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Revision: 1.179
Committed: Sun Jan 13 13:20:43 2008 UTC (16 years, 5 months ago) by root
Content type: text/plain
Branch: MAIN
CVS Tags: rel-2_4, rel-2_43, rel-2_42, rel-2_41
Changes since 1.178: +2 -2 lines
Log Message:
*** empty log message ***

File Contents

# User Rev Content
1 elmex 1.1 /*
2 root 1.174 * This file is part of Deliantra, the Roguelike Realtime MMORPG.
3 root 1.145 *
4 root 1.174 * Copyright (©) 2005,2006,2007 Marc Alexander Lehmann / Robin Redeker / the Deliantra team
5 root 1.145 * Copyright (©) 2002,2007 Mark Wedel & Crossfire Development Team
6     * Copyright (©) 1992,2007 Frank Tore Johansen
7     *
8 root 1.174 * Deliantra is free software: you can redistribute it and/or modify
9 root 1.152 * it under the terms of the GNU General Public License as published by
10     * the Free Software Foundation, either version 3 of the License, or
11     * (at your option) any later version.
12 root 1.145 *
13 root 1.152 * This program is distributed in the hope that it will be useful,
14     * but WITHOUT ANY WARRANTY; without even the implied warranty of
15     * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
16     * GNU General Public License for more details.
17 root 1.145 *
18 root 1.152 * You should have received a copy of the GNU General Public License
19     * along with this program. If not, see <http://www.gnu.org/licenses/>.
20 root 1.145 *
21 root 1.174 * The authors can be reached via e-mail to <support@deliantra.net>
22 root 1.89 */
23 elmex 1.1
24     #include <global.h>
25 root 1.38 #include <sproto.h>
26 elmex 1.1 #include <sounds.h>
27     #include <living.h>
28     #include <object.h>
29     #include <spells.h>
30     #include <skills.h>
31    
32 root 1.54 #include <algorithm>
33     #include <functional>
34 elmex 1.1
35 root 1.89 playervec players;
36 elmex 1.1
37 root 1.18 void
38     display_motd (const object *op)
39     {
40     char buf[MAX_BUF];
41     char motd[HUGE_BUF];
42     FILE *fp;
43     int comp;
44     int size;
45 elmex 1.1
46 root 1.18 sprintf (buf, "%s/%s", settings.confdir, settings.motd);
47     if ((fp = open_and_uncompress (buf, 0, &comp)) == NULL)
48 root 1.44 return;
49    
50 root 1.18 motd[0] = '\0';
51     size = 0;
52 root 1.44
53 root 1.53 while (fgets (buf, MAX_BUF, fp))
54 root 1.18 {
55     if (*buf == '#')
56     continue;
57 root 1.44
58 root 1.18 strncat (motd + size, buf, HUGE_BUF - size);
59     size += strlen (buf);
60 elmex 1.1 }
61 root 1.44
62 root 1.18 draw_ext_info (NDI_UNIQUE | NDI_GREEN, 0, op, MSG_TYPE_MOTD, MSG_SUBTYPE_NONE, motd, NULL);
63     close_and_delete (fp, comp);
64 elmex 1.1 }
65    
66 root 1.18 void
67     send_rules (const object *op)
68     {
69     char buf[MAX_BUF];
70     char rules[HUGE_BUF];
71     FILE *fp;
72     int comp;
73     int size;
74    
75     sprintf (buf, "%s/%s", settings.confdir, settings.rules);
76     if ((fp = open_and_uncompress (buf, 0, &comp)) == NULL)
77 root 1.44 return;
78    
79 root 1.18 rules[0] = '\0';
80     size = 0;
81 root 1.44
82 root 1.53 while (fgets (buf, MAX_BUF, fp))
83 root 1.18 {
84     if (*buf == '#')
85 elmex 1.1 continue;
86 root 1.44
87 root 1.18 if (size + strlen (buf) >= HUGE_BUF)
88     {
89     LOG (llevDebug, "Warning, rules size is > %d bytes.\n", HUGE_BUF);
90 elmex 1.1 break;
91 root 1.18 }
92 root 1.44
93 root 1.18 strncat (rules + size, buf, HUGE_BUF - size);
94     size += strlen (buf);
95 elmex 1.1 }
96 root 1.44
97 root 1.18 draw_ext_info (NDI_UNIQUE | NDI_GREEN, 0, op, MSG_TYPE_ADMIN, MSG_TYPE_ADMIN_RULES, rules, NULL);
98     close_and_delete (fp, comp);
99 elmex 1.1 }
100    
101 root 1.18 void
102     send_news (const object *op)
103     {
104     char buf[MAX_BUF];
105     char news[HUGE_BUF];
106     char subject[MAX_BUF];
107     FILE *fp;
108     int comp;
109     int size;
110    
111     sprintf (buf, "%s/%s", settings.confdir, settings.news);
112     if ((fp = open_and_uncompress (buf, 0, &comp)) == NULL)
113     return;
114 root 1.44
115 root 1.18 news[0] = '\0';
116     subject[0] = '\0';
117     size = 0;
118 root 1.44
119 root 1.104 while (fgets (buf, MAX_BUF, fp))
120 root 1.18 {
121     if (*buf == '#')
122     continue;
123 root 1.44
124 root 1.18 if (*buf == '%')
125     { /* send one news */
126     if (size > 0)
127 root 1.109 draw_ext_info_format (NDI_UNIQUE | NDI_GREEN, 0, op, MSG_TYPE_ADMIN, MSG_TYPE_ADMIN_NEWS, "INFORMATION: %s\n%s", (char *)"%s\n%s", subject, news); /*send previously read news */
128 root 1.89
129 root 1.18 strcpy (subject, buf + 1);
130     strip_endline (subject);
131     size = 0;
132     news[0] = '\0';
133     }
134     else
135     {
136     if (size + strlen (buf) >= HUGE_BUF)
137     {
138     LOG (llevDebug, "Warning, one news item has size > %d bytes.\n", HUGE_BUF);
139 elmex 1.1 break;
140 root 1.18 }
141     strncat (news + size, buf, HUGE_BUF - size);
142     size += strlen (buf);
143     }
144 elmex 1.1 }
145 root 1.18
146     draw_ext_info_format (NDI_UNIQUE | NDI_GREEN, 0, op,
147 root 1.109 MSG_TYPE_ADMIN, MSG_TYPE_ADMIN_NEWS, "INFORMATION: %s\n%s\n", (char *)"%s\n%s", subject, news);
148 root 1.18 close_and_delete (fp, comp);
149 elmex 1.1 }
150    
151 root 1.54 /* This loads the first map an puts the player on it. */
152     static void
153     set_first_map (object *op)
154     {
155 root 1.77 op->contr->maplevel = first_map_path;
156 root 1.54 op->x = -1;
157     op->y = -1;
158 root 1.75 }
159    
160     void
161 root 1.89 player::activate ()
162     {
163     if (active)
164     return;
165    
166     players.insert (this);
167     ob->remove ();
168     ob->map = 0;
169     ob->activate_recursive ();
170 root 1.92 CLEAR_FLAG (ob, FLAG_FRIENDLY);
171     add_friendly_object (ob);
172 root 1.89 }
173    
174     void
175     player::deactivate ()
176     {
177     if (!active)
178     return;
179    
180     terminate_all_pets (ob);
181 root 1.92 remove_friendly_object (ob);
182 root 1.89 ob->deactivate_recursive ();
183 root 1.111
184     if (ob->map)
185     maplevel = ob->map->path;
186    
187 root 1.89 ob->remove ();
188 root 1.167 ob->enemy = 0; // sometimes keeps an extra refcount on itself
189 root 1.89 ob->map = 0;
190 root 1.104 party = 0;
191 root 1.89
192 root 1.119 combat_ob = ranged_ob = 0; //TODO, should be special marker, non-refcounted, not this
193 root 1.92
194 root 1.89 players.erase (this);
195     }
196    
197 root 1.56 // connect the player with a specific client
198 root 1.122 // also changes, rationalises, and fixes some incorrect settings
199 root 1.54 void
200     player::connect (client *ns)
201 root 1.18 {
202 root 1.54 this->ns = ns;
203     ns->pl = this;
204    
205 root 1.95 run_on = 0;
206     fire_on = 0;
207 root 1.103 ob->close_container (); //TODO: client-specific
208 root 1.95
209 root 1.54 ns->update_look = 0;
210     ns->look_position = 0;
211    
212 root 1.147 clear_los (this);
213 root 1.54
214 root 1.95 ns->reset_stats ();
215 root 1.93
216 root 1.57 /* make sure he's a player -- needed because of class change. */
217 root 1.54 ob->type = PLAYER; // we are paranoid
218 root 1.149 ob->race = ob->arch->race;
219 elmex 1.1
220 root 1.54 ob->carrying = sum_weight (ob);
221     link_player_skills (ob);
222 elmex 1.1
223 root 1.56 CLEAR_FLAG (ob, FLAG_NO_FIX_PLAYER);
224 elmex 1.1
225 root 1.149 assign (title, ob->arch->object::name);
226 root 1.15
227 root 1.54 /* if it's a dragon player, set the correct title here */
228     if (is_dragon_pl (ob))
229     {
230     object *tmp, *abil = 0, *skin = 0;
231    
232     for (tmp = ob->inv; tmp; tmp = tmp->below)
233     if (tmp->type == FORCE)
234 root 1.153 if (tmp->arch->archname == shstr_dragon_ability_force)
235 root 1.54 abil = tmp;
236 root 1.153 else if (tmp->arch->archname == shstr_dragon_skin_force)
237 root 1.54 skin = tmp;
238    
239     set_dragon_name (ob, abil, skin);
240     }
241    
242     new_draw_info (NDI_UNIQUE, 0, ob, "Welcome Back!");
243    
244 root 1.60 esrv_new_player (this, ob->weight + ob->carrying);
245    
246     ob->update_stats ();
247 root 1.139
248 root 1.54 ns->floorbox_update ();
249     esrv_send_inventory (ob, ob);
250     esrv_add_spells (this, 0);
251    
252 root 1.89 activate ();
253 root 1.54
254 root 1.59 send_rules (ob);
255     send_news (ob);
256     display_motd (ob);
257 root 1.78
258     INVOKE_PLAYER (CONNECT, this);
259 root 1.54 INVOKE_PLAYER (LOGIN, this);
260     }
261 elmex 1.1
262 root 1.62 void
263     player::disconnect ()
264     {
265 root 1.159 if (ob)
266     {
267     ob->close_container (); //TODO: client-specific
268     ob->drop_unpaid_items ();
269     }
270    
271 root 1.63 if (ns)
272 root 1.72 {
273 root 1.89 if (active)
274     INVOKE_PLAYER (LOGOUT, this, ARG_INT (0));
275 root 1.78
276     INVOKE_PLAYER (DISCONNECT, this);
277 root 1.72
278 root 1.97 ns->reset_stats ();
279 root 1.72 ns->pl = 0;
280 root 1.115 ns = 0;
281 root 1.89 }
282 root 1.72
283 root 1.150 observe = ob;
284    
285 root 1.89 deactivate ();
286 root 1.62 }
287    
288 root 1.54 // the need for this function can be explained
289     // by load_object not returning the object
290     void
291     player::set_object (object *op)
292     {
293 root 1.146 ob = observe = op;
294 root 1.104 ob->contr = this; /* this aren't yet in archetype */
295 root 1.15
296 root 1.142 ob->speed = 1.0f;
297     ob->speed_left = 0.5f;
298    
299     ob->direction = 5; /* So player faces south */
300 root 1.173
301     ob->flag [FLAG_READY_WEAPON] = false;
302     ob->flag [FLAG_READY_SKILL] = false;
303     ob->flag [FLAG_READY_BOW] = false;
304    
305     for (object *op = ob->inv; op; op = op->below)
306     if (op->flag [FLAG_APPLIED])
307     switch (op->type)
308     {
309     case SKILL:
310     ob->flag [FLAG_APPLIED] = false;
311     break;
312    
313     case WAND:
314     case ROD:
315     case HORN:
316     case BOW:
317     ranged_ob = op;
318     break;
319    
320     case WEAPON:
321     combat_ob = op;
322     break;
323     }
324    
325     ob->change_weapon (combat_ob ? combat_ob : ranged_ob);
326 root 1.54 }
327 root 1.15
328 root 1.146 void
329     player::set_observe (object *op)
330     {
331     observe = op ? op : ob;
332 root 1.147 do_los = 1;
333 root 1.146 }
334    
335 root 1.54 player::player ()
336     {
337 pippijn 1.81 /* There are some elements we want initialised to non zero value -
338 root 1.54 * we deal with that below this point.
339     */
340 root 1.114 outputs_sync = 4;
341     outputs_count = 4;
342 root 1.54 unapply = unapply_nochoice;
343    
344 root 1.77 savebed_map = first_map_path; /* Init. respawn position */
345 root 1.54
346     gen_sp_armour = 10;
347     bowtype = bow_normal;
348     petmode = pet_normal;
349     listening = 10;
350     usekeys = containers;
351     peaceful = 1; /* default peaceful */
352     do_los = 1;
353 root 1.142
354     weapon_sp = 1.0f;
355     weapon_sp_left = 0.5f;
356 root 1.54 }
357    
358 root 1.62 void
359     player::do_destroy ()
360 root 1.54 {
361 root 1.72 disconnect ();
362 root 1.62
363 root 1.72 attachable::do_destroy ();
364 root 1.62
365 root 1.54 if (ob)
366 root 1.69 {
367     ob->destroy_inv (false);
368     ob->destroy ();
369     }
370 root 1.151
371     ob = observe = 0;
372 root 1.62 }
373    
374     player::~player ()
375     {
376 root 1.54 /* Clear item stack */
377     free (stack_items);
378 elmex 1.1 }
379    
380 root 1.54 /* Tries to add player on the connection passed in ns.
381 elmex 1.1 * All we can really get in this is some settings like host and display
382     * mode.
383     */
384 root 1.54 player *
385     player::create ()
386 root 1.18 {
387 root 1.54 player *pl = new player;
388 root 1.38
389 root 1.54 pl->set_object (arch_to_object (get_player_archetype (0)));
390 root 1.104
391     pl->ob->roll_stats ();
392     pl->ob->stats.wc = 2;
393     pl->ob->run_away = 25; /* Then we panick... */
394    
395 root 1.76 set_first_map (pl->ob);
396 root 1.26
397 root 1.54 return pl;
398 elmex 1.1 }
399    
400     /*
401     * get_player_archetype() return next player archetype from archetype
402     * list. Not very efficient routine, but used only creating new players.
403     * Note: there MUST be at least one player archetype!
404     */
405 root 1.18 archetype *
406     get_player_archetype (archetype *at)
407 elmex 1.1 {
408 root 1.149 archvec::iterator i = at ? archetypes.find (at) : archetypes.begin ();
409 root 1.18
410     for (;;)
411     {
412 root 1.149 if (++i == archetypes.end ())
413     i = archetypes.begin ();
414     else if (*i == at)
415     cleanup ("not a single player archetype found");
416 root 1.46
417 root 1.149 if ((*i)->type == PLAYER)
418     return *i;
419 elmex 1.1 }
420     }
421    
422 root 1.18 object *
423     get_nearest_player (object *mon)
424     {
425     object *op = NULL;
426     objectlink *ol;
427     unsigned lastdist;
428     rv_vector rv;
429    
430 root 1.92 for (ol = first_friendly_object, lastdist = 1000; ol; ol = ol->next)
431 root 1.18 {
432     if (!can_detect_enemy (mon, ol->ob, &rv))
433     continue;
434 root 1.11
435 root 1.18 if (lastdist > rv.distance)
436     {
437     op = ol->ob;
438     lastdist = rv.distance;
439 root 1.11 }
440 elmex 1.1 }
441 root 1.61
442     for_all_players (pl)
443     if (can_detect_enemy (mon, pl->ob, &rv))
444     if (lastdist > rv.distance)
445 root 1.18 {
446 root 1.61 op = pl->ob;
447     lastdist = rv.distance;
448     }
449 elmex 1.1
450     #if 0
451 root 1.18 LOG (llevDebug, "get_nearest_player() finds player: %s\n", op ? &op->name : "(null)");
452 elmex 1.1 #endif
453 root 1.18 return op;
454 elmex 1.1 }
455    
456     /* I believe this can safely go to 2, 3 is questionable, 4 will likely
457     * result in a monster paths backtracking. It basically determines how large a
458     * detour a monster will take from the direction path when looking
459     * for a path to the player. The values are in the amount of direction
460     * the deviation is
461     */
462     #define DETOUR_AMOUNT 2
463    
464     /* This is used to prevent infinite loops. Consider a case where the
465     * player is in a chamber (with gate closed), and monsters are outside.
466     * with DETOUR_AMOUNT==2, the function will turn each corner, trying to
467     * find a path into the chamber. This is a good thing, but since there
468     * is no real path, it will just keep circling the chamber for
469     * ever (this could be a nice effect for monsters, but not for the function
470     * to get stuck in. I think for the monsters, if max is reached and
471     * we return the first direction the creature could move would result in the
472     * circling behaviour. Unfortunately, this function is also used to determined
473     * if the creature should cast a spell, so returning a direction in that case
474     * is probably not a good thing.
475     */
476     #define MAX_SPACES 50
477    
478     /*
479     * Returns the direction to the player, if valid. Returns 0 otherwise.
480     * modified to verify there is a path to the player. Does this by stepping towards
481     * player and if path is blocked then see if blockage is close enough to player that
482     * direction to player is changed (ie zig or zag). Continue zig zag until either
483     * reach player or path is blocked. Thus, will only return true if there is a free
484     * path to player. Though path may not be a straight line. Note that it will find
485     * player hiding along a corridor at right angles to the corridor with the monster.
486     *
487     * Modified by MSW 2001-08-06 to handle tiled maps. Various notes:
488     * 1) With DETOUR_AMOUNT being 2, it should still go and find players hiding
489     * down corriders.
490     * 2) I think the old code was broken if the first direction the monster
491     * should move was blocked - the code would store the first direction without
492     * verifying that the player can actually move in that direction. The new
493     * code does not store anything in firstdir until we have verified that the
494     * monster can in fact move one space in that direction.
495     * 3) I'm not sure how good this code will be for moving multipart monsters,
496     * since only simple checks to blocked are being called, which could mean the monster
497     * is blocking itself.
498     */
499 root 1.18 int
500     path_to_player (object *mon, object *pl, unsigned mindiff)
501     {
502     rv_vector rv;
503     sint16 x, y;
504     int lastx, lasty, dir, i, diff, firstdir = 0, lastdir, max = MAX_SPACES, mflags, blocked;
505 root 1.25 maptile *m, *lastmap;
506 root 1.18
507     get_rangevector (mon, pl, &rv, 0);
508    
509     if (rv.distance < mindiff)
510     return 0;
511    
512     x = mon->x;
513     y = mon->y;
514     m = mon->map;
515     dir = rv.direction;
516     lastdir = firstdir = rv.direction; /* perhaps we stand next to pl, init firstdir too */
517 root 1.100 diff = ::max (abs (rv.distance_x), abs (rv.distance_y));
518    
519 root 1.18 /* If we can't solve it within the search distance, return now. */
520     if (diff > max)
521     return 0;
522 root 1.100
523 root 1.18 while (diff > 1 && max > 0)
524     {
525     lastx = x;
526     lasty = y;
527     lastmap = m;
528     x = lastx + freearr_x[dir];
529     y = lasty + freearr_y[dir];
530    
531     mflags = get_map_flags (m, &m, x, y, &x, &y);
532     blocked = (mflags & P_OUT_OF_MAP) ? MOVE_ALL : GET_MAP_MOVE_BLOCK (m, x, y);
533    
534     /* Space is blocked - try changing direction a little */
535     if ((mflags & P_OUT_OF_MAP) || ((OB_TYPE_MOVE_BLOCK (mon, blocked) || (mflags & P_BLOCKSVIEW))
536     && (m == mon->map && blocked_link (mon, m, x, y))))
537     {
538     /* recalculate direction from last good location. Possible
539     * we were not traversing ideal location before.
540     */
541     get_rangevector_from_mapcoord (lastmap, lastx, lasty, pl, &rv, 0);
542     if (rv.direction != dir)
543     {
544     /* OK - says direction should be different - lets reset the
545     * the values so it will try again.
546     */
547     x = lastx;
548     y = lasty;
549     m = lastmap;
550     dir = firstdir = rv.direction;
551     }
552     else
553     {
554     /* direct path is blocked - try taking a side step to
555     * either the left or right.
556     * Note increase the values in the loop below to be
557     * more than -1/1 respectively will mean the monster takes
558     * bigger detour. Have to be careful about these values getting
559     * too big (3 or maybe 4 or higher) as the monster may just try
560     * stepping back and forth
561     */
562     for (i = -DETOUR_AMOUNT; i <= DETOUR_AMOUNT; i++)
563     {
564     if (i == 0)
565     continue; /* already did this, so skip it */
566     /* Use lastdir here - otherwise,
567     * since the direction that the creature should move in
568     * may change, you could get infinite loops.
569     * ie, player is northwest, but monster can only
570     * move west, so it does that. It goes some distance,
571     * gets blocked, finds that it should move north,
572     * can't do that, but now finds it can move east, and
573     * gets back to its original point. lastdir contains
574     * the last direction the creature has successfully
575     * moved.
576     */
577    
578     x = lastx + freearr_x[absdir (lastdir + i)];
579     y = lasty + freearr_y[absdir (lastdir + i)];
580     m = lastmap;
581     mflags = get_map_flags (m, &m, x, y, &x, &y);
582     if (mflags & P_OUT_OF_MAP)
583     continue;
584     blocked = GET_MAP_MOVE_BLOCK (m, x, y);
585     if (OB_TYPE_MOVE_BLOCK (mon, blocked))
586     continue;
587     if (mflags & P_BLOCKSVIEW)
588     continue;
589    
590     if (m == mon->map && blocked_link (mon, m, x, y))
591     break;
592     }
593     /* go through entire loop without finding a valid
594     * sidestep to take - thus, no valid path.
595     */
596     if (i == (DETOUR_AMOUNT + 1))
597     return 0;
598     diff--;
599     lastdir = dir;
600     max--;
601     if (!firstdir)
602     firstdir = dir + i;
603     } /* else check alternate directions */
604     } /* if blocked */
605     else
606     {
607     /* we moved towards creature, so diff is less */
608     diff--;
609     max--;
610     lastdir = dir;
611     if (!firstdir)
612     firstdir = dir;
613     }
614 root 1.100
615 root 1.18 if (diff <= 1)
616     {
617     /* Recalculate diff (distance) because we may not have actually
618     * headed toward player for entire distance.
619     */
620     get_rangevector_from_mapcoord (m, x, y, pl, &rv, 0);
621 root 1.100 diff = ::max (abs (rv.distance_x), abs (rv.distance_y));
622 root 1.18 }
623 root 1.100
624 root 1.18 if (diff > max)
625     return 0;
626     }
627 root 1.100
628 root 1.18 /* If we reached the max, didn't find a direction in time */
629     if (!max)
630     return 0;
631    
632     return firstdir;
633     }
634    
635     void
636     give_initial_items (object *pl, treasurelist * items)
637     {
638 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 root 1.177 sprintf (buf, "Welcome to Deliantra v%s!", VERSION);
834 root 1.73 new_draw_info (NDI_UNIQUE, 0, op, buf);
835     }
836    
837 elmex 1.1 /* This function takes the key that is passed, and does the
838     * appropriate action with it (change race, or other things).
839     * The function name is for historical reasons - now we have
840     * separate race and class; this actually changes the RACE,
841     * not the class.
842     */
843 root 1.112 void
844     player::chargen_race_done ()
845 elmex 1.1 {
846 root 1.112 /* this must before then initial items are given */
847     esrv_new_player (ob->contr, ob->weight + ob->carrying);
848 elmex 1.1
849 root 1.112 treasurelist *tl = treasurelist::find ("starting_wealth");
850     if (tl)
851     create_treasure (tl, ob, 0, 0, 0);
852 elmex 1.1
853 root 1.112 INVOKE_PLAYER (BIRTH, ob->contr);
854     INVOKE_PLAYER (LOGIN, ob->contr);
855 elmex 1.36
856 root 1.112 ob->contr->ns->state = ST_PLAYING;
857 elmex 1.1
858 root 1.112 if (ob->msg)
859     ob->msg = 0;
860 elmex 1.1
861 root 1.112 /* We create this now because some of the unique maps will need it
862     * to save here.
863     */
864     {
865     char buf[MAX_BUF];
866     sprintf (buf, "%s/%s/%s", settings.localdir, settings.playerdir, &ob->name);
867     make_path_to_file (buf);
868     }
869    
870     start_info (ob);
871     CLEAR_FLAG (ob, FLAG_WIZ);
872     give_initial_items (ob, ob->randomitems);
873     link_player_skills (ob);
874     esrv_send_inventory (ob, ob);
875     ob->update_stats ();
876 root 1.11
877 root 1.112 /* This moves the player to a different start map, if there
878     * is one for this race
879     */
880     if (*first_map_ext_path)
881     {
882     object *tmp;
883     char mapname[MAX_BUF];
884 elmex 1.1
885 root 1.148 snprintf (mapname, MAX_BUF - 1, "%s/%s", &first_map_ext_path, &ob->arch->archname);
886 root 1.112 tmp = object::create ();
887     EXIT_PATH (tmp) = mapname;
888     EXIT_X (tmp) = ob->x;
889     EXIT_Y (tmp) = ob->y;
890     ob->enter_exit (tmp); /* we don't really care if it succeeded;
891     * if the map isn't there, then stay on the
892     * default initial map */
893     tmp->destroy ();
894 elmex 1.1 }
895 root 1.112 else
896     LOG (llevDebug, "first_map_ext_path not set\n");
897     }
898 elmex 1.1
899 root 1.112 void
900     player::chargen_race_next ()
901     {
902 root 1.18 /* Following actually changes the race - this is the default command
903     * if we don't match with one of the options above.
904     */
905    
906 root 1.112 do
907 root 1.18 {
908 root 1.112 shstr name = ob->name;
909     int x = ob->x, y = ob->y;
910 root 1.21
911 root 1.112 ob->remove_statbonus ();
912     ob->remove ();
913     ob->arch = get_player_archetype (ob->arch);
914 root 1.149 ob->arch->copy_to (ob);
915 root 1.112 ob->instantiate ();
916     ob->stats = ob->contr->orig_stats;
917     ob->name = ob->name_pl = name;
918     ob->x = x;
919     ob->y = y;
920     SET_ANIMATION (ob, 2); /* So player faces south */
921     insert_ob_in_map (ob, ob->map, ob, 0);
922 root 1.149 assign (ob->contr->title, ob->arch->object::name);
923 root 1.112 ob->add_statbonus ();
924     }
925     while (!allowed_class (ob));
926    
927     update_object (ob, UP_OBJ_FACE);
928     esrv_update_item (UPD_FACE, ob, ob);
929     ob->update_stats ();
930     ob->stats.hp = ob->stats.maxhp;
931     ob->stats.sp = ob->stats.maxsp;
932     ob->stats.grace = 0;
933 elmex 1.1 }
934    
935 root 1.18 void
936     flee_player (object *op)
937     {
938     int dir, diff;
939     rv_vector rv;
940    
941     if (op->stats.hp < 0)
942     {
943     LOG (llevDebug, "Fleeing player is dead.\n");
944     CLEAR_FLAG (op, FLAG_SCARED);
945     return;
946 elmex 1.1 }
947    
948 root 1.18 if (op->enemy == NULL)
949     {
950     LOG (llevDebug, "Fleeing player had no enemy.\n");
951     CLEAR_FLAG (op, FLAG_SCARED);
952     return;
953 elmex 1.1 }
954    
955 root 1.18 /* Seen some crashes here. Since we don't store an
956     * op->enemy_count, it is possible that something destroys the
957     * actual enemy, and the object is recycled.
958     */
959     if (op->enemy->map == NULL)
960     {
961     CLEAR_FLAG (op, FLAG_SCARED);
962     op->enemy = NULL;
963     return;
964 elmex 1.1 }
965    
966 root 1.18 if (!(random_roll (0, 4, op, PREFER_LOW)) && did_make_save (op, op->level, 0))
967     {
968     op->enemy = NULL;
969     CLEAR_FLAG (op, FLAG_SCARED);
970     return;
971 elmex 1.1 }
972 root 1.49
973 root 1.18 get_rangevector (op, op->enemy, &rv, 0);
974    
975     dir = absdir (4 + rv.direction);
976     for (diff = 0; diff < 3; diff++)
977     {
978     int m = 1 - (RANDOM () & 2);
979 elmex 1.1
980 root 1.18 if (move_ob (op, absdir (dir + diff * m), op) || (diff == 0 && move_ob (op, absdir (dir - diff * m), op)))
981 root 1.49 return;
982 elmex 1.1 }
983 root 1.49
984 root 1.18 /* Cornered, get rid of scared */
985     CLEAR_FLAG (op, FLAG_SCARED);
986     op->enemy = NULL;
987 elmex 1.1 }
988    
989     /* check_pick sees if there is stuff to be picked up/picks up stuff.
990 root 1.122 * It returns 1 if the player should keep on moving, 0 if he should
991 elmex 1.1 * stop.
992     */
993 root 1.18 int
994     check_pick (object *op)
995     {
996 elmex 1.1 object *tmp, *next;
997     int stop = 0;
998 pippijn 1.106 int wvratio;
999     char putstring[128];
1000 elmex 1.1
1001     /* if you're flying, you cna't pick up anything */
1002     if (op->move_type & MOVE_FLYING)
1003     return 1;
1004    
1005     next = op->below;
1006    
1007 elmex 1.175 int cnt = MAX_ITEM_PER_DROP;
1008     #define CHK_PICK_PICKUP do { pick_up (op, tmp); cnt--; } while (0)
1009    
1010 elmex 1.1 /* loop while there are items on the floor that are not marked as
1011     * destroyed */
1012 root 1.24 while (next && !next->destroyed ())
1013 root 1.18 {
1014     tmp = next;
1015     next = tmp->below;
1016 elmex 1.1
1017 elmex 1.175 if (cnt <= 0)
1018     {
1019     op->failmsg ("Couldn't pickup all items at once.");
1020     return 0;
1021     }
1022    
1023 root 1.24 if (op->destroyed ())
1024 elmex 1.1 return 0;
1025    
1026 root 1.18 if (!can_pick (op, tmp))
1027     continue;
1028 elmex 1.1
1029 root 1.18 if (op->contr->search_str[0] != '\0' && settings.search_items == TRUE)
1030     {
1031     if (item_matched_string (op, tmp, op->contr->search_str))
1032 elmex 1.175 CHK_PICK_PICKUP;
1033 root 1.18 continue;
1034 root 1.11 }
1035    
1036 root 1.18 /* high not bit set? We're using the old autopickup model */
1037     if (!(op->contr->mode & PU_NEWMODE))
1038 root 1.11 {
1039 root 1.18 switch (op->contr->mode)
1040 root 1.11 {
1041 root 1.20 case 0:
1042     return 1; /* don't pick up */
1043     case 1:
1044 elmex 1.175 CHK_PICK_PICKUP;
1045 root 1.20 return 1;
1046     case 2:
1047 elmex 1.175 CHK_PICK_PICKUP;
1048 root 1.20 return 0;
1049     case 3:
1050     return 0; /* stop before pickup */
1051     case 4:
1052 elmex 1.175 CHK_PICK_PICKUP;
1053 root 1.20 break;
1054     case 5:
1055 elmex 1.175 CHK_PICK_PICKUP;
1056 root 1.20 stop = 1;
1057     break;
1058     case 6:
1059 elmex 1.175 if (QUERY_FLAG (tmp, FLAG_KNOWN_MAGICAL)
1060     && !QUERY_FLAG (tmp, FLAG_KNOWN_CURSED))
1061     CHK_PICK_PICKUP;
1062 root 1.20 break;
1063    
1064     case 7:
1065     if (tmp->type == MONEY || tmp->type == GEM)
1066 elmex 1.175 CHK_PICK_PICKUP;
1067 root 1.20 break;
1068    
1069     default:
1070     /* use value density */
1071     if (!QUERY_FLAG (tmp, FLAG_UNPAID)
1072     && (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1))) >= op->contr->mode)
1073 elmex 1.175 CHK_PICK_PICKUP;
1074 root 1.11 }
1075     }
1076 root 1.18 else
1077     { /* old model */
1078     /* NEW pickup handling */
1079     if (op->contr->mode & PU_DEBUG)
1080     {
1081     /* some debugging code to figure out item information */
1082     if (tmp->name != NULL)
1083     sprintf (putstring, "item name: %s item type: %d weight/value: %d",
1084     &tmp->name, tmp->type, (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1))));
1085     else
1086     sprintf (putstring, "item name: %s item type: %d weight/value: %d",
1087 root 1.148 &tmp->arch->archname, tmp->type, (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1))));
1088 root 1.18
1089     new_draw_info (NDI_UNIQUE, 0, op, putstring);
1090 root 1.58 }
1091 elmex 1.1
1092 root 1.18 /* philosophy:
1093     * It's easy to grab an item type from a pile, as long as it's
1094     * generic. This takes no game-time. For more detailed pickups
1095 root 1.58 * and selections, select-items should be used. This is a
1096 root 1.18 * grab-as-you-run type mode that's really useful for arrows for
1097     * example.
1098     * The drawback: right now it has no frontend, so you need to
1099     * stick the bits you want into a calculator in hex mode and then
1100     * convert to decimal and then 'pickup <#>
1101     */
1102    
1103     /* the first two modes are exclusive: if NOTHING we return, if
1104     * STOP then we stop. All the rest are applied sequentially,
1105     * meaning if any test passes, the item gets picked up. */
1106    
1107     /* if mode is set to pick nothing up, return */
1108    
1109     if (op->contr->mode & PU_NOTHING)
1110     return 1;
1111    
1112     /* if mode is set to stop when encountering objects, return */
1113     /* take STOP before INHIBIT since it doesn't actually pick
1114     * anything up */
1115    
1116     if (op->contr->mode & PU_STOP)
1117     return 0;
1118    
1119     /* useful for going into stores and not losing your settings... */
1120     /* and for battles wher you don't want to get loaded down while
1121     * fighting */
1122     if (op->contr->mode & PU_INHIBIT)
1123     return 1;
1124    
1125     /* prevent us from turning into auto-thieves :) */
1126     if (QUERY_FLAG (tmp, FLAG_UNPAID))
1127     continue;
1128    
1129     /* ignore known cursed objects */
1130     if (QUERY_FLAG (tmp, FLAG_KNOWN_CURSED) && op->contr->mode & PU_NOT_CURSED)
1131     continue;
1132    
1133     /* all food and drink if desired */
1134     /* question: don't pick up known-poisonous stuff? */
1135     if (op->contr->mode & PU_FOOD)
1136     if (tmp->type == FOOD)
1137     {
1138 elmex 1.175 CHK_PICK_PICKUP;
1139 root 1.18 continue;
1140     }
1141 root 1.29
1142 root 1.18 if (op->contr->mode & PU_DRINK)
1143     if (tmp->type == DRINK || (tmp->type == POISON && !QUERY_FLAG (tmp, FLAG_KNOWN_CURSED)))
1144     {
1145 elmex 1.175 CHK_PICK_PICKUP;
1146 root 1.18 continue;
1147     }
1148    
1149     if (op->contr->mode & PU_POTION)
1150     if (tmp->type == POTION)
1151     {
1152 elmex 1.175 CHK_PICK_PICKUP;
1153 root 1.18 continue;
1154     }
1155    
1156     /* spellbooks, skillscrolls and normal books/scrolls */
1157     if (op->contr->mode & PU_SPELLBOOK)
1158     if (tmp->type == SPELLBOOK)
1159     {
1160 elmex 1.175 CHK_PICK_PICKUP;
1161 root 1.18 continue;
1162     }
1163 root 1.29
1164 root 1.18 if (op->contr->mode & PU_SKILLSCROLL)
1165     if (tmp->type == SKILLSCROLL)
1166     {
1167 elmex 1.175 CHK_PICK_PICKUP;
1168 root 1.18 continue;
1169     }
1170 root 1.29
1171 root 1.18 if (op->contr->mode & PU_READABLES)
1172 root 1.158 if (tmp->type == BOOK || tmp->type == SCROLL || tmp->type == INSCRIBABLE)
1173 root 1.18 {
1174 elmex 1.175 CHK_PICK_PICKUP;
1175 root 1.18 continue;
1176     }
1177    
1178     /* wands/staves/rods/horns */
1179     if (op->contr->mode & PU_MAGIC_DEVICE)
1180     if (tmp->type == WAND || tmp->type == ROD || tmp->type == HORN)
1181     {
1182 elmex 1.175 CHK_PICK_PICKUP;
1183 root 1.18 continue;
1184     }
1185    
1186     /* pick up all magical items */
1187     if (op->contr->mode & PU_MAGICAL)
1188     if (QUERY_FLAG (tmp, FLAG_KNOWN_MAGICAL) && !QUERY_FLAG (tmp, FLAG_KNOWN_CURSED))
1189     {
1190 elmex 1.175 CHK_PICK_PICKUP;
1191 root 1.18 continue;
1192     }
1193    
1194     if (op->contr->mode & PU_VALUABLES)
1195     {
1196     if (tmp->type == MONEY || tmp->type == GEM)
1197     {
1198 elmex 1.175 CHK_PICK_PICKUP;
1199 root 1.18 continue;
1200     }
1201     }
1202    
1203     /* rings & amulets - talismans seems to be typed AMULET */
1204     if (op->contr->mode & PU_JEWELS)
1205     if (tmp->type == RING || tmp->type == AMULET)
1206     {
1207 elmex 1.175 CHK_PICK_PICKUP;
1208 root 1.29 continue;
1209     }
1210    
1211     /* we don't forget dragon food */
1212     if (op->contr->mode & PU_FLESH)
1213     if (tmp->type == FLESH)
1214     {
1215 elmex 1.175 CHK_PICK_PICKUP;
1216 root 1.18 continue;
1217     }
1218    
1219     /* bows and arrows. Bows are good for selling! */
1220     if (op->contr->mode & PU_BOW)
1221     if (tmp->type == BOW)
1222     {
1223 elmex 1.175 CHK_PICK_PICKUP;
1224 root 1.18 continue;
1225     }
1226 root 1.29
1227 root 1.18 if (op->contr->mode & PU_ARROW)
1228     if (tmp->type == ARROW)
1229     {
1230 elmex 1.175 CHK_PICK_PICKUP;
1231 root 1.18 continue;
1232     }
1233    
1234     /* all kinds of armor etc. */
1235     if (op->contr->mode & PU_ARMOUR)
1236     if (tmp->type == ARMOUR)
1237     {
1238 elmex 1.175 CHK_PICK_PICKUP;
1239 root 1.18 continue;
1240     }
1241 root 1.29
1242 root 1.18 if (op->contr->mode & PU_HELMET)
1243     if (tmp->type == HELMET)
1244     {
1245 elmex 1.175 CHK_PICK_PICKUP;
1246 root 1.18 continue;
1247     }
1248 root 1.29
1249 root 1.18 if (op->contr->mode & PU_SHIELD)
1250     if (tmp->type == SHIELD)
1251     {
1252 elmex 1.175 CHK_PICK_PICKUP;
1253 root 1.18 continue;
1254     }
1255 root 1.29
1256 root 1.18 if (op->contr->mode & PU_BOOTS)
1257     if (tmp->type == BOOTS)
1258     {
1259 elmex 1.175 CHK_PICK_PICKUP;
1260 root 1.18 continue;
1261     }
1262 root 1.29
1263 root 1.18 if (op->contr->mode & PU_GLOVES)
1264     if (tmp->type == GLOVES)
1265     {
1266 elmex 1.175 CHK_PICK_PICKUP;
1267 root 1.18 continue;
1268     }
1269 root 1.29
1270 root 1.18 if (op->contr->mode & PU_CLOAK)
1271     if (tmp->type == CLOAK)
1272     {
1273 elmex 1.175 CHK_PICK_PICKUP;
1274 root 1.18 continue;
1275     }
1276 elmex 1.1
1277 root 1.18 /* hoping to catch throwing daggers here */
1278     if (op->contr->mode & PU_MISSILEWEAPON)
1279     if (tmp->type == WEAPON && QUERY_FLAG (tmp, FLAG_IS_THROWN))
1280     {
1281 elmex 1.175 CHK_PICK_PICKUP;
1282 root 1.18 continue;
1283     }
1284 elmex 1.1
1285 root 1.18 /* careful: chairs and tables are weapons! */
1286     if (op->contr->mode & PU_ALLWEAPON)
1287     {
1288     if (tmp->type == WEAPON && tmp->name != NULL)
1289     {
1290 root 1.148 if (strstr (tmp->name, "table") == NULL && strstr (tmp->arch->archname, "table") == NULL &&
1291     strstr (tmp->name, "chair") && strstr (tmp->arch->archname, "chair") == NULL)
1292 root 1.18 {
1293 elmex 1.175 CHK_PICK_PICKUP;
1294 root 1.18 continue;
1295     }
1296     }
1297 root 1.29
1298 root 1.18 if (tmp->type == WEAPON && tmp->name == NULL)
1299     {
1300 root 1.148 if (strstr (tmp->arch->archname, "table") == NULL && strstr (tmp->arch->archname, "chair") == NULL)
1301 root 1.18 {
1302 elmex 1.175 CHK_PICK_PICKUP;
1303 root 1.18 continue;
1304     }
1305     }
1306     }
1307 elmex 1.1
1308 root 1.18 /* misc stuff that's useful */
1309     if (op->contr->mode & PU_KEY)
1310     if (tmp->type == KEY || tmp->type == SPECIAL_KEY)
1311     {
1312 elmex 1.175 CHK_PICK_PICKUP;
1313 root 1.18 continue;
1314     }
1315 elmex 1.1
1316 root 1.18 /* any of the last 4 bits set means we use the ratio for value
1317     * pickups */
1318     if (op->contr->mode & PU_RATIO)
1319     {
1320     /* use value density to decide what else to grab */
1321     /* >=7 was >= op->contr->mode */
1322     /* >=7 is the old standard setting. Now we take the last 4 bits
1323     * and multiply them by 5, giving 0..15*5== 5..75 */
1324     wvratio = (op->contr->mode & PU_RATIO) * 5;
1325     if ((query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1))) >= (unsigned int) wvratio)
1326     {
1327 elmex 1.175 CHK_PICK_PICKUP;
1328 elmex 1.1 #if 0
1329 root 1.18 fprintf (stderr, "HIGH WEIGHT/VALUE [");
1330     if (tmp->name != NULL)
1331     {
1332     fprintf (stderr, "%s", tmp->name);
1333     }
1334     else
1335 root 1.148 fprintf (stderr, "%s", tmp->arch->archname);
1336 root 1.18 fprintf (stderr, ",%d] = ", tmp->type);
1337     fprintf (stderr, "%d\n", (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1))));
1338 elmex 1.1 #endif
1339 root 1.18 continue;
1340     }
1341     }
1342     } /* the new pickup model */
1343     }
1344 root 1.29
1345 root 1.18 return !stop;
1346 elmex 1.1 }
1347    
1348     /*
1349     * Find an arrow in the inventory and after that
1350     * in the right type container (quiver). Pointer to the
1351     * found object is returned.
1352     */
1353 root 1.18 object *
1354     find_arrow (object *op, const char *type)
1355 elmex 1.1 {
1356 root 1.178 for (object *tmp = op->inv; tmp; tmp = tmp->below)
1357 root 1.179 if (tmp->type == ARROW && !strcmp (&tmp->race, type))
1358 root 1.178 return splay (tmp);
1359 elmex 1.1
1360 root 1.178 for (object *tmp = op->inv; tmp; tmp = tmp->below)
1361 root 1.179 if (tmp->type == CONTAINER && QUERY_FLAG (tmp, FLAG_APPLIED) && !strcmp (&tmp->race, type))
1362 root 1.178 if (object *arrow = find_arrow (tmp, type))
1363     {
1364     splay (tmp);
1365     return arrow;
1366     }
1367 root 1.103
1368 root 1.178 return 0;
1369 elmex 1.1 }
1370    
1371     /*
1372     * Similar to find_arrow, but looks for (roughly) the best arrow to use
1373     * against the target. A full test is not performed, simply a basic test
1374     * of resistances. The archer is making a quick guess at what he sees down
1375     * the hall. Failing that it does it's best to pick the highest plus arrow.
1376     */
1377 root 1.18 object *
1378     find_better_arrow (object *op, object *target, const char *type, int *better)
1379 elmex 1.1 {
1380 root 1.18 object *tmp = NULL, *arrow, *ntmp;
1381     int attacknum, attacktype, betterby = 0, i;
1382 elmex 1.1
1383 root 1.18 if (!type)
1384     return NULL;
1385 elmex 1.1
1386 root 1.18 for (arrow = op->inv; arrow; arrow = arrow->below)
1387     {
1388     if (arrow->type == CONTAINER && arrow->race == type && QUERY_FLAG (arrow, FLAG_APPLIED))
1389     {
1390     i = 0;
1391     ntmp = find_better_arrow (arrow, target, type, &i);
1392     if (i > betterby)
1393     {
1394     tmp = ntmp;
1395     betterby = i;
1396     }
1397     }
1398     else if (arrow->type == ARROW && arrow->race == type)
1399     {
1400     /* allways prefer assasination/slaying */
1401     if (target->race != NULL && arrow->slaying != NULL && strstr (arrow->slaying, target->race))
1402     {
1403     if (arrow->attacktype & AT_DEATH)
1404     {
1405     *better = 100;
1406     return arrow;
1407     }
1408     else
1409     {
1410     tmp = arrow;
1411     betterby = (arrow->magic + arrow->stats.dam) * 2;
1412     }
1413     }
1414     else
1415     {
1416     for (attacknum = 0; attacknum < NROFATTACKS; attacknum++)
1417     {
1418     attacktype = 1 << attacknum;
1419 root 1.149 if ((arrow->attacktype & attacktype) && (target->arch->resist[attacknum]) < 0)
1420     if (((arrow->magic + arrow->stats.dam) * (100 - target->arch->resist[attacknum]) / 100) > betterby)
1421 root 1.18 {
1422     tmp = arrow;
1423 root 1.149 betterby = (arrow->magic + arrow->stats.dam) * (100 - target->arch->resist[attacknum]) / 100;
1424 root 1.18 }
1425 root 1.11 }
1426 root 1.18 if ((2 + arrow->magic + arrow->stats.dam) > betterby)
1427     {
1428     tmp = arrow;
1429     betterby = 2 + arrow->magic + arrow->stats.dam;
1430 root 1.11 }
1431 root 1.18 if (arrow->title && (1 + arrow->magic + arrow->stats.dam) > betterby)
1432     {
1433     tmp = arrow;
1434     betterby = 1 + arrow->magic + arrow->stats.dam;
1435 root 1.11 }
1436     }
1437     }
1438 elmex 1.1 }
1439 root 1.18 if (tmp == NULL && arrow == NULL)
1440     return find_arrow (op, type);
1441 elmex 1.1
1442 root 1.18 *better = betterby;
1443     return tmp;
1444 elmex 1.1 }
1445    
1446     /* looks in a given direction, finds the first valid target, and calls
1447     * find_better_arrow to find a decent arrow to use.
1448     * op = the shooter
1449     * type = bow->race
1450     * dir = fire direction
1451     */
1452 root 1.18 object *
1453     pick_arrow_target (object *op, const char *type, int dir)
1454 elmex 1.1 {
1455 root 1.18 object *tmp = NULL;
1456 root 1.25 maptile *m;
1457 root 1.18 int i, mflags, found, number;
1458     sint16 x, y;
1459    
1460     if (op->map == NULL)
1461     return find_arrow (op, type);
1462    
1463     /* do a dex check */
1464     number = (die_roll (2, 40, op, PREFER_LOW) - 2) / 2;
1465     if (number > (op->stats.Dex + (op->chosen_skill ? op->chosen_skill->level : op->level)))
1466     return find_arrow (op, type);
1467    
1468     m = op->map;
1469     x = op->x;
1470     y = op->y;
1471    
1472     /* find the first target */
1473     for (i = 0, found = 0; i < 20; i++)
1474     {
1475     x += freearr_x[dir];
1476     y += freearr_y[dir];
1477     mflags = get_map_flags (m, &m, x, y, &x, &y);
1478     if (mflags & P_OUT_OF_MAP || mflags & P_BLOCKSVIEW)
1479     {
1480     tmp = NULL;
1481     break;
1482     }
1483     else if (GET_MAP_MOVE_BLOCK (m, x, y) == MOVE_FLY_LOW)
1484     {
1485     /* This block presumes arrows and the like are MOVE_FLY_SLOW -
1486     * perhaps a bad assumption.
1487     */
1488     tmp = NULL;
1489     break;
1490 root 1.11 }
1491 root 1.18 if (mflags & P_IS_ALIVE)
1492     {
1493     for (tmp = GET_MAP_OB (m, x, y); tmp; tmp = tmp->above)
1494     if (QUERY_FLAG (tmp, FLAG_ALIVE))
1495     {
1496     found++;
1497 root 1.11 break;
1498 root 1.18 }
1499     if (found)
1500     break;
1501 root 1.11 }
1502 elmex 1.1 }
1503 root 1.18 if (tmp == NULL)
1504     return find_arrow (op, type);
1505 elmex 1.1
1506 root 1.18 if (tmp->head)
1507     tmp = tmp->head;
1508 elmex 1.1
1509 root 1.18 return find_better_arrow (op, tmp, type, &i);
1510 elmex 1.1 }
1511    
1512     /*
1513     * Creature fires a bow - op can be monster or player. Returns
1514     * 1 if bow was actually fired, 0 otherwise.
1515     * op is the object firing the bow.
1516     * part is for multipart creatures - the part firing the bow.
1517     * dir is the direction of fire.
1518     * wc_mod is any special modifier to give (used in special player fire modes)
1519     * sx, sy are coordinates to fire arrow from - also used in some of the special
1520     * player fire modes.
1521     */
1522 root 1.18 int
1523     fire_bow (object *op, object *part, object *arrow, int dir, int wc_mod, sint16 sx, sint16 sy)
1524 elmex 1.1 {
1525 root 1.18 object *left, *bow;
1526 root 1.132 int mflags;
1527 root 1.25 maptile *m;
1528 elmex 1.1
1529 root 1.18 if (!dir)
1530     {
1531     new_draw_info (NDI_UNIQUE, 0, op, "You can't shoot yourself!");
1532     return 0;
1533 elmex 1.1 }
1534 root 1.48
1535 root 1.136 if (op->contr)
1536     bow = op->current_weapon;
1537 root 1.18 else
1538     {
1539     for (bow = op->inv; bow; bow = bow->below)
1540     /* Don't check for applied - monsters don't apply bows - in that way, they
1541     * don't need to switch back and forth between bows and weapons.
1542     */
1543     if (bow->type == BOW)
1544     break;
1545 root 1.11
1546 root 1.18 if (!bow)
1547     {
1548     LOG (llevError, "Range: bow without activated bow (%s).\n", &op->name);
1549     return 0;
1550 root 1.11 }
1551 root 1.118
1552     // optimisation: move object to top so we will find it quickly again
1553     if (bow->below)
1554     {
1555     bow->remove ();
1556     op->insert (bow);
1557     }
1558    
1559 elmex 1.1 }
1560 root 1.48
1561 root 1.18 if (!bow->race || !bow->skill)
1562     {
1563     new_draw_info_format (NDI_UNIQUE, 0, op, "Your %s is broken.", &bow->name);
1564     return 0;
1565 elmex 1.1 }
1566    
1567 root 1.18 if (arrow == NULL)
1568     {
1569     if ((arrow = find_arrow (op, bow->race)) == NULL)
1570     {
1571     if (op->type == PLAYER)
1572     new_draw_info_format (NDI_UNIQUE, 0, op, "You have no %s left.", &bow->race);
1573     /* FLAG_READY_BOW will get reset if the monsters picks up some arrows */
1574     else
1575     CLEAR_FLAG (op, FLAG_READY_BOW);
1576 root 1.116
1577 root 1.18 return 0;
1578 root 1.11 }
1579 elmex 1.1 }
1580 root 1.48
1581 root 1.18 mflags = get_map_flags (op->map, &m, sx, sy, &sx, &sy);
1582     if (mflags & P_OUT_OF_MAP)
1583 root 1.48 return 0;
1584    
1585 root 1.18 if (GET_MAP_MOVE_BLOCK (m, sx, sy) == MOVE_FLY_LOW)
1586     {
1587     new_draw_info (NDI_UNIQUE, 0, op, "Something is in the way.");
1588     return 0;
1589     }
1590    
1591     /* this should not happen, but sometimes does */
1592     if (arrow->nrof == 0)
1593     {
1594 root 1.33 arrow->destroy ();
1595 root 1.18 return 0;
1596     }
1597    
1598     left = arrow; /* these are arrows left to the player */
1599     arrow = get_split_ob (arrow, 1);
1600 root 1.48 if (!arrow)
1601 root 1.18 {
1602     new_draw_info_format (NDI_UNIQUE, 0, op, "You have no %s left.", &bow->race);
1603     return 0;
1604 elmex 1.1 }
1605 root 1.48
1606 root 1.34 arrow->set_owner (op);
1607 root 1.18 arrow->skill = bow->skill;
1608     arrow->direction = dir;
1609    
1610 root 1.124 arrow->stats.sp = arrow->stats.wc; /* save original wc, dam, attacktype and slaying */
1611     arrow->stats.hp = arrow->stats.dam;
1612     arrow->stats.grace = arrow->attacktype;
1613    
1614     if (arrow->slaying)
1615     arrow->spellarg = strdup (arrow->slaying);
1616    
1617 root 1.142 #if 0
1618 root 1.131 if (player *pl = op->contr)
1619 root 1.18 {
1620 root 1.142 float speed = pl->weapon_sp;
1621 root 1.132
1622 root 1.142 /* penalize ROF for bestarrow */
1623     if (pl->bowtype == bow_bestarrow)
1624     speed *= .9f;
1625     else
1626     speed *= 1.f + dex_bonus[op->stats.Dex] * .2f;
1627 root 1.131
1628 root 1.142 op->speed_left += speed - op->speed;
1629     }
1630 root 1.132 #endif
1631 elmex 1.1
1632 root 1.18 SET_ANIMATION (arrow, arrow->direction);
1633 root 1.116
1634 root 1.18 /* update the speed */
1635 root 1.142 arrow->speed = ((bow->flag [FLAG_NO_STRENGTH] ? 0 : dam_bonus[op->stats.Str]) + bow->magic + arrow->magic) / 5.f
1636     + bow->stats.dam / 7.f;
1637 root 1.18
1638 root 1.142 arrow->set_speed (max (arrow->speed, 2.f));
1639 root 1.18 arrow->speed_left = 0;
1640    
1641 root 1.129 int wc = op->stats.wc + wc_mod - arrow->magic - arrow->stats.wc;
1642 root 1.116
1643 root 1.18 if (op->type == PLAYER)
1644     {
1645 root 1.116 arrow->level = op->chosen_skill ? op->chosen_skill->level : op->level;
1646 root 1.129 wc -= dex_bonus[op->stats.Dex];
1647 root 1.18
1648 root 1.116 if (!arrow->slaying)
1649     arrow->slaying = op->slaying;
1650 root 1.124
1651     arrow->attacktype |= op->attacktype;
1652 elmex 1.1 }
1653 root 1.18 else
1654     {
1655     arrow->level = op->level;
1656 root 1.116 arrow->stats.wc -= bow->magic;
1657    
1658     if (!arrow->slaying)
1659     arrow->slaying = bow->slaying;
1660 root 1.124
1661     arrow->attacktype |= bow->attacktype;
1662 elmex 1.1 }
1663 root 1.24
1664 root 1.129 wc -= arrow->level;
1665     arrow->stats.dam = clamp (arrow->stats.dam + op->stats.dam + arrow->magic, MIN_DAM, MAX_DAM);
1666 root 1.24
1667 root 1.129 arrow->stats.wc = clamp (wc, MIN_WC, MAX_WC);
1668 root 1.18 arrow->move_type = MOVE_FLY_LOW;
1669     arrow->move_on = MOVE_FLY_LOW | MOVE_WALK;
1670    
1671 root 1.156 op->play_sound (sound_find ("fire_arrow"));
1672 root 1.70 m->insert (arrow, sx, sy, op);
1673 root 1.18
1674 root 1.24 if (!arrow->destroyed ())
1675 root 1.18 move_arrow (arrow);
1676 elmex 1.1
1677 root 1.18 if (op->type == PLAYER)
1678     {
1679 root 1.24 if (left->destroyed ())
1680     esrv_del_item (op->contr, left->count);
1681 root 1.18 else
1682     esrv_send_item (op, left);
1683 elmex 1.1 }
1684 root 1.24
1685 root 1.18 return 1;
1686 elmex 1.1 }
1687    
1688     /* Special fire code for players - this takes into
1689     * account the special fire modes players can have
1690     * but monsters can't. Putting that code here
1691     * makes the fire_bow code much cleaner.
1692     * this function should only be called if 'op' is a player,
1693     * hence the function name.
1694     */
1695 root 1.18 int
1696     player_fire_bow (object *op, int dir)
1697 elmex 1.1 {
1698 root 1.18 int ret = 0, wcmod = 0;
1699    
1700     if (op->contr->bowtype == bow_bestarrow)
1701     {
1702 root 1.118 ret = fire_bow (op, op, pick_arrow_target (op, op->contr->ranged_ob->race, dir), dir, 0, op->x, op->y);
1703 root 1.18 }
1704     else if (op->contr->bowtype >= bow_n && op->contr->bowtype <= bow_nw)
1705     {
1706     if (!similar_direction (dir, op->contr->bowtype - bow_n + 1))
1707     wcmod = -1;
1708 root 1.74
1709 root 1.18 ret = fire_bow (op, op, NULL, op->contr->bowtype - bow_n + 1, wcmod, op->x, op->y);
1710     }
1711     else if (op->contr->bowtype == bow_threewide)
1712     {
1713     ret = fire_bow (op, op, NULL, dir, 0, op->x, op->y);
1714     ret |= fire_bow (op, op, NULL, dir, -5, op->x + freearr_x[absdir (dir + 2)], op->y + freearr_y[absdir (dir + 2)]);
1715     ret |= fire_bow (op, op, NULL, dir, -5, op->x + freearr_x[absdir (dir - 2)], op->y + freearr_y[absdir (dir - 2)]);
1716     }
1717     else if (op->contr->bowtype == bow_spreadshot)
1718     {
1719     ret |= fire_bow (op, op, NULL, dir, 0, op->x, op->y);
1720     ret |= fire_bow (op, op, NULL, absdir (dir - 1), -5, op->x, op->y);
1721     ret |= fire_bow (op, op, NULL, absdir (dir + 1), -5, op->x, op->y);
1722 elmex 1.1 }
1723 root 1.18 else
1724     {
1725     /* Simple case */
1726     ret = fire_bow (op, op, NULL, dir, 0, op->x, op->y);
1727     }
1728 root 1.121
1729 root 1.18 return ret;
1730 elmex 1.1 }
1731    
1732     /* Fires a misc (wand/rod/horn) object in 'dir'.
1733     * Broken apart from 'fire' to keep it more readable.
1734     */
1735 root 1.18 void
1736     fire_misc_object (object *op, int dir)
1737 elmex 1.1 {
1738 root 1.118 object *item = op->contr->ranged_ob;
1739 elmex 1.1
1740 root 1.118 if (!item)
1741 root 1.18 {
1742     new_draw_info (NDI_UNIQUE, 0, op, "You have range item readied.");
1743     return;
1744 elmex 1.1 }
1745    
1746 root 1.18 if (!item->inv)
1747     {
1748     LOG (llevError, "Object %s lacks a spell\n", &item->name);
1749     return;
1750 elmex 1.1 }
1751 root 1.118
1752 root 1.126 if (!op->change_weapon (item))
1753     return;
1754 root 1.121
1755 root 1.18 if (item->type == WAND)
1756     {
1757     if (item->stats.food <= 0)
1758     {
1759 root 1.156 op->contr->play_sound (sound_find ("wand_poof"));
1760 root 1.18 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s goes poof.", query_base_name (item, 0));
1761 root 1.121
1762 root 1.18 return;
1763 root 1.11 }
1764 root 1.18 }
1765     else if (item->type == ROD || item->type == HORN)
1766     {
1767     if (item->stats.hp < MAX (item->inv->stats.sp, item->inv->stats.grace))
1768     {
1769 root 1.156 op->contr->play_sound (sound_find ("wand_poof"));
1770 root 1.121
1771 root 1.18 if (item->type == ROD)
1772     new_draw_info_format (NDI_UNIQUE, 0, op, "The %s whines for a while, but nothing happens.", query_base_name (item, 0));
1773     else
1774     new_draw_info_format (NDI_UNIQUE, 0, op, "The %s needs more time to charge.", query_base_name (item, 0));
1775 root 1.121
1776 root 1.18 return;
1777 root 1.11 }
1778 elmex 1.1 }
1779    
1780 root 1.18 if (cast_spell (op, item, dir, item->inv, NULL))
1781     {
1782     SET_FLAG (op, FLAG_BEEN_APPLIED); /* You now know something about it */
1783     if (item->type == WAND)
1784     {
1785     if (!(--item->stats.food))
1786     {
1787     object *tmp;
1788    
1789     if (item->arch)
1790     {
1791     CLEAR_FLAG (item, FLAG_ANIMATE);
1792 root 1.149 item->face = item->arch->face;
1793 root 1.67 item->set_speed (0);
1794 root 1.11 }
1795 root 1.67
1796 root 1.49 if ((tmp = item->in_player ()))
1797 root 1.18 esrv_update_item (UPD_ANIM, tmp, item);
1798 root 1.11 }
1799     }
1800 root 1.18 else if (item->type == ROD || item->type == HORN)
1801 root 1.67 drain_rod_charge (item);
1802 elmex 1.1 }
1803     }
1804    
1805     /* Received a fire command for the player - go and do it.
1806     */
1807 root 1.142 bool
1808 root 1.18 fire (object *op, int dir)
1809     {
1810     int spellcost = 0;
1811 elmex 1.1
1812 root 1.18 /* check for loss of invisiblity/hide */
1813     if (action_makes_visible (op))
1814     make_visible (op);
1815 elmex 1.1
1816 root 1.118 player *pl = op->contr;
1817 elmex 1.1
1818 root 1.119 if (pl->golem)
1819     {
1820     control_golem (op->contr->golem, dir);
1821 root 1.142 return false;
1822 root 1.119 }
1823    
1824     object *ob = pl->ranged_ob;
1825 elmex 1.1
1826 root 1.119 if (!ob)
1827 root 1.142 return false;
1828 elmex 1.1
1829 root 1.136 if (!op->change_weapon (ob))
1830 root 1.142 return false;
1831    
1832     if (op->speed_left > 0.f)
1833     --op->speed_left;
1834     else
1835     return false;
1836 root 1.136
1837 root 1.119 switch (ob->type)
1838 root 1.118 {
1839 root 1.119 case BOW:
1840 root 1.118 player_fire_bow (op, dir);
1841 root 1.119 break;
1842    
1843     case SPELL:
1844     spellcost = cast_spell (op, op, dir, ob, pl->spellparam[0] ? pl->spellparam : 0);
1845     break;
1846 root 1.113
1847 root 1.119 case BUILDER:
1848 root 1.20 apply_map_builder (op, dir);
1849 root 1.119 break;
1850    
1851     case SKILL:
1852     do_skill (op, op, ob, dir, 0);
1853     break;
1854    
1855     default:
1856     fire_misc_object (op, dir);
1857     break;
1858 elmex 1.1 }
1859 root 1.142
1860     return true;
1861 elmex 1.1 }
1862    
1863     /* find_key
1864     * We try to find a key for the door as passed. If we find a key
1865     * and successfully use it, we return the key, otherwise NULL
1866     * This function merges both normal and locked door, since the logic
1867     * for both is the same - just the specific key is different.
1868     * pl is the player,
1869     * inv is the objects inventory to searched
1870     * door is the door we are trying to match against.
1871     * This function can be called recursively to search containers.
1872     */
1873 root 1.18 object *
1874     find_key (object *pl, object *container, object *door)
1875 elmex 1.1 {
1876 root 1.18 object *tmp, *key;
1877 elmex 1.1
1878 root 1.18 /* Should not happen, but sanity checking is never bad */
1879 root 1.103 if (!container->inv)
1880     return 0;
1881 elmex 1.1
1882 root 1.18 /* First, lets try to find a key in the top level inventory */
1883 root 1.103 for (tmp = container->inv; tmp; tmp = tmp->below)
1884 root 1.18 {
1885     if (door->type == DOOR && tmp->type == KEY)
1886     break;
1887     /* For sanity, we should really check door type, but other stuff
1888     * (like containers) can be locked with special keys
1889     */
1890     if (tmp->slaying && tmp->type == SPECIAL_KEY && tmp->slaying == door->slaying)
1891     break;
1892     }
1893 root 1.103
1894 root 1.18 /* No key found - lets search inventories now */
1895     /* If we find and use a key in an inventory, return at that time.
1896     * otherwise, if we search all the inventories and still don't find
1897     * a key, return
1898     */
1899     if (!tmp)
1900     {
1901 root 1.103 for (tmp = container->inv; tmp; tmp = tmp->below)
1902 root 1.18 {
1903     /* No reason to search empty containers */
1904     if (tmp->type == CONTAINER && tmp->inv)
1905     {
1906 root 1.103 if ((key = find_key (pl, tmp, door)))
1907 root 1.18 return key;
1908     }
1909     }
1910 root 1.103
1911 root 1.18 if (!tmp)
1912     return NULL;
1913 elmex 1.1 }
1914 root 1.103
1915 root 1.18 /* We get down here if we have found a key. Now if its in a container,
1916     * see if we actually want to use it
1917     */
1918     if (pl != container)
1919     {
1920     /* Only let players use keys in containers */
1921     if (!pl->contr)
1922     return NULL;
1923     /* cases where this fails:
1924     * If we only search the player inventory, return now since we
1925     * are not in the players inventory.
1926     * If the container is not active, return now since only active
1927     * containers can be used.
1928     * If we only search keyrings and the container does not have
1929     * a race/isn't a keyring.
1930     * No checking for all containers - to fall through past here,
1931     * inv must have been an container and must have been active.
1932     *
1933     * Change the color so that the message doesn't disappear with
1934     * all the others.
1935     */
1936     if (pl->contr->usekeys == key_inventory ||
1937     !QUERY_FLAG (container, FLAG_APPLIED) ||
1938     (pl->contr->usekeys == keyrings && (!container->race || strcmp (container->race, "keys"))))
1939     {
1940     new_draw_info_format (NDI_UNIQUE | NDI_BROWN, 0, pl,
1941     "The %s in your %s vibrates as you approach the door", query_name (tmp), query_name (container));
1942     return NULL;
1943 root 1.11 }
1944 elmex 1.1 }
1945 root 1.103
1946 root 1.18 return tmp;
1947 elmex 1.1 }
1948    
1949     /* moved door processing out of move_player_attack.
1950     * returns 1 if player has opened the door with a key
1951     * such that the caller should not do anything more,
1952     * 0 otherwise
1953     */
1954 root 1.18 static int
1955     player_attack_door (object *op, object *door)
1956 elmex 1.1 {
1957 root 1.142 /* If its a door, try to find a key. If we do destroy the door,
1958 root 1.18 * might as well return immediately as there is nothing more to do -
1959     * otherwise, we fall through to the rest of the code.
1960     */
1961     object *key = find_key (op, op, door);
1962    
1963 root 1.142 /* If we found a key, do some extra work */
1964 root 1.18 if (key)
1965     {
1966     object *container = key->env;
1967    
1968     if (action_makes_visible (op))
1969     make_visible (op);
1970 root 1.117
1971 root 1.18 if (door->inv && (door->inv->type == RUNE || door->inv->type == TRAP))
1972     spring_trap (door->inv, op);
1973 root 1.103
1974 root 1.18 if (door->type == DOOR)
1975 root 1.103 hit_player (door, 9998, op, AT_PHYSICAL, 1); /* Break through the door */
1976 root 1.18 else if (door->type == LOCKED_DOOR)
1977     {
1978 root 1.170 op->statusmsg (format ("You open the door with the %s", query_short_name (key)), NDI_BROWN);
1979 root 1.18 remove_door2 (door); /* remove door without violence ;-) */
1980     }
1981 root 1.103
1982 root 1.18 /* Do this after we print the message */
1983     decrease_ob (key); /* Use up one of the keys */
1984     /* Need to update the weight the container the key was in */
1985     if (container != op)
1986     esrv_update_item (UPD_WEIGHT, op, container);
1987 root 1.103
1988 root 1.18 return 1; /* Nothing more to do below */
1989     }
1990     else if (door->type == LOCKED_DOOR)
1991     {
1992     /* Might as well return now - no other way to open this */
1993 root 1.171 op->failmsg (door->msg ? &door->msg : "Hmm, you miss the certain something to open this door...");
1994 root 1.18 return 1;
1995 elmex 1.1 }
1996 root 1.103
1997 root 1.18 return 0;
1998 elmex 1.1 }
1999    
2000     /* This function is just part of a breakup from move_player.
2001     * It should keep the code cleaner.
2002     * When this is called, the players direction has been updated
2003     * (taking into account confusion.) The player is also actually
2004     * going to try and move (not fire weapons).
2005     */
2006 root 1.142 bool
2007 root 1.18 move_player_attack (object *op, int dir)
2008 elmex 1.1 {
2009 root 1.18 int on_battleground;
2010    
2011 root 1.117 sint16 nx = freearr_x[dir] + op->x;
2012     sint16 ny = freearr_y[dir] + op->y;
2013 root 1.18
2014 root 1.49 on_battleground = op_on_battleground (op, 0, 0);
2015 root 1.18
2016 root 1.142 if (out_of_map (op->map, nx, ny))
2017     return false;
2018    
2019     if (!op->contr->braced && op->speed_left > 0.f && move_ob (op, dir, op))
2020     {
2021     --op->speed_left;
2022     return true;
2023     }
2024    
2025 root 1.18 /* If braced, or can't move to the square, and it is not out of the
2026     * map, attack it. Note order of if statement is important - don't
2027     * want to be calling move_ob if braced, because move_ob will move the
2028     * player. This is a pretty nasty hack, because if we could
2029     * move to some space, it then means that if we are braced, we should
2030     * do nothing at all. As it is, if we are braced, we go through
2031     * quite a bit of processing. However, it probably is less than what
2032     * move_ob uses.
2033     */
2034 root 1.142 maptile *m = op->map->xy_find (nx, ny);
2035    
2036     /* Go through all the objects, and find ones of interest. Only stop if
2037     * we find a monster - that is something we know we want to attack.
2038     * if its a door or barrel (can roll) see if there may be monsters
2039     * on the space
2040     */
2041     object *mon;
2042     for (mon = m->at (nx, ny).bot; mon; mon = mon->above)
2043 root 1.18 {
2044 root 1.142 if ((mon->flag [FLAG_ALIVE]
2045     || mon->type == LOCKED_DOOR
2046     || mon->flag [FLAG_CAN_ROLL])
2047     && mon != op)
2048     break;
2049     }
2050    
2051     if (!mon) /* This happens anytime the player tries to move */
2052     return false; /* into a wall */
2053 root 1.18
2054 root 1.142 mon = mon->head_ ();
2055 root 1.11
2056 root 1.142 if ((mon->type == DOOR && mon->stats.hp >= 0) || (mon->type == LOCKED_DOOR))
2057     if (op->contr->weapon_sp_left > 0.f)
2058     if (player_attack_door (op, mon))
2059 root 1.18 {
2060 root 1.142 --op->contr->weapon_sp_left;
2061     return true;
2062 root 1.18 }
2063    
2064 root 1.142 /* The following deals with possibly attacking peaceful
2065     * or friendly creatures. Basically, all players are considered
2066     * unaggressive. If the moving player has peaceful set, then the
2067     * object should be pushed instead of attacked. It is assumed that
2068     * if you are braced, you will not attack friends accidently,
2069     * and thus will not push them.
2070     */
2071 root 1.18
2072 root 1.142 /* If the creature is a pet, push it even if the player is not
2073     * peaceful. Our assumption is the creature is a pet if the
2074     * player owns it and it is either friendly or unagressive.
2075     */
2076     if (op->type == PLAYER
2077     && ((mon->owner && mon->owner->contr
2078     && same_party (mon->owner->contr->party, op->contr->party))
2079     || mon->owner == op)
2080     && (QUERY_FLAG (mon, FLAG_UNAGGRESSIVE) || QUERY_FLAG (mon, FLAG_FRIENDLY)))
2081     {
2082     /* If we're braced, we don't want to switch places with it */
2083     if (op->contr->braced)
2084     return false;
2085 root 1.18
2086 root 1.142 if (op->speed_left > 0.f)
2087     {
2088     --op->speed_left;
2089 root 1.85
2090 root 1.156 op->play_sound (sound_find ("push_player"));
2091 root 1.117 push_ob (mon, dir, op);
2092 root 1.142
2093 root 1.18 if (op->contr->tmp_invis || op->hide)
2094     make_visible (op);
2095 root 1.85
2096 root 1.142 return true;
2097 root 1.11 }
2098 root 1.142 else
2099     return false;
2100     }
2101 root 1.11
2102 root 1.142 /* in certain circumstances, you shouldn't attack friendly
2103     * creatures. Note that if you are braced, you can't push
2104     * someone, but put it inside this loop so that you won't
2105     * attack them either.
2106     */
2107     if ((mon->type == PLAYER || mon->enemy != op)
2108     && (mon->type == PLAYER || QUERY_FLAG (mon, FLAG_UNAGGRESSIVE) || QUERY_FLAG (mon, FLAG_FRIENDLY))
2109     && ((op->contr->peaceful
2110     || (mon->type == PLAYER && mon->contr->peaceful))
2111     && !on_battleground))
2112     {
2113     if (op->speed_left > 0.f)
2114 root 1.18 {
2115 root 1.142 --op->speed_left;
2116    
2117 root 1.18 if (!op->contr->braced)
2118     {
2119 root 1.156 op->play_sound (sound_find ("push_player"));
2120 root 1.85 push_ob (mon, dir, op);
2121 root 1.18 }
2122     else
2123 root 1.171 op->statusmsg ("You withhold your attack");
2124 root 1.49
2125 root 1.18 if (op->contr->tmp_invis || op->hide)
2126     make_visible (op);
2127 root 1.142
2128     return true;
2129 root 1.11 }
2130 root 1.142 }
2131     /* If the object is a boulder or other rollable object, then
2132     * roll it if not braced. You can't roll it if you are braced.
2133     */
2134     else if (QUERY_FLAG (mon, FLAG_CAN_ROLL) && (!op->contr->braced))
2135     {
2136     if (op->speed_left > 0.f)
2137     {
2138     --op->speed_left;
2139 elmex 1.1
2140 root 1.18 recursive_roll (mon, dir, op);
2141     if (action_makes_visible (op))
2142     make_visible (op);
2143 root 1.142
2144     return true;
2145 root 1.11 }
2146 root 1.142 }
2147     /* Any generic living creature. Including things like doors.
2148     * Way it works is like this: First, it must have some hit points
2149     * and be living. Then, it must be one of the following:
2150     * 1) Not a player, 2) A player, but of a different party. Note
2151     * that party_number -1 is no party, so attacks can still happen.
2152     */
2153     else if ((mon->stats.hp >= 0) && QUERY_FLAG (mon, FLAG_ALIVE) &&
2154     ((mon->type != PLAYER || op->contr->party == NULL || op->contr->party != mon->contr->party)))
2155     {
2156 root 1.143 if (op->contr->weapon_sp_left > 0.f && !op->flag [FLAG_WIZPASS])
2157 root 1.18 {
2158 root 1.142 --op->contr->weapon_sp_left;
2159 root 1.11
2160 root 1.49 skill_attack (mon, op, 0, 0, 0);
2161 root 1.11
2162 root 1.18 if (action_makes_visible (op))
2163     make_visible (op);
2164 root 1.142
2165     return true;
2166 root 1.11 }
2167 root 1.142 }
2168    
2169     return false;
2170 elmex 1.1 }
2171    
2172 root 1.142 bool
2173 root 1.18 move_player (object *op, int dir)
2174     {
2175     int pick;
2176 elmex 1.1
2177 root 1.84 if (!op->map || op->map->in_memory != MAP_IN_MEMORY)
2178 root 1.18 return 0;
2179 elmex 1.1
2180 root 1.18 /* Sanity check: make sure dir is valid */
2181     if ((dir < 0) || (dir >= 9))
2182     {
2183     LOG (llevError, "move_player: invalid direction %d\n", dir);
2184     return 0;
2185 elmex 1.1 }
2186    
2187 root 1.84 /* peterm: added following line */
2188 root 1.18 if (QUERY_FLAG (op, FLAG_CONFUSED) && dir)
2189 root 1.99 dir = absdir (dir + rndm (3) + rndm (3) - 2);
2190 root 1.18
2191     op->facing = dir;
2192    
2193     if (op->hide)
2194     do_hidden_move (op);
2195    
2196 root 1.142 bool retval;
2197    
2198 root 1.18 if (INVOKE_PLAYER (MOVE, op->contr, ARG_INT (dir)))
2199 root 1.142 retval = RESULT_INT (0);
2200 root 1.18 else if (op->contr->fire_on)
2201 root 1.142 retval = fire (op, dir);
2202 root 1.18 else
2203     {
2204 root 1.142 retval = move_player_attack (op, dir);
2205 root 1.18 pick = check_pick (op);
2206     }
2207 elmex 1.1
2208 root 1.18 /* Add special check for newcs players and fire on - this way, the
2209     * server can handle repeat firing.
2210     */
2211     if (op->contr->fire_on || (op->contr->run_on && pick != 0))
2212 root 1.49 op->direction = dir;
2213 root 1.18 else
2214 root 1.49 op->direction = 0;
2215    
2216 root 1.18 /* Update how the player looks. Use the facing, so direction may
2217     * get reset to zero. This allows for full animation capabilities
2218     * for players.
2219     */
2220     animate_object (op, op->facing);
2221 root 1.142
2222     return retval;
2223 elmex 1.1 }
2224    
2225     /* This is similar to handle_player, below, but is only used by the
2226     * new client/server stuff.
2227     * This is sort of special, in that the new client/server actually uses
2228     * the new speed values for commands.
2229     *
2230 root 1.142 * Returns true if there are more actions we can do. Should not do
2231     * many actions in a row, as that would be too unfair to other
2232     * players.
2233 elmex 1.1 */
2234 root 1.142 bool
2235 root 1.18 handle_newcs_player (object *op)
2236 elmex 1.1 {
2237 root 1.18 if (QUERY_FLAG (op, FLAG_SCARED))
2238     {
2239 root 1.142 if (op->speed_left > 0.f)
2240 root 1.18 {
2241 root 1.132 --op->speed_left;
2242 root 1.142 flee_player (op);
2243    
2244     return true;
2245 root 1.11 }
2246 root 1.142 else
2247     return false;
2248 elmex 1.1 }
2249    
2250 root 1.18 /* call this here - we also will call this in do_ericserver, but
2251     * the players time has been increased when doericserver has been
2252     * called, so we recheck it here.
2253     */
2254 root 1.83 if (op->contr->ns->handle_command ())
2255 root 1.142 return true;
2256 root 1.47
2257 root 1.142 if (op->direction && (op->contr->run_on || op->contr->fire_on))
2258     return move_player (op, op->direction);
2259 elmex 1.1
2260 root 1.142 return false;
2261 root 1.18 }
2262    
2263     int
2264     save_life (object *op)
2265     {
2266     if (!QUERY_FLAG (op, FLAG_LIFESAVE))
2267 elmex 1.1 return 0;
2268 root 1.18
2269 root 1.41 for (object *tmp = op->inv; tmp; tmp = tmp->below)
2270 root 1.18 if (QUERY_FLAG (tmp, FLAG_APPLIED) && QUERY_FLAG (tmp, FLAG_LIFESAVE))
2271     {
2272 root 1.156 op->play_sound (sound_find ("ob_evaporate"));
2273 root 1.18 new_draw_info_format (NDI_UNIQUE, 0, op, "Your %s vibrates violently, then evaporates.", query_name (tmp));
2274 root 1.33
2275 root 1.18 if (op->contr)
2276     esrv_del_item (op->contr, tmp->count);
2277 root 1.33
2278     tmp->destroy ();
2279 root 1.18 CLEAR_FLAG (op, FLAG_LIFESAVE);
2280 root 1.33
2281 root 1.18 if (op->stats.hp < 0)
2282     op->stats.hp = op->stats.maxhp;
2283 root 1.33
2284 root 1.18 if (op->stats.food < 0)
2285     op->stats.food = 999;
2286 root 1.33
2287 root 1.54 op->update_stats ();
2288 root 1.18 return 1;
2289     }
2290 root 1.41
2291 root 1.18 LOG (llevError, "Error: LIFESAVE set without applied object.\n");
2292     CLEAR_FLAG (op, FLAG_LIFESAVE);
2293     enter_player_savebed (op); /* bring him home. */
2294     return 0;
2295 elmex 1.1 }
2296    
2297     /* This goes throws the inventory and removes unpaid objects, and puts them
2298     * back in the map (location and map determined by values of env). This
2299     * function will descend into containers. op is the object to start the search
2300     * from.
2301     */
2302 root 1.154 static void
2303     drop_unpaid_items (object *op, object *env)
2304 elmex 1.1 {
2305 root 1.18 while (op)
2306     {
2307 root 1.70 object *next = op->below; /* Make sure we have a good value, in case we remove object 'op' */
2308    
2309 root 1.18 if (QUERY_FLAG (op, FLAG_UNPAID))
2310     {
2311     if (env->type == PLAYER)
2312     esrv_del_item (env->contr, op->count);
2313 root 1.70
2314     op->insert_at (env);
2315 root 1.18 }
2316     else if (op->inv)
2317 root 1.154 drop_unpaid_items (op->inv, env);
2318 root 1.41
2319 root 1.18 op = next;
2320 elmex 1.1 }
2321     }
2322    
2323 root 1.154 void
2324     object::drop_unpaid_items ()
2325     {
2326     if (!flag [FLAG_REMOVED])
2327     ::drop_unpaid_items (inv, this);
2328     }
2329    
2330 elmex 1.1 /*
2331     * Returns pointer a static string containing gravestone text
2332     * Moved from apply.c to player.c - player.c is what
2333     * actually uses this function. player.c may not be quite the
2334     * best, a misc file for object actions is probably better,
2335     * but there isn't one in the server directory.
2336     */
2337 root 1.18 char *
2338     gravestone_text (object *op)
2339 elmex 1.1 {
2340 root 1.18 static char buf2[MAX_BUF];
2341     char buf[MAX_BUF];
2342     time_t now = time (NULL);
2343    
2344     strcpy (buf2, " R.I.P.\n\n");
2345     if (op->type == PLAYER)
2346     sprintf (buf, "%s the %s\n", &op->name, op->contr->title);
2347     else
2348     sprintf (buf, "%s\n", &op->name);
2349 root 1.41
2350 root 1.18 strncat (buf2, " ", 20 - strlen (buf) / 2);
2351     strcat (buf2, buf);
2352     if (op->type == PLAYER)
2353     sprintf (buf, "who was in level %d when killed\n", op->level);
2354     else
2355     sprintf (buf, "who was in level %d when died.\n\n", op->level);
2356 root 1.41
2357 root 1.18 strncat (buf2, " ", 20 - strlen (buf) / 2);
2358     strcat (buf2, buf);
2359     if (op->type == PLAYER)
2360     {
2361     sprintf (buf, "by %s.\n\n", op->contr->killer);
2362     strncat (buf2, " ", 21 - strlen (buf) / 2);
2363     strcat (buf2, buf);
2364     }
2365 root 1.41
2366 root 1.18 strftime (buf, MAX_BUF, "%b %d %Y\n", localtime (&now));
2367     strncat (buf2, " ", 20 - strlen (buf) / 2);
2368     strcat (buf2, buf);
2369 root 1.41
2370 root 1.18 return buf2;
2371 elmex 1.1 }
2372    
2373 root 1.18 void
2374     do_some_living (object *op)
2375     {
2376     int last_food = op->stats.food;
2377 elmex 1.1 int gen_hp, gen_sp, gen_grace;
2378     int over_hp, over_sp, over_grace;
2379     int i;
2380     int rate_hp = 1200;
2381     int rate_sp = 2500;
2382     int rate_grace = 2000;
2383     const int max_hp = 1;
2384     const int max_sp = 1;
2385     const int max_grace = 1;
2386    
2387 root 1.107 if (op->contr->hidden)
2388     {
2389     op->invisible = 1000;
2390     /* the socket code flashes the player visible/invisible
2391     * depending on the value of invisible, so we need to
2392     * alternate it here for it to work correctly.
2393     */
2394     if (pticks & 2)
2395     op->invisible--;
2396     }
2397     else if (op->invisible && !(QUERY_FLAG (op, FLAG_MAKE_INVIS)))
2398     {
2399     if (!op->invisible--)
2400     {
2401     make_visible (op);
2402     new_draw_info (NDI_UNIQUE, 0, op, "Your invisibility spell runs out.");
2403     }
2404     }
2405    
2406 root 1.52 if (op->contr->ns->state == ST_PLAYING)
2407 root 1.18 {
2408     /* these next three if clauses make it possible to SLOW DOWN
2409     hp/grace/spellpoint regeneration. */
2410     if (op->contr->gen_hp >= 0)
2411     gen_hp = (op->contr->gen_hp + 1) * op->stats.maxhp;
2412     else
2413     {
2414     gen_hp = op->stats.maxhp;
2415     rate_hp -= rate_hp / 2 * op->contr->gen_hp;
2416     }
2417 root 1.55
2418 root 1.18 if (op->contr->gen_sp >= 0)
2419     gen_sp = (op->contr->gen_sp + 1) * op->stats.maxsp;
2420     else
2421     {
2422     gen_sp = op->stats.maxsp;
2423     rate_sp -= rate_sp / 2 * op->contr->gen_sp;
2424     }
2425 root 1.55
2426 root 1.18 if (op->contr->gen_grace >= 0)
2427     gen_grace = (op->contr->gen_grace + 1) * op->stats.maxgrace;
2428     else
2429     {
2430     gen_grace = op->stats.maxgrace;
2431     rate_grace -= rate_grace / 2 * op->contr->gen_grace;
2432     }
2433    
2434     /* Regenerate Grace */
2435     /* I altered this a little - maximum grace is ony achieved through prayer -b.t. */
2436     if (--op->last_grace < 0)
2437     {
2438     if (op->stats.grace < op->stats.maxgrace / 2)
2439     op->stats.grace++; /* no penalty in food for regaining grace */
2440 root 1.55
2441 root 1.18 if (max_grace > 1)
2442     {
2443     over_grace = (gen_grace < 20 ? 30 : gen_grace + 10) / rate_grace;
2444     if (over_grace > 0)
2445     {
2446     op->stats.sp += over_grace
2447     + (random_roll (0, rate_grace - 1, op, PREFER_HIGH) > ((gen_grace < 20 ? 30 : gen_grace + 10) % rate_grace)) ? -1 : 0;
2448     op->last_grace = 0;
2449     }
2450     else
2451     {
2452     op->last_grace = rate_grace / (gen_grace < 20 ? 30 : gen_grace + 10);
2453     }
2454     }
2455     else
2456     {
2457     op->last_grace = rate_grace / (gen_grace < 20 ? 30 : gen_grace + 10);
2458     }
2459     /* wearing stuff doesn't detract from grace generation. */
2460     }
2461    
2462 root 1.161 if (op->stats.food > 0)
2463 root 1.18 {
2464 root 1.161 /* Regenerate Spell Points */
2465     if (!op->contr->golem && --op->last_sp < 0)
2466 root 1.18 {
2467 root 1.161 gen_sp = gen_sp * 10 / (op->contr->gen_sp_armour < 10 ? 10 : op->contr->gen_sp_armour);
2468    
2469     if (op->stats.sp < op->stats.maxsp)
2470 root 1.18 {
2471 root 1.161 op->stats.sp++;
2472    
2473     /* dms do not consume food */
2474     if (!QUERY_FLAG (op, FLAG_WIZ))
2475     {
2476     op->stats.food--;
2477    
2478     if (op->contr->digestion < 0)
2479     op->stats.food += op->contr->digestion;
2480     else if (op->contr->digestion > 0 && random_roll (0, op->contr->digestion, op, PREFER_HIGH))
2481     op->stats.food = last_food;
2482     }
2483 root 1.18 }
2484 root 1.161
2485     if (max_sp > 1)
2486     {
2487     over_sp = (gen_sp + 10) / rate_sp;
2488     if (over_sp > 0)
2489     {
2490     if (op->stats.sp < op->stats.maxsp)
2491     {
2492     op->stats.sp += over_sp > max_sp ? max_sp : over_sp;
2493    
2494     if (random_roll (0, rate_sp - 1, op, PREFER_LOW) > ((gen_sp + 10) % rate_sp))
2495     op->stats.sp--;
2496    
2497     if (op->stats.sp > op->stats.maxsp)
2498     op->stats.sp = op->stats.maxsp;
2499     }
2500    
2501     op->last_sp = 0;
2502     }
2503     else
2504     op->last_sp = rate_sp / (gen_sp < 20 ? 30 : gen_sp + 10);
2505     }
2506     else
2507     op->last_sp = rate_sp / (gen_sp < 20 ? 30 : gen_sp + 10);
2508 root 1.18 }
2509 root 1.55
2510 root 1.161 /* Regenerate Hit Points */
2511     if (--op->last_heal < 0)
2512 root 1.18 {
2513 root 1.161 if (op->stats.hp < op->stats.maxhp)
2514 root 1.18 {
2515 root 1.161 op->stats.hp++;
2516    
2517     /* dms do not consume food */
2518     if (!QUERY_FLAG (op, FLAG_WIZ))
2519     {
2520     op->stats.food--;
2521    
2522     if (op->contr->digestion < 0)
2523     op->stats.food += op->contr->digestion;
2524     else if (op->contr->digestion > 0 && random_roll (0, op->contr->digestion, op, PREFER_HIGH))
2525     op->stats.food = last_food;
2526     }
2527 root 1.18 }
2528 root 1.161
2529     if (max_hp > 1)
2530 root 1.18 {
2531 root 1.161 over_hp = (gen_hp < 20 ? 30 : gen_hp + 10) / rate_hp;
2532    
2533     if (over_hp > 0)
2534     {
2535     op->stats.sp += over_hp + (RANDOM () % rate_hp > ((gen_hp < 20 ? 30 : gen_hp + 10) % rate_hp)) ? -1 : 0;
2536     op->last_heal = 0;
2537     }
2538     else
2539     op->last_heal = rate_hp / (gen_hp < 20 ? 30 : gen_hp + 10);
2540 root 1.18 }
2541 root 1.161 else
2542     op->last_heal = rate_hp / (gen_hp < 20 ? 30 : gen_hp + 10);
2543 root 1.18 }
2544 root 1.11 }
2545 elmex 1.1
2546 root 1.18 /* Digestion */
2547     if (--op->last_eat < 0)
2548     {
2549 root 1.155 int bonus = max (0, op->contr->digestion),
2550     penalty = max (0, -op->contr->digestion);
2551 root 1.18
2552 root 1.155 op->last_eat = 25 * (1 + bonus) / (max (0, op->contr->gen_hp) + penalty + 1);
2553 root 1.55
2554 root 1.18 /* dms do not consume food */
2555     if (!QUERY_FLAG (op, FLAG_WIZ))
2556     op->stats.food--;
2557 root 1.11 }
2558 elmex 1.1
2559 root 1.55 if (op->stats.food < 0 && op->stats.hp >= 0)
2560     {
2561     object *tmp, *flesh = 0;
2562 root 1.18
2563 root 1.55 for (tmp = op->inv; tmp; tmp = tmp->below)
2564 root 1.18 {
2565 root 1.55 if (!QUERY_FLAG (tmp, FLAG_UNPAID))
2566 root 1.18 {
2567 root 1.55 if (tmp->type == FOOD || tmp->type == DRINK || tmp->type == POISON)
2568     {
2569     new_draw_info (NDI_UNIQUE, 0, op, "You blindly grab for a bite of food.");
2570     manual_apply (op, tmp, 0);
2571     if (op->stats.food >= 0 || op->stats.hp < 0)
2572     break;
2573     }
2574     else if (tmp->type == FLESH)
2575     flesh = tmp;
2576     } /* End if paid for object */
2577     } /* end of for loop */
2578    
2579     /* If player is still starving, it means they don't have any food, so
2580     * eat flesh instead.
2581     */
2582     if (op->stats.food < 0 && op->stats.hp >= 0 && flesh)
2583     {
2584     new_draw_info (NDI_UNIQUE, 0, op, "You blindly grab for a bite of food.");
2585     manual_apply (op, flesh, 0);
2586     }
2587 root 1.11 }
2588 elmex 1.1
2589 root 1.161 if (op->stats.food < 0)
2590     {
2591     op->stats.hp += op->stats.food;
2592     op->stats.food = 0;
2593     }
2594 elmex 1.1
2595 root 1.55 if (op->stats.hp < 0 && !QUERY_FLAG (op, FLAG_WIZ))
2596     kill_player (op);
2597     }
2598 elmex 1.1 }
2599    
2600     /* If the player should die (lack of hp, food, etc), we call this.
2601     * op is the player in jeopardy. If the player can not be saved (not
2602     * permadeath, no lifesave), this will take care of removing the player
2603     * file.
2604     */
2605 root 1.18 void
2606     kill_player (object *op)
2607 elmex 1.1 {
2608 root 1.168 int x, y;
2609 root 1.18 char buf[MAX_BUF];
2610 root 1.25 maptile *map; /* this is for resurrection */
2611 root 1.18 int will_kill_again;
2612     archetype *at;
2613     object *tmp;
2614    
2615     if (save_life (op))
2616     return;
2617    
2618     /* If player dies on BATTLEGROUND, no stat/exp loss! For Combat-Arenas
2619     * in cities ONLY!!! It is very important that this doesn't get abused.
2620     * Look at op_on_battleground() for more info --AndreasV
2621     */
2622     if (op_on_battleground (op, &x, &y))
2623     {
2624     new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, "You have been defeated in combat!");
2625     new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, "Local medics have saved your life...");
2626    
2627     /* restore player */
2628 root 1.22 at = archetype::find ("poisoning");
2629 root 1.70 if (object *tmp = present_arch_in_ob (at, op))
2630 root 1.18 {
2631 root 1.33 tmp->destroy ();
2632 root 1.18 new_draw_info (NDI_UNIQUE, 0, op, "Your body feels cleansed");
2633     }
2634 elmex 1.1
2635 root 1.22 at = archetype::find ("confusion");
2636 root 1.70 if (object *tmp = present_arch_in_ob (at, op))
2637 root 1.18 {
2638 root 1.33 tmp->destroy ();
2639 root 1.18 new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer");
2640     }
2641    
2642 root 1.165 cure_disease (op, 0, 0); /* remove any disease */
2643 root 1.18 op->stats.hp = op->stats.maxhp;
2644     if (op->stats.food <= 0)
2645     op->stats.food = 999;
2646 elmex 1.1
2647 root 1.18 /* create a bodypart-trophy to make the winner happy */
2648 root 1.70 if (object *tmp = arch_to_object (archetype::find ("finger")))
2649 root 1.18 {
2650 root 1.168 tmp->name = format ("%s's finger" , &op->name);
2651     tmp->name_pl = format ("%s's fingers", &op->name);
2652     tmp->msg = format (
2653     "This finger has been cut off of %s the %s, when he was defeated at level %d by %s.\n",
2654     &op->name, op->contr->title, (int) (op->level), op->contr->killer
2655     );
2656 root 1.102 tmp->value = 0, tmp->type = 0;
2657     tmp->materialname = "organics";
2658 elmex 1.87 tmp->insert_at (op, tmp);
2659 root 1.18 }
2660 elmex 1.1
2661 root 1.18 /* teleport defeated player to new destination */
2662     transfer_ob (op, x, y, 0, NULL);
2663     op->contr->braced = 0;
2664     return;
2665 elmex 1.1 }
2666    
2667 root 1.18 INVOKE_PLAYER (DEATH, op->contr);
2668 root 1.3
2669 root 1.18 command_kill_pets (op, 0);
2670 elmex 1.1
2671 root 1.18 if (op->stats.food < 0)
2672 root 1.168 strcpy (op->contr->killer, "starvation");
2673 root 1.70
2674 root 1.156 op->contr->play_sound (sound_find ("player_dies"));
2675 elmex 1.1
2676 root 1.18 /* save the map location for corpse, gravestone */
2677 root 1.70 x = op->x;
2678     y = op->y;
2679 root 1.18 map = op->map;
2680 elmex 1.1
2681 root 1.54 /* NOT_PERMADEATH code. This basically brings the character back to
2682     * life if they are dead - it takes some exp and a random stat.
2683     * See the config.h file for a little more in depth detail about this.
2684     */
2685    
2686     /* Basically two ways to go - remove a stat permanently, or just
2687     * make it depletion. This bunch of code deals with that aspect
2688     * of death.
2689     */
2690     #ifndef COZY_SERVER
2691     if (settings.balanced_stat_loss)
2692 root 1.18 {
2693 root 1.54 /* If stat loss is permanent, lose one stat only. */
2694     /* Lower level chars don't lose as many stats because they suffer
2695     more if they do. */
2696     /* Higher level characters can afford things such as potions of
2697     restoration, or better, stat potions. So we slug them that
2698     little bit harder. */
2699     /* GD */
2700     if (settings.stat_loss_on_death)
2701     num_stats_lose = 1;
2702     else
2703     num_stats_lose = 1 + op->level / BALSL_NUMBER_LOSSES_RATIO;
2704     }
2705     else
2706 root 1.70 num_stats_lose = 1;
2707    
2708 root 1.54 lost_a_stat = 0;
2709    
2710     for (z = 0; z < num_stats_lose; z++)
2711     {
2712     i = RANDOM () % NUM_STATS;
2713 root 1.11
2714 root 1.54 if (settings.stat_loss_on_death)
2715 root 1.18 {
2716 root 1.54 /* Pick a random stat and take a point off it. Tell the player
2717     * what he lost.
2718     */
2719     change_attr_value (&(op->stats), i, -1);
2720     check_stat_bounds (&(op->stats));
2721     change_attr_value (&(op->contr->orig_stats), i, -1);
2722     check_stat_bounds (&(op->contr->orig_stats));
2723     new_draw_info (NDI_UNIQUE, 0, op, lose_msg[i]);
2724     lost_a_stat = 1;
2725 root 1.18 }
2726     else
2727     {
2728 root 1.54 /* deplete a stat */
2729     archetype *deparch = archetype::find ("depletion");
2730     object *dep;
2731 root 1.11
2732 root 1.54 dep = present_arch_in_ob (deparch, op);
2733     if (!dep)
2734 root 1.18 {
2735 root 1.54 dep = arch_to_object (deparch);
2736     insert_ob_in_ob (dep, op);
2737 root 1.18 }
2738 root 1.54 lose_this_stat = 1;
2739     if (settings.balanced_stat_loss)
2740 root 1.18 {
2741 root 1.54 /* GD */
2742     /* Get the stat that we're about to deplete. */
2743     this_stat = get_attr_value (&(dep->stats), i);
2744     if (this_stat < 0)
2745     {
2746     int loss_chance = 1 + op->level / BALSL_LOSS_CHANCE_RATIO;
2747     int keep_chance = this_stat * this_stat;
2748 root 1.18
2749 root 1.54 /* Yes, I am paranoid. Sue me. */
2750     if (keep_chance < 1)
2751     keep_chance = 1;
2752 root 1.18
2753 root 1.54 /* There is a maximum depletion total per level. */
2754     if (this_stat < -1 - op->level / BALSL_MAX_LOSS_RATIO)
2755     {
2756     lose_this_stat = 0;
2757     /* Take loss chance vs keep chance to see if we
2758     retain the stat. */
2759     }
2760     else
2761     {
2762     if (random_roll (0, loss_chance + keep_chance - 1, op, PREFER_LOW) < keep_chance)
2763     lose_this_stat = 0;
2764     /* LOG(llevDebug, "Determining stat loss. Stat: %d Keep: %d Lose: %d Result: %s.\n",
2765     this_stat, keep_chance, loss_chance,
2766     lose_this_stat?"LOSE":"KEEP"); */
2767 root 1.11 }
2768     }
2769 root 1.54 }
2770 root 1.18
2771 root 1.54 if (lose_this_stat)
2772     {
2773     this_stat = get_attr_value (&(dep->stats), i);
2774     /* We could try to do something clever like find another
2775     * stat to reduce if this fails. But chances are, if
2776     * stats have been depleted to -50, all are pretty low
2777     * and should be roughly the same, so it shouldn't make a
2778     * difference.
2779     */
2780     if (this_stat >= -50)
2781 root 1.18 {
2782 root 1.54 change_attr_value (&(dep->stats), i, -1);
2783     SET_FLAG (dep, FLAG_APPLIED);
2784     new_draw_info (NDI_UNIQUE, 0, op, lose_msg[i]);
2785     op->update_stats ();
2786     lost_a_stat = 1;
2787 root 1.11 }
2788     }
2789     }
2790 root 1.54 }
2791     /* If no stat lost, tell the player. */
2792     if (!lost_a_stat)
2793     {
2794     /* determine_god() seems to not work sometimes... why is this?
2795     Should I be using something else? GD */
2796     const char *god = determine_god (op);
2797 root 1.18
2798 root 1.54 if (god && (strcmp (god, "none")))
2799     new_draw_info_format (NDI_UNIQUE, 0, op, "For a brief moment you feel the holy presence of %s protecting" " you.", god);
2800     else
2801     new_draw_info (NDI_UNIQUE, 0, op, "For a brief moment you feel a holy presence protecting you.");
2802     }
2803 root 1.28 #else
2804 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.");
2805 elmex 1.1 #endif
2806    
2807 root 1.54 /* Put a gravestone up where the character 'almost' died. List the
2808     * exp loss on the stone.
2809     */
2810     tmp = arch_to_object (archetype::find ("gravestone"));
2811     sprintf (buf, "%s's gravestone", &op->name);
2812     tmp->name = buf;
2813     sprintf (buf, "%s's gravestones", &op->name);
2814     tmp->name_pl = buf;
2815     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);
2816     tmp->msg = buf;
2817     tmp->x = op->x, tmp->y = op->y;
2818     insert_ob_in_map (tmp, op->map, NULL, 0);
2819    
2820     /**************************************/
2821     /* */
2822     /* Subtract the experience points, */
2823     /* if we died cause of food, give us */
2824     /* food, and reset HP's... */
2825     /* */
2826     /**************************************/
2827    
2828     /* remove any poisoning and confusion the character may be suffering. */
2829     /* restore player */
2830     at = archetype::find ("poisoning");
2831     tmp = present_arch_in_ob (at, op);
2832    
2833     if (tmp)
2834     {
2835     tmp->destroy ();
2836     new_draw_info (NDI_UNIQUE, 0, op, "Your body feels cleansed");
2837     }
2838    
2839     at = archetype::find ("confusion");
2840     tmp = present_arch_in_ob (at, op);
2841     if (tmp)
2842     {
2843     tmp->destroy ();
2844     new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer");
2845     }
2846    
2847 root 1.165 cure_disease (op, 0, 0); /* remove any disease */
2848 root 1.54
2849     /*add_exp(op, (op->stats.exp * -0.20)); */
2850     apply_death_exp_penalty (op);
2851     if (op->stats.food < 100)
2852     op->stats.food = 900;
2853     op->stats.hp = op->stats.maxhp;
2854     op->stats.sp = MAX (op->stats.sp, op->stats.maxsp);
2855     op->stats.grace = MAX (op->stats.grace, op->stats.maxgrace);
2856 root 1.11
2857 root 1.54 /*
2858 root 1.108 * Check to see if the player has any unpaid items. If so, remove them
2859     * and put them back in the map.
2860 root 1.54 */
2861 root 1.154 op->drop_unpaid_items ();
2862 root 1.18
2863 root 1.54 /****************************************/
2864     /* */
2865     /* Move player to his current respawn- */
2866     /* position (usually last savebed) */
2867     /* */
2868     /****************************************/
2869 root 1.18
2870 root 1.54 enter_player_savebed (op);
2871 root 1.18
2872 root 1.54 op->contr->braced = 0;
2873 root 1.11
2874 root 1.54 /* it is possible that the player has blown something up
2875     * at his savebed location, and that can have long lasting
2876     * spell effects. So first see if there is a spell effect
2877     * on the space that might harm the player.
2878     */
2879     will_kill_again = 0;
2880     for (tmp = GET_MAP_OB (op->map, op->x, op->y); tmp; tmp = tmp->above)
2881     if (tmp->type == SPELL_EFFECT)
2882     will_kill_again |= tmp->attacktype;
2883 elmex 1.1
2884 root 1.54 if (will_kill_again)
2885 root 1.18 {
2886 root 1.54 object *force;
2887     int at;
2888 root 1.18
2889 root 1.54 force = get_archetype (FORCE_NAME);
2890     /* 50 ticks should be enough time for the spell to abate */
2891 root 1.133 force->speed = 0.1f;
2892     force->speed_left = -5.f;
2893 root 1.54 SET_FLAG (force, FLAG_APPLIED);
2894     for (at = 0; at < NROFATTACKS; at++)
2895     if (will_kill_again & (1 << at))
2896     force->resist[at] = 100;
2897 root 1.30
2898 root 1.54 insert_ob_in_ob (force, op);
2899     op->update_stats ();
2900 root 1.30
2901 root 1.54 }
2902 root 1.18
2903 root 1.54 new_draw_info (NDI_UNIQUE, 0, op, "YOU HAVE DIED.");
2904 elmex 1.1 }
2905    
2906 root 1.18 void
2907     loot_object (object *op)
2908     { /* Grab and destroy some treasure */
2909     object *tmp, *tmp2, *next;
2910 elmex 1.1
2911 root 1.103 op->close_container (); /* close open sack first */
2912 elmex 1.1
2913 root 1.54 for (tmp = op->inv; tmp; tmp = next)
2914 root 1.18 {
2915     next = tmp->below;
2916 root 1.54
2917 elmex 1.50 if (tmp->invisible)
2918 root 1.18 continue;
2919 root 1.54
2920 root 1.32 tmp->remove ();
2921 root 1.18 tmp->x = op->x, tmp->y = op->y;
2922 root 1.103
2923 root 1.18 if (tmp->type == CONTAINER)
2924 root 1.103 loot_object (tmp); /* empty container to ground */
2925    
2926 root 1.99 if (!QUERY_FLAG (tmp, FLAG_UNIQUE) && (QUERY_FLAG (tmp, FLAG_STARTEQUIP) || QUERY_FLAG (tmp, FLAG_NO_DROP) || !(rndm (3))))
2927 root 1.18 {
2928     if (tmp->nrof > 1)
2929     {
2930     tmp2 = get_split_ob (tmp, 1 + RANDOM () % (tmp->nrof - 1));
2931 root 1.33 tmp2->destroy ();
2932 root 1.18 insert_ob_in_map (tmp, op->map, NULL, 0);
2933     }
2934     else
2935 root 1.33 tmp->destroy ();
2936 root 1.18 }
2937     else
2938     insert_ob_in_map (tmp, op->map, NULL, 0);
2939     }
2940 elmex 1.1 }
2941    
2942     /*
2943     * fix_weight(): Check recursively the weight of all players, and fix
2944     * what needs to be fixed. Refresh windows and fix speed if anything
2945     * was changed.
2946     */
2947 root 1.18 void
2948     fix_weight (void)
2949     {
2950 root 1.61 for_all_players (pl)
2951 root 1.18 {
2952     int old = pl->ob->carrying, sum = sum_weight (pl->ob);
2953    
2954     if (old == sum)
2955     continue;
2956 root 1.54 pl->ob->update_stats ();
2957 root 1.18 LOG (llevDebug, "Fixed inventory in %s (%d -> %d)\n", &pl->ob->name, old, sum);
2958     }
2959 elmex 1.1 }
2960    
2961 root 1.18 void
2962     fix_luck (void)
2963     {
2964 root 1.61 for_all_players (pl)
2965 root 1.52 if (!pl->ob->contr->ns->state)
2966 root 1.54 pl->ob->change_luck (0);
2967 elmex 1.1 }
2968    
2969     /* cast_dust() - handles op throwing objects of type 'DUST'.
2970     * This is much simpler in the new spell code - we basically
2971     * just treat this as any other spell casting object.
2972     */
2973 elmex 1.2 void
2974 root 1.18 cast_dust (object *op, object *throw_ob, int dir)
2975 elmex 1.2 {
2976     object *skop, *spob;
2977    
2978     skop = find_skill_by_name (op, throw_ob->skill);
2979    
2980     /* casting POTION 'dusts' is really a use_magic_item skill */
2981     if (op->type == PLAYER && throw_ob->type == POTION && !skop)
2982     {
2983 root 1.18 LOG (llevError, "Player %s lacks critical skill use_magic_item!\n", &op->name);
2984 elmex 1.2 return;
2985     }
2986    
2987     spob = throw_ob->inv;
2988    
2989     // elmex Tue Aug 15 17:19:46 CEST 2006: Added this check to
2990     // not pass NULL to cast_spell (which did indeed check itself, but
2991     // errors should be reported as early as possible IMHO)
2992     if (!spob)
2993     {
2994 root 1.18 LOG (llevError, "cast_dust: thrown object %s (by %s) had no spell in it!", &throw_ob->name, &op->name);
2995 elmex 1.2 return;
2996 elmex 1.1 }
2997    
2998 elmex 1.2 if (op->type == PLAYER)
2999 root 1.14 new_draw_info_format (NDI_UNIQUE, 0, op, "You cast %s.", &spob->name);
3000 elmex 1.2
3001     cast_spell (op, throw_ob, dir, spob, NULL);
3002    
3003 root 1.33 throw_ob->destroy ();
3004 elmex 1.1 }
3005    
3006 root 1.18 void
3007     make_visible (object *op)
3008     {
3009     op->hide = 0;
3010     op->invisible = 0;
3011 root 1.164
3012 root 1.18 if (op->type == PLAYER)
3013     {
3014     op->contr->tmp_invis = 0;
3015     op->contr->invis_race = 0;
3016     }
3017 root 1.107
3018     update_object (op, UP_OBJ_CHANGE);
3019 root 1.18 }
3020    
3021     int
3022     is_true_undead (object *op)
3023     {
3024 root 1.149 if (QUERY_FLAG (op->arch, FLAG_UNDEAD))
3025 root 1.18 return 1;
3026    
3027 elmex 1.1 return 0;
3028     }
3029    
3030     /* look at the surrounding terrain to determine
3031     * the hideability of this object. Positive levels
3032     * indicate greater hideability.
3033     */
3034 root 1.18 int
3035     hideability (object *ob)
3036     {
3037     int i, level = 0, mflag;
3038     sint16 x, y;
3039    
3040     if (!ob || !ob->map)
3041     return 0;
3042    
3043     /* so, on normal lighted maps, its hard to hide */
3044     level = ob->map->darkness - 2;
3045    
3046     /* this also picks up whether the object is glowing.
3047     * If you carry a light on a non-dark map, its not
3048     * as bad as carrying a light on a pitch dark map */
3049     if (has_carried_lights (ob))
3050     level = -(10 + (2 * ob->map->darkness));
3051    
3052     /* scan through all nearby squares for terrain to hide in */
3053     for (i = 0, x = ob->x, y = ob->y; i < 9; i++, x = ob->x + freearr_x[i], y = ob->y + freearr_y[i])
3054     {
3055     mflag = get_map_flags (ob->map, NULL, x, y, NULL, NULL);
3056     if (mflag & P_OUT_OF_MAP)
3057     {
3058     continue;
3059     }
3060     if (mflag & P_BLOCKSVIEW) /* something to hide near! */
3061     level += 2;
3062     else /* open terrain! */
3063     level -= 1;
3064 elmex 1.1 }
3065 root 1.18
3066 elmex 1.1 #if 0
3067 root 1.18 LOG (llevDebug, "hideability of %s is %d\n", ob->name, level);
3068 elmex 1.1 #endif
3069 root 1.18 return level;
3070 elmex 1.1 }
3071    
3072     /* For Hidden creatures - a chance of becoming 'unhidden'
3073     * every time they move - as we subtract off 'invisibility'
3074     * AND, for players, if they move into a ridiculously unhideable
3075     * spot (surrounded by clear terrain in broad daylight). -b.t.
3076     */
3077 root 1.18 void
3078     do_hidden_move (object *op)
3079     {
3080     int hide = 0, num = random_roll (0, 19, op, PREFER_LOW);
3081     object *skop;
3082    
3083     if (!op || !op->map)
3084     return;
3085    
3086     skop = find_obj_by_type_subtype (op, SKILL, SK_HIDING);
3087    
3088     /* its *extremely* hard to run and sneak/hide at the same time! */
3089     if (op->type == PLAYER && op->contr->run_on)
3090 root 1.85 if (!skop || num >= skop->level)
3091     {
3092     new_draw_info (NDI_UNIQUE, 0, op, "You ran too much! You are no longer hidden!");
3093     make_visible (op);
3094     return;
3095     }
3096     else
3097     num += 20;
3098    
3099 root 1.18 num += op->map->difficulty;
3100     hide = hideability (op); /* modify by terrain hidden level */
3101     num -= hide;
3102 root 1.85
3103 root 1.18 if ((op->type == PLAYER && hide < -10) || ((op->invisible -= num) <= 0))
3104     {
3105     make_visible (op);
3106     if (op->type == PLAYER)
3107     new_draw_info (NDI_UNIQUE, 0, op, "You moved out of hiding! You are visible!");
3108 elmex 1.1 }
3109 root 1.18 else if (op->type == PLAYER && skop)
3110 root 1.85 change_exp (op, calc_skill_exp (op, NULL, skop), skop->skill, 0);
3111 elmex 1.1 }
3112    
3113     /* determine if who is standing near a hostile creature. */
3114    
3115 root 1.18 int
3116     stand_near_hostile (object *who)
3117     {
3118     object *tmp = NULL;
3119     int i, friendly = 0, player = 0, mflags;
3120 root 1.25 maptile *m;
3121 root 1.18 sint16 x, y;
3122    
3123     if (!who)
3124     return 0;
3125    
3126     if (who->type == PLAYER)
3127     player = 1;
3128    
3129     else
3130     friendly = QUERY_FLAG (who, FLAG_FRIENDLY);
3131    
3132     /* search adjacent squares */
3133     for (i = 1; i < 9; i++)
3134     {
3135     x = who->x + freearr_x[i];
3136     y = who->y + freearr_y[i];
3137     m = who->map;
3138     mflags = get_map_flags (m, &m, x, y, &x, &y);
3139     /* space must be blocked if there is a monster. If not
3140     * blocked, don't need to check this space.
3141     */
3142     if (mflags & P_OUT_OF_MAP)
3143     continue;
3144     if (OB_TYPE_MOVE_BLOCK (who, GET_MAP_MOVE_BLOCK (m, x, y)))
3145     continue;
3146    
3147 root 1.49 for (tmp = GET_MAP_OB (m, x, y); tmp; tmp = tmp->above)
3148 root 1.18 {
3149     if ((player ||friendly) &&QUERY_FLAG (tmp, FLAG_MONSTER) && !QUERY_FLAG (tmp, FLAG_UNAGGRESSIVE))
3150     return 1;
3151     else if (tmp->type == PLAYER)
3152     {
3153     /*don't let a hidden DM prevent you from hiding */
3154     if (!QUERY_FLAG (tmp, FLAG_WIZ) || tmp->contr->hidden == 0)
3155 root 1.11 return 1;
3156 root 1.18 }
3157 root 1.11 }
3158 elmex 1.1 }
3159 root 1.18 return 0;
3160 elmex 1.1 }
3161    
3162     /* check the player los field for viewability of the
3163     * object op. This function works fine for monsters,
3164     * but we dont worry if the object isnt the top one in
3165     * a pile (say a coin under a table would return "viewable"
3166     * by this routine). Another question, should we be
3167     * concerned with the direction the player is looking
3168 root 1.162 * in? Realistically, most of us can't see stuff behind
3169 elmex 1.1 * our backs...on the other hand, does the "facing" direction
3170 root 1.162 * imply the way your head, or body is facing? It's possible
3171 elmex 1.1 * for them to differ. Sigh, this fctn could get a bit more complex.
3172     * -b.t.
3173     * This function is now map tiling safe.
3174     */
3175 root 1.18 int
3176     player_can_view (object *pl, object *op)
3177     {
3178     rv_vector rv;
3179     int dx, dy;
3180    
3181     if (pl->type != PLAYER)
3182     {
3183     LOG (llevError, "player_can_view() called for non-player object\n");
3184     return -1;
3185 elmex 1.1 }
3186 root 1.74
3187 root 1.18 if (!pl || !op)
3188 elmex 1.1 return 0;
3189 root 1.18
3190 root 1.74 op = op->head_ ();
3191    
3192 root 1.18 get_rangevector (pl, op, &rv, 0x1);
3193    
3194     /* starting with the 'head' part, lets loop
3195     * through the object and find if it has any
3196 root 1.162 * part that is in the los array but isn't on
3197 root 1.18 * a blocked los square.
3198     * we use the archetype to figure out offsets.
3199     */
3200     while (op)
3201     {
3202 root 1.149 dx = rv.distance_x + op->arch->x;
3203     dy = rv.distance_y + op->arch->y;
3204 root 1.18
3205     /* only the viewable area the player sees is updated by LOS
3206     * code, so we need to restrict ourselves to that range of values
3207     * for any meaningful values.
3208     */
3209 root 1.162 if (abs (dx) <= (pl->contr->ns->mapx / 2) &&
3210     abs (dy) <= (pl->contr->ns->mapy / 2) &&
3211 root 1.52 !pl->contr->blocked_los[dx + (pl->contr->ns->mapx / 2)][dy + (pl->contr->ns->mapy / 2)])
3212 root 1.18 return 1;
3213 root 1.162
3214 root 1.18 op = op->more;
3215     }
3216 root 1.162
3217 root 1.18 return 0;
3218 elmex 1.1 }
3219    
3220     /* routine for both players and monsters. We call this when
3221     * there is a possibility for our action distrubing our hiding
3222     * place or invisiblity spell. Artefact invisiblity is not
3223     * effected by this. If we arent invisible to begin with, we
3224     * return 0.
3225     */
3226 root 1.18 int
3227     action_makes_visible (object *op)
3228     {
3229     if (op->invisible && QUERY_FLAG (op, FLAG_ALIVE))
3230     {
3231     if (QUERY_FLAG (op, FLAG_MAKE_INVIS))
3232     return 0;
3233    
3234     if (op->contr && op->contr->tmp_invis == 0)
3235     return 0;
3236 elmex 1.1
3237 root 1.18 /* If monsters, they should become visible */
3238     if (op->hide || !op->contr || (op->contr && op->contr->tmp_invis))
3239     {
3240     new_draw_info_format (NDI_UNIQUE, 0, op, "You become %s!", op->hide ? "unhidden" : "visible");
3241     return 1;
3242 root 1.11 }
3243 elmex 1.1 }
3244 root 1.162
3245 root 1.18 return 0;
3246 elmex 1.1 }
3247    
3248     /* op_on_battleground - checks if the given object op (usually
3249     * a player) is standing on a valid battleground-tile,
3250     * function returns TRUE/FALSE. If true x, y returns the battleground
3251     * -exit-coord. (and if x, y not NULL)
3252     * 19 March 2005 - josh@woosworld.net modifed to check if the battleground also has slaying, maxhp, and maxsp set
3253     * and if those are all set and the player has a marker that matches the slaying send them to a different x, y
3254     * Default is to do the same as before, so only people wanting to have different points need worry about this
3255     */
3256 root 1.18 int
3257     op_on_battleground (object *op, int *x, int *y)
3258     {
3259 elmex 1.1 /* A battleground-tile needs the following attributes to be valid:
3260     * is_floor 1 (has to be the FIRST floor beneath the player's feet),
3261     * name="battleground", no_pick 1, type=58 (type BATTLEGROUND)
3262     * and the exit-coordinates sp/hp must both be > 0.
3263     * => The intention here is to prevent abuse of the battleground-
3264     * feature (like pickable or hidden battleground tiles). */
3265 root 1.162 for (object *tmp = op->below; tmp; tmp = tmp->below)
3266 root 1.18 {
3267     if (QUERY_FLAG (tmp, FLAG_IS_FLOOR))
3268     {
3269 root 1.162 if (QUERY_FLAG (tmp, FLAG_NO_PICK)
3270     && tmp->type == BATTLEGROUND
3271     && tmp->name == shstr_battleground
3272     && EXIT_X (tmp) && EXIT_Y (tmp))
3273 root 1.18 {
3274 root 1.162 /* before we assign the exit, check if this is a teambattle */
3275 root 1.18 if (EXIT_ALT_X (tmp) && EXIT_ALT_Y (tmp) && EXIT_PATH (tmp))
3276     {
3277 root 1.162 for (object *invtmp = op->inv; invtmp; invtmp = invtmp->below)
3278 root 1.18 {
3279 root 1.162 if (invtmp->type == FORCE && invtmp->slaying && tmp->slaying == invtmp->slaying)
3280 root 1.18 {
3281 root 1.162 if (x && y)
3282 root 1.18 *x = EXIT_ALT_X (tmp), *y = EXIT_ALT_Y (tmp);
3283 root 1.162
3284 root 1.18 return 1;
3285     }
3286     }
3287     }
3288 root 1.162
3289     if (x && y)
3290 root 1.18 *x = EXIT_X (tmp), *y = EXIT_Y (tmp);
3291 root 1.162
3292 root 1.18 return 1;
3293     }
3294     }
3295 elmex 1.1 }
3296 root 1.162
3297 elmex 1.1 /* If we got here, did not find a battleground */
3298     return 0;
3299     }
3300    
3301     /*
3302     * When a dragon-player gains a new stage of evolution,
3303     * he gets some treasure
3304     *
3305     * attributes:
3306     * object *who the dragon player
3307     * int atnr the attack-number of the ability focus
3308     * int level ability level
3309     */
3310 root 1.18 void
3311     dragon_ability_gain (object *who, int atnr, int level)
3312     {
3313     treasurelist *trlist = NULL; /* treasurelist */
3314     treasure *tr; /* treasure */
3315     object *tmp, *skop; /* tmp. object */
3316     object *item; /* treasure object */
3317     char buf[MAX_BUF]; /* tmp. string buffer */
3318     int i = 0, j = 0;
3319    
3320     /* get the appropriate treasurelist */
3321     if (atnr == ATNR_FIRE)
3322 root 1.163 trlist = treasurelist::find (shstr_dragon_ability_fire);
3323 root 1.18 else if (atnr == ATNR_COLD)
3324 root 1.163 trlist = treasurelist::find (shstr_dragon_ability_cold);
3325 root 1.18 else if (atnr == ATNR_ELECTRICITY)
3326 root 1.163 trlist = treasurelist::find (shstr_dragon_ability_elec);
3327 root 1.18 else if (atnr == ATNR_POISON)
3328 root 1.163 trlist = treasurelist::find (shstr_dragon_ability_poison);
3329 root 1.18
3330     if (trlist == NULL || who->type != PLAYER)
3331     return;
3332    
3333     for (i = 0, tr = trlist->items; tr != NULL && i < level - 1; tr = tr->next, i++);
3334    
3335 elmex 1.82 if (!tr || !tr->item)
3336 root 1.18 {
3337     /* LOG(llevDebug, "-> no more treasure for %s\n", change_resist_msg[atnr]); */
3338     return;
3339 elmex 1.1 }
3340    
3341 root 1.18 /* everything seems okay - now bring on the gift: */
3342 root 1.149 item = tr->item;
3343 elmex 1.1
3344 root 1.18 if (item->type == SPELL)
3345     {
3346     if (check_spell_known (who, item->name))
3347 root 1.11 return;
3348 root 1.18
3349     new_draw_info_format (NDI_UNIQUE | NDI_BLUE, 0, who, "You gained the ability of %s", &item->name);
3350     do_learn_spell (who, item, 0);
3351     return;
3352 elmex 1.1 }
3353    
3354 root 1.18 /* grant direct spell */
3355     if (item->type == SPELLBOOK)
3356     {
3357     if (!item->inv)
3358     {
3359     LOG (llevDebug, "dragon_ability_gain: Broken spellbook %s\n", &item->name);
3360     return;
3361     }
3362     if (check_spell_known (who, item->inv->name))
3363     return;
3364     if (item->invisible)
3365     {
3366     new_draw_info_format (NDI_UNIQUE | NDI_BLUE, 0, who, "You gained the ability of %s", &item->inv->name);
3367     do_learn_spell (who, item->inv, 0);
3368     return;
3369 root 1.11 }
3370 root 1.18 }
3371     else if (item->type == SKILL_TOOL && item->invisible)
3372     {
3373     if (item->subtype == SK_CLAWING && (skop = find_skill_by_name (who, item->skill)) != NULL)
3374     {
3375    
3376     /* should this perhaps be (skop->attackyp & item->attacktype)!=item->attacktype ...
3377     * in this way, if the player is missing any of the attacktypes, he gets
3378     * them. As it is now, if the player has any that match the granted skill,
3379     * but not all of them, he gets nothing.
3380     */
3381     if (!(skop->attacktype & item->attacktype))
3382     {
3383     /* Give new attacktype */
3384     skop->attacktype |= item->attacktype;
3385    
3386     /* always add physical if there's none */
3387     skop->attacktype |= AT_PHYSICAL;
3388    
3389     if (item->msg != NULL)
3390     new_draw_info (NDI_UNIQUE | NDI_BLUE, 0, who, item->msg);
3391    
3392     /* Give player new face */
3393     if (item->animation_id)
3394     {
3395     who->face = skop->face;
3396     who->animation_id = item->animation_id;
3397     who->anim_speed = item->anim_speed;
3398     who->last_anim = 0;
3399     who->state = 0;
3400     animate_object (who, who->direction);
3401     }
3402     }
3403 root 1.11 }
3404 elmex 1.1 }
3405 root 1.18 else if (item->type == FORCE)
3406     {
3407     /* forces in the treasurelist can alter the player's stats */
3408     object *skin;
3409 elmex 1.1
3410 root 1.18 /* first get the dragon skin force */
3411 root 1.153 for (skin = who->inv; skin && !(skin->arch->archname == shstr_dragon_skin_force); skin = skin->below)
3412 root 1.52 ;
3413    
3414     if (!skin)
3415 root 1.18 return;
3416    
3417     /* adding new spellpath attunements */
3418     if (item->path_attuned > 0 && !(skin->path_attuned & item->path_attuned))
3419     {
3420     skin->path_attuned |= item->path_attuned; /* add attunement to skin */
3421    
3422     /* print message */
3423     sprintf (buf, "You feel attuned to ");
3424     for (i = 0, j = 0; i < NRSPELLPATHS; i++)
3425     {
3426     if (item->path_attuned & (1 << i))
3427     {
3428     if (j)
3429     strcat (buf, " and ");
3430     else
3431     j = 1;
3432     strcat (buf, spellpathnames[i]);
3433     }
3434     }
3435     strcat (buf, ".");
3436     new_draw_info (NDI_UNIQUE | NDI_BLUE, 0, who, buf);
3437     }
3438    
3439     /* evtl. adding flags: */
3440     if (QUERY_FLAG (item, FLAG_XRAYS))
3441     SET_FLAG (skin, FLAG_XRAYS);
3442     if (QUERY_FLAG (item, FLAG_STEALTH))
3443     SET_FLAG (skin, FLAG_STEALTH);
3444     if (QUERY_FLAG (item, FLAG_SEE_IN_DARK))
3445     SET_FLAG (skin, FLAG_SEE_IN_DARK);
3446    
3447     /* print message if there is one */
3448     if (item->msg != NULL)
3449     new_draw_info (NDI_UNIQUE | NDI_BLUE, 0, who, item->msg);
3450     }
3451     else
3452     {
3453     /* generate misc. treasure */
3454     tmp = arch_to_object (tr->item);
3455     new_draw_info_format (NDI_UNIQUE | NDI_BLUE, 0, who, "You gained %s", query_short_name (tmp));
3456     tmp = insert_ob_in_ob (tmp, who);
3457     if (who->type == PLAYER)
3458     esrv_send_item (who, tmp);
3459 elmex 1.1 }
3460     }
3461    
3462     /**
3463     * Unready an object for a player. This function does nothing if the object was
3464     * not readied.
3465     */
3466 root 1.18 void
3467     player_unready_range_ob (player *pl, object *ob)
3468     {
3469 root 1.119 if (pl->ob->current_weapon == ob)
3470     pl->ob->current_weapon = 0;
3471    
3472 root 1.118 if (pl->combat_ob == ob)
3473 root 1.119 pl->combat_ob = 0;
3474 root 1.118
3475     if (pl->ranged_ob == ob)
3476 root 1.119 pl->ranged_ob = 0;
3477 elmex 1.1 }
3478 root 1.101
3479     sint8
3480     player::visibility_at (maptile *map, int x, int y) const
3481     {
3482     if (!ns)
3483     return 0;
3484    
3485     int dx, dy;
3486     if (!adjacent_map (map, ns->current_map, &dx, &dy))
3487     return 0;
3488    
3489     x += dx - ns->current_x + ns->mapx / 2;
3490     y += dy - ns->current_y + ns->mapy / 2;
3491    
3492     if (!IN_RANGE_EXC (x, 0, ns->mapx) || !IN_RANGE_EXC (y, 0, ns->mapy))
3493     return 0;
3494    
3495     return 100 - blocked_los [x][y];
3496     }
3497 root 1.169
3498     void
3499     player::infobox (const char *title, const char *msg, int color)
3500     {
3501     send_msg (color | NDI_DEF | NDI_REPLY | NDI_CLEAR, title, msg);
3502     }
3503    
3504     void
3505     player::statusmsg (const char *msg, int color)
3506     {
3507     send_msg (color | NDI_REPLY, INFO_CHANNEL, msg);
3508     }
3509    
3510     void
3511     player::failmsg (const char *msg, int color)
3512     {
3513     play_sound (sound_find ("generic_failure"));
3514     statusmsg (msg, color);
3515     }
3516