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Revision: 1.183
Committed: Sun Apr 20 20:01:29 2008 UTC (16 years, 1 month ago) by root
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Branch: MAIN
Changes since 1.182: +7 -1 lines
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# User Rev Content
1 elmex 1.1 /*
2 root 1.174 * This file is part of Deliantra, the Roguelike Realtime MMORPG.
3 root 1.145 *
4 root 1.174 * Copyright (©) 2005,2006,2007 Marc Alexander Lehmann / Robin Redeker / the Deliantra team
5 root 1.145 * Copyright (©) 2002,2007 Mark Wedel & Crossfire Development Team
6     * Copyright (©) 1992,2007 Frank Tore Johansen
7     *
8 root 1.174 * Deliantra is free software: you can redistribute it and/or modify
9 root 1.152 * it under the terms of the GNU General Public License as published by
10     * the Free Software Foundation, either version 3 of the License, or
11     * (at your option) any later version.
12 root 1.145 *
13 root 1.152 * This program is distributed in the hope that it will be useful,
14     * but WITHOUT ANY WARRANTY; without even the implied warranty of
15     * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
16     * GNU General Public License for more details.
17 root 1.145 *
18 root 1.152 * You should have received a copy of the GNU General Public License
19     * along with this program. If not, see <http://www.gnu.org/licenses/>.
20 root 1.145 *
21 root 1.174 * The authors can be reached via e-mail to <support@deliantra.net>
22 root 1.89 */
23 elmex 1.1
24     #include <global.h>
25 root 1.38 #include <sproto.h>
26 elmex 1.1 #include <sounds.h>
27     #include <living.h>
28     #include <object.h>
29     #include <spells.h>
30     #include <skills.h>
31    
32 root 1.54 #include <algorithm>
33     #include <functional>
34 elmex 1.1
35 root 1.89 playervec players;
36 elmex 1.1
37 root 1.18 void
38     display_motd (const object *op)
39     {
40     char buf[MAX_BUF];
41     char motd[HUGE_BUF];
42     FILE *fp;
43     int comp;
44     int size;
45 elmex 1.1
46 root 1.18 sprintf (buf, "%s/%s", settings.confdir, settings.motd);
47     if ((fp = open_and_uncompress (buf, 0, &comp)) == NULL)
48 root 1.44 return;
49    
50 root 1.18 motd[0] = '\0';
51     size = 0;
52 root 1.44
53 root 1.53 while (fgets (buf, MAX_BUF, fp))
54 root 1.18 {
55     if (*buf == '#')
56     continue;
57 root 1.44
58 root 1.18 strncat (motd + size, buf, HUGE_BUF - size);
59     size += strlen (buf);
60 elmex 1.1 }
61 root 1.44
62 root 1.18 draw_ext_info (NDI_UNIQUE | NDI_GREEN, 0, op, MSG_TYPE_MOTD, MSG_SUBTYPE_NONE, motd, NULL);
63     close_and_delete (fp, comp);
64 elmex 1.1 }
65    
66 root 1.18 void
67     send_rules (const object *op)
68     {
69     char buf[MAX_BUF];
70     char rules[HUGE_BUF];
71     FILE *fp;
72     int comp;
73     int size;
74    
75     sprintf (buf, "%s/%s", settings.confdir, settings.rules);
76     if ((fp = open_and_uncompress (buf, 0, &comp)) == NULL)
77 root 1.44 return;
78    
79 root 1.18 rules[0] = '\0';
80     size = 0;
81 root 1.44
82 root 1.53 while (fgets (buf, MAX_BUF, fp))
83 root 1.18 {
84     if (*buf == '#')
85 elmex 1.1 continue;
86 root 1.44
87 root 1.18 if (size + strlen (buf) >= HUGE_BUF)
88     {
89     LOG (llevDebug, "Warning, rules size is > %d bytes.\n", HUGE_BUF);
90 elmex 1.1 break;
91 root 1.18 }
92 root 1.44
93 root 1.18 strncat (rules + size, buf, HUGE_BUF - size);
94     size += strlen (buf);
95 elmex 1.1 }
96 root 1.44
97 root 1.18 draw_ext_info (NDI_UNIQUE | NDI_GREEN, 0, op, MSG_TYPE_ADMIN, MSG_TYPE_ADMIN_RULES, rules, NULL);
98     close_and_delete (fp, comp);
99 elmex 1.1 }
100    
101 root 1.18 void
102     send_news (const object *op)
103     {
104     char buf[MAX_BUF];
105     char news[HUGE_BUF];
106     char subject[MAX_BUF];
107     FILE *fp;
108     int comp;
109     int size;
110    
111     sprintf (buf, "%s/%s", settings.confdir, settings.news);
112     if ((fp = open_and_uncompress (buf, 0, &comp)) == NULL)
113     return;
114 root 1.44
115 root 1.18 news[0] = '\0';
116     subject[0] = '\0';
117     size = 0;
118 root 1.44
119 root 1.104 while (fgets (buf, MAX_BUF, fp))
120 root 1.18 {
121     if (*buf == '#')
122     continue;
123 root 1.44
124 root 1.18 if (*buf == '%')
125     { /* send one news */
126     if (size > 0)
127 root 1.109 draw_ext_info_format (NDI_UNIQUE | NDI_GREEN, 0, op, MSG_TYPE_ADMIN, MSG_TYPE_ADMIN_NEWS, "INFORMATION: %s\n%s", (char *)"%s\n%s", subject, news); /*send previously read news */
128 root 1.89
129 root 1.18 strcpy (subject, buf + 1);
130     strip_endline (subject);
131     size = 0;
132     news[0] = '\0';
133     }
134     else
135     {
136     if (size + strlen (buf) >= HUGE_BUF)
137     {
138     LOG (llevDebug, "Warning, one news item has size > %d bytes.\n", HUGE_BUF);
139 elmex 1.1 break;
140 root 1.18 }
141     strncat (news + size, buf, HUGE_BUF - size);
142     size += strlen (buf);
143     }
144 elmex 1.1 }
145 root 1.18
146     draw_ext_info_format (NDI_UNIQUE | NDI_GREEN, 0, op,
147 root 1.109 MSG_TYPE_ADMIN, MSG_TYPE_ADMIN_NEWS, "INFORMATION: %s\n%s\n", (char *)"%s\n%s", subject, news);
148 root 1.18 close_and_delete (fp, comp);
149 elmex 1.1 }
150    
151 root 1.54 /* This loads the first map an puts the player on it. */
152     static void
153     set_first_map (object *op)
154     {
155 root 1.77 op->contr->maplevel = first_map_path;
156 root 1.54 op->x = -1;
157     op->y = -1;
158 root 1.75 }
159    
160     void
161 root 1.89 player::activate ()
162     {
163     if (active)
164     return;
165    
166     players.insert (this);
167     ob->remove ();
168     ob->map = 0;
169     ob->activate_recursive ();
170 root 1.92 CLEAR_FLAG (ob, FLAG_FRIENDLY);
171     add_friendly_object (ob);
172 root 1.89 }
173    
174     void
175     player::deactivate ()
176     {
177     if (!active)
178     return;
179    
180     terminate_all_pets (ob);
181 root 1.92 remove_friendly_object (ob);
182 root 1.89 ob->deactivate_recursive ();
183 root 1.111
184     if (ob->map)
185     maplevel = ob->map->path;
186    
187 root 1.89 ob->remove ();
188 root 1.167 ob->enemy = 0; // sometimes keeps an extra refcount on itself
189 root 1.89 ob->map = 0;
190 root 1.104 party = 0;
191 root 1.89
192 root 1.119 combat_ob = ranged_ob = 0; //TODO, should be special marker, non-refcounted, not this
193 root 1.92
194 root 1.89 players.erase (this);
195     }
196    
197 root 1.56 // connect the player with a specific client
198 root 1.122 // also changes, rationalises, and fixes some incorrect settings
199 root 1.54 void
200     player::connect (client *ns)
201 root 1.18 {
202 root 1.54 this->ns = ns;
203     ns->pl = this;
204    
205 root 1.95 run_on = 0;
206     fire_on = 0;
207 root 1.103 ob->close_container (); //TODO: client-specific
208 root 1.95
209 root 1.54 ns->update_look = 0;
210     ns->look_position = 0;
211    
212 root 1.147 clear_los (this);
213 root 1.54
214 root 1.95 ns->reset_stats ();
215 root 1.93
216 root 1.57 /* make sure he's a player -- needed because of class change. */
217 root 1.54 ob->type = PLAYER; // we are paranoid
218 root 1.149 ob->race = ob->arch->race;
219 elmex 1.1
220 root 1.54 ob->carrying = sum_weight (ob);
221     link_player_skills (ob);
222 elmex 1.1
223 root 1.56 CLEAR_FLAG (ob, FLAG_NO_FIX_PLAYER);
224 elmex 1.1
225 root 1.149 assign (title, ob->arch->object::name);
226 root 1.15
227 root 1.54 /* if it's a dragon player, set the correct title here */
228     if (is_dragon_pl (ob))
229     {
230     object *tmp, *abil = 0, *skin = 0;
231    
232     for (tmp = ob->inv; tmp; tmp = tmp->below)
233     if (tmp->type == FORCE)
234 root 1.153 if (tmp->arch->archname == shstr_dragon_ability_force)
235 root 1.54 abil = tmp;
236 root 1.153 else if (tmp->arch->archname == shstr_dragon_skin_force)
237 root 1.54 skin = tmp;
238    
239     set_dragon_name (ob, abil, skin);
240     }
241    
242     new_draw_info (NDI_UNIQUE, 0, ob, "Welcome Back!");
243    
244 root 1.60 esrv_new_player (this, ob->weight + ob->carrying);
245    
246     ob->update_stats ();
247 root 1.139
248 root 1.54 ns->floorbox_update ();
249     esrv_send_inventory (ob, ob);
250     esrv_add_spells (this, 0);
251    
252 root 1.89 activate ();
253 root 1.54
254 root 1.59 send_rules (ob);
255     send_news (ob);
256     display_motd (ob);
257 root 1.78
258     INVOKE_PLAYER (CONNECT, this);
259 root 1.54 INVOKE_PLAYER (LOGIN, this);
260     }
261 elmex 1.1
262 root 1.62 void
263     player::disconnect ()
264     {
265 root 1.159 if (ob)
266     {
267     ob->close_container (); //TODO: client-specific
268     ob->drop_unpaid_items ();
269     }
270    
271 root 1.63 if (ns)
272 root 1.72 {
273 root 1.89 if (active)
274     INVOKE_PLAYER (LOGOUT, this, ARG_INT (0));
275 root 1.78
276     INVOKE_PLAYER (DISCONNECT, this);
277 root 1.72
278 root 1.97 ns->reset_stats ();
279 root 1.72 ns->pl = 0;
280 root 1.115 ns = 0;
281 root 1.89 }
282 root 1.72
283 root 1.150 observe = ob;
284    
285 root 1.89 deactivate ();
286 root 1.62 }
287    
288 root 1.54 // the need for this function can be explained
289     // by load_object not returning the object
290     void
291     player::set_object (object *op)
292     {
293 root 1.146 ob = observe = op;
294 root 1.104 ob->contr = this; /* this aren't yet in archetype */
295 root 1.15
296 root 1.142 ob->speed = 1.0f;
297     ob->speed_left = 0.5f;
298    
299     ob->direction = 5; /* So player faces south */
300 root 1.173
301     ob->flag [FLAG_READY_WEAPON] = false;
302     ob->flag [FLAG_READY_SKILL] = false;
303     ob->flag [FLAG_READY_BOW] = false;
304    
305     for (object *op = ob->inv; op; op = op->below)
306     if (op->flag [FLAG_APPLIED])
307     switch (op->type)
308     {
309     case SKILL:
310     ob->flag [FLAG_APPLIED] = false;
311     break;
312    
313     case WAND:
314     case ROD:
315     case HORN:
316     case BOW:
317     ranged_ob = op;
318     break;
319    
320     case WEAPON:
321     combat_ob = op;
322     break;
323     }
324    
325     ob->change_weapon (combat_ob ? combat_ob : ranged_ob);
326 root 1.180 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 1.183 // archetypes could have been reloaded
410     archetype *nat = at ? archetype::find (at->archname) : archetypes [0];
411    
412     if (!nat)
413     return at;
414    
415     archvec::iterator i = archetypes.find (nat);
416 root 1.18
417     for (;;)
418     {
419 root 1.149 if (++i == archetypes.end ())
420     i = archetypes.begin ();
421     else if (*i == at)
422     cleanup ("not a single player archetype found");
423 root 1.46
424 root 1.149 if ((*i)->type == PLAYER)
425     return *i;
426 elmex 1.1 }
427     }
428    
429 root 1.18 object *
430     get_nearest_player (object *mon)
431     {
432     object *op = NULL;
433     objectlink *ol;
434     unsigned lastdist;
435     rv_vector rv;
436    
437 root 1.92 for (ol = first_friendly_object, lastdist = 1000; ol; ol = ol->next)
438 root 1.18 {
439     if (!can_detect_enemy (mon, ol->ob, &rv))
440     continue;
441 root 1.11
442 root 1.18 if (lastdist > rv.distance)
443     {
444     op = ol->ob;
445     lastdist = rv.distance;
446 root 1.11 }
447 elmex 1.1 }
448 root 1.61
449     for_all_players (pl)
450     if (can_detect_enemy (mon, pl->ob, &rv))
451     if (lastdist > rv.distance)
452 root 1.18 {
453 root 1.61 op = pl->ob;
454     lastdist = rv.distance;
455     }
456 elmex 1.1
457     #if 0
458 root 1.18 LOG (llevDebug, "get_nearest_player() finds player: %s\n", op ? &op->name : "(null)");
459 elmex 1.1 #endif
460 root 1.18 return op;
461 elmex 1.1 }
462    
463     /* I believe this can safely go to 2, 3 is questionable, 4 will likely
464     * result in a monster paths backtracking. It basically determines how large a
465     * detour a monster will take from the direction path when looking
466     * for a path to the player. The values are in the amount of direction
467     * the deviation is
468     */
469     #define DETOUR_AMOUNT 2
470    
471     /* This is used to prevent infinite loops. Consider a case where the
472     * player is in a chamber (with gate closed), and monsters are outside.
473     * with DETOUR_AMOUNT==2, the function will turn each corner, trying to
474     * find a path into the chamber. This is a good thing, but since there
475     * is no real path, it will just keep circling the chamber for
476     * ever (this could be a nice effect for monsters, but not for the function
477     * to get stuck in. I think for the monsters, if max is reached and
478     * we return the first direction the creature could move would result in the
479     * circling behaviour. Unfortunately, this function is also used to determined
480     * if the creature should cast a spell, so returning a direction in that case
481     * is probably not a good thing.
482     */
483     #define MAX_SPACES 50
484    
485     /*
486     * Returns the direction to the player, if valid. Returns 0 otherwise.
487     * modified to verify there is a path to the player. Does this by stepping towards
488     * player and if path is blocked then see if blockage is close enough to player that
489     * direction to player is changed (ie zig or zag). Continue zig zag until either
490     * reach player or path is blocked. Thus, will only return true if there is a free
491     * path to player. Though path may not be a straight line. Note that it will find
492     * player hiding along a corridor at right angles to the corridor with the monster.
493     *
494     * Modified by MSW 2001-08-06 to handle tiled maps. Various notes:
495     * 1) With DETOUR_AMOUNT being 2, it should still go and find players hiding
496     * down corriders.
497     * 2) I think the old code was broken if the first direction the monster
498     * should move was blocked - the code would store the first direction without
499     * verifying that the player can actually move in that direction. The new
500     * code does not store anything in firstdir until we have verified that the
501     * monster can in fact move one space in that direction.
502     * 3) I'm not sure how good this code will be for moving multipart monsters,
503     * since only simple checks to blocked are being called, which could mean the monster
504     * is blocking itself.
505     */
506 root 1.18 int
507     path_to_player (object *mon, object *pl, unsigned mindiff)
508     {
509     rv_vector rv;
510     sint16 x, y;
511     int lastx, lasty, dir, i, diff, firstdir = 0, lastdir, max = MAX_SPACES, mflags, blocked;
512 root 1.25 maptile *m, *lastmap;
513 root 1.18
514     get_rangevector (mon, pl, &rv, 0);
515    
516     if (rv.distance < mindiff)
517     return 0;
518    
519     x = mon->x;
520     y = mon->y;
521     m = mon->map;
522     dir = rv.direction;
523     lastdir = firstdir = rv.direction; /* perhaps we stand next to pl, init firstdir too */
524 root 1.100 diff = ::max (abs (rv.distance_x), abs (rv.distance_y));
525    
526 root 1.18 /* If we can't solve it within the search distance, return now. */
527     if (diff > max)
528     return 0;
529 root 1.100
530 root 1.18 while (diff > 1 && max > 0)
531     {
532     lastx = x;
533     lasty = y;
534     lastmap = m;
535     x = lastx + freearr_x[dir];
536     y = lasty + freearr_y[dir];
537    
538     mflags = get_map_flags (m, &m, x, y, &x, &y);
539     blocked = (mflags & P_OUT_OF_MAP) ? MOVE_ALL : GET_MAP_MOVE_BLOCK (m, x, y);
540    
541     /* Space is blocked - try changing direction a little */
542     if ((mflags & P_OUT_OF_MAP) || ((OB_TYPE_MOVE_BLOCK (mon, blocked) || (mflags & P_BLOCKSVIEW))
543     && (m == mon->map && blocked_link (mon, m, x, y))))
544     {
545     /* recalculate direction from last good location. Possible
546     * we were not traversing ideal location before.
547     */
548     get_rangevector_from_mapcoord (lastmap, lastx, lasty, pl, &rv, 0);
549     if (rv.direction != dir)
550     {
551     /* OK - says direction should be different - lets reset the
552     * the values so it will try again.
553     */
554     x = lastx;
555     y = lasty;
556     m = lastmap;
557     dir = firstdir = rv.direction;
558     }
559     else
560     {
561     /* direct path is blocked - try taking a side step to
562     * either the left or right.
563     * Note increase the values in the loop below to be
564     * more than -1/1 respectively will mean the monster takes
565     * bigger detour. Have to be careful about these values getting
566     * too big (3 or maybe 4 or higher) as the monster may just try
567     * stepping back and forth
568     */
569     for (i = -DETOUR_AMOUNT; i <= DETOUR_AMOUNT; i++)
570     {
571     if (i == 0)
572     continue; /* already did this, so skip it */
573     /* Use lastdir here - otherwise,
574     * since the direction that the creature should move in
575     * may change, you could get infinite loops.
576     * ie, player is northwest, but monster can only
577     * move west, so it does that. It goes some distance,
578     * gets blocked, finds that it should move north,
579     * can't do that, but now finds it can move east, and
580     * gets back to its original point. lastdir contains
581     * the last direction the creature has successfully
582     * moved.
583     */
584    
585     x = lastx + freearr_x[absdir (lastdir + i)];
586     y = lasty + freearr_y[absdir (lastdir + i)];
587     m = lastmap;
588     mflags = get_map_flags (m, &m, x, y, &x, &y);
589     if (mflags & P_OUT_OF_MAP)
590     continue;
591     blocked = GET_MAP_MOVE_BLOCK (m, x, y);
592     if (OB_TYPE_MOVE_BLOCK (mon, blocked))
593     continue;
594     if (mflags & P_BLOCKSVIEW)
595     continue;
596    
597     if (m == mon->map && blocked_link (mon, m, x, y))
598     break;
599     }
600     /* go through entire loop without finding a valid
601     * sidestep to take - thus, no valid path.
602     */
603     if (i == (DETOUR_AMOUNT + 1))
604     return 0;
605     diff--;
606     lastdir = dir;
607     max--;
608     if (!firstdir)
609     firstdir = dir + i;
610     } /* else check alternate directions */
611     } /* if blocked */
612     else
613     {
614     /* we moved towards creature, so diff is less */
615     diff--;
616     max--;
617     lastdir = dir;
618     if (!firstdir)
619     firstdir = dir;
620     }
621 root 1.100
622 root 1.18 if (diff <= 1)
623     {
624     /* Recalculate diff (distance) because we may not have actually
625     * headed toward player for entire distance.
626     */
627     get_rangevector_from_mapcoord (m, x, y, pl, &rv, 0);
628 root 1.100 diff = ::max (abs (rv.distance_x), abs (rv.distance_y));
629 root 1.18 }
630 root 1.100
631 root 1.18 if (diff > max)
632     return 0;
633     }
634 root 1.100
635 root 1.18 /* If we reached the max, didn't find a direction in time */
636     if (!max)
637     return 0;
638    
639     return firstdir;
640     }
641    
642     void
643 root 1.182 give_initial_items (object *pl, treasurelist *items)
644 root 1.18 {
645 root 1.176 if (pl->randomitems)
646 root 1.18 create_treasure (items, pl, GT_STARTEQUIP | GT_ONLY_GOOD, 1, 0);
647    
648 root 1.176 for (object *next, *op = pl->inv; op; op = next)
649 root 1.18 {
650     next = op->below;
651    
652     /* Forces get applied per default, unless they have the
653     * flag "neutral" set. Sorry but I can't think of a better way
654     */
655     if (op->type == FORCE && !QUERY_FLAG (op, FLAG_NEUTRAL))
656     SET_FLAG (op, FLAG_APPLIED);
657    
658     /* we never give weapons/armour if these cannot be used
659     * by this player due to race restrictions
660     */
661     if (pl->type == PLAYER)
662     {
663 root 1.182 if ((!QUERY_FLAG (pl, FLAG_USE_ARMOUR)
664     &&
665     (op->type == ARMOUR || op->type == BOOTS
666     || op->type == CLOAK || op->type == HELMET
667     || op->type == SHIELD || op->type == GLOVES
668     || op->type == BRACERS || op->type == GIRDLE))
669     || (!QUERY_FLAG (pl, FLAG_USE_WEAPON) && op->type == WEAPON))
670 root 1.18 {
671 root 1.33 op->destroy ();
672 root 1.18 continue;
673     }
674 root 1.11 }
675    
676 root 1.18 /* This really needs to be better - we should really give
677     * a substitute spellbook. The problem is that we don't really
678     * have a good idea what to replace it with (need something like
679     * a first level treasurelist for each skill.)
680     * remove duplicate skills also
681     */
682     if (op->type == SPELLBOOK || op->type == SKILL)
683     {
684     object *tmp;
685 elmex 1.1
686 root 1.18 for (tmp = op->below; tmp; tmp = tmp->below)
687     if (tmp->type == op->type && tmp->name == op->name)
688     break;
689 root 1.11
690 root 1.18 if (tmp)
691     {
692 root 1.33 op->destroy ();
693 root 1.18 LOG (llevError, "give_initial_items: Removing duplicate object %s\n", &tmp->name);
694     continue;
695 root 1.11 }
696 root 1.33
697 root 1.18 if (op->nrof > 1)
698     op->nrof = 1;
699 root 1.11 }
700 elmex 1.1
701 root 1.18 if (op->type == SPELLBOOK && op->inv)
702 root 1.176 CLEAR_FLAG (op->inv, FLAG_STARTEQUIP);
703 root 1.11
704 root 1.18 /* Give starting characters identified, uncursed, and undamned
705 root 1.182 * items. Just don't identify gold or silver, or it won't be
706 root 1.18 * merged properly.
707     */
708     if (need_identify (op))
709     {
710     SET_FLAG (op, FLAG_IDENTIFIED);
711     CLEAR_FLAG (op, FLAG_CURSED);
712     CLEAR_FLAG (op, FLAG_DAMNED);
713     }
714 root 1.182
715 root 1.18 if (op->type == SPELL)
716     {
717 root 1.33 op->destroy ();
718 root 1.18 continue;
719     }
720     else if (op->type == SKILL)
721     {
722     SET_FLAG (op, FLAG_CAN_USE_SKILL);
723     op->stats.exp = 0;
724     op->level = 1;
725 root 1.11 }
726 root 1.182 else /* lock all 'normal items by default */
727 root 1.18 SET_FLAG (op, FLAG_INV_LOCKED);
728     } /* for loop of objects in player inv */
729    
730     /* Need to set up the skill pointers */
731     link_player_skills (pl);
732     }
733    
734     void
735     get_party_password (object *op, partylist *party)
736     {
737     if (party == NULL)
738     {
739     LOG (llevError, "get_party_password(): tried to make player %s join a NULL party", &op->name);
740     return;
741 elmex 1.1 }
742 root 1.54
743 root 1.18 op->contr->write_buf[0] = '\0';
744 root 1.52 op->contr->ns->state = ST_GET_PARTY_PASSWORD;
745 root 1.18 op->contr->party_to_join = party;
746 root 1.52 send_query (op->contr->ns, CS_QUERY_HIDEINPUT, "What is the password?\n:");
747 elmex 1.1 }
748    
749     /* This rolls four 1-6 rolls and sums the best 3 of the 4. */
750 root 1.54 static int
751 root 1.18 roll_stat (void)
752     {
753     int a[4], i, j, k;
754    
755     for (i = 0; i < 4; i++)
756 root 1.99 a[i] = (int) rndm (6) + 1;
757 root 1.18
758     for (i = 0, j = 0, k = 7; i < 4; i++)
759     if (a[i] < k)
760     k = a[i], j = i;
761    
762     for (i = 0, k = 0; i < 4; i++)
763 root 1.54 if (i != j)
764     k += a[i];
765    
766 root 1.18 return k;
767     }
768    
769     void
770 root 1.54 object::roll_stats ()
771 root 1.18 {
772 root 1.128 int statsort [NUM_STATS];
773 root 1.18
774 root 1.54 for (;;)
775 root 1.18 {
776 root 1.54 int sum = 0;
777 root 1.128 for (int i = NUM_STATS; i--; )
778 root 1.54 sum += statsort [i] = roll_stat ();
779    
780     if (sum >= 82 && sum <= 116)
781     break;
782 root 1.18 }
783    
784 root 1.54 // Sort the stats so that rerolling is easier...
785 root 1.128 std::sort (statsort, statsort + NUM_STATS, std::greater<int>());
786 root 1.18
787 root 1.128 for (int i = 0; i < NUM_STATS; ++i)
788     stats.stat (i) = statsort [i];
789 root 1.18
790 root 1.54 stats.exp = 0;
791     stats.ac = 0;
792 root 1.18
793 root 1.54 stats.hp = stats.maxhp;
794     stats.sp = stats.maxsp;
795     stats.grace = stats.maxgrace;
796 root 1.18
797 root 1.54 if (contr)
798     {
799     contr->levhp[1] = 9;
800     contr->levsp[1] = 6;
801     contr->levgrace[1] = 3;
802 root 1.18
803 root 1.54 contr->orig_stats = stats;
804     }
805 root 1.18 }
806    
807     void
808 root 1.54 object::swap_stats (int a, int b)
809 root 1.18 {
810 root 1.127 swap (contr->orig_stats.stat (a), contr->orig_stats.stat (b));
811    
812     for (int i = 0; i < NUM_STATS; ++i)
813     stats.stat (i) = contr->orig_stats.stat (i);
814 elmex 1.1
815 root 1.54 //TODO: the following code looks so borked and should, at the very least,
816     // be merged with the similar code in roll_stats
817     stats.ac = 0;
818 elmex 1.1
819 root 1.54 level = 1;
820     stats.exp = 0;
821     stats.ac = 0;
822 elmex 1.1
823 root 1.54 stats.hp = stats.maxhp;
824     stats.sp = stats.maxsp;
825     stats.grace = stats.maxgrace;
826 elmex 1.1
827 root 1.54 if (contr)
828 root 1.18 {
829 root 1.54 contr->levhp[1] = 9;
830     contr->levsp[1] = 6;
831     contr->levgrace[1] = 3;
832 root 1.18
833 root 1.54 contr->orig_stats = stats;
834 elmex 1.1 }
835     }
836    
837 root 1.73 static void
838     start_info (object *op)
839     {
840     char buf[MAX_BUF];
841    
842 root 1.177 sprintf (buf, "Welcome to Deliantra v%s!", VERSION);
843 root 1.73 new_draw_info (NDI_UNIQUE, 0, op, buf);
844     }
845    
846 elmex 1.1 /* This function takes the key that is passed, and does the
847     * appropriate action with it (change race, or other things).
848     * The function name is for historical reasons - now we have
849     * separate race and class; this actually changes the RACE,
850     * not the class.
851     */
852 root 1.112 void
853     player::chargen_race_done ()
854 elmex 1.1 {
855 root 1.112 /* this must before then initial items are given */
856     esrv_new_player (ob->contr, ob->weight + ob->carrying);
857 elmex 1.1
858 root 1.112 treasurelist *tl = treasurelist::find ("starting_wealth");
859     if (tl)
860     create_treasure (tl, ob, 0, 0, 0);
861 elmex 1.1
862 root 1.112 INVOKE_PLAYER (BIRTH, ob->contr);
863     INVOKE_PLAYER (LOGIN, ob->contr);
864 elmex 1.36
865 root 1.112 ob->contr->ns->state = ST_PLAYING;
866 elmex 1.1
867 root 1.112 if (ob->msg)
868     ob->msg = 0;
869 elmex 1.1
870 root 1.112 /* We create this now because some of the unique maps will need it
871     * to save here.
872     */
873     {
874     char buf[MAX_BUF];
875     sprintf (buf, "%s/%s/%s", settings.localdir, settings.playerdir, &ob->name);
876     make_path_to_file (buf);
877     }
878    
879     start_info (ob);
880     CLEAR_FLAG (ob, FLAG_WIZ);
881     give_initial_items (ob, ob->randomitems);
882     link_player_skills (ob);
883     esrv_send_inventory (ob, ob);
884     ob->update_stats ();
885 root 1.11
886 root 1.112 /* This moves the player to a different start map, if there
887     * is one for this race
888     */
889     if (*first_map_ext_path)
890     {
891     object *tmp;
892     char mapname[MAX_BUF];
893 elmex 1.1
894 root 1.148 snprintf (mapname, MAX_BUF - 1, "%s/%s", &first_map_ext_path, &ob->arch->archname);
895 root 1.112 tmp = object::create ();
896     EXIT_PATH (tmp) = mapname;
897     EXIT_X (tmp) = ob->x;
898     EXIT_Y (tmp) = ob->y;
899     ob->enter_exit (tmp); /* we don't really care if it succeeded;
900     * if the map isn't there, then stay on the
901     * default initial map */
902     tmp->destroy ();
903 elmex 1.1 }
904 root 1.112 else
905     LOG (llevDebug, "first_map_ext_path not set\n");
906     }
907 elmex 1.1
908 root 1.112 void
909     player::chargen_race_next ()
910     {
911 root 1.18 /* Following actually changes the race - this is the default command
912     * if we don't match with one of the options above.
913     */
914    
915 root 1.112 do
916 root 1.18 {
917 root 1.112 shstr name = ob->name;
918     int x = ob->x, y = ob->y;
919 root 1.21
920 root 1.112 ob->remove_statbonus ();
921     ob->remove ();
922     ob->arch = get_player_archetype (ob->arch);
923 root 1.149 ob->arch->copy_to (ob);
924 root 1.112 ob->instantiate ();
925     ob->stats = ob->contr->orig_stats;
926     ob->name = ob->name_pl = name;
927     ob->x = x;
928     ob->y = y;
929     SET_ANIMATION (ob, 2); /* So player faces south */
930     insert_ob_in_map (ob, ob->map, ob, 0);
931 root 1.149 assign (ob->contr->title, ob->arch->object::name);
932 root 1.112 ob->add_statbonus ();
933     }
934     while (!allowed_class (ob));
935    
936     update_object (ob, UP_OBJ_FACE);
937     esrv_update_item (UPD_FACE, ob, ob);
938     ob->update_stats ();
939     ob->stats.hp = ob->stats.maxhp;
940     ob->stats.sp = ob->stats.maxsp;
941     ob->stats.grace = 0;
942 elmex 1.1 }
943    
944 root 1.18 void
945     flee_player (object *op)
946     {
947     int dir, diff;
948     rv_vector rv;
949    
950     if (op->stats.hp < 0)
951     {
952     LOG (llevDebug, "Fleeing player is dead.\n");
953     CLEAR_FLAG (op, FLAG_SCARED);
954     return;
955 elmex 1.1 }
956    
957 root 1.18 if (op->enemy == NULL)
958     {
959     LOG (llevDebug, "Fleeing player had no enemy.\n");
960     CLEAR_FLAG (op, FLAG_SCARED);
961     return;
962 elmex 1.1 }
963    
964 root 1.18 /* Seen some crashes here. Since we don't store an
965     * op->enemy_count, it is possible that something destroys the
966     * actual enemy, and the object is recycled.
967     */
968     if (op->enemy->map == NULL)
969     {
970     CLEAR_FLAG (op, FLAG_SCARED);
971     op->enemy = NULL;
972     return;
973 elmex 1.1 }
974    
975 root 1.18 if (!(random_roll (0, 4, op, PREFER_LOW)) && did_make_save (op, op->level, 0))
976     {
977     op->enemy = NULL;
978     CLEAR_FLAG (op, FLAG_SCARED);
979     return;
980 elmex 1.1 }
981 root 1.49
982 root 1.18 get_rangevector (op, op->enemy, &rv, 0);
983    
984     dir = absdir (4 + rv.direction);
985     for (diff = 0; diff < 3; diff++)
986     {
987     int m = 1 - (RANDOM () & 2);
988 elmex 1.1
989 root 1.18 if (move_ob (op, absdir (dir + diff * m), op) || (diff == 0 && move_ob (op, absdir (dir - diff * m), op)))
990 root 1.49 return;
991 elmex 1.1 }
992 root 1.49
993 root 1.18 /* Cornered, get rid of scared */
994     CLEAR_FLAG (op, FLAG_SCARED);
995     op->enemy = NULL;
996 elmex 1.1 }
997    
998     /* check_pick sees if there is stuff to be picked up/picks up stuff.
999 root 1.122 * It returns 1 if the player should keep on moving, 0 if he should
1000 elmex 1.1 * stop.
1001     */
1002 root 1.18 int
1003     check_pick (object *op)
1004     {
1005 elmex 1.1 object *tmp, *next;
1006     int stop = 0;
1007 pippijn 1.106 int wvratio;
1008     char putstring[128];
1009 elmex 1.1
1010     /* if you're flying, you cna't pick up anything */
1011     if (op->move_type & MOVE_FLYING)
1012     return 1;
1013    
1014     next = op->below;
1015    
1016 elmex 1.175 int cnt = MAX_ITEM_PER_DROP;
1017     #define CHK_PICK_PICKUP do { pick_up (op, tmp); cnt--; } while (0)
1018    
1019 elmex 1.1 /* loop while there are items on the floor that are not marked as
1020     * destroyed */
1021 root 1.24 while (next && !next->destroyed ())
1022 root 1.18 {
1023     tmp = next;
1024     next = tmp->below;
1025 elmex 1.1
1026 elmex 1.175 if (cnt <= 0)
1027     {
1028     op->failmsg ("Couldn't pickup all items at once.");
1029     return 0;
1030     }
1031    
1032 root 1.24 if (op->destroyed ())
1033 elmex 1.1 return 0;
1034    
1035 root 1.18 if (!can_pick (op, tmp))
1036     continue;
1037 elmex 1.1
1038 root 1.18 if (op->contr->search_str[0] != '\0' && settings.search_items == TRUE)
1039     {
1040     if (item_matched_string (op, tmp, op->contr->search_str))
1041 elmex 1.175 CHK_PICK_PICKUP;
1042 root 1.18 continue;
1043 root 1.11 }
1044    
1045 root 1.18 /* high not bit set? We're using the old autopickup model */
1046     if (!(op->contr->mode & PU_NEWMODE))
1047 root 1.11 {
1048 root 1.18 switch (op->contr->mode)
1049 root 1.11 {
1050 root 1.20 case 0:
1051     return 1; /* don't pick up */
1052     case 1:
1053 elmex 1.175 CHK_PICK_PICKUP;
1054 root 1.20 return 1;
1055     case 2:
1056 elmex 1.175 CHK_PICK_PICKUP;
1057 root 1.20 return 0;
1058     case 3:
1059     return 0; /* stop before pickup */
1060     case 4:
1061 elmex 1.175 CHK_PICK_PICKUP;
1062 root 1.20 break;
1063     case 5:
1064 elmex 1.175 CHK_PICK_PICKUP;
1065 root 1.20 stop = 1;
1066     break;
1067     case 6:
1068 elmex 1.175 if (QUERY_FLAG (tmp, FLAG_KNOWN_MAGICAL)
1069     && !QUERY_FLAG (tmp, FLAG_KNOWN_CURSED))
1070     CHK_PICK_PICKUP;
1071 root 1.20 break;
1072    
1073     case 7:
1074     if (tmp->type == MONEY || tmp->type == GEM)
1075 elmex 1.175 CHK_PICK_PICKUP;
1076 root 1.20 break;
1077    
1078     default:
1079     /* use value density */
1080     if (!QUERY_FLAG (tmp, FLAG_UNPAID)
1081     && (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1))) >= op->contr->mode)
1082 elmex 1.175 CHK_PICK_PICKUP;
1083 root 1.11 }
1084     }
1085 root 1.18 else
1086     { /* old model */
1087     /* NEW pickup handling */
1088     if (op->contr->mode & PU_DEBUG)
1089     {
1090     /* some debugging code to figure out item information */
1091     if (tmp->name != NULL)
1092     sprintf (putstring, "item name: %s item type: %d weight/value: %d",
1093     &tmp->name, tmp->type, (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1))));
1094     else
1095     sprintf (putstring, "item name: %s item type: %d weight/value: %d",
1096 root 1.148 &tmp->arch->archname, tmp->type, (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1))));
1097 root 1.18
1098     new_draw_info (NDI_UNIQUE, 0, op, putstring);
1099 root 1.58 }
1100 elmex 1.1
1101 root 1.18 /* philosophy:
1102     * It's easy to grab an item type from a pile, as long as it's
1103     * generic. This takes no game-time. For more detailed pickups
1104 root 1.58 * and selections, select-items should be used. This is a
1105 root 1.18 * grab-as-you-run type mode that's really useful for arrows for
1106     * example.
1107     * The drawback: right now it has no frontend, so you need to
1108     * stick the bits you want into a calculator in hex mode and then
1109     * convert to decimal and then 'pickup <#>
1110     */
1111    
1112     /* the first two modes are exclusive: if NOTHING we return, if
1113     * STOP then we stop. All the rest are applied sequentially,
1114     * meaning if any test passes, the item gets picked up. */
1115    
1116     /* if mode is set to pick nothing up, return */
1117    
1118     if (op->contr->mode & PU_NOTHING)
1119     return 1;
1120    
1121     /* if mode is set to stop when encountering objects, return */
1122     /* take STOP before INHIBIT since it doesn't actually pick
1123     * anything up */
1124    
1125     if (op->contr->mode & PU_STOP)
1126     return 0;
1127    
1128     /* useful for going into stores and not losing your settings... */
1129     /* and for battles wher you don't want to get loaded down while
1130     * fighting */
1131     if (op->contr->mode & PU_INHIBIT)
1132     return 1;
1133    
1134     /* prevent us from turning into auto-thieves :) */
1135     if (QUERY_FLAG (tmp, FLAG_UNPAID))
1136     continue;
1137    
1138     /* ignore known cursed objects */
1139     if (QUERY_FLAG (tmp, FLAG_KNOWN_CURSED) && op->contr->mode & PU_NOT_CURSED)
1140     continue;
1141    
1142     /* all food and drink if desired */
1143     /* question: don't pick up known-poisonous stuff? */
1144     if (op->contr->mode & PU_FOOD)
1145     if (tmp->type == FOOD)
1146     {
1147 elmex 1.175 CHK_PICK_PICKUP;
1148 root 1.18 continue;
1149     }
1150 root 1.29
1151 root 1.18 if (op->contr->mode & PU_DRINK)
1152     if (tmp->type == DRINK || (tmp->type == POISON && !QUERY_FLAG (tmp, FLAG_KNOWN_CURSED)))
1153     {
1154 elmex 1.175 CHK_PICK_PICKUP;
1155 root 1.18 continue;
1156     }
1157    
1158     if (op->contr->mode & PU_POTION)
1159     if (tmp->type == POTION)
1160     {
1161 elmex 1.175 CHK_PICK_PICKUP;
1162 root 1.18 continue;
1163     }
1164    
1165     /* spellbooks, skillscrolls and normal books/scrolls */
1166     if (op->contr->mode & PU_SPELLBOOK)
1167     if (tmp->type == SPELLBOOK)
1168     {
1169 elmex 1.175 CHK_PICK_PICKUP;
1170 root 1.18 continue;
1171     }
1172 root 1.29
1173 root 1.18 if (op->contr->mode & PU_SKILLSCROLL)
1174     if (tmp->type == SKILLSCROLL)
1175     {
1176 elmex 1.175 CHK_PICK_PICKUP;
1177 root 1.18 continue;
1178     }
1179 root 1.29
1180 root 1.18 if (op->contr->mode & PU_READABLES)
1181 root 1.158 if (tmp->type == BOOK || tmp->type == SCROLL || tmp->type == INSCRIBABLE)
1182 root 1.18 {
1183 elmex 1.175 CHK_PICK_PICKUP;
1184 root 1.18 continue;
1185     }
1186    
1187     /* wands/staves/rods/horns */
1188     if (op->contr->mode & PU_MAGIC_DEVICE)
1189     if (tmp->type == WAND || tmp->type == ROD || tmp->type == HORN)
1190     {
1191 elmex 1.175 CHK_PICK_PICKUP;
1192 root 1.18 continue;
1193     }
1194    
1195     /* pick up all magical items */
1196     if (op->contr->mode & PU_MAGICAL)
1197     if (QUERY_FLAG (tmp, FLAG_KNOWN_MAGICAL) && !QUERY_FLAG (tmp, FLAG_KNOWN_CURSED))
1198     {
1199 elmex 1.175 CHK_PICK_PICKUP;
1200 root 1.18 continue;
1201     }
1202    
1203     if (op->contr->mode & PU_VALUABLES)
1204     {
1205     if (tmp->type == MONEY || tmp->type == GEM)
1206     {
1207 elmex 1.175 CHK_PICK_PICKUP;
1208 root 1.18 continue;
1209     }
1210     }
1211    
1212     /* rings & amulets - talismans seems to be typed AMULET */
1213     if (op->contr->mode & PU_JEWELS)
1214     if (tmp->type == RING || tmp->type == AMULET)
1215     {
1216 elmex 1.175 CHK_PICK_PICKUP;
1217 root 1.29 continue;
1218     }
1219    
1220     /* we don't forget dragon food */
1221     if (op->contr->mode & PU_FLESH)
1222     if (tmp->type == FLESH)
1223     {
1224 elmex 1.175 CHK_PICK_PICKUP;
1225 root 1.18 continue;
1226     }
1227    
1228     /* bows and arrows. Bows are good for selling! */
1229     if (op->contr->mode & PU_BOW)
1230     if (tmp->type == BOW)
1231     {
1232 elmex 1.175 CHK_PICK_PICKUP;
1233 root 1.18 continue;
1234     }
1235 root 1.29
1236 root 1.18 if (op->contr->mode & PU_ARROW)
1237     if (tmp->type == ARROW)
1238     {
1239 elmex 1.175 CHK_PICK_PICKUP;
1240 root 1.18 continue;
1241     }
1242    
1243     /* all kinds of armor etc. */
1244     if (op->contr->mode & PU_ARMOUR)
1245     if (tmp->type == ARMOUR)
1246     {
1247 elmex 1.175 CHK_PICK_PICKUP;
1248 root 1.18 continue;
1249     }
1250 root 1.29
1251 root 1.18 if (op->contr->mode & PU_HELMET)
1252     if (tmp->type == HELMET)
1253     {
1254 elmex 1.175 CHK_PICK_PICKUP;
1255 root 1.18 continue;
1256     }
1257 root 1.29
1258 root 1.18 if (op->contr->mode & PU_SHIELD)
1259     if (tmp->type == SHIELD)
1260     {
1261 elmex 1.175 CHK_PICK_PICKUP;
1262 root 1.18 continue;
1263     }
1264 root 1.29
1265 root 1.18 if (op->contr->mode & PU_BOOTS)
1266     if (tmp->type == BOOTS)
1267     {
1268 elmex 1.175 CHK_PICK_PICKUP;
1269 root 1.18 continue;
1270     }
1271 root 1.29
1272 root 1.18 if (op->contr->mode & PU_GLOVES)
1273     if (tmp->type == GLOVES)
1274     {
1275 elmex 1.175 CHK_PICK_PICKUP;
1276 root 1.18 continue;
1277     }
1278 root 1.29
1279 root 1.18 if (op->contr->mode & PU_CLOAK)
1280     if (tmp->type == CLOAK)
1281     {
1282 elmex 1.175 CHK_PICK_PICKUP;
1283 root 1.18 continue;
1284     }
1285 elmex 1.1
1286 root 1.18 /* hoping to catch throwing daggers here */
1287     if (op->contr->mode & PU_MISSILEWEAPON)
1288     if (tmp->type == WEAPON && QUERY_FLAG (tmp, FLAG_IS_THROWN))
1289     {
1290 elmex 1.175 CHK_PICK_PICKUP;
1291 root 1.18 continue;
1292     }
1293 elmex 1.1
1294 root 1.18 /* careful: chairs and tables are weapons! */
1295     if (op->contr->mode & PU_ALLWEAPON)
1296     {
1297     if (tmp->type == WEAPON && tmp->name != NULL)
1298     {
1299 root 1.148 if (strstr (tmp->name, "table") == NULL && strstr (tmp->arch->archname, "table") == NULL &&
1300     strstr (tmp->name, "chair") && strstr (tmp->arch->archname, "chair") == NULL)
1301 root 1.18 {
1302 elmex 1.175 CHK_PICK_PICKUP;
1303 root 1.18 continue;
1304     }
1305     }
1306 root 1.29
1307 root 1.18 if (tmp->type == WEAPON && tmp->name == NULL)
1308     {
1309 root 1.148 if (strstr (tmp->arch->archname, "table") == NULL && strstr (tmp->arch->archname, "chair") == NULL)
1310 root 1.18 {
1311 elmex 1.175 CHK_PICK_PICKUP;
1312 root 1.18 continue;
1313     }
1314     }
1315     }
1316 elmex 1.1
1317 root 1.18 /* misc stuff that's useful */
1318     if (op->contr->mode & PU_KEY)
1319     if (tmp->type == KEY || tmp->type == SPECIAL_KEY)
1320     {
1321 elmex 1.175 CHK_PICK_PICKUP;
1322 root 1.18 continue;
1323     }
1324 elmex 1.1
1325 root 1.18 /* any of the last 4 bits set means we use the ratio for value
1326     * pickups */
1327     if (op->contr->mode & PU_RATIO)
1328     {
1329     /* use value density to decide what else to grab */
1330     /* >=7 was >= op->contr->mode */
1331     /* >=7 is the old standard setting. Now we take the last 4 bits
1332     * and multiply them by 5, giving 0..15*5== 5..75 */
1333     wvratio = (op->contr->mode & PU_RATIO) * 5;
1334     if ((query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1))) >= (unsigned int) wvratio)
1335     {
1336 elmex 1.175 CHK_PICK_PICKUP;
1337 elmex 1.1 #if 0
1338 root 1.18 fprintf (stderr, "HIGH WEIGHT/VALUE [");
1339     if (tmp->name != NULL)
1340     {
1341     fprintf (stderr, "%s", tmp->name);
1342     }
1343     else
1344 root 1.148 fprintf (stderr, "%s", tmp->arch->archname);
1345 root 1.18 fprintf (stderr, ",%d] = ", tmp->type);
1346     fprintf (stderr, "%d\n", (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1))));
1347 elmex 1.1 #endif
1348 root 1.18 continue;
1349     }
1350     }
1351     } /* the new pickup model */
1352     }
1353 root 1.29
1354 root 1.18 return !stop;
1355 elmex 1.1 }
1356    
1357     /*
1358     * Find an arrow in the inventory and after that
1359     * in the right type container (quiver). Pointer to the
1360     * found object is returned.
1361     */
1362 root 1.18 object *
1363     find_arrow (object *op, const char *type)
1364 elmex 1.1 {
1365 root 1.178 for (object *tmp = op->inv; tmp; tmp = tmp->below)
1366 root 1.179 if (tmp->type == ARROW && !strcmp (&tmp->race, type))
1367 root 1.178 return splay (tmp);
1368 elmex 1.1
1369 root 1.178 for (object *tmp = op->inv; tmp; tmp = tmp->below)
1370 root 1.179 if (tmp->type == CONTAINER && QUERY_FLAG (tmp, FLAG_APPLIED) && !strcmp (&tmp->race, type))
1371 root 1.178 if (object *arrow = find_arrow (tmp, type))
1372     {
1373     splay (tmp);
1374     return arrow;
1375     }
1376 root 1.103
1377 root 1.178 return 0;
1378 elmex 1.1 }
1379    
1380     /*
1381     * Similar to find_arrow, but looks for (roughly) the best arrow to use
1382     * against the target. A full test is not performed, simply a basic test
1383     * of resistances. The archer is making a quick guess at what he sees down
1384     * the hall. Failing that it does it's best to pick the highest plus arrow.
1385     */
1386 root 1.18 object *
1387     find_better_arrow (object *op, object *target, const char *type, int *better)
1388 elmex 1.1 {
1389 root 1.18 object *tmp = NULL, *arrow, *ntmp;
1390     int attacknum, attacktype, betterby = 0, i;
1391 elmex 1.1
1392 root 1.18 if (!type)
1393     return NULL;
1394 elmex 1.1
1395 root 1.18 for (arrow = op->inv; arrow; arrow = arrow->below)
1396     {
1397     if (arrow->type == CONTAINER && arrow->race == type && QUERY_FLAG (arrow, FLAG_APPLIED))
1398     {
1399     i = 0;
1400     ntmp = find_better_arrow (arrow, target, type, &i);
1401     if (i > betterby)
1402     {
1403     tmp = ntmp;
1404     betterby = i;
1405     }
1406     }
1407     else if (arrow->type == ARROW && arrow->race == type)
1408     {
1409     /* allways prefer assasination/slaying */
1410     if (target->race != NULL && arrow->slaying != NULL && strstr (arrow->slaying, target->race))
1411     {
1412     if (arrow->attacktype & AT_DEATH)
1413     {
1414     *better = 100;
1415     return arrow;
1416     }
1417     else
1418     {
1419     tmp = arrow;
1420     betterby = (arrow->magic + arrow->stats.dam) * 2;
1421     }
1422     }
1423     else
1424     {
1425     for (attacknum = 0; attacknum < NROFATTACKS; attacknum++)
1426     {
1427     attacktype = 1 << attacknum;
1428 root 1.149 if ((arrow->attacktype & attacktype) && (target->arch->resist[attacknum]) < 0)
1429     if (((arrow->magic + arrow->stats.dam) * (100 - target->arch->resist[attacknum]) / 100) > betterby)
1430 root 1.18 {
1431     tmp = arrow;
1432 root 1.149 betterby = (arrow->magic + arrow->stats.dam) * (100 - target->arch->resist[attacknum]) / 100;
1433 root 1.18 }
1434 root 1.11 }
1435 root 1.18 if ((2 + arrow->magic + arrow->stats.dam) > betterby)
1436     {
1437     tmp = arrow;
1438     betterby = 2 + arrow->magic + arrow->stats.dam;
1439 root 1.11 }
1440 root 1.18 if (arrow->title && (1 + arrow->magic + arrow->stats.dam) > betterby)
1441     {
1442     tmp = arrow;
1443     betterby = 1 + arrow->magic + arrow->stats.dam;
1444 root 1.11 }
1445     }
1446     }
1447 elmex 1.1 }
1448 root 1.18 if (tmp == NULL && arrow == NULL)
1449     return find_arrow (op, type);
1450 elmex 1.1
1451 root 1.18 *better = betterby;
1452     return tmp;
1453 elmex 1.1 }
1454    
1455     /* looks in a given direction, finds the first valid target, and calls
1456     * find_better_arrow to find a decent arrow to use.
1457     * op = the shooter
1458     * type = bow->race
1459     * dir = fire direction
1460     */
1461 root 1.18 object *
1462     pick_arrow_target (object *op, const char *type, int dir)
1463 elmex 1.1 {
1464 root 1.18 object *tmp = NULL;
1465 root 1.25 maptile *m;
1466 root 1.18 int i, mflags, found, number;
1467     sint16 x, y;
1468    
1469     if (op->map == NULL)
1470     return find_arrow (op, type);
1471    
1472     /* do a dex check */
1473     number = (die_roll (2, 40, op, PREFER_LOW) - 2) / 2;
1474     if (number > (op->stats.Dex + (op->chosen_skill ? op->chosen_skill->level : op->level)))
1475     return find_arrow (op, type);
1476    
1477     m = op->map;
1478     x = op->x;
1479     y = op->y;
1480    
1481     /* find the first target */
1482     for (i = 0, found = 0; i < 20; i++)
1483     {
1484     x += freearr_x[dir];
1485     y += freearr_y[dir];
1486     mflags = get_map_flags (m, &m, x, y, &x, &y);
1487     if (mflags & P_OUT_OF_MAP || mflags & P_BLOCKSVIEW)
1488     {
1489     tmp = NULL;
1490     break;
1491     }
1492     else if (GET_MAP_MOVE_BLOCK (m, x, y) == MOVE_FLY_LOW)
1493     {
1494     /* This block presumes arrows and the like are MOVE_FLY_SLOW -
1495     * perhaps a bad assumption.
1496     */
1497     tmp = NULL;
1498     break;
1499 root 1.11 }
1500 root 1.18 if (mflags & P_IS_ALIVE)
1501     {
1502     for (tmp = GET_MAP_OB (m, x, y); tmp; tmp = tmp->above)
1503     if (QUERY_FLAG (tmp, FLAG_ALIVE))
1504     {
1505     found++;
1506 root 1.11 break;
1507 root 1.18 }
1508     if (found)
1509     break;
1510 root 1.11 }
1511 elmex 1.1 }
1512 root 1.18 if (tmp == NULL)
1513     return find_arrow (op, type);
1514 elmex 1.1
1515 root 1.18 if (tmp->head)
1516     tmp = tmp->head;
1517 elmex 1.1
1518 root 1.18 return find_better_arrow (op, tmp, type, &i);
1519 elmex 1.1 }
1520    
1521     /*
1522     * Creature fires a bow - op can be monster or player. Returns
1523     * 1 if bow was actually fired, 0 otherwise.
1524     * op is the object firing the bow.
1525     * part is for multipart creatures - the part firing the bow.
1526     * dir is the direction of fire.
1527     * wc_mod is any special modifier to give (used in special player fire modes)
1528     * sx, sy are coordinates to fire arrow from - also used in some of the special
1529     * player fire modes.
1530     */
1531 root 1.18 int
1532     fire_bow (object *op, object *part, object *arrow, int dir, int wc_mod, sint16 sx, sint16 sy)
1533 elmex 1.1 {
1534 root 1.18 object *left, *bow;
1535 root 1.132 int mflags;
1536 root 1.25 maptile *m;
1537 elmex 1.1
1538 root 1.18 if (!dir)
1539     {
1540     new_draw_info (NDI_UNIQUE, 0, op, "You can't shoot yourself!");
1541     return 0;
1542 elmex 1.1 }
1543 root 1.48
1544 root 1.136 if (op->contr)
1545     bow = op->current_weapon;
1546 root 1.18 else
1547     {
1548     for (bow = op->inv; bow; bow = bow->below)
1549     /* Don't check for applied - monsters don't apply bows - in that way, they
1550     * don't need to switch back and forth between bows and weapons.
1551     */
1552     if (bow->type == BOW)
1553     break;
1554 root 1.11
1555 root 1.18 if (!bow)
1556     {
1557     LOG (llevError, "Range: bow without activated bow (%s).\n", &op->name);
1558     return 0;
1559 root 1.11 }
1560 root 1.118
1561     // optimisation: move object to top so we will find it quickly again
1562     if (bow->below)
1563     {
1564     bow->remove ();
1565     op->insert (bow);
1566     }
1567    
1568 elmex 1.1 }
1569 root 1.48
1570 root 1.18 if (!bow->race || !bow->skill)
1571     {
1572     new_draw_info_format (NDI_UNIQUE, 0, op, "Your %s is broken.", &bow->name);
1573     return 0;
1574 elmex 1.1 }
1575    
1576 root 1.18 if (arrow == NULL)
1577     {
1578     if ((arrow = find_arrow (op, bow->race)) == NULL)
1579     {
1580     if (op->type == PLAYER)
1581     new_draw_info_format (NDI_UNIQUE, 0, op, "You have no %s left.", &bow->race);
1582     /* FLAG_READY_BOW will get reset if the monsters picks up some arrows */
1583     else
1584     CLEAR_FLAG (op, FLAG_READY_BOW);
1585 root 1.116
1586 root 1.18 return 0;
1587 root 1.11 }
1588 elmex 1.1 }
1589 root 1.48
1590 root 1.18 mflags = get_map_flags (op->map, &m, sx, sy, &sx, &sy);
1591     if (mflags & P_OUT_OF_MAP)
1592 root 1.48 return 0;
1593    
1594 root 1.18 if (GET_MAP_MOVE_BLOCK (m, sx, sy) == MOVE_FLY_LOW)
1595     {
1596     new_draw_info (NDI_UNIQUE, 0, op, "Something is in the way.");
1597     return 0;
1598     }
1599    
1600     /* this should not happen, but sometimes does */
1601     if (arrow->nrof == 0)
1602     {
1603 root 1.33 arrow->destroy ();
1604 root 1.18 return 0;
1605     }
1606    
1607     left = arrow; /* these are arrows left to the player */
1608     arrow = get_split_ob (arrow, 1);
1609 root 1.48 if (!arrow)
1610 root 1.18 {
1611     new_draw_info_format (NDI_UNIQUE, 0, op, "You have no %s left.", &bow->race);
1612     return 0;
1613 elmex 1.1 }
1614 root 1.48
1615 root 1.34 arrow->set_owner (op);
1616 root 1.18 arrow->skill = bow->skill;
1617     arrow->direction = dir;
1618    
1619 root 1.124 arrow->stats.sp = arrow->stats.wc; /* save original wc, dam, attacktype and slaying */
1620     arrow->stats.hp = arrow->stats.dam;
1621     arrow->stats.grace = arrow->attacktype;
1622    
1623     if (arrow->slaying)
1624     arrow->spellarg = strdup (arrow->slaying);
1625    
1626 root 1.142 #if 0
1627 root 1.131 if (player *pl = op->contr)
1628 root 1.18 {
1629 root 1.142 float speed = pl->weapon_sp;
1630 root 1.132
1631 root 1.142 /* penalize ROF for bestarrow */
1632     if (pl->bowtype == bow_bestarrow)
1633     speed *= .9f;
1634     else
1635     speed *= 1.f + dex_bonus[op->stats.Dex] * .2f;
1636 root 1.131
1637 root 1.142 op->speed_left += speed - op->speed;
1638     }
1639 root 1.132 #endif
1640 elmex 1.1
1641 root 1.18 SET_ANIMATION (arrow, arrow->direction);
1642 root 1.116
1643 root 1.18 /* update the speed */
1644 root 1.142 arrow->speed = ((bow->flag [FLAG_NO_STRENGTH] ? 0 : dam_bonus[op->stats.Str]) + bow->magic + arrow->magic) / 5.f
1645     + bow->stats.dam / 7.f;
1646 root 1.18
1647 root 1.142 arrow->set_speed (max (arrow->speed, 2.f));
1648 root 1.18 arrow->speed_left = 0;
1649    
1650 root 1.129 int wc = op->stats.wc + wc_mod - arrow->magic - arrow->stats.wc;
1651 root 1.116
1652 root 1.18 if (op->type == PLAYER)
1653     {
1654 root 1.116 arrow->level = op->chosen_skill ? op->chosen_skill->level : op->level;
1655 root 1.129 wc -= dex_bonus[op->stats.Dex];
1656 root 1.18
1657 root 1.116 if (!arrow->slaying)
1658     arrow->slaying = op->slaying;
1659 root 1.124
1660     arrow->attacktype |= op->attacktype;
1661 elmex 1.1 }
1662 root 1.18 else
1663     {
1664     arrow->level = op->level;
1665 root 1.116 arrow->stats.wc -= bow->magic;
1666    
1667     if (!arrow->slaying)
1668     arrow->slaying = bow->slaying;
1669 root 1.124
1670     arrow->attacktype |= bow->attacktype;
1671 elmex 1.1 }
1672 root 1.24
1673 root 1.129 wc -= arrow->level;
1674     arrow->stats.dam = clamp (arrow->stats.dam + op->stats.dam + arrow->magic, MIN_DAM, MAX_DAM);
1675 root 1.24
1676 root 1.129 arrow->stats.wc = clamp (wc, MIN_WC, MAX_WC);
1677 root 1.18 arrow->move_type = MOVE_FLY_LOW;
1678     arrow->move_on = MOVE_FLY_LOW | MOVE_WALK;
1679    
1680 root 1.156 op->play_sound (sound_find ("fire_arrow"));
1681 root 1.70 m->insert (arrow, sx, sy, op);
1682 root 1.18
1683 root 1.24 if (!arrow->destroyed ())
1684 root 1.18 move_arrow (arrow);
1685 elmex 1.1
1686 root 1.18 if (op->type == PLAYER)
1687     {
1688 root 1.24 if (left->destroyed ())
1689     esrv_del_item (op->contr, left->count);
1690 root 1.18 else
1691     esrv_send_item (op, left);
1692 elmex 1.1 }
1693 root 1.24
1694 root 1.18 return 1;
1695 elmex 1.1 }
1696    
1697     /* Special fire code for players - this takes into
1698     * account the special fire modes players can have
1699     * but monsters can't. Putting that code here
1700     * makes the fire_bow code much cleaner.
1701     * this function should only be called if 'op' is a player,
1702     * hence the function name.
1703     */
1704 root 1.18 int
1705     player_fire_bow (object *op, int dir)
1706 elmex 1.1 {
1707 root 1.18 int ret = 0, wcmod = 0;
1708    
1709     if (op->contr->bowtype == bow_bestarrow)
1710     {
1711 root 1.118 ret = fire_bow (op, op, pick_arrow_target (op, op->contr->ranged_ob->race, dir), dir, 0, op->x, op->y);
1712 root 1.18 }
1713     else if (op->contr->bowtype >= bow_n && op->contr->bowtype <= bow_nw)
1714     {
1715     if (!similar_direction (dir, op->contr->bowtype - bow_n + 1))
1716     wcmod = -1;
1717 root 1.74
1718 root 1.18 ret = fire_bow (op, op, NULL, op->contr->bowtype - bow_n + 1, wcmod, op->x, op->y);
1719     }
1720     else if (op->contr->bowtype == bow_threewide)
1721     {
1722     ret = fire_bow (op, op, NULL, dir, 0, op->x, op->y);
1723     ret |= fire_bow (op, op, NULL, dir, -5, op->x + freearr_x[absdir (dir + 2)], op->y + freearr_y[absdir (dir + 2)]);
1724     ret |= fire_bow (op, op, NULL, dir, -5, op->x + freearr_x[absdir (dir - 2)], op->y + freearr_y[absdir (dir - 2)]);
1725     }
1726     else if (op->contr->bowtype == bow_spreadshot)
1727     {
1728     ret |= fire_bow (op, op, NULL, dir, 0, op->x, op->y);
1729     ret |= fire_bow (op, op, NULL, absdir (dir - 1), -5, op->x, op->y);
1730     ret |= fire_bow (op, op, NULL, absdir (dir + 1), -5, op->x, op->y);
1731 elmex 1.1 }
1732 root 1.18 else
1733     {
1734     /* Simple case */
1735     ret = fire_bow (op, op, NULL, dir, 0, op->x, op->y);
1736     }
1737 root 1.121
1738 root 1.18 return ret;
1739 elmex 1.1 }
1740    
1741     /* Fires a misc (wand/rod/horn) object in 'dir'.
1742     * Broken apart from 'fire' to keep it more readable.
1743     */
1744 root 1.18 void
1745     fire_misc_object (object *op, int dir)
1746 elmex 1.1 {
1747 root 1.118 object *item = op->contr->ranged_ob;
1748 elmex 1.1
1749 root 1.118 if (!item)
1750 root 1.18 {
1751     new_draw_info (NDI_UNIQUE, 0, op, "You have range item readied.");
1752     return;
1753 elmex 1.1 }
1754    
1755 root 1.18 if (!item->inv)
1756     {
1757     LOG (llevError, "Object %s lacks a spell\n", &item->name);
1758     return;
1759 elmex 1.1 }
1760 root 1.118
1761 root 1.126 if (!op->change_weapon (item))
1762     return;
1763 root 1.121
1764 root 1.18 if (item->type == WAND)
1765     {
1766     if (item->stats.food <= 0)
1767     {
1768 root 1.156 op->contr->play_sound (sound_find ("wand_poof"));
1769 root 1.18 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s goes poof.", query_base_name (item, 0));
1770 root 1.121
1771 root 1.18 return;
1772 root 1.11 }
1773 root 1.18 }
1774     else if (item->type == ROD || item->type == HORN)
1775     {
1776     if (item->stats.hp < MAX (item->inv->stats.sp, item->inv->stats.grace))
1777     {
1778 root 1.156 op->contr->play_sound (sound_find ("wand_poof"));
1779 root 1.121
1780 root 1.18 if (item->type == ROD)
1781     new_draw_info_format (NDI_UNIQUE, 0, op, "The %s whines for a while, but nothing happens.", query_base_name (item, 0));
1782     else
1783     new_draw_info_format (NDI_UNIQUE, 0, op, "The %s needs more time to charge.", query_base_name (item, 0));
1784 root 1.121
1785 root 1.18 return;
1786 root 1.11 }
1787 elmex 1.1 }
1788    
1789 root 1.18 if (cast_spell (op, item, dir, item->inv, NULL))
1790     {
1791     SET_FLAG (op, FLAG_BEEN_APPLIED); /* You now know something about it */
1792     if (item->type == WAND)
1793     {
1794     if (!(--item->stats.food))
1795     {
1796     object *tmp;
1797    
1798     if (item->arch)
1799     {
1800     CLEAR_FLAG (item, FLAG_ANIMATE);
1801 root 1.149 item->face = item->arch->face;
1802 root 1.67 item->set_speed (0);
1803 root 1.11 }
1804 root 1.67
1805 root 1.49 if ((tmp = item->in_player ()))
1806 root 1.18 esrv_update_item (UPD_ANIM, tmp, item);
1807 root 1.11 }
1808     }
1809 root 1.18 else if (item->type == ROD || item->type == HORN)
1810 root 1.67 drain_rod_charge (item);
1811 elmex 1.1 }
1812     }
1813    
1814     /* Received a fire command for the player - go and do it.
1815     */
1816 root 1.142 bool
1817 root 1.18 fire (object *op, int dir)
1818     {
1819     int spellcost = 0;
1820 elmex 1.1
1821 root 1.18 /* check for loss of invisiblity/hide */
1822     if (action_makes_visible (op))
1823     make_visible (op);
1824 elmex 1.1
1825 root 1.118 player *pl = op->contr;
1826 elmex 1.1
1827 root 1.119 if (pl->golem)
1828     {
1829     control_golem (op->contr->golem, dir);
1830 root 1.142 return false;
1831 root 1.119 }
1832    
1833     object *ob = pl->ranged_ob;
1834 elmex 1.1
1835 root 1.119 if (!ob)
1836 root 1.142 return false;
1837 elmex 1.1
1838 root 1.136 if (!op->change_weapon (ob))
1839 root 1.142 return false;
1840    
1841     if (op->speed_left > 0.f)
1842     --op->speed_left;
1843     else
1844     return false;
1845 root 1.136
1846 root 1.119 switch (ob->type)
1847 root 1.118 {
1848 root 1.119 case BOW:
1849 root 1.118 player_fire_bow (op, dir);
1850 root 1.119 break;
1851    
1852     case SPELL:
1853     spellcost = cast_spell (op, op, dir, ob, pl->spellparam[0] ? pl->spellparam : 0);
1854     break;
1855 root 1.113
1856 root 1.119 case BUILDER:
1857 root 1.20 apply_map_builder (op, dir);
1858 root 1.119 break;
1859    
1860     case SKILL:
1861     do_skill (op, op, ob, dir, 0);
1862     break;
1863    
1864     default:
1865     fire_misc_object (op, dir);
1866     break;
1867 elmex 1.1 }
1868 root 1.142
1869     return true;
1870 elmex 1.1 }
1871    
1872     /* find_key
1873     * We try to find a key for the door as passed. If we find a key
1874     * and successfully use it, we return the key, otherwise NULL
1875     * This function merges both normal and locked door, since the logic
1876     * for both is the same - just the specific key is different.
1877     * pl is the player,
1878     * inv is the objects inventory to searched
1879     * door is the door we are trying to match against.
1880     * This function can be called recursively to search containers.
1881     */
1882 root 1.18 object *
1883     find_key (object *pl, object *container, object *door)
1884 elmex 1.1 {
1885 root 1.18 object *tmp, *key;
1886 elmex 1.1
1887 root 1.18 /* Should not happen, but sanity checking is never bad */
1888 root 1.103 if (!container->inv)
1889     return 0;
1890 elmex 1.1
1891 root 1.18 /* First, lets try to find a key in the top level inventory */
1892 root 1.103 for (tmp = container->inv; tmp; tmp = tmp->below)
1893 root 1.18 {
1894     if (door->type == DOOR && tmp->type == KEY)
1895     break;
1896     /* For sanity, we should really check door type, but other stuff
1897     * (like containers) can be locked with special keys
1898     */
1899     if (tmp->slaying && tmp->type == SPECIAL_KEY && tmp->slaying == door->slaying)
1900     break;
1901     }
1902 root 1.103
1903 root 1.18 /* No key found - lets search inventories now */
1904     /* If we find and use a key in an inventory, return at that time.
1905     * otherwise, if we search all the inventories and still don't find
1906     * a key, return
1907     */
1908     if (!tmp)
1909     {
1910 root 1.103 for (tmp = container->inv; tmp; tmp = tmp->below)
1911 root 1.18 {
1912     /* No reason to search empty containers */
1913     if (tmp->type == CONTAINER && tmp->inv)
1914     {
1915 root 1.103 if ((key = find_key (pl, tmp, door)))
1916 root 1.18 return key;
1917     }
1918     }
1919 root 1.103
1920 root 1.18 if (!tmp)
1921     return NULL;
1922 elmex 1.1 }
1923 root 1.103
1924 root 1.18 /* We get down here if we have found a key. Now if its in a container,
1925     * see if we actually want to use it
1926     */
1927     if (pl != container)
1928     {
1929     /* Only let players use keys in containers */
1930     if (!pl->contr)
1931     return NULL;
1932     /* cases where this fails:
1933     * If we only search the player inventory, return now since we
1934     * are not in the players inventory.
1935     * If the container is not active, return now since only active
1936     * containers can be used.
1937     * If we only search keyrings and the container does not have
1938     * a race/isn't a keyring.
1939     * No checking for all containers - to fall through past here,
1940     * inv must have been an container and must have been active.
1941     *
1942     * Change the color so that the message doesn't disappear with
1943     * all the others.
1944     */
1945     if (pl->contr->usekeys == key_inventory ||
1946     !QUERY_FLAG (container, FLAG_APPLIED) ||
1947     (pl->contr->usekeys == keyrings && (!container->race || strcmp (container->race, "keys"))))
1948     {
1949     new_draw_info_format (NDI_UNIQUE | NDI_BROWN, 0, pl,
1950     "The %s in your %s vibrates as you approach the door", query_name (tmp), query_name (container));
1951     return NULL;
1952 root 1.11 }
1953 elmex 1.1 }
1954 root 1.103
1955 root 1.18 return tmp;
1956 elmex 1.1 }
1957    
1958     /* moved door processing out of move_player_attack.
1959     * returns 1 if player has opened the door with a key
1960     * such that the caller should not do anything more,
1961     * 0 otherwise
1962     */
1963 root 1.18 static int
1964     player_attack_door (object *op, object *door)
1965 elmex 1.1 {
1966 root 1.142 /* If its a door, try to find a key. If we do destroy the door,
1967 root 1.18 * might as well return immediately as there is nothing more to do -
1968     * otherwise, we fall through to the rest of the code.
1969     */
1970     object *key = find_key (op, op, door);
1971    
1972 root 1.142 /* If we found a key, do some extra work */
1973 root 1.18 if (key)
1974     {
1975     object *container = key->env;
1976    
1977     if (action_makes_visible (op))
1978     make_visible (op);
1979 root 1.117
1980 root 1.18 if (door->inv && (door->inv->type == RUNE || door->inv->type == TRAP))
1981     spring_trap (door->inv, op);
1982 root 1.103
1983 root 1.18 if (door->type == DOOR)
1984 root 1.103 hit_player (door, 9998, op, AT_PHYSICAL, 1); /* Break through the door */
1985 root 1.18 else if (door->type == LOCKED_DOOR)
1986     {
1987 root 1.170 op->statusmsg (format ("You open the door with the %s", query_short_name (key)), NDI_BROWN);
1988 root 1.18 remove_door2 (door); /* remove door without violence ;-) */
1989     }
1990 root 1.103
1991 root 1.18 /* Do this after we print the message */
1992     decrease_ob (key); /* Use up one of the keys */
1993     /* Need to update the weight the container the key was in */
1994     if (container != op)
1995     esrv_update_item (UPD_WEIGHT, op, container);
1996 root 1.103
1997 root 1.18 return 1; /* Nothing more to do below */
1998     }
1999     else if (door->type == LOCKED_DOOR)
2000     {
2001     /* Might as well return now - no other way to open this */
2002 root 1.171 op->failmsg (door->msg ? &door->msg : "Hmm, you miss the certain something to open this door...");
2003 root 1.18 return 1;
2004 elmex 1.1 }
2005 root 1.103
2006 root 1.18 return 0;
2007 elmex 1.1 }
2008    
2009     /* This function is just part of a breakup from move_player.
2010     * It should keep the code cleaner.
2011     * When this is called, the players direction has been updated
2012     * (taking into account confusion.) The player is also actually
2013     * going to try and move (not fire weapons).
2014     */
2015 root 1.142 bool
2016 root 1.18 move_player_attack (object *op, int dir)
2017 elmex 1.1 {
2018 root 1.18 int on_battleground;
2019    
2020 root 1.117 sint16 nx = freearr_x[dir] + op->x;
2021     sint16 ny = freearr_y[dir] + op->y;
2022 root 1.18
2023 root 1.49 on_battleground = op_on_battleground (op, 0, 0);
2024 root 1.18
2025 root 1.142 if (out_of_map (op->map, nx, ny))
2026     return false;
2027    
2028     if (!op->contr->braced && op->speed_left > 0.f && move_ob (op, dir, op))
2029     {
2030     --op->speed_left;
2031     return true;
2032     }
2033    
2034 root 1.18 /* If braced, or can't move to the square, and it is not out of the
2035     * map, attack it. Note order of if statement is important - don't
2036     * want to be calling move_ob if braced, because move_ob will move the
2037     * player. This is a pretty nasty hack, because if we could
2038     * move to some space, it then means that if we are braced, we should
2039     * do nothing at all. As it is, if we are braced, we go through
2040     * quite a bit of processing. However, it probably is less than what
2041     * move_ob uses.
2042     */
2043 root 1.142 maptile *m = op->map->xy_find (nx, ny);
2044    
2045     /* Go through all the objects, and find ones of interest. Only stop if
2046     * we find a monster - that is something we know we want to attack.
2047     * if its a door or barrel (can roll) see if there may be monsters
2048     * on the space
2049     */
2050     object *mon;
2051     for (mon = m->at (nx, ny).bot; mon; mon = mon->above)
2052 root 1.18 {
2053 root 1.142 if ((mon->flag [FLAG_ALIVE]
2054     || mon->type == LOCKED_DOOR
2055     || mon->flag [FLAG_CAN_ROLL])
2056     && mon != op)
2057     break;
2058     }
2059    
2060     if (!mon) /* This happens anytime the player tries to move */
2061     return false; /* into a wall */
2062 root 1.18
2063 root 1.142 mon = mon->head_ ();
2064 root 1.11
2065 root 1.142 if ((mon->type == DOOR && mon->stats.hp >= 0) || (mon->type == LOCKED_DOOR))
2066     if (op->contr->weapon_sp_left > 0.f)
2067     if (player_attack_door (op, mon))
2068 root 1.18 {
2069 root 1.142 --op->contr->weapon_sp_left;
2070     return true;
2071 root 1.18 }
2072    
2073 root 1.142 /* The following deals with possibly attacking peaceful
2074     * or friendly creatures. Basically, all players are considered
2075     * unaggressive. If the moving player has peaceful set, then the
2076     * object should be pushed instead of attacked. It is assumed that
2077     * if you are braced, you will not attack friends accidently,
2078     * and thus will not push them.
2079     */
2080 root 1.18
2081 root 1.142 /* If the creature is a pet, push it even if the player is not
2082     * peaceful. Our assumption is the creature is a pet if the
2083     * player owns it and it is either friendly or unagressive.
2084     */
2085     if (op->type == PLAYER
2086     && ((mon->owner && mon->owner->contr
2087     && same_party (mon->owner->contr->party, op->contr->party))
2088     || mon->owner == op)
2089     && (QUERY_FLAG (mon, FLAG_UNAGGRESSIVE) || QUERY_FLAG (mon, FLAG_FRIENDLY)))
2090     {
2091     /* If we're braced, we don't want to switch places with it */
2092     if (op->contr->braced)
2093     return false;
2094 root 1.18
2095 root 1.142 if (op->speed_left > 0.f)
2096     {
2097     --op->speed_left;
2098 root 1.85
2099 root 1.156 op->play_sound (sound_find ("push_player"));
2100 root 1.117 push_ob (mon, dir, op);
2101 root 1.142
2102 root 1.18 if (op->contr->tmp_invis || op->hide)
2103     make_visible (op);
2104 root 1.85
2105 root 1.142 return true;
2106 root 1.11 }
2107 root 1.142 else
2108     return false;
2109     }
2110 root 1.11
2111 root 1.142 /* in certain circumstances, you shouldn't attack friendly
2112     * creatures. Note that if you are braced, you can't push
2113     * someone, but put it inside this loop so that you won't
2114     * attack them either.
2115     */
2116     if ((mon->type == PLAYER || mon->enemy != op)
2117     && (mon->type == PLAYER || QUERY_FLAG (mon, FLAG_UNAGGRESSIVE) || QUERY_FLAG (mon, FLAG_FRIENDLY))
2118     && ((op->contr->peaceful
2119     || (mon->type == PLAYER && mon->contr->peaceful))
2120     && !on_battleground))
2121     {
2122     if (op->speed_left > 0.f)
2123 root 1.18 {
2124 root 1.142 --op->speed_left;
2125    
2126 root 1.18 if (!op->contr->braced)
2127     {
2128 root 1.156 op->play_sound (sound_find ("push_player"));
2129 root 1.85 push_ob (mon, dir, op);
2130 root 1.18 }
2131     else
2132 root 1.171 op->statusmsg ("You withhold your attack");
2133 root 1.49
2134 root 1.18 if (op->contr->tmp_invis || op->hide)
2135     make_visible (op);
2136 root 1.142
2137     return true;
2138 root 1.11 }
2139 root 1.142 }
2140     /* If the object is a boulder or other rollable object, then
2141     * roll it if not braced. You can't roll it if you are braced.
2142     */
2143     else if (QUERY_FLAG (mon, FLAG_CAN_ROLL) && (!op->contr->braced))
2144     {
2145     if (op->speed_left > 0.f)
2146     {
2147     --op->speed_left;
2148 elmex 1.1
2149 root 1.18 recursive_roll (mon, dir, op);
2150     if (action_makes_visible (op))
2151     make_visible (op);
2152 root 1.142
2153     return true;
2154 root 1.11 }
2155 root 1.142 }
2156     /* Any generic living creature. Including things like doors.
2157     * Way it works is like this: First, it must have some hit points
2158     * and be living. Then, it must be one of the following:
2159     * 1) Not a player, 2) A player, but of a different party. Note
2160     * that party_number -1 is no party, so attacks can still happen.
2161     */
2162     else if ((mon->stats.hp >= 0) && QUERY_FLAG (mon, FLAG_ALIVE) &&
2163     ((mon->type != PLAYER || op->contr->party == NULL || op->contr->party != mon->contr->party)))
2164     {
2165 root 1.143 if (op->contr->weapon_sp_left > 0.f && !op->flag [FLAG_WIZPASS])
2166 root 1.18 {
2167 root 1.142 --op->contr->weapon_sp_left;
2168 root 1.11
2169 root 1.49 skill_attack (mon, op, 0, 0, 0);
2170 root 1.11
2171 root 1.18 if (action_makes_visible (op))
2172     make_visible (op);
2173 root 1.142
2174     return true;
2175 root 1.11 }
2176 root 1.142 }
2177    
2178     return false;
2179 elmex 1.1 }
2180    
2181 root 1.142 bool
2182 root 1.18 move_player (object *op, int dir)
2183     {
2184     int pick;
2185 elmex 1.1
2186 root 1.181 if (!op->map || op->map->in_memory != MAP_ACTIVE)
2187 root 1.18 return 0;
2188 elmex 1.1
2189 root 1.18 /* Sanity check: make sure dir is valid */
2190     if ((dir < 0) || (dir >= 9))
2191     {
2192     LOG (llevError, "move_player: invalid direction %d\n", dir);
2193     return 0;
2194 elmex 1.1 }
2195    
2196 root 1.84 /* peterm: added following line */
2197 root 1.18 if (QUERY_FLAG (op, FLAG_CONFUSED) && dir)
2198 root 1.99 dir = absdir (dir + rndm (3) + rndm (3) - 2);
2199 root 1.18
2200     op->facing = dir;
2201    
2202     if (op->hide)
2203     do_hidden_move (op);
2204    
2205 root 1.142 bool retval;
2206    
2207 root 1.18 if (INVOKE_PLAYER (MOVE, op->contr, ARG_INT (dir)))
2208 root 1.142 retval = RESULT_INT (0);
2209 root 1.18 else if (op->contr->fire_on)
2210 root 1.142 retval = fire (op, dir);
2211 root 1.18 else
2212     {
2213 root 1.142 retval = move_player_attack (op, dir);
2214 root 1.18 pick = check_pick (op);
2215     }
2216 elmex 1.1
2217 root 1.18 /* Add special check for newcs players and fire on - this way, the
2218     * server can handle repeat firing.
2219     */
2220     if (op->contr->fire_on || (op->contr->run_on && pick != 0))
2221 root 1.49 op->direction = dir;
2222 root 1.18 else
2223 root 1.49 op->direction = 0;
2224    
2225 root 1.18 /* Update how the player looks. Use the facing, so direction may
2226     * get reset to zero. This allows for full animation capabilities
2227     * for players.
2228     */
2229     animate_object (op, op->facing);
2230 root 1.142
2231     return retval;
2232 elmex 1.1 }
2233    
2234     /* This is similar to handle_player, below, but is only used by the
2235     * new client/server stuff.
2236     * This is sort of special, in that the new client/server actually uses
2237     * the new speed values for commands.
2238     *
2239 root 1.142 * Returns true if there are more actions we can do. Should not do
2240     * many actions in a row, as that would be too unfair to other
2241     * players.
2242 elmex 1.1 */
2243 root 1.142 bool
2244 root 1.18 handle_newcs_player (object *op)
2245 elmex 1.1 {
2246 root 1.18 if (QUERY_FLAG (op, FLAG_SCARED))
2247     {
2248 root 1.142 if (op->speed_left > 0.f)
2249 root 1.18 {
2250 root 1.132 --op->speed_left;
2251 root 1.142 flee_player (op);
2252    
2253     return true;
2254 root 1.11 }
2255 root 1.142 else
2256     return false;
2257 elmex 1.1 }
2258    
2259 root 1.18 /* call this here - we also will call this in do_ericserver, but
2260     * the players time has been increased when doericserver has been
2261     * called, so we recheck it here.
2262     */
2263 root 1.83 if (op->contr->ns->handle_command ())
2264 root 1.142 return true;
2265 root 1.47
2266 root 1.142 if (op->direction && (op->contr->run_on || op->contr->fire_on))
2267     return move_player (op, op->direction);
2268 elmex 1.1
2269 root 1.142 return false;
2270 root 1.18 }
2271    
2272     int
2273     save_life (object *op)
2274     {
2275     if (!QUERY_FLAG (op, FLAG_LIFESAVE))
2276 elmex 1.1 return 0;
2277 root 1.18
2278 root 1.41 for (object *tmp = op->inv; tmp; tmp = tmp->below)
2279 root 1.18 if (QUERY_FLAG (tmp, FLAG_APPLIED) && QUERY_FLAG (tmp, FLAG_LIFESAVE))
2280     {
2281 root 1.156 op->play_sound (sound_find ("ob_evaporate"));
2282 root 1.18 new_draw_info_format (NDI_UNIQUE, 0, op, "Your %s vibrates violently, then evaporates.", query_name (tmp));
2283 root 1.33
2284 root 1.18 if (op->contr)
2285     esrv_del_item (op->contr, tmp->count);
2286 root 1.33
2287     tmp->destroy ();
2288 root 1.18 CLEAR_FLAG (op, FLAG_LIFESAVE);
2289 root 1.33
2290 root 1.18 if (op->stats.hp < 0)
2291     op->stats.hp = op->stats.maxhp;
2292 root 1.33
2293 root 1.18 if (op->stats.food < 0)
2294     op->stats.food = 999;
2295 root 1.33
2296 root 1.54 op->update_stats ();
2297 root 1.18 return 1;
2298     }
2299 root 1.41
2300 root 1.18 LOG (llevError, "Error: LIFESAVE set without applied object.\n");
2301     CLEAR_FLAG (op, FLAG_LIFESAVE);
2302     enter_player_savebed (op); /* bring him home. */
2303     return 0;
2304 elmex 1.1 }
2305    
2306     /* This goes throws the inventory and removes unpaid objects, and puts them
2307     * back in the map (location and map determined by values of env). This
2308     * function will descend into containers. op is the object to start the search
2309     * from.
2310     */
2311 root 1.154 static void
2312     drop_unpaid_items (object *op, object *env)
2313 elmex 1.1 {
2314 root 1.18 while (op)
2315     {
2316 root 1.70 object *next = op->below; /* Make sure we have a good value, in case we remove object 'op' */
2317    
2318 root 1.18 if (QUERY_FLAG (op, FLAG_UNPAID))
2319     {
2320     if (env->type == PLAYER)
2321     esrv_del_item (env->contr, op->count);
2322 root 1.70
2323     op->insert_at (env);
2324 root 1.18 }
2325     else if (op->inv)
2326 root 1.154 drop_unpaid_items (op->inv, env);
2327 root 1.41
2328 root 1.18 op = next;
2329 elmex 1.1 }
2330     }
2331    
2332 root 1.154 void
2333     object::drop_unpaid_items ()
2334     {
2335     if (!flag [FLAG_REMOVED])
2336     ::drop_unpaid_items (inv, this);
2337     }
2338    
2339 elmex 1.1 /*
2340     * Returns pointer a static string containing gravestone text
2341     * Moved from apply.c to player.c - player.c is what
2342     * actually uses this function. player.c may not be quite the
2343     * best, a misc file for object actions is probably better,
2344     * but there isn't one in the server directory.
2345     */
2346 root 1.18 char *
2347     gravestone_text (object *op)
2348 elmex 1.1 {
2349 root 1.18 static char buf2[MAX_BUF];
2350     char buf[MAX_BUF];
2351     time_t now = time (NULL);
2352    
2353     strcpy (buf2, " R.I.P.\n\n");
2354     if (op->type == PLAYER)
2355     sprintf (buf, "%s the %s\n", &op->name, op->contr->title);
2356     else
2357     sprintf (buf, "%s\n", &op->name);
2358 root 1.41
2359 root 1.18 strncat (buf2, " ", 20 - strlen (buf) / 2);
2360     strcat (buf2, buf);
2361     if (op->type == PLAYER)
2362     sprintf (buf, "who was in level %d when killed\n", op->level);
2363     else
2364     sprintf (buf, "who was in level %d when died.\n\n", op->level);
2365 root 1.41
2366 root 1.18 strncat (buf2, " ", 20 - strlen (buf) / 2);
2367     strcat (buf2, buf);
2368     if (op->type == PLAYER)
2369     {
2370     sprintf (buf, "by %s.\n\n", op->contr->killer);
2371     strncat (buf2, " ", 21 - strlen (buf) / 2);
2372     strcat (buf2, buf);
2373     }
2374 root 1.41
2375 root 1.18 strftime (buf, MAX_BUF, "%b %d %Y\n", localtime (&now));
2376     strncat (buf2, " ", 20 - strlen (buf) / 2);
2377     strcat (buf2, buf);
2378 root 1.41
2379 root 1.18 return buf2;
2380 elmex 1.1 }
2381    
2382 root 1.18 void
2383     do_some_living (object *op)
2384     {
2385     int last_food = op->stats.food;
2386 elmex 1.1 int gen_hp, gen_sp, gen_grace;
2387     int over_hp, over_sp, over_grace;
2388     int i;
2389     int rate_hp = 1200;
2390     int rate_sp = 2500;
2391     int rate_grace = 2000;
2392     const int max_hp = 1;
2393     const int max_sp = 1;
2394     const int max_grace = 1;
2395    
2396 root 1.107 if (op->contr->hidden)
2397     {
2398     op->invisible = 1000;
2399     /* the socket code flashes the player visible/invisible
2400     * depending on the value of invisible, so we need to
2401     * alternate it here for it to work correctly.
2402     */
2403     if (pticks & 2)
2404     op->invisible--;
2405     }
2406     else if (op->invisible && !(QUERY_FLAG (op, FLAG_MAKE_INVIS)))
2407     {
2408     if (!op->invisible--)
2409     {
2410     make_visible (op);
2411     new_draw_info (NDI_UNIQUE, 0, op, "Your invisibility spell runs out.");
2412     }
2413     }
2414    
2415 root 1.52 if (op->contr->ns->state == ST_PLAYING)
2416 root 1.18 {
2417     /* these next three if clauses make it possible to SLOW DOWN
2418     hp/grace/spellpoint regeneration. */
2419     if (op->contr->gen_hp >= 0)
2420     gen_hp = (op->contr->gen_hp + 1) * op->stats.maxhp;
2421     else
2422     {
2423     gen_hp = op->stats.maxhp;
2424     rate_hp -= rate_hp / 2 * op->contr->gen_hp;
2425     }
2426 root 1.55
2427 root 1.18 if (op->contr->gen_sp >= 0)
2428     gen_sp = (op->contr->gen_sp + 1) * op->stats.maxsp;
2429     else
2430     {
2431     gen_sp = op->stats.maxsp;
2432     rate_sp -= rate_sp / 2 * op->contr->gen_sp;
2433     }
2434 root 1.55
2435 root 1.18 if (op->contr->gen_grace >= 0)
2436     gen_grace = (op->contr->gen_grace + 1) * op->stats.maxgrace;
2437     else
2438     {
2439     gen_grace = op->stats.maxgrace;
2440     rate_grace -= rate_grace / 2 * op->contr->gen_grace;
2441     }
2442    
2443     /* Regenerate Grace */
2444     /* I altered this a little - maximum grace is ony achieved through prayer -b.t. */
2445     if (--op->last_grace < 0)
2446     {
2447     if (op->stats.grace < op->stats.maxgrace / 2)
2448     op->stats.grace++; /* no penalty in food for regaining grace */
2449 root 1.55
2450 root 1.18 if (max_grace > 1)
2451     {
2452     over_grace = (gen_grace < 20 ? 30 : gen_grace + 10) / rate_grace;
2453     if (over_grace > 0)
2454     {
2455     op->stats.sp += over_grace
2456     + (random_roll (0, rate_grace - 1, op, PREFER_HIGH) > ((gen_grace < 20 ? 30 : gen_grace + 10) % rate_grace)) ? -1 : 0;
2457     op->last_grace = 0;
2458     }
2459     else
2460     {
2461     op->last_grace = rate_grace / (gen_grace < 20 ? 30 : gen_grace + 10);
2462     }
2463     }
2464     else
2465     {
2466     op->last_grace = rate_grace / (gen_grace < 20 ? 30 : gen_grace + 10);
2467     }
2468     /* wearing stuff doesn't detract from grace generation. */
2469     }
2470    
2471 root 1.161 if (op->stats.food > 0)
2472 root 1.18 {
2473 root 1.161 /* Regenerate Spell Points */
2474     if (!op->contr->golem && --op->last_sp < 0)
2475 root 1.18 {
2476 root 1.161 gen_sp = gen_sp * 10 / (op->contr->gen_sp_armour < 10 ? 10 : op->contr->gen_sp_armour);
2477    
2478     if (op->stats.sp < op->stats.maxsp)
2479 root 1.18 {
2480 root 1.161 op->stats.sp++;
2481    
2482     /* dms do not consume food */
2483     if (!QUERY_FLAG (op, FLAG_WIZ))
2484     {
2485     op->stats.food--;
2486    
2487     if (op->contr->digestion < 0)
2488     op->stats.food += op->contr->digestion;
2489     else if (op->contr->digestion > 0 && random_roll (0, op->contr->digestion, op, PREFER_HIGH))
2490     op->stats.food = last_food;
2491     }
2492 root 1.18 }
2493 root 1.161
2494     if (max_sp > 1)
2495     {
2496     over_sp = (gen_sp + 10) / rate_sp;
2497     if (over_sp > 0)
2498     {
2499     if (op->stats.sp < op->stats.maxsp)
2500     {
2501     op->stats.sp += over_sp > max_sp ? max_sp : over_sp;
2502    
2503     if (random_roll (0, rate_sp - 1, op, PREFER_LOW) > ((gen_sp + 10) % rate_sp))
2504     op->stats.sp--;
2505    
2506     if (op->stats.sp > op->stats.maxsp)
2507     op->stats.sp = op->stats.maxsp;
2508     }
2509    
2510     op->last_sp = 0;
2511     }
2512     else
2513     op->last_sp = rate_sp / (gen_sp < 20 ? 30 : gen_sp + 10);
2514     }
2515     else
2516     op->last_sp = rate_sp / (gen_sp < 20 ? 30 : gen_sp + 10);
2517 root 1.18 }
2518 root 1.55
2519 root 1.161 /* Regenerate Hit Points */
2520     if (--op->last_heal < 0)
2521 root 1.18 {
2522 root 1.161 if (op->stats.hp < op->stats.maxhp)
2523 root 1.18 {
2524 root 1.161 op->stats.hp++;
2525    
2526     /* dms do not consume food */
2527     if (!QUERY_FLAG (op, FLAG_WIZ))
2528     {
2529     op->stats.food--;
2530    
2531     if (op->contr->digestion < 0)
2532     op->stats.food += op->contr->digestion;
2533     else if (op->contr->digestion > 0 && random_roll (0, op->contr->digestion, op, PREFER_HIGH))
2534     op->stats.food = last_food;
2535     }
2536 root 1.18 }
2537 root 1.161
2538     if (max_hp > 1)
2539 root 1.18 {
2540 root 1.161 over_hp = (gen_hp < 20 ? 30 : gen_hp + 10) / rate_hp;
2541    
2542     if (over_hp > 0)
2543     {
2544     op->stats.sp += over_hp + (RANDOM () % rate_hp > ((gen_hp < 20 ? 30 : gen_hp + 10) % rate_hp)) ? -1 : 0;
2545     op->last_heal = 0;
2546     }
2547     else
2548     op->last_heal = rate_hp / (gen_hp < 20 ? 30 : gen_hp + 10);
2549 root 1.18 }
2550 root 1.161 else
2551     op->last_heal = rate_hp / (gen_hp < 20 ? 30 : gen_hp + 10);
2552 root 1.18 }
2553 root 1.11 }
2554 elmex 1.1
2555 root 1.18 /* Digestion */
2556     if (--op->last_eat < 0)
2557     {
2558 root 1.155 int bonus = max (0, op->contr->digestion),
2559     penalty = max (0, -op->contr->digestion);
2560 root 1.18
2561 root 1.155 op->last_eat = 25 * (1 + bonus) / (max (0, op->contr->gen_hp) + penalty + 1);
2562 root 1.55
2563 root 1.18 /* dms do not consume food */
2564     if (!QUERY_FLAG (op, FLAG_WIZ))
2565     op->stats.food--;
2566 root 1.11 }
2567 elmex 1.1
2568 root 1.55 if (op->stats.food < 0 && op->stats.hp >= 0)
2569     {
2570     object *tmp, *flesh = 0;
2571 root 1.18
2572 root 1.55 for (tmp = op->inv; tmp; tmp = tmp->below)
2573 root 1.18 {
2574 root 1.55 if (!QUERY_FLAG (tmp, FLAG_UNPAID))
2575 root 1.18 {
2576 root 1.55 if (tmp->type == FOOD || tmp->type == DRINK || tmp->type == POISON)
2577     {
2578     new_draw_info (NDI_UNIQUE, 0, op, "You blindly grab for a bite of food.");
2579     manual_apply (op, tmp, 0);
2580     if (op->stats.food >= 0 || op->stats.hp < 0)
2581     break;
2582     }
2583     else if (tmp->type == FLESH)
2584     flesh = tmp;
2585     } /* End if paid for object */
2586     } /* end of for loop */
2587    
2588     /* If player is still starving, it means they don't have any food, so
2589     * eat flesh instead.
2590     */
2591     if (op->stats.food < 0 && op->stats.hp >= 0 && flesh)
2592     {
2593     new_draw_info (NDI_UNIQUE, 0, op, "You blindly grab for a bite of food.");
2594     manual_apply (op, flesh, 0);
2595     }
2596 root 1.11 }
2597 elmex 1.1
2598 root 1.161 if (op->stats.food < 0)
2599     {
2600     op->stats.hp += op->stats.food;
2601     op->stats.food = 0;
2602     }
2603 elmex 1.1
2604 root 1.55 if (op->stats.hp < 0 && !QUERY_FLAG (op, FLAG_WIZ))
2605     kill_player (op);
2606     }
2607 elmex 1.1 }
2608    
2609     /* If the player should die (lack of hp, food, etc), we call this.
2610     * op is the player in jeopardy. If the player can not be saved (not
2611     * permadeath, no lifesave), this will take care of removing the player
2612     * file.
2613     */
2614 root 1.18 void
2615     kill_player (object *op)
2616 elmex 1.1 {
2617 root 1.168 int x, y;
2618 root 1.18 char buf[MAX_BUF];
2619 root 1.25 maptile *map; /* this is for resurrection */
2620 root 1.18 int will_kill_again;
2621     archetype *at;
2622     object *tmp;
2623    
2624     if (save_life (op))
2625     return;
2626    
2627     /* If player dies on BATTLEGROUND, no stat/exp loss! For Combat-Arenas
2628     * in cities ONLY!!! It is very important that this doesn't get abused.
2629     * Look at op_on_battleground() for more info --AndreasV
2630     */
2631     if (op_on_battleground (op, &x, &y))
2632     {
2633     new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, "You have been defeated in combat!");
2634     new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, "Local medics have saved your life...");
2635    
2636     /* restore player */
2637 root 1.22 at = archetype::find ("poisoning");
2638 root 1.70 if (object *tmp = present_arch_in_ob (at, op))
2639 root 1.18 {
2640 root 1.33 tmp->destroy ();
2641 root 1.18 new_draw_info (NDI_UNIQUE, 0, op, "Your body feels cleansed");
2642     }
2643 elmex 1.1
2644 root 1.22 at = archetype::find ("confusion");
2645 root 1.70 if (object *tmp = present_arch_in_ob (at, op))
2646 root 1.18 {
2647 root 1.33 tmp->destroy ();
2648 root 1.18 new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer");
2649     }
2650    
2651 root 1.165 cure_disease (op, 0, 0); /* remove any disease */
2652 root 1.18 op->stats.hp = op->stats.maxhp;
2653     if (op->stats.food <= 0)
2654     op->stats.food = 999;
2655 elmex 1.1
2656 root 1.18 /* create a bodypart-trophy to make the winner happy */
2657 root 1.70 if (object *tmp = arch_to_object (archetype::find ("finger")))
2658 root 1.18 {
2659 root 1.168 tmp->name = format ("%s's finger" , &op->name);
2660     tmp->name_pl = format ("%s's fingers", &op->name);
2661     tmp->msg = format (
2662     "This finger has been cut off of %s the %s, when he was defeated at level %d by %s.\n",
2663     &op->name, op->contr->title, (int) (op->level), op->contr->killer
2664     );
2665 root 1.102 tmp->value = 0, tmp->type = 0;
2666     tmp->materialname = "organics";
2667 elmex 1.87 tmp->insert_at (op, tmp);
2668 root 1.18 }
2669 elmex 1.1
2670 root 1.18 /* teleport defeated player to new destination */
2671     transfer_ob (op, x, y, 0, NULL);
2672     op->contr->braced = 0;
2673     return;
2674 elmex 1.1 }
2675    
2676 root 1.18 INVOKE_PLAYER (DEATH, op->contr);
2677 root 1.3
2678 root 1.18 command_kill_pets (op, 0);
2679 elmex 1.1
2680 root 1.18 if (op->stats.food < 0)
2681 root 1.168 strcpy (op->contr->killer, "starvation");
2682 root 1.70
2683 root 1.156 op->contr->play_sound (sound_find ("player_dies"));
2684 elmex 1.1
2685 root 1.18 /* save the map location for corpse, gravestone */
2686 root 1.70 x = op->x;
2687     y = op->y;
2688 root 1.18 map = op->map;
2689 elmex 1.1
2690 root 1.54 /* NOT_PERMADEATH code. This basically brings the character back to
2691     * life if they are dead - it takes some exp and a random stat.
2692     * See the config.h file for a little more in depth detail about this.
2693     */
2694    
2695     /* Basically two ways to go - remove a stat permanently, or just
2696     * make it depletion. This bunch of code deals with that aspect
2697     * of death.
2698     */
2699     #ifndef COZY_SERVER
2700     if (settings.balanced_stat_loss)
2701 root 1.18 {
2702 root 1.54 /* If stat loss is permanent, lose one stat only. */
2703     /* Lower level chars don't lose as many stats because they suffer
2704     more if they do. */
2705     /* Higher level characters can afford things such as potions of
2706     restoration, or better, stat potions. So we slug them that
2707     little bit harder. */
2708     /* GD */
2709     if (settings.stat_loss_on_death)
2710     num_stats_lose = 1;
2711     else
2712     num_stats_lose = 1 + op->level / BALSL_NUMBER_LOSSES_RATIO;
2713     }
2714     else
2715 root 1.70 num_stats_lose = 1;
2716    
2717 root 1.54 lost_a_stat = 0;
2718    
2719     for (z = 0; z < num_stats_lose; z++)
2720     {
2721     i = RANDOM () % NUM_STATS;
2722 root 1.11
2723 root 1.54 if (settings.stat_loss_on_death)
2724 root 1.18 {
2725 root 1.54 /* Pick a random stat and take a point off it. Tell the player
2726     * what he lost.
2727     */
2728     change_attr_value (&(op->stats), i, -1);
2729     check_stat_bounds (&(op->stats));
2730     change_attr_value (&(op->contr->orig_stats), i, -1);
2731     check_stat_bounds (&(op->contr->orig_stats));
2732     new_draw_info (NDI_UNIQUE, 0, op, lose_msg[i]);
2733     lost_a_stat = 1;
2734 root 1.18 }
2735     else
2736     {
2737 root 1.54 /* deplete a stat */
2738     archetype *deparch = archetype::find ("depletion");
2739     object *dep;
2740 root 1.11
2741 root 1.54 dep = present_arch_in_ob (deparch, op);
2742     if (!dep)
2743 root 1.18 {
2744 root 1.54 dep = arch_to_object (deparch);
2745     insert_ob_in_ob (dep, op);
2746 root 1.18 }
2747 root 1.54 lose_this_stat = 1;
2748     if (settings.balanced_stat_loss)
2749 root 1.18 {
2750 root 1.54 /* GD */
2751     /* Get the stat that we're about to deplete. */
2752     this_stat = get_attr_value (&(dep->stats), i);
2753     if (this_stat < 0)
2754     {
2755     int loss_chance = 1 + op->level / BALSL_LOSS_CHANCE_RATIO;
2756     int keep_chance = this_stat * this_stat;
2757 root 1.18
2758 root 1.54 /* Yes, I am paranoid. Sue me. */
2759     if (keep_chance < 1)
2760     keep_chance = 1;
2761 root 1.18
2762 root 1.54 /* There is a maximum depletion total per level. */
2763     if (this_stat < -1 - op->level / BALSL_MAX_LOSS_RATIO)
2764     {
2765     lose_this_stat = 0;
2766     /* Take loss chance vs keep chance to see if we
2767     retain the stat. */
2768     }
2769     else
2770     {
2771     if (random_roll (0, loss_chance + keep_chance - 1, op, PREFER_LOW) < keep_chance)
2772     lose_this_stat = 0;
2773     /* LOG(llevDebug, "Determining stat loss. Stat: %d Keep: %d Lose: %d Result: %s.\n",
2774     this_stat, keep_chance, loss_chance,
2775     lose_this_stat?"LOSE":"KEEP"); */
2776 root 1.11 }
2777     }
2778 root 1.54 }
2779 root 1.18
2780 root 1.54 if (lose_this_stat)
2781     {
2782     this_stat = get_attr_value (&(dep->stats), i);
2783     /* We could try to do something clever like find another
2784     * stat to reduce if this fails. But chances are, if
2785     * stats have been depleted to -50, all are pretty low
2786     * and should be roughly the same, so it shouldn't make a
2787     * difference.
2788     */
2789     if (this_stat >= -50)
2790 root 1.18 {
2791 root 1.54 change_attr_value (&(dep->stats), i, -1);
2792     SET_FLAG (dep, FLAG_APPLIED);
2793     new_draw_info (NDI_UNIQUE, 0, op, lose_msg[i]);
2794     op->update_stats ();
2795     lost_a_stat = 1;
2796 root 1.11 }
2797     }
2798     }
2799 root 1.54 }
2800     /* If no stat lost, tell the player. */
2801     if (!lost_a_stat)
2802     {
2803     /* determine_god() seems to not work sometimes... why is this?
2804     Should I be using something else? GD */
2805     const char *god = determine_god (op);
2806 root 1.18
2807 root 1.54 if (god && (strcmp (god, "none")))
2808     new_draw_info_format (NDI_UNIQUE, 0, op, "For a brief moment you feel the holy presence of %s protecting" " you.", god);
2809     else
2810     new_draw_info (NDI_UNIQUE, 0, op, "For a brief moment you feel a holy presence protecting you.");
2811     }
2812 root 1.28 #else
2813 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.");
2814 elmex 1.1 #endif
2815    
2816 root 1.54 /* Put a gravestone up where the character 'almost' died. List the
2817     * exp loss on the stone.
2818     */
2819     tmp = arch_to_object (archetype::find ("gravestone"));
2820     sprintf (buf, "%s's gravestone", &op->name);
2821     tmp->name = buf;
2822     sprintf (buf, "%s's gravestones", &op->name);
2823     tmp->name_pl = buf;
2824     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);
2825     tmp->msg = buf;
2826     tmp->x = op->x, tmp->y = op->y;
2827     insert_ob_in_map (tmp, op->map, NULL, 0);
2828    
2829     /**************************************/
2830     /* */
2831     /* Subtract the experience points, */
2832     /* if we died cause of food, give us */
2833     /* food, and reset HP's... */
2834     /* */
2835     /**************************************/
2836    
2837     /* remove any poisoning and confusion the character may be suffering. */
2838     /* restore player */
2839     at = archetype::find ("poisoning");
2840     tmp = present_arch_in_ob (at, op);
2841    
2842     if (tmp)
2843     {
2844     tmp->destroy ();
2845     new_draw_info (NDI_UNIQUE, 0, op, "Your body feels cleansed");
2846     }
2847    
2848     at = archetype::find ("confusion");
2849     tmp = present_arch_in_ob (at, op);
2850     if (tmp)
2851     {
2852     tmp->destroy ();
2853     new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer");
2854     }
2855    
2856 root 1.165 cure_disease (op, 0, 0); /* remove any disease */
2857 root 1.54
2858     /*add_exp(op, (op->stats.exp * -0.20)); */
2859     apply_death_exp_penalty (op);
2860     if (op->stats.food < 100)
2861     op->stats.food = 900;
2862     op->stats.hp = op->stats.maxhp;
2863     op->stats.sp = MAX (op->stats.sp, op->stats.maxsp);
2864     op->stats.grace = MAX (op->stats.grace, op->stats.maxgrace);
2865 root 1.11
2866 root 1.54 /*
2867 root 1.108 * Check to see if the player has any unpaid items. If so, remove them
2868     * and put them back in the map.
2869 root 1.54 */
2870 root 1.154 op->drop_unpaid_items ();
2871 root 1.18
2872 root 1.54 /****************************************/
2873     /* */
2874     /* Move player to his current respawn- */
2875     /* position (usually last savebed) */
2876     /* */
2877     /****************************************/
2878 root 1.18
2879 root 1.54 enter_player_savebed (op);
2880 root 1.18
2881 root 1.54 op->contr->braced = 0;
2882 root 1.11
2883 root 1.54 /* it is possible that the player has blown something up
2884     * at his savebed location, and that can have long lasting
2885     * spell effects. So first see if there is a spell effect
2886     * on the space that might harm the player.
2887     */
2888     will_kill_again = 0;
2889     for (tmp = GET_MAP_OB (op->map, op->x, op->y); tmp; tmp = tmp->above)
2890     if (tmp->type == SPELL_EFFECT)
2891     will_kill_again |= tmp->attacktype;
2892 elmex 1.1
2893 root 1.54 if (will_kill_again)
2894 root 1.18 {
2895 root 1.54 object *force;
2896     int at;
2897 root 1.18
2898 root 1.54 force = get_archetype (FORCE_NAME);
2899     /* 50 ticks should be enough time for the spell to abate */
2900 root 1.133 force->speed = 0.1f;
2901     force->speed_left = -5.f;
2902 root 1.54 SET_FLAG (force, FLAG_APPLIED);
2903     for (at = 0; at < NROFATTACKS; at++)
2904     if (will_kill_again & (1 << at))
2905     force->resist[at] = 100;
2906 root 1.30
2907 root 1.54 insert_ob_in_ob (force, op);
2908     op->update_stats ();
2909 root 1.30
2910 root 1.54 }
2911 root 1.18
2912 root 1.54 new_draw_info (NDI_UNIQUE, 0, op, "YOU HAVE DIED.");
2913 elmex 1.1 }
2914    
2915 root 1.18 void
2916     loot_object (object *op)
2917     { /* Grab and destroy some treasure */
2918     object *tmp, *tmp2, *next;
2919 elmex 1.1
2920 root 1.103 op->close_container (); /* close open sack first */
2921 elmex 1.1
2922 root 1.54 for (tmp = op->inv; tmp; tmp = next)
2923 root 1.18 {
2924     next = tmp->below;
2925 root 1.54
2926 elmex 1.50 if (tmp->invisible)
2927 root 1.18 continue;
2928 root 1.54
2929 root 1.32 tmp->remove ();
2930 root 1.18 tmp->x = op->x, tmp->y = op->y;
2931 root 1.103
2932 root 1.18 if (tmp->type == CONTAINER)
2933 root 1.103 loot_object (tmp); /* empty container to ground */
2934    
2935 root 1.99 if (!QUERY_FLAG (tmp, FLAG_UNIQUE) && (QUERY_FLAG (tmp, FLAG_STARTEQUIP) || QUERY_FLAG (tmp, FLAG_NO_DROP) || !(rndm (3))))
2936 root 1.18 {
2937     if (tmp->nrof > 1)
2938     {
2939     tmp2 = get_split_ob (tmp, 1 + RANDOM () % (tmp->nrof - 1));
2940 root 1.33 tmp2->destroy ();
2941 root 1.18 insert_ob_in_map (tmp, op->map, NULL, 0);
2942     }
2943     else
2944 root 1.33 tmp->destroy ();
2945 root 1.18 }
2946     else
2947     insert_ob_in_map (tmp, op->map, NULL, 0);
2948     }
2949 elmex 1.1 }
2950    
2951     /*
2952     * fix_weight(): Check recursively the weight of all players, and fix
2953     * what needs to be fixed. Refresh windows and fix speed if anything
2954     * was changed.
2955     */
2956 root 1.18 void
2957     fix_weight (void)
2958     {
2959 root 1.61 for_all_players (pl)
2960 root 1.18 {
2961     int old = pl->ob->carrying, sum = sum_weight (pl->ob);
2962    
2963     if (old == sum)
2964     continue;
2965 root 1.54 pl->ob->update_stats ();
2966 root 1.18 LOG (llevDebug, "Fixed inventory in %s (%d -> %d)\n", &pl->ob->name, old, sum);
2967     }
2968 elmex 1.1 }
2969    
2970 root 1.18 void
2971     fix_luck (void)
2972     {
2973 root 1.61 for_all_players (pl)
2974 root 1.52 if (!pl->ob->contr->ns->state)
2975 root 1.54 pl->ob->change_luck (0);
2976 elmex 1.1 }
2977    
2978     /* cast_dust() - handles op throwing objects of type 'DUST'.
2979     * This is much simpler in the new spell code - we basically
2980     * just treat this as any other spell casting object.
2981     */
2982 elmex 1.2 void
2983 root 1.18 cast_dust (object *op, object *throw_ob, int dir)
2984 elmex 1.2 {
2985     object *skop, *spob;
2986    
2987     skop = find_skill_by_name (op, throw_ob->skill);
2988    
2989     /* casting POTION 'dusts' is really a use_magic_item skill */
2990     if (op->type == PLAYER && throw_ob->type == POTION && !skop)
2991     {
2992 root 1.18 LOG (llevError, "Player %s lacks critical skill use_magic_item!\n", &op->name);
2993 elmex 1.2 return;
2994     }
2995    
2996     spob = throw_ob->inv;
2997    
2998     // elmex Tue Aug 15 17:19:46 CEST 2006: Added this check to
2999     // not pass NULL to cast_spell (which did indeed check itself, but
3000     // errors should be reported as early as possible IMHO)
3001     if (!spob)
3002     {
3003 root 1.18 LOG (llevError, "cast_dust: thrown object %s (by %s) had no spell in it!", &throw_ob->name, &op->name);
3004 elmex 1.2 return;
3005 elmex 1.1 }
3006    
3007 elmex 1.2 if (op->type == PLAYER)
3008 root 1.14 new_draw_info_format (NDI_UNIQUE, 0, op, "You cast %s.", &spob->name);
3009 elmex 1.2
3010     cast_spell (op, throw_ob, dir, spob, NULL);
3011    
3012 root 1.33 throw_ob->destroy ();
3013 elmex 1.1 }
3014    
3015 root 1.18 void
3016     make_visible (object *op)
3017     {
3018     op->hide = 0;
3019     op->invisible = 0;
3020 root 1.164
3021 root 1.18 if (op->type == PLAYER)
3022     {
3023     op->contr->tmp_invis = 0;
3024     op->contr->invis_race = 0;
3025     }
3026 root 1.107
3027     update_object (op, UP_OBJ_CHANGE);
3028 root 1.18 }
3029    
3030     int
3031     is_true_undead (object *op)
3032     {
3033 root 1.149 if (QUERY_FLAG (op->arch, FLAG_UNDEAD))
3034 root 1.18 return 1;
3035    
3036 elmex 1.1 return 0;
3037     }
3038    
3039     /* look at the surrounding terrain to determine
3040     * the hideability of this object. Positive levels
3041     * indicate greater hideability.
3042     */
3043 root 1.18 int
3044     hideability (object *ob)
3045     {
3046     int i, level = 0, mflag;
3047     sint16 x, y;
3048    
3049     if (!ob || !ob->map)
3050     return 0;
3051    
3052     /* so, on normal lighted maps, its hard to hide */
3053     level = ob->map->darkness - 2;
3054    
3055     /* this also picks up whether the object is glowing.
3056     * If you carry a light on a non-dark map, its not
3057     * as bad as carrying a light on a pitch dark map */
3058     if (has_carried_lights (ob))
3059     level = -(10 + (2 * ob->map->darkness));
3060    
3061     /* scan through all nearby squares for terrain to hide in */
3062 root 1.182 for (i = 0, x = ob->x, y = ob->y;
3063     i <= SIZEOFFREE1;
3064     i++, x = ob->x + freearr_x[i], y = ob->y + freearr_y[i])
3065 root 1.18 {
3066     mflag = get_map_flags (ob->map, NULL, x, y, NULL, NULL);
3067     if (mflag & P_OUT_OF_MAP)
3068 root 1.182 continue;
3069    
3070 root 1.18 if (mflag & P_BLOCKSVIEW) /* something to hide near! */
3071     level += 2;
3072     else /* open terrain! */
3073     level -= 1;
3074 elmex 1.1 }
3075 root 1.18
3076 elmex 1.1 #if 0
3077 root 1.18 LOG (llevDebug, "hideability of %s is %d\n", ob->name, level);
3078 elmex 1.1 #endif
3079 root 1.18 return level;
3080 elmex 1.1 }
3081    
3082     /* For Hidden creatures - a chance of becoming 'unhidden'
3083     * every time they move - as we subtract off 'invisibility'
3084     * AND, for players, if they move into a ridiculously unhideable
3085     * spot (surrounded by clear terrain in broad daylight). -b.t.
3086     */
3087 root 1.18 void
3088     do_hidden_move (object *op)
3089     {
3090     int hide = 0, num = random_roll (0, 19, op, PREFER_LOW);
3091     object *skop;
3092    
3093     if (!op || !op->map)
3094     return;
3095    
3096     skop = find_obj_by_type_subtype (op, SKILL, SK_HIDING);
3097    
3098     /* its *extremely* hard to run and sneak/hide at the same time! */
3099     if (op->type == PLAYER && op->contr->run_on)
3100 root 1.85 if (!skop || num >= skop->level)
3101     {
3102     new_draw_info (NDI_UNIQUE, 0, op, "You ran too much! You are no longer hidden!");
3103     make_visible (op);
3104     return;
3105     }
3106     else
3107     num += 20;
3108    
3109 root 1.18 num += op->map->difficulty;
3110     hide = hideability (op); /* modify by terrain hidden level */
3111     num -= hide;
3112 root 1.85
3113 root 1.18 if ((op->type == PLAYER && hide < -10) || ((op->invisible -= num) <= 0))
3114     {
3115     make_visible (op);
3116     if (op->type == PLAYER)
3117     new_draw_info (NDI_UNIQUE, 0, op, "You moved out of hiding! You are visible!");
3118 elmex 1.1 }
3119 root 1.18 else if (op->type == PLAYER && skop)
3120 root 1.85 change_exp (op, calc_skill_exp (op, NULL, skop), skop->skill, 0);
3121 elmex 1.1 }
3122    
3123     /* determine if who is standing near a hostile creature. */
3124    
3125 root 1.18 int
3126     stand_near_hostile (object *who)
3127     {
3128     object *tmp = NULL;
3129     int i, friendly = 0, player = 0, mflags;
3130 root 1.25 maptile *m;
3131 root 1.18 sint16 x, y;
3132    
3133     if (!who)
3134     return 0;
3135    
3136     if (who->type == PLAYER)
3137     player = 1;
3138    
3139     else
3140     friendly = QUERY_FLAG (who, FLAG_FRIENDLY);
3141    
3142     /* search adjacent squares */
3143     for (i = 1; i < 9; i++)
3144     {
3145     x = who->x + freearr_x[i];
3146     y = who->y + freearr_y[i];
3147     m = who->map;
3148     mflags = get_map_flags (m, &m, x, y, &x, &y);
3149     /* space must be blocked if there is a monster. If not
3150     * blocked, don't need to check this space.
3151     */
3152     if (mflags & P_OUT_OF_MAP)
3153     continue;
3154     if (OB_TYPE_MOVE_BLOCK (who, GET_MAP_MOVE_BLOCK (m, x, y)))
3155     continue;
3156    
3157 root 1.49 for (tmp = GET_MAP_OB (m, x, y); tmp; tmp = tmp->above)
3158 root 1.18 {
3159     if ((player ||friendly) &&QUERY_FLAG (tmp, FLAG_MONSTER) && !QUERY_FLAG (tmp, FLAG_UNAGGRESSIVE))
3160     return 1;
3161     else if (tmp->type == PLAYER)
3162     {
3163     /*don't let a hidden DM prevent you from hiding */
3164     if (!QUERY_FLAG (tmp, FLAG_WIZ) || tmp->contr->hidden == 0)
3165 root 1.11 return 1;
3166 root 1.18 }
3167 root 1.11 }
3168 elmex 1.1 }
3169 root 1.18 return 0;
3170 elmex 1.1 }
3171    
3172     /* check the player los field for viewability of the
3173     * object op. This function works fine for monsters,
3174     * but we dont worry if the object isnt the top one in
3175     * a pile (say a coin under a table would return "viewable"
3176     * by this routine). Another question, should we be
3177     * concerned with the direction the player is looking
3178 root 1.162 * in? Realistically, most of us can't see stuff behind
3179 elmex 1.1 * our backs...on the other hand, does the "facing" direction
3180 root 1.162 * imply the way your head, or body is facing? It's possible
3181 elmex 1.1 * for them to differ. Sigh, this fctn could get a bit more complex.
3182     * -b.t.
3183     * This function is now map tiling safe.
3184     */
3185 root 1.18 int
3186     player_can_view (object *pl, object *op)
3187     {
3188     rv_vector rv;
3189     int dx, dy;
3190    
3191     if (pl->type != PLAYER)
3192     {
3193     LOG (llevError, "player_can_view() called for non-player object\n");
3194     return -1;
3195 elmex 1.1 }
3196 root 1.74
3197 root 1.18 if (!pl || !op)
3198 elmex 1.1 return 0;
3199 root 1.18
3200 root 1.74 op = op->head_ ();
3201    
3202 root 1.18 get_rangevector (pl, op, &rv, 0x1);
3203    
3204     /* starting with the 'head' part, lets loop
3205     * through the object and find if it has any
3206 root 1.162 * part that is in the los array but isn't on
3207 root 1.18 * a blocked los square.
3208     * we use the archetype to figure out offsets.
3209     */
3210     while (op)
3211     {
3212 root 1.149 dx = rv.distance_x + op->arch->x;
3213     dy = rv.distance_y + op->arch->y;
3214 root 1.18
3215     /* only the viewable area the player sees is updated by LOS
3216     * code, so we need to restrict ourselves to that range of values
3217     * for any meaningful values.
3218     */
3219 root 1.162 if (abs (dx) <= (pl->contr->ns->mapx / 2) &&
3220     abs (dy) <= (pl->contr->ns->mapy / 2) &&
3221 root 1.52 !pl->contr->blocked_los[dx + (pl->contr->ns->mapx / 2)][dy + (pl->contr->ns->mapy / 2)])
3222 root 1.18 return 1;
3223 root 1.162
3224 root 1.18 op = op->more;
3225     }
3226 root 1.162
3227 root 1.18 return 0;
3228 elmex 1.1 }
3229    
3230     /* routine for both players and monsters. We call this when
3231     * there is a possibility for our action distrubing our hiding
3232     * place or invisiblity spell. Artefact invisiblity is not
3233     * effected by this. If we arent invisible to begin with, we
3234     * return 0.
3235     */
3236 root 1.18 int
3237     action_makes_visible (object *op)
3238     {
3239     if (op->invisible && QUERY_FLAG (op, FLAG_ALIVE))
3240     {
3241     if (QUERY_FLAG (op, FLAG_MAKE_INVIS))
3242     return 0;
3243    
3244     if (op->contr && op->contr->tmp_invis == 0)
3245     return 0;
3246 elmex 1.1
3247 root 1.18 /* If monsters, they should become visible */
3248     if (op->hide || !op->contr || (op->contr && op->contr->tmp_invis))
3249     {
3250     new_draw_info_format (NDI_UNIQUE, 0, op, "You become %s!", op->hide ? "unhidden" : "visible");
3251     return 1;
3252 root 1.11 }
3253 elmex 1.1 }
3254 root 1.162
3255 root 1.18 return 0;
3256 elmex 1.1 }
3257    
3258     /* op_on_battleground - checks if the given object op (usually
3259     * a player) is standing on a valid battleground-tile,
3260     * function returns TRUE/FALSE. If true x, y returns the battleground
3261     * -exit-coord. (and if x, y not NULL)
3262     * 19 March 2005 - josh@woosworld.net modifed to check if the battleground also has slaying, maxhp, and maxsp set
3263     * and if those are all set and the player has a marker that matches the slaying send them to a different x, y
3264     * Default is to do the same as before, so only people wanting to have different points need worry about this
3265     */
3266 root 1.18 int
3267     op_on_battleground (object *op, int *x, int *y)
3268     {
3269 elmex 1.1 /* A battleground-tile needs the following attributes to be valid:
3270     * is_floor 1 (has to be the FIRST floor beneath the player's feet),
3271     * name="battleground", no_pick 1, type=58 (type BATTLEGROUND)
3272     * and the exit-coordinates sp/hp must both be > 0.
3273     * => The intention here is to prevent abuse of the battleground-
3274     * feature (like pickable or hidden battleground tiles). */
3275 root 1.162 for (object *tmp = op->below; tmp; tmp = tmp->below)
3276 root 1.18 {
3277     if (QUERY_FLAG (tmp, FLAG_IS_FLOOR))
3278     {
3279 root 1.162 if (QUERY_FLAG (tmp, FLAG_NO_PICK)
3280     && tmp->type == BATTLEGROUND
3281     && tmp->name == shstr_battleground
3282     && EXIT_X (tmp) && EXIT_Y (tmp))
3283 root 1.18 {
3284 root 1.162 /* before we assign the exit, check if this is a teambattle */
3285 root 1.18 if (EXIT_ALT_X (tmp) && EXIT_ALT_Y (tmp) && EXIT_PATH (tmp))
3286     {
3287 root 1.162 for (object *invtmp = op->inv; invtmp; invtmp = invtmp->below)
3288 root 1.18 {
3289 root 1.162 if (invtmp->type == FORCE && invtmp->slaying && tmp->slaying == invtmp->slaying)
3290 root 1.18 {
3291 root 1.162 if (x && y)
3292 root 1.18 *x = EXIT_ALT_X (tmp), *y = EXIT_ALT_Y (tmp);
3293 root 1.162
3294 root 1.18 return 1;
3295     }
3296     }
3297     }
3298 root 1.162
3299     if (x && y)
3300 root 1.18 *x = EXIT_X (tmp), *y = EXIT_Y (tmp);
3301 root 1.162
3302 root 1.18 return 1;
3303     }
3304     }
3305 elmex 1.1 }
3306 root 1.162
3307 elmex 1.1 /* If we got here, did not find a battleground */
3308     return 0;
3309     }
3310    
3311     /*
3312     * When a dragon-player gains a new stage of evolution,
3313     * he gets some treasure
3314     *
3315     * attributes:
3316     * object *who the dragon player
3317     * int atnr the attack-number of the ability focus
3318     * int level ability level
3319     */
3320 root 1.18 void
3321     dragon_ability_gain (object *who, int atnr, int level)
3322     {
3323     treasurelist *trlist = NULL; /* treasurelist */
3324     treasure *tr; /* treasure */
3325     object *tmp, *skop; /* tmp. object */
3326     object *item; /* treasure object */
3327     char buf[MAX_BUF]; /* tmp. string buffer */
3328     int i = 0, j = 0;
3329    
3330     /* get the appropriate treasurelist */
3331     if (atnr == ATNR_FIRE)
3332 root 1.163 trlist = treasurelist::find (shstr_dragon_ability_fire);
3333 root 1.18 else if (atnr == ATNR_COLD)
3334 root 1.163 trlist = treasurelist::find (shstr_dragon_ability_cold);
3335 root 1.18 else if (atnr == ATNR_ELECTRICITY)
3336 root 1.163 trlist = treasurelist::find (shstr_dragon_ability_elec);
3337 root 1.18 else if (atnr == ATNR_POISON)
3338 root 1.163 trlist = treasurelist::find (shstr_dragon_ability_poison);
3339 root 1.18
3340     if (trlist == NULL || who->type != PLAYER)
3341     return;
3342    
3343     for (i = 0, tr = trlist->items; tr != NULL && i < level - 1; tr = tr->next, i++);
3344    
3345 elmex 1.82 if (!tr || !tr->item)
3346 root 1.18 {
3347     /* LOG(llevDebug, "-> no more treasure for %s\n", change_resist_msg[atnr]); */
3348     return;
3349 elmex 1.1 }
3350    
3351 root 1.18 /* everything seems okay - now bring on the gift: */
3352 root 1.149 item = tr->item;
3353 elmex 1.1
3354 root 1.18 if (item->type == SPELL)
3355     {
3356     if (check_spell_known (who, item->name))
3357 root 1.11 return;
3358 root 1.18
3359     new_draw_info_format (NDI_UNIQUE | NDI_BLUE, 0, who, "You gained the ability of %s", &item->name);
3360     do_learn_spell (who, item, 0);
3361     return;
3362 elmex 1.1 }
3363    
3364 root 1.18 /* grant direct spell */
3365     if (item->type == SPELLBOOK)
3366     {
3367     if (!item->inv)
3368     {
3369     LOG (llevDebug, "dragon_ability_gain: Broken spellbook %s\n", &item->name);
3370     return;
3371     }
3372     if (check_spell_known (who, item->inv->name))
3373     return;
3374     if (item->invisible)
3375     {
3376     new_draw_info_format (NDI_UNIQUE | NDI_BLUE, 0, who, "You gained the ability of %s", &item->inv->name);
3377     do_learn_spell (who, item->inv, 0);
3378     return;
3379 root 1.11 }
3380 root 1.18 }
3381     else if (item->type == SKILL_TOOL && item->invisible)
3382     {
3383     if (item->subtype == SK_CLAWING && (skop = find_skill_by_name (who, item->skill)) != NULL)
3384     {
3385    
3386     /* should this perhaps be (skop->attackyp & item->attacktype)!=item->attacktype ...
3387     * in this way, if the player is missing any of the attacktypes, he gets
3388     * them. As it is now, if the player has any that match the granted skill,
3389     * but not all of them, he gets nothing.
3390     */
3391     if (!(skop->attacktype & item->attacktype))
3392     {
3393     /* Give new attacktype */
3394     skop->attacktype |= item->attacktype;
3395    
3396     /* always add physical if there's none */
3397     skop->attacktype |= AT_PHYSICAL;
3398    
3399     if (item->msg != NULL)
3400     new_draw_info (NDI_UNIQUE | NDI_BLUE, 0, who, item->msg);
3401    
3402     /* Give player new face */
3403     if (item->animation_id)
3404     {
3405     who->face = skop->face;
3406     who->animation_id = item->animation_id;
3407     who->anim_speed = item->anim_speed;
3408     who->last_anim = 0;
3409     who->state = 0;
3410     animate_object (who, who->direction);
3411     }
3412     }
3413 root 1.11 }
3414 elmex 1.1 }
3415 root 1.18 else if (item->type == FORCE)
3416     {
3417     /* forces in the treasurelist can alter the player's stats */
3418     object *skin;
3419 elmex 1.1
3420 root 1.18 /* first get the dragon skin force */
3421 root 1.153 for (skin = who->inv; skin && !(skin->arch->archname == shstr_dragon_skin_force); skin = skin->below)
3422 root 1.52 ;
3423    
3424     if (!skin)
3425 root 1.18 return;
3426    
3427     /* adding new spellpath attunements */
3428     if (item->path_attuned > 0 && !(skin->path_attuned & item->path_attuned))
3429     {
3430     skin->path_attuned |= item->path_attuned; /* add attunement to skin */
3431    
3432     /* print message */
3433     sprintf (buf, "You feel attuned to ");
3434     for (i = 0, j = 0; i < NRSPELLPATHS; i++)
3435     {
3436     if (item->path_attuned & (1 << i))
3437     {
3438     if (j)
3439     strcat (buf, " and ");
3440     else
3441     j = 1;
3442     strcat (buf, spellpathnames[i]);
3443     }
3444     }
3445     strcat (buf, ".");
3446     new_draw_info (NDI_UNIQUE | NDI_BLUE, 0, who, buf);
3447     }
3448    
3449     /* evtl. adding flags: */
3450     if (QUERY_FLAG (item, FLAG_XRAYS))
3451     SET_FLAG (skin, FLAG_XRAYS);
3452     if (QUERY_FLAG (item, FLAG_STEALTH))
3453     SET_FLAG (skin, FLAG_STEALTH);
3454     if (QUERY_FLAG (item, FLAG_SEE_IN_DARK))
3455     SET_FLAG (skin, FLAG_SEE_IN_DARK);
3456    
3457     /* print message if there is one */
3458     if (item->msg != NULL)
3459     new_draw_info (NDI_UNIQUE | NDI_BLUE, 0, who, item->msg);
3460     }
3461     else
3462     {
3463     /* generate misc. treasure */
3464     tmp = arch_to_object (tr->item);
3465     new_draw_info_format (NDI_UNIQUE | NDI_BLUE, 0, who, "You gained %s", query_short_name (tmp));
3466     tmp = insert_ob_in_ob (tmp, who);
3467     if (who->type == PLAYER)
3468     esrv_send_item (who, tmp);
3469 elmex 1.1 }
3470     }
3471    
3472     /**
3473     * Unready an object for a player. This function does nothing if the object was
3474     * not readied.
3475     */
3476 root 1.18 void
3477     player_unready_range_ob (player *pl, object *ob)
3478     {
3479 root 1.119 if (pl->ob->current_weapon == ob)
3480     pl->ob->current_weapon = 0;
3481    
3482 root 1.118 if (pl->combat_ob == ob)
3483 root 1.119 pl->combat_ob = 0;
3484 root 1.118
3485     if (pl->ranged_ob == ob)
3486 root 1.119 pl->ranged_ob = 0;
3487 elmex 1.1 }
3488 root 1.101
3489     sint8
3490     player::visibility_at (maptile *map, int x, int y) const
3491     {
3492     if (!ns)
3493     return 0;
3494    
3495     int dx, dy;
3496     if (!adjacent_map (map, ns->current_map, &dx, &dy))
3497     return 0;
3498    
3499     x += dx - ns->current_x + ns->mapx / 2;
3500     y += dy - ns->current_y + ns->mapy / 2;
3501    
3502     if (!IN_RANGE_EXC (x, 0, ns->mapx) || !IN_RANGE_EXC (y, 0, ns->mapy))
3503     return 0;
3504    
3505     return 100 - blocked_los [x][y];
3506     }
3507 root 1.169
3508     void
3509     player::infobox (const char *title, const char *msg, int color)
3510     {
3511     send_msg (color | NDI_DEF | NDI_REPLY | NDI_CLEAR, title, msg);
3512     }
3513    
3514     void
3515     player::statusmsg (const char *msg, int color)
3516     {
3517     send_msg (color | NDI_REPLY, INFO_CHANNEL, msg);
3518     }
3519    
3520     void
3521     player::failmsg (const char *msg, int color)
3522     {
3523     play_sound (sound_find ("generic_failure"));
3524     statusmsg (msg, color);
3525     }
3526