is what
2323     * actually uses this function. player.c may not be quite the
2324     * best, a misc file for object actions is probably better,
2325     * but there isn't one in the server directory.
2326     */
2327 root 1.18 char *
2328     gravestone_text (object *op)
2329 elmex 1.1 {
2330 root 1.18 static char buf2[MAX_BUF];
2331     char buf[MAX_BUF];
2332     time_t now = time (NULL);
2333    
2334     strcpy (buf2, " R.I.P.\n\n");
2335     if (op->type == PLAYER)
2336     sprintf (buf, "%s the %s\n", &op->name, op->contr->title);
2337     else
2338     sprintf (buf, "%s\n", &op->name);
2339 root 1.41
2340 root 1.18 strncat (buf2, " ", 20 - strlen (buf) / 2);
2341     strcat (buf2, buf);
2342     if (op->type == PLAYER)
2343     sprintf (buf, "who was in level %d when killed\n", op->level);
2344     else
2345     sprintf (buf, "who was in level %d when died.\n\n", op->level);
2346 root 1.41
2347 root 1.18 strncat (buf2, " ", 20 - strlen (buf) / 2);
2348     strcat (buf2, buf);
2349     if (op->type == PLAYER)
2350     {
2351     sprintf (buf, "by %s.\n\n", op->contr->killer);
2352     strncat (buf2, " ", 21 - strlen (buf) / 2);
2353     strcat (buf2, buf);
2354     }
2355 root 1.41
2356 root 1.18 strftime (buf, MAX_BUF, "%b %d %Y\n", localtime (&now));
2357     strncat (buf2, " ", 20 - strlen (buf) / 2);
2358     strcat (buf2, buf);
2359 root 1.41
2360 root 1.18 return buf2;
2361 elmex 1.1 }
2362    
2363 root 1.18 void
2364     do_some_living (object *op)
2365     {
2366     int last_food = op->stats.food;
2367 elmex 1.1 int gen_hp, gen_sp, gen_grace;
2368     int over_hp, over_sp, over_grace;
2369     int i;
2370     int rate_hp = 1200;
2371     int rate_sp = 2500;
2372     int rate_grace = 2000;
2373     const int max_hp = 1;
2374     const int max_sp = 1;
2375     const int max_grace = 1;
2376    
2377 root 1.107 if (op->contr->hidden)
2378     {
2379     op->invisible = 1000;
2380     /* the socket code flashes the player visible/invisible
2381     * depending on the value of invisible, so we need to
2382     * alternate it here for it to work correctly.
2383     */
2384     if (pticks & 2)
2385     op->invisible--;
2386     }
2387     else if (op->invisible && !(QUERY_FLAG (op, FLAG_MAKE_INVIS)))
2388     {
2389     if (!op->invisible--)
2390     {
2391     make_visible (op);
2392     new_draw_info (NDI_UNIQUE, 0, op, "Your invisibility spell runs out.");
2393     }
2394     }
2395    
2396 root 1.52 if (op->contr->ns->state == ST_PLAYING)
2397 root 1.18 {
2398     /* these next three if clauses make it possible to SLOW DOWN
2399     hp/grace/spellpoint regeneration. */
2400     if (op->contr->gen_hp >= 0)
2401     gen_hp = (op->contr->gen_hp + 1) * op->stats.maxhp;
2402     else
2403     {
2404     gen_hp = op->stats.maxhp;
2405     rate_hp -= rate_hp / 2 * op->contr->gen_hp;
2406     }
2407 root 1.55
2408 root 1.18 if (op->contr->gen_sp >= 0)
2409     gen_sp = (op->contr->gen_sp + 1) * op->stats.maxsp;
2410     else
2411     {
2412     gen_sp = op->stats.maxsp;
2413     rate_sp -= rate_sp / 2 * op->contr->gen_sp;
2414     }
2415 root 1.55
2416 root 1.18 if (op->contr->gen_grace >= 0)
2417     gen_grace = (op->contr->gen_grace + 1) * op->stats.maxgrace;
2418     else
2419     {
2420     gen_grace = op->stats.maxgrace;
2421     rate_grace -= rate_grace / 2 * op->contr->gen_grace;
2422     }
2423    
2424     /* Regenerate Grace */
2425     /* I altered this a little - maximum grace is ony achieved through prayer -b.t. */
2426     if (--op->last_grace < 0)
2427     {
2428     if (op->stats.grace < op->stats.maxgrace / 2)
2429     op->stats.grace++; /* no penalty in food for regaining grace */
2430 root 1.55
2431 root 1.18 if (max_grace > 1)
2432     {
2433     over_grace = (gen_grace < 20 ? 30 : gen_grace + 10) / rate_grace;
2434     if (over_grace > 0)
2435     {
2436     op->stats.sp += over_grace
2437     + (random_roll (0, rate_grace - 1, op, PREFER_HIGH) > ((gen_grace < 20 ? 30 : gen_grace + 10) % rate_grace)) ? -1 : 0;
2438     op->last_grace = 0;
2439     }
2440     else
2441     {
2442     op->last_grace = rate_grace / (gen_grace < 20 ? 30 : gen_grace + 10);
2443     }
2444     }
2445     else
2446     {
2447     op->last_grace = rate_grace / (gen_grace < 20 ? 30 : gen_grace + 10);
2448     }
2449     /* wearing stuff doesn't detract from grace generation. */
2450     }
2451    
2452 root 1.161 if (op->stats.food > 0)
2453 root 1.18 {
2454 root 1.161 /* Regenerate Spell Points */
2455     if (!op->contr->golem && --op->last_sp < 0)
2456 root 1.18 {
2457 root 1.161 gen_sp = gen_sp * 10 / (op->contr->gen_sp_armour < 10 ? 10 : op->contr->gen_sp_armour);
2458    
2459     if (op->stats.sp < op->stats.maxsp)
2460 root 1.18 {
2461 root 1.161 op->stats.sp++;
2462    
2463     /* dms do not consume food */
2464     if (!QUERY_FLAG (op, FLAG_WIZ))
2465     {
2466     op->stats.food--;
2467    
2468     if (op->contr->digestion < 0)
2469     op->stats.food += op->contr->digestion;
2470     else if (op->contr->digestion > 0 && random_roll (0, op->contr->digestion, op, PREFER_HIGH))
2471     op->stats.food = last_food;
2472     }
2473 root 1.18 }
2474 root 1.161
2475     if (max_sp > 1)
2476     {
2477     over_sp = (gen_sp + 10) / rate_sp;
2478     if (over_sp > 0)
2479     {
2480     if (op->stats.sp < op->stats.maxsp)
2481     {
2482     op->stats.sp += over_sp > max_sp ? max_sp : over_sp;
2483    
2484     if (random_roll (0, rate_sp - 1, op, PREFER_LOW) > ((gen_sp + 10) % rate_sp))
2485     op->stats.sp--;
2486    
2487     if (op->stats.sp > op->stats.maxsp)
2488     op->stats.sp = op->stats.maxsp;
2489     }
2490    
2491     op->last_sp = 0;
2492     }
2493     else
2494     op->last_sp = rate_sp / (gen_sp < 20 ? 30 : gen_sp + 10);
2495     }
2496     else
2497     op->last_sp = rate_sp / (gen_sp < 20 ? 30 : gen_sp + 10);
2498 root 1.18 }
2499 root 1.55
2500 root 1.161 /* Regenerate Hit Points */
2501     if (--op->last_heal < 0)
2502 root 1.18 {
2503 root 1.161 if (op->stats.hp < op->stats.maxhp)
2504 root 1.18 {
2505 root 1.161 op->stats.hp++;
2506    
2507     /* dms do not consume food */
2508     if (!QUERY_FLAG (op, FLAG_WIZ))
2509     {
2510     op->stats.food--;
2511    
2512     if (op->contr->digestion < 0)
2513     op->stats.food += op->contr->digestion;
2514     else if (op->contr->digestion > 0 && random_roll (0, op->contr->digestion, op, PREFER_HIGH))
2515     op->stats.food = last_food;
2516     }
2517 root 1.18 }
2518 root 1.161
2519     if (max_hp > 1)
2520 root 1.18 {
2521 root 1.161 over_hp = (gen_hp < 20 ? 30 : gen_hp + 10) / rate_hp;
2522    
2523     if (over_hp > 0)
2524     {
2525     op->stats.sp += over_hp + (RANDOM () % rate_hp > ((gen_hp < 20 ? 30 : gen_hp + 10) % rate_hp)) ? -1 : 0;
2526     op->last_heal = 0;
2527     }
2528     else
2529     op->last_heal = rate_hp / (gen_hp < 20 ? 30 : gen_hp + 10);
2530 root 1.18 }
2531 root 1.161 else
2532     op->last_heal = rate_hp / (gen_hp < 20 ? 30 : gen_hp + 10);
2533 root 1.18 }
2534 root 1.11 }
2535 elmex 1.1
2536 root 1.18 /* Digestion */
2537     if (--op->last_eat < 0)
2538     {
2539 root 1.155 int bonus = max (0, op->contr->digestion),
2540     penalty = max (0, -op->contr->digestion);
2541 root 1.18
2542 root 1.155 op->last_eat = 25 * (1 + bonus) / (max (0, op->contr->gen_hp) + penalty + 1);
2543 root 1.55
2544 root 1.18 /* dms do not consume food */
2545     if (!QUERY_FLAG (op, FLAG_WIZ))
2546     op->stats.food--;
2547 root 1.11 }
2548 elmex 1.1
2549 root 1.55 if (op->stats.food < 0 && op->stats.hp >= 0)
2550     {
2551     object *tmp, *flesh = 0;
2552 root 1.18
2553 root 1.55 for (tmp = op->inv; tmp; tmp = tmp->below)
2554 root 1.18 {
2555 root 1.55 if (!QUERY_FLAG (tmp, FLAG_UNPAID))
2556 root 1.18 {
2557 root 1.55 if (tmp->type == FOOD || tmp->type == DRINK || tmp->type == POISON)
2558     {
2559     new_draw_info (NDI_UNIQUE, 0, op, "You blindly grab for a bite of food.");
2560     manual_apply (op, tmp, 0);
2561     if (op->stats.food >= 0 || op->stats.hp < 0)
2562     break;
2563     }
2564     else if (tmp->type == FLESH)
2565     flesh = tmp;
2566     } /* End if paid for object */
2567     } /* end of for loop */
2568    
2569     /* If player is still starving, it means they don't have any food, so
2570     * eat flesh instead.
2571     */
2572     if (op->stats.food < 0 && op->stats.hp >= 0 && flesh)
2573     {
2574     new_draw_info (NDI_UNIQUE, 0, op, "You blindly grab for a bite of food.");
2575     manual_apply (op, flesh, 0);
2576     }
2577 root 1.11 }
2578 elmex 1.1
2579 root 1.161 if (op->stats.food < 0)
2580     {
2581     op->stats.hp += op->stats.food;
2582     op->stats.food = 0;
2583     }
2584 elmex 1.1
2585 root 1.55 if (op->stats.hp < 0 && !QUERY_FLAG (op, FLAG_WIZ))
2586     kill_player (op);
2587     }
2588 elmex 1.1 }
2589    
2590     /* If the player should die (lack of hp, food, etc), we call this.
2591     * op is the player in jeopardy. If the player can not be saved (not
2592     * permadeath, no lifesave), this will take care of removing the player
2593     * file.
2594     */
2595 root 1.18 void
2596     kill_player (object *op)
2597 elmex 1.1 {
2598 root 1.18 char buf[MAX_BUF];
2599     int x, y;
2600    
2601     //int i;
2602 root 1.25 maptile *map; /* this is for resurrection */
2603 root 1.18
2604     /* int z;
2605     int num_stats_lose;
2606     int lost_a_stat;
2607     int lose_this_stat;
2608     int this_stat; */
2609     int will_kill_again;
2610     archetype *at;
2611     object *tmp;
2612    
2613     if (save_life (op))
2614     return;
2615    
2616     /* If player dies on BATTLEGROUND, no stat/exp loss! For Combat-Arenas
2617     * in cities ONLY!!! It is very important that this doesn't get abused.
2618     * Look at op_on_battleground() for more info --AndreasV
2619     */
2620     if (op_on_battleground (op, &x, &y))
2621     {
2622     new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, "You have been defeated in combat!");
2623     new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, "Local medics have saved your life...");
2624    
2625     /* restore player */
2626 root 1.22 at = archetype::find ("poisoning");
2627 root 1.70 if (object *tmp = present_arch_in_ob (at, op))
2628 root 1.18 {
2629 root 1.33 tmp->destroy ();
2630 root 1.18 new_draw_info (NDI_UNIQUE, 0, op, "Your body feels cleansed");
2631     }
2632 elmex 1.1
2633 root 1.22 at = archetype::find ("confusion");
2634 root 1.70 if (object *tmp = present_arch_in_ob (at, op))
2635 root 1.18 {
2636 root 1.33 tmp->destroy ();
2637 root 1.18 new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer");
2638     }
2639    
2640     cure_disease (op, 0); /* remove any disease */
2641     op->stats.hp = op->stats.maxhp;
2642     if (op->stats.food <= 0)
2643     op->stats.food = 999;
2644 elmex 1.1
2645 root 1.18 /* create a bodypart-trophy to make the winner happy */
2646 root 1.70 if (object *tmp = arch_to_object (archetype::find ("finger")))
2647 root 1.18 {
2648     sprintf (buf, "%s's finger", &op->name);
2649     tmp->name = buf;
2650     sprintf (buf, " This finger has been cut off %s\n"
2651     " the %s, when he was defeated at\n level %d by %s.\n",
2652     &op->name, op->contr->title, (int) (op->level), op->contr->killer);
2653     tmp->msg = buf;
2654 root 1.102 tmp->value = 0, tmp->type = 0;
2655     tmp->materialname = "organics";
2656 elmex 1.87 tmp->insert_at (op, tmp);
2657 root 1.18 }
2658 elmex 1.1
2659 root 1.18 /* teleport defeated player to new destination */
2660     transfer_ob (op, x, y, 0, NULL);
2661     op->contr->braced = 0;
2662     return;
2663 elmex 1.1 }
2664    
2665 root 1.18 INVOKE_PLAYER (DEATH, op->contr);
2666 root 1.3
2667 root 1.18 command_kill_pets (op, 0);
2668 elmex 1.1
2669 root 1.18 if (op->stats.food < 0)
2670     {
2671     sprintf (buf, "%s starved to death.", &op->name);
2672     strcpy (op->contr->killer, "starvation");
2673 elmex 1.1 }
2674 root 1.18 else
2675 root 1.89 sprintf (buf, "%s died.", &op->name);
2676 root 1.70
2677 root 1.156 op->contr->play_sound (sound_find ("player_dies"));
2678 elmex 1.1
2679 root 1.18 /* save the map location for corpse, gravestone */
2680 root 1.70 x = op->x;
2681     y = op->y;
2682 root 1.18 map = op->map;
2683 elmex 1.1
2684 root 1.54 /* NOT_PERMADEATH code. This basically brings the character back to
2685     * life if they are dead - it takes some exp and a random stat.
2686     * See the config.h file for a little more in depth detail about this.
2687     */
2688    
2689     /* Basically two ways to go - remove a stat permanently, or just
2690     * make it depletion. This bunch of code deals with that aspect
2691     * of death.
2692     */
2693     #ifndef COZY_SERVER
2694     if (settings.balanced_stat_loss)
2695 root 1.18 {
2696 root 1.54 /* If stat loss is permanent, lose one stat only. */
2697     /* Lower level chars don't lose as many stats because they suffer
2698     more if they do. */
2699     /* Higher level characters can afford things such as potions of
2700     restoration, or better, stat potions. So we slug them that
2701     little bit harder. */
2702     /* GD */
2703     if (settings.stat_loss_on_death)
2704     num_stats_lose = 1;
2705     else
2706     num_stats_lose = 1 + op->level / BALSL_NUMBER_LOSSES_RATIO;
2707     }
2708     else
2709 root 1.70 num_stats_lose = 1;
2710    
2711 root 1.54 lost_a_stat = 0;
2712    
2713     for (z = 0; z < num_stats_lose; z++)
2714     {
2715     i = RANDOM () % NUM_STATS;
2716 root 1.11
2717 root 1.54 if (settings.stat_loss_on_death)
2718 root 1.18 {
2719 root 1.54 /* Pick a random stat and take a point off it. Tell the player
2720     * what he lost.
2721     */
2722     change_attr_value (&(op->stats), i, -1);
2723     check_stat_bounds (&(op->stats));
2724     change_attr_value (&(op->contr->orig_stats), i, -1);
2725     check_stat_bounds (&(op->contr->orig_stats));
2726     new_draw_info (NDI_UNIQUE, 0, op, lose_msg[i]);
2727     lost_a_stat = 1;
2728 root 1.18 }
2729     else
2730     {
2731 root 1.54 /* deplete a stat */
2732     archetype *deparch = archetype::find ("depletion");
2733     object *dep;
2734 root 1.11
2735 root 1.54 dep = present_arch_in_ob (deparch, op);
2736     if (!dep)
2737 root 1.18 {
2738 root 1.54 dep = arch_to_object (deparch);
2739     insert_ob_in_ob (dep, op);
2740 root 1.18 }
2741 root 1.54 lose_this_stat = 1;
2742     if (settings.balanced_stat_loss)
2743 root 1.18 {
2744 root 1.54 /* GD */
2745     /* Get the stat that we're about to deplete. */
2746     this_stat = get_attr_value (&(dep->stats), i);
2747     if (this_stat < 0)
2748     {
2749     int loss_chance = 1 + op->level / BALSL_LOSS_CHANCE_RATIO;
2750     int keep_chance = this_stat * this_stat;
2751 root 1.18
2752 root 1.54 /* Yes, I am paranoid. Sue me. */
2753     if (keep_chance < 1)
2754     keep_chance = 1;
2755 root 1.18
2756 root 1.54 /* There is a maximum depletion total per level. */
2757     if (this_stat < -1 - op->level / BALSL_MAX_LOSS_RATIO)
2758     {
2759     lose_this_stat = 0;
2760     /* Take loss chance vs keep chance to see if we
2761     retain the stat. */
2762     }
2763     else
2764     {
2765     if (random_roll (0, loss_chance + keep_chance - 1, op, PREFER_LOW) < keep_chance)
2766     lose_this_stat = 0;
2767     /* LOG(llevDebug, "Determining stat loss. Stat: %d Keep: %d Lose: %d Result: %s.\n",
2768     this_stat, keep_chance, loss_chance,
2769     lose_this_stat?"LOSE":"KEEP"); */
2770 root 1.11 }
2771     }
2772 root 1.54 }
2773 root 1.18
2774 root 1.54 if (lose_this_stat)
2775     {
2776     this_stat = get_attr_value (&(dep->stats), i);
2777     /* We could try to do something clever like find another
2778     * stat to reduce if this fails. But chances are, if
2779     * stats have been depleted to -50, all are pretty low
2780     * and should be roughly the same, so it shouldn't make a
2781     * difference.
2782     */
2783     if (this_stat >= -50)
2784 root 1.18 {
2785 root 1.54 change_attr_value (&(dep->stats), i, -1);
2786     SET_FLAG (dep, FLAG_APPLIED);
2787     new_draw_info (NDI_UNIQUE, 0, op, lose_msg[i]);
2788     op->update_stats ();
2789     lost_a_stat = 1;
2790 root 1.11 }
2791     }
2792     }
2793 root 1.54 }
2794     /* If no stat lost, tell the player. */
2795     if (!lost_a_stat)
2796     {
2797     /* determine_god() seems to not work sometimes... why is this?
2798     Should I be using something else? GD */
2799     const char *god = determine_god (op);
2800 root 1.18
2801 root 1.54 if (god && (strcmp (god, "none")))
2802     new_draw_info_format (NDI_UNIQUE, 0, op, "For a brief moment you feel the holy presence of %s protecting" " you.", god);
2803     else
2804     new_draw_info (NDI_UNIQUE, 0, op, "For a brief moment you feel a holy presence protecting you.");
2805     }
2806 root 1.28 #else
2807 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.");
2808 elmex 1.1 #endif
2809    
2810 root 1.54 /* Put a gravestone up where the character 'almost' died. List the
2811     * exp loss on the stone.
2812     */
2813     tmp = arch_to_object (archetype::find ("gravestone"));
2814     sprintf (buf, "%s's gravestone", &op->name);
2815     tmp->name = buf;
2816     sprintf (buf, "%s's gravestones", &op->name);
2817     tmp->name_pl = buf;
2818     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);
2819     tmp->msg = buf;
2820     tmp->x = op->x, tmp->y = op->y;
2821     insert_ob_in_map (tmp, op->map, NULL, 0);
2822    
2823     /**************************************/
2824     /* */
2825     /* Subtract the experience points, */
2826     /* if we died cause of food, give us */
2827     /* food, and reset HP's... */
2828     /* */
2829     /**************************************/
2830    
2831     /* remove any poisoning and confusion the character may be suffering. */
2832     /* restore player */
2833     at = archetype::find ("poisoning");
2834     tmp = present_arch_in_ob (at, op);
2835    
2836     if (tmp)
2837     {
2838     tmp->destroy ();
2839     new_draw_info (NDI_UNIQUE, 0, op, "Your body feels cleansed");
2840     }
2841    
2842     at = archetype::find ("confusion");
2843     tmp = present_arch_in_ob (at, op);
2844     if (tmp)
2845     {
2846     tmp->destroy ();
2847     new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer");
2848     }
2849    
2850     cure_disease (op, 0); /* remove any disease */
2851    
2852     /*add_exp(op, (op->stats.exp * -0.20)); */
2853     apply_death_exp_penalty (op);
2854     if (op->stats.food < 100)
2855     op->stats.food = 900;
2856     op->stats.hp = op->stats.maxhp;
2857     op->stats.sp = MAX (op->stats.sp, op->stats.maxsp);
2858     op->stats.grace = MAX (op->stats.grace, op->stats.maxgrace);
2859 root 1.11
2860 root 1.54 /*
2861 root 1.108 * Check to see if the player has any unpaid items. If so, remove them
2862     * and put them back in the map.
2863 root 1.54 */
2864 root 1.154 op->drop_unpaid_items ();
2865 root 1.18
2866 root 1.54 /****************************************/
2867     /* */
2868     /* Move player to his current respawn- */
2869     /* position (usually last savebed) */
2870     /* */
2871     /****************************************/
2872 root 1.18
2873 root 1.54 enter_player_savebed (op);
2874 root 1.18
2875 root 1.54 op->contr->braced = 0;
2876 root 1.11
2877 root 1.54 /* it is possible that the player has blown something up
2878     * at his savebed location, and that can have long lasting
2879     * spell effects. So first see if there is a spell effect
2880     * on the space that might harm the player.
2881     */
2882     will_kill_again = 0;
2883     for (tmp = GET_MAP_OB (op->map, op->x, op->y); tmp; tmp = tmp->above)
2884     if (tmp->type == SPELL_EFFECT)
2885     will_kill_again |= tmp->attacktype;
2886 elmex 1.1
2887 root 1.54 if (will_kill_again)
2888 root 1.18 {
2889 root 1.54 object *force;
2890     int at;
2891 root 1.18
2892 root 1.54 force = get_archetype (FORCE_NAME);
2893     /* 50 ticks should be enough time for the spell to abate */
2894 root 1.133 force->speed = 0.1f;
2895     force->speed_left = -5.f;
2896 root 1.54 SET_FLAG (force, FLAG_APPLIED);
2897     for (at = 0; at < NROFATTACKS; at++)
2898     if (will_kill_again & (1 << at))
2899     force->resist[at] = 100;
2900 root 1.30
2901 root 1.54 insert_ob_in_ob (force, op);
2902     op->update_stats ();
2903 root 1.30
2904 root 1.54 }
2905 root 1.18
2906 root 1.54 new_draw_info (NDI_UNIQUE, 0, op, "YOU HAVE DIED.");
2907 elmex 1.1 }
2908    
2909 root 1.18 void
2910     loot_object (object *op)
2911     { /* Grab and destroy some treasure */
2912     object *tmp, *tmp2, *next;
2913 elmex 1.1
2914 root 1.103 op->close_container (); /* close open sack first */
2915 elmex 1.1
2916 root 1.54 for (tmp = op->inv; tmp; tmp = next)
2917 root 1.18 {
2918     next = tmp->below;
2919 root 1.54
2920 elmex 1.50 if (tmp->invisible)
2921 root 1.18 continue;
2922 root 1.54
2923 root 1.32 tmp->remove ();
2924 root 1.18 tmp->x = op->x, tmp->y = op->y;
2925 root 1.103
2926 root 1.18 if (tmp->type == CONTAINER)
2927 root 1.103 loot_object (tmp); /* empty container to ground */
2928    
2929 root 1.99 if (!QUERY_FLAG (tmp, FLAG_UNIQUE) && (QUERY_FLAG (tmp, FLAG_STARTEQUIP) || QUERY_FLAG (tmp, FLAG_NO_DROP) || !(rndm (3))))
2930 root 1.18 {
2931     if (tmp->nrof > 1)
2932     {
2933     tmp2 = get_split_ob (tmp, 1 + RANDOM () % (tmp->nrof - 1));
2934 root 1.33 tmp2->destroy ();
2935 root 1.18 insert_ob_in_map (tmp, op->map, NULL, 0);
2936     }
2937     else
2938 root 1.33 tmp->destroy ();
2939 root 1.18 }
2940     else
2941     insert_ob_in_map (tmp, op->map, NULL, 0);
2942     }
2943 elmex 1.1 }
2944    
2945     /*
2946     * fix_weight(): Check recursively the weight of all players, and fix
2947     * what needs to be fixed. Refresh windows and fix speed if anything
2948     * was changed.
2949     */
2950 root 1.18 void
2951     fix_weight (void)
2952     {
2953 root 1.61 for_all_players (pl)
2954 root 1.18 {
2955     int old = pl->ob->carrying, sum = sum_weight (pl->ob);
2956    
2957     if (old == sum)
2958     continue;
2959 root 1.54 pl->ob->update_stats ();
2960 root 1.18 LOG (llevDebug, "Fixed inventory in %s (%d -> %d)\n", &pl->ob->name, old, sum);
2961     }
2962 elmex 1.1 }
2963    
2964 root 1.18 void
2965     fix_luck (void)
2966     {
2967 root 1.61 for_all_players (pl)
2968 root 1.52 if (!pl->ob->contr->ns->state)
2969 root 1.54 pl->ob->change_luck (0);
2970 elmex 1.1 }
2971    
2972     /* cast_dust() - handles op throwing objects of type 'DUST'.
2973     * This is much simpler in the new spell code - we basically
2974     * just treat this as any other spell casting object.
2975     */
2976 elmex 1.2 void
2977 root 1.18 cast_dust (object *op, object *throw_ob, int dir)
2978 elmex 1.2 {
2979     object *skop, *spob;
2980    
2981     skop = find_skill_by_name (op, throw_ob->skill);
2982    
2983     /* casting POTION 'dusts' is really a use_magic_item skill */
2984     if (op->type == PLAYER && throw_ob->type == POTION && !skop)
2985     {
2986 root 1.18 LOG (llevError, "Player %s lacks critical skill use_magic_item!\n", &op->name);
2987 elmex 1.2 return;
2988     }
2989    
2990     spob = throw_ob->inv;
2991    
2992     // elmex Tue Aug 15 17:19:46 CEST 2006: Added this check to
2993     // not pass NULL to cast_spell (which did indeed check itself, but
2994     // errors should be reported as early as possible IMHO)
2995     if (!spob)
2996     {
2997 root 1.18 LOG (llevError, "cast_dust: thrown object %s (by %s) had no spell in it!", &throw_ob->name, &op->name);
2998 elmex 1.2 return;
2999 elmex 1.1 }
3000    
3001 elmex 1.2 if (op->type == PLAYER)
3002 root 1.14 new_draw_info_format (NDI_UNIQUE, 0, op, "You cast %s.", &spob->name);
3003 elmex 1.2
3004     cast_spell (op, throw_ob, dir, spob, NULL);
3005    
3006 root 1.33 throw_ob->destroy ();
3007 elmex 1.1 }
3008    
3009 root 1.18 void
3010     make_visible (object *op)
3011     {
3012     op->hide = 0;
3013     op->invisible = 0;
3014 root 1.164
3015 root 1.18 if (op->type == PLAYER)
3016     {
3017     op->contr->tmp_invis = 0;
3018     op->contr->invis_race = 0;
3019     }
3020 root 1.107
3021     update_object (op, UP_OBJ_CHANGE);
3022 root 1.18 }
3023    
3024     int
3025     is_true_undead (object *op)
3026     {
3027 root 1.149 if (QUERY_FLAG (op->arch, FLAG_UNDEAD))
3028 root 1.18 return 1;
3029    
3030 elmex 1.1 return 0;
3031     }
3032    
3033     /* look at the surrounding terrain to determine
3034     * the hideability of this object. Positive levels
3035     * indicate greater hideability.
3036     */
3037 root 1.18 int
3038     hideability (object *ob)
3039     {
3040     int i, level = 0, mflag;
3041     sint16 x, y;
3042    
3043     if (!ob || !ob->map)
3044     return 0;
3045    
3046     /* so, on normal lighted maps, its hard to hide */
3047     level = ob->map->darkness - 2;
3048    
3049     /* this also picks up whether the object is glowing.
3050     * If you carry a light on a non-dark map, its not
3051     * as bad as carrying a light on a pitch dark map */
3052     if (has_carried_lights (ob))
3053     level = -(10 + (2 * ob->map->darkness));
3054    
3055     /* scan through all nearby squares for terrain to hide in */
3056     for (i = 0, x = ob->x, y = ob->y; i < 9; i++, x = ob->x + freearr_x[i], y = ob->y + freearr_y[i])
3057     {
3058     mflag = get_map_flags (ob->map, NULL, x, y, NULL, NULL);
3059     if (mflag & P_OUT_OF_MAP)
3060     {
3061     continue;
3062     }
3063     if (mflag & P_BLOCKSVIEW) /* something to hide near! */
3064     level += 2;
3065     else /* open terrain! */
3066     level -= 1;
3067 elmex 1.1 }
3068 root 1.18
3069 elmex 1.1 #if 0
3070 root 1.18 LOG (llevDebug, "hideability of %s is %d\n", ob->name, level);
3071 elmex 1.1 #endif
3072 root 1.18 return level;
3073 elmex 1.1 }
3074    
3075     /* For Hidden creatures - a chance of becoming 'unhidden'
3076     * every time they move - as we subtract off 'invisibility'
3077     * AND, for players, if they move into a ridiculously unhideable
3078     * spot (surrounded by clear terrain in broad daylight). -b.t.
3079     */
3080 root 1.18 void
3081     do_hidden_move (object *op)
3082     {
3083     int hide = 0, num = random_roll (0, 19, op, PREFER_LOW);
3084     object *skop;
3085    
3086     if (!op || !op->map)
3087     return;
3088    
3089     skop = find_obj_by_type_subtype (op, SKILL, SK_HIDING);
3090    
3091     /* its *extremely* hard to run and sneak/hide at the same time! */
3092     if (op->type == PLAYER && op->contr->run_on)
3093 root 1.85 if (!skop || num >= skop->level)
3094     {
3095     new_draw_info (NDI_UNIQUE, 0, op, "You ran too much! You are no longer hidden!");
3096     make_visible (op);
3097     return;
3098     }
3099     else
3100     num += 20;
3101    
3102 root 1.18 num += op->map->difficulty;
3103     hide = hideability (op); /* modify by terrain hidden level */
3104     num -= hide;
3105 root 1.85
3106 root 1.18 if ((op->type == PLAYER && hide < -10) || ((op->invisible -= num) <= 0))
3107     {
3108     make_visible (op);
3109     if (op->type == PLAYER)
3110     new_draw_info (NDI_UNIQUE, 0, op, "You moved out of hiding! You are visible!");
3111 elmex 1.1 }
3112 root 1.18 else if (op->type == PLAYER && skop)
3113 root 1.85 change_exp (op, calc_skill_exp (op, NULL, skop), skop->skill, 0);
3114 elmex 1.1 }
3115    
3116     /* determine if who is standing near a hostile creature. */
3117    
3118 root 1.18 int
3119     stand_near_hostile (object *who)
3120     {
3121     object *tmp = NULL;
3122     int i, friendly = 0, player = 0, mflags;
3123 root 1.25 maptile *m;
3124 root 1.18 sint16 x, y;
3125    
3126     if (!who)
3127     return 0;
3128    
3129     if (who->type == PLAYER)
3130     player = 1;
3131    
3132     else
3133     friendly = QUERY_FLAG (who, FLAG_FRIENDLY);
3134    
3135     /* search adjacent squares */
3136     for (i = 1; i < 9; i++)
3137     {
3138     x = who->x + freearr_x[i];
3139     y = who->y + freearr_y[i];
3140     m = who->map;
3141     mflags = get_map_flags (m, &m, x, y, &x, &y);
3142     /* space must be blocked if there is a monster. If not
3143     * blocked, don't need to check this space.
3144     */
3145     if (mflags & P_OUT_OF_MAP)
3146     continue;
3147     if (OB_TYPE_MOVE_BLOCK (who, GET_MAP_MOVE_BLOCK (m, x, y)))
3148     continue;
3149    
3150 root 1.49 for (tmp = GET_MAP_OB (m, x, y); tmp; tmp = tmp->above)
3151 root 1.18 {
3152     if ((player ||friendly) &&QUERY_FLAG (tmp, FLAG_MONSTER) && !QUERY_FLAG (tmp, FLAG_UNAGGRESSIVE))
3153     return 1;
3154     else if (tmp->type == PLAYER)
3155     {
3156     /*don't let a hidden DM prevent you from hiding */
3157     if (!QUERY_FLAG (tmp, FLAG_WIZ) || tmp->contr->hidden == 0)
3158 root 1.11 return 1;
3159 root 1.18 }
3160 root 1.11 }
3161 elmex 1.1 }
3162 root 1.18 return 0;
3163 elmex 1.1 }
3164    
3165     /* check the player los field for viewability of the
3166     * object op. This function works fine for monsters,
3167     * but we dont worry if the object isnt the top one in
3168     * a pile (say a coin under a table would return "viewable"
3169     * by this routine). Another question, should we be
3170     * concerned with the direction the player is looking
3171 root 1.162 * in? Realistically, most of us can't see stuff behind
3172 elmex 1.1 * our backs...on the other hand, does the "facing" direction
3173 root 1.162 * imply the way your head, or body is facing? It's possible
3174 elmex 1.1 * for them to differ. Sigh, this fctn could get a bit more complex.
3175     * -b.t.
3176     * This function is now map tiling safe.
3177     */
3178 root 1.18 int
3179     player_can_view (object *pl, object *op)
3180     {
3181     rv_vector rv;
3182     int dx, dy;
3183    
3184     if (pl->type != PLAYER)
3185     {
3186     LOG (llevError, "player_can_view() called for non-player object\n");
3187     return -1;
3188 elmex 1.1 }
3189 root 1.74
3190 root 1.18 if (!pl || !op)
3191 elmex 1.1 return 0;
3192 root 1.18
3193 root 1.74 op = op->head_ ();
3194    
3195 root 1.18 get_rangevector (pl, op, &rv, 0x1);
3196    
3197     /* starting with the 'head' part, lets loop
3198     * through the object and find if it has any
3199 root 1.162 * part that is in the los array but isn't on
3200 root 1.18 * a blocked los square.
3201     * we use the archetype to figure out offsets.
3202     */
3203     while (op)
3204     {
3205 root 1.149 dx = rv.distance_x + op->arch->x;
3206     dy = rv.distance_y + op->arch->y;
3207 root 1.18
3208     /* only the viewable area the player sees is updated by LOS
3209     * code, so we need to restrict ourselves to that range of values
3210     * for any meaningful values.
3211     */
3212 root 1.162 if (abs (dx) <= (pl->contr->ns->mapx / 2) &&
3213     abs (dy) <= (pl->contr->ns->mapy / 2) &&
3214 root 1.52 !pl->contr->blocked_los[dx + (pl->contr->ns->mapx / 2)][dy + (pl->contr->ns->mapy / 2)])
3215 root 1.18 return 1;
3216 root 1.162
3217 root 1.18 op = op->more;
3218     }
3219 root 1.162
3220 root 1.18 return 0;
3221 elmex 1.1 }
3222    
3223     /* routine for both players and monsters. We call this when
3224     * there is a possibility for our action distrubing our hiding
3225     * place or invisiblity spell. Artefact invisiblity is not
3226     * effected by this. If we arent invisible to begin with, we
3227     * return 0.
3228     */
3229 root 1.18 int
3230     action_makes_visible (object *op)
3231     {
3232     if (op->invisible && QUERY_FLAG (op, FLAG_ALIVE))
3233     {
3234     if (QUERY_FLAG (op, FLAG_MAKE_INVIS))
3235     return 0;
3236    
3237     if (op->contr && op->contr->tmp_invis == 0)
3238     return 0;
3239 elmex 1.1
3240 root 1.18 /* If monsters, they should become visible */
3241     if (op->hide || !op->contr || (op->contr && op->contr->tmp_invis))
3242     {
3243     new_draw_info_format (NDI_UNIQUE, 0, op, "You become %s!", op->hide ? "unhidden" : "visible");
3244     return 1;
3245 root 1.11 }
3246 elmex 1.1 }
3247 root 1.162
3248 root 1.18 return 0;
3249 elmex 1.1 }
3250    
3251     /* op_on_battleground - checks if the given object op (usually
3252     * a player) is standing on a valid battleground-tile,
3253     * function returns TRUE/FALSE. If true x, y returns the battleground
3254     * -exit-coord. (and if x, y not NULL)
3255     * 19 March 2005 - josh@woosworld.net modifed to check if the battleground also has slaying, maxhp, and maxsp set
3256     * and if those are all set and the player has a marker that matches the slaying send them to a different x, y
3257     * Default is to do the same as before, so only people wanting to have different points need worry about this
3258     */
3259 root 1.18 int
3260     op_on_battleground (object *op, int *x, int *y)
3261     {
3262 elmex 1.1 /* A battleground-tile needs the following attributes to be valid:
3263     * is_floor 1 (has to be the FIRST floor beneath the player's feet),
3264     * name="battleground", no_pick 1, type=58 (type BATTLEGROUND)
3265     * and the exit-coordinates sp/hp must both be > 0.
3266     * => The intention here is to prevent abuse of the battleground-
3267     * feature (like pickable or hidden battleground tiles). */
3268 root 1.162 for (object *tmp = op->below; tmp; tmp = tmp->below)
3269 root 1.18 {
3270     if (QUERY_FLAG (tmp, FLAG_IS_FLOOR))
3271     {
3272 root 1.162 if (QUERY_FLAG (tmp, FLAG_NO_PICK)
3273     && tmp->type == BATTLEGROUND
3274     && tmp->name == shstr_battleground
3275     && EXIT_X (tmp) && EXIT_Y (tmp))
3276 root 1.18 {
3277 root 1.162 /* before we assign the exit, check if this is a teambattle */
3278 root 1.18 if (EXIT_ALT_X (tmp) && EXIT_ALT_Y (tmp) && EXIT_PATH (tmp))
3279     {
3280 root 1.162 for (object *invtmp = op->inv; invtmp; invtmp = invtmp->below)
3281 root 1.18 {
3282 root 1.162 if (invtmp->type == FORCE && invtmp->slaying && tmp->slaying == invtmp->slaying)
3283 root 1.18 {
3284 root 1.162 if (x && y)
3285 root 1.18 *x = EXIT_ALT_X (tmp), *y = EXIT_ALT_Y (tmp);
3286 root 1.162
3287 root 1.18 return 1;
3288     }
3289     }
3290     }
3291 root 1.162
3292     if (x && y)
3293 root 1.18 *x = EXIT_X (tmp), *y = EXIT_Y (tmp);
3294 root 1.162
3295 root 1.18 return 1;
3296     }
3297     }
3298 elmex 1.1 }
3299 root 1.162
3300 elmex 1.1 /* If we got here, did not find a battleground */
3301     return 0;
3302     }
3303    
3304     /*
3305     * When a dragon-player gains a new stage of evolution,
3306     * he gets some treasure
3307     *
3308     * attributes:
3309     * object *who the dragon player
3310     * int atnr the attack-number of the ability focus
3311     * int level ability level
3312     */
3313 root 1.18 void
3314     dragon_ability_gain (object *who, int atnr, int level)
3315     {
3316     treasurelist *trlist = NULL; /* treasurelist */
3317     treasure *tr; /* treasure */
3318     object *tmp, *skop; /* tmp. object */
3319     object *item; /* treasure object */
3320     char buf[MAX_BUF]; /* tmp. string buffer */
3321     int i = 0, j = 0;
3322    
3323     /* get the appropriate treasurelist */
3324     if (atnr == ATNR_FIRE)
3325 root 1.163 trlist = treasurelist::find (shstr_dragon_ability_fire);
3326 root 1.18 else if (atnr == ATNR_COLD)
3327 root 1.163 trlist = treasurelist::find (shstr_dragon_ability_cold);
3328 root 1.18 else if (atnr == ATNR_ELECTRICITY)
3329 root 1.163 trlist = treasurelist::find (shstr_dragon_ability_elec);
3330 root 1.18 else if (atnr == ATNR_POISON)
3331 root 1.163 trlist = treasurelist::find (shstr_dragon_ability_poison);
3332 root 1.18
3333     if (trlist == NULL || who->type != PLAYER)
3334     return;
3335    
3336     for (i = 0, tr = trlist->items; tr != NULL && i < level - 1; tr = tr->next, i++);
3337    
3338 elmex 1.82 if (!tr || !tr->item)
3339 root 1.18 {
3340     /* LOG(llevDebug, "-> no more treasure for %s\n", change_resist_msg[atnr]); */
3341     return;
3342 elmex 1.1 }
3343    
3344 root 1.18 /* everything seems okay - now bring on the gift: */
3345 root 1.149 item = tr->item;
3346 elmex 1.1
3347 root 1.18 if (item->type == SPELL)
3348     {
3349     if (check_spell_known (who, item->name))
3350 root 1.11 return;
3351 root 1.18
3352     new_draw_info_format (NDI_UNIQUE | NDI_BLUE, 0, who, "You gained the ability of %s", &item->name);
3353     do_learn_spell (who, item, 0);
3354     return;
3355 elmex 1.1 }
3356    
3357 root 1.18 /* grant direct spell */
3358     if (item->type == SPELLBOOK)
3359     {
3360     if (!item->inv)
3361     {
3362     LOG (llevDebug, "dragon_ability_gain: Broken spellbook %s\n", &item->name);
3363     return;
3364     }
3365     if (check_spell_known (who, item->inv->name))
3366     return;
3367     if (item->invisible)
3368     {
3369     new_draw_info_format (NDI_UNIQUE | NDI_BLUE, 0, who, "You gained the ability of %s", &item->inv->name);
3370     do_learn_spell (who, item->inv, 0);
3371     return;
3372 root 1.11 }
3373 root 1.18 }
3374     else if (item->type == SKILL_TOOL && item->invisible)
3375     {
3376     if (item->subtype == SK_CLAWING && (skop = find_skill_by_name (who, item->skill)) != NULL)
3377     {
3378    
3379     /* should this perhaps be (skop->attackyp & item->attacktype)!=item->attacktype ...
3380     * in this way, if the player is missing any of the attacktypes, he gets
3381     * them. As it is now, if the player has any that match the granted skill,
3382     * but not all of them, he gets nothing.
3383     */
3384     if (!(skop->attacktype & item->attacktype))
3385     {
3386     /* Give new attacktype */
3387     skop->attacktype |= item->attacktype;
3388    
3389     /* always add physical if there's none */
3390     skop->attacktype |= AT_PHYSICAL;
3391    
3392     if (item->msg != NULL)
3393     new_draw_info (NDI_UNIQUE | NDI_BLUE, 0, who, item->msg);
3394    
3395     /* Give player new face */
3396     if (item->animation_id)
3397     {
3398     who->face = skop->face;
3399     who->animation_id = item->animation_id;
3400     who->anim_speed = item->anim_speed;
3401     who->last_anim = 0;
3402     who->state = 0;
3403     animate_object (who, who->direction);
3404     }
3405     }
3406 root 1.11 }
3407 elmex 1.1 }
3408 root 1.18 else if (item->type == FORCE)
3409     {
3410     /* forces in the treasurelist can alter the player's stats */
3411     object *skin;
3412 elmex 1.1
3413 root 1.18 /* first get the dragon skin force */
3414 root 1.153 for (skin = who->inv; skin && !(skin->arch->archname == shstr_dragon_skin_force); skin = skin->below)
3415 root 1.52 ;
3416    
3417     if (!skin)
3418 root 1.18 return;
3419    
3420     /* adding new spellpath attunements */
3421     if (item->path_attuned > 0 && !(skin->path_attuned & item->path_attuned))
3422     {
3423     skin->path_attuned |= item->path_attuned; /* add attunement to skin */
3424    
3425     /* print message */
3426     sprintf (buf, "You feel attuned to ");
3427     for (i = 0, j = 0; i < NRSPELLPATHS; i++)
3428     {
3429     if (item->path_attuned & (1 << i))
3430     {
3431     if (j)
3432     strcat (buf, " and ");
3433     else
3434     j = 1;
3435     strcat (buf, spellpathnames[i]);
3436     }
3437     }
3438     strcat (buf, ".");
3439     new_draw_info (NDI_UNIQUE | NDI_BLUE, 0, who, buf);
3440     }
3441    
3442     /* evtl. adding flags: */
3443     if (QUERY_FLAG (item, FLAG_XRAYS))
3444     SET_FLAG (skin, FLAG_XRAYS);
3445     if (QUERY_FLAG (item, FLAG_STEALTH))
3446     SET_FLAG (skin, FLAG_STEALTH);
3447     if (QUERY_FLAG (item, FLAG_SEE_IN_DARK))
3448     SET_FLAG (skin, FLAG_SEE_IN_DARK);
3449    
3450     /* print message if there is one */
3451     if (item->msg != NULL)
3452     new_draw_info (NDI_UNIQUE | NDI_BLUE, 0, who, item->msg);
3453     }
3454     else
3455     {
3456     /* generate misc. treasure */
3457     tmp = arch_to_object (tr->item);
3458     new_draw_info_format (NDI_UNIQUE | NDI_BLUE, 0, who, "You gained %s", query_short_name (tmp));
3459     tmp = insert_ob_in_ob (tmp, who);
3460     if (who->type == PLAYER)
3461     esrv_send_item (who, tmp);
3462 elmex 1.1 }
3463     }
3464    
3465     /**
3466     * Unready an object for a player. This function does nothing if the object was
3467     * not readied.
3468     */
3469 root 1.18 void
3470     player_unready_range_ob (player *pl, object *ob)
3471     {
3472 root 1.119 if (pl->ob->current_weapon == ob)
3473     pl->ob->current_weapon = 0;
3474    
3475 root 1.118 if (pl->combat_ob == ob)
3476 root 1.119 pl->combat_ob = 0;
3477 root 1.118
3478     if (pl->ranged_ob == ob)
3479 root 1.119 pl->ranged_ob = 0;
3480 elmex 1.1 }
3481 root 1.101
3482     sint8
3483     player::visibility_at (maptile *map, int x, int y) const
3484     {
3485     if (!ns)
3486     return 0;
3487    
3488     int dx, dy;
3489     if (!adjacent_map (map, ns->current_map, &dx, &dy))
3490     return 0;
3491    
3492     x += dx - ns->current_x + ns->mapx / 2;
3493     y += dy - ns->current_y + ns->mapy / 2;
3494    
3495     if (!IN_RANGE_EXC (x, 0, ns->mapx) || !IN_RANGE_EXC (y, 0, ns->mapy))
3496     return 0;
3497    
3498     return 100 - blocked_los [x][y];
3499     }