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/cvs/deliantra/server/server/player.C
Revision: 1.173
Committed: Mon Nov 5 23:20:49 2007 UTC (16 years, 7 months ago) by root
Content type: text/plain
Branch: MAIN
Changes since 1.172: +26 -25 lines
Log Message:
update the weapon status on load, not connect, as thats too late as code might try to access the player

File Contents

# User Rev Content
1 elmex 1.1 /*
2 root 1.145 * This file is part of Crossfire TRT, the Roguelike Realtime MORPG.
3     *
4     * Copyright (©) 2005,2006,2007 Marc Alexander Lehmann / Robin Redeker / the Crossfire TRT team
5     * Copyright (©) 2002,2007 Mark Wedel & Crossfire Development Team
6     * Copyright (©) 1992,2007 Frank Tore Johansen
7     *
8 root 1.152 * Crossfire TRT is free software: you can redistribute it and/or modify
9     * it under the terms of the GNU General Public License as published by
10     * the Free Software Foundation, either version 3 of the License, or
11     * (at your option) any later version.
12 root 1.145 *
13 root 1.152 * This program is distributed in the hope that it will be useful,
14     * but WITHOUT ANY WARRANTY; without even the implied warranty of
15     * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
16     * GNU General Public License for more details.
17 root 1.145 *
18 root 1.152 * You should have received a copy of the GNU General Public License
19     * along with this program. If not, see <http://www.gnu.org/licenses/>.
20 root 1.145 *
21     * The authors can be reached via e-mail to <crossfire@schmorp.de>
22 root 1.89 */
23 elmex 1.1
24     #include <global.h>
25 root 1.38 #include <sproto.h>
26 elmex 1.1 #include <sounds.h>
27     #include <living.h>
28     #include <object.h>
29     #include <spells.h>
30     #include <skills.h>
31    
32 root 1.54 #include <algorithm>
33     #include <functional>
34 elmex 1.1
35 root 1.89 playervec players;
36 elmex 1.1
37 root 1.18 void
38     display_motd (const object *op)
39     {
40     char buf[MAX_BUF];
41     char motd[HUGE_BUF];
42     FILE *fp;
43     int comp;
44     int size;
45 elmex 1.1
46 root 1.18 sprintf (buf, "%s/%s", settings.confdir, settings.motd);
47     if ((fp = open_and_uncompress (buf, 0, &comp)) == NULL)
48 root 1.44 return;
49    
50 root 1.18 motd[0] = '\0';
51     size = 0;
52 root 1.44
53 root 1.53 while (fgets (buf, MAX_BUF, fp))
54 root 1.18 {
55     if (*buf == '#')
56     continue;
57 root 1.44
58 root 1.18 strncat (motd + size, buf, HUGE_BUF - size);
59     size += strlen (buf);
60 elmex 1.1 }
61 root 1.44
62 root 1.18 draw_ext_info (NDI_UNIQUE | NDI_GREEN, 0, op, MSG_TYPE_MOTD, MSG_SUBTYPE_NONE, motd, NULL);
63     close_and_delete (fp, comp);
64 elmex 1.1 }
65    
66 root 1.18 void
67     send_rules (const object *op)
68     {
69     char buf[MAX_BUF];
70     char rules[HUGE_BUF];
71     FILE *fp;
72     int comp;
73     int size;
74    
75     sprintf (buf, "%s/%s", settings.confdir, settings.rules);
76     if ((fp = open_and_uncompress (buf, 0, &comp)) == NULL)
77 root 1.44 return;
78    
79 root 1.18 rules[0] = '\0';
80     size = 0;
81 root 1.44
82 root 1.53 while (fgets (buf, MAX_BUF, fp))
83 root 1.18 {
84     if (*buf == '#')
85 elmex 1.1 continue;
86 root 1.44
87 root 1.18 if (size + strlen (buf) >= HUGE_BUF)
88     {
89     LOG (llevDebug, "Warning, rules size is > %d bytes.\n", HUGE_BUF);
90 elmex 1.1 break;
91 root 1.18 }
92 root 1.44
93 root 1.18 strncat (rules + size, buf, HUGE_BUF - size);
94     size += strlen (buf);
95 elmex 1.1 }
96 root 1.44
97 root 1.18 draw_ext_info (NDI_UNIQUE | NDI_GREEN, 0, op, MSG_TYPE_ADMIN, MSG_TYPE_ADMIN_RULES, rules, NULL);
98     close_and_delete (fp, comp);
99 elmex 1.1 }
100    
101 root 1.18 void
102     send_news (const object *op)
103     {
104     char buf[MAX_BUF];
105     char news[HUGE_BUF];
106     char subject[MAX_BUF];
107     FILE *fp;
108     int comp;
109     int size;
110    
111     sprintf (buf, "%s/%s", settings.confdir, settings.news);
112     if ((fp = open_and_uncompress (buf, 0, &comp)) == NULL)
113     return;
114 root 1.44
115 root 1.18 news[0] = '\0';
116     subject[0] = '\0';
117     size = 0;
118 root 1.44
119 root 1.104 while (fgets (buf, MAX_BUF, fp))
120 root 1.18 {
121     if (*buf == '#')
122     continue;
123 root 1.44
124 root 1.18 if (*buf == '%')
125     { /* send one news */
126     if (size > 0)
127 root 1.109 draw_ext_info_format (NDI_UNIQUE | NDI_GREEN, 0, op, MSG_TYPE_ADMIN, MSG_TYPE_ADMIN_NEWS, "INFORMATION: %s\n%s", (char *)"%s\n%s", subject, news); /*send previously read news */
128 root 1.89
129 root 1.18 strcpy (subject, buf + 1);
130     strip_endline (subject);
131     size = 0;
132     news[0] = '\0';
133     }
134     else
135     {
136     if (size + strlen (buf) >= HUGE_BUF)
137     {
138     LOG (llevDebug, "Warning, one news item has size > %d bytes.\n", HUGE_BUF);
139 elmex 1.1 break;
140 root 1.18 }
141     strncat (news + size, buf, HUGE_BUF - size);
142     size += strlen (buf);
143     }
144 elmex 1.1 }
145 root 1.18
146     draw_ext_info_format (NDI_UNIQUE | NDI_GREEN, 0, op,
147 root 1.109 MSG_TYPE_ADMIN, MSG_TYPE_ADMIN_NEWS, "INFORMATION: %s\n%s\n", (char *)"%s\n%s", subject, news);
148 root 1.18 close_and_delete (fp, comp);
149 elmex 1.1 }
150    
151 root 1.54 /* This loads the first map an puts the player on it. */
152     static void
153     set_first_map (object *op)
154     {
155 root 1.77 op->contr->maplevel = first_map_path;
156 root 1.54 op->x = -1;
157     op->y = -1;
158 root 1.75 }
159    
160     void
161 root 1.89 player::activate ()
162     {
163     if (active)
164     return;
165    
166     players.insert (this);
167     ob->remove ();
168     ob->map = 0;
169     ob->activate_recursive ();
170 root 1.92 CLEAR_FLAG (ob, FLAG_FRIENDLY);
171     add_friendly_object (ob);
172 root 1.89 }
173    
174     void
175     player::deactivate ()
176     {
177     if (!active)
178     return;
179    
180     terminate_all_pets (ob);
181 root 1.92 remove_friendly_object (ob);
182 root 1.89 ob->deactivate_recursive ();
183 root 1.111
184     if (ob->map)
185     maplevel = ob->map->path;
186    
187 root 1.89 ob->remove ();
188 root 1.167 ob->enemy = 0; // sometimes keeps an extra refcount on itself
189 root 1.89 ob->map = 0;
190 root 1.104 party = 0;
191 root 1.89
192 root 1.119 combat_ob = ranged_ob = 0; //TODO, should be special marker, non-refcounted, not this
193 root 1.92
194 root 1.89 players.erase (this);
195     }
196    
197 root 1.56 // connect the player with a specific client
198 root 1.122 // also changes, rationalises, and fixes some incorrect settings
199 root 1.54 void
200     player::connect (client *ns)
201 root 1.18 {
202 root 1.54 this->ns = ns;
203     ns->pl = this;
204    
205 root 1.95 run_on = 0;
206     fire_on = 0;
207 root 1.103 ob->close_container (); //TODO: client-specific
208 root 1.95
209 root 1.54 ns->update_look = 0;
210     ns->look_position = 0;
211    
212 root 1.147 clear_los (this);
213 root 1.54
214 root 1.95 ns->reset_stats ();
215 root 1.93
216 root 1.57 /* make sure he's a player -- needed because of class change. */
217 root 1.54 ob->type = PLAYER; // we are paranoid
218 root 1.149 ob->race = ob->arch->race;
219 elmex 1.1
220 root 1.54 ob->carrying = sum_weight (ob);
221     link_player_skills (ob);
222 elmex 1.1
223 root 1.56 CLEAR_FLAG (ob, FLAG_NO_FIX_PLAYER);
224 elmex 1.1
225 root 1.149 assign (title, ob->arch->object::name);
226 root 1.15
227 root 1.54 /* if it's a dragon player, set the correct title here */
228     if (is_dragon_pl (ob))
229     {
230     object *tmp, *abil = 0, *skin = 0;
231    
232     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     ob->update_stats ();
247 root 1.139
248 root 1.54 ns->floorbox_update ();
249     esrv_send_inventory (ob, ob);
250     esrv_add_spells (this, 0);
251    
252 root 1.89 activate ();
253 root 1.54
254 root 1.59 send_rules (ob);
255     send_news (ob);
256     display_motd (ob);
257 root 1.78
258     INVOKE_PLAYER (CONNECT, this);
259 root 1.54 INVOKE_PLAYER (LOGIN, this);
260     }
261 elmex 1.1
262 root 1.62 void
263     player::disconnect ()
264     {
265 root 1.159 if (ob)
266     {
267     ob->close_container (); //TODO: client-specific
268     ob->drop_unpaid_items ();
269     }
270    
271 root 1.63 if (ns)
272 root 1.72 {
273 root 1.89 if (active)
274     INVOKE_PLAYER (LOGOUT, this, ARG_INT (0));
275 root 1.78
276     INVOKE_PLAYER (DISCONNECT, this);
277 root 1.72
278 root 1.97 ns->reset_stats ();
279 root 1.72 ns->pl = 0;
280 root 1.115 ns = 0;
281 root 1.89 }
282 root 1.72
283 root 1.150 observe = ob;
284    
285 root 1.89 deactivate ();
286 root 1.62 }
287    
288 root 1.54 // the need for this function can be explained
289     // by load_object not returning the object
290     void
291     player::set_object (object *op)
292     {
293 root 1.146 ob = observe = op;
294 root 1.104 ob->contr = this; /* this aren't yet in archetype */
295 root 1.15
296 root 1.142 ob->speed = 1.0f;
297     ob->speed_left = 0.5f;
298    
299     ob->direction = 5; /* So player faces south */
300 root 1.173
301     ob->flag [FLAG_READY_WEAPON] = false;
302     ob->flag [FLAG_READY_SKILL] = false;
303     ob->flag [FLAG_READY_BOW] = false;
304    
305     for (object *op = ob->inv; op; op = op->below)
306     if (op->flag [FLAG_APPLIED])
307     switch (op->type)
308     {
309     case SKILL:
310     ob->flag [FLAG_APPLIED] = false;
311     break;
312    
313     case WAND:
314     case ROD:
315     case HORN:
316     case BOW:
317     ranged_ob = op;
318     break;
319    
320     case WEAPON:
321     combat_ob = op;
322     break;
323     }
324    
325     ob->change_weapon (combat_ob ? combat_ob : ranged_ob);
326 root 1.54 }
327 root 1.15
328 root 1.146 void
329     player::set_observe (object *op)
330     {
331     observe = op ? op : ob;
332 root 1.147 do_los = 1;
333 root 1.146 }
334    
335 root 1.54 player::player ()
336     {
337 pippijn 1.81 /* There are some elements we want initialised to non zero value -
338 root 1.54 * we deal with that below this point.
339     */
340 root 1.114 outputs_sync = 4;
341     outputs_count = 4;
342 root 1.54 unapply = unapply_nochoice;
343    
344 root 1.77 savebed_map = first_map_path; /* Init. respawn position */
345 root 1.54
346     gen_sp_armour = 10;
347     bowtype = bow_normal;
348     petmode = pet_normal;
349     listening = 10;
350     usekeys = containers;
351     peaceful = 1; /* default peaceful */
352     do_los = 1;
353 root 1.142
354     weapon_sp = 1.0f;
355     weapon_sp_left = 0.5f;
356 root 1.54 }
357    
358 root 1.62 void
359     player::do_destroy ()
360 root 1.54 {
361 root 1.72 disconnect ();
362 root 1.62
363 root 1.72 attachable::do_destroy ();
364 root 1.62
365 root 1.54 if (ob)
366 root 1.69 {
367     ob->destroy_inv (false);
368     ob->destroy ();
369     }
370 root 1.151
371     ob = observe = 0;
372 root 1.62 }
373    
374     player::~player ()
375     {
376 root 1.54 /* Clear item stack */
377     free (stack_items);
378 elmex 1.1 }
379    
380 root 1.54 /* Tries to add player on the connection passed in ns.
381 elmex 1.1 * All we can really get in this is some settings like host and display
382     * mode.
383     */
384 root 1.54 player *
385     player::create ()
386 root 1.18 {
387 root 1.54 player *pl = new player;
388 root 1.38
389 root 1.54 pl->set_object (arch_to_object (get_player_archetype (0)));
390 root 1.104
391     pl->ob->roll_stats ();
392     pl->ob->stats.wc = 2;
393     pl->ob->run_away = 25; /* Then we panick... */
394    
395 root 1.76 set_first_map (pl->ob);
396 root 1.26
397 root 1.54 return pl;
398 elmex 1.1 }
399    
400     /*
401     * get_player_archetype() return next player archetype from archetype
402     * list. Not very efficient routine, but used only creating new players.
403     * Note: there MUST be at least one player archetype!
404     */
405 root 1.18 archetype *
406     get_player_archetype (archetype *at)
407 elmex 1.1 {
408 root 1.149 archvec::iterator i = at ? archetypes.find (at) : archetypes.begin ();
409 root 1.18
410     for (;;)
411     {
412 root 1.149 if (++i == archetypes.end ())
413     i = archetypes.begin ();
414     else if (*i == at)
415     cleanup ("not a single player archetype found");
416 root 1.46
417 root 1.149 if ((*i)->type == PLAYER)
418     return *i;
419 elmex 1.1 }
420     }
421    
422 root 1.18 object *
423     get_nearest_player (object *mon)
424     {
425     object *op = NULL;
426     objectlink *ol;
427     unsigned lastdist;
428     rv_vector rv;
429    
430 root 1.92 for (ol = first_friendly_object, lastdist = 1000; ol; ol = ol->next)
431 root 1.18 {
432     if (!can_detect_enemy (mon, ol->ob, &rv))
433     continue;
434 root 1.11
435 root 1.18 if (lastdist > rv.distance)
436     {
437     op = ol->ob;
438     lastdist = rv.distance;
439 root 1.11 }
440 elmex 1.1 }
441 root 1.61
442     for_all_players (pl)
443     if (can_detect_enemy (mon, pl->ob, &rv))
444     if (lastdist > rv.distance)
445 root 1.18 {
446 root 1.61 op = pl->ob;
447     lastdist = rv.distance;
448     }
449 elmex 1.1
450     #if 0
451 root 1.18 LOG (llevDebug, "get_nearest_player() finds player: %s\n", op ? &op->name : "(null)");
452 elmex 1.1 #endif
453 root 1.18 return op;
454 elmex 1.1 }
455    
456     /* I believe this can safely go to 2, 3 is questionable, 4 will likely
457     * result in a monster paths backtracking. It basically determines how large a
458     * detour a monster will take from the direction path when looking
459     * for a path to the player. The values are in the amount of direction
460     * the deviation is
461     */
462     #define DETOUR_AMOUNT 2
463    
464     /* This is used to prevent infinite loops. Consider a case where the
465     * player is in a chamber (with gate closed), and monsters are outside.
466     * with DETOUR_AMOUNT==2, the function will turn each corner, trying to
467     * find a path into the chamber. This is a good thing, but since there
468     * is no real path, it will just keep circling the chamber for
469     * ever (this could be a nice effect for monsters, but not for the function
470     * to get stuck in. I think for the monsters, if max is reached and
471     * we return the first direction the creature could move would result in the
472     * circling behaviour. Unfortunately, this function is also used to determined
473     * if the creature should cast a spell, so returning a direction in that case
474     * is probably not a good thing.
475     */
476     #define MAX_SPACES 50
477    
478     /*
479     * Returns the direction to the player, if valid. Returns 0 otherwise.
480     * modified to verify there is a path to the player. Does this by stepping towards
481     * player and if path is blocked then see if blockage is close enough to player that
482     * direction to player is changed (ie zig or zag). Continue zig zag until either
483     * reach player or path is blocked. Thus, will only return true if there is a free
484     * path to player. Though path may not be a straight line. Note that it will find
485     * player hiding along a corridor at right angles to the corridor with the monster.
486     *
487     * Modified by MSW 2001-08-06 to handle tiled maps. Various notes:
488     * 1) With DETOUR_AMOUNT being 2, it should still go and find players hiding
489     * down corriders.
490     * 2) I think the old code was broken if the first direction the monster
491     * should move was blocked - the code would store the first direction without
492     * verifying that the player can actually move in that direction. The new
493     * code does not store anything in firstdir until we have verified that the
494     * monster can in fact move one space in that direction.
495     * 3) I'm not sure how good this code will be for moving multipart monsters,
496     * since only simple checks to blocked are being called, which could mean the monster
497     * is blocking itself.
498     */
499 root 1.18 int
500     path_to_player (object *mon, object *pl, unsigned mindiff)
501     {
502     rv_vector rv;
503     sint16 x, y;
504     int lastx, lasty, dir, i, diff, firstdir = 0, lastdir, max = MAX_SPACES, mflags, blocked;
505 root 1.25 maptile *m, *lastmap;
506 root 1.18
507     get_rangevector (mon, pl, &rv, 0);
508    
509     if (rv.distance < mindiff)
510     return 0;
511    
512     x = mon->x;
513     y = mon->y;
514     m = mon->map;
515     dir = rv.direction;
516     lastdir = firstdir = rv.direction; /* perhaps we stand next to pl, init firstdir too */
517 root 1.100 diff = ::max (abs (rv.distance_x), abs (rv.distance_y));
518    
519 root 1.18 /* If we can't solve it within the search distance, return now. */
520     if (diff > max)
521     return 0;
522 root 1.100
523 root 1.18 while (diff > 1 && max > 0)
524     {
525     lastx = x;
526     lasty = y;
527     lastmap = m;
528     x = lastx + freearr_x[dir];
529     y = lasty + freearr_y[dir];
530    
531     mflags = get_map_flags (m, &m, x, y, &x, &y);
532     blocked = (mflags & P_OUT_OF_MAP) ? MOVE_ALL : GET_MAP_MOVE_BLOCK (m, x, y);
533    
534     /* Space is blocked - try changing direction a little */
535     if ((mflags & P_OUT_OF_MAP) || ((OB_TYPE_MOVE_BLOCK (mon, blocked) || (mflags & P_BLOCKSVIEW))
536     && (m == mon->map && blocked_link (mon, m, x, y))))
537     {
538     /* recalculate direction from last good location. Possible
539     * we were not traversing ideal location before.
540     */
541     get_rangevector_from_mapcoord (lastmap, lastx, lasty, pl, &rv, 0);
542     if (rv.direction != dir)
543     {
544     /* OK - says direction should be different - lets reset the
545     * the values so it will try again.
546     */
547     x = lastx;
548     y = lasty;
549     m = lastmap;
550     dir = firstdir = rv.direction;
551     }
552     else
553     {
554     /* direct path is blocked - try taking a side step to
555     * either the left or right.
556     * Note increase the values in the loop below to be
557     * more than -1/1 respectively will mean the monster takes
558     * bigger detour. Have to be careful about these values getting
559     * too big (3 or maybe 4 or higher) as the monster may just try
560     * stepping back and forth
561     */
562     for (i = -DETOUR_AMOUNT; i <= DETOUR_AMOUNT; i++)
563     {
564     if (i == 0)
565     continue; /* already did this, so skip it */
566     /* Use lastdir here - otherwise,
567     * since the direction that the creature should move in
568     * may change, you could get infinite loops.
569     * ie, player is northwest, but monster can only
570     * move west, so it does that. It goes some distance,
571     * gets blocked, finds that it should move north,
572     * can't do that, but now finds it can move east, and
573     * gets back to its original point. lastdir contains
574     * the last direction the creature has successfully
575     * moved.
576     */
577    
578     x = lastx + freearr_x[absdir (lastdir + i)];
579     y = lasty + freearr_y[absdir (lastdir + i)];
580     m = lastmap;
581     mflags = get_map_flags (m, &m, x, y, &x, &y);
582     if (mflags & P_OUT_OF_MAP)
583     continue;
584     blocked = GET_MAP_MOVE_BLOCK (m, x, y);
585     if (OB_TYPE_MOVE_BLOCK (mon, blocked))
586     continue;
587     if (mflags & P_BLOCKSVIEW)
588     continue;
589    
590     if (m == mon->map && blocked_link (mon, m, x, y))
591     break;
592     }
593     /* go through entire loop without finding a valid
594     * sidestep to take - thus, no valid path.
595     */
596     if (i == (DETOUR_AMOUNT + 1))
597     return 0;
598     diff--;
599     lastdir = dir;
600     max--;
601     if (!firstdir)
602     firstdir = dir + i;
603     } /* else check alternate directions */
604     } /* if blocked */
605     else
606     {
607     /* we moved towards creature, so diff is less */
608     diff--;
609     max--;
610     lastdir = dir;
611     if (!firstdir)
612     firstdir = dir;
613     }
614 root 1.100
615 root 1.18 if (diff <= 1)
616     {
617     /* Recalculate diff (distance) because we may not have actually
618     * headed toward player for entire distance.
619     */
620     get_rangevector_from_mapcoord (m, x, y, pl, &rv, 0);
621 root 1.100 diff = ::max (abs (rv.distance_x), abs (rv.distance_y));
622 root 1.18 }
623 root 1.100
624 root 1.18 if (diff > max)
625     return 0;
626     }
627 root 1.100
628 root 1.18 /* If we reached the max, didn't find a direction in time */
629     if (!max)
630     return 0;
631    
632     return firstdir;
633     }
634    
635     void
636     give_initial_items (object *pl, treasurelist * items)
637     {
638     object *op, *next = NULL;
639    
640     if (pl->randomitems != NULL)
641     create_treasure (items, pl, GT_STARTEQUIP | GT_ONLY_GOOD, 1, 0);
642    
643     for (op = pl->inv; op; op = next)
644     {
645     next = op->below;
646    
647     /* Forces get applied per default, unless they have the
648     * flag "neutral" set. Sorry but I can't think of a better way
649     */
650     if (op->type == FORCE && !QUERY_FLAG (op, FLAG_NEUTRAL))
651     SET_FLAG (op, FLAG_APPLIED);
652    
653     /* we never give weapons/armour if these cannot be used
654     * by this player due to race restrictions
655     */
656     if (pl->type == PLAYER)
657     {
658     if ((!QUERY_FLAG (pl, FLAG_USE_ARMOUR) &&
659     (op->type == ARMOUR || op->type == BOOTS ||
660     op->type == CLOAK || op->type == HELMET ||
661     op->type == SHIELD || op->type == GLOVES ||
662     op->type == BRACERS || op->type == GIRDLE)) || (!QUERY_FLAG (pl, FLAG_USE_WEAPON) && op->type == WEAPON))
663     {
664 root 1.33 op->destroy ();
665 root 1.18 continue;
666     }
667 root 1.11 }
668    
669 root 1.18 /* This really needs to be better - we should really give
670     * a substitute spellbook. The problem is that we don't really
671     * have a good idea what to replace it with (need something like
672     * a first level treasurelist for each skill.)
673     * remove duplicate skills also
674     */
675     if (op->type == SPELLBOOK || op->type == SKILL)
676     {
677     object *tmp;
678 elmex 1.1
679 root 1.18 for (tmp = op->below; tmp; tmp = tmp->below)
680     if (tmp->type == op->type && tmp->name == op->name)
681     break;
682 root 1.11
683 root 1.18 if (tmp)
684     {
685 root 1.33 op->destroy ();
686 root 1.18 LOG (llevError, "give_initial_items: Removing duplicate object %s\n", &tmp->name);
687     continue;
688 root 1.11 }
689 root 1.33
690 root 1.18 if (op->nrof > 1)
691     op->nrof = 1;
692 root 1.11 }
693 elmex 1.1
694 root 1.18 if (op->type == SPELLBOOK && op->inv)
695     {
696     CLEAR_FLAG (op->inv, FLAG_STARTEQUIP);
697 root 1.11 }
698    
699 root 1.18 /* Give starting characters identified, uncursed, and undamned
700     * items. Just don't identify gold or silver, or it won't be
701     * merged properly.
702     */
703     if (need_identify (op))
704     {
705     SET_FLAG (op, FLAG_IDENTIFIED);
706     CLEAR_FLAG (op, FLAG_CURSED);
707     CLEAR_FLAG (op, FLAG_DAMNED);
708     }
709     if (op->type == SPELL)
710     {
711 root 1.33 op->destroy ();
712 root 1.18 continue;
713     }
714     else if (op->type == SKILL)
715     {
716     SET_FLAG (op, FLAG_CAN_USE_SKILL);
717     op->stats.exp = 0;
718     op->level = 1;
719 root 1.11 }
720 root 1.18 /* lock all 'normal items by default */
721     else
722     SET_FLAG (op, FLAG_INV_LOCKED);
723     } /* for loop of objects in player inv */
724    
725     /* Need to set up the skill pointers */
726     link_player_skills (pl);
727     }
728    
729     void
730     get_party_password (object *op, partylist *party)
731     {
732     if (party == NULL)
733     {
734     LOG (llevError, "get_party_password(): tried to make player %s join a NULL party", &op->name);
735     return;
736 elmex 1.1 }
737 root 1.54
738 root 1.18 op->contr->write_buf[0] = '\0';
739 root 1.52 op->contr->ns->state = ST_GET_PARTY_PASSWORD;
740 root 1.18 op->contr->party_to_join = party;
741 root 1.52 send_query (op->contr->ns, CS_QUERY_HIDEINPUT, "What is the password?\n:");
742 elmex 1.1 }
743    
744     /* This rolls four 1-6 rolls and sums the best 3 of the 4. */
745 root 1.54 static int
746 root 1.18 roll_stat (void)
747     {
748     int a[4], i, j, k;
749    
750     for (i = 0; i < 4; i++)
751 root 1.99 a[i] = (int) rndm (6) + 1;
752 root 1.18
753     for (i = 0, j = 0, k = 7; i < 4; i++)
754     if (a[i] < k)
755     k = a[i], j = i;
756    
757     for (i = 0, k = 0; i < 4; i++)
758 root 1.54 if (i != j)
759     k += a[i];
760    
761 root 1.18 return k;
762     }
763    
764     void
765 root 1.54 object::roll_stats ()
766 root 1.18 {
767 root 1.128 int statsort [NUM_STATS];
768 root 1.18
769 root 1.54 for (;;)
770 root 1.18 {
771 root 1.54 int sum = 0;
772 root 1.128 for (int i = NUM_STATS; i--; )
773 root 1.54 sum += statsort [i] = roll_stat ();
774    
775     if (sum >= 82 && sum <= 116)
776     break;
777 root 1.18 }
778    
779 root 1.54 // Sort the stats so that rerolling is easier...
780 root 1.128 std::sort (statsort, statsort + NUM_STATS, std::greater<int>());
781 root 1.18
782 root 1.128 for (int i = 0; i < NUM_STATS; ++i)
783     stats.stat (i) = statsort [i];
784 root 1.18
785 root 1.54 stats.exp = 0;
786     stats.ac = 0;
787 root 1.18
788 root 1.54 stats.hp = stats.maxhp;
789     stats.sp = stats.maxsp;
790     stats.grace = stats.maxgrace;
791 root 1.18
792 root 1.54 if (contr)
793     {
794     contr->levhp[1] = 9;
795     contr->levsp[1] = 6;
796     contr->levgrace[1] = 3;
797 root 1.18
798 root 1.54 contr->orig_stats = stats;
799     }
800 root 1.18 }
801    
802     void
803 root 1.54 object::swap_stats (int a, int b)
804 root 1.18 {
805 root 1.127 swap (contr->orig_stats.stat (a), contr->orig_stats.stat (b));
806    
807     for (int i = 0; i < NUM_STATS; ++i)
808     stats.stat (i) = contr->orig_stats.stat (i);
809 elmex 1.1
810 root 1.54 //TODO: the following code looks so borked and should, at the very least,
811     // be merged with the similar code in roll_stats
812     stats.ac = 0;
813 elmex 1.1
814 root 1.54 level = 1;
815     stats.exp = 0;
816     stats.ac = 0;
817 elmex 1.1
818 root 1.54 stats.hp = stats.maxhp;
819     stats.sp = stats.maxsp;
820     stats.grace = stats.maxgrace;
821 elmex 1.1
822 root 1.54 if (contr)
823 root 1.18 {
824 root 1.54 contr->levhp[1] = 9;
825     contr->levsp[1] = 6;
826     contr->levgrace[1] = 3;
827 root 1.18
828 root 1.54 contr->orig_stats = stats;
829 elmex 1.1 }
830     }
831    
832 root 1.73 static void
833     start_info (object *op)
834     {
835     char buf[MAX_BUF];
836    
837     sprintf (buf, "Welcome to Crossfire v%s!", VERSION);
838     new_draw_info (NDI_UNIQUE, 0, op, buf);
839     //new_draw_info (NDI_UNIQUE, 0, op, "Press `?' for help");
840     //new_draw_info (NDI_UNIQUE, 0, op, " ");
841     }
842    
843 elmex 1.1 /* This function takes the key that is passed, and does the
844     * appropriate action with it (change race, or other things).
845     * The function name is for historical reasons - now we have
846     * separate race and class; this actually changes the RACE,
847     * not the class.
848     */
849 root 1.112 void
850     player::chargen_race_done ()
851 elmex 1.1 {
852 root 1.112 /* this must before then initial items are given */
853     esrv_new_player (ob->contr, ob->weight + ob->carrying);
854 elmex 1.1
855 root 1.112 treasurelist *tl = treasurelist::find ("starting_wealth");
856     if (tl)
857     create_treasure (tl, ob, 0, 0, 0);
858 elmex 1.1
859 root 1.112 INVOKE_PLAYER (BIRTH, ob->contr);
860     INVOKE_PLAYER (LOGIN, ob->contr);
861 elmex 1.36
862 root 1.112 ob->contr->ns->state = ST_PLAYING;
863 elmex 1.1
864 root 1.112 if (ob->msg)
865     ob->msg = 0;
866 elmex 1.1
867 root 1.112 /* We create this now because some of the unique maps will need it
868     * to save here.
869     */
870     {
871     char buf[MAX_BUF];
872     sprintf (buf, "%s/%s/%s", settings.localdir, settings.playerdir, &ob->name);
873     make_path_to_file (buf);
874     }
875    
876     start_info (ob);
877     CLEAR_FLAG (ob, FLAG_WIZ);
878     give_initial_items (ob, ob->randomitems);
879     link_player_skills (ob);
880     esrv_send_inventory (ob, ob);
881     ob->update_stats ();
882 root 1.11
883 root 1.112 /* This moves the player to a different start map, if there
884     * is one for this race
885     */
886     if (*first_map_ext_path)
887     {
888     object *tmp;
889     char mapname[MAX_BUF];
890 elmex 1.1
891 root 1.148 snprintf (mapname, MAX_BUF - 1, "%s/%s", &first_map_ext_path, &ob->arch->archname);
892 root 1.112 tmp = object::create ();
893     EXIT_PATH (tmp) = mapname;
894     EXIT_X (tmp) = ob->x;
895     EXIT_Y (tmp) = ob->y;
896     ob->enter_exit (tmp); /* we don't really care if it succeeded;
897     * if the map isn't there, then stay on the
898     * default initial map */
899     tmp->destroy ();
900 elmex 1.1 }
901 root 1.112 else
902     LOG (llevDebug, "first_map_ext_path not set\n");
903     }
904 elmex 1.1
905 root 1.112 void
906     player::chargen_race_next ()
907     {
908 root 1.18 /* Following actually changes the race - this is the default command
909     * if we don't match with one of the options above.
910     */
911    
912 root 1.112 do
913 root 1.18 {
914 root 1.112 shstr name = ob->name;
915     int x = ob->x, y = ob->y;
916 root 1.21
917 root 1.112 ob->remove_statbonus ();
918     ob->remove ();
919     ob->arch = get_player_archetype (ob->arch);
920 root 1.149 ob->arch->copy_to (ob);
921 root 1.112 ob->instantiate ();
922     ob->stats = ob->contr->orig_stats;
923     ob->name = ob->name_pl = name;
924     ob->x = x;
925     ob->y = y;
926     SET_ANIMATION (ob, 2); /* So player faces south */
927     insert_ob_in_map (ob, ob->map, ob, 0);
928 root 1.149 assign (ob->contr->title, ob->arch->object::name);
929 root 1.112 ob->add_statbonus ();
930     }
931     while (!allowed_class (ob));
932    
933     update_object (ob, UP_OBJ_FACE);
934     esrv_update_item (UPD_FACE, ob, ob);
935     ob->update_stats ();
936     ob->stats.hp = ob->stats.maxhp;
937     ob->stats.sp = ob->stats.maxsp;
938     ob->stats.grace = 0;
939 elmex 1.1 }
940    
941 root 1.18 void
942     flee_player (object *op)
943     {
944     int dir, diff;
945     rv_vector rv;
946    
947     if (op->stats.hp < 0)
948     {
949     LOG (llevDebug, "Fleeing player is dead.\n");
950     CLEAR_FLAG (op, FLAG_SCARED);
951     return;
952 elmex 1.1 }
953    
954 root 1.18 if (op->enemy == NULL)
955     {
956     LOG (llevDebug, "Fleeing player had no enemy.\n");
957     CLEAR_FLAG (op, FLAG_SCARED);
958     return;
959 elmex 1.1 }
960    
961 root 1.18 /* Seen some crashes here. Since we don't store an
962     * op->enemy_count, it is possible that something destroys the
963     * actual enemy, and the object is recycled.
964     */
965     if (op->enemy->map == NULL)
966     {
967     CLEAR_FLAG (op, FLAG_SCARED);
968     op->enemy = NULL;
969     return;
970 elmex 1.1 }
971    
972 root 1.18 if (!(random_roll (0, 4, op, PREFER_LOW)) && did_make_save (op, op->level, 0))
973     {
974     op->enemy = NULL;
975     CLEAR_FLAG (op, FLAG_SCARED);
976     return;
977 elmex 1.1 }
978 root 1.49
979 root 1.18 get_rangevector (op, op->enemy, &rv, 0);
980    
981     dir = absdir (4 + rv.direction);
982     for (diff = 0; diff < 3; diff++)
983     {
984     int m = 1 - (RANDOM () & 2);
985 elmex 1.1
986 root 1.18 if (move_ob (op, absdir (dir + diff * m), op) || (diff == 0 && move_ob (op, absdir (dir - diff * m), op)))
987 root 1.49 return;
988 elmex 1.1 }
989 root 1.49
990 root 1.18 /* Cornered, get rid of scared */
991     CLEAR_FLAG (op, FLAG_SCARED);
992     op->enemy = NULL;
993 elmex 1.1 }
994    
995     /* check_pick sees if there is stuff to be picked up/picks up stuff.
996 root 1.122 * It returns 1 if the player should keep on moving, 0 if he should
997 elmex 1.1 * stop.
998     */
999 root 1.18 int
1000     check_pick (object *op)
1001     {
1002 elmex 1.1 object *tmp, *next;
1003     int stop = 0;
1004 pippijn 1.106 int wvratio;
1005     char putstring[128];
1006 elmex 1.1
1007     /* if you're flying, you cna't pick up anything */
1008     if (op->move_type & MOVE_FLYING)
1009     return 1;
1010    
1011     next = op->below;
1012    
1013     /* loop while there are items on the floor that are not marked as
1014     * destroyed */
1015 root 1.24 while (next && !next->destroyed ())
1016 root 1.18 {
1017     tmp = next;
1018     next = tmp->below;
1019 elmex 1.1
1020 root 1.24 if (op->destroyed ())
1021 elmex 1.1 return 0;
1022    
1023 root 1.18 if (!can_pick (op, tmp))
1024     continue;
1025 elmex 1.1
1026 root 1.18 if (op->contr->search_str[0] != '\0' && settings.search_items == TRUE)
1027     {
1028     if (item_matched_string (op, tmp, op->contr->search_str))
1029     pick_up (op, tmp);
1030     continue;
1031 root 1.11 }
1032    
1033 root 1.18 /* high not bit set? We're using the old autopickup model */
1034     if (!(op->contr->mode & PU_NEWMODE))
1035 root 1.11 {
1036 root 1.18 switch (op->contr->mode)
1037 root 1.11 {
1038 root 1.20 case 0:
1039     return 1; /* don't pick up */
1040     case 1:
1041     pick_up (op, tmp);
1042     return 1;
1043     case 2:
1044     pick_up (op, tmp);
1045     return 0;
1046     case 3:
1047     return 0; /* stop before pickup */
1048     case 4:
1049     pick_up (op, tmp);
1050     break;
1051     case 5:
1052     pick_up (op, tmp);
1053     stop = 1;
1054     break;
1055     case 6:
1056     if (QUERY_FLAG (tmp, FLAG_KNOWN_MAGICAL) && !QUERY_FLAG (tmp, FLAG_KNOWN_CURSED))
1057 root 1.18 pick_up (op, tmp);
1058 root 1.20 break;
1059    
1060     case 7:
1061     if (tmp->type == MONEY || tmp->type == GEM)
1062 root 1.18 pick_up (op, tmp);
1063 root 1.20 break;
1064    
1065     default:
1066     /* use value density */
1067     if (!QUERY_FLAG (tmp, FLAG_UNPAID)
1068     && (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1))) >= op->contr->mode)
1069 root 1.18 pick_up (op, tmp);
1070 root 1.11 }
1071     }
1072 root 1.18 else
1073     { /* old model */
1074     /* NEW pickup handling */
1075     if (op->contr->mode & PU_DEBUG)
1076     {
1077     /* some debugging code to figure out item information */
1078     if (tmp->name != NULL)
1079     sprintf (putstring, "item name: %s item type: %d weight/value: %d",
1080     &tmp->name, tmp->type, (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1))));
1081     else
1082     sprintf (putstring, "item name: %s item type: %d weight/value: %d",
1083 root 1.148 &tmp->arch->archname, tmp->type, (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1))));
1084 root 1.18
1085     new_draw_info (NDI_UNIQUE, 0, op, putstring);
1086 root 1.58 }
1087 elmex 1.1
1088 root 1.18 /* philosophy:
1089     * It's easy to grab an item type from a pile, as long as it's
1090     * generic. This takes no game-time. For more detailed pickups
1091 root 1.58 * and selections, select-items should be used. This is a
1092 root 1.18 * grab-as-you-run type mode that's really useful for arrows for
1093     * example.
1094     * The drawback: right now it has no frontend, so you need to
1095     * stick the bits you want into a calculator in hex mode and then
1096     * convert to decimal and then 'pickup <#>
1097     */
1098    
1099     /* the first two modes are exclusive: if NOTHING we return, if
1100     * STOP then we stop. All the rest are applied sequentially,
1101     * meaning if any test passes, the item gets picked up. */
1102    
1103     /* if mode is set to pick nothing up, return */
1104    
1105     if (op->contr->mode & PU_NOTHING)
1106     return 1;
1107    
1108     /* if mode is set to stop when encountering objects, return */
1109     /* take STOP before INHIBIT since it doesn't actually pick
1110     * anything up */
1111    
1112     if (op->contr->mode & PU_STOP)
1113     return 0;
1114    
1115     /* useful for going into stores and not losing your settings... */
1116     /* and for battles wher you don't want to get loaded down while
1117     * fighting */
1118     if (op->contr->mode & PU_INHIBIT)
1119     return 1;
1120    
1121     /* prevent us from turning into auto-thieves :) */
1122     if (QUERY_FLAG (tmp, FLAG_UNPAID))
1123     continue;
1124    
1125     /* ignore known cursed objects */
1126     if (QUERY_FLAG (tmp, FLAG_KNOWN_CURSED) && op->contr->mode & PU_NOT_CURSED)
1127     continue;
1128    
1129     /* all food and drink if desired */
1130     /* question: don't pick up known-poisonous stuff? */
1131     if (op->contr->mode & PU_FOOD)
1132     if (tmp->type == FOOD)
1133     {
1134     pick_up (op, tmp);
1135     continue;
1136     }
1137 root 1.29
1138 root 1.18 if (op->contr->mode & PU_DRINK)
1139     if (tmp->type == DRINK || (tmp->type == POISON && !QUERY_FLAG (tmp, FLAG_KNOWN_CURSED)))
1140     {
1141     pick_up (op, tmp);
1142     continue;
1143     }
1144    
1145     if (op->contr->mode & PU_POTION)
1146     if (tmp->type == POTION)
1147     {
1148     pick_up (op, tmp);
1149     continue;
1150     }
1151    
1152     /* spellbooks, skillscrolls and normal books/scrolls */
1153     if (op->contr->mode & PU_SPELLBOOK)
1154     if (tmp->type == SPELLBOOK)
1155     {
1156     pick_up (op, tmp);
1157     continue;
1158     }
1159 root 1.29
1160 root 1.18 if (op->contr->mode & PU_SKILLSCROLL)
1161     if (tmp->type == SKILLSCROLL)
1162     {
1163     pick_up (op, tmp);
1164     continue;
1165     }
1166 root 1.29
1167 root 1.18 if (op->contr->mode & PU_READABLES)
1168 root 1.158 if (tmp->type == BOOK || tmp->type == SCROLL || tmp->type == INSCRIBABLE)
1169 root 1.18 {
1170     pick_up (op, tmp);
1171     continue;
1172     }
1173    
1174     /* wands/staves/rods/horns */
1175     if (op->contr->mode & PU_MAGIC_DEVICE)
1176     if (tmp->type == WAND || tmp->type == ROD || tmp->type == HORN)
1177     {
1178     pick_up (op, tmp);
1179     continue;
1180     }
1181    
1182     /* pick up all magical items */
1183     if (op->contr->mode & PU_MAGICAL)
1184     if (QUERY_FLAG (tmp, FLAG_KNOWN_MAGICAL) && !QUERY_FLAG (tmp, FLAG_KNOWN_CURSED))
1185     {
1186     pick_up (op, tmp);
1187     continue;
1188     }
1189    
1190     if (op->contr->mode & PU_VALUABLES)
1191     {
1192     if (tmp->type == MONEY || tmp->type == GEM)
1193     {
1194     pick_up (op, tmp);
1195     continue;
1196     }
1197     }
1198    
1199     /* rings & amulets - talismans seems to be typed AMULET */
1200     if (op->contr->mode & PU_JEWELS)
1201     if (tmp->type == RING || tmp->type == AMULET)
1202     {
1203     pick_up (op, tmp);
1204 root 1.29 continue;
1205     }
1206    
1207     /* we don't forget dragon food */
1208     if (op->contr->mode & PU_FLESH)
1209     if (tmp->type == FLESH)
1210     {
1211     pick_up (op, tmp);
1212 root 1.18 continue;
1213     }
1214    
1215     /* bows and arrows. Bows are good for selling! */
1216     if (op->contr->mode & PU_BOW)
1217     if (tmp->type == BOW)
1218     {
1219     pick_up (op, tmp);
1220     continue;
1221     }
1222 root 1.29
1223 root 1.18 if (op->contr->mode & PU_ARROW)
1224     if (tmp->type == ARROW)
1225     {
1226     pick_up (op, tmp);
1227     continue;
1228     }
1229    
1230     /* all kinds of armor etc. */
1231     if (op->contr->mode & PU_ARMOUR)
1232     if (tmp->type == ARMOUR)
1233     {
1234     pick_up (op, tmp);
1235     continue;
1236     }
1237 root 1.29
1238 root 1.18 if (op->contr->mode & PU_HELMET)
1239     if (tmp->type == HELMET)
1240     {
1241     pick_up (op, tmp);
1242     continue;
1243     }
1244 root 1.29
1245 root 1.18 if (op->contr->mode & PU_SHIELD)
1246     if (tmp->type == SHIELD)
1247     {
1248     pick_up (op, tmp);
1249     continue;
1250     }
1251 root 1.29
1252 root 1.18 if (op->contr->mode & PU_BOOTS)
1253     if (tmp->type == BOOTS)
1254     {
1255     pick_up (op, tmp);
1256     continue;
1257     }
1258 root 1.29
1259 root 1.18 if (op->contr->mode & PU_GLOVES)
1260     if (tmp->type == GLOVES)
1261     {
1262     pick_up (op, tmp);
1263     continue;
1264     }
1265 root 1.29
1266 root 1.18 if (op->contr->mode & PU_CLOAK)
1267     if (tmp->type == CLOAK)
1268     {
1269     pick_up (op, tmp);
1270     continue;
1271     }
1272 elmex 1.1
1273 root 1.18 /* hoping to catch throwing daggers here */
1274     if (op->contr->mode & PU_MISSILEWEAPON)
1275     if (tmp->type == WEAPON && QUERY_FLAG (tmp, FLAG_IS_THROWN))
1276     {
1277     pick_up (op, tmp);
1278     continue;
1279     }
1280 elmex 1.1
1281 root 1.18 /* careful: chairs and tables are weapons! */
1282     if (op->contr->mode & PU_ALLWEAPON)
1283     {
1284     if (tmp->type == WEAPON && tmp->name != NULL)
1285     {
1286 root 1.148 if (strstr (tmp->name, "table") == NULL && strstr (tmp->arch->archname, "table") == NULL &&
1287     strstr (tmp->name, "chair") && strstr (tmp->arch->archname, "chair") == NULL)
1288 root 1.18 {
1289     pick_up (op, tmp);
1290     continue;
1291     }
1292     }
1293 root 1.29
1294 root 1.18 if (tmp->type == WEAPON && tmp->name == NULL)
1295     {
1296 root 1.148 if (strstr (tmp->arch->archname, "table") == NULL && strstr (tmp->arch->archname, "chair") == NULL)
1297 root 1.18 {
1298     pick_up (op, tmp);
1299     continue;
1300     }
1301     }
1302     }
1303 elmex 1.1
1304 root 1.18 /* misc stuff that's useful */
1305     if (op->contr->mode & PU_KEY)
1306     if (tmp->type == KEY || tmp->type == SPECIAL_KEY)
1307     {
1308     pick_up (op, tmp);
1309     continue;
1310     }
1311 elmex 1.1
1312 root 1.18 /* any of the last 4 bits set means we use the ratio for value
1313     * pickups */
1314     if (op->contr->mode & PU_RATIO)
1315     {
1316     /* use value density to decide what else to grab */
1317     /* >=7 was >= op->contr->mode */
1318     /* >=7 is the old standard setting. Now we take the last 4 bits
1319     * and multiply them by 5, giving 0..15*5== 5..75 */
1320     wvratio = (op->contr->mode & PU_RATIO) * 5;
1321     if ((query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1))) >= (unsigned int) wvratio)
1322     {
1323     pick_up (op, tmp);
1324 elmex 1.1 #if 0
1325 root 1.18 fprintf (stderr, "HIGH WEIGHT/VALUE [");
1326     if (tmp->name != NULL)
1327     {
1328     fprintf (stderr, "%s", tmp->name);
1329     }
1330     else
1331 root 1.148 fprintf (stderr, "%s", tmp->arch->archname);
1332 root 1.18 fprintf (stderr, ",%d] = ", tmp->type);
1333     fprintf (stderr, "%d\n", (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1))));
1334 elmex 1.1 #endif
1335 root 1.18 continue;
1336     }
1337     }
1338     } /* the new pickup model */
1339     }
1340 root 1.29
1341 root 1.18 return !stop;
1342 elmex 1.1 }
1343    
1344     /*
1345     * Find an arrow in the inventory and after that
1346     * in the right type container (quiver). Pointer to the
1347     * found object is returned.
1348     */
1349 root 1.18 object *
1350     find_arrow (object *op, const char *type)
1351 elmex 1.1 {
1352 root 1.103 object *tmp = 0;
1353 elmex 1.1
1354 root 1.18 for (op = op->inv; op; op = op->below)
1355     if (!tmp && op->type == CONTAINER && op->race == type && QUERY_FLAG (op, FLAG_APPLIED))
1356 root 1.172 tmp = find_arrow (splay (op), type);
1357 root 1.18 else if (op->type == ARROW && op->race == type)
1358 root 1.172 return splay (op);
1359 root 1.103
1360 root 1.18 return tmp;
1361 elmex 1.1 }
1362    
1363     /*
1364     * Similar to find_arrow, but looks for (roughly) the best arrow to use
1365     * against the target. A full test is not performed, simply a basic test
1366     * of resistances. The archer is making a quick guess at what he sees down
1367     * the hall. Failing that it does it's best to pick the highest plus arrow.
1368     */
1369 root 1.18 object *
1370     find_better_arrow (object *op, object *target, const char *type, int *better)
1371 elmex 1.1 {
1372 root 1.18 object *tmp = NULL, *arrow, *ntmp;
1373     int attacknum, attacktype, betterby = 0, i;
1374 elmex 1.1
1375 root 1.18 if (!type)
1376     return NULL;
1377 elmex 1.1
1378 root 1.18 for (arrow = op->inv; arrow; arrow = arrow->below)
1379     {
1380     if (arrow->type == CONTAINER && arrow->race == type && QUERY_FLAG (arrow, FLAG_APPLIED))
1381     {
1382     i = 0;
1383     ntmp = find_better_arrow (arrow, target, type, &i);
1384     if (i > betterby)
1385     {
1386     tmp = ntmp;
1387     betterby = i;
1388     }
1389     }
1390     else if (arrow->type == ARROW && arrow->race == type)
1391     {
1392     /* allways prefer assasination/slaying */
1393     if (target->race != NULL && arrow->slaying != NULL && strstr (arrow->slaying, target->race))
1394     {
1395     if (arrow->attacktype & AT_DEATH)
1396     {
1397     *better = 100;
1398     return arrow;
1399     }
1400     else
1401     {
1402     tmp = arrow;
1403     betterby = (arrow->magic + arrow->stats.dam) * 2;
1404     }
1405     }
1406     else
1407     {
1408     for (attacknum = 0; attacknum < NROFATTACKS; attacknum++)
1409     {
1410     attacktype = 1 << attacknum;
1411 root 1.149 if ((arrow->attacktype & attacktype) && (target->arch->resist[attacknum]) < 0)
1412     if (((arrow->magic + arrow->stats.dam) * (100 - target->arch->resist[attacknum]) / 100) > betterby)
1413 root 1.18 {
1414     tmp = arrow;
1415 root 1.149 betterby = (arrow->magic + arrow->stats.dam) * (100 - target->arch->resist[attacknum]) / 100;
1416 root 1.18 }
1417 root 1.11 }
1418 root 1.18 if ((2 + arrow->magic + arrow->stats.dam) > betterby)
1419     {
1420     tmp = arrow;
1421     betterby = 2 + arrow->magic + arrow->stats.dam;
1422 root 1.11 }
1423 root 1.18 if (arrow->title && (1 + arrow->magic + arrow->stats.dam) > betterby)
1424     {
1425     tmp = arrow;
1426     betterby = 1 + arrow->magic + arrow->stats.dam;
1427 root 1.11 }
1428     }
1429     }
1430 elmex 1.1 }
1431 root 1.18 if (tmp == NULL && arrow == NULL)
1432     return find_arrow (op, type);
1433 elmex 1.1
1434 root 1.18 *better = betterby;
1435     return tmp;
1436 elmex 1.1 }
1437    
1438     /* looks in a given direction, finds the first valid target, and calls
1439     * find_better_arrow to find a decent arrow to use.
1440     * op = the shooter
1441     * type = bow->race
1442     * dir = fire direction
1443     */
1444 root 1.18 object *
1445     pick_arrow_target (object *op, const char *type, int dir)
1446 elmex 1.1 {
1447 root 1.18 object *tmp = NULL;
1448 root 1.25 maptile *m;
1449 root 1.18 int i, mflags, found, number;
1450     sint16 x, y;
1451    
1452     if (op->map == NULL)
1453     return find_arrow (op, type);
1454    
1455     /* do a dex check */
1456     number = (die_roll (2, 40, op, PREFER_LOW) - 2) / 2;
1457     if (number > (op->stats.Dex + (op->chosen_skill ? op->chosen_skill->level : op->level)))
1458     return find_arrow (op, type);
1459    
1460     m = op->map;
1461     x = op->x;
1462     y = op->y;
1463    
1464     /* find the first target */
1465     for (i = 0, found = 0; i < 20; i++)
1466     {
1467     x += freearr_x[dir];
1468     y += freearr_y[dir];
1469     mflags = get_map_flags (m, &m, x, y, &x, &y);
1470     if (mflags & P_OUT_OF_MAP || mflags & P_BLOCKSVIEW)
1471     {
1472     tmp = NULL;
1473     break;
1474     }
1475     else if (GET_MAP_MOVE_BLOCK (m, x, y) == MOVE_FLY_LOW)
1476     {
1477     /* This block presumes arrows and the like are MOVE_FLY_SLOW -
1478     * perhaps a bad assumption.
1479     */
1480     tmp = NULL;
1481     break;
1482 root 1.11 }
1483 root 1.18 if (mflags & P_IS_ALIVE)
1484     {
1485     for (tmp = GET_MAP_OB (m, x, y); tmp; tmp = tmp->above)
1486     if (QUERY_FLAG (tmp, FLAG_ALIVE))
1487     {
1488     found++;
1489 root 1.11 break;
1490 root 1.18 }
1491     if (found)
1492     break;
1493 root 1.11 }
1494 elmex 1.1 }
1495 root 1.18 if (tmp == NULL)
1496     return find_arrow (op, type);
1497 elmex 1.1
1498 root 1.18 if (tmp->head)
1499     tmp = tmp->head;
1500 elmex 1.1
1501 root 1.18 return find_better_arrow (op, tmp, type, &i);
1502 elmex 1.1 }
1503    
1504     /*
1505     * Creature fires a bow - op can be monster or player. Returns
1506     * 1 if bow was actually fired, 0 otherwise.
1507     * op is the object firing the bow.
1508     * part is for multipart creatures - the part firing the bow.
1509     * dir is the direction of fire.
1510     * wc_mod is any special modifier to give (used in special player fire modes)
1511     * sx, sy are coordinates to fire arrow from - also used in some of the special
1512     * player fire modes.
1513     */
1514 root 1.18 int
1515     fire_bow (object *op, object *part, object *arrow, int dir, int wc_mod, sint16 sx, sint16 sy)
1516 elmex 1.1 {
1517 root 1.18 object *left, *bow;
1518 root 1.132 int mflags;
1519 root 1.25 maptile *m;
1520 elmex 1.1
1521 root 1.18 if (!dir)
1522     {
1523     new_draw_info (NDI_UNIQUE, 0, op, "You can't shoot yourself!");
1524     return 0;
1525 elmex 1.1 }
1526 root 1.48
1527 root 1.136 if (op->contr)
1528     bow = op->current_weapon;
1529 root 1.18 else
1530     {
1531     for (bow = op->inv; bow; bow = bow->below)
1532     /* Don't check for applied - monsters don't apply bows - in that way, they
1533     * don't need to switch back and forth between bows and weapons.
1534     */
1535     if (bow->type == BOW)
1536     break;
1537 root 1.11
1538 root 1.18 if (!bow)
1539     {
1540     LOG (llevError, "Range: bow without activated bow (%s).\n", &op->name);
1541     return 0;
1542 root 1.11 }
1543 root 1.118
1544     // optimisation: move object to top so we will find it quickly again
1545     if (bow->below)
1546     {
1547     bow->remove ();
1548     op->insert (bow);
1549     }
1550    
1551 elmex 1.1 }
1552 root 1.48
1553 root 1.18 if (!bow->race || !bow->skill)
1554     {
1555     new_draw_info_format (NDI_UNIQUE, 0, op, "Your %s is broken.", &bow->name);
1556     return 0;
1557 elmex 1.1 }
1558    
1559 root 1.18 if (arrow == NULL)
1560     {
1561     if ((arrow = find_arrow (op, bow->race)) == NULL)
1562     {
1563     if (op->type == PLAYER)
1564     new_draw_info_format (NDI_UNIQUE, 0, op, "You have no %s left.", &bow->race);
1565     /* FLAG_READY_BOW will get reset if the monsters picks up some arrows */
1566     else
1567     CLEAR_FLAG (op, FLAG_READY_BOW);
1568 root 1.116
1569 root 1.18 return 0;
1570 root 1.11 }
1571 elmex 1.1 }
1572 root 1.48
1573 root 1.18 mflags = get_map_flags (op->map, &m, sx, sy, &sx, &sy);
1574     if (mflags & P_OUT_OF_MAP)
1575 root 1.48 return 0;
1576    
1577 root 1.18 if (GET_MAP_MOVE_BLOCK (m, sx, sy) == MOVE_FLY_LOW)
1578     {
1579     new_draw_info (NDI_UNIQUE, 0, op, "Something is in the way.");
1580     return 0;
1581     }
1582    
1583     /* this should not happen, but sometimes does */
1584     if (arrow->nrof == 0)
1585     {
1586 root 1.33 arrow->destroy ();
1587 root 1.18 return 0;
1588     }
1589    
1590     left = arrow; /* these are arrows left to the player */
1591     arrow = get_split_ob (arrow, 1);
1592 root 1.48 if (!arrow)
1593 root 1.18 {
1594     new_draw_info_format (NDI_UNIQUE, 0, op, "You have no %s left.", &bow->race);
1595     return 0;
1596 elmex 1.1 }
1597 root 1.48
1598 root 1.34 arrow->set_owner (op);
1599 root 1.18 arrow->skill = bow->skill;
1600     arrow->direction = dir;
1601    
1602 root 1.124 arrow->stats.sp = arrow->stats.wc; /* save original wc, dam, attacktype and slaying */
1603     arrow->stats.hp = arrow->stats.dam;
1604     arrow->stats.grace = arrow->attacktype;
1605    
1606     if (arrow->slaying)
1607     arrow->spellarg = strdup (arrow->slaying);
1608    
1609 root 1.142 #if 0
1610 root 1.131 if (player *pl = op->contr)
1611 root 1.18 {
1612 root 1.142 float speed = pl->weapon_sp;
1613 root 1.132
1614 root 1.142 /* penalize ROF for bestarrow */
1615     if (pl->bowtype == bow_bestarrow)
1616     speed *= .9f;
1617     else
1618     speed *= 1.f + dex_bonus[op->stats.Dex] * .2f;
1619 root 1.131
1620 root 1.142 op->speed_left += speed - op->speed;
1621     }
1622 root 1.132 #endif
1623 elmex 1.1
1624 root 1.18 SET_ANIMATION (arrow, arrow->direction);
1625 root 1.116
1626 root 1.18 /* update the speed */
1627 root 1.142 arrow->speed = ((bow->flag [FLAG_NO_STRENGTH] ? 0 : dam_bonus[op->stats.Str]) + bow->magic + arrow->magic) / 5.f
1628     + bow->stats.dam / 7.f;
1629 root 1.18
1630 root 1.142 arrow->set_speed (max (arrow->speed, 2.f));
1631 root 1.18 arrow->speed_left = 0;
1632    
1633 root 1.129 int wc = op->stats.wc + wc_mod - arrow->magic - arrow->stats.wc;
1634 root 1.116
1635 root 1.18 if (op->type == PLAYER)
1636     {
1637 root 1.116 arrow->level = op->chosen_skill ? op->chosen_skill->level : op->level;
1638 root 1.129 wc -= dex_bonus[op->stats.Dex];
1639 root 1.18
1640 root 1.116 if (!arrow->slaying)
1641     arrow->slaying = op->slaying;
1642 root 1.124
1643     arrow->attacktype |= op->attacktype;
1644 elmex 1.1 }
1645 root 1.18 else
1646     {
1647     arrow->level = op->level;
1648 root 1.116 arrow->stats.wc -= bow->magic;
1649    
1650     if (!arrow->slaying)
1651     arrow->slaying = bow->slaying;
1652 root 1.124
1653     arrow->attacktype |= bow->attacktype;
1654 elmex 1.1 }
1655 root 1.24
1656 root 1.129 wc -= arrow->level;
1657     arrow->stats.dam = clamp (arrow->stats.dam + op->stats.dam + arrow->magic, MIN_DAM, MAX_DAM);
1658 root 1.24
1659 root 1.129 arrow->stats.wc = clamp (wc, MIN_WC, MAX_WC);
1660 root 1.18 arrow->move_type = MOVE_FLY_LOW;
1661     arrow->move_on = MOVE_FLY_LOW | MOVE_WALK;
1662    
1663 root 1.156 op->play_sound (sound_find ("fire_arrow"));
1664 root 1.70 m->insert (arrow, sx, sy, op);
1665 root 1.18
1666 root 1.24 if (!arrow->destroyed ())
1667 root 1.18 move_arrow (arrow);
1668 elmex 1.1
1669 root 1.18 if (op->type == PLAYER)
1670     {
1671 root 1.24 if (left->destroyed ())
1672     esrv_del_item (op->contr, left->count);
1673 root 1.18 else
1674     esrv_send_item (op, left);
1675 elmex 1.1 }
1676 root 1.24
1677 root 1.18 return 1;
1678 elmex 1.1 }
1679    
1680     /* Special fire code for players - this takes into
1681     * account the special fire modes players can have
1682     * but monsters can't. Putting that code here
1683     * makes the fire_bow code much cleaner.
1684     * this function should only be called if 'op' is a player,
1685     * hence the function name.
1686     */
1687 root 1.18 int
1688     player_fire_bow (object *op, int dir)
1689 elmex 1.1 {
1690 root 1.18 int ret = 0, wcmod = 0;
1691    
1692     if (op->contr->bowtype == bow_bestarrow)
1693     {
1694 root 1.118 ret = fire_bow (op, op, pick_arrow_target (op, op->contr->ranged_ob->race, dir), dir, 0, op->x, op->y);
1695 root 1.18 }
1696     else if (op->contr->bowtype >= bow_n && op->contr->bowtype <= bow_nw)
1697     {
1698     if (!similar_direction (dir, op->contr->bowtype - bow_n + 1))
1699     wcmod = -1;
1700 root 1.74
1701 root 1.18 ret = fire_bow (op, op, NULL, op->contr->bowtype - bow_n + 1, wcmod, op->x, op->y);
1702     }
1703     else if (op->contr->bowtype == bow_threewide)
1704     {
1705     ret = fire_bow (op, op, NULL, dir, 0, op->x, op->y);
1706     ret |= fire_bow (op, op, NULL, dir, -5, op->x + freearr_x[absdir (dir + 2)], op->y + freearr_y[absdir (dir + 2)]);
1707     ret |= fire_bow (op, op, NULL, dir, -5, op->x + freearr_x[absdir (dir - 2)], op->y + freearr_y[absdir (dir - 2)]);
1708     }
1709     else if (op->contr->bowtype == bow_spreadshot)
1710     {
1711     ret |= fire_bow (op, op, NULL, dir, 0, op->x, op->y);
1712     ret |= fire_bow (op, op, NULL, absdir (dir - 1), -5, op->x, op->y);
1713     ret |= fire_bow (op, op, NULL, absdir (dir + 1), -5, op->x, op->y);
1714 elmex 1.1 }
1715 root 1.18 else
1716     {
1717     /* Simple case */
1718     ret = fire_bow (op, op, NULL, dir, 0, op->x, op->y);
1719     }
1720 root 1.121
1721 root 1.18 return ret;
1722 elmex 1.1 }
1723    
1724     /* Fires a misc (wand/rod/horn) object in 'dir'.
1725     * Broken apart from 'fire' to keep it more readable.
1726     */
1727 root 1.18 void
1728     fire_misc_object (object *op, int dir)
1729 elmex 1.1 {
1730 root 1.118 object *item = op->contr->ranged_ob;
1731 elmex 1.1
1732 root 1.118 if (!item)
1733 root 1.18 {
1734     new_draw_info (NDI_UNIQUE, 0, op, "You have range item readied.");
1735     return;
1736 elmex 1.1 }
1737    
1738 root 1.18 if (!item->inv)
1739     {
1740     LOG (llevError, "Object %s lacks a spell\n", &item->name);
1741     return;
1742 elmex 1.1 }
1743 root 1.118
1744 root 1.126 if (!op->change_weapon (item))
1745     return;
1746 root 1.121
1747 root 1.18 if (item->type == WAND)
1748     {
1749     if (item->stats.food <= 0)
1750     {
1751 root 1.156 op->contr->play_sound (sound_find ("wand_poof"));
1752 root 1.18 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s goes poof.", query_base_name (item, 0));
1753 root 1.121
1754 root 1.18 return;
1755 root 1.11 }
1756 root 1.18 }
1757     else if (item->type == ROD || item->type == HORN)
1758     {
1759     if (item->stats.hp < MAX (item->inv->stats.sp, item->inv->stats.grace))
1760     {
1761 root 1.156 op->contr->play_sound (sound_find ("wand_poof"));
1762 root 1.121
1763 root 1.18 if (item->type == ROD)
1764     new_draw_info_format (NDI_UNIQUE, 0, op, "The %s whines for a while, but nothing happens.", query_base_name (item, 0));
1765     else
1766     new_draw_info_format (NDI_UNIQUE, 0, op, "The %s needs more time to charge.", query_base_name (item, 0));
1767 root 1.121
1768 root 1.18 return;
1769 root 1.11 }
1770 elmex 1.1 }
1771    
1772 root 1.18 if (cast_spell (op, item, dir, item->inv, NULL))
1773     {
1774     SET_FLAG (op, FLAG_BEEN_APPLIED); /* You now know something about it */
1775     if (item->type == WAND)
1776     {
1777     if (!(--item->stats.food))
1778     {
1779     object *tmp;
1780    
1781     if (item->arch)
1782     {
1783     CLEAR_FLAG (item, FLAG_ANIMATE);
1784 root 1.149 item->face = item->arch->face;
1785 root 1.67 item->set_speed (0);
1786 root 1.11 }
1787 root 1.67
1788 root 1.49 if ((tmp = item->in_player ()))
1789 root 1.18 esrv_update_item (UPD_ANIM, tmp, item);
1790 root 1.11 }
1791     }
1792 root 1.18 else if (item->type == ROD || item->type == HORN)
1793 root 1.67 drain_rod_charge (item);
1794 elmex 1.1 }
1795     }
1796    
1797     /* Received a fire command for the player - go and do it.
1798     */
1799 root 1.142 bool
1800 root 1.18 fire (object *op, int dir)
1801     {
1802     int spellcost = 0;
1803 elmex 1.1
1804 root 1.18 /* check for loss of invisiblity/hide */
1805     if (action_makes_visible (op))
1806     make_visible (op);
1807 elmex 1.1
1808 root 1.118 player *pl = op->contr;
1809 elmex 1.1
1810 root 1.119 if (pl->golem)
1811     {
1812     control_golem (op->contr->golem, dir);
1813 root 1.142 return false;
1814 root 1.119 }
1815    
1816     object *ob = pl->ranged_ob;
1817 elmex 1.1
1818 root 1.119 if (!ob)
1819 root 1.142 return false;
1820 elmex 1.1
1821 root 1.136 if (!op->change_weapon (ob))
1822 root 1.142 return false;
1823    
1824     if (op->speed_left > 0.f)
1825     --op->speed_left;
1826     else
1827     return false;
1828 root 1.136
1829 root 1.119 switch (ob->type)
1830 root 1.118 {
1831 root 1.119 case BOW:
1832 root 1.118 player_fire_bow (op, dir);
1833 root 1.119 break;
1834    
1835     case SPELL:
1836     spellcost = cast_spell (op, op, dir, ob, pl->spellparam[0] ? pl->spellparam : 0);
1837     break;
1838 root 1.113
1839 root 1.119 case BUILDER:
1840 root 1.20 apply_map_builder (op, dir);
1841 root 1.119 break;
1842    
1843     case SKILL:
1844     do_skill (op, op, ob, dir, 0);
1845     break;
1846    
1847     default:
1848     fire_misc_object (op, dir);
1849     break;
1850 elmex 1.1 }
1851 root 1.142
1852     return true;
1853 elmex 1.1 }
1854    
1855     /* find_key
1856     * We try to find a key for the door as passed. If we find a key
1857     * and successfully use it, we return the key, otherwise NULL
1858     * This function merges both normal and locked door, since the logic
1859     * for both is the same - just the specific key is different.
1860     * pl is the player,
1861     * inv is the objects inventory to searched
1862     * door is the door we are trying to match against.
1863     * This function can be called recursively to search containers.
1864     */
1865 root 1.18 object *
1866     find_key (object *pl, object *container, object *door)
1867 elmex 1.1 {
1868 root 1.18 object *tmp, *key;
1869 elmex 1.1
1870 root 1.18 /* Should not happen, but sanity checking is never bad */
1871 root 1.103 if (!container->inv)
1872     return 0;
1873 elmex 1.1
1874 root 1.18 /* First, lets try to find a key in the top level inventory */
1875 root 1.103 for (tmp = container->inv; tmp; tmp = tmp->below)
1876 root 1.18 {
1877     if (door->type == DOOR && tmp->type == KEY)
1878     break;
1879     /* For sanity, we should really check door type, but other stuff
1880     * (like containers) can be locked with special keys
1881     */
1882     if (tmp->slaying && tmp->type == SPECIAL_KEY && tmp->slaying == door->slaying)
1883     break;
1884     }
1885 root 1.103
1886 root 1.18 /* No key found - lets search inventories now */
1887     /* If we find and use a key in an inventory, return at that time.
1888     * otherwise, if we search all the inventories and still don't find
1889     * a key, return
1890     */
1891     if (!tmp)
1892     {
1893 root 1.103 for (tmp = container->inv; tmp; tmp = tmp->below)
1894 root 1.18 {
1895     /* No reason to search empty containers */
1896     if (tmp->type == CONTAINER && tmp->inv)
1897     {
1898 root 1.103 if ((key = find_key (pl, tmp, door)))
1899 root 1.18 return key;
1900     }
1901     }
1902 root 1.103
1903 root 1.18 if (!tmp)
1904     return NULL;
1905 elmex 1.1 }
1906 root 1.103
1907 root 1.18 /* We get down here if we have found a key. Now if its in a container,
1908     * see if we actually want to use it
1909     */
1910     if (pl != container)
1911     {
1912     /* Only let players use keys in containers */
1913     if (!pl->contr)
1914     return NULL;
1915     /* cases where this fails:
1916     * If we only search the player inventory, return now since we
1917     * are not in the players inventory.
1918     * If the container is not active, return now since only active
1919     * containers can be used.
1920     * If we only search keyrings and the container does not have
1921     * a race/isn't a keyring.
1922     * No checking for all containers - to fall through past here,
1923     * inv must have been an container and must have been active.
1924     *
1925     * Change the color so that the message doesn't disappear with
1926     * all the others.
1927     */
1928     if (pl->contr->usekeys == key_inventory ||
1929     !QUERY_FLAG (container, FLAG_APPLIED) ||
1930     (pl->contr->usekeys == keyrings && (!container->race || strcmp (container->race, "keys"))))
1931     {
1932     new_draw_info_format (NDI_UNIQUE | NDI_BROWN, 0, pl,
1933     "The %s in your %s vibrates as you approach the door", query_name (tmp), query_name (container));
1934     return NULL;
1935 root 1.11 }
1936 elmex 1.1 }
1937 root 1.103
1938 root 1.18 return tmp;
1939 elmex 1.1 }
1940    
1941     /* moved door processing out of move_player_attack.
1942     * returns 1 if player has opened the door with a key
1943     * such that the caller should not do anything more,
1944     * 0 otherwise
1945     */
1946 root 1.18 static int
1947     player_attack_door (object *op, object *door)
1948 elmex 1.1 {
1949 root 1.142 /* If its a door, try to find a key. If we do destroy the door,
1950 root 1.18 * might as well return immediately as there is nothing more to do -
1951     * otherwise, we fall through to the rest of the code.
1952     */
1953     object *key = find_key (op, op, door);
1954    
1955 root 1.142 /* If we found a key, do some extra work */
1956 root 1.18 if (key)
1957     {
1958     object *container = key->env;
1959    
1960     if (action_makes_visible (op))
1961     make_visible (op);
1962 root 1.117
1963 root 1.18 if (door->inv && (door->inv->type == RUNE || door->inv->type == TRAP))
1964     spring_trap (door->inv, op);
1965 root 1.103
1966 root 1.18 if (door->type == DOOR)
1967 root 1.103 hit_player (door, 9998, op, AT_PHYSICAL, 1); /* Break through the door */
1968 root 1.18 else if (door->type == LOCKED_DOOR)
1969     {
1970 root 1.170 op->statusmsg (format ("You open the door with the %s", query_short_name (key)), NDI_BROWN);
1971 root 1.18 remove_door2 (door); /* remove door without violence ;-) */
1972     }
1973 root 1.103
1974 root 1.18 /* Do this after we print the message */
1975     decrease_ob (key); /* Use up one of the keys */
1976     /* Need to update the weight the container the key was in */
1977     if (container != op)
1978     esrv_update_item (UPD_WEIGHT, op, container);
1979 root 1.103
1980 root 1.18 return 1; /* Nothing more to do below */
1981     }
1982     else if (door->type == LOCKED_DOOR)
1983     {
1984     /* Might as well return now - no other way to open this */
1985 root 1.171 op->failmsg (door->msg ? &door->msg : "Hmm, you miss the certain something to open this door...");
1986 root 1.18 return 1;
1987 elmex 1.1 }
1988 root 1.103
1989 root 1.18 return 0;
1990 elmex 1.1 }
1991    
1992     /* This function is just part of a breakup from move_player.
1993     * It should keep the code cleaner.
1994     * When this is called, the players direction has been updated
1995     * (taking into account confusion.) The player is also actually
1996     * going to try and move (not fire weapons).
1997     */
1998 root 1.142 bool
1999 root 1.18 move_player_attack (object *op, int dir)
2000 elmex 1.1 {
2001 root 1.18 int on_battleground;
2002    
2003 root 1.117 sint16 nx = freearr_x[dir] + op->x;
2004     sint16 ny = freearr_y[dir] + op->y;
2005 root 1.18
2006 root 1.49 on_battleground = op_on_battleground (op, 0, 0);
2007 root 1.18
2008 root 1.142 if (out_of_map (op->map, nx, ny))
2009     return false;
2010    
2011     if (!op->contr->braced && op->speed_left > 0.f && move_ob (op, dir, op))
2012     {
2013     --op->speed_left;
2014     return true;
2015     }
2016    
2017 root 1.18 /* If braced, or can't move to the square, and it is not out of the
2018     * map, attack it. Note order of if statement is important - don't
2019     * want to be calling move_ob if braced, because move_ob will move the
2020     * player. This is a pretty nasty hack, because if we could
2021     * move to some space, it then means that if we are braced, we should
2022     * do nothing at all. As it is, if we are braced, we go through
2023     * quite a bit of processing. However, it probably is less than what
2024     * move_ob uses.
2025     */
2026 root 1.142 maptile *m = op->map->xy_find (nx, ny);
2027    
2028     /* Go through all the objects, and find ones of interest. Only stop if
2029     * we find a monster - that is something we know we want to attack.
2030     * if its a door or barrel (can roll) see if there may be monsters
2031     * on the space
2032     */
2033     object *mon;
2034     for (mon = m->at (nx, ny).bot; mon; mon = mon->above)
2035 root 1.18 {
2036 root 1.142 if ((mon->flag [FLAG_ALIVE]
2037     || mon->type == LOCKED_DOOR
2038     || mon->flag [FLAG_CAN_ROLL])
2039     && mon != op)
2040     break;
2041     }
2042    
2043     if (!mon) /* This happens anytime the player tries to move */
2044     return false; /* into a wall */
2045 root 1.18
2046 root 1.142 mon = mon->head_ ();
2047 root 1.11
2048 root 1.142 if ((mon->type == DOOR && mon->stats.hp >= 0) || (mon->type == LOCKED_DOOR))
2049     if (op->contr->weapon_sp_left > 0.f)
2050     if (player_attack_door (op, mon))
2051 root 1.18 {
2052 root 1.142 --op->contr->weapon_sp_left;
2053     return true;
2054 root 1.18 }
2055    
2056 root 1.142 /* The following deals with possibly attacking peaceful
2057     * or friendly creatures. Basically, all players are considered
2058     * unaggressive. If the moving player has peaceful set, then the
2059     * object should be pushed instead of attacked. It is assumed that
2060     * if you are braced, you will not attack friends accidently,
2061     * and thus will not push them.
2062     */
2063 root 1.18
2064 root 1.142 /* If the creature is a pet, push it even if the player is not
2065     * peaceful. Our assumption is the creature is a pet if the
2066     * player owns it and it is either friendly or unagressive.
2067     */
2068     if (op->type == PLAYER
2069     && ((mon->owner && mon->owner->contr
2070     && same_party (mon->owner->contr->party, op->contr->party))
2071     || mon->owner == op)
2072     && (QUERY_FLAG (mon, FLAG_UNAGGRESSIVE) || QUERY_FLAG (mon, FLAG_FRIENDLY)))
2073     {
2074     /* If we're braced, we don't want to switch places with it */
2075     if (op->contr->braced)
2076     return false;
2077 root 1.18
2078 root 1.142 if (op->speed_left > 0.f)
2079     {
2080     --op->speed_left;
2081 root 1.85
2082 root 1.156 op->play_sound (sound_find ("push_player"));
2083 root 1.117 push_ob (mon, dir, op);
2084 root 1.142
2085 root 1.18 if (op->contr->tmp_invis || op->hide)
2086     make_visible (op);
2087 root 1.85
2088 root 1.142 return true;
2089 root 1.11 }
2090 root 1.142 else
2091     return false;
2092     }
2093 root 1.11
2094 root 1.142 /* in certain circumstances, you shouldn't attack friendly
2095     * creatures. Note that if you are braced, you can't push
2096     * someone, but put it inside this loop so that you won't
2097     * attack them either.
2098     */
2099     if ((mon->type == PLAYER || mon->enemy != op)
2100     && (mon->type == PLAYER || QUERY_FLAG (mon, FLAG_UNAGGRESSIVE) || QUERY_FLAG (mon, FLAG_FRIENDLY))
2101     && ((op->contr->peaceful
2102     || (mon->type == PLAYER && mon->contr->peaceful))
2103     && !on_battleground))
2104     {
2105     if (op->speed_left > 0.f)
2106 root 1.18 {
2107 root 1.142 --op->speed_left;
2108    
2109 root 1.18 if (!op->contr->braced)
2110     {
2111 root 1.156 op->play_sound (sound_find ("push_player"));
2112 root 1.85 push_ob (mon, dir, op);
2113 root 1.18 }
2114     else
2115 root 1.171 op->statusmsg ("You withhold your attack");
2116 root 1.49
2117 root 1.18 if (op->contr->tmp_invis || op->hide)
2118     make_visible (op);
2119 root 1.142
2120     return true;
2121 root 1.11 }
2122 root 1.142 }
2123     /* If the object is a boulder or other rollable object, then
2124     * roll it if not braced. You can't roll it if you are braced.
2125     */
2126     else if (QUERY_FLAG (mon, FLAG_CAN_ROLL) && (!op->contr->braced))
2127     {
2128     if (op->speed_left > 0.f)
2129     {
2130     --op->speed_left;
2131 elmex 1.1
2132 root 1.18 recursive_roll (mon, dir, op);
2133     if (action_makes_visible (op))
2134     make_visible (op);
2135 root 1.142
2136     return true;
2137 root 1.11 }
2138 root 1.142 }
2139     /* Any generic living creature. Including things like doors.
2140     * Way it works is like this: First, it must have some hit points
2141     * and be living. Then, it must be one of the following:
2142     * 1) Not a player, 2) A player, but of a different party. Note
2143     * that party_number -1 is no party, so attacks can still happen.
2144     */
2145     else if ((mon->stats.hp >= 0) && QUERY_FLAG (mon, FLAG_ALIVE) &&
2146     ((mon->type != PLAYER || op->contr->party == NULL || op->contr->party != mon->contr->party)))
2147     {
2148 root 1.143 if (op->contr->weapon_sp_left > 0.f && !op->flag [FLAG_WIZPASS])
2149 root 1.18 {
2150 root 1.142 --op->contr->weapon_sp_left;
2151 root 1.11
2152 root 1.49 skill_attack (mon, op, 0, 0, 0);
2153 root 1.11
2154 root 1.18 if (action_makes_visible (op))
2155     make_visible (op);
2156 root 1.142
2157     return true;
2158 root 1.11 }
2159 root 1.142 }
2160    
2161     return false;
2162 elmex 1.1 }
2163    
2164 root 1.142 bool
2165 root 1.18 move_player (object *op, int dir)
2166     {
2167     int pick;
2168 elmex 1.1
2169 root 1.84 if (!op->map || op->map->in_memory != MAP_IN_MEMORY)
2170 root 1.18 return 0;
2171 elmex 1.1
2172 root 1.18 /* Sanity check: make sure dir is valid */
2173     if ((dir < 0) || (dir >= 9))
2174     {
2175     LOG (llevError, "move_player: invalid direction %d\n", dir);
2176     return 0;
2177 elmex 1.1 }
2178    
2179 root 1.84 /* peterm: added following line */
2180 root 1.18 if (QUERY_FLAG (op, FLAG_CONFUSED) && dir)
2181 root 1.99 dir = absdir (dir + rndm (3) + rndm (3) - 2);
2182 root 1.18
2183     op->facing = dir;
2184    
2185     if (op->hide)
2186     do_hidden_move (op);
2187    
2188 root 1.142 bool retval;
2189    
2190 root 1.18 if (INVOKE_PLAYER (MOVE, op->contr, ARG_INT (dir)))
2191 root 1.142 retval = RESULT_INT (0);
2192 root 1.18 else if (op->contr->fire_on)
2193 root 1.142 retval = fire (op, dir);
2194 root 1.18 else
2195     {
2196 root 1.142 retval = move_player_attack (op, dir);
2197 root 1.18 pick = check_pick (op);
2198     }
2199 elmex 1.1
2200 root 1.18 /* Add special check for newcs players and fire on - this way, the
2201     * server can handle repeat firing.
2202     */
2203     if (op->contr->fire_on || (op->contr->run_on && pick != 0))
2204 root 1.49 op->direction = dir;
2205 root 1.18 else
2206 root 1.49 op->direction = 0;
2207    
2208 root 1.18 /* Update how the player looks. Use the facing, so direction may
2209     * get reset to zero. This allows for full animation capabilities
2210     * for players.
2211     */
2212     animate_object (op, op->facing);
2213 root 1.142
2214     return retval;
2215 elmex 1.1 }
2216    
2217     /* This is similar to handle_player, below, but is only used by the
2218     * new client/server stuff.
2219     * This is sort of special, in that the new client/server actually uses
2220     * the new speed values for commands.
2221     *
2222 root 1.142 * Returns true if there are more actions we can do. Should not do
2223     * many actions in a row, as that would be too unfair to other
2224     * players.
2225 elmex 1.1 */
2226 root 1.142 bool
2227 root 1.18 handle_newcs_player (object *op)
2228 elmex 1.1 {
2229 root 1.18 if (QUERY_FLAG (op, FLAG_SCARED))
2230     {
2231 root 1.142 if (op->speed_left > 0.f)
2232 root 1.18 {
2233 root 1.132 --op->speed_left;
2234 root 1.142 flee_player (op);
2235    
2236     return true;
2237 root 1.11 }
2238 root 1.142 else
2239     return false;
2240 elmex 1.1 }
2241    
2242 root 1.18 /* call this here - we also will call this in do_ericserver, but
2243     * the players time has been increased when doericserver has been
2244     * called, so we recheck it here.
2245     */
2246 root 1.83 if (op->contr->ns->handle_command ())
2247 root 1.142 return true;
2248 root 1.47
2249 root 1.142 if (op->direction && (op->contr->run_on || op->contr->fire_on))
2250     return move_player (op, op->direction);
2251 elmex 1.1
2252 root 1.142 return false;
2253 root 1.18 }
2254    
2255     int
2256     save_life (object *op)
2257     {
2258     if (!QUERY_FLAG (op, FLAG_LIFESAVE))
2259 elmex 1.1 return 0;
2260 root 1.18
2261 root 1.41 for (object *tmp = op->inv; tmp; tmp = tmp->below)
2262 root 1.18 if (QUERY_FLAG (tmp, FLAG_APPLIED) && QUERY_FLAG (tmp, FLAG_LIFESAVE))
2263     {
2264 root 1.156 op->play_sound (sound_find ("ob_evaporate"));
2265 root 1.18 new_draw_info_format (NDI_UNIQUE, 0, op, "Your %s vibrates violently, then evaporates.", query_name (tmp));
2266 root 1.33
2267 root 1.18 if (op->contr)
2268     esrv_del_item (op->contr, tmp->count);
2269 root 1.33
2270     tmp->destroy ();
2271 root 1.18 CLEAR_FLAG (op, FLAG_LIFESAVE);
2272 root 1.33
2273 root 1.18 if (op->stats.hp < 0)
2274     op->stats.hp = op->stats.maxhp;
2275 root 1.33
2276 root 1.18 if (op->stats.food < 0)
2277     op->stats.food = 999;
2278 root 1.33
2279 root 1.54 op->update_stats ();
2280 root 1.18 return 1;
2281     }
2282 root 1.41
2283 root 1.18 LOG (llevError, "Error: LIFESAVE set without applied object.\n");
2284     CLEAR_FLAG (op, FLAG_LIFESAVE);
2285     enter_player_savebed (op); /* bring him home. */
2286     return 0;
2287 elmex 1.1 }
2288    
2289     /* This goes throws the inventory and removes unpaid objects, and puts them
2290     * back in the map (location and map determined by values of env). This
2291     * function will descend into containers. op is the object to start the search
2292     * from.
2293     */
2294 root 1.154 static void
2295     drop_unpaid_items (object *op, object *env)
2296 elmex 1.1 {
2297 root 1.18 while (op)
2298     {
2299 root 1.70 object *next = op->below; /* Make sure we have a good value, in case we remove object 'op' */
2300    
2301 root 1.18 if (QUERY_FLAG (op, FLAG_UNPAID))
2302     {
2303     if (env->type == PLAYER)
2304     esrv_del_item (env->contr, op->count);
2305 root 1.70
2306     op->insert_at (env);
2307 root 1.18 }
2308     else if (op->inv)
2309 root 1.154 drop_unpaid_items (op->inv, env);
2310 root 1.41
2311 root 1.18 op = next;
2312 elmex 1.1 }
2313     }
2314    
2315 root 1.154 void
2316     object::drop_unpaid_items ()
2317     {
2318     if (!flag [FLAG_REMOVED])
2319     ::drop_unpaid_items (inv, this);
2320     }
2321    
2322 elmex 1.1 /*
2323     * Returns pointer a static string containing gravestone text
2324     * Moved from apply.c to player.c - player.c is what
2325     * actually uses this function. player.c may not be quite the
2326     * best, a misc file for object actions is probably better,
2327     * but there isn't one in the server directory.
2328     */
2329 root 1.18 char *
2330     gravestone_text (object *op)
2331 elmex 1.1 {
2332 root 1.18 static char buf2[MAX_BUF];
2333     char buf[MAX_BUF];
2334     time_t now = time (NULL);
2335    
2336     strcpy (buf2, " R.I.P.\n\n");
2337     if (op->type == PLAYER)
2338     sprintf (buf, "%s the %s\n", &op->name, op->contr->title);
2339     else
2340     sprintf (buf, "%s\n", &op->name);
2341 root 1.41
2342 root 1.18 strncat (buf2, " ", 20 - strlen (buf) / 2);
2343     strcat (buf2, buf);
2344     if (op->type == PLAYER)
2345     sprintf (buf, "who was in level %d when killed\n", op->level);
2346     else
2347     sprintf (buf, "who was in level %d when died.\n\n", op->level);
2348 root 1.41
2349 root 1.18 strncat (buf2, " ", 20 - strlen (buf) / 2);
2350     strcat (buf2, buf);
2351     if (op->type == PLAYER)
2352     {
2353     sprintf (buf, "by %s.\n\n", op->contr->killer);
2354     strncat (buf2, " ", 21 - strlen (buf) / 2);
2355     strcat (buf2, buf);
2356     }
2357 root 1.41
2358 root 1.18 strftime (buf, MAX_BUF, "%b %d %Y\n", localtime (&now));
2359     strncat (buf2, " ", 20 - strlen (buf) / 2);
2360     strcat (buf2, buf);
2361 root 1.41
2362 root 1.18 return buf2;
2363 elmex 1.1 }
2364    
2365 root 1.18 void
2366     do_some_living (object *op)
2367     {
2368     int last_food = op->stats.food;
2369 elmex 1.1 int gen_hp, gen_sp, gen_grace;
2370     int over_hp, over_sp, over_grace;
2371     int i;
2372     int rate_hp = 1200;
2373     int rate_sp = 2500;
2374     int rate_grace = 2000;
2375     const int max_hp = 1;
2376     const int max_sp = 1;
2377     const int max_grace = 1;
2378    
2379 root 1.107 if (op->contr->hidden)
2380     {
2381     op->invisible = 1000;
2382     /* the socket code flashes the player visible/invisible
2383     * depending on the value of invisible, so we need to
2384     * alternate it here for it to work correctly.
2385     */
2386     if (pticks & 2)
2387     op->invisible--;
2388     }
2389     else if (op->invisible && !(QUERY_FLAG (op, FLAG_MAKE_INVIS)))
2390     {
2391     if (!op->invisible--)
2392     {
2393     make_visible (op);
2394     new_draw_info (NDI_UNIQUE, 0, op, "Your invisibility spell runs out.");
2395     }
2396     }
2397    
2398 root 1.52 if (op->contr->ns->state == ST_PLAYING)
2399 root 1.18 {
2400     /* these next three if clauses make it possible to SLOW DOWN
2401     hp/grace/spellpoint regeneration. */
2402     if (op->contr->gen_hp >= 0)
2403     gen_hp = (op->contr->gen_hp + 1) * op->stats.maxhp;
2404     else
2405     {
2406     gen_hp = op->stats.maxhp;
2407     rate_hp -= rate_hp / 2 * op->contr->gen_hp;
2408     }
2409 root 1.55
2410 root 1.18 if (op->contr->gen_sp >= 0)
2411     gen_sp = (op->contr->gen_sp + 1) * op->stats.maxsp;
2412     else
2413     {
2414     gen_sp = op->stats.maxsp;
2415     rate_sp -= rate_sp / 2 * op->contr->gen_sp;
2416     }
2417 root 1.55
2418 root 1.18 if (op->contr->gen_grace >= 0)
2419     gen_grace = (op->contr->gen_grace + 1) * op->stats.maxgrace;
2420     else
2421     {
2422     gen_grace = op->stats.maxgrace;
2423     rate_grace -= rate_grace / 2 * op->contr->gen_grace;
2424     }
2425    
2426     /* Regenerate Grace */
2427     /* I altered this a little - maximum grace is ony achieved through prayer -b.t. */
2428     if (--op->last_grace < 0)
2429     {
2430     if (op->stats.grace < op->stats.maxgrace / 2)
2431     op->stats.grace++; /* no penalty in food for regaining grace */
2432 root 1.55
2433 root 1.18 if (max_grace > 1)
2434     {
2435     over_grace = (gen_grace < 20 ? 30 : gen_grace + 10) / rate_grace;
2436     if (over_grace > 0)
2437     {
2438     op->stats.sp += over_grace
2439     + (random_roll (0, rate_grace - 1, op, PREFER_HIGH) > ((gen_grace < 20 ? 30 : gen_grace + 10) % rate_grace)) ? -1 : 0;
2440     op->last_grace = 0;
2441     }
2442     else
2443     {
2444     op->last_grace = rate_grace / (gen_grace < 20 ? 30 : gen_grace + 10);
2445     }
2446     }
2447     else
2448     {
2449     op->last_grace = rate_grace / (gen_grace < 20 ? 30 : gen_grace + 10);
2450     }
2451     /* wearing stuff doesn't detract from grace generation. */
2452     }
2453    
2454 root 1.161 if (op->stats.food > 0)
2455 root 1.18 {
2456 root 1.161 /* Regenerate Spell Points */
2457     if (!op->contr->golem && --op->last_sp < 0)
2458 root 1.18 {
2459 root 1.161 gen_sp = gen_sp * 10 / (op->contr->gen_sp_armour < 10 ? 10 : op->contr->gen_sp_armour);
2460    
2461     if (op->stats.sp < op->stats.maxsp)
2462 root 1.18 {
2463 root 1.161 op->stats.sp++;
2464    
2465     /* dms do not consume food */
2466     if (!QUERY_FLAG (op, FLAG_WIZ))
2467     {
2468     op->stats.food--;
2469    
2470     if (op->contr->digestion < 0)
2471     op->stats.food += op->contr->digestion;
2472     else if (op->contr->digestion > 0 && random_roll (0, op->contr->digestion, op, PREFER_HIGH))
2473     op->stats.food = last_food;
2474     }
2475 root 1.18 }
2476 root 1.161
2477     if (max_sp > 1)
2478     {
2479     over_sp = (gen_sp + 10) / rate_sp;
2480     if (over_sp > 0)
2481     {
2482     if (op->stats.sp < op->stats.maxsp)
2483     {
2484     op->stats.sp += over_sp > max_sp ? max_sp : over_sp;
2485    
2486     if (random_roll (0, rate_sp - 1, op, PREFER_LOW) > ((gen_sp + 10) % rate_sp))
2487     op->stats.sp--;
2488    
2489     if (op->stats.sp > op->stats.maxsp)
2490     op->stats.sp = op->stats.maxsp;
2491     }
2492    
2493     op->last_sp = 0;
2494     }
2495     else
2496     op->last_sp = rate_sp / (gen_sp < 20 ? 30 : gen_sp + 10);
2497     }
2498     else
2499     op->last_sp = rate_sp / (gen_sp < 20 ? 30 : gen_sp + 10);
2500 root 1.18 }
2501 root 1.55
2502 root 1.161 /* Regenerate Hit Points */
2503     if (--op->last_heal < 0)
2504 root 1.18 {
2505 root 1.161 if (op->stats.hp < op->stats.maxhp)
2506 root 1.18 {
2507 root 1.161 op->stats.hp++;
2508    
2509     /* dms do not consume food */
2510     if (!QUERY_FLAG (op, FLAG_WIZ))
2511     {
2512     op->stats.food--;
2513    
2514     if (op->contr->digestion < 0)
2515     op->stats.food += op->contr->digestion;
2516     else if (op->contr->digestion > 0 && random_roll (0, op->contr->digestion, op, PREFER_HIGH))
2517     op->stats.food = last_food;
2518     }
2519 root 1.18 }
2520 root 1.161
2521     if (max_hp > 1)
2522 root 1.18 {
2523 root 1.161 over_hp = (gen_hp < 20 ? 30 : gen_hp + 10) / rate_hp;
2524    
2525     if (over_hp > 0)
2526     {
2527     op->stats.sp += over_hp + (RANDOM () % rate_hp > ((gen_hp < 20 ? 30 : gen_hp + 10) % rate_hp)) ? -1 : 0;
2528     op->last_heal = 0;
2529     }
2530     else
2531     op->last_heal = rate_hp / (gen_hp < 20 ? 30 : gen_hp + 10);
2532 root 1.18 }
2533 root 1.161 else
2534     op->last_heal = rate_hp / (gen_hp < 20 ? 30 : gen_hp + 10);
2535 root 1.18 }
2536 root 1.11 }
2537 elmex 1.1
2538 root 1.18 /* Digestion */
2539     if (--op->last_eat < 0)
2540     {
2541 root 1.155 int bonus = max (0, op->contr->digestion),
2542     penalty = max (0, -op->contr->digestion);
2543 root 1.18
2544 root 1.155 op->last_eat = 25 * (1 + bonus) / (max (0, op->contr->gen_hp) + penalty + 1);
2545 root 1.55
2546 root 1.18 /* dms do not consume food */
2547     if (!QUERY_FLAG (op, FLAG_WIZ))
2548     op->stats.food--;
2549 root 1.11 }
2550 elmex 1.1
2551 root 1.55 if (op->stats.food < 0 && op->stats.hp >= 0)
2552     {
2553     object *tmp, *flesh = 0;
2554 root 1.18
2555 root 1.55 for (tmp = op->inv; tmp; tmp = tmp->below)
2556 root 1.18 {
2557 root 1.55 if (!QUERY_FLAG (tmp, FLAG_UNPAID))
2558 root 1.18 {
2559 root 1.55 if (tmp->type == FOOD || tmp->type == DRINK || tmp->type == POISON)
2560     {
2561     new_draw_info (NDI_UNIQUE, 0, op, "You blindly grab for a bite of food.");
2562     manual_apply (op, tmp, 0);
2563     if (op->stats.food >= 0 || op->stats.hp < 0)
2564     break;
2565     }
2566     else if (tmp->type == FLESH)
2567     flesh = tmp;
2568     } /* End if paid for object */
2569     } /* end of for loop */
2570    
2571     /* If player is still starving, it means they don't have any food, so
2572     * eat flesh instead.
2573     */
2574     if (op->stats.food < 0 && op->stats.hp >= 0 && flesh)
2575     {
2576     new_draw_info (NDI_UNIQUE, 0, op, "You blindly grab for a bite of food.");
2577     manual_apply (op, flesh, 0);
2578     }
2579 root 1.11 }
2580 elmex 1.1
2581 root 1.161 if (op->stats.food < 0)
2582     {
2583     op->stats.hp += op->stats.food;
2584     op->stats.food = 0;
2585     }
2586 elmex 1.1
2587 root 1.55 if (op->stats.hp < 0 && !QUERY_FLAG (op, FLAG_WIZ))
2588     kill_player (op);
2589     }
2590 elmex 1.1 }
2591    
2592     /* If the player should die (lack of hp, food, etc), we call this.
2593     * op is the player in jeopardy. If the player can not be saved (not
2594     * permadeath, no lifesave), this will take care of removing the player
2595     * file.
2596     */
2597 root 1.18 void
2598     kill_player (object *op)
2599 elmex 1.1 {
2600 root 1.168 int x, y;
2601 root 1.18 char buf[MAX_BUF];
2602 root 1.25 maptile *map; /* this is for resurrection */
2603 root 1.18 int will_kill_again;
2604     archetype *at;
2605     object *tmp;
2606    
2607     if (save_life (op))
2608     return;
2609    
2610     /* If player dies on BATTLEGROUND, no stat/exp loss! For Combat-Arenas
2611     * in cities ONLY!!! It is very important that this doesn't get abused.
2612     * Look at op_on_battleground() for more info --AndreasV
2613     */
2614     if (op_on_battleground (op, &x, &y))
2615     {
2616     new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, "You have been defeated in combat!");
2617     new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, "Local medics have saved your life...");
2618    
2619     /* restore player */
2620 root 1.22 at = archetype::find ("poisoning");
2621 root 1.70 if (object *tmp = present_arch_in_ob (at, op))
2622 root 1.18 {
2623 root 1.33 tmp->destroy ();
2624 root 1.18 new_draw_info (NDI_UNIQUE, 0, op, "Your body feels cleansed");
2625     }
2626 elmex 1.1
2627 root 1.22 at = archetype::find ("confusion");
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, tmp, "Your mind feels clearer");
2632     }
2633    
2634 root 1.165 cure_disease (op, 0, 0); /* remove any disease */
2635 root 1.18 op->stats.hp = op->stats.maxhp;
2636     if (op->stats.food <= 0)
2637     op->stats.food = 999;
2638 elmex 1.1
2639 root 1.18 /* create a bodypart-trophy to make the winner happy */
2640 root 1.70 if (object *tmp = arch_to_object (archetype::find ("finger")))
2641 root 1.18 {
2642 root 1.168 tmp->name = format ("%s's finger" , &op->name);
2643     tmp->name_pl = format ("%s's fingers", &op->name);
2644     tmp->msg = format (
2645     "This finger has been cut off of %s the %s, when he was defeated at level %d by %s.\n",
2646     &op->name, op->contr->title, (int) (op->level), op->contr->killer
2647     );
2648 root 1.102 tmp->value = 0, tmp->type = 0;
2649     tmp->materialname = "organics";
2650 elmex 1.87 tmp->insert_at (op, tmp);
2651 root 1.18 }
2652 elmex 1.1
2653 root 1.18 /* teleport defeated player to new destination */
2654     transfer_ob (op, x, y, 0, NULL);
2655     op->contr->braced = 0;
2656     return;
2657 elmex 1.1 }
2658    
2659 root 1.18 INVOKE_PLAYER (DEATH, op->contr);
2660 root 1.3
2661 root 1.18 command_kill_pets (op, 0);
2662 elmex 1.1
2663 root 1.18 if (op->stats.food < 0)
2664 root 1.168 strcpy (op->contr->killer, "starvation");
2665 root 1.70
2666 root 1.156 op->contr->play_sound (sound_find ("player_dies"));
2667 elmex 1.1
2668 root 1.18 /* save the map location for corpse, gravestone */
2669 root 1.70 x = op->x;
2670     y = op->y;
2671 root 1.18 map = op->map;
2672 elmex 1.1
2673 root 1.54 /* NOT_PERMADEATH code. This basically brings the character back to
2674     * life if they are dead - it takes some exp and a random stat.
2675     * See the config.h file for a little more in depth detail about this.
2676     */
2677    
2678     /* Basically two ways to go - remove a stat permanently, or just
2679     * make it depletion. This bunch of code deals with that aspect
2680     * of death.
2681     */
2682     #ifndef COZY_SERVER
2683     if (settings.balanced_stat_loss)
2684 root 1.18 {
2685 root 1.54 /* If stat loss is permanent, lose one stat only. */
2686     /* Lower level chars don't lose as many stats because they suffer
2687     more if they do. */
2688     /* Higher level characters can afford things such as potions of
2689     restoration, or better, stat potions. So we slug them that
2690     little bit harder. */
2691     /* GD */
2692     if (settings.stat_loss_on_death)
2693     num_stats_lose = 1;
2694     else
2695     num_stats_lose = 1 + op->level / BALSL_NUMBER_LOSSES_RATIO;
2696     }
2697     else
2698 root 1.70 num_stats_lose = 1;
2699    
2700 root 1.54 lost_a_stat = 0;
2701    
2702     for (z = 0; z < num_stats_lose; z++)
2703     {
2704     i = RANDOM () % NUM_STATS;
2705 root 1.11
2706 root 1.54 if (settings.stat_loss_on_death)
2707 root 1.18 {
2708 root 1.54 /* Pick a random stat and take a point off it. Tell the player
2709     * what he lost.
2710     */
2711     change_attr_value (&(op->stats), i, -1);
2712     check_stat_bounds (&(op->stats));
2713     change_attr_value (&(op->contr->orig_stats), i, -1);
2714     check_stat_bounds (&(op->contr->orig_stats));
2715     new_draw_info (NDI_UNIQUE, 0, op, lose_msg[i]);
2716     lost_a_stat = 1;
2717 root 1.18 }
2718     else
2719     {
2720 root 1.54 /* deplete a stat */
2721     archetype *deparch = archetype::find ("depletion");
2722     object *dep;
2723 root 1.11
2724 root 1.54 dep = present_arch_in_ob (deparch, op);
2725     if (!dep)
2726 root 1.18 {
2727 root 1.54 dep = arch_to_object (deparch);
2728     insert_ob_in_ob (dep, op);
2729 root 1.18 }
2730 root 1.54 lose_this_stat = 1;
2731     if (settings.balanced_stat_loss)
2732 root 1.18 {
2733 root 1.54 /* GD */
2734     /* Get the stat that we're about to deplete. */
2735     this_stat = get_attr_value (&(dep->stats), i);
2736     if (this_stat < 0)
2737     {
2738     int loss_chance = 1 + op->level / BALSL_LOSS_CHANCE_RATIO;
2739     int keep_chance = this_stat * this_stat;
2740 root 1.18
2741 root 1.54 /* Yes, I am paranoid. Sue me. */
2742     if (keep_chance < 1)
2743     keep_chance = 1;
2744 root 1.18
2745 root 1.54 /* There is a maximum depletion total per level. */
2746     if (this_stat < -1 - op->level / BALSL_MAX_LOSS_RATIO)
2747     {
2748     lose_this_stat = 0;
2749     /* Take loss chance vs keep chance to see if we
2750     retain the stat. */
2751     }
2752     else
2753     {
2754     if (random_roll (0, loss_chance + keep_chance - 1, op, PREFER_LOW) < keep_chance)
2755     lose_this_stat = 0;
2756     /* LOG(llevDebug, "Determining stat loss. Stat: %d Keep: %d Lose: %d Result: %s.\n",
2757     this_stat, keep_chance, loss_chance,
2758     lose_this_stat?"LOSE":"KEEP"); */
2759 root 1.11 }
2760     }
2761 root 1.54 }
2762 root 1.18
2763 root 1.54 if (lose_this_stat)
2764     {
2765     this_stat = get_attr_value (&(dep->stats), i);
2766     /* We could try to do something clever like find another
2767     * stat to reduce if this fails. But chances are, if
2768     * stats have been depleted to -50, all are pretty low
2769     * and should be roughly the same, so it shouldn't make a
2770     * difference.
2771     */
2772     if (this_stat >= -50)
2773 root 1.18 {
2774 root 1.54 change_attr_value (&(dep->stats), i, -1);
2775     SET_FLAG (dep, FLAG_APPLIED);
2776     new_draw_info (NDI_UNIQUE, 0, op, lose_msg[i]);
2777     op->update_stats ();
2778     lost_a_stat = 1;
2779 root 1.11 }
2780     }
2781     }
2782 root 1.54 }
2783     /* If no stat lost, tell the player. */
2784     if (!lost_a_stat)
2785     {
2786     /* determine_god() seems to not work sometimes... why is this?
2787     Should I be using something else? GD */
2788     const char *god = determine_god (op);
2789 root 1.18
2790 root 1.54 if (god && (strcmp (god, "none")))
2791     new_draw_info_format (NDI_UNIQUE, 0, op, "For a brief moment you feel the holy presence of %s protecting" " you.", god);
2792     else
2793     new_draw_info (NDI_UNIQUE, 0, op, "For a brief moment you feel a holy presence protecting you.");
2794     }
2795 root 1.28 #else
2796 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.");
2797 elmex 1.1 #endif
2798    
2799 root 1.54 /* Put a gravestone up where the character 'almost' died. List the
2800     * exp loss on the stone.
2801     */
2802     tmp = arch_to_object (archetype::find ("gravestone"));
2803     sprintf (buf, "%s's gravestone", &op->name);
2804     tmp->name = buf;
2805     sprintf (buf, "%s's gravestones", &op->name);
2806     tmp->name_pl = buf;
2807     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);
2808     tmp->msg = buf;
2809     tmp->x = op->x, tmp->y = op->y;
2810     insert_ob_in_map (tmp, op->map, NULL, 0);
2811    
2812     /**************************************/
2813     /* */
2814     /* Subtract the experience points, */
2815     /* if we died cause of food, give us */
2816     /* food, and reset HP's... */
2817     /* */
2818     /**************************************/
2819    
2820     /* remove any poisoning and confusion the character may be suffering. */
2821     /* restore player */
2822     at = archetype::find ("poisoning");
2823     tmp = present_arch_in_ob (at, op);
2824    
2825     if (tmp)
2826     {
2827     tmp->destroy ();
2828     new_draw_info (NDI_UNIQUE, 0, op, "Your body feels cleansed");
2829     }
2830    
2831     at = archetype::find ("confusion");
2832     tmp = present_arch_in_ob (at, op);
2833     if (tmp)
2834     {
2835     tmp->destroy ();
2836     new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer");
2837     }
2838    
2839 root 1.165 cure_disease (op, 0, 0); /* remove any disease */
2840 root 1.54
2841     /*add_exp(op, (op->stats.exp * -0.20)); */
2842     apply_death_exp_penalty (op);
2843     if (op->stats.food < 100)
2844     op->stats.food = 900;
2845     op->stats.hp = op->stats.maxhp;
2846     op->stats.sp = MAX (op->stats.sp, op->stats.maxsp);
2847     op->stats.grace = MAX (op->stats.grace, op->stats.maxgrace);
2848 root 1.11
2849 root 1.54 /*
2850 root 1.108 * Check to see if the player has any unpaid items. If so, remove them
2851     * and put them back in the map.
2852 root 1.54 */
2853 root 1.154 op->drop_unpaid_items ();
2854 root 1.18
2855 root 1.54 /****************************************/
2856     /* */
2857     /* Move player to his current respawn- */
2858     /* position (usually last savebed) */
2859     /* */
2860     /****************************************/
2861 root 1.18
2862 root 1.54 enter_player_savebed (op);
2863 root 1.18
2864 root 1.54 op->contr->braced = 0;
2865 root 1.11
2866 root 1.54 /* it is possible that the player has blown something up
2867     * at his savebed location, and that can have long lasting
2868     * spell effects. So first see if there is a spell effect
2869     * on the space that might harm the player.
2870     */
2871     will_kill_again = 0;
2872     for (tmp = GET_MAP_OB (op->map, op->x, op->y); tmp; tmp = tmp->above)
2873     if (tmp->type == SPELL_EFFECT)
2874     will_kill_again |= tmp->attacktype;
2875 elmex 1.1
2876 root 1.54 if (will_kill_again)
2877 root 1.18 {
2878 root 1.54 object *force;
2879     int at;
2880 root 1.18
2881 root 1.54 force = get_archetype (FORCE_NAME);
2882     /* 50 ticks should be enough time for the spell to abate */
2883 root 1.133 force->speed = 0.1f;
2884     force->speed_left = -5.f;
2885 root 1.54 SET_FLAG (force, FLAG_APPLIED);
2886     for (at = 0; at < NROFATTACKS; at++)
2887     if (will_kill_again & (1 << at))
2888     force->resist[at] = 100;
2889 root 1.30
2890 root 1.54 insert_ob_in_ob (force, op);
2891     op->update_stats ();
2892 root 1.30
2893 root 1.54 }
2894 root 1.18
2895 root 1.54 new_draw_info (NDI_UNIQUE, 0, op, "YOU HAVE DIED.");
2896 elmex 1.1 }
2897    
2898 root 1.18 void
2899     loot_object (object *op)
2900     { /* Grab and destroy some treasure */
2901     object *tmp, *tmp2, *next;
2902 elmex 1.1
2903 root 1.103 op->close_container (); /* close open sack first */
2904 elmex 1.1
2905 root 1.54 for (tmp = op->inv; tmp; tmp = next)
2906 root 1.18 {
2907     next = tmp->below;
2908 root 1.54
2909 elmex 1.50 if (tmp->invisible)
2910 root 1.18 continue;
2911 root 1.54
2912 root 1.32 tmp->remove ();
2913 root 1.18 tmp->x = op->x, tmp->y = op->y;
2914 root 1.103
2915 root 1.18 if (tmp->type == CONTAINER)
2916 root 1.103 loot_object (tmp); /* empty container to ground */
2917    
2918 root 1.99 if (!QUERY_FLAG (tmp, FLAG_UNIQUE) && (QUERY_FLAG (tmp, FLAG_STARTEQUIP) || QUERY_FLAG (tmp, FLAG_NO_DROP) || !(rndm (3))))
2919 root 1.18 {
2920     if (tmp->nrof > 1)
2921     {
2922     tmp2 = get_split_ob (tmp, 1 + RANDOM () % (tmp->nrof - 1));
2923 root 1.33 tmp2->destroy ();
2924 root 1.18 insert_ob_in_map (tmp, op->map, NULL, 0);
2925     }
2926     else
2927 root 1.33 tmp->destroy ();
2928 root 1.18 }
2929     else
2930     insert_ob_in_map (tmp, op->map, NULL, 0);
2931     }
2932 elmex 1.1 }
2933    
2934     /*
2935     * fix_weight(): Check recursively the weight of all players, and fix
2936     * what needs to be fixed. Refresh windows and fix speed if anything
2937     * was changed.
2938     */
2939 root 1.18 void
2940     fix_weight (void)
2941     {
2942 root 1.61 for_all_players (pl)
2943 root 1.18 {
2944     int old = pl->ob->carrying, sum = sum_weight (pl->ob);
2945    
2946     if (old == sum)
2947     continue;
2948 root 1.54 pl->ob->update_stats ();
2949 root 1.18 LOG (llevDebug, "Fixed inventory in %s (%d -> %d)\n", &pl->ob->name, old, sum);
2950     }
2951 elmex 1.1 }
2952    
2953 root 1.18 void
2954     fix_luck (void)
2955     {
2956 root 1.61 for_all_players (pl)
2957 root 1.52 if (!pl->ob->contr->ns->state)
2958 root 1.54 pl->ob->change_luck (0);
2959 elmex 1.1 }
2960    
2961     /* cast_dust() - handles op throwing objects of type 'DUST'.
2962     * This is much simpler in the new spell code - we basically
2963     * just treat this as any other spell casting object.
2964     */
2965 elmex 1.2 void
2966 root 1.18 cast_dust (object *op, object *throw_ob, int dir)
2967 elmex 1.2 {
2968     object *skop, *spob;
2969    
2970     skop = find_skill_by_name (op, throw_ob->skill);
2971    
2972     /* casting POTION 'dusts' is really a use_magic_item skill */
2973     if (op->type == PLAYER && throw_ob->type == POTION && !skop)
2974     {
2975 root 1.18 LOG (llevError, "Player %s lacks critical skill use_magic_item!\n", &op->name);
2976 elmex 1.2 return;
2977     }
2978    
2979     spob = throw_ob->inv;
2980    
2981     // elmex Tue Aug 15 17:19:46 CEST 2006: Added this check to
2982     // not pass NULL to cast_spell (which did indeed check itself, but
2983     // errors should be reported as early as possible IMHO)
2984     if (!spob)
2985     {
2986 root 1.18 LOG (llevError, "cast_dust: thrown object %s (by %s) had no spell in it!", &throw_ob->name, &op->name);
2987 elmex 1.2 return;
2988 elmex 1.1 }
2989    
2990 elmex 1.2 if (op->type == PLAYER)
2991 root 1.14 new_draw_info_format (NDI_UNIQUE, 0, op, "You cast %s.", &spob->name);
2992 elmex 1.2
2993     cast_spell (op, throw_ob, dir, spob, NULL);
2994    
2995 root 1.33 throw_ob->destroy ();
2996 elmex 1.1 }
2997    
2998 root 1.18 void
2999     make_visible (object *op)
3000     {
3001     op->hide = 0;
3002     op->invisible = 0;
3003 root 1.164
3004 root 1.18 if (op->type == PLAYER)
3005     {
3006     op->contr->tmp_invis = 0;
3007     op->contr->invis_race = 0;
3008     }
3009 root 1.107
3010     update_object (op, UP_OBJ_CHANGE);
3011 root 1.18 }
3012    
3013     int
3014     is_true_undead (object *op)
3015     {
3016 root 1.149 if (QUERY_FLAG (op->arch, FLAG_UNDEAD))
3017 root 1.18 return 1;
3018    
3019 elmex 1.1 return 0;
3020     }
3021    
3022     /* look at the surrounding terrain to determine
3023     * the hideability of this object. Positive levels
3024     * indicate greater hideability.
3025     */
3026 root 1.18 int
3027     hideability (object *ob)
3028     {
3029     int i, level = 0, mflag;
3030     sint16 x, y;
3031    
3032     if (!ob || !ob->map)
3033     return 0;
3034    
3035     /* so, on normal lighted maps, its hard to hide */
3036     level = ob->map->darkness - 2;
3037    
3038     /* this also picks up whether the object is glowing.
3039     * If you carry a light on a non-dark map, its not
3040     * as bad as carrying a light on a pitch dark map */
3041     if (has_carried_lights (ob))
3042     level = -(10 + (2 * ob->map->darkness));
3043    
3044     /* scan through all nearby squares for terrain to hide in */
3045     for (i = 0, x = ob->x, y = ob->y; i < 9; i++, x = ob->x + freearr_x[i], y = ob->y + freearr_y[i])
3046     {
3047     mflag = get_map_flags (ob->map, NULL, x, y, NULL, NULL);
3048     if (mflag & P_OUT_OF_MAP)
3049     {
3050     continue;
3051     }
3052     if (mflag & P_BLOCKSVIEW) /* something to hide near! */
3053     level += 2;
3054     else /* open terrain! */
3055     level -= 1;
3056 elmex 1.1 }
3057 root 1.18
3058 elmex 1.1 #if 0
3059 root 1.18 LOG (llevDebug, "hideability of %s is %d\n", ob->name, level);
3060 elmex 1.1 #endif
3061 root 1.18 return level;
3062 elmex 1.1 }
3063    
3064     /* For Hidden creatures - a chance of becoming 'unhidden'
3065     * every time they move - as we subtract off 'invisibility'
3066     * AND, for players, if they move into a ridiculously unhideable
3067     * spot (surrounded by clear terrain in broad daylight). -b.t.
3068     */
3069 root 1.18 void
3070     do_hidden_move (object *op)
3071     {
3072     int hide = 0, num = random_roll (0, 19, op, PREFER_LOW);
3073     object *skop;
3074    
3075     if (!op || !op->map)
3076     return;
3077    
3078     skop = find_obj_by_type_subtype (op, SKILL, SK_HIDING);
3079    
3080     /* its *extremely* hard to run and sneak/hide at the same time! */
3081     if (op->type == PLAYER && op->contr->run_on)
3082 root 1.85 if (!skop || num >= skop->level)
3083     {
3084     new_draw_info (NDI_UNIQUE, 0, op, "You ran too much! You are no longer hidden!");
3085     make_visible (op);
3086     return;
3087     }
3088     else
3089     num += 20;
3090    
3091 root 1.18 num += op->map->difficulty;
3092     hide = hideability (op); /* modify by terrain hidden level */
3093     num -= hide;
3094 root 1.85
3095 root 1.18 if ((op->type == PLAYER && hide < -10) || ((op->invisible -= num) <= 0))
3096     {
3097     make_visible (op);
3098     if (op->type == PLAYER)
3099     new_draw_info (NDI_UNIQUE, 0, op, "You moved out of hiding! You are visible!");
3100 elmex 1.1 }
3101 root 1.18 else if (op->type == PLAYER && skop)
3102 root 1.85 change_exp (op, calc_skill_exp (op, NULL, skop), skop->skill, 0);
3103 elmex 1.1 }
3104    
3105     /* determine if who is standing near a hostile creature. */
3106    
3107 root 1.18 int
3108     stand_near_hostile (object *who)
3109     {
3110     object *tmp = NULL;
3111     int i, friendly = 0, player = 0, mflags;
3112 root 1.25 maptile *m;
3113 root 1.18 sint16 x, y;
3114    
3115     if (!who)
3116     return 0;
3117    
3118     if (who->type == PLAYER)
3119     player = 1;
3120    
3121     else
3122     friendly = QUERY_FLAG (who, FLAG_FRIENDLY);
3123    
3124     /* search adjacent squares */
3125     for (i = 1; i < 9; i++)
3126     {
3127     x = who->x + freearr_x[i];
3128     y = who->y + freearr_y[i];
3129     m = who->map;
3130     mflags = get_map_flags (m, &m, x, y, &x, &y);
3131     /* space must be blocked if there is a monster. If not
3132     * blocked, don't need to check this space.
3133     */
3134     if (mflags & P_OUT_OF_MAP)
3135     continue;
3136     if (OB_TYPE_MOVE_BLOCK (who, GET_MAP_MOVE_BLOCK (m, x, y)))
3137     continue;
3138    
3139 root 1.49 for (tmp = GET_MAP_OB (m, x, y); tmp; tmp = tmp->above)
3140 root 1.18 {
3141     if ((player ||friendly) &&QUERY_FLAG (tmp, FLAG_MONSTER) && !QUERY_FLAG (tmp, FLAG_UNAGGRESSIVE))
3142     return 1;
3143     else if (tmp->type == PLAYER)
3144     {
3145     /*don't let a hidden DM prevent you from hiding */
3146     if (!QUERY_FLAG (tmp, FLAG_WIZ) || tmp->contr->hidden == 0)
3147 root 1.11 return 1;
3148 root 1.18 }
3149 root 1.11 }
3150 elmex 1.1 }
3151 root 1.18 return 0;
3152 elmex 1.1 }
3153    
3154     /* check the player los field for viewability of the
3155     * object op. This function works fine for monsters,
3156     * but we dont worry if the object isnt the top one in
3157     * a pile (say a coin under a table would return "viewable"
3158     * by this routine). Another question, should we be
3159     * concerned with the direction the player is looking
3160 root 1.162 * in? Realistically, most of us can't see stuff behind
3161 elmex 1.1 * our backs...on the other hand, does the "facing" direction
3162 root 1.162 * imply the way your head, or body is facing? It's possible
3163 elmex 1.1 * for them to differ. Sigh, this fctn could get a bit more complex.
3164     * -b.t.
3165     * This function is now map tiling safe.
3166     */
3167 root 1.18 int
3168     player_can_view (object *pl, object *op)
3169     {
3170     rv_vector rv;
3171     int dx, dy;
3172    
3173     if (pl->type != PLAYER)
3174     {
3175     LOG (llevError, "player_can_view() called for non-player object\n");
3176     return -1;
3177 elmex 1.1 }
3178 root 1.74
3179 root 1.18 if (!pl || !op)
3180 elmex 1.1 return 0;
3181 root 1.18
3182 root 1.74 op = op->head_ ();
3183    
3184 root 1.18 get_rangevector (pl, op, &rv, 0x1);
3185    
3186     /* starting with the 'head' part, lets loop
3187     * through the object and find if it has any
3188 root 1.162 * part that is in the los array but isn't on
3189 root 1.18 * a blocked los square.
3190     * we use the archetype to figure out offsets.
3191     */
3192     while (op)
3193     {
3194 root 1.149 dx = rv.distance_x + op->arch->x;
3195     dy = rv.distance_y + op->arch->y;
3196 root 1.18
3197     /* only the viewable area the player sees is updated by LOS
3198     * code, so we need to restrict ourselves to that range of values
3199     * for any meaningful values.
3200     */
3201 root 1.162 if (abs (dx) <= (pl->contr->ns->mapx / 2) &&
3202     abs (dy) <= (pl->contr->ns->mapy / 2) &&
3203 root 1.52 !pl->contr->blocked_los[dx + (pl->contr->ns->mapx / 2)][dy + (pl->contr->ns->mapy / 2)])
3204 root 1.18 return 1;
3205 root 1.162
3206 root 1.18 op = op->more;
3207     }
3208 root 1.162
3209 root 1.18 return 0;
3210 elmex 1.1 }
3211    
3212     /* routine for both players and monsters. We call this when
3213     * there is a possibility for our action distrubing our hiding
3214     * place or invisiblity spell. Artefact invisiblity is not
3215     * effected by this. If we arent invisible to begin with, we
3216     * return 0.
3217     */
3218 root 1.18 int
3219     action_makes_visible (object *op)
3220     {
3221     if (op->invisible && QUERY_FLAG (op, FLAG_ALIVE))
3222     {
3223     if (QUERY_FLAG (op, FLAG_MAKE_INVIS))
3224     return 0;
3225    
3226     if (op->contr && op->contr->tmp_invis == 0)
3227     return 0;
3228 elmex 1.1
3229 root 1.18 /* If monsters, they should become visible */
3230     if (op->hide || !op->contr || (op->contr && op->contr->tmp_invis))
3231     {
3232     new_draw_info_format (NDI_UNIQUE, 0, op, "You become %s!", op->hide ? "unhidden" : "visible");
3233     return 1;
3234 root 1.11 }
3235 elmex 1.1 }
3236 root 1.162
3237 root 1.18 return 0;
3238 elmex 1.1 }
3239    
3240     /* op_on_battleground - checks if the given object op (usually
3241     * a player) is standing on a valid battleground-tile,
3242     * function returns TRUE/FALSE. If true x, y returns the battleground
3243     * -exit-coord. (and if x, y not NULL)
3244     * 19 March 2005 - josh@woosworld.net modifed to check if the battleground also has slaying, maxhp, and maxsp set
3245     * and if those are all set and the player has a marker that matches the slaying send them to a different x, y
3246     * Default is to do the same as before, so only people wanting to have different points need worry about this
3247     */
3248 root 1.18 int
3249     op_on_battleground (object *op, int *x, int *y)
3250     {
3251 elmex 1.1 /* A battleground-tile needs the following attributes to be valid:
3252     * is_floor 1 (has to be the FIRST floor beneath the player's feet),
3253     * name="battleground", no_pick 1, type=58 (type BATTLEGROUND)
3254     * and the exit-coordinates sp/hp must both be > 0.
3255     * => The intention here is to prevent abuse of the battleground-
3256     * feature (like pickable or hidden battleground tiles). */
3257 root 1.162 for (object *tmp = op->below; tmp; tmp = tmp->below)
3258 root 1.18 {
3259     if (QUERY_FLAG (tmp, FLAG_IS_FLOOR))
3260     {
3261 root 1.162 if (QUERY_FLAG (tmp, FLAG_NO_PICK)
3262     && tmp->type == BATTLEGROUND
3263     && tmp->name == shstr_battleground
3264     && EXIT_X (tmp) && EXIT_Y (tmp))
3265 root 1.18 {
3266 root 1.162 /* before we assign the exit, check if this is a teambattle */
3267 root 1.18 if (EXIT_ALT_X (tmp) && EXIT_ALT_Y (tmp) && EXIT_PATH (tmp))
3268     {
3269 root 1.162 for (object *invtmp = op->inv; invtmp; invtmp = invtmp->below)
3270 root 1.18 {
3271 root 1.162 if (invtmp->type == FORCE && invtmp->slaying && tmp->slaying == invtmp->slaying)
3272 root 1.18 {
3273 root 1.162 if (x && y)
3274 root 1.18 *x = EXIT_ALT_X (tmp), *y = EXIT_ALT_Y (tmp);
3275 root 1.162
3276 root 1.18 return 1;
3277     }
3278     }
3279     }
3280 root 1.162
3281     if (x && y)
3282 root 1.18 *x = EXIT_X (tmp), *y = EXIT_Y (tmp);
3283 root 1.162
3284 root 1.18 return 1;
3285     }
3286     }
3287 elmex 1.1 }
3288 root 1.162
3289 elmex 1.1 /* If we got here, did not find a battleground */
3290     return 0;
3291     }
3292    
3293     /*
3294     * When a dragon-player gains a new stage of evolution,
3295     * he gets some treasure
3296     *
3297     * attributes:
3298     * object *who the dragon player
3299     * int atnr the attack-number of the ability focus
3300     * int level ability level
3301     */
3302 root 1.18 void
3303     dragon_ability_gain (object *who, int atnr, int level)
3304     {
3305     treasurelist *trlist = NULL; /* treasurelist */
3306     treasure *tr; /* treasure */
3307     object *tmp, *skop; /* tmp. object */
3308     object *item; /* treasure object */
3309     char buf[MAX_BUF]; /* tmp. string buffer */
3310     int i = 0, j = 0;
3311    
3312     /* get the appropriate treasurelist */
3313     if (atnr == ATNR_FIRE)
3314 root 1.163 trlist = treasurelist::find (shstr_dragon_ability_fire);
3315 root 1.18 else if (atnr == ATNR_COLD)
3316 root 1.163 trlist = treasurelist::find (shstr_dragon_ability_cold);
3317 root 1.18 else if (atnr == ATNR_ELECTRICITY)
3318 root 1.163 trlist = treasurelist::find (shstr_dragon_ability_elec);
3319 root 1.18 else if (atnr == ATNR_POISON)
3320 root 1.163 trlist = treasurelist::find (shstr_dragon_ability_poison);
3321 root 1.18
3322     if (trlist == NULL || who->type != PLAYER)
3323     return;
3324    
3325     for (i = 0, tr = trlist->items; tr != NULL && i < level - 1; tr = tr->next, i++);
3326    
3327 elmex 1.82 if (!tr || !tr->item)
3328 root 1.18 {
3329     /* LOG(llevDebug, "-> no more treasure for %s\n", change_resist_msg[atnr]); */
3330     return;
3331 elmex 1.1 }
3332    
3333 root 1.18 /* everything seems okay - now bring on the gift: */
3334 root 1.149 item = tr->item;
3335 elmex 1.1
3336 root 1.18 if (item->type == SPELL)
3337     {
3338     if (check_spell_known (who, item->name))
3339 root 1.11 return;
3340 root 1.18
3341     new_draw_info_format (NDI_UNIQUE | NDI_BLUE, 0, who, "You gained the ability of %s", &item->name);
3342     do_learn_spell (who, item, 0);
3343     return;
3344 elmex 1.1 }
3345    
3346 root 1.18 /* grant direct spell */
3347     if (item->type == SPELLBOOK)
3348     {
3349     if (!item->inv)
3350     {
3351     LOG (llevDebug, "dragon_ability_gain: Broken spellbook %s\n", &item->name);
3352     return;
3353     }
3354     if (check_spell_known (who, item->inv->name))
3355     return;
3356     if (item->invisible)
3357     {
3358     new_draw_info_format (NDI_UNIQUE | NDI_BLUE, 0, who, "You gained the ability of %s", &item->inv->name);
3359     do_learn_spell (who, item->inv, 0);
3360     return;
3361 root 1.11 }
3362 root 1.18 }
3363     else if (item->type == SKILL_TOOL && item->invisible)
3364     {
3365     if (item->subtype == SK_CLAWING && (skop = find_skill_by_name (who, item->skill)) != NULL)
3366     {
3367    
3368     /* should this perhaps be (skop->attackyp & item->attacktype)!=item->attacktype ...
3369     * in this way, if the player is missing any of the attacktypes, he gets
3370     * them. As it is now, if the player has any that match the granted skill,
3371     * but not all of them, he gets nothing.
3372     */
3373     if (!(skop->attacktype & item->attacktype))
3374     {
3375     /* Give new attacktype */
3376     skop->attacktype |= item->attacktype;
3377    
3378     /* always add physical if there's none */
3379     skop->attacktype |= AT_PHYSICAL;
3380    
3381     if (item->msg != NULL)
3382     new_draw_info (NDI_UNIQUE | NDI_BLUE, 0, who, item->msg);
3383    
3384     /* Give player new face */
3385     if (item->animation_id)
3386     {
3387     who->face = skop->face;
3388     who->animation_id = item->animation_id;
3389     who->anim_speed = item->anim_speed;
3390     who->last_anim = 0;
3391     who->state = 0;
3392     animate_object (who, who->direction);
3393     }
3394     }
3395 root 1.11 }
3396 elmex 1.1 }
3397 root 1.18 else if (item->type == FORCE)
3398     {
3399     /* forces in the treasurelist can alter the player's stats */
3400     object *skin;
3401 elmex 1.1
3402 root 1.18 /* first get the dragon skin force */
3403 root 1.153 for (skin = who->inv; skin && !(skin->arch->archname == shstr_dragon_skin_force); skin = skin->below)
3404 root 1.52 ;
3405    
3406     if (!skin)
3407 root 1.18 return;
3408    
3409     /* adding new spellpath attunements */
3410     if (item->path_attuned > 0 && !(skin->path_attuned & item->path_attuned))
3411     {
3412     skin->path_attuned |= item->path_attuned; /* add attunement to skin */
3413    
3414     /* print message */
3415     sprintf (buf, "You feel attuned to ");
3416     for (i = 0, j = 0; i < NRSPELLPATHS; i++)
3417     {
3418     if (item->path_attuned & (1 << i))
3419     {
3420     if (j)
3421     strcat (buf, " and ");
3422     else
3423     j = 1;
3424     strcat (buf, spellpathnames[i]);
3425     }
3426     }
3427     strcat (buf, ".");
3428     new_draw_info (NDI_UNIQUE | NDI_BLUE, 0, who, buf);
3429     }
3430    
3431     /* evtl. adding flags: */
3432     if (QUERY_FLAG (item, FLAG_XRAYS))
3433     SET_FLAG (skin, FLAG_XRAYS);
3434     if (QUERY_FLAG (item, FLAG_STEALTH))
3435     SET_FLAG (skin, FLAG_STEALTH);
3436     if (QUERY_FLAG (item, FLAG_SEE_IN_DARK))
3437     SET_FLAG (skin, FLAG_SEE_IN_DARK);
3438    
3439     /* print message if there is one */
3440     if (item->msg != NULL)
3441     new_draw_info (NDI_UNIQUE | NDI_BLUE, 0, who, item->msg);
3442     }
3443     else
3444     {
3445     /* generate misc. treasure */
3446     tmp = arch_to_object (tr->item);
3447     new_draw_info_format (NDI_UNIQUE | NDI_BLUE, 0, who, "You gained %s", query_short_name (tmp));
3448     tmp = insert_ob_in_ob (tmp, who);
3449     if (who->type == PLAYER)
3450     esrv_send_item (who, tmp);
3451 elmex 1.1 }
3452     }
3453    
3454     /**
3455     * Unready an object for a player. This function does nothing if the object was
3456     * not readied.
3457     */
3458 root 1.18 void
3459     player_unready_range_ob (player *pl, object *ob)
3460     {
3461 root 1.119 if (pl->ob->current_weapon == ob)
3462     pl->ob->current_weapon = 0;
3463    
3464 root 1.118 if (pl->combat_ob == ob)
3465 root 1.119 pl->combat_ob = 0;
3466 root 1.118
3467     if (pl->ranged_ob == ob)
3468 root 1.119 pl->ranged_ob = 0;
3469 elmex 1.1 }
3470 root 1.101
3471     sint8
3472     player::visibility_at (maptile *map, int x, int y) const
3473     {
3474     if (!ns)
3475     return 0;
3476    
3477     int dx, dy;
3478     if (!adjacent_map (map, ns->current_map, &dx, &dy))
3479     return 0;
3480    
3481     x += dx - ns->current_x + ns->mapx / 2;
3482     y += dy - ns->current_y + ns->mapy / 2;
3483    
3484     if (!IN_RANGE_EXC (x, 0, ns->mapx) || !IN_RANGE_EXC (y, 0, ns->mapy))
3485     return 0;
3486    
3487     return 100 - blocked_los [x][y];
3488     }
3489 root 1.169
3490     void
3491     player::infobox (const char *title, const char *msg, int color)
3492     {
3493     send_msg (color | NDI_DEF | NDI_REPLY | NDI_CLEAR, title, msg);
3494     }
3495    
3496     void
3497     player::statusmsg (const char *msg, int color)
3498     {
3499     send_msg (color | NDI_REPLY, INFO_CHANNEL, msg);
3500     }
3501    
3502     void
3503     player::failmsg (const char *msg, int color)
3504     {
3505     play_sound (sound_find ("generic_failure"));
3506     statusmsg (msg, color);
3507     }
3508