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Revision: 1.194
Committed: Sun May 4 19:41:51 2008 UTC (16 years ago) by root
Content type: text/plain
Branch: MAIN
Changes since 1.193: +4 -3 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 1.188 * Copyright (©) 2005,2006,2007,2008 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 1.184 ob->update_weight ();
221 root 1.54 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 1.189 esrv_new_player (this);
245 root 1.60
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 1.190 ob->speed = 1.0f;
297     ob->speed_left = 0.5f;
298 root 1.142
299 root 1.190 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 root 1.189 esrv_new_player (ob->contr);
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 root 1.192 if (target->race && arrow->slaying && strstr (arrow->slaying, target->race))
1411 root 1.18 {
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 root 1.186 arrow = arrow->split ();
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 return 1;
1687 elmex 1.1 }
1688    
1689     /* Special fire code for players - this takes into
1690     * account the special fire modes players can have
1691     * but monsters can't. Putting that code here
1692     * makes the fire_bow code much cleaner.
1693     * this function should only be called if 'op' is a player,
1694     * hence the function name.
1695     */
1696 root 1.18 int
1697     player_fire_bow (object *op, int dir)
1698 elmex 1.1 {
1699 root 1.18 int ret = 0, wcmod = 0;
1700    
1701     if (op->contr->bowtype == bow_bestarrow)
1702     {
1703 root 1.118 ret = fire_bow (op, op, pick_arrow_target (op, op->contr->ranged_ob->race, dir), dir, 0, op->x, op->y);
1704 root 1.18 }
1705     else if (op->contr->bowtype >= bow_n && op->contr->bowtype <= bow_nw)
1706     {
1707     if (!similar_direction (dir, op->contr->bowtype - bow_n + 1))
1708     wcmod = -1;
1709 root 1.74
1710 root 1.18 ret = fire_bow (op, op, NULL, op->contr->bowtype - bow_n + 1, wcmod, op->x, op->y);
1711     }
1712     else if (op->contr->bowtype == bow_threewide)
1713     {
1714     ret = fire_bow (op, op, NULL, dir, 0, op->x, op->y);
1715     ret |= fire_bow (op, op, NULL, dir, -5, op->x + freearr_x[absdir (dir + 2)], op->y + freearr_y[absdir (dir + 2)]);
1716     ret |= fire_bow (op, op, NULL, dir, -5, op->x + freearr_x[absdir (dir - 2)], op->y + freearr_y[absdir (dir - 2)]);
1717     }
1718     else if (op->contr->bowtype == bow_spreadshot)
1719     {
1720     ret |= fire_bow (op, op, NULL, dir, 0, op->x, op->y);
1721     ret |= fire_bow (op, op, NULL, absdir (dir - 1), -5, op->x, op->y);
1722     ret |= fire_bow (op, op, NULL, absdir (dir + 1), -5, op->x, op->y);
1723 elmex 1.1 }
1724 root 1.18 else
1725     {
1726     /* Simple case */
1727     ret = fire_bow (op, op, NULL, dir, 0, op->x, op->y);
1728     }
1729 root 1.121
1730 root 1.18 return ret;
1731 elmex 1.1 }
1732    
1733     /* Fires a misc (wand/rod/horn) object in 'dir'.
1734     * Broken apart from 'fire' to keep it more readable.
1735     */
1736 root 1.18 void
1737     fire_misc_object (object *op, int dir)
1738 elmex 1.1 {
1739 root 1.118 object *item = op->contr->ranged_ob;
1740 elmex 1.1
1741 root 1.118 if (!item)
1742 root 1.18 {
1743     new_draw_info (NDI_UNIQUE, 0, op, "You have range item readied.");
1744     return;
1745 elmex 1.1 }
1746    
1747 root 1.18 if (!item->inv)
1748     {
1749     LOG (llevError, "Object %s lacks a spell\n", &item->name);
1750     return;
1751 elmex 1.1 }
1752 root 1.118
1753 root 1.126 if (!op->change_weapon (item))
1754     return;
1755 root 1.121
1756 root 1.18 if (item->type == WAND)
1757     {
1758     if (item->stats.food <= 0)
1759     {
1760 root 1.156 op->contr->play_sound (sound_find ("wand_poof"));
1761 root 1.18 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s goes poof.", query_base_name (item, 0));
1762 root 1.121
1763 root 1.18 return;
1764 root 1.11 }
1765 root 1.18 }
1766     else if (item->type == ROD || item->type == HORN)
1767     {
1768 elmex 1.191 sint16 spell_sp = MAX (item->inv->stats.sp, item->inv->stats.grace);
1769    
1770     // using the maximum of the rods charge allows at least one spell cast
1771     // for a rod or horn, this fixes some broken rods.
1772     if (item->stats.hp < MIN (spell_sp, item->stats.maxhp))
1773 root 1.18 {
1774 root 1.156 op->contr->play_sound (sound_find ("wand_poof"));
1775 root 1.121
1776 root 1.18 if (item->type == ROD)
1777     new_draw_info_format (NDI_UNIQUE, 0, op, "The %s whines for a while, but nothing happens.", query_base_name (item, 0));
1778     else
1779     new_draw_info_format (NDI_UNIQUE, 0, op, "The %s needs more time to charge.", query_base_name (item, 0));
1780 root 1.121
1781 root 1.18 return;
1782 root 1.11 }
1783 elmex 1.1 }
1784    
1785 root 1.18 if (cast_spell (op, item, dir, item->inv, NULL))
1786     {
1787     SET_FLAG (op, FLAG_BEEN_APPLIED); /* You now know something about it */
1788     if (item->type == WAND)
1789     {
1790     if (!(--item->stats.food))
1791     {
1792     object *tmp;
1793    
1794     if (item->arch)
1795     {
1796     CLEAR_FLAG (item, FLAG_ANIMATE);
1797 root 1.149 item->face = item->arch->face;
1798 root 1.67 item->set_speed (0);
1799 root 1.11 }
1800 root 1.67
1801 root 1.189 if (object *pl = item->visible_to ())
1802     esrv_update_item (UPD_ANIM, pl, item);
1803 root 1.11 }
1804     }
1805 root 1.18 else if (item->type == ROD || item->type == HORN)
1806 root 1.67 drain_rod_charge (item);
1807 elmex 1.1 }
1808     }
1809    
1810     /* Received a fire command for the player - go and do it.
1811     */
1812 root 1.142 bool
1813 root 1.18 fire (object *op, int dir)
1814     {
1815     int spellcost = 0;
1816 elmex 1.1
1817 root 1.18 /* check for loss of invisiblity/hide */
1818     if (action_makes_visible (op))
1819     make_visible (op);
1820 elmex 1.1
1821 root 1.118 player *pl = op->contr;
1822 elmex 1.1
1823 root 1.119 if (pl->golem)
1824     {
1825     control_golem (op->contr->golem, dir);
1826 root 1.142 return false;
1827 root 1.119 }
1828    
1829     object *ob = pl->ranged_ob;
1830 elmex 1.1
1831 root 1.119 if (!ob)
1832 root 1.142 return false;
1833 elmex 1.1
1834 root 1.136 if (!op->change_weapon (ob))
1835 root 1.142 return false;
1836    
1837     if (op->speed_left > 0.f)
1838     --op->speed_left;
1839     else
1840     return false;
1841 root 1.136
1842 root 1.119 switch (ob->type)
1843 root 1.118 {
1844 root 1.119 case BOW:
1845 root 1.118 player_fire_bow (op, dir);
1846 root 1.119 break;
1847    
1848     case SPELL:
1849     spellcost = cast_spell (op, op, dir, ob, pl->spellparam[0] ? pl->spellparam : 0);
1850     break;
1851 root 1.113
1852 root 1.119 case BUILDER:
1853 root 1.20 apply_map_builder (op, dir);
1854 root 1.119 break;
1855    
1856     case SKILL:
1857     do_skill (op, op, ob, dir, 0);
1858     break;
1859    
1860     default:
1861     fire_misc_object (op, dir);
1862     break;
1863 elmex 1.1 }
1864 root 1.142
1865     return true;
1866 elmex 1.1 }
1867    
1868     /* find_key
1869     * We try to find a key for the door as passed. If we find a key
1870     * and successfully use it, we return the key, otherwise NULL
1871     * This function merges both normal and locked door, since the logic
1872     * for both is the same - just the specific key is different.
1873     * pl is the player,
1874     * inv is the objects inventory to searched
1875     * door is the door we are trying to match against.
1876     * This function can be called recursively to search containers.
1877     */
1878 root 1.18 object *
1879     find_key (object *pl, object *container, object *door)
1880 elmex 1.1 {
1881 root 1.18 object *tmp, *key;
1882 elmex 1.1
1883 root 1.18 /* Should not happen, but sanity checking is never bad */
1884 root 1.103 if (!container->inv)
1885     return 0;
1886 elmex 1.1
1887 root 1.18 /* First, lets try to find a key in the top level inventory */
1888 root 1.103 for (tmp = container->inv; tmp; tmp = tmp->below)
1889 root 1.18 {
1890     if (door->type == DOOR && tmp->type == KEY)
1891     break;
1892     /* For sanity, we should really check door type, but other stuff
1893     * (like containers) can be locked with special keys
1894     */
1895     if (tmp->slaying && tmp->type == SPECIAL_KEY && tmp->slaying == door->slaying)
1896     break;
1897     }
1898 root 1.103
1899 root 1.18 /* No key found - lets search inventories now */
1900     /* If we find and use a key in an inventory, return at that time.
1901     * otherwise, if we search all the inventories and still don't find
1902     * a key, return
1903     */
1904     if (!tmp)
1905     {
1906 root 1.103 for (tmp = container->inv; tmp; tmp = tmp->below)
1907 root 1.18 {
1908     /* No reason to search empty containers */
1909     if (tmp->type == CONTAINER && tmp->inv)
1910     {
1911 root 1.103 if ((key = find_key (pl, tmp, door)))
1912 root 1.18 return key;
1913     }
1914     }
1915 root 1.103
1916 root 1.18 if (!tmp)
1917     return NULL;
1918 elmex 1.1 }
1919 root 1.103
1920 root 1.18 /* We get down here if we have found a key. Now if its in a container,
1921     * see if we actually want to use it
1922     */
1923     if (pl != container)
1924     {
1925     /* Only let players use keys in containers */
1926     if (!pl->contr)
1927     return NULL;
1928     /* cases where this fails:
1929     * If we only search the player inventory, return now since we
1930     * are not in the players inventory.
1931     * If the container is not active, return now since only active
1932     * containers can be used.
1933     * If we only search keyrings and the container does not have
1934     * a race/isn't a keyring.
1935     * No checking for all containers - to fall through past here,
1936     * inv must have been an container and must have been active.
1937     *
1938     * Change the color so that the message doesn't disappear with
1939     * all the others.
1940     */
1941     if (pl->contr->usekeys == key_inventory ||
1942     !QUERY_FLAG (container, FLAG_APPLIED) ||
1943     (pl->contr->usekeys == keyrings && (!container->race || strcmp (container->race, "keys"))))
1944     {
1945     new_draw_info_format (NDI_UNIQUE | NDI_BROWN, 0, pl,
1946     "The %s in your %s vibrates as you approach the door", query_name (tmp), query_name (container));
1947     return NULL;
1948 root 1.11 }
1949 elmex 1.1 }
1950 root 1.103
1951 root 1.18 return tmp;
1952 elmex 1.1 }
1953    
1954     /* moved door processing out of move_player_attack.
1955     * returns 1 if player has opened the door with a key
1956     * such that the caller should not do anything more,
1957     * 0 otherwise
1958     */
1959 root 1.18 static int
1960     player_attack_door (object *op, object *door)
1961 elmex 1.1 {
1962 root 1.142 /* If its a door, try to find a key. If we do destroy the door,
1963 root 1.18 * might as well return immediately as there is nothing more to do -
1964     * otherwise, we fall through to the rest of the code.
1965     */
1966     object *key = find_key (op, op, door);
1967    
1968 root 1.142 /* If we found a key, do some extra work */
1969 root 1.18 if (key)
1970     {
1971     object *container = key->env;
1972    
1973     if (action_makes_visible (op))
1974     make_visible (op);
1975 root 1.117
1976 root 1.18 if (door->inv && (door->inv->type == RUNE || door->inv->type == TRAP))
1977     spring_trap (door->inv, op);
1978 root 1.103
1979 root 1.18 if (door->type == DOOR)
1980 root 1.103 hit_player (door, 9998, op, AT_PHYSICAL, 1); /* Break through the door */
1981 root 1.18 else if (door->type == LOCKED_DOOR)
1982     {
1983 root 1.170 op->statusmsg (format ("You open the door with the %s", query_short_name (key)), NDI_BROWN);
1984 root 1.18 remove_door2 (door); /* remove door without violence ;-) */
1985     }
1986 root 1.103
1987 root 1.18 /* Do this after we print the message */
1988 root 1.185 key->decrease (); /* Use up one of the keys */
1989 root 1.103
1990 root 1.18 return 1; /* Nothing more to do below */
1991     }
1992     else if (door->type == LOCKED_DOOR)
1993     {
1994     /* Might as well return now - no other way to open this */
1995 root 1.171 op->failmsg (door->msg ? &door->msg : "Hmm, you miss the certain something to open this door...");
1996 root 1.18 return 1;
1997 elmex 1.1 }
1998 root 1.103
1999 root 1.18 return 0;
2000 elmex 1.1 }
2001    
2002     /* This function is just part of a breakup from move_player.
2003     * It should keep the code cleaner.
2004     * When this is called, the players direction has been updated
2005     * (taking into account confusion.) The player is also actually
2006     * going to try and move (not fire weapons).
2007     */
2008 root 1.142 bool
2009 root 1.18 move_player_attack (object *op, int dir)
2010 elmex 1.1 {
2011 root 1.18 int on_battleground;
2012    
2013 root 1.117 sint16 nx = freearr_x[dir] + op->x;
2014     sint16 ny = freearr_y[dir] + op->y;
2015 root 1.18
2016 root 1.49 on_battleground = op_on_battleground (op, 0, 0);
2017 root 1.18
2018 root 1.142 if (out_of_map (op->map, nx, ny))
2019     return false;
2020    
2021     if (!op->contr->braced && op->speed_left > 0.f && move_ob (op, dir, op))
2022     {
2023     --op->speed_left;
2024     return true;
2025     }
2026    
2027 root 1.18 /* If braced, or can't move to the square, and it is not out of the
2028     * map, attack it. Note order of if statement is important - don't
2029     * want to be calling move_ob if braced, because move_ob will move the
2030     * player. This is a pretty nasty hack, because if we could
2031     * move to some space, it then means that if we are braced, we should
2032     * do nothing at all. As it is, if we are braced, we go through
2033     * quite a bit of processing. However, it probably is less than what
2034     * move_ob uses.
2035     */
2036 root 1.142 maptile *m = op->map->xy_find (nx, ny);
2037    
2038     /* Go through all the objects, and find ones of interest. Only stop if
2039     * we find a monster - that is something we know we want to attack.
2040     * if its a door or barrel (can roll) see if there may be monsters
2041     * on the space
2042     */
2043     object *mon;
2044     for (mon = m->at (nx, ny).bot; mon; mon = mon->above)
2045 root 1.18 {
2046 root 1.142 if ((mon->flag [FLAG_ALIVE]
2047     || mon->type == LOCKED_DOOR
2048     || mon->flag [FLAG_CAN_ROLL])
2049     && mon != op)
2050     break;
2051     }
2052    
2053     if (!mon) /* This happens anytime the player tries to move */
2054     return false; /* into a wall */
2055 root 1.18
2056 root 1.142 mon = mon->head_ ();
2057 root 1.11
2058 root 1.142 if ((mon->type == DOOR && mon->stats.hp >= 0) || (mon->type == LOCKED_DOOR))
2059     if (op->contr->weapon_sp_left > 0.f)
2060     if (player_attack_door (op, mon))
2061 root 1.18 {
2062 root 1.142 --op->contr->weapon_sp_left;
2063     return true;
2064 root 1.18 }
2065    
2066 root 1.142 /* The following deals with possibly attacking peaceful
2067     * or friendly creatures. Basically, all players are considered
2068     * unaggressive. If the moving player has peaceful set, then the
2069     * object should be pushed instead of attacked. It is assumed that
2070     * if you are braced, you will not attack friends accidently,
2071     * and thus will not push them.
2072     */
2073 root 1.18
2074 root 1.142 /* If the creature is a pet, push it even if the player is not
2075     * peaceful. Our assumption is the creature is a pet if the
2076     * player owns it and it is either friendly or unagressive.
2077     */
2078     if (op->type == PLAYER
2079     && ((mon->owner && mon->owner->contr
2080     && same_party (mon->owner->contr->party, op->contr->party))
2081     || mon->owner == op)
2082     && (QUERY_FLAG (mon, FLAG_UNAGGRESSIVE) || QUERY_FLAG (mon, FLAG_FRIENDLY)))
2083     {
2084     /* If we're braced, we don't want to switch places with it */
2085     if (op->contr->braced)
2086     return false;
2087 root 1.18
2088 root 1.142 if (op->speed_left > 0.f)
2089     {
2090     --op->speed_left;
2091 root 1.85
2092 root 1.156 op->play_sound (sound_find ("push_player"));
2093 root 1.117 push_ob (mon, dir, op);
2094 root 1.142
2095 root 1.18 if (op->contr->tmp_invis || op->hide)
2096     make_visible (op);
2097 root 1.85
2098 root 1.142 return true;
2099 root 1.11 }
2100 root 1.142 else
2101     return false;
2102     }
2103 root 1.11
2104 root 1.142 /* in certain circumstances, you shouldn't attack friendly
2105     * creatures. Note that if you are braced, you can't push
2106     * someone, but put it inside this loop so that you won't
2107     * attack them either.
2108     */
2109     if ((mon->type == PLAYER || mon->enemy != op)
2110     && (mon->type == PLAYER || QUERY_FLAG (mon, FLAG_UNAGGRESSIVE) || QUERY_FLAG (mon, FLAG_FRIENDLY))
2111     && ((op->contr->peaceful
2112     || (mon->type == PLAYER && mon->contr->peaceful))
2113     && !on_battleground))
2114     {
2115     if (op->speed_left > 0.f)
2116 root 1.18 {
2117 root 1.142 --op->speed_left;
2118    
2119 root 1.18 if (!op->contr->braced)
2120     {
2121 root 1.156 op->play_sound (sound_find ("push_player"));
2122 root 1.85 push_ob (mon, dir, op);
2123 root 1.18 }
2124     else
2125 root 1.171 op->statusmsg ("You withhold your attack");
2126 root 1.49
2127 root 1.18 if (op->contr->tmp_invis || op->hide)
2128     make_visible (op);
2129 root 1.142
2130     return true;
2131 root 1.11 }
2132 root 1.142 }
2133     /* If the object is a boulder or other rollable object, then
2134     * roll it if not braced. You can't roll it if you are braced.
2135     */
2136     else if (QUERY_FLAG (mon, FLAG_CAN_ROLL) && (!op->contr->braced))
2137     {
2138     if (op->speed_left > 0.f)
2139     {
2140     --op->speed_left;
2141 elmex 1.1
2142 root 1.18 recursive_roll (mon, dir, op);
2143     if (action_makes_visible (op))
2144     make_visible (op);
2145 root 1.142
2146     return true;
2147 root 1.11 }
2148 root 1.142 }
2149     /* Any generic living creature. Including things like doors.
2150     * Way it works is like this: First, it must have some hit points
2151     * and be living. Then, it must be one of the following:
2152     * 1) Not a player, 2) A player, but of a different party. Note
2153     * that party_number -1 is no party, so attacks can still happen.
2154     */
2155     else if ((mon->stats.hp >= 0) && QUERY_FLAG (mon, FLAG_ALIVE) &&
2156     ((mon->type != PLAYER || op->contr->party == NULL || op->contr->party != mon->contr->party)))
2157     {
2158 root 1.143 if (op->contr->weapon_sp_left > 0.f && !op->flag [FLAG_WIZPASS])
2159 root 1.18 {
2160 root 1.142 --op->contr->weapon_sp_left;
2161 root 1.11
2162 root 1.49 skill_attack (mon, op, 0, 0, 0);
2163 root 1.11
2164 root 1.18 if (action_makes_visible (op))
2165     make_visible (op);
2166 root 1.142
2167     return true;
2168 root 1.11 }
2169 root 1.142 }
2170    
2171     return false;
2172 elmex 1.1 }
2173    
2174 root 1.142 bool
2175 root 1.18 move_player (object *op, int dir)
2176     {
2177     int pick;
2178 elmex 1.1
2179 root 1.181 if (!op->map || op->map->in_memory != MAP_ACTIVE)
2180 root 1.18 return 0;
2181 elmex 1.1
2182 root 1.18 /* Sanity check: make sure dir is valid */
2183     if ((dir < 0) || (dir >= 9))
2184     {
2185     LOG (llevError, "move_player: invalid direction %d\n", dir);
2186     return 0;
2187 elmex 1.1 }
2188    
2189 root 1.84 /* peterm: added following line */
2190 root 1.18 if (QUERY_FLAG (op, FLAG_CONFUSED) && dir)
2191 root 1.99 dir = absdir (dir + rndm (3) + rndm (3) - 2);
2192 root 1.18
2193     op->facing = dir;
2194    
2195     if (op->hide)
2196     do_hidden_move (op);
2197    
2198 root 1.142 bool retval;
2199    
2200 root 1.18 if (INVOKE_PLAYER (MOVE, op->contr, ARG_INT (dir)))
2201 root 1.142 retval = RESULT_INT (0);
2202 root 1.18 else if (op->contr->fire_on)
2203 root 1.142 retval = fire (op, dir);
2204 root 1.18 else
2205     {
2206 root 1.142 retval = move_player_attack (op, dir);
2207 root 1.18 pick = check_pick (op);
2208     }
2209 elmex 1.1
2210 root 1.18 /* Add special check for newcs players and fire on - this way, the
2211     * server can handle repeat firing.
2212     */
2213     if (op->contr->fire_on || (op->contr->run_on && pick != 0))
2214 root 1.49 op->direction = dir;
2215 root 1.18 else
2216 root 1.49 op->direction = 0;
2217    
2218 root 1.18 /* Update how the player looks. Use the facing, so direction may
2219     * get reset to zero. This allows for full animation capabilities
2220     * for players.
2221     */
2222     animate_object (op, op->facing);
2223 root 1.142
2224     return retval;
2225 elmex 1.1 }
2226    
2227     /* This is similar to handle_player, below, but is only used by the
2228     * new client/server stuff.
2229     * This is sort of special, in that the new client/server actually uses
2230     * the new speed values for commands.
2231     *
2232 root 1.142 * Returns true if there are more actions we can do. Should not do
2233     * many actions in a row, as that would be too unfair to other
2234     * players.
2235 elmex 1.1 */
2236 root 1.142 bool
2237 root 1.18 handle_newcs_player (object *op)
2238 elmex 1.1 {
2239 root 1.18 if (QUERY_FLAG (op, FLAG_SCARED))
2240     {
2241 root 1.142 if (op->speed_left > 0.f)
2242 root 1.18 {
2243 root 1.132 --op->speed_left;
2244 root 1.142 flee_player (op);
2245    
2246     return true;
2247 root 1.11 }
2248 root 1.142 else
2249     return false;
2250 elmex 1.1 }
2251    
2252 root 1.18 /* call this here - we also will call this in do_ericserver, but
2253     * the players time has been increased when doericserver has been
2254     * called, so we recheck it here.
2255     */
2256 root 1.83 if (op->contr->ns->handle_command ())
2257 root 1.142 return true;
2258 root 1.47
2259 root 1.142 if (op->direction && (op->contr->run_on || op->contr->fire_on))
2260     return move_player (op, op->direction);
2261 elmex 1.1
2262 root 1.142 return false;
2263 root 1.18 }
2264    
2265     int
2266     save_life (object *op)
2267     {
2268     if (!QUERY_FLAG (op, FLAG_LIFESAVE))
2269 elmex 1.1 return 0;
2270 root 1.18
2271 root 1.41 for (object *tmp = op->inv; tmp; tmp = tmp->below)
2272 root 1.18 if (QUERY_FLAG (tmp, FLAG_APPLIED) && QUERY_FLAG (tmp, FLAG_LIFESAVE))
2273     {
2274 root 1.156 op->play_sound (sound_find ("ob_evaporate"));
2275 root 1.18 new_draw_info_format (NDI_UNIQUE, 0, op, "Your %s vibrates violently, then evaporates.", query_name (tmp));
2276 root 1.33
2277     tmp->destroy ();
2278 root 1.18 CLEAR_FLAG (op, FLAG_LIFESAVE);
2279 root 1.33
2280 root 1.18 if (op->stats.hp < 0)
2281     op->stats.hp = op->stats.maxhp;
2282 root 1.33
2283 root 1.18 if (op->stats.food < 0)
2284     op->stats.food = 999;
2285 root 1.33
2286 root 1.54 op->update_stats ();
2287 root 1.18 return 1;
2288     }
2289 root 1.41
2290 root 1.18 LOG (llevError, "Error: LIFESAVE set without applied object.\n");
2291     CLEAR_FLAG (op, FLAG_LIFESAVE);
2292     enter_player_savebed (op); /* bring him home. */
2293     return 0;
2294 elmex 1.1 }
2295    
2296     /* This goes throws the inventory and removes unpaid objects, and puts them
2297     * back in the map (location and map determined by values of env). This
2298 root 1.189 * function will descend into containers. op is the object to start the search
2299 elmex 1.1 * from.
2300     */
2301 root 1.154 static void
2302     drop_unpaid_items (object *op, object *env)
2303 elmex 1.1 {
2304 root 1.18 while (op)
2305     {
2306 root 1.70 object *next = op->below; /* Make sure we have a good value, in case we remove object 'op' */
2307    
2308 root 1.18 if (QUERY_FLAG (op, FLAG_UNPAID))
2309 root 1.189 op->insert_at (env);
2310 root 1.18 else if (op->inv)
2311 root 1.154 drop_unpaid_items (op->inv, env);
2312 root 1.41
2313 root 1.18 op = next;
2314 elmex 1.1 }
2315     }
2316    
2317 root 1.154 void
2318     object::drop_unpaid_items ()
2319     {
2320     if (!flag [FLAG_REMOVED])
2321     ::drop_unpaid_items (inv, this);
2322     }
2323    
2324 elmex 1.1 /*
2325     * Returns pointer a static string containing gravestone text
2326     * Moved from apply.c to player.c - player.c is what
2327     * actually uses this function. player.c may not be quite the
2328     * best, a misc file for object actions is probably better,
2329     * but there isn't one in the server directory.
2330     */
2331 root 1.192 const char *
2332 root 1.18 gravestone_text (object *op)
2333 elmex 1.1 {
2334 root 1.192 static dynbuf_text buf;
2335    
2336     buf << "---- R.I.P. ----\n\n";
2337     op->name;
2338 root 1.18
2339     if (op->type == PLAYER)
2340 root 1.192 buf << " the " << op->contr->title;
2341    
2342     buf << "\n\n";
2343 root 1.41
2344 root 1.192 buf << "who was level ";
2345     buf << (sint32)op->level << "\n\n" // OO breakdown
2346     << " when " << (op->contr ? "killed" : "died") << "\n\n";
2347 root 1.41
2348 root 1.18 if (op->type == PLAYER)
2349 root 1.192 buf << "by " << op->contr->killer_name () << ".\n\n";
2350 root 1.41
2351 root 1.192 {
2352     static char buf2[128];
2353     time_t now = time (NULL);
2354     strftime (buf2, 128, "%b %d %Y\n\n", localtime (&now));
2355     buf << buf2;
2356     }
2357 root 1.41
2358 root 1.192 return buf;
2359 elmex 1.1 }
2360    
2361 root 1.18 void
2362     do_some_living (object *op)
2363     {
2364     int last_food = op->stats.food;
2365 elmex 1.1 int gen_hp, gen_sp, gen_grace;
2366     int over_hp, over_sp, over_grace;
2367     int i;
2368     int rate_hp = 1200;
2369     int rate_sp = 2500;
2370     int rate_grace = 2000;
2371     const int max_hp = 1;
2372     const int max_sp = 1;
2373     const int max_grace = 1;
2374    
2375 root 1.107 if (op->contr->hidden)
2376     {
2377     op->invisible = 1000;
2378     /* the socket code flashes the player visible/invisible
2379     * depending on the value of invisible, so we need to
2380     * alternate it here for it to work correctly.
2381     */
2382     if (pticks & 2)
2383     op->invisible--;
2384     }
2385     else if (op->invisible && !(QUERY_FLAG (op, FLAG_MAKE_INVIS)))
2386     {
2387     if (!op->invisible--)
2388     {
2389     make_visible (op);
2390     new_draw_info (NDI_UNIQUE, 0, op, "Your invisibility spell runs out.");
2391     }
2392     }
2393    
2394 root 1.52 if (op->contr->ns->state == ST_PLAYING)
2395 root 1.18 {
2396     /* these next three if clauses make it possible to SLOW DOWN
2397     hp/grace/spellpoint regeneration. */
2398     if (op->contr->gen_hp >= 0)
2399     gen_hp = (op->contr->gen_hp + 1) * op->stats.maxhp;
2400     else
2401     {
2402     gen_hp = op->stats.maxhp;
2403     rate_hp -= rate_hp / 2 * op->contr->gen_hp;
2404     }
2405 root 1.55
2406 root 1.18 if (op->contr->gen_sp >= 0)
2407     gen_sp = (op->contr->gen_sp + 1) * op->stats.maxsp;
2408     else
2409     {
2410     gen_sp = op->stats.maxsp;
2411     rate_sp -= rate_sp / 2 * op->contr->gen_sp;
2412     }
2413 root 1.55
2414 root 1.18 if (op->contr->gen_grace >= 0)
2415     gen_grace = (op->contr->gen_grace + 1) * op->stats.maxgrace;
2416     else
2417     {
2418     gen_grace = op->stats.maxgrace;
2419     rate_grace -= rate_grace / 2 * op->contr->gen_grace;
2420     }
2421    
2422     /* Regenerate Grace */
2423     /* I altered this a little - maximum grace is ony achieved through prayer -b.t. */
2424     if (--op->last_grace < 0)
2425     {
2426     if (op->stats.grace < op->stats.maxgrace / 2)
2427     op->stats.grace++; /* no penalty in food for regaining grace */
2428 root 1.55
2429 root 1.18 if (max_grace > 1)
2430     {
2431     over_grace = (gen_grace < 20 ? 30 : gen_grace + 10) / rate_grace;
2432     if (over_grace > 0)
2433     {
2434     op->stats.sp += over_grace
2435     + (random_roll (0, rate_grace - 1, op, PREFER_HIGH) > ((gen_grace < 20 ? 30 : gen_grace + 10) % rate_grace)) ? -1 : 0;
2436     op->last_grace = 0;
2437     }
2438     else
2439     {
2440     op->last_grace = rate_grace / (gen_grace < 20 ? 30 : gen_grace + 10);
2441     }
2442     }
2443     else
2444     {
2445     op->last_grace = rate_grace / (gen_grace < 20 ? 30 : gen_grace + 10);
2446     }
2447     /* wearing stuff doesn't detract from grace generation. */
2448     }
2449    
2450 root 1.161 if (op->stats.food > 0)
2451 root 1.18 {
2452 root 1.161 /* Regenerate Spell Points */
2453     if (!op->contr->golem && --op->last_sp < 0)
2454 root 1.18 {
2455 root 1.161 gen_sp = gen_sp * 10 / (op->contr->gen_sp_armour < 10 ? 10 : op->contr->gen_sp_armour);
2456    
2457     if (op->stats.sp < op->stats.maxsp)
2458 root 1.18 {
2459 root 1.161 op->stats.sp++;
2460    
2461     /* dms do not consume food */
2462     if (!QUERY_FLAG (op, FLAG_WIZ))
2463     {
2464     op->stats.food--;
2465    
2466     if (op->contr->digestion < 0)
2467     op->stats.food += op->contr->digestion;
2468     else if (op->contr->digestion > 0 && random_roll (0, op->contr->digestion, op, PREFER_HIGH))
2469     op->stats.food = last_food;
2470     }
2471 root 1.18 }
2472 root 1.161
2473     if (max_sp > 1)
2474     {
2475     over_sp = (gen_sp + 10) / rate_sp;
2476     if (over_sp > 0)
2477     {
2478     if (op->stats.sp < op->stats.maxsp)
2479     {
2480     op->stats.sp += over_sp > max_sp ? max_sp : over_sp;
2481    
2482     if (random_roll (0, rate_sp - 1, op, PREFER_LOW) > ((gen_sp + 10) % rate_sp))
2483     op->stats.sp--;
2484    
2485     if (op->stats.sp > op->stats.maxsp)
2486     op->stats.sp = op->stats.maxsp;
2487     }
2488    
2489     op->last_sp = 0;
2490     }
2491     else
2492     op->last_sp = rate_sp / (gen_sp < 20 ? 30 : gen_sp + 10);
2493     }
2494     else
2495     op->last_sp = rate_sp / (gen_sp < 20 ? 30 : gen_sp + 10);
2496 root 1.18 }
2497 root 1.55
2498 root 1.161 /* Regenerate Hit Points */
2499     if (--op->last_heal < 0)
2500 root 1.18 {
2501 root 1.161 if (op->stats.hp < op->stats.maxhp)
2502 root 1.18 {
2503 root 1.161 op->stats.hp++;
2504    
2505     /* dms do not consume food */
2506     if (!QUERY_FLAG (op, FLAG_WIZ))
2507     {
2508     op->stats.food--;
2509    
2510     if (op->contr->digestion < 0)
2511     op->stats.food += op->contr->digestion;
2512     else if (op->contr->digestion > 0 && random_roll (0, op->contr->digestion, op, PREFER_HIGH))
2513     op->stats.food = last_food;
2514     }
2515 root 1.18 }
2516 root 1.161
2517     if (max_hp > 1)
2518 root 1.18 {
2519 root 1.161 over_hp = (gen_hp < 20 ? 30 : gen_hp + 10) / rate_hp;
2520    
2521     if (over_hp > 0)
2522     {
2523     op->stats.sp += over_hp + (RANDOM () % rate_hp > ((gen_hp < 20 ? 30 : gen_hp + 10) % rate_hp)) ? -1 : 0;
2524     op->last_heal = 0;
2525     }
2526     else
2527     op->last_heal = rate_hp / (gen_hp < 20 ? 30 : gen_hp + 10);
2528 root 1.18 }
2529 root 1.161 else
2530     op->last_heal = rate_hp / (gen_hp < 20 ? 30 : gen_hp + 10);
2531 root 1.18 }
2532 root 1.11 }
2533 elmex 1.1
2534 root 1.18 /* Digestion */
2535     if (--op->last_eat < 0)
2536     {
2537 root 1.155 int bonus = max (0, op->contr->digestion),
2538     penalty = max (0, -op->contr->digestion);
2539 root 1.18
2540 root 1.155 op->last_eat = 25 * (1 + bonus) / (max (0, op->contr->gen_hp) + penalty + 1);
2541 root 1.55
2542 root 1.18 /* dms do not consume food */
2543     if (!QUERY_FLAG (op, FLAG_WIZ))
2544     op->stats.food--;
2545 root 1.11 }
2546 elmex 1.1
2547 root 1.55 if (op->stats.food < 0 && op->stats.hp >= 0)
2548     {
2549     object *tmp, *flesh = 0;
2550 root 1.18
2551 root 1.55 for (tmp = op->inv; tmp; tmp = tmp->below)
2552 root 1.18 {
2553 root 1.55 if (!QUERY_FLAG (tmp, FLAG_UNPAID))
2554 root 1.18 {
2555 root 1.55 if (tmp->type == FOOD || tmp->type == DRINK || tmp->type == POISON)
2556     {
2557     new_draw_info (NDI_UNIQUE, 0, op, "You blindly grab for a bite of food.");
2558     manual_apply (op, tmp, 0);
2559     if (op->stats.food >= 0 || op->stats.hp < 0)
2560     break;
2561     }
2562     else if (tmp->type == FLESH)
2563     flesh = tmp;
2564     } /* End if paid for object */
2565     } /* end of for loop */
2566    
2567     /* If player is still starving, it means they don't have any food, so
2568     * eat flesh instead.
2569     */
2570     if (op->stats.food < 0 && op->stats.hp >= 0 && flesh)
2571     {
2572     new_draw_info (NDI_UNIQUE, 0, op, "You blindly grab for a bite of food.");
2573     manual_apply (op, flesh, 0);
2574     }
2575 root 1.11 }
2576 elmex 1.1
2577 root 1.193 if (op->stats.food < 0 && op->stats.hp >= -op->stats.food)
2578 root 1.161 {
2579     op->stats.hp += op->stats.food;
2580     op->stats.food = 0;
2581     }
2582 elmex 1.1
2583 root 1.55 if (op->stats.hp < 0 && !QUERY_FLAG (op, FLAG_WIZ))
2584     kill_player (op);
2585     }
2586 elmex 1.1 }
2587    
2588     /* If the player should die (lack of hp, food, etc), we call this.
2589     * op is the player in jeopardy. If the player can not be saved (not
2590     * permadeath, no lifesave), this will take care of removing the player
2591     * file.
2592     */
2593 root 1.18 void
2594     kill_player (object *op)
2595 elmex 1.1 {
2596 root 1.168 int x, y;
2597 root 1.18 char buf[MAX_BUF];
2598 root 1.25 maptile *map; /* this is for resurrection */
2599 root 1.18 int will_kill_again;
2600     archetype *at;
2601     object *tmp;
2602    
2603     if (save_life (op))
2604     return;
2605    
2606     /* If player dies on BATTLEGROUND, no stat/exp loss! For Combat-Arenas
2607     * in cities ONLY!!! It is very important that this doesn't get abused.
2608     * Look at op_on_battleground() for more info --AndreasV
2609     */
2610     if (op_on_battleground (op, &x, &y))
2611     {
2612     new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, "You have been defeated in combat!");
2613     new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, "Local medics have saved your life...");
2614    
2615     /* restore player */
2616 root 1.22 at = archetype::find ("poisoning");
2617 root 1.70 if (object *tmp = present_arch_in_ob (at, op))
2618 root 1.18 {
2619 root 1.33 tmp->destroy ();
2620 root 1.18 new_draw_info (NDI_UNIQUE, 0, op, "Your body feels cleansed");
2621     }
2622 elmex 1.1
2623 root 1.22 at = archetype::find ("confusion");
2624 root 1.70 if (object *tmp = present_arch_in_ob (at, op))
2625 root 1.18 {
2626 root 1.33 tmp->destroy ();
2627 root 1.18 new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer");
2628     }
2629    
2630 root 1.165 cure_disease (op, 0, 0); /* remove any disease */
2631 root 1.18 op->stats.hp = op->stats.maxhp;
2632     if (op->stats.food <= 0)
2633     op->stats.food = 999;
2634 elmex 1.1
2635 root 1.18 /* create a bodypart-trophy to make the winner happy */
2636 root 1.70 if (object *tmp = arch_to_object (archetype::find ("finger")))
2637 root 1.18 {
2638 root 1.168 tmp->name = format ("%s's finger" , &op->name);
2639     tmp->name_pl = format ("%s's fingers", &op->name);
2640     tmp->msg = format (
2641     "This finger has been cut off of %s the %s, when he was defeated at level %d by %s.\n",
2642 root 1.192 &op->name, op->contr->title,
2643     (int)op->level,
2644     op->contr->killer_name ()
2645 root 1.168 );
2646 root 1.102 tmp->value = 0, tmp->type = 0;
2647     tmp->materialname = "organics";
2648 elmex 1.87 tmp->insert_at (op, tmp);
2649 root 1.18 }
2650 elmex 1.1
2651 root 1.18 /* teleport defeated player to new destination */
2652     transfer_ob (op, x, y, 0, NULL);
2653     op->contr->braced = 0;
2654     return;
2655 elmex 1.1 }
2656    
2657 root 1.18 INVOKE_PLAYER (DEATH, op->contr);
2658 root 1.3
2659 root 1.18 command_kill_pets (op, 0);
2660 elmex 1.1
2661 root 1.18 if (op->stats.food < 0)
2662 root 1.192 {
2663     op->contr->killer = archetype::get ("killer_starvation");
2664     op->contr->killer->destroy ();
2665     }
2666 root 1.70
2667 root 1.156 op->contr->play_sound (sound_find ("player_dies"));
2668 elmex 1.1
2669 root 1.18 /* save the map location for corpse, gravestone */
2670 root 1.70 x = op->x;
2671     y = op->y;
2672 root 1.18 map = op->map;
2673 elmex 1.1
2674 root 1.54 /* NOT_PERMADEATH code. This basically brings the character back to
2675     * life if they are dead - it takes some exp and a random stat.
2676     * See the config.h file for a little more in depth detail about this.
2677     */
2678    
2679     /* Basically two ways to go - remove a stat permanently, or just
2680     * make it depletion. This bunch of code deals with that aspect
2681     * of death.
2682     */
2683     #ifndef COZY_SERVER
2684     if (settings.balanced_stat_loss)
2685 root 1.18 {
2686 root 1.54 /* If stat loss is permanent, lose one stat only. */
2687     /* Lower level chars don't lose as many stats because they suffer
2688     more if they do. */
2689     /* Higher level characters can afford things such as potions of
2690     restoration, or better, stat potions. So we slug them that
2691     little bit harder. */
2692     /* GD */
2693     if (settings.stat_loss_on_death)
2694     num_stats_lose = 1;
2695     else
2696     num_stats_lose = 1 + op->level / BALSL_NUMBER_LOSSES_RATIO;
2697     }
2698     else
2699 root 1.70 num_stats_lose = 1;
2700    
2701 root 1.54 lost_a_stat = 0;
2702    
2703     for (z = 0; z < num_stats_lose; z++)
2704     {
2705     i = RANDOM () % NUM_STATS;
2706 root 1.11
2707 root 1.54 if (settings.stat_loss_on_death)
2708 root 1.18 {
2709 root 1.54 /* Pick a random stat and take a point off it. Tell the player
2710     * what he lost.
2711     */
2712     change_attr_value (&(op->stats), i, -1);
2713     check_stat_bounds (&(op->stats));
2714     change_attr_value (&(op->contr->orig_stats), i, -1);
2715     check_stat_bounds (&(op->contr->orig_stats));
2716     new_draw_info (NDI_UNIQUE, 0, op, lose_msg[i]);
2717     lost_a_stat = 1;
2718 root 1.18 }
2719     else
2720     {
2721 root 1.54 /* deplete a stat */
2722     archetype *deparch = archetype::find ("depletion");
2723     object *dep;
2724 root 1.11
2725 root 1.54 dep = present_arch_in_ob (deparch, op);
2726     if (!dep)
2727 root 1.18 {
2728 root 1.54 dep = arch_to_object (deparch);
2729     insert_ob_in_ob (dep, op);
2730 root 1.18 }
2731 root 1.54 lose_this_stat = 1;
2732     if (settings.balanced_stat_loss)
2733 root 1.18 {
2734 root 1.54 /* GD */
2735     /* Get the stat that we're about to deplete. */
2736     this_stat = get_attr_value (&(dep->stats), i);
2737     if (this_stat < 0)
2738     {
2739     int loss_chance = 1 + op->level / BALSL_LOSS_CHANCE_RATIO;
2740     int keep_chance = this_stat * this_stat;
2741 root 1.18
2742 root 1.54 /* Yes, I am paranoid. Sue me. */
2743     if (keep_chance < 1)
2744     keep_chance = 1;
2745 root 1.18
2746 root 1.54 /* There is a maximum depletion total per level. */
2747     if (this_stat < -1 - op->level / BALSL_MAX_LOSS_RATIO)
2748     {
2749     lose_this_stat = 0;
2750     /* Take loss chance vs keep chance to see if we
2751     retain the stat. */
2752     }
2753     else
2754     {
2755     if (random_roll (0, loss_chance + keep_chance - 1, op, PREFER_LOW) < keep_chance)
2756     lose_this_stat = 0;
2757     /* LOG(llevDebug, "Determining stat loss. Stat: %d Keep: %d Lose: %d Result: %s.\n",
2758     this_stat, keep_chance, loss_chance,
2759     lose_this_stat?"LOSE":"KEEP"); */
2760 root 1.11 }
2761     }
2762 root 1.54 }
2763 root 1.18
2764 root 1.54 if (lose_this_stat)
2765     {
2766     this_stat = get_attr_value (&(dep->stats), i);
2767     /* We could try to do something clever like find another
2768     * stat to reduce if this fails. But chances are, if
2769     * stats have been depleted to -50, all are pretty low
2770     * and should be roughly the same, so it shouldn't make a
2771     * difference.
2772     */
2773     if (this_stat >= -50)
2774 root 1.18 {
2775 root 1.54 change_attr_value (&(dep->stats), i, -1);
2776     SET_FLAG (dep, FLAG_APPLIED);
2777     new_draw_info (NDI_UNIQUE, 0, op, lose_msg[i]);
2778     op->update_stats ();
2779     lost_a_stat = 1;
2780 root 1.11 }
2781     }
2782     }
2783 root 1.54 }
2784     /* If no stat lost, tell the player. */
2785     if (!lost_a_stat)
2786     {
2787     /* determine_god() seems to not work sometimes... why is this?
2788     Should I be using something else? GD */
2789     const char *god = determine_god (op);
2790 root 1.18
2791 root 1.54 if (god && (strcmp (god, "none")))
2792     new_draw_info_format (NDI_UNIQUE, 0, op, "For a brief moment you feel the holy presence of %s protecting" " you.", god);
2793     else
2794     new_draw_info (NDI_UNIQUE, 0, op, "For a brief moment you feel a holy presence protecting you.");
2795     }
2796 root 1.28 #else
2797 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.");
2798 elmex 1.1 #endif
2799    
2800 root 1.54 /* Put a gravestone up where the character 'almost' died. List the
2801     * exp loss on the stone.
2802     */
2803     tmp = arch_to_object (archetype::find ("gravestone"));
2804     sprintf (buf, "%s's gravestone", &op->name);
2805     tmp->name = buf;
2806     sprintf (buf, "%s's gravestones", &op->name);
2807     tmp->name_pl = buf;
2808 root 1.192 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_name ());
2809 root 1.54 tmp->msg = buf;
2810     tmp->x = op->x, tmp->y = op->y;
2811     insert_ob_in_map (tmp, op->map, NULL, 0);
2812    
2813     /**************************************/
2814     /* */
2815     /* Subtract the experience points, */
2816     /* if we died cause of food, give us */
2817     /* food, and reset HP's... */
2818     /* */
2819     /**************************************/
2820    
2821     /* remove any poisoning and confusion the character may be suffering. */
2822     /* restore player */
2823     at = archetype::find ("poisoning");
2824     tmp = present_arch_in_ob (at, op);
2825    
2826     if (tmp)
2827     {
2828     tmp->destroy ();
2829     new_draw_info (NDI_UNIQUE, 0, op, "Your body feels cleansed");
2830     }
2831    
2832     at = archetype::find ("confusion");
2833     tmp = present_arch_in_ob (at, op);
2834     if (tmp)
2835     {
2836     tmp->destroy ();
2837     new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer");
2838     }
2839    
2840 root 1.165 cure_disease (op, 0, 0); /* remove any disease */
2841 root 1.54
2842     /*add_exp(op, (op->stats.exp * -0.20)); */
2843     apply_death_exp_penalty (op);
2844     if (op->stats.food < 100)
2845     op->stats.food = 900;
2846     op->stats.hp = op->stats.maxhp;
2847     op->stats.sp = MAX (op->stats.sp, op->stats.maxsp);
2848     op->stats.grace = MAX (op->stats.grace, op->stats.maxgrace);
2849 root 1.11
2850 root 1.54 /*
2851 root 1.108 * Check to see if the player has any unpaid items. If so, remove them
2852     * and put them back in the map.
2853 root 1.54 */
2854 root 1.154 op->drop_unpaid_items ();
2855 root 1.18
2856 root 1.54 /****************************************/
2857     /* */
2858     /* Move player to his current respawn- */
2859     /* position (usually last savebed) */
2860     /* */
2861     /****************************************/
2862 root 1.18
2863 root 1.54 enter_player_savebed (op);
2864 root 1.18
2865 root 1.54 op->contr->braced = 0;
2866 root 1.11
2867 root 1.54 /* it is possible that the player has blown something up
2868     * at his savebed location, and that can have long lasting
2869     * spell effects. So first see if there is a spell effect
2870     * on the space that might harm the player.
2871     */
2872     will_kill_again = 0;
2873     for (tmp = GET_MAP_OB (op->map, op->x, op->y); tmp; tmp = tmp->above)
2874     if (tmp->type == SPELL_EFFECT)
2875     will_kill_again |= tmp->attacktype;
2876 elmex 1.1
2877 root 1.54 if (will_kill_again)
2878 root 1.18 {
2879 root 1.54 object *force;
2880     int at;
2881 root 1.18
2882 root 1.54 force = get_archetype (FORCE_NAME);
2883     /* 50 ticks should be enough time for the spell to abate */
2884 root 1.133 force->speed = 0.1f;
2885     force->speed_left = -5.f;
2886 root 1.54 SET_FLAG (force, FLAG_APPLIED);
2887     for (at = 0; at < NROFATTACKS; at++)
2888     if (will_kill_again & (1 << at))
2889     force->resist[at] = 100;
2890 root 1.30
2891 root 1.54 insert_ob_in_ob (force, op);
2892     op->update_stats ();
2893 root 1.30
2894 root 1.54 }
2895 root 1.18
2896 root 1.54 new_draw_info (NDI_UNIQUE, 0, op, "YOU HAVE DIED.");
2897 elmex 1.1 }
2898    
2899 root 1.18 void
2900     loot_object (object *op)
2901     { /* Grab and destroy some treasure */
2902     object *tmp, *tmp2, *next;
2903 elmex 1.1
2904 root 1.103 op->close_container (); /* close open sack first */
2905 elmex 1.1
2906 root 1.54 for (tmp = op->inv; tmp; tmp = next)
2907 root 1.18 {
2908     next = tmp->below;
2909 root 1.54
2910 elmex 1.50 if (tmp->invisible)
2911 root 1.18 continue;
2912 root 1.54
2913 root 1.32 tmp->remove ();
2914 root 1.18 tmp->x = op->x, tmp->y = op->y;
2915 root 1.103
2916 root 1.18 if (tmp->type == CONTAINER)
2917 root 1.103 loot_object (tmp); /* empty container to ground */
2918    
2919 root 1.99 if (!QUERY_FLAG (tmp, FLAG_UNIQUE) && (QUERY_FLAG (tmp, FLAG_STARTEQUIP) || QUERY_FLAG (tmp, FLAG_NO_DROP) || !(rndm (3))))
2920 root 1.18 {
2921     if (tmp->nrof > 1)
2922     {
2923 root 1.186 tmp->decrease (rndm (1, tmp->nrof - 1));
2924 root 1.18 insert_ob_in_map (tmp, op->map, NULL, 0);
2925     }
2926     else
2927 root 1.33 tmp->destroy ();
2928 root 1.18 }
2929     else
2930     insert_ob_in_map (tmp, op->map, NULL, 0);
2931     }
2932 elmex 1.1 }
2933    
2934     /*
2935     * fix_weight(): Check recursively the weight of all players, and fix
2936     * what needs to be fixed. Refresh windows and fix speed if anything
2937     * was changed.
2938     */
2939 root 1.18 void
2940     fix_weight (void)
2941     {
2942 root 1.61 for_all_players (pl)
2943 root 1.18 {
2944 root 1.184 sint32 old = pl->ob->carrying;
2945 root 1.18
2946 root 1.184 pl->ob->update_weight ();
2947    
2948     if (old != pl->ob->carrying)
2949     {
2950     pl->ob->update_stats ();
2951     LOG (llevDebug, "Fixed inventory in %s (%d -> %d)\n", &pl->ob->name, (int)old, (int)pl->ob->carrying);
2952     }
2953 root 1.18 }
2954 elmex 1.1 }
2955    
2956 root 1.18 void
2957     fix_luck (void)
2958     {
2959 root 1.61 for_all_players (pl)
2960 root 1.52 if (!pl->ob->contr->ns->state)
2961 root 1.54 pl->ob->change_luck (0);
2962 elmex 1.1 }
2963    
2964     /* cast_dust() - handles op throwing objects of type 'DUST'.
2965     * This is much simpler in the new spell code - we basically
2966     * just treat this as any other spell casting object.
2967     */
2968 elmex 1.2 void
2969 root 1.18 cast_dust (object *op, object *throw_ob, int dir)
2970 elmex 1.2 {
2971     object *skop, *spob;
2972    
2973     skop = find_skill_by_name (op, throw_ob->skill);
2974    
2975     /* casting POTION 'dusts' is really a use_magic_item skill */
2976     if (op->type == PLAYER && throw_ob->type == POTION && !skop)
2977     {
2978 root 1.18 LOG (llevError, "Player %s lacks critical skill use_magic_item!\n", &op->name);
2979 elmex 1.2 return;
2980     }
2981    
2982     spob = throw_ob->inv;
2983    
2984     // elmex Tue Aug 15 17:19:46 CEST 2006: Added this check to
2985     // not pass NULL to cast_spell (which did indeed check itself, but
2986     // errors should be reported as early as possible IMHO)
2987     if (!spob)
2988     {
2989 root 1.18 LOG (llevError, "cast_dust: thrown object %s (by %s) had no spell in it!", &throw_ob->name, &op->name);
2990 elmex 1.2 return;
2991 elmex 1.1 }
2992    
2993 elmex 1.2 if (op->type == PLAYER)
2994 root 1.14 new_draw_info_format (NDI_UNIQUE, 0, op, "You cast %s.", &spob->name);
2995 elmex 1.2
2996     cast_spell (op, throw_ob, dir, spob, NULL);
2997    
2998 root 1.33 throw_ob->destroy ();
2999 elmex 1.1 }
3000    
3001 root 1.18 void
3002     make_visible (object *op)
3003     {
3004     op->hide = 0;
3005     op->invisible = 0;
3006 root 1.164
3007 root 1.18 if (op->type == PLAYER)
3008     {
3009     op->contr->tmp_invis = 0;
3010     op->contr->invis_race = 0;
3011     }
3012 root 1.107
3013     update_object (op, UP_OBJ_CHANGE);
3014 root 1.18 }
3015    
3016     int
3017     is_true_undead (object *op)
3018     {
3019 root 1.149 if (QUERY_FLAG (op->arch, FLAG_UNDEAD))
3020 root 1.18 return 1;
3021    
3022 elmex 1.1 return 0;
3023     }
3024    
3025     /* look at the surrounding terrain to determine
3026     * the hideability of this object. Positive levels
3027     * indicate greater hideability.
3028     */
3029 root 1.18 int
3030     hideability (object *ob)
3031     {
3032     int i, level = 0, mflag;
3033     sint16 x, y;
3034    
3035     if (!ob || !ob->map)
3036     return 0;
3037    
3038     /* so, on normal lighted maps, its hard to hide */
3039     level = ob->map->darkness - 2;
3040    
3041     /* this also picks up whether the object is glowing.
3042     * If you carry a light on a non-dark map, its not
3043     * as bad as carrying a light on a pitch dark map */
3044     if (has_carried_lights (ob))
3045     level = -(10 + (2 * ob->map->darkness));
3046    
3047     /* scan through all nearby squares for terrain to hide in */
3048 root 1.182 for (i = 0, x = ob->x, y = ob->y;
3049     i <= SIZEOFFREE1;
3050     i++, x = ob->x + freearr_x[i], y = ob->y + freearr_y[i])
3051 root 1.18 {
3052     mflag = get_map_flags (ob->map, NULL, x, y, NULL, NULL);
3053     if (mflag & P_OUT_OF_MAP)
3054 root 1.182 continue;
3055    
3056 root 1.18 if (mflag & P_BLOCKSVIEW) /* something to hide near! */
3057     level += 2;
3058     else /* open terrain! */
3059     level -= 1;
3060 elmex 1.1 }
3061 root 1.18
3062 elmex 1.1 #if 0
3063 root 1.18 LOG (llevDebug, "hideability of %s is %d\n", ob->name, level);
3064 elmex 1.1 #endif
3065 root 1.18 return level;
3066 elmex 1.1 }
3067    
3068     /* For Hidden creatures - a chance of becoming 'unhidden'
3069     * every time they move - as we subtract off 'invisibility'
3070     * AND, for players, if they move into a ridiculously unhideable
3071     * spot (surrounded by clear terrain in broad daylight). -b.t.
3072     */
3073 root 1.18 void
3074     do_hidden_move (object *op)
3075     {
3076 root 1.194 int hide = 0;
3077 root 1.18
3078     if (!op || !op->map)
3079     return;
3080    
3081 root 1.194 object *skop = find_obj_by_type_subtype (op, SKILL, SK_HIDING);
3082     int num = random_roll (0, 19, op, PREFER_LOW);
3083 root 1.18
3084     /* its *extremely* hard to run and sneak/hide at the same time! */
3085     if (op->type == PLAYER && op->contr->run_on)
3086 root 1.85 if (!skop || num >= skop->level)
3087     {
3088     new_draw_info (NDI_UNIQUE, 0, op, "You ran too much! You are no longer hidden!");
3089     make_visible (op);
3090     return;
3091     }
3092     else
3093     num += 20;
3094    
3095 root 1.18 num += op->map->difficulty;
3096     hide = hideability (op); /* modify by terrain hidden level */
3097     num -= hide;
3098 root 1.85
3099 root 1.18 if ((op->type == PLAYER && hide < -10) || ((op->invisible -= num) <= 0))
3100     {
3101     make_visible (op);
3102 root 1.194
3103 root 1.18 if (op->type == PLAYER)
3104     new_draw_info (NDI_UNIQUE, 0, op, "You moved out of hiding! You are visible!");
3105 elmex 1.1 }
3106 root 1.18 else if (op->type == PLAYER && skop)
3107 root 1.85 change_exp (op, calc_skill_exp (op, NULL, skop), skop->skill, 0);
3108 elmex 1.1 }
3109    
3110     /* determine if who is standing near a hostile creature. */
3111    
3112 root 1.18 int
3113     stand_near_hostile (object *who)
3114     {
3115     object *tmp = NULL;
3116     int i, friendly = 0, player = 0, mflags;
3117 root 1.25 maptile *m;
3118 root 1.18 sint16 x, y;
3119    
3120     if (!who)
3121     return 0;
3122    
3123     if (who->type == PLAYER)
3124     player = 1;
3125    
3126     else
3127     friendly = QUERY_FLAG (who, FLAG_FRIENDLY);
3128    
3129     /* search adjacent squares */
3130     for (i = 1; i < 9; i++)
3131     {
3132     x = who->x + freearr_x[i];
3133     y = who->y + freearr_y[i];
3134     m = who->map;
3135     mflags = get_map_flags (m, &m, x, y, &x, &y);
3136     /* space must be blocked if there is a monster. If not
3137     * blocked, don't need to check this space.
3138     */
3139     if (mflags & P_OUT_OF_MAP)
3140     continue;
3141     if (OB_TYPE_MOVE_BLOCK (who, GET_MAP_MOVE_BLOCK (m, x, y)))
3142     continue;
3143    
3144 root 1.49 for (tmp = GET_MAP_OB (m, x, y); tmp; tmp = tmp->above)
3145 root 1.18 {
3146     if ((player ||friendly) &&QUERY_FLAG (tmp, FLAG_MONSTER) && !QUERY_FLAG (tmp, FLAG_UNAGGRESSIVE))
3147     return 1;
3148     else if (tmp->type == PLAYER)
3149     {
3150     /*don't let a hidden DM prevent you from hiding */
3151     if (!QUERY_FLAG (tmp, FLAG_WIZ) || tmp->contr->hidden == 0)
3152 root 1.11 return 1;
3153 root 1.18 }
3154 root 1.11 }
3155 elmex 1.1 }
3156 root 1.18 return 0;
3157 elmex 1.1 }
3158    
3159     /* check the player los field for viewability of the
3160     * object op. This function works fine for monsters,
3161     * but we dont worry if the object isnt the top one in
3162     * a pile (say a coin under a table would return "viewable"
3163     * by this routine). Another question, should we be
3164     * concerned with the direction the player is looking
3165 root 1.162 * in? Realistically, most of us can't see stuff behind
3166 elmex 1.1 * our backs...on the other hand, does the "facing" direction
3167 root 1.162 * imply the way your head, or body is facing? It's possible
3168 elmex 1.1 * for them to differ. Sigh, this fctn could get a bit more complex.
3169     * -b.t.
3170     * This function is now map tiling safe.
3171     */
3172 root 1.18 int
3173     player_can_view (object *pl, object *op)
3174     {
3175     rv_vector rv;
3176     int dx, dy;
3177    
3178     if (pl->type != PLAYER)
3179     {
3180     LOG (llevError, "player_can_view() called for non-player object\n");
3181     return -1;
3182 elmex 1.1 }
3183 root 1.74
3184 root 1.18 if (!pl || !op)
3185 elmex 1.1 return 0;
3186 root 1.18
3187 root 1.74 op = op->head_ ();
3188    
3189 root 1.18 get_rangevector (pl, op, &rv, 0x1);
3190    
3191     /* starting with the 'head' part, lets loop
3192     * through the object and find if it has any
3193 root 1.162 * part that is in the los array but isn't on
3194 root 1.18 * a blocked los square.
3195     * we use the archetype to figure out offsets.
3196     */
3197     while (op)
3198     {
3199 root 1.149 dx = rv.distance_x + op->arch->x;
3200     dy = rv.distance_y + op->arch->y;
3201 root 1.18
3202     /* only the viewable area the player sees is updated by LOS
3203     * code, so we need to restrict ourselves to that range of values
3204     * for any meaningful values.
3205     */
3206 root 1.162 if (abs (dx) <= (pl->contr->ns->mapx / 2) &&
3207     abs (dy) <= (pl->contr->ns->mapy / 2) &&
3208 root 1.52 !pl->contr->blocked_los[dx + (pl->contr->ns->mapx / 2)][dy + (pl->contr->ns->mapy / 2)])
3209 root 1.18 return 1;
3210 root 1.162
3211 root 1.18 op = op->more;
3212     }
3213 root 1.162
3214 root 1.18 return 0;
3215 elmex 1.1 }
3216    
3217     /* routine for both players and monsters. We call this when
3218     * there is a possibility for our action distrubing our hiding
3219     * place or invisiblity spell. Artefact invisiblity is not
3220     * effected by this. If we arent invisible to begin with, we
3221     * return 0.
3222     */
3223 root 1.18 int
3224     action_makes_visible (object *op)
3225     {
3226     if (op->invisible && QUERY_FLAG (op, FLAG_ALIVE))
3227     {
3228     if (QUERY_FLAG (op, FLAG_MAKE_INVIS))
3229     return 0;
3230    
3231     if (op->contr && op->contr->tmp_invis == 0)
3232     return 0;
3233 elmex 1.1
3234 root 1.18 /* If monsters, they should become visible */
3235     if (op->hide || !op->contr || (op->contr && op->contr->tmp_invis))
3236     {
3237     new_draw_info_format (NDI_UNIQUE, 0, op, "You become %s!", op->hide ? "unhidden" : "visible");
3238     return 1;
3239 root 1.11 }
3240 elmex 1.1 }
3241 root 1.162
3242 root 1.18 return 0;
3243 elmex 1.1 }
3244    
3245     /* op_on_battleground - checks if the given object op (usually
3246     * a player) is standing on a valid battleground-tile,
3247     * function returns TRUE/FALSE. If true x, y returns the battleground
3248     * -exit-coord. (and if x, y not NULL)
3249     * 19 March 2005 - josh@woosworld.net modifed to check if the battleground also has slaying, maxhp, and maxsp set
3250     * and if those are all set and the player has a marker that matches the slaying send them to a different x, y
3251     * Default is to do the same as before, so only people wanting to have different points need worry about this
3252     */
3253 root 1.18 int
3254     op_on_battleground (object *op, int *x, int *y)
3255     {
3256 elmex 1.1 /* A battleground-tile needs the following attributes to be valid:
3257     * is_floor 1 (has to be the FIRST floor beneath the player's feet),
3258     * name="battleground", no_pick 1, type=58 (type BATTLEGROUND)
3259     * and the exit-coordinates sp/hp must both be > 0.
3260     * => The intention here is to prevent abuse of the battleground-
3261     * feature (like pickable or hidden battleground tiles). */
3262 root 1.162 for (object *tmp = op->below; tmp; tmp = tmp->below)
3263 root 1.18 {
3264     if (QUERY_FLAG (tmp, FLAG_IS_FLOOR))
3265     {
3266 root 1.162 if (QUERY_FLAG (tmp, FLAG_NO_PICK)
3267     && tmp->type == BATTLEGROUND
3268     && tmp->name == shstr_battleground
3269     && EXIT_X (tmp) && EXIT_Y (tmp))
3270 root 1.18 {
3271 root 1.162 /* before we assign the exit, check if this is a teambattle */
3272 root 1.18 if (EXIT_ALT_X (tmp) && EXIT_ALT_Y (tmp) && EXIT_PATH (tmp))
3273     {
3274 root 1.162 for (object *invtmp = op->inv; invtmp; invtmp = invtmp->below)
3275 root 1.18 {
3276 root 1.162 if (invtmp->type == FORCE && invtmp->slaying && tmp->slaying == invtmp->slaying)
3277 root 1.18 {
3278 root 1.162 if (x && y)
3279 root 1.18 *x = EXIT_ALT_X (tmp), *y = EXIT_ALT_Y (tmp);
3280 root 1.162
3281 root 1.18 return 1;
3282     }
3283     }
3284     }
3285 root 1.162
3286     if (x && y)
3287 root 1.18 *x = EXIT_X (tmp), *y = EXIT_Y (tmp);
3288 root 1.162
3289 root 1.18 return 1;
3290     }
3291     }
3292 elmex 1.1 }
3293 root 1.162
3294 elmex 1.1 /* If we got here, did not find a battleground */
3295     return 0;
3296     }
3297    
3298     /*
3299     * When a dragon-player gains a new stage of evolution,
3300     * he gets some treasure
3301     *
3302     * attributes:
3303     * object *who the dragon player
3304     * int atnr the attack-number of the ability focus
3305     * int level ability level
3306     */
3307 root 1.18 void
3308     dragon_ability_gain (object *who, int atnr, int level)
3309     {
3310     treasurelist *trlist = NULL; /* treasurelist */
3311     treasure *tr; /* treasure */
3312     object *tmp, *skop; /* tmp. object */
3313     object *item; /* treasure object */
3314     char buf[MAX_BUF]; /* tmp. string buffer */
3315     int i = 0, j = 0;
3316    
3317     /* get the appropriate treasurelist */
3318     if (atnr == ATNR_FIRE)
3319 root 1.163 trlist = treasurelist::find (shstr_dragon_ability_fire);
3320 root 1.18 else if (atnr == ATNR_COLD)
3321 root 1.163 trlist = treasurelist::find (shstr_dragon_ability_cold);
3322 root 1.18 else if (atnr == ATNR_ELECTRICITY)
3323 root 1.163 trlist = treasurelist::find (shstr_dragon_ability_elec);
3324 root 1.18 else if (atnr == ATNR_POISON)
3325 root 1.163 trlist = treasurelist::find (shstr_dragon_ability_poison);
3326 root 1.18
3327     if (trlist == NULL || who->type != PLAYER)
3328     return;
3329    
3330     for (i = 0, tr = trlist->items; tr != NULL && i < level - 1; tr = tr->next, i++);
3331    
3332 elmex 1.82 if (!tr || !tr->item)
3333 root 1.18 {
3334     /* LOG(llevDebug, "-> no more treasure for %s\n", change_resist_msg[atnr]); */
3335     return;
3336 elmex 1.1 }
3337    
3338 root 1.18 /* everything seems okay - now bring on the gift: */
3339 root 1.149 item = tr->item;
3340 elmex 1.1
3341 root 1.18 if (item->type == SPELL)
3342     {
3343     if (check_spell_known (who, item->name))
3344 root 1.11 return;
3345 root 1.18
3346     new_draw_info_format (NDI_UNIQUE | NDI_BLUE, 0, who, "You gained the ability of %s", &item->name);
3347     do_learn_spell (who, item, 0);
3348     return;
3349 elmex 1.1 }
3350    
3351 root 1.18 /* grant direct spell */
3352     if (item->type == SPELLBOOK)
3353     {
3354     if (!item->inv)
3355     {
3356     LOG (llevDebug, "dragon_ability_gain: Broken spellbook %s\n", &item->name);
3357     return;
3358     }
3359     if (check_spell_known (who, item->inv->name))
3360     return;
3361     if (item->invisible)
3362     {
3363     new_draw_info_format (NDI_UNIQUE | NDI_BLUE, 0, who, "You gained the ability of %s", &item->inv->name);
3364     do_learn_spell (who, item->inv, 0);
3365     return;
3366 root 1.11 }
3367 root 1.18 }
3368     else if (item->type == SKILL_TOOL && item->invisible)
3369     {
3370     if (item->subtype == SK_CLAWING && (skop = find_skill_by_name (who, item->skill)) != NULL)
3371     {
3372    
3373     /* should this perhaps be (skop->attackyp & item->attacktype)!=item->attacktype ...
3374     * in this way, if the player is missing any of the attacktypes, he gets
3375     * them. As it is now, if the player has any that match the granted skill,
3376     * but not all of them, he gets nothing.
3377     */
3378     if (!(skop->attacktype & item->attacktype))
3379     {
3380     /* Give new attacktype */
3381     skop->attacktype |= item->attacktype;
3382    
3383     /* always add physical if there's none */
3384     skop->attacktype |= AT_PHYSICAL;
3385    
3386     if (item->msg != NULL)
3387     new_draw_info (NDI_UNIQUE | NDI_BLUE, 0, who, item->msg);
3388    
3389     /* Give player new face */
3390     if (item->animation_id)
3391     {
3392     who->face = skop->face;
3393     who->animation_id = item->animation_id;
3394     who->anim_speed = item->anim_speed;
3395     who->last_anim = 0;
3396     who->state = 0;
3397     animate_object (who, who->direction);
3398     }
3399     }
3400 root 1.11 }
3401 elmex 1.1 }
3402 root 1.18 else if (item->type == FORCE)
3403     {
3404     /* forces in the treasurelist can alter the player's stats */
3405     object *skin;
3406 elmex 1.1
3407 root 1.18 /* first get the dragon skin force */
3408 root 1.153 for (skin = who->inv; skin && !(skin->arch->archname == shstr_dragon_skin_force); skin = skin->below)
3409 root 1.52 ;
3410    
3411     if (!skin)
3412 root 1.18 return;
3413    
3414     /* adding new spellpath attunements */
3415     if (item->path_attuned > 0 && !(skin->path_attuned & item->path_attuned))
3416     {
3417     skin->path_attuned |= item->path_attuned; /* add attunement to skin */
3418    
3419     /* print message */
3420     sprintf (buf, "You feel attuned to ");
3421     for (i = 0, j = 0; i < NRSPELLPATHS; i++)
3422     {
3423     if (item->path_attuned & (1 << i))
3424     {
3425     if (j)
3426     strcat (buf, " and ");
3427     else
3428     j = 1;
3429     strcat (buf, spellpathnames[i]);
3430     }
3431     }
3432     strcat (buf, ".");
3433     new_draw_info (NDI_UNIQUE | NDI_BLUE, 0, who, buf);
3434     }
3435    
3436     /* evtl. adding flags: */
3437     if (QUERY_FLAG (item, FLAG_XRAYS))
3438     SET_FLAG (skin, FLAG_XRAYS);
3439     if (QUERY_FLAG (item, FLAG_STEALTH))
3440     SET_FLAG (skin, FLAG_STEALTH);
3441     if (QUERY_FLAG (item, FLAG_SEE_IN_DARK))
3442     SET_FLAG (skin, FLAG_SEE_IN_DARK);
3443    
3444     /* print message if there is one */
3445     if (item->msg != NULL)
3446     new_draw_info (NDI_UNIQUE | NDI_BLUE, 0, who, item->msg);
3447     }
3448     else
3449     {
3450     /* generate misc. treasure */
3451     tmp = arch_to_object (tr->item);
3452     new_draw_info_format (NDI_UNIQUE | NDI_BLUE, 0, who, "You gained %s", query_short_name (tmp));
3453 root 1.189 who->insert (tmp);
3454 elmex 1.1 }
3455     }
3456    
3457     /**
3458     * Unready an object for a player. This function does nothing if the object was
3459     * not readied.
3460     */
3461 root 1.18 void
3462     player_unready_range_ob (player *pl, object *ob)
3463     {
3464 root 1.119 if (pl->ob->current_weapon == ob)
3465     pl->ob->current_weapon = 0;
3466    
3467 root 1.118 if (pl->combat_ob == ob)
3468 root 1.119 pl->combat_ob = 0;
3469 root 1.118
3470     if (pl->ranged_ob == ob)
3471 root 1.119 pl->ranged_ob = 0;
3472 elmex 1.1 }
3473 root 1.101
3474     sint8
3475     player::visibility_at (maptile *map, int x, int y) const
3476     {
3477     if (!ns)
3478     return 0;
3479    
3480     int dx, dy;
3481     if (!adjacent_map (map, ns->current_map, &dx, &dy))
3482     return 0;
3483    
3484     x += dx - ns->current_x + ns->mapx / 2;
3485     y += dy - ns->current_y + ns->mapy / 2;
3486    
3487     if (!IN_RANGE_EXC (x, 0, ns->mapx) || !IN_RANGE_EXC (y, 0, ns->mapy))
3488     return 0;
3489    
3490     return 100 - blocked_los [x][y];
3491     }
3492 root 1.169
3493     void
3494     player::infobox (const char *title, const char *msg, int color)
3495     {
3496     send_msg (color | NDI_DEF | NDI_REPLY | NDI_CLEAR, title, msg);
3497     }
3498    
3499     void
3500     player::statusmsg (const char *msg, int color)
3501     {
3502     send_msg (color | NDI_REPLY, INFO_CHANNEL, msg);
3503     }
3504    
3505     void
3506     player::failmsg (const char *msg, int color)
3507     {
3508     play_sound (sound_find ("generic_failure"));
3509     statusmsg (msg, color);
3510     }
3511