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Revision: 1.205
Committed: Thu Sep 25 04:09:57 2008 UTC (15 years, 8 months ago) by root
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Branch: MAIN
Changes since 1.204: +2 -3 lines
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# User Rev Content
1 elmex 1.1 /*
2 root 1.174 * This file is part of Deliantra, the Roguelike Realtime MMORPG.
3 root 1.145 *
4 root 1.188 * Copyright (©) 2005,2006,2007,2008 Marc Alexander Lehmann / Robin Redeker / the Deliantra team
5 root 1.145 * Copyright (©) 2002,2007 Mark Wedel & Crossfire Development Team
6     * Copyright (©) 1992,2007 Frank Tore Johansen
7     *
8 root 1.174 * Deliantra is free software: you can redistribute it and/or modify
9 root 1.152 * it under the terms of the GNU General Public License as published by
10     * the Free Software Foundation, either version 3 of the License, or
11     * (at your option) any later version.
12 root 1.145 *
13 root 1.152 * This program is distributed in the hope that it will be useful,
14     * but WITHOUT ANY WARRANTY; without even the implied warranty of
15     * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
16     * GNU General Public License for more details.
17 root 1.145 *
18 root 1.152 * You should have received a copy of the GNU General Public License
19     * along with this program. If not, see <http://www.gnu.org/licenses/>.
20 root 1.145 *
21 root 1.174 * The authors can be reached via e-mail to <support@deliantra.net>
22 root 1.89 */
23 elmex 1.1
24     #include <global.h>
25 root 1.38 #include <sproto.h>
26 elmex 1.1 #include <sounds.h>
27     #include <living.h>
28     #include <object.h>
29     #include <spells.h>
30     #include <skills.h>
31    
32 root 1.54 #include <algorithm>
33     #include <functional>
34 elmex 1.1
35 root 1.89 playervec players;
36 elmex 1.1
37 root 1.18 void
38     display_motd (const object *op)
39     {
40     char buf[MAX_BUF];
41     char motd[HUGE_BUF];
42     FILE *fp;
43     int comp;
44     int size;
45 elmex 1.1
46 root 1.18 sprintf (buf, "%s/%s", settings.confdir, settings.motd);
47     if ((fp = open_and_uncompress (buf, 0, &comp)) == NULL)
48 root 1.44 return;
49    
50 root 1.18 motd[0] = '\0';
51     size = 0;
52 root 1.44
53 root 1.53 while (fgets (buf, MAX_BUF, fp))
54 root 1.18 {
55     if (*buf == '#')
56     continue;
57 root 1.44
58 root 1.18 strncat (motd + size, buf, HUGE_BUF - size);
59     size += strlen (buf);
60 elmex 1.1 }
61 root 1.44
62 root 1.18 draw_ext_info (NDI_UNIQUE | NDI_GREEN, 0, op, MSG_TYPE_MOTD, MSG_SUBTYPE_NONE, motd, NULL);
63     close_and_delete (fp, comp);
64 elmex 1.1 }
65    
66 root 1.18 void
67     send_rules (const object *op)
68     {
69     char buf[MAX_BUF];
70     char rules[HUGE_BUF];
71     FILE *fp;
72     int comp;
73     int size;
74    
75     sprintf (buf, "%s/%s", settings.confdir, settings.rules);
76     if ((fp = open_and_uncompress (buf, 0, &comp)) == NULL)
77 root 1.44 return;
78    
79 root 1.18 rules[0] = '\0';
80     size = 0;
81 root 1.44
82 root 1.53 while (fgets (buf, MAX_BUF, fp))
83 root 1.18 {
84     if (*buf == '#')
85 elmex 1.1 continue;
86 root 1.44
87 root 1.18 if (size + strlen (buf) >= HUGE_BUF)
88     {
89     LOG (llevDebug, "Warning, rules size is > %d bytes.\n", HUGE_BUF);
90 elmex 1.1 break;
91 root 1.18 }
92 root 1.44
93 root 1.18 strncat (rules + size, buf, HUGE_BUF - size);
94     size += strlen (buf);
95 elmex 1.1 }
96 root 1.44
97 root 1.18 draw_ext_info (NDI_UNIQUE | NDI_GREEN, 0, op, MSG_TYPE_ADMIN, MSG_TYPE_ADMIN_RULES, rules, NULL);
98     close_and_delete (fp, comp);
99 elmex 1.1 }
100    
101 root 1.18 void
102     send_news (const object *op)
103     {
104     char buf[MAX_BUF];
105     char news[HUGE_BUF];
106     char subject[MAX_BUF];
107     FILE *fp;
108     int comp;
109     int size;
110    
111     sprintf (buf, "%s/%s", settings.confdir, settings.news);
112     if ((fp = open_and_uncompress (buf, 0, &comp)) == NULL)
113     return;
114 root 1.44
115 root 1.18 news[0] = '\0';
116     subject[0] = '\0';
117     size = 0;
118 root 1.44
119 root 1.104 while (fgets (buf, MAX_BUF, fp))
120 root 1.18 {
121     if (*buf == '#')
122     continue;
123 root 1.44
124 root 1.18 if (*buf == '%')
125     { /* send one news */
126     if (size > 0)
127 root 1.199 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 1.205 link_skills ();
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     usekeys = containers;
354     peaceful = 1; /* default peaceful */
355     do_los = 1;
356 root 1.142
357     weapon_sp = 1.0f;
358     weapon_sp_left = 0.5f;
359 root 1.54 }
360    
361 root 1.62 void
362     player::do_destroy ()
363 root 1.54 {
364 root 1.72 disconnect ();
365 root 1.62
366 root 1.72 attachable::do_destroy ();
367 root 1.62
368 root 1.54 if (ob)
369 root 1.69 {
370     ob->destroy_inv (false);
371     ob->destroy ();
372     }
373 root 1.151
374     ob = observe = 0;
375 root 1.62 }
376    
377     player::~player ()
378     {
379 root 1.54 /* Clear item stack */
380     free (stack_items);
381 elmex 1.1 }
382    
383 root 1.54 /* Tries to add player on the connection passed in ns.
384 elmex 1.1 * All we can really get in this is some settings like host and display
385     * mode.
386     */
387 root 1.54 player *
388     player::create ()
389 root 1.18 {
390 root 1.54 player *pl = new player;
391 root 1.38
392 root 1.54 pl->set_object (arch_to_object (get_player_archetype (0)));
393 root 1.104
394     pl->ob->roll_stats ();
395     pl->ob->stats.wc = 2;
396     pl->ob->run_away = 25; /* Then we panick... */
397    
398 root 1.76 set_first_map (pl->ob);
399 root 1.26
400 root 1.54 return pl;
401 elmex 1.1 }
402    
403     /*
404     * get_player_archetype() return next player archetype from archetype
405     * list. Not very efficient routine, but used only creating new players.
406     * Note: there MUST be at least one player archetype!
407     */
408 root 1.18 archetype *
409     get_player_archetype (archetype *at)
410 elmex 1.1 {
411 root 1.183 // archetypes could have been reloaded
412     archetype *nat = at ? archetype::find (at->archname) : archetypes [0];
413    
414     if (!nat)
415     return at;
416    
417     archvec::iterator i = archetypes.find (nat);
418 root 1.18
419     for (;;)
420     {
421 root 1.149 if (++i == archetypes.end ())
422     i = archetypes.begin ();
423     else if (*i == at)
424     cleanup ("not a single player archetype found");
425 root 1.46
426 root 1.149 if ((*i)->type == PLAYER)
427     return *i;
428 elmex 1.1 }
429     }
430    
431 root 1.18 object *
432     get_nearest_player (object *mon)
433     {
434     object *op = NULL;
435     objectlink *ol;
436     unsigned lastdist;
437     rv_vector rv;
438    
439 root 1.92 for (ol = first_friendly_object, lastdist = 1000; ol; ol = ol->next)
440 root 1.18 {
441     if (!can_detect_enemy (mon, ol->ob, &rv))
442     continue;
443 root 1.11
444 root 1.18 if (lastdist > rv.distance)
445     {
446     op = ol->ob;
447     lastdist = rv.distance;
448 root 1.11 }
449 elmex 1.1 }
450 root 1.61
451     for_all_players (pl)
452     if (can_detect_enemy (mon, pl->ob, &rv))
453     if (lastdist > rv.distance)
454 root 1.18 {
455 root 1.61 op = pl->ob;
456     lastdist = rv.distance;
457     }
458 elmex 1.1
459     #if 0
460 root 1.18 LOG (llevDebug, "get_nearest_player() finds player: %s\n", op ? &op->name : "(null)");
461 elmex 1.1 #endif
462 root 1.18 return op;
463 elmex 1.1 }
464    
465     /* I believe this can safely go to 2, 3 is questionable, 4 will likely
466     * result in a monster paths backtracking. It basically determines how large a
467     * detour a monster will take from the direction path when looking
468     * for a path to the player. The values are in the amount of direction
469     * the deviation is
470     */
471     #define DETOUR_AMOUNT 2
472    
473     /* This is used to prevent infinite loops. Consider a case where the
474     * player is in a chamber (with gate closed), and monsters are outside.
475     * with DETOUR_AMOUNT==2, the function will turn each corner, trying to
476     * find a path into the chamber. This is a good thing, but since there
477     * is no real path, it will just keep circling the chamber for
478     * ever (this could be a nice effect for monsters, but not for the function
479     * to get stuck in. I think for the monsters, if max is reached and
480     * we return the first direction the creature could move would result in the
481     * circling behaviour. Unfortunately, this function is also used to determined
482     * if the creature should cast a spell, so returning a direction in that case
483     * is probably not a good thing.
484     */
485     #define MAX_SPACES 50
486    
487     /*
488     * Returns the direction to the player, if valid. Returns 0 otherwise.
489     * modified to verify there is a path to the player. Does this by stepping towards
490     * player and if path is blocked then see if blockage is close enough to player that
491     * direction to player is changed (ie zig or zag). Continue zig zag until either
492     * reach player or path is blocked. Thus, will only return true if there is a free
493     * path to player. Though path may not be a straight line. Note that it will find
494     * player hiding along a corridor at right angles to the corridor with the monster.
495     *
496     * Modified by MSW 2001-08-06 to handle tiled maps. Various notes:
497     * 1) With DETOUR_AMOUNT being 2, it should still go and find players hiding
498     * down corriders.
499     * 2) I think the old code was broken if the first direction the monster
500     * should move was blocked - the code would store the first direction without
501     * verifying that the player can actually move in that direction. The new
502     * code does not store anything in firstdir until we have verified that the
503     * monster can in fact move one space in that direction.
504     * 3) I'm not sure how good this code will be for moving multipart monsters,
505     * since only simple checks to blocked are being called, which could mean the monster
506     * is blocking itself.
507     */
508 root 1.18 int
509     path_to_player (object *mon, object *pl, unsigned mindiff)
510     {
511     rv_vector rv;
512     sint16 x, y;
513     int lastx, lasty, dir, i, diff, firstdir = 0, lastdir, max = MAX_SPACES, mflags, blocked;
514 root 1.25 maptile *m, *lastmap;
515 root 1.18
516     get_rangevector (mon, pl, &rv, 0);
517    
518     if (rv.distance < mindiff)
519     return 0;
520    
521     x = mon->x;
522     y = mon->y;
523     m = mon->map;
524     dir = rv.direction;
525     lastdir = firstdir = rv.direction; /* perhaps we stand next to pl, init firstdir too */
526 root 1.100 diff = ::max (abs (rv.distance_x), abs (rv.distance_y));
527    
528 root 1.18 /* If we can't solve it within the search distance, return now. */
529     if (diff > max)
530     return 0;
531 root 1.100
532 root 1.18 while (diff > 1 && max > 0)
533     {
534     lastx = x;
535     lasty = y;
536     lastmap = m;
537     x = lastx + freearr_x[dir];
538     y = lasty + freearr_y[dir];
539    
540     mflags = get_map_flags (m, &m, x, y, &x, &y);
541     blocked = (mflags & P_OUT_OF_MAP) ? MOVE_ALL : GET_MAP_MOVE_BLOCK (m, x, y);
542    
543     /* Space is blocked - try changing direction a little */
544     if ((mflags & P_OUT_OF_MAP) || ((OB_TYPE_MOVE_BLOCK (mon, blocked) || (mflags & P_BLOCKSVIEW))
545     && (m == mon->map && blocked_link (mon, m, x, y))))
546     {
547     /* recalculate direction from last good location. Possible
548     * we were not traversing ideal location before.
549     */
550     get_rangevector_from_mapcoord (lastmap, lastx, lasty, pl, &rv, 0);
551     if (rv.direction != dir)
552     {
553     /* OK - says direction should be different - lets reset the
554     * the values so it will try again.
555     */
556     x = lastx;
557     y = lasty;
558     m = lastmap;
559     dir = firstdir = rv.direction;
560     }
561     else
562     {
563     /* direct path is blocked - try taking a side step to
564     * either the left or right.
565     * Note increase the values in the loop below to be
566     * more than -1/1 respectively will mean the monster takes
567     * bigger detour. Have to be careful about these values getting
568     * too big (3 or maybe 4 or higher) as the monster may just try
569     * stepping back and forth
570     */
571     for (i = -DETOUR_AMOUNT; i <= DETOUR_AMOUNT; i++)
572     {
573     if (i == 0)
574     continue; /* already did this, so skip it */
575     /* Use lastdir here - otherwise,
576     * since the direction that the creature should move in
577     * may change, you could get infinite loops.
578     * ie, player is northwest, but monster can only
579     * move west, so it does that. It goes some distance,
580     * gets blocked, finds that it should move north,
581     * can't do that, but now finds it can move east, and
582     * gets back to its original point. lastdir contains
583     * the last direction the creature has successfully
584     * moved.
585     */
586    
587     x = lastx + freearr_x[absdir (lastdir + i)];
588     y = lasty + freearr_y[absdir (lastdir + i)];
589     m = lastmap;
590     mflags = get_map_flags (m, &m, x, y, &x, &y);
591     if (mflags & P_OUT_OF_MAP)
592     continue;
593     blocked = GET_MAP_MOVE_BLOCK (m, x, y);
594     if (OB_TYPE_MOVE_BLOCK (mon, blocked))
595     continue;
596     if (mflags & P_BLOCKSVIEW)
597     continue;
598    
599     if (m == mon->map && blocked_link (mon, m, x, y))
600     break;
601     }
602     /* go through entire loop without finding a valid
603     * sidestep to take - thus, no valid path.
604     */
605     if (i == (DETOUR_AMOUNT + 1))
606     return 0;
607     diff--;
608     lastdir = dir;
609     max--;
610     if (!firstdir)
611     firstdir = dir + i;
612     } /* else check alternate directions */
613     } /* if blocked */
614     else
615     {
616     /* we moved towards creature, so diff is less */
617     diff--;
618     max--;
619     lastdir = dir;
620     if (!firstdir)
621     firstdir = dir;
622     }
623 root 1.100
624 root 1.18 if (diff <= 1)
625     {
626     /* Recalculate diff (distance) because we may not have actually
627     * headed toward player for entire distance.
628     */
629     get_rangevector_from_mapcoord (m, x, y, pl, &rv, 0);
630 root 1.100 diff = ::max (abs (rv.distance_x), abs (rv.distance_y));
631 root 1.18 }
632 root 1.100
633 root 1.18 if (diff > max)
634     return 0;
635     }
636 root 1.100
637 root 1.18 /* If we reached the max, didn't find a direction in time */
638     if (!max)
639     return 0;
640    
641     return firstdir;
642     }
643    
644     void
645 root 1.182 give_initial_items (object *pl, treasurelist *items)
646 root 1.18 {
647 root 1.176 if (pl->randomitems)
648 root 1.18 create_treasure (items, pl, GT_STARTEQUIP | GT_ONLY_GOOD, 1, 0);
649    
650 root 1.176 for (object *next, *op = pl->inv; op; op = next)
651 root 1.18 {
652     next = op->below;
653    
654     /* Forces get applied per default, unless they have the
655     * flag "neutral" set. Sorry but I can't think of a better way
656     */
657     if (op->type == FORCE && !QUERY_FLAG (op, FLAG_NEUTRAL))
658     SET_FLAG (op, FLAG_APPLIED);
659    
660     /* we never give weapons/armour if these cannot be used
661     * by this player due to race restrictions
662     */
663     if (pl->type == PLAYER)
664     {
665 root 1.182 if ((!QUERY_FLAG (pl, FLAG_USE_ARMOUR)
666     &&
667     (op->type == ARMOUR || op->type == BOOTS
668     || op->type == CLOAK || op->type == HELMET
669     || op->type == SHIELD || op->type == GLOVES
670     || op->type == BRACERS || op->type == GIRDLE))
671     || (!QUERY_FLAG (pl, FLAG_USE_WEAPON) && op->type == WEAPON))
672 root 1.18 {
673 root 1.33 op->destroy ();
674 root 1.18 continue;
675     }
676 root 1.11 }
677    
678 root 1.18 /* This really needs to be better - we should really give
679     * a substitute spellbook. The problem is that we don't really
680     * have a good idea what to replace it with (need something like
681     * a first level treasurelist for each skill.)
682     * remove duplicate skills also
683     */
684     if (op->type == SPELLBOOK || op->type == SKILL)
685     {
686     object *tmp;
687 elmex 1.1
688 root 1.18 for (tmp = op->below; tmp; tmp = tmp->below)
689     if (tmp->type == op->type && tmp->name == op->name)
690     break;
691 root 1.11
692 root 1.18 if (tmp)
693     {
694 root 1.33 op->destroy ();
695 root 1.18 LOG (llevError, "give_initial_items: Removing duplicate object %s\n", &tmp->name);
696     continue;
697 root 1.11 }
698 root 1.33
699 root 1.18 if (op->nrof > 1)
700     op->nrof = 1;
701 root 1.11 }
702 elmex 1.1
703 root 1.18 if (op->type == SPELLBOOK && op->inv)
704 root 1.176 CLEAR_FLAG (op->inv, FLAG_STARTEQUIP);
705 root 1.11
706 root 1.18 /* Give starting characters identified, uncursed, and undamned
707 root 1.182 * items. Just don't identify gold or silver, or it won't be
708 root 1.18 * merged properly.
709     */
710     if (need_identify (op))
711     {
712     SET_FLAG (op, FLAG_IDENTIFIED);
713     CLEAR_FLAG (op, FLAG_CURSED);
714     CLEAR_FLAG (op, FLAG_DAMNED);
715     }
716 root 1.182
717 root 1.18 if (op->type == SPELL)
718     {
719 root 1.33 op->destroy ();
720 root 1.18 continue;
721     }
722     else if (op->type == SKILL)
723     {
724     SET_FLAG (op, FLAG_CAN_USE_SKILL);
725     op->stats.exp = 0;
726     op->level = 1;
727 root 1.11 }
728 root 1.182 else /* lock all 'normal items by default */
729 root 1.18 SET_FLAG (op, FLAG_INV_LOCKED);
730     } /* for loop of objects in player inv */
731    
732     /* Need to set up the skill pointers */
733 root 1.205 pl->contr->link_skills ();
734 root 1.18 }
735    
736     void
737     get_party_password (object *op, partylist *party)
738     {
739     if (party == NULL)
740     {
741     LOG (llevError, "get_party_password(): tried to make player %s join a NULL party", &op->name);
742     return;
743 elmex 1.1 }
744 root 1.54
745 root 1.18 op->contr->write_buf[0] = '\0';
746 root 1.52 op->contr->ns->state = ST_GET_PARTY_PASSWORD;
747 root 1.18 op->contr->party_to_join = party;
748 root 1.52 send_query (op->contr->ns, CS_QUERY_HIDEINPUT, "What is the password?\n:");
749 elmex 1.1 }
750    
751     /* This rolls four 1-6 rolls and sums the best 3 of the 4. */
752 root 1.54 static int
753 root 1.18 roll_stat (void)
754     {
755     int a[4], i, j, k;
756    
757     for (i = 0; i < 4; i++)
758 root 1.99 a[i] = (int) rndm (6) + 1;
759 root 1.18
760     for (i = 0, j = 0, k = 7; i < 4; i++)
761     if (a[i] < k)
762     k = a[i], j = i;
763    
764     for (i = 0, k = 0; i < 4; i++)
765 root 1.54 if (i != j)
766     k += a[i];
767    
768 root 1.18 return k;
769     }
770    
771     void
772 root 1.54 object::roll_stats ()
773 root 1.18 {
774 root 1.128 int statsort [NUM_STATS];
775 root 1.18
776 root 1.54 for (;;)
777 root 1.18 {
778 root 1.54 int sum = 0;
779 root 1.128 for (int i = NUM_STATS; i--; )
780 root 1.54 sum += statsort [i] = roll_stat ();
781    
782     if (sum >= 82 && sum <= 116)
783     break;
784 root 1.18 }
785    
786 root 1.54 // Sort the stats so that rerolling is easier...
787 root 1.128 std::sort (statsort, statsort + NUM_STATS, std::greater<int>());
788 root 1.18
789 root 1.128 for (int i = 0; i < NUM_STATS; ++i)
790     stats.stat (i) = statsort [i];
791 root 1.18
792 root 1.54 stats.exp = 0;
793     stats.ac = 0;
794 root 1.18
795 root 1.54 stats.hp = stats.maxhp;
796     stats.sp = stats.maxsp;
797     stats.grace = stats.maxgrace;
798 root 1.18
799 root 1.54 if (contr)
800     {
801     contr->levhp[1] = 9;
802     contr->levsp[1] = 6;
803     contr->levgrace[1] = 3;
804 root 1.18
805 root 1.54 contr->orig_stats = stats;
806     }
807 root 1.18 }
808    
809     void
810 root 1.54 object::swap_stats (int a, int b)
811 root 1.18 {
812 root 1.127 swap (contr->orig_stats.stat (a), contr->orig_stats.stat (b));
813    
814     for (int i = 0; i < NUM_STATS; ++i)
815     stats.stat (i) = contr->orig_stats.stat (i);
816 elmex 1.1
817 root 1.54 //TODO: the following code looks so borked and should, at the very least,
818     // be merged with the similar code in roll_stats
819     stats.ac = 0;
820 elmex 1.1
821 root 1.54 level = 1;
822     stats.exp = 0;
823     stats.ac = 0;
824 elmex 1.1
825 root 1.54 stats.hp = stats.maxhp;
826     stats.sp = stats.maxsp;
827     stats.grace = stats.maxgrace;
828 elmex 1.1
829 root 1.54 if (contr)
830 root 1.18 {
831 root 1.54 contr->levhp[1] = 9;
832     contr->levsp[1] = 6;
833     contr->levgrace[1] = 3;
834 root 1.18
835 root 1.54 contr->orig_stats = stats;
836 elmex 1.1 }
837     }
838    
839 root 1.73 static void
840     start_info (object *op)
841     {
842     char buf[MAX_BUF];
843    
844 root 1.177 sprintf (buf, "Welcome to Deliantra v%s!", VERSION);
845 root 1.73 new_draw_info (NDI_UNIQUE, 0, op, buf);
846     }
847    
848 elmex 1.1 /* This function takes the key that is passed, and does the
849     * appropriate action with it (change race, or other things).
850     * The function name is for historical reasons - now we have
851     * separate race and class; this actually changes the RACE,
852     * not the class.
853     */
854 root 1.112 void
855     player::chargen_race_done ()
856 elmex 1.1 {
857 root 1.112 /* this must before then initial items are given */
858 root 1.189 esrv_new_player (ob->contr);
859 elmex 1.1
860 root 1.112 treasurelist *tl = treasurelist::find ("starting_wealth");
861     if (tl)
862     create_treasure (tl, ob, 0, 0, 0);
863 elmex 1.1
864 root 1.112 INVOKE_PLAYER (BIRTH, ob->contr);
865     INVOKE_PLAYER (LOGIN, ob->contr);
866 elmex 1.36
867 root 1.112 ob->contr->ns->state = ST_PLAYING;
868 elmex 1.1
869 root 1.112 if (ob->msg)
870     ob->msg = 0;
871 elmex 1.1
872 root 1.112 start_info (ob);
873     CLEAR_FLAG (ob, FLAG_WIZ);
874     give_initial_items (ob, ob->randomitems);
875     esrv_send_inventory (ob, ob);
876     ob->update_stats ();
877 root 1.11
878 root 1.112 /* This moves the player to a different start map, if there
879     * is one for this race
880     */
881     if (*first_map_ext_path)
882 root 1.197 ob->player_goto (format ("%s/%s", &first_map_ext_path, &ob->arch->archname), ob->x, ob->y);
883 root 1.112 else
884     LOG (llevDebug, "first_map_ext_path not set\n");
885     }
886 elmex 1.1
887 root 1.112 void
888     player::chargen_race_next ()
889     {
890 root 1.18 /* Following actually changes the race - this is the default command
891     * if we don't match with one of the options above.
892     */
893    
894 root 1.112 do
895 root 1.18 {
896 root 1.112 shstr name = ob->name;
897     int x = ob->x, y = ob->y;
898 root 1.21
899 root 1.112 ob->remove_statbonus ();
900     ob->remove ();
901     ob->arch = get_player_archetype (ob->arch);
902 root 1.149 ob->arch->copy_to (ob);
903 root 1.112 ob->instantiate ();
904     ob->stats = ob->contr->orig_stats;
905     ob->name = ob->name_pl = name;
906     ob->x = x;
907     ob->y = y;
908     SET_ANIMATION (ob, 2); /* So player faces south */
909     insert_ob_in_map (ob, ob->map, ob, 0);
910 root 1.149 assign (ob->contr->title, ob->arch->object::name);
911 root 1.112 ob->add_statbonus ();
912     }
913     while (!allowed_class (ob));
914    
915     update_object (ob, UP_OBJ_FACE);
916     esrv_update_item (UPD_FACE, ob, ob);
917     ob->update_stats ();
918     ob->stats.hp = ob->stats.maxhp;
919     ob->stats.sp = ob->stats.maxsp;
920     ob->stats.grace = 0;
921 elmex 1.1 }
922    
923 root 1.18 void
924     flee_player (object *op)
925     {
926     int dir, diff;
927     rv_vector rv;
928    
929     if (op->stats.hp < 0)
930     {
931     LOG (llevDebug, "Fleeing player is dead.\n");
932     CLEAR_FLAG (op, FLAG_SCARED);
933     return;
934 elmex 1.1 }
935    
936 root 1.18 if (op->enemy == NULL)
937     {
938     LOG (llevDebug, "Fleeing player had no enemy.\n");
939     CLEAR_FLAG (op, FLAG_SCARED);
940     return;
941 elmex 1.1 }
942    
943 root 1.18 /* Seen some crashes here. Since we don't store an
944     * op->enemy_count, it is possible that something destroys the
945     * actual enemy, and the object is recycled.
946     */
947     if (op->enemy->map == NULL)
948     {
949     CLEAR_FLAG (op, FLAG_SCARED);
950     op->enemy = NULL;
951     return;
952 elmex 1.1 }
953    
954 root 1.18 if (!(random_roll (0, 4, op, PREFER_LOW)) && did_make_save (op, op->level, 0))
955     {
956     op->enemy = NULL;
957     CLEAR_FLAG (op, FLAG_SCARED);
958     return;
959 elmex 1.1 }
960 root 1.49
961 root 1.18 get_rangevector (op, op->enemy, &rv, 0);
962    
963     dir = absdir (4 + rv.direction);
964     for (diff = 0; diff < 3; diff++)
965     {
966     int m = 1 - (RANDOM () & 2);
967 elmex 1.1
968 root 1.18 if (move_ob (op, absdir (dir + diff * m), op) || (diff == 0 && move_ob (op, absdir (dir - diff * m), op)))
969 root 1.49 return;
970 elmex 1.1 }
971 root 1.49
972 root 1.18 /* Cornered, get rid of scared */
973     CLEAR_FLAG (op, FLAG_SCARED);
974     op->enemy = NULL;
975 elmex 1.1 }
976    
977     /* check_pick sees if there is stuff to be picked up/picks up stuff.
978 root 1.122 * It returns 1 if the player should keep on moving, 0 if he should
979 elmex 1.1 * stop.
980     */
981 root 1.18 int
982     check_pick (object *op)
983     {
984 elmex 1.1 object *tmp, *next;
985     int stop = 0;
986 pippijn 1.106 int wvratio;
987     char putstring[128];
988 elmex 1.1
989     /* if you're flying, you cna't pick up anything */
990     if (op->move_type & MOVE_FLYING)
991     return 1;
992    
993     next = op->below;
994    
995 elmex 1.175 int cnt = MAX_ITEM_PER_DROP;
996     #define CHK_PICK_PICKUP do { pick_up (op, tmp); cnt--; } while (0)
997    
998 elmex 1.1 /* loop while there are items on the floor that are not marked as
999     * destroyed */
1000 root 1.24 while (next && !next->destroyed ())
1001 root 1.18 {
1002     tmp = next;
1003     next = tmp->below;
1004 elmex 1.1
1005 elmex 1.175 if (cnt <= 0)
1006     {
1007     op->failmsg ("Couldn't pickup all items at once.");
1008     return 0;
1009     }
1010    
1011 root 1.24 if (op->destroyed ())
1012 elmex 1.1 return 0;
1013    
1014 root 1.18 if (!can_pick (op, tmp))
1015     continue;
1016 elmex 1.1
1017 root 1.18 if (op->contr->search_str[0] != '\0' && settings.search_items == TRUE)
1018     {
1019     if (item_matched_string (op, tmp, op->contr->search_str))
1020 elmex 1.175 CHK_PICK_PICKUP;
1021 root 1.18 continue;
1022 root 1.11 }
1023    
1024 root 1.18 /* high not bit set? We're using the old autopickup model */
1025     if (!(op->contr->mode & PU_NEWMODE))
1026 root 1.11 {
1027 root 1.18 switch (op->contr->mode)
1028 root 1.11 {
1029 root 1.20 case 0:
1030     return 1; /* don't pick up */
1031     case 1:
1032 elmex 1.175 CHK_PICK_PICKUP;
1033 root 1.20 return 1;
1034     case 2:
1035 elmex 1.175 CHK_PICK_PICKUP;
1036 root 1.20 return 0;
1037     case 3:
1038     return 0; /* stop before pickup */
1039     case 4:
1040 elmex 1.175 CHK_PICK_PICKUP;
1041 root 1.20 break;
1042     case 5:
1043 elmex 1.175 CHK_PICK_PICKUP;
1044 root 1.20 stop = 1;
1045     break;
1046     case 6:
1047 elmex 1.175 if (QUERY_FLAG (tmp, FLAG_KNOWN_MAGICAL)
1048     && !QUERY_FLAG (tmp, FLAG_KNOWN_CURSED))
1049     CHK_PICK_PICKUP;
1050 root 1.20 break;
1051    
1052     case 7:
1053     if (tmp->type == MONEY || tmp->type == GEM)
1054 elmex 1.175 CHK_PICK_PICKUP;
1055 root 1.20 break;
1056    
1057     default:
1058     /* use value density */
1059     if (!QUERY_FLAG (tmp, FLAG_UNPAID)
1060     && (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1))) >= op->contr->mode)
1061 elmex 1.175 CHK_PICK_PICKUP;
1062 root 1.11 }
1063     }
1064 root 1.18 else
1065     { /* old model */
1066     /* NEW pickup handling */
1067     if (op->contr->mode & PU_DEBUG)
1068     {
1069     /* some debugging code to figure out item information */
1070     if (tmp->name != NULL)
1071     sprintf (putstring, "item name: %s item type: %d weight/value: %d",
1072     &tmp->name, tmp->type, (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1))));
1073     else
1074     sprintf (putstring, "item name: %s item type: %d weight/value: %d",
1075 root 1.148 &tmp->arch->archname, tmp->type, (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1))));
1076 root 1.18
1077     new_draw_info (NDI_UNIQUE, 0, op, putstring);
1078 root 1.58 }
1079 elmex 1.1
1080 root 1.18 /* philosophy:
1081     * It's easy to grab an item type from a pile, as long as it's
1082     * generic. This takes no game-time. For more detailed pickups
1083 root 1.58 * and selections, select-items should be used. This is a
1084 root 1.18 * grab-as-you-run type mode that's really useful for arrows for
1085     * example.
1086     * The drawback: right now it has no frontend, so you need to
1087     * stick the bits you want into a calculator in hex mode and then
1088     * convert to decimal and then 'pickup <#>
1089     */
1090    
1091     /* the first two modes are exclusive: if NOTHING we return, if
1092     * STOP then we stop. All the rest are applied sequentially,
1093     * meaning if any test passes, the item gets picked up. */
1094    
1095     /* if mode is set to pick nothing up, return */
1096    
1097     if (op->contr->mode & PU_NOTHING)
1098     return 1;
1099    
1100     /* if mode is set to stop when encountering objects, return */
1101     /* take STOP before INHIBIT since it doesn't actually pick
1102     * anything up */
1103    
1104     if (op->contr->mode & PU_STOP)
1105     return 0;
1106    
1107     /* useful for going into stores and not losing your settings... */
1108     /* and for battles wher you don't want to get loaded down while
1109     * fighting */
1110     if (op->contr->mode & PU_INHIBIT)
1111     return 1;
1112    
1113     /* prevent us from turning into auto-thieves :) */
1114     if (QUERY_FLAG (tmp, FLAG_UNPAID))
1115     continue;
1116    
1117     /* ignore known cursed objects */
1118     if (QUERY_FLAG (tmp, FLAG_KNOWN_CURSED) && op->contr->mode & PU_NOT_CURSED)
1119     continue;
1120    
1121     /* all food and drink if desired */
1122     /* question: don't pick up known-poisonous stuff? */
1123     if (op->contr->mode & PU_FOOD)
1124     if (tmp->type == FOOD)
1125     {
1126 elmex 1.175 CHK_PICK_PICKUP;
1127 root 1.18 continue;
1128     }
1129 root 1.29
1130 root 1.18 if (op->contr->mode & PU_DRINK)
1131     if (tmp->type == DRINK || (tmp->type == POISON && !QUERY_FLAG (tmp, FLAG_KNOWN_CURSED)))
1132     {
1133 elmex 1.175 CHK_PICK_PICKUP;
1134 root 1.18 continue;
1135     }
1136    
1137     if (op->contr->mode & PU_POTION)
1138     if (tmp->type == POTION)
1139     {
1140 elmex 1.175 CHK_PICK_PICKUP;
1141 root 1.18 continue;
1142     }
1143    
1144     /* spellbooks, skillscrolls and normal books/scrolls */
1145     if (op->contr->mode & PU_SPELLBOOK)
1146     if (tmp->type == SPELLBOOK)
1147     {
1148 elmex 1.175 CHK_PICK_PICKUP;
1149 root 1.18 continue;
1150     }
1151 root 1.29
1152 root 1.18 if (op->contr->mode & PU_SKILLSCROLL)
1153     if (tmp->type == SKILLSCROLL)
1154     {
1155 elmex 1.175 CHK_PICK_PICKUP;
1156 root 1.18 continue;
1157     }
1158 root 1.29
1159 root 1.18 if (op->contr->mode & PU_READABLES)
1160 root 1.158 if (tmp->type == BOOK || tmp->type == SCROLL || tmp->type == INSCRIBABLE)
1161 root 1.18 {
1162 elmex 1.175 CHK_PICK_PICKUP;
1163 root 1.18 continue;
1164     }
1165    
1166     /* wands/staves/rods/horns */
1167     if (op->contr->mode & PU_MAGIC_DEVICE)
1168     if (tmp->type == WAND || tmp->type == ROD || tmp->type == HORN)
1169     {
1170 elmex 1.175 CHK_PICK_PICKUP;
1171 root 1.18 continue;
1172     }
1173    
1174     /* pick up all magical items */
1175     if (op->contr->mode & PU_MAGICAL)
1176     if (QUERY_FLAG (tmp, FLAG_KNOWN_MAGICAL) && !QUERY_FLAG (tmp, FLAG_KNOWN_CURSED))
1177     {
1178 elmex 1.175 CHK_PICK_PICKUP;
1179 root 1.18 continue;
1180     }
1181    
1182     if (op->contr->mode & PU_VALUABLES)
1183     {
1184     if (tmp->type == MONEY || tmp->type == GEM)
1185     {
1186 elmex 1.175 CHK_PICK_PICKUP;
1187 root 1.18 continue;
1188     }
1189     }
1190    
1191     /* rings & amulets - talismans seems to be typed AMULET */
1192     if (op->contr->mode & PU_JEWELS)
1193     if (tmp->type == RING || tmp->type == AMULET)
1194     {
1195 elmex 1.175 CHK_PICK_PICKUP;
1196 root 1.29 continue;
1197     }
1198    
1199     /* we don't forget dragon food */
1200     if (op->contr->mode & PU_FLESH)
1201     if (tmp->type == FLESH)
1202     {
1203 elmex 1.175 CHK_PICK_PICKUP;
1204 root 1.18 continue;
1205     }
1206    
1207     /* bows and arrows. Bows are good for selling! */
1208     if (op->contr->mode & PU_BOW)
1209     if (tmp->type == BOW)
1210     {
1211 elmex 1.175 CHK_PICK_PICKUP;
1212 root 1.18 continue;
1213     }
1214 root 1.29
1215 root 1.18 if (op->contr->mode & PU_ARROW)
1216     if (tmp->type == ARROW)
1217     {
1218 elmex 1.175 CHK_PICK_PICKUP;
1219 root 1.18 continue;
1220     }
1221    
1222     /* all kinds of armor etc. */
1223     if (op->contr->mode & PU_ARMOUR)
1224     if (tmp->type == ARMOUR)
1225     {
1226 elmex 1.175 CHK_PICK_PICKUP;
1227 root 1.18 continue;
1228     }
1229 root 1.29
1230 root 1.18 if (op->contr->mode & PU_HELMET)
1231     if (tmp->type == HELMET)
1232     {
1233 elmex 1.175 CHK_PICK_PICKUP;
1234 root 1.18 continue;
1235     }
1236 root 1.29
1237 root 1.18 if (op->contr->mode & PU_SHIELD)
1238     if (tmp->type == SHIELD)
1239     {
1240 elmex 1.175 CHK_PICK_PICKUP;
1241 root 1.18 continue;
1242     }
1243 root 1.29
1244 root 1.18 if (op->contr->mode & PU_BOOTS)
1245     if (tmp->type == BOOTS)
1246     {
1247 elmex 1.175 CHK_PICK_PICKUP;
1248 root 1.18 continue;
1249     }
1250 root 1.29
1251 root 1.18 if (op->contr->mode & PU_GLOVES)
1252     if (tmp->type == GLOVES)
1253     {
1254 elmex 1.175 CHK_PICK_PICKUP;
1255 root 1.18 continue;
1256     }
1257 root 1.29
1258 root 1.18 if (op->contr->mode & PU_CLOAK)
1259     if (tmp->type == CLOAK)
1260     {
1261 elmex 1.175 CHK_PICK_PICKUP;
1262 root 1.18 continue;
1263     }
1264 elmex 1.1
1265 root 1.18 /* hoping to catch throwing daggers here */
1266     if (op->contr->mode & PU_MISSILEWEAPON)
1267     if (tmp->type == WEAPON && QUERY_FLAG (tmp, FLAG_IS_THROWN))
1268     {
1269 elmex 1.175 CHK_PICK_PICKUP;
1270 root 1.18 continue;
1271     }
1272 elmex 1.1
1273 root 1.18 /* careful: chairs and tables are weapons! */
1274     if (op->contr->mode & PU_ALLWEAPON)
1275     {
1276     if (tmp->type == WEAPON && tmp->name != NULL)
1277     {
1278 root 1.148 if (strstr (tmp->name, "table") == NULL && strstr (tmp->arch->archname, "table") == NULL &&
1279     strstr (tmp->name, "chair") && strstr (tmp->arch->archname, "chair") == NULL)
1280 root 1.18 {
1281 elmex 1.175 CHK_PICK_PICKUP;
1282 root 1.18 continue;
1283     }
1284     }
1285 root 1.29
1286 root 1.18 if (tmp->type == WEAPON && tmp->name == NULL)
1287     {
1288 root 1.148 if (strstr (tmp->arch->archname, "table") == NULL && strstr (tmp->arch->archname, "chair") == NULL)
1289 root 1.18 {
1290 elmex 1.175 CHK_PICK_PICKUP;
1291 root 1.18 continue;
1292     }
1293     }
1294     }
1295 elmex 1.1
1296 root 1.18 /* misc stuff that's useful */
1297     if (op->contr->mode & PU_KEY)
1298     if (tmp->type == KEY || tmp->type == SPECIAL_KEY)
1299     {
1300 elmex 1.175 CHK_PICK_PICKUP;
1301 root 1.18 continue;
1302     }
1303 elmex 1.1
1304 root 1.18 /* any of the last 4 bits set means we use the ratio for value
1305     * pickups */
1306     if (op->contr->mode & PU_RATIO)
1307     {
1308     /* use value density to decide what else to grab */
1309     /* >=7 was >= op->contr->mode */
1310     /* >=7 is the old standard setting. Now we take the last 4 bits
1311 root 1.201 */
1312     wvratio = op->contr->mode & PU_RATIO;
1313     if (1000 * query_cost (tmp, op, F_TRUE) / tmp->total_weight () >= wvratio * 100)
1314 root 1.18 {
1315 elmex 1.175 CHK_PICK_PICKUP;
1316 elmex 1.1 #if 0
1317 root 1.18 fprintf (stderr, "HIGH WEIGHT/VALUE [");
1318     if (tmp->name != NULL)
1319     {
1320     fprintf (stderr, "%s", tmp->name);
1321     }
1322     else
1323 root 1.148 fprintf (stderr, "%s", tmp->arch->archname);
1324 root 1.18 fprintf (stderr, ",%d] = ", tmp->type);
1325     fprintf (stderr, "%d\n", (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1))));
1326 elmex 1.1 #endif
1327 root 1.18 continue;
1328     }
1329     }
1330     } /* the new pickup model */
1331     }
1332 root 1.29
1333 root 1.18 return !stop;
1334 elmex 1.1 }
1335    
1336     /*
1337     * Find an arrow in the inventory and after that
1338     * in the right type container (quiver). Pointer to the
1339     * found object is returned.
1340     */
1341 root 1.18 object *
1342     find_arrow (object *op, const char *type)
1343 elmex 1.1 {
1344 root 1.178 for (object *tmp = op->inv; tmp; tmp = tmp->below)
1345 root 1.179 if (tmp->type == ARROW && !strcmp (&tmp->race, type))
1346 root 1.178 return splay (tmp);
1347 elmex 1.1
1348 root 1.178 for (object *tmp = op->inv; tmp; tmp = tmp->below)
1349 root 1.179 if (tmp->type == CONTAINER && QUERY_FLAG (tmp, FLAG_APPLIED) && !strcmp (&tmp->race, type))
1350 root 1.178 if (object *arrow = find_arrow (tmp, type))
1351     {
1352     splay (tmp);
1353     return arrow;
1354     }
1355 root 1.103
1356 root 1.178 return 0;
1357 elmex 1.1 }
1358    
1359     /*
1360     * Similar to find_arrow, but looks for (roughly) the best arrow to use
1361     * against the target. A full test is not performed, simply a basic test
1362     * of resistances. The archer is making a quick guess at what he sees down
1363     * the hall. Failing that it does it's best to pick the highest plus arrow.
1364     */
1365 root 1.18 object *
1366     find_better_arrow (object *op, object *target, const char *type, int *better)
1367 elmex 1.1 {
1368 root 1.18 object *tmp = NULL, *arrow, *ntmp;
1369     int attacknum, attacktype, betterby = 0, i;
1370 elmex 1.1
1371 root 1.18 if (!type)
1372     return NULL;
1373 elmex 1.1
1374 root 1.18 for (arrow = op->inv; arrow; arrow = arrow->below)
1375     {
1376     if (arrow->type == CONTAINER && arrow->race == type && QUERY_FLAG (arrow, FLAG_APPLIED))
1377     {
1378     i = 0;
1379     ntmp = find_better_arrow (arrow, target, type, &i);
1380     if (i > betterby)
1381     {
1382     tmp = ntmp;
1383     betterby = i;
1384     }
1385     }
1386     else if (arrow->type == ARROW && arrow->race == type)
1387     {
1388     /* allways prefer assasination/slaying */
1389 root 1.192 if (target->race && arrow->slaying && strstr (arrow->slaying, target->race))
1390 root 1.18 {
1391     if (arrow->attacktype & AT_DEATH)
1392     {
1393     *better = 100;
1394     return arrow;
1395     }
1396     else
1397     {
1398     tmp = arrow;
1399     betterby = (arrow->magic + arrow->stats.dam) * 2;
1400     }
1401     }
1402     else
1403     {
1404     for (attacknum = 0; attacknum < NROFATTACKS; attacknum++)
1405     {
1406     attacktype = 1 << attacknum;
1407 root 1.149 if ((arrow->attacktype & attacktype) && (target->arch->resist[attacknum]) < 0)
1408     if (((arrow->magic + arrow->stats.dam) * (100 - target->arch->resist[attacknum]) / 100) > betterby)
1409 root 1.18 {
1410     tmp = arrow;
1411 root 1.149 betterby = (arrow->magic + arrow->stats.dam) * (100 - target->arch->resist[attacknum]) / 100;
1412 root 1.18 }
1413 root 1.11 }
1414 root 1.18 if ((2 + arrow->magic + arrow->stats.dam) > betterby)
1415     {
1416     tmp = arrow;
1417     betterby = 2 + arrow->magic + arrow->stats.dam;
1418 root 1.11 }
1419 root 1.18 if (arrow->title && (1 + arrow->magic + arrow->stats.dam) > betterby)
1420     {
1421     tmp = arrow;
1422     betterby = 1 + arrow->magic + arrow->stats.dam;
1423 root 1.11 }
1424     }
1425     }
1426 elmex 1.1 }
1427 root 1.195
1428 root 1.18 if (tmp == NULL && arrow == NULL)
1429     return find_arrow (op, type);
1430 elmex 1.1
1431 root 1.18 *better = betterby;
1432     return tmp;
1433 elmex 1.1 }
1434    
1435     /* looks in a given direction, finds the first valid target, and calls
1436     * find_better_arrow to find a decent arrow to use.
1437     * op = the shooter
1438     * type = bow->race
1439     * dir = fire direction
1440     */
1441 root 1.18 object *
1442     pick_arrow_target (object *op, const char *type, int dir)
1443 elmex 1.1 {
1444 root 1.18 object *tmp = NULL;
1445 root 1.25 maptile *m;
1446 root 1.18 int i, mflags, found, number;
1447     sint16 x, y;
1448    
1449     if (op->map == NULL)
1450     return find_arrow (op, type);
1451    
1452     /* do a dex check */
1453     number = (die_roll (2, 40, op, PREFER_LOW) - 2) / 2;
1454     if (number > (op->stats.Dex + (op->chosen_skill ? op->chosen_skill->level : op->level)))
1455     return find_arrow (op, type);
1456    
1457     m = op->map;
1458     x = op->x;
1459     y = op->y;
1460    
1461     /* find the first target */
1462     for (i = 0, found = 0; i < 20; i++)
1463     {
1464     x += freearr_x[dir];
1465     y += freearr_y[dir];
1466     mflags = get_map_flags (m, &m, x, y, &x, &y);
1467     if (mflags & P_OUT_OF_MAP || mflags & P_BLOCKSVIEW)
1468     {
1469     tmp = NULL;
1470     break;
1471     }
1472     else if (GET_MAP_MOVE_BLOCK (m, x, y) == MOVE_FLY_LOW)
1473     {
1474     /* This block presumes arrows and the like are MOVE_FLY_SLOW -
1475     * perhaps a bad assumption.
1476     */
1477     tmp = NULL;
1478     break;
1479 root 1.11 }
1480 root 1.18 if (mflags & P_IS_ALIVE)
1481     {
1482     for (tmp = GET_MAP_OB (m, x, y); tmp; tmp = tmp->above)
1483     if (QUERY_FLAG (tmp, FLAG_ALIVE))
1484     {
1485     found++;
1486 root 1.11 break;
1487 root 1.18 }
1488     if (found)
1489     break;
1490 root 1.11 }
1491 elmex 1.1 }
1492 root 1.18 if (tmp == NULL)
1493     return find_arrow (op, type);
1494 elmex 1.1
1495 root 1.18 if (tmp->head)
1496     tmp = tmp->head;
1497 elmex 1.1
1498 root 1.18 return find_better_arrow (op, tmp, type, &i);
1499 elmex 1.1 }
1500    
1501     /*
1502     * Creature fires a bow - op can be monster or player. Returns
1503     * 1 if bow was actually fired, 0 otherwise.
1504     * op is the object firing the bow.
1505     * part is for multipart creatures - the part firing the bow.
1506     * dir is the direction of fire.
1507     * wc_mod is any special modifier to give (used in special player fire modes)
1508     * sx, sy are coordinates to fire arrow from - also used in some of the special
1509     * player fire modes.
1510     */
1511 root 1.18 int
1512     fire_bow (object *op, object *part, object *arrow, int dir, int wc_mod, sint16 sx, sint16 sy)
1513 elmex 1.1 {
1514 root 1.18 object *left, *bow;
1515 root 1.132 int mflags;
1516 root 1.25 maptile *m;
1517 elmex 1.1
1518 root 1.18 if (!dir)
1519     {
1520     new_draw_info (NDI_UNIQUE, 0, op, "You can't shoot yourself!");
1521     return 0;
1522 elmex 1.1 }
1523 root 1.48
1524 root 1.136 if (op->contr)
1525     bow = op->current_weapon;
1526 root 1.18 else
1527     {
1528     for (bow = op->inv; bow; bow = bow->below)
1529     /* Don't check for applied - monsters don't apply bows - in that way, they
1530     * don't need to switch back and forth between bows and weapons.
1531     */
1532     if (bow->type == BOW)
1533     break;
1534 root 1.11
1535 root 1.18 if (!bow)
1536     {
1537     LOG (llevError, "Range: bow without activated bow (%s).\n", &op->name);
1538     return 0;
1539 root 1.11 }
1540 root 1.118
1541     // optimisation: move object to top so we will find it quickly again
1542     if (bow->below)
1543     {
1544     bow->remove ();
1545     op->insert (bow);
1546     }
1547    
1548 elmex 1.1 }
1549 root 1.48
1550 root 1.18 if (!bow->race || !bow->skill)
1551     {
1552     new_draw_info_format (NDI_UNIQUE, 0, op, "Your %s is broken.", &bow->name);
1553     return 0;
1554 elmex 1.1 }
1555    
1556 root 1.18 if (arrow == NULL)
1557     {
1558     if ((arrow = find_arrow (op, bow->race)) == NULL)
1559     {
1560     if (op->type == PLAYER)
1561     new_draw_info_format (NDI_UNIQUE, 0, op, "You have no %s left.", &bow->race);
1562     /* FLAG_READY_BOW will get reset if the monsters picks up some arrows */
1563     else
1564     CLEAR_FLAG (op, FLAG_READY_BOW);
1565 root 1.116
1566 root 1.18 return 0;
1567 root 1.11 }
1568 elmex 1.1 }
1569 root 1.48
1570 root 1.18 mflags = get_map_flags (op->map, &m, sx, sy, &sx, &sy);
1571     if (mflags & P_OUT_OF_MAP)
1572 root 1.48 return 0;
1573    
1574 root 1.18 if (GET_MAP_MOVE_BLOCK (m, sx, sy) == MOVE_FLY_LOW)
1575     {
1576     new_draw_info (NDI_UNIQUE, 0, op, "Something is in the way.");
1577     return 0;
1578     }
1579    
1580     /* this should not happen, but sometimes does */
1581     if (arrow->nrof == 0)
1582     {
1583 root 1.33 arrow->destroy ();
1584 root 1.18 return 0;
1585     }
1586    
1587     left = arrow; /* these are arrows left to the player */
1588 root 1.186 arrow = arrow->split ();
1589 root 1.48 if (!arrow)
1590 root 1.18 {
1591     new_draw_info_format (NDI_UNIQUE, 0, op, "You have no %s left.", &bow->race);
1592     return 0;
1593 elmex 1.1 }
1594 root 1.48
1595 root 1.34 arrow->set_owner (op);
1596 root 1.18 arrow->skill = bow->skill;
1597     arrow->direction = dir;
1598    
1599 root 1.124 arrow->stats.sp = arrow->stats.wc; /* save original wc, dam, attacktype and slaying */
1600     arrow->stats.hp = arrow->stats.dam;
1601     arrow->stats.grace = arrow->attacktype;
1602    
1603     if (arrow->slaying)
1604     arrow->spellarg = strdup (arrow->slaying);
1605    
1606 root 1.142 #if 0
1607 root 1.131 if (player *pl = op->contr)
1608 root 1.18 {
1609 root 1.142 float speed = pl->weapon_sp;
1610 root 1.132
1611 root 1.142 /* penalize ROF for bestarrow */
1612     if (pl->bowtype == bow_bestarrow)
1613     speed *= .9f;
1614     else
1615     speed *= 1.f + dex_bonus[op->stats.Dex] * .2f;
1616 root 1.131
1617 root 1.142 op->speed_left += speed - op->speed;
1618     }
1619 root 1.132 #endif
1620 elmex 1.1
1621 root 1.18 SET_ANIMATION (arrow, arrow->direction);
1622 root 1.116
1623 root 1.18 /* update the speed */
1624 root 1.142 arrow->speed = ((bow->flag [FLAG_NO_STRENGTH] ? 0 : dam_bonus[op->stats.Str]) + bow->magic + arrow->magic) / 5.f
1625     + bow->stats.dam / 7.f;
1626 root 1.18
1627 root 1.142 arrow->set_speed (max (arrow->speed, 2.f));
1628 root 1.18 arrow->speed_left = 0;
1629    
1630 root 1.129 int wc = op->stats.wc + wc_mod - arrow->magic - arrow->stats.wc;
1631 root 1.116
1632 root 1.18 if (op->type == PLAYER)
1633     {
1634 root 1.116 arrow->level = op->chosen_skill ? op->chosen_skill->level : op->level;
1635 root 1.129 wc -= dex_bonus[op->stats.Dex];
1636 root 1.18
1637 root 1.116 if (!arrow->slaying)
1638     arrow->slaying = op->slaying;
1639 root 1.124
1640     arrow->attacktype |= op->attacktype;
1641 elmex 1.1 }
1642 root 1.18 else
1643     {
1644     arrow->level = op->level;
1645 root 1.116 arrow->stats.wc -= bow->magic;
1646    
1647     if (!arrow->slaying)
1648     arrow->slaying = bow->slaying;
1649 root 1.124
1650     arrow->attacktype |= bow->attacktype;
1651 elmex 1.1 }
1652 root 1.24
1653 root 1.129 wc -= arrow->level;
1654     arrow->stats.dam = clamp (arrow->stats.dam + op->stats.dam + arrow->magic, MIN_DAM, MAX_DAM);
1655 root 1.24
1656 root 1.129 arrow->stats.wc = clamp (wc, MIN_WC, MAX_WC);
1657 root 1.18 arrow->move_type = MOVE_FLY_LOW;
1658     arrow->move_on = MOVE_FLY_LOW | MOVE_WALK;
1659    
1660 root 1.156 op->play_sound (sound_find ("fire_arrow"));
1661 root 1.70 m->insert (arrow, sx, sy, op);
1662 root 1.18
1663 root 1.24 if (!arrow->destroyed ())
1664 root 1.18 move_arrow (arrow);
1665 elmex 1.1
1666 root 1.18 return 1;
1667 elmex 1.1 }
1668    
1669     /* Special fire code for players - this takes into
1670     * account the special fire modes players can have
1671     * but monsters can't. Putting that code here
1672     * makes the fire_bow code much cleaner.
1673     * this function should only be called if 'op' is a player,
1674     * hence the function name.
1675     */
1676 root 1.18 int
1677     player_fire_bow (object *op, int dir)
1678 elmex 1.1 {
1679 root 1.18 int ret = 0, wcmod = 0;
1680    
1681     if (op->contr->bowtype == bow_bestarrow)
1682     {
1683 root 1.118 ret = fire_bow (op, op, pick_arrow_target (op, op->contr->ranged_ob->race, dir), dir, 0, op->x, op->y);
1684 root 1.18 }
1685     else if (op->contr->bowtype >= bow_n && op->contr->bowtype <= bow_nw)
1686     {
1687     if (!similar_direction (dir, op->contr->bowtype - bow_n + 1))
1688     wcmod = -1;
1689 root 1.74
1690 root 1.18 ret = fire_bow (op, op, NULL, op->contr->bowtype - bow_n + 1, wcmod, op->x, op->y);
1691     }
1692     else if (op->contr->bowtype == bow_threewide)
1693     {
1694     ret = fire_bow (op, op, NULL, dir, 0, op->x, op->y);
1695     ret |= fire_bow (op, op, NULL, dir, -5, op->x + freearr_x[absdir (dir + 2)], op->y + freearr_y[absdir (dir + 2)]);
1696     ret |= fire_bow (op, op, NULL, dir, -5, op->x + freearr_x[absdir (dir - 2)], op->y + freearr_y[absdir (dir - 2)]);
1697     }
1698     else if (op->contr->bowtype == bow_spreadshot)
1699     {
1700     ret |= fire_bow (op, op, NULL, dir, 0, op->x, op->y);
1701     ret |= fire_bow (op, op, NULL, absdir (dir - 1), -5, op->x, op->y);
1702     ret |= fire_bow (op, op, NULL, absdir (dir + 1), -5, op->x, op->y);
1703 elmex 1.1 }
1704 root 1.18 else
1705     {
1706     /* Simple case */
1707     ret = fire_bow (op, op, NULL, dir, 0, op->x, op->y);
1708     }
1709 root 1.121
1710 root 1.18 return ret;
1711 elmex 1.1 }
1712    
1713     /* Fires a misc (wand/rod/horn) object in 'dir'.
1714     * Broken apart from 'fire' to keep it more readable.
1715     */
1716 root 1.18 void
1717     fire_misc_object (object *op, int dir)
1718 elmex 1.1 {
1719 root 1.118 object *item = op->contr->ranged_ob;
1720 elmex 1.1
1721 root 1.118 if (!item)
1722 root 1.18 {
1723     new_draw_info (NDI_UNIQUE, 0, op, "You have range item readied.");
1724     return;
1725 elmex 1.1 }
1726    
1727 root 1.18 if (!item->inv)
1728     {
1729     LOG (llevError, "Object %s lacks a spell\n", &item->name);
1730     return;
1731 elmex 1.1 }
1732 root 1.118
1733 root 1.126 if (!op->change_weapon (item))
1734     return;
1735 root 1.121
1736 root 1.18 if (item->type == WAND)
1737     {
1738     if (item->stats.food <= 0)
1739     {
1740 root 1.156 op->contr->play_sound (sound_find ("wand_poof"));
1741 root 1.18 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s goes poof.", query_base_name (item, 0));
1742 root 1.121
1743 root 1.18 return;
1744 root 1.11 }
1745 root 1.18 }
1746     else if (item->type == ROD || item->type == HORN)
1747     {
1748 elmex 1.191 sint16 spell_sp = MAX (item->inv->stats.sp, item->inv->stats.grace);
1749    
1750     // using the maximum of the rods charge allows at least one spell cast
1751     // for a rod or horn, this fixes some broken rods.
1752     if (item->stats.hp < MIN (spell_sp, item->stats.maxhp))
1753 root 1.18 {
1754 root 1.156 op->contr->play_sound (sound_find ("wand_poof"));
1755 root 1.121
1756 root 1.18 if (item->type == ROD)
1757     new_draw_info_format (NDI_UNIQUE, 0, op, "The %s whines for a while, but nothing happens.", query_base_name (item, 0));
1758     else
1759     new_draw_info_format (NDI_UNIQUE, 0, op, "The %s needs more time to charge.", query_base_name (item, 0));
1760 root 1.121
1761 root 1.18 return;
1762 root 1.11 }
1763 elmex 1.1 }
1764    
1765 root 1.18 if (cast_spell (op, item, dir, item->inv, NULL))
1766     {
1767     SET_FLAG (op, FLAG_BEEN_APPLIED); /* You now know something about it */
1768     if (item->type == WAND)
1769     {
1770     if (!(--item->stats.food))
1771     {
1772     object *tmp;
1773    
1774     if (item->arch)
1775     {
1776     CLEAR_FLAG (item, FLAG_ANIMATE);
1777 root 1.149 item->face = item->arch->face;
1778 root 1.67 item->set_speed (0);
1779 root 1.11 }
1780 root 1.67
1781 root 1.189 if (object *pl = item->visible_to ())
1782     esrv_update_item (UPD_ANIM, pl, item);
1783 root 1.11 }
1784     }
1785 root 1.18 else if (item->type == ROD || item->type == HORN)
1786 root 1.67 drain_rod_charge (item);
1787 elmex 1.1 }
1788     }
1789    
1790     /* Received a fire command for the player - go and do it.
1791     */
1792 root 1.142 bool
1793 root 1.18 fire (object *op, int dir)
1794     {
1795     int spellcost = 0;
1796 elmex 1.1
1797 root 1.18 /* check for loss of invisiblity/hide */
1798     if (action_makes_visible (op))
1799     make_visible (op);
1800 elmex 1.1
1801 root 1.118 player *pl = op->contr;
1802 elmex 1.1
1803 root 1.119 if (pl->golem)
1804     {
1805     control_golem (op->contr->golem, dir);
1806 root 1.142 return false;
1807 root 1.119 }
1808    
1809     object *ob = pl->ranged_ob;
1810 elmex 1.1
1811 root 1.119 if (!ob)
1812 root 1.142 return false;
1813 elmex 1.1
1814 root 1.136 if (!op->change_weapon (ob))
1815 root 1.142 return false;
1816    
1817     if (op->speed_left > 0.f)
1818     --op->speed_left;
1819     else
1820     return false;
1821 root 1.136
1822 root 1.119 switch (ob->type)
1823 root 1.118 {
1824 root 1.119 case BOW:
1825 root 1.118 player_fire_bow (op, dir);
1826 root 1.119 break;
1827    
1828     case SPELL:
1829     spellcost = cast_spell (op, op, dir, ob, pl->spellparam[0] ? pl->spellparam : 0);
1830     break;
1831 root 1.113
1832 root 1.119 case BUILDER:
1833 root 1.20 apply_map_builder (op, dir);
1834 root 1.119 break;
1835    
1836     case SKILL:
1837     do_skill (op, op, ob, dir, 0);
1838     break;
1839    
1840     default:
1841     fire_misc_object (op, dir);
1842     break;
1843 elmex 1.1 }
1844 root 1.142
1845     return true;
1846 elmex 1.1 }
1847    
1848     /* find_key
1849     * We try to find a key for the door as passed. If we find a key
1850     * and successfully use it, we return the key, otherwise NULL
1851     * This function merges both normal and locked door, since the logic
1852     * for both is the same - just the specific key is different.
1853     * pl is the player,
1854     * inv is the objects inventory to searched
1855     * door is the door we are trying to match against.
1856     * This function can be called recursively to search containers.
1857     */
1858 root 1.18 object *
1859     find_key (object *pl, object *container, object *door)
1860 elmex 1.1 {
1861 root 1.18 object *tmp, *key;
1862 elmex 1.1
1863 root 1.18 /* Should not happen, but sanity checking is never bad */
1864 root 1.103 if (!container->inv)
1865     return 0;
1866 elmex 1.1
1867 root 1.18 /* First, lets try to find a key in the top level inventory */
1868 root 1.103 for (tmp = container->inv; tmp; tmp = tmp->below)
1869 root 1.18 {
1870     if (door->type == DOOR && tmp->type == KEY)
1871     break;
1872     /* For sanity, we should really check door type, but other stuff
1873     * (like containers) can be locked with special keys
1874     */
1875     if (tmp->slaying && tmp->type == SPECIAL_KEY && tmp->slaying == door->slaying)
1876     break;
1877     }
1878 root 1.103
1879 root 1.18 /* No key found - lets search inventories now */
1880     /* If we find and use a key in an inventory, return at that time.
1881     * otherwise, if we search all the inventories and still don't find
1882     * a key, return
1883     */
1884     if (!tmp)
1885     {
1886 root 1.103 for (tmp = container->inv; tmp; tmp = tmp->below)
1887 root 1.18 {
1888     /* No reason to search empty containers */
1889     if (tmp->type == CONTAINER && tmp->inv)
1890     {
1891 root 1.103 if ((key = find_key (pl, tmp, door)))
1892 root 1.18 return key;
1893     }
1894     }
1895 root 1.103
1896 root 1.18 if (!tmp)
1897     return NULL;
1898 elmex 1.1 }
1899 root 1.103
1900 root 1.18 /* We get down here if we have found a key. Now if its in a container,
1901     * see if we actually want to use it
1902     */
1903     if (pl != container)
1904     {
1905     /* Only let players use keys in containers */
1906     if (!pl->contr)
1907     return NULL;
1908     /* cases where this fails:
1909     * If we only search the player inventory, return now since we
1910     * are not in the players inventory.
1911     * If the container is not active, return now since only active
1912     * containers can be used.
1913     * If we only search keyrings and the container does not have
1914     * a race/isn't a keyring.
1915     * No checking for all containers - to fall through past here,
1916     * inv must have been an container and must have been active.
1917     *
1918     * Change the color so that the message doesn't disappear with
1919     * all the others.
1920     */
1921     if (pl->contr->usekeys == key_inventory ||
1922     !QUERY_FLAG (container, FLAG_APPLIED) ||
1923     (pl->contr->usekeys == keyrings && (!container->race || strcmp (container->race, "keys"))))
1924     {
1925     new_draw_info_format (NDI_UNIQUE | NDI_BROWN, 0, pl,
1926     "The %s in your %s vibrates as you approach the door", query_name (tmp), query_name (container));
1927     return NULL;
1928 root 1.11 }
1929 elmex 1.1 }
1930 root 1.103
1931 root 1.18 return tmp;
1932 elmex 1.1 }
1933    
1934     /* moved door processing out of move_player_attack.
1935     * returns 1 if player has opened the door with a key
1936     * such that the caller should not do anything more,
1937     * 0 otherwise
1938     */
1939 root 1.18 static int
1940     player_attack_door (object *op, object *door)
1941 elmex 1.1 {
1942 root 1.142 /* If its a door, try to find a key. If we do destroy the door,
1943 root 1.18 * might as well return immediately as there is nothing more to do -
1944     * otherwise, we fall through to the rest of the code.
1945     */
1946     object *key = find_key (op, op, door);
1947    
1948 root 1.142 /* If we found a key, do some extra work */
1949 root 1.18 if (key)
1950     {
1951     object *container = key->env;
1952    
1953     if (action_makes_visible (op))
1954     make_visible (op);
1955 root 1.117
1956 root 1.18 if (door->inv && (door->inv->type == RUNE || door->inv->type == TRAP))
1957     spring_trap (door->inv, op);
1958 root 1.103
1959 root 1.18 if (door->type == DOOR)
1960 root 1.103 hit_player (door, 9998, op, AT_PHYSICAL, 1); /* Break through the door */
1961 root 1.18 else if (door->type == LOCKED_DOOR)
1962     {
1963 root 1.170 op->statusmsg (format ("You open the door with the %s", query_short_name (key)), NDI_BROWN);
1964 root 1.18 remove_door2 (door); /* remove door without violence ;-) */
1965     }
1966 root 1.103
1967 root 1.18 /* Do this after we print the message */
1968 root 1.185 key->decrease (); /* Use up one of the keys */
1969 root 1.103
1970 root 1.18 return 1; /* Nothing more to do below */
1971     }
1972     else if (door->type == LOCKED_DOOR)
1973     {
1974     /* Might as well return now - no other way to open this */
1975 root 1.171 op->failmsg (door->msg ? &door->msg : "Hmm, you miss the certain something to open this door...");
1976 root 1.18 return 1;
1977 elmex 1.1 }
1978 root 1.103
1979 root 1.18 return 0;
1980 elmex 1.1 }
1981    
1982     /* This function is just part of a breakup from move_player.
1983     * It should keep the code cleaner.
1984     * When this is called, the players direction has been updated
1985     * (taking into account confusion.) The player is also actually
1986     * going to try and move (not fire weapons).
1987     */
1988 root 1.142 bool
1989 root 1.18 move_player_attack (object *op, int dir)
1990 elmex 1.1 {
1991 root 1.18 int on_battleground;
1992    
1993 root 1.117 sint16 nx = freearr_x[dir] + op->x;
1994     sint16 ny = freearr_y[dir] + op->y;
1995 root 1.18
1996 root 1.49 on_battleground = op_on_battleground (op, 0, 0);
1997 root 1.18
1998 root 1.142 if (out_of_map (op->map, nx, ny))
1999     return false;
2000    
2001     if (!op->contr->braced && op->speed_left > 0.f && move_ob (op, dir, op))
2002     {
2003     --op->speed_left;
2004     return true;
2005     }
2006    
2007 root 1.18 /* If braced, or can't move to the square, and it is not out of the
2008     * map, attack it. Note order of if statement is important - don't
2009     * want to be calling move_ob if braced, because move_ob will move the
2010     * player. This is a pretty nasty hack, because if we could
2011     * move to some space, it then means that if we are braced, we should
2012     * do nothing at all. As it is, if we are braced, we go through
2013     * quite a bit of processing. However, it probably is less than what
2014     * move_ob uses.
2015     */
2016 root 1.142 maptile *m = op->map->xy_find (nx, ny);
2017    
2018     /* Go through all the objects, and find ones of interest. Only stop if
2019     * we find a monster - that is something we know we want to attack.
2020     * if its a door or barrel (can roll) see if there may be monsters
2021     * on the space
2022     */
2023     object *mon;
2024     for (mon = m->at (nx, ny).bot; mon; mon = mon->above)
2025 root 1.18 {
2026 root 1.142 if ((mon->flag [FLAG_ALIVE]
2027     || mon->type == LOCKED_DOOR
2028     || mon->flag [FLAG_CAN_ROLL])
2029     && mon != op)
2030     break;
2031     }
2032    
2033     if (!mon) /* This happens anytime the player tries to move */
2034     return false; /* into a wall */
2035 root 1.18
2036 root 1.142 mon = mon->head_ ();
2037 root 1.11
2038 root 1.142 if ((mon->type == DOOR && mon->stats.hp >= 0) || (mon->type == LOCKED_DOOR))
2039     if (op->contr->weapon_sp_left > 0.f)
2040     if (player_attack_door (op, mon))
2041 root 1.18 {
2042 root 1.142 --op->contr->weapon_sp_left;
2043     return true;
2044 root 1.18 }
2045    
2046 root 1.142 /* The following deals with possibly attacking peaceful
2047     * or friendly creatures. Basically, all players are considered
2048     * unaggressive. If the moving player has peaceful set, then the
2049     * object should be pushed instead of attacked. It is assumed that
2050     * if you are braced, you will not attack friends accidently,
2051     * and thus will not push them.
2052     */
2053 root 1.18
2054 root 1.142 /* If the creature is a pet, push it even if the player is not
2055     * peaceful. Our assumption is the creature is a pet if the
2056     * player owns it and it is either friendly or unagressive.
2057     */
2058     if (op->type == PLAYER
2059     && ((mon->owner && mon->owner->contr
2060     && same_party (mon->owner->contr->party, op->contr->party))
2061     || mon->owner == op)
2062     && (QUERY_FLAG (mon, FLAG_UNAGGRESSIVE) || QUERY_FLAG (mon, FLAG_FRIENDLY)))
2063     {
2064     /* If we're braced, we don't want to switch places with it */
2065     if (op->contr->braced)
2066     return false;
2067 root 1.18
2068 root 1.142 if (op->speed_left > 0.f)
2069     {
2070     --op->speed_left;
2071 root 1.85
2072 root 1.156 op->play_sound (sound_find ("push_player"));
2073 root 1.117 push_ob (mon, dir, op);
2074 root 1.142
2075 root 1.18 if (op->contr->tmp_invis || op->hide)
2076     make_visible (op);
2077 root 1.85
2078 root 1.142 return true;
2079 root 1.11 }
2080 root 1.142 else
2081     return false;
2082     }
2083 root 1.11
2084 root 1.142 /* in certain circumstances, you shouldn't attack friendly
2085     * creatures. Note that if you are braced, you can't push
2086     * someone, but put it inside this loop so that you won't
2087     * attack them either.
2088     */
2089     if ((mon->type == PLAYER || mon->enemy != op)
2090     && (mon->type == PLAYER || QUERY_FLAG (mon, FLAG_UNAGGRESSIVE) || QUERY_FLAG (mon, FLAG_FRIENDLY))
2091     && ((op->contr->peaceful
2092     || (mon->type == PLAYER && mon->contr->peaceful))
2093     && !on_battleground))
2094     {
2095     if (op->speed_left > 0.f)
2096 root 1.18 {
2097 root 1.142 --op->speed_left;
2098    
2099 root 1.18 if (!op->contr->braced)
2100     {
2101 root 1.156 op->play_sound (sound_find ("push_player"));
2102 root 1.85 push_ob (mon, dir, op);
2103 root 1.18 }
2104     else
2105 root 1.171 op->statusmsg ("You withhold your attack");
2106 root 1.49
2107 root 1.18 if (op->contr->tmp_invis || op->hide)
2108     make_visible (op);
2109 root 1.142
2110     return true;
2111 root 1.11 }
2112 root 1.142 }
2113     /* If the object is a boulder or other rollable object, then
2114     * roll it if not braced. You can't roll it if you are braced.
2115     */
2116     else if (QUERY_FLAG (mon, FLAG_CAN_ROLL) && (!op->contr->braced))
2117     {
2118     if (op->speed_left > 0.f)
2119     {
2120     --op->speed_left;
2121 elmex 1.1
2122 root 1.18 recursive_roll (mon, dir, op);
2123     if (action_makes_visible (op))
2124     make_visible (op);
2125 root 1.142
2126     return true;
2127 root 1.11 }
2128 root 1.142 }
2129     /* Any generic living creature. Including things like doors.
2130     * Way it works is like this: First, it must have some hit points
2131     * and be living. Then, it must be one of the following:
2132     * 1) Not a player, 2) A player, but of a different party. Note
2133     * that party_number -1 is no party, so attacks can still happen.
2134     */
2135     else if ((mon->stats.hp >= 0) && QUERY_FLAG (mon, FLAG_ALIVE) &&
2136     ((mon->type != PLAYER || op->contr->party == NULL || op->contr->party != mon->contr->party)))
2137     {
2138 root 1.143 if (op->contr->weapon_sp_left > 0.f && !op->flag [FLAG_WIZPASS])
2139 root 1.18 {
2140 root 1.142 --op->contr->weapon_sp_left;
2141 root 1.11
2142 root 1.49 skill_attack (mon, op, 0, 0, 0);
2143 root 1.11
2144 root 1.18 if (action_makes_visible (op))
2145     make_visible (op);
2146 root 1.142
2147     return true;
2148 root 1.11 }
2149 root 1.142 }
2150    
2151     return false;
2152 elmex 1.1 }
2153    
2154 root 1.142 bool
2155 root 1.18 move_player (object *op, int dir)
2156     {
2157     int pick;
2158 elmex 1.1
2159 root 1.181 if (!op->map || op->map->in_memory != MAP_ACTIVE)
2160 root 1.18 return 0;
2161 elmex 1.1
2162 root 1.18 /* Sanity check: make sure dir is valid */
2163     if ((dir < 0) || (dir >= 9))
2164     {
2165     LOG (llevError, "move_player: invalid direction %d\n", dir);
2166     return 0;
2167 elmex 1.1 }
2168    
2169 root 1.84 /* peterm: added following line */
2170 root 1.18 if (QUERY_FLAG (op, FLAG_CONFUSED) && dir)
2171 root 1.99 dir = absdir (dir + rndm (3) + rndm (3) - 2);
2172 root 1.18
2173     op->facing = dir;
2174    
2175     if (op->hide)
2176     do_hidden_move (op);
2177    
2178 root 1.142 bool retval;
2179    
2180 root 1.18 if (INVOKE_PLAYER (MOVE, op->contr, ARG_INT (dir)))
2181 root 1.142 retval = RESULT_INT (0);
2182 root 1.18 else if (op->contr->fire_on)
2183 root 1.142 retval = fire (op, dir);
2184 root 1.18 else
2185     {
2186 root 1.142 retval = move_player_attack (op, dir);
2187 root 1.18 pick = check_pick (op);
2188     }
2189 elmex 1.1
2190 root 1.18 /* Add special check for newcs players and fire on - this way, the
2191     * server can handle repeat firing.
2192     */
2193     if (op->contr->fire_on || (op->contr->run_on && pick != 0))
2194 root 1.49 op->direction = dir;
2195 root 1.18 else
2196 root 1.49 op->direction = 0;
2197    
2198 root 1.18 /* Update how the player looks. Use the facing, so direction may
2199     * get reset to zero. This allows for full animation capabilities
2200     * for players.
2201     */
2202     animate_object (op, op->facing);
2203 root 1.142
2204     return retval;
2205 elmex 1.1 }
2206    
2207     /* This is similar to handle_player, below, but is only used by the
2208     * new client/server stuff.
2209     * This is sort of special, in that the new client/server actually uses
2210     * the new speed values for commands.
2211     *
2212 root 1.142 * Returns true if there are more actions we can do. Should not do
2213     * many actions in a row, as that would be too unfair to other
2214     * players.
2215 elmex 1.1 */
2216 root 1.142 bool
2217 root 1.18 handle_newcs_player (object *op)
2218 elmex 1.1 {
2219 root 1.18 if (QUERY_FLAG (op, FLAG_SCARED))
2220     {
2221 root 1.142 if (op->speed_left > 0.f)
2222 root 1.18 {
2223 root 1.132 --op->speed_left;
2224 root 1.142 flee_player (op);
2225    
2226     return true;
2227 root 1.11 }
2228 root 1.142 else
2229     return false;
2230 elmex 1.1 }
2231    
2232 root 1.18 /* call this here - we also will call this in do_ericserver, but
2233     * the players time has been increased when doericserver has been
2234     * called, so we recheck it here.
2235     */
2236 root 1.83 if (op->contr->ns->handle_command ())
2237 root 1.142 return true;
2238 root 1.47
2239 root 1.142 if (op->direction && (op->contr->run_on || op->contr->fire_on))
2240     return move_player (op, op->direction);
2241 elmex 1.1
2242 root 1.142 return false;
2243 root 1.18 }
2244    
2245     int
2246     save_life (object *op)
2247     {
2248     if (!QUERY_FLAG (op, FLAG_LIFESAVE))
2249 elmex 1.1 return 0;
2250 root 1.18
2251 root 1.41 for (object *tmp = op->inv; tmp; tmp = tmp->below)
2252 root 1.18 if (QUERY_FLAG (tmp, FLAG_APPLIED) && QUERY_FLAG (tmp, FLAG_LIFESAVE))
2253     {
2254 root 1.156 op->play_sound (sound_find ("ob_evaporate"));
2255 root 1.18 new_draw_info_format (NDI_UNIQUE, 0, op, "Your %s vibrates violently, then evaporates.", query_name (tmp));
2256 root 1.33
2257     tmp->destroy ();
2258 root 1.18 CLEAR_FLAG (op, FLAG_LIFESAVE);
2259 root 1.33
2260 root 1.18 if (op->stats.hp < 0)
2261     op->stats.hp = op->stats.maxhp;
2262 root 1.33
2263 root 1.18 if (op->stats.food < 0)
2264     op->stats.food = 999;
2265 root 1.33
2266 root 1.54 op->update_stats ();
2267 root 1.18 return 1;
2268     }
2269 root 1.41
2270 root 1.18 LOG (llevError, "Error: LIFESAVE set without applied object.\n");
2271     CLEAR_FLAG (op, FLAG_LIFESAVE);
2272     enter_player_savebed (op); /* bring him home. */
2273     return 0;
2274 elmex 1.1 }
2275    
2276     /* This goes throws the inventory and removes unpaid objects, and puts them
2277     * back in the map (location and map determined by values of env). This
2278 root 1.189 * function will descend into containers. op is the object to start the search
2279 elmex 1.1 * from.
2280     */
2281 root 1.154 static void
2282     drop_unpaid_items (object *op, object *env)
2283 elmex 1.1 {
2284 root 1.18 while (op)
2285     {
2286 root 1.70 object *next = op->below; /* Make sure we have a good value, in case we remove object 'op' */
2287    
2288 root 1.18 if (QUERY_FLAG (op, FLAG_UNPAID))
2289 root 1.189 op->insert_at (env);
2290 root 1.18 else if (op->inv)
2291 root 1.154 drop_unpaid_items (op->inv, env);
2292 root 1.41
2293 root 1.18 op = next;
2294 elmex 1.1 }
2295     }
2296    
2297 root 1.154 void
2298     object::drop_unpaid_items ()
2299     {
2300     if (!flag [FLAG_REMOVED])
2301     ::drop_unpaid_items (inv, this);
2302     }
2303    
2304 elmex 1.1 /*
2305     * Returns pointer a static string containing gravestone text
2306     * Moved from apply.c to player.c - player.c is what
2307     * actually uses this function. player.c may not be quite the
2308     * best, a misc file for object actions is probably better,
2309     * but there isn't one in the server directory.
2310     */
2311 root 1.192 const char *
2312 root 1.18 gravestone_text (object *op)
2313 elmex 1.1 {
2314 root 1.192 static dynbuf_text buf;
2315    
2316 root 1.203 buf << "---- R.I.P. ----\n\n"
2317     << op->name;
2318 root 1.18
2319     if (op->type == PLAYER)
2320 root 1.192 buf << " the " << op->contr->title;
2321    
2322     buf << "\n\n";
2323 root 1.41
2324 root 1.192 buf << "who was level ";
2325     buf << (sint32)op->level << "\n\n" // OO breakdown
2326     << " when " << (op->contr ? "killed" : "died") << "\n\n";
2327 root 1.41
2328 root 1.18 if (op->type == PLAYER)
2329 root 1.192 buf << "by " << op->contr->killer_name () << ".\n\n";
2330 root 1.41
2331 root 1.192 {
2332     static char buf2[128];
2333     time_t now = time (NULL);
2334     strftime (buf2, 128, "%b %d %Y\n\n", localtime (&now));
2335     buf << buf2;
2336     }
2337 root 1.41
2338 root 1.192 return buf;
2339 elmex 1.1 }
2340    
2341 root 1.18 void
2342     do_some_living (object *op)
2343     {
2344     int last_food = op->stats.food;
2345 elmex 1.1 int gen_hp, gen_sp, gen_grace;
2346     int over_hp, over_sp, over_grace;
2347     int i;
2348     int rate_hp = 1200;
2349     int rate_sp = 2500;
2350     int rate_grace = 2000;
2351     const int max_hp = 1;
2352     const int max_sp = 1;
2353     const int max_grace = 1;
2354    
2355 root 1.107 if (op->contr->hidden)
2356     {
2357     op->invisible = 1000;
2358     /* the socket code flashes the player visible/invisible
2359     * depending on the value of invisible, so we need to
2360     * alternate it here for it to work correctly.
2361     */
2362     if (pticks & 2)
2363     op->invisible--;
2364     }
2365     else if (op->invisible && !(QUERY_FLAG (op, FLAG_MAKE_INVIS)))
2366     {
2367     if (!op->invisible--)
2368     {
2369     make_visible (op);
2370     new_draw_info (NDI_UNIQUE, 0, op, "Your invisibility spell runs out.");
2371     }
2372     }
2373    
2374 root 1.52 if (op->contr->ns->state == ST_PLAYING)
2375 root 1.18 {
2376     /* these next three if clauses make it possible to SLOW DOWN
2377     hp/grace/spellpoint regeneration. */
2378     if (op->contr->gen_hp >= 0)
2379     gen_hp = (op->contr->gen_hp + 1) * op->stats.maxhp;
2380     else
2381     {
2382     gen_hp = op->stats.maxhp;
2383     rate_hp -= rate_hp / 2 * op->contr->gen_hp;
2384     }
2385 root 1.55
2386 root 1.18 if (op->contr->gen_sp >= 0)
2387     gen_sp = (op->contr->gen_sp + 1) * op->stats.maxsp;
2388     else
2389     {
2390     gen_sp = op->stats.maxsp;
2391     rate_sp -= rate_sp / 2 * op->contr->gen_sp;
2392     }
2393 root 1.55
2394 root 1.18 if (op->contr->gen_grace >= 0)
2395     gen_grace = (op->contr->gen_grace + 1) * op->stats.maxgrace;
2396     else
2397     {
2398     gen_grace = op->stats.maxgrace;
2399     rate_grace -= rate_grace / 2 * op->contr->gen_grace;
2400     }
2401    
2402     /* Regenerate Grace */
2403     /* I altered this a little - maximum grace is ony achieved through prayer -b.t. */
2404     if (--op->last_grace < 0)
2405     {
2406     if (op->stats.grace < op->stats.maxgrace / 2)
2407     op->stats.grace++; /* no penalty in food for regaining grace */
2408 root 1.55
2409 root 1.18 if (max_grace > 1)
2410     {
2411     over_grace = (gen_grace < 20 ? 30 : gen_grace + 10) / rate_grace;
2412     if (over_grace > 0)
2413     {
2414     op->stats.sp += over_grace
2415     + (random_roll (0, rate_grace - 1, op, PREFER_HIGH) > ((gen_grace < 20 ? 30 : gen_grace + 10) % rate_grace)) ? -1 : 0;
2416     op->last_grace = 0;
2417     }
2418     else
2419     {
2420     op->last_grace = rate_grace / (gen_grace < 20 ? 30 : gen_grace + 10);
2421     }
2422     }
2423     else
2424     {
2425     op->last_grace = rate_grace / (gen_grace < 20 ? 30 : gen_grace + 10);
2426     }
2427     /* wearing stuff doesn't detract from grace generation. */
2428     }
2429    
2430 root 1.161 if (op->stats.food > 0)
2431 root 1.18 {
2432 root 1.161 /* Regenerate Spell Points */
2433     if (!op->contr->golem && --op->last_sp < 0)
2434 root 1.18 {
2435 root 1.161 gen_sp = gen_sp * 10 / (op->contr->gen_sp_armour < 10 ? 10 : op->contr->gen_sp_armour);
2436    
2437     if (op->stats.sp < op->stats.maxsp)
2438 root 1.18 {
2439 root 1.161 op->stats.sp++;
2440    
2441     /* dms do not consume food */
2442     if (!QUERY_FLAG (op, FLAG_WIZ))
2443     {
2444     op->stats.food--;
2445    
2446     if (op->contr->digestion < 0)
2447     op->stats.food += op->contr->digestion;
2448     else if (op->contr->digestion > 0 && random_roll (0, op->contr->digestion, op, PREFER_HIGH))
2449     op->stats.food = last_food;
2450     }
2451 root 1.18 }
2452 root 1.161
2453     if (max_sp > 1)
2454     {
2455     over_sp = (gen_sp + 10) / rate_sp;
2456     if (over_sp > 0)
2457     {
2458     if (op->stats.sp < op->stats.maxsp)
2459     {
2460     op->stats.sp += over_sp > max_sp ? max_sp : over_sp;
2461    
2462     if (random_roll (0, rate_sp - 1, op, PREFER_LOW) > ((gen_sp + 10) % rate_sp))
2463     op->stats.sp--;
2464    
2465     if (op->stats.sp > op->stats.maxsp)
2466     op->stats.sp = op->stats.maxsp;
2467     }
2468    
2469     op->last_sp = 0;
2470     }
2471     else
2472     op->last_sp = rate_sp / (gen_sp < 20 ? 30 : gen_sp + 10);
2473     }
2474     else
2475     op->last_sp = rate_sp / (gen_sp < 20 ? 30 : gen_sp + 10);
2476 root 1.18 }
2477 root 1.55
2478 root 1.161 /* Regenerate Hit Points */
2479     if (--op->last_heal < 0)
2480 root 1.18 {
2481 root 1.161 if (op->stats.hp < op->stats.maxhp)
2482 root 1.18 {
2483 root 1.161 op->stats.hp++;
2484    
2485     /* dms do not consume food */
2486     if (!QUERY_FLAG (op, FLAG_WIZ))
2487     {
2488     op->stats.food--;
2489    
2490     if (op->contr->digestion < 0)
2491     op->stats.food += op->contr->digestion;
2492     else if (op->contr->digestion > 0 && random_roll (0, op->contr->digestion, op, PREFER_HIGH))
2493     op->stats.food = last_food;
2494     }
2495 root 1.18 }
2496 root 1.161
2497     if (max_hp > 1)
2498 root 1.18 {
2499 root 1.161 over_hp = (gen_hp < 20 ? 30 : gen_hp + 10) / rate_hp;
2500    
2501     if (over_hp > 0)
2502     {
2503     op->stats.sp += over_hp + (RANDOM () % rate_hp > ((gen_hp < 20 ? 30 : gen_hp + 10) % rate_hp)) ? -1 : 0;
2504     op->last_heal = 0;
2505     }
2506     else
2507     op->last_heal = rate_hp / (gen_hp < 20 ? 30 : gen_hp + 10);
2508 root 1.18 }
2509 root 1.161 else
2510     op->last_heal = rate_hp / (gen_hp < 20 ? 30 : gen_hp + 10);
2511 root 1.18 }
2512 root 1.11 }
2513 elmex 1.1
2514 root 1.18 /* Digestion */
2515     if (--op->last_eat < 0)
2516     {
2517 root 1.155 int bonus = max (0, op->contr->digestion),
2518     penalty = max (0, -op->contr->digestion);
2519 root 1.18
2520 root 1.155 op->last_eat = 25 * (1 + bonus) / (max (0, op->contr->gen_hp) + penalty + 1);
2521 root 1.55
2522 root 1.18 /* dms do not consume food */
2523     if (!QUERY_FLAG (op, FLAG_WIZ))
2524     op->stats.food--;
2525 root 1.11 }
2526 elmex 1.1
2527 root 1.55 if (op->stats.food < 0 && op->stats.hp >= 0)
2528     {
2529 root 1.196 object *flesh = 0;
2530 root 1.18
2531 root 1.196 for_inv_removable (op, tmp)
2532 root 1.18 {
2533 root 1.196 if (QUERY_FLAG (tmp, FLAG_UNPAID))
2534     continue;
2535    
2536     if (tmp->type == FOOD || tmp->type == DRINK || tmp->type == POISON)
2537 root 1.18 {
2538 root 1.196 op->statusmsg ("You blindly grab for a bite of food. "
2539     "H<To prevent you from starving, you ate some random item from your backpack.>");
2540     manual_apply (op, tmp, 0);
2541    
2542     if (op->stats.food >= 0 || op->stats.hp < 0)
2543     break;
2544     }
2545     else if (tmp->type == FLESH)
2546     flesh = tmp;
2547     }
2548 root 1.55
2549     /* If player is still starving, it means they don't have any food, so
2550     * eat flesh instead.
2551     */
2552     if (op->stats.food < 0 && op->stats.hp >= 0 && flesh)
2553     {
2554 root 1.196 op->statusmsg ("You blindly grab for a bite of food. "
2555     "H<To prevent you from starving, you ate some random item from your backpack.>");
2556 root 1.55 manual_apply (op, flesh, 0);
2557     }
2558 root 1.196
2559     // If player is still starving, alert him!
2560     if (op->stats.food < 0)
2561     op->failmsg ("You are starving! "
2562     "H<Eat some food to increase your food and prevent you from an untimely death.>");
2563 root 1.11 }
2564 elmex 1.1
2565 root 1.196 if (op->stats.food < 0)
2566 root 1.161 {
2567 root 1.196 op->stats.hp += op->stats.food;
2568 root 1.161 op->stats.food = 0;
2569 root 1.200
2570     if (op->stats.hp < 0)
2571     {
2572     op->contr->killer = archetype::get ("killer_starvation");
2573     op->contr->killer->destroy ();
2574     }
2575 root 1.161 }
2576 elmex 1.1
2577 root 1.200 /* killer should be set here already */
2578 root 1.55 if (op->stats.hp < 0 && !QUERY_FLAG (op, FLAG_WIZ))
2579     kill_player (op);
2580     }
2581 elmex 1.1 }
2582    
2583     /* If the player should die (lack of hp, food, etc), we call this.
2584     * op is the player in jeopardy. If the player can not be saved (not
2585     * permadeath, no lifesave), this will take care of removing the player
2586     * file.
2587     */
2588 root 1.18 void
2589     kill_player (object *op)
2590 elmex 1.1 {
2591 root 1.168 int x, y;
2592 root 1.18 char buf[MAX_BUF];
2593 root 1.25 maptile *map; /* this is for resurrection */
2594 root 1.18 int will_kill_again;
2595     archetype *at;
2596     object *tmp;
2597    
2598     if (save_life (op))
2599     return;
2600    
2601     /* If player dies on BATTLEGROUND, no stat/exp loss! For Combat-Arenas
2602     * in cities ONLY!!! It is very important that this doesn't get abused.
2603     * Look at op_on_battleground() for more info --AndreasV
2604     */
2605     if (op_on_battleground (op, &x, &y))
2606     {
2607     new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, "You have been defeated in combat!");
2608     new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, "Local medics have saved your life...");
2609    
2610     /* restore player */
2611 root 1.22 at = archetype::find ("poisoning");
2612 root 1.70 if (object *tmp = present_arch_in_ob (at, op))
2613 root 1.18 {
2614 root 1.33 tmp->destroy ();
2615 root 1.18 new_draw_info (NDI_UNIQUE, 0, op, "Your body feels cleansed");
2616     }
2617 elmex 1.1
2618 root 1.22 at = archetype::find ("confusion");
2619 root 1.70 if (object *tmp = present_arch_in_ob (at, op))
2620 root 1.18 {
2621 root 1.33 tmp->destroy ();
2622 root 1.18 new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer");
2623     }
2624    
2625 root 1.165 cure_disease (op, 0, 0); /* remove any disease */
2626 root 1.18 op->stats.hp = op->stats.maxhp;
2627     if (op->stats.food <= 0)
2628     op->stats.food = 999;
2629 elmex 1.1
2630 root 1.18 /* create a bodypart-trophy to make the winner happy */
2631 root 1.70 if (object *tmp = arch_to_object (archetype::find ("finger")))
2632 root 1.18 {
2633 root 1.168 tmp->name = format ("%s's finger" , &op->name);
2634     tmp->name_pl = format ("%s's fingers", &op->name);
2635     tmp->msg = format (
2636     "This finger has been cut off of %s the %s, when he was defeated at level %d by %s.\n",
2637 root 1.192 &op->name, op->contr->title,
2638     (int)op->level,
2639     op->contr->killer_name ()
2640 root 1.168 );
2641 root 1.102 tmp->value = 0, tmp->type = 0;
2642     tmp->materialname = "organics";
2643 elmex 1.87 tmp->insert_at (op, tmp);
2644 root 1.18 }
2645 elmex 1.1
2646 root 1.18 /* teleport defeated player to new destination */
2647     transfer_ob (op, x, y, 0, NULL);
2648     op->contr->braced = 0;
2649     return;
2650 elmex 1.1 }
2651    
2652 root 1.18 INVOKE_PLAYER (DEATH, op->contr);
2653 root 1.3
2654 root 1.18 command_kill_pets (op, 0);
2655 elmex 1.1
2656 root 1.156 op->contr->play_sound (sound_find ("player_dies"));
2657 elmex 1.1
2658 root 1.18 /* save the map location for corpse, gravestone */
2659 root 1.70 x = op->x;
2660     y = op->y;
2661 root 1.18 map = op->map;
2662 elmex 1.1
2663 root 1.54 /* NOT_PERMADEATH code. This basically brings the character back to
2664     * life if they are dead - it takes some exp and a random stat.
2665     * See the config.h file for a little more in depth detail about this.
2666     */
2667    
2668     /* Basically two ways to go - remove a stat permanently, or just
2669     * make it depletion. This bunch of code deals with that aspect
2670     * of death.
2671     */
2672     #ifndef COZY_SERVER
2673     if (settings.balanced_stat_loss)
2674 root 1.18 {
2675 root 1.54 /* If stat loss is permanent, lose one stat only. */
2676     /* Lower level chars don't lose as many stats because they suffer
2677     more if they do. */
2678     /* Higher level characters can afford things such as potions of
2679     restoration, or better, stat potions. So we slug them that
2680     little bit harder. */
2681     /* GD */
2682     if (settings.stat_loss_on_death)
2683     num_stats_lose = 1;
2684     else
2685     num_stats_lose = 1 + op->level / BALSL_NUMBER_LOSSES_RATIO;
2686     }
2687     else
2688 root 1.70 num_stats_lose = 1;
2689    
2690 root 1.54 lost_a_stat = 0;
2691    
2692     for (z = 0; z < num_stats_lose; z++)
2693     {
2694     i = RANDOM () % NUM_STATS;
2695 root 1.11
2696 root 1.54 if (settings.stat_loss_on_death)
2697 root 1.18 {
2698 root 1.54 /* Pick a random stat and take a point off it. Tell the player
2699     * what he lost.
2700     */
2701     change_attr_value (&(op->stats), i, -1);
2702     check_stat_bounds (&(op->stats));
2703     change_attr_value (&(op->contr->orig_stats), i, -1);
2704     check_stat_bounds (&(op->contr->orig_stats));
2705     new_draw_info (NDI_UNIQUE, 0, op, lose_msg[i]);
2706     lost_a_stat = 1;
2707 root 1.18 }
2708     else
2709     {
2710 root 1.54 /* deplete a stat */
2711     archetype *deparch = archetype::find ("depletion");
2712     object *dep;
2713 root 1.11
2714 root 1.54 dep = present_arch_in_ob (deparch, op);
2715     if (!dep)
2716 root 1.18 {
2717 root 1.54 dep = arch_to_object (deparch);
2718     insert_ob_in_ob (dep, op);
2719 root 1.18 }
2720 root 1.54 lose_this_stat = 1;
2721     if (settings.balanced_stat_loss)
2722 root 1.18 {
2723 root 1.54 /* GD */
2724     /* Get the stat that we're about to deplete. */
2725     this_stat = get_attr_value (&(dep->stats), i);
2726     if (this_stat < 0)
2727     {
2728     int loss_chance = 1 + op->level / BALSL_LOSS_CHANCE_RATIO;
2729     int keep_chance = this_stat * this_stat;
2730 root 1.18
2731 root 1.54 /* Yes, I am paranoid. Sue me. */
2732     if (keep_chance < 1)
2733     keep_chance = 1;
2734 root 1.18
2735 root 1.54 /* There is a maximum depletion total per level. */
2736     if (this_stat < -1 - op->level / BALSL_MAX_LOSS_RATIO)
2737     {
2738     lose_this_stat = 0;
2739     /* Take loss chance vs keep chance to see if we
2740     retain the stat. */
2741     }
2742     else
2743     {
2744     if (random_roll (0, loss_chance + keep_chance - 1, op, PREFER_LOW) < keep_chance)
2745     lose_this_stat = 0;
2746     /* LOG(llevDebug, "Determining stat loss. Stat: %d Keep: %d Lose: %d Result: %s.\n",
2747     this_stat, keep_chance, loss_chance,
2748     lose_this_stat?"LOSE":"KEEP"); */
2749 root 1.11 }
2750     }
2751 root 1.54 }
2752 root 1.18
2753 root 1.54 if (lose_this_stat)
2754     {
2755     this_stat = get_attr_value (&(dep->stats), i);
2756     /* We could try to do something clever like find another
2757     * stat to reduce if this fails. But chances are, if
2758     * stats have been depleted to -50, all are pretty low
2759     * and should be roughly the same, so it shouldn't make a
2760     * difference.
2761     */
2762     if (this_stat >= -50)
2763 root 1.18 {
2764 root 1.54 change_attr_value (&(dep->stats), i, -1);
2765     SET_FLAG (dep, FLAG_APPLIED);
2766     new_draw_info (NDI_UNIQUE, 0, op, lose_msg[i]);
2767     op->update_stats ();
2768     lost_a_stat = 1;
2769 root 1.11 }
2770     }
2771     }
2772 root 1.54 }
2773 root 1.195
2774 root 1.54 /* If no stat lost, tell the player. */
2775     if (!lost_a_stat)
2776     {
2777     /* determine_god() seems to not work sometimes... why is this?
2778     Should I be using something else? GD */
2779     const char *god = determine_god (op);
2780 root 1.18
2781 root 1.54 if (god && (strcmp (god, "none")))
2782     new_draw_info_format (NDI_UNIQUE, 0, op, "For a brief moment you feel the holy presence of %s protecting" " you.", god);
2783     else
2784     new_draw_info (NDI_UNIQUE, 0, op, "For a brief moment you feel a holy presence protecting you.");
2785     }
2786 root 1.28 #else
2787 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.");
2788 elmex 1.1 #endif
2789    
2790 root 1.54 /* Put a gravestone up where the character 'almost' died. List the
2791     * exp loss on the stone.
2792     */
2793     tmp = arch_to_object (archetype::find ("gravestone"));
2794 root 1.195 tmp->name = format ("%s's gravestone", &op->name);
2795     tmp->name_pl = format ("%s's gravestones", &op->name);
2796 root 1.204 tmp->msg = format ("T<RIP>\n\nHere rests the hero %s the %s,\rwho was killed\rby %s.\n",
2797     &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     }
2896 root 1.18
2897 root 1.54 new_draw_info (NDI_UNIQUE, 0, op, "YOU HAVE DIED.");
2898 elmex 1.1 }
2899    
2900 root 1.18 void
2901     loot_object (object *op)
2902     { /* Grab and destroy some treasure */
2903     object *tmp, *tmp2, *next;
2904 elmex 1.1
2905 root 1.103 op->close_container (); /* close open sack first */
2906 elmex 1.1
2907 root 1.54 for (tmp = op->inv; tmp; tmp = next)
2908 root 1.18 {
2909     next = tmp->below;
2910 root 1.54
2911 elmex 1.50 if (tmp->invisible)
2912 root 1.18 continue;
2913 root 1.54
2914 root 1.32 tmp->remove ();
2915 root 1.18 tmp->x = op->x, tmp->y = op->y;
2916 root 1.103
2917 root 1.18 if (tmp->type == CONTAINER)
2918 root 1.103 loot_object (tmp); /* empty container to ground */
2919    
2920 root 1.99 if (!QUERY_FLAG (tmp, FLAG_UNIQUE) && (QUERY_FLAG (tmp, FLAG_STARTEQUIP) || QUERY_FLAG (tmp, FLAG_NO_DROP) || !(rndm (3))))
2921 root 1.18 {
2922     if (tmp->nrof > 1)
2923     {
2924 root 1.186 tmp->decrease (rndm (1, tmp->nrof - 1));
2925 root 1.18 insert_ob_in_map (tmp, op->map, NULL, 0);
2926     }
2927     else
2928 root 1.33 tmp->destroy ();
2929 root 1.18 }
2930     else
2931     insert_ob_in_map (tmp, op->map, NULL, 0);
2932     }
2933 elmex 1.1 }
2934    
2935     /*
2936     * fix_weight(): Check recursively the weight of all players, and fix
2937     * what needs to be fixed. Refresh windows and fix speed if anything
2938     * was changed.
2939     */
2940 root 1.18 void
2941     fix_weight (void)
2942     {
2943 root 1.61 for_all_players (pl)
2944 root 1.18 {
2945 root 1.184 sint32 old = pl->ob->carrying;
2946 root 1.18
2947 root 1.184 pl->ob->update_weight ();
2948    
2949     if (old != pl->ob->carrying)
2950     {
2951     pl->ob->update_stats ();
2952     LOG (llevDebug, "Fixed inventory in %s (%d -> %d)\n", &pl->ob->name, (int)old, (int)pl->ob->carrying);
2953     }
2954 root 1.18 }
2955 elmex 1.1 }
2956    
2957 root 1.18 void
2958     fix_luck (void)
2959     {
2960 root 1.61 for_all_players (pl)
2961 root 1.52 if (!pl->ob->contr->ns->state)
2962 root 1.54 pl->ob->change_luck (0);
2963 elmex 1.1 }
2964    
2965     /* cast_dust() - handles op throwing objects of type 'DUST'.
2966     * This is much simpler in the new spell code - we basically
2967     * just treat this as any other spell casting object.
2968     */
2969 elmex 1.2 void
2970 root 1.18 cast_dust (object *op, object *throw_ob, int dir)
2971 elmex 1.2 {
2972     object *skop, *spob;
2973    
2974     skop = find_skill_by_name (op, throw_ob->skill);
2975    
2976     /* casting POTION 'dusts' is really a use_magic_item skill */
2977     if (op->type == PLAYER && throw_ob->type == POTION && !skop)
2978     {
2979 root 1.18 LOG (llevError, "Player %s lacks critical skill use_magic_item!\n", &op->name);
2980 elmex 1.2 return;
2981     }
2982    
2983     spob = throw_ob->inv;
2984    
2985     // elmex Tue Aug 15 17:19:46 CEST 2006: Added this check to
2986     // not pass NULL to cast_spell (which did indeed check itself, but
2987     // errors should be reported as early as possible IMHO)
2988     if (!spob)
2989     {
2990 root 1.18 LOG (llevError, "cast_dust: thrown object %s (by %s) had no spell in it!", &throw_ob->name, &op->name);
2991 elmex 1.2 return;
2992 elmex 1.1 }
2993    
2994 elmex 1.2 if (op->type == PLAYER)
2995 root 1.14 new_draw_info_format (NDI_UNIQUE, 0, op, "You cast %s.", &spob->name);
2996 elmex 1.2
2997     cast_spell (op, throw_ob, dir, spob, NULL);
2998    
2999 root 1.33 throw_ob->destroy ();
3000 elmex 1.1 }
3001    
3002 root 1.18 void
3003     make_visible (object *op)
3004     {
3005     op->hide = 0;
3006     op->invisible = 0;
3007 root 1.164
3008 root 1.18 if (op->type == PLAYER)
3009     {
3010     op->contr->tmp_invis = 0;
3011     op->contr->invis_race = 0;
3012     }
3013 root 1.107
3014     update_object (op, UP_OBJ_CHANGE);
3015 root 1.18 }
3016    
3017     int
3018     is_true_undead (object *op)
3019     {
3020 root 1.149 if (QUERY_FLAG (op->arch, FLAG_UNDEAD))
3021 root 1.18 return 1;
3022    
3023 elmex 1.1 return 0;
3024     }
3025    
3026     /* look at the surrounding terrain to determine
3027     * the hideability of this object. Positive levels
3028     * indicate greater hideability.
3029     */
3030 root 1.18 int
3031     hideability (object *ob)
3032     {
3033     int i, level = 0, mflag;
3034     sint16 x, y;
3035    
3036     if (!ob || !ob->map)
3037     return 0;
3038    
3039     /* so, on normal lighted maps, its hard to hide */
3040     level = ob->map->darkness - 2;
3041    
3042     /* this also picks up whether the object is glowing.
3043     * If you carry a light on a non-dark map, its not
3044     * as bad as carrying a light on a pitch dark map */
3045     if (has_carried_lights (ob))
3046     level = -(10 + (2 * ob->map->darkness));
3047    
3048     /* scan through all nearby squares for terrain to hide in */
3049 root 1.182 for (i = 0, x = ob->x, y = ob->y;
3050     i <= SIZEOFFREE1;
3051     i++, x = ob->x + freearr_x[i], y = ob->y + freearr_y[i])
3052 root 1.18 {
3053     mflag = get_map_flags (ob->map, NULL, x, y, NULL, NULL);
3054     if (mflag & P_OUT_OF_MAP)
3055 root 1.182 continue;
3056    
3057 root 1.18 if (mflag & P_BLOCKSVIEW) /* something to hide near! */
3058     level += 2;
3059     else /* open terrain! */
3060     level -= 1;
3061 elmex 1.1 }
3062 root 1.18
3063 elmex 1.1 #if 0
3064 root 1.18 LOG (llevDebug, "hideability of %s is %d\n", ob->name, level);
3065 elmex 1.1 #endif
3066 root 1.18 return level;
3067 elmex 1.1 }
3068    
3069     /* For Hidden creatures - a chance of becoming 'unhidden'
3070     * every time they move - as we subtract off 'invisibility'
3071     * AND, for players, if they move into a ridiculously unhideable
3072     * spot (surrounded by clear terrain in broad daylight). -b.t.
3073     */
3074 root 1.18 void
3075     do_hidden_move (object *op)
3076     {
3077 root 1.194 int hide = 0;
3078 root 1.18
3079     if (!op || !op->map)
3080     return;
3081    
3082 root 1.194 object *skop = find_obj_by_type_subtype (op, SKILL, SK_HIDING);
3083     int num = random_roll (0, 19, op, PREFER_LOW);
3084 root 1.18
3085     /* its *extremely* hard to run and sneak/hide at the same time! */
3086     if (op->type == PLAYER && op->contr->run_on)
3087 root 1.85 if (!skop || num >= skop->level)
3088     {
3089     new_draw_info (NDI_UNIQUE, 0, op, "You ran too much! You are no longer hidden!");
3090     make_visible (op);
3091     return;
3092     }
3093     else
3094     num += 20;
3095    
3096 root 1.18 num += op->map->difficulty;
3097     hide = hideability (op); /* modify by terrain hidden level */
3098     num -= hide;
3099 root 1.85
3100 root 1.18 if ((op->type == PLAYER && hide < -10) || ((op->invisible -= num) <= 0))
3101     {
3102     make_visible (op);
3103 root 1.194
3104 root 1.18 if (op->type == PLAYER)
3105     new_draw_info (NDI_UNIQUE, 0, op, "You moved out of hiding! You are visible!");
3106 elmex 1.1 }
3107 root 1.18 else if (op->type == PLAYER && skop)
3108 root 1.85 change_exp (op, calc_skill_exp (op, NULL, skop), skop->skill, 0);
3109 elmex 1.1 }
3110    
3111     /* determine if who is standing near a hostile creature. */
3112    
3113 root 1.18 int
3114     stand_near_hostile (object *who)
3115     {
3116     object *tmp = NULL;
3117     int i, friendly = 0, player = 0, mflags;
3118 root 1.25 maptile *m;
3119 root 1.18 sint16 x, y;
3120    
3121     if (!who)
3122     return 0;
3123    
3124     if (who->type == PLAYER)
3125     player = 1;
3126    
3127     else
3128     friendly = QUERY_FLAG (who, FLAG_FRIENDLY);
3129    
3130     /* search adjacent squares */
3131     for (i = 1; i < 9; i++)
3132     {
3133     x = who->x + freearr_x[i];
3134     y = who->y + freearr_y[i];
3135     m = who->map;
3136     mflags = get_map_flags (m, &m, x, y, &x, &y);
3137     /* space must be blocked if there is a monster. If not
3138     * blocked, don't need to check this space.
3139     */
3140     if (mflags & P_OUT_OF_MAP)
3141     continue;
3142     if (OB_TYPE_MOVE_BLOCK (who, GET_MAP_MOVE_BLOCK (m, x, y)))
3143     continue;
3144    
3145 root 1.49 for (tmp = GET_MAP_OB (m, x, y); tmp; tmp = tmp->above)
3146 root 1.18 {
3147     if ((player ||friendly) &&QUERY_FLAG (tmp, FLAG_MONSTER) && !QUERY_FLAG (tmp, FLAG_UNAGGRESSIVE))
3148     return 1;
3149     else if (tmp->type == PLAYER)
3150     {
3151     /*don't let a hidden DM prevent you from hiding */
3152     if (!QUERY_FLAG (tmp, FLAG_WIZ) || tmp->contr->hidden == 0)
3153 root 1.11 return 1;
3154 root 1.18 }
3155 root 1.11 }
3156 elmex 1.1 }
3157 root 1.18 return 0;
3158 elmex 1.1 }
3159    
3160     /* check the player los field for viewability of the
3161     * object op. This function works fine for monsters,
3162     * but we dont worry if the object isnt the top one in
3163     * a pile (say a coin under a table would return "viewable"
3164     * by this routine). Another question, should we be
3165     * concerned with the direction the player is looking
3166 root 1.162 * in? Realistically, most of us can't see stuff behind
3167 elmex 1.1 * our backs...on the other hand, does the "facing" direction
3168 root 1.162 * imply the way your head, or body is facing? It's possible
3169 elmex 1.1 * for them to differ. Sigh, this fctn could get a bit more complex.
3170     * -b.t.
3171     * This function is now map tiling safe.
3172     */
3173 root 1.18 int
3174     player_can_view (object *pl, object *op)
3175     {
3176     rv_vector rv;
3177     int dx, dy;
3178    
3179     if (pl->type != PLAYER)
3180     {
3181     LOG (llevError, "player_can_view() called for non-player object\n");
3182     return -1;
3183 elmex 1.1 }
3184 root 1.74
3185 root 1.18 if (!pl || !op)
3186 elmex 1.1 return 0;
3187 root 1.18
3188 root 1.74 op = op->head_ ();
3189    
3190 root 1.18 get_rangevector (pl, op, &rv, 0x1);
3191    
3192     /* starting with the 'head' part, lets loop
3193     * through the object and find if it has any
3194 root 1.162 * part that is in the los array but isn't on
3195 root 1.18 * a blocked los square.
3196     * we use the archetype to figure out offsets.
3197     */
3198     while (op)
3199     {
3200 root 1.149 dx = rv.distance_x + op->arch->x;
3201     dy = rv.distance_y + op->arch->y;
3202 root 1.18
3203     /* only the viewable area the player sees is updated by LOS
3204     * code, so we need to restrict ourselves to that range of values
3205     * for any meaningful values.
3206     */
3207 root 1.162 if (abs (dx) <= (pl->contr->ns->mapx / 2) &&
3208     abs (dy) <= (pl->contr->ns->mapy / 2) &&
3209 root 1.52 !pl->contr->blocked_los[dx + (pl->contr->ns->mapx / 2)][dy + (pl->contr->ns->mapy / 2)])
3210 root 1.18 return 1;
3211 root 1.162
3212 root 1.18 op = op->more;
3213     }
3214 root 1.162
3215 root 1.18 return 0;
3216 elmex 1.1 }
3217    
3218     /* routine for both players and monsters. We call this when
3219     * there is a possibility for our action distrubing our hiding
3220     * place or invisiblity spell. Artefact invisiblity is not
3221     * effected by this. If we arent invisible to begin with, we
3222     * return 0.
3223     */
3224 root 1.18 int
3225     action_makes_visible (object *op)
3226     {
3227     if (op->invisible && QUERY_FLAG (op, FLAG_ALIVE))
3228     {
3229     if (QUERY_FLAG (op, FLAG_MAKE_INVIS))
3230     return 0;
3231    
3232     if (op->contr && op->contr->tmp_invis == 0)
3233     return 0;
3234 elmex 1.1
3235 root 1.18 /* If monsters, they should become visible */
3236     if (op->hide || !op->contr || (op->contr && op->contr->tmp_invis))
3237     {
3238     new_draw_info_format (NDI_UNIQUE, 0, op, "You become %s!", op->hide ? "unhidden" : "visible");
3239     return 1;
3240 root 1.11 }
3241 elmex 1.1 }
3242 root 1.162
3243 root 1.18 return 0;
3244 elmex 1.1 }
3245    
3246     /* op_on_battleground - checks if the given object op (usually
3247     * a player) is standing on a valid battleground-tile,
3248     * function returns TRUE/FALSE. If true x, y returns the battleground
3249     * -exit-coord. (and if x, y not NULL)
3250     * 19 March 2005 - josh@woosworld.net modifed to check if the battleground also has slaying, maxhp, and maxsp set
3251     * and if those are all set and the player has a marker that matches the slaying send them to a different x, y
3252     * Default is to do the same as before, so only people wanting to have different points need worry about this
3253     */
3254 root 1.18 int
3255     op_on_battleground (object *op, int *x, int *y)
3256     {
3257 elmex 1.1 /* A battleground-tile needs the following attributes to be valid:
3258     * is_floor 1 (has to be the FIRST floor beneath the player's feet),
3259     * name="battleground", no_pick 1, type=58 (type BATTLEGROUND)
3260     * and the exit-coordinates sp/hp must both be > 0.
3261     * => The intention here is to prevent abuse of the battleground-
3262     * feature (like pickable or hidden battleground tiles). */
3263 root 1.162 for (object *tmp = op->below; tmp; tmp = tmp->below)
3264 root 1.18 {
3265     if (QUERY_FLAG (tmp, FLAG_IS_FLOOR))
3266     {
3267 root 1.162 if (QUERY_FLAG (tmp, FLAG_NO_PICK)
3268     && tmp->type == BATTLEGROUND
3269     && tmp->name == shstr_battleground
3270     && EXIT_X (tmp) && EXIT_Y (tmp))
3271 root 1.18 {
3272 root 1.162 /* before we assign the exit, check if this is a teambattle */
3273 root 1.18 if (EXIT_ALT_X (tmp) && EXIT_ALT_Y (tmp) && EXIT_PATH (tmp))
3274     {
3275 root 1.162 for (object *invtmp = op->inv; invtmp; invtmp = invtmp->below)
3276 root 1.18 {
3277 root 1.162 if (invtmp->type == FORCE && invtmp->slaying && tmp->slaying == invtmp->slaying)
3278 root 1.18 {
3279 root 1.162 if (x && y)
3280 root 1.18 *x = EXIT_ALT_X (tmp), *y = EXIT_ALT_Y (tmp);
3281 root 1.162
3282 root 1.18 return 1;
3283     }
3284     }
3285     }
3286 root 1.162
3287     if (x && y)
3288 root 1.18 *x = EXIT_X (tmp), *y = EXIT_Y (tmp);
3289 root 1.162
3290 root 1.18 return 1;
3291     }
3292     }
3293 elmex 1.1 }
3294 root 1.162
3295 elmex 1.1 /* If we got here, did not find a battleground */
3296     return 0;
3297     }
3298    
3299     /*
3300     * When a dragon-player gains a new stage of evolution,
3301     * he gets some treasure
3302     *
3303     * attributes:
3304     * object *who the dragon player
3305     * int atnr the attack-number of the ability focus
3306     * int level ability level
3307     */
3308 root 1.18 void
3309     dragon_ability_gain (object *who, int atnr, int level)
3310     {
3311     treasurelist *trlist = NULL; /* treasurelist */
3312     treasure *tr; /* treasure */
3313     object *tmp, *skop; /* tmp. object */
3314     object *item; /* treasure object */
3315     char buf[MAX_BUF]; /* tmp. string buffer */
3316     int i = 0, j = 0;
3317    
3318     /* get the appropriate treasurelist */
3319     if (atnr == ATNR_FIRE)
3320 root 1.163 trlist = treasurelist::find (shstr_dragon_ability_fire);
3321 root 1.18 else if (atnr == ATNR_COLD)
3322 root 1.163 trlist = treasurelist::find (shstr_dragon_ability_cold);
3323 root 1.18 else if (atnr == ATNR_ELECTRICITY)
3324 root 1.163 trlist = treasurelist::find (shstr_dragon_ability_elec);
3325 root 1.18 else if (atnr == ATNR_POISON)
3326 root 1.163 trlist = treasurelist::find (shstr_dragon_ability_poison);
3327 root 1.18
3328     if (trlist == NULL || who->type != PLAYER)
3329     return;
3330    
3331     for (i = 0, tr = trlist->items; tr != NULL && i < level - 1; tr = tr->next, i++);
3332    
3333 elmex 1.82 if (!tr || !tr->item)
3334 root 1.18 {
3335     /* LOG(llevDebug, "-> no more treasure for %s\n", change_resist_msg[atnr]); */
3336     return;
3337 elmex 1.1 }
3338    
3339 root 1.18 /* everything seems okay - now bring on the gift: */
3340 root 1.149 item = tr->item;
3341 elmex 1.1
3342 root 1.18 if (item->type == SPELL)
3343     {
3344     if (check_spell_known (who, item->name))
3345 root 1.11 return;
3346 root 1.18
3347     new_draw_info_format (NDI_UNIQUE | NDI_BLUE, 0, who, "You gained the ability of %s", &item->name);
3348     do_learn_spell (who, item, 0);
3349     return;
3350 elmex 1.1 }
3351    
3352 root 1.18 /* grant direct spell */
3353     if (item->type == SPELLBOOK)
3354     {
3355     if (!item->inv)
3356     {
3357     LOG (llevDebug, "dragon_ability_gain: Broken spellbook %s\n", &item->name);
3358     return;
3359     }
3360     if (check_spell_known (who, item->inv->name))
3361     return;
3362     if (item->invisible)
3363     {
3364     new_draw_info_format (NDI_UNIQUE | NDI_BLUE, 0, who, "You gained the ability of %s", &item->inv->name);
3365     do_learn_spell (who, item->inv, 0);
3366     return;
3367 root 1.11 }
3368 root 1.18 }
3369     else if (item->type == SKILL_TOOL && item->invisible)
3370     {
3371     if (item->subtype == SK_CLAWING && (skop = find_skill_by_name (who, item->skill)) != NULL)
3372     {
3373    
3374     /* should this perhaps be (skop->attackyp & item->attacktype)!=item->attacktype ...
3375     * in this way, if the player is missing any of the attacktypes, he gets
3376     * them. As it is now, if the player has any that match the granted skill,
3377     * but not all of them, he gets nothing.
3378     */
3379     if (!(skop->attacktype & item->attacktype))
3380     {
3381     /* Give new attacktype */
3382     skop->attacktype |= item->attacktype;
3383    
3384     /* always add physical if there's none */
3385     skop->attacktype |= AT_PHYSICAL;
3386    
3387     if (item->msg != NULL)
3388     new_draw_info (NDI_UNIQUE | NDI_BLUE, 0, who, item->msg);
3389    
3390     /* Give player new face */
3391     if (item->animation_id)
3392     {
3393     who->face = skop->face;
3394     who->animation_id = item->animation_id;
3395     who->anim_speed = item->anim_speed;
3396     who->last_anim = 0;
3397     who->state = 0;
3398     animate_object (who, who->direction);
3399     }
3400     }
3401 root 1.11 }
3402 elmex 1.1 }
3403 root 1.18 else if (item->type == FORCE)
3404     {
3405     /* forces in the treasurelist can alter the player's stats */
3406     object *skin;
3407 elmex 1.1
3408 root 1.18 /* first get the dragon skin force */
3409 root 1.153 for (skin = who->inv; skin && !(skin->arch->archname == shstr_dragon_skin_force); skin = skin->below)
3410 root 1.52 ;
3411    
3412     if (!skin)
3413 root 1.18 return;
3414    
3415     /* adding new spellpath attunements */
3416     if (item->path_attuned > 0 && !(skin->path_attuned & item->path_attuned))
3417     {
3418     skin->path_attuned |= item->path_attuned; /* add attunement to skin */
3419    
3420     /* print message */
3421     sprintf (buf, "You feel attuned to ");
3422     for (i = 0, j = 0; i < NRSPELLPATHS; i++)
3423     {
3424     if (item->path_attuned & (1 << i))
3425     {
3426     if (j)
3427     strcat (buf, " and ");
3428     else
3429     j = 1;
3430     strcat (buf, spellpathnames[i]);
3431     }
3432     }
3433     strcat (buf, ".");
3434     new_draw_info (NDI_UNIQUE | NDI_BLUE, 0, who, buf);
3435     }
3436    
3437     /* evtl. adding flags: */
3438     if (QUERY_FLAG (item, FLAG_XRAYS))
3439     SET_FLAG (skin, FLAG_XRAYS);
3440     if (QUERY_FLAG (item, FLAG_STEALTH))
3441     SET_FLAG (skin, FLAG_STEALTH);
3442     if (QUERY_FLAG (item, FLAG_SEE_IN_DARK))
3443     SET_FLAG (skin, FLAG_SEE_IN_DARK);
3444    
3445     /* print message if there is one */
3446     if (item->msg != NULL)
3447     new_draw_info (NDI_UNIQUE | NDI_BLUE, 0, who, item->msg);
3448     }
3449     else
3450     {
3451     /* generate misc. treasure */
3452     tmp = arch_to_object (tr->item);
3453     new_draw_info_format (NDI_UNIQUE | NDI_BLUE, 0, who, "You gained %s", query_short_name (tmp));
3454 root 1.189 who->insert (tmp);
3455 elmex 1.1 }
3456     }
3457    
3458     /**
3459     * Unready an object for a player. This function does nothing if the object was
3460     * not readied.
3461     */
3462 root 1.18 void
3463     player_unready_range_ob (player *pl, object *ob)
3464     {
3465 root 1.119 if (pl->ob->current_weapon == ob)
3466     pl->ob->current_weapon = 0;
3467    
3468 root 1.118 if (pl->combat_ob == ob)
3469 root 1.119 pl->combat_ob = 0;
3470 root 1.118
3471     if (pl->ranged_ob == ob)
3472 root 1.119 pl->ranged_ob = 0;
3473 elmex 1.1 }
3474 root 1.101
3475     sint8
3476     player::visibility_at (maptile *map, int x, int y) const
3477     {
3478     if (!ns)
3479     return 0;
3480    
3481     int dx, dy;
3482     if (!adjacent_map (map, ns->current_map, &dx, &dy))
3483     return 0;
3484    
3485     x += dx - ns->current_x + ns->mapx / 2;
3486     y += dy - ns->current_y + ns->mapy / 2;
3487    
3488     if (!IN_RANGE_EXC (x, 0, ns->mapx) || !IN_RANGE_EXC (y, 0, ns->mapy))
3489     return 0;
3490    
3491     return 100 - blocked_los [x][y];
3492     }
3493 root 1.169
3494     void
3495     player::infobox (const char *title, const char *msg, int color)
3496     {
3497     send_msg (color | NDI_DEF | NDI_REPLY | NDI_CLEAR, title, msg);
3498     }
3499    
3500     void
3501     player::statusmsg (const char *msg, int color)
3502     {
3503     send_msg (color | NDI_REPLY, INFO_CHANNEL, msg);
3504     }
3505    
3506     void
3507     player::failmsg (const char *msg, int color)
3508     {
3509     play_sound (sound_find ("generic_failure"));
3510     statusmsg (msg, color);
3511     }
3512