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Revision: 1.181
Committed: Tue Apr 15 14:21:04 2008 UTC (16 years, 1 month ago) by root
Content type: text/plain
Branch: MAIN
CVS Tags: rel-2_5
Changes since 1.180: +1 -1 lines
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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 1.180 ob->deactivate (); // change_Weapon activates, fix this better
327 root 1.54 }
328 root 1.15
329 root 1.146 void
330     player::set_observe (object *op)
331     {
332     observe = op ? op : ob;
333 root 1.147 do_los = 1;
334 root 1.146 }
335    
336 root 1.54 player::player ()
337     {
338 pippijn 1.81 /* There are some elements we want initialised to non zero value -
339 root 1.54 * we deal with that below this point.
340     */
341 root 1.114 outputs_sync = 4;
342     outputs_count = 4;
343 root 1.54 unapply = unapply_nochoice;
344    
345 root 1.77 savebed_map = first_map_path; /* Init. respawn position */
346 root 1.54
347     gen_sp_armour = 10;
348     bowtype = bow_normal;
349     petmode = pet_normal;
350     listening = 10;
351     usekeys = containers;
352     peaceful = 1; /* default peaceful */
353     do_los = 1;
354 root 1.142
355     weapon_sp = 1.0f;
356     weapon_sp_left = 0.5f;
357 root 1.54 }
358    
359 root 1.62 void
360     player::do_destroy ()
361 root 1.54 {
362 root 1.72 disconnect ();
363 root 1.62
364 root 1.72 attachable::do_destroy ();
365 root 1.62
366 root 1.54 if (ob)
367 root 1.69 {
368     ob->destroy_inv (false);
369     ob->destroy ();
370     }
371 root 1.151
372     ob = observe = 0;
373 root 1.62 }
374    
375     player::~player ()
376     {
377 root 1.54 /* Clear item stack */
378     free (stack_items);
379 elmex 1.1 }
380    
381 root 1.54 /* Tries to add player on the connection passed in ns.
382 elmex 1.1 * All we can really get in this is some settings like host and display
383     * mode.
384     */
385 root 1.54 player *
386     player::create ()
387 root 1.18 {
388 root 1.54 player *pl = new player;
389 root 1.38
390 root 1.54 pl->set_object (arch_to_object (get_player_archetype (0)));
391 root 1.104
392     pl->ob->roll_stats ();
393     pl->ob->stats.wc = 2;
394     pl->ob->run_away = 25; /* Then we panick... */
395    
396 root 1.76 set_first_map (pl->ob);
397 root 1.26
398 root 1.54 return pl;
399 elmex 1.1 }
400    
401     /*
402     * get_player_archetype() return next player archetype from archetype
403     * list. Not very efficient routine, but used only creating new players.
404     * Note: there MUST be at least one player archetype!
405     */
406 root 1.18 archetype *
407     get_player_archetype (archetype *at)
408 elmex 1.1 {
409 root 1.149 archvec::iterator i = at ? archetypes.find (at) : archetypes.begin ();
410 root 1.18
411     for (;;)
412     {
413 root 1.149 if (++i == archetypes.end ())
414     i = archetypes.begin ();
415     else if (*i == at)
416     cleanup ("not a single player archetype found");
417 root 1.46
418 root 1.149 if ((*i)->type == PLAYER)
419     return *i;
420 elmex 1.1 }
421     }
422    
423 root 1.18 object *
424     get_nearest_player (object *mon)
425     {
426     object *op = NULL;
427     objectlink *ol;
428     unsigned lastdist;
429     rv_vector rv;
430    
431 root 1.92 for (ol = first_friendly_object, lastdist = 1000; ol; ol = ol->next)
432 root 1.18 {
433     if (!can_detect_enemy (mon, ol->ob, &rv))
434     continue;
435 root 1.11
436 root 1.18 if (lastdist > rv.distance)
437     {
438     op = ol->ob;
439     lastdist = rv.distance;
440 root 1.11 }
441 elmex 1.1 }
442 root 1.61
443     for_all_players (pl)
444     if (can_detect_enemy (mon, pl->ob, &rv))
445     if (lastdist > rv.distance)
446 root 1.18 {
447 root 1.61 op = pl->ob;
448     lastdist = rv.distance;
449     }
450 elmex 1.1
451     #if 0
452 root 1.18 LOG (llevDebug, "get_nearest_player() finds player: %s\n", op ? &op->name : "(null)");
453 elmex 1.1 #endif
454 root 1.18 return op;
455 elmex 1.1 }
456    
457     /* I believe this can safely go to 2, 3 is questionable, 4 will likely
458     * result in a monster paths backtracking. It basically determines how large a
459     * detour a monster will take from the direction path when looking
460     * for a path to the player. The values are in the amount of direction
461     * the deviation is
462     */
463     #define DETOUR_AMOUNT 2
464    
465     /* This is used to prevent infinite loops. Consider a case where the
466     * player is in a chamber (with gate closed), and monsters are outside.
467     * with DETOUR_AMOUNT==2, the function will turn each corner, trying to
468     * find a path into the chamber. This is a good thing, but since there
469     * is no real path, it will just keep circling the chamber for
470     * ever (this could be a nice effect for monsters, but not for the function
471     * to get stuck in. I think for the monsters, if max is reached and
472     * we return the first direction the creature could move would result in the
473     * circling behaviour. Unfortunately, this function is also used to determined
474     * if the creature should cast a spell, so returning a direction in that case
475     * is probably not a good thing.
476     */
477     #define MAX_SPACES 50
478    
479     /*
480     * Returns the direction to the player, if valid. Returns 0 otherwise.
481     * modified to verify there is a path to the player. Does this by stepping towards
482     * player and if path is blocked then see if blockage is close enough to player that
483     * direction to player is changed (ie zig or zag). Continue zig zag until either
484     * reach player or path is blocked. Thus, will only return true if there is a free
485     * path to player. Though path may not be a straight line. Note that it will find
486     * player hiding along a corridor at right angles to the corridor with the monster.
487     *
488     * Modified by MSW 2001-08-06 to handle tiled maps. Various notes:
489     * 1) With DETOUR_AMOUNT being 2, it should still go and find players hiding
490     * down corriders.
491     * 2) I think the old code was broken if the first direction the monster
492     * should move was blocked - the code would store the first direction without
493     * verifying that the player can actually move in that direction. The new
494     * code does not store anything in firstdir until we have verified that the
495     * monster can in fact move one space in that direction.
496     * 3) I'm not sure how good this code will be for moving multipart monsters,
497     * since only simple checks to blocked are being called, which could mean the monster
498     * is blocking itself.
499     */
500 root 1.18 int
501     path_to_player (object *mon, object *pl, unsigned mindiff)
502     {
503     rv_vector rv;
504     sint16 x, y;
505     int lastx, lasty, dir, i, diff, firstdir = 0, lastdir, max = MAX_SPACES, mflags, blocked;
506 root 1.25 maptile *m, *lastmap;
507 root 1.18
508     get_rangevector (mon, pl, &rv, 0);
509    
510     if (rv.distance < mindiff)
511     return 0;
512    
513     x = mon->x;
514     y = mon->y;
515     m = mon->map;
516     dir = rv.direction;
517     lastdir = firstdir = rv.direction; /* perhaps we stand next to pl, init firstdir too */
518 root 1.100 diff = ::max (abs (rv.distance_x), abs (rv.distance_y));
519    
520 root 1.18 /* If we can't solve it within the search distance, return now. */
521     if (diff > max)
522     return 0;
523 root 1.100
524 root 1.18 while (diff > 1 && max > 0)
525     {
526     lastx = x;
527     lasty = y;
528     lastmap = m;
529     x = lastx + freearr_x[dir];
530     y = lasty + freearr_y[dir];
531    
532     mflags = get_map_flags (m, &m, x, y, &x, &y);
533     blocked = (mflags & P_OUT_OF_MAP) ? MOVE_ALL : GET_MAP_MOVE_BLOCK (m, x, y);
534    
535     /* Space is blocked - try changing direction a little */
536     if ((mflags & P_OUT_OF_MAP) || ((OB_TYPE_MOVE_BLOCK (mon, blocked) || (mflags & P_BLOCKSVIEW))
537     && (m == mon->map && blocked_link (mon, m, x, y))))
538     {
539     /* recalculate direction from last good location. Possible
540     * we were not traversing ideal location before.
541     */
542     get_rangevector_from_mapcoord (lastmap, lastx, lasty, pl, &rv, 0);
543     if (rv.direction != dir)
544     {
545     /* OK - says direction should be different - lets reset the
546     * the values so it will try again.
547     */
548     x = lastx;
549     y = lasty;
550     m = lastmap;
551     dir = firstdir = rv.direction;
552     }
553     else
554     {
555     /* direct path is blocked - try taking a side step to
556     * either the left or right.
557     * Note increase the values in the loop below to be
558     * more than -1/1 respectively will mean the monster takes
559     * bigger detour. Have to be careful about these values getting
560     * too big (3 or maybe 4 or higher) as the monster may just try
561     * stepping back and forth
562     */
563     for (i = -DETOUR_AMOUNT; i <= DETOUR_AMOUNT; i++)
564     {
565     if (i == 0)
566     continue; /* already did this, so skip it */
567     /* Use lastdir here - otherwise,
568     * since the direction that the creature should move in
569     * may change, you could get infinite loops.
570     * ie, player is northwest, but monster can only
571     * move west, so it does that. It goes some distance,
572     * gets blocked, finds that it should move north,
573     * can't do that, but now finds it can move east, and
574     * gets back to its original point. lastdir contains
575     * the last direction the creature has successfully
576     * moved.
577     */
578    
579     x = lastx + freearr_x[absdir (lastdir + i)];
580     y = lasty + freearr_y[absdir (lastdir + i)];
581     m = lastmap;
582     mflags = get_map_flags (m, &m, x, y, &x, &y);
583     if (mflags & P_OUT_OF_MAP)
584     continue;
585     blocked = GET_MAP_MOVE_BLOCK (m, x, y);
586     if (OB_TYPE_MOVE_BLOCK (mon, blocked))
587     continue;
588     if (mflags & P_BLOCKSVIEW)
589     continue;
590    
591     if (m == mon->map && blocked_link (mon, m, x, y))
592     break;
593     }
594     /* go through entire loop without finding a valid
595     * sidestep to take - thus, no valid path.
596     */
597     if (i == (DETOUR_AMOUNT + 1))
598     return 0;
599     diff--;
600     lastdir = dir;
601     max--;
602     if (!firstdir)
603     firstdir = dir + i;
604     } /* else check alternate directions */
605     } /* if blocked */
606     else
607     {
608     /* we moved towards creature, so diff is less */
609     diff--;
610     max--;
611     lastdir = dir;
612     if (!firstdir)
613     firstdir = dir;
614     }
615 root 1.100
616 root 1.18 if (diff <= 1)
617     {
618     /* Recalculate diff (distance) because we may not have actually
619     * headed toward player for entire distance.
620     */
621     get_rangevector_from_mapcoord (m, x, y, pl, &rv, 0);
622 root 1.100 diff = ::max (abs (rv.distance_x), abs (rv.distance_y));
623 root 1.18 }
624 root 1.100
625 root 1.18 if (diff > max)
626     return 0;
627     }
628 root 1.100
629 root 1.18 /* If we reached the max, didn't find a direction in time */
630     if (!max)
631     return 0;
632    
633     return firstdir;
634     }
635    
636     void
637     give_initial_items (object *pl, treasurelist * items)
638     {
639 root 1.176 if (pl->randomitems)
640 root 1.18 create_treasure (items, pl, GT_STARTEQUIP | GT_ONLY_GOOD, 1, 0);
641    
642 root 1.176 for (object *next, *op = pl->inv; op; op = next)
643 root 1.18 {
644     next = op->below;
645    
646     /* Forces get applied per default, unless they have the
647     * flag "neutral" set. Sorry but I can't think of a better way
648     */
649     if (op->type == FORCE && !QUERY_FLAG (op, FLAG_NEUTRAL))
650     SET_FLAG (op, FLAG_APPLIED);
651    
652     /* we never give weapons/armour if these cannot be used
653     * by this player due to race restrictions
654     */
655     if (pl->type == PLAYER)
656     {
657     if ((!QUERY_FLAG (pl, FLAG_USE_ARMOUR) &&
658     (op->type == ARMOUR || op->type == BOOTS ||
659     op->type == CLOAK || op->type == HELMET ||
660     op->type == SHIELD || op->type == GLOVES ||
661     op->type == BRACERS || op->type == GIRDLE)) || (!QUERY_FLAG (pl, FLAG_USE_WEAPON) && op->type == WEAPON))
662     {
663 root 1.33 op->destroy ();
664 root 1.18 continue;
665     }
666 root 1.11 }
667    
668 root 1.18 /* This really needs to be better - we should really give
669     * a substitute spellbook. The problem is that we don't really
670     * have a good idea what to replace it with (need something like
671     * a first level treasurelist for each skill.)
672     * remove duplicate skills also
673     */
674     if (op->type == SPELLBOOK || op->type == SKILL)
675     {
676     object *tmp;
677 elmex 1.1
678 root 1.18 for (tmp = op->below; tmp; tmp = tmp->below)
679     if (tmp->type == op->type && tmp->name == op->name)
680     break;
681 root 1.11
682 root 1.18 if (tmp)
683     {
684 root 1.33 op->destroy ();
685 root 1.18 LOG (llevError, "give_initial_items: Removing duplicate object %s\n", &tmp->name);
686     continue;
687 root 1.11 }
688 root 1.33
689 root 1.18 if (op->nrof > 1)
690     op->nrof = 1;
691 root 1.11 }
692 elmex 1.1
693 root 1.18 if (op->type == SPELLBOOK && op->inv)
694 root 1.176 CLEAR_FLAG (op->inv, FLAG_STARTEQUIP);
695 root 1.11
696 root 1.18 /* Give starting characters identified, uncursed, and undamned
697     * items. Just don't identify gold or silver, or it won't be
698     * merged properly.
699     */
700     if (need_identify (op))
701     {
702     SET_FLAG (op, FLAG_IDENTIFIED);
703     CLEAR_FLAG (op, FLAG_CURSED);
704     CLEAR_FLAG (op, FLAG_DAMNED);
705     }
706     if (op->type == SPELL)
707     {
708 root 1.33 op->destroy ();
709 root 1.18 continue;
710     }
711     else if (op->type == SKILL)
712     {
713     SET_FLAG (op, FLAG_CAN_USE_SKILL);
714     op->stats.exp = 0;
715     op->level = 1;
716 root 1.11 }
717 root 1.18 /* lock all 'normal items by default */
718     else
719     SET_FLAG (op, FLAG_INV_LOCKED);
720     } /* for loop of objects in player inv */
721    
722     /* Need to set up the skill pointers */
723     link_player_skills (pl);
724     }
725    
726     void
727     get_party_password (object *op, partylist *party)
728     {
729     if (party == NULL)
730     {
731     LOG (llevError, "get_party_password(): tried to make player %s join a NULL party", &op->name);
732     return;
733 elmex 1.1 }
734 root 1.54
735 root 1.18 op->contr->write_buf[0] = '\0';
736 root 1.52 op->contr->ns->state = ST_GET_PARTY_PASSWORD;
737 root 1.18 op->contr->party_to_join = party;
738 root 1.52 send_query (op->contr->ns, CS_QUERY_HIDEINPUT, "What is the password?\n:");
739 elmex 1.1 }
740    
741     /* This rolls four 1-6 rolls and sums the best 3 of the 4. */
742 root 1.54 static int
743 root 1.18 roll_stat (void)
744     {
745     int a[4], i, j, k;
746    
747     for (i = 0; i < 4; i++)
748 root 1.99 a[i] = (int) rndm (6) + 1;
749 root 1.18
750     for (i = 0, j = 0, k = 7; i < 4; i++)
751     if (a[i] < k)
752     k = a[i], j = i;
753    
754     for (i = 0, k = 0; i < 4; i++)
755 root 1.54 if (i != j)
756     k += a[i];
757    
758 root 1.18 return k;
759     }
760    
761     void
762 root 1.54 object::roll_stats ()
763 root 1.18 {
764 root 1.128 int statsort [NUM_STATS];
765 root 1.18
766 root 1.54 for (;;)
767 root 1.18 {
768 root 1.54 int sum = 0;
769 root 1.128 for (int i = NUM_STATS; i--; )
770 root 1.54 sum += statsort [i] = roll_stat ();
771    
772     if (sum >= 82 && sum <= 116)
773     break;
774 root 1.18 }
775    
776 root 1.54 // Sort the stats so that rerolling is easier...
777 root 1.128 std::sort (statsort, statsort + NUM_STATS, std::greater<int>());
778 root 1.18
779 root 1.128 for (int i = 0; i < NUM_STATS; ++i)
780     stats.stat (i) = statsort [i];
781 root 1.18
782 root 1.54 stats.exp = 0;
783     stats.ac = 0;
784 root 1.18
785 root 1.54 stats.hp = stats.maxhp;
786     stats.sp = stats.maxsp;
787     stats.grace = stats.maxgrace;
788 root 1.18
789 root 1.54 if (contr)
790     {
791     contr->levhp[1] = 9;
792     contr->levsp[1] = 6;
793     contr->levgrace[1] = 3;
794 root 1.18
795 root 1.54 contr->orig_stats = stats;
796     }
797 root 1.18 }
798    
799     void
800 root 1.54 object::swap_stats (int a, int b)
801 root 1.18 {
802 root 1.127 swap (contr->orig_stats.stat (a), contr->orig_stats.stat (b));
803    
804     for (int i = 0; i < NUM_STATS; ++i)
805     stats.stat (i) = contr->orig_stats.stat (i);
806 elmex 1.1
807 root 1.54 //TODO: the following code looks so borked and should, at the very least,
808     // be merged with the similar code in roll_stats
809     stats.ac = 0;
810 elmex 1.1
811 root 1.54 level = 1;
812     stats.exp = 0;
813     stats.ac = 0;
814 elmex 1.1
815 root 1.54 stats.hp = stats.maxhp;
816     stats.sp = stats.maxsp;
817     stats.grace = stats.maxgrace;
818 elmex 1.1
819 root 1.54 if (contr)
820 root 1.18 {
821 root 1.54 contr->levhp[1] = 9;
822     contr->levsp[1] = 6;
823     contr->levgrace[1] = 3;
824 root 1.18
825 root 1.54 contr->orig_stats = stats;
826 elmex 1.1 }
827     }
828    
829 root 1.73 static void
830     start_info (object *op)
831     {
832     char buf[MAX_BUF];
833    
834 root 1.177 sprintf (buf, "Welcome to Deliantra v%s!", VERSION);
835 root 1.73 new_draw_info (NDI_UNIQUE, 0, op, buf);
836     }
837    
838 elmex 1.1 /* This function takes the key that is passed, and does the
839     * appropriate action with it (change race, or other things).
840     * The function name is for historical reasons - now we have
841     * separate race and class; this actually changes the RACE,
842     * not the class.
843     */
844 root 1.112 void
845     player::chargen_race_done ()
846 elmex 1.1 {
847 root 1.112 /* this must before then initial items are given */
848     esrv_new_player (ob->contr, ob->weight + ob->carrying);
849 elmex 1.1
850 root 1.112 treasurelist *tl = treasurelist::find ("starting_wealth");
851     if (tl)
852     create_treasure (tl, ob, 0, 0, 0);
853 elmex 1.1
854 root 1.112 INVOKE_PLAYER (BIRTH, ob->contr);
855     INVOKE_PLAYER (LOGIN, ob->contr);
856 elmex 1.36
857 root 1.112 ob->contr->ns->state = ST_PLAYING;
858 elmex 1.1
859 root 1.112 if (ob->msg)
860     ob->msg = 0;
861 elmex 1.1
862 root 1.112 /* We create this now because some of the unique maps will need it
863     * to save here.
864     */
865     {
866     char buf[MAX_BUF];
867     sprintf (buf, "%s/%s/%s", settings.localdir, settings.playerdir, &ob->name);
868     make_path_to_file (buf);
869     }
870    
871     start_info (ob);
872     CLEAR_FLAG (ob, FLAG_WIZ);
873     give_initial_items (ob, ob->randomitems);
874     link_player_skills (ob);
875     esrv_send_inventory (ob, ob);
876     ob->update_stats ();
877 root 1.11
878 root 1.112 /* This moves the player to a different start map, if there
879     * is one for this race
880     */
881     if (*first_map_ext_path)
882     {
883     object *tmp;
884     char mapname[MAX_BUF];
885 elmex 1.1
886 root 1.148 snprintf (mapname, MAX_BUF - 1, "%s/%s", &first_map_ext_path, &ob->arch->archname);
887 root 1.112 tmp = object::create ();
888     EXIT_PATH (tmp) = mapname;
889     EXIT_X (tmp) = ob->x;
890     EXIT_Y (tmp) = ob->y;
891     ob->enter_exit (tmp); /* we don't really care if it succeeded;
892     * if the map isn't there, then stay on the
893     * default initial map */
894     tmp->destroy ();
895 elmex 1.1 }
896 root 1.112 else
897     LOG (llevDebug, "first_map_ext_path not set\n");
898     }
899 elmex 1.1
900 root 1.112 void
901     player::chargen_race_next ()
902     {
903 root 1.18 /* Following actually changes the race - this is the default command
904     * if we don't match with one of the options above.
905     */
906    
907 root 1.112 do
908 root 1.18 {
909 root 1.112 shstr name = ob->name;
910     int x = ob->x, y = ob->y;
911 root 1.21
912 root 1.112 ob->remove_statbonus ();
913     ob->remove ();
914     ob->arch = get_player_archetype (ob->arch);
915 root 1.149 ob->arch->copy_to (ob);
916 root 1.112 ob->instantiate ();
917     ob->stats = ob->contr->orig_stats;
918     ob->name = ob->name_pl = name;
919     ob->x = x;
920     ob->y = y;
921     SET_ANIMATION (ob, 2); /* So player faces south */
922     insert_ob_in_map (ob, ob->map, ob, 0);
923 root 1.149 assign (ob->contr->title, ob->arch->object::name);
924 root 1.112 ob->add_statbonus ();
925     }
926     while (!allowed_class (ob));
927    
928     update_object (ob, UP_OBJ_FACE);
929     esrv_update_item (UPD_FACE, ob, ob);
930     ob->update_stats ();
931     ob->stats.hp = ob->stats.maxhp;
932     ob->stats.sp = ob->stats.maxsp;
933     ob->stats.grace = 0;
934 elmex 1.1 }
935    
936 root 1.18 void
937     flee_player (object *op)
938     {
939     int dir, diff;
940     rv_vector rv;
941    
942     if (op->stats.hp < 0)
943     {
944     LOG (llevDebug, "Fleeing player is dead.\n");
945     CLEAR_FLAG (op, FLAG_SCARED);
946     return;
947 elmex 1.1 }
948    
949 root 1.18 if (op->enemy == NULL)
950     {
951     LOG (llevDebug, "Fleeing player had no enemy.\n");
952     CLEAR_FLAG (op, FLAG_SCARED);
953     return;
954 elmex 1.1 }
955    
956 root 1.18 /* Seen some crashes here. Since we don't store an
957     * op->enemy_count, it is possible that something destroys the
958     * actual enemy, and the object is recycled.
959     */
960     if (op->enemy->map == NULL)
961     {
962     CLEAR_FLAG (op, FLAG_SCARED);
963     op->enemy = NULL;
964     return;
965 elmex 1.1 }
966    
967 root 1.18 if (!(random_roll (0, 4, op, PREFER_LOW)) && did_make_save (op, op->level, 0))
968     {
969     op->enemy = NULL;
970     CLEAR_FLAG (op, FLAG_SCARED);
971     return;
972 elmex 1.1 }
973 root 1.49
974 root 1.18 get_rangevector (op, op->enemy, &rv, 0);
975    
976     dir = absdir (4 + rv.direction);
977     for (diff = 0; diff < 3; diff++)
978     {
979     int m = 1 - (RANDOM () & 2);
980 elmex 1.1
981 root 1.18 if (move_ob (op, absdir (dir + diff * m), op) || (diff == 0 && move_ob (op, absdir (dir - diff * m), op)))
982 root 1.49 return;
983 elmex 1.1 }
984 root 1.49
985 root 1.18 /* Cornered, get rid of scared */
986     CLEAR_FLAG (op, FLAG_SCARED);
987     op->enemy = NULL;
988 elmex 1.1 }
989    
990     /* check_pick sees if there is stuff to be picked up/picks up stuff.
991 root 1.122 * It returns 1 if the player should keep on moving, 0 if he should
992 elmex 1.1 * stop.
993     */
994 root 1.18 int
995     check_pick (object *op)
996     {
997 elmex 1.1 object *tmp, *next;
998     int stop = 0;
999 pippijn 1.106 int wvratio;
1000     char putstring[128];
1001 elmex 1.1
1002     /* if you're flying, you cna't pick up anything */
1003     if (op->move_type & MOVE_FLYING)
1004     return 1;
1005    
1006     next = op->below;
1007    
1008 elmex 1.175 int cnt = MAX_ITEM_PER_DROP;
1009     #define CHK_PICK_PICKUP do { pick_up (op, tmp); cnt--; } while (0)
1010    
1011 elmex 1.1 /* loop while there are items on the floor that are not marked as
1012     * destroyed */
1013 root 1.24 while (next && !next->destroyed ())
1014 root 1.18 {
1015     tmp = next;
1016     next = tmp->below;
1017 elmex 1.1
1018 elmex 1.175 if (cnt <= 0)
1019     {
1020     op->failmsg ("Couldn't pickup all items at once.");
1021     return 0;
1022     }
1023    
1024 root 1.24 if (op->destroyed ())
1025 elmex 1.1 return 0;
1026    
1027 root 1.18 if (!can_pick (op, tmp))
1028     continue;
1029 elmex 1.1
1030 root 1.18 if (op->contr->search_str[0] != '\0' && settings.search_items == TRUE)
1031     {
1032     if (item_matched_string (op, tmp, op->contr->search_str))
1033 elmex 1.175 CHK_PICK_PICKUP;
1034 root 1.18 continue;
1035 root 1.11 }
1036    
1037 root 1.18 /* high not bit set? We're using the old autopickup model */
1038     if (!(op->contr->mode & PU_NEWMODE))
1039 root 1.11 {
1040 root 1.18 switch (op->contr->mode)
1041 root 1.11 {
1042 root 1.20 case 0:
1043     return 1; /* don't pick up */
1044     case 1:
1045 elmex 1.175 CHK_PICK_PICKUP;
1046 root 1.20 return 1;
1047     case 2:
1048 elmex 1.175 CHK_PICK_PICKUP;
1049 root 1.20 return 0;
1050     case 3:
1051     return 0; /* stop before pickup */
1052     case 4:
1053 elmex 1.175 CHK_PICK_PICKUP;
1054 root 1.20 break;
1055     case 5:
1056 elmex 1.175 CHK_PICK_PICKUP;
1057 root 1.20 stop = 1;
1058     break;
1059     case 6:
1060 elmex 1.175 if (QUERY_FLAG (tmp, FLAG_KNOWN_MAGICAL)
1061     && !QUERY_FLAG (tmp, FLAG_KNOWN_CURSED))
1062     CHK_PICK_PICKUP;
1063 root 1.20 break;
1064    
1065     case 7:
1066     if (tmp->type == MONEY || tmp->type == GEM)
1067 elmex 1.175 CHK_PICK_PICKUP;
1068 root 1.20 break;
1069    
1070     default:
1071     /* use value density */
1072     if (!QUERY_FLAG (tmp, FLAG_UNPAID)
1073     && (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1))) >= op->contr->mode)
1074 elmex 1.175 CHK_PICK_PICKUP;
1075 root 1.11 }
1076     }
1077 root 1.18 else
1078     { /* old model */
1079     /* NEW pickup handling */
1080     if (op->contr->mode & PU_DEBUG)
1081     {
1082     /* some debugging code to figure out item information */
1083     if (tmp->name != NULL)
1084     sprintf (putstring, "item name: %s item type: %d weight/value: %d",
1085     &tmp->name, tmp->type, (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1))));
1086     else
1087     sprintf (putstring, "item name: %s item type: %d weight/value: %d",
1088 root 1.148 &tmp->arch->archname, tmp->type, (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1))));
1089 root 1.18
1090     new_draw_info (NDI_UNIQUE, 0, op, putstring);
1091 root 1.58 }
1092 elmex 1.1
1093 root 1.18 /* philosophy:
1094     * It's easy to grab an item type from a pile, as long as it's
1095     * generic. This takes no game-time. For more detailed pickups
1096 root 1.58 * and selections, select-items should be used. This is a
1097 root 1.18 * grab-as-you-run type mode that's really useful for arrows for
1098     * example.
1099     * The drawback: right now it has no frontend, so you need to
1100     * stick the bits you want into a calculator in hex mode and then
1101     * convert to decimal and then 'pickup <#>
1102     */
1103    
1104     /* the first two modes are exclusive: if NOTHING we return, if
1105     * STOP then we stop. All the rest are applied sequentially,
1106     * meaning if any test passes, the item gets picked up. */
1107    
1108     /* if mode is set to pick nothing up, return */
1109    
1110     if (op->contr->mode & PU_NOTHING)
1111     return 1;
1112    
1113     /* if mode is set to stop when encountering objects, return */
1114     /* take STOP before INHIBIT since it doesn't actually pick
1115     * anything up */
1116    
1117     if (op->contr->mode & PU_STOP)
1118     return 0;
1119    
1120     /* useful for going into stores and not losing your settings... */
1121     /* and for battles wher you don't want to get loaded down while
1122     * fighting */
1123     if (op->contr->mode & PU_INHIBIT)
1124     return 1;
1125    
1126     /* prevent us from turning into auto-thieves :) */
1127     if (QUERY_FLAG (tmp, FLAG_UNPAID))
1128     continue;
1129    
1130     /* ignore known cursed objects */
1131     if (QUERY_FLAG (tmp, FLAG_KNOWN_CURSED) && op->contr->mode & PU_NOT_CURSED)
1132     continue;
1133    
1134     /* all food and drink if desired */
1135     /* question: don't pick up known-poisonous stuff? */
1136     if (op->contr->mode & PU_FOOD)
1137     if (tmp->type == FOOD)
1138     {
1139 elmex 1.175 CHK_PICK_PICKUP;
1140 root 1.18 continue;
1141     }
1142 root 1.29
1143 root 1.18 if (op->contr->mode & PU_DRINK)
1144     if (tmp->type == DRINK || (tmp->type == POISON && !QUERY_FLAG (tmp, FLAG_KNOWN_CURSED)))
1145     {
1146 elmex 1.175 CHK_PICK_PICKUP;
1147 root 1.18 continue;
1148     }
1149    
1150     if (op->contr->mode & PU_POTION)
1151     if (tmp->type == POTION)
1152     {
1153 elmex 1.175 CHK_PICK_PICKUP;
1154 root 1.18 continue;
1155     }
1156    
1157     /* spellbooks, skillscrolls and normal books/scrolls */
1158     if (op->contr->mode & PU_SPELLBOOK)
1159     if (tmp->type == SPELLBOOK)
1160     {
1161 elmex 1.175 CHK_PICK_PICKUP;
1162 root 1.18 continue;
1163     }
1164 root 1.29
1165 root 1.18 if (op->contr->mode & PU_SKILLSCROLL)
1166     if (tmp->type == SKILLSCROLL)
1167     {
1168 elmex 1.175 CHK_PICK_PICKUP;
1169 root 1.18 continue;
1170     }
1171 root 1.29
1172 root 1.18 if (op->contr->mode & PU_READABLES)
1173 root 1.158 if (tmp->type == BOOK || tmp->type == SCROLL || tmp->type == INSCRIBABLE)
1174 root 1.18 {
1175 elmex 1.175 CHK_PICK_PICKUP;
1176 root 1.18 continue;
1177     }
1178    
1179     /* wands/staves/rods/horns */
1180     if (op->contr->mode & PU_MAGIC_DEVICE)
1181     if (tmp->type == WAND || tmp->type == ROD || tmp->type == HORN)
1182     {
1183 elmex 1.175 CHK_PICK_PICKUP;
1184 root 1.18 continue;
1185     }
1186    
1187     /* pick up all magical items */
1188     if (op->contr->mode & PU_MAGICAL)
1189     if (QUERY_FLAG (tmp, FLAG_KNOWN_MAGICAL) && !QUERY_FLAG (tmp, FLAG_KNOWN_CURSED))
1190     {
1191 elmex 1.175 CHK_PICK_PICKUP;
1192 root 1.18 continue;
1193     }
1194    
1195     if (op->contr->mode & PU_VALUABLES)
1196     {
1197     if (tmp->type == MONEY || tmp->type == GEM)
1198     {
1199 elmex 1.175 CHK_PICK_PICKUP;
1200 root 1.18 continue;
1201     }
1202     }
1203    
1204     /* rings & amulets - talismans seems to be typed AMULET */
1205     if (op->contr->mode & PU_JEWELS)
1206     if (tmp->type == RING || tmp->type == AMULET)
1207     {
1208 elmex 1.175 CHK_PICK_PICKUP;
1209 root 1.29 continue;
1210     }
1211    
1212     /* we don't forget dragon food */
1213     if (op->contr->mode & PU_FLESH)
1214     if (tmp->type == FLESH)
1215     {
1216 elmex 1.175 CHK_PICK_PICKUP;
1217 root 1.18 continue;
1218     }
1219    
1220     /* bows and arrows. Bows are good for selling! */
1221     if (op->contr->mode & PU_BOW)
1222     if (tmp->type == BOW)
1223     {
1224 elmex 1.175 CHK_PICK_PICKUP;
1225 root 1.18 continue;
1226     }
1227 root 1.29
1228 root 1.18 if (op->contr->mode & PU_ARROW)
1229     if (tmp->type == ARROW)
1230     {
1231 elmex 1.175 CHK_PICK_PICKUP;
1232 root 1.18 continue;
1233     }
1234    
1235     /* all kinds of armor etc. */
1236     if (op->contr->mode & PU_ARMOUR)
1237     if (tmp->type == ARMOUR)
1238     {
1239 elmex 1.175 CHK_PICK_PICKUP;
1240 root 1.18 continue;
1241     }
1242 root 1.29
1243 root 1.18 if (op->contr->mode & PU_HELMET)
1244     if (tmp->type == HELMET)
1245     {
1246 elmex 1.175 CHK_PICK_PICKUP;
1247 root 1.18 continue;
1248     }
1249 root 1.29
1250 root 1.18 if (op->contr->mode & PU_SHIELD)
1251     if (tmp->type == SHIELD)
1252     {
1253 elmex 1.175 CHK_PICK_PICKUP;
1254 root 1.18 continue;
1255     }
1256 root 1.29
1257 root 1.18 if (op->contr->mode & PU_BOOTS)
1258     if (tmp->type == BOOTS)
1259     {
1260 elmex 1.175 CHK_PICK_PICKUP;
1261 root 1.18 continue;
1262     }
1263 root 1.29
1264 root 1.18 if (op->contr->mode & PU_GLOVES)
1265     if (tmp->type == GLOVES)
1266     {
1267 elmex 1.175 CHK_PICK_PICKUP;
1268 root 1.18 continue;
1269     }
1270 root 1.29
1271 root 1.18 if (op->contr->mode & PU_CLOAK)
1272     if (tmp->type == CLOAK)
1273     {
1274 elmex 1.175 CHK_PICK_PICKUP;
1275 root 1.18 continue;
1276     }
1277 elmex 1.1
1278 root 1.18 /* hoping to catch throwing daggers here */
1279     if (op->contr->mode & PU_MISSILEWEAPON)
1280     if (tmp->type == WEAPON && QUERY_FLAG (tmp, FLAG_IS_THROWN))
1281     {
1282 elmex 1.175 CHK_PICK_PICKUP;
1283 root 1.18 continue;
1284     }
1285 elmex 1.1
1286 root 1.18 /* careful: chairs and tables are weapons! */
1287     if (op->contr->mode & PU_ALLWEAPON)
1288     {
1289     if (tmp->type == WEAPON && tmp->name != NULL)
1290     {
1291 root 1.148 if (strstr (tmp->name, "table") == NULL && strstr (tmp->arch->archname, "table") == NULL &&
1292     strstr (tmp->name, "chair") && strstr (tmp->arch->archname, "chair") == NULL)
1293 root 1.18 {
1294 elmex 1.175 CHK_PICK_PICKUP;
1295 root 1.18 continue;
1296     }
1297     }
1298 root 1.29
1299 root 1.18 if (tmp->type == WEAPON && tmp->name == NULL)
1300     {
1301 root 1.148 if (strstr (tmp->arch->archname, "table") == NULL && strstr (tmp->arch->archname, "chair") == NULL)
1302 root 1.18 {
1303 elmex 1.175 CHK_PICK_PICKUP;
1304 root 1.18 continue;
1305     }
1306     }
1307     }
1308 elmex 1.1
1309 root 1.18 /* misc stuff that's useful */
1310     if (op->contr->mode & PU_KEY)
1311     if (tmp->type == KEY || tmp->type == SPECIAL_KEY)
1312     {
1313 elmex 1.175 CHK_PICK_PICKUP;
1314 root 1.18 continue;
1315     }
1316 elmex 1.1
1317 root 1.18 /* any of the last 4 bits set means we use the ratio for value
1318     * pickups */
1319     if (op->contr->mode & PU_RATIO)
1320     {
1321     /* use value density to decide what else to grab */
1322     /* >=7 was >= op->contr->mode */
1323     /* >=7 is the old standard setting. Now we take the last 4 bits
1324     * and multiply them by 5, giving 0..15*5== 5..75 */
1325     wvratio = (op->contr->mode & PU_RATIO) * 5;
1326     if ((query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1))) >= (unsigned int) wvratio)
1327     {
1328 elmex 1.175 CHK_PICK_PICKUP;
1329 elmex 1.1 #if 0
1330 root 1.18 fprintf (stderr, "HIGH WEIGHT/VALUE [");
1331     if (tmp->name != NULL)
1332     {
1333     fprintf (stderr, "%s", tmp->name);
1334     }
1335     else
1336 root 1.148 fprintf (stderr, "%s", tmp->arch->archname);
1337 root 1.18 fprintf (stderr, ",%d] = ", tmp->type);
1338     fprintf (stderr, "%d\n", (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1))));
1339 elmex 1.1 #endif
1340 root 1.18 continue;
1341     }
1342     }
1343     } /* the new pickup model */
1344     }
1345 root 1.29
1346 root 1.18 return !stop;
1347 elmex 1.1 }
1348    
1349     /*
1350     * Find an arrow in the inventory and after that
1351     * in the right type container (quiver). Pointer to the
1352     * found object is returned.
1353     */
1354 root 1.18 object *
1355     find_arrow (object *op, const char *type)
1356 elmex 1.1 {
1357 root 1.178 for (object *tmp = op->inv; tmp; tmp = tmp->below)
1358 root 1.179 if (tmp->type == ARROW && !strcmp (&tmp->race, type))
1359 root 1.178 return splay (tmp);
1360 elmex 1.1
1361 root 1.178 for (object *tmp = op->inv; tmp; tmp = tmp->below)
1362 root 1.179 if (tmp->type == CONTAINER && QUERY_FLAG (tmp, FLAG_APPLIED) && !strcmp (&tmp->race, type))
1363 root 1.178 if (object *arrow = find_arrow (tmp, type))
1364     {
1365     splay (tmp);
1366     return arrow;
1367     }
1368 root 1.103
1369 root 1.178 return 0;
1370 elmex 1.1 }
1371    
1372     /*
1373     * Similar to find_arrow, but looks for (roughly) the best arrow to use
1374     * against the target. A full test is not performed, simply a basic test
1375     * of resistances. The archer is making a quick guess at what he sees down
1376     * the hall. Failing that it does it's best to pick the highest plus arrow.
1377     */
1378 root 1.18 object *
1379     find_better_arrow (object *op, object *target, const char *type, int *better)
1380 elmex 1.1 {
1381 root 1.18 object *tmp = NULL, *arrow, *ntmp;
1382     int attacknum, attacktype, betterby = 0, i;
1383 elmex 1.1
1384 root 1.18 if (!type)
1385     return NULL;
1386 elmex 1.1
1387 root 1.18 for (arrow = op->inv; arrow; arrow = arrow->below)
1388     {
1389     if (arrow->type == CONTAINER && arrow->race == type && QUERY_FLAG (arrow, FLAG_APPLIED))
1390     {
1391     i = 0;
1392     ntmp = find_better_arrow (arrow, target, type, &i);
1393     if (i > betterby)
1394     {
1395     tmp = ntmp;
1396     betterby = i;
1397     }
1398     }
1399     else if (arrow->type == ARROW && arrow->race == type)
1400     {
1401     /* allways prefer assasination/slaying */
1402     if (target->race != NULL && arrow->slaying != NULL && strstr (arrow->slaying, target->race))
1403     {
1404     if (arrow->attacktype & AT_DEATH)
1405     {
1406     *better = 100;
1407     return arrow;
1408     }
1409     else
1410     {
1411     tmp = arrow;
1412     betterby = (arrow->magic + arrow->stats.dam) * 2;
1413     }
1414     }
1415     else
1416     {
1417     for (attacknum = 0; attacknum < NROFATTACKS; attacknum++)
1418     {
1419     attacktype = 1 << attacknum;
1420 root 1.149 if ((arrow->attacktype & attacktype) && (target->arch->resist[attacknum]) < 0)
1421     if (((arrow->magic + arrow->stats.dam) * (100 - target->arch->resist[attacknum]) / 100) > betterby)
1422 root 1.18 {
1423     tmp = arrow;
1424 root 1.149 betterby = (arrow->magic + arrow->stats.dam) * (100 - target->arch->resist[attacknum]) / 100;
1425 root 1.18 }
1426 root 1.11 }
1427 root 1.18 if ((2 + arrow->magic + arrow->stats.dam) > betterby)
1428     {
1429     tmp = arrow;
1430     betterby = 2 + arrow->magic + arrow->stats.dam;
1431 root 1.11 }
1432 root 1.18 if (arrow->title && (1 + arrow->magic + arrow->stats.dam) > betterby)
1433     {
1434     tmp = arrow;
1435     betterby = 1 + arrow->magic + arrow->stats.dam;
1436 root 1.11 }
1437     }
1438     }
1439 elmex 1.1 }
1440 root 1.18 if (tmp == NULL && arrow == NULL)
1441     return find_arrow (op, type);
1442 elmex 1.1
1443 root 1.18 *better = betterby;
1444     return tmp;
1445 elmex 1.1 }
1446    
1447     /* looks in a given direction, finds the first valid target, and calls
1448     * find_better_arrow to find a decent arrow to use.
1449     * op = the shooter
1450     * type = bow->race
1451     * dir = fire direction
1452     */
1453 root 1.18 object *
1454     pick_arrow_target (object *op, const char *type, int dir)
1455 elmex 1.1 {
1456 root 1.18 object *tmp = NULL;
1457 root 1.25 maptile *m;
1458 root 1.18 int i, mflags, found, number;
1459     sint16 x, y;
1460    
1461     if (op->map == NULL)
1462     return find_arrow (op, type);
1463    
1464     /* do a dex check */
1465     number = (die_roll (2, 40, op, PREFER_LOW) - 2) / 2;
1466     if (number > (op->stats.Dex + (op->chosen_skill ? op->chosen_skill->level : op->level)))
1467     return find_arrow (op, type);
1468    
1469     m = op->map;
1470     x = op->x;
1471     y = op->y;
1472    
1473     /* find the first target */
1474     for (i = 0, found = 0; i < 20; i++)
1475     {
1476     x += freearr_x[dir];
1477     y += freearr_y[dir];
1478     mflags = get_map_flags (m, &m, x, y, &x, &y);
1479     if (mflags & P_OUT_OF_MAP || mflags & P_BLOCKSVIEW)
1480     {
1481     tmp = NULL;
1482     break;
1483     }
1484     else if (GET_MAP_MOVE_BLOCK (m, x, y) == MOVE_FLY_LOW)
1485     {
1486     /* This block presumes arrows and the like are MOVE_FLY_SLOW -
1487     * perhaps a bad assumption.
1488     */
1489     tmp = NULL;
1490     break;
1491 root 1.11 }
1492 root 1.18 if (mflags & P_IS_ALIVE)
1493     {
1494     for (tmp = GET_MAP_OB (m, x, y); tmp; tmp = tmp->above)
1495     if (QUERY_FLAG (tmp, FLAG_ALIVE))
1496     {
1497     found++;
1498 root 1.11 break;
1499 root 1.18 }
1500     if (found)
1501     break;
1502 root 1.11 }
1503 elmex 1.1 }
1504 root 1.18 if (tmp == NULL)
1505     return find_arrow (op, type);
1506 elmex 1.1
1507 root 1.18 if (tmp->head)
1508     tmp = tmp->head;
1509 elmex 1.1
1510 root 1.18 return find_better_arrow (op, tmp, type, &i);
1511 elmex 1.1 }
1512    
1513     /*
1514     * Creature fires a bow - op can be monster or player. Returns
1515     * 1 if bow was actually fired, 0 otherwise.
1516     * op is the object firing the bow.
1517     * part is for multipart creatures - the part firing the bow.
1518     * dir is the direction of fire.
1519     * wc_mod is any special modifier to give (used in special player fire modes)
1520     * sx, sy are coordinates to fire arrow from - also used in some of the special
1521     * player fire modes.
1522     */
1523 root 1.18 int
1524     fire_bow (object *op, object *part, object *arrow, int dir, int wc_mod, sint16 sx, sint16 sy)
1525 elmex 1.1 {
1526 root 1.18 object *left, *bow;
1527 root 1.132 int mflags;
1528 root 1.25 maptile *m;
1529 elmex 1.1
1530 root 1.18 if (!dir)
1531     {
1532     new_draw_info (NDI_UNIQUE, 0, op, "You can't shoot yourself!");
1533     return 0;
1534 elmex 1.1 }
1535 root 1.48
1536 root 1.136 if (op->contr)
1537     bow = op->current_weapon;
1538 root 1.18 else
1539     {
1540     for (bow = op->inv; bow; bow = bow->below)
1541     /* Don't check for applied - monsters don't apply bows - in that way, they
1542     * don't need to switch back and forth between bows and weapons.
1543     */
1544     if (bow->type == BOW)
1545     break;
1546 root 1.11
1547 root 1.18 if (!bow)
1548     {
1549     LOG (llevError, "Range: bow without activated bow (%s).\n", &op->name);
1550     return 0;
1551 root 1.11 }
1552 root 1.118
1553     // optimisation: move object to top so we will find it quickly again
1554     if (bow->below)
1555     {
1556     bow->remove ();
1557     op->insert (bow);
1558     }
1559    
1560 elmex 1.1 }
1561 root 1.48
1562 root 1.18 if (!bow->race || !bow->skill)
1563     {
1564     new_draw_info_format (NDI_UNIQUE, 0, op, "Your %s is broken.", &bow->name);
1565     return 0;
1566 elmex 1.1 }
1567    
1568 root 1.18 if (arrow == NULL)
1569     {
1570     if ((arrow = find_arrow (op, bow->race)) == NULL)
1571     {
1572     if (op->type == PLAYER)
1573     new_draw_info_format (NDI_UNIQUE, 0, op, "You have no %s left.", &bow->race);
1574     /* FLAG_READY_BOW will get reset if the monsters picks up some arrows */
1575     else
1576     CLEAR_FLAG (op, FLAG_READY_BOW);
1577 root 1.116
1578 root 1.18 return 0;
1579 root 1.11 }
1580 elmex 1.1 }
1581 root 1.48
1582 root 1.18 mflags = get_map_flags (op->map, &m, sx, sy, &sx, &sy);
1583     if (mflags & P_OUT_OF_MAP)
1584 root 1.48 return 0;
1585    
1586 root 1.18 if (GET_MAP_MOVE_BLOCK (m, sx, sy) == MOVE_FLY_LOW)
1587     {
1588     new_draw_info (NDI_UNIQUE, 0, op, "Something is in the way.");
1589     return 0;
1590     }
1591    
1592     /* this should not happen, but sometimes does */
1593     if (arrow->nrof == 0)
1594     {
1595 root 1.33 arrow->destroy ();
1596 root 1.18 return 0;
1597     }
1598    
1599     left = arrow; /* these are arrows left to the player */
1600     arrow = get_split_ob (arrow, 1);
1601 root 1.48 if (!arrow)
1602 root 1.18 {
1603     new_draw_info_format (NDI_UNIQUE, 0, op, "You have no %s left.", &bow->race);
1604     return 0;
1605 elmex 1.1 }
1606 root 1.48
1607 root 1.34 arrow->set_owner (op);
1608 root 1.18 arrow->skill = bow->skill;
1609     arrow->direction = dir;
1610    
1611 root 1.124 arrow->stats.sp = arrow->stats.wc; /* save original wc, dam, attacktype and slaying */
1612     arrow->stats.hp = arrow->stats.dam;
1613     arrow->stats.grace = arrow->attacktype;
1614    
1615     if (arrow->slaying)
1616     arrow->spellarg = strdup (arrow->slaying);
1617    
1618 root 1.142 #if 0
1619 root 1.131 if (player *pl = op->contr)
1620 root 1.18 {
1621 root 1.142 float speed = pl->weapon_sp;
1622 root 1.132
1623 root 1.142 /* penalize ROF for bestarrow */
1624     if (pl->bowtype == bow_bestarrow)
1625     speed *= .9f;
1626     else
1627     speed *= 1.f + dex_bonus[op->stats.Dex] * .2f;
1628 root 1.131
1629 root 1.142 op->speed_left += speed - op->speed;
1630     }
1631 root 1.132 #endif
1632 elmex 1.1
1633 root 1.18 SET_ANIMATION (arrow, arrow->direction);
1634 root 1.116
1635 root 1.18 /* update the speed */
1636 root 1.142 arrow->speed = ((bow->flag [FLAG_NO_STRENGTH] ? 0 : dam_bonus[op->stats.Str]) + bow->magic + arrow->magic) / 5.f
1637     + bow->stats.dam / 7.f;
1638 root 1.18
1639 root 1.142 arrow->set_speed (max (arrow->speed, 2.f));
1640 root 1.18 arrow->speed_left = 0;
1641    
1642 root 1.129 int wc = op->stats.wc + wc_mod - arrow->magic - arrow->stats.wc;
1643 root 1.116
1644 root 1.18 if (op->type == PLAYER)
1645     {
1646 root 1.116 arrow->level = op->chosen_skill ? op->chosen_skill->level : op->level;
1647 root 1.129 wc -= dex_bonus[op->stats.Dex];
1648 root 1.18
1649 root 1.116 if (!arrow->slaying)
1650     arrow->slaying = op->slaying;
1651 root 1.124
1652     arrow->attacktype |= op->attacktype;
1653 elmex 1.1 }
1654 root 1.18 else
1655     {
1656     arrow->level = op->level;
1657 root 1.116 arrow->stats.wc -= bow->magic;
1658    
1659     if (!arrow->slaying)
1660     arrow->slaying = bow->slaying;
1661 root 1.124
1662     arrow->attacktype |= bow->attacktype;
1663 elmex 1.1 }
1664 root 1.24
1665 root 1.129 wc -= arrow->level;
1666     arrow->stats.dam = clamp (arrow->stats.dam + op->stats.dam + arrow->magic, MIN_DAM, MAX_DAM);
1667 root 1.24
1668 root 1.129 arrow->stats.wc = clamp (wc, MIN_WC, MAX_WC);
1669 root 1.18 arrow->move_type = MOVE_FLY_LOW;
1670     arrow->move_on = MOVE_FLY_LOW | MOVE_WALK;
1671    
1672 root 1.156 op->play_sound (sound_find ("fire_arrow"));
1673 root 1.70 m->insert (arrow, sx, sy, op);
1674 root 1.18
1675 root 1.24 if (!arrow->destroyed ())
1676 root 1.18 move_arrow (arrow);
1677 elmex 1.1
1678 root 1.18 if (op->type == PLAYER)
1679     {
1680 root 1.24 if (left->destroyed ())
1681     esrv_del_item (op->contr, left->count);
1682 root 1.18 else
1683     esrv_send_item (op, left);
1684 elmex 1.1 }
1685 root 1.24
1686 root 1.18 return 1;
1687 elmex 1.1 }
1688    
1689     /* Special fire code for players - this takes into
1690     * account the special fire modes players can have
1691     * but monsters can't. Putting that code here
1692     * makes the fire_bow code much cleaner.
1693     * this function should only be called if 'op' is a player,
1694     * hence the function name.
1695     */
1696 root 1.18 int
1697     player_fire_bow (object *op, int dir)
1698 elmex 1.1 {
1699 root 1.18 int ret = 0, wcmod = 0;
1700    
1701     if (op->contr->bowtype == bow_bestarrow)
1702     {
1703 root 1.118 ret = fire_bow (op, op, pick_arrow_target (op, op->contr->ranged_ob->race, dir), dir, 0, op->x, op->y);
1704 root 1.18 }
1705     else if (op->contr->bowtype >= bow_n && op->contr->bowtype <= bow_nw)
1706     {
1707     if (!similar_direction (dir, op->contr->bowtype - bow_n + 1))
1708     wcmod = -1;
1709 root 1.74
1710 root 1.18 ret = fire_bow (op, op, NULL, op->contr->bowtype - bow_n + 1, wcmod, op->x, op->y);
1711     }
1712     else if (op->contr->bowtype == bow_threewide)
1713     {
1714     ret = fire_bow (op, op, NULL, dir, 0, op->x, op->y);
1715     ret |= fire_bow (op, op, NULL, dir, -5, op->x + freearr_x[absdir (dir + 2)], op->y + freearr_y[absdir (dir + 2)]);
1716     ret |= fire_bow (op, op, NULL, dir, -5, op->x + freearr_x[absdir (dir - 2)], op->y + freearr_y[absdir (dir - 2)]);
1717     }
1718     else if (op->contr->bowtype == bow_spreadshot)
1719     {
1720     ret |= fire_bow (op, op, NULL, dir, 0, op->x, op->y);
1721     ret |= fire_bow (op, op, NULL, absdir (dir - 1), -5, op->x, op->y);
1722     ret |= fire_bow (op, op, NULL, absdir (dir + 1), -5, op->x, op->y);
1723 elmex 1.1 }
1724 root 1.18 else
1725     {
1726     /* Simple case */
1727     ret = fire_bow (op, op, NULL, dir, 0, op->x, op->y);
1728     }
1729 root 1.121
1730 root 1.18 return ret;
1731 elmex 1.1 }
1732    
1733     /* Fires a misc (wand/rod/horn) object in 'dir'.
1734     * Broken apart from 'fire' to keep it more readable.
1735     */
1736 root 1.18 void
1737     fire_misc_object (object *op, int dir)
1738 elmex 1.1 {
1739 root 1.118 object *item = op->contr->ranged_ob;
1740 elmex 1.1
1741 root 1.118 if (!item)
1742 root 1.18 {
1743     new_draw_info (NDI_UNIQUE, 0, op, "You have range item readied.");
1744     return;
1745 elmex 1.1 }
1746    
1747 root 1.18 if (!item->inv)
1748     {
1749     LOG (llevError, "Object %s lacks a spell\n", &item->name);
1750     return;
1751 elmex 1.1 }
1752 root 1.118
1753 root 1.126 if (!op->change_weapon (item))
1754     return;
1755 root 1.121
1756 root 1.18 if (item->type == WAND)
1757     {
1758     if (item->stats.food <= 0)
1759     {
1760 root 1.156 op->contr->play_sound (sound_find ("wand_poof"));
1761 root 1.18 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s goes poof.", query_base_name (item, 0));
1762 root 1.121
1763 root 1.18 return;
1764 root 1.11 }
1765 root 1.18 }
1766     else if (item->type == ROD || item->type == HORN)
1767     {
1768     if (item->stats.hp < MAX (item->inv->stats.sp, item->inv->stats.grace))
1769     {
1770 root 1.156 op->contr->play_sound (sound_find ("wand_poof"));
1771 root 1.121
1772 root 1.18 if (item->type == ROD)
1773     new_draw_info_format (NDI_UNIQUE, 0, op, "The %s whines for a while, but nothing happens.", query_base_name (item, 0));
1774     else
1775     new_draw_info_format (NDI_UNIQUE, 0, op, "The %s needs more time to charge.", query_base_name (item, 0));
1776 root 1.121
1777 root 1.18 return;
1778 root 1.11 }
1779 elmex 1.1 }
1780    
1781 root 1.18 if (cast_spell (op, item, dir, item->inv, NULL))
1782     {
1783     SET_FLAG (op, FLAG_BEEN_APPLIED); /* You now know something about it */
1784     if (item->type == WAND)
1785     {
1786     if (!(--item->stats.food))
1787     {
1788     object *tmp;
1789    
1790     if (item->arch)
1791     {
1792     CLEAR_FLAG (item, FLAG_ANIMATE);
1793 root 1.149 item->face = item->arch->face;
1794 root 1.67 item->set_speed (0);
1795 root 1.11 }
1796 root 1.67
1797 root 1.49 if ((tmp = item->in_player ()))
1798 root 1.18 esrv_update_item (UPD_ANIM, tmp, item);
1799 root 1.11 }
1800     }
1801 root 1.18 else if (item->type == ROD || item->type == HORN)
1802 root 1.67 drain_rod_charge (item);
1803 elmex 1.1 }
1804     }
1805    
1806     /* Received a fire command for the player - go and do it.
1807     */
1808 root 1.142 bool
1809 root 1.18 fire (object *op, int dir)
1810     {
1811     int spellcost = 0;
1812 elmex 1.1
1813 root 1.18 /* check for loss of invisiblity/hide */
1814     if (action_makes_visible (op))
1815     make_visible (op);
1816 elmex 1.1
1817 root 1.118 player *pl = op->contr;
1818 elmex 1.1
1819 root 1.119 if (pl->golem)
1820     {
1821     control_golem (op->contr->golem, dir);
1822 root 1.142 return false;
1823 root 1.119 }
1824    
1825     object *ob = pl->ranged_ob;
1826 elmex 1.1
1827 root 1.119 if (!ob)
1828 root 1.142 return false;
1829 elmex 1.1
1830 root 1.136 if (!op->change_weapon (ob))
1831 root 1.142 return false;
1832    
1833     if (op->speed_left > 0.f)
1834     --op->speed_left;
1835     else
1836     return false;
1837 root 1.136
1838 root 1.119 switch (ob->type)
1839 root 1.118 {
1840 root 1.119 case BOW:
1841 root 1.118 player_fire_bow (op, dir);
1842 root 1.119 break;
1843    
1844     case SPELL:
1845     spellcost = cast_spell (op, op, dir, ob, pl->spellparam[0] ? pl->spellparam : 0);
1846     break;
1847 root 1.113
1848 root 1.119 case BUILDER:
1849 root 1.20 apply_map_builder (op, dir);
1850 root 1.119 break;
1851    
1852     case SKILL:
1853     do_skill (op, op, ob, dir, 0);
1854     break;
1855    
1856     default:
1857     fire_misc_object (op, dir);
1858     break;
1859 elmex 1.1 }
1860 root 1.142
1861     return true;
1862 elmex 1.1 }
1863    
1864     /* find_key
1865     * We try to find a key for the door as passed. If we find a key
1866     * and successfully use it, we return the key, otherwise NULL
1867     * This function merges both normal and locked door, since the logic
1868     * for both is the same - just the specific key is different.
1869     * pl is the player,
1870     * inv is the objects inventory to searched
1871     * door is the door we are trying to match against.
1872     * This function can be called recursively to search containers.
1873     */
1874 root 1.18 object *
1875     find_key (object *pl, object *container, object *door)
1876 elmex 1.1 {
1877 root 1.18 object *tmp, *key;
1878 elmex 1.1
1879 root 1.18 /* Should not happen, but sanity checking is never bad */
1880 root 1.103 if (!container->inv)
1881     return 0;
1882 elmex 1.1
1883 root 1.18 /* First, lets try to find a key in the top level inventory */
1884 root 1.103 for (tmp = container->inv; tmp; tmp = tmp->below)
1885 root 1.18 {
1886     if (door->type == DOOR && tmp->type == KEY)
1887     break;
1888     /* For sanity, we should really check door type, but other stuff
1889     * (like containers) can be locked with special keys
1890     */
1891     if (tmp->slaying && tmp->type == SPECIAL_KEY && tmp->slaying == door->slaying)
1892     break;
1893     }
1894 root 1.103
1895 root 1.18 /* No key found - lets search inventories now */
1896     /* If we find and use a key in an inventory, return at that time.
1897     * otherwise, if we search all the inventories and still don't find
1898     * a key, return
1899     */
1900     if (!tmp)
1901     {
1902 root 1.103 for (tmp = container->inv; tmp; tmp = tmp->below)
1903 root 1.18 {
1904     /* No reason to search empty containers */
1905     if (tmp->type == CONTAINER && tmp->inv)
1906     {
1907 root 1.103 if ((key = find_key (pl, tmp, door)))
1908 root 1.18 return key;
1909     }
1910     }
1911 root 1.103
1912 root 1.18 if (!tmp)
1913     return NULL;
1914 elmex 1.1 }
1915 root 1.103
1916 root 1.18 /* We get down here if we have found a key. Now if its in a container,
1917     * see if we actually want to use it
1918     */
1919     if (pl != container)
1920     {
1921     /* Only let players use keys in containers */
1922     if (!pl->contr)
1923     return NULL;
1924     /* cases where this fails:
1925     * If we only search the player inventory, return now since we
1926     * are not in the players inventory.
1927     * If the container is not active, return now since only active
1928     * containers can be used.
1929     * If we only search keyrings and the container does not have
1930     * a race/isn't a keyring.
1931     * No checking for all containers - to fall through past here,
1932     * inv must have been an container and must have been active.
1933     *
1934     * Change the color so that the message doesn't disappear with
1935     * all the others.
1936     */
1937     if (pl->contr->usekeys == key_inventory ||
1938     !QUERY_FLAG (container, FLAG_APPLIED) ||
1939     (pl->contr->usekeys == keyrings && (!container->race || strcmp (container->race, "keys"))))
1940     {
1941     new_draw_info_format (NDI_UNIQUE | NDI_BROWN, 0, pl,
1942     "The %s in your %s vibrates as you approach the door", query_name (tmp), query_name (container));
1943     return NULL;
1944 root 1.11 }
1945 elmex 1.1 }
1946 root 1.103
1947 root 1.18 return tmp;
1948 elmex 1.1 }
1949    
1950     /* moved door processing out of move_player_attack.
1951     * returns 1 if player has opened the door with a key
1952     * such that the caller should not do anything more,
1953     * 0 otherwise
1954     */
1955 root 1.18 static int
1956     player_attack_door (object *op, object *door)
1957 elmex 1.1 {
1958 root 1.142 /* If its a door, try to find a key. If we do destroy the door,
1959 root 1.18 * might as well return immediately as there is nothing more to do -
1960     * otherwise, we fall through to the rest of the code.
1961     */
1962     object *key = find_key (op, op, door);
1963    
1964 root 1.142 /* If we found a key, do some extra work */
1965 root 1.18 if (key)
1966     {
1967     object *container = key->env;
1968    
1969     if (action_makes_visible (op))
1970     make_visible (op);
1971 root 1.117
1972 root 1.18 if (door->inv && (door->inv->type == RUNE || door->inv->type == TRAP))
1973     spring_trap (door->inv, op);
1974 root 1.103
1975 root 1.18 if (door->type == DOOR)
1976 root 1.103 hit_player (door, 9998, op, AT_PHYSICAL, 1); /* Break through the door */
1977 root 1.18 else if (door->type == LOCKED_DOOR)
1978     {
1979 root 1.170 op->statusmsg (format ("You open the door with the %s", query_short_name (key)), NDI_BROWN);
1980 root 1.18 remove_door2 (door); /* remove door without violence ;-) */
1981     }
1982 root 1.103
1983 root 1.18 /* Do this after we print the message */
1984     decrease_ob (key); /* Use up one of the keys */
1985     /* Need to update the weight the container the key was in */
1986     if (container != op)
1987     esrv_update_item (UPD_WEIGHT, op, container);
1988 root 1.103
1989 root 1.18 return 1; /* Nothing more to do below */
1990     }
1991     else if (door->type == LOCKED_DOOR)
1992     {
1993     /* Might as well return now - no other way to open this */
1994 root 1.171 op->failmsg (door->msg ? &door->msg : "Hmm, you miss the certain something to open this door...");
1995 root 1.18 return 1;
1996 elmex 1.1 }
1997 root 1.103
1998 root 1.18 return 0;
1999 elmex 1.1 }
2000    
2001     /* This function is just part of a breakup from move_player.
2002     * It should keep the code cleaner.
2003     * When this is called, the players direction has been updated
2004     * (taking into account confusion.) The player is also actually
2005     * going to try and move (not fire weapons).
2006     */
2007 root 1.142 bool
2008 root 1.18 move_player_attack (object *op, int dir)
2009 elmex 1.1 {
2010 root 1.18 int on_battleground;
2011    
2012 root 1.117 sint16 nx = freearr_x[dir] + op->x;
2013     sint16 ny = freearr_y[dir] + op->y;
2014 root 1.18
2015 root 1.49 on_battleground = op_on_battleground (op, 0, 0);
2016 root 1.18
2017 root 1.142 if (out_of_map (op->map, nx, ny))
2018     return false;
2019    
2020     if (!op->contr->braced && op->speed_left > 0.f && move_ob (op, dir, op))
2021     {
2022     --op->speed_left;
2023     return true;
2024     }
2025    
2026 root 1.18 /* If braced, or can't move to the square, and it is not out of the
2027     * map, attack it. Note order of if statement is important - don't
2028     * want to be calling move_ob if braced, because move_ob will move the
2029     * player. This is a pretty nasty hack, because if we could
2030     * move to some space, it then means that if we are braced, we should
2031     * do nothing at all. As it is, if we are braced, we go through
2032     * quite a bit of processing. However, it probably is less than what
2033     * move_ob uses.
2034     */
2035 root 1.142 maptile *m = op->map->xy_find (nx, ny);
2036    
2037     /* Go through all the objects, and find ones of interest. Only stop if
2038     * we find a monster - that is something we know we want to attack.
2039     * if its a door or barrel (can roll) see if there may be monsters
2040     * on the space
2041     */
2042     object *mon;
2043     for (mon = m->at (nx, ny).bot; mon; mon = mon->above)
2044 root 1.18 {
2045 root 1.142 if ((mon->flag [FLAG_ALIVE]
2046     || mon->type == LOCKED_DOOR
2047     || mon->flag [FLAG_CAN_ROLL])
2048     && mon != op)
2049     break;
2050     }
2051    
2052     if (!mon) /* This happens anytime the player tries to move */
2053     return false; /* into a wall */
2054 root 1.18
2055 root 1.142 mon = mon->head_ ();
2056 root 1.11
2057 root 1.142 if ((mon->type == DOOR && mon->stats.hp >= 0) || (mon->type == LOCKED_DOOR))
2058     if (op->contr->weapon_sp_left > 0.f)
2059     if (player_attack_door (op, mon))
2060 root 1.18 {
2061 root 1.142 --op->contr->weapon_sp_left;
2062     return true;
2063 root 1.18 }
2064    
2065 root 1.142 /* The following deals with possibly attacking peaceful
2066     * or friendly creatures. Basically, all players are considered
2067     * unaggressive. If the moving player has peaceful set, then the
2068     * object should be pushed instead of attacked. It is assumed that
2069     * if you are braced, you will not attack friends accidently,
2070     * and thus will not push them.
2071     */
2072 root 1.18
2073 root 1.142 /* If the creature is a pet, push it even if the player is not
2074     * peaceful. Our assumption is the creature is a pet if the
2075     * player owns it and it is either friendly or unagressive.
2076     */
2077     if (op->type == PLAYER
2078     && ((mon->owner && mon->owner->contr
2079     && same_party (mon->owner->contr->party, op->contr->party))
2080     || mon->owner == op)
2081     && (QUERY_FLAG (mon, FLAG_UNAGGRESSIVE) || QUERY_FLAG (mon, FLAG_FRIENDLY)))
2082     {
2083     /* If we're braced, we don't want to switch places with it */
2084     if (op->contr->braced)
2085     return false;
2086 root 1.18
2087 root 1.142 if (op->speed_left > 0.f)
2088     {
2089     --op->speed_left;
2090 root 1.85
2091 root 1.156 op->play_sound (sound_find ("push_player"));
2092 root 1.117 push_ob (mon, dir, op);
2093 root 1.142
2094 root 1.18 if (op->contr->tmp_invis || op->hide)
2095     make_visible (op);
2096 root 1.85
2097 root 1.142 return true;
2098 root 1.11 }
2099 root 1.142 else
2100     return false;
2101     }
2102 root 1.11
2103 root 1.142 /* in certain circumstances, you shouldn't attack friendly
2104     * creatures. Note that if you are braced, you can't push
2105     * someone, but put it inside this loop so that you won't
2106     * attack them either.
2107     */
2108     if ((mon->type == PLAYER || mon->enemy != op)
2109     && (mon->type == PLAYER || QUERY_FLAG (mon, FLAG_UNAGGRESSIVE) || QUERY_FLAG (mon, FLAG_FRIENDLY))
2110     && ((op->contr->peaceful
2111     || (mon->type == PLAYER && mon->contr->peaceful))
2112     && !on_battleground))
2113     {
2114     if (op->speed_left > 0.f)
2115 root 1.18 {
2116 root 1.142 --op->speed_left;
2117    
2118 root 1.18 if (!op->contr->braced)
2119     {
2120 root 1.156 op->play_sound (sound_find ("push_player"));
2121 root 1.85 push_ob (mon, dir, op);
2122 root 1.18 }
2123     else
2124 root 1.171 op->statusmsg ("You withhold your attack");
2125 root 1.49
2126 root 1.18 if (op->contr->tmp_invis || op->hide)
2127     make_visible (op);
2128 root 1.142
2129     return true;
2130 root 1.11 }
2131 root 1.142 }
2132     /* If the object is a boulder or other rollable object, then
2133     * roll it if not braced. You can't roll it if you are braced.
2134     */
2135     else if (QUERY_FLAG (mon, FLAG_CAN_ROLL) && (!op->contr->braced))
2136     {
2137     if (op->speed_left > 0.f)
2138     {
2139     --op->speed_left;
2140 elmex 1.1
2141 root 1.18 recursive_roll (mon, dir, op);
2142     if (action_makes_visible (op))
2143     make_visible (op);
2144 root 1.142
2145     return true;
2146 root 1.11 }
2147 root 1.142 }
2148     /* Any generic living creature. Including things like doors.
2149     * Way it works is like this: First, it must have some hit points
2150     * and be living. Then, it must be one of the following:
2151     * 1) Not a player, 2) A player, but of a different party. Note
2152     * that party_number -1 is no party, so attacks can still happen.
2153     */
2154     else if ((mon->stats.hp >= 0) && QUERY_FLAG (mon, FLAG_ALIVE) &&
2155     ((mon->type != PLAYER || op->contr->party == NULL || op->contr->party != mon->contr->party)))
2156     {
2157 root 1.143 if (op->contr->weapon_sp_left > 0.f && !op->flag [FLAG_WIZPASS])
2158 root 1.18 {
2159 root 1.142 --op->contr->weapon_sp_left;
2160 root 1.11
2161 root 1.49 skill_attack (mon, op, 0, 0, 0);
2162 root 1.11
2163 root 1.18 if (action_makes_visible (op))
2164     make_visible (op);
2165 root 1.142
2166     return true;
2167 root 1.11 }
2168 root 1.142 }
2169    
2170     return false;
2171 elmex 1.1 }
2172    
2173 root 1.142 bool
2174 root 1.18 move_player (object *op, int dir)
2175     {
2176     int pick;
2177 elmex 1.1
2178 root 1.181 if (!op->map || op->map->in_memory != MAP_ACTIVE)
2179 root 1.18 return 0;
2180 elmex 1.1
2181 root 1.18 /* Sanity check: make sure dir is valid */
2182     if ((dir < 0) || (dir >= 9))
2183     {
2184     LOG (llevError, "move_player: invalid direction %d\n", dir);
2185     return 0;
2186 elmex 1.1 }
2187    
2188 root 1.84 /* peterm: added following line */
2189 root 1.18 if (QUERY_FLAG (op, FLAG_CONFUSED) && dir)
2190 root 1.99 dir = absdir (dir + rndm (3) + rndm (3) - 2);
2191 root 1.18
2192     op->facing = dir;
2193    
2194     if (op->hide)
2195     do_hidden_move (op);
2196    
2197 root 1.142 bool retval;
2198    
2199 root 1.18 if (INVOKE_PLAYER (MOVE, op->contr, ARG_INT (dir)))
2200 root 1.142 retval = RESULT_INT (0);
2201 root 1.18 else if (op->contr->fire_on)
2202 root 1.142 retval = fire (op, dir);
2203 root 1.18 else
2204     {
2205 root 1.142 retval = move_player_attack (op, dir);
2206 root 1.18 pick = check_pick (op);
2207     }
2208 elmex 1.1
2209 root 1.18 /* Add special check for newcs players and fire on - this way, the
2210     * server can handle repeat firing.
2211     */
2212     if (op->contr->fire_on || (op->contr->run_on && pick != 0))
2213 root 1.49 op->direction = dir;
2214 root 1.18 else
2215 root 1.49 op->direction = 0;
2216    
2217 root 1.18 /* Update how the player looks. Use the facing, so direction may
2218     * get reset to zero. This allows for full animation capabilities
2219     * for players.
2220     */
2221     animate_object (op, op->facing);
2222 root 1.142
2223     return retval;
2224 elmex 1.1 }
2225    
2226     /* This is similar to handle_player, below, but is only used by the
2227     * new client/server stuff.
2228     * This is sort of special, in that the new client/server actually uses
2229     * the new speed values for commands.
2230     *
2231 root 1.142 * Returns true if there are more actions we can do. Should not do
2232     * many actions in a row, as that would be too unfair to other
2233     * players.
2234 elmex 1.1 */
2235 root 1.142 bool
2236 root 1.18 handle_newcs_player (object *op)
2237 elmex 1.1 {
2238 root 1.18 if (QUERY_FLAG (op, FLAG_SCARED))
2239     {
2240 root 1.142 if (op->speed_left > 0.f)
2241 root 1.18 {
2242 root 1.132 --op->speed_left;
2243 root 1.142 flee_player (op);
2244    
2245     return true;
2246 root 1.11 }
2247 root 1.142 else
2248     return false;
2249 elmex 1.1 }
2250    
2251 root 1.18 /* call this here - we also will call this in do_ericserver, but
2252     * the players time has been increased when doericserver has been
2253     * called, so we recheck it here.
2254     */
2255 root 1.83 if (op->contr->ns->handle_command ())
2256 root 1.142 return true;
2257 root 1.47
2258 root 1.142 if (op->direction && (op->contr->run_on || op->contr->fire_on))
2259     return move_player (op, op->direction);
2260 elmex 1.1
2261 root 1.142 return false;
2262 root 1.18 }
2263    
2264     int
2265     save_life (object *op)
2266     {
2267     if (!QUERY_FLAG (op, FLAG_LIFESAVE))
2268 elmex 1.1 return 0;
2269 root 1.18
2270 root 1.41 for (object *tmp = op->inv; tmp; tmp = tmp->below)
2271 root 1.18 if (QUERY_FLAG (tmp, FLAG_APPLIED) && QUERY_FLAG (tmp, FLAG_LIFESAVE))
2272     {
2273 root 1.156 op->play_sound (sound_find ("ob_evaporate"));
2274 root 1.18 new_draw_info_format (NDI_UNIQUE, 0, op, "Your %s vibrates violently, then evaporates.", query_name (tmp));
2275 root 1.33
2276 root 1.18 if (op->contr)
2277     esrv_del_item (op->contr, tmp->count);
2278 root 1.33
2279     tmp->destroy ();
2280 root 1.18 CLEAR_FLAG (op, FLAG_LIFESAVE);
2281 root 1.33
2282 root 1.18 if (op->stats.hp < 0)
2283     op->stats.hp = op->stats.maxhp;
2284 root 1.33
2285 root 1.18 if (op->stats.food < 0)
2286     op->stats.food = 999;
2287 root 1.33
2288 root 1.54 op->update_stats ();
2289 root 1.18 return 1;
2290     }
2291 root 1.41
2292 root 1.18 LOG (llevError, "Error: LIFESAVE set without applied object.\n");
2293     CLEAR_FLAG (op, FLAG_LIFESAVE);
2294     enter_player_savebed (op); /* bring him home. */
2295     return 0;
2296 elmex 1.1 }
2297    
2298     /* This goes throws the inventory and removes unpaid objects, and puts them
2299     * back in the map (location and map determined by values of env). This
2300     * function will descend into containers. op is the object to start the search
2301     * from.
2302     */
2303 root 1.154 static void
2304     drop_unpaid_items (object *op, object *env)
2305 elmex 1.1 {
2306 root 1.18 while (op)
2307     {
2308 root 1.70 object *next = op->below; /* Make sure we have a good value, in case we remove object 'op' */
2309    
2310 root 1.18 if (QUERY_FLAG (op, FLAG_UNPAID))
2311     {
2312     if (env->type == PLAYER)
2313     esrv_del_item (env->contr, op->count);
2314 root 1.70
2315     op->insert_at (env);
2316 root 1.18 }
2317     else if (op->inv)
2318 root 1.154 drop_unpaid_items (op->inv, env);
2319 root 1.41
2320 root 1.18 op = next;
2321 elmex 1.1 }
2322     }
2323    
2324 root 1.154 void
2325     object::drop_unpaid_items ()
2326     {
2327     if (!flag [FLAG_REMOVED])
2328     ::drop_unpaid_items (inv, this);
2329     }
2330    
2331 elmex 1.1 /*
2332     * Returns pointer a static string containing gravestone text
2333     * Moved from apply.c to player.c - player.c is what
2334     * actually uses this function. player.c may not be quite the
2335     * best, a misc file for object actions is probably better,
2336     * but there isn't one in the server directory.
2337     */
2338 root 1.18 char *
2339     gravestone_text (object *op)
2340 elmex 1.1 {
2341 root 1.18 static char buf2[MAX_BUF];
2342     char buf[MAX_BUF];
2343     time_t now = time (NULL);
2344    
2345     strcpy (buf2, " R.I.P.\n\n");
2346     if (op->type == PLAYER)
2347     sprintf (buf, "%s the %s\n", &op->name, op->contr->title);
2348     else
2349     sprintf (buf, "%s\n", &op->name);
2350 root 1.41
2351 root 1.18 strncat (buf2, " ", 20 - strlen (buf) / 2);
2352     strcat (buf2, buf);
2353     if (op->type == PLAYER)
2354     sprintf (buf, "who was in level %d when killed\n", op->level);
2355     else
2356     sprintf (buf, "who was in level %d when died.\n\n", op->level);
2357 root 1.41
2358 root 1.18 strncat (buf2, " ", 20 - strlen (buf) / 2);
2359     strcat (buf2, buf);
2360     if (op->type == PLAYER)
2361     {
2362     sprintf (buf, "by %s.\n\n", op->contr->killer);
2363     strncat (buf2, " ", 21 - strlen (buf) / 2);
2364     strcat (buf2, buf);
2365     }
2366 root 1.41
2367 root 1.18 strftime (buf, MAX_BUF, "%b %d %Y\n", localtime (&now));
2368     strncat (buf2, " ", 20 - strlen (buf) / 2);
2369     strcat (buf2, buf);
2370 root 1.41
2371 root 1.18 return buf2;
2372 elmex 1.1 }
2373    
2374 root 1.18 void
2375     do_some_living (object *op)
2376     {
2377     int last_food = op->stats.food;
2378 elmex 1.1 int gen_hp, gen_sp, gen_grace;
2379     int over_hp, over_sp, over_grace;
2380     int i;
2381     int rate_hp = 1200;
2382     int rate_sp = 2500;
2383     int rate_grace = 2000;
2384     const int max_hp = 1;
2385     const int max_sp = 1;
2386     const int max_grace = 1;
2387    
2388 root 1.107 if (op->contr->hidden)
2389     {
2390     op->invisible = 1000;
2391     /* the socket code flashes the player visible/invisible
2392     * depending on the value of invisible, so we need to
2393     * alternate it here for it to work correctly.
2394     */
2395     if (pticks & 2)
2396     op->invisible--;
2397     }
2398     else if (op->invisible && !(QUERY_FLAG (op, FLAG_MAKE_INVIS)))
2399     {
2400     if (!op->invisible--)
2401     {
2402     make_visible (op);
2403     new_draw_info (NDI_UNIQUE, 0, op, "Your invisibility spell runs out.");
2404     }
2405     }
2406    
2407 root 1.52 if (op->contr->ns->state == ST_PLAYING)
2408 root 1.18 {
2409     /* these next three if clauses make it possible to SLOW DOWN
2410     hp/grace/spellpoint regeneration. */
2411     if (op->contr->gen_hp >= 0)
2412     gen_hp = (op->contr->gen_hp + 1) * op->stats.maxhp;
2413     else
2414     {
2415     gen_hp = op->stats.maxhp;
2416     rate_hp -= rate_hp / 2 * op->contr->gen_hp;
2417     }
2418 root 1.55
2419 root 1.18 if (op->contr->gen_sp >= 0)
2420     gen_sp = (op->contr->gen_sp + 1) * op->stats.maxsp;
2421     else
2422     {
2423     gen_sp = op->stats.maxsp;
2424     rate_sp -= rate_sp / 2 * op->contr->gen_sp;
2425     }
2426 root 1.55
2427 root 1.18 if (op->contr->gen_grace >= 0)
2428     gen_grace = (op->contr->gen_grace + 1) * op->stats.maxgrace;
2429     else
2430     {
2431     gen_grace = op->stats.maxgrace;
2432     rate_grace -= rate_grace / 2 * op->contr->gen_grace;
2433     }
2434    
2435     /* Regenerate Grace */
2436     /* I altered this a little - maximum grace is ony achieved through prayer -b.t. */
2437     if (--op->last_grace < 0)
2438     {
2439     if (op->stats.grace < op->stats.maxgrace / 2)
2440     op->stats.grace++; /* no penalty in food for regaining grace */
2441 root 1.55
2442 root 1.18 if (max_grace > 1)
2443     {
2444     over_grace = (gen_grace < 20 ? 30 : gen_grace + 10) / rate_grace;
2445     if (over_grace > 0)
2446     {
2447     op->stats.sp += over_grace
2448     + (random_roll (0, rate_grace - 1, op, PREFER_HIGH) > ((gen_grace < 20 ? 30 : gen_grace + 10) % rate_grace)) ? -1 : 0;
2449     op->last_grace = 0;
2450     }
2451     else
2452     {
2453     op->last_grace = rate_grace / (gen_grace < 20 ? 30 : gen_grace + 10);
2454     }
2455     }
2456     else
2457     {
2458     op->last_grace = rate_grace / (gen_grace < 20 ? 30 : gen_grace + 10);
2459     }
2460     /* wearing stuff doesn't detract from grace generation. */
2461     }
2462    
2463 root 1.161 if (op->stats.food > 0)
2464 root 1.18 {
2465 root 1.161 /* Regenerate Spell Points */
2466     if (!op->contr->golem && --op->last_sp < 0)
2467 root 1.18 {
2468 root 1.161 gen_sp = gen_sp * 10 / (op->contr->gen_sp_armour < 10 ? 10 : op->contr->gen_sp_armour);
2469    
2470     if (op->stats.sp < op->stats.maxsp)
2471 root 1.18 {
2472 root 1.161 op->stats.sp++;
2473    
2474     /* dms do not consume food */
2475     if (!QUERY_FLAG (op, FLAG_WIZ))
2476     {
2477     op->stats.food--;
2478    
2479     if (op->contr->digestion < 0)
2480     op->stats.food += op->contr->digestion;
2481     else if (op->contr->digestion > 0 && random_roll (0, op->contr->digestion, op, PREFER_HIGH))
2482     op->stats.food = last_food;
2483     }
2484 root 1.18 }
2485 root 1.161
2486     if (max_sp > 1)
2487     {
2488     over_sp = (gen_sp + 10) / rate_sp;
2489     if (over_sp > 0)
2490     {
2491     if (op->stats.sp < op->stats.maxsp)
2492     {
2493     op->stats.sp += over_sp > max_sp ? max_sp : over_sp;
2494    
2495     if (random_roll (0, rate_sp - 1, op, PREFER_LOW) > ((gen_sp + 10) % rate_sp))
2496     op->stats.sp--;
2497    
2498     if (op->stats.sp > op->stats.maxsp)
2499     op->stats.sp = op->stats.maxsp;
2500     }
2501    
2502     op->last_sp = 0;
2503     }
2504     else
2505     op->last_sp = rate_sp / (gen_sp < 20 ? 30 : gen_sp + 10);
2506     }
2507     else
2508     op->last_sp = rate_sp / (gen_sp < 20 ? 30 : gen_sp + 10);
2509 root 1.18 }
2510 root 1.55
2511 root 1.161 /* Regenerate Hit Points */
2512     if (--op->last_heal < 0)
2513 root 1.18 {
2514 root 1.161 if (op->stats.hp < op->stats.maxhp)
2515 root 1.18 {
2516 root 1.161 op->stats.hp++;
2517    
2518     /* dms do not consume food */
2519     if (!QUERY_FLAG (op, FLAG_WIZ))
2520     {
2521     op->stats.food--;
2522    
2523     if (op->contr->digestion < 0)
2524     op->stats.food += op->contr->digestion;
2525     else if (op->contr->digestion > 0 && random_roll (0, op->contr->digestion, op, PREFER_HIGH))
2526     op->stats.food = last_food;
2527     }
2528 root 1.18 }
2529 root 1.161
2530     if (max_hp > 1)
2531 root 1.18 {
2532 root 1.161 over_hp = (gen_hp < 20 ? 30 : gen_hp + 10) / rate_hp;
2533    
2534     if (over_hp > 0)
2535     {
2536     op->stats.sp += over_hp + (RANDOM () % rate_hp > ((gen_hp < 20 ? 30 : gen_hp + 10) % rate_hp)) ? -1 : 0;
2537     op->last_heal = 0;
2538     }
2539     else
2540     op->last_heal = rate_hp / (gen_hp < 20 ? 30 : gen_hp + 10);
2541 root 1.18 }
2542 root 1.161 else
2543     op->last_heal = rate_hp / (gen_hp < 20 ? 30 : gen_hp + 10);
2544 root 1.18 }
2545 root 1.11 }
2546 elmex 1.1
2547 root 1.18 /* Digestion */
2548     if (--op->last_eat < 0)
2549     {
2550 root 1.155 int bonus = max (0, op->contr->digestion),
2551     penalty = max (0, -op->contr->digestion);
2552 root 1.18
2553 root 1.155 op->last_eat = 25 * (1 + bonus) / (max (0, op->contr->gen_hp) + penalty + 1);
2554 root 1.55
2555 root 1.18 /* dms do not consume food */
2556     if (!QUERY_FLAG (op, FLAG_WIZ))
2557     op->stats.food--;
2558 root 1.11 }
2559 elmex 1.1
2560 root 1.55 if (op->stats.food < 0 && op->stats.hp >= 0)
2561     {
2562     object *tmp, *flesh = 0;
2563 root 1.18
2564 root 1.55 for (tmp = op->inv; tmp; tmp = tmp->below)
2565 root 1.18 {
2566 root 1.55 if (!QUERY_FLAG (tmp, FLAG_UNPAID))
2567 root 1.18 {
2568 root 1.55 if (tmp->type == FOOD || tmp->type == DRINK || tmp->type == POISON)
2569     {
2570     new_draw_info (NDI_UNIQUE, 0, op, "You blindly grab for a bite of food.");
2571     manual_apply (op, tmp, 0);
2572     if (op->stats.food >= 0 || op->stats.hp < 0)
2573     break;
2574     }
2575     else if (tmp->type == FLESH)
2576     flesh = tmp;
2577     } /* End if paid for object */
2578     } /* end of for loop */
2579    
2580     /* If player is still starving, it means they don't have any food, so
2581     * eat flesh instead.
2582     */
2583     if (op->stats.food < 0 && op->stats.hp >= 0 && flesh)
2584     {
2585     new_draw_info (NDI_UNIQUE, 0, op, "You blindly grab for a bite of food.");
2586     manual_apply (op, flesh, 0);
2587     }
2588 root 1.11 }
2589 elmex 1.1
2590 root 1.161 if (op->stats.food < 0)
2591     {
2592     op->stats.hp += op->stats.food;
2593     op->stats.food = 0;
2594     }
2595 elmex 1.1
2596 root 1.55 if (op->stats.hp < 0 && !QUERY_FLAG (op, FLAG_WIZ))
2597     kill_player (op);
2598     }
2599 elmex 1.1 }
2600    
2601     /* If the player should die (lack of hp, food, etc), we call this.
2602     * op is the player in jeopardy. If the player can not be saved (not
2603     * permadeath, no lifesave), this will take care of removing the player
2604     * file.
2605     */
2606 root 1.18 void
2607     kill_player (object *op)
2608 elmex 1.1 {
2609 root 1.168 int x, y;
2610 root 1.18 char buf[MAX_BUF];
2611 root 1.25 maptile *map; /* this is for resurrection */
2612 root 1.18 int will_kill_again;
2613     archetype *at;
2614     object *tmp;
2615    
2616     if (save_life (op))
2617     return;
2618    
2619     /* If player dies on BATTLEGROUND, no stat/exp loss! For Combat-Arenas
2620     * in cities ONLY!!! It is very important that this doesn't get abused.
2621     * Look at op_on_battleground() for more info --AndreasV
2622     */
2623     if (op_on_battleground (op, &x, &y))
2624     {
2625     new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, "You have been defeated in combat!");
2626     new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, "Local medics have saved your life...");
2627    
2628     /* restore player */
2629 root 1.22 at = archetype::find ("poisoning");
2630 root 1.70 if (object *tmp = present_arch_in_ob (at, op))
2631 root 1.18 {
2632 root 1.33 tmp->destroy ();
2633 root 1.18 new_draw_info (NDI_UNIQUE, 0, op, "Your body feels cleansed");
2634     }
2635 elmex 1.1
2636 root 1.22 at = archetype::find ("confusion");
2637 root 1.70 if (object *tmp = present_arch_in_ob (at, op))
2638 root 1.18 {
2639 root 1.33 tmp->destroy ();
2640 root 1.18 new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer");
2641     }
2642    
2643 root 1.165 cure_disease (op, 0, 0); /* remove any disease */
2644 root 1.18 op->stats.hp = op->stats.maxhp;
2645     if (op->stats.food <= 0)
2646     op->stats.food = 999;
2647 elmex 1.1
2648 root 1.18 /* create a bodypart-trophy to make the winner happy */
2649 root 1.70 if (object *tmp = arch_to_object (archetype::find ("finger")))
2650 root 1.18 {
2651 root 1.168 tmp->name = format ("%s's finger" , &op->name);
2652     tmp->name_pl = format ("%s's fingers", &op->name);
2653     tmp->msg = format (
2654     "This finger has been cut off of %s the %s, when he was defeated at level %d by %s.\n",
2655     &op->name, op->contr->title, (int) (op->level), op->contr->killer
2656     );
2657 root 1.102 tmp->value = 0, tmp->type = 0;
2658     tmp->materialname = "organics";
2659 elmex 1.87 tmp->insert_at (op, tmp);
2660 root 1.18 }
2661 elmex 1.1
2662 root 1.18 /* teleport defeated player to new destination */
2663     transfer_ob (op, x, y, 0, NULL);
2664     op->contr->braced = 0;
2665     return;
2666 elmex 1.1 }
2667    
2668 root 1.18 INVOKE_PLAYER (DEATH, op->contr);
2669 root 1.3
2670 root 1.18 command_kill_pets (op, 0);
2671 elmex 1.1
2672 root 1.18 if (op->stats.food < 0)
2673 root 1.168 strcpy (op->contr->killer, "starvation");
2674 root 1.70
2675 root 1.156 op->contr->play_sound (sound_find ("player_dies"));
2676 elmex 1.1
2677 root 1.18 /* save the map location for corpse, gravestone */
2678 root 1.70 x = op->x;
2679     y = op->y;
2680 root 1.18 map = op->map;
2681 elmex 1.1
2682 root 1.54 /* NOT_PERMADEATH code. This basically brings the character back to
2683     * life if they are dead - it takes some exp and a random stat.
2684     * See the config.h file for a little more in depth detail about this.
2685     */
2686    
2687     /* Basically two ways to go - remove a stat permanently, or just
2688     * make it depletion. This bunch of code deals with that aspect
2689     * of death.
2690     */
2691     #ifndef COZY_SERVER
2692     if (settings.balanced_stat_loss)
2693 root 1.18 {
2694 root 1.54 /* If stat loss is permanent, lose one stat only. */
2695     /* Lower level chars don't lose as many stats because they suffer
2696     more if they do. */
2697     /* Higher level characters can afford things such as potions of
2698     restoration, or better, stat potions. So we slug them that
2699     little bit harder. */
2700     /* GD */
2701     if (settings.stat_loss_on_death)
2702     num_stats_lose = 1;
2703     else
2704     num_stats_lose = 1 + op->level / BALSL_NUMBER_LOSSES_RATIO;
2705     }
2706     else
2707 root 1.70 num_stats_lose = 1;
2708    
2709 root 1.54 lost_a_stat = 0;
2710    
2711     for (z = 0; z < num_stats_lose; z++)
2712     {
2713     i = RANDOM () % NUM_STATS;
2714 root 1.11
2715 root 1.54 if (settings.stat_loss_on_death)
2716 root 1.18 {
2717 root 1.54 /* Pick a random stat and take a point off it. Tell the player
2718     * what he lost.
2719     */
2720     change_attr_value (&(op->stats), i, -1);
2721     check_stat_bounds (&(op->stats));
2722     change_attr_value (&(op->contr->orig_stats), i, -1);
2723     check_stat_bounds (&(op->contr->orig_stats));
2724     new_draw_info (NDI_UNIQUE, 0, op, lose_msg[i]);
2725     lost_a_stat = 1;
2726 root 1.18 }
2727     else
2728     {
2729 root 1.54 /* deplete a stat */
2730     archetype *deparch = archetype::find ("depletion");
2731     object *dep;
2732 root 1.11
2733 root 1.54 dep = present_arch_in_ob (deparch, op);
2734     if (!dep)
2735 root 1.18 {
2736 root 1.54 dep = arch_to_object (deparch);
2737     insert_ob_in_ob (dep, op);
2738 root 1.18 }
2739 root 1.54 lose_this_stat = 1;
2740     if (settings.balanced_stat_loss)
2741 root 1.18 {
2742 root 1.54 /* GD */
2743     /* Get the stat that we're about to deplete. */
2744     this_stat = get_attr_value (&(dep->stats), i);
2745     if (this_stat < 0)
2746     {
2747     int loss_chance = 1 + op->level / BALSL_LOSS_CHANCE_RATIO;
2748     int keep_chance = this_stat * this_stat;
2749 root 1.18
2750 root 1.54 /* Yes, I am paranoid. Sue me. */
2751     if (keep_chance < 1)
2752     keep_chance = 1;
2753 root 1.18
2754 root 1.54 /* There is a maximum depletion total per level. */
2755     if (this_stat < -1 - op->level / BALSL_MAX_LOSS_RATIO)
2756     {
2757     lose_this_stat = 0;
2758     /* Take loss chance vs keep chance to see if we
2759     retain the stat. */
2760     }
2761     else
2762     {
2763     if (random_roll (0, loss_chance + keep_chance - 1, op, PREFER_LOW) < keep_chance)
2764     lose_this_stat = 0;
2765     /* LOG(llevDebug, "Determining stat loss. Stat: %d Keep: %d Lose: %d Result: %s.\n",
2766     this_stat, keep_chance, loss_chance,
2767     lose_this_stat?"LOSE":"KEEP"); */
2768 root 1.11 }
2769     }
2770 root 1.54 }
2771 root 1.18
2772 root 1.54 if (lose_this_stat)
2773     {
2774     this_stat = get_attr_value (&(dep->stats), i);
2775     /* We could try to do something clever like find another
2776     * stat to reduce if this fails. But chances are, if
2777     * stats have been depleted to -50, all are pretty low
2778     * and should be roughly the same, so it shouldn't make a
2779     * difference.
2780     */
2781     if (this_stat >= -50)
2782 root 1.18 {
2783 root 1.54 change_attr_value (&(dep->stats), i, -1);
2784     SET_FLAG (dep, FLAG_APPLIED);
2785     new_draw_info (NDI_UNIQUE, 0, op, lose_msg[i]);
2786     op->update_stats ();
2787     lost_a_stat = 1;
2788 root 1.11 }
2789     }
2790     }
2791 root 1.54 }
2792     /* If no stat lost, tell the player. */
2793     if (!lost_a_stat)
2794     {
2795     /* determine_god() seems to not work sometimes... why is this?
2796     Should I be using something else? GD */
2797     const char *god = determine_god (op);
2798 root 1.18
2799 root 1.54 if (god && (strcmp (god, "none")))
2800     new_draw_info_format (NDI_UNIQUE, 0, op, "For a brief moment you feel the holy presence of %s protecting" " you.", god);
2801     else
2802     new_draw_info (NDI_UNIQUE, 0, op, "For a brief moment you feel a holy presence protecting you.");
2803     }
2804 root 1.28 #else
2805 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.");
2806 elmex 1.1 #endif
2807    
2808 root 1.54 /* Put a gravestone up where the character 'almost' died. List the
2809     * exp loss on the stone.
2810     */
2811     tmp = arch_to_object (archetype::find ("gravestone"));
2812     sprintf (buf, "%s's gravestone", &op->name);
2813     tmp->name = buf;
2814     sprintf (buf, "%s's gravestones", &op->name);
2815     tmp->name_pl = buf;
2816     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);
2817     tmp->msg = buf;
2818     tmp->x = op->x, tmp->y = op->y;
2819     insert_ob_in_map (tmp, op->map, NULL, 0);
2820    
2821     /**************************************/
2822     /* */
2823     /* Subtract the experience points, */
2824     /* if we died cause of food, give us */
2825     /* food, and reset HP's... */
2826     /* */
2827     /**************************************/
2828    
2829     /* remove any poisoning and confusion the character may be suffering. */
2830     /* restore player */
2831     at = archetype::find ("poisoning");
2832     tmp = present_arch_in_ob (at, op);
2833    
2834     if (tmp)
2835     {
2836     tmp->destroy ();
2837     new_draw_info (NDI_UNIQUE, 0, op, "Your body feels cleansed");
2838     }
2839    
2840     at = archetype::find ("confusion");
2841     tmp = present_arch_in_ob (at, op);
2842     if (tmp)
2843     {
2844     tmp->destroy ();
2845     new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer");
2846     }
2847    
2848 root 1.165 cure_disease (op, 0, 0); /* remove any disease */
2849 root 1.54
2850     /*add_exp(op, (op->stats.exp * -0.20)); */
2851     apply_death_exp_penalty (op);
2852     if (op->stats.food < 100)
2853     op->stats.food = 900;
2854     op->stats.hp = op->stats.maxhp;
2855     op->stats.sp = MAX (op->stats.sp, op->stats.maxsp);
2856     op->stats.grace = MAX (op->stats.grace, op->stats.maxgrace);
2857 root 1.11
2858 root 1.54 /*
2859 root 1.108 * Check to see if the player has any unpaid items. If so, remove them
2860     * and put them back in the map.
2861 root 1.54 */
2862 root 1.154 op->drop_unpaid_items ();
2863 root 1.18
2864 root 1.54 /****************************************/
2865     /* */
2866     /* Move player to his current respawn- */
2867     /* position (usually last savebed) */
2868     /* */
2869     /****************************************/
2870 root 1.18
2871 root 1.54 enter_player_savebed (op);
2872 root 1.18
2873 root 1.54 op->contr->braced = 0;
2874 root 1.11
2875 root 1.54 /* it is possible that the player has blown something up
2876     * at his savebed location, and that can have long lasting
2877     * spell effects. So first see if there is a spell effect
2878     * on the space that might harm the player.
2879     */
2880     will_kill_again = 0;
2881     for (tmp = GET_MAP_OB (op->map, op->x, op->y); tmp; tmp = tmp->above)
2882     if (tmp->type == SPELL_EFFECT)
2883     will_kill_again |= tmp->attacktype;
2884 elmex 1.1
2885 root 1.54 if (will_kill_again)
2886 root 1.18 {
2887 root 1.54 object *force;
2888     int at;
2889 root 1.18
2890 root 1.54 force = get_archetype (FORCE_NAME);
2891     /* 50 ticks should be enough time for the spell to abate */
2892 root 1.133 force->speed = 0.1f;
2893     force->speed_left = -5.f;
2894 root 1.54 SET_FLAG (force, FLAG_APPLIED);
2895     for (at = 0; at < NROFATTACKS; at++)
2896     if (will_kill_again & (1 << at))
2897     force->resist[at] = 100;
2898 root 1.30
2899 root 1.54 insert_ob_in_ob (force, op);
2900     op->update_stats ();
2901 root 1.30
2902 root 1.54 }
2903 root 1.18
2904 root 1.54 new_draw_info (NDI_UNIQUE, 0, op, "YOU HAVE DIED.");
2905 elmex 1.1 }
2906    
2907 root 1.18 void
2908     loot_object (object *op)
2909     { /* Grab and destroy some treasure */
2910     object *tmp, *tmp2, *next;
2911 elmex 1.1
2912 root 1.103 op->close_container (); /* close open sack first */
2913 elmex 1.1
2914 root 1.54 for (tmp = op->inv; tmp; tmp = next)
2915 root 1.18 {
2916     next = tmp->below;
2917 root 1.54
2918 elmex 1.50 if (tmp->invisible)
2919 root 1.18 continue;
2920 root 1.54
2921 root 1.32 tmp->remove ();
2922 root 1.18 tmp->x = op->x, tmp->y = op->y;
2923 root 1.103
2924 root 1.18 if (tmp->type == CONTAINER)
2925 root 1.103 loot_object (tmp); /* empty container to ground */
2926    
2927 root 1.99 if (!QUERY_FLAG (tmp, FLAG_UNIQUE) && (QUERY_FLAG (tmp, FLAG_STARTEQUIP) || QUERY_FLAG (tmp, FLAG_NO_DROP) || !(rndm (3))))
2928 root 1.18 {
2929     if (tmp->nrof > 1)
2930     {
2931     tmp2 = get_split_ob (tmp, 1 + RANDOM () % (tmp->nrof - 1));
2932 root 1.33 tmp2->destroy ();
2933 root 1.18 insert_ob_in_map (tmp, op->map, NULL, 0);
2934     }
2935     else
2936 root 1.33 tmp->destroy ();
2937 root 1.18 }
2938     else
2939     insert_ob_in_map (tmp, op->map, NULL, 0);
2940     }
2941 elmex 1.1 }
2942    
2943     /*
2944     * fix_weight(): Check recursively the weight of all players, and fix
2945     * what needs to be fixed. Refresh windows and fix speed if anything
2946     * was changed.
2947     */
2948 root 1.18 void
2949     fix_weight (void)
2950     {
2951 root 1.61 for_all_players (pl)
2952 root 1.18 {
2953     int old = pl->ob->carrying, sum = sum_weight (pl->ob);
2954    
2955     if (old == sum)
2956     continue;
2957 root 1.54 pl->ob->update_stats ();
2958 root 1.18 LOG (llevDebug, "Fixed inventory in %s (%d -> %d)\n", &pl->ob->name, old, sum);
2959     }
2960 elmex 1.1 }
2961    
2962 root 1.18 void
2963     fix_luck (void)
2964     {
2965 root 1.61 for_all_players (pl)
2966 root 1.52 if (!pl->ob->contr->ns->state)
2967 root 1.54 pl->ob->change_luck (0);
2968 elmex 1.1 }
2969    
2970     /* cast_dust() - handles op throwing objects of type 'DUST'.
2971     * This is much simpler in the new spell code - we basically
2972     * just treat this as any other spell casting object.
2973     */
2974 elmex 1.2 void
2975 root 1.18 cast_dust (object *op, object *throw_ob, int dir)
2976 elmex 1.2 {
2977     object *skop, *spob;
2978    
2979     skop = find_skill_by_name (op, throw_ob->skill);
2980    
2981     /* casting POTION 'dusts' is really a use_magic_item skill */
2982     if (op->type == PLAYER && throw_ob->type == POTION && !skop)
2983     {
2984 root 1.18 LOG (llevError, "Player %s lacks critical skill use_magic_item!\n", &op->name);
2985 elmex 1.2 return;
2986     }
2987    
2988     spob = throw_ob->inv;
2989    
2990     // elmex Tue Aug 15 17:19:46 CEST 2006: Added this check to
2991     // not pass NULL to cast_spell (which did indeed check itself, but
2992     // errors should be reported as early as possible IMHO)
2993     if (!spob)
2994     {
2995 root 1.18 LOG (llevError, "cast_dust: thrown object %s (by %s) had no spell in it!", &throw_ob->name, &op->name);
2996 elmex 1.2 return;
2997 elmex 1.1 }
2998    
2999 elmex 1.2 if (op->type == PLAYER)
3000 root 1.14 new_draw_info_format (NDI_UNIQUE, 0, op, "You cast %s.", &spob->name);
3001 elmex 1.2
3002     cast_spell (op, throw_ob, dir, spob, NULL);
3003    
3004 root 1.33 throw_ob->destroy ();
3005 elmex 1.1 }
3006    
3007 root 1.18 void
3008     make_visible (object *op)
3009     {
3010     op->hide = 0;
3011     op->invisible = 0;
3012 root 1.164
3013 root 1.18 if (op->type == PLAYER)
3014     {
3015     op->contr->tmp_invis = 0;
3016     op->contr->invis_race = 0;
3017     }
3018 root 1.107
3019     update_object (op, UP_OBJ_CHANGE);
3020 root 1.18 }
3021    
3022     int
3023     is_true_undead (object *op)
3024     {
3025 root 1.149 if (QUERY_FLAG (op->arch, FLAG_UNDEAD))
3026 root 1.18 return 1;
3027    
3028 elmex 1.1 return 0;
3029     }
3030    
3031     /* look at the surrounding terrain to determine
3032     * the hideability of this object. Positive levels
3033     * indicate greater hideability.
3034     */
3035 root 1.18 int
3036     hideability (object *ob)
3037     {
3038     int i, level = 0, mflag;
3039     sint16 x, y;
3040    
3041     if (!ob || !ob->map)
3042     return 0;
3043    
3044     /* so, on normal lighted maps, its hard to hide */
3045     level = ob->map->darkness - 2;
3046    
3047     /* this also picks up whether the object is glowing.
3048     * If you carry a light on a non-dark map, its not
3049     * as bad as carrying a light on a pitch dark map */
3050     if (has_carried_lights (ob))
3051     level = -(10 + (2 * ob->map->darkness));
3052    
3053     /* scan through all nearby squares for terrain to hide in */
3054     for (i = 0, x = ob->x, y = ob->y; i < 9; i++, x = ob->x + freearr_x[i], y = ob->y + freearr_y[i])
3055     {
3056     mflag = get_map_flags (ob->map, NULL, x, y, NULL, NULL);
3057     if (mflag & P_OUT_OF_MAP)
3058     {
3059     continue;
3060     }
3061     if (mflag & P_BLOCKSVIEW) /* something to hide near! */
3062     level += 2;
3063     else /* open terrain! */
3064     level -= 1;
3065 elmex 1.1 }
3066 root 1.18
3067 elmex 1.1 #if 0
3068 root 1.18 LOG (llevDebug, "hideability of %s is %d\n", ob->name, level);
3069 elmex 1.1 #endif
3070 root 1.18 return level;
3071 elmex 1.1 }
3072    
3073     /* For Hidden creatures - a chance of becoming 'unhidden'
3074     * every time they move - as we subtract off 'invisibility'
3075     * AND, for players, if they move into a ridiculously unhideable
3076     * spot (surrounded by clear terrain in broad daylight). -b.t.
3077     */
3078 root 1.18 void
3079     do_hidden_move (object *op)
3080     {
3081     int hide = 0, num = random_roll (0, 19, op, PREFER_LOW);
3082     object *skop;
3083    
3084     if (!op || !op->map)
3085     return;
3086    
3087     skop = find_obj_by_type_subtype (op, SKILL, SK_HIDING);
3088    
3089     /* its *extremely* hard to run and sneak/hide at the same time! */
3090     if (op->type == PLAYER && op->contr->run_on)
3091 root 1.85 if (!skop || num >= skop->level)
3092     {
3093     new_draw_info (NDI_UNIQUE, 0, op, "You ran too much! You are no longer hidden!");
3094     make_visible (op);
3095     return;
3096     }
3097     else
3098     num += 20;
3099    
3100 root 1.18 num += op->map->difficulty;
3101     hide = hideability (op); /* modify by terrain hidden level */
3102     num -= hide;
3103 root 1.85
3104 root 1.18 if ((op->type == PLAYER && hide < -10) || ((op->invisible -= num) <= 0))
3105     {
3106     make_visible (op);
3107     if (op->type == PLAYER)
3108     new_draw_info (NDI_UNIQUE, 0, op, "You moved out of hiding! You are visible!");
3109 elmex 1.1 }
3110 root 1.18 else if (op->type == PLAYER && skop)
3111 root 1.85 change_exp (op, calc_skill_exp (op, NULL, skop), skop->skill, 0);
3112 elmex 1.1 }
3113    
3114     /* determine if who is standing near a hostile creature. */
3115    
3116 root 1.18 int
3117     stand_near_hostile (object *who)
3118     {
3119     object *tmp = NULL;
3120     int i, friendly = 0, player = 0, mflags;
3121 root 1.25 maptile *m;
3122 root 1.18 sint16 x, y;
3123    
3124     if (!who)
3125     return 0;
3126    
3127     if (who->type == PLAYER)
3128     player = 1;
3129    
3130     else
3131     friendly = QUERY_FLAG (who, FLAG_FRIENDLY);
3132    
3133     /* search adjacent squares */
3134     for (i = 1; i < 9; i++)
3135     {
3136     x = who->x + freearr_x[i];
3137     y = who->y + freearr_y[i];
3138     m = who->map;
3139     mflags = get_map_flags (m, &m, x, y, &x, &y);
3140     /* space must be blocked if there is a monster. If not
3141     * blocked, don't need to check this space.
3142     */
3143     if (mflags & P_OUT_OF_MAP)
3144     continue;
3145     if (OB_TYPE_MOVE_BLOCK (who, GET_MAP_MOVE_BLOCK (m, x, y)))
3146     continue;
3147    
3148 root 1.49 for (tmp = GET_MAP_OB (m, x, y); tmp; tmp = tmp->above)
3149 root 1.18 {
3150     if ((player ||friendly) &&QUERY_FLAG (tmp, FLAG_MONSTER) && !QUERY_FLAG (tmp, FLAG_UNAGGRESSIVE))
3151     return 1;
3152     else if (tmp->type == PLAYER)
3153     {
3154     /*don't let a hidden DM prevent you from hiding */
3155     if (!QUERY_FLAG (tmp, FLAG_WIZ) || tmp->contr->hidden == 0)
3156 root 1.11 return 1;
3157 root 1.18 }
3158 root 1.11 }
3159 elmex 1.1 }
3160 root 1.18 return 0;
3161 elmex 1.1 }
3162    
3163     /* check the player los field for viewability of the
3164     * object op. This function works fine for monsters,
3165     * but we dont worry if the object isnt the top one in
3166     * a pile (say a coin under a table would return "viewable"
3167     * by this routine). Another question, should we be
3168     * concerned with the direction the player is looking
3169 root 1.162 * in? Realistically, most of us can't see stuff behind
3170 elmex 1.1 * our backs...on the other hand, does the "facing" direction
3171 root 1.162 * imply the way your head, or body is facing? It's possible
3172 elmex 1.1 * for them to differ. Sigh, this fctn could get a bit more complex.
3173     * -b.t.
3174     * This function is now map tiling safe.
3175     */
3176 root 1.18 int
3177     player_can_view (object *pl, object *op)
3178     {
3179     rv_vector rv;
3180     int dx, dy;
3181    
3182     if (pl->type != PLAYER)
3183     {
3184     LOG (llevError, "player_can_view() called for non-player object\n");
3185     return -1;
3186 elmex 1.1 }
3187 root 1.74
3188 root 1.18 if (!pl || !op)
3189 elmex 1.1 return 0;
3190 root 1.18
3191 root 1.74 op = op->head_ ();
3192    
3193 root 1.18 get_rangevector (pl, op, &rv, 0x1);
3194    
3195     /* starting with the 'head' part, lets loop
3196     * through the object and find if it has any
3197 root 1.162 * part that is in the los array but isn't on
3198 root 1.18 * a blocked los square.
3199     * we use the archetype to figure out offsets.
3200     */
3201     while (op)
3202     {
3203 root 1.149 dx = rv.distance_x + op->arch->x;
3204     dy = rv.distance_y + op->arch->y;
3205 root 1.18
3206     /* only the viewable area the player sees is updated by LOS
3207     * code, so we need to restrict ourselves to that range of values
3208     * for any meaningful values.
3209     */
3210 root 1.162 if (abs (dx) <= (pl->contr->ns->mapx / 2) &&
3211     abs (dy) <= (pl->contr->ns->mapy / 2) &&
3212 root 1.52 !pl->contr->blocked_los[dx + (pl->contr->ns->mapx / 2)][dy + (pl->contr->ns->mapy / 2)])
3213 root 1.18 return 1;
3214 root 1.162
3215 root 1.18 op = op->more;
3216     }
3217 root 1.162
3218 root 1.18 return 0;
3219 elmex 1.1 }
3220    
3221     /* routine for both players and monsters. We call this when
3222     * there is a possibility for our action distrubing our hiding
3223     * place or invisiblity spell. Artefact invisiblity is not
3224     * effected by this. If we arent invisible to begin with, we
3225     * return 0.
3226     */
3227 root 1.18 int
3228     action_makes_visible (object *op)
3229     {
3230     if (op->invisible && QUERY_FLAG (op, FLAG_ALIVE))
3231     {
3232     if (QUERY_FLAG (op, FLAG_MAKE_INVIS))
3233     return 0;
3234    
3235     if (op->contr && op->contr->tmp_invis == 0)
3236     return 0;
3237 elmex 1.1
3238 root 1.18 /* If monsters, they should become visible */
3239     if (op->hide || !op->contr || (op->contr && op->contr->tmp_invis))
3240     {
3241     new_draw_info_format (NDI_UNIQUE, 0, op, "You become %s!", op->hide ? "unhidden" : "visible");
3242     return 1;
3243 root 1.11 }
3244 elmex 1.1 }
3245 root 1.162
3246 root 1.18 return 0;
3247 elmex 1.1 }
3248    
3249     /* op_on_battleground - checks if the given object op (usually
3250     * a player) is standing on a valid battleground-tile,
3251     * function returns TRUE/FALSE. If true x, y returns the battleground
3252     * -exit-coord. (and if x, y not NULL)
3253     * 19 March 2005 - josh@woosworld.net modifed to check if the battleground also has slaying, maxhp, and maxsp set
3254     * and if those are all set and the player has a marker that matches the slaying send them to a different x, y
3255     * Default is to do the same as before, so only people wanting to have different points need worry about this
3256     */
3257 root 1.18 int
3258     op_on_battleground (object *op, int *x, int *y)
3259     {
3260 elmex 1.1 /* A battleground-tile needs the following attributes to be valid:
3261     * is_floor 1 (has to be the FIRST floor beneath the player's feet),
3262     * name="battleground", no_pick 1, type=58 (type BATTLEGROUND)
3263     * and the exit-coordinates sp/hp must both be > 0.
3264     * => The intention here is to prevent abuse of the battleground-
3265     * feature (like pickable or hidden battleground tiles). */
3266 root 1.162 for (object *tmp = op->below; tmp; tmp = tmp->below)
3267 root 1.18 {
3268     if (QUERY_FLAG (tmp, FLAG_IS_FLOOR))
3269     {
3270 root 1.162 if (QUERY_FLAG (tmp, FLAG_NO_PICK)
3271     && tmp->type == BATTLEGROUND
3272     && tmp->name == shstr_battleground
3273     && EXIT_X (tmp) && EXIT_Y (tmp))
3274 root 1.18 {
3275 root 1.162 /* before we assign the exit, check if this is a teambattle */
3276 root 1.18 if (EXIT_ALT_X (tmp) && EXIT_ALT_Y (tmp) && EXIT_PATH (tmp))
3277     {
3278 root 1.162 for (object *invtmp = op->inv; invtmp; invtmp = invtmp->below)
3279 root 1.18 {
3280 root 1.162 if (invtmp->type == FORCE && invtmp->slaying && tmp->slaying == invtmp->slaying)
3281 root 1.18 {
3282 root 1.162 if (x && y)
3283 root 1.18 *x = EXIT_ALT_X (tmp), *y = EXIT_ALT_Y (tmp);
3284 root 1.162
3285 root 1.18 return 1;
3286     }
3287     }
3288     }
3289 root 1.162
3290     if (x && y)
3291 root 1.18 *x = EXIT_X (tmp), *y = EXIT_Y (tmp);
3292 root 1.162
3293 root 1.18 return 1;
3294     }
3295     }
3296 elmex 1.1 }
3297 root 1.162
3298 elmex 1.1 /* If we got here, did not find a battleground */
3299     return 0;
3300     }
3301    
3302     /*
3303     * When a dragon-player gains a new stage of evolution,
3304     * he gets some treasure
3305     *
3306     * attributes:
3307     * object *who the dragon player
3308     * int atnr the attack-number of the ability focus
3309     * int level ability level
3310     */
3311 root 1.18 void
3312     dragon_ability_gain (object *who, int atnr, int level)
3313     {
3314     treasurelist *trlist = NULL; /* treasurelist */
3315     treasure *tr; /* treasure */
3316     object *tmp, *skop; /* tmp. object */
3317     object *item; /* treasure object */
3318     char buf[MAX_BUF]; /* tmp. string buffer */
3319     int i = 0, j = 0;
3320    
3321     /* get the appropriate treasurelist */
3322     if (atnr == ATNR_FIRE)
3323 root 1.163 trlist = treasurelist::find (shstr_dragon_ability_fire);
3324 root 1.18 else if (atnr == ATNR_COLD)
3325 root 1.163 trlist = treasurelist::find (shstr_dragon_ability_cold);
3326 root 1.18 else if (atnr == ATNR_ELECTRICITY)
3327 root 1.163 trlist = treasurelist::find (shstr_dragon_ability_elec);
3328 root 1.18 else if (atnr == ATNR_POISON)
3329 root 1.163 trlist = treasurelist::find (shstr_dragon_ability_poison);
3330 root 1.18
3331     if (trlist == NULL || who->type != PLAYER)
3332     return;
3333    
3334     for (i = 0, tr = trlist->items; tr != NULL && i < level - 1; tr = tr->next, i++);
3335    
3336 elmex 1.82 if (!tr || !tr->item)
3337 root 1.18 {
3338     /* LOG(llevDebug, "-> no more treasure for %s\n", change_resist_msg[atnr]); */
3339     return;
3340 elmex 1.1 }
3341    
3342 root 1.18 /* everything seems okay - now bring on the gift: */
3343 root 1.149 item = tr->item;
3344 elmex 1.1
3345 root 1.18 if (item->type == SPELL)
3346     {
3347     if (check_spell_known (who, item->name))
3348 root 1.11 return;
3349 root 1.18
3350     new_draw_info_format (NDI_UNIQUE | NDI_BLUE, 0, who, "You gained the ability of %s", &item->name);
3351     do_learn_spell (who, item, 0);
3352     return;
3353 elmex 1.1 }
3354    
3355 root 1.18 /* grant direct spell */
3356     if (item->type == SPELLBOOK)
3357     {
3358     if (!item->inv)
3359     {
3360     LOG (llevDebug, "dragon_ability_gain: Broken spellbook %s\n", &item->name);
3361     return;
3362     }
3363     if (check_spell_known (who, item->inv->name))
3364     return;
3365     if (item->invisible)
3366     {
3367     new_draw_info_format (NDI_UNIQUE | NDI_BLUE, 0, who, "You gained the ability of %s", &item->inv->name);
3368     do_learn_spell (who, item->inv, 0);
3369     return;
3370 root 1.11 }
3371 root 1.18 }
3372     else if (item->type == SKILL_TOOL && item->invisible)
3373     {
3374     if (item->subtype == SK_CLAWING && (skop = find_skill_by_name (who, item->skill)) != NULL)
3375     {
3376    
3377     /* should this perhaps be (skop->attackyp & item->attacktype)!=item->attacktype ...
3378     * in this way, if the player is missing any of the attacktypes, he gets
3379     * them. As it is now, if the player has any that match the granted skill,
3380     * but not all of them, he gets nothing.
3381     */
3382     if (!(skop->attacktype & item->attacktype))
3383     {
3384     /* Give new attacktype */
3385     skop->attacktype |= item->attacktype;
3386    
3387     /* always add physical if there's none */
3388     skop->attacktype |= AT_PHYSICAL;
3389    
3390     if (item->msg != NULL)
3391     new_draw_info (NDI_UNIQUE | NDI_BLUE, 0, who, item->msg);
3392    
3393     /* Give player new face */
3394     if (item->animation_id)
3395     {
3396     who->face = skop->face;
3397     who->animation_id = item->animation_id;
3398     who->anim_speed = item->anim_speed;
3399     who->last_anim = 0;
3400     who->state = 0;
3401     animate_object (who, who->direction);
3402     }
3403     }
3404 root 1.11 }
3405 elmex 1.1 }
3406 root 1.18 else if (item->type == FORCE)
3407     {
3408     /* forces in the treasurelist can alter the player's stats */
3409     object *skin;
3410 elmex 1.1
3411 root 1.18 /* first get the dragon skin force */
3412 root 1.153 for (skin = who->inv; skin && !(skin->arch->archname == shstr_dragon_skin_force); skin = skin->below)
3413 root 1.52 ;
3414    
3415     if (!skin)
3416 root 1.18 return;
3417    
3418     /* adding new spellpath attunements */
3419     if (item->path_attuned > 0 && !(skin->path_attuned & item->path_attuned))
3420     {
3421     skin->path_attuned |= item->path_attuned; /* add attunement to skin */
3422    
3423     /* print message */
3424     sprintf (buf, "You feel attuned to ");
3425     for (i = 0, j = 0; i < NRSPELLPATHS; i++)
3426     {
3427     if (item->path_attuned & (1 << i))
3428     {
3429     if (j)
3430     strcat (buf, " and ");
3431     else
3432     j = 1;
3433     strcat (buf, spellpathnames[i]);
3434     }
3435     }
3436     strcat (buf, ".");
3437     new_draw_info (NDI_UNIQUE | NDI_BLUE, 0, who, buf);
3438     }
3439    
3440     /* evtl. adding flags: */
3441     if (QUERY_FLAG (item, FLAG_XRAYS))
3442     SET_FLAG (skin, FLAG_XRAYS);
3443     if (QUERY_FLAG (item, FLAG_STEALTH))
3444     SET_FLAG (skin, FLAG_STEALTH);
3445     if (QUERY_FLAG (item, FLAG_SEE_IN_DARK))
3446     SET_FLAG (skin, FLAG_SEE_IN_DARK);
3447    
3448     /* print message if there is one */
3449     if (item->msg != NULL)
3450     new_draw_info (NDI_UNIQUE | NDI_BLUE, 0, who, item->msg);
3451     }
3452     else
3453     {
3454     /* generate misc. treasure */
3455     tmp = arch_to_object (tr->item);
3456     new_draw_info_format (NDI_UNIQUE | NDI_BLUE, 0, who, "You gained %s", query_short_name (tmp));
3457     tmp = insert_ob_in_ob (tmp, who);
3458     if (who->type == PLAYER)
3459     esrv_send_item (who, tmp);
3460 elmex 1.1 }
3461     }
3462    
3463     /**
3464     * Unready an object for a player. This function does nothing if the object was
3465     * not readied.
3466     */
3467 root 1.18 void
3468     player_unready_range_ob (player *pl, object *ob)
3469     {
3470 root 1.119 if (pl->ob->current_weapon == ob)
3471     pl->ob->current_weapon = 0;
3472    
3473 root 1.118 if (pl->combat_ob == ob)
3474 root 1.119 pl->combat_ob = 0;
3475 root 1.118
3476     if (pl->ranged_ob == ob)
3477 root 1.119 pl->ranged_ob = 0;
3478 elmex 1.1 }
3479 root 1.101
3480     sint8
3481     player::visibility_at (maptile *map, int x, int y) const
3482     {
3483     if (!ns)
3484     return 0;
3485    
3486     int dx, dy;
3487     if (!adjacent_map (map, ns->current_map, &dx, &dy))
3488     return 0;
3489    
3490     x += dx - ns->current_x + ns->mapx / 2;
3491     y += dy - ns->current_y + ns->mapy / 2;
3492    
3493     if (!IN_RANGE_EXC (x, 0, ns->mapx) || !IN_RANGE_EXC (y, 0, ns->mapy))
3494     return 0;
3495    
3496     return 100 - blocked_los [x][y];
3497     }
3498 root 1.169
3499     void
3500     player::infobox (const char *title, const char *msg, int color)
3501     {
3502     send_msg (color | NDI_DEF | NDI_REPLY | NDI_CLEAR, title, msg);
3503     }
3504    
3505     void
3506     player::statusmsg (const char *msg, int color)
3507     {
3508     send_msg (color | NDI_REPLY, INFO_CHANNEL, msg);
3509     }
3510    
3511     void
3512     player::failmsg (const char *msg, int color)
3513     {
3514     play_sound (sound_find ("generic_failure"));
3515     statusmsg (msg, color);
3516     }
3517