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Revision: 1.197
Committed: Mon May 5 16:02:20 2008 UTC (16 years ago) by root
Content type: text/plain
Branch: MAIN
CVS Tags: rel-2_54
Changes since 1.196: +1 -23 lines
Log Message:
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File Contents

# User Rev Content
1 elmex 1.1 /*
2 root 1.174 * This file is part of Deliantra, the Roguelike Realtime MMORPG.
3 root 1.145 *
4 root 1.188 * 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 start_info (ob);
871     CLEAR_FLAG (ob, FLAG_WIZ);
872     give_initial_items (ob, ob->randomitems);
873     link_player_skills (ob);
874     esrv_send_inventory (ob, ob);
875     ob->update_stats ();
876 root 1.11
877 root 1.112 /* This moves the player to a different start map, if there
878     * is one for this race
879     */
880     if (*first_map_ext_path)
881 root 1.197 ob->player_goto (format ("%s/%s", &first_map_ext_path, &ob->arch->archname), ob->x, ob->y);
882 root 1.112 else
883     LOG (llevDebug, "first_map_ext_path not set\n");
884     }
885 elmex 1.1
886 root 1.112 void
887     player::chargen_race_next ()
888     {
889 root 1.18 /* Following actually changes the race - this is the default command
890     * if we don't match with one of the options above.
891     */
892    
893 root 1.112 do
894 root 1.18 {
895 root 1.112 shstr name = ob->name;
896     int x = ob->x, y = ob->y;
897 root 1.21
898 root 1.112 ob->remove_statbonus ();
899     ob->remove ();
900     ob->arch = get_player_archetype (ob->arch);
901 root 1.149 ob->arch->copy_to (ob);
902 root 1.112 ob->instantiate ();
903     ob->stats = ob->contr->orig_stats;
904     ob->name = ob->name_pl = name;
905     ob->x = x;
906     ob->y = y;
907     SET_ANIMATION (ob, 2); /* So player faces south */
908     insert_ob_in_map (ob, ob->map, ob, 0);
909 root 1.149 assign (ob->contr->title, ob->arch->object::name);
910 root 1.112 ob->add_statbonus ();
911     }
912     while (!allowed_class (ob));
913    
914     update_object (ob, UP_OBJ_FACE);
915     esrv_update_item (UPD_FACE, ob, ob);
916     ob->update_stats ();
917     ob->stats.hp = ob->stats.maxhp;
918     ob->stats.sp = ob->stats.maxsp;
919     ob->stats.grace = 0;
920 elmex 1.1 }
921    
922 root 1.18 void
923     flee_player (object *op)
924     {
925     int dir, diff;
926     rv_vector rv;
927    
928     if (op->stats.hp < 0)
929     {
930     LOG (llevDebug, "Fleeing player is dead.\n");
931     CLEAR_FLAG (op, FLAG_SCARED);
932     return;
933 elmex 1.1 }
934    
935 root 1.18 if (op->enemy == NULL)
936     {
937     LOG (llevDebug, "Fleeing player had no enemy.\n");
938     CLEAR_FLAG (op, FLAG_SCARED);
939     return;
940 elmex 1.1 }
941    
942 root 1.18 /* Seen some crashes here. Since we don't store an
943     * op->enemy_count, it is possible that something destroys the
944     * actual enemy, and the object is recycled.
945     */
946     if (op->enemy->map == NULL)
947     {
948     CLEAR_FLAG (op, FLAG_SCARED);
949     op->enemy = NULL;
950     return;
951 elmex 1.1 }
952    
953 root 1.18 if (!(random_roll (0, 4, op, PREFER_LOW)) && did_make_save (op, op->level, 0))
954     {
955     op->enemy = NULL;
956     CLEAR_FLAG (op, FLAG_SCARED);
957     return;
958 elmex 1.1 }
959 root 1.49
960 root 1.18 get_rangevector (op, op->enemy, &rv, 0);
961    
962     dir = absdir (4 + rv.direction);
963     for (diff = 0; diff < 3; diff++)
964     {
965     int m = 1 - (RANDOM () & 2);
966 elmex 1.1
967 root 1.18 if (move_ob (op, absdir (dir + diff * m), op) || (diff == 0 && move_ob (op, absdir (dir - diff * m), op)))
968 root 1.49 return;
969 elmex 1.1 }
970 root 1.49
971 root 1.18 /* Cornered, get rid of scared */
972     CLEAR_FLAG (op, FLAG_SCARED);
973     op->enemy = NULL;
974 elmex 1.1 }
975    
976     /* check_pick sees if there is stuff to be picked up/picks up stuff.
977 root 1.122 * It returns 1 if the player should keep on moving, 0 if he should
978 elmex 1.1 * stop.
979     */
980 root 1.18 int
981     check_pick (object *op)
982     {
983 elmex 1.1 object *tmp, *next;
984     int stop = 0;
985 pippijn 1.106 int wvratio;
986     char putstring[128];
987 elmex 1.1
988     /* if you're flying, you cna't pick up anything */
989     if (op->move_type & MOVE_FLYING)
990     return 1;
991    
992     next = op->below;
993    
994 elmex 1.175 int cnt = MAX_ITEM_PER_DROP;
995     #define CHK_PICK_PICKUP do { pick_up (op, tmp); cnt--; } while (0)
996    
997 elmex 1.1 /* loop while there are items on the floor that are not marked as
998     * destroyed */
999 root 1.24 while (next && !next->destroyed ())
1000 root 1.18 {
1001     tmp = next;
1002     next = tmp->below;
1003 elmex 1.1
1004 elmex 1.175 if (cnt <= 0)
1005     {
1006     op->failmsg ("Couldn't pickup all items at once.");
1007     return 0;
1008     }
1009    
1010 root 1.24 if (op->destroyed ())
1011 elmex 1.1 return 0;
1012    
1013 root 1.18 if (!can_pick (op, tmp))
1014     continue;
1015 elmex 1.1
1016 root 1.18 if (op->contr->search_str[0] != '\0' && settings.search_items == TRUE)
1017     {
1018     if (item_matched_string (op, tmp, op->contr->search_str))
1019 elmex 1.175 CHK_PICK_PICKUP;
1020 root 1.18 continue;
1021 root 1.11 }
1022    
1023 root 1.18 /* high not bit set? We're using the old autopickup model */
1024     if (!(op->contr->mode & PU_NEWMODE))
1025 root 1.11 {
1026 root 1.18 switch (op->contr->mode)
1027 root 1.11 {
1028 root 1.20 case 0:
1029     return 1; /* don't pick up */
1030     case 1:
1031 elmex 1.175 CHK_PICK_PICKUP;
1032 root 1.20 return 1;
1033     case 2:
1034 elmex 1.175 CHK_PICK_PICKUP;
1035 root 1.20 return 0;
1036     case 3:
1037     return 0; /* stop before pickup */
1038     case 4:
1039 elmex 1.175 CHK_PICK_PICKUP;
1040 root 1.20 break;
1041     case 5:
1042 elmex 1.175 CHK_PICK_PICKUP;
1043 root 1.20 stop = 1;
1044     break;
1045     case 6:
1046 elmex 1.175 if (QUERY_FLAG (tmp, FLAG_KNOWN_MAGICAL)
1047     && !QUERY_FLAG (tmp, FLAG_KNOWN_CURSED))
1048     CHK_PICK_PICKUP;
1049 root 1.20 break;
1050    
1051     case 7:
1052     if (tmp->type == MONEY || tmp->type == GEM)
1053 elmex 1.175 CHK_PICK_PICKUP;
1054 root 1.20 break;
1055    
1056     default:
1057     /* use value density */
1058     if (!QUERY_FLAG (tmp, FLAG_UNPAID)
1059     && (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1))) >= op->contr->mode)
1060 elmex 1.175 CHK_PICK_PICKUP;
1061 root 1.11 }
1062     }
1063 root 1.18 else
1064     { /* old model */
1065     /* NEW pickup handling */
1066     if (op->contr->mode & PU_DEBUG)
1067     {
1068     /* some debugging code to figure out item information */
1069     if (tmp->name != NULL)
1070     sprintf (putstring, "item name: %s item type: %d weight/value: %d",
1071     &tmp->name, tmp->type, (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1))));
1072     else
1073     sprintf (putstring, "item name: %s item type: %d weight/value: %d",
1074 root 1.148 &tmp->arch->archname, tmp->type, (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1))));
1075 root 1.18
1076     new_draw_info (NDI_UNIQUE, 0, op, putstring);
1077 root 1.58 }
1078 elmex 1.1
1079 root 1.18 /* philosophy:
1080     * It's easy to grab an item type from a pile, as long as it's
1081     * generic. This takes no game-time. For more detailed pickups
1082 root 1.58 * and selections, select-items should be used. This is a
1083 root 1.18 * grab-as-you-run type mode that's really useful for arrows for
1084     * example.
1085     * The drawback: right now it has no frontend, so you need to
1086     * stick the bits you want into a calculator in hex mode and then
1087     * convert to decimal and then 'pickup <#>
1088     */
1089    
1090     /* the first two modes are exclusive: if NOTHING we return, if
1091     * STOP then we stop. All the rest are applied sequentially,
1092     * meaning if any test passes, the item gets picked up. */
1093    
1094     /* if mode is set to pick nothing up, return */
1095    
1096     if (op->contr->mode & PU_NOTHING)
1097     return 1;
1098    
1099     /* if mode is set to stop when encountering objects, return */
1100     /* take STOP before INHIBIT since it doesn't actually pick
1101     * anything up */
1102    
1103     if (op->contr->mode & PU_STOP)
1104     return 0;
1105    
1106     /* useful for going into stores and not losing your settings... */
1107     /* and for battles wher you don't want to get loaded down while
1108     * fighting */
1109     if (op->contr->mode & PU_INHIBIT)
1110     return 1;
1111    
1112     /* prevent us from turning into auto-thieves :) */
1113     if (QUERY_FLAG (tmp, FLAG_UNPAID))
1114     continue;
1115    
1116     /* ignore known cursed objects */
1117     if (QUERY_FLAG (tmp, FLAG_KNOWN_CURSED) && op->contr->mode & PU_NOT_CURSED)
1118     continue;
1119    
1120     /* all food and drink if desired */
1121     /* question: don't pick up known-poisonous stuff? */
1122     if (op->contr->mode & PU_FOOD)
1123     if (tmp->type == FOOD)
1124     {
1125 elmex 1.175 CHK_PICK_PICKUP;
1126 root 1.18 continue;
1127     }
1128 root 1.29
1129 root 1.18 if (op->contr->mode & PU_DRINK)
1130     if (tmp->type == DRINK || (tmp->type == POISON && !QUERY_FLAG (tmp, FLAG_KNOWN_CURSED)))
1131     {
1132 elmex 1.175 CHK_PICK_PICKUP;
1133 root 1.18 continue;
1134     }
1135    
1136     if (op->contr->mode & PU_POTION)
1137     if (tmp->type == POTION)
1138     {
1139 elmex 1.175 CHK_PICK_PICKUP;
1140 root 1.18 continue;
1141     }
1142    
1143     /* spellbooks, skillscrolls and normal books/scrolls */
1144     if (op->contr->mode & PU_SPELLBOOK)
1145     if (tmp->type == SPELLBOOK)
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_SKILLSCROLL)
1152     if (tmp->type == SKILLSCROLL)
1153     {
1154 elmex 1.175 CHK_PICK_PICKUP;
1155 root 1.18 continue;
1156     }
1157 root 1.29
1158 root 1.18 if (op->contr->mode & PU_READABLES)
1159 root 1.158 if (tmp->type == BOOK || tmp->type == SCROLL || tmp->type == INSCRIBABLE)
1160 root 1.18 {
1161 elmex 1.175 CHK_PICK_PICKUP;
1162 root 1.18 continue;
1163     }
1164    
1165     /* wands/staves/rods/horns */
1166     if (op->contr->mode & PU_MAGIC_DEVICE)
1167     if (tmp->type == WAND || tmp->type == ROD || tmp->type == HORN)
1168     {
1169 elmex 1.175 CHK_PICK_PICKUP;
1170 root 1.18 continue;
1171     }
1172    
1173     /* pick up all magical items */
1174     if (op->contr->mode & PU_MAGICAL)
1175     if (QUERY_FLAG (tmp, FLAG_KNOWN_MAGICAL) && !QUERY_FLAG (tmp, FLAG_KNOWN_CURSED))
1176     {
1177 elmex 1.175 CHK_PICK_PICKUP;
1178 root 1.18 continue;
1179     }
1180    
1181     if (op->contr->mode & PU_VALUABLES)
1182     {
1183     if (tmp->type == MONEY || tmp->type == GEM)
1184     {
1185 elmex 1.175 CHK_PICK_PICKUP;
1186 root 1.18 continue;
1187     }
1188     }
1189    
1190     /* rings & amulets - talismans seems to be typed AMULET */
1191     if (op->contr->mode & PU_JEWELS)
1192     if (tmp->type == RING || tmp->type == AMULET)
1193     {
1194 elmex 1.175 CHK_PICK_PICKUP;
1195 root 1.29 continue;
1196     }
1197    
1198     /* we don't forget dragon food */
1199     if (op->contr->mode & PU_FLESH)
1200     if (tmp->type == FLESH)
1201     {
1202 elmex 1.175 CHK_PICK_PICKUP;
1203 root 1.18 continue;
1204     }
1205    
1206     /* bows and arrows. Bows are good for selling! */
1207     if (op->contr->mode & PU_BOW)
1208     if (tmp->type == BOW)
1209     {
1210 elmex 1.175 CHK_PICK_PICKUP;
1211 root 1.18 continue;
1212     }
1213 root 1.29
1214 root 1.18 if (op->contr->mode & PU_ARROW)
1215     if (tmp->type == ARROW)
1216     {
1217 elmex 1.175 CHK_PICK_PICKUP;
1218 root 1.18 continue;
1219     }
1220    
1221     /* all kinds of armor etc. */
1222     if (op->contr->mode & PU_ARMOUR)
1223     if (tmp->type == ARMOUR)
1224     {
1225 elmex 1.175 CHK_PICK_PICKUP;
1226 root 1.18 continue;
1227     }
1228 root 1.29
1229 root 1.18 if (op->contr->mode & PU_HELMET)
1230     if (tmp->type == HELMET)
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_SHIELD)
1237     if (tmp->type == SHIELD)
1238     {
1239 elmex 1.175 CHK_PICK_PICKUP;
1240 root 1.18 continue;
1241     }
1242 root 1.29
1243 root 1.18 if (op->contr->mode & PU_BOOTS)
1244     if (tmp->type == BOOTS)
1245     {
1246 elmex 1.175 CHK_PICK_PICKUP;
1247 root 1.18 continue;
1248     }
1249 root 1.29
1250 root 1.18 if (op->contr->mode & PU_GLOVES)
1251     if (tmp->type == GLOVES)
1252     {
1253 elmex 1.175 CHK_PICK_PICKUP;
1254 root 1.18 continue;
1255     }
1256 root 1.29
1257 root 1.18 if (op->contr->mode & PU_CLOAK)
1258     if (tmp->type == CLOAK)
1259     {
1260 elmex 1.175 CHK_PICK_PICKUP;
1261 root 1.18 continue;
1262     }
1263 elmex 1.1
1264 root 1.18 /* hoping to catch throwing daggers here */
1265     if (op->contr->mode & PU_MISSILEWEAPON)
1266     if (tmp->type == WEAPON && QUERY_FLAG (tmp, FLAG_IS_THROWN))
1267     {
1268 elmex 1.175 CHK_PICK_PICKUP;
1269 root 1.18 continue;
1270     }
1271 elmex 1.1
1272 root 1.18 /* careful: chairs and tables are weapons! */
1273     if (op->contr->mode & PU_ALLWEAPON)
1274     {
1275     if (tmp->type == WEAPON && tmp->name != NULL)
1276     {
1277 root 1.148 if (strstr (tmp->name, "table") == NULL && strstr (tmp->arch->archname, "table") == NULL &&
1278     strstr (tmp->name, "chair") && strstr (tmp->arch->archname, "chair") == NULL)
1279 root 1.18 {
1280 elmex 1.175 CHK_PICK_PICKUP;
1281 root 1.18 continue;
1282     }
1283     }
1284 root 1.29
1285 root 1.18 if (tmp->type == WEAPON && tmp->name == NULL)
1286     {
1287 root 1.148 if (strstr (tmp->arch->archname, "table") == NULL && strstr (tmp->arch->archname, "chair") == NULL)
1288 root 1.18 {
1289 elmex 1.175 CHK_PICK_PICKUP;
1290 root 1.18 continue;
1291     }
1292     }
1293     }
1294 elmex 1.1
1295 root 1.18 /* misc stuff that's useful */
1296     if (op->contr->mode & PU_KEY)
1297     if (tmp->type == KEY || tmp->type == SPECIAL_KEY)
1298     {
1299 elmex 1.175 CHK_PICK_PICKUP;
1300 root 1.18 continue;
1301     }
1302 elmex 1.1
1303 root 1.18 /* any of the last 4 bits set means we use the ratio for value
1304     * pickups */
1305     if (op->contr->mode & PU_RATIO)
1306     {
1307     /* use value density to decide what else to grab */
1308     /* >=7 was >= op->contr->mode */
1309     /* >=7 is the old standard setting. Now we take the last 4 bits
1310     * and multiply them by 5, giving 0..15*5== 5..75 */
1311     wvratio = (op->contr->mode & PU_RATIO) * 5;
1312     if ((query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1))) >= (unsigned int) wvratio)
1313     {
1314 elmex 1.175 CHK_PICK_PICKUP;
1315 elmex 1.1 #if 0
1316 root 1.18 fprintf (stderr, "HIGH WEIGHT/VALUE [");
1317     if (tmp->name != NULL)
1318     {
1319     fprintf (stderr, "%s", tmp->name);
1320     }
1321     else
1322 root 1.148 fprintf (stderr, "%s", tmp->arch->archname);
1323 root 1.18 fprintf (stderr, ",%d] = ", tmp->type);
1324     fprintf (stderr, "%d\n", (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1))));
1325 elmex 1.1 #endif
1326 root 1.18 continue;
1327     }
1328     }
1329     } /* the new pickup model */
1330     }
1331 root 1.29
1332 root 1.18 return !stop;
1333 elmex 1.1 }
1334    
1335     /*
1336     * Find an arrow in the inventory and after that
1337     * in the right type container (quiver). Pointer to the
1338     * found object is returned.
1339     */
1340 root 1.18 object *
1341     find_arrow (object *op, const char *type)
1342 elmex 1.1 {
1343 root 1.178 for (object *tmp = op->inv; tmp; tmp = tmp->below)
1344 root 1.179 if (tmp->type == ARROW && !strcmp (&tmp->race, type))
1345 root 1.178 return splay (tmp);
1346 elmex 1.1
1347 root 1.178 for (object *tmp = op->inv; tmp; tmp = tmp->below)
1348 root 1.179 if (tmp->type == CONTAINER && QUERY_FLAG (tmp, FLAG_APPLIED) && !strcmp (&tmp->race, type))
1349 root 1.178 if (object *arrow = find_arrow (tmp, type))
1350     {
1351     splay (tmp);
1352     return arrow;
1353     }
1354 root 1.103
1355 root 1.178 return 0;
1356 elmex 1.1 }
1357    
1358     /*
1359     * Similar to find_arrow, but looks for (roughly) the best arrow to use
1360     * against the target. A full test is not performed, simply a basic test
1361     * of resistances. The archer is making a quick guess at what he sees down
1362     * the hall. Failing that it does it's best to pick the highest plus arrow.
1363     */
1364 root 1.18 object *
1365     find_better_arrow (object *op, object *target, const char *type, int *better)
1366 elmex 1.1 {
1367 root 1.18 object *tmp = NULL, *arrow, *ntmp;
1368     int attacknum, attacktype, betterby = 0, i;
1369 elmex 1.1
1370 root 1.18 if (!type)
1371     return NULL;
1372 elmex 1.1
1373 root 1.18 for (arrow = op->inv; arrow; arrow = arrow->below)
1374     {
1375     if (arrow->type == CONTAINER && arrow->race == type && QUERY_FLAG (arrow, FLAG_APPLIED))
1376     {
1377     i = 0;
1378     ntmp = find_better_arrow (arrow, target, type, &i);
1379     if (i > betterby)
1380     {
1381     tmp = ntmp;
1382     betterby = i;
1383     }
1384     }
1385     else if (arrow->type == ARROW && arrow->race == type)
1386     {
1387     /* allways prefer assasination/slaying */
1388 root 1.192 if (target->race && arrow->slaying && strstr (arrow->slaying, target->race))
1389 root 1.18 {
1390     if (arrow->attacktype & AT_DEATH)
1391     {
1392     *better = 100;
1393     return arrow;
1394     }
1395     else
1396     {
1397     tmp = arrow;
1398     betterby = (arrow->magic + arrow->stats.dam) * 2;
1399     }
1400     }
1401     else
1402     {
1403     for (attacknum = 0; attacknum < NROFATTACKS; attacknum++)
1404     {
1405     attacktype = 1 << attacknum;
1406 root 1.149 if ((arrow->attacktype & attacktype) && (target->arch->resist[attacknum]) < 0)
1407     if (((arrow->magic + arrow->stats.dam) * (100 - target->arch->resist[attacknum]) / 100) > betterby)
1408 root 1.18 {
1409     tmp = arrow;
1410 root 1.149 betterby = (arrow->magic + arrow->stats.dam) * (100 - target->arch->resist[attacknum]) / 100;
1411 root 1.18 }
1412 root 1.11 }
1413 root 1.18 if ((2 + arrow->magic + arrow->stats.dam) > betterby)
1414     {
1415     tmp = arrow;
1416     betterby = 2 + arrow->magic + arrow->stats.dam;
1417 root 1.11 }
1418 root 1.18 if (arrow->title && (1 + arrow->magic + arrow->stats.dam) > betterby)
1419     {
1420     tmp = arrow;
1421     betterby = 1 + arrow->magic + arrow->stats.dam;
1422 root 1.11 }
1423     }
1424     }
1425 elmex 1.1 }
1426 root 1.195
1427 root 1.18 if (tmp == NULL && arrow == NULL)
1428     return find_arrow (op, type);
1429 elmex 1.1
1430 root 1.18 *better = betterby;
1431     return tmp;
1432 elmex 1.1 }
1433    
1434     /* looks in a given direction, finds the first valid target, and calls
1435     * find_better_arrow to find a decent arrow to use.
1436     * op = the shooter
1437     * type = bow->race
1438     * dir = fire direction
1439     */
1440 root 1.18 object *
1441     pick_arrow_target (object *op, const char *type, int dir)
1442 elmex 1.1 {
1443 root 1.18 object *tmp = NULL;
1444 root 1.25 maptile *m;
1445 root 1.18 int i, mflags, found, number;
1446     sint16 x, y;
1447    
1448     if (op->map == NULL)
1449     return find_arrow (op, type);
1450    
1451     /* do a dex check */
1452     number = (die_roll (2, 40, op, PREFER_LOW) - 2) / 2;
1453     if (number > (op->stats.Dex + (op->chosen_skill ? op->chosen_skill->level : op->level)))
1454     return find_arrow (op, type);
1455    
1456     m = op->map;
1457     x = op->x;
1458     y = op->y;
1459    
1460     /* find the first target */
1461     for (i = 0, found = 0; i < 20; i++)
1462     {
1463     x += freearr_x[dir];
1464     y += freearr_y[dir];
1465     mflags = get_map_flags (m, &m, x, y, &x, &y);
1466     if (mflags & P_OUT_OF_MAP || mflags & P_BLOCKSVIEW)
1467     {
1468     tmp = NULL;
1469     break;
1470     }
1471     else if (GET_MAP_MOVE_BLOCK (m, x, y) == MOVE_FLY_LOW)
1472     {
1473     /* This block presumes arrows and the like are MOVE_FLY_SLOW -
1474     * perhaps a bad assumption.
1475     */
1476     tmp = NULL;
1477     break;
1478 root 1.11 }
1479 root 1.18 if (mflags & P_IS_ALIVE)
1480     {
1481     for (tmp = GET_MAP_OB (m, x, y); tmp; tmp = tmp->above)
1482     if (QUERY_FLAG (tmp, FLAG_ALIVE))
1483     {
1484     found++;
1485 root 1.11 break;
1486 root 1.18 }
1487     if (found)
1488     break;
1489 root 1.11 }
1490 elmex 1.1 }
1491 root 1.18 if (tmp == NULL)
1492     return find_arrow (op, type);
1493 elmex 1.1
1494 root 1.18 if (tmp->head)
1495     tmp = tmp->head;
1496 elmex 1.1
1497 root 1.18 return find_better_arrow (op, tmp, type, &i);
1498 elmex 1.1 }
1499    
1500     /*
1501     * Creature fires a bow - op can be monster or player. Returns
1502     * 1 if bow was actually fired, 0 otherwise.
1503     * op is the object firing the bow.
1504     * part is for multipart creatures - the part firing the bow.
1505     * dir is the direction of fire.
1506     * wc_mod is any special modifier to give (used in special player fire modes)
1507     * sx, sy are coordinates to fire arrow from - also used in some of the special
1508     * player fire modes.
1509     */
1510 root 1.18 int
1511     fire_bow (object *op, object *part, object *arrow, int dir, int wc_mod, sint16 sx, sint16 sy)
1512 elmex 1.1 {
1513 root 1.18 object *left, *bow;
1514 root 1.132 int mflags;
1515 root 1.25 maptile *m;
1516 elmex 1.1
1517 root 1.18 if (!dir)
1518     {
1519     new_draw_info (NDI_UNIQUE, 0, op, "You can't shoot yourself!");
1520     return 0;
1521 elmex 1.1 }
1522 root 1.48
1523 root 1.136 if (op->contr)
1524     bow = op->current_weapon;
1525 root 1.18 else
1526     {
1527     for (bow = op->inv; bow; bow = bow->below)
1528     /* Don't check for applied - monsters don't apply bows - in that way, they
1529     * don't need to switch back and forth between bows and weapons.
1530     */
1531     if (bow->type == BOW)
1532     break;
1533 root 1.11
1534 root 1.18 if (!bow)
1535     {
1536     LOG (llevError, "Range: bow without activated bow (%s).\n", &op->name);
1537     return 0;
1538 root 1.11 }
1539 root 1.118
1540     // optimisation: move object to top so we will find it quickly again
1541     if (bow->below)
1542     {
1543     bow->remove ();
1544     op->insert (bow);
1545     }
1546    
1547 elmex 1.1 }
1548 root 1.48
1549 root 1.18 if (!bow->race || !bow->skill)
1550     {
1551     new_draw_info_format (NDI_UNIQUE, 0, op, "Your %s is broken.", &bow->name);
1552     return 0;
1553 elmex 1.1 }
1554    
1555 root 1.18 if (arrow == NULL)
1556     {
1557     if ((arrow = find_arrow (op, bow->race)) == NULL)
1558     {
1559     if (op->type == PLAYER)
1560     new_draw_info_format (NDI_UNIQUE, 0, op, "You have no %s left.", &bow->race);
1561     /* FLAG_READY_BOW will get reset if the monsters picks up some arrows */
1562     else
1563     CLEAR_FLAG (op, FLAG_READY_BOW);
1564 root 1.116
1565 root 1.18 return 0;
1566 root 1.11 }
1567 elmex 1.1 }
1568 root 1.48
1569 root 1.18 mflags = get_map_flags (op->map, &m, sx, sy, &sx, &sy);
1570     if (mflags & P_OUT_OF_MAP)
1571 root 1.48 return 0;
1572    
1573 root 1.18 if (GET_MAP_MOVE_BLOCK (m, sx, sy) == MOVE_FLY_LOW)
1574     {
1575     new_draw_info (NDI_UNIQUE, 0, op, "Something is in the way.");
1576     return 0;
1577     }
1578    
1579     /* this should not happen, but sometimes does */
1580     if (arrow->nrof == 0)
1581     {
1582 root 1.33 arrow->destroy ();
1583 root 1.18 return 0;
1584     }
1585    
1586     left = arrow; /* these are arrows left to the player */
1587 root 1.186 arrow = arrow->split ();
1588 root 1.48 if (!arrow)
1589 root 1.18 {
1590     new_draw_info_format (NDI_UNIQUE, 0, op, "You have no %s left.", &bow->race);
1591     return 0;
1592 elmex 1.1 }
1593 root 1.48
1594 root 1.34 arrow->set_owner (op);
1595 root 1.18 arrow->skill = bow->skill;
1596     arrow->direction = dir;
1597    
1598 root 1.124 arrow->stats.sp = arrow->stats.wc; /* save original wc, dam, attacktype and slaying */
1599     arrow->stats.hp = arrow->stats.dam;
1600     arrow->stats.grace = arrow->attacktype;
1601    
1602     if (arrow->slaying)
1603     arrow->spellarg = strdup (arrow->slaying);
1604    
1605 root 1.142 #if 0
1606 root 1.131 if (player *pl = op->contr)
1607 root 1.18 {
1608 root 1.142 float speed = pl->weapon_sp;
1609 root 1.132
1610 root 1.142 /* penalize ROF for bestarrow */
1611     if (pl->bowtype == bow_bestarrow)
1612     speed *= .9f;
1613     else
1614     speed *= 1.f + dex_bonus[op->stats.Dex] * .2f;
1615 root 1.131
1616 root 1.142 op->speed_left += speed - op->speed;
1617     }
1618 root 1.132 #endif
1619 elmex 1.1
1620 root 1.18 SET_ANIMATION (arrow, arrow->direction);
1621 root 1.116
1622 root 1.18 /* update the speed */
1623 root 1.142 arrow->speed = ((bow->flag [FLAG_NO_STRENGTH] ? 0 : dam_bonus[op->stats.Str]) + bow->magic + arrow->magic) / 5.f
1624     + bow->stats.dam / 7.f;
1625 root 1.18
1626 root 1.142 arrow->set_speed (max (arrow->speed, 2.f));
1627 root 1.18 arrow->speed_left = 0;
1628    
1629 root 1.129 int wc = op->stats.wc + wc_mod - arrow->magic - arrow->stats.wc;
1630 root 1.116
1631 root 1.18 if (op->type == PLAYER)
1632     {
1633 root 1.116 arrow->level = op->chosen_skill ? op->chosen_skill->level : op->level;
1634 root 1.129 wc -= dex_bonus[op->stats.Dex];
1635 root 1.18
1636 root 1.116 if (!arrow->slaying)
1637     arrow->slaying = op->slaying;
1638 root 1.124
1639     arrow->attacktype |= op->attacktype;
1640 elmex 1.1 }
1641 root 1.18 else
1642     {
1643     arrow->level = op->level;
1644 root 1.116 arrow->stats.wc -= bow->magic;
1645    
1646     if (!arrow->slaying)
1647     arrow->slaying = bow->slaying;
1648 root 1.124
1649     arrow->attacktype |= bow->attacktype;
1650 elmex 1.1 }
1651 root 1.24
1652 root 1.129 wc -= arrow->level;
1653     arrow->stats.dam = clamp (arrow->stats.dam + op->stats.dam + arrow->magic, MIN_DAM, MAX_DAM);
1654 root 1.24
1655 root 1.129 arrow->stats.wc = clamp (wc, MIN_WC, MAX_WC);
1656 root 1.18 arrow->move_type = MOVE_FLY_LOW;
1657     arrow->move_on = MOVE_FLY_LOW | MOVE_WALK;
1658    
1659 root 1.156 op->play_sound (sound_find ("fire_arrow"));
1660 root 1.70 m->insert (arrow, sx, sy, op);
1661 root 1.18
1662 root 1.24 if (!arrow->destroyed ())
1663 root 1.18 move_arrow (arrow);
1664 elmex 1.1
1665 root 1.18 return 1;
1666 elmex 1.1 }
1667    
1668     /* Special fire code for players - this takes into
1669     * account the special fire modes players can have
1670     * but monsters can't. Putting that code here
1671     * makes the fire_bow code much cleaner.
1672     * this function should only be called if 'op' is a player,
1673     * hence the function name.
1674     */
1675 root 1.18 int
1676     player_fire_bow (object *op, int dir)
1677 elmex 1.1 {
1678 root 1.18 int ret = 0, wcmod = 0;
1679    
1680     if (op->contr->bowtype == bow_bestarrow)
1681     {
1682 root 1.118 ret = fire_bow (op, op, pick_arrow_target (op, op->contr->ranged_ob->race, dir), dir, 0, op->x, op->y);
1683 root 1.18 }
1684     else if (op->contr->bowtype >= bow_n && op->contr->bowtype <= bow_nw)
1685     {
1686     if (!similar_direction (dir, op->contr->bowtype - bow_n + 1))
1687     wcmod = -1;
1688 root 1.74
1689 root 1.18 ret = fire_bow (op, op, NULL, op->contr->bowtype - bow_n + 1, wcmod, op->x, op->y);
1690     }
1691     else if (op->contr->bowtype == bow_threewide)
1692     {
1693     ret = fire_bow (op, op, NULL, dir, 0, op->x, op->y);
1694     ret |= fire_bow (op, op, NULL, dir, -5, op->x + freearr_x[absdir (dir + 2)], op->y + freearr_y[absdir (dir + 2)]);
1695     ret |= fire_bow (op, op, NULL, dir, -5, op->x + freearr_x[absdir (dir - 2)], op->y + freearr_y[absdir (dir - 2)]);
1696     }
1697     else if (op->contr->bowtype == bow_spreadshot)
1698     {
1699     ret |= fire_bow (op, op, NULL, dir, 0, op->x, op->y);
1700     ret |= fire_bow (op, op, NULL, absdir (dir - 1), -5, op->x, op->y);
1701     ret |= fire_bow (op, op, NULL, absdir (dir + 1), -5, op->x, op->y);
1702 elmex 1.1 }
1703 root 1.18 else
1704     {
1705     /* Simple case */
1706     ret = fire_bow (op, op, NULL, dir, 0, op->x, op->y);
1707     }
1708 root 1.121
1709 root 1.18 return ret;
1710 elmex 1.1 }
1711    
1712     /* Fires a misc (wand/rod/horn) object in 'dir'.
1713     * Broken apart from 'fire' to keep it more readable.
1714     */
1715 root 1.18 void
1716     fire_misc_object (object *op, int dir)
1717 elmex 1.1 {
1718 root 1.118 object *item = op->contr->ranged_ob;
1719 elmex 1.1
1720 root 1.118 if (!item)
1721 root 1.18 {
1722     new_draw_info (NDI_UNIQUE, 0, op, "You have range item readied.");
1723     return;
1724 elmex 1.1 }
1725    
1726 root 1.18 if (!item->inv)
1727     {
1728     LOG (llevError, "Object %s lacks a spell\n", &item->name);
1729     return;
1730 elmex 1.1 }
1731 root 1.118
1732 root 1.126 if (!op->change_weapon (item))
1733     return;
1734 root 1.121
1735 root 1.18 if (item->type == WAND)
1736     {
1737     if (item->stats.food <= 0)
1738     {
1739 root 1.156 op->contr->play_sound (sound_find ("wand_poof"));
1740 root 1.18 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s goes poof.", query_base_name (item, 0));
1741 root 1.121
1742 root 1.18 return;
1743 root 1.11 }
1744 root 1.18 }
1745     else if (item->type == ROD || item->type == HORN)
1746     {
1747 elmex 1.191 sint16 spell_sp = MAX (item->inv->stats.sp, item->inv->stats.grace);
1748    
1749     // using the maximum of the rods charge allows at least one spell cast
1750     // for a rod or horn, this fixes some broken rods.
1751     if (item->stats.hp < MIN (spell_sp, item->stats.maxhp))
1752 root 1.18 {
1753 root 1.156 op->contr->play_sound (sound_find ("wand_poof"));
1754 root 1.121
1755 root 1.18 if (item->type == ROD)
1756     new_draw_info_format (NDI_UNIQUE, 0, op, "The %s whines for a while, but nothing happens.", query_base_name (item, 0));
1757     else
1758     new_draw_info_format (NDI_UNIQUE, 0, op, "The %s needs more time to charge.", query_base_name (item, 0));
1759 root 1.121
1760 root 1.18 return;
1761 root 1.11 }
1762 elmex 1.1 }
1763    
1764 root 1.18 if (cast_spell (op, item, dir, item->inv, NULL))
1765     {
1766     SET_FLAG (op, FLAG_BEEN_APPLIED); /* You now know something about it */
1767     if (item->type == WAND)
1768     {
1769     if (!(--item->stats.food))
1770     {
1771     object *tmp;
1772    
1773     if (item->arch)
1774     {
1775     CLEAR_FLAG (item, FLAG_ANIMATE);
1776 root 1.149 item->face = item->arch->face;
1777 root 1.67 item->set_speed (0);
1778 root 1.11 }
1779 root 1.67
1780 root 1.189 if (object *pl = item->visible_to ())
1781     esrv_update_item (UPD_ANIM, pl, item);
1782 root 1.11 }
1783     }
1784 root 1.18 else if (item->type == ROD || item->type == HORN)
1785 root 1.67 drain_rod_charge (item);
1786 elmex 1.1 }
1787     }
1788    
1789     /* Received a fire command for the player - go and do it.
1790     */
1791 root 1.142 bool
1792 root 1.18 fire (object *op, int dir)
1793     {
1794     int spellcost = 0;
1795 elmex 1.1
1796 root 1.18 /* check for loss of invisiblity/hide */
1797     if (action_makes_visible (op))
1798     make_visible (op);
1799 elmex 1.1
1800 root 1.118 player *pl = op->contr;
1801 elmex 1.1
1802 root 1.119 if (pl->golem)
1803     {
1804     control_golem (op->contr->golem, dir);
1805 root 1.142 return false;
1806 root 1.119 }
1807    
1808     object *ob = pl->ranged_ob;
1809 elmex 1.1
1810 root 1.119 if (!ob)
1811 root 1.142 return false;
1812 elmex 1.1
1813 root 1.136 if (!op->change_weapon (ob))
1814 root 1.142 return false;
1815    
1816     if (op->speed_left > 0.f)
1817     --op->speed_left;
1818     else
1819     return false;
1820 root 1.136
1821 root 1.119 switch (ob->type)
1822 root 1.118 {
1823 root 1.119 case BOW:
1824 root 1.118 player_fire_bow (op, dir);
1825 root 1.119 break;
1826    
1827     case SPELL:
1828     spellcost = cast_spell (op, op, dir, ob, pl->spellparam[0] ? pl->spellparam : 0);
1829     break;
1830 root 1.113
1831 root 1.119 case BUILDER:
1832 root 1.20 apply_map_builder (op, dir);
1833 root 1.119 break;
1834    
1835     case SKILL:
1836     do_skill (op, op, ob, dir, 0);
1837     break;
1838    
1839     default:
1840     fire_misc_object (op, dir);
1841     break;
1842 elmex 1.1 }
1843 root 1.142
1844     return true;
1845 elmex 1.1 }
1846    
1847     /* find_key
1848     * We try to find a key for the door as passed. If we find a key
1849     * and successfully use it, we return the key, otherwise NULL
1850     * This function merges both normal and locked door, since the logic
1851     * for both is the same - just the specific key is different.
1852     * pl is the player,
1853     * inv is the objects inventory to searched
1854     * door is the door we are trying to match against.
1855     * This function can be called recursively to search containers.
1856     */
1857 root 1.18 object *
1858     find_key (object *pl, object *container, object *door)
1859 elmex 1.1 {
1860 root 1.18 object *tmp, *key;
1861 elmex 1.1
1862 root 1.18 /* Should not happen, but sanity checking is never bad */
1863 root 1.103 if (!container->inv)
1864     return 0;
1865 elmex 1.1
1866 root 1.18 /* First, lets try to find a key in the top level inventory */
1867 root 1.103 for (tmp = container->inv; tmp; tmp = tmp->below)
1868 root 1.18 {
1869     if (door->type == DOOR && tmp->type == KEY)
1870     break;
1871     /* For sanity, we should really check door type, but other stuff
1872     * (like containers) can be locked with special keys
1873     */
1874     if (tmp->slaying && tmp->type == SPECIAL_KEY && tmp->slaying == door->slaying)
1875     break;
1876     }
1877 root 1.103
1878 root 1.18 /* No key found - lets search inventories now */
1879     /* If we find and use a key in an inventory, return at that time.
1880     * otherwise, if we search all the inventories and still don't find
1881     * a key, return
1882     */
1883     if (!tmp)
1884     {
1885 root 1.103 for (tmp = container->inv; tmp; tmp = tmp->below)
1886 root 1.18 {
1887     /* No reason to search empty containers */
1888     if (tmp->type == CONTAINER && tmp->inv)
1889     {
1890 root 1.103 if ((key = find_key (pl, tmp, door)))
1891 root 1.18 return key;
1892     }
1893     }
1894 root 1.103
1895 root 1.18 if (!tmp)
1896     return NULL;
1897 elmex 1.1 }
1898 root 1.103
1899 root 1.18 /* We get down here if we have found a key. Now if its in a container,
1900     * see if we actually want to use it
1901     */
1902     if (pl != container)
1903     {
1904     /* Only let players use keys in containers */
1905     if (!pl->contr)
1906     return NULL;
1907     /* cases where this fails:
1908     * If we only search the player inventory, return now since we
1909     * are not in the players inventory.
1910     * If the container is not active, return now since only active
1911     * containers can be used.
1912     * If we only search keyrings and the container does not have
1913     * a race/isn't a keyring.
1914     * No checking for all containers - to fall through past here,
1915     * inv must have been an container and must have been active.
1916     *
1917     * Change the color so that the message doesn't disappear with
1918     * all the others.
1919     */
1920     if (pl->contr->usekeys == key_inventory ||
1921     !QUERY_FLAG (container, FLAG_APPLIED) ||
1922     (pl->contr->usekeys == keyrings && (!container->race || strcmp (container->race, "keys"))))
1923     {
1924     new_draw_info_format (NDI_UNIQUE | NDI_BROWN, 0, pl,
1925     "The %s in your %s vibrates as you approach the door", query_name (tmp), query_name (container));
1926     return NULL;
1927 root 1.11 }
1928 elmex 1.1 }
1929 root 1.103
1930 root 1.18 return tmp;
1931 elmex 1.1 }
1932    
1933     /* moved door processing out of move_player_attack.
1934     * returns 1 if player has opened the door with a key
1935     * such that the caller should not do anything more,
1936     * 0 otherwise
1937     */
1938 root 1.18 static int
1939     player_attack_door (object *op, object *door)
1940 elmex 1.1 {
1941 root 1.142 /* If its a door, try to find a key. If we do destroy the door,
1942 root 1.18 * might as well return immediately as there is nothing more to do -
1943     * otherwise, we fall through to the rest of the code.
1944     */
1945     object *key = find_key (op, op, door);
1946    
1947 root 1.142 /* If we found a key, do some extra work */
1948 root 1.18 if (key)
1949     {
1950     object *container = key->env;
1951    
1952     if (action_makes_visible (op))
1953     make_visible (op);
1954 root 1.117
1955 root 1.18 if (door->inv && (door->inv->type == RUNE || door->inv->type == TRAP))
1956     spring_trap (door->inv, op);
1957 root 1.103
1958 root 1.18 if (door->type == DOOR)
1959 root 1.103 hit_player (door, 9998, op, AT_PHYSICAL, 1); /* Break through the door */
1960 root 1.18 else if (door->type == LOCKED_DOOR)
1961     {
1962 root 1.170 op->statusmsg (format ("You open the door with the %s", query_short_name (key)), NDI_BROWN);
1963 root 1.18 remove_door2 (door); /* remove door without violence ;-) */
1964     }
1965 root 1.103
1966 root 1.18 /* Do this after we print the message */
1967 root 1.185 key->decrease (); /* Use up one of the keys */
1968 root 1.103
1969 root 1.18 return 1; /* Nothing more to do below */
1970     }
1971     else if (door->type == LOCKED_DOOR)
1972     {
1973     /* Might as well return now - no other way to open this */
1974 root 1.171 op->failmsg (door->msg ? &door->msg : "Hmm, you miss the certain something to open this door...");
1975 root 1.18 return 1;
1976 elmex 1.1 }
1977 root 1.103
1978 root 1.18 return 0;
1979 elmex 1.1 }
1980    
1981     /* This function is just part of a breakup from move_player.
1982     * It should keep the code cleaner.
1983     * When this is called, the players direction has been updated
1984     * (taking into account confusion.) The player is also actually
1985     * going to try and move (not fire weapons).
1986     */
1987 root 1.142 bool
1988 root 1.18 move_player_attack (object *op, int dir)
1989 elmex 1.1 {
1990 root 1.18 int on_battleground;
1991    
1992 root 1.117 sint16 nx = freearr_x[dir] + op->x;
1993     sint16 ny = freearr_y[dir] + op->y;
1994 root 1.18
1995 root 1.49 on_battleground = op_on_battleground (op, 0, 0);
1996 root 1.18
1997 root 1.142 if (out_of_map (op->map, nx, ny))
1998     return false;
1999    
2000     if (!op->contr->braced && op->speed_left > 0.f && move_ob (op, dir, op))
2001     {
2002     --op->speed_left;
2003     return true;
2004     }
2005    
2006 root 1.18 /* If braced, or can't move to the square, and it is not out of the
2007     * map, attack it. Note order of if statement is important - don't
2008     * want to be calling move_ob if braced, because move_ob will move the
2009     * player. This is a pretty nasty hack, because if we could
2010     * move to some space, it then means that if we are braced, we should
2011     * do nothing at all. As it is, if we are braced, we go through
2012     * quite a bit of processing. However, it probably is less than what
2013     * move_ob uses.
2014     */
2015 root 1.142 maptile *m = op->map->xy_find (nx, ny);
2016    
2017     /* Go through all the objects, and find ones of interest. Only stop if
2018     * we find a monster - that is something we know we want to attack.
2019     * if its a door or barrel (can roll) see if there may be monsters
2020     * on the space
2021     */
2022     object *mon;
2023     for (mon = m->at (nx, ny).bot; mon; mon = mon->above)
2024 root 1.18 {
2025 root 1.142 if ((mon->flag [FLAG_ALIVE]
2026     || mon->type == LOCKED_DOOR
2027     || mon->flag [FLAG_CAN_ROLL])
2028     && mon != op)
2029     break;
2030     }
2031    
2032     if (!mon) /* This happens anytime the player tries to move */
2033     return false; /* into a wall */
2034 root 1.18
2035 root 1.142 mon = mon->head_ ();
2036 root 1.11
2037 root 1.142 if ((mon->type == DOOR && mon->stats.hp >= 0) || (mon->type == LOCKED_DOOR))
2038     if (op->contr->weapon_sp_left > 0.f)
2039     if (player_attack_door (op, mon))
2040 root 1.18 {
2041 root 1.142 --op->contr->weapon_sp_left;
2042     return true;
2043 root 1.18 }
2044    
2045 root 1.142 /* The following deals with possibly attacking peaceful
2046     * or friendly creatures. Basically, all players are considered
2047     * unaggressive. If the moving player has peaceful set, then the
2048     * object should be pushed instead of attacked. It is assumed that
2049     * if you are braced, you will not attack friends accidently,
2050     * and thus will not push them.
2051     */
2052 root 1.18
2053 root 1.142 /* If the creature is a pet, push it even if the player is not
2054     * peaceful. Our assumption is the creature is a pet if the
2055     * player owns it and it is either friendly or unagressive.
2056     */
2057     if (op->type == PLAYER
2058     && ((mon->owner && mon->owner->contr
2059     && same_party (mon->owner->contr->party, op->contr->party))
2060     || mon->owner == op)
2061     && (QUERY_FLAG (mon, FLAG_UNAGGRESSIVE) || QUERY_FLAG (mon, FLAG_FRIENDLY)))
2062     {
2063     /* If we're braced, we don't want to switch places with it */
2064     if (op->contr->braced)
2065     return false;
2066 root 1.18
2067 root 1.142 if (op->speed_left > 0.f)
2068     {
2069     --op->speed_left;
2070 root 1.85
2071 root 1.156 op->play_sound (sound_find ("push_player"));
2072 root 1.117 push_ob (mon, dir, op);
2073 root 1.142
2074 root 1.18 if (op->contr->tmp_invis || op->hide)
2075     make_visible (op);
2076 root 1.85
2077 root 1.142 return true;
2078 root 1.11 }
2079 root 1.142 else
2080     return false;
2081     }
2082 root 1.11
2083 root 1.142 /* in certain circumstances, you shouldn't attack friendly
2084     * creatures. Note that if you are braced, you can't push
2085     * someone, but put it inside this loop so that you won't
2086     * attack them either.
2087     */
2088     if ((mon->type == PLAYER || mon->enemy != op)
2089     && (mon->type == PLAYER || QUERY_FLAG (mon, FLAG_UNAGGRESSIVE) || QUERY_FLAG (mon, FLAG_FRIENDLY))
2090     && ((op->contr->peaceful
2091     || (mon->type == PLAYER && mon->contr->peaceful))
2092     && !on_battleground))
2093     {
2094     if (op->speed_left > 0.f)
2095 root 1.18 {
2096 root 1.142 --op->speed_left;
2097    
2098 root 1.18 if (!op->contr->braced)
2099     {
2100 root 1.156 op->play_sound (sound_find ("push_player"));
2101 root 1.85 push_ob (mon, dir, op);
2102 root 1.18 }
2103     else
2104 root 1.171 op->statusmsg ("You withhold your attack");
2105 root 1.49
2106 root 1.18 if (op->contr->tmp_invis || op->hide)
2107     make_visible (op);
2108 root 1.142
2109     return true;
2110 root 1.11 }
2111 root 1.142 }
2112     /* If the object is a boulder or other rollable object, then
2113     * roll it if not braced. You can't roll it if you are braced.
2114     */
2115     else if (QUERY_FLAG (mon, FLAG_CAN_ROLL) && (!op->contr->braced))
2116     {
2117     if (op->speed_left > 0.f)
2118     {
2119     --op->speed_left;
2120 elmex 1.1
2121 root 1.18 recursive_roll (mon, dir, op);
2122     if (action_makes_visible (op))
2123     make_visible (op);
2124 root 1.142
2125     return true;
2126 root 1.11 }
2127 root 1.142 }
2128     /* Any generic living creature. Including things like doors.
2129     * Way it works is like this: First, it must have some hit points
2130     * and be living. Then, it must be one of the following:
2131     * 1) Not a player, 2) A player, but of a different party. Note
2132     * that party_number -1 is no party, so attacks can still happen.
2133     */
2134     else if ((mon->stats.hp >= 0) && QUERY_FLAG (mon, FLAG_ALIVE) &&
2135     ((mon->type != PLAYER || op->contr->party == NULL || op->contr->party != mon->contr->party)))
2136     {
2137 root 1.143 if (op->contr->weapon_sp_left > 0.f && !op->flag [FLAG_WIZPASS])
2138 root 1.18 {
2139 root 1.142 --op->contr->weapon_sp_left;
2140 root 1.11
2141 root 1.49 skill_attack (mon, op, 0, 0, 0);
2142 root 1.11
2143 root 1.18 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    
2150     return false;
2151 elmex 1.1 }
2152    
2153 root 1.142 bool
2154 root 1.18 move_player (object *op, int dir)
2155     {
2156     int pick;
2157 elmex 1.1
2158 root 1.181 if (!op->map || op->map->in_memory != MAP_ACTIVE)
2159 root 1.18 return 0;
2160 elmex 1.1
2161 root 1.18 /* Sanity check: make sure dir is valid */
2162     if ((dir < 0) || (dir >= 9))
2163     {
2164     LOG (llevError, "move_player: invalid direction %d\n", dir);
2165     return 0;
2166 elmex 1.1 }
2167    
2168 root 1.84 /* peterm: added following line */
2169 root 1.18 if (QUERY_FLAG (op, FLAG_CONFUSED) && dir)
2170 root 1.99 dir = absdir (dir + rndm (3) + rndm (3) - 2);
2171 root 1.18
2172     op->facing = dir;
2173    
2174     if (op->hide)
2175     do_hidden_move (op);
2176    
2177 root 1.142 bool retval;
2178    
2179 root 1.18 if (INVOKE_PLAYER (MOVE, op->contr, ARG_INT (dir)))
2180 root 1.142 retval = RESULT_INT (0);
2181 root 1.18 else if (op->contr->fire_on)
2182 root 1.142 retval = fire (op, dir);
2183 root 1.18 else
2184     {
2185 root 1.142 retval = move_player_attack (op, dir);
2186 root 1.18 pick = check_pick (op);
2187     }
2188 elmex 1.1
2189 root 1.18 /* Add special check for newcs players and fire on - this way, the
2190     * server can handle repeat firing.
2191     */
2192     if (op->contr->fire_on || (op->contr->run_on && pick != 0))
2193 root 1.49 op->direction = dir;
2194 root 1.18 else
2195 root 1.49 op->direction = 0;
2196    
2197 root 1.18 /* Update how the player looks. Use the facing, so direction may
2198     * get reset to zero. This allows for full animation capabilities
2199     * for players.
2200     */
2201     animate_object (op, op->facing);
2202 root 1.142
2203     return retval;
2204 elmex 1.1 }
2205    
2206     /* This is similar to handle_player, below, but is only used by the
2207     * new client/server stuff.
2208     * This is sort of special, in that the new client/server actually uses
2209     * the new speed values for commands.
2210     *
2211 root 1.142 * Returns true if there are more actions we can do. Should not do
2212     * many actions in a row, as that would be too unfair to other
2213     * players.
2214 elmex 1.1 */
2215 root 1.142 bool
2216 root 1.18 handle_newcs_player (object *op)
2217 elmex 1.1 {
2218 root 1.18 if (QUERY_FLAG (op, FLAG_SCARED))
2219     {
2220 root 1.142 if (op->speed_left > 0.f)
2221 root 1.18 {
2222 root 1.132 --op->speed_left;
2223 root 1.142 flee_player (op);
2224    
2225     return true;
2226 root 1.11 }
2227 root 1.142 else
2228     return false;
2229 elmex 1.1 }
2230    
2231 root 1.18 /* call this here - we also will call this in do_ericserver, but
2232     * the players time has been increased when doericserver has been
2233     * called, so we recheck it here.
2234     */
2235 root 1.83 if (op->contr->ns->handle_command ())
2236 root 1.142 return true;
2237 root 1.47
2238 root 1.142 if (op->direction && (op->contr->run_on || op->contr->fire_on))
2239     return move_player (op, op->direction);
2240 elmex 1.1
2241 root 1.142 return false;
2242 root 1.18 }
2243    
2244     int
2245     save_life (object *op)
2246     {
2247     if (!QUERY_FLAG (op, FLAG_LIFESAVE))
2248 elmex 1.1 return 0;
2249 root 1.18
2250 root 1.41 for (object *tmp = op->inv; tmp; tmp = tmp->below)
2251 root 1.18 if (QUERY_FLAG (tmp, FLAG_APPLIED) && QUERY_FLAG (tmp, FLAG_LIFESAVE))
2252     {
2253 root 1.156 op->play_sound (sound_find ("ob_evaporate"));
2254 root 1.18 new_draw_info_format (NDI_UNIQUE, 0, op, "Your %s vibrates violently, then evaporates.", query_name (tmp));
2255 root 1.33
2256     tmp->destroy ();
2257 root 1.18 CLEAR_FLAG (op, FLAG_LIFESAVE);
2258 root 1.33
2259 root 1.18 if (op->stats.hp < 0)
2260     op->stats.hp = op->stats.maxhp;
2261 root 1.33
2262 root 1.18 if (op->stats.food < 0)
2263     op->stats.food = 999;
2264 root 1.33
2265 root 1.54 op->update_stats ();
2266 root 1.18 return 1;
2267     }
2268 root 1.41
2269 root 1.18 LOG (llevError, "Error: LIFESAVE set without applied object.\n");
2270     CLEAR_FLAG (op, FLAG_LIFESAVE);
2271     enter_player_savebed (op); /* bring him home. */
2272     return 0;
2273 elmex 1.1 }
2274    
2275     /* This goes throws the inventory and removes unpaid objects, and puts them
2276     * back in the map (location and map determined by values of env). This
2277 root 1.189 * function will descend into containers. op is the object to start the search
2278 elmex 1.1 * from.
2279     */
2280 root 1.154 static void
2281     drop_unpaid_items (object *op, object *env)
2282 elmex 1.1 {
2283 root 1.18 while (op)
2284     {
2285 root 1.70 object *next = op->below; /* Make sure we have a good value, in case we remove object 'op' */
2286    
2287 root 1.18 if (QUERY_FLAG (op, FLAG_UNPAID))
2288 root 1.189 op->insert_at (env);
2289 root 1.18 else if (op->inv)
2290 root 1.154 drop_unpaid_items (op->inv, env);
2291 root 1.41
2292 root 1.18 op = next;
2293 elmex 1.1 }
2294     }
2295    
2296 root 1.154 void
2297     object::drop_unpaid_items ()
2298     {
2299     if (!flag [FLAG_REMOVED])
2300     ::drop_unpaid_items (inv, this);
2301     }
2302    
2303 elmex 1.1 /*
2304     * Returns pointer a static string containing gravestone text
2305     * Moved from apply.c to player.c - player.c is what
2306     * actually uses this function. player.c may not be quite the
2307     * best, a misc file for object actions is probably better,
2308     * but there isn't one in the server directory.
2309     */
2310 root 1.192 const char *
2311 root 1.18 gravestone_text (object *op)
2312 elmex 1.1 {
2313 root 1.192 static dynbuf_text buf;
2314    
2315     buf << "---- R.I.P. ----\n\n";
2316     op->name;
2317 root 1.18
2318     if (op->type == PLAYER)
2319 root 1.192 buf << " the " << op->contr->title;
2320    
2321     buf << "\n\n";
2322 root 1.41
2323 root 1.192 buf << "who was level ";
2324     buf << (sint32)op->level << "\n\n" // OO breakdown
2325     << " when " << (op->contr ? "killed" : "died") << "\n\n";
2326 root 1.41
2327 root 1.18 if (op->type == PLAYER)
2328 root 1.192 buf << "by " << op->contr->killer_name () << ".\n\n";
2329 root 1.41
2330 root 1.192 {
2331     static char buf2[128];
2332     time_t now = time (NULL);
2333     strftime (buf2, 128, "%b %d %Y\n\n", localtime (&now));
2334     buf << buf2;
2335     }
2336 root 1.41
2337 root 1.192 return buf;
2338 elmex 1.1 }
2339    
2340 root 1.18 void
2341     do_some_living (object *op)
2342     {
2343     int last_food = op->stats.food;
2344 elmex 1.1 int gen_hp, gen_sp, gen_grace;
2345     int over_hp, over_sp, over_grace;
2346     int i;
2347     int rate_hp = 1200;
2348     int rate_sp = 2500;
2349     int rate_grace = 2000;
2350     const int max_hp = 1;
2351     const int max_sp = 1;
2352     const int max_grace = 1;
2353    
2354 root 1.107 if (op->contr->hidden)
2355     {
2356     op->invisible = 1000;
2357     /* the socket code flashes the player visible/invisible
2358     * depending on the value of invisible, so we need to
2359     * alternate it here for it to work correctly.
2360     */
2361     if (pticks & 2)
2362     op->invisible--;
2363     }
2364     else if (op->invisible && !(QUERY_FLAG (op, FLAG_MAKE_INVIS)))
2365     {
2366     if (!op->invisible--)
2367     {
2368     make_visible (op);
2369     new_draw_info (NDI_UNIQUE, 0, op, "Your invisibility spell runs out.");
2370     }
2371     }
2372    
2373 root 1.52 if (op->contr->ns->state == ST_PLAYING)
2374 root 1.18 {
2375     /* these next three if clauses make it possible to SLOW DOWN
2376     hp/grace/spellpoint regeneration. */
2377     if (op->contr->gen_hp >= 0)
2378     gen_hp = (op->contr->gen_hp + 1) * op->stats.maxhp;
2379     else
2380     {
2381     gen_hp = op->stats.maxhp;
2382     rate_hp -= rate_hp / 2 * op->contr->gen_hp;
2383     }
2384 root 1.55
2385 root 1.18 if (op->contr->gen_sp >= 0)
2386     gen_sp = (op->contr->gen_sp + 1) * op->stats.maxsp;
2387     else
2388     {
2389     gen_sp = op->stats.maxsp;
2390     rate_sp -= rate_sp / 2 * op->contr->gen_sp;
2391     }
2392 root 1.55
2393 root 1.18 if (op->contr->gen_grace >= 0)
2394     gen_grace = (op->contr->gen_grace + 1) * op->stats.maxgrace;
2395     else
2396     {
2397     gen_grace = op->stats.maxgrace;
2398     rate_grace -= rate_grace / 2 * op->contr->gen_grace;
2399     }
2400    
2401     /* Regenerate Grace */
2402     /* I altered this a little - maximum grace is ony achieved through prayer -b.t. */
2403     if (--op->last_grace < 0)
2404     {
2405     if (op->stats.grace < op->stats.maxgrace / 2)
2406     op->stats.grace++; /* no penalty in food for regaining grace */
2407 root 1.55
2408 root 1.18 if (max_grace > 1)
2409     {
2410     over_grace = (gen_grace < 20 ? 30 : gen_grace + 10) / rate_grace;
2411     if (over_grace > 0)
2412     {
2413     op->stats.sp += over_grace
2414     + (random_roll (0, rate_grace - 1, op, PREFER_HIGH) > ((gen_grace < 20 ? 30 : gen_grace + 10) % rate_grace)) ? -1 : 0;
2415     op->last_grace = 0;
2416     }
2417     else
2418     {
2419     op->last_grace = rate_grace / (gen_grace < 20 ? 30 : gen_grace + 10);
2420     }
2421     }
2422     else
2423     {
2424     op->last_grace = rate_grace / (gen_grace < 20 ? 30 : gen_grace + 10);
2425     }
2426     /* wearing stuff doesn't detract from grace generation. */
2427     }
2428    
2429 root 1.161 if (op->stats.food > 0)
2430 root 1.18 {
2431 root 1.161 /* Regenerate Spell Points */
2432     if (!op->contr->golem && --op->last_sp < 0)
2433 root 1.18 {
2434 root 1.161 gen_sp = gen_sp * 10 / (op->contr->gen_sp_armour < 10 ? 10 : op->contr->gen_sp_armour);
2435    
2436     if (op->stats.sp < op->stats.maxsp)
2437 root 1.18 {
2438 root 1.161 op->stats.sp++;
2439    
2440     /* dms do not consume food */
2441     if (!QUERY_FLAG (op, FLAG_WIZ))
2442     {
2443     op->stats.food--;
2444    
2445     if (op->contr->digestion < 0)
2446     op->stats.food += op->contr->digestion;
2447     else if (op->contr->digestion > 0 && random_roll (0, op->contr->digestion, op, PREFER_HIGH))
2448     op->stats.food = last_food;
2449     }
2450 root 1.18 }
2451 root 1.161
2452     if (max_sp > 1)
2453     {
2454     over_sp = (gen_sp + 10) / rate_sp;
2455     if (over_sp > 0)
2456     {
2457     if (op->stats.sp < op->stats.maxsp)
2458     {
2459     op->stats.sp += over_sp > max_sp ? max_sp : over_sp;
2460    
2461     if (random_roll (0, rate_sp - 1, op, PREFER_LOW) > ((gen_sp + 10) % rate_sp))
2462     op->stats.sp--;
2463    
2464     if (op->stats.sp > op->stats.maxsp)
2465     op->stats.sp = op->stats.maxsp;
2466     }
2467    
2468     op->last_sp = 0;
2469     }
2470     else
2471     op->last_sp = rate_sp / (gen_sp < 20 ? 30 : gen_sp + 10);
2472     }
2473     else
2474     op->last_sp = rate_sp / (gen_sp < 20 ? 30 : gen_sp + 10);
2475 root 1.18 }
2476 root 1.55
2477 root 1.161 /* Regenerate Hit Points */
2478     if (--op->last_heal < 0)
2479 root 1.18 {
2480 root 1.161 if (op->stats.hp < op->stats.maxhp)
2481 root 1.18 {
2482 root 1.161 op->stats.hp++;
2483    
2484     /* dms do not consume food */
2485     if (!QUERY_FLAG (op, FLAG_WIZ))
2486     {
2487     op->stats.food--;
2488    
2489     if (op->contr->digestion < 0)
2490     op->stats.food += op->contr->digestion;
2491     else if (op->contr->digestion > 0 && random_roll (0, op->contr->digestion, op, PREFER_HIGH))
2492     op->stats.food = last_food;
2493     }
2494 root 1.18 }
2495 root 1.161
2496     if (max_hp > 1)
2497 root 1.18 {
2498 root 1.161 over_hp = (gen_hp < 20 ? 30 : gen_hp + 10) / rate_hp;
2499    
2500     if (over_hp > 0)
2501     {
2502     op->stats.sp += over_hp + (RANDOM () % rate_hp > ((gen_hp < 20 ? 30 : gen_hp + 10) % rate_hp)) ? -1 : 0;
2503     op->last_heal = 0;
2504     }
2505     else
2506     op->last_heal = rate_hp / (gen_hp < 20 ? 30 : gen_hp + 10);
2507 root 1.18 }
2508 root 1.161 else
2509     op->last_heal = rate_hp / (gen_hp < 20 ? 30 : gen_hp + 10);
2510 root 1.18 }
2511 root 1.11 }
2512 elmex 1.1
2513 root 1.18 /* Digestion */
2514     if (--op->last_eat < 0)
2515     {
2516 root 1.155 int bonus = max (0, op->contr->digestion),
2517     penalty = max (0, -op->contr->digestion);
2518 root 1.18
2519 root 1.155 op->last_eat = 25 * (1 + bonus) / (max (0, op->contr->gen_hp) + penalty + 1);
2520 root 1.55
2521 root 1.18 /* dms do not consume food */
2522     if (!QUERY_FLAG (op, FLAG_WIZ))
2523     op->stats.food--;
2524 root 1.11 }
2525 elmex 1.1
2526 root 1.55 if (op->stats.food < 0 && op->stats.hp >= 0)
2527     {
2528 root 1.196 object *flesh = 0;
2529 root 1.18
2530 root 1.196 for_inv_removable (op, tmp)
2531 root 1.18 {
2532 root 1.196 if (QUERY_FLAG (tmp, FLAG_UNPAID))
2533     continue;
2534    
2535     if (tmp->type == FOOD || tmp->type == DRINK || tmp->type == POISON)
2536 root 1.18 {
2537 root 1.196 op->statusmsg ("You blindly grab for a bite of food. "
2538     "H<To prevent you from starving, you ate some random item from your backpack.>");
2539     manual_apply (op, tmp, 0);
2540    
2541     if (op->stats.food >= 0 || op->stats.hp < 0)
2542     break;
2543     }
2544     else if (tmp->type == FLESH)
2545     flesh = tmp;
2546     }
2547 root 1.55
2548     /* If player is still starving, it means they don't have any food, so
2549     * eat flesh instead.
2550     */
2551     if (op->stats.food < 0 && op->stats.hp >= 0 && flesh)
2552     {
2553 root 1.196 op->statusmsg ("You blindly grab for a bite of food. "
2554     "H<To prevent you from starving, you ate some random item from your backpack.>");
2555 root 1.55 manual_apply (op, flesh, 0);
2556     }
2557 root 1.196
2558     // If player is still starving, alert him!
2559     if (op->stats.food < 0)
2560     op->failmsg ("You are starving! "
2561     "H<Eat some food to increase your food and prevent you from an untimely death.>");
2562 root 1.11 }
2563 elmex 1.1
2564 root 1.196 if (op->stats.food < 0)
2565 root 1.161 {
2566 root 1.196 op->stats.hp += op->stats.food;
2567 root 1.161 op->stats.food = 0;
2568     }
2569 elmex 1.1
2570 root 1.55 if (op->stats.hp < 0 && !QUERY_FLAG (op, FLAG_WIZ))
2571     kill_player (op);
2572     }
2573 elmex 1.1 }
2574    
2575     /* If the player should die (lack of hp, food, etc), we call this.
2576     * op is the player in jeopardy. If the player can not be saved (not
2577     * permadeath, no lifesave), this will take care of removing the player
2578     * file.
2579     */
2580 root 1.18 void
2581     kill_player (object *op)
2582 elmex 1.1 {
2583 root 1.168 int x, y;
2584 root 1.18 char buf[MAX_BUF];
2585 root 1.25 maptile *map; /* this is for resurrection */
2586 root 1.18 int will_kill_again;
2587     archetype *at;
2588     object *tmp;
2589    
2590     if (save_life (op))
2591     return;
2592    
2593     /* If player dies on BATTLEGROUND, no stat/exp loss! For Combat-Arenas
2594     * in cities ONLY!!! It is very important that this doesn't get abused.
2595     * Look at op_on_battleground() for more info --AndreasV
2596     */
2597     if (op_on_battleground (op, &x, &y))
2598     {
2599     new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, "You have been defeated in combat!");
2600     new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, "Local medics have saved your life...");
2601    
2602     /* restore player */
2603 root 1.22 at = archetype::find ("poisoning");
2604 root 1.70 if (object *tmp = present_arch_in_ob (at, op))
2605 root 1.18 {
2606 root 1.33 tmp->destroy ();
2607 root 1.18 new_draw_info (NDI_UNIQUE, 0, op, "Your body feels cleansed");
2608     }
2609 elmex 1.1
2610 root 1.22 at = archetype::find ("confusion");
2611 root 1.70 if (object *tmp = present_arch_in_ob (at, op))
2612 root 1.18 {
2613 root 1.33 tmp->destroy ();
2614 root 1.18 new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer");
2615     }
2616    
2617 root 1.165 cure_disease (op, 0, 0); /* remove any disease */
2618 root 1.18 op->stats.hp = op->stats.maxhp;
2619     if (op->stats.food <= 0)
2620     op->stats.food = 999;
2621 elmex 1.1
2622 root 1.18 /* create a bodypart-trophy to make the winner happy */
2623 root 1.70 if (object *tmp = arch_to_object (archetype::find ("finger")))
2624 root 1.18 {
2625 root 1.168 tmp->name = format ("%s's finger" , &op->name);
2626     tmp->name_pl = format ("%s's fingers", &op->name);
2627     tmp->msg = format (
2628     "This finger has been cut off of %s the %s, when he was defeated at level %d by %s.\n",
2629 root 1.192 &op->name, op->contr->title,
2630     (int)op->level,
2631     op->contr->killer_name ()
2632 root 1.168 );
2633 root 1.102 tmp->value = 0, tmp->type = 0;
2634     tmp->materialname = "organics";
2635 elmex 1.87 tmp->insert_at (op, tmp);
2636 root 1.18 }
2637 elmex 1.1
2638 root 1.18 /* teleport defeated player to new destination */
2639     transfer_ob (op, x, y, 0, NULL);
2640     op->contr->braced = 0;
2641     return;
2642 elmex 1.1 }
2643    
2644 root 1.18 INVOKE_PLAYER (DEATH, op->contr);
2645 root 1.3
2646 root 1.18 command_kill_pets (op, 0);
2647 elmex 1.1
2648 root 1.18 if (op->stats.food < 0)
2649 root 1.192 {
2650     op->contr->killer = archetype::get ("killer_starvation");
2651     op->contr->killer->destroy ();
2652     }
2653 root 1.70
2654 root 1.156 op->contr->play_sound (sound_find ("player_dies"));
2655 elmex 1.1
2656 root 1.18 /* save the map location for corpse, gravestone */
2657 root 1.70 x = op->x;
2658     y = op->y;
2659 root 1.18 map = op->map;
2660 elmex 1.1
2661 root 1.54 /* NOT_PERMADEATH code. This basically brings the character back to
2662     * life if they are dead - it takes some exp and a random stat.
2663     * See the config.h file for a little more in depth detail about this.
2664     */
2665    
2666     /* Basically two ways to go - remove a stat permanently, or just
2667     * make it depletion. This bunch of code deals with that aspect
2668     * of death.
2669     */
2670     #ifndef COZY_SERVER
2671     if (settings.balanced_stat_loss)
2672 root 1.18 {
2673 root 1.54 /* If stat loss is permanent, lose one stat only. */
2674     /* Lower level chars don't lose as many stats because they suffer
2675     more if they do. */
2676     /* Higher level characters can afford things such as potions of
2677     restoration, or better, stat potions. So we slug them that
2678     little bit harder. */
2679     /* GD */
2680     if (settings.stat_loss_on_death)
2681     num_stats_lose = 1;
2682     else
2683     num_stats_lose = 1 + op->level / BALSL_NUMBER_LOSSES_RATIO;
2684     }
2685     else
2686 root 1.70 num_stats_lose = 1;
2687    
2688 root 1.54 lost_a_stat = 0;
2689    
2690     for (z = 0; z < num_stats_lose; z++)
2691     {
2692     i = RANDOM () % NUM_STATS;
2693 root 1.11
2694 root 1.54 if (settings.stat_loss_on_death)
2695 root 1.18 {
2696 root 1.54 /* Pick a random stat and take a point off it. Tell the player
2697     * what he lost.
2698     */
2699     change_attr_value (&(op->stats), i, -1);
2700     check_stat_bounds (&(op->stats));
2701     change_attr_value (&(op->contr->orig_stats), i, -1);
2702     check_stat_bounds (&(op->contr->orig_stats));
2703     new_draw_info (NDI_UNIQUE, 0, op, lose_msg[i]);
2704     lost_a_stat = 1;
2705 root 1.18 }
2706     else
2707     {
2708 root 1.54 /* deplete a stat */
2709     archetype *deparch = archetype::find ("depletion");
2710     object *dep;
2711 root 1.11
2712 root 1.54 dep = present_arch_in_ob (deparch, op);
2713     if (!dep)
2714 root 1.18 {
2715 root 1.54 dep = arch_to_object (deparch);
2716     insert_ob_in_ob (dep, op);
2717 root 1.18 }
2718 root 1.54 lose_this_stat = 1;
2719     if (settings.balanced_stat_loss)
2720 root 1.18 {
2721 root 1.54 /* GD */
2722     /* Get the stat that we're about to deplete. */
2723     this_stat = get_attr_value (&(dep->stats), i);
2724     if (this_stat < 0)
2725     {
2726     int loss_chance = 1 + op->level / BALSL_LOSS_CHANCE_RATIO;
2727     int keep_chance = this_stat * this_stat;
2728 root 1.18
2729 root 1.54 /* Yes, I am paranoid. Sue me. */
2730     if (keep_chance < 1)
2731     keep_chance = 1;
2732 root 1.18
2733 root 1.54 /* There is a maximum depletion total per level. */
2734     if (this_stat < -1 - op->level / BALSL_MAX_LOSS_RATIO)
2735     {
2736     lose_this_stat = 0;
2737     /* Take loss chance vs keep chance to see if we
2738     retain the stat. */
2739     }
2740     else
2741     {
2742     if (random_roll (0, loss_chance + keep_chance - 1, op, PREFER_LOW) < keep_chance)
2743     lose_this_stat = 0;
2744     /* LOG(llevDebug, "Determining stat loss. Stat: %d Keep: %d Lose: %d Result: %s.\n",
2745     this_stat, keep_chance, loss_chance,
2746     lose_this_stat?"LOSE":"KEEP"); */
2747 root 1.11 }
2748     }
2749 root 1.54 }
2750 root 1.18
2751 root 1.54 if (lose_this_stat)
2752     {
2753     this_stat = get_attr_value (&(dep->stats), i);
2754     /* We could try to do something clever like find another
2755     * stat to reduce if this fails. But chances are, if
2756     * stats have been depleted to -50, all are pretty low
2757     * and should be roughly the same, so it shouldn't make a
2758     * difference.
2759     */
2760     if (this_stat >= -50)
2761 root 1.18 {
2762 root 1.54 change_attr_value (&(dep->stats), i, -1);
2763     SET_FLAG (dep, FLAG_APPLIED);
2764     new_draw_info (NDI_UNIQUE, 0, op, lose_msg[i]);
2765     op->update_stats ();
2766     lost_a_stat = 1;
2767 root 1.11 }
2768     }
2769     }
2770 root 1.54 }
2771 root 1.195
2772 root 1.54 /* If no stat lost, tell the player. */
2773     if (!lost_a_stat)
2774     {
2775     /* determine_god() seems to not work sometimes... why is this?
2776     Should I be using something else? GD */
2777     const char *god = determine_god (op);
2778 root 1.18
2779 root 1.54 if (god && (strcmp (god, "none")))
2780     new_draw_info_format (NDI_UNIQUE, 0, op, "For a brief moment you feel the holy presence of %s protecting" " you.", god);
2781     else
2782     new_draw_info (NDI_UNIQUE, 0, op, "For a brief moment you feel a holy presence protecting you.");
2783     }
2784 root 1.28 #else
2785 root 1.195 new_draw_info (NDI_UNIQUE, 0, op, "For a brief moment you feel a holy presence protecting you from losing yourself completely.");
2786 elmex 1.1 #endif
2787    
2788 root 1.54 /* Put a gravestone up where the character 'almost' died. List the
2789     * exp loss on the stone.
2790     */
2791     tmp = arch_to_object (archetype::find ("gravestone"));
2792 root 1.195 tmp->name = format ("%s's gravestone", &op->name);
2793     tmp->name_pl = format ("%s's gravestones", &op->name);
2794     tmp->msg = format ("RIP\nHere rests the hero %s the %s,\nwho was killed\nby %s.\n", &op->name, op->contr->title, op->contr->killer_name ());
2795 root 1.54 tmp->x = op->x, tmp->y = op->y;
2796     insert_ob_in_map (tmp, op->map, NULL, 0);
2797    
2798     /**************************************/
2799     /* */
2800     /* Subtract the experience points, */
2801     /* if we died cause of food, give us */
2802     /* food, and reset HP's... */
2803     /* */
2804     /**************************************/
2805    
2806     /* remove any poisoning and confusion the character may be suffering. */
2807     /* restore player */
2808     at = archetype::find ("poisoning");
2809     tmp = present_arch_in_ob (at, op);
2810    
2811     if (tmp)
2812     {
2813     tmp->destroy ();
2814     new_draw_info (NDI_UNIQUE, 0, op, "Your body feels cleansed");
2815     }
2816    
2817     at = archetype::find ("confusion");
2818     tmp = present_arch_in_ob (at, op);
2819     if (tmp)
2820     {
2821     tmp->destroy ();
2822     new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer");
2823     }
2824    
2825 root 1.165 cure_disease (op, 0, 0); /* remove any disease */
2826 root 1.54
2827 root 1.195 // remove all spell effects that are active
2828     // to avoid long-term effects such as word-of-recall
2829     for (object *item = op->inv; item; )
2830     {
2831     object *next = item->below;
2832    
2833     if (item->type == SPELL_EFFECT && item->active)
2834     item->destroy ();
2835    
2836     item = next;
2837     }
2838    
2839 root 1.54 /*add_exp(op, (op->stats.exp * -0.20)); */
2840     apply_death_exp_penalty (op);
2841 root 1.195
2842 root 1.54 if (op->stats.food < 100)
2843     op->stats.food = 900;
2844 root 1.195
2845 root 1.54 op->stats.hp = op->stats.maxhp;
2846     op->stats.sp = MAX (op->stats.sp, op->stats.maxsp);
2847     op->stats.grace = MAX (op->stats.grace, op->stats.maxgrace);
2848 root 1.11
2849 root 1.54 /*
2850 root 1.108 * Check to see if the player has any unpaid items. If so, remove them
2851     * and put them back in the map.
2852 root 1.54 */
2853 root 1.154 op->drop_unpaid_items ();
2854 root 1.18
2855 root 1.54 /****************************************/
2856     /* */
2857     /* Move player to his current respawn- */
2858     /* position (usually last savebed) */
2859     /* */
2860     /****************************************/
2861 root 1.18
2862 root 1.54 enter_player_savebed (op);
2863 root 1.18
2864 root 1.54 op->contr->braced = 0;
2865 root 1.11
2866 root 1.54 /* it is possible that the player has blown something up
2867     * at his savebed location, and that can have long lasting
2868     * spell effects. So first see if there is a spell effect
2869     * on the space that might harm the player.
2870     */
2871     will_kill_again = 0;
2872     for (tmp = GET_MAP_OB (op->map, op->x, op->y); tmp; tmp = tmp->above)
2873     if (tmp->type == SPELL_EFFECT)
2874     will_kill_again |= tmp->attacktype;
2875 elmex 1.1
2876 root 1.54 if (will_kill_again)
2877 root 1.18 {
2878 root 1.54 object *force;
2879     int at;
2880 root 1.18
2881 root 1.54 force = get_archetype (FORCE_NAME);
2882     /* 50 ticks should be enough time for the spell to abate */
2883 root 1.133 force->speed = 0.1f;
2884     force->speed_left = -5.f;
2885 root 1.54 SET_FLAG (force, FLAG_APPLIED);
2886     for (at = 0; at < NROFATTACKS; at++)
2887     if (will_kill_again & (1 << at))
2888     force->resist[at] = 100;
2889 root 1.30
2890 root 1.54 insert_ob_in_ob (force, op);
2891     op->update_stats ();
2892 root 1.30
2893 root 1.54 }
2894 root 1.18
2895 root 1.54 new_draw_info (NDI_UNIQUE, 0, op, "YOU HAVE DIED.");
2896 elmex 1.1 }
2897    
2898 root 1.18 void
2899     loot_object (object *op)
2900     { /* Grab and destroy some treasure */
2901     object *tmp, *tmp2, *next;
2902 elmex 1.1
2903 root 1.103 op->close_container (); /* close open sack first */
2904 elmex 1.1
2905 root 1.54 for (tmp = op->inv; tmp; tmp = next)
2906 root 1.18 {
2907     next = tmp->below;
2908 root 1.54
2909 elmex 1.50 if (tmp->invisible)
2910 root 1.18 continue;
2911 root 1.54
2912 root 1.32 tmp->remove ();
2913 root 1.18 tmp->x = op->x, tmp->y = op->y;
2914 root 1.103
2915 root 1.18 if (tmp->type == CONTAINER)
2916 root 1.103 loot_object (tmp); /* empty container to ground */
2917    
2918 root 1.99 if (!QUERY_FLAG (tmp, FLAG_UNIQUE) && (QUERY_FLAG (tmp, FLAG_STARTEQUIP) || QUERY_FLAG (tmp, FLAG_NO_DROP) || !(rndm (3))))
2919 root 1.18 {
2920     if (tmp->nrof > 1)
2921     {
2922 root 1.186 tmp->decrease (rndm (1, tmp->nrof - 1));
2923 root 1.18 insert_ob_in_map (tmp, op->map, NULL, 0);
2924     }
2925     else
2926 root 1.33 tmp->destroy ();
2927 root 1.18 }
2928     else
2929     insert_ob_in_map (tmp, op->map, NULL, 0);
2930     }
2931 elmex 1.1 }
2932    
2933     /*
2934     * fix_weight(): Check recursively the weight of all players, and fix
2935     * what needs to be fixed. Refresh windows and fix speed if anything
2936     * was changed.
2937     */
2938 root 1.18 void
2939     fix_weight (void)
2940     {
2941 root 1.61 for_all_players (pl)
2942 root 1.18 {
2943 root 1.184 sint32 old = pl->ob->carrying;
2944 root 1.18
2945 root 1.184 pl->ob->update_weight ();
2946    
2947     if (old != pl->ob->carrying)
2948     {
2949     pl->ob->update_stats ();
2950     LOG (llevDebug, "Fixed inventory in %s (%d -> %d)\n", &pl->ob->name, (int)old, (int)pl->ob->carrying);
2951     }
2952 root 1.18 }
2953 elmex 1.1 }
2954    
2955 root 1.18 void
2956     fix_luck (void)
2957     {
2958 root 1.61 for_all_players (pl)
2959 root 1.52 if (!pl->ob->contr->ns->state)
2960 root 1.54 pl->ob->change_luck (0);
2961 elmex 1.1 }
2962    
2963     /* cast_dust() - handles op throwing objects of type 'DUST'.
2964     * This is much simpler in the new spell code - we basically
2965     * just treat this as any other spell casting object.
2966     */
2967 elmex 1.2 void
2968 root 1.18 cast_dust (object *op, object *throw_ob, int dir)
2969 elmex 1.2 {
2970     object *skop, *spob;
2971    
2972     skop = find_skill_by_name (op, throw_ob->skill);
2973    
2974     /* casting POTION 'dusts' is really a use_magic_item skill */
2975     if (op->type == PLAYER && throw_ob->type == POTION && !skop)
2976     {
2977 root 1.18 LOG (llevError, "Player %s lacks critical skill use_magic_item!\n", &op->name);
2978 elmex 1.2 return;
2979     }
2980    
2981     spob = throw_ob->inv;
2982    
2983     // elmex Tue Aug 15 17:19:46 CEST 2006: Added this check to
2984     // not pass NULL to cast_spell (which did indeed check itself, but
2985     // errors should be reported as early as possible IMHO)
2986     if (!spob)
2987     {
2988 root 1.18 LOG (llevError, "cast_dust: thrown object %s (by %s) had no spell in it!", &throw_ob->name, &op->name);
2989 elmex 1.2 return;
2990 elmex 1.1 }
2991    
2992 elmex 1.2 if (op->type == PLAYER)
2993 root 1.14 new_draw_info_format (NDI_UNIQUE, 0, op, "You cast %s.", &spob->name);
2994 elmex 1.2
2995     cast_spell (op, throw_ob, dir, spob, NULL);
2996    
2997 root 1.33 throw_ob->destroy ();
2998 elmex 1.1 }
2999    
3000 root 1.18 void
3001     make_visible (object *op)
3002     {
3003     op->hide = 0;
3004     op->invisible = 0;
3005 root 1.164
3006 root 1.18 if (op->type == PLAYER)
3007     {
3008     op->contr->tmp_invis = 0;
3009     op->contr->invis_race = 0;
3010     }
3011 root 1.107
3012     update_object (op, UP_OBJ_CHANGE);
3013 root 1.18 }
3014    
3015     int
3016     is_true_undead (object *op)
3017     {
3018 root 1.149 if (QUERY_FLAG (op->arch, FLAG_UNDEAD))
3019 root 1.18 return 1;
3020    
3021 elmex 1.1 return 0;
3022     }
3023    
3024     /* look at the surrounding terrain to determine
3025     * the hideability of this object. Positive levels
3026     * indicate greater hideability.
3027     */
3028 root 1.18 int
3029     hideability (object *ob)
3030     {
3031     int i, level = 0, mflag;
3032     sint16 x, y;
3033    
3034     if (!ob || !ob->map)
3035     return 0;
3036    
3037     /* so, on normal lighted maps, its hard to hide */
3038     level = ob->map->darkness - 2;
3039    
3040     /* this also picks up whether the object is glowing.
3041     * If you carry a light on a non-dark map, its not
3042     * as bad as carrying a light on a pitch dark map */
3043     if (has_carried_lights (ob))
3044     level = -(10 + (2 * ob->map->darkness));
3045    
3046     /* scan through all nearby squares for terrain to hide in */
3047 root 1.182 for (i = 0, x = ob->x, y = ob->y;
3048     i <= SIZEOFFREE1;
3049     i++, x = ob->x + freearr_x[i], y = ob->y + freearr_y[i])
3050 root 1.18 {
3051     mflag = get_map_flags (ob->map, NULL, x, y, NULL, NULL);
3052     if (mflag & P_OUT_OF_MAP)
3053 root 1.182 continue;
3054    
3055 root 1.18 if (mflag & P_BLOCKSVIEW) /* something to hide near! */
3056     level += 2;
3057     else /* open terrain! */
3058     level -= 1;
3059 elmex 1.1 }
3060 root 1.18
3061 elmex 1.1 #if 0
3062 root 1.18 LOG (llevDebug, "hideability of %s is %d\n", ob->name, level);
3063 elmex 1.1 #endif
3064 root 1.18 return level;
3065 elmex 1.1 }
3066    
3067     /* For Hidden creatures - a chance of becoming 'unhidden'
3068     * every time they move - as we subtract off 'invisibility'
3069     * AND, for players, if they move into a ridiculously unhideable
3070     * spot (surrounded by clear terrain in broad daylight). -b.t.
3071     */
3072 root 1.18 void
3073     do_hidden_move (object *op)
3074     {
3075 root 1.194 int hide = 0;
3076 root 1.18
3077     if (!op || !op->map)
3078     return;
3079    
3080 root 1.194 object *skop = find_obj_by_type_subtype (op, SKILL, SK_HIDING);
3081     int num = random_roll (0, 19, op, PREFER_LOW);
3082 root 1.18
3083     /* its *extremely* hard to run and sneak/hide at the same time! */
3084     if (op->type == PLAYER && op->contr->run_on)
3085 root 1.85 if (!skop || num >= skop->level)
3086     {
3087     new_draw_info (NDI_UNIQUE, 0, op, "You ran too much! You are no longer hidden!");
3088     make_visible (op);
3089     return;
3090     }
3091     else
3092     num += 20;
3093    
3094 root 1.18 num += op->map->difficulty;
3095     hide = hideability (op); /* modify by terrain hidden level */
3096     num -= hide;
3097 root 1.85
3098 root 1.18 if ((op->type == PLAYER && hide < -10) || ((op->invisible -= num) <= 0))
3099     {
3100     make_visible (op);
3101 root 1.194
3102 root 1.18 if (op->type == PLAYER)
3103     new_draw_info (NDI_UNIQUE, 0, op, "You moved out of hiding! You are visible!");
3104 elmex 1.1 }
3105 root 1.18 else if (op->type == PLAYER && skop)
3106 root 1.85 change_exp (op, calc_skill_exp (op, NULL, skop), skop->skill, 0);
3107 elmex 1.1 }
3108    
3109     /* determine if who is standing near a hostile creature. */
3110    
3111 root 1.18 int
3112     stand_near_hostile (object *who)
3113     {
3114     object *tmp = NULL;
3115     int i, friendly = 0, player = 0, mflags;
3116 root 1.25 maptile *m;
3117 root 1.18 sint16 x, y;
3118    
3119     if (!who)
3120     return 0;
3121    
3122     if (who->type == PLAYER)
3123     player = 1;
3124    
3125     else
3126     friendly = QUERY_FLAG (who, FLAG_FRIENDLY);
3127    
3128     /* search adjacent squares */
3129     for (i = 1; i < 9; i++)
3130     {
3131     x = who->x + freearr_x[i];
3132     y = who->y + freearr_y[i];
3133     m = who->map;
3134     mflags = get_map_flags (m, &m, x, y, &x, &y);
3135     /* space must be blocked if there is a monster. If not
3136     * blocked, don't need to check this space.
3137     */
3138     if (mflags & P_OUT_OF_MAP)
3139     continue;
3140     if (OB_TYPE_MOVE_BLOCK (who, GET_MAP_MOVE_BLOCK (m, x, y)))
3141     continue;
3142    
3143 root 1.49 for (tmp = GET_MAP_OB (m, x, y); tmp; tmp = tmp->above)
3144 root 1.18 {
3145     if ((player ||friendly) &&QUERY_FLAG (tmp, FLAG_MONSTER) && !QUERY_FLAG (tmp, FLAG_UNAGGRESSIVE))
3146     return 1;
3147     else if (tmp->type == PLAYER)
3148     {
3149     /*don't let a hidden DM prevent you from hiding */
3150     if (!QUERY_FLAG (tmp, FLAG_WIZ) || tmp->contr->hidden == 0)
3151 root 1.11 return 1;
3152 root 1.18 }
3153 root 1.11 }
3154 elmex 1.1 }
3155 root 1.18 return 0;
3156 elmex 1.1 }
3157    
3158     /* check the player los field for viewability of the
3159     * object op. This function works fine for monsters,
3160     * but we dont worry if the object isnt the top one in
3161     * a pile (say a coin under a table would return "viewable"
3162     * by this routine). Another question, should we be
3163     * concerned with the direction the player is looking
3164 root 1.162 * in? Realistically, most of us can't see stuff behind
3165 elmex 1.1 * our backs...on the other hand, does the "facing" direction
3166 root 1.162 * imply the way your head, or body is facing? It's possible
3167 elmex 1.1 * for them to differ. Sigh, this fctn could get a bit more complex.
3168     * -b.t.
3169     * This function is now map tiling safe.
3170     */
3171 root 1.18 int
3172     player_can_view (object *pl, object *op)
3173     {
3174     rv_vector rv;
3175     int dx, dy;
3176    
3177     if (pl->type != PLAYER)
3178     {
3179     LOG (llevError, "player_can_view() called for non-player object\n");
3180     return -1;
3181 elmex 1.1 }
3182 root 1.74
3183 root 1.18 if (!pl || !op)
3184 elmex 1.1 return 0;
3185 root 1.18
3186 root 1.74 op = op->head_ ();
3187    
3188 root 1.18 get_rangevector (pl, op, &rv, 0x1);
3189    
3190     /* starting with the 'head' part, lets loop
3191     * through the object and find if it has any
3192 root 1.162 * part that is in the los array but isn't on
3193 root 1.18 * a blocked los square.
3194     * we use the archetype to figure out offsets.
3195     */
3196     while (op)
3197     {
3198 root 1.149 dx = rv.distance_x + op->arch->x;
3199     dy = rv.distance_y + op->arch->y;
3200 root 1.18
3201     /* only the viewable area the player sees is updated by LOS
3202     * code, so we need to restrict ourselves to that range of values
3203     * for any meaningful values.
3204     */
3205 root 1.162 if (abs (dx) <= (pl->contr->ns->mapx / 2) &&
3206     abs (dy) <= (pl->contr->ns->mapy / 2) &&
3207 root 1.52 !pl->contr->blocked_los[dx + (pl->contr->ns->mapx / 2)][dy + (pl->contr->ns->mapy / 2)])
3208 root 1.18 return 1;
3209 root 1.162
3210 root 1.18 op = op->more;
3211     }
3212 root 1.162
3213 root 1.18 return 0;
3214 elmex 1.1 }
3215    
3216     /* routine for both players and monsters. We call this when
3217     * there is a possibility for our action distrubing our hiding
3218     * place or invisiblity spell. Artefact invisiblity is not
3219     * effected by this. If we arent invisible to begin with, we
3220     * return 0.
3221     */
3222 root 1.18 int
3223     action_makes_visible (object *op)
3224     {
3225     if (op->invisible && QUERY_FLAG (op, FLAG_ALIVE))
3226     {
3227     if (QUERY_FLAG (op, FLAG_MAKE_INVIS))
3228     return 0;
3229    
3230     if (op->contr && op->contr->tmp_invis == 0)
3231     return 0;
3232 elmex 1.1
3233 root 1.18 /* If monsters, they should become visible */
3234     if (op->hide || !op->contr || (op->contr && op->contr->tmp_invis))
3235     {
3236     new_draw_info_format (NDI_UNIQUE, 0, op, "You become %s!", op->hide ? "unhidden" : "visible");
3237     return 1;
3238 root 1.11 }
3239 elmex 1.1 }
3240 root 1.162
3241 root 1.18 return 0;
3242 elmex 1.1 }
3243    
3244     /* op_on_battleground - checks if the given object op (usually
3245     * a player) is standing on a valid battleground-tile,
3246     * function returns TRUE/FALSE. If true x, y returns the battleground
3247     * -exit-coord. (and if x, y not NULL)
3248     * 19 March 2005 - josh@woosworld.net modifed to check if the battleground also has slaying, maxhp, and maxsp set
3249     * and if those are all set and the player has a marker that matches the slaying send them to a different x, y
3250     * Default is to do the same as before, so only people wanting to have different points need worry about this
3251     */
3252 root 1.18 int
3253     op_on_battleground (object *op, int *x, int *y)
3254     {
3255 elmex 1.1 /* A battleground-tile needs the following attributes to be valid:
3256     * is_floor 1 (has to be the FIRST floor beneath the player's feet),
3257     * name="battleground", no_pick 1, type=58 (type BATTLEGROUND)
3258     * and the exit-coordinates sp/hp must both be > 0.
3259     * => The intention here is to prevent abuse of the battleground-
3260     * feature (like pickable or hidden battleground tiles). */
3261 root 1.162 for (object *tmp = op->below; tmp; tmp = tmp->below)
3262 root 1.18 {
3263     if (QUERY_FLAG (tmp, FLAG_IS_FLOOR))
3264     {
3265 root 1.162 if (QUERY_FLAG (tmp, FLAG_NO_PICK)
3266     && tmp->type == BATTLEGROUND
3267     && tmp->name == shstr_battleground
3268     && EXIT_X (tmp) && EXIT_Y (tmp))
3269 root 1.18 {
3270 root 1.162 /* before we assign the exit, check if this is a teambattle */
3271 root 1.18 if (EXIT_ALT_X (tmp) && EXIT_ALT_Y (tmp) && EXIT_PATH (tmp))
3272     {
3273 root 1.162 for (object *invtmp = op->inv; invtmp; invtmp = invtmp->below)
3274 root 1.18 {
3275 root 1.162 if (invtmp->type == FORCE && invtmp->slaying && tmp->slaying == invtmp->slaying)
3276 root 1.18 {
3277 root 1.162 if (x && y)
3278 root 1.18 *x = EXIT_ALT_X (tmp), *y = EXIT_ALT_Y (tmp);
3279 root 1.162
3280 root 1.18 return 1;
3281     }
3282     }
3283     }
3284 root 1.162
3285     if (x && y)
3286 root 1.18 *x = EXIT_X (tmp), *y = EXIT_Y (tmp);
3287 root 1.162
3288 root 1.18 return 1;
3289     }
3290     }
3291 elmex 1.1 }
3292 root 1.162
3293 elmex 1.1 /* If we got here, did not find a battleground */
3294     return 0;
3295     }
3296    
3297     /*
3298     * When a dragon-player gains a new stage of evolution,
3299     * he gets some treasure
3300     *
3301     * attributes:
3302     * object *who the dragon player
3303     * int atnr the attack-number of the ability focus
3304     * int level ability level
3305     */
3306 root 1.18 void
3307     dragon_ability_gain (object *who, int atnr, int level)
3308     {
3309     treasurelist *trlist = NULL; /* treasurelist */
3310     treasure *tr; /* treasure */
3311     object *tmp, *skop; /* tmp. object */
3312     object *item; /* treasure object */
3313     char buf[MAX_BUF]; /* tmp. string buffer */
3314     int i = 0, j = 0;
3315    
3316     /* get the appropriate treasurelist */
3317     if (atnr == ATNR_FIRE)
3318 root 1.163 trlist = treasurelist::find (shstr_dragon_ability_fire);
3319 root 1.18 else if (atnr == ATNR_COLD)
3320 root 1.163 trlist = treasurelist::find (shstr_dragon_ability_cold);
3321 root 1.18 else if (atnr == ATNR_ELECTRICITY)
3322 root 1.163 trlist = treasurelist::find (shstr_dragon_ability_elec);
3323 root 1.18 else if (atnr == ATNR_POISON)
3324 root 1.163 trlist = treasurelist::find (shstr_dragon_ability_poison);
3325 root 1.18
3326     if (trlist == NULL || who->type != PLAYER)
3327     return;
3328    
3329     for (i = 0, tr = trlist->items; tr != NULL && i < level - 1; tr = tr->next, i++);
3330    
3331 elmex 1.82 if (!tr || !tr->item)
3332 root 1.18 {
3333     /* LOG(llevDebug, "-> no more treasure for %s\n", change_resist_msg[atnr]); */
3334     return;
3335 elmex 1.1 }
3336    
3337 root 1.18 /* everything seems okay - now bring on the gift: */
3338 root 1.149 item = tr->item;
3339 elmex 1.1
3340 root 1.18 if (item->type == SPELL)
3341     {
3342     if (check_spell_known (who, item->name))
3343 root 1.11 return;
3344 root 1.18
3345     new_draw_info_format (NDI_UNIQUE | NDI_BLUE, 0, who, "You gained the ability of %s", &item->name);
3346     do_learn_spell (who, item, 0);
3347     return;
3348 elmex 1.1 }
3349    
3350 root 1.18 /* grant direct spell */
3351     if (item->type == SPELLBOOK)
3352     {
3353     if (!item->inv)
3354     {
3355     LOG (llevDebug, "dragon_ability_gain: Broken spellbook %s\n", &item->name);
3356     return;
3357     }
3358     if (check_spell_known (who, item->inv->name))
3359     return;
3360     if (item->invisible)
3361     {
3362     new_draw_info_format (NDI_UNIQUE | NDI_BLUE, 0, who, "You gained the ability of %s", &item->inv->name);
3363     do_learn_spell (who, item->inv, 0);
3364     return;
3365 root 1.11 }
3366 root 1.18 }
3367     else if (item->type == SKILL_TOOL && item->invisible)
3368     {
3369     if (item->subtype == SK_CLAWING && (skop = find_skill_by_name (who, item->skill)) != NULL)
3370     {
3371    
3372     /* should this perhaps be (skop->attackyp & item->attacktype)!=item->attacktype ...
3373     * in this way, if the player is missing any of the attacktypes, he gets
3374     * them. As it is now, if the player has any that match the granted skill,
3375     * but not all of them, he gets nothing.
3376     */
3377     if (!(skop->attacktype & item->attacktype))
3378     {
3379     /* Give new attacktype */
3380     skop->attacktype |= item->attacktype;
3381    
3382     /* always add physical if there's none */
3383     skop->attacktype |= AT_PHYSICAL;
3384    
3385     if (item->msg != NULL)
3386     new_draw_info (NDI_UNIQUE | NDI_BLUE, 0, who, item->msg);
3387    
3388     /* Give player new face */
3389     if (item->animation_id)
3390     {
3391     who->face = skop->face;
3392     who->animation_id = item->animation_id;
3393     who->anim_speed = item->anim_speed;
3394     who->last_anim = 0;
3395     who->state = 0;
3396     animate_object (who, who->direction);
3397     }
3398     }
3399 root 1.11 }
3400 elmex 1.1 }
3401 root 1.18 else if (item->type == FORCE)
3402     {
3403     /* forces in the treasurelist can alter the player's stats */
3404     object *skin;
3405 elmex 1.1
3406 root 1.18 /* first get the dragon skin force */
3407 root 1.153 for (skin = who->inv; skin && !(skin->arch->archname == shstr_dragon_skin_force); skin = skin->below)
3408 root 1.52 ;
3409    
3410     if (!skin)
3411 root 1.18 return;
3412    
3413     /* adding new spellpath attunements */
3414     if (item->path_attuned > 0 && !(skin->path_attuned & item->path_attuned))
3415     {
3416     skin->path_attuned |= item->path_attuned; /* add attunement to skin */
3417    
3418     /* print message */
3419     sprintf (buf, "You feel attuned to ");
3420     for (i = 0, j = 0; i < NRSPELLPATHS; i++)
3421     {
3422     if (item->path_attuned & (1 << i))
3423     {
3424     if (j)
3425     strcat (buf, " and ");
3426     else
3427     j = 1;
3428     strcat (buf, spellpathnames[i]);
3429     }
3430     }
3431     strcat (buf, ".");
3432     new_draw_info (NDI_UNIQUE | NDI_BLUE, 0, who, buf);
3433     }
3434    
3435     /* evtl. adding flags: */
3436     if (QUERY_FLAG (item, FLAG_XRAYS))
3437     SET_FLAG (skin, FLAG_XRAYS);
3438     if (QUERY_FLAG (item, FLAG_STEALTH))
3439     SET_FLAG (skin, FLAG_STEALTH);
3440     if (QUERY_FLAG (item, FLAG_SEE_IN_DARK))
3441     SET_FLAG (skin, FLAG_SEE_IN_DARK);
3442    
3443     /* print message if there is one */
3444     if (item->msg != NULL)
3445     new_draw_info (NDI_UNIQUE | NDI_BLUE, 0, who, item->msg);
3446     }
3447     else
3448     {
3449     /* generate misc. treasure */
3450     tmp = arch_to_object (tr->item);
3451     new_draw_info_format (NDI_UNIQUE | NDI_BLUE, 0, who, "You gained %s", query_short_name (tmp));
3452 root 1.189 who->insert (tmp);
3453 elmex 1.1 }
3454     }
3455    
3456     /**
3457     * Unready an object for a player. This function does nothing if the object was
3458     * not readied.
3459     */
3460 root 1.18 void
3461     player_unready_range_ob (player *pl, object *ob)
3462     {
3463 root 1.119 if (pl->ob->current_weapon == ob)
3464     pl->ob->current_weapon = 0;
3465    
3466 root 1.118 if (pl->combat_ob == ob)
3467 root 1.119 pl->combat_ob = 0;
3468 root 1.118
3469     if (pl->ranged_ob == ob)
3470 root 1.119 pl->ranged_ob = 0;
3471 elmex 1.1 }
3472 root 1.101
3473     sint8
3474     player::visibility_at (maptile *map, int x, int y) const
3475     {
3476     if (!ns)
3477     return 0;
3478    
3479     int dx, dy;
3480     if (!adjacent_map (map, ns->current_map, &dx, &dy))
3481     return 0;
3482    
3483     x += dx - ns->current_x + ns->mapx / 2;
3484     y += dy - ns->current_y + ns->mapy / 2;
3485    
3486     if (!IN_RANGE_EXC (x, 0, ns->mapx) || !IN_RANGE_EXC (y, 0, ns->mapy))
3487     return 0;
3488    
3489     return 100 - blocked_los [x][y];
3490     }
3491 root 1.169
3492     void
3493     player::infobox (const char *title, const char *msg, int color)
3494     {
3495     send_msg (color | NDI_DEF | NDI_REPLY | NDI_CLEAR, title, msg);
3496     }
3497    
3498     void
3499     player::statusmsg (const char *msg, int color)
3500     {
3501     send_msg (color | NDI_REPLY, INFO_CHANNEL, msg);
3502     }
3503    
3504     void
3505     player::failmsg (const char *msg, int color)
3506     {
3507     play_sound (sound_find ("generic_failure"));
3508     statusmsg (msg, color);
3509     }
3510