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Revision: 1.176
Committed: Sun Dec 16 01:25:17 2007 UTC (16 years, 6 months ago) by root
Content type: text/plain
Branch: MAIN
Changes since 1.175: +3 -7 lines
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# 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 root 1.176 if (pl->randomitems)
639 root 1.18 create_treasure (items, pl, GT_STARTEQUIP | GT_ONLY_GOOD, 1, 0);
640    
641 root 1.176 for (object *next, *op = pl->inv; op; op = next)
642 root 1.18 {
643     next = op->below;
644    
645     /* Forces get applied per default, unless they have the
646     * flag "neutral" set. Sorry but I can't think of a better way
647     */
648     if (op->type == FORCE && !QUERY_FLAG (op, FLAG_NEUTRAL))
649     SET_FLAG (op, FLAG_APPLIED);
650    
651     /* we never give weapons/armour if these cannot be used
652     * by this player due to race restrictions
653     */
654     if (pl->type == PLAYER)
655     {
656     if ((!QUERY_FLAG (pl, FLAG_USE_ARMOUR) &&
657     (op->type == ARMOUR || op->type == BOOTS ||
658     op->type == CLOAK || op->type == HELMET ||
659     op->type == SHIELD || op->type == GLOVES ||
660     op->type == BRACERS || op->type == GIRDLE)) || (!QUERY_FLAG (pl, FLAG_USE_WEAPON) && op->type == WEAPON))
661     {
662 root 1.33 op->destroy ();
663 root 1.18 continue;
664     }
665 root 1.11 }
666    
667 root 1.18 /* This really needs to be better - we should really give
668     * a substitute spellbook. The problem is that we don't really
669     * have a good idea what to replace it with (need something like
670     * a first level treasurelist for each skill.)
671     * remove duplicate skills also
672     */
673     if (op->type == SPELLBOOK || op->type == SKILL)
674     {
675     object *tmp;
676 elmex 1.1
677 root 1.18 for (tmp = op->below; tmp; tmp = tmp->below)
678     if (tmp->type == op->type && tmp->name == op->name)
679     break;
680 root 1.11
681 root 1.18 if (tmp)
682     {
683 root 1.33 op->destroy ();
684 root 1.18 LOG (llevError, "give_initial_items: Removing duplicate object %s\n", &tmp->name);
685     continue;
686 root 1.11 }
687 root 1.33
688 root 1.18 if (op->nrof > 1)
689     op->nrof = 1;
690 root 1.11 }
691 elmex 1.1
692 root 1.18 if (op->type == SPELLBOOK && op->inv)
693 root 1.176 CLEAR_FLAG (op->inv, FLAG_STARTEQUIP);
694 root 1.11
695 root 1.18 /* Give starting characters identified, uncursed, and undamned
696     * items. Just don't identify gold or silver, or it won't be
697     * merged properly.
698     */
699     if (need_identify (op))
700     {
701     SET_FLAG (op, FLAG_IDENTIFIED);
702     CLEAR_FLAG (op, FLAG_CURSED);
703     CLEAR_FLAG (op, FLAG_DAMNED);
704     }
705     if (op->type == SPELL)
706     {
707 root 1.33 op->destroy ();
708 root 1.18 continue;
709     }
710     else if (op->type == SKILL)
711     {
712     SET_FLAG (op, FLAG_CAN_USE_SKILL);
713     op->stats.exp = 0;
714     op->level = 1;
715 root 1.11 }
716 root 1.18 /* lock all 'normal items by default */
717     else
718     SET_FLAG (op, FLAG_INV_LOCKED);
719     } /* for loop of objects in player inv */
720    
721     /* Need to set up the skill pointers */
722     link_player_skills (pl);
723     }
724    
725     void
726     get_party_password (object *op, partylist *party)
727     {
728     if (party == NULL)
729     {
730     LOG (llevError, "get_party_password(): tried to make player %s join a NULL party", &op->name);
731     return;
732 elmex 1.1 }
733 root 1.54
734 root 1.18 op->contr->write_buf[0] = '\0';
735 root 1.52 op->contr->ns->state = ST_GET_PARTY_PASSWORD;
736 root 1.18 op->contr->party_to_join = party;
737 root 1.52 send_query (op->contr->ns, CS_QUERY_HIDEINPUT, "What is the password?\n:");
738 elmex 1.1 }
739    
740     /* This rolls four 1-6 rolls and sums the best 3 of the 4. */
741 root 1.54 static int
742 root 1.18 roll_stat (void)
743     {
744     int a[4], i, j, k;
745    
746     for (i = 0; i < 4; i++)
747 root 1.99 a[i] = (int) rndm (6) + 1;
748 root 1.18
749     for (i = 0, j = 0, k = 7; i < 4; i++)
750     if (a[i] < k)
751     k = a[i], j = i;
752    
753     for (i = 0, k = 0; i < 4; i++)
754 root 1.54 if (i != j)
755     k += a[i];
756    
757 root 1.18 return k;
758     }
759    
760     void
761 root 1.54 object::roll_stats ()
762 root 1.18 {
763 root 1.128 int statsort [NUM_STATS];
764 root 1.18
765 root 1.54 for (;;)
766 root 1.18 {
767 root 1.54 int sum = 0;
768 root 1.128 for (int i = NUM_STATS; i--; )
769 root 1.54 sum += statsort [i] = roll_stat ();
770    
771     if (sum >= 82 && sum <= 116)
772     break;
773 root 1.18 }
774    
775 root 1.54 // Sort the stats so that rerolling is easier...
776 root 1.128 std::sort (statsort, statsort + NUM_STATS, std::greater<int>());
777 root 1.18
778 root 1.128 for (int i = 0; i < NUM_STATS; ++i)
779     stats.stat (i) = statsort [i];
780 root 1.18
781 root 1.54 stats.exp = 0;
782     stats.ac = 0;
783 root 1.18
784 root 1.54 stats.hp = stats.maxhp;
785     stats.sp = stats.maxsp;
786     stats.grace = stats.maxgrace;
787 root 1.18
788 root 1.54 if (contr)
789     {
790     contr->levhp[1] = 9;
791     contr->levsp[1] = 6;
792     contr->levgrace[1] = 3;
793 root 1.18
794 root 1.54 contr->orig_stats = stats;
795     }
796 root 1.18 }
797    
798     void
799 root 1.54 object::swap_stats (int a, int b)
800 root 1.18 {
801 root 1.127 swap (contr->orig_stats.stat (a), contr->orig_stats.stat (b));
802    
803     for (int i = 0; i < NUM_STATS; ++i)
804     stats.stat (i) = contr->orig_stats.stat (i);
805 elmex 1.1
806 root 1.54 //TODO: the following code looks so borked and should, at the very least,
807     // be merged with the similar code in roll_stats
808     stats.ac = 0;
809 elmex 1.1
810 root 1.54 level = 1;
811     stats.exp = 0;
812     stats.ac = 0;
813 elmex 1.1
814 root 1.54 stats.hp = stats.maxhp;
815     stats.sp = stats.maxsp;
816     stats.grace = stats.maxgrace;
817 elmex 1.1
818 root 1.54 if (contr)
819 root 1.18 {
820 root 1.54 contr->levhp[1] = 9;
821     contr->levsp[1] = 6;
822     contr->levgrace[1] = 3;
823 root 1.18
824 root 1.54 contr->orig_stats = stats;
825 elmex 1.1 }
826     }
827    
828 root 1.73 static void
829     start_info (object *op)
830     {
831     char buf[MAX_BUF];
832    
833     sprintf (buf, "Welcome to Crossfire v%s!", VERSION);
834     new_draw_info (NDI_UNIQUE, 0, op, buf);
835     //new_draw_info (NDI_UNIQUE, 0, op, "Press `?' for help");
836     //new_draw_info (NDI_UNIQUE, 0, op, " ");
837     }
838    
839 elmex 1.1 /* This function takes the key that is passed, and does the
840     * appropriate action with it (change race, or other things).
841     * The function name is for historical reasons - now we have
842     * separate race and class; this actually changes the RACE,
843     * not the class.
844     */
845 root 1.112 void
846     player::chargen_race_done ()
847 elmex 1.1 {
848 root 1.112 /* this must before then initial items are given */
849     esrv_new_player (ob->contr, ob->weight + ob->carrying);
850 elmex 1.1
851 root 1.112 treasurelist *tl = treasurelist::find ("starting_wealth");
852     if (tl)
853     create_treasure (tl, ob, 0, 0, 0);
854 elmex 1.1
855 root 1.112 INVOKE_PLAYER (BIRTH, ob->contr);
856     INVOKE_PLAYER (LOGIN, ob->contr);
857 elmex 1.36
858 root 1.112 ob->contr->ns->state = ST_PLAYING;
859 elmex 1.1
860 root 1.112 if (ob->msg)
861     ob->msg = 0;
862 elmex 1.1
863 root 1.112 /* We create this now because some of the unique maps will need it
864     * to save here.
865     */
866     {
867     char buf[MAX_BUF];
868     sprintf (buf, "%s/%s/%s", settings.localdir, settings.playerdir, &ob->name);
869     make_path_to_file (buf);
870     }
871    
872     start_info (ob);
873     CLEAR_FLAG (ob, FLAG_WIZ);
874     give_initial_items (ob, ob->randomitems);
875     link_player_skills (ob);
876     esrv_send_inventory (ob, ob);
877     ob->update_stats ();
878 root 1.11
879 root 1.112 /* This moves the player to a different start map, if there
880     * is one for this race
881     */
882     if (*first_map_ext_path)
883     {
884     object *tmp;
885     char mapname[MAX_BUF];
886 elmex 1.1
887 root 1.148 snprintf (mapname, MAX_BUF - 1, "%s/%s", &first_map_ext_path, &ob->arch->archname);
888 root 1.112 tmp = object::create ();
889     EXIT_PATH (tmp) = mapname;
890     EXIT_X (tmp) = ob->x;
891     EXIT_Y (tmp) = ob->y;
892     ob->enter_exit (tmp); /* we don't really care if it succeeded;
893     * if the map isn't there, then stay on the
894     * default initial map */
895     tmp->destroy ();
896 elmex 1.1 }
897 root 1.112 else
898     LOG (llevDebug, "first_map_ext_path not set\n");
899     }
900 elmex 1.1
901 root 1.112 void
902     player::chargen_race_next ()
903     {
904 root 1.18 /* Following actually changes the race - this is the default command
905     * if we don't match with one of the options above.
906     */
907    
908 root 1.112 do
909 root 1.18 {
910 root 1.112 shstr name = ob->name;
911     int x = ob->x, y = ob->y;
912 root 1.21
913 root 1.112 ob->remove_statbonus ();
914     ob->remove ();
915     ob->arch = get_player_archetype (ob->arch);
916 root 1.149 ob->arch->copy_to (ob);
917 root 1.112 ob->instantiate ();
918     ob->stats = ob->contr->orig_stats;
919     ob->name = ob->name_pl = name;
920     ob->x = x;
921     ob->y = y;
922     SET_ANIMATION (ob, 2); /* So player faces south */
923     insert_ob_in_map (ob, ob->map, ob, 0);
924 root 1.149 assign (ob->contr->title, ob->arch->object::name);
925 root 1.112 ob->add_statbonus ();
926     }
927     while (!allowed_class (ob));
928    
929     update_object (ob, UP_OBJ_FACE);
930     esrv_update_item (UPD_FACE, ob, ob);
931     ob->update_stats ();
932     ob->stats.hp = ob->stats.maxhp;
933     ob->stats.sp = ob->stats.maxsp;
934     ob->stats.grace = 0;
935 elmex 1.1 }
936    
937 root 1.18 void
938     flee_player (object *op)
939     {
940     int dir, diff;
941     rv_vector rv;
942    
943     if (op->stats.hp < 0)
944     {
945     LOG (llevDebug, "Fleeing player is dead.\n");
946     CLEAR_FLAG (op, FLAG_SCARED);
947     return;
948 elmex 1.1 }
949    
950 root 1.18 if (op->enemy == NULL)
951     {
952     LOG (llevDebug, "Fleeing player had no enemy.\n");
953     CLEAR_FLAG (op, FLAG_SCARED);
954     return;
955 elmex 1.1 }
956    
957 root 1.18 /* Seen some crashes here. Since we don't store an
958     * op->enemy_count, it is possible that something destroys the
959     * actual enemy, and the object is recycled.
960     */
961     if (op->enemy->map == NULL)
962     {
963     CLEAR_FLAG (op, FLAG_SCARED);
964     op->enemy = NULL;
965     return;
966 elmex 1.1 }
967    
968 root 1.18 if (!(random_roll (0, 4, op, PREFER_LOW)) && did_make_save (op, op->level, 0))
969     {
970     op->enemy = NULL;
971     CLEAR_FLAG (op, FLAG_SCARED);
972     return;
973 elmex 1.1 }
974 root 1.49
975 root 1.18 get_rangevector (op, op->enemy, &rv, 0);
976    
977     dir = absdir (4 + rv.direction);
978     for (diff = 0; diff < 3; diff++)
979     {
980     int m = 1 - (RANDOM () & 2);
981 elmex 1.1
982 root 1.18 if (move_ob (op, absdir (dir + diff * m), op) || (diff == 0 && move_ob (op, absdir (dir - diff * m), op)))
983 root 1.49 return;
984 elmex 1.1 }
985 root 1.49
986 root 1.18 /* Cornered, get rid of scared */
987     CLEAR_FLAG (op, FLAG_SCARED);
988     op->enemy = NULL;
989 elmex 1.1 }
990    
991     /* check_pick sees if there is stuff to be picked up/picks up stuff.
992 root 1.122 * It returns 1 if the player should keep on moving, 0 if he should
993 elmex 1.1 * stop.
994     */
995 root 1.18 int
996     check_pick (object *op)
997     {
998 elmex 1.1 object *tmp, *next;
999     int stop = 0;
1000 pippijn 1.106 int wvratio;
1001     char putstring[128];
1002 elmex 1.1
1003     /* if you're flying, you cna't pick up anything */
1004     if (op->move_type & MOVE_FLYING)
1005     return 1;
1006    
1007     next = op->below;
1008    
1009 elmex 1.175 int cnt = MAX_ITEM_PER_DROP;
1010     #define CHK_PICK_PICKUP do { pick_up (op, tmp); cnt--; } while (0)
1011    
1012 elmex 1.1 /* loop while there are items on the floor that are not marked as
1013     * destroyed */
1014 root 1.24 while (next && !next->destroyed ())
1015 root 1.18 {
1016     tmp = next;
1017     next = tmp->below;
1018 elmex 1.1
1019 elmex 1.175 if (cnt <= 0)
1020     {
1021     op->failmsg ("Couldn't pickup all items at once.");
1022     return 0;
1023     }
1024    
1025 root 1.24 if (op->destroyed ())
1026 elmex 1.1 return 0;
1027    
1028 root 1.18 if (!can_pick (op, tmp))
1029     continue;
1030 elmex 1.1
1031 root 1.18 if (op->contr->search_str[0] != '\0' && settings.search_items == TRUE)
1032     {
1033     if (item_matched_string (op, tmp, op->contr->search_str))
1034 elmex 1.175 CHK_PICK_PICKUP;
1035 root 1.18 continue;
1036 root 1.11 }
1037    
1038 root 1.18 /* high not bit set? We're using the old autopickup model */
1039     if (!(op->contr->mode & PU_NEWMODE))
1040 root 1.11 {
1041 root 1.18 switch (op->contr->mode)
1042 root 1.11 {
1043 root 1.20 case 0:
1044     return 1; /* don't pick up */
1045     case 1:
1046 elmex 1.175 CHK_PICK_PICKUP;
1047 root 1.20 return 1;
1048     case 2:
1049 elmex 1.175 CHK_PICK_PICKUP;
1050 root 1.20 return 0;
1051     case 3:
1052     return 0; /* stop before pickup */
1053     case 4:
1054 elmex 1.175 CHK_PICK_PICKUP;
1055 root 1.20 break;
1056     case 5:
1057 elmex 1.175 CHK_PICK_PICKUP;
1058 root 1.20 stop = 1;
1059     break;
1060     case 6:
1061 elmex 1.175 if (QUERY_FLAG (tmp, FLAG_KNOWN_MAGICAL)
1062     && !QUERY_FLAG (tmp, FLAG_KNOWN_CURSED))
1063     CHK_PICK_PICKUP;
1064 root 1.20 break;
1065    
1066     case 7:
1067     if (tmp->type == MONEY || tmp->type == GEM)
1068 elmex 1.175 CHK_PICK_PICKUP;
1069 root 1.20 break;
1070    
1071     default:
1072     /* use value density */
1073     if (!QUERY_FLAG (tmp, FLAG_UNPAID)
1074     && (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1))) >= op->contr->mode)
1075 elmex 1.175 CHK_PICK_PICKUP;
1076 root 1.11 }
1077     }
1078 root 1.18 else
1079     { /* old model */
1080     /* NEW pickup handling */
1081     if (op->contr->mode & PU_DEBUG)
1082     {
1083     /* some debugging code to figure out item information */
1084     if (tmp->name != NULL)
1085     sprintf (putstring, "item name: %s item type: %d weight/value: %d",
1086     &tmp->name, tmp->type, (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1))));
1087     else
1088     sprintf (putstring, "item name: %s item type: %d weight/value: %d",
1089 root 1.148 &tmp->arch->archname, tmp->type, (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1))));
1090 root 1.18
1091     new_draw_info (NDI_UNIQUE, 0, op, putstring);
1092 root 1.58 }
1093 elmex 1.1
1094 root 1.18 /* philosophy:
1095     * It's easy to grab an item type from a pile, as long as it's
1096     * generic. This takes no game-time. For more detailed pickups
1097 root 1.58 * and selections, select-items should be used. This is a
1098 root 1.18 * grab-as-you-run type mode that's really useful for arrows for
1099     * example.
1100     * The drawback: right now it has no frontend, so you need to
1101     * stick the bits you want into a calculator in hex mode and then
1102     * convert to decimal and then 'pickup <#>
1103     */
1104    
1105     /* the first two modes are exclusive: if NOTHING we return, if
1106     * STOP then we stop. All the rest are applied sequentially,
1107     * meaning if any test passes, the item gets picked up. */
1108    
1109     /* if mode is set to pick nothing up, return */
1110    
1111     if (op->contr->mode & PU_NOTHING)
1112     return 1;
1113    
1114     /* if mode is set to stop when encountering objects, return */
1115     /* take STOP before INHIBIT since it doesn't actually pick
1116     * anything up */
1117    
1118     if (op->contr->mode & PU_STOP)
1119     return 0;
1120    
1121     /* useful for going into stores and not losing your settings... */
1122     /* and for battles wher you don't want to get loaded down while
1123     * fighting */
1124     if (op->contr->mode & PU_INHIBIT)
1125     return 1;
1126    
1127     /* prevent us from turning into auto-thieves :) */
1128     if (QUERY_FLAG (tmp, FLAG_UNPAID))
1129     continue;
1130    
1131     /* ignore known cursed objects */
1132     if (QUERY_FLAG (tmp, FLAG_KNOWN_CURSED) && op->contr->mode & PU_NOT_CURSED)
1133     continue;
1134    
1135     /* all food and drink if desired */
1136     /* question: don't pick up known-poisonous stuff? */
1137     if (op->contr->mode & PU_FOOD)
1138     if (tmp->type == FOOD)
1139     {
1140 elmex 1.175 CHK_PICK_PICKUP;
1141 root 1.18 continue;
1142     }
1143 root 1.29
1144 root 1.18 if (op->contr->mode & PU_DRINK)
1145     if (tmp->type == DRINK || (tmp->type == POISON && !QUERY_FLAG (tmp, FLAG_KNOWN_CURSED)))
1146     {
1147 elmex 1.175 CHK_PICK_PICKUP;
1148 root 1.18 continue;
1149     }
1150    
1151     if (op->contr->mode & PU_POTION)
1152     if (tmp->type == POTION)
1153     {
1154 elmex 1.175 CHK_PICK_PICKUP;
1155 root 1.18 continue;
1156     }
1157    
1158     /* spellbooks, skillscrolls and normal books/scrolls */
1159     if (op->contr->mode & PU_SPELLBOOK)
1160     if (tmp->type == SPELLBOOK)
1161     {
1162 elmex 1.175 CHK_PICK_PICKUP;
1163 root 1.18 continue;
1164     }
1165 root 1.29
1166 root 1.18 if (op->contr->mode & PU_SKILLSCROLL)
1167     if (tmp->type == SKILLSCROLL)
1168     {
1169 elmex 1.175 CHK_PICK_PICKUP;
1170 root 1.18 continue;
1171     }
1172 root 1.29
1173 root 1.18 if (op->contr->mode & PU_READABLES)
1174 root 1.158 if (tmp->type == BOOK || tmp->type == SCROLL || tmp->type == INSCRIBABLE)
1175 root 1.18 {
1176 elmex 1.175 CHK_PICK_PICKUP;
1177 root 1.18 continue;
1178     }
1179    
1180     /* wands/staves/rods/horns */
1181     if (op->contr->mode & PU_MAGIC_DEVICE)
1182     if (tmp->type == WAND || tmp->type == ROD || tmp->type == HORN)
1183     {
1184 elmex 1.175 CHK_PICK_PICKUP;
1185 root 1.18 continue;
1186     }
1187    
1188     /* pick up all magical items */
1189     if (op->contr->mode & PU_MAGICAL)
1190     if (QUERY_FLAG (tmp, FLAG_KNOWN_MAGICAL) && !QUERY_FLAG (tmp, FLAG_KNOWN_CURSED))
1191     {
1192 elmex 1.175 CHK_PICK_PICKUP;
1193 root 1.18 continue;
1194     }
1195    
1196     if (op->contr->mode & PU_VALUABLES)
1197     {
1198     if (tmp->type == MONEY || tmp->type == GEM)
1199     {
1200 elmex 1.175 CHK_PICK_PICKUP;
1201 root 1.18 continue;
1202     }
1203     }
1204    
1205     /* rings & amulets - talismans seems to be typed AMULET */
1206     if (op->contr->mode & PU_JEWELS)
1207     if (tmp->type == RING || tmp->type == AMULET)
1208     {
1209 elmex 1.175 CHK_PICK_PICKUP;
1210 root 1.29 continue;
1211     }
1212    
1213     /* we don't forget dragon food */
1214     if (op->contr->mode & PU_FLESH)
1215     if (tmp->type == FLESH)
1216     {
1217 elmex 1.175 CHK_PICK_PICKUP;
1218 root 1.18 continue;
1219     }
1220    
1221     /* bows and arrows. Bows are good for selling! */
1222     if (op->contr->mode & PU_BOW)
1223     if (tmp->type == BOW)
1224     {
1225 elmex 1.175 CHK_PICK_PICKUP;
1226 root 1.18 continue;
1227     }
1228 root 1.29
1229 root 1.18 if (op->contr->mode & PU_ARROW)
1230     if (tmp->type == ARROW)
1231     {
1232 elmex 1.175 CHK_PICK_PICKUP;
1233 root 1.18 continue;
1234     }
1235    
1236     /* all kinds of armor etc. */
1237     if (op->contr->mode & PU_ARMOUR)
1238     if (tmp->type == ARMOUR)
1239     {
1240 elmex 1.175 CHK_PICK_PICKUP;
1241 root 1.18 continue;
1242     }
1243 root 1.29
1244 root 1.18 if (op->contr->mode & PU_HELMET)
1245     if (tmp->type == HELMET)
1246     {
1247 elmex 1.175 CHK_PICK_PICKUP;
1248 root 1.18 continue;
1249     }
1250 root 1.29
1251 root 1.18 if (op->contr->mode & PU_SHIELD)
1252     if (tmp->type == SHIELD)
1253     {
1254 elmex 1.175 CHK_PICK_PICKUP;
1255 root 1.18 continue;
1256     }
1257 root 1.29
1258 root 1.18 if (op->contr->mode & PU_BOOTS)
1259     if (tmp->type == BOOTS)
1260     {
1261 elmex 1.175 CHK_PICK_PICKUP;
1262 root 1.18 continue;
1263     }
1264 root 1.29
1265 root 1.18 if (op->contr->mode & PU_GLOVES)
1266     if (tmp->type == GLOVES)
1267     {
1268 elmex 1.175 CHK_PICK_PICKUP;
1269 root 1.18 continue;
1270     }
1271 root 1.29
1272 root 1.18 if (op->contr->mode & PU_CLOAK)
1273     if (tmp->type == CLOAK)
1274     {
1275 elmex 1.175 CHK_PICK_PICKUP;
1276 root 1.18 continue;
1277     }
1278 elmex 1.1
1279 root 1.18 /* hoping to catch throwing daggers here */
1280     if (op->contr->mode & PU_MISSILEWEAPON)
1281     if (tmp->type == WEAPON && QUERY_FLAG (tmp, FLAG_IS_THROWN))
1282     {
1283 elmex 1.175 CHK_PICK_PICKUP;
1284 root 1.18 continue;
1285     }
1286 elmex 1.1
1287 root 1.18 /* careful: chairs and tables are weapons! */
1288     if (op->contr->mode & PU_ALLWEAPON)
1289     {
1290     if (tmp->type == WEAPON && tmp->name != NULL)
1291     {
1292 root 1.148 if (strstr (tmp->name, "table") == NULL && strstr (tmp->arch->archname, "table") == NULL &&
1293     strstr (tmp->name, "chair") && strstr (tmp->arch->archname, "chair") == NULL)
1294 root 1.18 {
1295 elmex 1.175 CHK_PICK_PICKUP;
1296 root 1.18 continue;
1297     }
1298     }
1299 root 1.29
1300 root 1.18 if (tmp->type == WEAPON && tmp->name == NULL)
1301     {
1302 root 1.148 if (strstr (tmp->arch->archname, "table") == NULL && strstr (tmp->arch->archname, "chair") == NULL)
1303 root 1.18 {
1304 elmex 1.175 CHK_PICK_PICKUP;
1305 root 1.18 continue;
1306     }
1307     }
1308     }
1309 elmex 1.1
1310 root 1.18 /* misc stuff that's useful */
1311     if (op->contr->mode & PU_KEY)
1312     if (tmp->type == KEY || tmp->type == SPECIAL_KEY)
1313     {
1314 elmex 1.175 CHK_PICK_PICKUP;
1315 root 1.18 continue;
1316     }
1317 elmex 1.1
1318 root 1.18 /* any of the last 4 bits set means we use the ratio for value
1319     * pickups */
1320     if (op->contr->mode & PU_RATIO)
1321     {
1322     /* use value density to decide what else to grab */
1323     /* >=7 was >= op->contr->mode */
1324     /* >=7 is the old standard setting. Now we take the last 4 bits
1325     * and multiply them by 5, giving 0..15*5== 5..75 */
1326     wvratio = (op->contr->mode & PU_RATIO) * 5;
1327     if ((query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1))) >= (unsigned int) wvratio)
1328     {
1329 elmex 1.175 CHK_PICK_PICKUP;
1330 elmex 1.1 #if 0
1331 root 1.18 fprintf (stderr, "HIGH WEIGHT/VALUE [");
1332     if (tmp->name != NULL)
1333     {
1334     fprintf (stderr, "%s", tmp->name);
1335     }
1336     else
1337 root 1.148 fprintf (stderr, "%s", tmp->arch->archname);
1338 root 1.18 fprintf (stderr, ",%d] = ", tmp->type);
1339     fprintf (stderr, "%d\n", (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1))));
1340 elmex 1.1 #endif
1341 root 1.18 continue;
1342     }
1343     }
1344     } /* the new pickup model */
1345     }
1346 root 1.29
1347 root 1.18 return !stop;
1348 elmex 1.1 }
1349    
1350     /*
1351     * Find an arrow in the inventory and after that
1352     * in the right type container (quiver). Pointer to the
1353     * found object is returned.
1354     */
1355 root 1.18 object *
1356     find_arrow (object *op, const char *type)
1357 elmex 1.1 {
1358 root 1.103 object *tmp = 0;
1359 elmex 1.1
1360 root 1.18 for (op = op->inv; op; op = op->below)
1361     if (!tmp && op->type == CONTAINER && op->race == type && QUERY_FLAG (op, FLAG_APPLIED))
1362 root 1.172 tmp = find_arrow (splay (op), type);
1363 root 1.18 else if (op->type == ARROW && op->race == type)
1364 root 1.172 return splay (op);
1365 root 1.103
1366 root 1.18 return tmp;
1367 elmex 1.1 }
1368    
1369     /*
1370     * Similar to find_arrow, but looks for (roughly) the best arrow to use
1371     * against the target. A full test is not performed, simply a basic test
1372     * of resistances. The archer is making a quick guess at what he sees down
1373     * the hall. Failing that it does it's best to pick the highest plus arrow.
1374     */
1375 root 1.18 object *
1376     find_better_arrow (object *op, object *target, const char *type, int *better)
1377 elmex 1.1 {
1378 root 1.18 object *tmp = NULL, *arrow, *ntmp;
1379     int attacknum, attacktype, betterby = 0, i;
1380 elmex 1.1
1381 root 1.18 if (!type)
1382     return NULL;
1383 elmex 1.1
1384 root 1.18 for (arrow = op->inv; arrow; arrow = arrow->below)
1385     {
1386     if (arrow->type == CONTAINER && arrow->race == type && QUERY_FLAG (arrow, FLAG_APPLIED))
1387     {
1388     i = 0;
1389     ntmp = find_better_arrow (arrow, target, type, &i);
1390     if (i > betterby)
1391     {
1392     tmp = ntmp;
1393     betterby = i;
1394     }
1395     }
1396     else if (arrow->type == ARROW && arrow->race == type)
1397     {
1398     /* allways prefer assasination/slaying */
1399     if (target->race != NULL && arrow->slaying != NULL && strstr (arrow->slaying, target->race))
1400     {
1401     if (arrow->attacktype & AT_DEATH)
1402     {
1403     *better = 100;
1404     return arrow;
1405     }
1406     else
1407     {
1408     tmp = arrow;
1409     betterby = (arrow->magic + arrow->stats.dam) * 2;
1410     }
1411     }
1412     else
1413     {
1414     for (attacknum = 0; attacknum < NROFATTACKS; attacknum++)
1415     {
1416     attacktype = 1 << attacknum;
1417 root 1.149 if ((arrow->attacktype & attacktype) && (target->arch->resist[attacknum]) < 0)
1418     if (((arrow->magic + arrow->stats.dam) * (100 - target->arch->resist[attacknum]) / 100) > betterby)
1419 root 1.18 {
1420     tmp = arrow;
1421 root 1.149 betterby = (arrow->magic + arrow->stats.dam) * (100 - target->arch->resist[attacknum]) / 100;
1422 root 1.18 }
1423 root 1.11 }
1424 root 1.18 if ((2 + arrow->magic + arrow->stats.dam) > betterby)
1425     {
1426     tmp = arrow;
1427     betterby = 2 + arrow->magic + arrow->stats.dam;
1428 root 1.11 }
1429 root 1.18 if (arrow->title && (1 + arrow->magic + arrow->stats.dam) > betterby)
1430     {
1431     tmp = arrow;
1432     betterby = 1 + arrow->magic + arrow->stats.dam;
1433 root 1.11 }
1434     }
1435     }
1436 elmex 1.1 }
1437 root 1.18 if (tmp == NULL && arrow == NULL)
1438     return find_arrow (op, type);
1439 elmex 1.1
1440 root 1.18 *better = betterby;
1441     return tmp;
1442 elmex 1.1 }
1443    
1444     /* looks in a given direction, finds the first valid target, and calls
1445     * find_better_arrow to find a decent arrow to use.
1446     * op = the shooter
1447     * type = bow->race
1448     * dir = fire direction
1449     */
1450 root 1.18 object *
1451     pick_arrow_target (object *op, const char *type, int dir)
1452 elmex 1.1 {
1453 root 1.18 object *tmp = NULL;
1454 root 1.25 maptile *m;
1455 root 1.18 int i, mflags, found, number;
1456     sint16 x, y;
1457    
1458     if (op->map == NULL)
1459     return find_arrow (op, type);
1460    
1461     /* do a dex check */
1462     number = (die_roll (2, 40, op, PREFER_LOW) - 2) / 2;
1463     if (number > (op->stats.Dex + (op->chosen_skill ? op->chosen_skill->level : op->level)))
1464     return find_arrow (op, type);
1465    
1466     m = op->map;
1467     x = op->x;
1468     y = op->y;
1469    
1470     /* find the first target */
1471     for (i = 0, found = 0; i < 20; i++)
1472     {
1473     x += freearr_x[dir];
1474     y += freearr_y[dir];
1475     mflags = get_map_flags (m, &m, x, y, &x, &y);
1476     if (mflags & P_OUT_OF_MAP || mflags & P_BLOCKSVIEW)
1477     {
1478     tmp = NULL;
1479     break;
1480     }
1481     else if (GET_MAP_MOVE_BLOCK (m, x, y) == MOVE_FLY_LOW)
1482     {
1483     /* This block presumes arrows and the like are MOVE_FLY_SLOW -
1484     * perhaps a bad assumption.
1485     */
1486     tmp = NULL;
1487     break;
1488 root 1.11 }
1489 root 1.18 if (mflags & P_IS_ALIVE)
1490     {
1491     for (tmp = GET_MAP_OB (m, x, y); tmp; tmp = tmp->above)
1492     if (QUERY_FLAG (tmp, FLAG_ALIVE))
1493     {
1494     found++;
1495 root 1.11 break;
1496 root 1.18 }
1497     if (found)
1498     break;
1499 root 1.11 }
1500 elmex 1.1 }
1501 root 1.18 if (tmp == NULL)
1502     return find_arrow (op, type);
1503 elmex 1.1
1504 root 1.18 if (tmp->head)
1505     tmp = tmp->head;
1506 elmex 1.1
1507 root 1.18 return find_better_arrow (op, tmp, type, &i);
1508 elmex 1.1 }
1509    
1510     /*
1511     * Creature fires a bow - op can be monster or player. Returns
1512     * 1 if bow was actually fired, 0 otherwise.
1513     * op is the object firing the bow.
1514     * part is for multipart creatures - the part firing the bow.
1515     * dir is the direction of fire.
1516     * wc_mod is any special modifier to give (used in special player fire modes)
1517     * sx, sy are coordinates to fire arrow from - also used in some of the special
1518     * player fire modes.
1519     */
1520 root 1.18 int
1521     fire_bow (object *op, object *part, object *arrow, int dir, int wc_mod, sint16 sx, sint16 sy)
1522 elmex 1.1 {
1523 root 1.18 object *left, *bow;
1524 root 1.132 int mflags;
1525 root 1.25 maptile *m;
1526 elmex 1.1
1527 root 1.18 if (!dir)
1528     {
1529     new_draw_info (NDI_UNIQUE, 0, op, "You can't shoot yourself!");
1530     return 0;
1531 elmex 1.1 }
1532 root 1.48
1533 root 1.136 if (op->contr)
1534     bow = op->current_weapon;
1535 root 1.18 else
1536     {
1537     for (bow = op->inv; bow; bow = bow->below)
1538     /* Don't check for applied - monsters don't apply bows - in that way, they
1539     * don't need to switch back and forth between bows and weapons.
1540     */
1541     if (bow->type == BOW)
1542     break;
1543 root 1.11
1544 root 1.18 if (!bow)
1545     {
1546     LOG (llevError, "Range: bow without activated bow (%s).\n", &op->name);
1547     return 0;
1548 root 1.11 }
1549 root 1.118
1550     // optimisation: move object to top so we will find it quickly again
1551     if (bow->below)
1552     {
1553     bow->remove ();
1554     op->insert (bow);
1555     }
1556    
1557 elmex 1.1 }
1558 root 1.48
1559 root 1.18 if (!bow->race || !bow->skill)
1560     {
1561     new_draw_info_format (NDI_UNIQUE, 0, op, "Your %s is broken.", &bow->name);
1562     return 0;
1563 elmex 1.1 }
1564    
1565 root 1.18 if (arrow == NULL)
1566     {
1567     if ((arrow = find_arrow (op, bow->race)) == NULL)
1568     {
1569     if (op->type == PLAYER)
1570     new_draw_info_format (NDI_UNIQUE, 0, op, "You have no %s left.", &bow->race);
1571     /* FLAG_READY_BOW will get reset if the monsters picks up some arrows */
1572     else
1573     CLEAR_FLAG (op, FLAG_READY_BOW);
1574 root 1.116
1575 root 1.18 return 0;
1576 root 1.11 }
1577 elmex 1.1 }
1578 root 1.48
1579 root 1.18 mflags = get_map_flags (op->map, &m, sx, sy, &sx, &sy);
1580     if (mflags & P_OUT_OF_MAP)
1581 root 1.48 return 0;
1582    
1583 root 1.18 if (GET_MAP_MOVE_BLOCK (m, sx, sy) == MOVE_FLY_LOW)
1584     {
1585     new_draw_info (NDI_UNIQUE, 0, op, "Something is in the way.");
1586     return 0;
1587     }
1588    
1589     /* this should not happen, but sometimes does */
1590     if (arrow->nrof == 0)
1591     {
1592 root 1.33 arrow->destroy ();
1593 root 1.18 return 0;
1594     }
1595    
1596     left = arrow; /* these are arrows left to the player */
1597     arrow = get_split_ob (arrow, 1);
1598 root 1.48 if (!arrow)
1599 root 1.18 {
1600     new_draw_info_format (NDI_UNIQUE, 0, op, "You have no %s left.", &bow->race);
1601     return 0;
1602 elmex 1.1 }
1603 root 1.48
1604 root 1.34 arrow->set_owner (op);
1605 root 1.18 arrow->skill = bow->skill;
1606     arrow->direction = dir;
1607    
1608 root 1.124 arrow->stats.sp = arrow->stats.wc; /* save original wc, dam, attacktype and slaying */
1609     arrow->stats.hp = arrow->stats.dam;
1610     arrow->stats.grace = arrow->attacktype;
1611    
1612     if (arrow->slaying)
1613     arrow->spellarg = strdup (arrow->slaying);
1614    
1615 root 1.142 #if 0
1616 root 1.131 if (player *pl = op->contr)
1617 root 1.18 {
1618 root 1.142 float speed = pl->weapon_sp;
1619 root 1.132
1620 root 1.142 /* penalize ROF for bestarrow */
1621     if (pl->bowtype == bow_bestarrow)
1622     speed *= .9f;
1623     else
1624     speed *= 1.f + dex_bonus[op->stats.Dex] * .2f;
1625 root 1.131
1626 root 1.142 op->speed_left += speed - op->speed;
1627     }
1628 root 1.132 #endif
1629 elmex 1.1
1630 root 1.18 SET_ANIMATION (arrow, arrow->direction);
1631 root 1.116
1632 root 1.18 /* update the speed */
1633 root 1.142 arrow->speed = ((bow->flag [FLAG_NO_STRENGTH] ? 0 : dam_bonus[op->stats.Str]) + bow->magic + arrow->magic) / 5.f
1634     + bow->stats.dam / 7.f;
1635 root 1.18
1636 root 1.142 arrow->set_speed (max (arrow->speed, 2.f));
1637 root 1.18 arrow->speed_left = 0;
1638    
1639 root 1.129 int wc = op->stats.wc + wc_mod - arrow->magic - arrow->stats.wc;
1640 root 1.116
1641 root 1.18 if (op->type == PLAYER)
1642     {
1643 root 1.116 arrow->level = op->chosen_skill ? op->chosen_skill->level : op->level;
1644 root 1.129 wc -= dex_bonus[op->stats.Dex];
1645 root 1.18
1646 root 1.116 if (!arrow->slaying)
1647     arrow->slaying = op->slaying;
1648 root 1.124
1649     arrow->attacktype |= op->attacktype;
1650 elmex 1.1 }
1651 root 1.18 else
1652     {
1653     arrow->level = op->level;
1654 root 1.116 arrow->stats.wc -= bow->magic;
1655    
1656     if (!arrow->slaying)
1657     arrow->slaying = bow->slaying;
1658 root 1.124
1659     arrow->attacktype |= bow->attacktype;
1660 elmex 1.1 }
1661 root 1.24
1662 root 1.129 wc -= arrow->level;
1663     arrow->stats.dam = clamp (arrow->stats.dam + op->stats.dam + arrow->magic, MIN_DAM, MAX_DAM);
1664 root 1.24
1665 root 1.129 arrow->stats.wc = clamp (wc, MIN_WC, MAX_WC);
1666 root 1.18 arrow->move_type = MOVE_FLY_LOW;
1667     arrow->move_on = MOVE_FLY_LOW | MOVE_WALK;
1668    
1669 root 1.156 op->play_sound (sound_find ("fire_arrow"));
1670 root 1.70 m->insert (arrow, sx, sy, op);
1671 root 1.18
1672 root 1.24 if (!arrow->destroyed ())
1673 root 1.18 move_arrow (arrow);
1674 elmex 1.1
1675 root 1.18 if (op->type == PLAYER)
1676     {
1677 root 1.24 if (left->destroyed ())
1678     esrv_del_item (op->contr, left->count);
1679 root 1.18 else
1680     esrv_send_item (op, left);
1681 elmex 1.1 }
1682 root 1.24
1683 root 1.18 return 1;
1684 elmex 1.1 }
1685    
1686     /* Special fire code for players - this takes into
1687     * account the special fire modes players can have
1688     * but monsters can't. Putting that code here
1689     * makes the fire_bow code much cleaner.
1690     * this function should only be called if 'op' is a player,
1691     * hence the function name.
1692     */
1693 root 1.18 int
1694     player_fire_bow (object *op, int dir)
1695 elmex 1.1 {
1696 root 1.18 int ret = 0, wcmod = 0;
1697    
1698     if (op->contr->bowtype == bow_bestarrow)
1699     {
1700 root 1.118 ret = fire_bow (op, op, pick_arrow_target (op, op->contr->ranged_ob->race, dir), dir, 0, op->x, op->y);
1701 root 1.18 }
1702     else if (op->contr->bowtype >= bow_n && op->contr->bowtype <= bow_nw)
1703     {
1704     if (!similar_direction (dir, op->contr->bowtype - bow_n + 1))
1705     wcmod = -1;
1706 root 1.74
1707 root 1.18 ret = fire_bow (op, op, NULL, op->contr->bowtype - bow_n + 1, wcmod, op->x, op->y);
1708     }
1709     else if (op->contr->bowtype == bow_threewide)
1710     {
1711     ret = fire_bow (op, op, NULL, dir, 0, op->x, op->y);
1712     ret |= fire_bow (op, op, NULL, dir, -5, op->x + freearr_x[absdir (dir + 2)], op->y + freearr_y[absdir (dir + 2)]);
1713     ret |= fire_bow (op, op, NULL, dir, -5, op->x + freearr_x[absdir (dir - 2)], op->y + freearr_y[absdir (dir - 2)]);
1714     }
1715     else if (op->contr->bowtype == bow_spreadshot)
1716     {
1717     ret |= fire_bow (op, op, NULL, dir, 0, op->x, op->y);
1718     ret |= fire_bow (op, op, NULL, absdir (dir - 1), -5, op->x, op->y);
1719     ret |= fire_bow (op, op, NULL, absdir (dir + 1), -5, op->x, op->y);
1720 elmex 1.1 }
1721 root 1.18 else
1722     {
1723     /* Simple case */
1724     ret = fire_bow (op, op, NULL, dir, 0, op->x, op->y);
1725     }
1726 root 1.121
1727 root 1.18 return ret;
1728 elmex 1.1 }
1729    
1730     /* Fires a misc (wand/rod/horn) object in 'dir'.
1731     * Broken apart from 'fire' to keep it more readable.
1732     */
1733 root 1.18 void
1734     fire_misc_object (object *op, int dir)
1735 elmex 1.1 {
1736 root 1.118 object *item = op->contr->ranged_ob;
1737 elmex 1.1
1738 root 1.118 if (!item)
1739 root 1.18 {
1740     new_draw_info (NDI_UNIQUE, 0, op, "You have range item readied.");
1741     return;
1742 elmex 1.1 }
1743    
1744 root 1.18 if (!item->inv)
1745     {
1746     LOG (llevError, "Object %s lacks a spell\n", &item->name);
1747     return;
1748 elmex 1.1 }
1749 root 1.118
1750 root 1.126 if (!op->change_weapon (item))
1751     return;
1752 root 1.121
1753 root 1.18 if (item->type == WAND)
1754     {
1755     if (item->stats.food <= 0)
1756     {
1757 root 1.156 op->contr->play_sound (sound_find ("wand_poof"));
1758 root 1.18 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s goes poof.", query_base_name (item, 0));
1759 root 1.121
1760 root 1.18 return;
1761 root 1.11 }
1762 root 1.18 }
1763     else if (item->type == ROD || item->type == HORN)
1764     {
1765     if (item->stats.hp < MAX (item->inv->stats.sp, item->inv->stats.grace))
1766     {
1767 root 1.156 op->contr->play_sound (sound_find ("wand_poof"));
1768 root 1.121
1769 root 1.18 if (item->type == ROD)
1770     new_draw_info_format (NDI_UNIQUE, 0, op, "The %s whines for a while, but nothing happens.", query_base_name (item, 0));
1771     else
1772     new_draw_info_format (NDI_UNIQUE, 0, op, "The %s needs more time to charge.", query_base_name (item, 0));
1773 root 1.121
1774 root 1.18 return;
1775 root 1.11 }
1776 elmex 1.1 }
1777    
1778 root 1.18 if (cast_spell (op, item, dir, item->inv, NULL))
1779     {
1780     SET_FLAG (op, FLAG_BEEN_APPLIED); /* You now know something about it */
1781     if (item->type == WAND)
1782     {
1783     if (!(--item->stats.food))
1784     {
1785     object *tmp;
1786    
1787     if (item->arch)
1788     {
1789     CLEAR_FLAG (item, FLAG_ANIMATE);
1790 root 1.149 item->face = item->arch->face;
1791 root 1.67 item->set_speed (0);
1792 root 1.11 }
1793 root 1.67
1794 root 1.49 if ((tmp = item->in_player ()))
1795 root 1.18 esrv_update_item (UPD_ANIM, tmp, item);
1796 root 1.11 }
1797     }
1798 root 1.18 else if (item->type == ROD || item->type == HORN)
1799 root 1.67 drain_rod_charge (item);
1800 elmex 1.1 }
1801     }
1802    
1803     /* Received a fire command for the player - go and do it.
1804     */
1805 root 1.142 bool
1806 root 1.18 fire (object *op, int dir)
1807     {
1808     int spellcost = 0;
1809 elmex 1.1
1810 root 1.18 /* check for loss of invisiblity/hide */
1811     if (action_makes_visible (op))
1812     make_visible (op);
1813 elmex 1.1
1814 root 1.118 player *pl = op->contr;
1815 elmex 1.1
1816 root 1.119 if (pl->golem)
1817     {
1818     control_golem (op->contr->golem, dir);
1819 root 1.142 return false;
1820 root 1.119 }
1821    
1822     object *ob = pl->ranged_ob;
1823 elmex 1.1
1824 root 1.119 if (!ob)
1825 root 1.142 return false;
1826 elmex 1.1
1827 root 1.136 if (!op->change_weapon (ob))
1828 root 1.142 return false;
1829    
1830     if (op->speed_left > 0.f)
1831     --op->speed_left;
1832     else
1833     return false;
1834 root 1.136
1835 root 1.119 switch (ob->type)
1836 root 1.118 {
1837 root 1.119 case BOW:
1838 root 1.118 player_fire_bow (op, dir);
1839 root 1.119 break;
1840    
1841     case SPELL:
1842     spellcost = cast_spell (op, op, dir, ob, pl->spellparam[0] ? pl->spellparam : 0);
1843     break;
1844 root 1.113
1845 root 1.119 case BUILDER:
1846 root 1.20 apply_map_builder (op, dir);
1847 root 1.119 break;
1848    
1849     case SKILL:
1850     do_skill (op, op, ob, dir, 0);
1851     break;
1852    
1853     default:
1854     fire_misc_object (op, dir);
1855     break;
1856 elmex 1.1 }
1857 root 1.142
1858     return true;
1859 elmex 1.1 }
1860    
1861     /* find_key
1862     * We try to find a key for the door as passed. If we find a key
1863     * and successfully use it, we return the key, otherwise NULL
1864     * This function merges both normal and locked door, since the logic
1865     * for both is the same - just the specific key is different.
1866     * pl is the player,
1867     * inv is the objects inventory to searched
1868     * door is the door we are trying to match against.
1869     * This function can be called recursively to search containers.
1870     */
1871 root 1.18 object *
1872     find_key (object *pl, object *container, object *door)
1873 elmex 1.1 {
1874 root 1.18 object *tmp, *key;
1875 elmex 1.1
1876 root 1.18 /* Should not happen, but sanity checking is never bad */
1877 root 1.103 if (!container->inv)
1878     return 0;
1879 elmex 1.1
1880 root 1.18 /* First, lets try to find a key in the top level inventory */
1881 root 1.103 for (tmp = container->inv; tmp; tmp = tmp->below)
1882 root 1.18 {
1883     if (door->type == DOOR && tmp->type == KEY)
1884     break;
1885     /* For sanity, we should really check door type, but other stuff
1886     * (like containers) can be locked with special keys
1887     */
1888     if (tmp->slaying && tmp->type == SPECIAL_KEY && tmp->slaying == door->slaying)
1889     break;
1890     }
1891 root 1.103
1892 root 1.18 /* No key found - lets search inventories now */
1893     /* If we find and use a key in an inventory, return at that time.
1894     * otherwise, if we search all the inventories and still don't find
1895     * a key, return
1896     */
1897     if (!tmp)
1898     {
1899 root 1.103 for (tmp = container->inv; tmp; tmp = tmp->below)
1900 root 1.18 {
1901     /* No reason to search empty containers */
1902     if (tmp->type == CONTAINER && tmp->inv)
1903     {
1904 root 1.103 if ((key = find_key (pl, tmp, door)))
1905 root 1.18 return key;
1906     }
1907     }
1908 root 1.103
1909 root 1.18 if (!tmp)
1910     return NULL;
1911 elmex 1.1 }
1912 root 1.103
1913 root 1.18 /* We get down here if we have found a key. Now if its in a container,
1914     * see if we actually want to use it
1915     */
1916     if (pl != container)
1917     {
1918     /* Only let players use keys in containers */
1919     if (!pl->contr)
1920     return NULL;
1921     /* cases where this fails:
1922     * If we only search the player inventory, return now since we
1923     * are not in the players inventory.
1924     * If the container is not active, return now since only active
1925     * containers can be used.
1926     * If we only search keyrings and the container does not have
1927     * a race/isn't a keyring.
1928     * No checking for all containers - to fall through past here,
1929     * inv must have been an container and must have been active.
1930     *
1931     * Change the color so that the message doesn't disappear with
1932     * all the others.
1933     */
1934     if (pl->contr->usekeys == key_inventory ||
1935     !QUERY_FLAG (container, FLAG_APPLIED) ||
1936     (pl->contr->usekeys == keyrings && (!container->race || strcmp (container->race, "keys"))))
1937     {
1938     new_draw_info_format (NDI_UNIQUE | NDI_BROWN, 0, pl,
1939     "The %s in your %s vibrates as you approach the door", query_name (tmp), query_name (container));
1940     return NULL;
1941 root 1.11 }
1942 elmex 1.1 }
1943 root 1.103
1944 root 1.18 return tmp;
1945 elmex 1.1 }
1946    
1947     /* moved door processing out of move_player_attack.
1948     * returns 1 if player has opened the door with a key
1949     * such that the caller should not do anything more,
1950     * 0 otherwise
1951     */
1952 root 1.18 static int
1953     player_attack_door (object *op, object *door)
1954 elmex 1.1 {
1955 root 1.142 /* If its a door, try to find a key. If we do destroy the door,
1956 root 1.18 * might as well return immediately as there is nothing more to do -
1957     * otherwise, we fall through to the rest of the code.
1958     */
1959     object *key = find_key (op, op, door);
1960    
1961 root 1.142 /* If we found a key, do some extra work */
1962 root 1.18 if (key)
1963     {
1964     object *container = key->env;
1965    
1966     if (action_makes_visible (op))
1967     make_visible (op);
1968 root 1.117
1969 root 1.18 if (door->inv && (door->inv->type == RUNE || door->inv->type == TRAP))
1970     spring_trap (door->inv, op);
1971 root 1.103
1972 root 1.18 if (door->type == DOOR)
1973 root 1.103 hit_player (door, 9998, op, AT_PHYSICAL, 1); /* Break through the door */
1974 root 1.18 else if (door->type == LOCKED_DOOR)
1975     {
1976 root 1.170 op->statusmsg (format ("You open the door with the %s", query_short_name (key)), NDI_BROWN);
1977 root 1.18 remove_door2 (door); /* remove door without violence ;-) */
1978     }
1979 root 1.103
1980 root 1.18 /* Do this after we print the message */
1981     decrease_ob (key); /* Use up one of the keys */
1982     /* Need to update the weight the container the key was in */
1983     if (container != op)
1984     esrv_update_item (UPD_WEIGHT, op, container);
1985 root 1.103
1986 root 1.18 return 1; /* Nothing more to do below */
1987     }
1988     else if (door->type == LOCKED_DOOR)
1989     {
1990     /* Might as well return now - no other way to open this */
1991 root 1.171 op->failmsg (door->msg ? &door->msg : "Hmm, you miss the certain something to open this door...");
1992 root 1.18 return 1;
1993 elmex 1.1 }
1994 root 1.103
1995 root 1.18 return 0;
1996 elmex 1.1 }
1997    
1998     /* This function is just part of a breakup from move_player.
1999     * It should keep the code cleaner.
2000     * When this is called, the players direction has been updated
2001     * (taking into account confusion.) The player is also actually
2002     * going to try and move (not fire weapons).
2003     */
2004 root 1.142 bool
2005 root 1.18 move_player_attack (object *op, int dir)
2006 elmex 1.1 {
2007 root 1.18 int on_battleground;
2008    
2009 root 1.117 sint16 nx = freearr_x[dir] + op->x;
2010     sint16 ny = freearr_y[dir] + op->y;
2011 root 1.18
2012 root 1.49 on_battleground = op_on_battleground (op, 0, 0);
2013 root 1.18
2014 root 1.142 if (out_of_map (op->map, nx, ny))
2015     return false;
2016    
2017     if (!op->contr->braced && op->speed_left > 0.f && move_ob (op, dir, op))
2018     {
2019     --op->speed_left;
2020     return true;
2021     }
2022    
2023 root 1.18 /* If braced, or can't move to the square, and it is not out of the
2024     * map, attack it. Note order of if statement is important - don't
2025     * want to be calling move_ob if braced, because move_ob will move the
2026     * player. This is a pretty nasty hack, because if we could
2027     * move to some space, it then means that if we are braced, we should
2028     * do nothing at all. As it is, if we are braced, we go through
2029     * quite a bit of processing. However, it probably is less than what
2030     * move_ob uses.
2031     */
2032 root 1.142 maptile *m = op->map->xy_find (nx, ny);
2033    
2034     /* Go through all the objects, and find ones of interest. Only stop if
2035     * we find a monster - that is something we know we want to attack.
2036     * if its a door or barrel (can roll) see if there may be monsters
2037     * on the space
2038     */
2039     object *mon;
2040     for (mon = m->at (nx, ny).bot; mon; mon = mon->above)
2041 root 1.18 {
2042 root 1.142 if ((mon->flag [FLAG_ALIVE]
2043     || mon->type == LOCKED_DOOR
2044     || mon->flag [FLAG_CAN_ROLL])
2045     && mon != op)
2046     break;
2047     }
2048    
2049     if (!mon) /* This happens anytime the player tries to move */
2050     return false; /* into a wall */
2051 root 1.18
2052 root 1.142 mon = mon->head_ ();
2053 root 1.11
2054 root 1.142 if ((mon->type == DOOR && mon->stats.hp >= 0) || (mon->type == LOCKED_DOOR))
2055     if (op->contr->weapon_sp_left > 0.f)
2056     if (player_attack_door (op, mon))
2057 root 1.18 {
2058 root 1.142 --op->contr->weapon_sp_left;
2059     return true;
2060 root 1.18 }
2061    
2062 root 1.142 /* The following deals with possibly attacking peaceful
2063     * or friendly creatures. Basically, all players are considered
2064     * unaggressive. If the moving player has peaceful set, then the
2065     * object should be pushed instead of attacked. It is assumed that
2066     * if you are braced, you will not attack friends accidently,
2067     * and thus will not push them.
2068     */
2069 root 1.18
2070 root 1.142 /* If the creature is a pet, push it even if the player is not
2071     * peaceful. Our assumption is the creature is a pet if the
2072     * player owns it and it is either friendly or unagressive.
2073     */
2074     if (op->type == PLAYER
2075     && ((mon->owner && mon->owner->contr
2076     && same_party (mon->owner->contr->party, op->contr->party))
2077     || mon->owner == op)
2078     && (QUERY_FLAG (mon, FLAG_UNAGGRESSIVE) || QUERY_FLAG (mon, FLAG_FRIENDLY)))
2079     {
2080     /* If we're braced, we don't want to switch places with it */
2081     if (op->contr->braced)
2082     return false;
2083 root 1.18
2084 root 1.142 if (op->speed_left > 0.f)
2085     {
2086     --op->speed_left;
2087 root 1.85
2088 root 1.156 op->play_sound (sound_find ("push_player"));
2089 root 1.117 push_ob (mon, dir, op);
2090 root 1.142
2091 root 1.18 if (op->contr->tmp_invis || op->hide)
2092     make_visible (op);
2093 root 1.85
2094 root 1.142 return true;
2095 root 1.11 }
2096 root 1.142 else
2097     return false;
2098     }
2099 root 1.11
2100 root 1.142 /* in certain circumstances, you shouldn't attack friendly
2101     * creatures. Note that if you are braced, you can't push
2102     * someone, but put it inside this loop so that you won't
2103     * attack them either.
2104     */
2105     if ((mon->type == PLAYER || mon->enemy != op)
2106     && (mon->type == PLAYER || QUERY_FLAG (mon, FLAG_UNAGGRESSIVE) || QUERY_FLAG (mon, FLAG_FRIENDLY))
2107     && ((op->contr->peaceful
2108     || (mon->type == PLAYER && mon->contr->peaceful))
2109     && !on_battleground))
2110     {
2111     if (op->speed_left > 0.f)
2112 root 1.18 {
2113 root 1.142 --op->speed_left;
2114    
2115 root 1.18 if (!op->contr->braced)
2116     {
2117 root 1.156 op->play_sound (sound_find ("push_player"));
2118 root 1.85 push_ob (mon, dir, op);
2119 root 1.18 }
2120     else
2121 root 1.171 op->statusmsg ("You withhold your attack");
2122 root 1.49
2123 root 1.18 if (op->contr->tmp_invis || op->hide)
2124     make_visible (op);
2125 root 1.142
2126     return true;
2127 root 1.11 }
2128 root 1.142 }
2129     /* If the object is a boulder or other rollable object, then
2130     * roll it if not braced. You can't roll it if you are braced.
2131     */
2132     else if (QUERY_FLAG (mon, FLAG_CAN_ROLL) && (!op->contr->braced))
2133     {
2134     if (op->speed_left > 0.f)
2135     {
2136     --op->speed_left;
2137 elmex 1.1
2138 root 1.18 recursive_roll (mon, dir, op);
2139     if (action_makes_visible (op))
2140     make_visible (op);
2141 root 1.142
2142     return true;
2143 root 1.11 }
2144 root 1.142 }
2145     /* Any generic living creature. Including things like doors.
2146     * Way it works is like this: First, it must have some hit points
2147     * and be living. Then, it must be one of the following:
2148     * 1) Not a player, 2) A player, but of a different party. Note
2149     * that party_number -1 is no party, so attacks can still happen.
2150     */
2151     else if ((mon->stats.hp >= 0) && QUERY_FLAG (mon, FLAG_ALIVE) &&
2152     ((mon->type != PLAYER || op->contr->party == NULL || op->contr->party != mon->contr->party)))
2153     {
2154 root 1.143 if (op->contr->weapon_sp_left > 0.f && !op->flag [FLAG_WIZPASS])
2155 root 1.18 {
2156 root 1.142 --op->contr->weapon_sp_left;
2157 root 1.11
2158 root 1.49 skill_attack (mon, op, 0, 0, 0);
2159 root 1.11
2160 root 1.18 if (action_makes_visible (op))
2161     make_visible (op);
2162 root 1.142
2163     return true;
2164 root 1.11 }
2165 root 1.142 }
2166    
2167     return false;
2168 elmex 1.1 }
2169    
2170 root 1.142 bool
2171 root 1.18 move_player (object *op, int dir)
2172     {
2173     int pick;
2174 elmex 1.1
2175 root 1.84 if (!op->map || op->map->in_memory != MAP_IN_MEMORY)
2176 root 1.18 return 0;
2177 elmex 1.1
2178 root 1.18 /* Sanity check: make sure dir is valid */
2179     if ((dir < 0) || (dir >= 9))
2180     {
2181     LOG (llevError, "move_player: invalid direction %d\n", dir);
2182     return 0;
2183 elmex 1.1 }
2184    
2185 root 1.84 /* peterm: added following line */
2186 root 1.18 if (QUERY_FLAG (op, FLAG_CONFUSED) && dir)
2187 root 1.99 dir = absdir (dir + rndm (3) + rndm (3) - 2);
2188 root 1.18
2189     op->facing = dir;
2190    
2191     if (op->hide)
2192     do_hidden_move (op);
2193    
2194 root 1.142 bool retval;
2195    
2196 root 1.18 if (INVOKE_PLAYER (MOVE, op->contr, ARG_INT (dir)))
2197 root 1.142 retval = RESULT_INT (0);
2198 root 1.18 else if (op->contr->fire_on)
2199 root 1.142 retval = fire (op, dir);
2200 root 1.18 else
2201     {
2202 root 1.142 retval = move_player_attack (op, dir);
2203 root 1.18 pick = check_pick (op);
2204     }
2205 elmex 1.1
2206 root 1.18 /* Add special check for newcs players and fire on - this way, the
2207     * server can handle repeat firing.
2208     */
2209     if (op->contr->fire_on || (op->contr->run_on && pick != 0))
2210 root 1.49 op->direction = dir;
2211 root 1.18 else
2212 root 1.49 op->direction = 0;
2213    
2214 root 1.18 /* Update how the player looks. Use the facing, so direction may
2215     * get reset to zero. This allows for full animation capabilities
2216     * for players.
2217     */
2218     animate_object (op, op->facing);
2219 root 1.142
2220     return retval;
2221 elmex 1.1 }
2222    
2223     /* This is similar to handle_player, below, but is only used by the
2224     * new client/server stuff.
2225     * This is sort of special, in that the new client/server actually uses
2226     * the new speed values for commands.
2227     *
2228 root 1.142 * Returns true if there are more actions we can do. Should not do
2229     * many actions in a row, as that would be too unfair to other
2230     * players.
2231 elmex 1.1 */
2232 root 1.142 bool
2233 root 1.18 handle_newcs_player (object *op)
2234 elmex 1.1 {
2235 root 1.18 if (QUERY_FLAG (op, FLAG_SCARED))
2236     {
2237 root 1.142 if (op->speed_left > 0.f)
2238 root 1.18 {
2239 root 1.132 --op->speed_left;
2240 root 1.142 flee_player (op);
2241    
2242     return true;
2243 root 1.11 }
2244 root 1.142 else
2245     return false;
2246 elmex 1.1 }
2247    
2248 root 1.18 /* call this here - we also will call this in do_ericserver, but
2249     * the players time has been increased when doericserver has been
2250     * called, so we recheck it here.
2251     */
2252 root 1.83 if (op->contr->ns->handle_command ())
2253 root 1.142 return true;
2254 root 1.47
2255 root 1.142 if (op->direction && (op->contr->run_on || op->contr->fire_on))
2256     return move_player (op, op->direction);
2257 elmex 1.1
2258 root 1.142 return false;
2259 root 1.18 }
2260    
2261     int
2262     save_life (object *op)
2263     {
2264     if (!QUERY_FLAG (op, FLAG_LIFESAVE))
2265 elmex 1.1 return 0;
2266 root 1.18
2267 root 1.41 for (object *tmp = op->inv; tmp; tmp = tmp->below)
2268 root 1.18 if (QUERY_FLAG (tmp, FLAG_APPLIED) && QUERY_FLAG (tmp, FLAG_LIFESAVE))
2269     {
2270 root 1.156 op->play_sound (sound_find ("ob_evaporate"));
2271 root 1.18 new_draw_info_format (NDI_UNIQUE, 0, op, "Your %s vibrates violently, then evaporates.", query_name (tmp));
2272 root 1.33
2273 root 1.18 if (op->contr)
2274     esrv_del_item (op->contr, tmp->count);
2275 root 1.33
2276     tmp->destroy ();
2277 root 1.18 CLEAR_FLAG (op, FLAG_LIFESAVE);
2278 root 1.33
2279 root 1.18 if (op->stats.hp < 0)
2280     op->stats.hp = op->stats.maxhp;
2281 root 1.33
2282 root 1.18 if (op->stats.food < 0)
2283     op->stats.food = 999;
2284 root 1.33
2285 root 1.54 op->update_stats ();
2286 root 1.18 return 1;
2287     }
2288 root 1.41
2289 root 1.18 LOG (llevError, "Error: LIFESAVE set without applied object.\n");
2290     CLEAR_FLAG (op, FLAG_LIFESAVE);
2291     enter_player_savebed (op); /* bring him home. */
2292     return 0;
2293 elmex 1.1 }
2294    
2295     /* This goes throws the inventory and removes unpaid objects, and puts them
2296     * back in the map (location and map determined by values of env). This
2297     * function will descend into containers. op is the object to start the search
2298     * from.
2299     */
2300 root 1.154 static void
2301     drop_unpaid_items (object *op, object *env)
2302 elmex 1.1 {
2303 root 1.18 while (op)
2304     {
2305 root 1.70 object *next = op->below; /* Make sure we have a good value, in case we remove object 'op' */
2306    
2307 root 1.18 if (QUERY_FLAG (op, FLAG_UNPAID))
2308     {
2309     if (env->type == PLAYER)
2310     esrv_del_item (env->contr, op->count);
2311 root 1.70
2312     op->insert_at (env);
2313 root 1.18 }
2314     else if (op->inv)
2315 root 1.154 drop_unpaid_items (op->inv, env);
2316 root 1.41
2317 root 1.18 op = next;
2318 elmex 1.1 }
2319     }
2320    
2321 root 1.154 void
2322     object::drop_unpaid_items ()
2323     {
2324     if (!flag [FLAG_REMOVED])
2325     ::drop_unpaid_items (inv, this);
2326     }
2327    
2328 elmex 1.1 /*
2329     * Returns pointer a static string containing gravestone text
2330     * Moved from apply.c to player.c - player.c is what
2331     * actually uses this function. player.c may not be quite the
2332     * best, a misc file for object actions is probably better,
2333     * but there isn't one in the server directory.
2334     */
2335 root 1.18 char *
2336     gravestone_text (object *op)
2337 elmex 1.1 {
2338 root 1.18 static char buf2[MAX_BUF];
2339     char buf[MAX_BUF];
2340     time_t now = time (NULL);
2341    
2342     strcpy (buf2, " R.I.P.\n\n");
2343     if (op->type == PLAYER)
2344     sprintf (buf, "%s the %s\n", &op->name, op->contr->title);
2345     else
2346     sprintf (buf, "%s\n", &op->name);
2347 root 1.41
2348 root 1.18 strncat (buf2, " ", 20 - strlen (buf) / 2);
2349     strcat (buf2, buf);
2350     if (op->type == PLAYER)
2351     sprintf (buf, "who was in level %d when killed\n", op->level);
2352     else
2353     sprintf (buf, "who was in level %d when died.\n\n", op->level);
2354 root 1.41
2355 root 1.18 strncat (buf2, " ", 20 - strlen (buf) / 2);
2356     strcat (buf2, buf);
2357     if (op->type == PLAYER)
2358     {
2359     sprintf (buf, "by %s.\n\n", op->contr->killer);
2360     strncat (buf2, " ", 21 - strlen (buf) / 2);
2361     strcat (buf2, buf);
2362     }
2363 root 1.41
2364 root 1.18 strftime (buf, MAX_BUF, "%b %d %Y\n", localtime (&now));
2365     strncat (buf2, " ", 20 - strlen (buf) / 2);
2366     strcat (buf2, buf);
2367 root 1.41
2368 root 1.18 return buf2;
2369 elmex 1.1 }
2370    
2371 root 1.18 void
2372     do_some_living (object *op)
2373     {
2374     int last_food = op->stats.food;
2375 elmex 1.1 int gen_hp, gen_sp, gen_grace;
2376     int over_hp, over_sp, over_grace;
2377     int i;
2378     int rate_hp = 1200;
2379     int rate_sp = 2500;
2380     int rate_grace = 2000;
2381     const int max_hp = 1;
2382     const int max_sp = 1;
2383     const int max_grace = 1;
2384    
2385 root 1.107 if (op->contr->hidden)
2386     {
2387     op->invisible = 1000;
2388     /* the socket code flashes the player visible/invisible
2389     * depending on the value of invisible, so we need to
2390     * alternate it here for it to work correctly.
2391     */
2392     if (pticks & 2)
2393     op->invisible--;
2394     }
2395     else if (op->invisible && !(QUERY_FLAG (op, FLAG_MAKE_INVIS)))
2396     {
2397     if (!op->invisible--)
2398     {
2399     make_visible (op);
2400     new_draw_info (NDI_UNIQUE, 0, op, "Your invisibility spell runs out.");
2401     }
2402     }
2403    
2404 root 1.52 if (op->contr->ns->state == ST_PLAYING)
2405 root 1.18 {
2406     /* these next three if clauses make it possible to SLOW DOWN
2407     hp/grace/spellpoint regeneration. */
2408     if (op->contr->gen_hp >= 0)
2409     gen_hp = (op->contr->gen_hp + 1) * op->stats.maxhp;
2410     else
2411     {
2412     gen_hp = op->stats.maxhp;
2413     rate_hp -= rate_hp / 2 * op->contr->gen_hp;
2414     }
2415 root 1.55
2416 root 1.18 if (op->contr->gen_sp >= 0)
2417     gen_sp = (op->contr->gen_sp + 1) * op->stats.maxsp;
2418     else
2419     {
2420     gen_sp = op->stats.maxsp;
2421     rate_sp -= rate_sp / 2 * op->contr->gen_sp;
2422     }
2423 root 1.55
2424 root 1.18 if (op->contr->gen_grace >= 0)
2425     gen_grace = (op->contr->gen_grace + 1) * op->stats.maxgrace;
2426     else
2427     {
2428     gen_grace = op->stats.maxgrace;
2429     rate_grace -= rate_grace / 2 * op->contr->gen_grace;
2430     }
2431    
2432     /* Regenerate Grace */
2433     /* I altered this a little - maximum grace is ony achieved through prayer -b.t. */
2434     if (--op->last_grace < 0)
2435     {
2436     if (op->stats.grace < op->stats.maxgrace / 2)
2437     op->stats.grace++; /* no penalty in food for regaining grace */
2438 root 1.55
2439 root 1.18 if (max_grace > 1)
2440     {
2441     over_grace = (gen_grace < 20 ? 30 : gen_grace + 10) / rate_grace;
2442     if (over_grace > 0)
2443     {
2444     op->stats.sp += over_grace
2445     + (random_roll (0, rate_grace - 1, op, PREFER_HIGH) > ((gen_grace < 20 ? 30 : gen_grace + 10) % rate_grace)) ? -1 : 0;
2446     op->last_grace = 0;
2447     }
2448     else
2449     {
2450     op->last_grace = rate_grace / (gen_grace < 20 ? 30 : gen_grace + 10);
2451     }
2452     }
2453     else
2454     {
2455     op->last_grace = rate_grace / (gen_grace < 20 ? 30 : gen_grace + 10);
2456     }
2457     /* wearing stuff doesn't detract from grace generation. */
2458     }
2459    
2460 root 1.161 if (op->stats.food > 0)
2461 root 1.18 {
2462 root 1.161 /* Regenerate Spell Points */
2463     if (!op->contr->golem && --op->last_sp < 0)
2464 root 1.18 {
2465 root 1.161 gen_sp = gen_sp * 10 / (op->contr->gen_sp_armour < 10 ? 10 : op->contr->gen_sp_armour);
2466    
2467     if (op->stats.sp < op->stats.maxsp)
2468 root 1.18 {
2469 root 1.161 op->stats.sp++;
2470    
2471     /* dms do not consume food */
2472     if (!QUERY_FLAG (op, FLAG_WIZ))
2473     {
2474     op->stats.food--;
2475    
2476     if (op->contr->digestion < 0)
2477     op->stats.food += op->contr->digestion;
2478     else if (op->contr->digestion > 0 && random_roll (0, op->contr->digestion, op, PREFER_HIGH))
2479     op->stats.food = last_food;
2480     }
2481 root 1.18 }
2482 root 1.161
2483     if (max_sp > 1)
2484     {
2485     over_sp = (gen_sp + 10) / rate_sp;
2486     if (over_sp > 0)
2487     {
2488     if (op->stats.sp < op->stats.maxsp)
2489     {
2490     op->stats.sp += over_sp > max_sp ? max_sp : over_sp;
2491    
2492     if (random_roll (0, rate_sp - 1, op, PREFER_LOW) > ((gen_sp + 10) % rate_sp))
2493     op->stats.sp--;
2494    
2495     if (op->stats.sp > op->stats.maxsp)
2496     op->stats.sp = op->stats.maxsp;
2497     }
2498    
2499     op->last_sp = 0;
2500     }
2501     else
2502     op->last_sp = rate_sp / (gen_sp < 20 ? 30 : gen_sp + 10);
2503     }
2504     else
2505     op->last_sp = rate_sp / (gen_sp < 20 ? 30 : gen_sp + 10);
2506 root 1.18 }
2507 root 1.55
2508 root 1.161 /* Regenerate Hit Points */
2509     if (--op->last_heal < 0)
2510 root 1.18 {
2511 root 1.161 if (op->stats.hp < op->stats.maxhp)
2512 root 1.18 {
2513 root 1.161 op->stats.hp++;
2514    
2515     /* dms do not consume food */
2516     if (!QUERY_FLAG (op, FLAG_WIZ))
2517     {
2518     op->stats.food--;
2519    
2520     if (op->contr->digestion < 0)
2521     op->stats.food += op->contr->digestion;
2522     else if (op->contr->digestion > 0 && random_roll (0, op->contr->digestion, op, PREFER_HIGH))
2523     op->stats.food = last_food;
2524     }
2525 root 1.18 }
2526 root 1.161
2527     if (max_hp > 1)
2528 root 1.18 {
2529 root 1.161 over_hp = (gen_hp < 20 ? 30 : gen_hp + 10) / rate_hp;
2530    
2531     if (over_hp > 0)
2532     {
2533     op->stats.sp += over_hp + (RANDOM () % rate_hp > ((gen_hp < 20 ? 30 : gen_hp + 10) % rate_hp)) ? -1 : 0;
2534     op->last_heal = 0;
2535     }
2536     else
2537     op->last_heal = rate_hp / (gen_hp < 20 ? 30 : gen_hp + 10);
2538 root 1.18 }
2539 root 1.161 else
2540     op->last_heal = rate_hp / (gen_hp < 20 ? 30 : gen_hp + 10);
2541 root 1.18 }
2542 root 1.11 }
2543 elmex 1.1
2544 root 1.18 /* Digestion */
2545     if (--op->last_eat < 0)
2546     {
2547 root 1.155 int bonus = max (0, op->contr->digestion),
2548     penalty = max (0, -op->contr->digestion);
2549 root 1.18
2550 root 1.155 op->last_eat = 25 * (1 + bonus) / (max (0, op->contr->gen_hp) + penalty + 1);
2551 root 1.55
2552 root 1.18 /* dms do not consume food */
2553     if (!QUERY_FLAG (op, FLAG_WIZ))
2554     op->stats.food--;
2555 root 1.11 }
2556 elmex 1.1
2557 root 1.55 if (op->stats.food < 0 && op->stats.hp >= 0)
2558     {
2559     object *tmp, *flesh = 0;
2560 root 1.18
2561 root 1.55 for (tmp = op->inv; tmp; tmp = tmp->below)
2562 root 1.18 {
2563 root 1.55 if (!QUERY_FLAG (tmp, FLAG_UNPAID))
2564 root 1.18 {
2565 root 1.55 if (tmp->type == FOOD || tmp->type == DRINK || tmp->type == POISON)
2566     {
2567     new_draw_info (NDI_UNIQUE, 0, op, "You blindly grab for a bite of food.");
2568     manual_apply (op, tmp, 0);
2569     if (op->stats.food >= 0 || op->stats.hp < 0)
2570     break;
2571     }
2572     else if (tmp->type == FLESH)
2573     flesh = tmp;
2574     } /* End if paid for object */
2575     } /* end of for loop */
2576    
2577     /* If player is still starving, it means they don't have any food, so
2578     * eat flesh instead.
2579     */
2580     if (op->stats.food < 0 && op->stats.hp >= 0 && flesh)
2581     {
2582     new_draw_info (NDI_UNIQUE, 0, op, "You blindly grab for a bite of food.");
2583     manual_apply (op, flesh, 0);
2584     }
2585 root 1.11 }
2586 elmex 1.1
2587 root 1.161 if (op->stats.food < 0)
2588     {
2589     op->stats.hp += op->stats.food;
2590     op->stats.food = 0;
2591     }
2592 elmex 1.1
2593 root 1.55 if (op->stats.hp < 0 && !QUERY_FLAG (op, FLAG_WIZ))
2594     kill_player (op);
2595     }
2596 elmex 1.1 }
2597    
2598     /* If the player should die (lack of hp, food, etc), we call this.
2599     * op is the player in jeopardy. If the player can not be saved (not
2600     * permadeath, no lifesave), this will take care of removing the player
2601     * file.
2602     */
2603 root 1.18 void
2604     kill_player (object *op)
2605 elmex 1.1 {
2606 root 1.168 int x, y;
2607 root 1.18 char buf[MAX_BUF];
2608 root 1.25 maptile *map; /* this is for resurrection */
2609 root 1.18 int will_kill_again;
2610     archetype *at;
2611     object *tmp;
2612    
2613     if (save_life (op))
2614     return;
2615    
2616     /* If player dies on BATTLEGROUND, no stat/exp loss! For Combat-Arenas
2617     * in cities ONLY!!! It is very important that this doesn't get abused.
2618     * Look at op_on_battleground() for more info --AndreasV
2619     */
2620     if (op_on_battleground (op, &x, &y))
2621     {
2622     new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, "You have been defeated in combat!");
2623     new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, "Local medics have saved your life...");
2624    
2625     /* restore player */
2626 root 1.22 at = archetype::find ("poisoning");
2627 root 1.70 if (object *tmp = present_arch_in_ob (at, op))
2628 root 1.18 {
2629 root 1.33 tmp->destroy ();
2630 root 1.18 new_draw_info (NDI_UNIQUE, 0, op, "Your body feels cleansed");
2631     }
2632 elmex 1.1
2633 root 1.22 at = archetype::find ("confusion");
2634 root 1.70 if (object *tmp = present_arch_in_ob (at, op))
2635 root 1.18 {
2636 root 1.33 tmp->destroy ();
2637 root 1.18 new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer");
2638     }
2639    
2640 root 1.165 cure_disease (op, 0, 0); /* remove any disease */
2641 root 1.18 op->stats.hp = op->stats.maxhp;
2642     if (op->stats.food <= 0)
2643     op->stats.food = 999;
2644 elmex 1.1
2645 root 1.18 /* create a bodypart-trophy to make the winner happy */
2646 root 1.70 if (object *tmp = arch_to_object (archetype::find ("finger")))
2647 root 1.18 {
2648 root 1.168 tmp->name = format ("%s's finger" , &op->name);
2649     tmp->name_pl = format ("%s's fingers", &op->name);
2650     tmp->msg = format (
2651     "This finger has been cut off of %s the %s, when he was defeated at level %d by %s.\n",
2652     &op->name, op->contr->title, (int) (op->level), op->contr->killer
2653     );
2654 root 1.102 tmp->value = 0, tmp->type = 0;
2655     tmp->materialname = "organics";
2656 elmex 1.87 tmp->insert_at (op, tmp);
2657 root 1.18 }
2658 elmex 1.1
2659 root 1.18 /* teleport defeated player to new destination */
2660     transfer_ob (op, x, y, 0, NULL);
2661     op->contr->braced = 0;
2662     return;
2663 elmex 1.1 }
2664    
2665 root 1.18 INVOKE_PLAYER (DEATH, op->contr);
2666 root 1.3
2667 root 1.18 command_kill_pets (op, 0);
2668 elmex 1.1
2669 root 1.18 if (op->stats.food < 0)
2670 root 1.168 strcpy (op->contr->killer, "starvation");
2671 root 1.70
2672 root 1.156 op->contr->play_sound (sound_find ("player_dies"));
2673 elmex 1.1
2674 root 1.18 /* save the map location for corpse, gravestone */
2675 root 1.70 x = op->x;
2676     y = op->y;
2677 root 1.18 map = op->map;
2678 elmex 1.1
2679 root 1.54 /* NOT_PERMADEATH code. This basically brings the character back to
2680     * life if they are dead - it takes some exp and a random stat.
2681     * See the config.h file for a little more in depth detail about this.
2682     */
2683    
2684     /* Basically two ways to go - remove a stat permanently, or just
2685     * make it depletion. This bunch of code deals with that aspect
2686     * of death.
2687     */
2688     #ifndef COZY_SERVER
2689     if (settings.balanced_stat_loss)
2690 root 1.18 {
2691 root 1.54 /* If stat loss is permanent, lose one stat only. */
2692     /* Lower level chars don't lose as many stats because they suffer
2693     more if they do. */
2694     /* Higher level characters can afford things such as potions of
2695     restoration, or better, stat potions. So we slug them that
2696     little bit harder. */
2697     /* GD */
2698     if (settings.stat_loss_on_death)
2699     num_stats_lose = 1;
2700     else
2701     num_stats_lose = 1 + op->level / BALSL_NUMBER_LOSSES_RATIO;
2702     }
2703     else
2704 root 1.70 num_stats_lose = 1;
2705    
2706 root 1.54 lost_a_stat = 0;
2707    
2708     for (z = 0; z < num_stats_lose; z++)
2709     {
2710     i = RANDOM () % NUM_STATS;
2711 root 1.11
2712 root 1.54 if (settings.stat_loss_on_death)
2713 root 1.18 {
2714 root 1.54 /* Pick a random stat and take a point off it. Tell the player
2715     * what he lost.
2716     */
2717     change_attr_value (&(op->stats), i, -1);
2718     check_stat_bounds (&(op->stats));
2719     change_attr_value (&(op->contr->orig_stats), i, -1);
2720     check_stat_bounds (&(op->contr->orig_stats));
2721     new_draw_info (NDI_UNIQUE, 0, op, lose_msg[i]);
2722     lost_a_stat = 1;
2723 root 1.18 }
2724     else
2725     {
2726 root 1.54 /* deplete a stat */
2727     archetype *deparch = archetype::find ("depletion");
2728     object *dep;
2729 root 1.11
2730 root 1.54 dep = present_arch_in_ob (deparch, op);
2731     if (!dep)
2732 root 1.18 {
2733 root 1.54 dep = arch_to_object (deparch);
2734     insert_ob_in_ob (dep, op);
2735 root 1.18 }
2736 root 1.54 lose_this_stat = 1;
2737     if (settings.balanced_stat_loss)
2738 root 1.18 {
2739 root 1.54 /* GD */
2740     /* Get the stat that we're about to deplete. */
2741     this_stat = get_attr_value (&(dep->stats), i);
2742     if (this_stat < 0)
2743     {
2744     int loss_chance = 1 + op->level / BALSL_LOSS_CHANCE_RATIO;
2745     int keep_chance = this_stat * this_stat;
2746 root 1.18
2747 root 1.54 /* Yes, I am paranoid. Sue me. */
2748     if (keep_chance < 1)
2749     keep_chance = 1;
2750 root 1.18
2751 root 1.54 /* There is a maximum depletion total per level. */
2752     if (this_stat < -1 - op->level / BALSL_MAX_LOSS_RATIO)
2753     {
2754     lose_this_stat = 0;
2755     /* Take loss chance vs keep chance to see if we
2756     retain the stat. */
2757     }
2758     else
2759     {
2760     if (random_roll (0, loss_chance + keep_chance - 1, op, PREFER_LOW) < keep_chance)
2761     lose_this_stat = 0;
2762     /* LOG(llevDebug, "Determining stat loss. Stat: %d Keep: %d Lose: %d Result: %s.\n",
2763     this_stat, keep_chance, loss_chance,
2764     lose_this_stat?"LOSE":"KEEP"); */
2765 root 1.11 }
2766     }
2767 root 1.54 }
2768 root 1.18
2769 root 1.54 if (lose_this_stat)
2770     {
2771     this_stat = get_attr_value (&(dep->stats), i);
2772     /* We could try to do something clever like find another
2773     * stat to reduce if this fails. But chances are, if
2774     * stats have been depleted to -50, all are pretty low
2775     * and should be roughly the same, so it shouldn't make a
2776     * difference.
2777     */
2778     if (this_stat >= -50)
2779 root 1.18 {
2780 root 1.54 change_attr_value (&(dep->stats), i, -1);
2781     SET_FLAG (dep, FLAG_APPLIED);
2782     new_draw_info (NDI_UNIQUE, 0, op, lose_msg[i]);
2783     op->update_stats ();
2784     lost_a_stat = 1;
2785 root 1.11 }
2786     }
2787     }
2788 root 1.54 }
2789     /* If no stat lost, tell the player. */
2790     if (!lost_a_stat)
2791     {
2792     /* determine_god() seems to not work sometimes... why is this?
2793     Should I be using something else? GD */
2794     const char *god = determine_god (op);
2795 root 1.18
2796 root 1.54 if (god && (strcmp (god, "none")))
2797     new_draw_info_format (NDI_UNIQUE, 0, op, "For a brief moment you feel the holy presence of %s protecting" " you.", god);
2798     else
2799     new_draw_info (NDI_UNIQUE, 0, op, "For a brief moment you feel a holy presence protecting you.");
2800     }
2801 root 1.28 #else
2802 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.");
2803 elmex 1.1 #endif
2804    
2805 root 1.54 /* Put a gravestone up where the character 'almost' died. List the
2806     * exp loss on the stone.
2807     */
2808     tmp = arch_to_object (archetype::find ("gravestone"));
2809     sprintf (buf, "%s's gravestone", &op->name);
2810     tmp->name = buf;
2811     sprintf (buf, "%s's gravestones", &op->name);
2812     tmp->name_pl = buf;
2813     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);
2814     tmp->msg = buf;
2815     tmp->x = op->x, tmp->y = op->y;
2816     insert_ob_in_map (tmp, op->map, NULL, 0);
2817    
2818     /**************************************/
2819     /* */
2820     /* Subtract the experience points, */
2821     /* if we died cause of food, give us */
2822     /* food, and reset HP's... */
2823     /* */
2824     /**************************************/
2825    
2826     /* remove any poisoning and confusion the character may be suffering. */
2827     /* restore player */
2828     at = archetype::find ("poisoning");
2829     tmp = present_arch_in_ob (at, op);
2830    
2831     if (tmp)
2832     {
2833     tmp->destroy ();
2834     new_draw_info (NDI_UNIQUE, 0, op, "Your body feels cleansed");
2835     }
2836    
2837     at = archetype::find ("confusion");
2838     tmp = present_arch_in_ob (at, op);
2839     if (tmp)
2840     {
2841     tmp->destroy ();
2842     new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer");
2843     }
2844    
2845 root 1.165 cure_disease (op, 0, 0); /* remove any disease */
2846 root 1.54
2847     /*add_exp(op, (op->stats.exp * -0.20)); */
2848     apply_death_exp_penalty (op);
2849     if (op->stats.food < 100)
2850     op->stats.food = 900;
2851     op->stats.hp = op->stats.maxhp;
2852     op->stats.sp = MAX (op->stats.sp, op->stats.maxsp);
2853     op->stats.grace = MAX (op->stats.grace, op->stats.maxgrace);
2854 root 1.11
2855 root 1.54 /*
2856 root 1.108 * Check to see if the player has any unpaid items. If so, remove them
2857     * and put them back in the map.
2858 root 1.54 */
2859 root 1.154 op->drop_unpaid_items ();
2860 root 1.18
2861 root 1.54 /****************************************/
2862     /* */
2863     /* Move player to his current respawn- */
2864     /* position (usually last savebed) */
2865     /* */
2866     /****************************************/
2867 root 1.18
2868 root 1.54 enter_player_savebed (op);
2869 root 1.18
2870 root 1.54 op->contr->braced = 0;
2871 root 1.11
2872 root 1.54 /* it is possible that the player has blown something up
2873     * at his savebed location, and that can have long lasting
2874     * spell effects. So first see if there is a spell effect
2875     * on the space that might harm the player.
2876     */
2877     will_kill_again = 0;
2878     for (tmp = GET_MAP_OB (op->map, op->x, op->y); tmp; tmp = tmp->above)
2879     if (tmp->type == SPELL_EFFECT)
2880     will_kill_again |= tmp->attacktype;
2881 elmex 1.1
2882 root 1.54 if (will_kill_again)
2883 root 1.18 {
2884 root 1.54 object *force;
2885     int at;
2886 root 1.18
2887 root 1.54 force = get_archetype (FORCE_NAME);
2888     /* 50 ticks should be enough time for the spell to abate */
2889 root 1.133 force->speed = 0.1f;
2890     force->speed_left = -5.f;
2891 root 1.54 SET_FLAG (force, FLAG_APPLIED);
2892     for (at = 0; at < NROFATTACKS; at++)
2893     if (will_kill_again & (1 << at))
2894     force->resist[at] = 100;
2895 root 1.30
2896 root 1.54 insert_ob_in_ob (force, op);
2897     op->update_stats ();
2898 root 1.30
2899 root 1.54 }
2900 root 1.18
2901 root 1.54 new_draw_info (NDI_UNIQUE, 0, op, "YOU HAVE DIED.");
2902 elmex 1.1 }
2903    
2904 root 1.18 void
2905     loot_object (object *op)
2906     { /* Grab and destroy some treasure */
2907     object *tmp, *tmp2, *next;
2908 elmex 1.1
2909 root 1.103 op->close_container (); /* close open sack first */
2910 elmex 1.1
2911 root 1.54 for (tmp = op->inv; tmp; tmp = next)
2912 root 1.18 {
2913     next = tmp->below;
2914 root 1.54
2915 elmex 1.50 if (tmp->invisible)
2916 root 1.18 continue;
2917 root 1.54
2918 root 1.32 tmp->remove ();
2919 root 1.18 tmp->x = op->x, tmp->y = op->y;
2920 root 1.103
2921 root 1.18 if (tmp->type == CONTAINER)
2922 root 1.103 loot_object (tmp); /* empty container to ground */
2923    
2924 root 1.99 if (!QUERY_FLAG (tmp, FLAG_UNIQUE) && (QUERY_FLAG (tmp, FLAG_STARTEQUIP) || QUERY_FLAG (tmp, FLAG_NO_DROP) || !(rndm (3))))
2925 root 1.18 {
2926     if (tmp->nrof > 1)
2927     {
2928     tmp2 = get_split_ob (tmp, 1 + RANDOM () % (tmp->nrof - 1));
2929 root 1.33 tmp2->destroy ();
2930 root 1.18 insert_ob_in_map (tmp, op->map, NULL, 0);
2931     }
2932     else
2933 root 1.33 tmp->destroy ();
2934 root 1.18 }
2935     else
2936     insert_ob_in_map (tmp, op->map, NULL, 0);
2937     }
2938 elmex 1.1 }
2939    
2940     /*
2941     * fix_weight(): Check recursively the weight of all players, and fix
2942     * what needs to be fixed. Refresh windows and fix speed if anything
2943     * was changed.
2944     */
2945 root 1.18 void
2946     fix_weight (void)
2947     {
2948 root 1.61 for_all_players (pl)
2949 root 1.18 {
2950     int old = pl->ob->carrying, sum = sum_weight (pl->ob);
2951    
2952     if (old == sum)
2953     continue;
2954 root 1.54 pl->ob->update_stats ();
2955 root 1.18 LOG (llevDebug, "Fixed inventory in %s (%d -> %d)\n", &pl->ob->name, old, sum);
2956     }
2957 elmex 1.1 }
2958    
2959 root 1.18 void
2960     fix_luck (void)
2961     {
2962 root 1.61 for_all_players (pl)
2963 root 1.52 if (!pl->ob->contr->ns->state)
2964 root 1.54 pl->ob->change_luck (0);
2965 elmex 1.1 }
2966    
2967     /* cast_dust() - handles op throwing objects of type 'DUST'.
2968     * This is much simpler in the new spell code - we basically
2969     * just treat this as any other spell casting object.
2970     */
2971 elmex 1.2 void
2972 root 1.18 cast_dust (object *op, object *throw_ob, int dir)
2973 elmex 1.2 {
2974     object *skop, *spob;
2975    
2976     skop = find_skill_by_name (op, throw_ob->skill);
2977    
2978     /* casting POTION 'dusts' is really a use_magic_item skill */
2979     if (op->type == PLAYER && throw_ob->type == POTION && !skop)
2980     {
2981 root 1.18 LOG (llevError, "Player %s lacks critical skill use_magic_item!\n", &op->name);
2982 elmex 1.2 return;
2983     }
2984    
2985     spob = throw_ob->inv;
2986    
2987     // elmex Tue Aug 15 17:19:46 CEST 2006: Added this check to
2988     // not pass NULL to cast_spell (which did indeed check itself, but
2989     // errors should be reported as early as possible IMHO)
2990     if (!spob)
2991     {
2992 root 1.18 LOG (llevError, "cast_dust: thrown object %s (by %s) had no spell in it!", &throw_ob->name, &op->name);
2993 elmex 1.2 return;
2994 elmex 1.1 }
2995    
2996 elmex 1.2 if (op->type == PLAYER)
2997 root 1.14 new_draw_info_format (NDI_UNIQUE, 0, op, "You cast %s.", &spob->name);
2998 elmex 1.2
2999     cast_spell (op, throw_ob, dir, spob, NULL);
3000    
3001 root 1.33 throw_ob->destroy ();
3002 elmex 1.1 }
3003    
3004 root 1.18 void
3005     make_visible (object *op)
3006     {
3007     op->hide = 0;
3008     op->invisible = 0;
3009 root 1.164
3010 root 1.18 if (op->type == PLAYER)
3011     {
3012     op->contr->tmp_invis = 0;
3013     op->contr->invis_race = 0;
3014     }
3015 root 1.107
3016     update_object (op, UP_OBJ_CHANGE);
3017 root 1.18 }
3018    
3019     int
3020     is_true_undead (object *op)
3021     {
3022 root 1.149 if (QUERY_FLAG (op->arch, FLAG_UNDEAD))
3023 root 1.18 return 1;
3024    
3025 elmex 1.1 return 0;
3026     }
3027    
3028     /* look at the surrounding terrain to determine
3029     * the hideability of this object. Positive levels
3030     * indicate greater hideability.
3031     */
3032 root 1.18 int
3033     hideability (object *ob)
3034     {
3035     int i, level = 0, mflag;
3036     sint16 x, y;
3037    
3038     if (!ob || !ob->map)
3039     return 0;
3040    
3041     /* so, on normal lighted maps, its hard to hide */
3042     level = ob->map->darkness - 2;
3043    
3044     /* this also picks up whether the object is glowing.
3045     * If you carry a light on a non-dark map, its not
3046     * as bad as carrying a light on a pitch dark map */
3047     if (has_carried_lights (ob))
3048     level = -(10 + (2 * ob->map->darkness));
3049    
3050     /* scan through all nearby squares for terrain to hide in */
3051     for (i = 0, x = ob->x, y = ob->y; i < 9; i++, x = ob->x + freearr_x[i], y = ob->y + freearr_y[i])
3052     {
3053     mflag = get_map_flags (ob->map, NULL, x, y, NULL, NULL);
3054     if (mflag & P_OUT_OF_MAP)
3055     {
3056     continue;
3057     }
3058     if (mflag & P_BLOCKSVIEW) /* something to hide near! */
3059     level += 2;
3060     else /* open terrain! */
3061     level -= 1;
3062 elmex 1.1 }
3063 root 1.18
3064 elmex 1.1 #if 0
3065 root 1.18 LOG (llevDebug, "hideability of %s is %d\n", ob->name, level);
3066 elmex 1.1 #endif
3067 root 1.18 return level;
3068 elmex 1.1 }
3069    
3070     /* For Hidden creatures - a chance of becoming 'unhidden'
3071     * every time they move - as we subtract off 'invisibility'
3072     * AND, for players, if they move into a ridiculously unhideable
3073     * spot (surrounded by clear terrain in broad daylight). -b.t.
3074     */
3075 root 1.18 void
3076     do_hidden_move (object *op)
3077     {
3078     int hide = 0, num = random_roll (0, 19, op, PREFER_LOW);
3079     object *skop;
3080    
3081     if (!op || !op->map)
3082     return;
3083    
3084     skop = find_obj_by_type_subtype (op, SKILL, SK_HIDING);
3085    
3086     /* its *extremely* hard to run and sneak/hide at the same time! */
3087     if (op->type == PLAYER && op->contr->run_on)
3088 root 1.85 if (!skop || num >= skop->level)
3089     {
3090     new_draw_info (NDI_UNIQUE, 0, op, "You ran too much! You are no longer hidden!");
3091     make_visible (op);
3092     return;
3093     }
3094     else
3095     num += 20;
3096    
3097 root 1.18 num += op->map->difficulty;
3098     hide = hideability (op); /* modify by terrain hidden level */
3099     num -= hide;
3100 root 1.85
3101 root 1.18 if ((op->type == PLAYER && hide < -10) || ((op->invisible -= num) <= 0))
3102     {
3103     make_visible (op);
3104     if (op->type == PLAYER)
3105     new_draw_info (NDI_UNIQUE, 0, op, "You moved out of hiding! You are visible!");
3106 elmex 1.1 }
3107 root 1.18 else if (op->type == PLAYER && skop)
3108 root 1.85 change_exp (op, calc_skill_exp (op, NULL, skop), skop->skill, 0);
3109 elmex 1.1 }
3110    
3111     /* determine if who is standing near a hostile creature. */
3112    
3113 root 1.18 int
3114     stand_near_hostile (object *who)
3115     {
3116     object *tmp = NULL;
3117     int i, friendly = 0, player = 0, mflags;
3118 root 1.25 maptile *m;
3119 root 1.18 sint16 x, y;
3120    
3121     if (!who)
3122     return 0;
3123    
3124     if (who->type == PLAYER)
3125     player = 1;
3126    
3127     else
3128     friendly = QUERY_FLAG (who, FLAG_FRIENDLY);
3129    
3130     /* search adjacent squares */
3131     for (i = 1; i < 9; i++)
3132     {
3133     x = who->x + freearr_x[i];
3134     y = who->y + freearr_y[i];
3135     m = who->map;
3136     mflags = get_map_flags (m, &m, x, y, &x, &y);
3137     /* space must be blocked if there is a monster. If not
3138     * blocked, don't need to check this space.
3139     */
3140     if (mflags & P_OUT_OF_MAP)
3141     continue;
3142     if (OB_TYPE_MOVE_BLOCK (who, GET_MAP_MOVE_BLOCK (m, x, y)))
3143     continue;
3144    
3145 root 1.49 for (tmp = GET_MAP_OB (m, x, y); tmp; tmp = tmp->above)
3146 root 1.18 {
3147     if ((player ||friendly) &&QUERY_FLAG (tmp, FLAG_MONSTER) && !QUERY_FLAG (tmp, FLAG_UNAGGRESSIVE))
3148     return 1;
3149     else if (tmp->type == PLAYER)
3150     {
3151     /*don't let a hidden DM prevent you from hiding */
3152     if (!QUERY_FLAG (tmp, FLAG_WIZ) || tmp->contr->hidden == 0)
3153 root 1.11 return 1;
3154 root 1.18 }
3155 root 1.11 }
3156 elmex 1.1 }
3157 root 1.18 return 0;
3158 elmex 1.1 }
3159    
3160     /* check the player los field for viewability of the
3161     * object op. This function works fine for monsters,
3162     * but we dont worry if the object isnt the top one in
3163     * a pile (say a coin under a table would return "viewable"
3164     * by this routine). Another question, should we be
3165     * concerned with the direction the player is looking
3166 root 1.162 * in? Realistically, most of us can't see stuff behind
3167 elmex 1.1 * our backs...on the other hand, does the "facing" direction
3168 root 1.162 * imply the way your head, or body is facing? It's possible
3169 elmex 1.1 * for them to differ. Sigh, this fctn could get a bit more complex.
3170     * -b.t.
3171     * This function is now map tiling safe.
3172     */
3173 root 1.18 int
3174     player_can_view (object *pl, object *op)
3175     {
3176     rv_vector rv;
3177     int dx, dy;
3178    
3179     if (pl->type != PLAYER)
3180     {
3181     LOG (llevError, "player_can_view() called for non-player object\n");
3182     return -1;
3183 elmex 1.1 }
3184 root 1.74
3185 root 1.18 if (!pl || !op)
3186 elmex 1.1 return 0;
3187 root 1.18
3188 root 1.74 op = op->head_ ();
3189    
3190 root 1.18 get_rangevector (pl, op, &rv, 0x1);
3191    
3192     /* starting with the 'head' part, lets loop
3193     * through the object and find if it has any
3194 root 1.162 * part that is in the los array but isn't on
3195 root 1.18 * a blocked los square.
3196     * we use the archetype to figure out offsets.
3197     */
3198     while (op)
3199     {
3200 root 1.149 dx = rv.distance_x + op->arch->x;
3201     dy = rv.distance_y + op->arch->y;
3202 root 1.18
3203     /* only the viewable area the player sees is updated by LOS
3204     * code, so we need to restrict ourselves to that range of values
3205     * for any meaningful values.
3206     */
3207 root 1.162 if (abs (dx) <= (pl->contr->ns->mapx / 2) &&
3208     abs (dy) <= (pl->contr->ns->mapy / 2) &&
3209 root 1.52 !pl->contr->blocked_los[dx + (pl->contr->ns->mapx / 2)][dy + (pl->contr->ns->mapy / 2)])
3210 root 1.18 return 1;
3211 root 1.162
3212 root 1.18 op = op->more;
3213     }
3214 root 1.162
3215 root 1.18 return 0;
3216 elmex 1.1 }
3217    
3218     /* routine for both players and monsters. We call this when
3219     * there is a possibility for our action distrubing our hiding
3220     * place or invisiblity spell. Artefact invisiblity is not
3221     * effected by this. If we arent invisible to begin with, we
3222     * return 0.
3223     */
3224 root 1.18 int
3225     action_makes_visible (object *op)
3226     {
3227     if (op->invisible && QUERY_FLAG (op, FLAG_ALIVE))
3228     {
3229     if (QUERY_FLAG (op, FLAG_MAKE_INVIS))
3230     return 0;
3231    
3232     if (op->contr && op->contr->tmp_invis == 0)
3233     return 0;
3234 elmex 1.1
3235 root 1.18 /* If monsters, they should become visible */
3236     if (op->hide || !op->contr || (op->contr && op->contr->tmp_invis))
3237     {
3238     new_draw_info_format (NDI_UNIQUE, 0, op, "You become %s!", op->hide ? "unhidden" : "visible");
3239     return 1;
3240 root 1.11 }
3241 elmex 1.1 }
3242 root 1.162
3243 root 1.18 return 0;
3244 elmex 1.1 }
3245    
3246     /* op_on_battleground - checks if the given object op (usually
3247     * a player) is standing on a valid battleground-tile,
3248     * function returns TRUE/FALSE. If true x, y returns the battleground
3249     * -exit-coord. (and if x, y not NULL)
3250     * 19 March 2005 - josh@woosworld.net modifed to check if the battleground also has slaying, maxhp, and maxsp set
3251     * and if those are all set and the player has a marker that matches the slaying send them to a different x, y
3252     * Default is to do the same as before, so only people wanting to have different points need worry about this
3253     */
3254 root 1.18 int
3255     op_on_battleground (object *op, int *x, int *y)
3256     {
3257 elmex 1.1 /* A battleground-tile needs the following attributes to be valid:
3258     * is_floor 1 (has to be the FIRST floor beneath the player's feet),
3259     * name="battleground", no_pick 1, type=58 (type BATTLEGROUND)
3260     * and the exit-coordinates sp/hp must both be > 0.
3261     * => The intention here is to prevent abuse of the battleground-
3262     * feature (like pickable or hidden battleground tiles). */
3263 root 1.162 for (object *tmp = op->below; tmp; tmp = tmp->below)
3264 root 1.18 {
3265     if (QUERY_FLAG (tmp, FLAG_IS_FLOOR))
3266     {
3267 root 1.162 if (QUERY_FLAG (tmp, FLAG_NO_PICK)
3268     && tmp->type == BATTLEGROUND
3269     && tmp->name == shstr_battleground
3270     && EXIT_X (tmp) && EXIT_Y (tmp))
3271 root 1.18 {
3272 root 1.162 /* before we assign the exit, check if this is a teambattle */
3273 root 1.18 if (EXIT_ALT_X (tmp) && EXIT_ALT_Y (tmp) && EXIT_PATH (tmp))
3274     {
3275 root 1.162 for (object *invtmp = op->inv; invtmp; invtmp = invtmp->below)
3276 root 1.18 {
3277 root 1.162 if (invtmp->type == FORCE && invtmp->slaying && tmp->slaying == invtmp->slaying)
3278 root 1.18 {
3279 root 1.162 if (x && y)
3280 root 1.18 *x = EXIT_ALT_X (tmp), *y = EXIT_ALT_Y (tmp);
3281 root 1.162
3282 root 1.18 return 1;
3283     }
3284     }
3285     }
3286 root 1.162
3287     if (x && y)
3288 root 1.18 *x = EXIT_X (tmp), *y = EXIT_Y (tmp);
3289 root 1.162
3290 root 1.18 return 1;
3291     }
3292     }
3293 elmex 1.1 }
3294 root 1.162
3295 elmex 1.1 /* If we got here, did not find a battleground */
3296     return 0;
3297     }
3298    
3299     /*
3300     * When a dragon-player gains a new stage of evolution,
3301     * he gets some treasure
3302     *
3303     * attributes:
3304     * object *who the dragon player
3305     * int atnr the attack-number of the ability focus
3306     * int level ability level
3307     */
3308 root 1.18 void
3309     dragon_ability_gain (object *who, int atnr, int level)
3310     {
3311     treasurelist *trlist = NULL; /* treasurelist */
3312     treasure *tr; /* treasure */
3313     object *tmp, *skop; /* tmp. object */
3314     object *item; /* treasure object */
3315     char buf[MAX_BUF]; /* tmp. string buffer */
3316     int i = 0, j = 0;
3317    
3318     /* get the appropriate treasurelist */
3319     if (atnr == ATNR_FIRE)
3320 root 1.163 trlist = treasurelist::find (shstr_dragon_ability_fire);
3321 root 1.18 else if (atnr == ATNR_COLD)
3322 root 1.163 trlist = treasurelist::find (shstr_dragon_ability_cold);
3323 root 1.18 else if (atnr == ATNR_ELECTRICITY)
3324 root 1.163 trlist = treasurelist::find (shstr_dragon_ability_elec);
3325 root 1.18 else if (atnr == ATNR_POISON)
3326 root 1.163 trlist = treasurelist::find (shstr_dragon_ability_poison);
3327 root 1.18
3328     if (trlist == NULL || who->type != PLAYER)
3329     return;
3330    
3331     for (i = 0, tr = trlist->items; tr != NULL && i < level - 1; tr = tr->next, i++);
3332    
3333 elmex 1.82 if (!tr || !tr->item)
3334 root 1.18 {
3335     /* LOG(llevDebug, "-> no more treasure for %s\n", change_resist_msg[atnr]); */
3336     return;
3337 elmex 1.1 }
3338    
3339 root 1.18 /* everything seems okay - now bring on the gift: */
3340 root 1.149 item = tr->item;
3341 elmex 1.1
3342 root 1.18 if (item->type == SPELL)
3343     {
3344     if (check_spell_known (who, item->name))
3345 root 1.11 return;
3346 root 1.18
3347     new_draw_info_format (NDI_UNIQUE | NDI_BLUE, 0, who, "You gained the ability of %s", &item->name);
3348     do_learn_spell (who, item, 0);
3349     return;
3350 elmex 1.1 }
3351    
3352 root 1.18 /* grant direct spell */
3353     if (item->type == SPELLBOOK)
3354     {
3355     if (!item->inv)
3356     {
3357     LOG (llevDebug, "dragon_ability_gain: Broken spellbook %s\n", &item->name);
3358     return;
3359     }
3360     if (check_spell_known (who, item->inv->name))
3361     return;
3362     if (item->invisible)
3363     {
3364     new_draw_info_format (NDI_UNIQUE | NDI_BLUE, 0, who, "You gained the ability of %s", &item->inv->name);
3365     do_learn_spell (who, item->inv, 0);
3366     return;
3367 root 1.11 }
3368 root 1.18 }
3369     else if (item->type == SKILL_TOOL && item->invisible)
3370     {
3371     if (item->subtype == SK_CLAWING && (skop = find_skill_by_name (who, item->skill)) != NULL)
3372     {
3373    
3374     /* should this perhaps be (skop->attackyp & item->attacktype)!=item->attacktype ...
3375     * in this way, if the player is missing any of the attacktypes, he gets
3376     * them. As it is now, if the player has any that match the granted skill,
3377     * but not all of them, he gets nothing.
3378     */
3379     if (!(skop->attacktype & item->attacktype))
3380     {
3381     /* Give new attacktype */
3382     skop->attacktype |= item->attacktype;
3383    
3384     /* always add physical if there's none */
3385     skop->attacktype |= AT_PHYSICAL;
3386    
3387     if (item->msg != NULL)
3388     new_draw_info (NDI_UNIQUE | NDI_BLUE, 0, who, item->msg);
3389    
3390     /* Give player new face */
3391     if (item->animation_id)
3392     {
3393     who->face = skop->face;
3394     who->animation_id = item->animation_id;
3395     who->anim_speed = item->anim_speed;
3396     who->last_anim = 0;
3397     who->state = 0;
3398     animate_object (who, who->direction);
3399     }
3400     }
3401 root 1.11 }
3402 elmex 1.1 }
3403 root 1.18 else if (item->type == FORCE)
3404     {
3405     /* forces in the treasurelist can alter the player's stats */
3406     object *skin;
3407 elmex 1.1
3408 root 1.18 /* first get the dragon skin force */
3409 root 1.153 for (skin = who->inv; skin && !(skin->arch->archname == shstr_dragon_skin_force); skin = skin->below)
3410 root 1.52 ;
3411    
3412     if (!skin)
3413 root 1.18 return;
3414    
3415     /* adding new spellpath attunements */
3416     if (item->path_attuned > 0 && !(skin->path_attuned & item->path_attuned))
3417     {
3418     skin->path_attuned |= item->path_attuned; /* add attunement to skin */
3419    
3420     /* print message */
3421     sprintf (buf, "You feel attuned to ");
3422     for (i = 0, j = 0; i < NRSPELLPATHS; i++)
3423     {
3424     if (item->path_attuned & (1 << i))
3425     {
3426     if (j)
3427     strcat (buf, " and ");
3428     else
3429     j = 1;
3430     strcat (buf, spellpathnames[i]);
3431     }
3432     }
3433     strcat (buf, ".");
3434     new_draw_info (NDI_UNIQUE | NDI_BLUE, 0, who, buf);
3435     }
3436    
3437     /* evtl. adding flags: */
3438     if (QUERY_FLAG (item, FLAG_XRAYS))
3439     SET_FLAG (skin, FLAG_XRAYS);
3440     if (QUERY_FLAG (item, FLAG_STEALTH))
3441     SET_FLAG (skin, FLAG_STEALTH);
3442     if (QUERY_FLAG (item, FLAG_SEE_IN_DARK))
3443     SET_FLAG (skin, FLAG_SEE_IN_DARK);
3444    
3445     /* print message if there is one */
3446     if (item->msg != NULL)
3447     new_draw_info (NDI_UNIQUE | NDI_BLUE, 0, who, item->msg);
3448     }
3449     else
3450     {
3451     /* generate misc. treasure */
3452     tmp = arch_to_object (tr->item);
3453     new_draw_info_format (NDI_UNIQUE | NDI_BLUE, 0, who, "You gained %s", query_short_name (tmp));
3454     tmp = insert_ob_in_ob (tmp, who);
3455     if (who->type == PLAYER)
3456     esrv_send_item (who, tmp);
3457 elmex 1.1 }
3458     }
3459    
3460     /**
3461     * Unready an object for a player. This function does nothing if the object was
3462     * not readied.
3463     */
3464 root 1.18 void
3465     player_unready_range_ob (player *pl, object *ob)
3466     {
3467 root 1.119 if (pl->ob->current_weapon == ob)
3468     pl->ob->current_weapon = 0;
3469    
3470 root 1.118 if (pl->combat_ob == ob)
3471 root 1.119 pl->combat_ob = 0;
3472 root 1.118
3473     if (pl->ranged_ob == ob)
3474 root 1.119 pl->ranged_ob = 0;
3475 elmex 1.1 }
3476 root 1.101
3477     sint8
3478     player::visibility_at (maptile *map, int x, int y) const
3479     {
3480     if (!ns)
3481     return 0;
3482    
3483     int dx, dy;
3484     if (!adjacent_map (map, ns->current_map, &dx, &dy))
3485     return 0;
3486    
3487     x += dx - ns->current_x + ns->mapx / 2;
3488     y += dy - ns->current_y + ns->mapy / 2;
3489    
3490     if (!IN_RANGE_EXC (x, 0, ns->mapx) || !IN_RANGE_EXC (y, 0, ns->mapy))
3491     return 0;
3492    
3493     return 100 - blocked_los [x][y];
3494     }
3495 root 1.169
3496     void
3497     player::infobox (const char *title, const char *msg, int color)
3498     {
3499     send_msg (color | NDI_DEF | NDI_REPLY | NDI_CLEAR, title, msg);
3500     }
3501    
3502     void
3503     player::statusmsg (const char *msg, int color)
3504     {
3505     send_msg (color | NDI_REPLY, INFO_CHANNEL, msg);
3506     }
3507    
3508     void
3509     player::failmsg (const char *msg, int color)
3510     {
3511     play_sound (sound_find ("generic_failure"));
3512     statusmsg (msg, color);
3513     }
3514