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Revision: 1.209
Committed: Thu Dec 18 05:13:38 2008 UTC (15 years, 5 months ago) by root
Content type: text/plain
Branch: MAIN
CVS Tags: rel-2_73
Changes since 1.208: +7 -7 lines
Log Message:
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File Contents

# User Rev Content
1 elmex 1.1 /*
2 root 1.174 * This file is part of Deliantra, the Roguelike Realtime MMORPG.
3 root 1.145 *
4 root 1.188 * Copyright (©) 2005,2006,2007,2008 Marc Alexander Lehmann / Robin Redeker / the Deliantra team
5 root 1.145 * Copyright (©) 2002,2007 Mark Wedel & Crossfire Development Team
6     * Copyright (©) 1992,2007 Frank Tore Johansen
7     *
8 root 1.174 * Deliantra is free software: you can redistribute it and/or modify
9 root 1.152 * it under the terms of the GNU General Public License as published by
10     * the Free Software Foundation, either version 3 of the License, or
11     * (at your option) any later version.
12 root 1.145 *
13 root 1.152 * This program is distributed in the hope that it will be useful,
14     * but WITHOUT ANY WARRANTY; without even the implied warranty of
15     * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
16     * GNU General Public License for more details.
17 root 1.145 *
18 root 1.152 * You should have received a copy of the GNU General Public License
19     * along with this program. If not, see <http://www.gnu.org/licenses/>.
20 root 1.145 *
21 root 1.174 * The authors can be reached via e-mail to <support@deliantra.net>
22 root 1.89 */
23 elmex 1.1
24     #include <global.h>
25 root 1.38 #include <sproto.h>
26 elmex 1.1 #include <sounds.h>
27     #include <living.h>
28     #include <object.h>
29     #include <spells.h>
30     #include <skills.h>
31    
32 root 1.54 #include <algorithm>
33     #include <functional>
34 elmex 1.1
35 root 1.89 playervec players;
36 elmex 1.1
37 root 1.18 void
38     display_motd (const object *op)
39     {
40     char buf[MAX_BUF];
41     char motd[HUGE_BUF];
42     FILE *fp;
43     int comp;
44     int size;
45 elmex 1.1
46 root 1.18 sprintf (buf, "%s/%s", settings.confdir, settings.motd);
47     if ((fp = open_and_uncompress (buf, 0, &comp)) == NULL)
48 root 1.44 return;
49    
50 root 1.18 motd[0] = '\0';
51     size = 0;
52 root 1.44
53 root 1.53 while (fgets (buf, MAX_BUF, fp))
54 root 1.18 {
55     if (*buf == '#')
56     continue;
57 root 1.44
58 root 1.18 strncat (motd + size, buf, HUGE_BUF - size);
59     size += strlen (buf);
60 elmex 1.1 }
61 root 1.44
62 root 1.18 draw_ext_info (NDI_UNIQUE | NDI_GREEN, 0, op, MSG_TYPE_MOTD, MSG_SUBTYPE_NONE, motd, NULL);
63     close_and_delete (fp, comp);
64 elmex 1.1 }
65    
66 root 1.18 void
67     send_rules (const object *op)
68     {
69     char buf[MAX_BUF];
70     char rules[HUGE_BUF];
71     FILE *fp;
72     int comp;
73     int size;
74    
75     sprintf (buf, "%s/%s", settings.confdir, settings.rules);
76     if ((fp = open_and_uncompress (buf, 0, &comp)) == NULL)
77 root 1.44 return;
78    
79 root 1.18 rules[0] = '\0';
80     size = 0;
81 root 1.44
82 root 1.53 while (fgets (buf, MAX_BUF, fp))
83 root 1.18 {
84     if (*buf == '#')
85 elmex 1.1 continue;
86 root 1.44
87 root 1.18 if (size + strlen (buf) >= HUGE_BUF)
88     {
89     LOG (llevDebug, "Warning, rules size is > %d bytes.\n", HUGE_BUF);
90 elmex 1.1 break;
91 root 1.18 }
92 root 1.44
93 root 1.18 strncat (rules + size, buf, HUGE_BUF - size);
94     size += strlen (buf);
95 elmex 1.1 }
96 root 1.44
97 root 1.18 draw_ext_info (NDI_UNIQUE | NDI_GREEN, 0, op, MSG_TYPE_ADMIN, MSG_TYPE_ADMIN_RULES, rules, NULL);
98     close_and_delete (fp, comp);
99 elmex 1.1 }
100    
101 root 1.18 void
102     send_news (const object *op)
103     {
104     char buf[MAX_BUF];
105     char news[HUGE_BUF];
106     char subject[MAX_BUF];
107     FILE *fp;
108     int comp;
109     int size;
110    
111     sprintf (buf, "%s/%s", settings.confdir, settings.news);
112     if ((fp = open_and_uncompress (buf, 0, &comp)) == NULL)
113     return;
114 root 1.44
115 root 1.18 news[0] = '\0';
116     subject[0] = '\0';
117     size = 0;
118 root 1.44
119 root 1.104 while (fgets (buf, MAX_BUF, fp))
120 root 1.18 {
121     if (*buf == '#')
122     continue;
123 root 1.44
124 root 1.18 if (*buf == '%')
125     { /* send one news */
126     if (size > 0)
127 root 1.199 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 root 1.207 ob->destroy ();
372 root 1.69 }
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 1.207 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 1.207 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 1.207 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 1.206 LOG (llevError | logBacktrace, "arrow (%s) has nrof 0\n", arrow->debug_desc ());
1584 root 1.207 arrow->destroy ();
1585 root 1.18 return 0;
1586     }
1587    
1588     left = arrow; /* these are arrows left to the player */
1589 root 1.186 arrow = arrow->split ();
1590 root 1.48 if (!arrow)
1591 root 1.18 {
1592     new_draw_info_format (NDI_UNIQUE, 0, op, "You have no %s left.", &bow->race);
1593     return 0;
1594 elmex 1.1 }
1595 root 1.48
1596 root 1.34 arrow->set_owner (op);
1597 root 1.18 arrow->skill = bow->skill;
1598     arrow->direction = dir;
1599    
1600 root 1.124 arrow->stats.sp = arrow->stats.wc; /* save original wc, dam, attacktype and slaying */
1601     arrow->stats.hp = arrow->stats.dam;
1602     arrow->stats.grace = arrow->attacktype;
1603    
1604     if (arrow->slaying)
1605     arrow->spellarg = strdup (arrow->slaying);
1606    
1607 root 1.142 #if 0
1608 root 1.131 if (player *pl = op->contr)
1609 root 1.18 {
1610 root 1.142 float speed = pl->weapon_sp;
1611 root 1.132
1612 root 1.142 /* penalize ROF for bestarrow */
1613     if (pl->bowtype == bow_bestarrow)
1614     speed *= .9f;
1615     else
1616     speed *= 1.f + dex_bonus[op->stats.Dex] * .2f;
1617 root 1.131
1618 root 1.142 op->speed_left += speed - op->speed;
1619     }
1620 root 1.132 #endif
1621 elmex 1.1
1622 root 1.18 SET_ANIMATION (arrow, arrow->direction);
1623 root 1.116
1624 root 1.18 /* update the speed */
1625 root 1.142 arrow->speed = ((bow->flag [FLAG_NO_STRENGTH] ? 0 : dam_bonus[op->stats.Str]) + bow->magic + arrow->magic) / 5.f
1626     + bow->stats.dam / 7.f;
1627 root 1.18
1628 root 1.142 arrow->set_speed (max (arrow->speed, 2.f));
1629 root 1.18 arrow->speed_left = 0;
1630    
1631 root 1.129 int wc = op->stats.wc + wc_mod - arrow->magic - arrow->stats.wc;
1632 root 1.116
1633 root 1.18 if (op->type == PLAYER)
1634     {
1635 root 1.116 arrow->level = op->chosen_skill ? op->chosen_skill->level : op->level;
1636 root 1.129 wc -= dex_bonus[op->stats.Dex];
1637 root 1.18
1638 root 1.116 if (!arrow->slaying)
1639     arrow->slaying = op->slaying;
1640 root 1.124
1641     arrow->attacktype |= op->attacktype;
1642 elmex 1.1 }
1643 root 1.18 else
1644     {
1645     arrow->level = op->level;
1646 root 1.116 arrow->stats.wc -= bow->magic;
1647    
1648     if (!arrow->slaying)
1649     arrow->slaying = bow->slaying;
1650 root 1.124
1651     arrow->attacktype |= bow->attacktype;
1652 elmex 1.1 }
1653 root 1.24
1654 root 1.129 wc -= arrow->level;
1655     arrow->stats.dam = clamp (arrow->stats.dam + op->stats.dam + arrow->magic, MIN_DAM, MAX_DAM);
1656 root 1.24
1657 root 1.129 arrow->stats.wc = clamp (wc, MIN_WC, MAX_WC);
1658 root 1.18 arrow->move_type = MOVE_FLY_LOW;
1659     arrow->move_on = MOVE_FLY_LOW | MOVE_WALK;
1660    
1661 root 1.156 op->play_sound (sound_find ("fire_arrow"));
1662 root 1.70 m->insert (arrow, sx, sy, op);
1663 root 1.18
1664 root 1.24 if (!arrow->destroyed ())
1665 root 1.18 move_arrow (arrow);
1666 elmex 1.1
1667 root 1.18 return 1;
1668 elmex 1.1 }
1669    
1670     /* Special fire code for players - this takes into
1671     * account the special fire modes players can have
1672     * but monsters can't. Putting that code here
1673     * makes the fire_bow code much cleaner.
1674     * this function should only be called if 'op' is a player,
1675     * hence the function name.
1676     */
1677 root 1.18 int
1678     player_fire_bow (object *op, int dir)
1679 elmex 1.1 {
1680 root 1.18 int ret = 0, wcmod = 0;
1681    
1682     if (op->contr->bowtype == bow_bestarrow)
1683     {
1684 root 1.118 ret = fire_bow (op, op, pick_arrow_target (op, op->contr->ranged_ob->race, dir), dir, 0, op->x, op->y);
1685 root 1.18 }
1686     else if (op->contr->bowtype >= bow_n && op->contr->bowtype <= bow_nw)
1687     {
1688     if (!similar_direction (dir, op->contr->bowtype - bow_n + 1))
1689     wcmod = -1;
1690 root 1.74
1691 root 1.18 ret = fire_bow (op, op, NULL, op->contr->bowtype - bow_n + 1, wcmod, op->x, op->y);
1692     }
1693     else if (op->contr->bowtype == bow_threewide)
1694     {
1695     ret = fire_bow (op, op, NULL, dir, 0, op->x, op->y);
1696     ret |= fire_bow (op, op, NULL, dir, -5, op->x + freearr_x[absdir (dir + 2)], op->y + freearr_y[absdir (dir + 2)]);
1697     ret |= fire_bow (op, op, NULL, dir, -5, op->x + freearr_x[absdir (dir - 2)], op->y + freearr_y[absdir (dir - 2)]);
1698     }
1699     else if (op->contr->bowtype == bow_spreadshot)
1700     {
1701     ret |= fire_bow (op, op, NULL, dir, 0, op->x, op->y);
1702     ret |= fire_bow (op, op, NULL, absdir (dir - 1), -5, op->x, op->y);
1703     ret |= fire_bow (op, op, NULL, absdir (dir + 1), -5, op->x, op->y);
1704 elmex 1.1 }
1705 root 1.18 else
1706     {
1707     /* Simple case */
1708     ret = fire_bow (op, op, NULL, dir, 0, op->x, op->y);
1709     }
1710 root 1.121
1711 root 1.18 return ret;
1712 elmex 1.1 }
1713    
1714     /* Fires a misc (wand/rod/horn) object in 'dir'.
1715     * Broken apart from 'fire' to keep it more readable.
1716     */
1717 root 1.18 void
1718     fire_misc_object (object *op, int dir)
1719 elmex 1.1 {
1720 root 1.118 object *item = op->contr->ranged_ob;
1721 elmex 1.1
1722 root 1.118 if (!item)
1723 root 1.18 {
1724     new_draw_info (NDI_UNIQUE, 0, op, "You have range item readied.");
1725     return;
1726 elmex 1.1 }
1727    
1728 root 1.18 if (!item->inv)
1729     {
1730     LOG (llevError, "Object %s lacks a spell\n", &item->name);
1731     return;
1732 elmex 1.1 }
1733 root 1.118
1734 root 1.126 if (!op->change_weapon (item))
1735     return;
1736 root 1.121
1737 root 1.18 if (item->type == WAND)
1738     {
1739     if (item->stats.food <= 0)
1740     {
1741 root 1.156 op->contr->play_sound (sound_find ("wand_poof"));
1742 root 1.18 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s goes poof.", query_base_name (item, 0));
1743 root 1.121
1744 root 1.18 return;
1745 root 1.11 }
1746 root 1.18 }
1747     else if (item->type == ROD || item->type == HORN)
1748     {
1749 elmex 1.191 sint16 spell_sp = MAX (item->inv->stats.sp, item->inv->stats.grace);
1750    
1751     // using the maximum of the rods charge allows at least one spell cast
1752     // for a rod or horn, this fixes some broken rods.
1753     if (item->stats.hp < MIN (spell_sp, item->stats.maxhp))
1754 root 1.18 {
1755 root 1.156 op->contr->play_sound (sound_find ("wand_poof"));
1756 root 1.121
1757 root 1.18 if (item->type == ROD)
1758     new_draw_info_format (NDI_UNIQUE, 0, op, "The %s whines for a while, but nothing happens.", query_base_name (item, 0));
1759     else
1760     new_draw_info_format (NDI_UNIQUE, 0, op, "The %s needs more time to charge.", query_base_name (item, 0));
1761 root 1.121
1762 root 1.18 return;
1763 root 1.11 }
1764 elmex 1.1 }
1765    
1766 root 1.18 if (cast_spell (op, item, dir, item->inv, NULL))
1767     {
1768     SET_FLAG (op, FLAG_BEEN_APPLIED); /* You now know something about it */
1769     if (item->type == WAND)
1770     {
1771     if (!(--item->stats.food))
1772     {
1773     object *tmp;
1774    
1775     if (item->arch)
1776     {
1777     CLEAR_FLAG (item, FLAG_ANIMATE);
1778 root 1.149 item->face = item->arch->face;
1779 root 1.67 item->set_speed (0);
1780 root 1.11 }
1781 root 1.67
1782 root 1.189 if (object *pl = item->visible_to ())
1783     esrv_update_item (UPD_ANIM, pl, item);
1784 root 1.11 }
1785     }
1786 root 1.18 else if (item->type == ROD || item->type == HORN)
1787 root 1.67 drain_rod_charge (item);
1788 elmex 1.1 }
1789     }
1790    
1791     /* Received a fire command for the player - go and do it.
1792     */
1793 root 1.142 bool
1794 root 1.18 fire (object *op, int dir)
1795     {
1796     int spellcost = 0;
1797 elmex 1.1
1798 root 1.118 player *pl = op->contr;
1799 elmex 1.1
1800 root 1.119 if (pl->golem)
1801     {
1802     control_golem (op->contr->golem, dir);
1803 root 1.142 return false;
1804 root 1.119 }
1805    
1806     object *ob = pl->ranged_ob;
1807 elmex 1.1
1808 root 1.119 if (!ob)
1809 root 1.142 return false;
1810 elmex 1.1
1811 root 1.142 if (op->speed_left > 0.f)
1812     --op->speed_left;
1813     else
1814     return false;
1815 root 1.136
1816 root 1.209 if (!op->change_weapon (ob))
1817     return false;
1818    
1819     /* check for loss of invisiblity/hide */
1820     if (action_makes_visible (op))
1821     make_visible (op);
1822    
1823 root 1.119 switch (ob->type)
1824 root 1.118 {
1825 root 1.119 case BOW:
1826 root 1.118 player_fire_bow (op, dir);
1827 root 1.119 break;
1828    
1829     case SPELL:
1830     spellcost = cast_spell (op, op, dir, ob, pl->spellparam[0] ? pl->spellparam : 0);
1831     break;
1832 root 1.113
1833 root 1.119 case BUILDER:
1834 root 1.20 apply_map_builder (op, dir);
1835 root 1.119 break;
1836    
1837     case SKILL:
1838     do_skill (op, op, ob, dir, 0);
1839     break;
1840    
1841     default:
1842     fire_misc_object (op, dir);
1843     break;
1844 elmex 1.1 }
1845 root 1.142
1846     return true;
1847 elmex 1.1 }
1848    
1849     /* find_key
1850     * We try to find a key for the door as passed. If we find a key
1851     * and successfully use it, we return the key, otherwise NULL
1852     * This function merges both normal and locked door, since the logic
1853     * for both is the same - just the specific key is different.
1854     * pl is the player,
1855     * inv is the objects inventory to searched
1856     * door is the door we are trying to match against.
1857     * This function can be called recursively to search containers.
1858     */
1859 root 1.18 object *
1860     find_key (object *pl, object *container, object *door)
1861 elmex 1.1 {
1862 root 1.18 object *tmp, *key;
1863 elmex 1.1
1864 root 1.18 /* Should not happen, but sanity checking is never bad */
1865 root 1.103 if (!container->inv)
1866     return 0;
1867 elmex 1.1
1868 root 1.18 /* First, lets try to find a key in the top level inventory */
1869 root 1.103 for (tmp = container->inv; tmp; tmp = tmp->below)
1870 root 1.18 {
1871     if (door->type == DOOR && tmp->type == KEY)
1872     break;
1873     /* For sanity, we should really check door type, but other stuff
1874     * (like containers) can be locked with special keys
1875     */
1876     if (tmp->slaying && tmp->type == SPECIAL_KEY && tmp->slaying == door->slaying)
1877     break;
1878     }
1879 root 1.103
1880 root 1.18 /* No key found - lets search inventories now */
1881     /* If we find and use a key in an inventory, return at that time.
1882     * otherwise, if we search all the inventories and still don't find
1883     * a key, return
1884     */
1885     if (!tmp)
1886     {
1887 root 1.103 for (tmp = container->inv; tmp; tmp = tmp->below)
1888 root 1.18 {
1889     /* No reason to search empty containers */
1890     if (tmp->type == CONTAINER && tmp->inv)
1891     {
1892 root 1.103 if ((key = find_key (pl, tmp, door)))
1893 root 1.18 return key;
1894     }
1895     }
1896 root 1.103
1897 root 1.18 if (!tmp)
1898     return NULL;
1899 elmex 1.1 }
1900 root 1.103
1901 root 1.18 /* We get down here if we have found a key. Now if its in a container,
1902     * see if we actually want to use it
1903     */
1904     if (pl != container)
1905     {
1906     /* Only let players use keys in containers */
1907     if (!pl->contr)
1908     return NULL;
1909     /* cases where this fails:
1910     * If we only search the player inventory, return now since we
1911     * are not in the players inventory.
1912     * If the container is not active, return now since only active
1913     * containers can be used.
1914     * If we only search keyrings and the container does not have
1915     * a race/isn't a keyring.
1916     * No checking for all containers - to fall through past here,
1917     * inv must have been an container and must have been active.
1918     *
1919     * Change the color so that the message doesn't disappear with
1920     * all the others.
1921     */
1922     if (pl->contr->usekeys == key_inventory ||
1923     !QUERY_FLAG (container, FLAG_APPLIED) ||
1924     (pl->contr->usekeys == keyrings && (!container->race || strcmp (container->race, "keys"))))
1925     {
1926     new_draw_info_format (NDI_UNIQUE | NDI_BROWN, 0, pl,
1927     "The %s in your %s vibrates as you approach the door", query_name (tmp), query_name (container));
1928     return NULL;
1929 root 1.11 }
1930 elmex 1.1 }
1931 root 1.103
1932 root 1.18 return tmp;
1933 elmex 1.1 }
1934    
1935     /* moved door processing out of move_player_attack.
1936     * returns 1 if player has opened the door with a key
1937     * such that the caller should not do anything more,
1938     * 0 otherwise
1939     */
1940 root 1.18 static int
1941     player_attack_door (object *op, object *door)
1942 elmex 1.1 {
1943 root 1.142 /* If its a door, try to find a key. If we do destroy the door,
1944 root 1.18 * might as well return immediately as there is nothing more to do -
1945     * otherwise, we fall through to the rest of the code.
1946     */
1947     object *key = find_key (op, op, door);
1948    
1949 root 1.142 /* If we found a key, do some extra work */
1950 root 1.18 if (key)
1951     {
1952     object *container = key->env;
1953    
1954     if (action_makes_visible (op))
1955     make_visible (op);
1956 root 1.117
1957 root 1.18 if (door->inv && (door->inv->type == RUNE || door->inv->type == TRAP))
1958     spring_trap (door->inv, op);
1959 root 1.103
1960 root 1.18 if (door->type == DOOR)
1961 root 1.103 hit_player (door, 9998, op, AT_PHYSICAL, 1); /* Break through the door */
1962 root 1.18 else if (door->type == LOCKED_DOOR)
1963     {
1964 root 1.170 op->statusmsg (format ("You open the door with the %s", query_short_name (key)), NDI_BROWN);
1965 root 1.18 remove_door2 (door); /* remove door without violence ;-) */
1966     }
1967 root 1.103
1968 root 1.18 /* Do this after we print the message */
1969 root 1.185 key->decrease (); /* Use up one of the keys */
1970 root 1.103
1971 root 1.18 return 1; /* Nothing more to do below */
1972     }
1973     else if (door->type == LOCKED_DOOR)
1974     {
1975     /* Might as well return now - no other way to open this */
1976 root 1.171 op->failmsg (door->msg ? &door->msg : "Hmm, you miss the certain something to open this door...");
1977 root 1.18 return 1;
1978 elmex 1.1 }
1979 root 1.103
1980 root 1.18 return 0;
1981 elmex 1.1 }
1982    
1983     /* This function is just part of a breakup from move_player.
1984     * It should keep the code cleaner.
1985     * When this is called, the players direction has been updated
1986     * (taking into account confusion.) The player is also actually
1987     * going to try and move (not fire weapons).
1988     */
1989 root 1.142 bool
1990 root 1.18 move_player_attack (object *op, int dir)
1991 elmex 1.1 {
1992 root 1.18 int on_battleground;
1993    
1994 root 1.117 sint16 nx = freearr_x[dir] + op->x;
1995     sint16 ny = freearr_y[dir] + op->y;
1996 root 1.18
1997 root 1.49 on_battleground = op_on_battleground (op, 0, 0);
1998 root 1.18
1999 root 1.142 if (out_of_map (op->map, nx, ny))
2000     return false;
2001    
2002     if (!op->contr->braced && op->speed_left > 0.f && move_ob (op, dir, op))
2003     {
2004     --op->speed_left;
2005     return true;
2006     }
2007    
2008 root 1.18 /* If braced, or can't move to the square, and it is not out of the
2009     * map, attack it. Note order of if statement is important - don't
2010     * want to be calling move_ob if braced, because move_ob will move the
2011     * player. This is a pretty nasty hack, because if we could
2012     * move to some space, it then means that if we are braced, we should
2013     * do nothing at all. As it is, if we are braced, we go through
2014     * quite a bit of processing. However, it probably is less than what
2015     * move_ob uses.
2016     */
2017 root 1.142 maptile *m = op->map->xy_find (nx, ny);
2018    
2019     /* Go through all the objects, and find ones of interest. Only stop if
2020     * we find a monster - that is something we know we want to attack.
2021     * if its a door or barrel (can roll) see if there may be monsters
2022     * on the space
2023     */
2024     object *mon;
2025     for (mon = m->at (nx, ny).bot; mon; mon = mon->above)
2026 root 1.18 {
2027 root 1.142 if ((mon->flag [FLAG_ALIVE]
2028     || mon->type == LOCKED_DOOR
2029     || mon->flag [FLAG_CAN_ROLL])
2030     && mon != op)
2031     break;
2032     }
2033    
2034     if (!mon) /* This happens anytime the player tries to move */
2035     return false; /* into a wall */
2036 root 1.18
2037 root 1.142 mon = mon->head_ ();
2038 root 1.11
2039 root 1.142 if ((mon->type == DOOR && mon->stats.hp >= 0) || (mon->type == LOCKED_DOOR))
2040     if (op->contr->weapon_sp_left > 0.f)
2041     if (player_attack_door (op, mon))
2042 root 1.18 {
2043 root 1.142 --op->contr->weapon_sp_left;
2044     return true;
2045 root 1.18 }
2046    
2047 root 1.142 /* The following deals with possibly attacking peaceful
2048     * or friendly creatures. Basically, all players are considered
2049     * unaggressive. If the moving player has peaceful set, then the
2050     * object should be pushed instead of attacked. It is assumed that
2051     * if you are braced, you will not attack friends accidently,
2052     * and thus will not push them.
2053     */
2054 root 1.18
2055 root 1.142 /* If the creature is a pet, push it even if the player is not
2056     * peaceful. Our assumption is the creature is a pet if the
2057     * player owns it and it is either friendly or unagressive.
2058     */
2059     if (op->type == PLAYER
2060     && ((mon->owner && mon->owner->contr
2061     && same_party (mon->owner->contr->party, op->contr->party))
2062     || mon->owner == op)
2063     && (QUERY_FLAG (mon, FLAG_UNAGGRESSIVE) || QUERY_FLAG (mon, FLAG_FRIENDLY)))
2064     {
2065     /* If we're braced, we don't want to switch places with it */
2066     if (op->contr->braced)
2067     return false;
2068 root 1.18
2069 root 1.142 if (op->speed_left > 0.f)
2070     {
2071     --op->speed_left;
2072 root 1.85
2073 root 1.156 op->play_sound (sound_find ("push_player"));
2074 root 1.117 push_ob (mon, dir, op);
2075 root 1.142
2076 root 1.208 if (op->contr->tmp_invis || op->flag [FLAG_HIDDEN])
2077 root 1.18 make_visible (op);
2078 root 1.85
2079 root 1.142 return true;
2080 root 1.11 }
2081 root 1.142 else
2082     return false;
2083     }
2084 root 1.11
2085 root 1.142 /* in certain circumstances, you shouldn't attack friendly
2086     * creatures. Note that if you are braced, you can't push
2087     * someone, but put it inside this loop so that you won't
2088     * attack them either.
2089     */
2090     if ((mon->type == PLAYER || mon->enemy != op)
2091     && (mon->type == PLAYER || QUERY_FLAG (mon, FLAG_UNAGGRESSIVE) || QUERY_FLAG (mon, FLAG_FRIENDLY))
2092     && ((op->contr->peaceful
2093     || (mon->type == PLAYER && mon->contr->peaceful))
2094     && !on_battleground))
2095     {
2096     if (op->speed_left > 0.f)
2097 root 1.18 {
2098 root 1.142 --op->speed_left;
2099    
2100 root 1.18 if (!op->contr->braced)
2101     {
2102 root 1.156 op->play_sound (sound_find ("push_player"));
2103 root 1.85 push_ob (mon, dir, op);
2104 root 1.18 }
2105     else
2106 root 1.171 op->statusmsg ("You withhold your attack");
2107 root 1.49
2108 root 1.208 if (op->contr->tmp_invis || op->flag [FLAG_HIDDEN])
2109 root 1.18 make_visible (op);
2110 root 1.142
2111     return true;
2112 root 1.11 }
2113 root 1.142 }
2114     /* If the object is a boulder or other rollable object, then
2115     * roll it if not braced. You can't roll it if you are braced.
2116     */
2117     else if (QUERY_FLAG (mon, FLAG_CAN_ROLL) && (!op->contr->braced))
2118     {
2119     if (op->speed_left > 0.f)
2120     {
2121     --op->speed_left;
2122 elmex 1.1
2123 root 1.18 recursive_roll (mon, dir, op);
2124     if (action_makes_visible (op))
2125     make_visible (op);
2126 root 1.142
2127     return true;
2128 root 1.11 }
2129 root 1.142 }
2130     /* Any generic living creature. Including things like doors.
2131     * Way it works is like this: First, it must have some hit points
2132     * and be living. Then, it must be one of the following:
2133     * 1) Not a player, 2) A player, but of a different party. Note
2134     * that party_number -1 is no party, so attacks can still happen.
2135     */
2136     else if ((mon->stats.hp >= 0) && QUERY_FLAG (mon, FLAG_ALIVE) &&
2137     ((mon->type != PLAYER || op->contr->party == NULL || op->contr->party != mon->contr->party)))
2138     {
2139 root 1.143 if (op->contr->weapon_sp_left > 0.f && !op->flag [FLAG_WIZPASS])
2140 root 1.18 {
2141 root 1.142 --op->contr->weapon_sp_left;
2142 root 1.11
2143 root 1.49 skill_attack (mon, op, 0, 0, 0);
2144 root 1.11
2145 root 1.18 if (action_makes_visible (op))
2146     make_visible (op);
2147 root 1.142
2148     return true;
2149 root 1.11 }
2150 root 1.142 }
2151    
2152     return false;
2153 elmex 1.1 }
2154    
2155 root 1.142 bool
2156 root 1.18 move_player (object *op, int dir)
2157     {
2158     int pick;
2159 elmex 1.1
2160 root 1.181 if (!op->map || op->map->in_memory != MAP_ACTIVE)
2161 root 1.18 return 0;
2162 elmex 1.1
2163 root 1.18 /* Sanity check: make sure dir is valid */
2164     if ((dir < 0) || (dir >= 9))
2165     {
2166     LOG (llevError, "move_player: invalid direction %d\n", dir);
2167     return 0;
2168 elmex 1.1 }
2169    
2170 root 1.84 /* peterm: added following line */
2171 root 1.18 if (QUERY_FLAG (op, FLAG_CONFUSED) && dir)
2172 root 1.99 dir = absdir (dir + rndm (3) + rndm (3) - 2);
2173 root 1.18
2174     op->facing = dir;
2175    
2176 root 1.208 if (op->flag [FLAG_HIDDEN])
2177 root 1.18 do_hidden_move (op);
2178    
2179 root 1.142 bool retval;
2180    
2181 root 1.18 if (INVOKE_PLAYER (MOVE, op->contr, ARG_INT (dir)))
2182 root 1.142 retval = RESULT_INT (0);
2183 root 1.18 else if (op->contr->fire_on)
2184 root 1.142 retval = fire (op, dir);
2185 root 1.18 else
2186     {
2187 root 1.142 retval = move_player_attack (op, dir);
2188 root 1.18 pick = check_pick (op);
2189     }
2190 elmex 1.1
2191 root 1.18 /* Add special check for newcs players and fire on - this way, the
2192     * server can handle repeat firing.
2193     */
2194     if (op->contr->fire_on || (op->contr->run_on && pick != 0))
2195 root 1.49 op->direction = dir;
2196 root 1.18 else
2197 root 1.49 op->direction = 0;
2198    
2199 root 1.18 /* Update how the player looks. Use the facing, so direction may
2200     * get reset to zero. This allows for full animation capabilities
2201     * for players.
2202     */
2203     animate_object (op, op->facing);
2204 root 1.142
2205     return retval;
2206 elmex 1.1 }
2207    
2208     /* This is similar to handle_player, below, but is only used by the
2209     * new client/server stuff.
2210     * This is sort of special, in that the new client/server actually uses
2211     * the new speed values for commands.
2212     *
2213 root 1.142 * Returns true if there are more actions we can do. Should not do
2214     * many actions in a row, as that would be too unfair to other
2215     * players.
2216 elmex 1.1 */
2217 root 1.142 bool
2218 root 1.18 handle_newcs_player (object *op)
2219 elmex 1.1 {
2220 root 1.18 if (QUERY_FLAG (op, FLAG_SCARED))
2221     {
2222 root 1.142 if (op->speed_left > 0.f)
2223 root 1.18 {
2224 root 1.132 --op->speed_left;
2225 root 1.142 flee_player (op);
2226    
2227     return true;
2228 root 1.11 }
2229 root 1.142 else
2230     return false;
2231 elmex 1.1 }
2232    
2233 root 1.18 /* call this here - we also will call this in do_ericserver, but
2234     * the players time has been increased when doericserver has been
2235     * called, so we recheck it here.
2236     */
2237 root 1.83 if (op->contr->ns->handle_command ())
2238 root 1.142 return true;
2239 root 1.47
2240 root 1.142 if (op->direction && (op->contr->run_on || op->contr->fire_on))
2241     return move_player (op, op->direction);
2242 elmex 1.1
2243 root 1.142 return false;
2244 root 1.18 }
2245    
2246     int
2247     save_life (object *op)
2248     {
2249     if (!QUERY_FLAG (op, FLAG_LIFESAVE))
2250 elmex 1.1 return 0;
2251 root 1.18
2252 root 1.41 for (object *tmp = op->inv; tmp; tmp = tmp->below)
2253 root 1.18 if (QUERY_FLAG (tmp, FLAG_APPLIED) && QUERY_FLAG (tmp, FLAG_LIFESAVE))
2254     {
2255 root 1.156 op->play_sound (sound_find ("ob_evaporate"));
2256 root 1.18 new_draw_info_format (NDI_UNIQUE, 0, op, "Your %s vibrates violently, then evaporates.", query_name (tmp));
2257 root 1.33
2258 root 1.207 tmp->destroy ();
2259 root 1.18 CLEAR_FLAG (op, FLAG_LIFESAVE);
2260 root 1.33
2261 root 1.18 if (op->stats.hp < 0)
2262     op->stats.hp = op->stats.maxhp;
2263 root 1.33
2264 root 1.18 if (op->stats.food < 0)
2265     op->stats.food = 999;
2266 root 1.33
2267 root 1.54 op->update_stats ();
2268 root 1.18 return 1;
2269     }
2270 root 1.41
2271 root 1.18 LOG (llevError, "Error: LIFESAVE set without applied object.\n");
2272     CLEAR_FLAG (op, FLAG_LIFESAVE);
2273     enter_player_savebed (op); /* bring him home. */
2274     return 0;
2275 elmex 1.1 }
2276    
2277     /* This goes throws the inventory and removes unpaid objects, and puts them
2278     * back in the map (location and map determined by values of env). This
2279 root 1.189 * function will descend into containers. op is the object to start the search
2280 elmex 1.1 * from.
2281     */
2282 root 1.154 static void
2283     drop_unpaid_items (object *op, object *env)
2284 elmex 1.1 {
2285 root 1.18 while (op)
2286     {
2287 root 1.70 object *next = op->below; /* Make sure we have a good value, in case we remove object 'op' */
2288    
2289 root 1.18 if (QUERY_FLAG (op, FLAG_UNPAID))
2290 root 1.189 op->insert_at (env);
2291 root 1.18 else if (op->inv)
2292 root 1.154 drop_unpaid_items (op->inv, env);
2293 root 1.41
2294 root 1.18 op = next;
2295 elmex 1.1 }
2296     }
2297    
2298 root 1.154 void
2299     object::drop_unpaid_items ()
2300     {
2301     if (!flag [FLAG_REMOVED])
2302     ::drop_unpaid_items (inv, this);
2303     }
2304    
2305 elmex 1.1 /*
2306     * Returns pointer a static string containing gravestone text
2307     * Moved from apply.c to player.c - player.c is what
2308     * actually uses this function. player.c may not be quite the
2309     * best, a misc file for object actions is probably better,
2310     * but there isn't one in the server directory.
2311     */
2312 root 1.192 const char *
2313 root 1.18 gravestone_text (object *op)
2314 elmex 1.1 {
2315 root 1.192 static dynbuf_text buf;
2316    
2317 root 1.203 buf << "---- R.I.P. ----\n\n"
2318     << op->name;
2319 root 1.18
2320     if (op->type == PLAYER)
2321 root 1.192 buf << " the " << op->contr->title;
2322    
2323     buf << "\n\n";
2324 root 1.41
2325 root 1.192 buf << "who was level ";
2326     buf << (sint32)op->level << "\n\n" // OO breakdown
2327     << " when " << (op->contr ? "killed" : "died") << "\n\n";
2328 root 1.41
2329 root 1.18 if (op->type == PLAYER)
2330 root 1.192 buf << "by " << op->contr->killer_name () << ".\n\n";
2331 root 1.41
2332 root 1.192 {
2333     static char buf2[128];
2334     time_t now = time (NULL);
2335     strftime (buf2, 128, "%b %d %Y\n\n", localtime (&now));
2336     buf << buf2;
2337     }
2338 root 1.41
2339 root 1.192 return buf;
2340 elmex 1.1 }
2341    
2342 root 1.18 void
2343     do_some_living (object *op)
2344     {
2345     int last_food = op->stats.food;
2346 elmex 1.1 int gen_hp, gen_sp, gen_grace;
2347     int over_hp, over_sp, over_grace;
2348     int i;
2349     int rate_hp = 1200;
2350     int rate_sp = 2500;
2351     int rate_grace = 2000;
2352     const int max_hp = 1;
2353     const int max_sp = 1;
2354     const int max_grace = 1;
2355    
2356 root 1.107 if (op->contr->hidden)
2357     {
2358     op->invisible = 1000;
2359     /* the socket code flashes the player visible/invisible
2360     * depending on the value of invisible, so we need to
2361     * alternate it here for it to work correctly.
2362     */
2363     if (pticks & 2)
2364     op->invisible--;
2365     }
2366     else if (op->invisible && !(QUERY_FLAG (op, FLAG_MAKE_INVIS)))
2367     {
2368     if (!op->invisible--)
2369     {
2370     make_visible (op);
2371     new_draw_info (NDI_UNIQUE, 0, op, "Your invisibility spell runs out.");
2372     }
2373     }
2374    
2375 root 1.52 if (op->contr->ns->state == ST_PLAYING)
2376 root 1.18 {
2377     /* these next three if clauses make it possible to SLOW DOWN
2378     hp/grace/spellpoint regeneration. */
2379     if (op->contr->gen_hp >= 0)
2380     gen_hp = (op->contr->gen_hp + 1) * op->stats.maxhp;
2381     else
2382     {
2383     gen_hp = op->stats.maxhp;
2384     rate_hp -= rate_hp / 2 * op->contr->gen_hp;
2385     }
2386 root 1.55
2387 root 1.18 if (op->contr->gen_sp >= 0)
2388     gen_sp = (op->contr->gen_sp + 1) * op->stats.maxsp;
2389     else
2390     {
2391     gen_sp = op->stats.maxsp;
2392     rate_sp -= rate_sp / 2 * op->contr->gen_sp;
2393     }
2394 root 1.55
2395 root 1.18 if (op->contr->gen_grace >= 0)
2396     gen_grace = (op->contr->gen_grace + 1) * op->stats.maxgrace;
2397     else
2398     {
2399     gen_grace = op->stats.maxgrace;
2400     rate_grace -= rate_grace / 2 * op->contr->gen_grace;
2401     }
2402    
2403     /* Regenerate Grace */
2404     /* I altered this a little - maximum grace is ony achieved through prayer -b.t. */
2405     if (--op->last_grace < 0)
2406     {
2407     if (op->stats.grace < op->stats.maxgrace / 2)
2408     op->stats.grace++; /* no penalty in food for regaining grace */
2409 root 1.55
2410 root 1.18 if (max_grace > 1)
2411     {
2412     over_grace = (gen_grace < 20 ? 30 : gen_grace + 10) / rate_grace;
2413     if (over_grace > 0)
2414     {
2415     op->stats.sp += over_grace
2416     + (random_roll (0, rate_grace - 1, op, PREFER_HIGH) > ((gen_grace < 20 ? 30 : gen_grace + 10) % rate_grace)) ? -1 : 0;
2417     op->last_grace = 0;
2418     }
2419     else
2420     {
2421     op->last_grace = rate_grace / (gen_grace < 20 ? 30 : gen_grace + 10);
2422     }
2423     }
2424     else
2425     {
2426     op->last_grace = rate_grace / (gen_grace < 20 ? 30 : gen_grace + 10);
2427     }
2428     /* wearing stuff doesn't detract from grace generation. */
2429     }
2430    
2431 root 1.161 if (op->stats.food > 0)
2432 root 1.18 {
2433 root 1.161 /* Regenerate Spell Points */
2434     if (!op->contr->golem && --op->last_sp < 0)
2435 root 1.18 {
2436 root 1.161 gen_sp = gen_sp * 10 / (op->contr->gen_sp_armour < 10 ? 10 : op->contr->gen_sp_armour);
2437    
2438     if (op->stats.sp < op->stats.maxsp)
2439 root 1.18 {
2440 root 1.161 op->stats.sp++;
2441    
2442     /* dms do not consume food */
2443     if (!QUERY_FLAG (op, FLAG_WIZ))
2444     {
2445     op->stats.food--;
2446    
2447     if (op->contr->digestion < 0)
2448     op->stats.food += op->contr->digestion;
2449     else if (op->contr->digestion > 0 && random_roll (0, op->contr->digestion, op, PREFER_HIGH))
2450     op->stats.food = last_food;
2451     }
2452 root 1.18 }
2453 root 1.161
2454     if (max_sp > 1)
2455     {
2456     over_sp = (gen_sp + 10) / rate_sp;
2457     if (over_sp > 0)
2458     {
2459     if (op->stats.sp < op->stats.maxsp)
2460     {
2461     op->stats.sp += over_sp > max_sp ? max_sp : over_sp;
2462    
2463     if (random_roll (0, rate_sp - 1, op, PREFER_LOW) > ((gen_sp + 10) % rate_sp))
2464     op->stats.sp--;
2465    
2466     if (op->stats.sp > op->stats.maxsp)
2467     op->stats.sp = op->stats.maxsp;
2468     }
2469    
2470     op->last_sp = 0;
2471     }
2472     else
2473     op->last_sp = rate_sp / (gen_sp < 20 ? 30 : gen_sp + 10);
2474     }
2475     else
2476     op->last_sp = rate_sp / (gen_sp < 20 ? 30 : gen_sp + 10);
2477 root 1.18 }
2478 root 1.55
2479 root 1.161 /* Regenerate Hit Points */
2480     if (--op->last_heal < 0)
2481 root 1.18 {
2482 root 1.161 if (op->stats.hp < op->stats.maxhp)
2483 root 1.18 {
2484 root 1.161 op->stats.hp++;
2485    
2486     /* dms do not consume food */
2487     if (!QUERY_FLAG (op, FLAG_WIZ))
2488     {
2489     op->stats.food--;
2490    
2491     if (op->contr->digestion < 0)
2492     op->stats.food += op->contr->digestion;
2493     else if (op->contr->digestion > 0 && random_roll (0, op->contr->digestion, op, PREFER_HIGH))
2494     op->stats.food = last_food;
2495     }
2496 root 1.18 }
2497 root 1.161
2498     if (max_hp > 1)
2499 root 1.18 {
2500 root 1.161 over_hp = (gen_hp < 20 ? 30 : gen_hp + 10) / rate_hp;
2501    
2502     if (over_hp > 0)
2503     {
2504     op->stats.sp += over_hp + (RANDOM () % rate_hp > ((gen_hp < 20 ? 30 : gen_hp + 10) % rate_hp)) ? -1 : 0;
2505     op->last_heal = 0;
2506     }
2507     else
2508     op->last_heal = rate_hp / (gen_hp < 20 ? 30 : gen_hp + 10);
2509 root 1.18 }
2510 root 1.161 else
2511     op->last_heal = rate_hp / (gen_hp < 20 ? 30 : gen_hp + 10);
2512 root 1.18 }
2513 root 1.11 }
2514 elmex 1.1
2515 root 1.18 /* Digestion */
2516     if (--op->last_eat < 0)
2517     {
2518 root 1.155 int bonus = max (0, op->contr->digestion),
2519     penalty = max (0, -op->contr->digestion);
2520 root 1.18
2521 root 1.155 op->last_eat = 25 * (1 + bonus) / (max (0, op->contr->gen_hp) + penalty + 1);
2522 root 1.55
2523 root 1.18 /* dms do not consume food */
2524     if (!QUERY_FLAG (op, FLAG_WIZ))
2525     op->stats.food--;
2526 root 1.11 }
2527 elmex 1.1
2528 root 1.55 if (op->stats.food < 0 && op->stats.hp >= 0)
2529     {
2530 root 1.196 object *flesh = 0;
2531 root 1.18
2532 root 1.196 for_inv_removable (op, tmp)
2533 root 1.18 {
2534 root 1.196 if (QUERY_FLAG (tmp, FLAG_UNPAID))
2535     continue;
2536    
2537     if (tmp->type == FOOD || tmp->type == DRINK || tmp->type == POISON)
2538 root 1.18 {
2539 root 1.196 op->statusmsg ("You blindly grab for a bite of food. "
2540     "H<To prevent you from starving, you ate some random item from your backpack.>");
2541     manual_apply (op, tmp, 0);
2542    
2543     if (op->stats.food >= 0 || op->stats.hp < 0)
2544     break;
2545     }
2546     else if (tmp->type == FLESH)
2547     flesh = tmp;
2548     }
2549 root 1.55
2550     /* If player is still starving, it means they don't have any food, so
2551     * eat flesh instead.
2552     */
2553     if (op->stats.food < 0 && op->stats.hp >= 0 && flesh)
2554     {
2555 root 1.196 op->statusmsg ("You blindly grab for a bite of food. "
2556     "H<To prevent you from starving, you ate some random item from your backpack.>");
2557 root 1.55 manual_apply (op, flesh, 0);
2558     }
2559 root 1.196
2560     // If player is still starving, alert him!
2561     if (op->stats.food < 0)
2562     op->failmsg ("You are starving! "
2563     "H<Eat some food to increase your food and prevent you from an untimely death.>");
2564 root 1.11 }
2565 elmex 1.1
2566 root 1.196 if (op->stats.food < 0)
2567 root 1.161 {
2568 root 1.196 op->stats.hp += op->stats.food;
2569 root 1.161 op->stats.food = 0;
2570 root 1.200
2571     if (op->stats.hp < 0)
2572     {
2573     op->contr->killer = archetype::get ("killer_starvation");
2574 root 1.207 op->contr->killer->destroy ();
2575 root 1.200 }
2576 root 1.161 }
2577 elmex 1.1
2578 root 1.200 /* killer should be set here already */
2579 root 1.55 if (op->stats.hp < 0 && !QUERY_FLAG (op, FLAG_WIZ))
2580     kill_player (op);
2581     }
2582 elmex 1.1 }
2583    
2584     /* If the player should die (lack of hp, food, etc), we call this.
2585     * op is the player in jeopardy. If the player can not be saved (not
2586     * permadeath, no lifesave), this will take care of removing the player
2587     * file.
2588     */
2589 root 1.18 void
2590     kill_player (object *op)
2591 elmex 1.1 {
2592 root 1.168 int x, y;
2593 root 1.18 char buf[MAX_BUF];
2594 root 1.25 maptile *map; /* this is for resurrection */
2595 root 1.18 int will_kill_again;
2596     archetype *at;
2597     object *tmp;
2598    
2599     if (save_life (op))
2600     return;
2601    
2602     /* If player dies on BATTLEGROUND, no stat/exp loss! For Combat-Arenas
2603     * in cities ONLY!!! It is very important that this doesn't get abused.
2604     * Look at op_on_battleground() for more info --AndreasV
2605     */
2606     if (op_on_battleground (op, &x, &y))
2607     {
2608     new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, "You have been defeated in combat!");
2609     new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, "Local medics have saved your life...");
2610    
2611     /* restore player */
2612 root 1.22 at = archetype::find ("poisoning");
2613 root 1.70 if (object *tmp = present_arch_in_ob (at, op))
2614 root 1.18 {
2615 root 1.207 tmp->destroy ();
2616 root 1.18 new_draw_info (NDI_UNIQUE, 0, op, "Your body feels cleansed");
2617     }
2618 elmex 1.1
2619 root 1.22 at = archetype::find ("confusion");
2620 root 1.70 if (object *tmp = present_arch_in_ob (at, op))
2621 root 1.18 {
2622 root 1.207 tmp->destroy ();
2623 root 1.18 new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer");
2624     }
2625    
2626 root 1.165 cure_disease (op, 0, 0); /* remove any disease */
2627 root 1.18 op->stats.hp = op->stats.maxhp;
2628     if (op->stats.food <= 0)
2629     op->stats.food = 999;
2630 elmex 1.1
2631 root 1.18 /* create a bodypart-trophy to make the winner happy */
2632 root 1.70 if (object *tmp = arch_to_object (archetype::find ("finger")))
2633 root 1.18 {
2634 root 1.168 tmp->name = format ("%s's finger" , &op->name);
2635     tmp->name_pl = format ("%s's fingers", &op->name);
2636     tmp->msg = format (
2637     "This finger has been cut off of %s the %s, when he was defeated at level %d by %s.\n",
2638 root 1.192 &op->name, op->contr->title,
2639     (int)op->level,
2640     op->contr->killer_name ()
2641 root 1.168 );
2642 root 1.102 tmp->value = 0, tmp->type = 0;
2643     tmp->materialname = "organics";
2644 elmex 1.87 tmp->insert_at (op, tmp);
2645 root 1.18 }
2646 elmex 1.1
2647 root 1.18 /* teleport defeated player to new destination */
2648     transfer_ob (op, x, y, 0, NULL);
2649     op->contr->braced = 0;
2650     return;
2651 elmex 1.1 }
2652    
2653 root 1.18 INVOKE_PLAYER (DEATH, op->contr);
2654 root 1.3
2655 root 1.18 command_kill_pets (op, 0);
2656 elmex 1.1
2657 root 1.156 op->contr->play_sound (sound_find ("player_dies"));
2658 elmex 1.1
2659 root 1.18 /* save the map location for corpse, gravestone */
2660 root 1.70 x = op->x;
2661     y = op->y;
2662 root 1.18 map = op->map;
2663 elmex 1.1
2664 root 1.54 /* NOT_PERMADEATH code. This basically brings the character back to
2665     * life if they are dead - it takes some exp and a random stat.
2666     * See the config.h file for a little more in depth detail about this.
2667     */
2668    
2669     /* Basically two ways to go - remove a stat permanently, or just
2670     * make it depletion. This bunch of code deals with that aspect
2671     * of death.
2672     */
2673     #ifndef COZY_SERVER
2674     if (settings.balanced_stat_loss)
2675 root 1.18 {
2676 root 1.54 /* If stat loss is permanent, lose one stat only. */
2677     /* Lower level chars don't lose as many stats because they suffer
2678     more if they do. */
2679     /* Higher level characters can afford things such as potions of
2680     restoration, or better, stat potions. So we slug them that
2681     little bit harder. */
2682     /* GD */
2683     if (settings.stat_loss_on_death)
2684     num_stats_lose = 1;
2685     else
2686     num_stats_lose = 1 + op->level / BALSL_NUMBER_LOSSES_RATIO;
2687     }
2688     else
2689 root 1.70 num_stats_lose = 1;
2690    
2691 root 1.54 lost_a_stat = 0;
2692    
2693     for (z = 0; z < num_stats_lose; z++)
2694     {
2695     i = RANDOM () % NUM_STATS;
2696 root 1.11
2697 root 1.54 if (settings.stat_loss_on_death)
2698 root 1.18 {
2699 root 1.54 /* Pick a random stat and take a point off it. Tell the player
2700     * what he lost.
2701     */
2702     change_attr_value (&(op->stats), i, -1);
2703     check_stat_bounds (&(op->stats));
2704     change_attr_value (&(op->contr->orig_stats), i, -1);
2705     check_stat_bounds (&(op->contr->orig_stats));
2706     new_draw_info (NDI_UNIQUE, 0, op, lose_msg[i]);
2707     lost_a_stat = 1;
2708 root 1.18 }
2709     else
2710     {
2711 root 1.54 /* deplete a stat */
2712     archetype *deparch = archetype::find ("depletion");
2713     object *dep;
2714 root 1.11
2715 root 1.54 dep = present_arch_in_ob (deparch, op);
2716     if (!dep)
2717 root 1.18 {
2718 root 1.54 dep = arch_to_object (deparch);
2719     insert_ob_in_ob (dep, op);
2720 root 1.18 }
2721 root 1.54 lose_this_stat = 1;
2722     if (settings.balanced_stat_loss)
2723 root 1.18 {
2724 root 1.54 /* GD */
2725     /* Get the stat that we're about to deplete. */
2726     this_stat = get_attr_value (&(dep->stats), i);
2727     if (this_stat < 0)
2728     {
2729     int loss_chance = 1 + op->level / BALSL_LOSS_CHANCE_RATIO;
2730     int keep_chance = this_stat * this_stat;
2731 root 1.18
2732 root 1.54 /* Yes, I am paranoid. Sue me. */
2733     if (keep_chance < 1)
2734     keep_chance = 1;
2735 root 1.18
2736 root 1.54 /* There is a maximum depletion total per level. */
2737     if (this_stat < -1 - op->level / BALSL_MAX_LOSS_RATIO)
2738     {
2739     lose_this_stat = 0;
2740     /* Take loss chance vs keep chance to see if we
2741     retain the stat. */
2742     }
2743     else
2744     {
2745     if (random_roll (0, loss_chance + keep_chance - 1, op, PREFER_LOW) < keep_chance)
2746     lose_this_stat = 0;
2747     /* LOG(llevDebug, "Determining stat loss. Stat: %d Keep: %d Lose: %d Result: %s.\n",
2748     this_stat, keep_chance, loss_chance,
2749     lose_this_stat?"LOSE":"KEEP"); */
2750 root 1.11 }
2751     }
2752 root 1.54 }
2753 root 1.18
2754 root 1.54 if (lose_this_stat)
2755     {
2756     this_stat = get_attr_value (&(dep->stats), i);
2757     /* We could try to do something clever like find another
2758     * stat to reduce if this fails. But chances are, if
2759     * stats have been depleted to -50, all are pretty low
2760     * and should be roughly the same, so it shouldn't make a
2761     * difference.
2762     */
2763     if (this_stat >= -50)
2764 root 1.18 {
2765 root 1.54 change_attr_value (&(dep->stats), i, -1);
2766     SET_FLAG (dep, FLAG_APPLIED);
2767     new_draw_info (NDI_UNIQUE, 0, op, lose_msg[i]);
2768     op->update_stats ();
2769     lost_a_stat = 1;
2770 root 1.11 }
2771     }
2772     }
2773 root 1.54 }
2774 root 1.195
2775 root 1.54 /* If no stat lost, tell the player. */
2776     if (!lost_a_stat)
2777     {
2778     /* determine_god() seems to not work sometimes... why is this?
2779     Should I be using something else? GD */
2780     const char *god = determine_god (op);
2781 root 1.18
2782 root 1.54 if (god && (strcmp (god, "none")))
2783     new_draw_info_format (NDI_UNIQUE, 0, op, "For a brief moment you feel the holy presence of %s protecting" " you.", god);
2784     else
2785     new_draw_info (NDI_UNIQUE, 0, op, "For a brief moment you feel a holy presence protecting you.");
2786     }
2787 root 1.28 #else
2788 root 1.195 new_draw_info (NDI_UNIQUE, 0, op, "For a brief moment you feel a holy presence protecting you from losing yourself completely.");
2789 elmex 1.1 #endif
2790    
2791 root 1.54 /* Put a gravestone up where the character 'almost' died. List the
2792     * exp loss on the stone.
2793     */
2794     tmp = arch_to_object (archetype::find ("gravestone"));
2795 root 1.195 tmp->name = format ("%s's gravestone", &op->name);
2796     tmp->name_pl = format ("%s's gravestones", &op->name);
2797 root 1.204 tmp->msg = format ("T<RIP>\n\nHere rests the hero %s the %s,\rwho was killed\rby %s.\n",
2798     &op->name, op->contr->title, op->contr->killer_name ());
2799 root 1.54 tmp->x = op->x, tmp->y = op->y;
2800     insert_ob_in_map (tmp, op->map, NULL, 0);
2801    
2802     /**************************************/
2803     /* */
2804     /* Subtract the experience points, */
2805     /* if we died cause of food, give us */
2806     /* food, and reset HP's... */
2807     /* */
2808     /**************************************/
2809    
2810     /* remove any poisoning and confusion the character may be suffering. */
2811     /* restore player */
2812     at = archetype::find ("poisoning");
2813     tmp = present_arch_in_ob (at, op);
2814    
2815     if (tmp)
2816     {
2817 root 1.207 tmp->destroy ();
2818 root 1.54 new_draw_info (NDI_UNIQUE, 0, op, "Your body feels cleansed");
2819     }
2820    
2821     at = archetype::find ("confusion");
2822     tmp = present_arch_in_ob (at, op);
2823     if (tmp)
2824     {
2825 root 1.207 tmp->destroy ();
2826 root 1.54 new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer");
2827     }
2828    
2829 root 1.165 cure_disease (op, 0, 0); /* remove any disease */
2830 root 1.54
2831 root 1.195 // remove all spell effects that are active
2832     // to avoid long-term effects such as word-of-recall
2833     for (object *item = op->inv; item; )
2834     {
2835     object *next = item->below;
2836    
2837     if (item->type == SPELL_EFFECT && item->active)
2838 root 1.207 item->destroy ();
2839 root 1.195
2840     item = next;
2841     }
2842    
2843 root 1.54 /*add_exp(op, (op->stats.exp * -0.20)); */
2844     apply_death_exp_penalty (op);
2845 root 1.195
2846 root 1.54 if (op->stats.food < 100)
2847     op->stats.food = 900;
2848 root 1.195
2849 root 1.54 op->stats.hp = op->stats.maxhp;
2850     op->stats.sp = MAX (op->stats.sp, op->stats.maxsp);
2851     op->stats.grace = MAX (op->stats.grace, op->stats.maxgrace);
2852 root 1.11
2853 root 1.54 /*
2854 root 1.108 * Check to see if the player has any unpaid items. If so, remove them
2855     * and put them back in the map.
2856 root 1.54 */
2857 root 1.154 op->drop_unpaid_items ();
2858 root 1.18
2859 root 1.54 /****************************************/
2860     /* */
2861     /* Move player to his current respawn- */
2862     /* position (usually last savebed) */
2863     /* */
2864     /****************************************/
2865 root 1.18
2866 root 1.54 enter_player_savebed (op);
2867 root 1.18
2868 root 1.54 op->contr->braced = 0;
2869 root 1.11
2870 root 1.54 /* it is possible that the player has blown something up
2871     * at his savebed location, and that can have long lasting
2872     * spell effects. So first see if there is a spell effect
2873     * on the space that might harm the player.
2874     */
2875     will_kill_again = 0;
2876     for (tmp = GET_MAP_OB (op->map, op->x, op->y); tmp; tmp = tmp->above)
2877     if (tmp->type == SPELL_EFFECT)
2878     will_kill_again |= tmp->attacktype;
2879 elmex 1.1
2880 root 1.54 if (will_kill_again)
2881 root 1.18 {
2882 root 1.54 object *force;
2883     int at;
2884 root 1.18
2885 root 1.54 force = get_archetype (FORCE_NAME);
2886     /* 50 ticks should be enough time for the spell to abate */
2887 root 1.133 force->speed = 0.1f;
2888     force->speed_left = -5.f;
2889 root 1.54 SET_FLAG (force, FLAG_APPLIED);
2890     for (at = 0; at < NROFATTACKS; at++)
2891     if (will_kill_again & (1 << at))
2892     force->resist[at] = 100;
2893 root 1.30
2894 root 1.54 insert_ob_in_ob (force, op);
2895     op->update_stats ();
2896     }
2897 root 1.18
2898 root 1.54 new_draw_info (NDI_UNIQUE, 0, op, "YOU HAVE DIED.");
2899 elmex 1.1 }
2900    
2901 root 1.18 void
2902     loot_object (object *op)
2903     { /* Grab and destroy some treasure */
2904     object *tmp, *tmp2, *next;
2905 elmex 1.1
2906 root 1.103 op->close_container (); /* close open sack first */
2907 elmex 1.1
2908 root 1.54 for (tmp = op->inv; tmp; tmp = next)
2909 root 1.18 {
2910     next = tmp->below;
2911 root 1.54
2912 elmex 1.50 if (tmp->invisible)
2913 root 1.18 continue;
2914 root 1.54
2915 root 1.32 tmp->remove ();
2916 root 1.18 tmp->x = op->x, tmp->y = op->y;
2917 root 1.103
2918 root 1.18 if (tmp->type == CONTAINER)
2919 root 1.103 loot_object (tmp); /* empty container to ground */
2920    
2921 root 1.99 if (!QUERY_FLAG (tmp, FLAG_UNIQUE) && (QUERY_FLAG (tmp, FLAG_STARTEQUIP) || QUERY_FLAG (tmp, FLAG_NO_DROP) || !(rndm (3))))
2922 root 1.18 {
2923     if (tmp->nrof > 1)
2924     {
2925 root 1.186 tmp->decrease (rndm (1, tmp->nrof - 1));
2926 root 1.18 insert_ob_in_map (tmp, op->map, NULL, 0);
2927     }
2928     else
2929 root 1.207 tmp->destroy ();
2930 root 1.18 }
2931     else
2932     insert_ob_in_map (tmp, op->map, NULL, 0);
2933     }
2934 elmex 1.1 }
2935    
2936     /*
2937     * fix_weight(): Check recursively the weight of all players, and fix
2938     * what needs to be fixed. Refresh windows and fix speed if anything
2939     * was changed.
2940     */
2941 root 1.18 void
2942     fix_weight (void)
2943     {
2944 root 1.61 for_all_players (pl)
2945 root 1.18 {
2946 root 1.184 sint32 old = pl->ob->carrying;
2947 root 1.18
2948 root 1.184 pl->ob->update_weight ();
2949    
2950     if (old != pl->ob->carrying)
2951     {
2952     pl->ob->update_stats ();
2953     LOG (llevDebug, "Fixed inventory in %s (%d -> %d)\n", &pl->ob->name, (int)old, (int)pl->ob->carrying);
2954     }
2955 root 1.18 }
2956 elmex 1.1 }
2957    
2958 root 1.18 void
2959     fix_luck (void)
2960     {
2961 root 1.61 for_all_players (pl)
2962 root 1.52 if (!pl->ob->contr->ns->state)
2963 root 1.54 pl->ob->change_luck (0);
2964 elmex 1.1 }
2965    
2966     /* cast_dust() - handles op throwing objects of type 'DUST'.
2967     * This is much simpler in the new spell code - we basically
2968     * just treat this as any other spell casting object.
2969     */
2970 elmex 1.2 void
2971 root 1.18 cast_dust (object *op, object *throw_ob, int dir)
2972 elmex 1.2 {
2973     object *skop, *spob;
2974    
2975     skop = find_skill_by_name (op, throw_ob->skill);
2976    
2977     /* casting POTION 'dusts' is really a use_magic_item skill */
2978     if (op->type == PLAYER && throw_ob->type == POTION && !skop)
2979     {
2980 root 1.18 LOG (llevError, "Player %s lacks critical skill use_magic_item!\n", &op->name);
2981 elmex 1.2 return;
2982     }
2983    
2984     spob = throw_ob->inv;
2985    
2986     // elmex Tue Aug 15 17:19:46 CEST 2006: Added this check to
2987     // not pass NULL to cast_spell (which did indeed check itself, but
2988     // errors should be reported as early as possible IMHO)
2989     if (!spob)
2990     {
2991 root 1.18 LOG (llevError, "cast_dust: thrown object %s (by %s) had no spell in it!", &throw_ob->name, &op->name);
2992 elmex 1.2 return;
2993 elmex 1.1 }
2994    
2995 elmex 1.2 if (op->type == PLAYER)
2996 root 1.14 new_draw_info_format (NDI_UNIQUE, 0, op, "You cast %s.", &spob->name);
2997 elmex 1.2
2998     cast_spell (op, throw_ob, dir, spob, NULL);
2999    
3000 root 1.207 throw_ob->destroy ();
3001 elmex 1.1 }
3002    
3003 root 1.18 void
3004     make_visible (object *op)
3005     {
3006 root 1.208 op->flag [FLAG_HIDDEN] = 0;
3007 root 1.18 op->invisible = 0;
3008 root 1.164
3009 root 1.18 if (op->type == PLAYER)
3010     {
3011     op->contr->tmp_invis = 0;
3012     op->contr->invis_race = 0;
3013     }
3014 root 1.107
3015     update_object (op, UP_OBJ_CHANGE);
3016 root 1.18 }
3017    
3018     int
3019     is_true_undead (object *op)
3020     {
3021 root 1.149 if (QUERY_FLAG (op->arch, FLAG_UNDEAD))
3022 root 1.18 return 1;
3023    
3024 elmex 1.1 return 0;
3025     }
3026    
3027     /* look at the surrounding terrain to determine
3028     * the hideability of this object. Positive levels
3029     * indicate greater hideability.
3030     */
3031 root 1.18 int
3032     hideability (object *ob)
3033     {
3034     int i, level = 0, mflag;
3035     sint16 x, y;
3036    
3037     if (!ob || !ob->map)
3038     return 0;
3039    
3040     /* so, on normal lighted maps, its hard to hide */
3041     level = ob->map->darkness - 2;
3042    
3043     /* this also picks up whether the object is glowing.
3044     * If you carry a light on a non-dark map, its not
3045     * as bad as carrying a light on a pitch dark map */
3046     if (has_carried_lights (ob))
3047     level = -(10 + (2 * ob->map->darkness));
3048    
3049     /* scan through all nearby squares for terrain to hide in */
3050 root 1.182 for (i = 0, x = ob->x, y = ob->y;
3051     i <= SIZEOFFREE1;
3052     i++, x = ob->x + freearr_x[i], y = ob->y + freearr_y[i])
3053 root 1.18 {
3054     mflag = get_map_flags (ob->map, NULL, x, y, NULL, NULL);
3055     if (mflag & P_OUT_OF_MAP)
3056 root 1.182 continue;
3057    
3058 root 1.18 if (mflag & P_BLOCKSVIEW) /* something to hide near! */
3059     level += 2;
3060     else /* open terrain! */
3061     level -= 1;
3062 elmex 1.1 }
3063 root 1.18
3064 elmex 1.1 #if 0
3065 root 1.18 LOG (llevDebug, "hideability of %s is %d\n", ob->name, level);
3066 elmex 1.1 #endif
3067 root 1.18 return level;
3068 elmex 1.1 }
3069    
3070     /* For Hidden creatures - a chance of becoming 'unhidden'
3071     * every time they move - as we subtract off 'invisibility'
3072     * AND, for players, if they move into a ridiculously unhideable
3073     * spot (surrounded by clear terrain in broad daylight). -b.t.
3074     */
3075 root 1.18 void
3076     do_hidden_move (object *op)
3077     {
3078 root 1.194 int hide = 0;
3079 root 1.18
3080     if (!op || !op->map)
3081     return;
3082    
3083 root 1.194 object *skop = find_obj_by_type_subtype (op, SKILL, SK_HIDING);
3084     int num = random_roll (0, 19, op, PREFER_LOW);
3085 root 1.18
3086     /* its *extremely* hard to run and sneak/hide at the same time! */
3087     if (op->type == PLAYER && op->contr->run_on)
3088 root 1.85 if (!skop || num >= skop->level)
3089     {
3090     new_draw_info (NDI_UNIQUE, 0, op, "You ran too much! You are no longer hidden!");
3091     make_visible (op);
3092     return;
3093     }
3094     else
3095     num += 20;
3096    
3097 root 1.18 num += op->map->difficulty;
3098     hide = hideability (op); /* modify by terrain hidden level */
3099     num -= hide;
3100 root 1.85
3101 root 1.18 if ((op->type == PLAYER && hide < -10) || ((op->invisible -= num) <= 0))
3102     {
3103     make_visible (op);
3104 root 1.194
3105 root 1.18 if (op->type == PLAYER)
3106     new_draw_info (NDI_UNIQUE, 0, op, "You moved out of hiding! You are visible!");
3107 elmex 1.1 }
3108 root 1.18 else if (op->type == PLAYER && skop)
3109 root 1.85 change_exp (op, calc_skill_exp (op, NULL, skop), skop->skill, 0);
3110 elmex 1.1 }
3111    
3112     /* determine if who is standing near a hostile creature. */
3113    
3114 root 1.18 int
3115     stand_near_hostile (object *who)
3116     {
3117     object *tmp = NULL;
3118     int i, friendly = 0, player = 0, mflags;
3119 root 1.25 maptile *m;
3120 root 1.18 sint16 x, y;
3121    
3122     if (!who)
3123     return 0;
3124    
3125     if (who->type == PLAYER)
3126     player = 1;
3127    
3128     else
3129     friendly = QUERY_FLAG (who, FLAG_FRIENDLY);
3130    
3131     /* search adjacent squares */
3132     for (i = 1; i < 9; i++)
3133     {
3134     x = who->x + freearr_x[i];
3135     y = who->y + freearr_y[i];
3136     m = who->map;
3137     mflags = get_map_flags (m, &m, x, y, &x, &y);
3138     /* space must be blocked if there is a monster. If not
3139     * blocked, don't need to check this space.
3140     */
3141     if (mflags & P_OUT_OF_MAP)
3142     continue;
3143     if (OB_TYPE_MOVE_BLOCK (who, GET_MAP_MOVE_BLOCK (m, x, y)))
3144     continue;
3145    
3146 root 1.49 for (tmp = GET_MAP_OB (m, x, y); tmp; tmp = tmp->above)
3147 root 1.18 {
3148     if ((player ||friendly) &&QUERY_FLAG (tmp, FLAG_MONSTER) && !QUERY_FLAG (tmp, FLAG_UNAGGRESSIVE))
3149     return 1;
3150     else if (tmp->type == PLAYER)
3151     {
3152     /*don't let a hidden DM prevent you from hiding */
3153     if (!QUERY_FLAG (tmp, FLAG_WIZ) || tmp->contr->hidden == 0)
3154 root 1.11 return 1;
3155 root 1.18 }
3156 root 1.11 }
3157 elmex 1.1 }
3158 root 1.18 return 0;
3159 elmex 1.1 }
3160    
3161     /* check the player los field for viewability of the
3162     * object op. This function works fine for monsters,
3163     * but we dont worry if the object isnt the top one in
3164     * a pile (say a coin under a table would return "viewable"
3165     * by this routine). Another question, should we be
3166     * concerned with the direction the player is looking
3167 root 1.162 * in? Realistically, most of us can't see stuff behind
3168 elmex 1.1 * our backs...on the other hand, does the "facing" direction
3169 root 1.162 * imply the way your head, or body is facing? It's possible
3170 elmex 1.1 * for them to differ. Sigh, this fctn could get a bit more complex.
3171     * -b.t.
3172     * This function is now map tiling safe.
3173     */
3174 root 1.18 int
3175     player_can_view (object *pl, object *op)
3176     {
3177     rv_vector rv;
3178     int dx, dy;
3179    
3180     if (pl->type != PLAYER)
3181     {
3182     LOG (llevError, "player_can_view() called for non-player object\n");
3183     return -1;
3184 elmex 1.1 }
3185 root 1.74
3186 root 1.18 if (!pl || !op)
3187 elmex 1.1 return 0;
3188 root 1.18
3189 root 1.74 op = op->head_ ();
3190    
3191 root 1.18 get_rangevector (pl, op, &rv, 0x1);
3192    
3193     /* starting with the 'head' part, lets loop
3194     * through the object and find if it has any
3195 root 1.162 * part that is in the los array but isn't on
3196 root 1.18 * a blocked los square.
3197     * we use the archetype to figure out offsets.
3198     */
3199     while (op)
3200     {
3201 root 1.149 dx = rv.distance_x + op->arch->x;
3202     dy = rv.distance_y + op->arch->y;
3203 root 1.18
3204     /* only the viewable area the player sees is updated by LOS
3205     * code, so we need to restrict ourselves to that range of values
3206     * for any meaningful values.
3207     */
3208 root 1.162 if (abs (dx) <= (pl->contr->ns->mapx / 2) &&
3209     abs (dy) <= (pl->contr->ns->mapy / 2) &&
3210 root 1.52 !pl->contr->blocked_los[dx + (pl->contr->ns->mapx / 2)][dy + (pl->contr->ns->mapy / 2)])
3211 root 1.18 return 1;
3212 root 1.162
3213 root 1.18 op = op->more;
3214     }
3215 root 1.162
3216 root 1.18 return 0;
3217 elmex 1.1 }
3218    
3219     /* routine for both players and monsters. We call this when
3220     * there is a possibility for our action distrubing our hiding
3221     * place or invisiblity spell. Artefact invisiblity is not
3222     * effected by this. If we arent invisible to begin with, we
3223     * return 0.
3224     */
3225 root 1.18 int
3226     action_makes_visible (object *op)
3227     {
3228     if (op->invisible && QUERY_FLAG (op, FLAG_ALIVE))
3229     {
3230     if (QUERY_FLAG (op, FLAG_MAKE_INVIS))
3231     return 0;
3232    
3233     if (op->contr && op->contr->tmp_invis == 0)
3234     return 0;
3235 elmex 1.1
3236 root 1.18 /* If monsters, they should become visible */
3237 root 1.208 if (op->flag [FLAG_HIDDEN] || !op->contr || (op->contr && op->contr->tmp_invis))
3238 root 1.18 {
3239 root 1.208 new_draw_info_format (NDI_UNIQUE, 0, op, "You become %s!", op->flag [FLAG_HIDDEN] ? "unhidden" : "visible");
3240 root 1.18 return 1;
3241 root 1.11 }
3242 elmex 1.1 }
3243 root 1.162
3244 root 1.18 return 0;
3245 elmex 1.1 }
3246    
3247     /* op_on_battleground - checks if the given object op (usually
3248     * a player) is standing on a valid battleground-tile,
3249     * function returns TRUE/FALSE. If true x, y returns the battleground
3250     * -exit-coord. (and if x, y not NULL)
3251     * 19 March 2005 - josh@woosworld.net modifed to check if the battleground also has slaying, maxhp, and maxsp set
3252     * and if those are all set and the player has a marker that matches the slaying send them to a different x, y
3253     * Default is to do the same as before, so only people wanting to have different points need worry about this
3254     */
3255 root 1.18 int
3256     op_on_battleground (object *op, int *x, int *y)
3257     {
3258 elmex 1.1 /* A battleground-tile needs the following attributes to be valid:
3259     * is_floor 1 (has to be the FIRST floor beneath the player's feet),
3260     * name="battleground", no_pick 1, type=58 (type BATTLEGROUND)
3261     * and the exit-coordinates sp/hp must both be > 0.
3262     * => The intention here is to prevent abuse of the battleground-
3263     * feature (like pickable or hidden battleground tiles). */
3264 root 1.162 for (object *tmp = op->below; tmp; tmp = tmp->below)
3265 root 1.18 {
3266     if (QUERY_FLAG (tmp, FLAG_IS_FLOOR))
3267     {
3268 root 1.162 if (QUERY_FLAG (tmp, FLAG_NO_PICK)
3269     && tmp->type == BATTLEGROUND
3270     && tmp->name == shstr_battleground
3271     && EXIT_X (tmp) && EXIT_Y (tmp))
3272 root 1.18 {
3273 root 1.162 /* before we assign the exit, check if this is a teambattle */
3274 root 1.18 if (EXIT_ALT_X (tmp) && EXIT_ALT_Y (tmp) && EXIT_PATH (tmp))
3275     {
3276 root 1.162 for (object *invtmp = op->inv; invtmp; invtmp = invtmp->below)
3277 root 1.18 {
3278 root 1.162 if (invtmp->type == FORCE && invtmp->slaying && tmp->slaying == invtmp->slaying)
3279 root 1.18 {
3280 root 1.162 if (x && y)
3281 root 1.18 *x = EXIT_ALT_X (tmp), *y = EXIT_ALT_Y (tmp);
3282 root 1.162
3283 root 1.18 return 1;
3284     }
3285     }
3286     }
3287 root 1.162
3288     if (x && y)
3289 root 1.18 *x = EXIT_X (tmp), *y = EXIT_Y (tmp);
3290 root 1.162
3291 root 1.18 return 1;
3292     }
3293     }
3294 elmex 1.1 }
3295 root 1.162
3296 elmex 1.1 /* If we got here, did not find a battleground */
3297     return 0;
3298     }
3299    
3300     /*
3301     * When a dragon-player gains a new stage of evolution,
3302     * he gets some treasure
3303     *
3304     * attributes:
3305     * object *who the dragon player
3306     * int atnr the attack-number of the ability focus
3307     * int level ability level
3308     */
3309 root 1.18 void
3310     dragon_ability_gain (object *who, int atnr, int level)
3311     {
3312     treasurelist *trlist = NULL; /* treasurelist */
3313     treasure *tr; /* treasure */
3314     object *tmp, *skop; /* tmp. object */
3315     object *item; /* treasure object */
3316     char buf[MAX_BUF]; /* tmp. string buffer */
3317     int i = 0, j = 0;
3318    
3319     /* get the appropriate treasurelist */
3320     if (atnr == ATNR_FIRE)
3321 root 1.163 trlist = treasurelist::find (shstr_dragon_ability_fire);
3322 root 1.18 else if (atnr == ATNR_COLD)
3323 root 1.163 trlist = treasurelist::find (shstr_dragon_ability_cold);
3324 root 1.18 else if (atnr == ATNR_ELECTRICITY)
3325 root 1.163 trlist = treasurelist::find (shstr_dragon_ability_elec);
3326 root 1.18 else if (atnr == ATNR_POISON)
3327 root 1.163 trlist = treasurelist::find (shstr_dragon_ability_poison);
3328 root 1.18
3329     if (trlist == NULL || who->type != PLAYER)
3330     return;
3331    
3332     for (i = 0, tr = trlist->items; tr != NULL && i < level - 1; tr = tr->next, i++);
3333    
3334 elmex 1.82 if (!tr || !tr->item)
3335 root 1.18 {
3336     /* LOG(llevDebug, "-> no more treasure for %s\n", change_resist_msg[atnr]); */
3337     return;
3338 elmex 1.1 }
3339    
3340 root 1.18 /* everything seems okay - now bring on the gift: */
3341 root 1.149 item = tr->item;
3342 elmex 1.1
3343 root 1.18 if (item->type == SPELL)
3344     {
3345     if (check_spell_known (who, item->name))
3346 root 1.11 return;
3347 root 1.18
3348     new_draw_info_format (NDI_UNIQUE | NDI_BLUE, 0, who, "You gained the ability of %s", &item->name);
3349     do_learn_spell (who, item, 0);
3350     return;
3351 elmex 1.1 }
3352    
3353 root 1.18 /* grant direct spell */
3354     if (item->type == SPELLBOOK)
3355     {
3356     if (!item->inv)
3357     {
3358     LOG (llevDebug, "dragon_ability_gain: Broken spellbook %s\n", &item->name);
3359     return;
3360     }
3361     if (check_spell_known (who, item->inv->name))
3362     return;
3363     if (item->invisible)
3364     {
3365     new_draw_info_format (NDI_UNIQUE | NDI_BLUE, 0, who, "You gained the ability of %s", &item->inv->name);
3366     do_learn_spell (who, item->inv, 0);
3367     return;
3368 root 1.11 }
3369 root 1.18 }
3370     else if (item->type == SKILL_TOOL && item->invisible)
3371     {
3372     if (item->subtype == SK_CLAWING && (skop = find_skill_by_name (who, item->skill)) != NULL)
3373     {
3374    
3375     /* should this perhaps be (skop->attackyp & item->attacktype)!=item->attacktype ...
3376     * in this way, if the player is missing any of the attacktypes, he gets
3377     * them. As it is now, if the player has any that match the granted skill,
3378     * but not all of them, he gets nothing.
3379     */
3380     if (!(skop->attacktype & item->attacktype))
3381     {
3382     /* Give new attacktype */
3383     skop->attacktype |= item->attacktype;
3384    
3385     /* always add physical if there's none */
3386     skop->attacktype |= AT_PHYSICAL;
3387    
3388     if (item->msg != NULL)
3389     new_draw_info (NDI_UNIQUE | NDI_BLUE, 0, who, item->msg);
3390    
3391     /* Give player new face */
3392     if (item->animation_id)
3393     {
3394     who->face = skop->face;
3395     who->animation_id = item->animation_id;
3396     who->anim_speed = item->anim_speed;
3397     who->last_anim = 0;
3398     who->state = 0;
3399     animate_object (who, who->direction);
3400     }
3401     }
3402 root 1.11 }
3403 elmex 1.1 }
3404 root 1.18 else if (item->type == FORCE)
3405     {
3406     /* forces in the treasurelist can alter the player's stats */
3407     object *skin;
3408 elmex 1.1
3409 root 1.18 /* first get the dragon skin force */
3410 root 1.153 for (skin = who->inv; skin && !(skin->arch->archname == shstr_dragon_skin_force); skin = skin->below)
3411 root 1.52 ;
3412    
3413     if (!skin)
3414 root 1.18 return;
3415    
3416     /* adding new spellpath attunements */
3417     if (item->path_attuned > 0 && !(skin->path_attuned & item->path_attuned))
3418     {
3419     skin->path_attuned |= item->path_attuned; /* add attunement to skin */
3420    
3421     /* print message */
3422     sprintf (buf, "You feel attuned to ");
3423     for (i = 0, j = 0; i < NRSPELLPATHS; i++)
3424     {
3425     if (item->path_attuned & (1 << i))
3426     {
3427     if (j)
3428     strcat (buf, " and ");
3429     else
3430     j = 1;
3431     strcat (buf, spellpathnames[i]);
3432     }
3433     }
3434     strcat (buf, ".");
3435     new_draw_info (NDI_UNIQUE | NDI_BLUE, 0, who, buf);
3436     }
3437    
3438     /* evtl. adding flags: */
3439     if (QUERY_FLAG (item, FLAG_XRAYS))
3440     SET_FLAG (skin, FLAG_XRAYS);
3441     if (QUERY_FLAG (item, FLAG_STEALTH))
3442     SET_FLAG (skin, FLAG_STEALTH);
3443     if (QUERY_FLAG (item, FLAG_SEE_IN_DARK))
3444     SET_FLAG (skin, FLAG_SEE_IN_DARK);
3445    
3446     /* print message if there is one */
3447     if (item->msg != NULL)
3448     new_draw_info (NDI_UNIQUE | NDI_BLUE, 0, who, item->msg);
3449     }
3450     else
3451     {
3452     /* generate misc. treasure */
3453     tmp = arch_to_object (tr->item);
3454     new_draw_info_format (NDI_UNIQUE | NDI_BLUE, 0, who, "You gained %s", query_short_name (tmp));
3455 root 1.189 who->insert (tmp);
3456 elmex 1.1 }
3457     }
3458    
3459     /**
3460     * Unready an object for a player. This function does nothing if the object was
3461     * not readied.
3462     */
3463 root 1.18 void
3464     player_unready_range_ob (player *pl, object *ob)
3465     {
3466 root 1.119 if (pl->ob->current_weapon == ob)
3467     pl->ob->current_weapon = 0;
3468    
3469 root 1.118 if (pl->combat_ob == ob)
3470 root 1.119 pl->combat_ob = 0;
3471 root 1.118
3472     if (pl->ranged_ob == ob)
3473 root 1.119 pl->ranged_ob = 0;
3474 elmex 1.1 }
3475 root 1.101
3476     sint8
3477     player::visibility_at (maptile *map, int x, int y) const
3478     {
3479     if (!ns)
3480     return 0;
3481    
3482     int dx, dy;
3483     if (!adjacent_map (map, ns->current_map, &dx, &dy))
3484     return 0;
3485    
3486     x += dx - ns->current_x + ns->mapx / 2;
3487     y += dy - ns->current_y + ns->mapy / 2;
3488    
3489     if (!IN_RANGE_EXC (x, 0, ns->mapx) || !IN_RANGE_EXC (y, 0, ns->mapy))
3490     return 0;
3491    
3492     return 100 - blocked_los [x][y];
3493     }
3494 root 1.169
3495     void
3496     player::infobox (const char *title, const char *msg, int color)
3497     {
3498     send_msg (color | NDI_DEF | NDI_REPLY | NDI_CLEAR, title, msg);
3499     }
3500    
3501     void
3502     player::statusmsg (const char *msg, int color)
3503     {
3504     send_msg (color | NDI_REPLY, INFO_CHANNEL, msg);
3505     }
3506    
3507     void
3508     player::failmsg (const char *msg, int color)
3509     {
3510     play_sound (sound_find ("generic_failure"));
3511     statusmsg (msg, color);
3512     }
3513