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Revision: 1.175
Committed: Mon Nov 26 12:54:32 2007 UTC (16 years, 6 months ago) by elmex
Content type: text/plain
Branch: MAIN
CVS Tags: rel-2_32
Changes since 1.174: +43 -33 lines
Log Message:
moved update_stats from the inner drop/put loop to the callers. and converted
some old messages. also hard limited pick_up now.

File Contents

# User Rev Content
1 elmex 1.1 /*
2 root 1.174 * This file is part of Deliantra, the Roguelike Realtime MMORPG.
3 root 1.145 *
4 root 1.174 * Copyright (©) 2005,2006,2007 Marc Alexander Lehmann / Robin Redeker / the Deliantra team
5 root 1.145 * Copyright (©) 2002,2007 Mark Wedel & Crossfire Development Team
6     * Copyright (©) 1992,2007 Frank Tore Johansen
7     *
8 root 1.174 * Deliantra is free software: you can redistribute it and/or modify
9 root 1.152 * 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 root 1.174 * The authors can be reached via e-mail to <support@deliantra.net>
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 elmex 1.175 int cnt = MAX_ITEM_PER_DROP;
1014     #define CHK_PICK_PICKUP do { pick_up (op, tmp); cnt--; } while (0)
1015    
1016 elmex 1.1 /* loop while there are items on the floor that are not marked as
1017     * destroyed */
1018 root 1.24 while (next && !next->destroyed ())
1019 root 1.18 {
1020     tmp = next;
1021     next = tmp->below;
1022 elmex 1.1
1023 elmex 1.175 if (cnt <= 0)
1024     {
1025     op->failmsg ("Couldn't pickup all items at once.");
1026     return 0;
1027     }
1028    
1029 root 1.24 if (op->destroyed ())
1030 elmex 1.1 return 0;
1031    
1032 root 1.18 if (!can_pick (op, tmp))
1033     continue;
1034 elmex 1.1
1035 root 1.18 if (op->contr->search_str[0] != '\0' && settings.search_items == TRUE)
1036     {
1037     if (item_matched_string (op, tmp, op->contr->search_str))
1038 elmex 1.175 CHK_PICK_PICKUP;
1039 root 1.18 continue;
1040 root 1.11 }
1041    
1042 root 1.18 /* high not bit set? We're using the old autopickup model */
1043     if (!(op->contr->mode & PU_NEWMODE))
1044 root 1.11 {
1045 root 1.18 switch (op->contr->mode)
1046 root 1.11 {
1047 root 1.20 case 0:
1048     return 1; /* don't pick up */
1049     case 1:
1050 elmex 1.175 CHK_PICK_PICKUP;
1051 root 1.20 return 1;
1052     case 2:
1053 elmex 1.175 CHK_PICK_PICKUP;
1054 root 1.20 return 0;
1055     case 3:
1056     return 0; /* stop before pickup */
1057     case 4:
1058 elmex 1.175 CHK_PICK_PICKUP;
1059 root 1.20 break;
1060     case 5:
1061 elmex 1.175 CHK_PICK_PICKUP;
1062 root 1.20 stop = 1;
1063     break;
1064     case 6:
1065 elmex 1.175 if (QUERY_FLAG (tmp, FLAG_KNOWN_MAGICAL)
1066     && !QUERY_FLAG (tmp, FLAG_KNOWN_CURSED))
1067     CHK_PICK_PICKUP;
1068 root 1.20 break;
1069    
1070     case 7:
1071     if (tmp->type == MONEY || tmp->type == GEM)
1072 elmex 1.175 CHK_PICK_PICKUP;
1073 root 1.20 break;
1074    
1075     default:
1076     /* use value density */
1077     if (!QUERY_FLAG (tmp, FLAG_UNPAID)
1078     && (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1))) >= op->contr->mode)
1079 elmex 1.175 CHK_PICK_PICKUP;
1080 root 1.11 }
1081     }
1082 root 1.18 else
1083     { /* old model */
1084     /* NEW pickup handling */
1085     if (op->contr->mode & PU_DEBUG)
1086     {
1087     /* some debugging code to figure out item information */
1088     if (tmp->name != NULL)
1089     sprintf (putstring, "item name: %s item type: %d weight/value: %d",
1090     &tmp->name, tmp->type, (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1))));
1091     else
1092     sprintf (putstring, "item name: %s item type: %d weight/value: %d",
1093 root 1.148 &tmp->arch->archname, tmp->type, (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1))));
1094 root 1.18
1095     new_draw_info (NDI_UNIQUE, 0, op, putstring);
1096 root 1.58 }
1097 elmex 1.1
1098 root 1.18 /* philosophy:
1099     * It's easy to grab an item type from a pile, as long as it's
1100     * generic. This takes no game-time. For more detailed pickups
1101 root 1.58 * and selections, select-items should be used. This is a
1102 root 1.18 * grab-as-you-run type mode that's really useful for arrows for
1103     * example.
1104     * The drawback: right now it has no frontend, so you need to
1105     * stick the bits you want into a calculator in hex mode and then
1106     * convert to decimal and then 'pickup <#>
1107     */
1108    
1109     /* the first two modes are exclusive: if NOTHING we return, if
1110     * STOP then we stop. All the rest are applied sequentially,
1111     * meaning if any test passes, the item gets picked up. */
1112    
1113     /* if mode is set to pick nothing up, return */
1114    
1115     if (op->contr->mode & PU_NOTHING)
1116     return 1;
1117    
1118     /* if mode is set to stop when encountering objects, return */
1119     /* take STOP before INHIBIT since it doesn't actually pick
1120     * anything up */
1121    
1122     if (op->contr->mode & PU_STOP)
1123     return 0;
1124    
1125     /* useful for going into stores and not losing your settings... */
1126     /* and for battles wher you don't want to get loaded down while
1127     * fighting */
1128     if (op->contr->mode & PU_INHIBIT)
1129     return 1;
1130    
1131     /* prevent us from turning into auto-thieves :) */
1132     if (QUERY_FLAG (tmp, FLAG_UNPAID))
1133     continue;
1134    
1135     /* ignore known cursed objects */
1136     if (QUERY_FLAG (tmp, FLAG_KNOWN_CURSED) && op->contr->mode & PU_NOT_CURSED)
1137     continue;
1138    
1139     /* all food and drink if desired */
1140     /* question: don't pick up known-poisonous stuff? */
1141     if (op->contr->mode & PU_FOOD)
1142     if (tmp->type == FOOD)
1143     {
1144 elmex 1.175 CHK_PICK_PICKUP;
1145 root 1.18 continue;
1146     }
1147 root 1.29
1148 root 1.18 if (op->contr->mode & PU_DRINK)
1149     if (tmp->type == DRINK || (tmp->type == POISON && !QUERY_FLAG (tmp, FLAG_KNOWN_CURSED)))
1150     {
1151 elmex 1.175 CHK_PICK_PICKUP;
1152 root 1.18 continue;
1153     }
1154    
1155     if (op->contr->mode & PU_POTION)
1156     if (tmp->type == POTION)
1157     {
1158 elmex 1.175 CHK_PICK_PICKUP;
1159 root 1.18 continue;
1160     }
1161    
1162     /* spellbooks, skillscrolls and normal books/scrolls */
1163     if (op->contr->mode & PU_SPELLBOOK)
1164     if (tmp->type == SPELLBOOK)
1165     {
1166 elmex 1.175 CHK_PICK_PICKUP;
1167 root 1.18 continue;
1168     }
1169 root 1.29
1170 root 1.18 if (op->contr->mode & PU_SKILLSCROLL)
1171     if (tmp->type == SKILLSCROLL)
1172     {
1173 elmex 1.175 CHK_PICK_PICKUP;
1174 root 1.18 continue;
1175     }
1176 root 1.29
1177 root 1.18 if (op->contr->mode & PU_READABLES)
1178 root 1.158 if (tmp->type == BOOK || tmp->type == SCROLL || tmp->type == INSCRIBABLE)
1179 root 1.18 {
1180 elmex 1.175 CHK_PICK_PICKUP;
1181 root 1.18 continue;
1182     }
1183    
1184     /* wands/staves/rods/horns */
1185     if (op->contr->mode & PU_MAGIC_DEVICE)
1186     if (tmp->type == WAND || tmp->type == ROD || tmp->type == HORN)
1187     {
1188 elmex 1.175 CHK_PICK_PICKUP;
1189 root 1.18 continue;
1190     }
1191    
1192     /* pick up all magical items */
1193     if (op->contr->mode & PU_MAGICAL)
1194     if (QUERY_FLAG (tmp, FLAG_KNOWN_MAGICAL) && !QUERY_FLAG (tmp, FLAG_KNOWN_CURSED))
1195     {
1196 elmex 1.175 CHK_PICK_PICKUP;
1197 root 1.18 continue;
1198     }
1199    
1200     if (op->contr->mode & PU_VALUABLES)
1201     {
1202     if (tmp->type == MONEY || tmp->type == GEM)
1203     {
1204 elmex 1.175 CHK_PICK_PICKUP;
1205 root 1.18 continue;
1206     }
1207     }
1208    
1209     /* rings & amulets - talismans seems to be typed AMULET */
1210     if (op->contr->mode & PU_JEWELS)
1211     if (tmp->type == RING || tmp->type == AMULET)
1212     {
1213 elmex 1.175 CHK_PICK_PICKUP;
1214 root 1.29 continue;
1215     }
1216    
1217     /* we don't forget dragon food */
1218     if (op->contr->mode & PU_FLESH)
1219     if (tmp->type == FLESH)
1220     {
1221 elmex 1.175 CHK_PICK_PICKUP;
1222 root 1.18 continue;
1223     }
1224    
1225     /* bows and arrows. Bows are good for selling! */
1226     if (op->contr->mode & PU_BOW)
1227     if (tmp->type == BOW)
1228     {
1229 elmex 1.175 CHK_PICK_PICKUP;
1230 root 1.18 continue;
1231     }
1232 root 1.29
1233 root 1.18 if (op->contr->mode & PU_ARROW)
1234     if (tmp->type == ARROW)
1235     {
1236 elmex 1.175 CHK_PICK_PICKUP;
1237 root 1.18 continue;
1238     }
1239    
1240     /* all kinds of armor etc. */
1241     if (op->contr->mode & PU_ARMOUR)
1242     if (tmp->type == ARMOUR)
1243     {
1244 elmex 1.175 CHK_PICK_PICKUP;
1245 root 1.18 continue;
1246     }
1247 root 1.29
1248 root 1.18 if (op->contr->mode & PU_HELMET)
1249     if (tmp->type == HELMET)
1250     {
1251 elmex 1.175 CHK_PICK_PICKUP;
1252 root 1.18 continue;
1253     }
1254 root 1.29
1255 root 1.18 if (op->contr->mode & PU_SHIELD)
1256     if (tmp->type == SHIELD)
1257     {
1258 elmex 1.175 CHK_PICK_PICKUP;
1259 root 1.18 continue;
1260     }
1261 root 1.29
1262 root 1.18 if (op->contr->mode & PU_BOOTS)
1263     if (tmp->type == BOOTS)
1264     {
1265 elmex 1.175 CHK_PICK_PICKUP;
1266 root 1.18 continue;
1267     }
1268 root 1.29
1269 root 1.18 if (op->contr->mode & PU_GLOVES)
1270     if (tmp->type == GLOVES)
1271     {
1272 elmex 1.175 CHK_PICK_PICKUP;
1273 root 1.18 continue;
1274     }
1275 root 1.29
1276 root 1.18 if (op->contr->mode & PU_CLOAK)
1277     if (tmp->type == CLOAK)
1278     {
1279 elmex 1.175 CHK_PICK_PICKUP;
1280 root 1.18 continue;
1281     }
1282 elmex 1.1
1283 root 1.18 /* hoping to catch throwing daggers here */
1284     if (op->contr->mode & PU_MISSILEWEAPON)
1285     if (tmp->type == WEAPON && QUERY_FLAG (tmp, FLAG_IS_THROWN))
1286     {
1287 elmex 1.175 CHK_PICK_PICKUP;
1288 root 1.18 continue;
1289     }
1290 elmex 1.1
1291 root 1.18 /* careful: chairs and tables are weapons! */
1292     if (op->contr->mode & PU_ALLWEAPON)
1293     {
1294     if (tmp->type == WEAPON && tmp->name != NULL)
1295     {
1296 root 1.148 if (strstr (tmp->name, "table") == NULL && strstr (tmp->arch->archname, "table") == NULL &&
1297     strstr (tmp->name, "chair") && strstr (tmp->arch->archname, "chair") == NULL)
1298 root 1.18 {
1299 elmex 1.175 CHK_PICK_PICKUP;
1300 root 1.18 continue;
1301     }
1302     }
1303 root 1.29
1304 root 1.18 if (tmp->type == WEAPON && tmp->name == NULL)
1305     {
1306 root 1.148 if (strstr (tmp->arch->archname, "table") == NULL && strstr (tmp->arch->archname, "chair") == NULL)
1307 root 1.18 {
1308 elmex 1.175 CHK_PICK_PICKUP;
1309 root 1.18 continue;
1310     }
1311     }
1312     }
1313 elmex 1.1
1314 root 1.18 /* misc stuff that's useful */
1315     if (op->contr->mode & PU_KEY)
1316     if (tmp->type == KEY || tmp->type == SPECIAL_KEY)
1317     {
1318 elmex 1.175 CHK_PICK_PICKUP;
1319 root 1.18 continue;
1320     }
1321 elmex 1.1
1322 root 1.18 /* any of the last 4 bits set means we use the ratio for value
1323     * pickups */
1324     if (op->contr->mode & PU_RATIO)
1325     {
1326     /* use value density to decide what else to grab */
1327     /* >=7 was >= op->contr->mode */
1328     /* >=7 is the old standard setting. Now we take the last 4 bits
1329     * and multiply them by 5, giving 0..15*5== 5..75 */
1330     wvratio = (op->contr->mode & PU_RATIO) * 5;
1331     if ((query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1))) >= (unsigned int) wvratio)
1332     {
1333 elmex 1.175 CHK_PICK_PICKUP;
1334 elmex 1.1 #if 0
1335 root 1.18 fprintf (stderr, "HIGH WEIGHT/VALUE [");
1336     if (tmp->name != NULL)
1337     {
1338     fprintf (stderr, "%s", tmp->name);
1339     }
1340     else
1341 root 1.148 fprintf (stderr, "%s", tmp->arch->archname);
1342 root 1.18 fprintf (stderr, ",%d] = ", tmp->type);
1343     fprintf (stderr, "%d\n", (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1))));
1344 elmex 1.1 #endif
1345 root 1.18 continue;
1346     }
1347     }
1348     } /* the new pickup model */
1349     }
1350 root 1.29
1351 root 1.18 return !stop;
1352 elmex 1.1 }
1353    
1354     /*
1355     * Find an arrow in the inventory and after that
1356     * in the right type container (quiver). Pointer to the
1357     * found object is returned.
1358     */
1359 root 1.18 object *
1360     find_arrow (object *op, const char *type)
1361 elmex 1.1 {
1362 root 1.103 object *tmp = 0;
1363 elmex 1.1
1364 root 1.18 for (op = op->inv; op; op = op->below)
1365     if (!tmp && op->type == CONTAINER && op->race == type && QUERY_FLAG (op, FLAG_APPLIED))
1366 root 1.172 tmp = find_arrow (splay (op), type);
1367 root 1.18 else if (op->type == ARROW && op->race == type)
1368 root 1.172 return splay (op);
1369 root 1.103
1370 root 1.18 return tmp;
1371 elmex 1.1 }
1372    
1373     /*
1374     * Similar to find_arrow, but looks for (roughly) the best arrow to use
1375     * against the target. A full test is not performed, simply a basic test
1376     * of resistances. The archer is making a quick guess at what he sees down
1377     * the hall. Failing that it does it's best to pick the highest plus arrow.
1378     */
1379 root 1.18 object *
1380     find_better_arrow (object *op, object *target, const char *type, int *better)
1381 elmex 1.1 {
1382 root 1.18 object *tmp = NULL, *arrow, *ntmp;
1383     int attacknum, attacktype, betterby = 0, i;
1384 elmex 1.1
1385 root 1.18 if (!type)
1386     return NULL;
1387 elmex 1.1
1388 root 1.18 for (arrow = op->inv; arrow; arrow = arrow->below)
1389     {
1390     if (arrow->type == CONTAINER && arrow->race == type && QUERY_FLAG (arrow, FLAG_APPLIED))
1391     {
1392     i = 0;
1393     ntmp = find_better_arrow (arrow, target, type, &i);
1394     if (i > betterby)
1395     {
1396     tmp = ntmp;
1397     betterby = i;
1398     }
1399     }
1400     else if (arrow->type == ARROW && arrow->race == type)
1401     {
1402     /* allways prefer assasination/slaying */
1403     if (target->race != NULL && arrow->slaying != NULL && strstr (arrow->slaying, target->race))
1404     {
1405     if (arrow->attacktype & AT_DEATH)
1406     {
1407     *better = 100;
1408     return arrow;
1409     }
1410     else
1411     {
1412     tmp = arrow;
1413     betterby = (arrow->magic + arrow->stats.dam) * 2;
1414     }
1415     }
1416     else
1417     {
1418     for (attacknum = 0; attacknum < NROFATTACKS; attacknum++)
1419     {
1420     attacktype = 1 << attacknum;
1421 root 1.149 if ((arrow->attacktype & attacktype) && (target->arch->resist[attacknum]) < 0)
1422     if (((arrow->magic + arrow->stats.dam) * (100 - target->arch->resist[attacknum]) / 100) > betterby)
1423 root 1.18 {
1424     tmp = arrow;
1425 root 1.149 betterby = (arrow->magic + arrow->stats.dam) * (100 - target->arch->resist[attacknum]) / 100;
1426 root 1.18 }
1427 root 1.11 }
1428 root 1.18 if ((2 + arrow->magic + arrow->stats.dam) > betterby)
1429     {
1430     tmp = arrow;
1431     betterby = 2 + arrow->magic + arrow->stats.dam;
1432 root 1.11 }
1433 root 1.18 if (arrow->title && (1 + arrow->magic + arrow->stats.dam) > betterby)
1434     {
1435     tmp = arrow;
1436     betterby = 1 + arrow->magic + arrow->stats.dam;
1437 root 1.11 }
1438     }
1439     }
1440 elmex 1.1 }
1441 root 1.18 if (tmp == NULL && arrow == NULL)
1442     return find_arrow (op, type);
1443 elmex 1.1
1444 root 1.18 *better = betterby;
1445     return tmp;
1446 elmex 1.1 }
1447    
1448     /* looks in a given direction, finds the first valid target, and calls
1449     * find_better_arrow to find a decent arrow to use.
1450     * op = the shooter
1451     * type = bow->race
1452     * dir = fire direction
1453     */
1454 root 1.18 object *
1455     pick_arrow_target (object *op, const char *type, int dir)
1456 elmex 1.1 {
1457 root 1.18 object *tmp = NULL;
1458 root 1.25 maptile *m;
1459 root 1.18 int i, mflags, found, number;
1460     sint16 x, y;
1461    
1462     if (op->map == NULL)
1463     return find_arrow (op, type);
1464    
1465     /* do a dex check */
1466     number = (die_roll (2, 40, op, PREFER_LOW) - 2) / 2;
1467     if (number > (op->stats.Dex + (op->chosen_skill ? op->chosen_skill->level : op->level)))
1468     return find_arrow (op, type);
1469    
1470     m = op->map;
1471     x = op->x;
1472     y = op->y;
1473    
1474     /* find the first target */
1475     for (i = 0, found = 0; i < 20; i++)
1476     {
1477     x += freearr_x[dir];
1478     y += freearr_y[dir];
1479     mflags = get_map_flags (m, &m, x, y, &x, &y);
1480     if (mflags & P_OUT_OF_MAP || mflags & P_BLOCKSVIEW)
1481     {
1482     tmp = NULL;
1483     break;
1484     }
1485     else if (GET_MAP_MOVE_BLOCK (m, x, y) == MOVE_FLY_LOW)
1486     {
1487     /* This block presumes arrows and the like are MOVE_FLY_SLOW -
1488     * perhaps a bad assumption.
1489     */
1490     tmp = NULL;
1491     break;
1492 root 1.11 }
1493 root 1.18 if (mflags & P_IS_ALIVE)
1494     {
1495     for (tmp = GET_MAP_OB (m, x, y); tmp; tmp = tmp->above)
1496     if (QUERY_FLAG (tmp, FLAG_ALIVE))
1497     {
1498     found++;
1499 root 1.11 break;
1500 root 1.18 }
1501     if (found)
1502     break;
1503 root 1.11 }
1504 elmex 1.1 }
1505 root 1.18 if (tmp == NULL)
1506     return find_arrow (op, type);
1507 elmex 1.1
1508 root 1.18 if (tmp->head)
1509     tmp = tmp->head;
1510 elmex 1.1
1511 root 1.18 return find_better_arrow (op, tmp, type, &i);
1512 elmex 1.1 }
1513    
1514     /*
1515     * Creature fires a bow - op can be monster or player. Returns
1516     * 1 if bow was actually fired, 0 otherwise.
1517     * op is the object firing the bow.
1518     * part is for multipart creatures - the part firing the bow.
1519     * dir is the direction of fire.
1520     * wc_mod is any special modifier to give (used in special player fire modes)
1521     * sx, sy are coordinates to fire arrow from - also used in some of the special
1522     * player fire modes.
1523     */
1524 root 1.18 int
1525     fire_bow (object *op, object *part, object *arrow, int dir, int wc_mod, sint16 sx, sint16 sy)
1526 elmex 1.1 {
1527 root 1.18 object *left, *bow;
1528 root 1.132 int mflags;
1529 root 1.25 maptile *m;
1530 elmex 1.1
1531 root 1.18 if (!dir)
1532     {
1533     new_draw_info (NDI_UNIQUE, 0, op, "You can't shoot yourself!");
1534     return 0;
1535 elmex 1.1 }
1536 root 1.48
1537 root 1.136 if (op->contr)
1538     bow = op->current_weapon;
1539 root 1.18 else
1540     {
1541     for (bow = op->inv; bow; bow = bow->below)
1542     /* Don't check for applied - monsters don't apply bows - in that way, they
1543     * don't need to switch back and forth between bows and weapons.
1544     */
1545     if (bow->type == BOW)
1546     break;
1547 root 1.11
1548 root 1.18 if (!bow)
1549     {
1550     LOG (llevError, "Range: bow without activated bow (%s).\n", &op->name);
1551     return 0;
1552 root 1.11 }
1553 root 1.118
1554     // optimisation: move object to top so we will find it quickly again
1555     if (bow->below)
1556     {
1557     bow->remove ();
1558     op->insert (bow);
1559     }
1560    
1561 elmex 1.1 }
1562 root 1.48
1563 root 1.18 if (!bow->race || !bow->skill)
1564     {
1565     new_draw_info_format (NDI_UNIQUE, 0, op, "Your %s is broken.", &bow->name);
1566     return 0;
1567 elmex 1.1 }
1568    
1569 root 1.18 if (arrow == NULL)
1570     {
1571     if ((arrow = find_arrow (op, bow->race)) == NULL)
1572     {
1573     if (op->type == PLAYER)
1574     new_draw_info_format (NDI_UNIQUE, 0, op, "You have no %s left.", &bow->race);
1575     /* FLAG_READY_BOW will get reset if the monsters picks up some arrows */
1576     else
1577     CLEAR_FLAG (op, FLAG_READY_BOW);
1578 root 1.116
1579 root 1.18 return 0;
1580 root 1.11 }
1581 elmex 1.1 }
1582 root 1.48
1583 root 1.18 mflags = get_map_flags (op->map, &m, sx, sy, &sx, &sy);
1584     if (mflags & P_OUT_OF_MAP)
1585 root 1.48 return 0;
1586    
1587 root 1.18 if (GET_MAP_MOVE_BLOCK (m, sx, sy) == MOVE_FLY_LOW)
1588     {
1589     new_draw_info (NDI_UNIQUE, 0, op, "Something is in the way.");
1590     return 0;
1591     }
1592    
1593     /* this should not happen, but sometimes does */
1594     if (arrow->nrof == 0)
1595     {
1596 root 1.33 arrow->destroy ();
1597 root 1.18 return 0;
1598     }
1599    
1600     left = arrow; /* these are arrows left to the player */
1601     arrow = get_split_ob (arrow, 1);
1602 root 1.48 if (!arrow)
1603 root 1.18 {
1604     new_draw_info_format (NDI_UNIQUE, 0, op, "You have no %s left.", &bow->race);
1605     return 0;
1606 elmex 1.1 }
1607 root 1.48
1608 root 1.34 arrow->set_owner (op);
1609 root 1.18 arrow->skill = bow->skill;
1610     arrow->direction = dir;
1611    
1612 root 1.124 arrow->stats.sp = arrow->stats.wc; /* save original wc, dam, attacktype and slaying */
1613     arrow->stats.hp = arrow->stats.dam;
1614     arrow->stats.grace = arrow->attacktype;
1615    
1616     if (arrow->slaying)
1617     arrow->spellarg = strdup (arrow->slaying);
1618    
1619 root 1.142 #if 0
1620 root 1.131 if (player *pl = op->contr)
1621 root 1.18 {
1622 root 1.142 float speed = pl->weapon_sp;
1623 root 1.132
1624 root 1.142 /* penalize ROF for bestarrow */
1625     if (pl->bowtype == bow_bestarrow)
1626     speed *= .9f;
1627     else
1628     speed *= 1.f + dex_bonus[op->stats.Dex] * .2f;
1629 root 1.131
1630 root 1.142 op->speed_left += speed - op->speed;
1631     }
1632 root 1.132 #endif
1633 elmex 1.1
1634 root 1.18 SET_ANIMATION (arrow, arrow->direction);
1635 root 1.116
1636 root 1.18 /* update the speed */
1637 root 1.142 arrow->speed = ((bow->flag [FLAG_NO_STRENGTH] ? 0 : dam_bonus[op->stats.Str]) + bow->magic + arrow->magic) / 5.f
1638     + bow->stats.dam / 7.f;
1639 root 1.18
1640 root 1.142 arrow->set_speed (max (arrow->speed, 2.f));
1641 root 1.18 arrow->speed_left = 0;
1642    
1643 root 1.129 int wc = op->stats.wc + wc_mod - arrow->magic - arrow->stats.wc;
1644 root 1.116
1645 root 1.18 if (op->type == PLAYER)
1646     {
1647 root 1.116 arrow->level = op->chosen_skill ? op->chosen_skill->level : op->level;
1648 root 1.129 wc -= dex_bonus[op->stats.Dex];
1649 root 1.18
1650 root 1.116 if (!arrow->slaying)
1651     arrow->slaying = op->slaying;
1652 root 1.124
1653     arrow->attacktype |= op->attacktype;
1654 elmex 1.1 }
1655 root 1.18 else
1656     {
1657     arrow->level = op->level;
1658 root 1.116 arrow->stats.wc -= bow->magic;
1659    
1660     if (!arrow->slaying)
1661     arrow->slaying = bow->slaying;
1662 root 1.124
1663     arrow->attacktype |= bow->attacktype;
1664 elmex 1.1 }
1665 root 1.24
1666 root 1.129 wc -= arrow->level;
1667     arrow->stats.dam = clamp (arrow->stats.dam + op->stats.dam + arrow->magic, MIN_DAM, MAX_DAM);
1668 root 1.24
1669 root 1.129 arrow->stats.wc = clamp (wc, MIN_WC, MAX_WC);
1670 root 1.18 arrow->move_type = MOVE_FLY_LOW;
1671     arrow->move_on = MOVE_FLY_LOW | MOVE_WALK;
1672    
1673 root 1.156 op->play_sound (sound_find ("fire_arrow"));
1674 root 1.70 m->insert (arrow, sx, sy, op);
1675 root 1.18
1676 root 1.24 if (!arrow->destroyed ())
1677 root 1.18 move_arrow (arrow);
1678 elmex 1.1
1679 root 1.18 if (op->type == PLAYER)
1680     {
1681 root 1.24 if (left->destroyed ())
1682     esrv_del_item (op->contr, left->count);
1683 root 1.18 else
1684     esrv_send_item (op, left);
1685 elmex 1.1 }
1686 root 1.24
1687 root 1.18 return 1;
1688 elmex 1.1 }
1689    
1690     /* Special fire code for players - this takes into
1691     * account the special fire modes players can have
1692     * but monsters can't. Putting that code here
1693     * makes the fire_bow code much cleaner.
1694     * this function should only be called if 'op' is a player,
1695     * hence the function name.
1696     */
1697 root 1.18 int
1698     player_fire_bow (object *op, int dir)
1699 elmex 1.1 {
1700 root 1.18 int ret = 0, wcmod = 0;
1701    
1702     if (op->contr->bowtype == bow_bestarrow)
1703     {
1704 root 1.118 ret = fire_bow (op, op, pick_arrow_target (op, op->contr->ranged_ob->race, dir), dir, 0, op->x, op->y);
1705 root 1.18 }
1706     else if (op->contr->bowtype >= bow_n && op->contr->bowtype <= bow_nw)
1707     {
1708     if (!similar_direction (dir, op->contr->bowtype - bow_n + 1))
1709     wcmod = -1;
1710 root 1.74
1711 root 1.18 ret = fire_bow (op, op, NULL, op->contr->bowtype - bow_n + 1, wcmod, op->x, op->y);
1712     }
1713     else if (op->contr->bowtype == bow_threewide)
1714     {
1715     ret = fire_bow (op, op, NULL, dir, 0, op->x, op->y);
1716     ret |= fire_bow (op, op, NULL, dir, -5, op->x + freearr_x[absdir (dir + 2)], op->y + freearr_y[absdir (dir + 2)]);
1717     ret |= fire_bow (op, op, NULL, dir, -5, op->x + freearr_x[absdir (dir - 2)], op->y + freearr_y[absdir (dir - 2)]);
1718     }
1719     else if (op->contr->bowtype == bow_spreadshot)
1720     {
1721     ret |= fire_bow (op, op, NULL, dir, 0, op->x, op->y);
1722     ret |= fire_bow (op, op, NULL, absdir (dir - 1), -5, op->x, op->y);
1723     ret |= fire_bow (op, op, NULL, absdir (dir + 1), -5, op->x, op->y);
1724 elmex 1.1 }
1725 root 1.18 else
1726     {
1727     /* Simple case */
1728     ret = fire_bow (op, op, NULL, dir, 0, op->x, op->y);
1729     }
1730 root 1.121
1731 root 1.18 return ret;
1732 elmex 1.1 }
1733    
1734     /* Fires a misc (wand/rod/horn) object in 'dir'.
1735     * Broken apart from 'fire' to keep it more readable.
1736     */
1737 root 1.18 void
1738     fire_misc_object (object *op, int dir)
1739 elmex 1.1 {
1740 root 1.118 object *item = op->contr->ranged_ob;
1741 elmex 1.1
1742 root 1.118 if (!item)
1743 root 1.18 {
1744     new_draw_info (NDI_UNIQUE, 0, op, "You have range item readied.");
1745     return;
1746 elmex 1.1 }
1747    
1748 root 1.18 if (!item->inv)
1749     {
1750     LOG (llevError, "Object %s lacks a spell\n", &item->name);
1751     return;
1752 elmex 1.1 }
1753 root 1.118
1754 root 1.126 if (!op->change_weapon (item))
1755     return;
1756 root 1.121
1757 root 1.18 if (item->type == WAND)
1758     {
1759     if (item->stats.food <= 0)
1760     {
1761 root 1.156 op->contr->play_sound (sound_find ("wand_poof"));
1762 root 1.18 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s goes poof.", query_base_name (item, 0));
1763 root 1.121
1764 root 1.18 return;
1765 root 1.11 }
1766 root 1.18 }
1767     else if (item->type == ROD || item->type == HORN)
1768     {
1769     if (item->stats.hp < MAX (item->inv->stats.sp, item->inv->stats.grace))
1770     {
1771 root 1.156 op->contr->play_sound (sound_find ("wand_poof"));
1772 root 1.121
1773 root 1.18 if (item->type == ROD)
1774     new_draw_info_format (NDI_UNIQUE, 0, op, "The %s whines for a while, but nothing happens.", query_base_name (item, 0));
1775     else
1776     new_draw_info_format (NDI_UNIQUE, 0, op, "The %s needs more time to charge.", query_base_name (item, 0));
1777 root 1.121
1778 root 1.18 return;
1779 root 1.11 }
1780 elmex 1.1 }
1781    
1782 root 1.18 if (cast_spell (op, item, dir, item->inv, NULL))
1783     {
1784     SET_FLAG (op, FLAG_BEEN_APPLIED); /* You now know something about it */
1785     if (item->type == WAND)
1786     {
1787     if (!(--item->stats.food))
1788     {
1789     object *tmp;
1790    
1791     if (item->arch)
1792     {
1793     CLEAR_FLAG (item, FLAG_ANIMATE);
1794 root 1.149 item->face = item->arch->face;
1795 root 1.67 item->set_speed (0);
1796 root 1.11 }
1797 root 1.67
1798 root 1.49 if ((tmp = item->in_player ()))
1799 root 1.18 esrv_update_item (UPD_ANIM, tmp, item);
1800 root 1.11 }
1801     }
1802 root 1.18 else if (item->type == ROD || item->type == HORN)
1803 root 1.67 drain_rod_charge (item);
1804 elmex 1.1 }
1805     }
1806    
1807     /* Received a fire command for the player - go and do it.
1808     */
1809 root 1.142 bool
1810 root 1.18 fire (object *op, int dir)
1811     {
1812     int spellcost = 0;
1813 elmex 1.1
1814 root 1.18 /* check for loss of invisiblity/hide */
1815     if (action_makes_visible (op))
1816     make_visible (op);
1817 elmex 1.1
1818 root 1.118 player *pl = op->contr;
1819 elmex 1.1
1820 root 1.119 if (pl->golem)
1821     {
1822     control_golem (op->contr->golem, dir);
1823 root 1.142 return false;
1824 root 1.119 }
1825    
1826     object *ob = pl->ranged_ob;
1827 elmex 1.1
1828 root 1.119 if (!ob)
1829 root 1.142 return false;
1830 elmex 1.1
1831 root 1.136 if (!op->change_weapon (ob))
1832 root 1.142 return false;
1833    
1834     if (op->speed_left > 0.f)
1835     --op->speed_left;
1836     else
1837     return false;
1838 root 1.136
1839 root 1.119 switch (ob->type)
1840 root 1.118 {
1841 root 1.119 case BOW:
1842 root 1.118 player_fire_bow (op, dir);
1843 root 1.119 break;
1844    
1845     case SPELL:
1846     spellcost = cast_spell (op, op, dir, ob, pl->spellparam[0] ? pl->spellparam : 0);
1847     break;
1848 root 1.113
1849 root 1.119 case BUILDER:
1850 root 1.20 apply_map_builder (op, dir);
1851 root 1.119 break;
1852    
1853     case SKILL:
1854     do_skill (op, op, ob, dir, 0);
1855     break;
1856    
1857     default:
1858     fire_misc_object (op, dir);
1859     break;
1860 elmex 1.1 }
1861 root 1.142
1862     return true;
1863 elmex 1.1 }
1864    
1865     /* find_key
1866     * We try to find a key for the door as passed. If we find a key
1867     * and successfully use it, we return the key, otherwise NULL
1868     * This function merges both normal and locked door, since the logic
1869     * for both is the same - just the specific key is different.
1870     * pl is the player,
1871     * inv is the objects inventory to searched
1872     * door is the door we are trying to match against.
1873     * This function can be called recursively to search containers.
1874     */
1875 root 1.18 object *
1876     find_key (object *pl, object *container, object *door)
1877 elmex 1.1 {
1878 root 1.18 object *tmp, *key;
1879 elmex 1.1
1880 root 1.18 /* Should not happen, but sanity checking is never bad */
1881 root 1.103 if (!container->inv)
1882     return 0;
1883 elmex 1.1
1884 root 1.18 /* First, lets try to find a key in the top level inventory */
1885 root 1.103 for (tmp = container->inv; tmp; tmp = tmp->below)
1886 root 1.18 {
1887     if (door->type == DOOR && tmp->type == KEY)
1888     break;
1889     /* For sanity, we should really check door type, but other stuff
1890     * (like containers) can be locked with special keys
1891     */
1892     if (tmp->slaying && tmp->type == SPECIAL_KEY && tmp->slaying == door->slaying)
1893     break;
1894     }
1895 root 1.103
1896 root 1.18 /* No key found - lets search inventories now */
1897     /* If we find and use a key in an inventory, return at that time.
1898     * otherwise, if we search all the inventories and still don't find
1899     * a key, return
1900     */
1901     if (!tmp)
1902     {
1903 root 1.103 for (tmp = container->inv; tmp; tmp = tmp->below)
1904 root 1.18 {
1905     /* No reason to search empty containers */
1906     if (tmp->type == CONTAINER && tmp->inv)
1907     {
1908 root 1.103 if ((key = find_key (pl, tmp, door)))
1909 root 1.18 return key;
1910     }
1911     }
1912 root 1.103
1913 root 1.18 if (!tmp)
1914     return NULL;
1915 elmex 1.1 }
1916 root 1.103
1917 root 1.18 /* We get down here if we have found a key. Now if its in a container,
1918     * see if we actually want to use it
1919     */
1920     if (pl != container)
1921     {
1922     /* Only let players use keys in containers */
1923     if (!pl->contr)
1924     return NULL;
1925     /* cases where this fails:
1926     * If we only search the player inventory, return now since we
1927     * are not in the players inventory.
1928     * If the container is not active, return now since only active
1929     * containers can be used.
1930     * If we only search keyrings and the container does not have
1931     * a race/isn't a keyring.
1932     * No checking for all containers - to fall through past here,
1933     * inv must have been an container and must have been active.
1934     *
1935     * Change the color so that the message doesn't disappear with
1936     * all the others.
1937     */
1938     if (pl->contr->usekeys == key_inventory ||
1939     !QUERY_FLAG (container, FLAG_APPLIED) ||
1940     (pl->contr->usekeys == keyrings && (!container->race || strcmp (container->race, "keys"))))
1941     {
1942     new_draw_info_format (NDI_UNIQUE | NDI_BROWN, 0, pl,
1943     "The %s in your %s vibrates as you approach the door", query_name (tmp), query_name (container));
1944     return NULL;
1945 root 1.11 }
1946 elmex 1.1 }
1947 root 1.103
1948 root 1.18 return tmp;
1949 elmex 1.1 }
1950    
1951     /* moved door processing out of move_player_attack.
1952     * returns 1 if player has opened the door with a key
1953     * such that the caller should not do anything more,
1954     * 0 otherwise
1955     */
1956 root 1.18 static int
1957     player_attack_door (object *op, object *door)
1958 elmex 1.1 {
1959 root 1.142 /* If its a door, try to find a key. If we do destroy the door,
1960 root 1.18 * might as well return immediately as there is nothing more to do -
1961     * otherwise, we fall through to the rest of the code.
1962     */
1963     object *key = find_key (op, op, door);
1964    
1965 root 1.142 /* If we found a key, do some extra work */
1966 root 1.18 if (key)
1967     {
1968     object *container = key->env;
1969    
1970     if (action_makes_visible (op))
1971     make_visible (op);
1972 root 1.117
1973 root 1.18 if (door->inv && (door->inv->type == RUNE || door->inv->type == TRAP))
1974     spring_trap (door->inv, op);
1975 root 1.103
1976 root 1.18 if (door->type == DOOR)
1977 root 1.103 hit_player (door, 9998, op, AT_PHYSICAL, 1); /* Break through the door */
1978 root 1.18 else if (door->type == LOCKED_DOOR)
1979     {
1980 root 1.170 op->statusmsg (format ("You open the door with the %s", query_short_name (key)), NDI_BROWN);
1981 root 1.18 remove_door2 (door); /* remove door without violence ;-) */
1982     }
1983 root 1.103
1984 root 1.18 /* Do this after we print the message */
1985     decrease_ob (key); /* Use up one of the keys */
1986     /* Need to update the weight the container the key was in */
1987     if (container != op)
1988     esrv_update_item (UPD_WEIGHT, op, container);
1989 root 1.103
1990 root 1.18 return 1; /* Nothing more to do below */
1991     }
1992     else if (door->type == LOCKED_DOOR)
1993     {
1994     /* Might as well return now - no other way to open this */
1995 root 1.171 op->failmsg (door->msg ? &door->msg : "Hmm, you miss the certain something to open this door...");
1996 root 1.18 return 1;
1997 elmex 1.1 }
1998 root 1.103
1999 root 1.18 return 0;
2000 elmex 1.1 }
2001    
2002     /* This function is just part of a breakup from move_player.
2003     * It should keep the code cleaner.
2004     * When this is called, the players direction has been updated
2005     * (taking into account confusion.) The player is also actually
2006     * going to try and move (not fire weapons).
2007     */
2008 root 1.142 bool
2009 root 1.18 move_player_attack (object *op, int dir)
2010 elmex 1.1 {
2011 root 1.18 int on_battleground;
2012    
2013 root 1.117 sint16 nx = freearr_x[dir] + op->x;
2014     sint16 ny = freearr_y[dir] + op->y;
2015 root 1.18
2016 root 1.49 on_battleground = op_on_battleground (op, 0, 0);
2017 root 1.18
2018 root 1.142 if (out_of_map (op->map, nx, ny))
2019     return false;
2020    
2021     if (!op->contr->braced && op->speed_left > 0.f && move_ob (op, dir, op))
2022     {
2023     --op->speed_left;
2024     return true;
2025     }
2026    
2027 root 1.18 /* If braced, or can't move to the square, and it is not out of the
2028     * map, attack it. Note order of if statement is important - don't
2029     * want to be calling move_ob if braced, because move_ob will move the
2030     * player. This is a pretty nasty hack, because if we could
2031     * move to some space, it then means that if we are braced, we should
2032     * do nothing at all. As it is, if we are braced, we go through
2033     * quite a bit of processing. However, it probably is less than what
2034     * move_ob uses.
2035     */
2036 root 1.142 maptile *m = op->map->xy_find (nx, ny);
2037    
2038     /* Go through all the objects, and find ones of interest. Only stop if
2039     * we find a monster - that is something we know we want to attack.
2040     * if its a door or barrel (can roll) see if there may be monsters
2041     * on the space
2042     */
2043     object *mon;
2044     for (mon = m->at (nx, ny).bot; mon; mon = mon->above)
2045 root 1.18 {
2046 root 1.142 if ((mon->flag [FLAG_ALIVE]
2047     || mon->type == LOCKED_DOOR
2048     || mon->flag [FLAG_CAN_ROLL])
2049     && mon != op)
2050     break;
2051     }
2052    
2053     if (!mon) /* This happens anytime the player tries to move */
2054     return false; /* into a wall */
2055 root 1.18
2056 root 1.142 mon = mon->head_ ();
2057 root 1.11
2058 root 1.142 if ((mon->type == DOOR && mon->stats.hp >= 0) || (mon->type == LOCKED_DOOR))
2059     if (op->contr->weapon_sp_left > 0.f)
2060     if (player_attack_door (op, mon))
2061 root 1.18 {
2062 root 1.142 --op->contr->weapon_sp_left;
2063     return true;
2064 root 1.18 }
2065    
2066 root 1.142 /* The following deals with possibly attacking peaceful
2067     * or friendly creatures. Basically, all players are considered
2068     * unaggressive. If the moving player has peaceful set, then the
2069     * object should be pushed instead of attacked. It is assumed that
2070     * if you are braced, you will not attack friends accidently,
2071     * and thus will not push them.
2072     */
2073 root 1.18
2074 root 1.142 /* If the creature is a pet, push it even if the player is not
2075     * peaceful. Our assumption is the creature is a pet if the
2076     * player owns it and it is either friendly or unagressive.
2077     */
2078     if (op->type == PLAYER
2079     && ((mon->owner && mon->owner->contr
2080     && same_party (mon->owner->contr->party, op->contr->party))
2081     || mon->owner == op)
2082     && (QUERY_FLAG (mon, FLAG_UNAGGRESSIVE) || QUERY_FLAG (mon, FLAG_FRIENDLY)))
2083     {
2084     /* If we're braced, we don't want to switch places with it */
2085     if (op->contr->braced)
2086     return false;
2087 root 1.18
2088 root 1.142 if (op->speed_left > 0.f)
2089     {
2090     --op->speed_left;
2091 root 1.85
2092 root 1.156 op->play_sound (sound_find ("push_player"));
2093 root 1.117 push_ob (mon, dir, op);
2094 root 1.142
2095 root 1.18 if (op->contr->tmp_invis || op->hide)
2096     make_visible (op);
2097 root 1.85
2098 root 1.142 return true;
2099 root 1.11 }
2100 root 1.142 else
2101     return false;
2102     }
2103 root 1.11
2104 root 1.142 /* in certain circumstances, you shouldn't attack friendly
2105     * creatures. Note that if you are braced, you can't push
2106     * someone, but put it inside this loop so that you won't
2107     * attack them either.
2108     */
2109     if ((mon->type == PLAYER || mon->enemy != op)
2110     && (mon->type == PLAYER || QUERY_FLAG (mon, FLAG_UNAGGRESSIVE) || QUERY_FLAG (mon, FLAG_FRIENDLY))
2111     && ((op->contr->peaceful
2112     || (mon->type == PLAYER && mon->contr->peaceful))
2113     && !on_battleground))
2114     {
2115     if (op->speed_left > 0.f)
2116 root 1.18 {
2117 root 1.142 --op->speed_left;
2118    
2119 root 1.18 if (!op->contr->braced)
2120     {
2121 root 1.156 op->play_sound (sound_find ("push_player"));
2122 root 1.85 push_ob (mon, dir, op);
2123 root 1.18 }
2124     else
2125 root 1.171 op->statusmsg ("You withhold your attack");
2126 root 1.49
2127 root 1.18 if (op->contr->tmp_invis || op->hide)
2128     make_visible (op);
2129 root 1.142
2130     return true;
2131 root 1.11 }
2132 root 1.142 }
2133     /* If the object is a boulder or other rollable object, then
2134     * roll it if not braced. You can't roll it if you are braced.
2135     */
2136     else if (QUERY_FLAG (mon, FLAG_CAN_ROLL) && (!op->contr->braced))
2137     {
2138     if (op->speed_left > 0.f)
2139     {
2140     --op->speed_left;
2141 elmex 1.1
2142 root 1.18 recursive_roll (mon, dir, op);
2143     if (action_makes_visible (op))
2144     make_visible (op);
2145 root 1.142
2146     return true;
2147 root 1.11 }
2148 root 1.142 }
2149     /* Any generic living creature. Including things like doors.
2150     * Way it works is like this: First, it must have some hit points
2151     * and be living. Then, it must be one of the following:
2152     * 1) Not a player, 2) A player, but of a different party. Note
2153     * that party_number -1 is no party, so attacks can still happen.
2154     */
2155     else if ((mon->stats.hp >= 0) && QUERY_FLAG (mon, FLAG_ALIVE) &&
2156     ((mon->type != PLAYER || op->contr->party == NULL || op->contr->party != mon->contr->party)))
2157     {
2158 root 1.143 if (op->contr->weapon_sp_left > 0.f && !op->flag [FLAG_WIZPASS])
2159 root 1.18 {
2160 root 1.142 --op->contr->weapon_sp_left;
2161 root 1.11
2162 root 1.49 skill_attack (mon, op, 0, 0, 0);
2163 root 1.11
2164 root 1.18 if (action_makes_visible (op))
2165     make_visible (op);
2166 root 1.142
2167     return true;
2168 root 1.11 }
2169 root 1.142 }
2170    
2171     return false;
2172 elmex 1.1 }
2173    
2174 root 1.142 bool
2175 root 1.18 move_player (object *op, int dir)
2176     {
2177     int pick;
2178 elmex 1.1
2179 root 1.84 if (!op->map || op->map->in_memory != MAP_IN_MEMORY)
2180 root 1.18 return 0;
2181 elmex 1.1
2182 root 1.18 /* Sanity check: make sure dir is valid */
2183     if ((dir < 0) || (dir >= 9))
2184     {
2185     LOG (llevError, "move_player: invalid direction %d\n", dir);
2186     return 0;
2187 elmex 1.1 }
2188    
2189 root 1.84 /* peterm: added following line */
2190 root 1.18 if (QUERY_FLAG (op, FLAG_CONFUSED) && dir)
2191 root 1.99 dir = absdir (dir + rndm (3) + rndm (3) - 2);
2192 root 1.18
2193     op->facing = dir;
2194    
2195     if (op->hide)
2196     do_hidden_move (op);
2197    
2198 root 1.142 bool retval;
2199    
2200 root 1.18 if (INVOKE_PLAYER (MOVE, op->contr, ARG_INT (dir)))
2201 root 1.142 retval = RESULT_INT (0);
2202 root 1.18 else if (op->contr->fire_on)
2203 root 1.142 retval = fire (op, dir);
2204 root 1.18 else
2205     {
2206 root 1.142 retval = move_player_attack (op, dir);
2207 root 1.18 pick = check_pick (op);
2208     }
2209 elmex 1.1
2210 root 1.18 /* Add special check for newcs players and fire on - this way, the
2211     * server can handle repeat firing.
2212     */
2213     if (op->contr->fire_on || (op->contr->run_on && pick != 0))
2214 root 1.49 op->direction = dir;
2215 root 1.18 else
2216 root 1.49 op->direction = 0;
2217    
2218 root 1.18 /* Update how the player looks. Use the facing, so direction may
2219     * get reset to zero. This allows for full animation capabilities
2220     * for players.
2221     */
2222     animate_object (op, op->facing);
2223 root 1.142
2224     return retval;
2225 elmex 1.1 }
2226    
2227     /* This is similar to handle_player, below, but is only used by the
2228     * new client/server stuff.
2229     * This is sort of special, in that the new client/server actually uses
2230     * the new speed values for commands.
2231     *
2232 root 1.142 * Returns true if there are more actions we can do. Should not do
2233     * many actions in a row, as that would be too unfair to other
2234     * players.
2235 elmex 1.1 */
2236 root 1.142 bool
2237 root 1.18 handle_newcs_player (object *op)
2238 elmex 1.1 {
2239 root 1.18 if (QUERY_FLAG (op, FLAG_SCARED))
2240     {
2241 root 1.142 if (op->speed_left > 0.f)
2242 root 1.18 {
2243 root 1.132 --op->speed_left;
2244 root 1.142 flee_player (op);
2245    
2246     return true;
2247 root 1.11 }
2248 root 1.142 else
2249     return false;
2250 elmex 1.1 }
2251    
2252 root 1.18 /* call this here - we also will call this in do_ericserver, but
2253     * the players time has been increased when doericserver has been
2254     * called, so we recheck it here.
2255     */
2256 root 1.83 if (op->contr->ns->handle_command ())
2257 root 1.142 return true;
2258 root 1.47
2259 root 1.142 if (op->direction && (op->contr->run_on || op->contr->fire_on))
2260     return move_player (op, op->direction);
2261 elmex 1.1
2262 root 1.142 return false;
2263 root 1.18 }
2264    
2265     int
2266     save_life (object *op)
2267     {
2268     if (!QUERY_FLAG (op, FLAG_LIFESAVE))
2269 elmex 1.1 return 0;
2270 root 1.18
2271 root 1.41 for (object *tmp = op->inv; tmp; tmp = tmp->below)
2272 root 1.18 if (QUERY_FLAG (tmp, FLAG_APPLIED) && QUERY_FLAG (tmp, FLAG_LIFESAVE))
2273     {
2274 root 1.156 op->play_sound (sound_find ("ob_evaporate"));
2275 root 1.18 new_draw_info_format (NDI_UNIQUE, 0, op, "Your %s vibrates violently, then evaporates.", query_name (tmp));
2276 root 1.33
2277 root 1.18 if (op->contr)
2278     esrv_del_item (op->contr, tmp->count);
2279 root 1.33
2280     tmp->destroy ();
2281 root 1.18 CLEAR_FLAG (op, FLAG_LIFESAVE);
2282 root 1.33
2283 root 1.18 if (op->stats.hp < 0)
2284     op->stats.hp = op->stats.maxhp;
2285 root 1.33
2286 root 1.18 if (op->stats.food < 0)
2287     op->stats.food = 999;
2288 root 1.33
2289 root 1.54 op->update_stats ();
2290 root 1.18 return 1;
2291     }
2292 root 1.41
2293 root 1.18 LOG (llevError, "Error: LIFESAVE set without applied object.\n");
2294     CLEAR_FLAG (op, FLAG_LIFESAVE);
2295     enter_player_savebed (op); /* bring him home. */
2296     return 0;
2297 elmex 1.1 }
2298    
2299     /* This goes throws the inventory and removes unpaid objects, and puts them
2300     * back in the map (location and map determined by values of env). This
2301     * function will descend into containers. op is the object to start the search
2302     * from.
2303     */
2304 root 1.154 static void
2305     drop_unpaid_items (object *op, object *env)
2306 elmex 1.1 {
2307 root 1.18 while (op)
2308     {
2309 root 1.70 object *next = op->below; /* Make sure we have a good value, in case we remove object 'op' */
2310    
2311 root 1.18 if (QUERY_FLAG (op, FLAG_UNPAID))
2312     {
2313     if (env->type == PLAYER)
2314     esrv_del_item (env->contr, op->count);
2315 root 1.70
2316     op->insert_at (env);
2317 root 1.18 }
2318     else if (op->inv)
2319 root 1.154 drop_unpaid_items (op->inv, env);
2320 root 1.41
2321 root 1.18 op = next;
2322 elmex 1.1 }
2323     }
2324    
2325 root 1.154 void
2326     object::drop_unpaid_items ()
2327     {
2328     if (!flag [FLAG_REMOVED])
2329     ::drop_unpaid_items (inv, this);
2330     }
2331    
2332 elmex 1.1 /*
2333     * Returns pointer a static string containing gravestone text
2334     * Moved from apply.c to player.c - player.c is what
2335     * actually uses this function. player.c may not be quite the
2336     * best, a misc file for object actions is probably better,
2337     * but there isn't one in the server directory.
2338     */
2339 root 1.18 char *
2340     gravestone_text (object *op)
2341 elmex 1.1 {
2342 root 1.18 static char buf2[MAX_BUF];
2343     char buf[MAX_BUF];
2344     time_t now = time (NULL);
2345    
2346     strcpy (buf2, " R.I.P.\n\n");
2347     if (op->type == PLAYER)
2348     sprintf (buf, "%s the %s\n", &op->name, op->contr->title);
2349     else
2350     sprintf (buf, "%s\n", &op->name);
2351 root 1.41
2352 root 1.18 strncat (buf2, " ", 20 - strlen (buf) / 2);
2353     strcat (buf2, buf);
2354     if (op->type == PLAYER)
2355     sprintf (buf, "who was in level %d when killed\n", op->level);
2356     else
2357     sprintf (buf, "who was in level %d when died.\n\n", op->level);
2358 root 1.41
2359 root 1.18 strncat (buf2, " ", 20 - strlen (buf) / 2);
2360     strcat (buf2, buf);
2361     if (op->type == PLAYER)
2362     {
2363     sprintf (buf, "by %s.\n\n", op->contr->killer);
2364     strncat (buf2, " ", 21 - strlen (buf) / 2);
2365     strcat (buf2, buf);
2366     }
2367 root 1.41
2368 root 1.18 strftime (buf, MAX_BUF, "%b %d %Y\n", localtime (&now));
2369     strncat (buf2, " ", 20 - strlen (buf) / 2);
2370     strcat (buf2, buf);
2371 root 1.41
2372 root 1.18 return buf2;
2373 elmex 1.1 }
2374    
2375 root 1.18 void
2376     do_some_living (object *op)
2377     {
2378     int last_food = op->stats.food;
2379 elmex 1.1 int gen_hp, gen_sp, gen_grace;
2380     int over_hp, over_sp, over_grace;
2381     int i;
2382     int rate_hp = 1200;
2383     int rate_sp = 2500;
2384     int rate_grace = 2000;
2385     const int max_hp = 1;
2386     const int max_sp = 1;
2387     const int max_grace = 1;
2388    
2389 root 1.107 if (op->contr->hidden)
2390     {
2391     op->invisible = 1000;
2392     /* the socket code flashes the player visible/invisible
2393     * depending on the value of invisible, so we need to
2394     * alternate it here for it to work correctly.
2395     */
2396     if (pticks & 2)
2397     op->invisible--;
2398     }
2399     else if (op->invisible && !(QUERY_FLAG (op, FLAG_MAKE_INVIS)))
2400     {
2401     if (!op->invisible--)
2402     {
2403     make_visible (op);
2404     new_draw_info (NDI_UNIQUE, 0, op, "Your invisibility spell runs out.");
2405     }
2406     }
2407    
2408 root 1.52 if (op->contr->ns->state == ST_PLAYING)
2409 root 1.18 {
2410     /* these next three if clauses make it possible to SLOW DOWN
2411     hp/grace/spellpoint regeneration. */
2412     if (op->contr->gen_hp >= 0)
2413     gen_hp = (op->contr->gen_hp + 1) * op->stats.maxhp;
2414     else
2415     {
2416     gen_hp = op->stats.maxhp;
2417     rate_hp -= rate_hp / 2 * op->contr->gen_hp;
2418     }
2419 root 1.55
2420 root 1.18 if (op->contr->gen_sp >= 0)
2421     gen_sp = (op->contr->gen_sp + 1) * op->stats.maxsp;
2422     else
2423     {
2424     gen_sp = op->stats.maxsp;
2425     rate_sp -= rate_sp / 2 * op->contr->gen_sp;
2426     }
2427 root 1.55
2428 root 1.18 if (op->contr->gen_grace >= 0)
2429     gen_grace = (op->contr->gen_grace + 1) * op->stats.maxgrace;
2430     else
2431     {
2432     gen_grace = op->stats.maxgrace;
2433     rate_grace -= rate_grace / 2 * op->contr->gen_grace;
2434     }
2435    
2436     /* Regenerate Grace */
2437     /* I altered this a little - maximum grace is ony achieved through prayer -b.t. */
2438     if (--op->last_grace < 0)
2439     {
2440     if (op->stats.grace < op->stats.maxgrace / 2)
2441     op->stats.grace++; /* no penalty in food for regaining grace */
2442 root 1.55
2443 root 1.18 if (max_grace > 1)
2444     {
2445     over_grace = (gen_grace < 20 ? 30 : gen_grace + 10) / rate_grace;
2446     if (over_grace > 0)
2447     {
2448     op->stats.sp += over_grace
2449     + (random_roll (0, rate_grace - 1, op, PREFER_HIGH) > ((gen_grace < 20 ? 30 : gen_grace + 10) % rate_grace)) ? -1 : 0;
2450     op->last_grace = 0;
2451     }
2452     else
2453     {
2454     op->last_grace = rate_grace / (gen_grace < 20 ? 30 : gen_grace + 10);
2455     }
2456     }
2457     else
2458     {
2459     op->last_grace = rate_grace / (gen_grace < 20 ? 30 : gen_grace + 10);
2460     }
2461     /* wearing stuff doesn't detract from grace generation. */
2462     }
2463    
2464 root 1.161 if (op->stats.food > 0)
2465 root 1.18 {
2466 root 1.161 /* Regenerate Spell Points */
2467     if (!op->contr->golem && --op->last_sp < 0)
2468 root 1.18 {
2469 root 1.161 gen_sp = gen_sp * 10 / (op->contr->gen_sp_armour < 10 ? 10 : op->contr->gen_sp_armour);
2470    
2471     if (op->stats.sp < op->stats.maxsp)
2472 root 1.18 {
2473 root 1.161 op->stats.sp++;
2474    
2475     /* dms do not consume food */
2476     if (!QUERY_FLAG (op, FLAG_WIZ))
2477     {
2478     op->stats.food--;
2479    
2480     if (op->contr->digestion < 0)
2481     op->stats.food += op->contr->digestion;
2482     else if (op->contr->digestion > 0 && random_roll (0, op->contr->digestion, op, PREFER_HIGH))
2483     op->stats.food = last_food;
2484     }
2485 root 1.18 }
2486 root 1.161
2487     if (max_sp > 1)
2488     {
2489     over_sp = (gen_sp + 10) / rate_sp;
2490     if (over_sp > 0)
2491     {
2492     if (op->stats.sp < op->stats.maxsp)
2493     {
2494     op->stats.sp += over_sp > max_sp ? max_sp : over_sp;
2495    
2496     if (random_roll (0, rate_sp - 1, op, PREFER_LOW) > ((gen_sp + 10) % rate_sp))
2497     op->stats.sp--;
2498    
2499     if (op->stats.sp > op->stats.maxsp)
2500     op->stats.sp = op->stats.maxsp;
2501     }
2502    
2503     op->last_sp = 0;
2504     }
2505     else
2506     op->last_sp = rate_sp / (gen_sp < 20 ? 30 : gen_sp + 10);
2507     }
2508     else
2509     op->last_sp = rate_sp / (gen_sp < 20 ? 30 : gen_sp + 10);
2510 root 1.18 }
2511 root 1.55
2512 root 1.161 /* Regenerate Hit Points */
2513     if (--op->last_heal < 0)
2514 root 1.18 {
2515 root 1.161 if (op->stats.hp < op->stats.maxhp)
2516 root 1.18 {
2517 root 1.161 op->stats.hp++;
2518    
2519     /* dms do not consume food */
2520     if (!QUERY_FLAG (op, FLAG_WIZ))
2521     {
2522     op->stats.food--;
2523    
2524     if (op->contr->digestion < 0)
2525     op->stats.food += op->contr->digestion;
2526     else if (op->contr->digestion > 0 && random_roll (0, op->contr->digestion, op, PREFER_HIGH))
2527     op->stats.food = last_food;
2528     }
2529 root 1.18 }
2530 root 1.161
2531     if (max_hp > 1)
2532 root 1.18 {
2533 root 1.161 over_hp = (gen_hp < 20 ? 30 : gen_hp + 10) / rate_hp;
2534    
2535     if (over_hp > 0)
2536     {
2537     op->stats.sp += over_hp + (RANDOM () % rate_hp > ((gen_hp < 20 ? 30 : gen_hp + 10) % rate_hp)) ? -1 : 0;
2538     op->last_heal = 0;
2539     }
2540     else
2541     op->last_heal = rate_hp / (gen_hp < 20 ? 30 : gen_hp + 10);
2542 root 1.18 }
2543 root 1.161 else
2544     op->last_heal = rate_hp / (gen_hp < 20 ? 30 : gen_hp + 10);
2545 root 1.18 }
2546 root 1.11 }
2547 elmex 1.1
2548 root 1.18 /* Digestion */
2549     if (--op->last_eat < 0)
2550     {
2551 root 1.155 int bonus = max (0, op->contr->digestion),
2552     penalty = max (0, -op->contr->digestion);
2553 root 1.18
2554 root 1.155 op->last_eat = 25 * (1 + bonus) / (max (0, op->contr->gen_hp) + penalty + 1);
2555 root 1.55
2556 root 1.18 /* dms do not consume food */
2557     if (!QUERY_FLAG (op, FLAG_WIZ))
2558     op->stats.food--;
2559 root 1.11 }
2560 elmex 1.1
2561 root 1.55 if (op->stats.food < 0 && op->stats.hp >= 0)
2562     {
2563     object *tmp, *flesh = 0;
2564 root 1.18
2565 root 1.55 for (tmp = op->inv; tmp; tmp = tmp->below)
2566 root 1.18 {
2567 root 1.55 if (!QUERY_FLAG (tmp, FLAG_UNPAID))
2568 root 1.18 {
2569 root 1.55 if (tmp->type == FOOD || tmp->type == DRINK || tmp->type == POISON)
2570     {
2571     new_draw_info (NDI_UNIQUE, 0, op, "You blindly grab for a bite of food.");
2572     manual_apply (op, tmp, 0);
2573     if (op->stats.food >= 0 || op->stats.hp < 0)
2574     break;
2575     }
2576     else if (tmp->type == FLESH)
2577     flesh = tmp;
2578     } /* End if paid for object */
2579     } /* end of for loop */
2580    
2581     /* If player is still starving, it means they don't have any food, so
2582     * eat flesh instead.
2583     */
2584     if (op->stats.food < 0 && op->stats.hp >= 0 && flesh)
2585     {
2586     new_draw_info (NDI_UNIQUE, 0, op, "You blindly grab for a bite of food.");
2587     manual_apply (op, flesh, 0);
2588     }
2589 root 1.11 }
2590 elmex 1.1
2591 root 1.161 if (op->stats.food < 0)
2592     {
2593     op->stats.hp += op->stats.food;
2594     op->stats.food = 0;
2595     }
2596 elmex 1.1
2597 root 1.55 if (op->stats.hp < 0 && !QUERY_FLAG (op, FLAG_WIZ))
2598     kill_player (op);
2599     }
2600 elmex 1.1 }
2601    
2602     /* If the player should die (lack of hp, food, etc), we call this.
2603     * op is the player in jeopardy. If the player can not be saved (not
2604     * permadeath, no lifesave), this will take care of removing the player
2605     * file.
2606     */
2607 root 1.18 void
2608     kill_player (object *op)
2609 elmex 1.1 {
2610 root 1.168 int x, y;
2611 root 1.18 char buf[MAX_BUF];
2612 root 1.25 maptile *map; /* this is for resurrection */
2613 root 1.18 int will_kill_again;
2614     archetype *at;
2615     object *tmp;
2616    
2617     if (save_life (op))
2618     return;
2619    
2620     /* If player dies on BATTLEGROUND, no stat/exp loss! For Combat-Arenas
2621     * in cities ONLY!!! It is very important that this doesn't get abused.
2622     * Look at op_on_battleground() for more info --AndreasV
2623     */
2624     if (op_on_battleground (op, &x, &y))
2625     {
2626     new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, "You have been defeated in combat!");
2627     new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, "Local medics have saved your life...");
2628    
2629     /* restore player */
2630 root 1.22 at = archetype::find ("poisoning");
2631 root 1.70 if (object *tmp = present_arch_in_ob (at, op))
2632 root 1.18 {
2633 root 1.33 tmp->destroy ();
2634 root 1.18 new_draw_info (NDI_UNIQUE, 0, op, "Your body feels cleansed");
2635     }
2636 elmex 1.1
2637 root 1.22 at = archetype::find ("confusion");
2638 root 1.70 if (object *tmp = present_arch_in_ob (at, op))
2639 root 1.18 {
2640 root 1.33 tmp->destroy ();
2641 root 1.18 new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer");
2642     }
2643    
2644 root 1.165 cure_disease (op, 0, 0); /* remove any disease */
2645 root 1.18 op->stats.hp = op->stats.maxhp;
2646     if (op->stats.food <= 0)
2647     op->stats.food = 999;
2648 elmex 1.1
2649 root 1.18 /* create a bodypart-trophy to make the winner happy */
2650 root 1.70 if (object *tmp = arch_to_object (archetype::find ("finger")))
2651 root 1.18 {
2652 root 1.168 tmp->name = format ("%s's finger" , &op->name);
2653     tmp->name_pl = format ("%s's fingers", &op->name);
2654     tmp->msg = format (
2655     "This finger has been cut off of %s the %s, when he was defeated at level %d by %s.\n",
2656     &op->name, op->contr->title, (int) (op->level), op->contr->killer
2657     );
2658 root 1.102 tmp->value = 0, tmp->type = 0;
2659     tmp->materialname = "organics";
2660 elmex 1.87 tmp->insert_at (op, tmp);
2661 root 1.18 }
2662 elmex 1.1
2663 root 1.18 /* teleport defeated player to new destination */
2664     transfer_ob (op, x, y, 0, NULL);
2665     op->contr->braced = 0;
2666     return;
2667 elmex 1.1 }
2668    
2669 root 1.18 INVOKE_PLAYER (DEATH, op->contr);
2670 root 1.3
2671 root 1.18 command_kill_pets (op, 0);
2672 elmex 1.1
2673 root 1.18 if (op->stats.food < 0)
2674 root 1.168 strcpy (op->contr->killer, "starvation");
2675 root 1.70
2676 root 1.156 op->contr->play_sound (sound_find ("player_dies"));
2677 elmex 1.1
2678 root 1.18 /* save the map location for corpse, gravestone */
2679 root 1.70 x = op->x;
2680     y = op->y;
2681 root 1.18 map = op->map;
2682 elmex 1.1
2683 root 1.54 /* NOT_PERMADEATH code. This basically brings the character back to
2684     * life if they are dead - it takes some exp and a random stat.
2685     * See the config.h file for a little more in depth detail about this.
2686     */
2687    
2688     /* Basically two ways to go - remove a stat permanently, or just
2689     * make it depletion. This bunch of code deals with that aspect
2690     * of death.
2691     */
2692     #ifndef COZY_SERVER
2693     if (settings.balanced_stat_loss)
2694 root 1.18 {
2695 root 1.54 /* If stat loss is permanent, lose one stat only. */
2696     /* Lower level chars don't lose as many stats because they suffer
2697     more if they do. */
2698     /* Higher level characters can afford things such as potions of
2699     restoration, or better, stat potions. So we slug them that
2700     little bit harder. */
2701     /* GD */
2702     if (settings.stat_loss_on_death)
2703     num_stats_lose = 1;
2704     else
2705     num_stats_lose = 1 + op->level / BALSL_NUMBER_LOSSES_RATIO;
2706     }
2707     else
2708 root 1.70 num_stats_lose = 1;
2709    
2710 root 1.54 lost_a_stat = 0;
2711    
2712     for (z = 0; z < num_stats_lose; z++)
2713     {
2714     i = RANDOM () % NUM_STATS;
2715 root 1.11
2716 root 1.54 if (settings.stat_loss_on_death)
2717 root 1.18 {
2718 root 1.54 /* Pick a random stat and take a point off it. Tell the player
2719     * what he lost.
2720     */
2721     change_attr_value (&(op->stats), i, -1);
2722     check_stat_bounds (&(op->stats));
2723     change_attr_value (&(op->contr->orig_stats), i, -1);
2724     check_stat_bounds (&(op->contr->orig_stats));
2725     new_draw_info (NDI_UNIQUE, 0, op, lose_msg[i]);
2726     lost_a_stat = 1;
2727 root 1.18 }
2728     else
2729     {
2730 root 1.54 /* deplete a stat */
2731     archetype *deparch = archetype::find ("depletion");
2732     object *dep;
2733 root 1.11
2734 root 1.54 dep = present_arch_in_ob (deparch, op);
2735     if (!dep)
2736 root 1.18 {
2737 root 1.54 dep = arch_to_object (deparch);
2738     insert_ob_in_ob (dep, op);
2739 root 1.18 }
2740 root 1.54 lose_this_stat = 1;
2741     if (settings.balanced_stat_loss)
2742 root 1.18 {
2743 root 1.54 /* GD */
2744     /* Get the stat that we're about to deplete. */
2745     this_stat = get_attr_value (&(dep->stats), i);
2746     if (this_stat < 0)
2747     {
2748     int loss_chance = 1 + op->level / BALSL_LOSS_CHANCE_RATIO;
2749     int keep_chance = this_stat * this_stat;
2750 root 1.18
2751 root 1.54 /* Yes, I am paranoid. Sue me. */
2752     if (keep_chance < 1)
2753     keep_chance = 1;
2754 root 1.18
2755 root 1.54 /* There is a maximum depletion total per level. */
2756     if (this_stat < -1 - op->level / BALSL_MAX_LOSS_RATIO)
2757     {
2758     lose_this_stat = 0;
2759     /* Take loss chance vs keep chance to see if we
2760     retain the stat. */
2761     }
2762     else
2763     {
2764     if (random_roll (0, loss_chance + keep_chance - 1, op, PREFER_LOW) < keep_chance)
2765     lose_this_stat = 0;
2766     /* LOG(llevDebug, "Determining stat loss. Stat: %d Keep: %d Lose: %d Result: %s.\n",
2767     this_stat, keep_chance, loss_chance,
2768     lose_this_stat?"LOSE":"KEEP"); */
2769 root 1.11 }
2770     }
2771 root 1.54 }
2772 root 1.18
2773 root 1.54 if (lose_this_stat)
2774     {
2775     this_stat = get_attr_value (&(dep->stats), i);
2776     /* We could try to do something clever like find another
2777     * stat to reduce if this fails. But chances are, if
2778     * stats have been depleted to -50, all are pretty low
2779     * and should be roughly the same, so it shouldn't make a
2780     * difference.
2781     */
2782     if (this_stat >= -50)
2783 root 1.18 {
2784 root 1.54 change_attr_value (&(dep->stats), i, -1);
2785     SET_FLAG (dep, FLAG_APPLIED);
2786     new_draw_info (NDI_UNIQUE, 0, op, lose_msg[i]);
2787     op->update_stats ();
2788     lost_a_stat = 1;
2789 root 1.11 }
2790     }
2791     }
2792 root 1.54 }
2793     /* If no stat lost, tell the player. */
2794     if (!lost_a_stat)
2795     {
2796     /* determine_god() seems to not work sometimes... why is this?
2797     Should I be using something else? GD */
2798     const char *god = determine_god (op);
2799 root 1.18
2800 root 1.54 if (god && (strcmp (god, "none")))
2801     new_draw_info_format (NDI_UNIQUE, 0, op, "For a brief moment you feel the holy presence of %s protecting" " you.", god);
2802     else
2803     new_draw_info (NDI_UNIQUE, 0, op, "For a brief moment you feel a holy presence protecting you.");
2804     }
2805 root 1.28 #else
2806 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.");
2807 elmex 1.1 #endif
2808    
2809 root 1.54 /* Put a gravestone up where the character 'almost' died. List the
2810     * exp loss on the stone.
2811     */
2812     tmp = arch_to_object (archetype::find ("gravestone"));
2813     sprintf (buf, "%s's gravestone", &op->name);
2814     tmp->name = buf;
2815     sprintf (buf, "%s's gravestones", &op->name);
2816     tmp->name_pl = buf;
2817     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);
2818     tmp->msg = buf;
2819     tmp->x = op->x, tmp->y = op->y;
2820     insert_ob_in_map (tmp, op->map, NULL, 0);
2821    
2822     /**************************************/
2823     /* */
2824     /* Subtract the experience points, */
2825     /* if we died cause of food, give us */
2826     /* food, and reset HP's... */
2827     /* */
2828     /**************************************/
2829    
2830     /* remove any poisoning and confusion the character may be suffering. */
2831     /* restore player */
2832     at = archetype::find ("poisoning");
2833     tmp = present_arch_in_ob (at, op);
2834    
2835     if (tmp)
2836     {
2837     tmp->destroy ();
2838     new_draw_info (NDI_UNIQUE, 0, op, "Your body feels cleansed");
2839     }
2840    
2841     at = archetype::find ("confusion");
2842     tmp = present_arch_in_ob (at, op);
2843     if (tmp)
2844     {
2845     tmp->destroy ();
2846     new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer");
2847     }
2848    
2849 root 1.165 cure_disease (op, 0, 0); /* remove any disease */
2850 root 1.54
2851     /*add_exp(op, (op->stats.exp * -0.20)); */
2852     apply_death_exp_penalty (op);
2853     if (op->stats.food < 100)
2854     op->stats.food = 900;
2855     op->stats.hp = op->stats.maxhp;
2856     op->stats.sp = MAX (op->stats.sp, op->stats.maxsp);
2857     op->stats.grace = MAX (op->stats.grace, op->stats.maxgrace);
2858 root 1.11
2859 root 1.54 /*
2860 root 1.108 * Check to see if the player has any unpaid items. If so, remove them
2861     * and put them back in the map.
2862 root 1.54 */
2863 root 1.154 op->drop_unpaid_items ();
2864 root 1.18
2865 root 1.54 /****************************************/
2866     /* */
2867     /* Move player to his current respawn- */
2868     /* position (usually last savebed) */
2869     /* */
2870     /****************************************/
2871 root 1.18
2872 root 1.54 enter_player_savebed (op);
2873 root 1.18
2874 root 1.54 op->contr->braced = 0;
2875 root 1.11
2876 root 1.54 /* it is possible that the player has blown something up
2877     * at his savebed location, and that can have long lasting
2878     * spell effects. So first see if there is a spell effect
2879     * on the space that might harm the player.
2880     */
2881     will_kill_again = 0;
2882     for (tmp = GET_MAP_OB (op->map, op->x, op->y); tmp; tmp = tmp->above)
2883     if (tmp->type == SPELL_EFFECT)
2884     will_kill_again |= tmp->attacktype;
2885 elmex 1.1
2886 root 1.54 if (will_kill_again)
2887 root 1.18 {
2888 root 1.54 object *force;
2889     int at;
2890 root 1.18
2891 root 1.54 force = get_archetype (FORCE_NAME);
2892     /* 50 ticks should be enough time for the spell to abate */
2893 root 1.133 force->speed = 0.1f;
2894     force->speed_left = -5.f;
2895 root 1.54 SET_FLAG (force, FLAG_APPLIED);
2896     for (at = 0; at < NROFATTACKS; at++)
2897     if (will_kill_again & (1 << at))
2898     force->resist[at] = 100;
2899 root 1.30
2900 root 1.54 insert_ob_in_ob (force, op);
2901     op->update_stats ();
2902 root 1.30
2903 root 1.54 }
2904 root 1.18
2905 root 1.54 new_draw_info (NDI_UNIQUE, 0, op, "YOU HAVE DIED.");
2906 elmex 1.1 }
2907    
2908 root 1.18 void
2909     loot_object (object *op)
2910     { /* Grab and destroy some treasure */
2911     object *tmp, *tmp2, *next;
2912 elmex 1.1
2913 root 1.103 op->close_container (); /* close open sack first */
2914 elmex 1.1
2915 root 1.54 for (tmp = op->inv; tmp; tmp = next)
2916 root 1.18 {
2917     next = tmp->below;
2918 root 1.54
2919 elmex 1.50 if (tmp->invisible)
2920 root 1.18 continue;
2921 root 1.54
2922 root 1.32 tmp->remove ();
2923 root 1.18 tmp->x = op->x, tmp->y = op->y;
2924 root 1.103
2925 root 1.18 if (tmp->type == CONTAINER)
2926 root 1.103 loot_object (tmp); /* empty container to ground */
2927    
2928 root 1.99 if (!QUERY_FLAG (tmp, FLAG_UNIQUE) && (QUERY_FLAG (tmp, FLAG_STARTEQUIP) || QUERY_FLAG (tmp, FLAG_NO_DROP) || !(rndm (3))))
2929 root 1.18 {
2930     if (tmp->nrof > 1)
2931     {
2932     tmp2 = get_split_ob (tmp, 1 + RANDOM () % (tmp->nrof - 1));
2933 root 1.33 tmp2->destroy ();
2934 root 1.18 insert_ob_in_map (tmp, op->map, NULL, 0);
2935     }
2936     else
2937 root 1.33 tmp->destroy ();
2938 root 1.18 }
2939     else
2940     insert_ob_in_map (tmp, op->map, NULL, 0);
2941     }
2942 elmex 1.1 }
2943    
2944     /*
2945     * fix_weight(): Check recursively the weight of all players, and fix
2946     * what needs to be fixed. Refresh windows and fix speed if anything
2947     * was changed.
2948     */
2949 root 1.18 void
2950     fix_weight (void)
2951     {
2952 root 1.61 for_all_players (pl)
2953 root 1.18 {
2954     int old = pl->ob->carrying, sum = sum_weight (pl->ob);
2955    
2956     if (old == sum)
2957     continue;
2958 root 1.54 pl->ob->update_stats ();
2959 root 1.18 LOG (llevDebug, "Fixed inventory in %s (%d -> %d)\n", &pl->ob->name, old, sum);
2960     }
2961 elmex 1.1 }
2962    
2963 root 1.18 void
2964     fix_luck (void)
2965     {
2966 root 1.61 for_all_players (pl)
2967 root 1.52 if (!pl->ob->contr->ns->state)
2968 root 1.54 pl->ob->change_luck (0);
2969 elmex 1.1 }
2970    
2971     /* cast_dust() - handles op throwing objects of type 'DUST'.
2972     * This is much simpler in the new spell code - we basically
2973     * just treat this as any other spell casting object.
2974     */
2975 elmex 1.2 void
2976 root 1.18 cast_dust (object *op, object *throw_ob, int dir)
2977 elmex 1.2 {
2978     object *skop, *spob;
2979    
2980     skop = find_skill_by_name (op, throw_ob->skill);
2981    
2982     /* casting POTION 'dusts' is really a use_magic_item skill */
2983     if (op->type == PLAYER && throw_ob->type == POTION && !skop)
2984     {
2985 root 1.18 LOG (llevError, "Player %s lacks critical skill use_magic_item!\n", &op->name);
2986 elmex 1.2 return;
2987     }
2988    
2989     spob = throw_ob->inv;
2990    
2991     // elmex Tue Aug 15 17:19:46 CEST 2006: Added this check to
2992     // not pass NULL to cast_spell (which did indeed check itself, but
2993     // errors should be reported as early as possible IMHO)
2994     if (!spob)
2995     {
2996 root 1.18 LOG (llevError, "cast_dust: thrown object %s (by %s) had no spell in it!", &throw_ob->name, &op->name);
2997 elmex 1.2 return;
2998 elmex 1.1 }
2999    
3000 elmex 1.2 if (op->type == PLAYER)
3001 root 1.14 new_draw_info_format (NDI_UNIQUE, 0, op, "You cast %s.", &spob->name);
3002 elmex 1.2
3003     cast_spell (op, throw_ob, dir, spob, NULL);
3004    
3005 root 1.33 throw_ob->destroy ();
3006 elmex 1.1 }
3007    
3008 root 1.18 void
3009     make_visible (object *op)
3010     {
3011     op->hide = 0;
3012     op->invisible = 0;
3013 root 1.164
3014 root 1.18 if (op->type == PLAYER)
3015     {
3016     op->contr->tmp_invis = 0;
3017     op->contr->invis_race = 0;
3018     }
3019 root 1.107
3020     update_object (op, UP_OBJ_CHANGE);
3021 root 1.18 }
3022    
3023     int
3024     is_true_undead (object *op)
3025     {
3026 root 1.149 if (QUERY_FLAG (op->arch, FLAG_UNDEAD))
3027 root 1.18 return 1;
3028    
3029 elmex 1.1 return 0;
3030     }
3031    
3032     /* look at the surrounding terrain to determine
3033     * the hideability of this object. Positive levels
3034     * indicate greater hideability.
3035     */
3036 root 1.18 int
3037     hideability (object *ob)
3038     {
3039     int i, level = 0, mflag;
3040     sint16 x, y;
3041    
3042     if (!ob || !ob->map)
3043     return 0;
3044    
3045     /* so, on normal lighted maps, its hard to hide */
3046     level = ob->map->darkness - 2;
3047    
3048     /* this also picks up whether the object is glowing.
3049     * If you carry a light on a non-dark map, its not
3050     * as bad as carrying a light on a pitch dark map */
3051     if (has_carried_lights (ob))
3052     level = -(10 + (2 * ob->map->darkness));
3053    
3054     /* scan through all nearby squares for terrain to hide in */
3055     for (i = 0, x = ob->x, y = ob->y; i < 9; i++, x = ob->x + freearr_x[i], y = ob->y + freearr_y[i])
3056     {
3057     mflag = get_map_flags (ob->map, NULL, x, y, NULL, NULL);
3058     if (mflag & P_OUT_OF_MAP)
3059     {
3060     continue;
3061     }
3062     if (mflag & P_BLOCKSVIEW) /* something to hide near! */
3063     level += 2;
3064     else /* open terrain! */
3065     level -= 1;
3066 elmex 1.1 }
3067 root 1.18
3068 elmex 1.1 #if 0
3069 root 1.18 LOG (llevDebug, "hideability of %s is %d\n", ob->name, level);
3070 elmex 1.1 #endif
3071 root 1.18 return level;
3072 elmex 1.1 }
3073    
3074     /* For Hidden creatures - a chance of becoming 'unhidden'
3075     * every time they move - as we subtract off 'invisibility'
3076     * AND, for players, if they move into a ridiculously unhideable
3077     * spot (surrounded by clear terrain in broad daylight). -b.t.
3078     */
3079 root 1.18 void
3080     do_hidden_move (object *op)
3081     {
3082     int hide = 0, num = random_roll (0, 19, op, PREFER_LOW);
3083     object *skop;
3084    
3085     if (!op || !op->map)
3086     return;
3087    
3088     skop = find_obj_by_type_subtype (op, SKILL, SK_HIDING);
3089    
3090     /* its *extremely* hard to run and sneak/hide at the same time! */
3091     if (op->type == PLAYER && op->contr->run_on)
3092 root 1.85 if (!skop || num >= skop->level)
3093     {
3094     new_draw_info (NDI_UNIQUE, 0, op, "You ran too much! You are no longer hidden!");
3095     make_visible (op);
3096     return;
3097     }
3098     else
3099     num += 20;
3100    
3101 root 1.18 num += op->map->difficulty;
3102     hide = hideability (op); /* modify by terrain hidden level */
3103     num -= hide;
3104 root 1.85
3105 root 1.18 if ((op->type == PLAYER && hide < -10) || ((op->invisible -= num) <= 0))
3106     {
3107     make_visible (op);
3108     if (op->type == PLAYER)
3109     new_draw_info (NDI_UNIQUE, 0, op, "You moved out of hiding! You are visible!");
3110 elmex 1.1 }
3111 root 1.18 else if (op->type == PLAYER && skop)
3112 root 1.85 change_exp (op, calc_skill_exp (op, NULL, skop), skop->skill, 0);
3113 elmex 1.1 }
3114    
3115     /* determine if who is standing near a hostile creature. */
3116    
3117 root 1.18 int
3118     stand_near_hostile (object *who)
3119     {
3120     object *tmp = NULL;
3121     int i, friendly = 0, player = 0, mflags;
3122 root 1.25 maptile *m;
3123 root 1.18 sint16 x, y;
3124    
3125     if (!who)
3126     return 0;
3127    
3128     if (who->type == PLAYER)
3129     player = 1;
3130    
3131     else
3132     friendly = QUERY_FLAG (who, FLAG_FRIENDLY);
3133    
3134     /* search adjacent squares */
3135     for (i = 1; i < 9; i++)
3136     {
3137     x = who->x + freearr_x[i];
3138     y = who->y + freearr_y[i];
3139     m = who->map;
3140     mflags = get_map_flags (m, &m, x, y, &x, &y);
3141     /* space must be blocked if there is a monster. If not
3142     * blocked, don't need to check this space.
3143     */
3144     if (mflags & P_OUT_OF_MAP)
3145     continue;
3146     if (OB_TYPE_MOVE_BLOCK (who, GET_MAP_MOVE_BLOCK (m, x, y)))
3147     continue;
3148    
3149 root 1.49 for (tmp = GET_MAP_OB (m, x, y); tmp; tmp = tmp->above)
3150 root 1.18 {
3151     if ((player ||friendly) &&QUERY_FLAG (tmp, FLAG_MONSTER) && !QUERY_FLAG (tmp, FLAG_UNAGGRESSIVE))
3152     return 1;
3153     else if (tmp->type == PLAYER)
3154     {
3155     /*don't let a hidden DM prevent you from hiding */
3156     if (!QUERY_FLAG (tmp, FLAG_WIZ) || tmp->contr->hidden == 0)
3157 root 1.11 return 1;
3158 root 1.18 }
3159 root 1.11 }
3160 elmex 1.1 }
3161 root 1.18 return 0;
3162 elmex 1.1 }
3163    
3164     /* check the player los field for viewability of the
3165     * object op. This function works fine for monsters,
3166     * but we dont worry if the object isnt the top one in
3167     * a pile (say a coin under a table would return "viewable"
3168     * by this routine). Another question, should we be
3169     * concerned with the direction the player is looking
3170 root 1.162 * in? Realistically, most of us can't see stuff behind
3171 elmex 1.1 * our backs...on the other hand, does the "facing" direction
3172 root 1.162 * imply the way your head, or body is facing? It's possible
3173 elmex 1.1 * for them to differ. Sigh, this fctn could get a bit more complex.
3174     * -b.t.
3175     * This function is now map tiling safe.
3176     */
3177 root 1.18 int
3178     player_can_view (object *pl, object *op)
3179     {
3180     rv_vector rv;
3181     int dx, dy;
3182    
3183     if (pl->type != PLAYER)
3184     {
3185     LOG (llevError, "player_can_view() called for non-player object\n");
3186     return -1;
3187 elmex 1.1 }
3188 root 1.74
3189 root 1.18 if (!pl || !op)
3190 elmex 1.1 return 0;
3191 root 1.18
3192 root 1.74 op = op->head_ ();
3193    
3194 root 1.18 get_rangevector (pl, op, &rv, 0x1);
3195    
3196     /* starting with the 'head' part, lets loop
3197     * through the object and find if it has any
3198 root 1.162 * part that is in the los array but isn't on
3199 root 1.18 * a blocked los square.
3200     * we use the archetype to figure out offsets.
3201     */
3202     while (op)
3203     {
3204 root 1.149 dx = rv.distance_x + op->arch->x;
3205     dy = rv.distance_y + op->arch->y;
3206 root 1.18
3207     /* only the viewable area the player sees is updated by LOS
3208     * code, so we need to restrict ourselves to that range of values
3209     * for any meaningful values.
3210     */
3211 root 1.162 if (abs (dx) <= (pl->contr->ns->mapx / 2) &&
3212     abs (dy) <= (pl->contr->ns->mapy / 2) &&
3213 root 1.52 !pl->contr->blocked_los[dx + (pl->contr->ns->mapx / 2)][dy + (pl->contr->ns->mapy / 2)])
3214 root 1.18 return 1;
3215 root 1.162
3216 root 1.18 op = op->more;
3217     }
3218 root 1.162
3219 root 1.18 return 0;
3220 elmex 1.1 }
3221    
3222     /* routine for both players and monsters. We call this when
3223     * there is a possibility for our action distrubing our hiding
3224     * place or invisiblity spell. Artefact invisiblity is not
3225     * effected by this. If we arent invisible to begin with, we
3226     * return 0.
3227     */
3228 root 1.18 int
3229     action_makes_visible (object *op)
3230     {
3231     if (op->invisible && QUERY_FLAG (op, FLAG_ALIVE))
3232     {
3233     if (QUERY_FLAG (op, FLAG_MAKE_INVIS))
3234     return 0;
3235    
3236     if (op->contr && op->contr->tmp_invis == 0)
3237     return 0;
3238 elmex 1.1
3239 root 1.18 /* If monsters, they should become visible */
3240     if (op->hide || !op->contr || (op->contr && op->contr->tmp_invis))
3241     {
3242     new_draw_info_format (NDI_UNIQUE, 0, op, "You become %s!", op->hide ? "unhidden" : "visible");
3243     return 1;
3244 root 1.11 }
3245 elmex 1.1 }
3246 root 1.162
3247 root 1.18 return 0;
3248 elmex 1.1 }
3249    
3250     /* op_on_battleground - checks if the given object op (usually
3251     * a player) is standing on a valid battleground-tile,
3252     * function returns TRUE/FALSE. If true x, y returns the battleground
3253     * -exit-coord. (and if x, y not NULL)
3254     * 19 March 2005 - josh@woosworld.net modifed to check if the battleground also has slaying, maxhp, and maxsp set
3255     * and if those are all set and the player has a marker that matches the slaying send them to a different x, y
3256     * Default is to do the same as before, so only people wanting to have different points need worry about this
3257     */
3258 root 1.18 int
3259     op_on_battleground (object *op, int *x, int *y)
3260     {
3261 elmex 1.1 /* A battleground-tile needs the following attributes to be valid:
3262     * is_floor 1 (has to be the FIRST floor beneath the player's feet),
3263     * name="battleground", no_pick 1, type=58 (type BATTLEGROUND)
3264     * and the exit-coordinates sp/hp must both be > 0.
3265     * => The intention here is to prevent abuse of the battleground-
3266     * feature (like pickable or hidden battleground tiles). */
3267 root 1.162 for (object *tmp = op->below; tmp; tmp = tmp->below)
3268 root 1.18 {
3269     if (QUERY_FLAG (tmp, FLAG_IS_FLOOR))
3270     {
3271 root 1.162 if (QUERY_FLAG (tmp, FLAG_NO_PICK)
3272     && tmp->type == BATTLEGROUND
3273     && tmp->name == shstr_battleground
3274     && EXIT_X (tmp) && EXIT_Y (tmp))
3275 root 1.18 {
3276 root 1.162 /* before we assign the exit, check if this is a teambattle */
3277 root 1.18 if (EXIT_ALT_X (tmp) && EXIT_ALT_Y (tmp) && EXIT_PATH (tmp))
3278     {
3279 root 1.162 for (object *invtmp = op->inv; invtmp; invtmp = invtmp->below)
3280 root 1.18 {
3281 root 1.162 if (invtmp->type == FORCE && invtmp->slaying && tmp->slaying == invtmp->slaying)
3282 root 1.18 {
3283 root 1.162 if (x && y)
3284 root 1.18 *x = EXIT_ALT_X (tmp), *y = EXIT_ALT_Y (tmp);
3285 root 1.162
3286 root 1.18 return 1;
3287     }
3288     }
3289     }
3290 root 1.162
3291     if (x && y)
3292 root 1.18 *x = EXIT_X (tmp), *y = EXIT_Y (tmp);
3293 root 1.162
3294 root 1.18 return 1;
3295     }
3296     }
3297 elmex 1.1 }
3298 root 1.162
3299 elmex 1.1 /* If we got here, did not find a battleground */
3300     return 0;
3301     }
3302    
3303     /*
3304     * When a dragon-player gains a new stage of evolution,
3305     * he gets some treasure
3306     *
3307     * attributes:
3308     * object *who the dragon player
3309     * int atnr the attack-number of the ability focus
3310     * int level ability level
3311     */
3312 root 1.18 void
3313     dragon_ability_gain (object *who, int atnr, int level)
3314     {
3315     treasurelist *trlist = NULL; /* treasurelist */
3316     treasure *tr; /* treasure */
3317     object *tmp, *skop; /* tmp. object */
3318     object *item; /* treasure object */
3319     char buf[MAX_BUF]; /* tmp. string buffer */
3320     int i = 0, j = 0;
3321    
3322     /* get the appropriate treasurelist */
3323     if (atnr == ATNR_FIRE)
3324 root 1.163 trlist = treasurelist::find (shstr_dragon_ability_fire);
3325 root 1.18 else if (atnr == ATNR_COLD)
3326 root 1.163 trlist = treasurelist::find (shstr_dragon_ability_cold);
3327 root 1.18 else if (atnr == ATNR_ELECTRICITY)
3328 root 1.163 trlist = treasurelist::find (shstr_dragon_ability_elec);
3329 root 1.18 else if (atnr == ATNR_POISON)
3330 root 1.163 trlist = treasurelist::find (shstr_dragon_ability_poison);
3331 root 1.18
3332     if (trlist == NULL || who->type != PLAYER)
3333     return;
3334    
3335     for (i = 0, tr = trlist->items; tr != NULL && i < level - 1; tr = tr->next, i++);
3336    
3337 elmex 1.82 if (!tr || !tr->item)
3338 root 1.18 {
3339     /* LOG(llevDebug, "-> no more treasure for %s\n", change_resist_msg[atnr]); */
3340     return;
3341 elmex 1.1 }
3342    
3343 root 1.18 /* everything seems okay - now bring on the gift: */
3344 root 1.149 item = tr->item;
3345 elmex 1.1
3346 root 1.18 if (item->type == SPELL)
3347     {
3348     if (check_spell_known (who, item->name))
3349 root 1.11 return;
3350 root 1.18
3351     new_draw_info_format (NDI_UNIQUE | NDI_BLUE, 0, who, "You gained the ability of %s", &item->name);
3352     do_learn_spell (who, item, 0);
3353     return;
3354 elmex 1.1 }
3355    
3356 root 1.18 /* grant direct spell */
3357     if (item->type == SPELLBOOK)
3358     {
3359     if (!item->inv)
3360     {
3361     LOG (llevDebug, "dragon_ability_gain: Broken spellbook %s\n", &item->name);
3362     return;
3363     }
3364     if (check_spell_known (who, item->inv->name))
3365     return;
3366     if (item->invisible)
3367     {
3368     new_draw_info_format (NDI_UNIQUE | NDI_BLUE, 0, who, "You gained the ability of %s", &item->inv->name);
3369     do_learn_spell (who, item->inv, 0);
3370     return;
3371 root 1.11 }
3372 root 1.18 }
3373     else if (item->type == SKILL_TOOL && item->invisible)
3374     {
3375     if (item->subtype == SK_CLAWING && (skop = find_skill_by_name (who, item->skill)) != NULL)
3376     {
3377    
3378     /* should this perhaps be (skop->attackyp & item->attacktype)!=item->attacktype ...
3379     * in this way, if the player is missing any of the attacktypes, he gets
3380     * them. As it is now, if the player has any that match the granted skill,
3381     * but not all of them, he gets nothing.
3382     */
3383     if (!(skop->attacktype & item->attacktype))
3384     {
3385     /* Give new attacktype */
3386     skop->attacktype |= item->attacktype;
3387    
3388     /* always add physical if there's none */
3389     skop->attacktype |= AT_PHYSICAL;
3390    
3391     if (item->msg != NULL)
3392     new_draw_info (NDI_UNIQUE | NDI_BLUE, 0, who, item->msg);
3393    
3394     /* Give player new face */
3395     if (item->animation_id)
3396     {
3397     who->face = skop->face;
3398     who->animation_id = item->animation_id;
3399     who->anim_speed = item->anim_speed;
3400     who->last_anim = 0;
3401     who->state = 0;
3402     animate_object (who, who->direction);
3403     }
3404     }
3405 root 1.11 }
3406 elmex 1.1 }
3407 root 1.18 else if (item->type == FORCE)
3408     {
3409     /* forces in the treasurelist can alter the player's stats */
3410     object *skin;
3411 elmex 1.1
3412 root 1.18 /* first get the dragon skin force */
3413 root 1.153 for (skin = who->inv; skin && !(skin->arch->archname == shstr_dragon_skin_force); skin = skin->below)
3414 root 1.52 ;
3415    
3416     if (!skin)
3417 root 1.18 return;
3418    
3419     /* adding new spellpath attunements */
3420     if (item->path_attuned > 0 && !(skin->path_attuned & item->path_attuned))
3421     {
3422     skin->path_attuned |= item->path_attuned; /* add attunement to skin */
3423    
3424     /* print message */
3425     sprintf (buf, "You feel attuned to ");
3426     for (i = 0, j = 0; i < NRSPELLPATHS; i++)
3427     {
3428     if (item->path_attuned & (1 << i))
3429     {
3430     if (j)
3431     strcat (buf, " and ");
3432     else
3433     j = 1;
3434     strcat (buf, spellpathnames[i]);
3435     }
3436     }
3437     strcat (buf, ".");
3438     new_draw_info (NDI_UNIQUE | NDI_BLUE, 0, who, buf);
3439     }
3440    
3441     /* evtl. adding flags: */
3442     if (QUERY_FLAG (item, FLAG_XRAYS))
3443     SET_FLAG (skin, FLAG_XRAYS);
3444     if (QUERY_FLAG (item, FLAG_STEALTH))
3445     SET_FLAG (skin, FLAG_STEALTH);
3446     if (QUERY_FLAG (item, FLAG_SEE_IN_DARK))
3447     SET_FLAG (skin, FLAG_SEE_IN_DARK);
3448    
3449     /* print message if there is one */
3450     if (item->msg != NULL)
3451     new_draw_info (NDI_UNIQUE | NDI_BLUE, 0, who, item->msg);
3452     }
3453     else
3454     {
3455     /* generate misc. treasure */
3456     tmp = arch_to_object (tr->item);
3457     new_draw_info_format (NDI_UNIQUE | NDI_BLUE, 0, who, "You gained %s", query_short_name (tmp));
3458     tmp = insert_ob_in_ob (tmp, who);
3459     if (who->type == PLAYER)
3460     esrv_send_item (who, tmp);
3461 elmex 1.1 }
3462     }
3463    
3464     /**
3465     * Unready an object for a player. This function does nothing if the object was
3466     * not readied.
3467     */
3468 root 1.18 void
3469     player_unready_range_ob (player *pl, object *ob)
3470     {
3471 root 1.119 if (pl->ob->current_weapon == ob)
3472     pl->ob->current_weapon = 0;
3473    
3474 root 1.118 if (pl->combat_ob == ob)
3475 root 1.119 pl->combat_ob = 0;
3476 root 1.118
3477     if (pl->ranged_ob == ob)
3478 root 1.119 pl->ranged_ob = 0;
3479 elmex 1.1 }
3480 root 1.101
3481     sint8
3482     player::visibility_at (maptile *map, int x, int y) const
3483     {
3484     if (!ns)
3485     return 0;
3486    
3487     int dx, dy;
3488     if (!adjacent_map (map, ns->current_map, &dx, &dy))
3489     return 0;
3490    
3491     x += dx - ns->current_x + ns->mapx / 2;
3492     y += dy - ns->current_y + ns->mapy / 2;
3493    
3494     if (!IN_RANGE_EXC (x, 0, ns->mapx) || !IN_RANGE_EXC (y, 0, ns->mapy))
3495     return 0;
3496    
3497     return 100 - blocked_los [x][y];
3498     }
3499 root 1.169
3500     void
3501     player::infobox (const char *title, const char *msg, int color)
3502     {
3503     send_msg (color | NDI_DEF | NDI_REPLY | NDI_CLEAR, title, msg);
3504     }
3505    
3506     void
3507     player::statusmsg (const char *msg, int color)
3508     {
3509     send_msg (color | NDI_REPLY, INFO_CHANNEL, msg);
3510     }
3511    
3512     void
3513     player::failmsg (const char *msg, int color)
3514     {
3515     play_sound (sound_find ("generic_failure"));
3516     statusmsg (msg, color);
3517     }
3518