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Revision: 1.182
Committed: Thu Apr 17 14:06:03 2008 UTC (16 years, 1 month ago) by root
Content type: text/plain
Branch: MAIN
Changes since 1.181: +16 -13 lines
Log Message:
sigh

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 root 1.182 give_initial_items (object *pl, treasurelist *items)
638 root 1.18 {
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 root 1.182 if ((!QUERY_FLAG (pl, FLAG_USE_ARMOUR)
658     &&
659     (op->type == ARMOUR || op->type == BOOTS
660     || op->type == CLOAK || op->type == HELMET
661     || op->type == SHIELD || op->type == GLOVES
662     || op->type == BRACERS || op->type == GIRDLE))
663     || (!QUERY_FLAG (pl, FLAG_USE_WEAPON) && op->type == WEAPON))
664 root 1.18 {
665 root 1.33 op->destroy ();
666 root 1.18 continue;
667     }
668 root 1.11 }
669    
670 root 1.18 /* This really needs to be better - we should really give
671     * a substitute spellbook. The problem is that we don't really
672     * have a good idea what to replace it with (need something like
673     * a first level treasurelist for each skill.)
674     * remove duplicate skills also
675     */
676     if (op->type == SPELLBOOK || op->type == SKILL)
677     {
678     object *tmp;
679 elmex 1.1
680 root 1.18 for (tmp = op->below; tmp; tmp = tmp->below)
681     if (tmp->type == op->type && tmp->name == op->name)
682     break;
683 root 1.11
684 root 1.18 if (tmp)
685     {
686 root 1.33 op->destroy ();
687 root 1.18 LOG (llevError, "give_initial_items: Removing duplicate object %s\n", &tmp->name);
688     continue;
689 root 1.11 }
690 root 1.33
691 root 1.18 if (op->nrof > 1)
692     op->nrof = 1;
693 root 1.11 }
694 elmex 1.1
695 root 1.18 if (op->type == SPELLBOOK && op->inv)
696 root 1.176 CLEAR_FLAG (op->inv, FLAG_STARTEQUIP);
697 root 1.11
698 root 1.18 /* Give starting characters identified, uncursed, and undamned
699 root 1.182 * items. Just don't identify gold or silver, or it won't be
700 root 1.18 * merged properly.
701     */
702     if (need_identify (op))
703     {
704     SET_FLAG (op, FLAG_IDENTIFIED);
705     CLEAR_FLAG (op, FLAG_CURSED);
706     CLEAR_FLAG (op, FLAG_DAMNED);
707     }
708 root 1.182
709 root 1.18 if (op->type == SPELL)
710     {
711 root 1.33 op->destroy ();
712 root 1.18 continue;
713     }
714     else if (op->type == SKILL)
715     {
716     SET_FLAG (op, FLAG_CAN_USE_SKILL);
717     op->stats.exp = 0;
718     op->level = 1;
719 root 1.11 }
720 root 1.182 else /* lock all 'normal items by default */
721 root 1.18 SET_FLAG (op, FLAG_INV_LOCKED);
722     } /* for loop of objects in player inv */
723    
724     /* Need to set up the skill pointers */
725     link_player_skills (pl);
726     }
727    
728     void
729     get_party_password (object *op, partylist *party)
730     {
731     if (party == NULL)
732     {
733     LOG (llevError, "get_party_password(): tried to make player %s join a NULL party", &op->name);
734     return;
735 elmex 1.1 }
736 root 1.54
737 root 1.18 op->contr->write_buf[0] = '\0';
738 root 1.52 op->contr->ns->state = ST_GET_PARTY_PASSWORD;
739 root 1.18 op->contr->party_to_join = party;
740 root 1.52 send_query (op->contr->ns, CS_QUERY_HIDEINPUT, "What is the password?\n:");
741 elmex 1.1 }
742    
743     /* This rolls four 1-6 rolls and sums the best 3 of the 4. */
744 root 1.54 static int
745 root 1.18 roll_stat (void)
746     {
747     int a[4], i, j, k;
748    
749     for (i = 0; i < 4; i++)
750 root 1.99 a[i] = (int) rndm (6) + 1;
751 root 1.18
752     for (i = 0, j = 0, k = 7; i < 4; i++)
753     if (a[i] < k)
754     k = a[i], j = i;
755    
756     for (i = 0, k = 0; i < 4; i++)
757 root 1.54 if (i != j)
758     k += a[i];
759    
760 root 1.18 return k;
761     }
762    
763     void
764 root 1.54 object::roll_stats ()
765 root 1.18 {
766 root 1.128 int statsort [NUM_STATS];
767 root 1.18
768 root 1.54 for (;;)
769 root 1.18 {
770 root 1.54 int sum = 0;
771 root 1.128 for (int i = NUM_STATS; i--; )
772 root 1.54 sum += statsort [i] = roll_stat ();
773    
774     if (sum >= 82 && sum <= 116)
775     break;
776 root 1.18 }
777    
778 root 1.54 // Sort the stats so that rerolling is easier...
779 root 1.128 std::sort (statsort, statsort + NUM_STATS, std::greater<int>());
780 root 1.18
781 root 1.128 for (int i = 0; i < NUM_STATS; ++i)
782     stats.stat (i) = statsort [i];
783 root 1.18
784 root 1.54 stats.exp = 0;
785     stats.ac = 0;
786 root 1.18
787 root 1.54 stats.hp = stats.maxhp;
788     stats.sp = stats.maxsp;
789     stats.grace = stats.maxgrace;
790 root 1.18
791 root 1.54 if (contr)
792     {
793     contr->levhp[1] = 9;
794     contr->levsp[1] = 6;
795     contr->levgrace[1] = 3;
796 root 1.18
797 root 1.54 contr->orig_stats = stats;
798     }
799 root 1.18 }
800    
801     void
802 root 1.54 object::swap_stats (int a, int b)
803 root 1.18 {
804 root 1.127 swap (contr->orig_stats.stat (a), contr->orig_stats.stat (b));
805    
806     for (int i = 0; i < NUM_STATS; ++i)
807     stats.stat (i) = contr->orig_stats.stat (i);
808 elmex 1.1
809 root 1.54 //TODO: the following code looks so borked and should, at the very least,
810     // be merged with the similar code in roll_stats
811     stats.ac = 0;
812 elmex 1.1
813 root 1.54 level = 1;
814     stats.exp = 0;
815     stats.ac = 0;
816 elmex 1.1
817 root 1.54 stats.hp = stats.maxhp;
818     stats.sp = stats.maxsp;
819     stats.grace = stats.maxgrace;
820 elmex 1.1
821 root 1.54 if (contr)
822 root 1.18 {
823 root 1.54 contr->levhp[1] = 9;
824     contr->levsp[1] = 6;
825     contr->levgrace[1] = 3;
826 root 1.18
827 root 1.54 contr->orig_stats = stats;
828 elmex 1.1 }
829     }
830    
831 root 1.73 static void
832     start_info (object *op)
833     {
834     char buf[MAX_BUF];
835    
836 root 1.177 sprintf (buf, "Welcome to Deliantra v%s!", VERSION);
837 root 1.73 new_draw_info (NDI_UNIQUE, 0, op, buf);
838     }
839    
840 elmex 1.1 /* This function takes the key that is passed, and does the
841     * appropriate action with it (change race, or other things).
842     * The function name is for historical reasons - now we have
843     * separate race and class; this actually changes the RACE,
844     * not the class.
845     */
846 root 1.112 void
847     player::chargen_race_done ()
848 elmex 1.1 {
849 root 1.112 /* this must before then initial items are given */
850     esrv_new_player (ob->contr, ob->weight + ob->carrying);
851 elmex 1.1
852 root 1.112 treasurelist *tl = treasurelist::find ("starting_wealth");
853     if (tl)
854     create_treasure (tl, ob, 0, 0, 0);
855 elmex 1.1
856 root 1.112 INVOKE_PLAYER (BIRTH, ob->contr);
857     INVOKE_PLAYER (LOGIN, ob->contr);
858 elmex 1.36
859 root 1.112 ob->contr->ns->state = ST_PLAYING;
860 elmex 1.1
861 root 1.112 if (ob->msg)
862     ob->msg = 0;
863 elmex 1.1
864 root 1.112 /* We create this now because some of the unique maps will need it
865     * to save here.
866     */
867     {
868     char buf[MAX_BUF];
869     sprintf (buf, "%s/%s/%s", settings.localdir, settings.playerdir, &ob->name);
870     make_path_to_file (buf);
871     }
872    
873     start_info (ob);
874     CLEAR_FLAG (ob, FLAG_WIZ);
875     give_initial_items (ob, ob->randomitems);
876     link_player_skills (ob);
877     esrv_send_inventory (ob, ob);
878     ob->update_stats ();
879 root 1.11
880 root 1.112 /* This moves the player to a different start map, if there
881     * is one for this race
882     */
883     if (*first_map_ext_path)
884     {
885     object *tmp;
886     char mapname[MAX_BUF];
887 elmex 1.1
888 root 1.148 snprintf (mapname, MAX_BUF - 1, "%s/%s", &first_map_ext_path, &ob->arch->archname);
889 root 1.112 tmp = object::create ();
890     EXIT_PATH (tmp) = mapname;
891     EXIT_X (tmp) = ob->x;
892     EXIT_Y (tmp) = ob->y;
893     ob->enter_exit (tmp); /* we don't really care if it succeeded;
894     * if the map isn't there, then stay on the
895     * default initial map */
896     tmp->destroy ();
897 elmex 1.1 }
898 root 1.112 else
899     LOG (llevDebug, "first_map_ext_path not set\n");
900     }
901 elmex 1.1
902 root 1.112 void
903     player::chargen_race_next ()
904     {
905 root 1.18 /* Following actually changes the race - this is the default command
906     * if we don't match with one of the options above.
907     */
908    
909 root 1.112 do
910 root 1.18 {
911 root 1.112 shstr name = ob->name;
912     int x = ob->x, y = ob->y;
913 root 1.21
914 root 1.112 ob->remove_statbonus ();
915     ob->remove ();
916     ob->arch = get_player_archetype (ob->arch);
917 root 1.149 ob->arch->copy_to (ob);
918 root 1.112 ob->instantiate ();
919     ob->stats = ob->contr->orig_stats;
920     ob->name = ob->name_pl = name;
921     ob->x = x;
922     ob->y = y;
923     SET_ANIMATION (ob, 2); /* So player faces south */
924     insert_ob_in_map (ob, ob->map, ob, 0);
925 root 1.149 assign (ob->contr->title, ob->arch->object::name);
926 root 1.112 ob->add_statbonus ();
927     }
928     while (!allowed_class (ob));
929    
930     update_object (ob, UP_OBJ_FACE);
931     esrv_update_item (UPD_FACE, ob, ob);
932     ob->update_stats ();
933     ob->stats.hp = ob->stats.maxhp;
934     ob->stats.sp = ob->stats.maxsp;
935     ob->stats.grace = 0;
936 elmex 1.1 }
937    
938 root 1.18 void
939     flee_player (object *op)
940     {
941     int dir, diff;
942     rv_vector rv;
943    
944     if (op->stats.hp < 0)
945     {
946     LOG (llevDebug, "Fleeing player is dead.\n");
947     CLEAR_FLAG (op, FLAG_SCARED);
948     return;
949 elmex 1.1 }
950    
951 root 1.18 if (op->enemy == NULL)
952     {
953     LOG (llevDebug, "Fleeing player had no enemy.\n");
954     CLEAR_FLAG (op, FLAG_SCARED);
955     return;
956 elmex 1.1 }
957    
958 root 1.18 /* Seen some crashes here. Since we don't store an
959     * op->enemy_count, it is possible that something destroys the
960     * actual enemy, and the object is recycled.
961     */
962     if (op->enemy->map == NULL)
963     {
964     CLEAR_FLAG (op, FLAG_SCARED);
965     op->enemy = NULL;
966     return;
967 elmex 1.1 }
968    
969 root 1.18 if (!(random_roll (0, 4, op, PREFER_LOW)) && did_make_save (op, op->level, 0))
970     {
971     op->enemy = NULL;
972     CLEAR_FLAG (op, FLAG_SCARED);
973     return;
974 elmex 1.1 }
975 root 1.49
976 root 1.18 get_rangevector (op, op->enemy, &rv, 0);
977    
978     dir = absdir (4 + rv.direction);
979     for (diff = 0; diff < 3; diff++)
980     {
981     int m = 1 - (RANDOM () & 2);
982 elmex 1.1
983 root 1.18 if (move_ob (op, absdir (dir + diff * m), op) || (diff == 0 && move_ob (op, absdir (dir - diff * m), op)))
984 root 1.49 return;
985 elmex 1.1 }
986 root 1.49
987 root 1.18 /* Cornered, get rid of scared */
988     CLEAR_FLAG (op, FLAG_SCARED);
989     op->enemy = NULL;
990 elmex 1.1 }
991    
992     /* check_pick sees if there is stuff to be picked up/picks up stuff.
993 root 1.122 * It returns 1 if the player should keep on moving, 0 if he should
994 elmex 1.1 * stop.
995     */
996 root 1.18 int
997     check_pick (object *op)
998     {
999 elmex 1.1 object *tmp, *next;
1000     int stop = 0;
1001 pippijn 1.106 int wvratio;
1002     char putstring[128];
1003 elmex 1.1
1004     /* if you're flying, you cna't pick up anything */
1005     if (op->move_type & MOVE_FLYING)
1006     return 1;
1007    
1008     next = op->below;
1009    
1010 elmex 1.175 int cnt = MAX_ITEM_PER_DROP;
1011     #define CHK_PICK_PICKUP do { pick_up (op, tmp); cnt--; } while (0)
1012    
1013 elmex 1.1 /* loop while there are items on the floor that are not marked as
1014     * destroyed */
1015 root 1.24 while (next && !next->destroyed ())
1016 root 1.18 {
1017     tmp = next;
1018     next = tmp->below;
1019 elmex 1.1
1020 elmex 1.175 if (cnt <= 0)
1021     {
1022     op->failmsg ("Couldn't pickup all items at once.");
1023     return 0;
1024     }
1025    
1026 root 1.24 if (op->destroyed ())
1027 elmex 1.1 return 0;
1028    
1029 root 1.18 if (!can_pick (op, tmp))
1030     continue;
1031 elmex 1.1
1032 root 1.18 if (op->contr->search_str[0] != '\0' && settings.search_items == TRUE)
1033     {
1034     if (item_matched_string (op, tmp, op->contr->search_str))
1035 elmex 1.175 CHK_PICK_PICKUP;
1036 root 1.18 continue;
1037 root 1.11 }
1038    
1039 root 1.18 /* high not bit set? We're using the old autopickup model */
1040     if (!(op->contr->mode & PU_NEWMODE))
1041 root 1.11 {
1042 root 1.18 switch (op->contr->mode)
1043 root 1.11 {
1044 root 1.20 case 0:
1045     return 1; /* don't pick up */
1046     case 1:
1047 elmex 1.175 CHK_PICK_PICKUP;
1048 root 1.20 return 1;
1049     case 2:
1050 elmex 1.175 CHK_PICK_PICKUP;
1051 root 1.20 return 0;
1052     case 3:
1053     return 0; /* stop before pickup */
1054     case 4:
1055 elmex 1.175 CHK_PICK_PICKUP;
1056 root 1.20 break;
1057     case 5:
1058 elmex 1.175 CHK_PICK_PICKUP;
1059 root 1.20 stop = 1;
1060     break;
1061     case 6:
1062 elmex 1.175 if (QUERY_FLAG (tmp, FLAG_KNOWN_MAGICAL)
1063     && !QUERY_FLAG (tmp, FLAG_KNOWN_CURSED))
1064     CHK_PICK_PICKUP;
1065 root 1.20 break;
1066    
1067     case 7:
1068     if (tmp->type == MONEY || tmp->type == GEM)
1069 elmex 1.175 CHK_PICK_PICKUP;
1070 root 1.20 break;
1071    
1072     default:
1073     /* use value density */
1074     if (!QUERY_FLAG (tmp, FLAG_UNPAID)
1075     && (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1))) >= op->contr->mode)
1076 elmex 1.175 CHK_PICK_PICKUP;
1077 root 1.11 }
1078     }
1079 root 1.18 else
1080     { /* old model */
1081     /* NEW pickup handling */
1082     if (op->contr->mode & PU_DEBUG)
1083     {
1084     /* some debugging code to figure out item information */
1085     if (tmp->name != NULL)
1086     sprintf (putstring, "item name: %s item type: %d weight/value: %d",
1087     &tmp->name, tmp->type, (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1))));
1088     else
1089     sprintf (putstring, "item name: %s item type: %d weight/value: %d",
1090 root 1.148 &tmp->arch->archname, tmp->type, (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1))));
1091 root 1.18
1092     new_draw_info (NDI_UNIQUE, 0, op, putstring);
1093 root 1.58 }
1094 elmex 1.1
1095 root 1.18 /* philosophy:
1096     * It's easy to grab an item type from a pile, as long as it's
1097     * generic. This takes no game-time. For more detailed pickups
1098 root 1.58 * and selections, select-items should be used. This is a
1099 root 1.18 * grab-as-you-run type mode that's really useful for arrows for
1100     * example.
1101     * The drawback: right now it has no frontend, so you need to
1102     * stick the bits you want into a calculator in hex mode and then
1103     * convert to decimal and then 'pickup <#>
1104     */
1105    
1106     /* the first two modes are exclusive: if NOTHING we return, if
1107     * STOP then we stop. All the rest are applied sequentially,
1108     * meaning if any test passes, the item gets picked up. */
1109    
1110     /* if mode is set to pick nothing up, return */
1111    
1112     if (op->contr->mode & PU_NOTHING)
1113     return 1;
1114    
1115     /* if mode is set to stop when encountering objects, return */
1116     /* take STOP before INHIBIT since it doesn't actually pick
1117     * anything up */
1118    
1119     if (op->contr->mode & PU_STOP)
1120     return 0;
1121    
1122     /* useful for going into stores and not losing your settings... */
1123     /* and for battles wher you don't want to get loaded down while
1124     * fighting */
1125     if (op->contr->mode & PU_INHIBIT)
1126     return 1;
1127    
1128     /* prevent us from turning into auto-thieves :) */
1129     if (QUERY_FLAG (tmp, FLAG_UNPAID))
1130     continue;
1131    
1132     /* ignore known cursed objects */
1133     if (QUERY_FLAG (tmp, FLAG_KNOWN_CURSED) && op->contr->mode & PU_NOT_CURSED)
1134     continue;
1135    
1136     /* all food and drink if desired */
1137     /* question: don't pick up known-poisonous stuff? */
1138     if (op->contr->mode & PU_FOOD)
1139     if (tmp->type == FOOD)
1140     {
1141 elmex 1.175 CHK_PICK_PICKUP;
1142 root 1.18 continue;
1143     }
1144 root 1.29
1145 root 1.18 if (op->contr->mode & PU_DRINK)
1146     if (tmp->type == DRINK || (tmp->type == POISON && !QUERY_FLAG (tmp, FLAG_KNOWN_CURSED)))
1147     {
1148 elmex 1.175 CHK_PICK_PICKUP;
1149 root 1.18 continue;
1150     }
1151    
1152     if (op->contr->mode & PU_POTION)
1153     if (tmp->type == POTION)
1154     {
1155 elmex 1.175 CHK_PICK_PICKUP;
1156 root 1.18 continue;
1157     }
1158    
1159     /* spellbooks, skillscrolls and normal books/scrolls */
1160     if (op->contr->mode & PU_SPELLBOOK)
1161     if (tmp->type == SPELLBOOK)
1162     {
1163 elmex 1.175 CHK_PICK_PICKUP;
1164 root 1.18 continue;
1165     }
1166 root 1.29
1167 root 1.18 if (op->contr->mode & PU_SKILLSCROLL)
1168     if (tmp->type == SKILLSCROLL)
1169     {
1170 elmex 1.175 CHK_PICK_PICKUP;
1171 root 1.18 continue;
1172     }
1173 root 1.29
1174 root 1.18 if (op->contr->mode & PU_READABLES)
1175 root 1.158 if (tmp->type == BOOK || tmp->type == SCROLL || tmp->type == INSCRIBABLE)
1176 root 1.18 {
1177 elmex 1.175 CHK_PICK_PICKUP;
1178 root 1.18 continue;
1179     }
1180    
1181     /* wands/staves/rods/horns */
1182     if (op->contr->mode & PU_MAGIC_DEVICE)
1183     if (tmp->type == WAND || tmp->type == ROD || tmp->type == HORN)
1184     {
1185 elmex 1.175 CHK_PICK_PICKUP;
1186 root 1.18 continue;
1187     }
1188    
1189     /* pick up all magical items */
1190     if (op->contr->mode & PU_MAGICAL)
1191     if (QUERY_FLAG (tmp, FLAG_KNOWN_MAGICAL) && !QUERY_FLAG (tmp, FLAG_KNOWN_CURSED))
1192     {
1193 elmex 1.175 CHK_PICK_PICKUP;
1194 root 1.18 continue;
1195     }
1196    
1197     if (op->contr->mode & PU_VALUABLES)
1198     {
1199     if (tmp->type == MONEY || tmp->type == GEM)
1200     {
1201 elmex 1.175 CHK_PICK_PICKUP;
1202 root 1.18 continue;
1203     }
1204     }
1205    
1206     /* rings & amulets - talismans seems to be typed AMULET */
1207     if (op->contr->mode & PU_JEWELS)
1208     if (tmp->type == RING || tmp->type == AMULET)
1209     {
1210 elmex 1.175 CHK_PICK_PICKUP;
1211 root 1.29 continue;
1212     }
1213    
1214     /* we don't forget dragon food */
1215     if (op->contr->mode & PU_FLESH)
1216     if (tmp->type == FLESH)
1217     {
1218 elmex 1.175 CHK_PICK_PICKUP;
1219 root 1.18 continue;
1220     }
1221    
1222     /* bows and arrows. Bows are good for selling! */
1223     if (op->contr->mode & PU_BOW)
1224     if (tmp->type == BOW)
1225     {
1226 elmex 1.175 CHK_PICK_PICKUP;
1227 root 1.18 continue;
1228     }
1229 root 1.29
1230 root 1.18 if (op->contr->mode & PU_ARROW)
1231     if (tmp->type == ARROW)
1232     {
1233 elmex 1.175 CHK_PICK_PICKUP;
1234 root 1.18 continue;
1235     }
1236    
1237     /* all kinds of armor etc. */
1238     if (op->contr->mode & PU_ARMOUR)
1239     if (tmp->type == ARMOUR)
1240     {
1241 elmex 1.175 CHK_PICK_PICKUP;
1242 root 1.18 continue;
1243     }
1244 root 1.29
1245 root 1.18 if (op->contr->mode & PU_HELMET)
1246     if (tmp->type == HELMET)
1247     {
1248 elmex 1.175 CHK_PICK_PICKUP;
1249 root 1.18 continue;
1250     }
1251 root 1.29
1252 root 1.18 if (op->contr->mode & PU_SHIELD)
1253     if (tmp->type == SHIELD)
1254     {
1255 elmex 1.175 CHK_PICK_PICKUP;
1256 root 1.18 continue;
1257     }
1258 root 1.29
1259 root 1.18 if (op->contr->mode & PU_BOOTS)
1260     if (tmp->type == BOOTS)
1261     {
1262 elmex 1.175 CHK_PICK_PICKUP;
1263 root 1.18 continue;
1264     }
1265 root 1.29
1266 root 1.18 if (op->contr->mode & PU_GLOVES)
1267     if (tmp->type == GLOVES)
1268     {
1269 elmex 1.175 CHK_PICK_PICKUP;
1270 root 1.18 continue;
1271     }
1272 root 1.29
1273 root 1.18 if (op->contr->mode & PU_CLOAK)
1274     if (tmp->type == CLOAK)
1275     {
1276 elmex 1.175 CHK_PICK_PICKUP;
1277 root 1.18 continue;
1278     }
1279 elmex 1.1
1280 root 1.18 /* hoping to catch throwing daggers here */
1281     if (op->contr->mode & PU_MISSILEWEAPON)
1282     if (tmp->type == WEAPON && QUERY_FLAG (tmp, FLAG_IS_THROWN))
1283     {
1284 elmex 1.175 CHK_PICK_PICKUP;
1285 root 1.18 continue;
1286     }
1287 elmex 1.1
1288 root 1.18 /* careful: chairs and tables are weapons! */
1289     if (op->contr->mode & PU_ALLWEAPON)
1290     {
1291     if (tmp->type == WEAPON && tmp->name != NULL)
1292     {
1293 root 1.148 if (strstr (tmp->name, "table") == NULL && strstr (tmp->arch->archname, "table") == NULL &&
1294     strstr (tmp->name, "chair") && strstr (tmp->arch->archname, "chair") == NULL)
1295 root 1.18 {
1296 elmex 1.175 CHK_PICK_PICKUP;
1297 root 1.18 continue;
1298     }
1299     }
1300 root 1.29
1301 root 1.18 if (tmp->type == WEAPON && tmp->name == NULL)
1302     {
1303 root 1.148 if (strstr (tmp->arch->archname, "table") == NULL && strstr (tmp->arch->archname, "chair") == NULL)
1304 root 1.18 {
1305 elmex 1.175 CHK_PICK_PICKUP;
1306 root 1.18 continue;
1307     }
1308     }
1309     }
1310 elmex 1.1
1311 root 1.18 /* misc stuff that's useful */
1312     if (op->contr->mode & PU_KEY)
1313     if (tmp->type == KEY || tmp->type == SPECIAL_KEY)
1314     {
1315 elmex 1.175 CHK_PICK_PICKUP;
1316 root 1.18 continue;
1317     }
1318 elmex 1.1
1319 root 1.18 /* any of the last 4 bits set means we use the ratio for value
1320     * pickups */
1321     if (op->contr->mode & PU_RATIO)
1322     {
1323     /* use value density to decide what else to grab */
1324     /* >=7 was >= op->contr->mode */
1325     /* >=7 is the old standard setting. Now we take the last 4 bits
1326     * and multiply them by 5, giving 0..15*5== 5..75 */
1327     wvratio = (op->contr->mode & PU_RATIO) * 5;
1328     if ((query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1))) >= (unsigned int) wvratio)
1329     {
1330 elmex 1.175 CHK_PICK_PICKUP;
1331 elmex 1.1 #if 0
1332 root 1.18 fprintf (stderr, "HIGH WEIGHT/VALUE [");
1333     if (tmp->name != NULL)
1334     {
1335     fprintf (stderr, "%s", tmp->name);
1336     }
1337     else
1338 root 1.148 fprintf (stderr, "%s", tmp->arch->archname);
1339 root 1.18 fprintf (stderr, ",%d] = ", tmp->type);
1340     fprintf (stderr, "%d\n", (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1))));
1341 elmex 1.1 #endif
1342 root 1.18 continue;
1343     }
1344     }
1345     } /* the new pickup model */
1346     }
1347 root 1.29
1348 root 1.18 return !stop;
1349 elmex 1.1 }
1350    
1351     /*
1352     * Find an arrow in the inventory and after that
1353     * in the right type container (quiver). Pointer to the
1354     * found object is returned.
1355     */
1356 root 1.18 object *
1357     find_arrow (object *op, const char *type)
1358 elmex 1.1 {
1359 root 1.178 for (object *tmp = op->inv; tmp; tmp = tmp->below)
1360 root 1.179 if (tmp->type == ARROW && !strcmp (&tmp->race, type))
1361 root 1.178 return splay (tmp);
1362 elmex 1.1
1363 root 1.178 for (object *tmp = op->inv; tmp; tmp = tmp->below)
1364 root 1.179 if (tmp->type == CONTAINER && QUERY_FLAG (tmp, FLAG_APPLIED) && !strcmp (&tmp->race, type))
1365 root 1.178 if (object *arrow = find_arrow (tmp, type))
1366     {
1367     splay (tmp);
1368     return arrow;
1369     }
1370 root 1.103
1371 root 1.178 return 0;
1372 elmex 1.1 }
1373    
1374     /*
1375     * Similar to find_arrow, but looks for (roughly) the best arrow to use
1376     * against the target. A full test is not performed, simply a basic test
1377     * of resistances. The archer is making a quick guess at what he sees down
1378     * the hall. Failing that it does it's best to pick the highest plus arrow.
1379     */
1380 root 1.18 object *
1381     find_better_arrow (object *op, object *target, const char *type, int *better)
1382 elmex 1.1 {
1383 root 1.18 object *tmp = NULL, *arrow, *ntmp;
1384     int attacknum, attacktype, betterby = 0, i;
1385 elmex 1.1
1386 root 1.18 if (!type)
1387     return NULL;
1388 elmex 1.1
1389 root 1.18 for (arrow = op->inv; arrow; arrow = arrow->below)
1390     {
1391     if (arrow->type == CONTAINER && arrow->race == type && QUERY_FLAG (arrow, FLAG_APPLIED))
1392     {
1393     i = 0;
1394     ntmp = find_better_arrow (arrow, target, type, &i);
1395     if (i > betterby)
1396     {
1397     tmp = ntmp;
1398     betterby = i;
1399     }
1400     }
1401     else if (arrow->type == ARROW && arrow->race == type)
1402     {
1403     /* allways prefer assasination/slaying */
1404     if (target->race != NULL && arrow->slaying != NULL && strstr (arrow->slaying, target->race))
1405     {
1406     if (arrow->attacktype & AT_DEATH)
1407     {
1408     *better = 100;
1409     return arrow;
1410     }
1411     else
1412     {
1413     tmp = arrow;
1414     betterby = (arrow->magic + arrow->stats.dam) * 2;
1415     }
1416     }
1417     else
1418     {
1419     for (attacknum = 0; attacknum < NROFATTACKS; attacknum++)
1420     {
1421     attacktype = 1 << attacknum;
1422 root 1.149 if ((arrow->attacktype & attacktype) && (target->arch->resist[attacknum]) < 0)
1423     if (((arrow->magic + arrow->stats.dam) * (100 - target->arch->resist[attacknum]) / 100) > betterby)
1424 root 1.18 {
1425     tmp = arrow;
1426 root 1.149 betterby = (arrow->magic + arrow->stats.dam) * (100 - target->arch->resist[attacknum]) / 100;
1427 root 1.18 }
1428 root 1.11 }
1429 root 1.18 if ((2 + arrow->magic + arrow->stats.dam) > betterby)
1430     {
1431     tmp = arrow;
1432     betterby = 2 + arrow->magic + arrow->stats.dam;
1433 root 1.11 }
1434 root 1.18 if (arrow->title && (1 + arrow->magic + arrow->stats.dam) > betterby)
1435     {
1436     tmp = arrow;
1437     betterby = 1 + arrow->magic + arrow->stats.dam;
1438 root 1.11 }
1439     }
1440     }
1441 elmex 1.1 }
1442 root 1.18 if (tmp == NULL && arrow == NULL)
1443     return find_arrow (op, type);
1444 elmex 1.1
1445 root 1.18 *better = betterby;
1446     return tmp;
1447 elmex 1.1 }
1448    
1449     /* looks in a given direction, finds the first valid target, and calls
1450     * find_better_arrow to find a decent arrow to use.
1451     * op = the shooter
1452     * type = bow->race
1453     * dir = fire direction
1454     */
1455 root 1.18 object *
1456     pick_arrow_target (object *op, const char *type, int dir)
1457 elmex 1.1 {
1458 root 1.18 object *tmp = NULL;
1459 root 1.25 maptile *m;
1460 root 1.18 int i, mflags, found, number;
1461     sint16 x, y;
1462    
1463     if (op->map == NULL)
1464     return find_arrow (op, type);
1465    
1466     /* do a dex check */
1467     number = (die_roll (2, 40, op, PREFER_LOW) - 2) / 2;
1468     if (number > (op->stats.Dex + (op->chosen_skill ? op->chosen_skill->level : op->level)))
1469     return find_arrow (op, type);
1470    
1471     m = op->map;
1472     x = op->x;
1473     y = op->y;
1474    
1475     /* find the first target */
1476     for (i = 0, found = 0; i < 20; i++)
1477     {
1478     x += freearr_x[dir];
1479     y += freearr_y[dir];
1480     mflags = get_map_flags (m, &m, x, y, &x, &y);
1481     if (mflags & P_OUT_OF_MAP || mflags & P_BLOCKSVIEW)
1482     {
1483     tmp = NULL;
1484     break;
1485     }
1486     else if (GET_MAP_MOVE_BLOCK (m, x, y) == MOVE_FLY_LOW)
1487     {
1488     /* This block presumes arrows and the like are MOVE_FLY_SLOW -
1489     * perhaps a bad assumption.
1490     */
1491     tmp = NULL;
1492     break;
1493 root 1.11 }
1494 root 1.18 if (mflags & P_IS_ALIVE)
1495     {
1496     for (tmp = GET_MAP_OB (m, x, y); tmp; tmp = tmp->above)
1497     if (QUERY_FLAG (tmp, FLAG_ALIVE))
1498     {
1499     found++;
1500 root 1.11 break;
1501 root 1.18 }
1502     if (found)
1503     break;
1504 root 1.11 }
1505 elmex 1.1 }
1506 root 1.18 if (tmp == NULL)
1507     return find_arrow (op, type);
1508 elmex 1.1
1509 root 1.18 if (tmp->head)
1510     tmp = tmp->head;
1511 elmex 1.1
1512 root 1.18 return find_better_arrow (op, tmp, type, &i);
1513 elmex 1.1 }
1514    
1515     /*
1516     * Creature fires a bow - op can be monster or player. Returns
1517     * 1 if bow was actually fired, 0 otherwise.
1518     * op is the object firing the bow.
1519     * part is for multipart creatures - the part firing the bow.
1520     * dir is the direction of fire.
1521     * wc_mod is any special modifier to give (used in special player fire modes)
1522     * sx, sy are coordinates to fire arrow from - also used in some of the special
1523     * player fire modes.
1524     */
1525 root 1.18 int
1526     fire_bow (object *op, object *part, object *arrow, int dir, int wc_mod, sint16 sx, sint16 sy)
1527 elmex 1.1 {
1528 root 1.18 object *left, *bow;
1529 root 1.132 int mflags;
1530 root 1.25 maptile *m;
1531 elmex 1.1
1532 root 1.18 if (!dir)
1533     {
1534     new_draw_info (NDI_UNIQUE, 0, op, "You can't shoot yourself!");
1535     return 0;
1536 elmex 1.1 }
1537 root 1.48
1538 root 1.136 if (op->contr)
1539     bow = op->current_weapon;
1540 root 1.18 else
1541     {
1542     for (bow = op->inv; bow; bow = bow->below)
1543     /* Don't check for applied - monsters don't apply bows - in that way, they
1544     * don't need to switch back and forth between bows and weapons.
1545     */
1546     if (bow->type == BOW)
1547     break;
1548 root 1.11
1549 root 1.18 if (!bow)
1550     {
1551     LOG (llevError, "Range: bow without activated bow (%s).\n", &op->name);
1552     return 0;
1553 root 1.11 }
1554 root 1.118
1555     // optimisation: move object to top so we will find it quickly again
1556     if (bow->below)
1557     {
1558     bow->remove ();
1559     op->insert (bow);
1560     }
1561    
1562 elmex 1.1 }
1563 root 1.48
1564 root 1.18 if (!bow->race || !bow->skill)
1565     {
1566     new_draw_info_format (NDI_UNIQUE, 0, op, "Your %s is broken.", &bow->name);
1567     return 0;
1568 elmex 1.1 }
1569    
1570 root 1.18 if (arrow == NULL)
1571     {
1572     if ((arrow = find_arrow (op, bow->race)) == NULL)
1573     {
1574     if (op->type == PLAYER)
1575     new_draw_info_format (NDI_UNIQUE, 0, op, "You have no %s left.", &bow->race);
1576     /* FLAG_READY_BOW will get reset if the monsters picks up some arrows */
1577     else
1578     CLEAR_FLAG (op, FLAG_READY_BOW);
1579 root 1.116
1580 root 1.18 return 0;
1581 root 1.11 }
1582 elmex 1.1 }
1583 root 1.48
1584 root 1.18 mflags = get_map_flags (op->map, &m, sx, sy, &sx, &sy);
1585     if (mflags & P_OUT_OF_MAP)
1586 root 1.48 return 0;
1587    
1588 root 1.18 if (GET_MAP_MOVE_BLOCK (m, sx, sy) == MOVE_FLY_LOW)
1589     {
1590     new_draw_info (NDI_UNIQUE, 0, op, "Something is in the way.");
1591     return 0;
1592     }
1593    
1594     /* this should not happen, but sometimes does */
1595     if (arrow->nrof == 0)
1596     {
1597 root 1.33 arrow->destroy ();
1598 root 1.18 return 0;
1599     }
1600    
1601     left = arrow; /* these are arrows left to the player */
1602     arrow = get_split_ob (arrow, 1);
1603 root 1.48 if (!arrow)
1604 root 1.18 {
1605     new_draw_info_format (NDI_UNIQUE, 0, op, "You have no %s left.", &bow->race);
1606     return 0;
1607 elmex 1.1 }
1608 root 1.48
1609 root 1.34 arrow->set_owner (op);
1610 root 1.18 arrow->skill = bow->skill;
1611     arrow->direction = dir;
1612    
1613 root 1.124 arrow->stats.sp = arrow->stats.wc; /* save original wc, dam, attacktype and slaying */
1614     arrow->stats.hp = arrow->stats.dam;
1615     arrow->stats.grace = arrow->attacktype;
1616    
1617     if (arrow->slaying)
1618     arrow->spellarg = strdup (arrow->slaying);
1619    
1620 root 1.142 #if 0
1621 root 1.131 if (player *pl = op->contr)
1622 root 1.18 {
1623 root 1.142 float speed = pl->weapon_sp;
1624 root 1.132
1625 root 1.142 /* penalize ROF for bestarrow */
1626     if (pl->bowtype == bow_bestarrow)
1627     speed *= .9f;
1628     else
1629     speed *= 1.f + dex_bonus[op->stats.Dex] * .2f;
1630 root 1.131
1631 root 1.142 op->speed_left += speed - op->speed;
1632     }
1633 root 1.132 #endif
1634 elmex 1.1
1635 root 1.18 SET_ANIMATION (arrow, arrow->direction);
1636 root 1.116
1637 root 1.18 /* update the speed */
1638 root 1.142 arrow->speed = ((bow->flag [FLAG_NO_STRENGTH] ? 0 : dam_bonus[op->stats.Str]) + bow->magic + arrow->magic) / 5.f
1639     + bow->stats.dam / 7.f;
1640 root 1.18
1641 root 1.142 arrow->set_speed (max (arrow->speed, 2.f));
1642 root 1.18 arrow->speed_left = 0;
1643    
1644 root 1.129 int wc = op->stats.wc + wc_mod - arrow->magic - arrow->stats.wc;
1645 root 1.116
1646 root 1.18 if (op->type == PLAYER)
1647     {
1648 root 1.116 arrow->level = op->chosen_skill ? op->chosen_skill->level : op->level;
1649 root 1.129 wc -= dex_bonus[op->stats.Dex];
1650 root 1.18
1651 root 1.116 if (!arrow->slaying)
1652     arrow->slaying = op->slaying;
1653 root 1.124
1654     arrow->attacktype |= op->attacktype;
1655 elmex 1.1 }
1656 root 1.18 else
1657     {
1658     arrow->level = op->level;
1659 root 1.116 arrow->stats.wc -= bow->magic;
1660    
1661     if (!arrow->slaying)
1662     arrow->slaying = bow->slaying;
1663 root 1.124
1664     arrow->attacktype |= bow->attacktype;
1665 elmex 1.1 }
1666 root 1.24
1667 root 1.129 wc -= arrow->level;
1668     arrow->stats.dam = clamp (arrow->stats.dam + op->stats.dam + arrow->magic, MIN_DAM, MAX_DAM);
1669 root 1.24
1670 root 1.129 arrow->stats.wc = clamp (wc, MIN_WC, MAX_WC);
1671 root 1.18 arrow->move_type = MOVE_FLY_LOW;
1672     arrow->move_on = MOVE_FLY_LOW | MOVE_WALK;
1673    
1674 root 1.156 op->play_sound (sound_find ("fire_arrow"));
1675 root 1.70 m->insert (arrow, sx, sy, op);
1676 root 1.18
1677 root 1.24 if (!arrow->destroyed ())
1678 root 1.18 move_arrow (arrow);
1679 elmex 1.1
1680 root 1.18 if (op->type == PLAYER)
1681     {
1682 root 1.24 if (left->destroyed ())
1683     esrv_del_item (op->contr, left->count);
1684 root 1.18 else
1685     esrv_send_item (op, left);
1686 elmex 1.1 }
1687 root 1.24
1688 root 1.18 return 1;
1689 elmex 1.1 }
1690    
1691     /* Special fire code for players - this takes into
1692     * account the special fire modes players can have
1693     * but monsters can't. Putting that code here
1694     * makes the fire_bow code much cleaner.
1695     * this function should only be called if 'op' is a player,
1696     * hence the function name.
1697     */
1698 root 1.18 int
1699     player_fire_bow (object *op, int dir)
1700 elmex 1.1 {
1701 root 1.18 int ret = 0, wcmod = 0;
1702    
1703     if (op->contr->bowtype == bow_bestarrow)
1704     {
1705 root 1.118 ret = fire_bow (op, op, pick_arrow_target (op, op->contr->ranged_ob->race, dir), dir, 0, op->x, op->y);
1706 root 1.18 }
1707     else if (op->contr->bowtype >= bow_n && op->contr->bowtype <= bow_nw)
1708     {
1709     if (!similar_direction (dir, op->contr->bowtype - bow_n + 1))
1710     wcmod = -1;
1711 root 1.74
1712 root 1.18 ret = fire_bow (op, op, NULL, op->contr->bowtype - bow_n + 1, wcmod, op->x, op->y);
1713     }
1714     else if (op->contr->bowtype == bow_threewide)
1715     {
1716     ret = fire_bow (op, op, NULL, dir, 0, op->x, op->y);
1717     ret |= fire_bow (op, op, NULL, dir, -5, op->x + freearr_x[absdir (dir + 2)], op->y + freearr_y[absdir (dir + 2)]);
1718     ret |= fire_bow (op, op, NULL, dir, -5, op->x + freearr_x[absdir (dir - 2)], op->y + freearr_y[absdir (dir - 2)]);
1719     }
1720     else if (op->contr->bowtype == bow_spreadshot)
1721     {
1722     ret |= fire_bow (op, op, NULL, dir, 0, op->x, op->y);
1723     ret |= fire_bow (op, op, NULL, absdir (dir - 1), -5, op->x, op->y);
1724     ret |= fire_bow (op, op, NULL, absdir (dir + 1), -5, op->x, op->y);
1725 elmex 1.1 }
1726 root 1.18 else
1727     {
1728     /* Simple case */
1729     ret = fire_bow (op, op, NULL, dir, 0, op->x, op->y);
1730     }
1731 root 1.121
1732 root 1.18 return ret;
1733 elmex 1.1 }
1734    
1735     /* Fires a misc (wand/rod/horn) object in 'dir'.
1736     * Broken apart from 'fire' to keep it more readable.
1737     */
1738 root 1.18 void
1739     fire_misc_object (object *op, int dir)
1740 elmex 1.1 {
1741 root 1.118 object *item = op->contr->ranged_ob;
1742 elmex 1.1
1743 root 1.118 if (!item)
1744 root 1.18 {
1745     new_draw_info (NDI_UNIQUE, 0, op, "You have range item readied.");
1746     return;
1747 elmex 1.1 }
1748    
1749 root 1.18 if (!item->inv)
1750     {
1751     LOG (llevError, "Object %s lacks a spell\n", &item->name);
1752     return;
1753 elmex 1.1 }
1754 root 1.118
1755 root 1.126 if (!op->change_weapon (item))
1756     return;
1757 root 1.121
1758 root 1.18 if (item->type == WAND)
1759     {
1760     if (item->stats.food <= 0)
1761     {
1762 root 1.156 op->contr->play_sound (sound_find ("wand_poof"));
1763 root 1.18 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s goes poof.", query_base_name (item, 0));
1764 root 1.121
1765 root 1.18 return;
1766 root 1.11 }
1767 root 1.18 }
1768     else if (item->type == ROD || item->type == HORN)
1769     {
1770     if (item->stats.hp < MAX (item->inv->stats.sp, item->inv->stats.grace))
1771     {
1772 root 1.156 op->contr->play_sound (sound_find ("wand_poof"));
1773 root 1.121
1774 root 1.18 if (item->type == ROD)
1775     new_draw_info_format (NDI_UNIQUE, 0, op, "The %s whines for a while, but nothing happens.", query_base_name (item, 0));
1776     else
1777     new_draw_info_format (NDI_UNIQUE, 0, op, "The %s needs more time to charge.", query_base_name (item, 0));
1778 root 1.121
1779 root 1.18 return;
1780 root 1.11 }
1781 elmex 1.1 }
1782    
1783 root 1.18 if (cast_spell (op, item, dir, item->inv, NULL))
1784     {
1785     SET_FLAG (op, FLAG_BEEN_APPLIED); /* You now know something about it */
1786     if (item->type == WAND)
1787     {
1788     if (!(--item->stats.food))
1789     {
1790     object *tmp;
1791    
1792     if (item->arch)
1793     {
1794     CLEAR_FLAG (item, FLAG_ANIMATE);
1795 root 1.149 item->face = item->arch->face;
1796 root 1.67 item->set_speed (0);
1797 root 1.11 }
1798 root 1.67
1799 root 1.49 if ((tmp = item->in_player ()))
1800 root 1.18 esrv_update_item (UPD_ANIM, tmp, item);
1801 root 1.11 }
1802     }
1803 root 1.18 else if (item->type == ROD || item->type == HORN)
1804 root 1.67 drain_rod_charge (item);
1805 elmex 1.1 }
1806     }
1807    
1808     /* Received a fire command for the player - go and do it.
1809     */
1810 root 1.142 bool
1811 root 1.18 fire (object *op, int dir)
1812     {
1813     int spellcost = 0;
1814 elmex 1.1
1815 root 1.18 /* check for loss of invisiblity/hide */
1816     if (action_makes_visible (op))
1817     make_visible (op);
1818 elmex 1.1
1819 root 1.118 player *pl = op->contr;
1820 elmex 1.1
1821 root 1.119 if (pl->golem)
1822     {
1823     control_golem (op->contr->golem, dir);
1824 root 1.142 return false;
1825 root 1.119 }
1826    
1827     object *ob = pl->ranged_ob;
1828 elmex 1.1
1829 root 1.119 if (!ob)
1830 root 1.142 return false;
1831 elmex 1.1
1832 root 1.136 if (!op->change_weapon (ob))
1833 root 1.142 return false;
1834    
1835     if (op->speed_left > 0.f)
1836     --op->speed_left;
1837     else
1838     return false;
1839 root 1.136
1840 root 1.119 switch (ob->type)
1841 root 1.118 {
1842 root 1.119 case BOW:
1843 root 1.118 player_fire_bow (op, dir);
1844 root 1.119 break;
1845    
1846     case SPELL:
1847     spellcost = cast_spell (op, op, dir, ob, pl->spellparam[0] ? pl->spellparam : 0);
1848     break;
1849 root 1.113
1850 root 1.119 case BUILDER:
1851 root 1.20 apply_map_builder (op, dir);
1852 root 1.119 break;
1853    
1854     case SKILL:
1855     do_skill (op, op, ob, dir, 0);
1856     break;
1857    
1858     default:
1859     fire_misc_object (op, dir);
1860     break;
1861 elmex 1.1 }
1862 root 1.142
1863     return true;
1864 elmex 1.1 }
1865    
1866     /* find_key
1867     * We try to find a key for the door as passed. If we find a key
1868     * and successfully use it, we return the key, otherwise NULL
1869     * This function merges both normal and locked door, since the logic
1870     * for both is the same - just the specific key is different.
1871     * pl is the player,
1872     * inv is the objects inventory to searched
1873     * door is the door we are trying to match against.
1874     * This function can be called recursively to search containers.
1875     */
1876 root 1.18 object *
1877     find_key (object *pl, object *container, object *door)
1878 elmex 1.1 {
1879 root 1.18 object *tmp, *key;
1880 elmex 1.1
1881 root 1.18 /* Should not happen, but sanity checking is never bad */
1882 root 1.103 if (!container->inv)
1883     return 0;
1884 elmex 1.1
1885 root 1.18 /* First, lets try to find a key in the top level inventory */
1886 root 1.103 for (tmp = container->inv; tmp; tmp = tmp->below)
1887 root 1.18 {
1888     if (door->type == DOOR && tmp->type == KEY)
1889     break;
1890     /* For sanity, we should really check door type, but other stuff
1891     * (like containers) can be locked with special keys
1892     */
1893     if (tmp->slaying && tmp->type == SPECIAL_KEY && tmp->slaying == door->slaying)
1894     break;
1895     }
1896 root 1.103
1897 root 1.18 /* No key found - lets search inventories now */
1898     /* If we find and use a key in an inventory, return at that time.
1899     * otherwise, if we search all the inventories and still don't find
1900     * a key, return
1901     */
1902     if (!tmp)
1903     {
1904 root 1.103 for (tmp = container->inv; tmp; tmp = tmp->below)
1905 root 1.18 {
1906     /* No reason to search empty containers */
1907     if (tmp->type == CONTAINER && tmp->inv)
1908     {
1909 root 1.103 if ((key = find_key (pl, tmp, door)))
1910 root 1.18 return key;
1911     }
1912     }
1913 root 1.103
1914 root 1.18 if (!tmp)
1915     return NULL;
1916 elmex 1.1 }
1917 root 1.103
1918 root 1.18 /* We get down here if we have found a key. Now if its in a container,
1919     * see if we actually want to use it
1920     */
1921     if (pl != container)
1922     {
1923     /* Only let players use keys in containers */
1924     if (!pl->contr)
1925     return NULL;
1926     /* cases where this fails:
1927     * If we only search the player inventory, return now since we
1928     * are not in the players inventory.
1929     * If the container is not active, return now since only active
1930     * containers can be used.
1931     * If we only search keyrings and the container does not have
1932     * a race/isn't a keyring.
1933     * No checking for all containers - to fall through past here,
1934     * inv must have been an container and must have been active.
1935     *
1936     * Change the color so that the message doesn't disappear with
1937     * all the others.
1938     */
1939     if (pl->contr->usekeys == key_inventory ||
1940     !QUERY_FLAG (container, FLAG_APPLIED) ||
1941     (pl->contr->usekeys == keyrings && (!container->race || strcmp (container->race, "keys"))))
1942     {
1943     new_draw_info_format (NDI_UNIQUE | NDI_BROWN, 0, pl,
1944     "The %s in your %s vibrates as you approach the door", query_name (tmp), query_name (container));
1945     return NULL;
1946 root 1.11 }
1947 elmex 1.1 }
1948 root 1.103
1949 root 1.18 return tmp;
1950 elmex 1.1 }
1951    
1952     /* moved door processing out of move_player_attack.
1953     * returns 1 if player has opened the door with a key
1954     * such that the caller should not do anything more,
1955     * 0 otherwise
1956     */
1957 root 1.18 static int
1958     player_attack_door (object *op, object *door)
1959 elmex 1.1 {
1960 root 1.142 /* If its a door, try to find a key. If we do destroy the door,
1961 root 1.18 * might as well return immediately as there is nothing more to do -
1962     * otherwise, we fall through to the rest of the code.
1963     */
1964     object *key = find_key (op, op, door);
1965    
1966 root 1.142 /* If we found a key, do some extra work */
1967 root 1.18 if (key)
1968     {
1969     object *container = key->env;
1970    
1971     if (action_makes_visible (op))
1972     make_visible (op);
1973 root 1.117
1974 root 1.18 if (door->inv && (door->inv->type == RUNE || door->inv->type == TRAP))
1975     spring_trap (door->inv, op);
1976 root 1.103
1977 root 1.18 if (door->type == DOOR)
1978 root 1.103 hit_player (door, 9998, op, AT_PHYSICAL, 1); /* Break through the door */
1979 root 1.18 else if (door->type == LOCKED_DOOR)
1980     {
1981 root 1.170 op->statusmsg (format ("You open the door with the %s", query_short_name (key)), NDI_BROWN);
1982 root 1.18 remove_door2 (door); /* remove door without violence ;-) */
1983     }
1984 root 1.103
1985 root 1.18 /* Do this after we print the message */
1986     decrease_ob (key); /* Use up one of the keys */
1987     /* Need to update the weight the container the key was in */
1988     if (container != op)
1989     esrv_update_item (UPD_WEIGHT, op, container);
1990 root 1.103
1991 root 1.18 return 1; /* Nothing more to do below */
1992     }
1993     else if (door->type == LOCKED_DOOR)
1994     {
1995     /* Might as well return now - no other way to open this */
1996 root 1.171 op->failmsg (door->msg ? &door->msg : "Hmm, you miss the certain something to open this door...");
1997 root 1.18 return 1;
1998 elmex 1.1 }
1999 root 1.103
2000 root 1.18 return 0;
2001 elmex 1.1 }
2002    
2003     /* This function is just part of a breakup from move_player.
2004     * It should keep the code cleaner.
2005     * When this is called, the players direction has been updated
2006     * (taking into account confusion.) The player is also actually
2007     * going to try and move (not fire weapons).
2008     */
2009 root 1.142 bool
2010 root 1.18 move_player_attack (object *op, int dir)
2011 elmex 1.1 {
2012 root 1.18 int on_battleground;
2013    
2014 root 1.117 sint16 nx = freearr_x[dir] + op->x;
2015     sint16 ny = freearr_y[dir] + op->y;
2016 root 1.18
2017 root 1.49 on_battleground = op_on_battleground (op, 0, 0);
2018 root 1.18
2019 root 1.142 if (out_of_map (op->map, nx, ny))
2020     return false;
2021    
2022     if (!op->contr->braced && op->speed_left > 0.f && move_ob (op, dir, op))
2023     {
2024     --op->speed_left;
2025     return true;
2026     }
2027    
2028 root 1.18 /* If braced, or can't move to the square, and it is not out of the
2029     * map, attack it. Note order of if statement is important - don't
2030     * want to be calling move_ob if braced, because move_ob will move the
2031     * player. This is a pretty nasty hack, because if we could
2032     * move to some space, it then means that if we are braced, we should
2033     * do nothing at all. As it is, if we are braced, we go through
2034     * quite a bit of processing. However, it probably is less than what
2035     * move_ob uses.
2036     */
2037 root 1.142 maptile *m = op->map->xy_find (nx, ny);
2038    
2039     /* Go through all the objects, and find ones of interest. Only stop if
2040     * we find a monster - that is something we know we want to attack.
2041     * if its a door or barrel (can roll) see if there may be monsters
2042     * on the space
2043     */
2044     object *mon;
2045     for (mon = m->at (nx, ny).bot; mon; mon = mon->above)
2046 root 1.18 {
2047 root 1.142 if ((mon->flag [FLAG_ALIVE]
2048     || mon->type == LOCKED_DOOR
2049     || mon->flag [FLAG_CAN_ROLL])
2050     && mon != op)
2051     break;
2052     }
2053    
2054     if (!mon) /* This happens anytime the player tries to move */
2055     return false; /* into a wall */
2056 root 1.18
2057 root 1.142 mon = mon->head_ ();
2058 root 1.11
2059 root 1.142 if ((mon->type == DOOR && mon->stats.hp >= 0) || (mon->type == LOCKED_DOOR))
2060     if (op->contr->weapon_sp_left > 0.f)
2061     if (player_attack_door (op, mon))
2062 root 1.18 {
2063 root 1.142 --op->contr->weapon_sp_left;
2064     return true;
2065 root 1.18 }
2066    
2067 root 1.142 /* The following deals with possibly attacking peaceful
2068     * or friendly creatures. Basically, all players are considered
2069     * unaggressive. If the moving player has peaceful set, then the
2070     * object should be pushed instead of attacked. It is assumed that
2071     * if you are braced, you will not attack friends accidently,
2072     * and thus will not push them.
2073     */
2074 root 1.18
2075 root 1.142 /* If the creature is a pet, push it even if the player is not
2076     * peaceful. Our assumption is the creature is a pet if the
2077     * player owns it and it is either friendly or unagressive.
2078     */
2079     if (op->type == PLAYER
2080     && ((mon->owner && mon->owner->contr
2081     && same_party (mon->owner->contr->party, op->contr->party))
2082     || mon->owner == op)
2083     && (QUERY_FLAG (mon, FLAG_UNAGGRESSIVE) || QUERY_FLAG (mon, FLAG_FRIENDLY)))
2084     {
2085     /* If we're braced, we don't want to switch places with it */
2086     if (op->contr->braced)
2087     return false;
2088 root 1.18
2089 root 1.142 if (op->speed_left > 0.f)
2090     {
2091     --op->speed_left;
2092 root 1.85
2093 root 1.156 op->play_sound (sound_find ("push_player"));
2094 root 1.117 push_ob (mon, dir, op);
2095 root 1.142
2096 root 1.18 if (op->contr->tmp_invis || op->hide)
2097     make_visible (op);
2098 root 1.85
2099 root 1.142 return true;
2100 root 1.11 }
2101 root 1.142 else
2102     return false;
2103     }
2104 root 1.11
2105 root 1.142 /* in certain circumstances, you shouldn't attack friendly
2106     * creatures. Note that if you are braced, you can't push
2107     * someone, but put it inside this loop so that you won't
2108     * attack them either.
2109     */
2110     if ((mon->type == PLAYER || mon->enemy != op)
2111     && (mon->type == PLAYER || QUERY_FLAG (mon, FLAG_UNAGGRESSIVE) || QUERY_FLAG (mon, FLAG_FRIENDLY))
2112     && ((op->contr->peaceful
2113     || (mon->type == PLAYER && mon->contr->peaceful))
2114     && !on_battleground))
2115     {
2116     if (op->speed_left > 0.f)
2117 root 1.18 {
2118 root 1.142 --op->speed_left;
2119    
2120 root 1.18 if (!op->contr->braced)
2121     {
2122 root 1.156 op->play_sound (sound_find ("push_player"));
2123 root 1.85 push_ob (mon, dir, op);
2124 root 1.18 }
2125     else
2126 root 1.171 op->statusmsg ("You withhold your attack");
2127 root 1.49
2128 root 1.18 if (op->contr->tmp_invis || op->hide)
2129     make_visible (op);
2130 root 1.142
2131     return true;
2132 root 1.11 }
2133 root 1.142 }
2134     /* If the object is a boulder or other rollable object, then
2135     * roll it if not braced. You can't roll it if you are braced.
2136     */
2137     else if (QUERY_FLAG (mon, FLAG_CAN_ROLL) && (!op->contr->braced))
2138     {
2139     if (op->speed_left > 0.f)
2140     {
2141     --op->speed_left;
2142 elmex 1.1
2143 root 1.18 recursive_roll (mon, dir, op);
2144     if (action_makes_visible (op))
2145     make_visible (op);
2146 root 1.142
2147     return true;
2148 root 1.11 }
2149 root 1.142 }
2150     /* Any generic living creature. Including things like doors.
2151     * Way it works is like this: First, it must have some hit points
2152     * and be living. Then, it must be one of the following:
2153     * 1) Not a player, 2) A player, but of a different party. Note
2154     * that party_number -1 is no party, so attacks can still happen.
2155     */
2156     else if ((mon->stats.hp >= 0) && QUERY_FLAG (mon, FLAG_ALIVE) &&
2157     ((mon->type != PLAYER || op->contr->party == NULL || op->contr->party != mon->contr->party)))
2158     {
2159 root 1.143 if (op->contr->weapon_sp_left > 0.f && !op->flag [FLAG_WIZPASS])
2160 root 1.18 {
2161 root 1.142 --op->contr->weapon_sp_left;
2162 root 1.11
2163 root 1.49 skill_attack (mon, op, 0, 0, 0);
2164 root 1.11
2165 root 1.18 if (action_makes_visible (op))
2166     make_visible (op);
2167 root 1.142
2168     return true;
2169 root 1.11 }
2170 root 1.142 }
2171    
2172     return false;
2173 elmex 1.1 }
2174    
2175 root 1.142 bool
2176 root 1.18 move_player (object *op, int dir)
2177     {
2178     int pick;
2179 elmex 1.1
2180 root 1.181 if (!op->map || op->map->in_memory != MAP_ACTIVE)
2181 root 1.18 return 0;
2182 elmex 1.1
2183 root 1.18 /* Sanity check: make sure dir is valid */
2184     if ((dir < 0) || (dir >= 9))
2185     {
2186     LOG (llevError, "move_player: invalid direction %d\n", dir);
2187     return 0;
2188 elmex 1.1 }
2189    
2190 root 1.84 /* peterm: added following line */
2191 root 1.18 if (QUERY_FLAG (op, FLAG_CONFUSED) && dir)
2192 root 1.99 dir = absdir (dir + rndm (3) + rndm (3) - 2);
2193 root 1.18
2194     op->facing = dir;
2195    
2196     if (op->hide)
2197     do_hidden_move (op);
2198    
2199 root 1.142 bool retval;
2200    
2201 root 1.18 if (INVOKE_PLAYER (MOVE, op->contr, ARG_INT (dir)))
2202 root 1.142 retval = RESULT_INT (0);
2203 root 1.18 else if (op->contr->fire_on)
2204 root 1.142 retval = fire (op, dir);
2205 root 1.18 else
2206     {
2207 root 1.142 retval = move_player_attack (op, dir);
2208 root 1.18 pick = check_pick (op);
2209     }
2210 elmex 1.1
2211 root 1.18 /* Add special check for newcs players and fire on - this way, the
2212     * server can handle repeat firing.
2213     */
2214     if (op->contr->fire_on || (op->contr->run_on && pick != 0))
2215 root 1.49 op->direction = dir;
2216 root 1.18 else
2217 root 1.49 op->direction = 0;
2218    
2219 root 1.18 /* Update how the player looks. Use the facing, so direction may
2220     * get reset to zero. This allows for full animation capabilities
2221     * for players.
2222     */
2223     animate_object (op, op->facing);
2224 root 1.142
2225     return retval;
2226 elmex 1.1 }
2227    
2228     /* This is similar to handle_player, below, but is only used by the
2229     * new client/server stuff.
2230     * This is sort of special, in that the new client/server actually uses
2231     * the new speed values for commands.
2232     *
2233 root 1.142 * Returns true if there are more actions we can do. Should not do
2234     * many actions in a row, as that would be too unfair to other
2235     * players.
2236 elmex 1.1 */
2237 root 1.142 bool
2238 root 1.18 handle_newcs_player (object *op)
2239 elmex 1.1 {
2240 root 1.18 if (QUERY_FLAG (op, FLAG_SCARED))
2241     {
2242 root 1.142 if (op->speed_left > 0.f)
2243 root 1.18 {
2244 root 1.132 --op->speed_left;
2245 root 1.142 flee_player (op);
2246    
2247     return true;
2248 root 1.11 }
2249 root 1.142 else
2250     return false;
2251 elmex 1.1 }
2252    
2253 root 1.18 /* call this here - we also will call this in do_ericserver, but
2254     * the players time has been increased when doericserver has been
2255     * called, so we recheck it here.
2256     */
2257 root 1.83 if (op->contr->ns->handle_command ())
2258 root 1.142 return true;
2259 root 1.47
2260 root 1.142 if (op->direction && (op->contr->run_on || op->contr->fire_on))
2261     return move_player (op, op->direction);
2262 elmex 1.1
2263 root 1.142 return false;
2264 root 1.18 }
2265    
2266     int
2267     save_life (object *op)
2268     {
2269     if (!QUERY_FLAG (op, FLAG_LIFESAVE))
2270 elmex 1.1 return 0;
2271 root 1.18
2272 root 1.41 for (object *tmp = op->inv; tmp; tmp = tmp->below)
2273 root 1.18 if (QUERY_FLAG (tmp, FLAG_APPLIED) && QUERY_FLAG (tmp, FLAG_LIFESAVE))
2274     {
2275 root 1.156 op->play_sound (sound_find ("ob_evaporate"));
2276 root 1.18 new_draw_info_format (NDI_UNIQUE, 0, op, "Your %s vibrates violently, then evaporates.", query_name (tmp));
2277 root 1.33
2278 root 1.18 if (op->contr)
2279     esrv_del_item (op->contr, tmp->count);
2280 root 1.33
2281     tmp->destroy ();
2282 root 1.18 CLEAR_FLAG (op, FLAG_LIFESAVE);
2283 root 1.33
2284 root 1.18 if (op->stats.hp < 0)
2285     op->stats.hp = op->stats.maxhp;
2286 root 1.33
2287 root 1.18 if (op->stats.food < 0)
2288     op->stats.food = 999;
2289 root 1.33
2290 root 1.54 op->update_stats ();
2291 root 1.18 return 1;
2292     }
2293 root 1.41
2294 root 1.18 LOG (llevError, "Error: LIFESAVE set without applied object.\n");
2295     CLEAR_FLAG (op, FLAG_LIFESAVE);
2296     enter_player_savebed (op); /* bring him home. */
2297     return 0;
2298 elmex 1.1 }
2299    
2300     /* This goes throws the inventory and removes unpaid objects, and puts them
2301     * back in the map (location and map determined by values of env). This
2302     * function will descend into containers. op is the object to start the search
2303     * from.
2304     */
2305 root 1.154 static void
2306     drop_unpaid_items (object *op, object *env)
2307 elmex 1.1 {
2308 root 1.18 while (op)
2309     {
2310 root 1.70 object *next = op->below; /* Make sure we have a good value, in case we remove object 'op' */
2311    
2312 root 1.18 if (QUERY_FLAG (op, FLAG_UNPAID))
2313     {
2314     if (env->type == PLAYER)
2315     esrv_del_item (env->contr, op->count);
2316 root 1.70
2317     op->insert_at (env);
2318 root 1.18 }
2319     else if (op->inv)
2320 root 1.154 drop_unpaid_items (op->inv, env);
2321 root 1.41
2322 root 1.18 op = next;
2323 elmex 1.1 }
2324     }
2325    
2326 root 1.154 void
2327     object::drop_unpaid_items ()
2328     {
2329     if (!flag [FLAG_REMOVED])
2330     ::drop_unpaid_items (inv, this);
2331     }
2332    
2333 elmex 1.1 /*
2334     * Returns pointer a static string containing gravestone text
2335     * Moved from apply.c to player.c - player.c is what
2336     * actually uses this function. player.c may not be quite the
2337     * best, a misc file for object actions is probably better,
2338     * but there isn't one in the server directory.
2339     */
2340 root 1.18 char *
2341     gravestone_text (object *op)
2342 elmex 1.1 {
2343 root 1.18 static char buf2[MAX_BUF];
2344     char buf[MAX_BUF];
2345     time_t now = time (NULL);
2346    
2347     strcpy (buf2, " R.I.P.\n\n");
2348     if (op->type == PLAYER)
2349     sprintf (buf, "%s the %s\n", &op->name, op->contr->title);
2350     else
2351     sprintf (buf, "%s\n", &op->name);
2352 root 1.41
2353 root 1.18 strncat (buf2, " ", 20 - strlen (buf) / 2);
2354     strcat (buf2, buf);
2355     if (op->type == PLAYER)
2356     sprintf (buf, "who was in level %d when killed\n", op->level);
2357     else
2358     sprintf (buf, "who was in level %d when died.\n\n", op->level);
2359 root 1.41
2360 root 1.18 strncat (buf2, " ", 20 - strlen (buf) / 2);
2361     strcat (buf2, buf);
2362     if (op->type == PLAYER)
2363     {
2364     sprintf (buf, "by %s.\n\n", op->contr->killer);
2365     strncat (buf2, " ", 21 - strlen (buf) / 2);
2366     strcat (buf2, buf);
2367     }
2368 root 1.41
2369 root 1.18 strftime (buf, MAX_BUF, "%b %d %Y\n", localtime (&now));
2370     strncat (buf2, " ", 20 - strlen (buf) / 2);
2371     strcat (buf2, buf);
2372 root 1.41
2373 root 1.18 return buf2;
2374 elmex 1.1 }
2375    
2376 root 1.18 void
2377     do_some_living (object *op)
2378     {
2379     int last_food = op->stats.food;
2380 elmex 1.1 int gen_hp, gen_sp, gen_grace;
2381     int over_hp, over_sp, over_grace;
2382     int i;
2383     int rate_hp = 1200;
2384     int rate_sp = 2500;
2385     int rate_grace = 2000;
2386     const int max_hp = 1;
2387     const int max_sp = 1;
2388     const int max_grace = 1;
2389    
2390 root 1.107 if (op->contr->hidden)
2391     {
2392     op->invisible = 1000;
2393     /* the socket code flashes the player visible/invisible
2394     * depending on the value of invisible, so we need to
2395     * alternate it here for it to work correctly.
2396     */
2397     if (pticks & 2)
2398     op->invisible--;
2399     }
2400     else if (op->invisible && !(QUERY_FLAG (op, FLAG_MAKE_INVIS)))
2401     {
2402     if (!op->invisible--)
2403     {
2404     make_visible (op);
2405     new_draw_info (NDI_UNIQUE, 0, op, "Your invisibility spell runs out.");
2406     }
2407     }
2408    
2409 root 1.52 if (op->contr->ns->state == ST_PLAYING)
2410 root 1.18 {
2411     /* these next three if clauses make it possible to SLOW DOWN
2412     hp/grace/spellpoint regeneration. */
2413     if (op->contr->gen_hp >= 0)
2414     gen_hp = (op->contr->gen_hp + 1) * op->stats.maxhp;
2415     else
2416     {
2417     gen_hp = op->stats.maxhp;
2418     rate_hp -= rate_hp / 2 * op->contr->gen_hp;
2419     }
2420 root 1.55
2421 root 1.18 if (op->contr->gen_sp >= 0)
2422     gen_sp = (op->contr->gen_sp + 1) * op->stats.maxsp;
2423     else
2424     {
2425     gen_sp = op->stats.maxsp;
2426     rate_sp -= rate_sp / 2 * op->contr->gen_sp;
2427     }
2428 root 1.55
2429 root 1.18 if (op->contr->gen_grace >= 0)
2430     gen_grace = (op->contr->gen_grace + 1) * op->stats.maxgrace;
2431     else
2432     {
2433     gen_grace = op->stats.maxgrace;
2434     rate_grace -= rate_grace / 2 * op->contr->gen_grace;
2435     }
2436    
2437     /* Regenerate Grace */
2438     /* I altered this a little - maximum grace is ony achieved through prayer -b.t. */
2439     if (--op->last_grace < 0)
2440     {
2441     if (op->stats.grace < op->stats.maxgrace / 2)
2442     op->stats.grace++; /* no penalty in food for regaining grace */
2443 root 1.55
2444 root 1.18 if (max_grace > 1)
2445     {
2446     over_grace = (gen_grace < 20 ? 30 : gen_grace + 10) / rate_grace;
2447     if (over_grace > 0)
2448     {
2449     op->stats.sp += over_grace
2450     + (random_roll (0, rate_grace - 1, op, PREFER_HIGH) > ((gen_grace < 20 ? 30 : gen_grace + 10) % rate_grace)) ? -1 : 0;
2451     op->last_grace = 0;
2452     }
2453     else
2454     {
2455     op->last_grace = rate_grace / (gen_grace < 20 ? 30 : gen_grace + 10);
2456     }
2457     }
2458     else
2459     {
2460     op->last_grace = rate_grace / (gen_grace < 20 ? 30 : gen_grace + 10);
2461     }
2462     /* wearing stuff doesn't detract from grace generation. */
2463     }
2464    
2465 root 1.161 if (op->stats.food > 0)
2466 root 1.18 {
2467 root 1.161 /* Regenerate Spell Points */
2468     if (!op->contr->golem && --op->last_sp < 0)
2469 root 1.18 {
2470 root 1.161 gen_sp = gen_sp * 10 / (op->contr->gen_sp_armour < 10 ? 10 : op->contr->gen_sp_armour);
2471    
2472     if (op->stats.sp < op->stats.maxsp)
2473 root 1.18 {
2474 root 1.161 op->stats.sp++;
2475    
2476     /* dms do not consume food */
2477     if (!QUERY_FLAG (op, FLAG_WIZ))
2478     {
2479     op->stats.food--;
2480    
2481     if (op->contr->digestion < 0)
2482     op->stats.food += op->contr->digestion;
2483     else if (op->contr->digestion > 0 && random_roll (0, op->contr->digestion, op, PREFER_HIGH))
2484     op->stats.food = last_food;
2485     }
2486 root 1.18 }
2487 root 1.161
2488     if (max_sp > 1)
2489     {
2490     over_sp = (gen_sp + 10) / rate_sp;
2491     if (over_sp > 0)
2492     {
2493     if (op->stats.sp < op->stats.maxsp)
2494     {
2495     op->stats.sp += over_sp > max_sp ? max_sp : over_sp;
2496    
2497     if (random_roll (0, rate_sp - 1, op, PREFER_LOW) > ((gen_sp + 10) % rate_sp))
2498     op->stats.sp--;
2499    
2500     if (op->stats.sp > op->stats.maxsp)
2501     op->stats.sp = op->stats.maxsp;
2502     }
2503    
2504     op->last_sp = 0;
2505     }
2506     else
2507     op->last_sp = rate_sp / (gen_sp < 20 ? 30 : gen_sp + 10);
2508     }
2509     else
2510     op->last_sp = rate_sp / (gen_sp < 20 ? 30 : gen_sp + 10);
2511 root 1.18 }
2512 root 1.55
2513 root 1.161 /* Regenerate Hit Points */
2514     if (--op->last_heal < 0)
2515 root 1.18 {
2516 root 1.161 if (op->stats.hp < op->stats.maxhp)
2517 root 1.18 {
2518 root 1.161 op->stats.hp++;
2519    
2520     /* dms do not consume food */
2521     if (!QUERY_FLAG (op, FLAG_WIZ))
2522     {
2523     op->stats.food--;
2524    
2525     if (op->contr->digestion < 0)
2526     op->stats.food += op->contr->digestion;
2527     else if (op->contr->digestion > 0 && random_roll (0, op->contr->digestion, op, PREFER_HIGH))
2528     op->stats.food = last_food;
2529     }
2530 root 1.18 }
2531 root 1.161
2532     if (max_hp > 1)
2533 root 1.18 {
2534 root 1.161 over_hp = (gen_hp < 20 ? 30 : gen_hp + 10) / rate_hp;
2535    
2536     if (over_hp > 0)
2537     {
2538     op->stats.sp += over_hp + (RANDOM () % rate_hp > ((gen_hp < 20 ? 30 : gen_hp + 10) % rate_hp)) ? -1 : 0;
2539     op->last_heal = 0;
2540     }
2541     else
2542     op->last_heal = rate_hp / (gen_hp < 20 ? 30 : gen_hp + 10);
2543 root 1.18 }
2544 root 1.161 else
2545     op->last_heal = rate_hp / (gen_hp < 20 ? 30 : gen_hp + 10);
2546 root 1.18 }
2547 root 1.11 }
2548 elmex 1.1
2549 root 1.18 /* Digestion */
2550     if (--op->last_eat < 0)
2551     {
2552 root 1.155 int bonus = max (0, op->contr->digestion),
2553     penalty = max (0, -op->contr->digestion);
2554 root 1.18
2555 root 1.155 op->last_eat = 25 * (1 + bonus) / (max (0, op->contr->gen_hp) + penalty + 1);
2556 root 1.55
2557 root 1.18 /* dms do not consume food */
2558     if (!QUERY_FLAG (op, FLAG_WIZ))
2559     op->stats.food--;
2560 root 1.11 }
2561 elmex 1.1
2562 root 1.55 if (op->stats.food < 0 && op->stats.hp >= 0)
2563     {
2564     object *tmp, *flesh = 0;
2565 root 1.18
2566 root 1.55 for (tmp = op->inv; tmp; tmp = tmp->below)
2567 root 1.18 {
2568 root 1.55 if (!QUERY_FLAG (tmp, FLAG_UNPAID))
2569 root 1.18 {
2570 root 1.55 if (tmp->type == FOOD || tmp->type == DRINK || tmp->type == POISON)
2571     {
2572     new_draw_info (NDI_UNIQUE, 0, op, "You blindly grab for a bite of food.");
2573     manual_apply (op, tmp, 0);
2574     if (op->stats.food >= 0 || op->stats.hp < 0)
2575     break;
2576     }
2577     else if (tmp->type == FLESH)
2578     flesh = tmp;
2579     } /* End if paid for object */
2580     } /* end of for loop */
2581    
2582     /* If player is still starving, it means they don't have any food, so
2583     * eat flesh instead.
2584     */
2585     if (op->stats.food < 0 && op->stats.hp >= 0 && flesh)
2586     {
2587     new_draw_info (NDI_UNIQUE, 0, op, "You blindly grab for a bite of food.");
2588     manual_apply (op, flesh, 0);
2589     }
2590 root 1.11 }
2591 elmex 1.1
2592 root 1.161 if (op->stats.food < 0)
2593     {
2594     op->stats.hp += op->stats.food;
2595     op->stats.food = 0;
2596     }
2597 elmex 1.1
2598 root 1.55 if (op->stats.hp < 0 && !QUERY_FLAG (op, FLAG_WIZ))
2599     kill_player (op);
2600     }
2601 elmex 1.1 }
2602    
2603     /* If the player should die (lack of hp, food, etc), we call this.
2604     * op is the player in jeopardy. If the player can not be saved (not
2605     * permadeath, no lifesave), this will take care of removing the player
2606     * file.
2607     */
2608 root 1.18 void
2609     kill_player (object *op)
2610 elmex 1.1 {
2611 root 1.168 int x, y;
2612 root 1.18 char buf[MAX_BUF];
2613 root 1.25 maptile *map; /* this is for resurrection */
2614 root 1.18 int will_kill_again;
2615     archetype *at;
2616     object *tmp;
2617    
2618     if (save_life (op))
2619     return;
2620    
2621     /* If player dies on BATTLEGROUND, no stat/exp loss! For Combat-Arenas
2622     * in cities ONLY!!! It is very important that this doesn't get abused.
2623     * Look at op_on_battleground() for more info --AndreasV
2624     */
2625     if (op_on_battleground (op, &x, &y))
2626     {
2627     new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, "You have been defeated in combat!");
2628     new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, "Local medics have saved your life...");
2629    
2630     /* restore player */
2631 root 1.22 at = archetype::find ("poisoning");
2632 root 1.70 if (object *tmp = present_arch_in_ob (at, op))
2633 root 1.18 {
2634 root 1.33 tmp->destroy ();
2635 root 1.18 new_draw_info (NDI_UNIQUE, 0, op, "Your body feels cleansed");
2636     }
2637 elmex 1.1
2638 root 1.22 at = archetype::find ("confusion");
2639 root 1.70 if (object *tmp = present_arch_in_ob (at, op))
2640 root 1.18 {
2641 root 1.33 tmp->destroy ();
2642 root 1.18 new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer");
2643     }
2644    
2645 root 1.165 cure_disease (op, 0, 0); /* remove any disease */
2646 root 1.18 op->stats.hp = op->stats.maxhp;
2647     if (op->stats.food <= 0)
2648     op->stats.food = 999;
2649 elmex 1.1
2650 root 1.18 /* create a bodypart-trophy to make the winner happy */
2651 root 1.70 if (object *tmp = arch_to_object (archetype::find ("finger")))
2652 root 1.18 {
2653 root 1.168 tmp->name = format ("%s's finger" , &op->name);
2654     tmp->name_pl = format ("%s's fingers", &op->name);
2655     tmp->msg = format (
2656     "This finger has been cut off of %s the %s, when he was defeated at level %d by %s.\n",
2657     &op->name, op->contr->title, (int) (op->level), op->contr->killer
2658     );
2659 root 1.102 tmp->value = 0, tmp->type = 0;
2660     tmp->materialname = "organics";
2661 elmex 1.87 tmp->insert_at (op, tmp);
2662 root 1.18 }
2663 elmex 1.1
2664 root 1.18 /* teleport defeated player to new destination */
2665     transfer_ob (op, x, y, 0, NULL);
2666     op->contr->braced = 0;
2667     return;
2668 elmex 1.1 }
2669    
2670 root 1.18 INVOKE_PLAYER (DEATH, op->contr);
2671 root 1.3
2672 root 1.18 command_kill_pets (op, 0);
2673 elmex 1.1
2674 root 1.18 if (op->stats.food < 0)
2675 root 1.168 strcpy (op->contr->killer, "starvation");
2676 root 1.70
2677 root 1.156 op->contr->play_sound (sound_find ("player_dies"));
2678 elmex 1.1
2679 root 1.18 /* save the map location for corpse, gravestone */
2680 root 1.70 x = op->x;
2681     y = op->y;
2682 root 1.18 map = op->map;
2683 elmex 1.1
2684 root 1.54 /* NOT_PERMADEATH code. This basically brings the character back to
2685     * life if they are dead - it takes some exp and a random stat.
2686     * See the config.h file for a little more in depth detail about this.
2687     */
2688    
2689     /* Basically two ways to go - remove a stat permanently, or just
2690     * make it depletion. This bunch of code deals with that aspect
2691     * of death.
2692     */
2693     #ifndef COZY_SERVER
2694     if (settings.balanced_stat_loss)
2695 root 1.18 {
2696 root 1.54 /* If stat loss is permanent, lose one stat only. */
2697     /* Lower level chars don't lose as many stats because they suffer
2698     more if they do. */
2699     /* Higher level characters can afford things such as potions of
2700     restoration, or better, stat potions. So we slug them that
2701     little bit harder. */
2702     /* GD */
2703     if (settings.stat_loss_on_death)
2704     num_stats_lose = 1;
2705     else
2706     num_stats_lose = 1 + op->level / BALSL_NUMBER_LOSSES_RATIO;
2707     }
2708     else
2709 root 1.70 num_stats_lose = 1;
2710    
2711 root 1.54 lost_a_stat = 0;
2712    
2713     for (z = 0; z < num_stats_lose; z++)
2714     {
2715     i = RANDOM () % NUM_STATS;
2716 root 1.11
2717 root 1.54 if (settings.stat_loss_on_death)
2718 root 1.18 {
2719 root 1.54 /* Pick a random stat and take a point off it. Tell the player
2720     * what he lost.
2721     */
2722     change_attr_value (&(op->stats), i, -1);
2723     check_stat_bounds (&(op->stats));
2724     change_attr_value (&(op->contr->orig_stats), i, -1);
2725     check_stat_bounds (&(op->contr->orig_stats));
2726     new_draw_info (NDI_UNIQUE, 0, op, lose_msg[i]);
2727     lost_a_stat = 1;
2728 root 1.18 }
2729     else
2730     {
2731 root 1.54 /* deplete a stat */
2732     archetype *deparch = archetype::find ("depletion");
2733     object *dep;
2734 root 1.11
2735 root 1.54 dep = present_arch_in_ob (deparch, op);
2736     if (!dep)
2737 root 1.18 {
2738 root 1.54 dep = arch_to_object (deparch);
2739     insert_ob_in_ob (dep, op);
2740 root 1.18 }
2741 root 1.54 lose_this_stat = 1;
2742     if (settings.balanced_stat_loss)
2743 root 1.18 {
2744 root 1.54 /* GD */
2745     /* Get the stat that we're about to deplete. */
2746     this_stat = get_attr_value (&(dep->stats), i);
2747     if (this_stat < 0)
2748     {
2749     int loss_chance = 1 + op->level / BALSL_LOSS_CHANCE_RATIO;
2750     int keep_chance = this_stat * this_stat;
2751 root 1.18
2752 root 1.54 /* Yes, I am paranoid. Sue me. */
2753     if (keep_chance < 1)
2754     keep_chance = 1;
2755 root 1.18
2756 root 1.54 /* There is a maximum depletion total per level. */
2757     if (this_stat < -1 - op->level / BALSL_MAX_LOSS_RATIO)
2758     {
2759     lose_this_stat = 0;
2760     /* Take loss chance vs keep chance to see if we
2761     retain the stat. */
2762     }
2763     else
2764     {
2765     if (random_roll (0, loss_chance + keep_chance - 1, op, PREFER_LOW) < keep_chance)
2766     lose_this_stat = 0;
2767     /* LOG(llevDebug, "Determining stat loss. Stat: %d Keep: %d Lose: %d Result: %s.\n",
2768     this_stat, keep_chance, loss_chance,
2769     lose_this_stat?"LOSE":"KEEP"); */
2770 root 1.11 }
2771     }
2772 root 1.54 }
2773 root 1.18
2774 root 1.54 if (lose_this_stat)
2775     {
2776     this_stat = get_attr_value (&(dep->stats), i);
2777     /* We could try to do something clever like find another
2778     * stat to reduce if this fails. But chances are, if
2779     * stats have been depleted to -50, all are pretty low
2780     * and should be roughly the same, so it shouldn't make a
2781     * difference.
2782     */
2783     if (this_stat >= -50)
2784 root 1.18 {
2785 root 1.54 change_attr_value (&(dep->stats), i, -1);
2786     SET_FLAG (dep, FLAG_APPLIED);
2787     new_draw_info (NDI_UNIQUE, 0, op, lose_msg[i]);
2788     op->update_stats ();
2789     lost_a_stat = 1;
2790 root 1.11 }
2791     }
2792     }
2793 root 1.54 }
2794     /* If no stat lost, tell the player. */
2795     if (!lost_a_stat)
2796     {
2797     /* determine_god() seems to not work sometimes... why is this?
2798     Should I be using something else? GD */
2799     const char *god = determine_god (op);
2800 root 1.18
2801 root 1.54 if (god && (strcmp (god, "none")))
2802     new_draw_info_format (NDI_UNIQUE, 0, op, "For a brief moment you feel the holy presence of %s protecting" " you.", god);
2803     else
2804     new_draw_info (NDI_UNIQUE, 0, op, "For a brief moment you feel a holy presence protecting you.");
2805     }
2806 root 1.28 #else
2807 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.");
2808 elmex 1.1 #endif
2809    
2810 root 1.54 /* Put a gravestone up where the character 'almost' died. List the
2811     * exp loss on the stone.
2812     */
2813     tmp = arch_to_object (archetype::find ("gravestone"));
2814     sprintf (buf, "%s's gravestone", &op->name);
2815     tmp->name = buf;
2816     sprintf (buf, "%s's gravestones", &op->name);
2817     tmp->name_pl = buf;
2818     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);
2819     tmp->msg = buf;
2820     tmp->x = op->x, tmp->y = op->y;
2821     insert_ob_in_map (tmp, op->map, NULL, 0);
2822    
2823     /**************************************/
2824     /* */
2825     /* Subtract the experience points, */
2826     /* if we died cause of food, give us */
2827     /* food, and reset HP's... */
2828     /* */
2829     /**************************************/
2830    
2831     /* remove any poisoning and confusion the character may be suffering. */
2832     /* restore player */
2833     at = archetype::find ("poisoning");
2834     tmp = present_arch_in_ob (at, op);
2835    
2836     if (tmp)
2837     {
2838     tmp->destroy ();
2839     new_draw_info (NDI_UNIQUE, 0, op, "Your body feels cleansed");
2840     }
2841    
2842     at = archetype::find ("confusion");
2843     tmp = present_arch_in_ob (at, op);
2844     if (tmp)
2845     {
2846     tmp->destroy ();
2847     new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer");
2848     }
2849    
2850 root 1.165 cure_disease (op, 0, 0); /* remove any disease */
2851 root 1.54
2852     /*add_exp(op, (op->stats.exp * -0.20)); */
2853     apply_death_exp_penalty (op);
2854     if (op->stats.food < 100)
2855     op->stats.food = 900;
2856     op->stats.hp = op->stats.maxhp;
2857     op->stats.sp = MAX (op->stats.sp, op->stats.maxsp);
2858     op->stats.grace = MAX (op->stats.grace, op->stats.maxgrace);
2859 root 1.11
2860 root 1.54 /*
2861 root 1.108 * Check to see if the player has any unpaid items. If so, remove them
2862     * and put them back in the map.
2863 root 1.54 */
2864 root 1.154 op->drop_unpaid_items ();
2865 root 1.18
2866 root 1.54 /****************************************/
2867     /* */
2868     /* Move player to his current respawn- */
2869     /* position (usually last savebed) */
2870     /* */
2871     /****************************************/
2872 root 1.18
2873 root 1.54 enter_player_savebed (op);
2874 root 1.18
2875 root 1.54 op->contr->braced = 0;
2876 root 1.11
2877 root 1.54 /* it is possible that the player has blown something up
2878     * at his savebed location, and that can have long lasting
2879     * spell effects. So first see if there is a spell effect
2880     * on the space that might harm the player.
2881     */
2882     will_kill_again = 0;
2883     for (tmp = GET_MAP_OB (op->map, op->x, op->y); tmp; tmp = tmp->above)
2884     if (tmp->type == SPELL_EFFECT)
2885     will_kill_again |= tmp->attacktype;
2886 elmex 1.1
2887 root 1.54 if (will_kill_again)
2888 root 1.18 {
2889 root 1.54 object *force;
2890     int at;
2891 root 1.18
2892 root 1.54 force = get_archetype (FORCE_NAME);
2893     /* 50 ticks should be enough time for the spell to abate */
2894 root 1.133 force->speed = 0.1f;
2895     force->speed_left = -5.f;
2896 root 1.54 SET_FLAG (force, FLAG_APPLIED);
2897     for (at = 0; at < NROFATTACKS; at++)
2898     if (will_kill_again & (1 << at))
2899     force->resist[at] = 100;
2900 root 1.30
2901 root 1.54 insert_ob_in_ob (force, op);
2902     op->update_stats ();
2903 root 1.30
2904 root 1.54 }
2905 root 1.18
2906 root 1.54 new_draw_info (NDI_UNIQUE, 0, op, "YOU HAVE DIED.");
2907 elmex 1.1 }
2908    
2909 root 1.18 void
2910     loot_object (object *op)
2911     { /* Grab and destroy some treasure */
2912     object *tmp, *tmp2, *next;
2913 elmex 1.1
2914 root 1.103 op->close_container (); /* close open sack first */
2915 elmex 1.1
2916 root 1.54 for (tmp = op->inv; tmp; tmp = next)
2917 root 1.18 {
2918     next = tmp->below;
2919 root 1.54
2920 elmex 1.50 if (tmp->invisible)
2921 root 1.18 continue;
2922 root 1.54
2923 root 1.32 tmp->remove ();
2924 root 1.18 tmp->x = op->x, tmp->y = op->y;
2925 root 1.103
2926 root 1.18 if (tmp->type == CONTAINER)
2927 root 1.103 loot_object (tmp); /* empty container to ground */
2928    
2929 root 1.99 if (!QUERY_FLAG (tmp, FLAG_UNIQUE) && (QUERY_FLAG (tmp, FLAG_STARTEQUIP) || QUERY_FLAG (tmp, FLAG_NO_DROP) || !(rndm (3))))
2930 root 1.18 {
2931     if (tmp->nrof > 1)
2932     {
2933     tmp2 = get_split_ob (tmp, 1 + RANDOM () % (tmp->nrof - 1));
2934 root 1.33 tmp2->destroy ();
2935 root 1.18 insert_ob_in_map (tmp, op->map, NULL, 0);
2936     }
2937     else
2938 root 1.33 tmp->destroy ();
2939 root 1.18 }
2940     else
2941     insert_ob_in_map (tmp, op->map, NULL, 0);
2942     }
2943 elmex 1.1 }
2944    
2945     /*
2946     * fix_weight(): Check recursively the weight of all players, and fix
2947     * what needs to be fixed. Refresh windows and fix speed if anything
2948     * was changed.
2949     */
2950 root 1.18 void
2951     fix_weight (void)
2952     {
2953 root 1.61 for_all_players (pl)
2954 root 1.18 {
2955     int old = pl->ob->carrying, sum = sum_weight (pl->ob);
2956    
2957     if (old == sum)
2958     continue;
2959 root 1.54 pl->ob->update_stats ();
2960 root 1.18 LOG (llevDebug, "Fixed inventory in %s (%d -> %d)\n", &pl->ob->name, old, sum);
2961     }
2962 elmex 1.1 }
2963    
2964 root 1.18 void
2965     fix_luck (void)
2966     {
2967 root 1.61 for_all_players (pl)
2968 root 1.52 if (!pl->ob->contr->ns->state)
2969 root 1.54 pl->ob->change_luck (0);
2970 elmex 1.1 }
2971    
2972     /* cast_dust() - handles op throwing objects of type 'DUST'.
2973     * This is much simpler in the new spell code - we basically
2974     * just treat this as any other spell casting object.
2975     */
2976 elmex 1.2 void
2977 root 1.18 cast_dust (object *op, object *throw_ob, int dir)
2978 elmex 1.2 {
2979     object *skop, *spob;
2980    
2981     skop = find_skill_by_name (op, throw_ob->skill);
2982    
2983     /* casting POTION 'dusts' is really a use_magic_item skill */
2984     if (op->type == PLAYER && throw_ob->type == POTION && !skop)
2985     {
2986 root 1.18 LOG (llevError, "Player %s lacks critical skill use_magic_item!\n", &op->name);
2987 elmex 1.2 return;
2988     }
2989    
2990     spob = throw_ob->inv;
2991    
2992     // elmex Tue Aug 15 17:19:46 CEST 2006: Added this check to
2993     // not pass NULL to cast_spell (which did indeed check itself, but
2994     // errors should be reported as early as possible IMHO)
2995     if (!spob)
2996     {
2997 root 1.18 LOG (llevError, "cast_dust: thrown object %s (by %s) had no spell in it!", &throw_ob->name, &op->name);
2998 elmex 1.2 return;
2999 elmex 1.1 }
3000    
3001 elmex 1.2 if (op->type == PLAYER)
3002 root 1.14 new_draw_info_format (NDI_UNIQUE, 0, op, "You cast %s.", &spob->name);
3003 elmex 1.2
3004     cast_spell (op, throw_ob, dir, spob, NULL);
3005    
3006 root 1.33 throw_ob->destroy ();
3007 elmex 1.1 }
3008    
3009 root 1.18 void
3010     make_visible (object *op)
3011     {
3012     op->hide = 0;
3013     op->invisible = 0;
3014 root 1.164
3015 root 1.18 if (op->type == PLAYER)
3016     {
3017     op->contr->tmp_invis = 0;
3018     op->contr->invis_race = 0;
3019     }
3020 root 1.107
3021     update_object (op, UP_OBJ_CHANGE);
3022 root 1.18 }
3023    
3024     int
3025     is_true_undead (object *op)
3026     {
3027 root 1.149 if (QUERY_FLAG (op->arch, FLAG_UNDEAD))
3028 root 1.18 return 1;
3029    
3030 elmex 1.1 return 0;
3031     }
3032    
3033     /* look at the surrounding terrain to determine
3034     * the hideability of this object. Positive levels
3035     * indicate greater hideability.
3036     */
3037 root 1.18 int
3038     hideability (object *ob)
3039     {
3040     int i, level = 0, mflag;
3041     sint16 x, y;
3042    
3043     if (!ob || !ob->map)
3044     return 0;
3045    
3046     /* so, on normal lighted maps, its hard to hide */
3047     level = ob->map->darkness - 2;
3048    
3049     /* this also picks up whether the object is glowing.
3050     * If you carry a light on a non-dark map, its not
3051     * as bad as carrying a light on a pitch dark map */
3052     if (has_carried_lights (ob))
3053     level = -(10 + (2 * ob->map->darkness));
3054    
3055     /* scan through all nearby squares for terrain to hide in */
3056 root 1.182 for (i = 0, x = ob->x, y = ob->y;
3057     i <= SIZEOFFREE1;
3058     i++, x = ob->x + freearr_x[i], y = ob->y + freearr_y[i])
3059 root 1.18 {
3060     mflag = get_map_flags (ob->map, NULL, x, y, NULL, NULL);
3061     if (mflag & P_OUT_OF_MAP)
3062 root 1.182 continue;
3063    
3064 root 1.18 if (mflag & P_BLOCKSVIEW) /* something to hide near! */
3065     level += 2;
3066     else /* open terrain! */
3067     level -= 1;
3068 elmex 1.1 }
3069 root 1.18
3070 elmex 1.1 #if 0
3071 root 1.18 LOG (llevDebug, "hideability of %s is %d\n", ob->name, level);
3072 elmex 1.1 #endif
3073 root 1.18 return level;
3074 elmex 1.1 }
3075    
3076     /* For Hidden creatures - a chance of becoming 'unhidden'
3077     * every time they move - as we subtract off 'invisibility'
3078     * AND, for players, if they move into a ridiculously unhideable
3079     * spot (surrounded by clear terrain in broad daylight). -b.t.
3080     */
3081 root 1.18 void
3082     do_hidden_move (object *op)
3083     {
3084     int hide = 0, num = random_roll (0, 19, op, PREFER_LOW);
3085     object *skop;
3086    
3087     if (!op || !op->map)
3088     return;
3089    
3090     skop = find_obj_by_type_subtype (op, SKILL, SK_HIDING);
3091    
3092     /* its *extremely* hard to run and sneak/hide at the same time! */
3093     if (op->type == PLAYER && op->contr->run_on)
3094 root 1.85 if (!skop || num >= skop->level)
3095     {
3096     new_draw_info (NDI_UNIQUE, 0, op, "You ran too much! You are no longer hidden!");
3097     make_visible (op);
3098     return;
3099     }
3100     else
3101     num += 20;
3102    
3103 root 1.18 num += op->map->difficulty;
3104     hide = hideability (op); /* modify by terrain hidden level */
3105     num -= hide;
3106 root 1.85
3107 root 1.18 if ((op->type == PLAYER && hide < -10) || ((op->invisible -= num) <= 0))
3108     {
3109     make_visible (op);
3110     if (op->type == PLAYER)
3111     new_draw_info (NDI_UNIQUE, 0, op, "You moved out of hiding! You are visible!");
3112 elmex 1.1 }
3113 root 1.18 else if (op->type == PLAYER && skop)
3114 root 1.85 change_exp (op, calc_skill_exp (op, NULL, skop), skop->skill, 0);
3115 elmex 1.1 }
3116    
3117     /* determine if who is standing near a hostile creature. */
3118    
3119 root 1.18 int
3120     stand_near_hostile (object *who)
3121     {
3122     object *tmp = NULL;
3123     int i, friendly = 0, player = 0, mflags;
3124 root 1.25 maptile *m;
3125 root 1.18 sint16 x, y;
3126    
3127     if (!who)
3128     return 0;
3129    
3130     if (who->type == PLAYER)
3131     player = 1;
3132    
3133     else
3134     friendly = QUERY_FLAG (who, FLAG_FRIENDLY);
3135    
3136     /* search adjacent squares */
3137     for (i = 1; i < 9; i++)
3138     {
3139     x = who->x + freearr_x[i];
3140     y = who->y + freearr_y[i];
3141     m = who->map;
3142     mflags = get_map_flags (m, &m, x, y, &x, &y);
3143     /* space must be blocked if there is a monster. If not
3144     * blocked, don't need to check this space.
3145     */
3146     if (mflags & P_OUT_OF_MAP)
3147     continue;
3148     if (OB_TYPE_MOVE_BLOCK (who, GET_MAP_MOVE_BLOCK (m, x, y)))
3149     continue;
3150    
3151 root 1.49 for (tmp = GET_MAP_OB (m, x, y); tmp; tmp = tmp->above)
3152 root 1.18 {
3153     if ((player ||friendly) &&QUERY_FLAG (tmp, FLAG_MONSTER) && !QUERY_FLAG (tmp, FLAG_UNAGGRESSIVE))
3154     return 1;
3155     else if (tmp->type == PLAYER)
3156     {
3157     /*don't let a hidden DM prevent you from hiding */
3158     if (!QUERY_FLAG (tmp, FLAG_WIZ) || tmp->contr->hidden == 0)
3159 root 1.11 return 1;
3160 root 1.18 }
3161 root 1.11 }
3162 elmex 1.1 }
3163 root 1.18 return 0;
3164 elmex 1.1 }
3165    
3166     /* check the player los field for viewability of the
3167     * object op. This function works fine for monsters,
3168     * but we dont worry if the object isnt the top one in
3169     * a pile (say a coin under a table would return "viewable"
3170     * by this routine). Another question, should we be
3171     * concerned with the direction the player is looking
3172 root 1.162 * in? Realistically, most of us can't see stuff behind
3173 elmex 1.1 * our backs...on the other hand, does the "facing" direction
3174 root 1.162 * imply the way your head, or body is facing? It's possible
3175 elmex 1.1 * for them to differ. Sigh, this fctn could get a bit more complex.
3176     * -b.t.
3177     * This function is now map tiling safe.
3178     */
3179 root 1.18 int
3180     player_can_view (object *pl, object *op)
3181     {
3182     rv_vector rv;
3183     int dx, dy;
3184    
3185     if (pl->type != PLAYER)
3186     {
3187     LOG (llevError, "player_can_view() called for non-player object\n");
3188     return -1;
3189 elmex 1.1 }
3190 root 1.74
3191 root 1.18 if (!pl || !op)
3192 elmex 1.1 return 0;
3193 root 1.18
3194 root 1.74 op = op->head_ ();
3195    
3196 root 1.18 get_rangevector (pl, op, &rv, 0x1);
3197    
3198     /* starting with the 'head' part, lets loop
3199     * through the object and find if it has any
3200 root 1.162 * part that is in the los array but isn't on
3201 root 1.18 * a blocked los square.
3202     * we use the archetype to figure out offsets.
3203     */
3204     while (op)
3205     {
3206 root 1.149 dx = rv.distance_x + op->arch->x;
3207     dy = rv.distance_y + op->arch->y;
3208 root 1.18
3209     /* only the viewable area the player sees is updated by LOS
3210     * code, so we need to restrict ourselves to that range of values
3211     * for any meaningful values.
3212     */
3213 root 1.162 if (abs (dx) <= (pl->contr->ns->mapx / 2) &&
3214     abs (dy) <= (pl->contr->ns->mapy / 2) &&
3215 root 1.52 !pl->contr->blocked_los[dx + (pl->contr->ns->mapx / 2)][dy + (pl->contr->ns->mapy / 2)])
3216 root 1.18 return 1;
3217 root 1.162
3218 root 1.18 op = op->more;
3219     }
3220 root 1.162
3221 root 1.18 return 0;
3222 elmex 1.1 }
3223    
3224     /* routine for both players and monsters. We call this when
3225     * there is a possibility for our action distrubing our hiding
3226     * place or invisiblity spell. Artefact invisiblity is not
3227     * effected by this. If we arent invisible to begin with, we
3228     * return 0.
3229     */
3230 root 1.18 int
3231     action_makes_visible (object *op)
3232     {
3233     if (op->invisible && QUERY_FLAG (op, FLAG_ALIVE))
3234     {
3235     if (QUERY_FLAG (op, FLAG_MAKE_INVIS))
3236     return 0;
3237    
3238     if (op->contr && op->contr->tmp_invis == 0)
3239     return 0;
3240 elmex 1.1
3241 root 1.18 /* If monsters, they should become visible */
3242     if (op->hide || !op->contr || (op->contr && op->contr->tmp_invis))
3243     {
3244     new_draw_info_format (NDI_UNIQUE, 0, op, "You become %s!", op->hide ? "unhidden" : "visible");
3245     return 1;
3246 root 1.11 }
3247 elmex 1.1 }
3248 root 1.162
3249 root 1.18 return 0;
3250 elmex 1.1 }
3251    
3252     /* op_on_battleground - checks if the given object op (usually
3253     * a player) is standing on a valid battleground-tile,
3254     * function returns TRUE/FALSE. If true x, y returns the battleground
3255     * -exit-coord. (and if x, y not NULL)
3256     * 19 March 2005 - josh@woosworld.net modifed to check if the battleground also has slaying, maxhp, and maxsp set
3257     * and if those are all set and the player has a marker that matches the slaying send them to a different x, y
3258     * Default is to do the same as before, so only people wanting to have different points need worry about this
3259     */
3260 root 1.18 int
3261     op_on_battleground (object *op, int *x, int *y)
3262     {
3263 elmex 1.1 /* A battleground-tile needs the following attributes to be valid:
3264     * is_floor 1 (has to be the FIRST floor beneath the player's feet),
3265     * name="battleground", no_pick 1, type=58 (type BATTLEGROUND)
3266     * and the exit-coordinates sp/hp must both be > 0.
3267     * => The intention here is to prevent abuse of the battleground-
3268     * feature (like pickable or hidden battleground tiles). */
3269 root 1.162 for (object *tmp = op->below; tmp; tmp = tmp->below)
3270 root 1.18 {
3271     if (QUERY_FLAG (tmp, FLAG_IS_FLOOR))
3272     {
3273 root 1.162 if (QUERY_FLAG (tmp, FLAG_NO_PICK)
3274     && tmp->type == BATTLEGROUND
3275     && tmp->name == shstr_battleground
3276     && EXIT_X (tmp) && EXIT_Y (tmp))
3277 root 1.18 {
3278 root 1.162 /* before we assign the exit, check if this is a teambattle */
3279 root 1.18 if (EXIT_ALT_X (tmp) && EXIT_ALT_Y (tmp) && EXIT_PATH (tmp))
3280     {
3281 root 1.162 for (object *invtmp = op->inv; invtmp; invtmp = invtmp->below)
3282 root 1.18 {
3283 root 1.162 if (invtmp->type == FORCE && invtmp->slaying && tmp->slaying == invtmp->slaying)
3284 root 1.18 {
3285 root 1.162 if (x && y)
3286 root 1.18 *x = EXIT_ALT_X (tmp), *y = EXIT_ALT_Y (tmp);
3287 root 1.162
3288 root 1.18 return 1;
3289     }
3290     }
3291     }
3292 root 1.162
3293     if (x && y)
3294 root 1.18 *x = EXIT_X (tmp), *y = EXIT_Y (tmp);
3295 root 1.162
3296 root 1.18 return 1;
3297     }
3298     }
3299 elmex 1.1 }
3300 root 1.162
3301 elmex 1.1 /* If we got here, did not find a battleground */
3302     return 0;
3303     }
3304    
3305     /*
3306     * When a dragon-player gains a new stage of evolution,
3307     * he gets some treasure
3308     *
3309     * attributes:
3310     * object *who the dragon player
3311     * int atnr the attack-number of the ability focus
3312     * int level ability level
3313     */
3314 root 1.18 void
3315     dragon_ability_gain (object *who, int atnr, int level)
3316     {
3317     treasurelist *trlist = NULL; /* treasurelist */
3318     treasure *tr; /* treasure */
3319     object *tmp, *skop; /* tmp. object */
3320     object *item; /* treasure object */
3321     char buf[MAX_BUF]; /* tmp. string buffer */
3322     int i = 0, j = 0;
3323    
3324     /* get the appropriate treasurelist */
3325     if (atnr == ATNR_FIRE)
3326 root 1.163 trlist = treasurelist::find (shstr_dragon_ability_fire);
3327 root 1.18 else if (atnr == ATNR_COLD)
3328 root 1.163 trlist = treasurelist::find (shstr_dragon_ability_cold);
3329 root 1.18 else if (atnr == ATNR_ELECTRICITY)
3330 root 1.163 trlist = treasurelist::find (shstr_dragon_ability_elec);
3331 root 1.18 else if (atnr == ATNR_POISON)
3332 root 1.163 trlist = treasurelist::find (shstr_dragon_ability_poison);
3333 root 1.18
3334     if (trlist == NULL || who->type != PLAYER)
3335     return;
3336    
3337     for (i = 0, tr = trlist->items; tr != NULL && i < level - 1; tr = tr->next, i++);
3338    
3339 elmex 1.82 if (!tr || !tr->item)
3340 root 1.18 {
3341     /* LOG(llevDebug, "-> no more treasure for %s\n", change_resist_msg[atnr]); */
3342     return;
3343 elmex 1.1 }
3344    
3345 root 1.18 /* everything seems okay - now bring on the gift: */
3346 root 1.149 item = tr->item;
3347 elmex 1.1
3348 root 1.18 if (item->type == SPELL)
3349     {
3350     if (check_spell_known (who, item->name))
3351 root 1.11 return;
3352 root 1.18
3353     new_draw_info_format (NDI_UNIQUE | NDI_BLUE, 0, who, "You gained the ability of %s", &item->name);
3354     do_learn_spell (who, item, 0);
3355     return;
3356 elmex 1.1 }
3357    
3358 root 1.18 /* grant direct spell */
3359     if (item->type == SPELLBOOK)
3360     {
3361     if (!item->inv)
3362     {
3363     LOG (llevDebug, "dragon_ability_gain: Broken spellbook %s\n", &item->name);
3364     return;
3365     }
3366     if (check_spell_known (who, item->inv->name))
3367     return;
3368     if (item->invisible)
3369     {
3370     new_draw_info_format (NDI_UNIQUE | NDI_BLUE, 0, who, "You gained the ability of %s", &item->inv->name);
3371     do_learn_spell (who, item->inv, 0);
3372     return;
3373 root 1.11 }
3374 root 1.18 }
3375     else if (item->type == SKILL_TOOL && item->invisible)
3376     {
3377     if (item->subtype == SK_CLAWING && (skop = find_skill_by_name (who, item->skill)) != NULL)
3378     {
3379    
3380     /* should this perhaps be (skop->attackyp & item->attacktype)!=item->attacktype ...
3381     * in this way, if the player is missing any of the attacktypes, he gets
3382     * them. As it is now, if the player has any that match the granted skill,
3383     * but not all of them, he gets nothing.
3384     */
3385     if (!(skop->attacktype & item->attacktype))
3386     {
3387     /* Give new attacktype */
3388     skop->attacktype |= item->attacktype;
3389    
3390     /* always add physical if there's none */
3391     skop->attacktype |= AT_PHYSICAL;
3392    
3393     if (item->msg != NULL)
3394     new_draw_info (NDI_UNIQUE | NDI_BLUE, 0, who, item->msg);
3395    
3396     /* Give player new face */
3397     if (item->animation_id)
3398     {
3399     who->face = skop->face;
3400     who->animation_id = item->animation_id;
3401     who->anim_speed = item->anim_speed;
3402     who->last_anim = 0;
3403     who->state = 0;
3404     animate_object (who, who->direction);
3405     }
3406     }
3407 root 1.11 }
3408 elmex 1.1 }
3409 root 1.18 else if (item->type == FORCE)
3410     {
3411     /* forces in the treasurelist can alter the player's stats */
3412     object *skin;
3413 elmex 1.1
3414 root 1.18 /* first get the dragon skin force */
3415 root 1.153 for (skin = who->inv; skin && !(skin->arch->archname == shstr_dragon_skin_force); skin = skin->below)
3416 root 1.52 ;
3417    
3418     if (!skin)
3419 root 1.18 return;
3420    
3421     /* adding new spellpath attunements */
3422     if (item->path_attuned > 0 && !(skin->path_attuned & item->path_attuned))
3423     {
3424     skin->path_attuned |= item->path_attuned; /* add attunement to skin */
3425    
3426     /* print message */
3427     sprintf (buf, "You feel attuned to ");
3428     for (i = 0, j = 0; i < NRSPELLPATHS; i++)
3429     {
3430     if (item->path_attuned & (1 << i))
3431     {
3432     if (j)
3433     strcat (buf, " and ");
3434     else
3435     j = 1;
3436     strcat (buf, spellpathnames[i]);
3437     }
3438     }
3439     strcat (buf, ".");
3440     new_draw_info (NDI_UNIQUE | NDI_BLUE, 0, who, buf);
3441     }
3442    
3443     /* evtl. adding flags: */
3444     if (QUERY_FLAG (item, FLAG_XRAYS))
3445     SET_FLAG (skin, FLAG_XRAYS);
3446     if (QUERY_FLAG (item, FLAG_STEALTH))
3447     SET_FLAG (skin, FLAG_STEALTH);
3448     if (QUERY_FLAG (item, FLAG_SEE_IN_DARK))
3449     SET_FLAG (skin, FLAG_SEE_IN_DARK);
3450    
3451     /* print message if there is one */
3452     if (item->msg != NULL)
3453     new_draw_info (NDI_UNIQUE | NDI_BLUE, 0, who, item->msg);
3454     }
3455     else
3456     {
3457     /* generate misc. treasure */
3458     tmp = arch_to_object (tr->item);
3459     new_draw_info_format (NDI_UNIQUE | NDI_BLUE, 0, who, "You gained %s", query_short_name (tmp));
3460     tmp = insert_ob_in_ob (tmp, who);
3461     if (who->type == PLAYER)
3462     esrv_send_item (who, tmp);
3463 elmex 1.1 }
3464     }
3465    
3466     /**
3467     * Unready an object for a player. This function does nothing if the object was
3468     * not readied.
3469     */
3470 root 1.18 void
3471     player_unready_range_ob (player *pl, object *ob)
3472     {
3473 root 1.119 if (pl->ob->current_weapon == ob)
3474     pl->ob->current_weapon = 0;
3475    
3476 root 1.118 if (pl->combat_ob == ob)
3477 root 1.119 pl->combat_ob = 0;
3478 root 1.118
3479     if (pl->ranged_ob == ob)
3480 root 1.119 pl->ranged_ob = 0;
3481 elmex 1.1 }
3482 root 1.101
3483     sint8
3484     player::visibility_at (maptile *map, int x, int y) const
3485     {
3486     if (!ns)
3487     return 0;
3488    
3489     int dx, dy;
3490     if (!adjacent_map (map, ns->current_map, &dx, &dy))
3491     return 0;
3492    
3493     x += dx - ns->current_x + ns->mapx / 2;
3494     y += dy - ns->current_y + ns->mapy / 2;
3495    
3496     if (!IN_RANGE_EXC (x, 0, ns->mapx) || !IN_RANGE_EXC (y, 0, ns->mapy))
3497     return 0;
3498    
3499     return 100 - blocked_los [x][y];
3500     }
3501 root 1.169
3502     void
3503     player::infobox (const char *title, const char *msg, int color)
3504     {
3505     send_msg (color | NDI_DEF | NDI_REPLY | NDI_CLEAR, title, msg);
3506     }
3507    
3508     void
3509     player::statusmsg (const char *msg, int color)
3510     {
3511     send_msg (color | NDI_REPLY, INFO_CHANNEL, msg);
3512     }
3513    
3514     void
3515     player::failmsg (const char *msg, int color)
3516     {
3517     play_sound (sound_find ("generic_failure"));
3518     statusmsg (msg, color);
3519     }
3520