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Revision: 1.166
Committed: Thu Aug 30 05:16:10 2007 UTC (16 years, 9 months ago) by root
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Branch: MAIN
Changes since 1.165: +1 -0 lines
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# 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 1.166 enemy = 0; // sometimes keeps an extra refcount on itself
191 root 1.89
192 root 1.119 combat_ob = ranged_ob = 0; //TODO, should be special marker, non-refcounted, not this
193 root 1.92
194 root 1.89 players.erase (this);
195     }
196    
197 root 1.56 // connect the player with a specific client
198 root 1.122 // also changes, rationalises, and fixes some incorrect settings
199 root 1.54 void
200     player::connect (client *ns)
201 root 1.18 {
202 root 1.54 this->ns = ns;
203     ns->pl = this;
204    
205 root 1.95 run_on = 0;
206     fire_on = 0;
207 root 1.103 ob->close_container (); //TODO: client-specific
208 root 1.95
209 root 1.54 ns->update_look = 0;
210     ns->look_position = 0;
211    
212 root 1.147 clear_los (this);
213 root 1.54
214 root 1.95 ns->reset_stats ();
215 root 1.93
216 root 1.57 /* make sure he's a player -- needed because of class change. */
217 root 1.54 ob->type = PLAYER; // we are paranoid
218 root 1.149 ob->race = ob->arch->race;
219 elmex 1.1
220 root 1.54 ob->carrying = sum_weight (ob);
221     link_player_skills (ob);
222 elmex 1.1
223 root 1.56 CLEAR_FLAG (ob, FLAG_NO_FIX_PLAYER);
224 elmex 1.1
225 root 1.149 assign (title, ob->arch->object::name);
226 root 1.15
227 root 1.54 /* if it's a dragon player, set the correct title here */
228     if (is_dragon_pl (ob))
229     {
230     object *tmp, *abil = 0, *skin = 0;
231    
232     for (tmp = ob->inv; tmp; tmp = tmp->below)
233     if (tmp->type == FORCE)
234 root 1.153 if (tmp->arch->archname == shstr_dragon_ability_force)
235 root 1.54 abil = tmp;
236 root 1.153 else if (tmp->arch->archname == shstr_dragon_skin_force)
237 root 1.54 skin = tmp;
238    
239     set_dragon_name (ob, abil, skin);
240     }
241    
242     new_draw_info (NDI_UNIQUE, 0, ob, "Welcome Back!");
243    
244 root 1.60 esrv_new_player (this, ob->weight + ob->carrying);
245    
246 root 1.139 ob->flag [FLAG_READY_WEAPON] = false;
247     ob->flag [FLAG_READY_SKILL] = false;
248     ob->flag [FLAG_READY_BOW] = false;
249    
250 root 1.122 for (object *op = ob->inv; op; op = op->below)
251     if (op->flag [FLAG_APPLIED])
252     switch (op->type)
253     {
254 root 1.140 case SKILL:
255     ob->flag [FLAG_APPLIED] = false;
256     break;
257    
258 root 1.122 case WAND:
259     case ROD:
260     case HORN:
261     case BOW:
262 root 1.140 ranged_ob = op;
263 root 1.122 break;
264 root 1.139
265 root 1.140 case WEAPON:
266     combat_ob = op;
267 root 1.139 break;
268 root 1.122 }
269    
270 root 1.139 ob->change_weapon (combat_ob ? combat_ob : ranged_ob);
271 root 1.60 ob->update_stats ();
272 root 1.139
273 root 1.54 ns->floorbox_update ();
274     esrv_send_inventory (ob, ob);
275     esrv_add_spells (this, 0);
276    
277 root 1.89 activate ();
278 root 1.54
279 root 1.59 send_rules (ob);
280     send_news (ob);
281     display_motd (ob);
282 root 1.78
283     INVOKE_PLAYER (CONNECT, this);
284 root 1.54 INVOKE_PLAYER (LOGIN, this);
285     }
286 elmex 1.1
287 root 1.62 void
288     player::disconnect ()
289     {
290 root 1.159 if (ob)
291     {
292     ob->close_container (); //TODO: client-specific
293     ob->drop_unpaid_items ();
294     }
295    
296 root 1.63 if (ns)
297 root 1.72 {
298 root 1.89 if (active)
299     INVOKE_PLAYER (LOGOUT, this, ARG_INT (0));
300 root 1.78
301     INVOKE_PLAYER (DISCONNECT, this);
302 root 1.72
303 root 1.97 ns->reset_stats ();
304 root 1.72 ns->pl = 0;
305 root 1.115 ns = 0;
306 root 1.89 }
307 root 1.72
308 root 1.150 observe = ob;
309    
310 root 1.89 deactivate ();
311 root 1.62 }
312    
313 root 1.54 // the need for this function can be explained
314     // by load_object not returning the object
315     void
316     player::set_object (object *op)
317     {
318 root 1.146 ob = observe = op;
319 root 1.104 ob->contr = this; /* this aren't yet in archetype */
320 root 1.15
321 root 1.142 ob->speed = 1.0f;
322     ob->speed_left = 0.5f;
323    
324     ob->direction = 5; /* So player faces south */
325 root 1.54 }
326 root 1.15
327 root 1.146 void
328     player::set_observe (object *op)
329     {
330     observe = op ? op : ob;
331 root 1.147 do_los = 1;
332 root 1.146 }
333    
334 root 1.54 player::player ()
335     {
336 pippijn 1.81 /* There are some elements we want initialised to non zero value -
337 root 1.54 * we deal with that below this point.
338     */
339 root 1.114 outputs_sync = 4;
340     outputs_count = 4;
341 root 1.54 unapply = unapply_nochoice;
342    
343 root 1.77 savebed_map = first_map_path; /* Init. respawn position */
344 root 1.54
345     gen_sp_armour = 10;
346     bowtype = bow_normal;
347     petmode = pet_normal;
348     listening = 10;
349     usekeys = containers;
350     peaceful = 1; /* default peaceful */
351     do_los = 1;
352 root 1.142
353     weapon_sp = 1.0f;
354     weapon_sp_left = 0.5f;
355 root 1.54 }
356    
357 root 1.62 void
358     player::do_destroy ()
359 root 1.54 {
360 root 1.72 disconnect ();
361 root 1.62
362 root 1.72 attachable::do_destroy ();
363 root 1.62
364 root 1.54 if (ob)
365 root 1.69 {
366     ob->destroy_inv (false);
367     ob->destroy ();
368     }
369 root 1.151
370     ob = observe = 0;
371 root 1.62 }
372    
373     player::~player ()
374     {
375 root 1.54 /* Clear item stack */
376     free (stack_items);
377 elmex 1.1 }
378    
379 root 1.54 /* Tries to add player on the connection passed in ns.
380 elmex 1.1 * All we can really get in this is some settings like host and display
381     * mode.
382     */
383 root 1.54 player *
384     player::create ()
385 root 1.18 {
386 root 1.54 player *pl = new player;
387 root 1.38
388 root 1.54 pl->set_object (arch_to_object (get_player_archetype (0)));
389 root 1.104
390     pl->ob->roll_stats ();
391     pl->ob->stats.wc = 2;
392     pl->ob->run_away = 25; /* Then we panick... */
393    
394 root 1.76 set_first_map (pl->ob);
395 root 1.26
396 root 1.54 return pl;
397 elmex 1.1 }
398    
399     /*
400     * get_player_archetype() return next player archetype from archetype
401     * list. Not very efficient routine, but used only creating new players.
402     * Note: there MUST be at least one player archetype!
403     */
404 root 1.18 archetype *
405     get_player_archetype (archetype *at)
406 elmex 1.1 {
407 root 1.149 archvec::iterator i = at ? archetypes.find (at) : archetypes.begin ();
408 root 1.18
409     for (;;)
410     {
411 root 1.149 if (++i == archetypes.end ())
412     i = archetypes.begin ();
413     else if (*i == at)
414     cleanup ("not a single player archetype found");
415 root 1.46
416 root 1.149 if ((*i)->type == PLAYER)
417     return *i;
418 elmex 1.1 }
419     }
420    
421 root 1.18 object *
422     get_nearest_player (object *mon)
423     {
424     object *op = NULL;
425     objectlink *ol;
426     unsigned lastdist;
427     rv_vector rv;
428    
429 root 1.92 for (ol = first_friendly_object, lastdist = 1000; ol; ol = ol->next)
430 root 1.18 {
431     if (!can_detect_enemy (mon, ol->ob, &rv))
432     continue;
433 root 1.11
434 root 1.18 if (lastdist > rv.distance)
435     {
436     op = ol->ob;
437     lastdist = rv.distance;
438 root 1.11 }
439 elmex 1.1 }
440 root 1.61
441     for_all_players (pl)
442     if (can_detect_enemy (mon, pl->ob, &rv))
443     if (lastdist > rv.distance)
444 root 1.18 {
445 root 1.61 op = pl->ob;
446     lastdist = rv.distance;
447     }
448 elmex 1.1
449     #if 0
450 root 1.18 LOG (llevDebug, "get_nearest_player() finds player: %s\n", op ? &op->name : "(null)");
451 elmex 1.1 #endif
452 root 1.18 return op;
453 elmex 1.1 }
454    
455     /* I believe this can safely go to 2, 3 is questionable, 4 will likely
456     * result in a monster paths backtracking. It basically determines how large a
457     * detour a monster will take from the direction path when looking
458     * for a path to the player. The values are in the amount of direction
459     * the deviation is
460     */
461     #define DETOUR_AMOUNT 2
462    
463     /* This is used to prevent infinite loops. Consider a case where the
464     * player is in a chamber (with gate closed), and monsters are outside.
465     * with DETOUR_AMOUNT==2, the function will turn each corner, trying to
466     * find a path into the chamber. This is a good thing, but since there
467     * is no real path, it will just keep circling the chamber for
468     * ever (this could be a nice effect for monsters, but not for the function
469     * to get stuck in. I think for the monsters, if max is reached and
470     * we return the first direction the creature could move would result in the
471     * circling behaviour. Unfortunately, this function is also used to determined
472     * if the creature should cast a spell, so returning a direction in that case
473     * is probably not a good thing.
474     */
475     #define MAX_SPACES 50
476    
477     /*
478     * Returns the direction to the player, if valid. Returns 0 otherwise.
479     * modified to verify there is a path to the player. Does this by stepping towards
480     * player and if path is blocked then see if blockage is close enough to player that
481     * direction to player is changed (ie zig or zag). Continue zig zag until either
482     * reach player or path is blocked. Thus, will only return true if there is a free
483     * path to player. Though path may not be a straight line. Note that it will find
484     * player hiding along a corridor at right angles to the corridor with the monster.
485     *
486     * Modified by MSW 2001-08-06 to handle tiled maps. Various notes:
487     * 1) With DETOUR_AMOUNT being 2, it should still go and find players hiding
488     * down corriders.
489     * 2) I think the old code was broken if the first direction the monster
490     * should move was blocked - the code would store the first direction without
491     * verifying that the player can actually move in that direction. The new
492     * code does not store anything in firstdir until we have verified that the
493     * monster can in fact move one space in that direction.
494     * 3) I'm not sure how good this code will be for moving multipart monsters,
495     * since only simple checks to blocked are being called, which could mean the monster
496     * is blocking itself.
497     */
498 root 1.18 int
499     path_to_player (object *mon, object *pl, unsigned mindiff)
500     {
501     rv_vector rv;
502     sint16 x, y;
503     int lastx, lasty, dir, i, diff, firstdir = 0, lastdir, max = MAX_SPACES, mflags, blocked;
504 root 1.25 maptile *m, *lastmap;
505 root 1.18
506     get_rangevector (mon, pl, &rv, 0);
507    
508     if (rv.distance < mindiff)
509     return 0;
510    
511     x = mon->x;
512     y = mon->y;
513     m = mon->map;
514     dir = rv.direction;
515     lastdir = firstdir = rv.direction; /* perhaps we stand next to pl, init firstdir too */
516 root 1.100 diff = ::max (abs (rv.distance_x), abs (rv.distance_y));
517    
518 root 1.18 /* If we can't solve it within the search distance, return now. */
519     if (diff > max)
520     return 0;
521 root 1.100
522 root 1.18 while (diff > 1 && max > 0)
523     {
524     lastx = x;
525     lasty = y;
526     lastmap = m;
527     x = lastx + freearr_x[dir];
528     y = lasty + freearr_y[dir];
529    
530     mflags = get_map_flags (m, &m, x, y, &x, &y);
531     blocked = (mflags & P_OUT_OF_MAP) ? MOVE_ALL : GET_MAP_MOVE_BLOCK (m, x, y);
532    
533     /* Space is blocked - try changing direction a little */
534     if ((mflags & P_OUT_OF_MAP) || ((OB_TYPE_MOVE_BLOCK (mon, blocked) || (mflags & P_BLOCKSVIEW))
535     && (m == mon->map && blocked_link (mon, m, x, y))))
536     {
537     /* recalculate direction from last good location. Possible
538     * we were not traversing ideal location before.
539     */
540     get_rangevector_from_mapcoord (lastmap, lastx, lasty, pl, &rv, 0);
541     if (rv.direction != dir)
542     {
543     /* OK - says direction should be different - lets reset the
544     * the values so it will try again.
545     */
546     x = lastx;
547     y = lasty;
548     m = lastmap;
549     dir = firstdir = rv.direction;
550     }
551     else
552     {
553     /* direct path is blocked - try taking a side step to
554     * either the left or right.
555     * Note increase the values in the loop below to be
556     * more than -1/1 respectively will mean the monster takes
557     * bigger detour. Have to be careful about these values getting
558     * too big (3 or maybe 4 or higher) as the monster may just try
559     * stepping back and forth
560     */
561     for (i = -DETOUR_AMOUNT; i <= DETOUR_AMOUNT; i++)
562     {
563     if (i == 0)
564     continue; /* already did this, so skip it */
565     /* Use lastdir here - otherwise,
566     * since the direction that the creature should move in
567     * may change, you could get infinite loops.
568     * ie, player is northwest, but monster can only
569     * move west, so it does that. It goes some distance,
570     * gets blocked, finds that it should move north,
571     * can't do that, but now finds it can move east, and
572     * gets back to its original point. lastdir contains
573     * the last direction the creature has successfully
574     * moved.
575     */
576    
577     x = lastx + freearr_x[absdir (lastdir + i)];
578     y = lasty + freearr_y[absdir (lastdir + i)];
579     m = lastmap;
580     mflags = get_map_flags (m, &m, x, y, &x, &y);
581     if (mflags & P_OUT_OF_MAP)
582     continue;
583     blocked = GET_MAP_MOVE_BLOCK (m, x, y);
584     if (OB_TYPE_MOVE_BLOCK (mon, blocked))
585     continue;
586     if (mflags & P_BLOCKSVIEW)
587     continue;
588    
589     if (m == mon->map && blocked_link (mon, m, x, y))
590     break;
591     }
592     /* go through entire loop without finding a valid
593     * sidestep to take - thus, no valid path.
594     */
595     if (i == (DETOUR_AMOUNT + 1))
596     return 0;
597     diff--;
598     lastdir = dir;
599     max--;
600     if (!firstdir)
601     firstdir = dir + i;
602     } /* else check alternate directions */
603     } /* if blocked */
604     else
605     {
606     /* we moved towards creature, so diff is less */
607     diff--;
608     max--;
609     lastdir = dir;
610     if (!firstdir)
611     firstdir = dir;
612     }
613 root 1.100
614 root 1.18 if (diff <= 1)
615     {
616     /* Recalculate diff (distance) because we may not have actually
617     * headed toward player for entire distance.
618     */
619     get_rangevector_from_mapcoord (m, x, y, pl, &rv, 0);
620 root 1.100 diff = ::max (abs (rv.distance_x), abs (rv.distance_y));
621 root 1.18 }
622 root 1.100
623 root 1.18 if (diff > max)
624     return 0;
625     }
626 root 1.100
627 root 1.18 /* If we reached the max, didn't find a direction in time */
628     if (!max)
629     return 0;
630    
631     return firstdir;
632     }
633    
634     void
635     give_initial_items (object *pl, treasurelist * items)
636     {
637     object *op, *next = NULL;
638    
639     if (pl->randomitems != NULL)
640     create_treasure (items, pl, GT_STARTEQUIP | GT_ONLY_GOOD, 1, 0);
641    
642     for (op = pl->inv; op; op = next)
643     {
644     next = op->below;
645    
646     /* Forces get applied per default, unless they have the
647     * flag "neutral" set. Sorry but I can't think of a better way
648     */
649     if (op->type == FORCE && !QUERY_FLAG (op, FLAG_NEUTRAL))
650     SET_FLAG (op, FLAG_APPLIED);
651    
652     /* we never give weapons/armour if these cannot be used
653     * by this player due to race restrictions
654     */
655     if (pl->type == PLAYER)
656     {
657     if ((!QUERY_FLAG (pl, FLAG_USE_ARMOUR) &&
658     (op->type == ARMOUR || op->type == BOOTS ||
659     op->type == CLOAK || op->type == HELMET ||
660     op->type == SHIELD || op->type == GLOVES ||
661     op->type == BRACERS || op->type == GIRDLE)) || (!QUERY_FLAG (pl, FLAG_USE_WEAPON) && op->type == WEAPON))
662     {
663 root 1.33 op->destroy ();
664 root 1.18 continue;
665     }
666 root 1.11 }
667    
668 root 1.18 /* This really needs to be better - we should really give
669     * a substitute spellbook. The problem is that we don't really
670     * have a good idea what to replace it with (need something like
671     * a first level treasurelist for each skill.)
672     * remove duplicate skills also
673     */
674     if (op->type == SPELLBOOK || op->type == SKILL)
675     {
676     object *tmp;
677 elmex 1.1
678 root 1.18 for (tmp = op->below; tmp; tmp = tmp->below)
679     if (tmp->type == op->type && tmp->name == op->name)
680     break;
681 root 1.11
682 root 1.18 if (tmp)
683     {
684 root 1.33 op->destroy ();
685 root 1.18 LOG (llevError, "give_initial_items: Removing duplicate object %s\n", &tmp->name);
686     continue;
687 root 1.11 }
688 root 1.33
689 root 1.18 if (op->nrof > 1)
690     op->nrof = 1;
691 root 1.11 }
692 elmex 1.1
693 root 1.18 if (op->type == SPELLBOOK && op->inv)
694     {
695     CLEAR_FLAG (op->inv, FLAG_STARTEQUIP);
696 root 1.11 }
697    
698 root 1.18 /* Give starting characters identified, uncursed, and undamned
699     * items. Just don't identify gold or silver, or it won't be
700     * merged properly.
701     */
702     if (need_identify (op))
703     {
704     SET_FLAG (op, FLAG_IDENTIFIED);
705     CLEAR_FLAG (op, FLAG_CURSED);
706     CLEAR_FLAG (op, FLAG_DAMNED);
707     }
708     if (op->type == SPELL)
709     {
710 root 1.33 op->destroy ();
711 root 1.18 continue;
712     }
713     else if (op->type == SKILL)
714     {
715     SET_FLAG (op, FLAG_CAN_USE_SKILL);
716     op->stats.exp = 0;
717     op->level = 1;
718 root 1.11 }
719 root 1.18 /* lock all 'normal items by default */
720     else
721     SET_FLAG (op, FLAG_INV_LOCKED);
722     } /* for loop of objects in player inv */
723    
724     /* Need to set up the skill pointers */
725     link_player_skills (pl);
726     }
727    
728     void
729     get_party_password (object *op, partylist *party)
730     {
731     if (party == NULL)
732     {
733     LOG (llevError, "get_party_password(): tried to make player %s join a NULL party", &op->name);
734     return;
735 elmex 1.1 }
736 root 1.54
737 root 1.18 op->contr->write_buf[0] = '\0';
738 root 1.52 op->contr->ns->state = ST_GET_PARTY_PASSWORD;
739 root 1.18 op->contr->party_to_join = party;
740 root 1.52 send_query (op->contr->ns, CS_QUERY_HIDEINPUT, "What is the password?\n:");
741 elmex 1.1 }
742    
743     /* This rolls four 1-6 rolls and sums the best 3 of the 4. */
744 root 1.54 static int
745 root 1.18 roll_stat (void)
746     {
747     int a[4], i, j, k;
748    
749     for (i = 0; i < 4; i++)
750 root 1.99 a[i] = (int) rndm (6) + 1;
751 root 1.18
752     for (i = 0, j = 0, k = 7; i < 4; i++)
753     if (a[i] < k)
754     k = a[i], j = i;
755    
756     for (i = 0, k = 0; i < 4; i++)
757 root 1.54 if (i != j)
758     k += a[i];
759    
760 root 1.18 return k;
761     }
762    
763     void
764 root 1.54 object::roll_stats ()
765 root 1.18 {
766 root 1.128 int statsort [NUM_STATS];
767 root 1.18
768 root 1.54 for (;;)
769 root 1.18 {
770 root 1.54 int sum = 0;
771 root 1.128 for (int i = NUM_STATS; i--; )
772 root 1.54 sum += statsort [i] = roll_stat ();
773    
774     if (sum >= 82 && sum <= 116)
775     break;
776 root 1.18 }
777    
778 root 1.54 // Sort the stats so that rerolling is easier...
779 root 1.128 std::sort (statsort, statsort + NUM_STATS, std::greater<int>());
780 root 1.18
781 root 1.128 for (int i = 0; i < NUM_STATS; ++i)
782     stats.stat (i) = statsort [i];
783 root 1.18
784 root 1.54 stats.exp = 0;
785     stats.ac = 0;
786 root 1.18
787 root 1.54 stats.hp = stats.maxhp;
788     stats.sp = stats.maxsp;
789     stats.grace = stats.maxgrace;
790 root 1.18
791 root 1.54 if (contr)
792     {
793     contr->levhp[1] = 9;
794     contr->levsp[1] = 6;
795     contr->levgrace[1] = 3;
796 root 1.18
797 root 1.54 contr->orig_stats = stats;
798     }
799 root 1.18 }
800    
801     void
802 root 1.54 object::swap_stats (int a, int b)
803 root 1.18 {
804 root 1.127 swap (contr->orig_stats.stat (a), contr->orig_stats.stat (b));
805    
806     for (int i = 0; i < NUM_STATS; ++i)
807     stats.stat (i) = contr->orig_stats.stat (i);
808 elmex 1.1
809 root 1.54 //TODO: the following code looks so borked and should, at the very least,
810     // be merged with the similar code in roll_stats
811     stats.ac = 0;
812 elmex 1.1
813 root 1.54 level = 1;
814     stats.exp = 0;
815     stats.ac = 0;
816 elmex 1.1
817 root 1.54 stats.hp = stats.maxhp;
818     stats.sp = stats.maxsp;
819     stats.grace = stats.maxgrace;
820 elmex 1.1
821 root 1.54 if (contr)
822 root 1.18 {
823 root 1.54 contr->levhp[1] = 9;
824     contr->levsp[1] = 6;
825     contr->levgrace[1] = 3;
826 root 1.18
827 root 1.54 contr->orig_stats = stats;
828 elmex 1.1 }
829     }
830    
831 root 1.73 static void
832     start_info (object *op)
833     {
834     char buf[MAX_BUF];
835    
836     sprintf (buf, "Welcome to Crossfire v%s!", VERSION);
837     new_draw_info (NDI_UNIQUE, 0, op, buf);
838     //new_draw_info (NDI_UNIQUE, 0, op, "Press `?' for help");
839     //new_draw_info (NDI_UNIQUE, 0, op, " ");
840     }
841    
842 elmex 1.1 /* This function takes the key that is passed, and does the
843     * appropriate action with it (change race, or other things).
844     * The function name is for historical reasons - now we have
845     * separate race and class; this actually changes the RACE,
846     * not the class.
847     */
848 root 1.112 void
849     player::chargen_race_done ()
850 elmex 1.1 {
851 root 1.112 /* this must before then initial items are given */
852     esrv_new_player (ob->contr, ob->weight + ob->carrying);
853 elmex 1.1
854 root 1.112 treasurelist *tl = treasurelist::find ("starting_wealth");
855     if (tl)
856     create_treasure (tl, ob, 0, 0, 0);
857 elmex 1.1
858 root 1.112 INVOKE_PLAYER (BIRTH, ob->contr);
859     INVOKE_PLAYER (LOGIN, ob->contr);
860 elmex 1.36
861 root 1.112 ob->contr->ns->state = ST_PLAYING;
862 elmex 1.1
863 root 1.112 if (ob->msg)
864     ob->msg = 0;
865 elmex 1.1
866 root 1.112 /* We create this now because some of the unique maps will need it
867     * to save here.
868     */
869     {
870     char buf[MAX_BUF];
871     sprintf (buf, "%s/%s/%s", settings.localdir, settings.playerdir, &ob->name);
872     make_path_to_file (buf);
873     }
874    
875     start_info (ob);
876     CLEAR_FLAG (ob, FLAG_WIZ);
877     give_initial_items (ob, ob->randomitems);
878     link_player_skills (ob);
879     esrv_send_inventory (ob, ob);
880     ob->update_stats ();
881 root 1.11
882 root 1.112 /* This moves the player to a different start map, if there
883     * is one for this race
884     */
885     if (*first_map_ext_path)
886     {
887     object *tmp;
888     char mapname[MAX_BUF];
889 elmex 1.1
890 root 1.148 snprintf (mapname, MAX_BUF - 1, "%s/%s", &first_map_ext_path, &ob->arch->archname);
891 root 1.112 tmp = object::create ();
892     EXIT_PATH (tmp) = mapname;
893     EXIT_X (tmp) = ob->x;
894     EXIT_Y (tmp) = ob->y;
895     ob->enter_exit (tmp); /* we don't really care if it succeeded;
896     * if the map isn't there, then stay on the
897     * default initial map */
898     tmp->destroy ();
899 elmex 1.1 }
900 root 1.112 else
901     LOG (llevDebug, "first_map_ext_path not set\n");
902     }
903 elmex 1.1
904 root 1.112 void
905     player::chargen_race_next ()
906     {
907 root 1.18 /* Following actually changes the race - this is the default command
908     * if we don't match with one of the options above.
909     */
910    
911 root 1.112 do
912 root 1.18 {
913 root 1.112 shstr name = ob->name;
914     int x = ob->x, y = ob->y;
915 root 1.21
916 root 1.112 ob->remove_statbonus ();
917     ob->remove ();
918     ob->arch = get_player_archetype (ob->arch);
919 root 1.149 ob->arch->copy_to (ob);
920 root 1.112 ob->instantiate ();
921     ob->stats = ob->contr->orig_stats;
922     ob->name = ob->name_pl = name;
923     ob->x = x;
924     ob->y = y;
925     SET_ANIMATION (ob, 2); /* So player faces south */
926     insert_ob_in_map (ob, ob->map, ob, 0);
927 root 1.149 assign (ob->contr->title, ob->arch->object::name);
928 root 1.112 ob->add_statbonus ();
929     }
930     while (!allowed_class (ob));
931    
932     update_object (ob, UP_OBJ_FACE);
933     esrv_update_item (UPD_FACE, ob, ob);
934     ob->update_stats ();
935     ob->stats.hp = ob->stats.maxhp;
936     ob->stats.sp = ob->stats.maxsp;
937     ob->stats.grace = 0;
938 elmex 1.1 }
939    
940 root 1.18 void
941     flee_player (object *op)
942     {
943     int dir, diff;
944     rv_vector rv;
945    
946     if (op->stats.hp < 0)
947     {
948     LOG (llevDebug, "Fleeing player is dead.\n");
949     CLEAR_FLAG (op, FLAG_SCARED);
950     return;
951 elmex 1.1 }
952    
953 root 1.18 if (op->enemy == NULL)
954     {
955     LOG (llevDebug, "Fleeing player had no enemy.\n");
956     CLEAR_FLAG (op, FLAG_SCARED);
957     return;
958 elmex 1.1 }
959    
960 root 1.18 /* Seen some crashes here. Since we don't store an
961     * op->enemy_count, it is possible that something destroys the
962     * actual enemy, and the object is recycled.
963     */
964     if (op->enemy->map == NULL)
965     {
966     CLEAR_FLAG (op, FLAG_SCARED);
967     op->enemy = NULL;
968     return;
969 elmex 1.1 }
970    
971 root 1.18 if (!(random_roll (0, 4, op, PREFER_LOW)) && did_make_save (op, op->level, 0))
972     {
973     op->enemy = NULL;
974     CLEAR_FLAG (op, FLAG_SCARED);
975     return;
976 elmex 1.1 }
977 root 1.49
978 root 1.18 get_rangevector (op, op->enemy, &rv, 0);
979    
980     dir = absdir (4 + rv.direction);
981     for (diff = 0; diff < 3; diff++)
982     {
983     int m = 1 - (RANDOM () & 2);
984 elmex 1.1
985 root 1.18 if (move_ob (op, absdir (dir + diff * m), op) || (diff == 0 && move_ob (op, absdir (dir - diff * m), op)))
986 root 1.49 return;
987 elmex 1.1 }
988 root 1.49
989 root 1.18 /* Cornered, get rid of scared */
990     CLEAR_FLAG (op, FLAG_SCARED);
991     op->enemy = NULL;
992 elmex 1.1 }
993    
994     /* check_pick sees if there is stuff to be picked up/picks up stuff.
995 root 1.122 * It returns 1 if the player should keep on moving, 0 if he should
996 elmex 1.1 * stop.
997     */
998 root 1.18 int
999     check_pick (object *op)
1000     {
1001 elmex 1.1 object *tmp, *next;
1002     int stop = 0;
1003 pippijn 1.106 int wvratio;
1004     char putstring[128];
1005 elmex 1.1
1006     /* if you're flying, you cna't pick up anything */
1007     if (op->move_type & MOVE_FLYING)
1008     return 1;
1009    
1010     next = op->below;
1011    
1012     /* loop while there are items on the floor that are not marked as
1013     * destroyed */
1014 root 1.24 while (next && !next->destroyed ())
1015 root 1.18 {
1016     tmp = next;
1017     next = tmp->below;
1018 elmex 1.1
1019 root 1.24 if (op->destroyed ())
1020 elmex 1.1 return 0;
1021    
1022 root 1.18 if (!can_pick (op, tmp))
1023     continue;
1024 elmex 1.1
1025 root 1.18 if (op->contr->search_str[0] != '\0' && settings.search_items == TRUE)
1026     {
1027     if (item_matched_string (op, tmp, op->contr->search_str))
1028     pick_up (op, tmp);
1029     continue;
1030 root 1.11 }
1031    
1032 root 1.18 /* high not bit set? We're using the old autopickup model */
1033     if (!(op->contr->mode & PU_NEWMODE))
1034 root 1.11 {
1035 root 1.18 switch (op->contr->mode)
1036 root 1.11 {
1037 root 1.20 case 0:
1038     return 1; /* don't pick up */
1039     case 1:
1040     pick_up (op, tmp);
1041     return 1;
1042     case 2:
1043     pick_up (op, tmp);
1044     return 0;
1045     case 3:
1046     return 0; /* stop before pickup */
1047     case 4:
1048     pick_up (op, tmp);
1049     break;
1050     case 5:
1051     pick_up (op, tmp);
1052     stop = 1;
1053     break;
1054     case 6:
1055     if (QUERY_FLAG (tmp, FLAG_KNOWN_MAGICAL) && !QUERY_FLAG (tmp, FLAG_KNOWN_CURSED))
1056 root 1.18 pick_up (op, tmp);
1057 root 1.20 break;
1058    
1059     case 7:
1060     if (tmp->type == MONEY || tmp->type == GEM)
1061 root 1.18 pick_up (op, tmp);
1062 root 1.20 break;
1063    
1064     default:
1065     /* use value density */
1066     if (!QUERY_FLAG (tmp, FLAG_UNPAID)
1067     && (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1))) >= op->contr->mode)
1068 root 1.18 pick_up (op, tmp);
1069 root 1.11 }
1070     }
1071 root 1.18 else
1072     { /* old model */
1073     /* NEW pickup handling */
1074     if (op->contr->mode & PU_DEBUG)
1075     {
1076     /* some debugging code to figure out item information */
1077     if (tmp->name != NULL)
1078     sprintf (putstring, "item name: %s item type: %d weight/value: %d",
1079     &tmp->name, tmp->type, (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1))));
1080     else
1081     sprintf (putstring, "item name: %s item type: %d weight/value: %d",
1082 root 1.148 &tmp->arch->archname, tmp->type, (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1))));
1083 root 1.18
1084     new_draw_info (NDI_UNIQUE, 0, op, putstring);
1085 root 1.58 }
1086 elmex 1.1
1087 root 1.18 /* philosophy:
1088     * It's easy to grab an item type from a pile, as long as it's
1089     * generic. This takes no game-time. For more detailed pickups
1090 root 1.58 * and selections, select-items should be used. This is a
1091 root 1.18 * grab-as-you-run type mode that's really useful for arrows for
1092     * example.
1093     * The drawback: right now it has no frontend, so you need to
1094     * stick the bits you want into a calculator in hex mode and then
1095     * convert to decimal and then 'pickup <#>
1096     */
1097    
1098     /* the first two modes are exclusive: if NOTHING we return, if
1099     * STOP then we stop. All the rest are applied sequentially,
1100     * meaning if any test passes, the item gets picked up. */
1101    
1102     /* if mode is set to pick nothing up, return */
1103    
1104     if (op->contr->mode & PU_NOTHING)
1105     return 1;
1106    
1107     /* if mode is set to stop when encountering objects, return */
1108     /* take STOP before INHIBIT since it doesn't actually pick
1109     * anything up */
1110    
1111     if (op->contr->mode & PU_STOP)
1112     return 0;
1113    
1114     /* useful for going into stores and not losing your settings... */
1115     /* and for battles wher you don't want to get loaded down while
1116     * fighting */
1117     if (op->contr->mode & PU_INHIBIT)
1118     return 1;
1119    
1120     /* prevent us from turning into auto-thieves :) */
1121     if (QUERY_FLAG (tmp, FLAG_UNPAID))
1122     continue;
1123    
1124     /* ignore known cursed objects */
1125     if (QUERY_FLAG (tmp, FLAG_KNOWN_CURSED) && op->contr->mode & PU_NOT_CURSED)
1126     continue;
1127    
1128     /* all food and drink if desired */
1129     /* question: don't pick up known-poisonous stuff? */
1130     if (op->contr->mode & PU_FOOD)
1131     if (tmp->type == FOOD)
1132     {
1133     pick_up (op, tmp);
1134     continue;
1135     }
1136 root 1.29
1137 root 1.18 if (op->contr->mode & PU_DRINK)
1138     if (tmp->type == DRINK || (tmp->type == POISON && !QUERY_FLAG (tmp, FLAG_KNOWN_CURSED)))
1139     {
1140     pick_up (op, tmp);
1141     continue;
1142     }
1143    
1144     if (op->contr->mode & PU_POTION)
1145     if (tmp->type == POTION)
1146     {
1147     pick_up (op, tmp);
1148     continue;
1149     }
1150    
1151     /* spellbooks, skillscrolls and normal books/scrolls */
1152     if (op->contr->mode & PU_SPELLBOOK)
1153     if (tmp->type == SPELLBOOK)
1154     {
1155     pick_up (op, tmp);
1156     continue;
1157     }
1158 root 1.29
1159 root 1.18 if (op->contr->mode & PU_SKILLSCROLL)
1160     if (tmp->type == SKILLSCROLL)
1161     {
1162     pick_up (op, tmp);
1163     continue;
1164     }
1165 root 1.29
1166 root 1.18 if (op->contr->mode & PU_READABLES)
1167 root 1.158 if (tmp->type == BOOK || tmp->type == SCROLL || tmp->type == INSCRIBABLE)
1168 root 1.18 {
1169     pick_up (op, tmp);
1170     continue;
1171     }
1172    
1173     /* wands/staves/rods/horns */
1174     if (op->contr->mode & PU_MAGIC_DEVICE)
1175     if (tmp->type == WAND || tmp->type == ROD || tmp->type == HORN)
1176     {
1177     pick_up (op, tmp);
1178     continue;
1179     }
1180    
1181     /* pick up all magical items */
1182     if (op->contr->mode & PU_MAGICAL)
1183     if (QUERY_FLAG (tmp, FLAG_KNOWN_MAGICAL) && !QUERY_FLAG (tmp, FLAG_KNOWN_CURSED))
1184     {
1185     pick_up (op, tmp);
1186     continue;
1187     }
1188    
1189     if (op->contr->mode & PU_VALUABLES)
1190     {
1191     if (tmp->type == MONEY || tmp->type == GEM)
1192     {
1193     pick_up (op, tmp);
1194     continue;
1195     }
1196     }
1197    
1198     /* rings & amulets - talismans seems to be typed AMULET */
1199     if (op->contr->mode & PU_JEWELS)
1200     if (tmp->type == RING || tmp->type == AMULET)
1201     {
1202     pick_up (op, tmp);
1203 root 1.29 continue;
1204     }
1205    
1206     /* we don't forget dragon food */
1207     if (op->contr->mode & PU_FLESH)
1208     if (tmp->type == FLESH)
1209     {
1210     pick_up (op, tmp);
1211 root 1.18 continue;
1212     }
1213    
1214     /* bows and arrows. Bows are good for selling! */
1215     if (op->contr->mode & PU_BOW)
1216     if (tmp->type == BOW)
1217     {
1218     pick_up (op, tmp);
1219     continue;
1220     }
1221 root 1.29
1222 root 1.18 if (op->contr->mode & PU_ARROW)
1223     if (tmp->type == ARROW)
1224     {
1225     pick_up (op, tmp);
1226     continue;
1227     }
1228    
1229     /* all kinds of armor etc. */
1230     if (op->contr->mode & PU_ARMOUR)
1231     if (tmp->type == ARMOUR)
1232     {
1233     pick_up (op, tmp);
1234     continue;
1235     }
1236 root 1.29
1237 root 1.18 if (op->contr->mode & PU_HELMET)
1238     if (tmp->type == HELMET)
1239     {
1240     pick_up (op, tmp);
1241     continue;
1242     }
1243 root 1.29
1244 root 1.18 if (op->contr->mode & PU_SHIELD)
1245     if (tmp->type == SHIELD)
1246     {
1247     pick_up (op, tmp);
1248     continue;
1249     }
1250 root 1.29
1251 root 1.18 if (op->contr->mode & PU_BOOTS)
1252     if (tmp->type == BOOTS)
1253     {
1254     pick_up (op, tmp);
1255     continue;
1256     }
1257 root 1.29
1258 root 1.18 if (op->contr->mode & PU_GLOVES)
1259     if (tmp->type == GLOVES)
1260     {
1261     pick_up (op, tmp);
1262     continue;
1263     }
1264 root 1.29
1265 root 1.18 if (op->contr->mode & PU_CLOAK)
1266     if (tmp->type == CLOAK)
1267     {
1268     pick_up (op, tmp);
1269     continue;
1270     }
1271 elmex 1.1
1272 root 1.18 /* hoping to catch throwing daggers here */
1273     if (op->contr->mode & PU_MISSILEWEAPON)
1274     if (tmp->type == WEAPON && QUERY_FLAG (tmp, FLAG_IS_THROWN))
1275     {
1276     pick_up (op, tmp);
1277     continue;
1278     }
1279 elmex 1.1
1280 root 1.18 /* careful: chairs and tables are weapons! */
1281     if (op->contr->mode & PU_ALLWEAPON)
1282     {
1283     if (tmp->type == WEAPON && tmp->name != NULL)
1284     {
1285 root 1.148 if (strstr (tmp->name, "table") == NULL && strstr (tmp->arch->archname, "table") == NULL &&
1286     strstr (tmp->name, "chair") && strstr (tmp->arch->archname, "chair") == NULL)
1287 root 1.18 {
1288     pick_up (op, tmp);
1289     continue;
1290     }
1291     }
1292 root 1.29
1293 root 1.18 if (tmp->type == WEAPON && tmp->name == NULL)
1294     {
1295 root 1.148 if (strstr (tmp->arch->archname, "table") == NULL && strstr (tmp->arch->archname, "chair") == NULL)
1296 root 1.18 {
1297     pick_up (op, tmp);
1298     continue;
1299     }
1300     }
1301     }
1302 elmex 1.1
1303 root 1.18 /* misc stuff that's useful */
1304     if (op->contr->mode & PU_KEY)
1305     if (tmp->type == KEY || tmp->type == SPECIAL_KEY)
1306     {
1307     pick_up (op, tmp);
1308     continue;
1309     }
1310 elmex 1.1
1311 root 1.18 /* any of the last 4 bits set means we use the ratio for value
1312     * pickups */
1313     if (op->contr->mode & PU_RATIO)
1314     {
1315     /* use value density to decide what else to grab */
1316     /* >=7 was >= op->contr->mode */
1317     /* >=7 is the old standard setting. Now we take the last 4 bits
1318     * and multiply them by 5, giving 0..15*5== 5..75 */
1319     wvratio = (op->contr->mode & PU_RATIO) * 5;
1320     if ((query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1))) >= (unsigned int) wvratio)
1321     {
1322     pick_up (op, tmp);
1323 elmex 1.1 #if 0
1324 root 1.18 fprintf (stderr, "HIGH WEIGHT/VALUE [");
1325     if (tmp->name != NULL)
1326     {
1327     fprintf (stderr, "%s", tmp->name);
1328     }
1329     else
1330 root 1.148 fprintf (stderr, "%s", tmp->arch->archname);
1331 root 1.18 fprintf (stderr, ",%d] = ", tmp->type);
1332     fprintf (stderr, "%d\n", (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1))));
1333 elmex 1.1 #endif
1334 root 1.18 continue;
1335     }
1336     }
1337     } /* the new pickup model */
1338     }
1339 root 1.29
1340 root 1.18 return !stop;
1341 elmex 1.1 }
1342    
1343     /*
1344     * Find an arrow in the inventory and after that
1345     * in the right type container (quiver). Pointer to the
1346     * found object is returned.
1347     */
1348 root 1.18 object *
1349     find_arrow (object *op, const char *type)
1350 elmex 1.1 {
1351 root 1.103 object *tmp = 0;
1352 elmex 1.1
1353 root 1.18 for (op = op->inv; op; op = op->below)
1354     if (!tmp && op->type == CONTAINER && op->race == type && QUERY_FLAG (op, FLAG_APPLIED))
1355     tmp = find_arrow (op, type);
1356     else if (op->type == ARROW && op->race == type)
1357     return op;
1358 root 1.103
1359 root 1.18 return tmp;
1360 elmex 1.1 }
1361    
1362     /*
1363     * Similar to find_arrow, but looks for (roughly) the best arrow to use
1364     * against the target. A full test is not performed, simply a basic test
1365     * of resistances. The archer is making a quick guess at what he sees down
1366     * the hall. Failing that it does it's best to pick the highest plus arrow.
1367     */
1368 root 1.18 object *
1369     find_better_arrow (object *op, object *target, const char *type, int *better)
1370 elmex 1.1 {
1371 root 1.18 object *tmp = NULL, *arrow, *ntmp;
1372     int attacknum, attacktype, betterby = 0, i;
1373 elmex 1.1
1374 root 1.18 if (!type)
1375     return NULL;
1376 elmex 1.1
1377 root 1.18 for (arrow = op->inv; arrow; arrow = arrow->below)
1378     {
1379     if (arrow->type == CONTAINER && arrow->race == type && QUERY_FLAG (arrow, FLAG_APPLIED))
1380     {
1381     i = 0;
1382     ntmp = find_better_arrow (arrow, target, type, &i);
1383     if (i > betterby)
1384     {
1385     tmp = ntmp;
1386     betterby = i;
1387     }
1388     }
1389     else if (arrow->type == ARROW && arrow->race == type)
1390     {
1391     /* allways prefer assasination/slaying */
1392     if (target->race != NULL && arrow->slaying != NULL && strstr (arrow->slaying, target->race))
1393     {
1394     if (arrow->attacktype & AT_DEATH)
1395     {
1396     *better = 100;
1397     return arrow;
1398     }
1399     else
1400     {
1401     tmp = arrow;
1402     betterby = (arrow->magic + arrow->stats.dam) * 2;
1403     }
1404     }
1405     else
1406     {
1407     for (attacknum = 0; attacknum < NROFATTACKS; attacknum++)
1408     {
1409     attacktype = 1 << attacknum;
1410 root 1.149 if ((arrow->attacktype & attacktype) && (target->arch->resist[attacknum]) < 0)
1411     if (((arrow->magic + arrow->stats.dam) * (100 - target->arch->resist[attacknum]) / 100) > betterby)
1412 root 1.18 {
1413     tmp = arrow;
1414 root 1.149 betterby = (arrow->magic + arrow->stats.dam) * (100 - target->arch->resist[attacknum]) / 100;
1415 root 1.18 }
1416 root 1.11 }
1417 root 1.18 if ((2 + arrow->magic + arrow->stats.dam) > betterby)
1418     {
1419     tmp = arrow;
1420     betterby = 2 + arrow->magic + arrow->stats.dam;
1421 root 1.11 }
1422 root 1.18 if (arrow->title && (1 + arrow->magic + arrow->stats.dam) > betterby)
1423     {
1424     tmp = arrow;
1425     betterby = 1 + arrow->magic + arrow->stats.dam;
1426 root 1.11 }
1427     }
1428     }
1429 elmex 1.1 }
1430 root 1.18 if (tmp == NULL && arrow == NULL)
1431     return find_arrow (op, type);
1432 elmex 1.1
1433 root 1.18 *better = betterby;
1434     return tmp;
1435 elmex 1.1 }
1436    
1437     /* looks in a given direction, finds the first valid target, and calls
1438     * find_better_arrow to find a decent arrow to use.
1439     * op = the shooter
1440     * type = bow->race
1441     * dir = fire direction
1442     */
1443 root 1.18 object *
1444     pick_arrow_target (object *op, const char *type, int dir)
1445 elmex 1.1 {
1446 root 1.18 object *tmp = NULL;
1447 root 1.25 maptile *m;
1448 root 1.18 int i, mflags, found, number;
1449     sint16 x, y;
1450    
1451     if (op->map == NULL)
1452     return find_arrow (op, type);
1453    
1454     /* do a dex check */
1455     number = (die_roll (2, 40, op, PREFER_LOW) - 2) / 2;
1456     if (number > (op->stats.Dex + (op->chosen_skill ? op->chosen_skill->level : op->level)))
1457     return find_arrow (op, type);
1458    
1459     m = op->map;
1460     x = op->x;
1461     y = op->y;
1462    
1463     /* find the first target */
1464     for (i = 0, found = 0; i < 20; i++)
1465     {
1466     x += freearr_x[dir];
1467     y += freearr_y[dir];
1468     mflags = get_map_flags (m, &m, x, y, &x, &y);
1469     if (mflags & P_OUT_OF_MAP || mflags & P_BLOCKSVIEW)
1470     {
1471     tmp = NULL;
1472     break;
1473     }
1474     else if (GET_MAP_MOVE_BLOCK (m, x, y) == MOVE_FLY_LOW)
1475     {
1476     /* This block presumes arrows and the like are MOVE_FLY_SLOW -
1477     * perhaps a bad assumption.
1478     */
1479     tmp = NULL;
1480     break;
1481 root 1.11 }
1482 root 1.18 if (mflags & P_IS_ALIVE)
1483     {
1484     for (tmp = GET_MAP_OB (m, x, y); tmp; tmp = tmp->above)
1485     if (QUERY_FLAG (tmp, FLAG_ALIVE))
1486     {
1487     found++;
1488 root 1.11 break;
1489 root 1.18 }
1490     if (found)
1491     break;
1492 root 1.11 }
1493 elmex 1.1 }
1494 root 1.18 if (tmp == NULL)
1495     return find_arrow (op, type);
1496 elmex 1.1
1497 root 1.18 if (tmp->head)
1498     tmp = tmp->head;
1499 elmex 1.1
1500 root 1.18 return find_better_arrow (op, tmp, type, &i);
1501 elmex 1.1 }
1502    
1503     /*
1504     * Creature fires a bow - op can be monster or player. Returns
1505     * 1 if bow was actually fired, 0 otherwise.
1506     * op is the object firing the bow.
1507     * part is for multipart creatures - the part firing the bow.
1508     * dir is the direction of fire.
1509     * wc_mod is any special modifier to give (used in special player fire modes)
1510     * sx, sy are coordinates to fire arrow from - also used in some of the special
1511     * player fire modes.
1512     */
1513 root 1.18 int
1514     fire_bow (object *op, object *part, object *arrow, int dir, int wc_mod, sint16 sx, sint16 sy)
1515 elmex 1.1 {
1516 root 1.18 object *left, *bow;
1517 root 1.132 int mflags;
1518 root 1.25 maptile *m;
1519 elmex 1.1
1520 root 1.18 if (!dir)
1521     {
1522     new_draw_info (NDI_UNIQUE, 0, op, "You can't shoot yourself!");
1523     return 0;
1524 elmex 1.1 }
1525 root 1.48
1526 root 1.136 if (op->contr)
1527     bow = op->current_weapon;
1528 root 1.18 else
1529     {
1530     for (bow = op->inv; bow; bow = bow->below)
1531     /* Don't check for applied - monsters don't apply bows - in that way, they
1532     * don't need to switch back and forth between bows and weapons.
1533     */
1534     if (bow->type == BOW)
1535     break;
1536 root 1.11
1537 root 1.18 if (!bow)
1538     {
1539     LOG (llevError, "Range: bow without activated bow (%s).\n", &op->name);
1540     return 0;
1541 root 1.11 }
1542 root 1.118
1543     // optimisation: move object to top so we will find it quickly again
1544     if (bow->below)
1545     {
1546     bow->remove ();
1547     op->insert (bow);
1548     }
1549    
1550 elmex 1.1 }
1551 root 1.48
1552 root 1.18 if (!bow->race || !bow->skill)
1553     {
1554     new_draw_info_format (NDI_UNIQUE, 0, op, "Your %s is broken.", &bow->name);
1555     return 0;
1556 elmex 1.1 }
1557    
1558 root 1.18 if (arrow == NULL)
1559     {
1560     if ((arrow = find_arrow (op, bow->race)) == NULL)
1561     {
1562     if (op->type == PLAYER)
1563     new_draw_info_format (NDI_UNIQUE, 0, op, "You have no %s left.", &bow->race);
1564     /* FLAG_READY_BOW will get reset if the monsters picks up some arrows */
1565     else
1566     CLEAR_FLAG (op, FLAG_READY_BOW);
1567 root 1.116
1568 root 1.18 return 0;
1569 root 1.11 }
1570 elmex 1.1 }
1571 root 1.48
1572 root 1.18 mflags = get_map_flags (op->map, &m, sx, sy, &sx, &sy);
1573     if (mflags & P_OUT_OF_MAP)
1574 root 1.48 return 0;
1575    
1576 root 1.18 if (GET_MAP_MOVE_BLOCK (m, sx, sy) == MOVE_FLY_LOW)
1577     {
1578     new_draw_info (NDI_UNIQUE, 0, op, "Something is in the way.");
1579     return 0;
1580     }
1581    
1582     /* this should not happen, but sometimes does */
1583     if (arrow->nrof == 0)
1584     {
1585 root 1.33 arrow->destroy ();
1586 root 1.18 return 0;
1587     }
1588    
1589     left = arrow; /* these are arrows left to the player */
1590     arrow = get_split_ob (arrow, 1);
1591 root 1.48 if (!arrow)
1592 root 1.18 {
1593     new_draw_info_format (NDI_UNIQUE, 0, op, "You have no %s left.", &bow->race);
1594     return 0;
1595 elmex 1.1 }
1596 root 1.48
1597 root 1.34 arrow->set_owner (op);
1598 root 1.18 arrow->skill = bow->skill;
1599     arrow->direction = dir;
1600    
1601 root 1.124 arrow->stats.sp = arrow->stats.wc; /* save original wc, dam, attacktype and slaying */
1602     arrow->stats.hp = arrow->stats.dam;
1603     arrow->stats.grace = arrow->attacktype;
1604    
1605     if (arrow->slaying)
1606     arrow->spellarg = strdup (arrow->slaying);
1607    
1608 root 1.142 #if 0
1609 root 1.131 if (player *pl = op->contr)
1610 root 1.18 {
1611 root 1.142 float speed = pl->weapon_sp;
1612 root 1.132
1613 root 1.142 /* penalize ROF for bestarrow */
1614     if (pl->bowtype == bow_bestarrow)
1615     speed *= .9f;
1616     else
1617     speed *= 1.f + dex_bonus[op->stats.Dex] * .2f;
1618 root 1.131
1619 root 1.142 op->speed_left += speed - op->speed;
1620     }
1621 root 1.132 #endif
1622 elmex 1.1
1623 root 1.18 SET_ANIMATION (arrow, arrow->direction);
1624 root 1.116
1625 root 1.18 /* update the speed */
1626 root 1.142 arrow->speed = ((bow->flag [FLAG_NO_STRENGTH] ? 0 : dam_bonus[op->stats.Str]) + bow->magic + arrow->magic) / 5.f
1627     + bow->stats.dam / 7.f;
1628 root 1.18
1629 root 1.142 arrow->set_speed (max (arrow->speed, 2.f));
1630 root 1.18 arrow->speed_left = 0;
1631    
1632 root 1.129 int wc = op->stats.wc + wc_mod - arrow->magic - arrow->stats.wc;
1633 root 1.116
1634 root 1.18 if (op->type == PLAYER)
1635     {
1636 root 1.116 arrow->level = op->chosen_skill ? op->chosen_skill->level : op->level;
1637 root 1.129 wc -= dex_bonus[op->stats.Dex];
1638 root 1.18
1639 root 1.116 if (!arrow->slaying)
1640     arrow->slaying = op->slaying;
1641 root 1.124
1642     arrow->attacktype |= op->attacktype;
1643 elmex 1.1 }
1644 root 1.18 else
1645     {
1646     arrow->level = op->level;
1647 root 1.116 arrow->stats.wc -= bow->magic;
1648    
1649     if (!arrow->slaying)
1650     arrow->slaying = bow->slaying;
1651 root 1.124
1652     arrow->attacktype |= bow->attacktype;
1653 elmex 1.1 }
1654 root 1.24
1655 root 1.129 wc -= arrow->level;
1656     arrow->stats.dam = clamp (arrow->stats.dam + op->stats.dam + arrow->magic, MIN_DAM, MAX_DAM);
1657 root 1.24
1658 root 1.129 arrow->stats.wc = clamp (wc, MIN_WC, MAX_WC);
1659 root 1.18 arrow->move_type = MOVE_FLY_LOW;
1660     arrow->move_on = MOVE_FLY_LOW | MOVE_WALK;
1661    
1662 root 1.156 op->play_sound (sound_find ("fire_arrow"));
1663 root 1.70 m->insert (arrow, sx, sy, op);
1664 root 1.18
1665 root 1.24 if (!arrow->destroyed ())
1666 root 1.18 move_arrow (arrow);
1667 elmex 1.1
1668 root 1.18 if (op->type == PLAYER)
1669     {
1670 root 1.24 if (left->destroyed ())
1671     esrv_del_item (op->contr, left->count);
1672 root 1.18 else
1673     esrv_send_item (op, left);
1674 elmex 1.1 }
1675 root 1.24
1676 root 1.18 return 1;
1677 elmex 1.1 }
1678    
1679     /* Special fire code for players - this takes into
1680     * account the special fire modes players can have
1681     * but monsters can't. Putting that code here
1682     * makes the fire_bow code much cleaner.
1683     * this function should only be called if 'op' is a player,
1684     * hence the function name.
1685     */
1686 root 1.18 int
1687     player_fire_bow (object *op, int dir)
1688 elmex 1.1 {
1689 root 1.18 int ret = 0, wcmod = 0;
1690    
1691     if (op->contr->bowtype == bow_bestarrow)
1692     {
1693 root 1.118 ret = fire_bow (op, op, pick_arrow_target (op, op->contr->ranged_ob->race, dir), dir, 0, op->x, op->y);
1694 root 1.18 }
1695     else if (op->contr->bowtype >= bow_n && op->contr->bowtype <= bow_nw)
1696     {
1697     if (!similar_direction (dir, op->contr->bowtype - bow_n + 1))
1698     wcmod = -1;
1699 root 1.74
1700 root 1.18 ret = fire_bow (op, op, NULL, op->contr->bowtype - bow_n + 1, wcmod, op->x, op->y);
1701     }
1702     else if (op->contr->bowtype == bow_threewide)
1703     {
1704     ret = fire_bow (op, op, NULL, dir, 0, op->x, op->y);
1705     ret |= fire_bow (op, op, NULL, dir, -5, op->x + freearr_x[absdir (dir + 2)], op->y + freearr_y[absdir (dir + 2)]);
1706     ret |= fire_bow (op, op, NULL, dir, -5, op->x + freearr_x[absdir (dir - 2)], op->y + freearr_y[absdir (dir - 2)]);
1707     }
1708     else if (op->contr->bowtype == bow_spreadshot)
1709     {
1710     ret |= fire_bow (op, op, NULL, dir, 0, op->x, op->y);
1711     ret |= fire_bow (op, op, NULL, absdir (dir - 1), -5, op->x, op->y);
1712     ret |= fire_bow (op, op, NULL, absdir (dir + 1), -5, op->x, op->y);
1713 elmex 1.1 }
1714 root 1.18 else
1715     {
1716     /* Simple case */
1717     ret = fire_bow (op, op, NULL, dir, 0, op->x, op->y);
1718     }
1719 root 1.121
1720 root 1.18 return ret;
1721 elmex 1.1 }
1722    
1723     /* Fires a misc (wand/rod/horn) object in 'dir'.
1724     * Broken apart from 'fire' to keep it more readable.
1725     */
1726 root 1.18 void
1727     fire_misc_object (object *op, int dir)
1728 elmex 1.1 {
1729 root 1.118 object *item = op->contr->ranged_ob;
1730 elmex 1.1
1731 root 1.118 if (!item)
1732 root 1.18 {
1733     new_draw_info (NDI_UNIQUE, 0, op, "You have range item readied.");
1734     return;
1735 elmex 1.1 }
1736    
1737 root 1.18 if (!item->inv)
1738     {
1739     LOG (llevError, "Object %s lacks a spell\n", &item->name);
1740     return;
1741 elmex 1.1 }
1742 root 1.118
1743 root 1.126 if (!op->change_weapon (item))
1744     return;
1745 root 1.121
1746 root 1.18 if (item->type == WAND)
1747     {
1748     if (item->stats.food <= 0)
1749     {
1750 root 1.156 op->contr->play_sound (sound_find ("wand_poof"));
1751 root 1.18 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s goes poof.", query_base_name (item, 0));
1752 root 1.121
1753 root 1.18 return;
1754 root 1.11 }
1755 root 1.18 }
1756     else if (item->type == ROD || item->type == HORN)
1757     {
1758     if (item->stats.hp < MAX (item->inv->stats.sp, item->inv->stats.grace))
1759     {
1760 root 1.156 op->contr->play_sound (sound_find ("wand_poof"));
1761 root 1.121
1762 root 1.18 if (item->type == ROD)
1763     new_draw_info_format (NDI_UNIQUE, 0, op, "The %s whines for a while, but nothing happens.", query_base_name (item, 0));
1764     else
1765     new_draw_info_format (NDI_UNIQUE, 0, op, "The %s needs more time to charge.", query_base_name (item, 0));
1766 root 1.121
1767 root 1.18 return;
1768 root 1.11 }
1769 elmex 1.1 }
1770    
1771 root 1.18 if (cast_spell (op, item, dir, item->inv, NULL))
1772     {
1773     SET_FLAG (op, FLAG_BEEN_APPLIED); /* You now know something about it */
1774     if (item->type == WAND)
1775     {
1776     if (!(--item->stats.food))
1777     {
1778     object *tmp;
1779    
1780     if (item->arch)
1781     {
1782     CLEAR_FLAG (item, FLAG_ANIMATE);
1783 root 1.149 item->face = item->arch->face;
1784 root 1.67 item->set_speed (0);
1785 root 1.11 }
1786 root 1.67
1787 root 1.49 if ((tmp = item->in_player ()))
1788 root 1.18 esrv_update_item (UPD_ANIM, tmp, item);
1789 root 1.11 }
1790     }
1791 root 1.18 else if (item->type == ROD || item->type == HORN)
1792 root 1.67 drain_rod_charge (item);
1793 elmex 1.1 }
1794     }
1795    
1796     /* Received a fire command for the player - go and do it.
1797     */
1798 root 1.142 bool
1799 root 1.18 fire (object *op, int dir)
1800     {
1801     int spellcost = 0;
1802 elmex 1.1
1803 root 1.18 /* check for loss of invisiblity/hide */
1804     if (action_makes_visible (op))
1805     make_visible (op);
1806 elmex 1.1
1807 root 1.118 player *pl = op->contr;
1808 elmex 1.1
1809 root 1.119 if (pl->golem)
1810     {
1811     control_golem (op->contr->golem, dir);
1812 root 1.142 return false;
1813 root 1.119 }
1814    
1815     object *ob = pl->ranged_ob;
1816 elmex 1.1
1817 root 1.119 if (!ob)
1818 root 1.142 return false;
1819 elmex 1.1
1820 root 1.136 if (!op->change_weapon (ob))
1821 root 1.142 return false;
1822    
1823     if (op->speed_left > 0.f)
1824     --op->speed_left;
1825     else
1826     return false;
1827 root 1.136
1828 root 1.119 switch (ob->type)
1829 root 1.118 {
1830 root 1.119 case BOW:
1831 root 1.118 player_fire_bow (op, dir);
1832 root 1.119 break;
1833    
1834     case SPELL:
1835     spellcost = cast_spell (op, op, dir, ob, pl->spellparam[0] ? pl->spellparam : 0);
1836     break;
1837 root 1.113
1838 root 1.119 case BUILDER:
1839 root 1.20 apply_map_builder (op, dir);
1840 root 1.119 break;
1841    
1842     case SKILL:
1843     do_skill (op, op, ob, dir, 0);
1844     break;
1845    
1846     default:
1847     fire_misc_object (op, dir);
1848     break;
1849 elmex 1.1 }
1850 root 1.142
1851     return true;
1852 elmex 1.1 }
1853    
1854     /* find_key
1855     * We try to find a key for the door as passed. If we find a key
1856     * and successfully use it, we return the key, otherwise NULL
1857     * This function merges both normal and locked door, since the logic
1858     * for both is the same - just the specific key is different.
1859     * pl is the player,
1860     * inv is the objects inventory to searched
1861     * door is the door we are trying to match against.
1862     * This function can be called recursively to search containers.
1863     */
1864 root 1.18 object *
1865     find_key (object *pl, object *container, object *door)
1866 elmex 1.1 {
1867 root 1.18 object *tmp, *key;
1868 elmex 1.1
1869 root 1.18 /* Should not happen, but sanity checking is never bad */
1870 root 1.103 if (!container->inv)
1871     return 0;
1872 elmex 1.1
1873 root 1.18 /* First, lets try to find a key in the top level inventory */
1874 root 1.103 for (tmp = container->inv; tmp; tmp = tmp->below)
1875 root 1.18 {
1876     if (door->type == DOOR && tmp->type == KEY)
1877     break;
1878     /* For sanity, we should really check door type, but other stuff
1879     * (like containers) can be locked with special keys
1880     */
1881     if (tmp->slaying && tmp->type == SPECIAL_KEY && tmp->slaying == door->slaying)
1882     break;
1883     }
1884 root 1.103
1885 root 1.18 /* No key found - lets search inventories now */
1886     /* If we find and use a key in an inventory, return at that time.
1887     * otherwise, if we search all the inventories and still don't find
1888     * a key, return
1889     */
1890     if (!tmp)
1891     {
1892 root 1.103 for (tmp = container->inv; tmp; tmp = tmp->below)
1893 root 1.18 {
1894     /* No reason to search empty containers */
1895     if (tmp->type == CONTAINER && tmp->inv)
1896     {
1897 root 1.103 if ((key = find_key (pl, tmp, door)))
1898 root 1.18 return key;
1899     }
1900     }
1901 root 1.103
1902 root 1.18 if (!tmp)
1903     return NULL;
1904 elmex 1.1 }
1905 root 1.103
1906 root 1.18 /* We get down here if we have found a key. Now if its in a container,
1907     * see if we actually want to use it
1908     */
1909     if (pl != container)
1910     {
1911     /* Only let players use keys in containers */
1912     if (!pl->contr)
1913     return NULL;
1914     /* cases where this fails:
1915     * If we only search the player inventory, return now since we
1916     * are not in the players inventory.
1917     * If the container is not active, return now since only active
1918     * containers can be used.
1919     * If we only search keyrings and the container does not have
1920     * a race/isn't a keyring.
1921     * No checking for all containers - to fall through past here,
1922     * inv must have been an container and must have been active.
1923     *
1924     * Change the color so that the message doesn't disappear with
1925     * all the others.
1926     */
1927     if (pl->contr->usekeys == key_inventory ||
1928     !QUERY_FLAG (container, FLAG_APPLIED) ||
1929     (pl->contr->usekeys == keyrings && (!container->race || strcmp (container->race, "keys"))))
1930     {
1931     new_draw_info_format (NDI_UNIQUE | NDI_BROWN, 0, pl,
1932     "The %s in your %s vibrates as you approach the door", query_name (tmp), query_name (container));
1933     return NULL;
1934 root 1.11 }
1935 elmex 1.1 }
1936 root 1.103
1937 root 1.18 return tmp;
1938 elmex 1.1 }
1939    
1940     /* moved door processing out of move_player_attack.
1941     * returns 1 if player has opened the door with a key
1942     * such that the caller should not do anything more,
1943     * 0 otherwise
1944     */
1945 root 1.18 static int
1946     player_attack_door (object *op, object *door)
1947 elmex 1.1 {
1948 root 1.142 /* If its a door, try to find a key. If we do destroy the door,
1949 root 1.18 * might as well return immediately as there is nothing more to do -
1950     * otherwise, we fall through to the rest of the code.
1951     */
1952     object *key = find_key (op, op, door);
1953    
1954 root 1.142 /* If we found a key, do some extra work */
1955 root 1.18 if (key)
1956     {
1957     object *container = key->env;
1958    
1959     if (action_makes_visible (op))
1960     make_visible (op);
1961 root 1.117
1962 root 1.18 if (door->inv && (door->inv->type == RUNE || door->inv->type == TRAP))
1963     spring_trap (door->inv, op);
1964 root 1.103
1965 root 1.18 if (door->type == DOOR)
1966 root 1.103 hit_player (door, 9998, op, AT_PHYSICAL, 1); /* Break through the door */
1967 root 1.18 else if (door->type == LOCKED_DOOR)
1968     {
1969     new_draw_info_format (NDI_UNIQUE, NDI_BROWN, op, "You open the door with the %s", query_short_name (key));
1970     remove_door2 (door); /* remove door without violence ;-) */
1971     }
1972 root 1.103
1973 root 1.18 /* Do this after we print the message */
1974     decrease_ob (key); /* Use up one of the keys */
1975     /* Need to update the weight the container the key was in */
1976     if (container != op)
1977     esrv_update_item (UPD_WEIGHT, op, container);
1978 root 1.103
1979 root 1.18 return 1; /* Nothing more to do below */
1980     }
1981     else if (door->type == LOCKED_DOOR)
1982     {
1983     /* Might as well return now - no other way to open this */
1984     new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, door->msg);
1985     return 1;
1986 elmex 1.1 }
1987 root 1.103
1988 root 1.18 return 0;
1989 elmex 1.1 }
1990    
1991     /* This function is just part of a breakup from move_player.
1992     * It should keep the code cleaner.
1993     * When this is called, the players direction has been updated
1994     * (taking into account confusion.) The player is also actually
1995     * going to try and move (not fire weapons).
1996     */
1997 root 1.142 bool
1998 root 1.18 move_player_attack (object *op, int dir)
1999 elmex 1.1 {
2000 root 1.18 int on_battleground;
2001    
2002 root 1.117 sint16 nx = freearr_x[dir] + op->x;
2003     sint16 ny = freearr_y[dir] + op->y;
2004 root 1.18
2005 root 1.49 on_battleground = op_on_battleground (op, 0, 0);
2006 root 1.18
2007 root 1.142 if (out_of_map (op->map, nx, ny))
2008     return false;
2009    
2010     if (!op->contr->braced && op->speed_left > 0.f && move_ob (op, dir, op))
2011     {
2012     --op->speed_left;
2013     return true;
2014     }
2015    
2016 root 1.18 /* If braced, or can't move to the square, and it is not out of the
2017     * map, attack it. Note order of if statement is important - don't
2018     * want to be calling move_ob if braced, because move_ob will move the
2019     * player. This is a pretty nasty hack, because if we could
2020     * move to some space, it then means that if we are braced, we should
2021     * do nothing at all. As it is, if we are braced, we go through
2022     * quite a bit of processing. However, it probably is less than what
2023     * move_ob uses.
2024     */
2025 root 1.142 maptile *m = op->map->xy_find (nx, ny);
2026    
2027     /* Go through all the objects, and find ones of interest. Only stop if
2028     * we find a monster - that is something we know we want to attack.
2029     * if its a door or barrel (can roll) see if there may be monsters
2030     * on the space
2031     */
2032     object *mon;
2033     for (mon = m->at (nx, ny).bot; mon; mon = mon->above)
2034 root 1.18 {
2035 root 1.142 if ((mon->flag [FLAG_ALIVE]
2036     || mon->type == LOCKED_DOOR
2037     || mon->flag [FLAG_CAN_ROLL])
2038     && mon != op)
2039     break;
2040     }
2041    
2042     if (!mon) /* This happens anytime the player tries to move */
2043     return false; /* into a wall */
2044 root 1.18
2045 root 1.142 mon = mon->head_ ();
2046 root 1.11
2047 root 1.142 if ((mon->type == DOOR && mon->stats.hp >= 0) || (mon->type == LOCKED_DOOR))
2048     if (op->contr->weapon_sp_left > 0.f)
2049     if (player_attack_door (op, mon))
2050 root 1.18 {
2051 root 1.142 --op->contr->weapon_sp_left;
2052     return true;
2053 root 1.18 }
2054    
2055 root 1.142 /* The following deals with possibly attacking peaceful
2056     * or friendly creatures. Basically, all players are considered
2057     * unaggressive. If the moving player has peaceful set, then the
2058     * object should be pushed instead of attacked. It is assumed that
2059     * if you are braced, you will not attack friends accidently,
2060     * and thus will not push them.
2061     */
2062 root 1.18
2063 root 1.142 /* If the creature is a pet, push it even if the player is not
2064     * peaceful. Our assumption is the creature is a pet if the
2065     * player owns it and it is either friendly or unagressive.
2066     */
2067     if (op->type == PLAYER
2068     && ((mon->owner && mon->owner->contr
2069     && same_party (mon->owner->contr->party, op->contr->party))
2070     || mon->owner == op)
2071     && (QUERY_FLAG (mon, FLAG_UNAGGRESSIVE) || QUERY_FLAG (mon, FLAG_FRIENDLY)))
2072     {
2073     /* If we're braced, we don't want to switch places with it */
2074     if (op->contr->braced)
2075     return false;
2076 root 1.18
2077 root 1.142 if (op->speed_left > 0.f)
2078     {
2079     --op->speed_left;
2080 root 1.85
2081 root 1.156 op->play_sound (sound_find ("push_player"));
2082 root 1.117 push_ob (mon, dir, op);
2083 root 1.142
2084 root 1.18 if (op->contr->tmp_invis || op->hide)
2085     make_visible (op);
2086 root 1.85
2087 root 1.142 return true;
2088 root 1.11 }
2089 root 1.142 else
2090     return false;
2091     }
2092 root 1.11
2093 root 1.142 /* in certain circumstances, you shouldn't attack friendly
2094     * creatures. Note that if you are braced, you can't push
2095     * someone, but put it inside this loop so that you won't
2096     * attack them either.
2097     */
2098     if ((mon->type == PLAYER || mon->enemy != op)
2099     && (mon->type == PLAYER || QUERY_FLAG (mon, FLAG_UNAGGRESSIVE) || QUERY_FLAG (mon, FLAG_FRIENDLY))
2100     && ((op->contr->peaceful
2101     || (mon->type == PLAYER && mon->contr->peaceful))
2102     && !on_battleground))
2103     {
2104     if (op->speed_left > 0.f)
2105 root 1.18 {
2106 root 1.142 --op->speed_left;
2107    
2108 root 1.18 if (!op->contr->braced)
2109     {
2110 root 1.156 op->play_sound (sound_find ("push_player"));
2111 root 1.85 push_ob (mon, dir, op);
2112 root 1.18 }
2113     else
2114 root 1.49 new_draw_info (0, 0, op, "You withhold your attack");
2115    
2116 root 1.18 if (op->contr->tmp_invis || op->hide)
2117     make_visible (op);
2118 root 1.142
2119     return true;
2120 root 1.11 }
2121 root 1.142 }
2122     /* If the object is a boulder or other rollable object, then
2123     * roll it if not braced. You can't roll it if you are braced.
2124     */
2125     else if (QUERY_FLAG (mon, FLAG_CAN_ROLL) && (!op->contr->braced))
2126     {
2127     if (op->speed_left > 0.f)
2128     {
2129     --op->speed_left;
2130 elmex 1.1
2131 root 1.18 recursive_roll (mon, dir, op);
2132     if (action_makes_visible (op))
2133     make_visible (op);
2134 root 1.142
2135     return true;
2136 root 1.11 }
2137 root 1.142 }
2138     /* Any generic living creature. Including things like doors.
2139     * Way it works is like this: First, it must have some hit points
2140     * and be living. Then, it must be one of the following:
2141     * 1) Not a player, 2) A player, but of a different party. Note
2142     * that party_number -1 is no party, so attacks can still happen.
2143     */
2144     else if ((mon->stats.hp >= 0) && QUERY_FLAG (mon, FLAG_ALIVE) &&
2145     ((mon->type != PLAYER || op->contr->party == NULL || op->contr->party != mon->contr->party)))
2146     {
2147 root 1.143 if (op->contr->weapon_sp_left > 0.f && !op->flag [FLAG_WIZPASS])
2148 root 1.18 {
2149 root 1.142 --op->contr->weapon_sp_left;
2150 root 1.11
2151 root 1.49 skill_attack (mon, op, 0, 0, 0);
2152 root 1.11
2153 root 1.18 if (action_makes_visible (op))
2154     make_visible (op);
2155 root 1.142
2156     return true;
2157 root 1.11 }
2158 root 1.142 }
2159    
2160     return false;
2161 elmex 1.1 }
2162    
2163 root 1.142 bool
2164 root 1.18 move_player (object *op, int dir)
2165     {
2166     int pick;
2167 elmex 1.1
2168 root 1.84 if (!op->map || op->map->in_memory != MAP_IN_MEMORY)
2169 root 1.18 return 0;
2170 elmex 1.1
2171 root 1.18 /* Sanity check: make sure dir is valid */
2172     if ((dir < 0) || (dir >= 9))
2173     {
2174     LOG (llevError, "move_player: invalid direction %d\n", dir);
2175     return 0;
2176 elmex 1.1 }
2177    
2178 root 1.84 /* peterm: added following line */
2179 root 1.18 if (QUERY_FLAG (op, FLAG_CONFUSED) && dir)
2180 root 1.99 dir = absdir (dir + rndm (3) + rndm (3) - 2);
2181 root 1.18
2182     op->facing = dir;
2183    
2184     if (op->hide)
2185     do_hidden_move (op);
2186    
2187 root 1.142 bool retval;
2188    
2189 root 1.18 if (INVOKE_PLAYER (MOVE, op->contr, ARG_INT (dir)))
2190 root 1.142 retval = RESULT_INT (0);
2191 root 1.18 else if (op->contr->fire_on)
2192 root 1.142 retval = fire (op, dir);
2193 root 1.18 else
2194     {
2195 root 1.142 retval = move_player_attack (op, dir);
2196 root 1.18 pick = check_pick (op);
2197     }
2198 elmex 1.1
2199 root 1.18 /* Add special check for newcs players and fire on - this way, the
2200     * server can handle repeat firing.
2201     */
2202     if (op->contr->fire_on || (op->contr->run_on && pick != 0))
2203 root 1.49 op->direction = dir;
2204 root 1.18 else
2205 root 1.49 op->direction = 0;
2206    
2207 root 1.18 /* Update how the player looks. Use the facing, so direction may
2208     * get reset to zero. This allows for full animation capabilities
2209     * for players.
2210     */
2211     animate_object (op, op->facing);
2212 root 1.142
2213     return retval;
2214 elmex 1.1 }
2215    
2216     /* This is similar to handle_player, below, but is only used by the
2217     * new client/server stuff.
2218     * This is sort of special, in that the new client/server actually uses
2219     * the new speed values for commands.
2220     *
2221 root 1.142 * Returns true if there are more actions we can do. Should not do
2222     * many actions in a row, as that would be too unfair to other
2223     * players.
2224 elmex 1.1 */
2225 root 1.142 bool
2226 root 1.18 handle_newcs_player (object *op)
2227 elmex 1.1 {
2228 root 1.18 if (QUERY_FLAG (op, FLAG_SCARED))
2229     {
2230 root 1.142 if (op->speed_left > 0.f)
2231 root 1.18 {
2232 root 1.132 --op->speed_left;
2233 root 1.142 flee_player (op);
2234    
2235     return true;
2236 root 1.11 }
2237 root 1.142 else
2238     return false;
2239 elmex 1.1 }
2240    
2241 root 1.18 /* call this here - we also will call this in do_ericserver, but
2242     * the players time has been increased when doericserver has been
2243     * called, so we recheck it here.
2244     */
2245 root 1.83 if (op->contr->ns->handle_command ())
2246 root 1.142 return true;
2247 root 1.47
2248 root 1.142 if (op->direction && (op->contr->run_on || op->contr->fire_on))
2249     return move_player (op, op->direction);
2250 elmex 1.1
2251 root 1.142 return false;
2252 root 1.18 }
2253    
2254     int
2255     save_life (object *op)
2256     {
2257     if (!QUERY_FLAG (op, FLAG_LIFESAVE))
2258 elmex 1.1 return 0;
2259 root 1.18
2260 root 1.41 for (object *tmp = op->inv; tmp; tmp = tmp->below)
2261 root 1.18 if (QUERY_FLAG (tmp, FLAG_APPLIED) && QUERY_FLAG (tmp, FLAG_LIFESAVE))
2262     {
2263 root 1.156 op->play_sound (sound_find ("ob_evaporate"));
2264 root 1.18 new_draw_info_format (NDI_UNIQUE, 0, op, "Your %s vibrates violently, then evaporates.", query_name (tmp));
2265 root 1.33
2266 root 1.18 if (op->contr)
2267     esrv_del_item (op->contr, tmp->count);
2268 root 1.33
2269     tmp->destroy ();
2270 root 1.18 CLEAR_FLAG (op, FLAG_LIFESAVE);
2271 root 1.33
2272 root 1.18 if (op->stats.hp < 0)
2273     op->stats.hp = op->stats.maxhp;
2274 root 1.33
2275 root 1.18 if (op->stats.food < 0)
2276     op->stats.food = 999;
2277 root 1.33
2278 root 1.54 op->update_stats ();
2279 root 1.18 return 1;
2280     }
2281 root 1.41
2282 root 1.18 LOG (llevError, "Error: LIFESAVE set without applied object.\n");
2283     CLEAR_FLAG (op, FLAG_LIFESAVE);
2284     enter_player_savebed (op); /* bring him home. */
2285     return 0;
2286 elmex 1.1 }
2287    
2288     /* This goes throws the inventory and removes unpaid objects, and puts them
2289     * back in the map (location and map determined by values of env). This
2290     * function will descend into containers. op is the object to start the search
2291     * from.
2292     */
2293 root 1.154 static void
2294     drop_unpaid_items (object *op, object *env)
2295 elmex 1.1 {
2296 root 1.18 while (op)
2297     {
2298 root 1.70 object *next = op->below; /* Make sure we have a good value, in case we remove object 'op' */
2299    
2300 root 1.18 if (QUERY_FLAG (op, FLAG_UNPAID))
2301     {
2302     if (env->type == PLAYER)
2303     esrv_del_item (env->contr, op->count);
2304 root 1.70
2305     op->insert_at (env);
2306 root 1.18 }
2307     else if (op->inv)
2308 root 1.154 drop_unpaid_items (op->inv, env);
2309 root 1.41
2310 root 1.18 op = next;
2311 elmex 1.1 }
2312     }
2313    
2314 root 1.154 void
2315     object::drop_unpaid_items ()
2316     {
2317     if (!flag [FLAG_REMOVED])
2318     ::drop_unpaid_items (inv, this);
2319     }
2320    
2321 elmex 1.1 /*
2322     * Returns pointer a static string containing gravestone text
2323     * Moved from apply.c to player.c - player.c is what
2324     * actually uses this function. player.c may not be quite the
2325     * best, a misc file for object actions is probably better,
2326     * but there isn't one in the server directory.
2327     */
2328 root 1.18 char *
2329     gravestone_text (object *op)
2330 elmex 1.1 {
2331 root 1.18 static char buf2[MAX_BUF];
2332     char buf[MAX_BUF];
2333     time_t now = time (NULL);
2334    
2335     strcpy (buf2, " R.I.P.\n\n");
2336     if (op->type == PLAYER)
2337     sprintf (buf, "%s the %s\n", &op->name, op->contr->title);
2338     else
2339     sprintf (buf, "%s\n", &op->name);
2340 root 1.41
2341 root 1.18 strncat (buf2, " ", 20 - strlen (buf) / 2);
2342     strcat (buf2, buf);
2343     if (op->type == PLAYER)
2344     sprintf (buf, "who was in level %d when killed\n", op->level);
2345     else
2346     sprintf (buf, "who was in level %d when died.\n\n", op->level);
2347 root 1.41
2348 root 1.18 strncat (buf2, " ", 20 - strlen (buf) / 2);
2349     strcat (buf2, buf);
2350     if (op->type == PLAYER)
2351     {
2352     sprintf (buf, "by %s.\n\n", op->contr->killer);
2353     strncat (buf2, " ", 21 - strlen (buf) / 2);
2354     strcat (buf2, buf);
2355     }
2356 root 1.41
2357 root 1.18 strftime (buf, MAX_BUF, "%b %d %Y\n", localtime (&now));
2358     strncat (buf2, " ", 20 - strlen (buf) / 2);
2359     strcat (buf2, buf);
2360 root 1.41
2361 root 1.18 return buf2;
2362 elmex 1.1 }
2363    
2364 root 1.18 void
2365     do_some_living (object *op)
2366     {
2367     int last_food = op->stats.food;
2368 elmex 1.1 int gen_hp, gen_sp, gen_grace;
2369     int over_hp, over_sp, over_grace;
2370     int i;
2371     int rate_hp = 1200;
2372     int rate_sp = 2500;
2373     int rate_grace = 2000;
2374     const int max_hp = 1;
2375     const int max_sp = 1;
2376     const int max_grace = 1;
2377    
2378 root 1.107 if (op->contr->hidden)
2379     {
2380     op->invisible = 1000;
2381     /* the socket code flashes the player visible/invisible
2382     * depending on the value of invisible, so we need to
2383     * alternate it here for it to work correctly.
2384     */
2385     if (pticks & 2)
2386     op->invisible--;
2387     }
2388     else if (op->invisible && !(QUERY_FLAG (op, FLAG_MAKE_INVIS)))
2389     {
2390     if (!op->invisible--)
2391     {
2392     make_visible (op);
2393     new_draw_info (NDI_UNIQUE, 0, op, "Your invisibility spell runs out.");
2394     }
2395     }
2396    
2397 root 1.52 if (op->contr->ns->state == ST_PLAYING)
2398 root 1.18 {
2399     /* these next three if clauses make it possible to SLOW DOWN
2400     hp/grace/spellpoint regeneration. */
2401     if (op->contr->gen_hp >= 0)
2402     gen_hp = (op->contr->gen_hp + 1) * op->stats.maxhp;
2403     else
2404     {
2405     gen_hp = op->stats.maxhp;
2406     rate_hp -= rate_hp / 2 * op->contr->gen_hp;
2407     }
2408 root 1.55
2409 root 1.18 if (op->contr->gen_sp >= 0)
2410     gen_sp = (op->contr->gen_sp + 1) * op->stats.maxsp;
2411     else
2412     {
2413     gen_sp = op->stats.maxsp;
2414     rate_sp -= rate_sp / 2 * op->contr->gen_sp;
2415     }
2416 root 1.55
2417 root 1.18 if (op->contr->gen_grace >= 0)
2418     gen_grace = (op->contr->gen_grace + 1) * op->stats.maxgrace;
2419     else
2420     {
2421     gen_grace = op->stats.maxgrace;
2422     rate_grace -= rate_grace / 2 * op->contr->gen_grace;
2423     }
2424    
2425     /* Regenerate Grace */
2426     /* I altered this a little - maximum grace is ony achieved through prayer -b.t. */
2427     if (--op->last_grace < 0)
2428     {
2429     if (op->stats.grace < op->stats.maxgrace / 2)
2430     op->stats.grace++; /* no penalty in food for regaining grace */
2431 root 1.55
2432 root 1.18 if (max_grace > 1)
2433     {
2434     over_grace = (gen_grace < 20 ? 30 : gen_grace + 10) / rate_grace;
2435     if (over_grace > 0)
2436     {
2437     op->stats.sp += over_grace
2438     + (random_roll (0, rate_grace - 1, op, PREFER_HIGH) > ((gen_grace < 20 ? 30 : gen_grace + 10) % rate_grace)) ? -1 : 0;
2439     op->last_grace = 0;
2440     }
2441     else
2442     {
2443     op->last_grace = rate_grace / (gen_grace < 20 ? 30 : gen_grace + 10);
2444     }
2445     }
2446     else
2447     {
2448     op->last_grace = rate_grace / (gen_grace < 20 ? 30 : gen_grace + 10);
2449     }
2450     /* wearing stuff doesn't detract from grace generation. */
2451     }
2452    
2453 root 1.161 if (op->stats.food > 0)
2454 root 1.18 {
2455 root 1.161 /* Regenerate Spell Points */
2456     if (!op->contr->golem && --op->last_sp < 0)
2457 root 1.18 {
2458 root 1.161 gen_sp = gen_sp * 10 / (op->contr->gen_sp_armour < 10 ? 10 : op->contr->gen_sp_armour);
2459    
2460     if (op->stats.sp < op->stats.maxsp)
2461 root 1.18 {
2462 root 1.161 op->stats.sp++;
2463    
2464     /* dms do not consume food */
2465     if (!QUERY_FLAG (op, FLAG_WIZ))
2466     {
2467     op->stats.food--;
2468    
2469     if (op->contr->digestion < 0)
2470     op->stats.food += op->contr->digestion;
2471     else if (op->contr->digestion > 0 && random_roll (0, op->contr->digestion, op, PREFER_HIGH))
2472     op->stats.food = last_food;
2473     }
2474 root 1.18 }
2475 root 1.161
2476     if (max_sp > 1)
2477     {
2478     over_sp = (gen_sp + 10) / rate_sp;
2479     if (over_sp > 0)
2480     {
2481     if (op->stats.sp < op->stats.maxsp)
2482     {
2483     op->stats.sp += over_sp > max_sp ? max_sp : over_sp;
2484    
2485     if (random_roll (0, rate_sp - 1, op, PREFER_LOW) > ((gen_sp + 10) % rate_sp))
2486     op->stats.sp--;
2487    
2488     if (op->stats.sp > op->stats.maxsp)
2489     op->stats.sp = op->stats.maxsp;
2490     }
2491    
2492     op->last_sp = 0;
2493     }
2494     else
2495     op->last_sp = rate_sp / (gen_sp < 20 ? 30 : gen_sp + 10);
2496     }
2497     else
2498     op->last_sp = rate_sp / (gen_sp < 20 ? 30 : gen_sp + 10);
2499 root 1.18 }
2500 root 1.55
2501 root 1.161 /* Regenerate Hit Points */
2502     if (--op->last_heal < 0)
2503 root 1.18 {
2504 root 1.161 if (op->stats.hp < op->stats.maxhp)
2505 root 1.18 {
2506 root 1.161 op->stats.hp++;
2507    
2508     /* dms do not consume food */
2509     if (!QUERY_FLAG (op, FLAG_WIZ))
2510     {
2511     op->stats.food--;
2512    
2513     if (op->contr->digestion < 0)
2514     op->stats.food += op->contr->digestion;
2515     else if (op->contr->digestion > 0 && random_roll (0, op->contr->digestion, op, PREFER_HIGH))
2516     op->stats.food = last_food;
2517     }
2518 root 1.18 }
2519 root 1.161
2520     if (max_hp > 1)
2521 root 1.18 {
2522 root 1.161 over_hp = (gen_hp < 20 ? 30 : gen_hp + 10) / rate_hp;
2523    
2524     if (over_hp > 0)
2525     {
2526     op->stats.sp += over_hp + (RANDOM () % rate_hp > ((gen_hp < 20 ? 30 : gen_hp + 10) % rate_hp)) ? -1 : 0;
2527     op->last_heal = 0;
2528     }
2529     else
2530     op->last_heal = rate_hp / (gen_hp < 20 ? 30 : gen_hp + 10);
2531 root 1.18 }
2532 root 1.161 else
2533     op->last_heal = rate_hp / (gen_hp < 20 ? 30 : gen_hp + 10);
2534 root 1.18 }
2535 root 1.11 }
2536 elmex 1.1
2537 root 1.18 /* Digestion */
2538     if (--op->last_eat < 0)
2539     {
2540 root 1.155 int bonus = max (0, op->contr->digestion),
2541     penalty = max (0, -op->contr->digestion);
2542 root 1.18
2543 root 1.155 op->last_eat = 25 * (1 + bonus) / (max (0, op->contr->gen_hp) + penalty + 1);
2544 root 1.55
2545 root 1.18 /* dms do not consume food */
2546     if (!QUERY_FLAG (op, FLAG_WIZ))
2547     op->stats.food--;
2548 root 1.11 }
2549 elmex 1.1
2550 root 1.55 if (op->stats.food < 0 && op->stats.hp >= 0)
2551     {
2552     object *tmp, *flesh = 0;
2553 root 1.18
2554 root 1.55 for (tmp = op->inv; tmp; tmp = tmp->below)
2555 root 1.18 {
2556 root 1.55 if (!QUERY_FLAG (tmp, FLAG_UNPAID))
2557 root 1.18 {
2558 root 1.55 if (tmp->type == FOOD || tmp->type == DRINK || tmp->type == POISON)
2559     {
2560     new_draw_info (NDI_UNIQUE, 0, op, "You blindly grab for a bite of food.");
2561     manual_apply (op, tmp, 0);
2562     if (op->stats.food >= 0 || op->stats.hp < 0)
2563     break;
2564     }
2565     else if (tmp->type == FLESH)
2566     flesh = tmp;
2567     } /* End if paid for object */
2568     } /* end of for loop */
2569    
2570     /* If player is still starving, it means they don't have any food, so
2571     * eat flesh instead.
2572     */
2573     if (op->stats.food < 0 && op->stats.hp >= 0 && flesh)
2574     {
2575     new_draw_info (NDI_UNIQUE, 0, op, "You blindly grab for a bite of food.");
2576     manual_apply (op, flesh, 0);
2577     }
2578 root 1.11 }
2579 elmex 1.1
2580 root 1.161 if (op->stats.food < 0)
2581     {
2582     op->stats.hp += op->stats.food;
2583     op->stats.food = 0;
2584     }
2585 elmex 1.1
2586 root 1.55 if (op->stats.hp < 0 && !QUERY_FLAG (op, FLAG_WIZ))
2587     kill_player (op);
2588     }
2589 elmex 1.1 }
2590    
2591     /* If the player should die (lack of hp, food, etc), we call this.
2592     * op is the player in jeopardy. If the player can not be saved (not
2593     * permadeath, no lifesave), this will take care of removing the player
2594     * file.
2595     */
2596 root 1.18 void
2597     kill_player (object *op)
2598 elmex 1.1 {
2599 root 1.18 char buf[MAX_BUF];
2600     int x, y;
2601    
2602     //int i;
2603 root 1.25 maptile *map; /* this is for resurrection */
2604 root 1.18
2605     /* int z;
2606     int num_stats_lose;
2607     int lost_a_stat;
2608     int lose_this_stat;
2609     int this_stat; */
2610     int will_kill_again;
2611     archetype *at;
2612     object *tmp;
2613    
2614     if (save_life (op))
2615     return;
2616    
2617     /* If player dies on BATTLEGROUND, no stat/exp loss! For Combat-Arenas
2618     * in cities ONLY!!! It is very important that this doesn't get abused.
2619     * Look at op_on_battleground() for more info --AndreasV
2620     */
2621     if (op_on_battleground (op, &x, &y))
2622     {
2623     new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, "You have been defeated in combat!");
2624     new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, "Local medics have saved your life...");
2625    
2626     /* restore player */
2627 root 1.22 at = archetype::find ("poisoning");
2628 root 1.70 if (object *tmp = present_arch_in_ob (at, op))
2629 root 1.18 {
2630 root 1.33 tmp->destroy ();
2631 root 1.18 new_draw_info (NDI_UNIQUE, 0, op, "Your body feels cleansed");
2632     }
2633 elmex 1.1
2634 root 1.22 at = archetype::find ("confusion");
2635 root 1.70 if (object *tmp = present_arch_in_ob (at, op))
2636 root 1.18 {
2637 root 1.33 tmp->destroy ();
2638 root 1.18 new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer");
2639     }
2640    
2641 root 1.165 cure_disease (op, 0, 0); /* remove any disease */
2642 root 1.18 op->stats.hp = op->stats.maxhp;
2643     if (op->stats.food <= 0)
2644     op->stats.food = 999;
2645 elmex 1.1
2646 root 1.18 /* create a bodypart-trophy to make the winner happy */
2647 root 1.70 if (object *tmp = arch_to_object (archetype::find ("finger")))
2648 root 1.18 {
2649     sprintf (buf, "%s's finger", &op->name);
2650     tmp->name = buf;
2651     sprintf (buf, " This finger has been cut off %s\n"
2652     " the %s, when he was defeated at\n level %d by %s.\n",
2653     &op->name, op->contr->title, (int) (op->level), op->contr->killer);
2654     tmp->msg = buf;
2655 root 1.102 tmp->value = 0, tmp->type = 0;
2656     tmp->materialname = "organics";
2657 elmex 1.87 tmp->insert_at (op, tmp);
2658 root 1.18 }
2659 elmex 1.1
2660 root 1.18 /* teleport defeated player to new destination */
2661     transfer_ob (op, x, y, 0, NULL);
2662     op->contr->braced = 0;
2663     return;
2664 elmex 1.1 }
2665    
2666 root 1.18 INVOKE_PLAYER (DEATH, op->contr);
2667 root 1.3
2668 root 1.18 command_kill_pets (op, 0);
2669 elmex 1.1
2670 root 1.18 if (op->stats.food < 0)
2671     {
2672     sprintf (buf, "%s starved to death.", &op->name);
2673     strcpy (op->contr->killer, "starvation");
2674 elmex 1.1 }
2675 root 1.18 else
2676 root 1.89 sprintf (buf, "%s died.", &op->name);
2677 root 1.70
2678 root 1.156 op->contr->play_sound (sound_find ("player_dies"));
2679 elmex 1.1
2680 root 1.18 /* save the map location for corpse, gravestone */
2681 root 1.70 x = op->x;
2682     y = op->y;
2683 root 1.18 map = op->map;
2684 elmex 1.1
2685 root 1.54 /* NOT_PERMADEATH code. This basically brings the character back to
2686     * life if they are dead - it takes some exp and a random stat.
2687     * See the config.h file for a little more in depth detail about this.
2688     */
2689    
2690     /* Basically two ways to go - remove a stat permanently, or just
2691     * make it depletion. This bunch of code deals with that aspect
2692     * of death.
2693     */
2694     #ifndef COZY_SERVER
2695     if (settings.balanced_stat_loss)
2696 root 1.18 {
2697 root 1.54 /* If stat loss is permanent, lose one stat only. */
2698     /* Lower level chars don't lose as many stats because they suffer
2699     more if they do. */
2700     /* Higher level characters can afford things such as potions of
2701     restoration, or better, stat potions. So we slug them that
2702     little bit harder. */
2703     /* GD */
2704     if (settings.stat_loss_on_death)
2705     num_stats_lose = 1;
2706     else
2707     num_stats_lose = 1 + op->level / BALSL_NUMBER_LOSSES_RATIO;
2708     }
2709     else
2710 root 1.70 num_stats_lose = 1;
2711    
2712 root 1.54 lost_a_stat = 0;
2713    
2714     for (z = 0; z < num_stats_lose; z++)
2715     {
2716     i = RANDOM () % NUM_STATS;
2717 root 1.11
2718 root 1.54 if (settings.stat_loss_on_death)
2719 root 1.18 {
2720 root 1.54 /* Pick a random stat and take a point off it. Tell the player
2721     * what he lost.
2722     */
2723     change_attr_value (&(op->stats), i, -1);
2724     check_stat_bounds (&(op->stats));
2725     change_attr_value (&(op->contr->orig_stats), i, -1);
2726     check_stat_bounds (&(op->contr->orig_stats));
2727     new_draw_info (NDI_UNIQUE, 0, op, lose_msg[i]);
2728     lost_a_stat = 1;
2729 root 1.18 }
2730     else
2731     {
2732 root 1.54 /* deplete a stat */
2733     archetype *deparch = archetype::find ("depletion");
2734     object *dep;
2735 root 1.11
2736 root 1.54 dep = present_arch_in_ob (deparch, op);
2737     if (!dep)
2738 root 1.18 {
2739 root 1.54 dep = arch_to_object (deparch);
2740     insert_ob_in_ob (dep, op);
2741 root 1.18 }
2742 root 1.54 lose_this_stat = 1;
2743     if (settings.balanced_stat_loss)
2744 root 1.18 {
2745 root 1.54 /* GD */
2746     /* Get the stat that we're about to deplete. */
2747     this_stat = get_attr_value (&(dep->stats), i);
2748     if (this_stat < 0)
2749     {
2750     int loss_chance = 1 + op->level / BALSL_LOSS_CHANCE_RATIO;
2751     int keep_chance = this_stat * this_stat;
2752 root 1.18
2753 root 1.54 /* Yes, I am paranoid. Sue me. */
2754     if (keep_chance < 1)
2755     keep_chance = 1;
2756 root 1.18
2757 root 1.54 /* There is a maximum depletion total per level. */
2758     if (this_stat < -1 - op->level / BALSL_MAX_LOSS_RATIO)
2759     {
2760     lose_this_stat = 0;
2761     /* Take loss chance vs keep chance to see if we
2762     retain the stat. */
2763     }
2764     else
2765     {
2766     if (random_roll (0, loss_chance + keep_chance - 1, op, PREFER_LOW) < keep_chance)
2767     lose_this_stat = 0;
2768     /* LOG(llevDebug, "Determining stat loss. Stat: %d Keep: %d Lose: %d Result: %s.\n",
2769     this_stat, keep_chance, loss_chance,
2770     lose_this_stat?"LOSE":"KEEP"); */
2771 root 1.11 }
2772     }
2773 root 1.54 }
2774 root 1.18
2775 root 1.54 if (lose_this_stat)
2776     {
2777     this_stat = get_attr_value (&(dep->stats), i);
2778     /* We could try to do something clever like find another
2779     * stat to reduce if this fails. But chances are, if
2780     * stats have been depleted to -50, all are pretty low
2781     * and should be roughly the same, so it shouldn't make a
2782     * difference.
2783     */
2784     if (this_stat >= -50)
2785 root 1.18 {
2786 root 1.54 change_attr_value (&(dep->stats), i, -1);
2787     SET_FLAG (dep, FLAG_APPLIED);
2788     new_draw_info (NDI_UNIQUE, 0, op, lose_msg[i]);
2789     op->update_stats ();
2790     lost_a_stat = 1;
2791 root 1.11 }
2792     }
2793     }
2794 root 1.54 }
2795     /* If no stat lost, tell the player. */
2796     if (!lost_a_stat)
2797     {
2798     /* determine_god() seems to not work sometimes... why is this?
2799     Should I be using something else? GD */
2800     const char *god = determine_god (op);
2801 root 1.18
2802 root 1.54 if (god && (strcmp (god, "none")))
2803     new_draw_info_format (NDI_UNIQUE, 0, op, "For a brief moment you feel the holy presence of %s protecting" " you.", god);
2804     else
2805     new_draw_info (NDI_UNIQUE, 0, op, "For a brief moment you feel a holy presence protecting you.");
2806     }
2807 root 1.28 #else
2808 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.");
2809 elmex 1.1 #endif
2810    
2811 root 1.54 /* Put a gravestone up where the character 'almost' died. List the
2812     * exp loss on the stone.
2813     */
2814     tmp = arch_to_object (archetype::find ("gravestone"));
2815     sprintf (buf, "%s's gravestone", &op->name);
2816     tmp->name = buf;
2817     sprintf (buf, "%s's gravestones", &op->name);
2818     tmp->name_pl = buf;
2819     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);
2820     tmp->msg = buf;
2821     tmp->x = op->x, tmp->y = op->y;
2822     insert_ob_in_map (tmp, op->map, NULL, 0);
2823    
2824     /**************************************/
2825     /* */
2826     /* Subtract the experience points, */
2827     /* if we died cause of food, give us */
2828     /* food, and reset HP's... */
2829     /* */
2830     /**************************************/
2831    
2832     /* remove any poisoning and confusion the character may be suffering. */
2833     /* restore player */
2834     at = archetype::find ("poisoning");
2835     tmp = present_arch_in_ob (at, op);
2836    
2837     if (tmp)
2838     {
2839     tmp->destroy ();
2840     new_draw_info (NDI_UNIQUE, 0, op, "Your body feels cleansed");
2841     }
2842    
2843     at = archetype::find ("confusion");
2844     tmp = present_arch_in_ob (at, op);
2845     if (tmp)
2846     {
2847     tmp->destroy ();
2848     new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer");
2849     }
2850    
2851 root 1.165 cure_disease (op, 0, 0); /* remove any disease */
2852 root 1.54
2853     /*add_exp(op, (op->stats.exp * -0.20)); */
2854     apply_death_exp_penalty (op);
2855     if (op->stats.food < 100)
2856     op->stats.food = 900;
2857     op->stats.hp = op->stats.maxhp;
2858     op->stats.sp = MAX (op->stats.sp, op->stats.maxsp);
2859     op->stats.grace = MAX (op->stats.grace, op->stats.maxgrace);
2860 root 1.11
2861 root 1.54 /*
2862 root 1.108 * Check to see if the player has any unpaid items. If so, remove them
2863     * and put them back in the map.
2864 root 1.54 */
2865 root 1.154 op->drop_unpaid_items ();
2866 root 1.18
2867 root 1.54 /****************************************/
2868     /* */
2869     /* Move player to his current respawn- */
2870     /* position (usually last savebed) */
2871     /* */
2872     /****************************************/
2873 root 1.18
2874 root 1.54 enter_player_savebed (op);
2875 root 1.18
2876 root 1.54 op->contr->braced = 0;
2877 root 1.11
2878 root 1.54 /* it is possible that the player has blown something up
2879     * at his savebed location, and that can have long lasting
2880     * spell effects. So first see if there is a spell effect
2881     * on the space that might harm the player.
2882     */
2883     will_kill_again = 0;
2884     for (tmp = GET_MAP_OB (op->map, op->x, op->y); tmp; tmp = tmp->above)
2885     if (tmp->type == SPELL_EFFECT)
2886     will_kill_again |= tmp->attacktype;
2887 elmex 1.1
2888 root 1.54 if (will_kill_again)
2889 root 1.18 {
2890 root 1.54 object *force;
2891     int at;
2892 root 1.18
2893 root 1.54 force = get_archetype (FORCE_NAME);
2894     /* 50 ticks should be enough time for the spell to abate */
2895 root 1.133 force->speed = 0.1f;
2896     force->speed_left = -5.f;
2897 root 1.54 SET_FLAG (force, FLAG_APPLIED);
2898     for (at = 0; at < NROFATTACKS; at++)
2899     if (will_kill_again & (1 << at))
2900     force->resist[at] = 100;
2901 root 1.30
2902 root 1.54 insert_ob_in_ob (force, op);
2903     op->update_stats ();
2904 root 1.30
2905 root 1.54 }
2906 root 1.18
2907 root 1.54 new_draw_info (NDI_UNIQUE, 0, op, "YOU HAVE DIED.");
2908 elmex 1.1 }
2909    
2910 root 1.18 void
2911     loot_object (object *op)
2912     { /* Grab and destroy some treasure */
2913     object *tmp, *tmp2, *next;
2914 elmex 1.1
2915 root 1.103 op->close_container (); /* close open sack first */
2916 elmex 1.1
2917 root 1.54 for (tmp = op->inv; tmp; tmp = next)
2918 root 1.18 {
2919     next = tmp->below;
2920 root 1.54
2921 elmex 1.50 if (tmp->invisible)
2922 root 1.18 continue;
2923 root 1.54
2924 root 1.32 tmp->remove ();
2925 root 1.18 tmp->x = op->x, tmp->y = op->y;
2926 root 1.103
2927 root 1.18 if (tmp->type == CONTAINER)
2928 root 1.103 loot_object (tmp); /* empty container to ground */
2929    
2930 root 1.99 if (!QUERY_FLAG (tmp, FLAG_UNIQUE) && (QUERY_FLAG (tmp, FLAG_STARTEQUIP) || QUERY_FLAG (tmp, FLAG_NO_DROP) || !(rndm (3))))
2931 root 1.18 {
2932     if (tmp->nrof > 1)
2933     {
2934     tmp2 = get_split_ob (tmp, 1 + RANDOM () % (tmp->nrof - 1));
2935 root 1.33 tmp2->destroy ();
2936 root 1.18 insert_ob_in_map (tmp, op->map, NULL, 0);
2937     }
2938     else
2939 root 1.33 tmp->destroy ();
2940 root 1.18 }
2941     else
2942     insert_ob_in_map (tmp, op->map, NULL, 0);
2943     }
2944 elmex 1.1 }
2945    
2946     /*
2947     * fix_weight(): Check recursively the weight of all players, and fix
2948     * what needs to be fixed. Refresh windows and fix speed if anything
2949     * was changed.
2950     */
2951 root 1.18 void
2952     fix_weight (void)
2953     {
2954 root 1.61 for_all_players (pl)
2955 root 1.18 {
2956     int old = pl->ob->carrying, sum = sum_weight (pl->ob);
2957    
2958     if (old == sum)
2959     continue;
2960 root 1.54 pl->ob->update_stats ();
2961 root 1.18 LOG (llevDebug, "Fixed inventory in %s (%d -> %d)\n", &pl->ob->name, old, sum);
2962     }
2963 elmex 1.1 }
2964    
2965 root 1.18 void
2966     fix_luck (void)
2967     {
2968 root 1.61 for_all_players (pl)
2969 root 1.52 if (!pl->ob->contr->ns->state)
2970 root 1.54 pl->ob->change_luck (0);
2971 elmex 1.1 }
2972    
2973     /* cast_dust() - handles op throwing objects of type 'DUST'.
2974     * This is much simpler in the new spell code - we basically
2975     * just treat this as any other spell casting object.
2976     */
2977 elmex 1.2 void
2978 root 1.18 cast_dust (object *op, object *throw_ob, int dir)
2979 elmex 1.2 {
2980     object *skop, *spob;
2981    
2982     skop = find_skill_by_name (op, throw_ob->skill);
2983    
2984     /* casting POTION 'dusts' is really a use_magic_item skill */
2985     if (op->type == PLAYER && throw_ob->type == POTION && !skop)
2986     {
2987 root 1.18 LOG (llevError, "Player %s lacks critical skill use_magic_item!\n", &op->name);
2988 elmex 1.2 return;
2989     }
2990    
2991     spob = throw_ob->inv;
2992    
2993     // elmex Tue Aug 15 17:19:46 CEST 2006: Added this check to
2994     // not pass NULL to cast_spell (which did indeed check itself, but
2995     // errors should be reported as early as possible IMHO)
2996     if (!spob)
2997     {
2998 root 1.18 LOG (llevError, "cast_dust: thrown object %s (by %s) had no spell in it!", &throw_ob->name, &op->name);
2999 elmex 1.2 return;
3000 elmex 1.1 }
3001    
3002 elmex 1.2 if (op->type == PLAYER)
3003 root 1.14 new_draw_info_format (NDI_UNIQUE, 0, op, "You cast %s.", &spob->name);
3004 elmex 1.2
3005     cast_spell (op, throw_ob, dir, spob, NULL);
3006    
3007 root 1.33 throw_ob->destroy ();
3008 elmex 1.1 }
3009    
3010 root 1.18 void
3011     make_visible (object *op)
3012     {
3013     op->hide = 0;
3014     op->invisible = 0;
3015 root 1.164
3016 root 1.18 if (op->type == PLAYER)
3017     {
3018     op->contr->tmp_invis = 0;
3019     op->contr->invis_race = 0;
3020     }
3021 root 1.107
3022     update_object (op, UP_OBJ_CHANGE);
3023 root 1.18 }
3024    
3025     int
3026     is_true_undead (object *op)
3027     {
3028 root 1.149 if (QUERY_FLAG (op->arch, FLAG_UNDEAD))
3029 root 1.18 return 1;
3030    
3031 elmex 1.1 return 0;
3032     }
3033    
3034     /* look at the surrounding terrain to determine
3035     * the hideability of this object. Positive levels
3036     * indicate greater hideability.
3037     */
3038 root 1.18 int
3039     hideability (object *ob)
3040     {
3041     int i, level = 0, mflag;
3042     sint16 x, y;
3043    
3044     if (!ob || !ob->map)
3045     return 0;
3046    
3047     /* so, on normal lighted maps, its hard to hide */
3048     level = ob->map->darkness - 2;
3049    
3050     /* this also picks up whether the object is glowing.
3051     * If you carry a light on a non-dark map, its not
3052     * as bad as carrying a light on a pitch dark map */
3053     if (has_carried_lights (ob))
3054     level = -(10 + (2 * ob->map->darkness));
3055    
3056     /* scan through all nearby squares for terrain to hide in */
3057     for (i = 0, x = ob->x, y = ob->y; i < 9; i++, x = ob->x + freearr_x[i], y = ob->y + freearr_y[i])
3058     {
3059     mflag = get_map_flags (ob->map, NULL, x, y, NULL, NULL);
3060     if (mflag & P_OUT_OF_MAP)
3061     {
3062     continue;
3063     }
3064     if (mflag & P_BLOCKSVIEW) /* something to hide near! */
3065     level += 2;
3066     else /* open terrain! */
3067     level -= 1;
3068 elmex 1.1 }
3069 root 1.18
3070 elmex 1.1 #if 0
3071 root 1.18 LOG (llevDebug, "hideability of %s is %d\n", ob->name, level);
3072 elmex 1.1 #endif
3073 root 1.18 return level;
3074 elmex 1.1 }
3075    
3076     /* For Hidden creatures - a chance of becoming 'unhidden'
3077     * every time they move - as we subtract off 'invisibility'
3078     * AND, for players, if they move into a ridiculously unhideable
3079     * spot (surrounded by clear terrain in broad daylight). -b.t.
3080     */
3081 root 1.18 void
3082     do_hidden_move (object *op)
3083     {
3084     int hide = 0, num = random_roll (0, 19, op, PREFER_LOW);
3085     object *skop;
3086    
3087     if (!op || !op->map)
3088     return;
3089    
3090     skop = find_obj_by_type_subtype (op, SKILL, SK_HIDING);
3091    
3092     /* its *extremely* hard to run and sneak/hide at the same time! */
3093     if (op->type == PLAYER && op->contr->run_on)
3094 root 1.85 if (!skop || num >= skop->level)
3095     {
3096     new_draw_info (NDI_UNIQUE, 0, op, "You ran too much! You are no longer hidden!");
3097     make_visible (op);
3098     return;
3099     }
3100     else
3101     num += 20;
3102    
3103 root 1.18 num += op->map->difficulty;
3104     hide = hideability (op); /* modify by terrain hidden level */
3105     num -= hide;
3106 root 1.85
3107 root 1.18 if ((op->type == PLAYER && hide < -10) || ((op->invisible -= num) <= 0))
3108     {
3109     make_visible (op);
3110     if (op->type == PLAYER)
3111     new_draw_info (NDI_UNIQUE, 0, op, "You moved out of hiding! You are visible!");
3112 elmex 1.1 }
3113 root 1.18 else if (op->type == PLAYER && skop)
3114 root 1.85 change_exp (op, calc_skill_exp (op, NULL, skop), skop->skill, 0);
3115 elmex 1.1 }
3116    
3117     /* determine if who is standing near a hostile creature. */
3118    
3119 root 1.18 int
3120     stand_near_hostile (object *who)
3121     {
3122     object *tmp = NULL;
3123     int i, friendly = 0, player = 0, mflags;
3124 root 1.25 maptile *m;
3125 root 1.18 sint16 x, y;
3126    
3127     if (!who)
3128     return 0;
3129    
3130     if (who->type == PLAYER)
3131     player = 1;
3132    
3133     else
3134     friendly = QUERY_FLAG (who, FLAG_FRIENDLY);
3135    
3136     /* search adjacent squares */
3137     for (i = 1; i < 9; i++)
3138     {
3139     x = who->x + freearr_x[i];
3140     y = who->y + freearr_y[i];
3141     m = who->map;
3142     mflags = get_map_flags (m, &m, x, y, &x, &y);
3143     /* space must be blocked if there is a monster. If not
3144     * blocked, don't need to check this space.
3145     */
3146     if (mflags & P_OUT_OF_MAP)
3147     continue;
3148     if (OB_TYPE_MOVE_BLOCK (who, GET_MAP_MOVE_BLOCK (m, x, y)))
3149     continue;
3150    
3151 root 1.49 for (tmp = GET_MAP_OB (m, x, y); tmp; tmp = tmp->above)
3152 root 1.18 {
3153     if ((player ||friendly) &&QUERY_FLAG (tmp, FLAG_MONSTER) && !QUERY_FLAG (tmp, FLAG_UNAGGRESSIVE))
3154     return 1;
3155     else if (tmp->type == PLAYER)
3156     {
3157     /*don't let a hidden DM prevent you from hiding */
3158     if (!QUERY_FLAG (tmp, FLAG_WIZ) || tmp->contr->hidden == 0)
3159 root 1.11 return 1;
3160 root 1.18 }
3161 root 1.11 }
3162 elmex 1.1 }
3163 root 1.18 return 0;
3164 elmex 1.1 }
3165    
3166     /* check the player los field for viewability of the
3167     * object op. This function works fine for monsters,
3168     * but we dont worry if the object isnt the top one in
3169     * a pile (say a coin under a table would return "viewable"
3170     * by this routine). Another question, should we be
3171     * concerned with the direction the player is looking
3172 root 1.162 * in? Realistically, most of us can't see stuff behind
3173 elmex 1.1 * our backs...on the other hand, does the "facing" direction
3174 root 1.162 * imply the way your head, or body is facing? It's possible
3175 elmex 1.1 * for them to differ. Sigh, this fctn could get a bit more complex.
3176     * -b.t.
3177     * This function is now map tiling safe.
3178     */
3179 root 1.18 int
3180     player_can_view (object *pl, object *op)
3181     {
3182     rv_vector rv;
3183     int dx, dy;
3184    
3185     if (pl->type != PLAYER)
3186     {
3187     LOG (llevError, "player_can_view() called for non-player object\n");
3188     return -1;
3189 elmex 1.1 }
3190 root 1.74
3191 root 1.18 if (!pl || !op)
3192 elmex 1.1 return 0;
3193 root 1.18
3194 root 1.74 op = op->head_ ();
3195    
3196 root 1.18 get_rangevector (pl, op, &rv, 0x1);
3197    
3198     /* starting with the 'head' part, lets loop
3199     * through the object and find if it has any
3200 root 1.162 * part that is in the los array but isn't on
3201 root 1.18 * a blocked los square.
3202     * we use the archetype to figure out offsets.
3203     */
3204     while (op)
3205     {
3206 root 1.149 dx = rv.distance_x + op->arch->x;
3207     dy = rv.distance_y + op->arch->y;
3208 root 1.18
3209     /* only the viewable area the player sees is updated by LOS
3210     * code, so we need to restrict ourselves to that range of values
3211     * for any meaningful values.
3212     */
3213 root 1.162 if (abs (dx) <= (pl->contr->ns->mapx / 2) &&
3214     abs (dy) <= (pl->contr->ns->mapy / 2) &&
3215 root 1.52 !pl->contr->blocked_los[dx + (pl->contr->ns->mapx / 2)][dy + (pl->contr->ns->mapy / 2)])
3216 root 1.18 return 1;
3217 root 1.162
3218 root 1.18 op = op->more;
3219     }
3220 root 1.162
3221 root 1.18 return 0;
3222 elmex 1.1 }
3223    
3224     /* routine for both players and monsters. We call this when
3225     * there is a possibility for our action distrubing our hiding
3226     * place or invisiblity spell. Artefact invisiblity is not
3227     * effected by this. If we arent invisible to begin with, we
3228     * return 0.
3229     */
3230 root 1.18 int
3231     action_makes_visible (object *op)
3232     {
3233     if (op->invisible && QUERY_FLAG (op, FLAG_ALIVE))
3234     {
3235     if (QUERY_FLAG (op, FLAG_MAKE_INVIS))
3236     return 0;
3237    
3238     if (op->contr && op->contr->tmp_invis == 0)
3239     return 0;
3240 elmex 1.1
3241 root 1.18 /* If monsters, they should become visible */
3242     if (op->hide || !op->contr || (op->contr && op->contr->tmp_invis))
3243     {
3244     new_draw_info_format (NDI_UNIQUE, 0, op, "You become %s!", op->hide ? "unhidden" : "visible");
3245     return 1;
3246 root 1.11 }
3247 elmex 1.1 }
3248 root 1.162
3249 root 1.18 return 0;
3250 elmex 1.1 }
3251    
3252     /* op_on_battleground - checks if the given object op (usually
3253     * a player) is standing on a valid battleground-tile,
3254     * function returns TRUE/FALSE. If true x, y returns the battleground
3255     * -exit-coord. (and if x, y not NULL)
3256     * 19 March 2005 - josh@woosworld.net modifed to check if the battleground also has slaying, maxhp, and maxsp set
3257     * and if those are all set and the player has a marker that matches the slaying send them to a different x, y
3258     * Default is to do the same as before, so only people wanting to have different points need worry about this
3259     */
3260 root 1.18 int
3261     op_on_battleground (object *op, int *x, int *y)
3262     {
3263 elmex 1.1 /* A battleground-tile needs the following attributes to be valid:
3264     * is_floor 1 (has to be the FIRST floor beneath the player's feet),
3265     * name="battleground", no_pick 1, type=58 (type BATTLEGROUND)
3266     * and the exit-coordinates sp/hp must both be > 0.
3267     * => The intention here is to prevent abuse of the battleground-
3268     * feature (like pickable or hidden battleground tiles). */
3269 root 1.162 for (object *tmp = op->below; tmp; tmp = tmp->below)
3270 root 1.18 {
3271     if (QUERY_FLAG (tmp, FLAG_IS_FLOOR))
3272     {
3273 root 1.162 if (QUERY_FLAG (tmp, FLAG_NO_PICK)
3274     && tmp->type == BATTLEGROUND
3275     && tmp->name == shstr_battleground
3276     && EXIT_X (tmp) && EXIT_Y (tmp))
3277 root 1.18 {
3278 root 1.162 /* before we assign the exit, check if this is a teambattle */
3279 root 1.18 if (EXIT_ALT_X (tmp) && EXIT_ALT_Y (tmp) && EXIT_PATH (tmp))
3280     {
3281 root 1.162 for (object *invtmp = op->inv; invtmp; invtmp = invtmp->below)
3282 root 1.18 {
3283 root 1.162 if (invtmp->type == FORCE && invtmp->slaying && tmp->slaying == invtmp->slaying)
3284 root 1.18 {
3285 root 1.162 if (x && y)
3286 root 1.18 *x = EXIT_ALT_X (tmp), *y = EXIT_ALT_Y (tmp);
3287 root 1.162
3288 root 1.18 return 1;
3289     }
3290     }
3291     }
3292 root 1.162
3293     if (x && y)
3294 root 1.18 *x = EXIT_X (tmp), *y = EXIT_Y (tmp);
3295 root 1.162
3296 root 1.18 return 1;
3297     }
3298     }
3299 elmex 1.1 }
3300 root 1.162
3301 elmex 1.1 /* If we got here, did not find a battleground */
3302     return 0;
3303     }
3304    
3305     /*
3306     * When a dragon-player gains a new stage of evolution,
3307     * he gets some treasure
3308     *
3309     * attributes:
3310     * object *who the dragon player
3311     * int atnr the attack-number of the ability focus
3312     * int level ability level
3313     */
3314 root 1.18 void
3315     dragon_ability_gain (object *who, int atnr, int level)
3316     {
3317     treasurelist *trlist = NULL; /* treasurelist */
3318     treasure *tr; /* treasure */
3319     object *tmp, *skop; /* tmp. object */
3320     object *item; /* treasure object */
3321     char buf[MAX_BUF]; /* tmp. string buffer */
3322     int i = 0, j = 0;
3323    
3324     /* get the appropriate treasurelist */
3325     if (atnr == ATNR_FIRE)
3326 root 1.163 trlist = treasurelist::find (shstr_dragon_ability_fire);
3327 root 1.18 else if (atnr == ATNR_COLD)
3328 root 1.163 trlist = treasurelist::find (shstr_dragon_ability_cold);
3329 root 1.18 else if (atnr == ATNR_ELECTRICITY)
3330 root 1.163 trlist = treasurelist::find (shstr_dragon_ability_elec);
3331 root 1.18 else if (atnr == ATNR_POISON)
3332 root 1.163 trlist = treasurelist::find (shstr_dragon_ability_poison);
3333 root 1.18
3334     if (trlist == NULL || who->type != PLAYER)
3335     return;
3336    
3337     for (i = 0, tr = trlist->items; tr != NULL && i < level - 1; tr = tr->next, i++);
3338    
3339 elmex 1.82 if (!tr || !tr->item)
3340 root 1.18 {
3341     /* LOG(llevDebug, "-> no more treasure for %s\n", change_resist_msg[atnr]); */
3342     return;
3343 elmex 1.1 }
3344    
3345 root 1.18 /* everything seems okay - now bring on the gift: */
3346 root 1.149 item = tr->item;
3347 elmex 1.1
3348 root 1.18 if (item->type == SPELL)
3349     {
3350     if (check_spell_known (who, item->name))
3351 root 1.11 return;
3352 root 1.18
3353     new_draw_info_format (NDI_UNIQUE | NDI_BLUE, 0, who, "You gained the ability of %s", &item->name);
3354     do_learn_spell (who, item, 0);
3355     return;
3356 elmex 1.1 }
3357    
3358 root 1.18 /* grant direct spell */
3359     if (item->type == SPELLBOOK)
3360     {
3361     if (!item->inv)
3362     {
3363     LOG (llevDebug, "dragon_ability_gain: Broken spellbook %s\n", &item->name);
3364     return;
3365     }
3366     if (check_spell_known (who, item->inv->name))
3367     return;
3368     if (item->invisible)
3369     {
3370     new_draw_info_format (NDI_UNIQUE | NDI_BLUE, 0, who, "You gained the ability of %s", &item->inv->name);
3371     do_learn_spell (who, item->inv, 0);
3372     return;
3373 root 1.11 }
3374 root 1.18 }
3375     else if (item->type == SKILL_TOOL && item->invisible)
3376     {
3377     if (item->subtype == SK_CLAWING && (skop = find_skill_by_name (who, item->skill)) != NULL)
3378     {
3379    
3380     /* should this perhaps be (skop->attackyp & item->attacktype)!=item->attacktype ...
3381     * in this way, if the player is missing any of the attacktypes, he gets
3382     * them. As it is now, if the player has any that match the granted skill,
3383     * but not all of them, he gets nothing.
3384     */
3385     if (!(skop->attacktype & item->attacktype))
3386     {
3387     /* Give new attacktype */
3388     skop->attacktype |= item->attacktype;
3389    
3390     /* always add physical if there's none */
3391     skop->attacktype |= AT_PHYSICAL;
3392    
3393     if (item->msg != NULL)
3394     new_draw_info (NDI_UNIQUE | NDI_BLUE, 0, who, item->msg);
3395    
3396     /* Give player new face */
3397     if (item->animation_id)
3398     {
3399     who->face = skop->face;
3400     who->animation_id = item->animation_id;
3401     who->anim_speed = item->anim_speed;
3402     who->last_anim = 0;
3403     who->state = 0;
3404     animate_object (who, who->direction);
3405     }
3406     }
3407 root 1.11 }
3408 elmex 1.1 }
3409 root 1.18 else if (item->type == FORCE)
3410     {
3411     /* forces in the treasurelist can alter the player's stats */
3412     object *skin;
3413 elmex 1.1
3414 root 1.18 /* first get the dragon skin force */
3415 root 1.153 for (skin = who->inv; skin && !(skin->arch->archname == shstr_dragon_skin_force); skin = skin->below)
3416 root 1.52 ;
3417    
3418     if (!skin)
3419 root 1.18 return;
3420    
3421     /* adding new spellpath attunements */
3422     if (item->path_attuned > 0 && !(skin->path_attuned & item->path_attuned))
3423     {
3424     skin->path_attuned |= item->path_attuned; /* add attunement to skin */
3425    
3426     /* print message */
3427     sprintf (buf, "You feel attuned to ");
3428     for (i = 0, j = 0; i < NRSPELLPATHS; i++)
3429     {
3430     if (item->path_attuned & (1 << i))
3431     {
3432     if (j)
3433     strcat (buf, " and ");
3434     else
3435     j = 1;
3436     strcat (buf, spellpathnames[i]);
3437     }
3438     }
3439     strcat (buf, ".");
3440     new_draw_info (NDI_UNIQUE | NDI_BLUE, 0, who, buf);
3441     }
3442    
3443     /* evtl. adding flags: */
3444     if (QUERY_FLAG (item, FLAG_XRAYS))
3445     SET_FLAG (skin, FLAG_XRAYS);
3446     if (QUERY_FLAG (item, FLAG_STEALTH))
3447     SET_FLAG (skin, FLAG_STEALTH);
3448     if (QUERY_FLAG (item, FLAG_SEE_IN_DARK))
3449     SET_FLAG (skin, FLAG_SEE_IN_DARK);
3450    
3451     /* print message if there is one */
3452     if (item->msg != NULL)
3453     new_draw_info (NDI_UNIQUE | NDI_BLUE, 0, who, item->msg);
3454     }
3455     else
3456     {
3457     /* generate misc. treasure */
3458     tmp = arch_to_object (tr->item);
3459     new_draw_info_format (NDI_UNIQUE | NDI_BLUE, 0, who, "You gained %s", query_short_name (tmp));
3460     tmp = insert_ob_in_ob (tmp, who);
3461     if (who->type == PLAYER)
3462     esrv_send_item (who, tmp);
3463 elmex 1.1 }
3464     }
3465    
3466     /**
3467     * Unready an object for a player. This function does nothing if the object was
3468     * not readied.
3469     */
3470 root 1.18 void
3471     player_unready_range_ob (player *pl, object *ob)
3472     {
3473 root 1.119 if (pl->ob->current_weapon == ob)
3474     pl->ob->current_weapon = 0;
3475    
3476 root 1.118 if (pl->combat_ob == ob)
3477 root 1.119 pl->combat_ob = 0;
3478 root 1.118
3479     if (pl->ranged_ob == ob)
3480 root 1.119 pl->ranged_ob = 0;
3481 elmex 1.1 }
3482 root 1.101
3483     sint8
3484     player::visibility_at (maptile *map, int x, int y) const
3485     {
3486     if (!ns)
3487     return 0;
3488    
3489     int dx, dy;
3490     if (!adjacent_map (map, ns->current_map, &dx, &dy))
3491     return 0;
3492    
3493     x += dx - ns->current_x + ns->mapx / 2;
3494     y += dy - ns->current_y + ns->mapy / 2;
3495    
3496     if (!IN_RANGE_EXC (x, 0, ns->mapx) || !IN_RANGE_EXC (y, 0, ns->mapy))
3497     return 0;
3498    
3499     return 100 - blocked_los [x][y];
3500     }