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Revision: 1.199
Committed: Sat May 17 14:57:23 2008 UTC (16 years ago) by root
Content type: text/plain
Branch: MAIN
CVS Tags: rel-2_55, rel-2_56
Changes since 1.198: +4 -1 lines
Log Message:
*** empty log message ***

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 1.199 draw_ext_info_format (NDI_UNIQUE | NDI_GREEN, 0, op,
128     MSG_TYPE_ADMIN, MSG_TYPE_ADMIN_NEWS,
129     "INFORMATION: %s\n%s", (char *)"%s\n%s",
130     subject, news); /*send previously read news */
131 root 1.89
132 root 1.18 strcpy (subject, buf + 1);
133     strip_endline (subject);
134     size = 0;
135     news[0] = '\0';
136     }
137     else
138     {
139     if (size + strlen (buf) >= HUGE_BUF)
140     {
141     LOG (llevDebug, "Warning, one news item has size > %d bytes.\n", HUGE_BUF);
142 elmex 1.1 break;
143 root 1.18 }
144     strncat (news + size, buf, HUGE_BUF - size);
145     size += strlen (buf);
146     }
147 elmex 1.1 }
148 root 1.18
149     draw_ext_info_format (NDI_UNIQUE | NDI_GREEN, 0, op,
150 root 1.109 MSG_TYPE_ADMIN, MSG_TYPE_ADMIN_NEWS, "INFORMATION: %s\n%s\n", (char *)"%s\n%s", subject, news);
151 root 1.18 close_and_delete (fp, comp);
152 elmex 1.1 }
153    
154 root 1.54 /* This loads the first map an puts the player on it. */
155     static void
156     set_first_map (object *op)
157     {
158 root 1.77 op->contr->maplevel = first_map_path;
159 root 1.54 op->x = -1;
160     op->y = -1;
161 root 1.75 }
162    
163     void
164 root 1.89 player::activate ()
165     {
166     if (active)
167     return;
168    
169     players.insert (this);
170     ob->remove ();
171     ob->map = 0;
172     ob->activate_recursive ();
173 root 1.92 CLEAR_FLAG (ob, FLAG_FRIENDLY);
174     add_friendly_object (ob);
175 root 1.89 }
176    
177     void
178     player::deactivate ()
179     {
180     if (!active)
181     return;
182    
183     terminate_all_pets (ob);
184 root 1.92 remove_friendly_object (ob);
185 root 1.89 ob->deactivate_recursive ();
186 root 1.111
187     if (ob->map)
188     maplevel = ob->map->path;
189    
190 root 1.89 ob->remove ();
191 root 1.167 ob->enemy = 0; // sometimes keeps an extra refcount on itself
192 root 1.89 ob->map = 0;
193 root 1.104 party = 0;
194 root 1.89
195 root 1.119 combat_ob = ranged_ob = 0; //TODO, should be special marker, non-refcounted, not this
196 root 1.92
197 root 1.89 players.erase (this);
198     }
199    
200 root 1.56 // connect the player with a specific client
201 root 1.122 // also changes, rationalises, and fixes some incorrect settings
202 root 1.54 void
203     player::connect (client *ns)
204 root 1.18 {
205 root 1.54 this->ns = ns;
206     ns->pl = this;
207    
208 root 1.95 run_on = 0;
209     fire_on = 0;
210 root 1.103 ob->close_container (); //TODO: client-specific
211 root 1.95
212 root 1.54 ns->update_look = 0;
213     ns->look_position = 0;
214    
215 root 1.147 clear_los (this);
216 root 1.54
217 root 1.95 ns->reset_stats ();
218 root 1.93
219 root 1.57 /* make sure he's a player -- needed because of class change. */
220 root 1.54 ob->type = PLAYER; // we are paranoid
221 root 1.149 ob->race = ob->arch->race;
222 elmex 1.1
223 root 1.184 ob->update_weight ();
224 root 1.54 link_player_skills (ob);
225 elmex 1.1
226 root 1.56 CLEAR_FLAG (ob, FLAG_NO_FIX_PLAYER);
227 elmex 1.1
228 root 1.149 assign (title, ob->arch->object::name);
229 root 1.15
230 root 1.54 /* if it's a dragon player, set the correct title here */
231     if (is_dragon_pl (ob))
232     {
233     object *tmp, *abil = 0, *skin = 0;
234    
235     for (tmp = ob->inv; tmp; tmp = tmp->below)
236     if (tmp->type == FORCE)
237 root 1.153 if (tmp->arch->archname == shstr_dragon_ability_force)
238 root 1.54 abil = tmp;
239 root 1.153 else if (tmp->arch->archname == shstr_dragon_skin_force)
240 root 1.54 skin = tmp;
241    
242     set_dragon_name (ob, abil, skin);
243     }
244    
245     new_draw_info (NDI_UNIQUE, 0, ob, "Welcome Back!");
246    
247 root 1.189 esrv_new_player (this);
248 root 1.60
249     ob->update_stats ();
250 root 1.139
251 root 1.54 ns->floorbox_update ();
252     esrv_send_inventory (ob, ob);
253     esrv_add_spells (this, 0);
254    
255 root 1.89 activate ();
256 root 1.54
257 root 1.59 send_rules (ob);
258     send_news (ob);
259     display_motd (ob);
260 root 1.78
261     INVOKE_PLAYER (CONNECT, this);
262 root 1.54 INVOKE_PLAYER (LOGIN, this);
263     }
264 elmex 1.1
265 root 1.62 void
266     player::disconnect ()
267     {
268 root 1.159 if (ob)
269     {
270     ob->close_container (); //TODO: client-specific
271     ob->drop_unpaid_items ();
272     }
273    
274 root 1.63 if (ns)
275 root 1.72 {
276 root 1.89 if (active)
277     INVOKE_PLAYER (LOGOUT, this, ARG_INT (0));
278 root 1.78
279     INVOKE_PLAYER (DISCONNECT, this);
280 root 1.72
281 root 1.97 ns->reset_stats ();
282 root 1.72 ns->pl = 0;
283 root 1.115 ns = 0;
284 root 1.89 }
285 root 1.72
286 root 1.150 observe = ob;
287    
288 root 1.89 deactivate ();
289 root 1.62 }
290    
291 root 1.54 // the need for this function can be explained
292     // by load_object not returning the object
293     void
294     player::set_object (object *op)
295     {
296 root 1.146 ob = observe = op;
297 root 1.104 ob->contr = this; /* this aren't yet in archetype */
298 root 1.15
299 root 1.190 ob->speed = 1.0f;
300     ob->speed_left = 0.5f;
301 root 1.142
302 root 1.190 ob->direction = 5; /* So player faces south */
303 root 1.173
304     ob->flag [FLAG_READY_WEAPON] = false;
305     ob->flag [FLAG_READY_SKILL] = false;
306     ob->flag [FLAG_READY_BOW] = false;
307    
308     for (object *op = ob->inv; op; op = op->below)
309     if (op->flag [FLAG_APPLIED])
310     switch (op->type)
311     {
312     case SKILL:
313     ob->flag [FLAG_APPLIED] = false;
314     break;
315    
316     case WAND:
317     case ROD:
318     case HORN:
319     case BOW:
320     ranged_ob = op;
321     break;
322    
323     case WEAPON:
324     combat_ob = op;
325     break;
326     }
327    
328     ob->change_weapon (combat_ob ? combat_ob : ranged_ob);
329 root 1.198 ob->deactivate (); // change_weapon activates, fix this better
330 root 1.54 }
331 root 1.15
332 root 1.146 void
333     player::set_observe (object *op)
334     {
335     observe = op ? op : ob;
336 root 1.147 do_los = 1;
337 root 1.146 }
338    
339 root 1.54 player::player ()
340     {
341 pippijn 1.81 /* There are some elements we want initialised to non zero value -
342 root 1.54 * we deal with that below this point.
343     */
344 root 1.114 outputs_sync = 4;
345     outputs_count = 4;
346 root 1.54 unapply = unapply_nochoice;
347    
348 root 1.77 savebed_map = first_map_path; /* Init. respawn position */
349 root 1.54
350     gen_sp_armour = 10;
351     bowtype = bow_normal;
352     petmode = pet_normal;
353     listening = 10;
354     usekeys = containers;
355     peaceful = 1; /* default peaceful */
356     do_los = 1;
357 root 1.142
358     weapon_sp = 1.0f;
359     weapon_sp_left = 0.5f;
360 root 1.54 }
361    
362 root 1.62 void
363     player::do_destroy ()
364 root 1.54 {
365 root 1.72 disconnect ();
366 root 1.62
367 root 1.72 attachable::do_destroy ();
368 root 1.62
369 root 1.54 if (ob)
370 root 1.69 {
371     ob->destroy_inv (false);
372     ob->destroy ();
373     }
374 root 1.151
375     ob = observe = 0;
376 root 1.62 }
377    
378     player::~player ()
379     {
380 root 1.54 /* Clear item stack */
381     free (stack_items);
382 elmex 1.1 }
383    
384 root 1.54 /* Tries to add player on the connection passed in ns.
385 elmex 1.1 * All we can really get in this is some settings like host and display
386     * mode.
387     */
388 root 1.54 player *
389     player::create ()
390 root 1.18 {
391 root 1.54 player *pl = new player;
392 root 1.38
393 root 1.54 pl->set_object (arch_to_object (get_player_archetype (0)));
394 root 1.104
395     pl->ob->roll_stats ();
396     pl->ob->stats.wc = 2;
397     pl->ob->run_away = 25; /* Then we panick... */
398    
399 root 1.76 set_first_map (pl->ob);
400 root 1.26
401 root 1.54 return pl;
402 elmex 1.1 }
403    
404     /*
405     * get_player_archetype() return next player archetype from archetype
406     * list. Not very efficient routine, but used only creating new players.
407     * Note: there MUST be at least one player archetype!
408     */
409 root 1.18 archetype *
410     get_player_archetype (archetype *at)
411 elmex 1.1 {
412 root 1.183 // archetypes could have been reloaded
413     archetype *nat = at ? archetype::find (at->archname) : archetypes [0];
414    
415     if (!nat)
416     return at;
417    
418     archvec::iterator i = archetypes.find (nat);
419 root 1.18
420     for (;;)
421     {
422 root 1.149 if (++i == archetypes.end ())
423     i = archetypes.begin ();
424     else if (*i == at)
425     cleanup ("not a single player archetype found");
426 root 1.46
427 root 1.149 if ((*i)->type == PLAYER)
428     return *i;
429 elmex 1.1 }
430     }
431    
432 root 1.18 object *
433     get_nearest_player (object *mon)
434     {
435     object *op = NULL;
436     objectlink *ol;
437     unsigned lastdist;
438     rv_vector rv;
439    
440 root 1.92 for (ol = first_friendly_object, lastdist = 1000; ol; ol = ol->next)
441 root 1.18 {
442     if (!can_detect_enemy (mon, ol->ob, &rv))
443     continue;
444 root 1.11
445 root 1.18 if (lastdist > rv.distance)
446     {
447     op = ol->ob;
448     lastdist = rv.distance;
449 root 1.11 }
450 elmex 1.1 }
451 root 1.61
452     for_all_players (pl)
453     if (can_detect_enemy (mon, pl->ob, &rv))
454     if (lastdist > rv.distance)
455 root 1.18 {
456 root 1.61 op = pl->ob;
457     lastdist = rv.distance;
458     }
459 elmex 1.1
460     #if 0
461 root 1.18 LOG (llevDebug, "get_nearest_player() finds player: %s\n", op ? &op->name : "(null)");
462 elmex 1.1 #endif
463 root 1.18 return op;
464 elmex 1.1 }
465    
466     /* I believe this can safely go to 2, 3 is questionable, 4 will likely
467     * result in a monster paths backtracking. It basically determines how large a
468     * detour a monster will take from the direction path when looking
469     * for a path to the player. The values are in the amount of direction
470     * the deviation is
471     */
472     #define DETOUR_AMOUNT 2
473    
474     /* This is used to prevent infinite loops. Consider a case where the
475     * player is in a chamber (with gate closed), and monsters are outside.
476     * with DETOUR_AMOUNT==2, the function will turn each corner, trying to
477     * find a path into the chamber. This is a good thing, but since there
478     * is no real path, it will just keep circling the chamber for
479     * ever (this could be a nice effect for monsters, but not for the function
480     * to get stuck in. I think for the monsters, if max is reached and
481     * we return the first direction the creature could move would result in the
482     * circling behaviour. Unfortunately, this function is also used to determined
483     * if the creature should cast a spell, so returning a direction in that case
484     * is probably not a good thing.
485     */
486     #define MAX_SPACES 50
487    
488     /*
489     * Returns the direction to the player, if valid. Returns 0 otherwise.
490     * modified to verify there is a path to the player. Does this by stepping towards
491     * player and if path is blocked then see if blockage is close enough to player that
492     * direction to player is changed (ie zig or zag). Continue zig zag until either
493     * reach player or path is blocked. Thus, will only return true if there is a free
494     * path to player. Though path may not be a straight line. Note that it will find
495     * player hiding along a corridor at right angles to the corridor with the monster.
496     *
497     * Modified by MSW 2001-08-06 to handle tiled maps. Various notes:
498     * 1) With DETOUR_AMOUNT being 2, it should still go and find players hiding
499     * down corriders.
500     * 2) I think the old code was broken if the first direction the monster
501     * should move was blocked - the code would store the first direction without
502     * verifying that the player can actually move in that direction. The new
503     * code does not store anything in firstdir until we have verified that the
504     * monster can in fact move one space in that direction.
505     * 3) I'm not sure how good this code will be for moving multipart monsters,
506     * since only simple checks to blocked are being called, which could mean the monster
507     * is blocking itself.
508     */
509 root 1.18 int
510     path_to_player (object *mon, object *pl, unsigned mindiff)
511     {
512     rv_vector rv;
513     sint16 x, y;
514     int lastx, lasty, dir, i, diff, firstdir = 0, lastdir, max = MAX_SPACES, mflags, blocked;
515 root 1.25 maptile *m, *lastmap;
516 root 1.18
517     get_rangevector (mon, pl, &rv, 0);
518    
519     if (rv.distance < mindiff)
520     return 0;
521    
522     x = mon->x;
523     y = mon->y;
524     m = mon->map;
525     dir = rv.direction;
526     lastdir = firstdir = rv.direction; /* perhaps we stand next to pl, init firstdir too */
527 root 1.100 diff = ::max (abs (rv.distance_x), abs (rv.distance_y));
528    
529 root 1.18 /* If we can't solve it within the search distance, return now. */
530     if (diff > max)
531     return 0;
532 root 1.100
533 root 1.18 while (diff > 1 && max > 0)
534     {
535     lastx = x;
536     lasty = y;
537     lastmap = m;
538     x = lastx + freearr_x[dir];
539     y = lasty + freearr_y[dir];
540    
541     mflags = get_map_flags (m, &m, x, y, &x, &y);
542     blocked = (mflags & P_OUT_OF_MAP) ? MOVE_ALL : GET_MAP_MOVE_BLOCK (m, x, y);
543    
544     /* Space is blocked - try changing direction a little */
545     if ((mflags & P_OUT_OF_MAP) || ((OB_TYPE_MOVE_BLOCK (mon, blocked) || (mflags & P_BLOCKSVIEW))
546     && (m == mon->map && blocked_link (mon, m, x, y))))
547     {
548     /* recalculate direction from last good location. Possible
549     * we were not traversing ideal location before.
550     */
551     get_rangevector_from_mapcoord (lastmap, lastx, lasty, pl, &rv, 0);
552     if (rv.direction != dir)
553     {
554     /* OK - says direction should be different - lets reset the
555     * the values so it will try again.
556     */
557     x = lastx;
558     y = lasty;
559     m = lastmap;
560     dir = firstdir = rv.direction;
561     }
562     else
563     {
564     /* direct path is blocked - try taking a side step to
565     * either the left or right.
566     * Note increase the values in the loop below to be
567     * more than -1/1 respectively will mean the monster takes
568     * bigger detour. Have to be careful about these values getting
569     * too big (3 or maybe 4 or higher) as the monster may just try
570     * stepping back and forth
571     */
572     for (i = -DETOUR_AMOUNT; i <= DETOUR_AMOUNT; i++)
573     {
574     if (i == 0)
575     continue; /* already did this, so skip it */
576     /* Use lastdir here - otherwise,
577     * since the direction that the creature should move in
578     * may change, you could get infinite loops.
579     * ie, player is northwest, but monster can only
580     * move west, so it does that. It goes some distance,
581     * gets blocked, finds that it should move north,
582     * can't do that, but now finds it can move east, and
583     * gets back to its original point. lastdir contains
584     * the last direction the creature has successfully
585     * moved.
586     */
587    
588     x = lastx + freearr_x[absdir (lastdir + i)];
589     y = lasty + freearr_y[absdir (lastdir + i)];
590     m = lastmap;
591     mflags = get_map_flags (m, &m, x, y, &x, &y);
592     if (mflags & P_OUT_OF_MAP)
593     continue;
594     blocked = GET_MAP_MOVE_BLOCK (m, x, y);
595     if (OB_TYPE_MOVE_BLOCK (mon, blocked))
596     continue;
597     if (mflags & P_BLOCKSVIEW)
598     continue;
599    
600     if (m == mon->map && blocked_link (mon, m, x, y))
601     break;
602     }
603     /* go through entire loop without finding a valid
604     * sidestep to take - thus, no valid path.
605     */
606     if (i == (DETOUR_AMOUNT + 1))
607     return 0;
608     diff--;
609     lastdir = dir;
610     max--;
611     if (!firstdir)
612     firstdir = dir + i;
613     } /* else check alternate directions */
614     } /* if blocked */
615     else
616     {
617     /* we moved towards creature, so diff is less */
618     diff--;
619     max--;
620     lastdir = dir;
621     if (!firstdir)
622     firstdir = dir;
623     }
624 root 1.100
625 root 1.18 if (diff <= 1)
626     {
627     /* Recalculate diff (distance) because we may not have actually
628     * headed toward player for entire distance.
629     */
630     get_rangevector_from_mapcoord (m, x, y, pl, &rv, 0);
631 root 1.100 diff = ::max (abs (rv.distance_x), abs (rv.distance_y));
632 root 1.18 }
633 root 1.100
634 root 1.18 if (diff > max)
635     return 0;
636     }
637 root 1.100
638 root 1.18 /* If we reached the max, didn't find a direction in time */
639     if (!max)
640     return 0;
641    
642     return firstdir;
643     }
644    
645     void
646 root 1.182 give_initial_items (object *pl, treasurelist *items)
647 root 1.18 {
648 root 1.176 if (pl->randomitems)
649 root 1.18 create_treasure (items, pl, GT_STARTEQUIP | GT_ONLY_GOOD, 1, 0);
650    
651 root 1.176 for (object *next, *op = pl->inv; op; op = next)
652 root 1.18 {
653     next = op->below;
654    
655     /* Forces get applied per default, unless they have the
656     * flag "neutral" set. Sorry but I can't think of a better way
657     */
658     if (op->type == FORCE && !QUERY_FLAG (op, FLAG_NEUTRAL))
659     SET_FLAG (op, FLAG_APPLIED);
660    
661     /* we never give weapons/armour if these cannot be used
662     * by this player due to race restrictions
663     */
664     if (pl->type == PLAYER)
665     {
666 root 1.182 if ((!QUERY_FLAG (pl, FLAG_USE_ARMOUR)
667     &&
668     (op->type == ARMOUR || op->type == BOOTS
669     || op->type == CLOAK || op->type == HELMET
670     || op->type == SHIELD || op->type == GLOVES
671     || op->type == BRACERS || op->type == GIRDLE))
672     || (!QUERY_FLAG (pl, FLAG_USE_WEAPON) && op->type == WEAPON))
673 root 1.18 {
674 root 1.33 op->destroy ();
675 root 1.18 continue;
676     }
677 root 1.11 }
678    
679 root 1.18 /* This really needs to be better - we should really give
680     * a substitute spellbook. The problem is that we don't really
681     * have a good idea what to replace it with (need something like
682     * a first level treasurelist for each skill.)
683     * remove duplicate skills also
684     */
685     if (op->type == SPELLBOOK || op->type == SKILL)
686     {
687     object *tmp;
688 elmex 1.1
689 root 1.18 for (tmp = op->below; tmp; tmp = tmp->below)
690     if (tmp->type == op->type && tmp->name == op->name)
691     break;
692 root 1.11
693 root 1.18 if (tmp)
694     {
695 root 1.33 op->destroy ();
696 root 1.18 LOG (llevError, "give_initial_items: Removing duplicate object %s\n", &tmp->name);
697     continue;
698 root 1.11 }
699 root 1.33
700 root 1.18 if (op->nrof > 1)
701     op->nrof = 1;
702 root 1.11 }
703 elmex 1.1
704 root 1.18 if (op->type == SPELLBOOK && op->inv)
705 root 1.176 CLEAR_FLAG (op->inv, FLAG_STARTEQUIP);
706 root 1.11
707 root 1.18 /* Give starting characters identified, uncursed, and undamned
708 root 1.182 * items. Just don't identify gold or silver, or it won't be
709 root 1.18 * merged properly.
710     */
711     if (need_identify (op))
712     {
713     SET_FLAG (op, FLAG_IDENTIFIED);
714     CLEAR_FLAG (op, FLAG_CURSED);
715     CLEAR_FLAG (op, FLAG_DAMNED);
716     }
717 root 1.182
718 root 1.18 if (op->type == SPELL)
719     {
720 root 1.33 op->destroy ();
721 root 1.18 continue;
722     }
723     else if (op->type == SKILL)
724     {
725     SET_FLAG (op, FLAG_CAN_USE_SKILL);
726     op->stats.exp = 0;
727     op->level = 1;
728 root 1.11 }
729 root 1.182 else /* lock all 'normal items by default */
730 root 1.18 SET_FLAG (op, FLAG_INV_LOCKED);
731     } /* for loop of objects in player inv */
732    
733     /* Need to set up the skill pointers */
734     link_player_skills (pl);
735     }
736    
737     void
738     get_party_password (object *op, partylist *party)
739     {
740     if (party == NULL)
741     {
742     LOG (llevError, "get_party_password(): tried to make player %s join a NULL party", &op->name);
743     return;
744 elmex 1.1 }
745 root 1.54
746 root 1.18 op->contr->write_buf[0] = '\0';
747 root 1.52 op->contr->ns->state = ST_GET_PARTY_PASSWORD;
748 root 1.18 op->contr->party_to_join = party;
749 root 1.52 send_query (op->contr->ns, CS_QUERY_HIDEINPUT, "What is the password?\n:");
750 elmex 1.1 }
751    
752     /* This rolls four 1-6 rolls and sums the best 3 of the 4. */
753 root 1.54 static int
754 root 1.18 roll_stat (void)
755     {
756     int a[4], i, j, k;
757    
758     for (i = 0; i < 4; i++)
759 root 1.99 a[i] = (int) rndm (6) + 1;
760 root 1.18
761     for (i = 0, j = 0, k = 7; i < 4; i++)
762     if (a[i] < k)
763     k = a[i], j = i;
764    
765     for (i = 0, k = 0; i < 4; i++)
766 root 1.54 if (i != j)
767     k += a[i];
768    
769 root 1.18 return k;
770     }
771    
772     void
773 root 1.54 object::roll_stats ()
774 root 1.18 {
775 root 1.128 int statsort [NUM_STATS];
776 root 1.18
777 root 1.54 for (;;)
778 root 1.18 {
779 root 1.54 int sum = 0;
780 root 1.128 for (int i = NUM_STATS; i--; )
781 root 1.54 sum += statsort [i] = roll_stat ();
782    
783     if (sum >= 82 && sum <= 116)
784     break;
785 root 1.18 }
786    
787 root 1.54 // Sort the stats so that rerolling is easier...
788 root 1.128 std::sort (statsort, statsort + NUM_STATS, std::greater<int>());
789 root 1.18
790 root 1.128 for (int i = 0; i < NUM_STATS; ++i)
791     stats.stat (i) = statsort [i];
792 root 1.18
793 root 1.54 stats.exp = 0;
794     stats.ac = 0;
795 root 1.18
796 root 1.54 stats.hp = stats.maxhp;
797     stats.sp = stats.maxsp;
798     stats.grace = stats.maxgrace;
799 root 1.18
800 root 1.54 if (contr)
801     {
802     contr->levhp[1] = 9;
803     contr->levsp[1] = 6;
804     contr->levgrace[1] = 3;
805 root 1.18
806 root 1.54 contr->orig_stats = stats;
807     }
808 root 1.18 }
809    
810     void
811 root 1.54 object::swap_stats (int a, int b)
812 root 1.18 {
813 root 1.127 swap (contr->orig_stats.stat (a), contr->orig_stats.stat (b));
814    
815     for (int i = 0; i < NUM_STATS; ++i)
816     stats.stat (i) = contr->orig_stats.stat (i);
817 elmex 1.1
818 root 1.54 //TODO: the following code looks so borked and should, at the very least,
819     // be merged with the similar code in roll_stats
820     stats.ac = 0;
821 elmex 1.1
822 root 1.54 level = 1;
823     stats.exp = 0;
824     stats.ac = 0;
825 elmex 1.1
826 root 1.54 stats.hp = stats.maxhp;
827     stats.sp = stats.maxsp;
828     stats.grace = stats.maxgrace;
829 elmex 1.1
830 root 1.54 if (contr)
831 root 1.18 {
832 root 1.54 contr->levhp[1] = 9;
833     contr->levsp[1] = 6;
834     contr->levgrace[1] = 3;
835 root 1.18
836 root 1.54 contr->orig_stats = stats;
837 elmex 1.1 }
838     }
839    
840 root 1.73 static void
841     start_info (object *op)
842     {
843     char buf[MAX_BUF];
844    
845 root 1.177 sprintf (buf, "Welcome to Deliantra v%s!", VERSION);
846 root 1.73 new_draw_info (NDI_UNIQUE, 0, op, buf);
847     }
848    
849 elmex 1.1 /* This function takes the key that is passed, and does the
850     * appropriate action with it (change race, or other things).
851     * The function name is for historical reasons - now we have
852     * separate race and class; this actually changes the RACE,
853     * not the class.
854     */
855 root 1.112 void
856     player::chargen_race_done ()
857 elmex 1.1 {
858 root 1.112 /* this must before then initial items are given */
859 root 1.189 esrv_new_player (ob->contr);
860 elmex 1.1
861 root 1.112 treasurelist *tl = treasurelist::find ("starting_wealth");
862     if (tl)
863     create_treasure (tl, ob, 0, 0, 0);
864 elmex 1.1
865 root 1.112 INVOKE_PLAYER (BIRTH, ob->contr);
866     INVOKE_PLAYER (LOGIN, ob->contr);
867 elmex 1.36
868 root 1.112 ob->contr->ns->state = ST_PLAYING;
869 elmex 1.1
870 root 1.112 if (ob->msg)
871     ob->msg = 0;
872 elmex 1.1
873 root 1.112 start_info (ob);
874     CLEAR_FLAG (ob, FLAG_WIZ);
875     give_initial_items (ob, ob->randomitems);
876     link_player_skills (ob);
877     esrv_send_inventory (ob, ob);
878     ob->update_stats ();
879 root 1.11
880 root 1.112 /* This moves the player to a different start map, if there
881     * is one for this race
882     */
883     if (*first_map_ext_path)
884 root 1.197 ob->player_goto (format ("%s/%s", &first_map_ext_path, &ob->arch->archname), ob->x, ob->y);
885 root 1.112 else
886     LOG (llevDebug, "first_map_ext_path not set\n");
887     }
888 elmex 1.1
889 root 1.112 void
890     player::chargen_race_next ()
891     {
892 root 1.18 /* Following actually changes the race - this is the default command
893     * if we don't match with one of the options above.
894     */
895    
896 root 1.112 do
897 root 1.18 {
898 root 1.112 shstr name = ob->name;
899     int x = ob->x, y = ob->y;
900 root 1.21
901 root 1.112 ob->remove_statbonus ();
902     ob->remove ();
903     ob->arch = get_player_archetype (ob->arch);
904 root 1.149 ob->arch->copy_to (ob);
905 root 1.112 ob->instantiate ();
906     ob->stats = ob->contr->orig_stats;
907     ob->name = ob->name_pl = name;
908     ob->x = x;
909     ob->y = y;
910     SET_ANIMATION (ob, 2); /* So player faces south */
911     insert_ob_in_map (ob, ob->map, ob, 0);
912 root 1.149 assign (ob->contr->title, ob->arch->object::name);
913 root 1.112 ob->add_statbonus ();
914     }
915     while (!allowed_class (ob));
916    
917     update_object (ob, UP_OBJ_FACE);
918     esrv_update_item (UPD_FACE, ob, ob);
919     ob->update_stats ();
920     ob->stats.hp = ob->stats.maxhp;
921     ob->stats.sp = ob->stats.maxsp;
922     ob->stats.grace = 0;
923 elmex 1.1 }
924    
925 root 1.18 void
926     flee_player (object *op)
927     {
928     int dir, diff;
929     rv_vector rv;
930    
931     if (op->stats.hp < 0)
932     {
933     LOG (llevDebug, "Fleeing player is dead.\n");
934     CLEAR_FLAG (op, FLAG_SCARED);
935     return;
936 elmex 1.1 }
937    
938 root 1.18 if (op->enemy == NULL)
939     {
940     LOG (llevDebug, "Fleeing player had no enemy.\n");
941     CLEAR_FLAG (op, FLAG_SCARED);
942     return;
943 elmex 1.1 }
944    
945 root 1.18 /* Seen some crashes here. Since we don't store an
946     * op->enemy_count, it is possible that something destroys the
947     * actual enemy, and the object is recycled.
948     */
949     if (op->enemy->map == NULL)
950     {
951     CLEAR_FLAG (op, FLAG_SCARED);
952     op->enemy = NULL;
953     return;
954 elmex 1.1 }
955    
956 root 1.18 if (!(random_roll (0, 4, op, PREFER_LOW)) && did_make_save (op, op->level, 0))
957     {
958     op->enemy = NULL;
959     CLEAR_FLAG (op, FLAG_SCARED);
960     return;
961 elmex 1.1 }
962 root 1.49
963 root 1.18 get_rangevector (op, op->enemy, &rv, 0);
964    
965     dir = absdir (4 + rv.direction);
966     for (diff = 0; diff < 3; diff++)
967     {
968     int m = 1 - (RANDOM () & 2);
969 elmex 1.1
970 root 1.18 if (move_ob (op, absdir (dir + diff * m), op) || (diff == 0 && move_ob (op, absdir (dir - diff * m), op)))
971 root 1.49 return;
972 elmex 1.1 }
973 root 1.49
974 root 1.18 /* Cornered, get rid of scared */
975     CLEAR_FLAG (op, FLAG_SCARED);
976     op->enemy = NULL;
977 elmex 1.1 }
978    
979     /* check_pick sees if there is stuff to be picked up/picks up stuff.
980 root 1.122 * It returns 1 if the player should keep on moving, 0 if he should
981 elmex 1.1 * stop.
982     */
983 root 1.18 int
984     check_pick (object *op)
985     {
986 elmex 1.1 object *tmp, *next;
987     int stop = 0;
988 pippijn 1.106 int wvratio;
989     char putstring[128];
990 elmex 1.1
991     /* if you're flying, you cna't pick up anything */
992     if (op->move_type & MOVE_FLYING)
993     return 1;
994    
995     next = op->below;
996    
997 elmex 1.175 int cnt = MAX_ITEM_PER_DROP;
998     #define CHK_PICK_PICKUP do { pick_up (op, tmp); cnt--; } while (0)
999    
1000 elmex 1.1 /* loop while there are items on the floor that are not marked as
1001     * destroyed */
1002 root 1.24 while (next && !next->destroyed ())
1003 root 1.18 {
1004     tmp = next;
1005     next = tmp->below;
1006 elmex 1.1
1007 elmex 1.175 if (cnt <= 0)
1008     {
1009     op->failmsg ("Couldn't pickup all items at once.");
1010     return 0;
1011     }
1012    
1013 root 1.24 if (op->destroyed ())
1014 elmex 1.1 return 0;
1015    
1016 root 1.18 if (!can_pick (op, tmp))
1017     continue;
1018 elmex 1.1
1019 root 1.18 if (op->contr->search_str[0] != '\0' && settings.search_items == TRUE)
1020     {
1021     if (item_matched_string (op, tmp, op->contr->search_str))
1022 elmex 1.175 CHK_PICK_PICKUP;
1023 root 1.18 continue;
1024 root 1.11 }
1025    
1026 root 1.18 /* high not bit set? We're using the old autopickup model */
1027     if (!(op->contr->mode & PU_NEWMODE))
1028 root 1.11 {
1029 root 1.18 switch (op->contr->mode)
1030 root 1.11 {
1031 root 1.20 case 0:
1032     return 1; /* don't pick up */
1033     case 1:
1034 elmex 1.175 CHK_PICK_PICKUP;
1035 root 1.20 return 1;
1036     case 2:
1037 elmex 1.175 CHK_PICK_PICKUP;
1038 root 1.20 return 0;
1039     case 3:
1040     return 0; /* stop before pickup */
1041     case 4:
1042 elmex 1.175 CHK_PICK_PICKUP;
1043 root 1.20 break;
1044     case 5:
1045 elmex 1.175 CHK_PICK_PICKUP;
1046 root 1.20 stop = 1;
1047     break;
1048     case 6:
1049 elmex 1.175 if (QUERY_FLAG (tmp, FLAG_KNOWN_MAGICAL)
1050     && !QUERY_FLAG (tmp, FLAG_KNOWN_CURSED))
1051     CHK_PICK_PICKUP;
1052 root 1.20 break;
1053    
1054     case 7:
1055     if (tmp->type == MONEY || tmp->type == GEM)
1056 elmex 1.175 CHK_PICK_PICKUP;
1057 root 1.20 break;
1058    
1059     default:
1060     /* use value density */
1061     if (!QUERY_FLAG (tmp, FLAG_UNPAID)
1062     && (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1))) >= op->contr->mode)
1063 elmex 1.175 CHK_PICK_PICKUP;
1064 root 1.11 }
1065     }
1066 root 1.18 else
1067     { /* old model */
1068     /* NEW pickup handling */
1069     if (op->contr->mode & PU_DEBUG)
1070     {
1071     /* some debugging code to figure out item information */
1072     if (tmp->name != NULL)
1073     sprintf (putstring, "item name: %s item type: %d weight/value: %d",
1074     &tmp->name, tmp->type, (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1))));
1075     else
1076     sprintf (putstring, "item name: %s item type: %d weight/value: %d",
1077 root 1.148 &tmp->arch->archname, tmp->type, (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1))));
1078 root 1.18
1079     new_draw_info (NDI_UNIQUE, 0, op, putstring);
1080 root 1.58 }
1081 elmex 1.1
1082 root 1.18 /* philosophy:
1083     * It's easy to grab an item type from a pile, as long as it's
1084     * generic. This takes no game-time. For more detailed pickups
1085 root 1.58 * and selections, select-items should be used. This is a
1086 root 1.18 * grab-as-you-run type mode that's really useful for arrows for
1087     * example.
1088     * The drawback: right now it has no frontend, so you need to
1089     * stick the bits you want into a calculator in hex mode and then
1090     * convert to decimal and then 'pickup <#>
1091     */
1092    
1093     /* the first two modes are exclusive: if NOTHING we return, if
1094     * STOP then we stop. All the rest are applied sequentially,
1095     * meaning if any test passes, the item gets picked up. */
1096    
1097     /* if mode is set to pick nothing up, return */
1098    
1099     if (op->contr->mode & PU_NOTHING)
1100     return 1;
1101    
1102     /* if mode is set to stop when encountering objects, return */
1103     /* take STOP before INHIBIT since it doesn't actually pick
1104     * anything up */
1105    
1106     if (op->contr->mode & PU_STOP)
1107     return 0;
1108    
1109     /* useful for going into stores and not losing your settings... */
1110     /* and for battles wher you don't want to get loaded down while
1111     * fighting */
1112     if (op->contr->mode & PU_INHIBIT)
1113     return 1;
1114    
1115     /* prevent us from turning into auto-thieves :) */
1116     if (QUERY_FLAG (tmp, FLAG_UNPAID))
1117     continue;
1118    
1119     /* ignore known cursed objects */
1120     if (QUERY_FLAG (tmp, FLAG_KNOWN_CURSED) && op->contr->mode & PU_NOT_CURSED)
1121     continue;
1122    
1123     /* all food and drink if desired */
1124     /* question: don't pick up known-poisonous stuff? */
1125     if (op->contr->mode & PU_FOOD)
1126     if (tmp->type == FOOD)
1127     {
1128 elmex 1.175 CHK_PICK_PICKUP;
1129 root 1.18 continue;
1130     }
1131 root 1.29
1132 root 1.18 if (op->contr->mode & PU_DRINK)
1133     if (tmp->type == DRINK || (tmp->type == POISON && !QUERY_FLAG (tmp, FLAG_KNOWN_CURSED)))
1134     {
1135 elmex 1.175 CHK_PICK_PICKUP;
1136 root 1.18 continue;
1137     }
1138    
1139     if (op->contr->mode & PU_POTION)
1140     if (tmp->type == POTION)
1141     {
1142 elmex 1.175 CHK_PICK_PICKUP;
1143 root 1.18 continue;
1144     }
1145    
1146     /* spellbooks, skillscrolls and normal books/scrolls */
1147     if (op->contr->mode & PU_SPELLBOOK)
1148     if (tmp->type == SPELLBOOK)
1149     {
1150 elmex 1.175 CHK_PICK_PICKUP;
1151 root 1.18 continue;
1152     }
1153 root 1.29
1154 root 1.18 if (op->contr->mode & PU_SKILLSCROLL)
1155     if (tmp->type == SKILLSCROLL)
1156     {
1157 elmex 1.175 CHK_PICK_PICKUP;
1158 root 1.18 continue;
1159     }
1160 root 1.29
1161 root 1.18 if (op->contr->mode & PU_READABLES)
1162 root 1.158 if (tmp->type == BOOK || tmp->type == SCROLL || tmp->type == INSCRIBABLE)
1163 root 1.18 {
1164 elmex 1.175 CHK_PICK_PICKUP;
1165 root 1.18 continue;
1166     }
1167    
1168     /* wands/staves/rods/horns */
1169     if (op->contr->mode & PU_MAGIC_DEVICE)
1170     if (tmp->type == WAND || tmp->type == ROD || tmp->type == HORN)
1171     {
1172 elmex 1.175 CHK_PICK_PICKUP;
1173 root 1.18 continue;
1174     }
1175    
1176     /* pick up all magical items */
1177     if (op->contr->mode & PU_MAGICAL)
1178     if (QUERY_FLAG (tmp, FLAG_KNOWN_MAGICAL) && !QUERY_FLAG (tmp, FLAG_KNOWN_CURSED))
1179     {
1180 elmex 1.175 CHK_PICK_PICKUP;
1181 root 1.18 continue;
1182     }
1183    
1184     if (op->contr->mode & PU_VALUABLES)
1185     {
1186     if (tmp->type == MONEY || tmp->type == GEM)
1187     {
1188 elmex 1.175 CHK_PICK_PICKUP;
1189 root 1.18 continue;
1190     }
1191     }
1192    
1193     /* rings & amulets - talismans seems to be typed AMULET */
1194     if (op->contr->mode & PU_JEWELS)
1195     if (tmp->type == RING || tmp->type == AMULET)
1196     {
1197 elmex 1.175 CHK_PICK_PICKUP;
1198 root 1.29 continue;
1199     }
1200    
1201     /* we don't forget dragon food */
1202     if (op->contr->mode & PU_FLESH)
1203     if (tmp->type == FLESH)
1204     {
1205 elmex 1.175 CHK_PICK_PICKUP;
1206 root 1.18 continue;
1207     }
1208    
1209     /* bows and arrows. Bows are good for selling! */
1210     if (op->contr->mode & PU_BOW)
1211     if (tmp->type == BOW)
1212     {
1213 elmex 1.175 CHK_PICK_PICKUP;
1214 root 1.18 continue;
1215     }
1216 root 1.29
1217 root 1.18 if (op->contr->mode & PU_ARROW)
1218     if (tmp->type == ARROW)
1219     {
1220 elmex 1.175 CHK_PICK_PICKUP;
1221 root 1.18 continue;
1222     }
1223    
1224     /* all kinds of armor etc. */
1225     if (op->contr->mode & PU_ARMOUR)
1226     if (tmp->type == ARMOUR)
1227     {
1228 elmex 1.175 CHK_PICK_PICKUP;
1229 root 1.18 continue;
1230     }
1231 root 1.29
1232 root 1.18 if (op->contr->mode & PU_HELMET)
1233     if (tmp->type == HELMET)
1234     {
1235 elmex 1.175 CHK_PICK_PICKUP;
1236 root 1.18 continue;
1237     }
1238 root 1.29
1239 root 1.18 if (op->contr->mode & PU_SHIELD)
1240     if (tmp->type == SHIELD)
1241     {
1242 elmex 1.175 CHK_PICK_PICKUP;
1243 root 1.18 continue;
1244     }
1245 root 1.29
1246 root 1.18 if (op->contr->mode & PU_BOOTS)
1247     if (tmp->type == BOOTS)
1248     {
1249 elmex 1.175 CHK_PICK_PICKUP;
1250 root 1.18 continue;
1251     }
1252 root 1.29
1253 root 1.18 if (op->contr->mode & PU_GLOVES)
1254     if (tmp->type == GLOVES)
1255     {
1256 elmex 1.175 CHK_PICK_PICKUP;
1257 root 1.18 continue;
1258     }
1259 root 1.29
1260 root 1.18 if (op->contr->mode & PU_CLOAK)
1261     if (tmp->type == CLOAK)
1262     {
1263 elmex 1.175 CHK_PICK_PICKUP;
1264 root 1.18 continue;
1265     }
1266 elmex 1.1
1267 root 1.18 /* hoping to catch throwing daggers here */
1268     if (op->contr->mode & PU_MISSILEWEAPON)
1269     if (tmp->type == WEAPON && QUERY_FLAG (tmp, FLAG_IS_THROWN))
1270     {
1271 elmex 1.175 CHK_PICK_PICKUP;
1272 root 1.18 continue;
1273     }
1274 elmex 1.1
1275 root 1.18 /* careful: chairs and tables are weapons! */
1276     if (op->contr->mode & PU_ALLWEAPON)
1277     {
1278     if (tmp->type == WEAPON && tmp->name != NULL)
1279     {
1280 root 1.148 if (strstr (tmp->name, "table") == NULL && strstr (tmp->arch->archname, "table") == NULL &&
1281     strstr (tmp->name, "chair") && strstr (tmp->arch->archname, "chair") == NULL)
1282 root 1.18 {
1283 elmex 1.175 CHK_PICK_PICKUP;
1284 root 1.18 continue;
1285     }
1286     }
1287 root 1.29
1288 root 1.18 if (tmp->type == WEAPON && tmp->name == NULL)
1289     {
1290 root 1.148 if (strstr (tmp->arch->archname, "table") == NULL && strstr (tmp->arch->archname, "chair") == NULL)
1291 root 1.18 {
1292 elmex 1.175 CHK_PICK_PICKUP;
1293 root 1.18 continue;
1294     }
1295     }
1296     }
1297 elmex 1.1
1298 root 1.18 /* misc stuff that's useful */
1299     if (op->contr->mode & PU_KEY)
1300     if (tmp->type == KEY || tmp->type == SPECIAL_KEY)
1301     {
1302 elmex 1.175 CHK_PICK_PICKUP;
1303 root 1.18 continue;
1304     }
1305 elmex 1.1
1306 root 1.18 /* any of the last 4 bits set means we use the ratio for value
1307     * pickups */
1308     if (op->contr->mode & PU_RATIO)
1309     {
1310     /* use value density to decide what else to grab */
1311     /* >=7 was >= op->contr->mode */
1312     /* >=7 is the old standard setting. Now we take the last 4 bits
1313     * and multiply them by 5, giving 0..15*5== 5..75 */
1314     wvratio = (op->contr->mode & PU_RATIO) * 5;
1315     if ((query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1))) >= (unsigned int) wvratio)
1316     {
1317 elmex 1.175 CHK_PICK_PICKUP;
1318 elmex 1.1 #if 0
1319 root 1.18 fprintf (stderr, "HIGH WEIGHT/VALUE [");
1320     if (tmp->name != NULL)
1321     {
1322     fprintf (stderr, "%s", tmp->name);
1323     }
1324     else
1325 root 1.148 fprintf (stderr, "%s", tmp->arch->archname);
1326 root 1.18 fprintf (stderr, ",%d] = ", tmp->type);
1327     fprintf (stderr, "%d\n", (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1))));
1328 elmex 1.1 #endif
1329 root 1.18 continue;
1330     }
1331     }
1332     } /* the new pickup model */
1333     }
1334 root 1.29
1335 root 1.18 return !stop;
1336 elmex 1.1 }
1337    
1338     /*
1339     * Find an arrow in the inventory and after that
1340     * in the right type container (quiver). Pointer to the
1341     * found object is returned.
1342     */
1343 root 1.18 object *
1344     find_arrow (object *op, const char *type)
1345 elmex 1.1 {
1346 root 1.178 for (object *tmp = op->inv; tmp; tmp = tmp->below)
1347 root 1.179 if (tmp->type == ARROW && !strcmp (&tmp->race, type))
1348 root 1.178 return splay (tmp);
1349 elmex 1.1
1350 root 1.178 for (object *tmp = op->inv; tmp; tmp = tmp->below)
1351 root 1.179 if (tmp->type == CONTAINER && QUERY_FLAG (tmp, FLAG_APPLIED) && !strcmp (&tmp->race, type))
1352 root 1.178 if (object *arrow = find_arrow (tmp, type))
1353     {
1354     splay (tmp);
1355     return arrow;
1356     }
1357 root 1.103
1358 root 1.178 return 0;
1359 elmex 1.1 }
1360    
1361     /*
1362     * Similar to find_arrow, but looks for (roughly) the best arrow to use
1363     * against the target. A full test is not performed, simply a basic test
1364     * of resistances. The archer is making a quick guess at what he sees down
1365     * the hall. Failing that it does it's best to pick the highest plus arrow.
1366     */
1367 root 1.18 object *
1368     find_better_arrow (object *op, object *target, const char *type, int *better)
1369 elmex 1.1 {
1370 root 1.18 object *tmp = NULL, *arrow, *ntmp;
1371     int attacknum, attacktype, betterby = 0, i;
1372 elmex 1.1
1373 root 1.18 if (!type)
1374     return NULL;
1375 elmex 1.1
1376 root 1.18 for (arrow = op->inv; arrow; arrow = arrow->below)
1377     {
1378     if (arrow->type == CONTAINER && arrow->race == type && QUERY_FLAG (arrow, FLAG_APPLIED))
1379     {
1380     i = 0;
1381     ntmp = find_better_arrow (arrow, target, type, &i);
1382     if (i > betterby)
1383     {
1384     tmp = ntmp;
1385     betterby = i;
1386     }
1387     }
1388     else if (arrow->type == ARROW && arrow->race == type)
1389     {
1390     /* allways prefer assasination/slaying */
1391 root 1.192 if (target->race && arrow->slaying && strstr (arrow->slaying, target->race))
1392 root 1.18 {
1393     if (arrow->attacktype & AT_DEATH)
1394     {
1395     *better = 100;
1396     return arrow;
1397     }
1398     else
1399     {
1400     tmp = arrow;
1401     betterby = (arrow->magic + arrow->stats.dam) * 2;
1402     }
1403     }
1404     else
1405     {
1406     for (attacknum = 0; attacknum < NROFATTACKS; attacknum++)
1407     {
1408     attacktype = 1 << attacknum;
1409 root 1.149 if ((arrow->attacktype & attacktype) && (target->arch->resist[attacknum]) < 0)
1410     if (((arrow->magic + arrow->stats.dam) * (100 - target->arch->resist[attacknum]) / 100) > betterby)
1411 root 1.18 {
1412     tmp = arrow;
1413 root 1.149 betterby = (arrow->magic + arrow->stats.dam) * (100 - target->arch->resist[attacknum]) / 100;
1414 root 1.18 }
1415 root 1.11 }
1416 root 1.18 if ((2 + arrow->magic + arrow->stats.dam) > betterby)
1417     {
1418     tmp = arrow;
1419     betterby = 2 + arrow->magic + arrow->stats.dam;
1420 root 1.11 }
1421 root 1.18 if (arrow->title && (1 + arrow->magic + arrow->stats.dam) > betterby)
1422     {
1423     tmp = arrow;
1424     betterby = 1 + arrow->magic + arrow->stats.dam;
1425 root 1.11 }
1426     }
1427     }
1428 elmex 1.1 }
1429 root 1.195
1430 root 1.18 if (tmp == NULL && arrow == NULL)
1431     return find_arrow (op, type);
1432 elmex 1.1
1433 root 1.18 *better = betterby;
1434     return tmp;
1435 elmex 1.1 }
1436    
1437     /* looks in a given direction, finds the first valid target, and calls
1438     * find_better_arrow to find a decent arrow to use.
1439     * op = the shooter
1440     * type = bow->race
1441     * dir = fire direction
1442     */
1443 root 1.18 object *
1444     pick_arrow_target (object *op, const char *type, int dir)
1445 elmex 1.1 {
1446 root 1.18 object *tmp = NULL;
1447 root 1.25 maptile *m;
1448 root 1.18 int i, mflags, found, number;
1449     sint16 x, y;
1450    
1451     if (op->map == NULL)
1452     return find_arrow (op, type);
1453    
1454     /* do a dex check */
1455     number = (die_roll (2, 40, op, PREFER_LOW) - 2) / 2;
1456     if (number > (op->stats.Dex + (op->chosen_skill ? op->chosen_skill->level : op->level)))
1457     return find_arrow (op, type);
1458    
1459     m = op->map;
1460     x = op->x;
1461     y = op->y;
1462    
1463     /* find the first target */
1464     for (i = 0, found = 0; i < 20; i++)
1465     {
1466     x += freearr_x[dir];
1467     y += freearr_y[dir];
1468     mflags = get_map_flags (m, &m, x, y, &x, &y);
1469     if (mflags & P_OUT_OF_MAP || mflags & P_BLOCKSVIEW)
1470     {
1471     tmp = NULL;
1472     break;
1473     }
1474     else if (GET_MAP_MOVE_BLOCK (m, x, y) == MOVE_FLY_LOW)
1475     {
1476     /* This block presumes arrows and the like are MOVE_FLY_SLOW -
1477     * perhaps a bad assumption.
1478     */
1479     tmp = NULL;
1480     break;
1481 root 1.11 }
1482 root 1.18 if (mflags & P_IS_ALIVE)
1483     {
1484     for (tmp = GET_MAP_OB (m, x, y); tmp; tmp = tmp->above)
1485     if (QUERY_FLAG (tmp, FLAG_ALIVE))
1486     {
1487     found++;
1488 root 1.11 break;
1489 root 1.18 }
1490     if (found)
1491     break;
1492 root 1.11 }
1493 elmex 1.1 }
1494 root 1.18 if (tmp == NULL)
1495     return find_arrow (op, type);
1496 elmex 1.1
1497 root 1.18 if (tmp->head)
1498     tmp = tmp->head;
1499 elmex 1.1
1500 root 1.18 return find_better_arrow (op, tmp, type, &i);
1501 elmex 1.1 }
1502    
1503     /*
1504     * Creature fires a bow - op can be monster or player. Returns
1505     * 1 if bow was actually fired, 0 otherwise.
1506     * op is the object firing the bow.
1507     * part is for multipart creatures - the part firing the bow.
1508     * dir is the direction of fire.
1509     * wc_mod is any special modifier to give (used in special player fire modes)
1510     * sx, sy are coordinates to fire arrow from - also used in some of the special
1511     * player fire modes.
1512     */
1513 root 1.18 int
1514     fire_bow (object *op, object *part, object *arrow, int dir, int wc_mod, sint16 sx, sint16 sy)
1515 elmex 1.1 {
1516 root 1.18 object *left, *bow;
1517 root 1.132 int mflags;
1518 root 1.25 maptile *m;
1519 elmex 1.1
1520 root 1.18 if (!dir)
1521     {
1522     new_draw_info (NDI_UNIQUE, 0, op, "You can't shoot yourself!");
1523     return 0;
1524 elmex 1.1 }
1525 root 1.48
1526 root 1.136 if (op->contr)
1527     bow = op->current_weapon;
1528 root 1.18 else
1529     {
1530     for (bow = op->inv; bow; bow = bow->below)
1531     /* Don't check for applied - monsters don't apply bows - in that way, they
1532     * don't need to switch back and forth between bows and weapons.
1533     */
1534     if (bow->type == BOW)
1535     break;
1536 root 1.11
1537 root 1.18 if (!bow)
1538     {
1539     LOG (llevError, "Range: bow without activated bow (%s).\n", &op->name);
1540     return 0;
1541 root 1.11 }
1542 root 1.118
1543     // optimisation: move object to top so we will find it quickly again
1544     if (bow->below)
1545     {
1546     bow->remove ();
1547     op->insert (bow);
1548     }
1549    
1550 elmex 1.1 }
1551 root 1.48
1552 root 1.18 if (!bow->race || !bow->skill)
1553     {
1554     new_draw_info_format (NDI_UNIQUE, 0, op, "Your %s is broken.", &bow->name);
1555     return 0;
1556 elmex 1.1 }
1557    
1558 root 1.18 if (arrow == NULL)
1559     {
1560     if ((arrow = find_arrow (op, bow->race)) == NULL)
1561     {
1562     if (op->type == PLAYER)
1563     new_draw_info_format (NDI_UNIQUE, 0, op, "You have no %s left.", &bow->race);
1564     /* FLAG_READY_BOW will get reset if the monsters picks up some arrows */
1565     else
1566     CLEAR_FLAG (op, FLAG_READY_BOW);
1567 root 1.116
1568 root 1.18 return 0;
1569 root 1.11 }
1570 elmex 1.1 }
1571 root 1.48
1572 root 1.18 mflags = get_map_flags (op->map, &m, sx, sy, &sx, &sy);
1573     if (mflags & P_OUT_OF_MAP)
1574 root 1.48 return 0;
1575    
1576 root 1.18 if (GET_MAP_MOVE_BLOCK (m, sx, sy) == MOVE_FLY_LOW)
1577     {
1578     new_draw_info (NDI_UNIQUE, 0, op, "Something is in the way.");
1579     return 0;
1580     }
1581    
1582     /* this should not happen, but sometimes does */
1583     if (arrow->nrof == 0)
1584     {
1585 root 1.33 arrow->destroy ();
1586 root 1.18 return 0;
1587     }
1588    
1589     left = arrow; /* these are arrows left to the player */
1590 root 1.186 arrow = arrow->split ();
1591 root 1.48 if (!arrow)
1592 root 1.18 {
1593     new_draw_info_format (NDI_UNIQUE, 0, op, "You have no %s left.", &bow->race);
1594     return 0;
1595 elmex 1.1 }
1596 root 1.48
1597 root 1.34 arrow->set_owner (op);
1598 root 1.18 arrow->skill = bow->skill;
1599     arrow->direction = dir;
1600    
1601 root 1.124 arrow->stats.sp = arrow->stats.wc; /* save original wc, dam, attacktype and slaying */
1602     arrow->stats.hp = arrow->stats.dam;
1603     arrow->stats.grace = arrow->attacktype;
1604    
1605     if (arrow->slaying)
1606     arrow->spellarg = strdup (arrow->slaying);
1607    
1608 root 1.142 #if 0
1609 root 1.131 if (player *pl = op->contr)
1610 root 1.18 {
1611 root 1.142 float speed = pl->weapon_sp;
1612 root 1.132
1613 root 1.142 /* penalize ROF for bestarrow */
1614     if (pl->bowtype == bow_bestarrow)
1615     speed *= .9f;
1616     else
1617     speed *= 1.f + dex_bonus[op->stats.Dex] * .2f;
1618 root 1.131
1619 root 1.142 op->speed_left += speed - op->speed;
1620     }
1621 root 1.132 #endif
1622 elmex 1.1
1623 root 1.18 SET_ANIMATION (arrow, arrow->direction);
1624 root 1.116
1625 root 1.18 /* update the speed */
1626 root 1.142 arrow->speed = ((bow->flag [FLAG_NO_STRENGTH] ? 0 : dam_bonus[op->stats.Str]) + bow->magic + arrow->magic) / 5.f
1627     + bow->stats.dam / 7.f;
1628 root 1.18
1629 root 1.142 arrow->set_speed (max (arrow->speed, 2.f));
1630 root 1.18 arrow->speed_left = 0;
1631    
1632 root 1.129 int wc = op->stats.wc + wc_mod - arrow->magic - arrow->stats.wc;
1633 root 1.116
1634 root 1.18 if (op->type == PLAYER)
1635     {
1636 root 1.116 arrow->level = op->chosen_skill ? op->chosen_skill->level : op->level;
1637 root 1.129 wc -= dex_bonus[op->stats.Dex];
1638 root 1.18
1639 root 1.116 if (!arrow->slaying)
1640     arrow->slaying = op->slaying;
1641 root 1.124
1642     arrow->attacktype |= op->attacktype;
1643 elmex 1.1 }
1644 root 1.18 else
1645     {
1646     arrow->level = op->level;
1647 root 1.116 arrow->stats.wc -= bow->magic;
1648    
1649     if (!arrow->slaying)
1650     arrow->slaying = bow->slaying;
1651 root 1.124
1652     arrow->attacktype |= bow->attacktype;
1653 elmex 1.1 }
1654 root 1.24
1655 root 1.129 wc -= arrow->level;
1656     arrow->stats.dam = clamp (arrow->stats.dam + op->stats.dam + arrow->magic, MIN_DAM, MAX_DAM);
1657 root 1.24
1658 root 1.129 arrow->stats.wc = clamp (wc, MIN_WC, MAX_WC);
1659 root 1.18 arrow->move_type = MOVE_FLY_LOW;
1660     arrow->move_on = MOVE_FLY_LOW | MOVE_WALK;
1661    
1662 root 1.156 op->play_sound (sound_find ("fire_arrow"));
1663 root 1.70 m->insert (arrow, sx, sy, op);
1664 root 1.18
1665 root 1.24 if (!arrow->destroyed ())
1666 root 1.18 move_arrow (arrow);
1667 elmex 1.1
1668 root 1.18 return 1;
1669 elmex 1.1 }
1670    
1671     /* Special fire code for players - this takes into
1672     * account the special fire modes players can have
1673     * but monsters can't. Putting that code here
1674     * makes the fire_bow code much cleaner.
1675     * this function should only be called if 'op' is a player,
1676     * hence the function name.
1677     */
1678 root 1.18 int
1679     player_fire_bow (object *op, int dir)
1680 elmex 1.1 {
1681 root 1.18 int ret = 0, wcmod = 0;
1682    
1683     if (op->contr->bowtype == bow_bestarrow)
1684     {
1685 root 1.118 ret = fire_bow (op, op, pick_arrow_target (op, op->contr->ranged_ob->race, dir), dir, 0, op->x, op->y);
1686 root 1.18 }
1687     else if (op->contr->bowtype >= bow_n && op->contr->bowtype <= bow_nw)
1688     {
1689     if (!similar_direction (dir, op->contr->bowtype - bow_n + 1))
1690     wcmod = -1;
1691 root 1.74
1692 root 1.18 ret = fire_bow (op, op, NULL, op->contr->bowtype - bow_n + 1, wcmod, op->x, op->y);
1693     }
1694     else if (op->contr->bowtype == bow_threewide)
1695     {
1696     ret = fire_bow (op, op, NULL, dir, 0, op->x, op->y);
1697     ret |= fire_bow (op, op, NULL, dir, -5, op->x + freearr_x[absdir (dir + 2)], op->y + freearr_y[absdir (dir + 2)]);
1698     ret |= fire_bow (op, op, NULL, dir, -5, op->x + freearr_x[absdir (dir - 2)], op->y + freearr_y[absdir (dir - 2)]);
1699     }
1700     else if (op->contr->bowtype == bow_spreadshot)
1701     {
1702     ret |= fire_bow (op, op, NULL, dir, 0, op->x, op->y);
1703     ret |= fire_bow (op, op, NULL, absdir (dir - 1), -5, op->x, op->y);
1704     ret |= fire_bow (op, op, NULL, absdir (dir + 1), -5, op->x, op->y);
1705 elmex 1.1 }
1706 root 1.18 else
1707     {
1708     /* Simple case */
1709     ret = fire_bow (op, op, NULL, dir, 0, op->x, op->y);
1710     }
1711 root 1.121
1712 root 1.18 return ret;
1713 elmex 1.1 }
1714    
1715     /* Fires a misc (wand/rod/horn) object in 'dir'.
1716     * Broken apart from 'fire' to keep it more readable.
1717     */
1718 root 1.18 void
1719     fire_misc_object (object *op, int dir)
1720 elmex 1.1 {
1721 root 1.118 object *item = op->contr->ranged_ob;
1722 elmex 1.1
1723 root 1.118 if (!item)
1724 root 1.18 {
1725     new_draw_info (NDI_UNIQUE, 0, op, "You have range item readied.");
1726     return;
1727 elmex 1.1 }
1728    
1729 root 1.18 if (!item->inv)
1730     {
1731     LOG (llevError, "Object %s lacks a spell\n", &item->name);
1732     return;
1733 elmex 1.1 }
1734 root 1.118
1735 root 1.126 if (!op->change_weapon (item))
1736     return;
1737 root 1.121
1738 root 1.18 if (item->type == WAND)
1739     {
1740     if (item->stats.food <= 0)
1741     {
1742 root 1.156 op->contr->play_sound (sound_find ("wand_poof"));
1743 root 1.18 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s goes poof.", query_base_name (item, 0));
1744 root 1.121
1745 root 1.18 return;
1746 root 1.11 }
1747 root 1.18 }
1748     else if (item->type == ROD || item->type == HORN)
1749     {
1750 elmex 1.191 sint16 spell_sp = MAX (item->inv->stats.sp, item->inv->stats.grace);
1751    
1752     // using the maximum of the rods charge allows at least one spell cast
1753     // for a rod or horn, this fixes some broken rods.
1754     if (item->stats.hp < MIN (spell_sp, item->stats.maxhp))
1755 root 1.18 {
1756 root 1.156 op->contr->play_sound (sound_find ("wand_poof"));
1757 root 1.121
1758 root 1.18 if (item->type == ROD)
1759     new_draw_info_format (NDI_UNIQUE, 0, op, "The %s whines for a while, but nothing happens.", query_base_name (item, 0));
1760     else
1761     new_draw_info_format (NDI_UNIQUE, 0, op, "The %s needs more time to charge.", query_base_name (item, 0));
1762 root 1.121
1763 root 1.18 return;
1764 root 1.11 }
1765 elmex 1.1 }
1766    
1767 root 1.18 if (cast_spell (op, item, dir, item->inv, NULL))
1768     {
1769     SET_FLAG (op, FLAG_BEEN_APPLIED); /* You now know something about it */
1770     if (item->type == WAND)
1771     {
1772     if (!(--item->stats.food))
1773     {
1774     object *tmp;
1775    
1776     if (item->arch)
1777     {
1778     CLEAR_FLAG (item, FLAG_ANIMATE);
1779 root 1.149 item->face = item->arch->face;
1780 root 1.67 item->set_speed (0);
1781 root 1.11 }
1782 root 1.67
1783 root 1.189 if (object *pl = item->visible_to ())
1784     esrv_update_item (UPD_ANIM, pl, item);
1785 root 1.11 }
1786     }
1787 root 1.18 else if (item->type == ROD || item->type == HORN)
1788 root 1.67 drain_rod_charge (item);
1789 elmex 1.1 }
1790     }
1791    
1792     /* Received a fire command for the player - go and do it.
1793     */
1794 root 1.142 bool
1795 root 1.18 fire (object *op, int dir)
1796     {
1797     int spellcost = 0;
1798 elmex 1.1
1799 root 1.18 /* check for loss of invisiblity/hide */
1800     if (action_makes_visible (op))
1801     make_visible (op);
1802 elmex 1.1
1803 root 1.118 player *pl = op->contr;
1804 elmex 1.1
1805 root 1.119 if (pl->golem)
1806     {
1807     control_golem (op->contr->golem, dir);
1808 root 1.142 return false;
1809 root 1.119 }
1810    
1811     object *ob = pl->ranged_ob;
1812 elmex 1.1
1813 root 1.119 if (!ob)
1814 root 1.142 return false;
1815 elmex 1.1
1816 root 1.136 if (!op->change_weapon (ob))
1817 root 1.142 return false;
1818    
1819     if (op->speed_left > 0.f)
1820     --op->speed_left;
1821     else
1822     return false;
1823 root 1.136
1824 root 1.119 switch (ob->type)
1825 root 1.118 {
1826 root 1.119 case BOW:
1827 root 1.118 player_fire_bow (op, dir);
1828 root 1.119 break;
1829    
1830     case SPELL:
1831     spellcost = cast_spell (op, op, dir, ob, pl->spellparam[0] ? pl->spellparam : 0);
1832     break;
1833 root 1.113
1834 root 1.119 case BUILDER:
1835 root 1.20 apply_map_builder (op, dir);
1836 root 1.119 break;
1837    
1838     case SKILL:
1839     do_skill (op, op, ob, dir, 0);
1840     break;
1841    
1842     default:
1843     fire_misc_object (op, dir);
1844     break;
1845 elmex 1.1 }
1846 root 1.142
1847     return true;
1848 elmex 1.1 }
1849    
1850     /* find_key
1851     * We try to find a key for the door as passed. If we find a key
1852     * and successfully use it, we return the key, otherwise NULL
1853     * This function merges both normal and locked door, since the logic
1854     * for both is the same - just the specific key is different.
1855     * pl is the player,
1856     * inv is the objects inventory to searched
1857     * door is the door we are trying to match against.
1858     * This function can be called recursively to search containers.
1859     */
1860 root 1.18 object *
1861     find_key (object *pl, object *container, object *door)
1862 elmex 1.1 {
1863 root 1.18 object *tmp, *key;
1864 elmex 1.1
1865 root 1.18 /* Should not happen, but sanity checking is never bad */
1866 root 1.103 if (!container->inv)
1867     return 0;
1868 elmex 1.1
1869 root 1.18 /* First, lets try to find a key in the top level inventory */
1870 root 1.103 for (tmp = container->inv; tmp; tmp = tmp->below)
1871 root 1.18 {
1872     if (door->type == DOOR && tmp->type == KEY)
1873     break;
1874     /* For sanity, we should really check door type, but other stuff
1875     * (like containers) can be locked with special keys
1876     */
1877     if (tmp->slaying && tmp->type == SPECIAL_KEY && tmp->slaying == door->slaying)
1878     break;
1879     }
1880 root 1.103
1881 root 1.18 /* No key found - lets search inventories now */
1882     /* If we find and use a key in an inventory, return at that time.
1883     * otherwise, if we search all the inventories and still don't find
1884     * a key, return
1885     */
1886     if (!tmp)
1887     {
1888 root 1.103 for (tmp = container->inv; tmp; tmp = tmp->below)
1889 root 1.18 {
1890     /* No reason to search empty containers */
1891     if (tmp->type == CONTAINER && tmp->inv)
1892     {
1893 root 1.103 if ((key = find_key (pl, tmp, door)))
1894 root 1.18 return key;
1895     }
1896     }
1897 root 1.103
1898 root 1.18 if (!tmp)
1899     return NULL;
1900 elmex 1.1 }
1901 root 1.103
1902 root 1.18 /* We get down here if we have found a key. Now if its in a container,
1903     * see if we actually want to use it
1904     */
1905     if (pl != container)
1906     {
1907     /* Only let players use keys in containers */
1908     if (!pl->contr)
1909     return NULL;
1910     /* cases where this fails:
1911     * If we only search the player inventory, return now since we
1912     * are not in the players inventory.
1913     * If the container is not active, return now since only active
1914     * containers can be used.
1915     * If we only search keyrings and the container does not have
1916     * a race/isn't a keyring.
1917     * No checking for all containers - to fall through past here,
1918     * inv must have been an container and must have been active.
1919     *
1920     * Change the color so that the message doesn't disappear with
1921     * all the others.
1922     */
1923     if (pl->contr->usekeys == key_inventory ||
1924     !QUERY_FLAG (container, FLAG_APPLIED) ||
1925     (pl->contr->usekeys == keyrings && (!container->race || strcmp (container->race, "keys"))))
1926     {
1927     new_draw_info_format (NDI_UNIQUE | NDI_BROWN, 0, pl,
1928     "The %s in your %s vibrates as you approach the door", query_name (tmp), query_name (container));
1929     return NULL;
1930 root 1.11 }
1931 elmex 1.1 }
1932 root 1.103
1933 root 1.18 return tmp;
1934 elmex 1.1 }
1935    
1936     /* moved door processing out of move_player_attack.
1937     * returns 1 if player has opened the door with a key
1938     * such that the caller should not do anything more,
1939     * 0 otherwise
1940     */
1941 root 1.18 static int
1942     player_attack_door (object *op, object *door)
1943 elmex 1.1 {
1944 root 1.142 /* If its a door, try to find a key. If we do destroy the door,
1945 root 1.18 * might as well return immediately as there is nothing more to do -
1946     * otherwise, we fall through to the rest of the code.
1947     */
1948     object *key = find_key (op, op, door);
1949    
1950 root 1.142 /* If we found a key, do some extra work */
1951 root 1.18 if (key)
1952     {
1953     object *container = key->env;
1954    
1955     if (action_makes_visible (op))
1956     make_visible (op);
1957 root 1.117
1958 root 1.18 if (door->inv && (door->inv->type == RUNE || door->inv->type == TRAP))
1959     spring_trap (door->inv, op);
1960 root 1.103
1961 root 1.18 if (door->type == DOOR)
1962 root 1.103 hit_player (door, 9998, op, AT_PHYSICAL, 1); /* Break through the door */
1963 root 1.18 else if (door->type == LOCKED_DOOR)
1964     {
1965 root 1.170 op->statusmsg (format ("You open the door with the %s", query_short_name (key)), NDI_BROWN);
1966 root 1.18 remove_door2 (door); /* remove door without violence ;-) */
1967     }
1968 root 1.103
1969 root 1.18 /* Do this after we print the message */
1970 root 1.185 key->decrease (); /* Use up one of the keys */
1971 root 1.103
1972 root 1.18 return 1; /* Nothing more to do below */
1973     }
1974     else if (door->type == LOCKED_DOOR)
1975     {
1976     /* Might as well return now - no other way to open this */
1977 root 1.171 op->failmsg (door->msg ? &door->msg : "Hmm, you miss the certain something to open this door...");
1978 root 1.18 return 1;
1979 elmex 1.1 }
1980 root 1.103
1981 root 1.18 return 0;
1982 elmex 1.1 }
1983    
1984     /* This function is just part of a breakup from move_player.
1985     * It should keep the code cleaner.
1986     * When this is called, the players direction has been updated
1987     * (taking into account confusion.) The player is also actually
1988     * going to try and move (not fire weapons).
1989     */
1990 root 1.142 bool
1991 root 1.18 move_player_attack (object *op, int dir)
1992 elmex 1.1 {
1993 root 1.18 int on_battleground;
1994    
1995 root 1.117 sint16 nx = freearr_x[dir] + op->x;
1996     sint16 ny = freearr_y[dir] + op->y;
1997 root 1.18
1998 root 1.49 on_battleground = op_on_battleground (op, 0, 0);
1999 root 1.18
2000 root 1.142 if (out_of_map (op->map, nx, ny))
2001     return false;
2002    
2003     if (!op->contr->braced && op->speed_left > 0.f && move_ob (op, dir, op))
2004     {
2005     --op->speed_left;
2006     return true;
2007     }
2008    
2009 root 1.18 /* If braced, or can't move to the square, and it is not out of the
2010     * map, attack it. Note order of if statement is important - don't
2011     * want to be calling move_ob if braced, because move_ob will move the
2012     * player. This is a pretty nasty hack, because if we could
2013     * move to some space, it then means that if we are braced, we should
2014     * do nothing at all. As it is, if we are braced, we go through
2015     * quite a bit of processing. However, it probably is less than what
2016     * move_ob uses.
2017     */
2018 root 1.142 maptile *m = op->map->xy_find (nx, ny);
2019    
2020     /* Go through all the objects, and find ones of interest. Only stop if
2021     * we find a monster - that is something we know we want to attack.
2022     * if its a door or barrel (can roll) see if there may be monsters
2023     * on the space
2024     */
2025     object *mon;
2026     for (mon = m->at (nx, ny).bot; mon; mon = mon->above)
2027 root 1.18 {
2028 root 1.142 if ((mon->flag [FLAG_ALIVE]
2029     || mon->type == LOCKED_DOOR
2030     || mon->flag [FLAG_CAN_ROLL])
2031     && mon != op)
2032     break;
2033     }
2034    
2035     if (!mon) /* This happens anytime the player tries to move */
2036     return false; /* into a wall */
2037 root 1.18
2038 root 1.142 mon = mon->head_ ();
2039 root 1.11
2040 root 1.142 if ((mon->type == DOOR && mon->stats.hp >= 0) || (mon->type == LOCKED_DOOR))
2041     if (op->contr->weapon_sp_left > 0.f)
2042     if (player_attack_door (op, mon))
2043 root 1.18 {
2044 root 1.142 --op->contr->weapon_sp_left;
2045     return true;
2046 root 1.18 }
2047    
2048 root 1.142 /* The following deals with possibly attacking peaceful
2049     * or friendly creatures. Basically, all players are considered
2050     * unaggressive. If the moving player has peaceful set, then the
2051     * object should be pushed instead of attacked. It is assumed that
2052     * if you are braced, you will not attack friends accidently,
2053     * and thus will not push them.
2054     */
2055 root 1.18
2056 root 1.142 /* If the creature is a pet, push it even if the player is not
2057     * peaceful. Our assumption is the creature is a pet if the
2058     * player owns it and it is either friendly or unagressive.
2059     */
2060     if (op->type == PLAYER
2061     && ((mon->owner && mon->owner->contr
2062     && same_party (mon->owner->contr->party, op->contr->party))
2063     || mon->owner == op)
2064     && (QUERY_FLAG (mon, FLAG_UNAGGRESSIVE) || QUERY_FLAG (mon, FLAG_FRIENDLY)))
2065     {
2066     /* If we're braced, we don't want to switch places with it */
2067     if (op->contr->braced)
2068     return false;
2069 root 1.18
2070 root 1.142 if (op->speed_left > 0.f)
2071     {
2072     --op->speed_left;
2073 root 1.85
2074 root 1.156 op->play_sound (sound_find ("push_player"));
2075 root 1.117 push_ob (mon, dir, op);
2076 root 1.142
2077 root 1.18 if (op->contr->tmp_invis || op->hide)
2078     make_visible (op);
2079 root 1.85
2080 root 1.142 return true;
2081 root 1.11 }
2082 root 1.142 else
2083     return false;
2084     }
2085 root 1.11
2086 root 1.142 /* in certain circumstances, you shouldn't attack friendly
2087     * creatures. Note that if you are braced, you can't push
2088     * someone, but put it inside this loop so that you won't
2089     * attack them either.
2090     */
2091     if ((mon->type == PLAYER || mon->enemy != op)
2092     && (mon->type == PLAYER || QUERY_FLAG (mon, FLAG_UNAGGRESSIVE) || QUERY_FLAG (mon, FLAG_FRIENDLY))
2093     && ((op->contr->peaceful
2094     || (mon->type == PLAYER && mon->contr->peaceful))
2095     && !on_battleground))
2096     {
2097     if (op->speed_left > 0.f)
2098 root 1.18 {
2099 root 1.142 --op->speed_left;
2100    
2101 root 1.18 if (!op->contr->braced)
2102     {
2103 root 1.156 op->play_sound (sound_find ("push_player"));
2104 root 1.85 push_ob (mon, dir, op);
2105 root 1.18 }
2106     else
2107 root 1.171 op->statusmsg ("You withhold your attack");
2108 root 1.49
2109 root 1.18 if (op->contr->tmp_invis || op->hide)
2110     make_visible (op);
2111 root 1.142
2112     return true;
2113 root 1.11 }
2114 root 1.142 }
2115     /* If the object is a boulder or other rollable object, then
2116     * roll it if not braced. You can't roll it if you are braced.
2117     */
2118     else if (QUERY_FLAG (mon, FLAG_CAN_ROLL) && (!op->contr->braced))
2119     {
2120     if (op->speed_left > 0.f)
2121     {
2122     --op->speed_left;
2123 elmex 1.1
2124 root 1.18 recursive_roll (mon, dir, op);
2125     if (action_makes_visible (op))
2126     make_visible (op);
2127 root 1.142
2128     return true;
2129 root 1.11 }
2130 root 1.142 }
2131     /* Any generic living creature. Including things like doors.
2132     * Way it works is like this: First, it must have some hit points
2133     * and be living. Then, it must be one of the following:
2134     * 1) Not a player, 2) A player, but of a different party. Note
2135     * that party_number -1 is no party, so attacks can still happen.
2136     */
2137     else if ((mon->stats.hp >= 0) && QUERY_FLAG (mon, FLAG_ALIVE) &&
2138     ((mon->type != PLAYER || op->contr->party == NULL || op->contr->party != mon->contr->party)))
2139     {
2140 root 1.143 if (op->contr->weapon_sp_left > 0.f && !op->flag [FLAG_WIZPASS])
2141 root 1.18 {
2142 root 1.142 --op->contr->weapon_sp_left;
2143 root 1.11
2144 root 1.49 skill_attack (mon, op, 0, 0, 0);
2145 root 1.11
2146 root 1.18 if (action_makes_visible (op))
2147     make_visible (op);
2148 root 1.142
2149     return true;
2150 root 1.11 }
2151 root 1.142 }
2152    
2153     return false;
2154 elmex 1.1 }
2155    
2156 root 1.142 bool
2157 root 1.18 move_player (object *op, int dir)
2158     {
2159     int pick;
2160 elmex 1.1
2161 root 1.181 if (!op->map || op->map->in_memory != MAP_ACTIVE)
2162 root 1.18 return 0;
2163 elmex 1.1
2164 root 1.18 /* Sanity check: make sure dir is valid */
2165     if ((dir < 0) || (dir >= 9))
2166     {
2167     LOG (llevError, "move_player: invalid direction %d\n", dir);
2168     return 0;
2169 elmex 1.1 }
2170    
2171 root 1.84 /* peterm: added following line */
2172 root 1.18 if (QUERY_FLAG (op, FLAG_CONFUSED) && dir)
2173 root 1.99 dir = absdir (dir + rndm (3) + rndm (3) - 2);
2174 root 1.18
2175     op->facing = dir;
2176    
2177     if (op->hide)
2178     do_hidden_move (op);
2179    
2180 root 1.142 bool retval;
2181    
2182 root 1.18 if (INVOKE_PLAYER (MOVE, op->contr, ARG_INT (dir)))
2183 root 1.142 retval = RESULT_INT (0);
2184 root 1.18 else if (op->contr->fire_on)
2185 root 1.142 retval = fire (op, dir);
2186 root 1.18 else
2187     {
2188 root 1.142 retval = move_player_attack (op, dir);
2189 root 1.18 pick = check_pick (op);
2190     }
2191 elmex 1.1
2192 root 1.18 /* Add special check for newcs players and fire on - this way, the
2193     * server can handle repeat firing.
2194     */
2195     if (op->contr->fire_on || (op->contr->run_on && pick != 0))
2196 root 1.49 op->direction = dir;
2197 root 1.18 else
2198 root 1.49 op->direction = 0;
2199    
2200 root 1.18 /* Update how the player looks. Use the facing, so direction may
2201     * get reset to zero. This allows for full animation capabilities
2202     * for players.
2203     */
2204     animate_object (op, op->facing);
2205 root 1.142
2206     return retval;
2207 elmex 1.1 }
2208    
2209     /* This is similar to handle_player, below, but is only used by the
2210     * new client/server stuff.
2211     * This is sort of special, in that the new client/server actually uses
2212     * the new speed values for commands.
2213     *
2214 root 1.142 * Returns true if there are more actions we can do. Should not do
2215     * many actions in a row, as that would be too unfair to other
2216     * players.
2217 elmex 1.1 */
2218 root 1.142 bool
2219 root 1.18 handle_newcs_player (object *op)
2220 elmex 1.1 {
2221 root 1.18 if (QUERY_FLAG (op, FLAG_SCARED))
2222     {
2223 root 1.142 if (op->speed_left > 0.f)
2224 root 1.18 {
2225 root 1.132 --op->speed_left;
2226 root 1.142 flee_player (op);
2227    
2228     return true;
2229 root 1.11 }
2230 root 1.142 else
2231     return false;
2232 elmex 1.1 }
2233    
2234 root 1.18 /* call this here - we also will call this in do_ericserver, but
2235     * the players time has been increased when doericserver has been
2236     * called, so we recheck it here.
2237     */
2238 root 1.83 if (op->contr->ns->handle_command ())
2239 root 1.142 return true;
2240 root 1.47
2241 root 1.142 if (op->direction && (op->contr->run_on || op->contr->fire_on))
2242     return move_player (op, op->direction);
2243 elmex 1.1
2244 root 1.142 return false;
2245 root 1.18 }
2246    
2247     int
2248     save_life (object *op)
2249     {
2250     if (!QUERY_FLAG (op, FLAG_LIFESAVE))
2251 elmex 1.1 return 0;
2252 root 1.18
2253 root 1.41 for (object *tmp = op->inv; tmp; tmp = tmp->below)
2254 root 1.18 if (QUERY_FLAG (tmp, FLAG_APPLIED) && QUERY_FLAG (tmp, FLAG_LIFESAVE))
2255     {
2256 root 1.156 op->play_sound (sound_find ("ob_evaporate"));
2257 root 1.18 new_draw_info_format (NDI_UNIQUE, 0, op, "Your %s vibrates violently, then evaporates.", query_name (tmp));
2258 root 1.33
2259     tmp->destroy ();
2260 root 1.18 CLEAR_FLAG (op, FLAG_LIFESAVE);
2261 root 1.33
2262 root 1.18 if (op->stats.hp < 0)
2263     op->stats.hp = op->stats.maxhp;
2264 root 1.33
2265 root 1.18 if (op->stats.food < 0)
2266     op->stats.food = 999;
2267 root 1.33
2268 root 1.54 op->update_stats ();
2269 root 1.18 return 1;
2270     }
2271 root 1.41
2272 root 1.18 LOG (llevError, "Error: LIFESAVE set without applied object.\n");
2273     CLEAR_FLAG (op, FLAG_LIFESAVE);
2274     enter_player_savebed (op); /* bring him home. */
2275     return 0;
2276 elmex 1.1 }
2277    
2278     /* This goes throws the inventory and removes unpaid objects, and puts them
2279     * back in the map (location and map determined by values of env). This
2280 root 1.189 * function will descend into containers. op is the object to start the search
2281 elmex 1.1 * from.
2282     */
2283 root 1.154 static void
2284     drop_unpaid_items (object *op, object *env)
2285 elmex 1.1 {
2286 root 1.18 while (op)
2287     {
2288 root 1.70 object *next = op->below; /* Make sure we have a good value, in case we remove object 'op' */
2289    
2290 root 1.18 if (QUERY_FLAG (op, FLAG_UNPAID))
2291 root 1.189 op->insert_at (env);
2292 root 1.18 else if (op->inv)
2293 root 1.154 drop_unpaid_items (op->inv, env);
2294 root 1.41
2295 root 1.18 op = next;
2296 elmex 1.1 }
2297     }
2298    
2299 root 1.154 void
2300     object::drop_unpaid_items ()
2301     {
2302     if (!flag [FLAG_REMOVED])
2303     ::drop_unpaid_items (inv, this);
2304     }
2305    
2306 elmex 1.1 /*
2307     * Returns pointer a static string containing gravestone text
2308     * Moved from apply.c to player.c - player.c is what
2309     * actually uses this function. player.c may not be quite the
2310     * best, a misc file for object actions is probably better,
2311     * but there isn't one in the server directory.
2312     */
2313 root 1.192 const char *
2314 root 1.18 gravestone_text (object *op)
2315 elmex 1.1 {
2316 root 1.192 static dynbuf_text buf;
2317    
2318     buf << "---- R.I.P. ----\n\n";
2319     op->name;
2320 root 1.18
2321     if (op->type == PLAYER)
2322 root 1.192 buf << " the " << op->contr->title;
2323    
2324     buf << "\n\n";
2325 root 1.41
2326 root 1.192 buf << "who was level ";
2327     buf << (sint32)op->level << "\n\n" // OO breakdown
2328     << " when " << (op->contr ? "killed" : "died") << "\n\n";
2329 root 1.41
2330 root 1.18 if (op->type == PLAYER)
2331 root 1.192 buf << "by " << op->contr->killer_name () << ".\n\n";
2332 root 1.41
2333 root 1.192 {
2334     static char buf2[128];
2335     time_t now = time (NULL);
2336     strftime (buf2, 128, "%b %d %Y\n\n", localtime (&now));
2337     buf << buf2;
2338     }
2339 root 1.41
2340 root 1.192 return buf;
2341 elmex 1.1 }
2342    
2343 root 1.18 void
2344     do_some_living (object *op)
2345     {
2346     int last_food = op->stats.food;
2347 elmex 1.1 int gen_hp, gen_sp, gen_grace;
2348     int over_hp, over_sp, over_grace;
2349     int i;
2350     int rate_hp = 1200;
2351     int rate_sp = 2500;
2352     int rate_grace = 2000;
2353     const int max_hp = 1;
2354     const int max_sp = 1;
2355     const int max_grace = 1;
2356    
2357 root 1.107 if (op->contr->hidden)
2358     {
2359     op->invisible = 1000;
2360     /* the socket code flashes the player visible/invisible
2361     * depending on the value of invisible, so we need to
2362     * alternate it here for it to work correctly.
2363     */
2364     if (pticks & 2)
2365     op->invisible--;
2366     }
2367     else if (op->invisible && !(QUERY_FLAG (op, FLAG_MAKE_INVIS)))
2368     {
2369     if (!op->invisible--)
2370     {
2371     make_visible (op);
2372     new_draw_info (NDI_UNIQUE, 0, op, "Your invisibility spell runs out.");
2373     }
2374     }
2375    
2376 root 1.52 if (op->contr->ns->state == ST_PLAYING)
2377 root 1.18 {
2378     /* these next three if clauses make it possible to SLOW DOWN
2379     hp/grace/spellpoint regeneration. */
2380     if (op->contr->gen_hp >= 0)
2381     gen_hp = (op->contr->gen_hp + 1) * op->stats.maxhp;
2382     else
2383     {
2384     gen_hp = op->stats.maxhp;
2385     rate_hp -= rate_hp / 2 * op->contr->gen_hp;
2386     }
2387 root 1.55
2388 root 1.18 if (op->contr->gen_sp >= 0)
2389     gen_sp = (op->contr->gen_sp + 1) * op->stats.maxsp;
2390     else
2391     {
2392     gen_sp = op->stats.maxsp;
2393     rate_sp -= rate_sp / 2 * op->contr->gen_sp;
2394     }
2395 root 1.55
2396 root 1.18 if (op->contr->gen_grace >= 0)
2397     gen_grace = (op->contr->gen_grace + 1) * op->stats.maxgrace;
2398     else
2399     {
2400     gen_grace = op->stats.maxgrace;
2401     rate_grace -= rate_grace / 2 * op->contr->gen_grace;
2402     }
2403    
2404     /* Regenerate Grace */
2405     /* I altered this a little - maximum grace is ony achieved through prayer -b.t. */
2406     if (--op->last_grace < 0)
2407     {
2408     if (op->stats.grace < op->stats.maxgrace / 2)
2409     op->stats.grace++; /* no penalty in food for regaining grace */
2410 root 1.55
2411 root 1.18 if (max_grace > 1)
2412     {
2413     over_grace = (gen_grace < 20 ? 30 : gen_grace + 10) / rate_grace;
2414     if (over_grace > 0)
2415     {
2416     op->stats.sp += over_grace
2417     + (random_roll (0, rate_grace - 1, op, PREFER_HIGH) > ((gen_grace < 20 ? 30 : gen_grace + 10) % rate_grace)) ? -1 : 0;
2418     op->last_grace = 0;
2419     }
2420     else
2421     {
2422     op->last_grace = rate_grace / (gen_grace < 20 ? 30 : gen_grace + 10);
2423     }
2424     }
2425     else
2426     {
2427     op->last_grace = rate_grace / (gen_grace < 20 ? 30 : gen_grace + 10);
2428     }
2429     /* wearing stuff doesn't detract from grace generation. */
2430     }
2431    
2432 root 1.161 if (op->stats.food > 0)
2433 root 1.18 {
2434 root 1.161 /* Regenerate Spell Points */
2435     if (!op->contr->golem && --op->last_sp < 0)
2436 root 1.18 {
2437 root 1.161 gen_sp = gen_sp * 10 / (op->contr->gen_sp_armour < 10 ? 10 : op->contr->gen_sp_armour);
2438    
2439     if (op->stats.sp < op->stats.maxsp)
2440 root 1.18 {
2441 root 1.161 op->stats.sp++;
2442    
2443     /* dms do not consume food */
2444     if (!QUERY_FLAG (op, FLAG_WIZ))
2445     {
2446     op->stats.food--;
2447    
2448     if (op->contr->digestion < 0)
2449     op->stats.food += op->contr->digestion;
2450     else if (op->contr->digestion > 0 && random_roll (0, op->contr->digestion, op, PREFER_HIGH))
2451     op->stats.food = last_food;
2452     }
2453 root 1.18 }
2454 root 1.161
2455     if (max_sp > 1)
2456     {
2457     over_sp = (gen_sp + 10) / rate_sp;
2458     if (over_sp > 0)
2459     {
2460     if (op->stats.sp < op->stats.maxsp)
2461     {
2462     op->stats.sp += over_sp > max_sp ? max_sp : over_sp;
2463    
2464     if (random_roll (0, rate_sp - 1, op, PREFER_LOW) > ((gen_sp + 10) % rate_sp))
2465     op->stats.sp--;
2466    
2467     if (op->stats.sp > op->stats.maxsp)
2468     op->stats.sp = op->stats.maxsp;
2469     }
2470    
2471     op->last_sp = 0;
2472     }
2473     else
2474     op->last_sp = rate_sp / (gen_sp < 20 ? 30 : gen_sp + 10);
2475     }
2476     else
2477     op->last_sp = rate_sp / (gen_sp < 20 ? 30 : gen_sp + 10);
2478 root 1.18 }
2479 root 1.55
2480 root 1.161 /* Regenerate Hit Points */
2481     if (--op->last_heal < 0)
2482 root 1.18 {
2483 root 1.161 if (op->stats.hp < op->stats.maxhp)
2484 root 1.18 {
2485 root 1.161 op->stats.hp++;
2486    
2487     /* dms do not consume food */
2488     if (!QUERY_FLAG (op, FLAG_WIZ))
2489     {
2490     op->stats.food--;
2491    
2492     if (op->contr->digestion < 0)
2493     op->stats.food += op->contr->digestion;
2494     else if (op->contr->digestion > 0 && random_roll (0, op->contr->digestion, op, PREFER_HIGH))
2495     op->stats.food = last_food;
2496     }
2497 root 1.18 }
2498 root 1.161
2499     if (max_hp > 1)
2500 root 1.18 {
2501 root 1.161 over_hp = (gen_hp < 20 ? 30 : gen_hp + 10) / rate_hp;
2502    
2503     if (over_hp > 0)
2504     {
2505     op->stats.sp += over_hp + (RANDOM () % rate_hp > ((gen_hp < 20 ? 30 : gen_hp + 10) % rate_hp)) ? -1 : 0;
2506     op->last_heal = 0;
2507     }
2508     else
2509     op->last_heal = rate_hp / (gen_hp < 20 ? 30 : gen_hp + 10);
2510 root 1.18 }
2511 root 1.161 else
2512     op->last_heal = rate_hp / (gen_hp < 20 ? 30 : gen_hp + 10);
2513 root 1.18 }
2514 root 1.11 }
2515 elmex 1.1
2516 root 1.18 /* Digestion */
2517     if (--op->last_eat < 0)
2518     {
2519 root 1.155 int bonus = max (0, op->contr->digestion),
2520     penalty = max (0, -op->contr->digestion);
2521 root 1.18
2522 root 1.155 op->last_eat = 25 * (1 + bonus) / (max (0, op->contr->gen_hp) + penalty + 1);
2523 root 1.55
2524 root 1.18 /* dms do not consume food */
2525     if (!QUERY_FLAG (op, FLAG_WIZ))
2526     op->stats.food--;
2527 root 1.11 }
2528 elmex 1.1
2529 root 1.55 if (op->stats.food < 0 && op->stats.hp >= 0)
2530     {
2531 root 1.196 object *flesh = 0;
2532 root 1.18
2533 root 1.196 for_inv_removable (op, tmp)
2534 root 1.18 {
2535 root 1.196 if (QUERY_FLAG (tmp, FLAG_UNPAID))
2536     continue;
2537    
2538     if (tmp->type == FOOD || tmp->type == DRINK || tmp->type == POISON)
2539 root 1.18 {
2540 root 1.196 op->statusmsg ("You blindly grab for a bite of food. "
2541     "H<To prevent you from starving, you ate some random item from your backpack.>");
2542     manual_apply (op, tmp, 0);
2543    
2544     if (op->stats.food >= 0 || op->stats.hp < 0)
2545     break;
2546     }
2547     else if (tmp->type == FLESH)
2548     flesh = tmp;
2549     }
2550 root 1.55
2551     /* If player is still starving, it means they don't have any food, so
2552     * eat flesh instead.
2553     */
2554     if (op->stats.food < 0 && op->stats.hp >= 0 && flesh)
2555     {
2556 root 1.196 op->statusmsg ("You blindly grab for a bite of food. "
2557     "H<To prevent you from starving, you ate some random item from your backpack.>");
2558 root 1.55 manual_apply (op, flesh, 0);
2559     }
2560 root 1.196
2561     // If player is still starving, alert him!
2562     if (op->stats.food < 0)
2563     op->failmsg ("You are starving! "
2564     "H<Eat some food to increase your food and prevent you from an untimely death.>");
2565 root 1.11 }
2566 elmex 1.1
2567 root 1.196 if (op->stats.food < 0)
2568 root 1.161 {
2569 root 1.196 op->stats.hp += op->stats.food;
2570 root 1.161 op->stats.food = 0;
2571     }
2572 elmex 1.1
2573 root 1.55 if (op->stats.hp < 0 && !QUERY_FLAG (op, FLAG_WIZ))
2574     kill_player (op);
2575     }
2576 elmex 1.1 }
2577    
2578     /* If the player should die (lack of hp, food, etc), we call this.
2579     * op is the player in jeopardy. If the player can not be saved (not
2580     * permadeath, no lifesave), this will take care of removing the player
2581     * file.
2582     */
2583 root 1.18 void
2584     kill_player (object *op)
2585 elmex 1.1 {
2586 root 1.168 int x, y;
2587 root 1.18 char buf[MAX_BUF];
2588 root 1.25 maptile *map; /* this is for resurrection */
2589 root 1.18 int will_kill_again;
2590     archetype *at;
2591     object *tmp;
2592    
2593     if (save_life (op))
2594     return;
2595    
2596     /* If player dies on BATTLEGROUND, no stat/exp loss! For Combat-Arenas
2597     * in cities ONLY!!! It is very important that this doesn't get abused.
2598     * Look at op_on_battleground() for more info --AndreasV
2599     */
2600     if (op_on_battleground (op, &x, &y))
2601     {
2602     new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, "You have been defeated in combat!");
2603     new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, "Local medics have saved your life...");
2604    
2605     /* restore player */
2606 root 1.22 at = archetype::find ("poisoning");
2607 root 1.70 if (object *tmp = present_arch_in_ob (at, op))
2608 root 1.18 {
2609 root 1.33 tmp->destroy ();
2610 root 1.18 new_draw_info (NDI_UNIQUE, 0, op, "Your body feels cleansed");
2611     }
2612 elmex 1.1
2613 root 1.22 at = archetype::find ("confusion");
2614 root 1.70 if (object *tmp = present_arch_in_ob (at, op))
2615 root 1.18 {
2616 root 1.33 tmp->destroy ();
2617 root 1.18 new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer");
2618     }
2619    
2620 root 1.165 cure_disease (op, 0, 0); /* remove any disease */
2621 root 1.18 op->stats.hp = op->stats.maxhp;
2622     if (op->stats.food <= 0)
2623     op->stats.food = 999;
2624 elmex 1.1
2625 root 1.18 /* create a bodypart-trophy to make the winner happy */
2626 root 1.70 if (object *tmp = arch_to_object (archetype::find ("finger")))
2627 root 1.18 {
2628 root 1.168 tmp->name = format ("%s's finger" , &op->name);
2629     tmp->name_pl = format ("%s's fingers", &op->name);
2630     tmp->msg = format (
2631     "This finger has been cut off of %s the %s, when he was defeated at level %d by %s.\n",
2632 root 1.192 &op->name, op->contr->title,
2633     (int)op->level,
2634     op->contr->killer_name ()
2635 root 1.168 );
2636 root 1.102 tmp->value = 0, tmp->type = 0;
2637     tmp->materialname = "organics";
2638 elmex 1.87 tmp->insert_at (op, tmp);
2639 root 1.18 }
2640 elmex 1.1
2641 root 1.18 /* teleport defeated player to new destination */
2642     transfer_ob (op, x, y, 0, NULL);
2643     op->contr->braced = 0;
2644     return;
2645 elmex 1.1 }
2646    
2647 root 1.18 INVOKE_PLAYER (DEATH, op->contr);
2648 root 1.3
2649 root 1.18 command_kill_pets (op, 0);
2650 elmex 1.1
2651 root 1.18 if (op->stats.food < 0)
2652 root 1.192 {
2653     op->contr->killer = archetype::get ("killer_starvation");
2654     op->contr->killer->destroy ();
2655     }
2656 root 1.70
2657 root 1.156 op->contr->play_sound (sound_find ("player_dies"));
2658 elmex 1.1
2659 root 1.18 /* save the map location for corpse, gravestone */
2660 root 1.70 x = op->x;
2661     y = op->y;
2662 root 1.18 map = op->map;
2663 elmex 1.1
2664 root 1.54 /* NOT_PERMADEATH code. This basically brings the character back to
2665     * life if they are dead - it takes some exp and a random stat.
2666     * See the config.h file for a little more in depth detail about this.
2667     */
2668    
2669     /* Basically two ways to go - remove a stat permanently, or just
2670     * make it depletion. This bunch of code deals with that aspect
2671     * of death.
2672     */
2673     #ifndef COZY_SERVER
2674     if (settings.balanced_stat_loss)
2675 root 1.18 {
2676 root 1.54 /* If stat loss is permanent, lose one stat only. */
2677     /* Lower level chars don't lose as many stats because they suffer
2678     more if they do. */
2679     /* Higher level characters can afford things such as potions of
2680     restoration, or better, stat potions. So we slug them that
2681     little bit harder. */
2682     /* GD */
2683     if (settings.stat_loss_on_death)
2684     num_stats_lose = 1;
2685     else
2686     num_stats_lose = 1 + op->level / BALSL_NUMBER_LOSSES_RATIO;
2687     }
2688     else
2689 root 1.70 num_stats_lose = 1;
2690    
2691 root 1.54 lost_a_stat = 0;
2692    
2693     for (z = 0; z < num_stats_lose; z++)
2694     {
2695     i = RANDOM () % NUM_STATS;
2696 root 1.11
2697 root 1.54 if (settings.stat_loss_on_death)
2698 root 1.18 {
2699 root 1.54 /* Pick a random stat and take a point off it. Tell the player
2700     * what he lost.
2701     */
2702     change_attr_value (&(op->stats), i, -1);
2703     check_stat_bounds (&(op->stats));
2704     change_attr_value (&(op->contr->orig_stats), i, -1);
2705     check_stat_bounds (&(op->contr->orig_stats));
2706     new_draw_info (NDI_UNIQUE, 0, op, lose_msg[i]);
2707     lost_a_stat = 1;
2708 root 1.18 }
2709     else
2710     {
2711 root 1.54 /* deplete a stat */
2712     archetype *deparch = archetype::find ("depletion");
2713     object *dep;
2714 root 1.11
2715 root 1.54 dep = present_arch_in_ob (deparch, op);
2716     if (!dep)
2717 root 1.18 {
2718 root 1.54 dep = arch_to_object (deparch);
2719     insert_ob_in_ob (dep, op);
2720 root 1.18 }
2721 root 1.54 lose_this_stat = 1;
2722     if (settings.balanced_stat_loss)
2723 root 1.18 {
2724 root 1.54 /* GD */
2725     /* Get the stat that we're about to deplete. */
2726     this_stat = get_attr_value (&(dep->stats), i);
2727     if (this_stat < 0)
2728     {
2729     int loss_chance = 1 + op->level / BALSL_LOSS_CHANCE_RATIO;
2730     int keep_chance = this_stat * this_stat;
2731 root 1.18
2732 root 1.54 /* Yes, I am paranoid. Sue me. */
2733     if (keep_chance < 1)
2734     keep_chance = 1;
2735 root 1.18
2736 root 1.54 /* There is a maximum depletion total per level. */
2737     if (this_stat < -1 - op->level / BALSL_MAX_LOSS_RATIO)
2738     {
2739     lose_this_stat = 0;
2740     /* Take loss chance vs keep chance to see if we
2741     retain the stat. */
2742     }
2743     else
2744     {
2745     if (random_roll (0, loss_chance + keep_chance - 1, op, PREFER_LOW) < keep_chance)
2746     lose_this_stat = 0;
2747     /* LOG(llevDebug, "Determining stat loss. Stat: %d Keep: %d Lose: %d Result: %s.\n",
2748     this_stat, keep_chance, loss_chance,
2749     lose_this_stat?"LOSE":"KEEP"); */
2750 root 1.11 }
2751     }
2752 root 1.54 }
2753 root 1.18
2754 root 1.54 if (lose_this_stat)
2755     {
2756     this_stat = get_attr_value (&(dep->stats), i);
2757     /* We could try to do something clever like find another
2758     * stat to reduce if this fails. But chances are, if
2759     * stats have been depleted to -50, all are pretty low
2760     * and should be roughly the same, so it shouldn't make a
2761     * difference.
2762     */
2763     if (this_stat >= -50)
2764 root 1.18 {
2765 root 1.54 change_attr_value (&(dep->stats), i, -1);
2766     SET_FLAG (dep, FLAG_APPLIED);
2767     new_draw_info (NDI_UNIQUE, 0, op, lose_msg[i]);
2768     op->update_stats ();
2769     lost_a_stat = 1;
2770 root 1.11 }
2771     }
2772     }
2773 root 1.54 }
2774 root 1.195
2775 root 1.54 /* If no stat lost, tell the player. */
2776     if (!lost_a_stat)
2777     {
2778     /* determine_god() seems to not work sometimes... why is this?
2779     Should I be using something else? GD */
2780     const char *god = determine_god (op);
2781 root 1.18
2782 root 1.54 if (god && (strcmp (god, "none")))
2783     new_draw_info_format (NDI_UNIQUE, 0, op, "For a brief moment you feel the holy presence of %s protecting" " you.", god);
2784     else
2785     new_draw_info (NDI_UNIQUE, 0, op, "For a brief moment you feel a holy presence protecting you.");
2786     }
2787 root 1.28 #else
2788 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.");
2789 elmex 1.1 #endif
2790    
2791 root 1.54 /* Put a gravestone up where the character 'almost' died. List the
2792     * exp loss on the stone.
2793     */
2794     tmp = arch_to_object (archetype::find ("gravestone"));
2795 root 1.195 tmp->name = format ("%s's gravestone", &op->name);
2796     tmp->name_pl = format ("%s's gravestones", &op->name);
2797     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 ());
2798 root 1.54 tmp->x = op->x, tmp->y = op->y;
2799     insert_ob_in_map (tmp, op->map, NULL, 0);
2800    
2801     /**************************************/
2802     /* */
2803     /* Subtract the experience points, */
2804     /* if we died cause of food, give us */
2805     /* food, and reset HP's... */
2806     /* */
2807     /**************************************/
2808    
2809     /* remove any poisoning and confusion the character may be suffering. */
2810     /* restore player */
2811     at = archetype::find ("poisoning");
2812     tmp = present_arch_in_ob (at, op);
2813    
2814     if (tmp)
2815     {
2816     tmp->destroy ();
2817     new_draw_info (NDI_UNIQUE, 0, op, "Your body feels cleansed");
2818     }
2819    
2820     at = archetype::find ("confusion");
2821     tmp = present_arch_in_ob (at, op);
2822     if (tmp)
2823     {
2824     tmp->destroy ();
2825     new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer");
2826     }
2827    
2828 root 1.165 cure_disease (op, 0, 0); /* remove any disease */
2829 root 1.54
2830 root 1.195 // remove all spell effects that are active
2831     // to avoid long-term effects such as word-of-recall
2832     for (object *item = op->inv; item; )
2833     {
2834     object *next = item->below;
2835    
2836     if (item->type == SPELL_EFFECT && item->active)
2837     item->destroy ();
2838    
2839     item = next;
2840     }
2841    
2842 root 1.54 /*add_exp(op, (op->stats.exp * -0.20)); */
2843     apply_death_exp_penalty (op);
2844 root 1.195
2845 root 1.54 if (op->stats.food < 100)
2846     op->stats.food = 900;
2847 root 1.195
2848 root 1.54 op->stats.hp = op->stats.maxhp;
2849     op->stats.sp = MAX (op->stats.sp, op->stats.maxsp);
2850     op->stats.grace = MAX (op->stats.grace, op->stats.maxgrace);
2851 root 1.11
2852 root 1.54 /*
2853 root 1.108 * Check to see if the player has any unpaid items. If so, remove them
2854     * and put them back in the map.
2855 root 1.54 */
2856 root 1.154 op->drop_unpaid_items ();
2857 root 1.18
2858 root 1.54 /****************************************/
2859     /* */
2860     /* Move player to his current respawn- */
2861     /* position (usually last savebed) */
2862     /* */
2863     /****************************************/
2864 root 1.18
2865 root 1.54 enter_player_savebed (op);
2866 root 1.18
2867 root 1.54 op->contr->braced = 0;
2868 root 1.11
2869 root 1.54 /* it is possible that the player has blown something up
2870     * at his savebed location, and that can have long lasting
2871     * spell effects. So first see if there is a spell effect
2872     * on the space that might harm the player.
2873     */
2874     will_kill_again = 0;
2875     for (tmp = GET_MAP_OB (op->map, op->x, op->y); tmp; tmp = tmp->above)
2876     if (tmp->type == SPELL_EFFECT)
2877     will_kill_again |= tmp->attacktype;
2878 elmex 1.1
2879 root 1.54 if (will_kill_again)
2880 root 1.18 {
2881 root 1.54 object *force;
2882     int at;
2883 root 1.18
2884 root 1.54 force = get_archetype (FORCE_NAME);
2885     /* 50 ticks should be enough time for the spell to abate */
2886 root 1.133 force->speed = 0.1f;
2887     force->speed_left = -5.f;
2888 root 1.54 SET_FLAG (force, FLAG_APPLIED);
2889     for (at = 0; at < NROFATTACKS; at++)
2890     if (will_kill_again & (1 << at))
2891     force->resist[at] = 100;
2892 root 1.30
2893 root 1.54 insert_ob_in_ob (force, op);
2894     op->update_stats ();
2895 root 1.30
2896 root 1.54 }
2897 root 1.18
2898 root 1.54 new_draw_info (NDI_UNIQUE, 0, op, "YOU HAVE DIED.");
2899 elmex 1.1 }
2900    
2901 root 1.18 void
2902     loot_object (object *op)
2903     { /* Grab and destroy some treasure */
2904     object *tmp, *tmp2, *next;
2905 elmex 1.1
2906 root 1.103 op->close_container (); /* close open sack first */
2907 elmex 1.1
2908 root 1.54 for (tmp = op->inv; tmp; tmp = next)
2909 root 1.18 {
2910     next = tmp->below;
2911 root 1.54
2912 elmex 1.50 if (tmp->invisible)
2913 root 1.18 continue;
2914 root 1.54
2915 root 1.32 tmp->remove ();
2916 root 1.18 tmp->x = op->x, tmp->y = op->y;
2917 root 1.103
2918 root 1.18 if (tmp->type == CONTAINER)
2919 root 1.103 loot_object (tmp); /* empty container to ground */
2920    
2921 root 1.99 if (!QUERY_FLAG (tmp, FLAG_UNIQUE) && (QUERY_FLAG (tmp, FLAG_STARTEQUIP) || QUERY_FLAG (tmp, FLAG_NO_DROP) || !(rndm (3))))
2922 root 1.18 {
2923     if (tmp->nrof > 1)
2924     {
2925 root 1.186 tmp->decrease (rndm (1, tmp->nrof - 1));
2926 root 1.18 insert_ob_in_map (tmp, op->map, NULL, 0);
2927     }
2928     else
2929 root 1.33 tmp->destroy ();
2930 root 1.18 }
2931     else
2932     insert_ob_in_map (tmp, op->map, NULL, 0);
2933     }
2934 elmex 1.1 }
2935    
2936     /*
2937     * fix_weight(): Check recursively the weight of all players, and fix
2938     * what needs to be fixed. Refresh windows and fix speed if anything
2939     * was changed.
2940     */
2941 root 1.18 void
2942     fix_weight (void)
2943     {
2944 root 1.61 for_all_players (pl)
2945 root 1.18 {
2946 root 1.184 sint32 old = pl->ob->carrying;
2947 root 1.18
2948 root 1.184 pl->ob->update_weight ();
2949    
2950     if (old != pl->ob->carrying)
2951     {
2952     pl->ob->update_stats ();
2953     LOG (llevDebug, "Fixed inventory in %s (%d -> %d)\n", &pl->ob->name, (int)old, (int)pl->ob->carrying);
2954     }
2955 root 1.18 }
2956 elmex 1.1 }
2957    
2958 root 1.18 void
2959     fix_luck (void)
2960     {
2961 root 1.61 for_all_players (pl)
2962 root 1.52 if (!pl->ob->contr->ns->state)
2963 root 1.54 pl->ob->change_luck (0);
2964 elmex 1.1 }
2965    
2966     /* cast_dust() - handles op throwing objects of type 'DUST'.
2967     * This is much simpler in the new spell code - we basically
2968     * just treat this as any other spell casting object.
2969     */
2970 elmex 1.2 void
2971 root 1.18 cast_dust (object *op, object *throw_ob, int dir)
2972 elmex 1.2 {
2973     object *skop, *spob;
2974    
2975     skop = find_skill_by_name (op, throw_ob->skill);
2976    
2977     /* casting POTION 'dusts' is really a use_magic_item skill */
2978     if (op->type == PLAYER && throw_ob->type == POTION && !skop)
2979     {
2980 root 1.18 LOG (llevError, "Player %s lacks critical skill use_magic_item!\n", &op->name);
2981 elmex 1.2 return;
2982     }
2983    
2984     spob = throw_ob->inv;
2985    
2986     // elmex Tue Aug 15 17:19:46 CEST 2006: Added this check to
2987     // not pass NULL to cast_spell (which did indeed check itself, but
2988     // errors should be reported as early as possible IMHO)
2989     if (!spob)
2990     {
2991 root 1.18 LOG (llevError, "cast_dust: thrown object %s (by %s) had no spell in it!", &throw_ob->name, &op->name);
2992 elmex 1.2 return;
2993 elmex 1.1 }
2994    
2995 elmex 1.2 if (op->type == PLAYER)
2996 root 1.14 new_draw_info_format (NDI_UNIQUE, 0, op, "You cast %s.", &spob->name);
2997 elmex 1.2
2998     cast_spell (op, throw_ob, dir, spob, NULL);
2999    
3000 root 1.33 throw_ob->destroy ();
3001 elmex 1.1 }
3002    
3003 root 1.18 void
3004     make_visible (object *op)
3005     {
3006     op->hide = 0;
3007     op->invisible = 0;
3008 root 1.164
3009 root 1.18 if (op->type == PLAYER)
3010     {
3011     op->contr->tmp_invis = 0;
3012     op->contr->invis_race = 0;
3013     }
3014 root 1.107
3015     update_object (op, UP_OBJ_CHANGE);
3016 root 1.18 }
3017    
3018     int
3019     is_true_undead (object *op)
3020     {
3021 root 1.149 if (QUERY_FLAG (op->arch, FLAG_UNDEAD))
3022 root 1.18 return 1;
3023    
3024 elmex 1.1 return 0;
3025     }
3026    
3027     /* look at the surrounding terrain to determine
3028     * the hideability of this object. Positive levels
3029     * indicate greater hideability.
3030     */
3031 root 1.18 int
3032     hideability (object *ob)
3033     {
3034     int i, level = 0, mflag;
3035     sint16 x, y;
3036    
3037     if (!ob || !ob->map)
3038     return 0;
3039    
3040     /* so, on normal lighted maps, its hard to hide */
3041     level = ob->map->darkness - 2;
3042    
3043     /* this also picks up whether the object is glowing.
3044     * If you carry a light on a non-dark map, its not
3045     * as bad as carrying a light on a pitch dark map */
3046     if (has_carried_lights (ob))
3047     level = -(10 + (2 * ob->map->darkness));
3048    
3049     /* scan through all nearby squares for terrain to hide in */
3050 root 1.182 for (i = 0, x = ob->x, y = ob->y;
3051     i <= SIZEOFFREE1;
3052     i++, x = ob->x + freearr_x[i], y = ob->y + freearr_y[i])
3053 root 1.18 {
3054     mflag = get_map_flags (ob->map, NULL, x, y, NULL, NULL);
3055     if (mflag & P_OUT_OF_MAP)
3056 root 1.182 continue;
3057    
3058 root 1.18 if (mflag & P_BLOCKSVIEW) /* something to hide near! */
3059     level += 2;
3060     else /* open terrain! */
3061     level -= 1;
3062 elmex 1.1 }
3063 root 1.18
3064 elmex 1.1 #if 0
3065 root 1.18 LOG (llevDebug, "hideability of %s is %d\n", ob->name, level);
3066 elmex 1.1 #endif
3067 root 1.18 return level;
3068 elmex 1.1 }
3069    
3070     /* For Hidden creatures - a chance of becoming 'unhidden'
3071     * every time they move - as we subtract off 'invisibility'
3072     * AND, for players, if they move into a ridiculously unhideable
3073     * spot (surrounded by clear terrain in broad daylight). -b.t.
3074     */
3075 root 1.18 void
3076     do_hidden_move (object *op)
3077     {
3078 root 1.194 int hide = 0;
3079 root 1.18
3080     if (!op || !op->map)
3081     return;
3082    
3083 root 1.194 object *skop = find_obj_by_type_subtype (op, SKILL, SK_HIDING);
3084     int num = random_roll (0, 19, op, PREFER_LOW);
3085 root 1.18
3086     /* its *extremely* hard to run and sneak/hide at the same time! */
3087     if (op->type == PLAYER && op->contr->run_on)
3088 root 1.85 if (!skop || num >= skop->level)
3089     {
3090     new_draw_info (NDI_UNIQUE, 0, op, "You ran too much! You are no longer hidden!");
3091     make_visible (op);
3092     return;
3093     }
3094     else
3095     num += 20;
3096    
3097 root 1.18 num += op->map->difficulty;
3098     hide = hideability (op); /* modify by terrain hidden level */
3099     num -= hide;
3100 root 1.85
3101 root 1.18 if ((op->type == PLAYER && hide < -10) || ((op->invisible -= num) <= 0))
3102     {
3103     make_visible (op);
3104 root 1.194
3105 root 1.18 if (op->type == PLAYER)
3106     new_draw_info (NDI_UNIQUE, 0, op, "You moved out of hiding! You are visible!");
3107 elmex 1.1 }
3108 root 1.18 else if (op->type == PLAYER && skop)
3109 root 1.85 change_exp (op, calc_skill_exp (op, NULL, skop), skop->skill, 0);
3110 elmex 1.1 }
3111    
3112     /* determine if who is standing near a hostile creature. */
3113    
3114 root 1.18 int
3115     stand_near_hostile (object *who)
3116     {
3117     object *tmp = NULL;
3118     int i, friendly = 0, player = 0, mflags;
3119 root 1.25 maptile *m;
3120 root 1.18 sint16 x, y;
3121    
3122     if (!who)
3123     return 0;
3124    
3125     if (who->type == PLAYER)
3126     player = 1;
3127    
3128     else
3129     friendly = QUERY_FLAG (who, FLAG_FRIENDLY);
3130    
3131     /* search adjacent squares */
3132     for (i = 1; i < 9; i++)
3133     {
3134     x = who->x + freearr_x[i];
3135     y = who->y + freearr_y[i];
3136     m = who->map;
3137     mflags = get_map_flags (m, &m, x, y, &x, &y);
3138     /* space must be blocked if there is a monster. If not
3139     * blocked, don't need to check this space.
3140     */
3141     if (mflags & P_OUT_OF_MAP)
3142     continue;
3143     if (OB_TYPE_MOVE_BLOCK (who, GET_MAP_MOVE_BLOCK (m, x, y)))
3144     continue;
3145    
3146 root 1.49 for (tmp = GET_MAP_OB (m, x, y); tmp; tmp = tmp->above)
3147 root 1.18 {
3148     if ((player ||friendly) &&QUERY_FLAG (tmp, FLAG_MONSTER) && !QUERY_FLAG (tmp, FLAG_UNAGGRESSIVE))
3149     return 1;
3150     else if (tmp->type == PLAYER)
3151     {
3152     /*don't let a hidden DM prevent you from hiding */
3153     if (!QUERY_FLAG (tmp, FLAG_WIZ) || tmp->contr->hidden == 0)
3154 root 1.11 return 1;
3155 root 1.18 }
3156 root 1.11 }
3157 elmex 1.1 }
3158 root 1.18 return 0;
3159 elmex 1.1 }
3160    
3161     /* check the player los field for viewability of the
3162     * object op. This function works fine for monsters,
3163     * but we dont worry if the object isnt the top one in
3164     * a pile (say a coin under a table would return "viewable"
3165     * by this routine). Another question, should we be
3166     * concerned with the direction the player is looking
3167 root 1.162 * in? Realistically, most of us can't see stuff behind
3168 elmex 1.1 * our backs...on the other hand, does the "facing" direction
3169 root 1.162 * imply the way your head, or body is facing? It's possible
3170 elmex 1.1 * for them to differ. Sigh, this fctn could get a bit more complex.
3171     * -b.t.
3172     * This function is now map tiling safe.
3173     */
3174 root 1.18 int
3175     player_can_view (object *pl, object *op)
3176     {
3177     rv_vector rv;
3178     int dx, dy;
3179    
3180     if (pl->type != PLAYER)
3181     {
3182     LOG (llevError, "player_can_view() called for non-player object\n");
3183     return -1;
3184 elmex 1.1 }
3185 root 1.74
3186 root 1.18 if (!pl || !op)
3187 elmex 1.1 return 0;
3188 root 1.18
3189 root 1.74 op = op->head_ ();
3190    
3191 root 1.18 get_rangevector (pl, op, &rv, 0x1);
3192    
3193     /* starting with the 'head' part, lets loop
3194     * through the object and find if it has any
3195 root 1.162 * part that is in the los array but isn't on
3196 root 1.18 * a blocked los square.
3197     * we use the archetype to figure out offsets.
3198     */
3199     while (op)
3200     {
3201 root 1.149 dx = rv.distance_x + op->arch->x;
3202     dy = rv.distance_y + op->arch->y;
3203 root 1.18
3204     /* only the viewable area the player sees is updated by LOS
3205     * code, so we need to restrict ourselves to that range of values
3206     * for any meaningful values.
3207     */
3208 root 1.162 if (abs (dx) <= (pl->contr->ns->mapx / 2) &&
3209     abs (dy) <= (pl->contr->ns->mapy / 2) &&
3210 root 1.52 !pl->contr->blocked_los[dx + (pl->contr->ns->mapx / 2)][dy + (pl->contr->ns->mapy / 2)])
3211 root 1.18 return 1;
3212 root 1.162
3213 root 1.18 op = op->more;
3214     }
3215 root 1.162
3216 root 1.18 return 0;
3217 elmex 1.1 }
3218    
3219     /* routine for both players and monsters. We call this when
3220     * there is a possibility for our action distrubing our hiding
3221     * place or invisiblity spell. Artefact invisiblity is not
3222     * effected by this. If we arent invisible to begin with, we
3223     * return 0.
3224     */
3225 root 1.18 int
3226     action_makes_visible (object *op)
3227     {
3228     if (op->invisible && QUERY_FLAG (op, FLAG_ALIVE))
3229     {
3230     if (QUERY_FLAG (op, FLAG_MAKE_INVIS))
3231     return 0;
3232    
3233     if (op->contr && op->contr->tmp_invis == 0)
3234     return 0;
3235 elmex 1.1
3236 root 1.18 /* If monsters, they should become visible */
3237     if (op->hide || !op->contr || (op->contr && op->contr->tmp_invis))
3238     {
3239     new_draw_info_format (NDI_UNIQUE, 0, op, "You become %s!", op->hide ? "unhidden" : "visible");
3240     return 1;
3241 root 1.11 }
3242 elmex 1.1 }
3243 root 1.162
3244 root 1.18 return 0;
3245 elmex 1.1 }
3246    
3247     /* op_on_battleground - checks if the given object op (usually
3248     * a player) is standing on a valid battleground-tile,
3249     * function returns TRUE/FALSE. If true x, y returns the battleground
3250     * -exit-coord. (and if x, y not NULL)
3251     * 19 March 2005 - josh@woosworld.net modifed to check if the battleground also has slaying, maxhp, and maxsp set
3252     * and if those are all set and the player has a marker that matches the slaying send them to a different x, y
3253     * Default is to do the same as before, so only people wanting to have different points need worry about this
3254     */
3255 root 1.18 int
3256     op_on_battleground (object *op, int *x, int *y)
3257     {
3258 elmex 1.1 /* A battleground-tile needs the following attributes to be valid:
3259     * is_floor 1 (has to be the FIRST floor beneath the player's feet),
3260     * name="battleground", no_pick 1, type=58 (type BATTLEGROUND)
3261     * and the exit-coordinates sp/hp must both be > 0.
3262     * => The intention here is to prevent abuse of the battleground-
3263     * feature (like pickable or hidden battleground tiles). */
3264 root 1.162 for (object *tmp = op->below; tmp; tmp = tmp->below)
3265 root 1.18 {
3266     if (QUERY_FLAG (tmp, FLAG_IS_FLOOR))
3267     {
3268 root 1.162 if (QUERY_FLAG (tmp, FLAG_NO_PICK)
3269     && tmp->type == BATTLEGROUND
3270     && tmp->name == shstr_battleground
3271     && EXIT_X (tmp) && EXIT_Y (tmp))
3272 root 1.18 {
3273 root 1.162 /* before we assign the exit, check if this is a teambattle */
3274 root 1.18 if (EXIT_ALT_X (tmp) && EXIT_ALT_Y (tmp) && EXIT_PATH (tmp))
3275     {
3276 root 1.162 for (object *invtmp = op->inv; invtmp; invtmp = invtmp->below)
3277 root 1.18 {
3278 root 1.162 if (invtmp->type == FORCE && invtmp->slaying && tmp->slaying == invtmp->slaying)
3279 root 1.18 {
3280 root 1.162 if (x && y)
3281 root 1.18 *x = EXIT_ALT_X (tmp), *y = EXIT_ALT_Y (tmp);
3282 root 1.162
3283 root 1.18 return 1;
3284     }
3285     }
3286     }
3287 root 1.162
3288     if (x && y)
3289 root 1.18 *x = EXIT_X (tmp), *y = EXIT_Y (tmp);
3290 root 1.162
3291 root 1.18 return 1;
3292     }
3293     }
3294 elmex 1.1 }
3295 root 1.162
3296 elmex 1.1 /* If we got here, did not find a battleground */
3297     return 0;
3298     }
3299    
3300     /*
3301     * When a dragon-player gains a new stage of evolution,
3302     * he gets some treasure
3303     *
3304     * attributes:
3305     * object *who the dragon player
3306     * int atnr the attack-number of the ability focus
3307     * int level ability level
3308     */
3309 root 1.18 void
3310     dragon_ability_gain (object *who, int atnr, int level)
3311     {
3312     treasurelist *trlist = NULL; /* treasurelist */
3313     treasure *tr; /* treasure */
3314     object *tmp, *skop; /* tmp. object */
3315     object *item; /* treasure object */
3316     char buf[MAX_BUF]; /* tmp. string buffer */
3317     int i = 0, j = 0;
3318    
3319     /* get the appropriate treasurelist */
3320     if (atnr == ATNR_FIRE)
3321 root 1.163 trlist = treasurelist::find (shstr_dragon_ability_fire);
3322 root 1.18 else if (atnr == ATNR_COLD)
3323 root 1.163 trlist = treasurelist::find (shstr_dragon_ability_cold);
3324 root 1.18 else if (atnr == ATNR_ELECTRICITY)
3325 root 1.163 trlist = treasurelist::find (shstr_dragon_ability_elec);
3326 root 1.18 else if (atnr == ATNR_POISON)
3327 root 1.163 trlist = treasurelist::find (shstr_dragon_ability_poison);
3328 root 1.18
3329     if (trlist == NULL || who->type != PLAYER)
3330     return;
3331    
3332     for (i = 0, tr = trlist->items; tr != NULL && i < level - 1; tr = tr->next, i++);
3333    
3334 elmex 1.82 if (!tr || !tr->item)
3335 root 1.18 {
3336     /* LOG(llevDebug, "-> no more treasure for %s\n", change_resist_msg[atnr]); */
3337     return;
3338 elmex 1.1 }
3339    
3340 root 1.18 /* everything seems okay - now bring on the gift: */
3341 root 1.149 item = tr->item;
3342 elmex 1.1
3343 root 1.18 if (item->type == SPELL)
3344     {
3345     if (check_spell_known (who, item->name))
3346 root 1.11 return;
3347 root 1.18
3348     new_draw_info_format (NDI_UNIQUE | NDI_BLUE, 0, who, "You gained the ability of %s", &item->name);
3349     do_learn_spell (who, item, 0);
3350     return;
3351 elmex 1.1 }
3352    
3353 root 1.18 /* grant direct spell */
3354     if (item->type == SPELLBOOK)
3355     {
3356     if (!item->inv)
3357     {
3358     LOG (llevDebug, "dragon_ability_gain: Broken spellbook %s\n", &item->name);
3359     return;
3360     }
3361     if (check_spell_known (who, item->inv->name))
3362     return;
3363     if (item->invisible)
3364     {
3365     new_draw_info_format (NDI_UNIQUE | NDI_BLUE, 0, who, "You gained the ability of %s", &item->inv->name);
3366     do_learn_spell (who, item->inv, 0);
3367     return;
3368 root 1.11 }
3369 root 1.18 }
3370     else if (item->type == SKILL_TOOL && item->invisible)
3371     {
3372     if (item->subtype == SK_CLAWING && (skop = find_skill_by_name (who, item->skill)) != NULL)
3373     {
3374    
3375     /* should this perhaps be (skop->attackyp & item->attacktype)!=item->attacktype ...
3376     * in this way, if the player is missing any of the attacktypes, he gets
3377     * them. As it is now, if the player has any that match the granted skill,
3378     * but not all of them, he gets nothing.
3379     */
3380     if (!(skop->attacktype & item->attacktype))
3381     {
3382     /* Give new attacktype */
3383     skop->attacktype |= item->attacktype;
3384    
3385     /* always add physical if there's none */
3386     skop->attacktype |= AT_PHYSICAL;
3387    
3388     if (item->msg != NULL)
3389     new_draw_info (NDI_UNIQUE | NDI_BLUE, 0, who, item->msg);
3390    
3391     /* Give player new face */
3392     if (item->animation_id)
3393     {
3394     who->face = skop->face;
3395     who->animation_id = item->animation_id;
3396     who->anim_speed = item->anim_speed;
3397     who->last_anim = 0;
3398     who->state = 0;
3399     animate_object (who, who->direction);
3400     }
3401     }
3402 root 1.11 }
3403 elmex 1.1 }
3404 root 1.18 else if (item->type == FORCE)
3405     {
3406     /* forces in the treasurelist can alter the player's stats */
3407     object *skin;
3408 elmex 1.1
3409 root 1.18 /* first get the dragon skin force */
3410 root 1.153 for (skin = who->inv; skin && !(skin->arch->archname == shstr_dragon_skin_force); skin = skin->below)
3411 root 1.52 ;
3412    
3413     if (!skin)
3414 root 1.18 return;
3415    
3416     /* adding new spellpath attunements */
3417     if (item->path_attuned > 0 && !(skin->path_attuned & item->path_attuned))
3418     {
3419     skin->path_attuned |= item->path_attuned; /* add attunement to skin */
3420    
3421     /* print message */
3422     sprintf (buf, "You feel attuned to ");
3423     for (i = 0, j = 0; i < NRSPELLPATHS; i++)
3424     {
3425     if (item->path_attuned & (1 << i))
3426     {
3427     if (j)
3428     strcat (buf, " and ");
3429     else
3430     j = 1;
3431     strcat (buf, spellpathnames[i]);
3432     }
3433     }
3434     strcat (buf, ".");
3435     new_draw_info (NDI_UNIQUE | NDI_BLUE, 0, who, buf);
3436     }
3437    
3438     /* evtl. adding flags: */
3439     if (QUERY_FLAG (item, FLAG_XRAYS))
3440     SET_FLAG (skin, FLAG_XRAYS);
3441     if (QUERY_FLAG (item, FLAG_STEALTH))
3442     SET_FLAG (skin, FLAG_STEALTH);
3443     if (QUERY_FLAG (item, FLAG_SEE_IN_DARK))
3444     SET_FLAG (skin, FLAG_SEE_IN_DARK);
3445    
3446     /* print message if there is one */
3447     if (item->msg != NULL)
3448     new_draw_info (NDI_UNIQUE | NDI_BLUE, 0, who, item->msg);
3449     }
3450     else
3451     {
3452     /* generate misc. treasure */
3453     tmp = arch_to_object (tr->item);
3454     new_draw_info_format (NDI_UNIQUE | NDI_BLUE, 0, who, "You gained %s", query_short_name (tmp));
3455 root 1.189 who->insert (tmp);
3456 elmex 1.1 }
3457     }
3458    
3459     /**
3460     * Unready an object for a player. This function does nothing if the object was
3461     * not readied.
3462     */
3463 root 1.18 void
3464     player_unready_range_ob (player *pl, object *ob)
3465     {
3466 root 1.119 if (pl->ob->current_weapon == ob)
3467     pl->ob->current_weapon = 0;
3468    
3469 root 1.118 if (pl->combat_ob == ob)
3470 root 1.119 pl->combat_ob = 0;
3471 root 1.118
3472     if (pl->ranged_ob == ob)
3473 root 1.119 pl->ranged_ob = 0;
3474 elmex 1.1 }
3475 root 1.101
3476     sint8
3477     player::visibility_at (maptile *map, int x, int y) const
3478     {
3479     if (!ns)
3480     return 0;
3481    
3482     int dx, dy;
3483     if (!adjacent_map (map, ns->current_map, &dx, &dy))
3484     return 0;
3485    
3486     x += dx - ns->current_x + ns->mapx / 2;
3487     y += dy - ns->current_y + ns->mapy / 2;
3488    
3489     if (!IN_RANGE_EXC (x, 0, ns->mapx) || !IN_RANGE_EXC (y, 0, ns->mapy))
3490     return 0;
3491    
3492     return 100 - blocked_los [x][y];
3493     }
3494 root 1.169
3495     void
3496     player::infobox (const char *title, const char *msg, int color)
3497     {
3498     send_msg (color | NDI_DEF | NDI_REPLY | NDI_CLEAR, title, msg);
3499     }
3500    
3501     void
3502     player::statusmsg (const char *msg, int color)
3503     {
3504     send_msg (color | NDI_REPLY, INFO_CHANNEL, msg);
3505     }
3506    
3507     void
3508     player::failmsg (const char *msg, int color)
3509     {
3510     play_sound (sound_find ("generic_failure"));
3511     statusmsg (msg, color);
3512     }
3513