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Revision: 1.218
Committed: Sun Dec 28 10:05:42 2008 UTC (15 years, 5 months ago) by root
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Branch: MAIN
Changes since 1.217: +6 -8 lines
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# User Rev Content
1 elmex 1.1 /*
2 root 1.174 * This file is part of Deliantra, the Roguelike Realtime MMORPG.
3 root 1.145 *
4 root 1.188 * Copyright (©) 2005,2006,2007,2008 Marc Alexander Lehmann / Robin Redeker / the Deliantra team
5 root 1.145 * Copyright (©) 2002,2007 Mark Wedel & Crossfire Development Team
6     * Copyright (©) 1992,2007 Frank Tore Johansen
7     *
8 root 1.174 * Deliantra is free software: you can redistribute it and/or modify
9 root 1.152 * it under the terms of the GNU General Public License as published by
10     * the Free Software Foundation, either version 3 of the License, or
11     * (at your option) any later version.
12 root 1.145 *
13 root 1.152 * This program is distributed in the hope that it will be useful,
14     * but WITHOUT ANY WARRANTY; without even the implied warranty of
15     * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
16     * GNU General Public License for more details.
17 root 1.145 *
18 root 1.152 * You should have received a copy of the GNU General Public License
19     * along with this program. If not, see <http://www.gnu.org/licenses/>.
20 root 1.145 *
21 root 1.174 * The authors can be reached via e-mail to <support@deliantra.net>
22 root 1.89 */
23 elmex 1.1
24     #include <global.h>
25 root 1.38 #include <sproto.h>
26 elmex 1.1 #include <sounds.h>
27     #include <living.h>
28     #include <object.h>
29     #include <spells.h>
30     #include <skills.h>
31    
32 root 1.54 #include <algorithm>
33     #include <functional>
34 elmex 1.1
35 root 1.89 playervec players;
36 elmex 1.1
37 root 1.18 void
38     display_motd (const object *op)
39     {
40     char buf[MAX_BUF];
41     char motd[HUGE_BUF];
42     FILE *fp;
43     int comp;
44     int size;
45 elmex 1.1
46 root 1.18 sprintf (buf, "%s/%s", settings.confdir, settings.motd);
47     if ((fp = open_and_uncompress (buf, 0, &comp)) == NULL)
48 root 1.44 return;
49    
50 root 1.18 motd[0] = '\0';
51     size = 0;
52 root 1.44
53 root 1.53 while (fgets (buf, MAX_BUF, fp))
54 root 1.18 {
55     if (*buf == '#')
56     continue;
57 root 1.44
58 root 1.18 strncat (motd + size, buf, HUGE_BUF - size);
59     size += strlen (buf);
60 elmex 1.1 }
61 root 1.44
62 root 1.18 draw_ext_info (NDI_UNIQUE | NDI_GREEN, 0, op, MSG_TYPE_MOTD, MSG_SUBTYPE_NONE, motd, NULL);
63     close_and_delete (fp, comp);
64 elmex 1.1 }
65    
66 root 1.18 void
67     send_rules (const object *op)
68     {
69     char buf[MAX_BUF];
70     char rules[HUGE_BUF];
71     FILE *fp;
72     int comp;
73     int size;
74    
75     sprintf (buf, "%s/%s", settings.confdir, settings.rules);
76     if ((fp = open_and_uncompress (buf, 0, &comp)) == NULL)
77 root 1.44 return;
78    
79 root 1.18 rules[0] = '\0';
80     size = 0;
81 root 1.44
82 root 1.53 while (fgets (buf, MAX_BUF, fp))
83 root 1.18 {
84     if (*buf == '#')
85 elmex 1.1 continue;
86 root 1.44
87 root 1.18 if (size + strlen (buf) >= HUGE_BUF)
88     {
89     LOG (llevDebug, "Warning, rules size is > %d bytes.\n", HUGE_BUF);
90 elmex 1.1 break;
91 root 1.18 }
92 root 1.44
93 root 1.18 strncat (rules + size, buf, HUGE_BUF - size);
94     size += strlen (buf);
95 elmex 1.1 }
96 root 1.44
97 root 1.18 draw_ext_info (NDI_UNIQUE | NDI_GREEN, 0, op, MSG_TYPE_ADMIN, MSG_TYPE_ADMIN_RULES, rules, NULL);
98     close_and_delete (fp, comp);
99 elmex 1.1 }
100    
101 root 1.18 void
102     send_news (const object *op)
103     {
104     char buf[MAX_BUF];
105     char news[HUGE_BUF];
106     char subject[MAX_BUF];
107     FILE *fp;
108     int comp;
109     int size;
110    
111     sprintf (buf, "%s/%s", settings.confdir, settings.news);
112     if ((fp = open_and_uncompress (buf, 0, &comp)) == NULL)
113     return;
114 root 1.44
115 root 1.18 news[0] = '\0';
116     subject[0] = '\0';
117     size = 0;
118 root 1.44
119 root 1.104 while (fgets (buf, MAX_BUF, fp))
120 root 1.18 {
121     if (*buf == '#')
122     continue;
123 root 1.44
124 root 1.18 if (*buf == '%')
125     { /* send one news */
126     if (size > 0)
127 root 1.199 draw_ext_info_format (NDI_UNIQUE | NDI_GREEN, 0, op,
128     MSG_TYPE_ADMIN, MSG_TYPE_ADMIN_NEWS,
129     "INFORMATION: %s\n%s", (char *)"%s\n%s",
130     subject, news); /*send previously read news */
131 root 1.89
132 root 1.18 strcpy (subject, buf + 1);
133     strip_endline (subject);
134     size = 0;
135     news[0] = '\0';
136     }
137     else
138     {
139     if (size + strlen (buf) >= HUGE_BUF)
140     {
141     LOG (llevDebug, "Warning, one news item has size > %d bytes.\n", HUGE_BUF);
142 elmex 1.1 break;
143 root 1.18 }
144     strncat (news + size, buf, HUGE_BUF - size);
145     size += strlen (buf);
146     }
147 elmex 1.1 }
148 root 1.18
149     draw_ext_info_format (NDI_UNIQUE | NDI_GREEN, 0, op,
150 root 1.109 MSG_TYPE_ADMIN, MSG_TYPE_ADMIN_NEWS, "INFORMATION: %s\n%s\n", (char *)"%s\n%s", subject, news);
151 root 1.18 close_and_delete (fp, comp);
152 elmex 1.1 }
153    
154 root 1.54 /* This loads the first map an puts the player on it. */
155     static void
156     set_first_map (object *op)
157     {
158 root 1.77 op->contr->maplevel = first_map_path;
159 root 1.54 op->x = -1;
160     op->y = -1;
161 root 1.75 }
162    
163     void
164 root 1.89 player::activate ()
165     {
166     if (active)
167     return;
168    
169     players.insert (this);
170     ob->remove ();
171     ob->map = 0;
172     ob->activate_recursive ();
173 root 1.92 CLEAR_FLAG (ob, FLAG_FRIENDLY);
174     add_friendly_object (ob);
175 root 1.89 }
176    
177     void
178     player::deactivate ()
179     {
180     if (!active)
181     return;
182    
183     terminate_all_pets (ob);
184 root 1.92 remove_friendly_object (ob);
185 root 1.89 ob->deactivate_recursive ();
186 root 1.111
187     if (ob->map)
188     maplevel = ob->map->path;
189    
190 root 1.89 ob->remove ();
191 root 1.167 ob->enemy = 0; // sometimes keeps an extra refcount on itself
192 root 1.89 ob->map = 0;
193 root 1.104 party = 0;
194 root 1.89
195 root 1.119 combat_ob = ranged_ob = 0; //TODO, should be special marker, non-refcounted, not this
196 root 1.92
197 root 1.89 players.erase (this);
198     }
199    
200 root 1.56 // connect the player with a specific client
201 root 1.122 // also changes, rationalises, and fixes some incorrect settings
202 root 1.54 void
203     player::connect (client *ns)
204 root 1.18 {
205 root 1.54 this->ns = ns;
206     ns->pl = this;
207    
208 root 1.95 run_on = 0;
209     fire_on = 0;
210 root 1.103 ob->close_container (); //TODO: client-specific
211 root 1.95
212 root 1.54 ns->update_look = 0;
213     ns->look_position = 0;
214    
215 root 1.211 clear_los ();
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 1.212 if (!op->enemy)
937 root 1.18 {
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 if (!(random_roll (0, 4, op, PREFER_LOW)) && did_make_save (op, op->level, 0))
944     {
945     op->enemy = NULL;
946     CLEAR_FLAG (op, FLAG_SCARED);
947     return;
948 elmex 1.1 }
949 root 1.49
950 root 1.18 get_rangevector (op, op->enemy, &rv, 0);
951    
952     dir = absdir (4 + rv.direction);
953     for (diff = 0; diff < 3; diff++)
954     {
955 root 1.214 int m = 1 - rndm (2) * 2;
956 elmex 1.1
957 root 1.18 if (move_ob (op, absdir (dir + diff * m), op) || (diff == 0 && move_ob (op, absdir (dir - diff * m), op)))
958 root 1.49 return;
959 elmex 1.1 }
960 root 1.49
961 root 1.18 /* Cornered, get rid of scared */
962     CLEAR_FLAG (op, FLAG_SCARED);
963     op->enemy = NULL;
964 elmex 1.1 }
965    
966     /* check_pick sees if there is stuff to be picked up/picks up stuff.
967 root 1.122 * It returns 1 if the player should keep on moving, 0 if he should
968 elmex 1.1 * stop.
969     */
970 root 1.18 int
971     check_pick (object *op)
972     {
973 elmex 1.1 object *tmp, *next;
974     int stop = 0;
975 pippijn 1.106 int wvratio;
976 elmex 1.1
977     /* if you're flying, you cna't pick up anything */
978     if (op->move_type & MOVE_FLYING)
979     return 1;
980    
981     next = op->below;
982    
983 elmex 1.175 int cnt = MAX_ITEM_PER_DROP;
984     #define CHK_PICK_PICKUP do { pick_up (op, tmp); cnt--; } while (0)
985    
986 elmex 1.1 /* loop while there are items on the floor that are not marked as
987     * destroyed */
988 root 1.24 while (next && !next->destroyed ())
989 root 1.18 {
990     tmp = next;
991     next = tmp->below;
992 elmex 1.1
993 elmex 1.175 if (cnt <= 0)
994     {
995     op->failmsg ("Couldn't pickup all items at once.");
996     return 0;
997     }
998    
999 root 1.24 if (op->destroyed ())
1000 elmex 1.1 return 0;
1001    
1002 root 1.18 if (!can_pick (op, tmp))
1003     continue;
1004 elmex 1.1
1005 root 1.18 if (op->contr->search_str[0] != '\0' && settings.search_items == TRUE)
1006     {
1007     if (item_matched_string (op, tmp, op->contr->search_str))
1008 elmex 1.175 CHK_PICK_PICKUP;
1009 root 1.212
1010 root 1.18 continue;
1011 root 1.11 }
1012    
1013 root 1.18 /* high not bit set? We're using the old autopickup model */
1014     if (!(op->contr->mode & PU_NEWMODE))
1015 root 1.11 {
1016 root 1.18 switch (op->contr->mode)
1017 root 1.11 {
1018 root 1.20 case 0:
1019     return 1; /* don't pick up */
1020     case 1:
1021 elmex 1.175 CHK_PICK_PICKUP;
1022 root 1.20 return 1;
1023     case 2:
1024 elmex 1.175 CHK_PICK_PICKUP;
1025 root 1.20 return 0;
1026     case 3:
1027     return 0; /* stop before pickup */
1028     case 4:
1029 elmex 1.175 CHK_PICK_PICKUP;
1030 root 1.20 break;
1031     case 5:
1032 elmex 1.175 CHK_PICK_PICKUP;
1033 root 1.20 stop = 1;
1034     break;
1035     case 6:
1036 elmex 1.175 if (QUERY_FLAG (tmp, FLAG_KNOWN_MAGICAL)
1037     && !QUERY_FLAG (tmp, FLAG_KNOWN_CURSED))
1038     CHK_PICK_PICKUP;
1039 root 1.20 break;
1040    
1041     case 7:
1042     if (tmp->type == MONEY || tmp->type == GEM)
1043 elmex 1.175 CHK_PICK_PICKUP;
1044 root 1.20 break;
1045    
1046     default:
1047     /* use value density */
1048     if (!QUERY_FLAG (tmp, FLAG_UNPAID)
1049     && (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1))) >= op->contr->mode)
1050 elmex 1.175 CHK_PICK_PICKUP;
1051 root 1.11 }
1052     }
1053 root 1.18 else
1054     { /* old model */
1055     /* NEW pickup handling */
1056     if (op->contr->mode & PU_DEBUG)
1057     {
1058     /* some debugging code to figure out item information */
1059 root 1.218 const char *str = tmp->name
1060     ? format ("item name: %s item type: %d weight/value: %d",
1061     &tmp->name, tmp->type, (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1))))
1062     : format ("item name: %s item type: %d weight/value: %d",
1063     &tmp->arch->archname, tmp->type, (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1))));
1064 root 1.18
1065 root 1.218 new_draw_info (NDI_UNIQUE, 0, op, str);
1066 root 1.58 }
1067 elmex 1.1
1068 root 1.18 /* philosophy:
1069     * It's easy to grab an item type from a pile, as long as it's
1070     * generic. This takes no game-time. For more detailed pickups
1071 root 1.58 * and selections, select-items should be used. This is a
1072 root 1.18 * grab-as-you-run type mode that's really useful for arrows for
1073     * example.
1074     * The drawback: right now it has no frontend, so you need to
1075     * stick the bits you want into a calculator in hex mode and then
1076     * convert to decimal and then 'pickup <#>
1077     */
1078    
1079     /* the first two modes are exclusive: if NOTHING we return, if
1080     * STOP then we stop. All the rest are applied sequentially,
1081     * meaning if any test passes, the item gets picked up. */
1082    
1083     /* if mode is set to pick nothing up, return */
1084    
1085     if (op->contr->mode & PU_NOTHING)
1086     return 1;
1087    
1088     /* if mode is set to stop when encountering objects, return */
1089     /* take STOP before INHIBIT since it doesn't actually pick
1090     * anything up */
1091    
1092     if (op->contr->mode & PU_STOP)
1093     return 0;
1094    
1095     /* useful for going into stores and not losing your settings... */
1096     /* and for battles wher you don't want to get loaded down while
1097     * fighting */
1098     if (op->contr->mode & PU_INHIBIT)
1099     return 1;
1100    
1101     /* prevent us from turning into auto-thieves :) */
1102     if (QUERY_FLAG (tmp, FLAG_UNPAID))
1103     continue;
1104    
1105     /* ignore known cursed objects */
1106     if (QUERY_FLAG (tmp, FLAG_KNOWN_CURSED) && op->contr->mode & PU_NOT_CURSED)
1107     continue;
1108    
1109     /* all food and drink if desired */
1110     /* question: don't pick up known-poisonous stuff? */
1111     if (op->contr->mode & PU_FOOD)
1112     if (tmp->type == FOOD)
1113     {
1114 elmex 1.175 CHK_PICK_PICKUP;
1115 root 1.18 continue;
1116     }
1117 root 1.29
1118 root 1.18 if (op->contr->mode & PU_DRINK)
1119     if (tmp->type == DRINK || (tmp->type == POISON && !QUERY_FLAG (tmp, FLAG_KNOWN_CURSED)))
1120     {
1121 elmex 1.175 CHK_PICK_PICKUP;
1122 root 1.18 continue;
1123     }
1124    
1125     if (op->contr->mode & PU_POTION)
1126     if (tmp->type == POTION)
1127     {
1128 elmex 1.175 CHK_PICK_PICKUP;
1129 root 1.18 continue;
1130     }
1131    
1132     /* spellbooks, skillscrolls and normal books/scrolls */
1133     if (op->contr->mode & PU_SPELLBOOK)
1134     if (tmp->type == SPELLBOOK)
1135     {
1136 elmex 1.175 CHK_PICK_PICKUP;
1137 root 1.18 continue;
1138     }
1139 root 1.29
1140 root 1.18 if (op->contr->mode & PU_SKILLSCROLL)
1141     if (tmp->type == SKILLSCROLL)
1142     {
1143 elmex 1.175 CHK_PICK_PICKUP;
1144 root 1.18 continue;
1145     }
1146 root 1.29
1147 root 1.18 if (op->contr->mode & PU_READABLES)
1148 root 1.158 if (tmp->type == BOOK || tmp->type == SCROLL || tmp->type == INSCRIBABLE)
1149 root 1.18 {
1150 elmex 1.175 CHK_PICK_PICKUP;
1151 root 1.18 continue;
1152     }
1153    
1154     /* wands/staves/rods/horns */
1155     if (op->contr->mode & PU_MAGIC_DEVICE)
1156     if (tmp->type == WAND || tmp->type == ROD || tmp->type == HORN)
1157     {
1158 elmex 1.175 CHK_PICK_PICKUP;
1159 root 1.18 continue;
1160     }
1161    
1162     /* pick up all magical items */
1163     if (op->contr->mode & PU_MAGICAL)
1164     if (QUERY_FLAG (tmp, FLAG_KNOWN_MAGICAL) && !QUERY_FLAG (tmp, FLAG_KNOWN_CURSED))
1165     {
1166 elmex 1.175 CHK_PICK_PICKUP;
1167 root 1.18 continue;
1168     }
1169    
1170     if (op->contr->mode & PU_VALUABLES)
1171     {
1172     if (tmp->type == MONEY || tmp->type == GEM)
1173     {
1174 elmex 1.175 CHK_PICK_PICKUP;
1175 root 1.18 continue;
1176     }
1177     }
1178    
1179     /* rings & amulets - talismans seems to be typed AMULET */
1180     if (op->contr->mode & PU_JEWELS)
1181     if (tmp->type == RING || tmp->type == AMULET)
1182     {
1183 elmex 1.175 CHK_PICK_PICKUP;
1184 root 1.29 continue;
1185     }
1186    
1187     /* we don't forget dragon food */
1188     if (op->contr->mode & PU_FLESH)
1189     if (tmp->type == FLESH)
1190     {
1191 elmex 1.175 CHK_PICK_PICKUP;
1192 root 1.18 continue;
1193     }
1194    
1195     /* bows and arrows. Bows are good for selling! */
1196     if (op->contr->mode & PU_BOW)
1197     if (tmp->type == BOW)
1198     {
1199 elmex 1.175 CHK_PICK_PICKUP;
1200 root 1.18 continue;
1201     }
1202 root 1.29
1203 root 1.18 if (op->contr->mode & PU_ARROW)
1204     if (tmp->type == ARROW)
1205     {
1206 elmex 1.175 CHK_PICK_PICKUP;
1207 root 1.18 continue;
1208     }
1209    
1210     /* all kinds of armor etc. */
1211     if (op->contr->mode & PU_ARMOUR)
1212     if (tmp->type == ARMOUR)
1213     {
1214 elmex 1.175 CHK_PICK_PICKUP;
1215 root 1.18 continue;
1216     }
1217 root 1.29
1218 root 1.18 if (op->contr->mode & PU_HELMET)
1219     if (tmp->type == HELMET)
1220     {
1221 elmex 1.175 CHK_PICK_PICKUP;
1222 root 1.18 continue;
1223     }
1224 root 1.29
1225 root 1.18 if (op->contr->mode & PU_SHIELD)
1226     if (tmp->type == SHIELD)
1227     {
1228 elmex 1.175 CHK_PICK_PICKUP;
1229 root 1.18 continue;
1230     }
1231 root 1.29
1232 root 1.18 if (op->contr->mode & PU_BOOTS)
1233     if (tmp->type == BOOTS)
1234     {
1235 elmex 1.175 CHK_PICK_PICKUP;
1236 root 1.18 continue;
1237     }
1238 root 1.29
1239 root 1.18 if (op->contr->mode & PU_GLOVES)
1240     if (tmp->type == GLOVES)
1241     {
1242 elmex 1.175 CHK_PICK_PICKUP;
1243 root 1.18 continue;
1244     }
1245 root 1.29
1246 root 1.18 if (op->contr->mode & PU_CLOAK)
1247     if (tmp->type == CLOAK)
1248     {
1249 elmex 1.175 CHK_PICK_PICKUP;
1250 root 1.18 continue;
1251     }
1252 elmex 1.1
1253 root 1.18 /* hoping to catch throwing daggers here */
1254     if (op->contr->mode & PU_MISSILEWEAPON)
1255     if (tmp->type == WEAPON && QUERY_FLAG (tmp, FLAG_IS_THROWN))
1256     {
1257 elmex 1.175 CHK_PICK_PICKUP;
1258 root 1.18 continue;
1259     }
1260 elmex 1.1
1261 root 1.18 /* careful: chairs and tables are weapons! */
1262     if (op->contr->mode & PU_ALLWEAPON)
1263     {
1264     if (tmp->type == WEAPON && tmp->name != NULL)
1265     {
1266 root 1.148 if (strstr (tmp->name, "table") == NULL && strstr (tmp->arch->archname, "table") == NULL &&
1267     strstr (tmp->name, "chair") && strstr (tmp->arch->archname, "chair") == NULL)
1268 root 1.18 {
1269 elmex 1.175 CHK_PICK_PICKUP;
1270 root 1.18 continue;
1271     }
1272     }
1273 root 1.29
1274 root 1.18 if (tmp->type == WEAPON && tmp->name == NULL)
1275     {
1276 root 1.148 if (strstr (tmp->arch->archname, "table") == NULL && strstr (tmp->arch->archname, "chair") == NULL)
1277 root 1.18 {
1278 elmex 1.175 CHK_PICK_PICKUP;
1279 root 1.18 continue;
1280     }
1281     }
1282     }
1283 elmex 1.1
1284 root 1.18 /* misc stuff that's useful */
1285     if (op->contr->mode & PU_KEY)
1286     if (tmp->type == KEY || tmp->type == SPECIAL_KEY)
1287     {
1288 elmex 1.175 CHK_PICK_PICKUP;
1289 root 1.18 continue;
1290     }
1291 elmex 1.1
1292 root 1.18 /* any of the last 4 bits set means we use the ratio for value
1293     * pickups */
1294     if (op->contr->mode & PU_RATIO)
1295     {
1296     /* use value density to decide what else to grab */
1297     /* >=7 was >= op->contr->mode */
1298     /* >=7 is the old standard setting. Now we take the last 4 bits
1299 root 1.201 */
1300     wvratio = op->contr->mode & PU_RATIO;
1301     if (1000 * query_cost (tmp, op, F_TRUE) / tmp->total_weight () >= wvratio * 100)
1302 root 1.18 {
1303 elmex 1.175 CHK_PICK_PICKUP;
1304 elmex 1.1 #if 0
1305 root 1.18 fprintf (stderr, "HIGH WEIGHT/VALUE [");
1306     if (tmp->name != NULL)
1307     {
1308     fprintf (stderr, "%s", tmp->name);
1309     }
1310     else
1311 root 1.148 fprintf (stderr, "%s", tmp->arch->archname);
1312 root 1.18 fprintf (stderr, ",%d] = ", tmp->type);
1313     fprintf (stderr, "%d\n", (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1))));
1314 elmex 1.1 #endif
1315 root 1.18 continue;
1316     }
1317     }
1318     } /* the new pickup model */
1319     }
1320 root 1.29
1321 root 1.18 return !stop;
1322 elmex 1.1 }
1323    
1324     /*
1325     * Find an arrow in the inventory and after that
1326     * in the right type container (quiver). Pointer to the
1327     * found object is returned.
1328     */
1329 root 1.18 object *
1330     find_arrow (object *op, const char *type)
1331 elmex 1.1 {
1332 root 1.178 for (object *tmp = op->inv; tmp; tmp = tmp->below)
1333 root 1.179 if (tmp->type == ARROW && !strcmp (&tmp->race, type))
1334 root 1.178 return splay (tmp);
1335 elmex 1.1
1336 root 1.178 for (object *tmp = op->inv; tmp; tmp = tmp->below)
1337 root 1.179 if (tmp->type == CONTAINER && QUERY_FLAG (tmp, FLAG_APPLIED) && !strcmp (&tmp->race, type))
1338 root 1.178 if (object *arrow = find_arrow (tmp, type))
1339     {
1340     splay (tmp);
1341     return arrow;
1342     }
1343 root 1.103
1344 root 1.178 return 0;
1345 elmex 1.1 }
1346    
1347     /*
1348     * Similar to find_arrow, but looks for (roughly) the best arrow to use
1349     * against the target. A full test is not performed, simply a basic test
1350     * of resistances. The archer is making a quick guess at what he sees down
1351     * the hall. Failing that it does it's best to pick the highest plus arrow.
1352     */
1353 root 1.18 object *
1354     find_better_arrow (object *op, object *target, const char *type, int *better)
1355 elmex 1.1 {
1356 root 1.18 object *tmp = NULL, *arrow, *ntmp;
1357     int attacknum, attacktype, betterby = 0, i;
1358 elmex 1.1
1359 root 1.18 if (!type)
1360     return NULL;
1361 elmex 1.1
1362 root 1.18 for (arrow = op->inv; arrow; arrow = arrow->below)
1363     {
1364     if (arrow->type == CONTAINER && arrow->race == type && QUERY_FLAG (arrow, FLAG_APPLIED))
1365     {
1366     i = 0;
1367     ntmp = find_better_arrow (arrow, target, type, &i);
1368     if (i > betterby)
1369     {
1370     tmp = ntmp;
1371     betterby = i;
1372     }
1373     }
1374     else if (arrow->type == ARROW && arrow->race == type)
1375     {
1376     /* allways prefer assasination/slaying */
1377 root 1.192 if (target->race && arrow->slaying && strstr (arrow->slaying, target->race))
1378 root 1.18 {
1379     if (arrow->attacktype & AT_DEATH)
1380     {
1381     *better = 100;
1382     return arrow;
1383     }
1384     else
1385     {
1386     tmp = arrow;
1387     betterby = (arrow->magic + arrow->stats.dam) * 2;
1388     }
1389     }
1390     else
1391     {
1392     for (attacknum = 0; attacknum < NROFATTACKS; attacknum++)
1393     {
1394     attacktype = 1 << attacknum;
1395 root 1.149 if ((arrow->attacktype & attacktype) && (target->arch->resist[attacknum]) < 0)
1396     if (((arrow->magic + arrow->stats.dam) * (100 - target->arch->resist[attacknum]) / 100) > betterby)
1397 root 1.18 {
1398     tmp = arrow;
1399 root 1.149 betterby = (arrow->magic + arrow->stats.dam) * (100 - target->arch->resist[attacknum]) / 100;
1400 root 1.18 }
1401 root 1.11 }
1402 root 1.18 if ((2 + arrow->magic + arrow->stats.dam) > betterby)
1403     {
1404     tmp = arrow;
1405     betterby = 2 + arrow->magic + arrow->stats.dam;
1406 root 1.11 }
1407 root 1.18 if (arrow->title && (1 + arrow->magic + arrow->stats.dam) > betterby)
1408     {
1409     tmp = arrow;
1410     betterby = 1 + arrow->magic + arrow->stats.dam;
1411 root 1.11 }
1412     }
1413     }
1414 elmex 1.1 }
1415 root 1.195
1416 root 1.18 if (tmp == NULL && arrow == NULL)
1417     return find_arrow (op, type);
1418 elmex 1.1
1419 root 1.18 *better = betterby;
1420     return tmp;
1421 elmex 1.1 }
1422    
1423     /* looks in a given direction, finds the first valid target, and calls
1424     * find_better_arrow to find a decent arrow to use.
1425     * op = the shooter
1426     * type = bow->race
1427     * dir = fire direction
1428     */
1429 root 1.18 object *
1430     pick_arrow_target (object *op, const char *type, int dir)
1431 elmex 1.1 {
1432 root 1.18 object *tmp = NULL;
1433 root 1.25 maptile *m;
1434 root 1.18 int i, mflags, found, number;
1435     sint16 x, y;
1436    
1437     if (op->map == NULL)
1438     return find_arrow (op, type);
1439    
1440     /* do a dex check */
1441     number = (die_roll (2, 40, op, PREFER_LOW) - 2) / 2;
1442     if (number > (op->stats.Dex + (op->chosen_skill ? op->chosen_skill->level : op->level)))
1443     return find_arrow (op, type);
1444    
1445     m = op->map;
1446     x = op->x;
1447     y = op->y;
1448    
1449     /* find the first target */
1450     for (i = 0, found = 0; i < 20; i++)
1451     {
1452     x += freearr_x[dir];
1453     y += freearr_y[dir];
1454     mflags = get_map_flags (m, &m, x, y, &x, &y);
1455 root 1.212
1456 root 1.18 if (mflags & P_OUT_OF_MAP || mflags & P_BLOCKSVIEW)
1457     {
1458 root 1.212 tmp = 0;
1459 root 1.18 break;
1460     }
1461     else if (GET_MAP_MOVE_BLOCK (m, x, y) == MOVE_FLY_LOW)
1462     {
1463     /* This block presumes arrows and the like are MOVE_FLY_SLOW -
1464     * perhaps a bad assumption.
1465     */
1466 root 1.212 tmp = 0;
1467 root 1.18 break;
1468 root 1.11 }
1469 root 1.212
1470 root 1.18 if (mflags & P_IS_ALIVE)
1471 root 1.212 for (tmp = GET_MAP_OB (m, x, y); tmp; tmp = tmp->above)
1472     if (QUERY_FLAG (tmp, FLAG_ALIVE))
1473 root 1.18 break;
1474 elmex 1.1 }
1475 root 1.212
1476     if (!tmp)
1477 root 1.18 return find_arrow (op, type);
1478 elmex 1.1
1479 root 1.18 if (tmp->head)
1480     tmp = tmp->head;
1481 elmex 1.1
1482 root 1.18 return find_better_arrow (op, tmp, type, &i);
1483 elmex 1.1 }
1484    
1485     /*
1486     * Creature fires a bow - op can be monster or player. Returns
1487     * 1 if bow was actually fired, 0 otherwise.
1488     * op is the object firing the bow.
1489     * part is for multipart creatures - the part firing the bow.
1490     * dir is the direction of fire.
1491     * wc_mod is any special modifier to give (used in special player fire modes)
1492     * sx, sy are coordinates to fire arrow from - also used in some of the special
1493     * player fire modes.
1494     */
1495 root 1.18 int
1496     fire_bow (object *op, object *part, object *arrow, int dir, int wc_mod, sint16 sx, sint16 sy)
1497 elmex 1.1 {
1498 root 1.18 object *left, *bow;
1499 root 1.132 int mflags;
1500 root 1.25 maptile *m;
1501 elmex 1.1
1502 root 1.18 if (!dir)
1503     {
1504     new_draw_info (NDI_UNIQUE, 0, op, "You can't shoot yourself!");
1505     return 0;
1506 elmex 1.1 }
1507 root 1.48
1508 root 1.136 if (op->contr)
1509     bow = op->current_weapon;
1510 root 1.18 else
1511     {
1512     for (bow = op->inv; bow; bow = bow->below)
1513     /* Don't check for applied - monsters don't apply bows - in that way, they
1514     * don't need to switch back and forth between bows and weapons.
1515     */
1516     if (bow->type == BOW)
1517     break;
1518 root 1.11
1519 root 1.18 if (!bow)
1520     {
1521     LOG (llevError, "Range: bow without activated bow (%s).\n", &op->name);
1522     return 0;
1523 root 1.11 }
1524 root 1.118
1525     // optimisation: move object to top so we will find it quickly again
1526     if (bow->below)
1527     {
1528     bow->remove ();
1529     op->insert (bow);
1530     }
1531 elmex 1.1 }
1532 root 1.48
1533 root 1.18 if (!bow->race || !bow->skill)
1534     {
1535     new_draw_info_format (NDI_UNIQUE, 0, op, "Your %s is broken.", &bow->name);
1536     return 0;
1537 elmex 1.1 }
1538    
1539 root 1.18 if (arrow == NULL)
1540     {
1541     if ((arrow = find_arrow (op, bow->race)) == NULL)
1542     {
1543     if (op->type == PLAYER)
1544     new_draw_info_format (NDI_UNIQUE, 0, op, "You have no %s left.", &bow->race);
1545     /* FLAG_READY_BOW will get reset if the monsters picks up some arrows */
1546     else
1547     CLEAR_FLAG (op, FLAG_READY_BOW);
1548 root 1.116
1549 root 1.18 return 0;
1550 root 1.11 }
1551 elmex 1.1 }
1552 root 1.48
1553 root 1.18 mflags = get_map_flags (op->map, &m, sx, sy, &sx, &sy);
1554     if (mflags & P_OUT_OF_MAP)
1555 root 1.48 return 0;
1556    
1557 root 1.18 if (GET_MAP_MOVE_BLOCK (m, sx, sy) == MOVE_FLY_LOW)
1558     {
1559     new_draw_info (NDI_UNIQUE, 0, op, "Something is in the way.");
1560     return 0;
1561     }
1562    
1563     /* this should not happen, but sometimes does */
1564     if (arrow->nrof == 0)
1565     {
1566 root 1.206 LOG (llevError | logBacktrace, "arrow (%s) has nrof 0\n", arrow->debug_desc ());
1567 root 1.207 arrow->destroy ();
1568 root 1.18 return 0;
1569     }
1570    
1571     left = arrow; /* these are arrows left to the player */
1572 root 1.186 arrow = arrow->split ();
1573 root 1.48 if (!arrow)
1574 root 1.18 {
1575     new_draw_info_format (NDI_UNIQUE, 0, op, "You have no %s left.", &bow->race);
1576     return 0;
1577 elmex 1.1 }
1578 root 1.48
1579 root 1.34 arrow->set_owner (op);
1580 root 1.18 arrow->skill = bow->skill;
1581     arrow->direction = dir;
1582    
1583 root 1.124 arrow->stats.sp = arrow->stats.wc; /* save original wc, dam, attacktype and slaying */
1584     arrow->stats.hp = arrow->stats.dam;
1585     arrow->stats.grace = arrow->attacktype;
1586    
1587     if (arrow->slaying)
1588     arrow->spellarg = strdup (arrow->slaying);
1589    
1590 root 1.142 #if 0
1591 root 1.131 if (player *pl = op->contr)
1592 root 1.18 {
1593 root 1.142 float speed = pl->weapon_sp;
1594 root 1.132
1595 root 1.142 /* penalize ROF for bestarrow */
1596     if (pl->bowtype == bow_bestarrow)
1597     speed *= .9f;
1598     else
1599     speed *= 1.f + dex_bonus[op->stats.Dex] * .2f;
1600 root 1.131
1601 root 1.142 op->speed_left += speed - op->speed;
1602     }
1603 root 1.132 #endif
1604 elmex 1.1
1605 root 1.18 SET_ANIMATION (arrow, arrow->direction);
1606 root 1.116
1607 root 1.18 /* update the speed */
1608 root 1.142 arrow->speed = ((bow->flag [FLAG_NO_STRENGTH] ? 0 : dam_bonus[op->stats.Str]) + bow->magic + arrow->magic) / 5.f
1609     + bow->stats.dam / 7.f;
1610 root 1.18
1611 root 1.142 arrow->set_speed (max (arrow->speed, 2.f));
1612 root 1.18 arrow->speed_left = 0;
1613    
1614 root 1.129 int wc = op->stats.wc + wc_mod - arrow->magic - arrow->stats.wc;
1615 root 1.116
1616 root 1.18 if (op->type == PLAYER)
1617     {
1618 root 1.116 arrow->level = op->chosen_skill ? op->chosen_skill->level : op->level;
1619 root 1.129 wc -= dex_bonus[op->stats.Dex];
1620 root 1.18
1621 root 1.116 if (!arrow->slaying)
1622     arrow->slaying = op->slaying;
1623 root 1.124
1624     arrow->attacktype |= op->attacktype;
1625 elmex 1.1 }
1626 root 1.18 else
1627     {
1628     arrow->level = op->level;
1629 root 1.116 arrow->stats.wc -= bow->magic;
1630    
1631     if (!arrow->slaying)
1632     arrow->slaying = bow->slaying;
1633 root 1.124
1634     arrow->attacktype |= bow->attacktype;
1635 elmex 1.1 }
1636 root 1.24
1637 root 1.129 wc -= arrow->level;
1638     arrow->stats.dam = clamp (arrow->stats.dam + op->stats.dam + arrow->magic, MIN_DAM, MAX_DAM);
1639 root 1.24
1640 root 1.129 arrow->stats.wc = clamp (wc, MIN_WC, MAX_WC);
1641 root 1.18 arrow->move_type = MOVE_FLY_LOW;
1642     arrow->move_on = MOVE_FLY_LOW | MOVE_WALK;
1643    
1644 root 1.156 op->play_sound (sound_find ("fire_arrow"));
1645 root 1.70 m->insert (arrow, sx, sy, op);
1646 root 1.18
1647 root 1.24 if (!arrow->destroyed ())
1648 root 1.18 move_arrow (arrow);
1649 elmex 1.1
1650 root 1.18 return 1;
1651 elmex 1.1 }
1652    
1653     /* Special fire code for players - this takes into
1654     * account the special fire modes players can have
1655     * but monsters can't. Putting that code here
1656     * makes the fire_bow code much cleaner.
1657     * this function should only be called if 'op' is a player,
1658     * hence the function name.
1659     */
1660 root 1.18 int
1661     player_fire_bow (object *op, int dir)
1662 elmex 1.1 {
1663 root 1.212 int ret;
1664 root 1.18
1665     if (op->contr->bowtype == bow_bestarrow)
1666     {
1667 root 1.118 ret = fire_bow (op, op, pick_arrow_target (op, op->contr->ranged_ob->race, dir), dir, 0, op->x, op->y);
1668 root 1.18 }
1669     else if (op->contr->bowtype >= bow_n && op->contr->bowtype <= bow_nw)
1670     {
1671 root 1.212 int wcmod = similar_direction (dir, op->contr->bowtype - bow_n + 1) ? 0 : -1;
1672 root 1.18 ret = fire_bow (op, op, NULL, op->contr->bowtype - bow_n + 1, wcmod, op->x, op->y);
1673     }
1674     else if (op->contr->bowtype == bow_threewide)
1675     {
1676 root 1.212 ret = fire_bow (op, op, NULL, dir, 0, op->x, op->y);
1677 root 1.18 ret |= fire_bow (op, op, NULL, dir, -5, op->x + freearr_x[absdir (dir + 2)], op->y + freearr_y[absdir (dir + 2)]);
1678     ret |= fire_bow (op, op, NULL, dir, -5, op->x + freearr_x[absdir (dir - 2)], op->y + freearr_y[absdir (dir - 2)]);
1679     }
1680     else if (op->contr->bowtype == bow_spreadshot)
1681     {
1682 root 1.212 ret = fire_bow (op, op, NULL, dir, 0, op->x, op->y);
1683 root 1.18 ret |= fire_bow (op, op, NULL, absdir (dir - 1), -5, op->x, op->y);
1684     ret |= fire_bow (op, op, NULL, absdir (dir + 1), -5, op->x, op->y);
1685 elmex 1.1 }
1686 root 1.18 else
1687     {
1688     /* Simple case */
1689     ret = fire_bow (op, op, NULL, dir, 0, op->x, op->y);
1690     }
1691 root 1.121
1692 root 1.18 return ret;
1693 elmex 1.1 }
1694    
1695     /* Fires a misc (wand/rod/horn) object in 'dir'.
1696     * Broken apart from 'fire' to keep it more readable.
1697     */
1698 root 1.18 void
1699     fire_misc_object (object *op, int dir)
1700 elmex 1.1 {
1701 root 1.118 object *item = op->contr->ranged_ob;
1702 elmex 1.1
1703 root 1.118 if (!item)
1704 root 1.18 {
1705     new_draw_info (NDI_UNIQUE, 0, op, "You have range item readied.");
1706     return;
1707 elmex 1.1 }
1708    
1709 root 1.18 if (!item->inv)
1710     {
1711     LOG (llevError, "Object %s lacks a spell\n", &item->name);
1712     return;
1713 elmex 1.1 }
1714 root 1.118
1715 root 1.126 if (!op->change_weapon (item))
1716     return;
1717 root 1.121
1718 root 1.18 if (item->type == WAND)
1719     {
1720     if (item->stats.food <= 0)
1721     {
1722 root 1.156 op->contr->play_sound (sound_find ("wand_poof"));
1723 root 1.18 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s goes poof.", query_base_name (item, 0));
1724 root 1.121
1725 root 1.18 return;
1726 root 1.11 }
1727 root 1.18 }
1728     else if (item->type == ROD || item->type == HORN)
1729     {
1730 elmex 1.191 sint16 spell_sp = MAX (item->inv->stats.sp, item->inv->stats.grace);
1731    
1732     // using the maximum of the rods charge allows at least one spell cast
1733     // for a rod or horn, this fixes some broken rods.
1734     if (item->stats.hp < MIN (spell_sp, item->stats.maxhp))
1735 root 1.18 {
1736 root 1.156 op->contr->play_sound (sound_find ("wand_poof"));
1737 root 1.121
1738 root 1.18 if (item->type == ROD)
1739     new_draw_info_format (NDI_UNIQUE, 0, op, "The %s whines for a while, but nothing happens.", query_base_name (item, 0));
1740     else
1741     new_draw_info_format (NDI_UNIQUE, 0, op, "The %s needs more time to charge.", query_base_name (item, 0));
1742 root 1.121
1743 root 1.18 return;
1744 root 1.11 }
1745 elmex 1.1 }
1746    
1747 root 1.18 if (cast_spell (op, item, dir, item->inv, NULL))
1748     {
1749 root 1.212 item->flag [FLAG_BEEN_APPLIED] = true; /* You now know something about it */
1750    
1751 root 1.18 if (item->type == WAND)
1752     {
1753     if (!(--item->stats.food))
1754     {
1755     object *tmp;
1756    
1757     if (item->arch)
1758     {
1759     CLEAR_FLAG (item, FLAG_ANIMATE);
1760 root 1.149 item->face = item->arch->face;
1761 root 1.67 item->set_speed (0);
1762 root 1.11 }
1763 root 1.67
1764 root 1.189 if (object *pl = item->visible_to ())
1765     esrv_update_item (UPD_ANIM, pl, item);
1766 root 1.11 }
1767     }
1768 root 1.18 else if (item->type == ROD || item->type == HORN)
1769 root 1.67 drain_rod_charge (item);
1770 elmex 1.1 }
1771     }
1772    
1773     /* Received a fire command for the player - go and do it.
1774     */
1775 root 1.142 bool
1776 root 1.18 fire (object *op, int dir)
1777     {
1778     int spellcost = 0;
1779 elmex 1.1
1780 root 1.118 player *pl = op->contr;
1781 elmex 1.1
1782 root 1.119 if (pl->golem)
1783     {
1784     control_golem (op->contr->golem, dir);
1785 root 1.142 return false;
1786 root 1.119 }
1787    
1788     object *ob = pl->ranged_ob;
1789 elmex 1.1
1790 root 1.119 if (!ob)
1791 root 1.142 return false;
1792 elmex 1.1
1793 root 1.142 if (op->speed_left > 0.f)
1794     --op->speed_left;
1795     else
1796     return false;
1797 root 1.136
1798 root 1.209 if (!op->change_weapon (ob))
1799     return false;
1800    
1801     /* check for loss of invisiblity/hide */
1802     if (action_makes_visible (op))
1803     make_visible (op);
1804    
1805 root 1.119 switch (ob->type)
1806 root 1.118 {
1807 root 1.119 case BOW:
1808 root 1.118 player_fire_bow (op, dir);
1809 root 1.119 break;
1810    
1811     case SPELL:
1812     spellcost = cast_spell (op, op, dir, ob, pl->spellparam[0] ? pl->spellparam : 0);
1813     break;
1814 root 1.113
1815 root 1.119 case BUILDER:
1816 root 1.20 apply_map_builder (op, dir);
1817 root 1.119 break;
1818    
1819     case SKILL:
1820     do_skill (op, op, ob, dir, 0);
1821     break;
1822    
1823     default:
1824     fire_misc_object (op, dir);
1825     break;
1826 elmex 1.1 }
1827 root 1.142
1828     return true;
1829 elmex 1.1 }
1830    
1831     /* find_key
1832     * We try to find a key for the door as passed. If we find a key
1833     * and successfully use it, we return the key, otherwise NULL
1834     * This function merges both normal and locked door, since the logic
1835     * for both is the same - just the specific key is different.
1836     * pl is the player,
1837     * inv is the objects inventory to searched
1838     * door is the door we are trying to match against.
1839     * This function can be called recursively to search containers.
1840     */
1841 root 1.18 object *
1842     find_key (object *pl, object *container, object *door)
1843 elmex 1.1 {
1844 root 1.18 object *tmp, *key;
1845 elmex 1.1
1846 root 1.18 /* Should not happen, but sanity checking is never bad */
1847 root 1.103 if (!container->inv)
1848     return 0;
1849 elmex 1.1
1850 root 1.18 /* First, lets try to find a key in the top level inventory */
1851 root 1.103 for (tmp = container->inv; tmp; tmp = tmp->below)
1852 root 1.18 {
1853     if (door->type == DOOR && tmp->type == KEY)
1854     break;
1855     /* For sanity, we should really check door type, but other stuff
1856     * (like containers) can be locked with special keys
1857     */
1858     if (tmp->slaying && tmp->type == SPECIAL_KEY && tmp->slaying == door->slaying)
1859     break;
1860     }
1861 root 1.103
1862 root 1.18 /* No key found - lets search inventories now */
1863     /* If we find and use a key in an inventory, return at that time.
1864     * otherwise, if we search all the inventories and still don't find
1865     * a key, return
1866     */
1867     if (!tmp)
1868     {
1869 root 1.103 for (tmp = container->inv; tmp; tmp = tmp->below)
1870 root 1.18 {
1871     /* No reason to search empty containers */
1872     if (tmp->type == CONTAINER && tmp->inv)
1873     {
1874 root 1.103 if ((key = find_key (pl, tmp, door)))
1875 root 1.18 return key;
1876     }
1877     }
1878 root 1.103
1879 root 1.18 if (!tmp)
1880     return NULL;
1881 elmex 1.1 }
1882 root 1.103
1883 root 1.18 /* We get down here if we have found a key. Now if its in a container,
1884     * see if we actually want to use it
1885     */
1886     if (pl != container)
1887     {
1888     /* Only let players use keys in containers */
1889     if (!pl->contr)
1890     return NULL;
1891     /* cases where this fails:
1892     * If we only search the player inventory, return now since we
1893     * are not in the players inventory.
1894     * If the container is not active, return now since only active
1895     * containers can be used.
1896     * If we only search keyrings and the container does not have
1897     * a race/isn't a keyring.
1898     * No checking for all containers - to fall through past here,
1899     * inv must have been an container and must have been active.
1900     *
1901     * Change the color so that the message doesn't disappear with
1902     * all the others.
1903     */
1904     if (pl->contr->usekeys == key_inventory ||
1905     !QUERY_FLAG (container, FLAG_APPLIED) ||
1906     (pl->contr->usekeys == keyrings && (!container->race || strcmp (container->race, "keys"))))
1907     {
1908     new_draw_info_format (NDI_UNIQUE | NDI_BROWN, 0, pl,
1909     "The %s in your %s vibrates as you approach the door", query_name (tmp), query_name (container));
1910     return NULL;
1911 root 1.11 }
1912 elmex 1.1 }
1913 root 1.103
1914 root 1.18 return tmp;
1915 elmex 1.1 }
1916    
1917     /* moved door processing out of move_player_attack.
1918     * returns 1 if player has opened the door with a key
1919     * such that the caller should not do anything more,
1920     * 0 otherwise
1921     */
1922 root 1.18 static int
1923     player_attack_door (object *op, object *door)
1924 elmex 1.1 {
1925 root 1.142 /* If its a door, try to find a key. If we do destroy the door,
1926 root 1.18 * might as well return immediately as there is nothing more to do -
1927     * otherwise, we fall through to the rest of the code.
1928     */
1929     object *key = find_key (op, op, door);
1930    
1931 root 1.142 /* If we found a key, do some extra work */
1932 root 1.18 if (key)
1933     {
1934     object *container = key->env;
1935    
1936     if (action_makes_visible (op))
1937     make_visible (op);
1938 root 1.117
1939 root 1.18 if (door->inv && (door->inv->type == RUNE || door->inv->type == TRAP))
1940     spring_trap (door->inv, op);
1941 root 1.103
1942 root 1.18 if (door->type == DOOR)
1943 root 1.103 hit_player (door, 9998, op, AT_PHYSICAL, 1); /* Break through the door */
1944 root 1.18 else if (door->type == LOCKED_DOOR)
1945     {
1946 root 1.170 op->statusmsg (format ("You open the door with the %s", query_short_name (key)), NDI_BROWN);
1947 root 1.18 remove_door2 (door); /* remove door without violence ;-) */
1948     }
1949 root 1.103
1950 root 1.18 /* Do this after we print the message */
1951 root 1.185 key->decrease (); /* Use up one of the keys */
1952 root 1.103
1953 root 1.18 return 1; /* Nothing more to do below */
1954     }
1955     else if (door->type == LOCKED_DOOR)
1956     {
1957     /* Might as well return now - no other way to open this */
1958 root 1.171 op->failmsg (door->msg ? &door->msg : "Hmm, you miss the certain something to open this door...");
1959 root 1.18 return 1;
1960 elmex 1.1 }
1961 root 1.103
1962 root 1.18 return 0;
1963 elmex 1.1 }
1964    
1965     /* This function is just part of a breakup from move_player.
1966     * It should keep the code cleaner.
1967     * When this is called, the players direction has been updated
1968     * (taking into account confusion.) The player is also actually
1969     * going to try and move (not fire weapons).
1970     */
1971 root 1.142 bool
1972 root 1.18 move_player_attack (object *op, int dir)
1973 elmex 1.1 {
1974 root 1.18 int on_battleground;
1975    
1976 root 1.117 sint16 nx = freearr_x[dir] + op->x;
1977     sint16 ny = freearr_y[dir] + op->y;
1978 root 1.18
1979 root 1.49 on_battleground = op_on_battleground (op, 0, 0);
1980 root 1.18
1981 root 1.142 if (out_of_map (op->map, nx, ny))
1982     return false;
1983    
1984     if (!op->contr->braced && op->speed_left > 0.f && move_ob (op, dir, op))
1985     {
1986     --op->speed_left;
1987     return true;
1988     }
1989    
1990 root 1.18 /* If braced, or can't move to the square, and it is not out of the
1991     * map, attack it. Note order of if statement is important - don't
1992     * want to be calling move_ob if braced, because move_ob will move the
1993     * player. This is a pretty nasty hack, because if we could
1994     * move to some space, it then means that if we are braced, we should
1995     * do nothing at all. As it is, if we are braced, we go through
1996     * quite a bit of processing. However, it probably is less than what
1997     * move_ob uses.
1998     */
1999 root 1.142 maptile *m = op->map->xy_find (nx, ny);
2000    
2001     /* Go through all the objects, and find ones of interest. Only stop if
2002     * we find a monster - that is something we know we want to attack.
2003     * if its a door or barrel (can roll) see if there may be monsters
2004     * on the space
2005     */
2006     object *mon;
2007     for (mon = m->at (nx, ny).bot; mon; mon = mon->above)
2008 root 1.18 {
2009 root 1.142 if ((mon->flag [FLAG_ALIVE]
2010     || mon->type == LOCKED_DOOR
2011     || mon->flag [FLAG_CAN_ROLL])
2012     && mon != op)
2013     break;
2014     }
2015    
2016     if (!mon) /* This happens anytime the player tries to move */
2017     return false; /* into a wall */
2018 root 1.18
2019 root 1.142 mon = mon->head_ ();
2020 root 1.11
2021 root 1.142 if ((mon->type == DOOR && mon->stats.hp >= 0) || (mon->type == LOCKED_DOOR))
2022     if (op->contr->weapon_sp_left > 0.f)
2023     if (player_attack_door (op, mon))
2024 root 1.18 {
2025 root 1.142 --op->contr->weapon_sp_left;
2026     return true;
2027 root 1.18 }
2028    
2029 root 1.142 /* The following deals with possibly attacking peaceful
2030     * or friendly creatures. Basically, all players are considered
2031     * unaggressive. If the moving player has peaceful set, then the
2032     * object should be pushed instead of attacked. It is assumed that
2033     * if you are braced, you will not attack friends accidently,
2034     * and thus will not push them.
2035     */
2036 root 1.18
2037 root 1.142 /* If the creature is a pet, push it even if the player is not
2038     * peaceful. Our assumption is the creature is a pet if the
2039     * player owns it and it is either friendly or unagressive.
2040     */
2041     if (op->type == PLAYER
2042     && ((mon->owner && mon->owner->contr
2043     && same_party (mon->owner->contr->party, op->contr->party))
2044     || mon->owner == op)
2045     && (QUERY_FLAG (mon, FLAG_UNAGGRESSIVE) || QUERY_FLAG (mon, FLAG_FRIENDLY)))
2046     {
2047     /* If we're braced, we don't want to switch places with it */
2048     if (op->contr->braced)
2049     return false;
2050 root 1.18
2051 root 1.142 if (op->speed_left > 0.f)
2052     {
2053     --op->speed_left;
2054 root 1.85
2055 root 1.156 op->play_sound (sound_find ("push_player"));
2056 root 1.117 push_ob (mon, dir, op);
2057 root 1.142
2058 root 1.212 if (action_makes_visible (op))
2059 root 1.18 make_visible (op);
2060 root 1.85
2061 root 1.142 return true;
2062 root 1.11 }
2063 root 1.142 else
2064     return false;
2065     }
2066 root 1.11
2067 root 1.142 /* in certain circumstances, you shouldn't attack friendly
2068     * creatures. Note that if you are braced, you can't push
2069     * someone, but put it inside this loop so that you won't
2070     * attack them either.
2071     */
2072     if ((mon->type == PLAYER || mon->enemy != op)
2073     && (mon->type == PLAYER || QUERY_FLAG (mon, FLAG_UNAGGRESSIVE) || QUERY_FLAG (mon, FLAG_FRIENDLY))
2074     && ((op->contr->peaceful
2075     || (mon->type == PLAYER && mon->contr->peaceful))
2076     && !on_battleground))
2077     {
2078     if (op->speed_left > 0.f)
2079 root 1.18 {
2080 root 1.142 --op->speed_left;
2081    
2082 root 1.18 if (!op->contr->braced)
2083     {
2084 root 1.156 op->play_sound (sound_find ("push_player"));
2085 root 1.85 push_ob (mon, dir, op);
2086 root 1.18 }
2087     else
2088 root 1.171 op->statusmsg ("You withhold your attack");
2089 root 1.49
2090 root 1.208 if (op->contr->tmp_invis || op->flag [FLAG_HIDDEN])
2091 root 1.18 make_visible (op);
2092 root 1.142
2093     return true;
2094 root 1.11 }
2095 root 1.142 }
2096     /* If the object is a boulder or other rollable object, then
2097     * roll it if not braced. You can't roll it if you are braced.
2098     */
2099     else if (QUERY_FLAG (mon, FLAG_CAN_ROLL) && (!op->contr->braced))
2100     {
2101     if (op->speed_left > 0.f)
2102     {
2103     --op->speed_left;
2104 elmex 1.1
2105 root 1.18 recursive_roll (mon, dir, op);
2106     if (action_makes_visible (op))
2107     make_visible (op);
2108 root 1.142
2109     return true;
2110 root 1.11 }
2111 root 1.142 }
2112     /* Any generic living creature. Including things like doors.
2113     * Way it works is like this: First, it must have some hit points
2114     * and be living. Then, it must be one of the following:
2115     * 1) Not a player, 2) A player, but of a different party. Note
2116     * that party_number -1 is no party, so attacks can still happen.
2117     */
2118     else if ((mon->stats.hp >= 0) && QUERY_FLAG (mon, FLAG_ALIVE) &&
2119     ((mon->type != PLAYER || op->contr->party == NULL || op->contr->party != mon->contr->party)))
2120     {
2121 root 1.143 if (op->contr->weapon_sp_left > 0.f && !op->flag [FLAG_WIZPASS])
2122 root 1.18 {
2123 root 1.142 --op->contr->weapon_sp_left;
2124 root 1.11
2125 root 1.49 skill_attack (mon, op, 0, 0, 0);
2126 root 1.11
2127 root 1.18 if (action_makes_visible (op))
2128     make_visible (op);
2129 root 1.142
2130     return true;
2131 root 1.11 }
2132 root 1.142 }
2133    
2134     return false;
2135 elmex 1.1 }
2136    
2137 root 1.142 bool
2138 root 1.18 move_player (object *op, int dir)
2139     {
2140     int pick;
2141 elmex 1.1
2142 root 1.181 if (!op->map || op->map->in_memory != MAP_ACTIVE)
2143 root 1.18 return 0;
2144 elmex 1.1
2145 root 1.18 /* Sanity check: make sure dir is valid */
2146     if ((dir < 0) || (dir >= 9))
2147     {
2148     LOG (llevError, "move_player: invalid direction %d\n", dir);
2149     return 0;
2150 elmex 1.1 }
2151    
2152 root 1.84 /* peterm: added following line */
2153 root 1.18 if (QUERY_FLAG (op, FLAG_CONFUSED) && dir)
2154 root 1.99 dir = absdir (dir + rndm (3) + rndm (3) - 2);
2155 root 1.18
2156     op->facing = dir;
2157    
2158 root 1.208 if (op->flag [FLAG_HIDDEN])
2159 root 1.18 do_hidden_move (op);
2160    
2161 root 1.142 bool retval;
2162    
2163 root 1.18 if (INVOKE_PLAYER (MOVE, op->contr, ARG_INT (dir)))
2164 root 1.142 retval = RESULT_INT (0);
2165 root 1.18 else if (op->contr->fire_on)
2166 root 1.142 retval = fire (op, dir);
2167 root 1.18 else
2168     {
2169 root 1.142 retval = move_player_attack (op, dir);
2170 root 1.18 pick = check_pick (op);
2171     }
2172 elmex 1.1
2173 root 1.18 /* Add special check for newcs players and fire on - this way, the
2174     * server can handle repeat firing.
2175     */
2176     if (op->contr->fire_on || (op->contr->run_on && pick != 0))
2177 root 1.49 op->direction = dir;
2178 root 1.18 else
2179 root 1.49 op->direction = 0;
2180    
2181 root 1.18 /* Update how the player looks. Use the facing, so direction may
2182     * get reset to zero. This allows for full animation capabilities
2183     * for players.
2184     */
2185     animate_object (op, op->facing);
2186 root 1.142
2187     return retval;
2188 elmex 1.1 }
2189    
2190     /* This is similar to handle_player, below, but is only used by the
2191     * new client/server stuff.
2192     * This is sort of special, in that the new client/server actually uses
2193     * the new speed values for commands.
2194     *
2195 root 1.142 * Returns true if there are more actions we can do. Should not do
2196     * many actions in a row, as that would be too unfair to other
2197     * players.
2198 elmex 1.1 */
2199 root 1.142 bool
2200 root 1.18 handle_newcs_player (object *op)
2201 elmex 1.1 {
2202 root 1.18 if (QUERY_FLAG (op, FLAG_SCARED))
2203     {
2204 root 1.142 if (op->speed_left > 0.f)
2205 root 1.18 {
2206 root 1.132 --op->speed_left;
2207 root 1.142 flee_player (op);
2208    
2209     return true;
2210 root 1.11 }
2211 root 1.142 else
2212     return false;
2213 elmex 1.1 }
2214    
2215 root 1.18 /* call this here - we also will call this in do_ericserver, but
2216     * the players time has been increased when doericserver has been
2217     * called, so we recheck it here.
2218     */
2219 root 1.83 if (op->contr->ns->handle_command ())
2220 root 1.142 return true;
2221 root 1.47
2222 root 1.142 if (op->direction && (op->contr->run_on || op->contr->fire_on))
2223     return move_player (op, op->direction);
2224 elmex 1.1
2225 root 1.142 return false;
2226 root 1.18 }
2227    
2228     int
2229     save_life (object *op)
2230     {
2231     if (!QUERY_FLAG (op, FLAG_LIFESAVE))
2232 elmex 1.1 return 0;
2233 root 1.18
2234 root 1.41 for (object *tmp = op->inv; tmp; tmp = tmp->below)
2235 root 1.18 if (QUERY_FLAG (tmp, FLAG_APPLIED) && QUERY_FLAG (tmp, FLAG_LIFESAVE))
2236     {
2237 root 1.156 op->play_sound (sound_find ("ob_evaporate"));
2238 root 1.18 new_draw_info_format (NDI_UNIQUE, 0, op, "Your %s vibrates violently, then evaporates.", query_name (tmp));
2239 root 1.33
2240 root 1.207 tmp->destroy ();
2241 root 1.18 CLEAR_FLAG (op, FLAG_LIFESAVE);
2242 root 1.33
2243 root 1.18 if (op->stats.hp < 0)
2244     op->stats.hp = op->stats.maxhp;
2245 root 1.33
2246 root 1.18 if (op->stats.food < 0)
2247     op->stats.food = 999;
2248 root 1.33
2249 root 1.54 op->update_stats ();
2250 root 1.18 return 1;
2251     }
2252 root 1.41
2253 root 1.18 LOG (llevError, "Error: LIFESAVE set without applied object.\n");
2254     CLEAR_FLAG (op, FLAG_LIFESAVE);
2255     enter_player_savebed (op); /* bring him home. */
2256     return 0;
2257 elmex 1.1 }
2258    
2259     /* This goes throws the inventory and removes unpaid objects, and puts them
2260     * back in the map (location and map determined by values of env). This
2261 root 1.189 * function will descend into containers. op is the object to start the search
2262 elmex 1.1 * from.
2263     */
2264 root 1.154 static void
2265     drop_unpaid_items (object *op, object *env)
2266 elmex 1.1 {
2267 root 1.18 while (op)
2268     {
2269 root 1.70 object *next = op->below; /* Make sure we have a good value, in case we remove object 'op' */
2270    
2271 root 1.18 if (QUERY_FLAG (op, FLAG_UNPAID))
2272 root 1.189 op->insert_at (env);
2273 root 1.18 else if (op->inv)
2274 root 1.154 drop_unpaid_items (op->inv, env);
2275 root 1.41
2276 root 1.18 op = next;
2277 elmex 1.1 }
2278     }
2279    
2280 root 1.154 void
2281     object::drop_unpaid_items ()
2282     {
2283     if (!flag [FLAG_REMOVED])
2284     ::drop_unpaid_items (inv, this);
2285     }
2286    
2287 elmex 1.1 /*
2288     * Returns pointer a static string containing gravestone text
2289     * Moved from apply.c to player.c - player.c is what
2290     * actually uses this function. player.c may not be quite the
2291     * best, a misc file for object actions is probably better,
2292     * but there isn't one in the server directory.
2293     */
2294 root 1.192 const char *
2295 root 1.18 gravestone_text (object *op)
2296 elmex 1.1 {
2297 root 1.192 static dynbuf_text buf;
2298    
2299 root 1.203 buf << "---- R.I.P. ----\n\n"
2300     << op->name;
2301 root 1.18
2302     if (op->type == PLAYER)
2303 root 1.192 buf << " the " << op->contr->title;
2304    
2305     buf << "\n\n";
2306 root 1.41
2307 root 1.192 buf << "who was level ";
2308     buf << (sint32)op->level << "\n\n" // OO breakdown
2309     << " when " << (op->contr ? "killed" : "died") << "\n\n";
2310 root 1.41
2311 root 1.18 if (op->type == PLAYER)
2312 root 1.192 buf << "by " << op->contr->killer_name () << ".\n\n";
2313 root 1.41
2314 root 1.192 {
2315     static char buf2[128];
2316     time_t now = time (NULL);
2317     strftime (buf2, 128, "%b %d %Y\n\n", localtime (&now));
2318     buf << buf2;
2319     }
2320 root 1.41
2321 root 1.192 return buf;
2322 elmex 1.1 }
2323    
2324 root 1.18 void
2325     do_some_living (object *op)
2326     {
2327     int last_food = op->stats.food;
2328 elmex 1.1 int gen_hp, gen_sp, gen_grace;
2329     int over_hp, over_sp, over_grace;
2330     int i;
2331     int rate_hp = 1200;
2332     int rate_sp = 2500;
2333     int rate_grace = 2000;
2334     const int max_hp = 1;
2335     const int max_sp = 1;
2336     const int max_grace = 1;
2337    
2338 root 1.107 if (op->contr->hidden)
2339     {
2340     op->invisible = 1000;
2341     /* the socket code flashes the player visible/invisible
2342     * depending on the value of invisible, so we need to
2343     * alternate it here for it to work correctly.
2344     */
2345     if (pticks & 2)
2346     op->invisible--;
2347     }
2348     else if (op->invisible && !(QUERY_FLAG (op, FLAG_MAKE_INVIS)))
2349     {
2350     if (!op->invisible--)
2351     {
2352     make_visible (op);
2353     new_draw_info (NDI_UNIQUE, 0, op, "Your invisibility spell runs out.");
2354     }
2355     }
2356    
2357 root 1.52 if (op->contr->ns->state == ST_PLAYING)
2358 root 1.18 {
2359     /* these next three if clauses make it possible to SLOW DOWN
2360     hp/grace/spellpoint regeneration. */
2361     if (op->contr->gen_hp >= 0)
2362     gen_hp = (op->contr->gen_hp + 1) * op->stats.maxhp;
2363     else
2364     {
2365     gen_hp = op->stats.maxhp;
2366     rate_hp -= rate_hp / 2 * op->contr->gen_hp;
2367     }
2368 root 1.55
2369 root 1.18 if (op->contr->gen_sp >= 0)
2370     gen_sp = (op->contr->gen_sp + 1) * op->stats.maxsp;
2371     else
2372     {
2373     gen_sp = op->stats.maxsp;
2374     rate_sp -= rate_sp / 2 * op->contr->gen_sp;
2375     }
2376 root 1.55
2377 root 1.18 if (op->contr->gen_grace >= 0)
2378     gen_grace = (op->contr->gen_grace + 1) * op->stats.maxgrace;
2379     else
2380     {
2381     gen_grace = op->stats.maxgrace;
2382     rate_grace -= rate_grace / 2 * op->contr->gen_grace;
2383     }
2384    
2385     /* Regenerate Grace */
2386     /* I altered this a little - maximum grace is ony achieved through prayer -b.t. */
2387     if (--op->last_grace < 0)
2388     {
2389     if (op->stats.grace < op->stats.maxgrace / 2)
2390     op->stats.grace++; /* no penalty in food for regaining grace */
2391 root 1.55
2392 root 1.18 if (max_grace > 1)
2393     {
2394     over_grace = (gen_grace < 20 ? 30 : gen_grace + 10) / rate_grace;
2395     if (over_grace > 0)
2396     {
2397     op->stats.sp += over_grace
2398     + (random_roll (0, rate_grace - 1, op, PREFER_HIGH) > ((gen_grace < 20 ? 30 : gen_grace + 10) % rate_grace)) ? -1 : 0;
2399     op->last_grace = 0;
2400     }
2401     else
2402     {
2403     op->last_grace = rate_grace / (gen_grace < 20 ? 30 : gen_grace + 10);
2404     }
2405     }
2406     else
2407     {
2408     op->last_grace = rate_grace / (gen_grace < 20 ? 30 : gen_grace + 10);
2409     }
2410     /* wearing stuff doesn't detract from grace generation. */
2411     }
2412    
2413 root 1.161 if (op->stats.food > 0)
2414 root 1.18 {
2415 root 1.161 /* Regenerate Spell Points */
2416     if (!op->contr->golem && --op->last_sp < 0)
2417 root 1.18 {
2418 root 1.161 gen_sp = gen_sp * 10 / (op->contr->gen_sp_armour < 10 ? 10 : op->contr->gen_sp_armour);
2419    
2420     if (op->stats.sp < op->stats.maxsp)
2421 root 1.18 {
2422 root 1.161 op->stats.sp++;
2423    
2424     /* dms do not consume food */
2425     if (!QUERY_FLAG (op, FLAG_WIZ))
2426     {
2427     op->stats.food--;
2428    
2429     if (op->contr->digestion < 0)
2430     op->stats.food += op->contr->digestion;
2431     else if (op->contr->digestion > 0 && random_roll (0, op->contr->digestion, op, PREFER_HIGH))
2432     op->stats.food = last_food;
2433     }
2434 root 1.18 }
2435 root 1.161
2436     if (max_sp > 1)
2437     {
2438     over_sp = (gen_sp + 10) / rate_sp;
2439     if (over_sp > 0)
2440     {
2441     if (op->stats.sp < op->stats.maxsp)
2442     {
2443     op->stats.sp += over_sp > max_sp ? max_sp : over_sp;
2444    
2445     if (random_roll (0, rate_sp - 1, op, PREFER_LOW) > ((gen_sp + 10) % rate_sp))
2446     op->stats.sp--;
2447    
2448     if (op->stats.sp > op->stats.maxsp)
2449     op->stats.sp = op->stats.maxsp;
2450     }
2451    
2452     op->last_sp = 0;
2453     }
2454     else
2455     op->last_sp = rate_sp / (gen_sp < 20 ? 30 : gen_sp + 10);
2456     }
2457     else
2458     op->last_sp = rate_sp / (gen_sp < 20 ? 30 : gen_sp + 10);
2459 root 1.18 }
2460 root 1.55
2461 root 1.161 /* Regenerate Hit Points */
2462     if (--op->last_heal < 0)
2463 root 1.18 {
2464 root 1.161 if (op->stats.hp < op->stats.maxhp)
2465 root 1.18 {
2466 root 1.161 op->stats.hp++;
2467    
2468     /* dms do not consume food */
2469     if (!QUERY_FLAG (op, FLAG_WIZ))
2470     {
2471     op->stats.food--;
2472    
2473     if (op->contr->digestion < 0)
2474     op->stats.food += op->contr->digestion;
2475     else if (op->contr->digestion > 0 && random_roll (0, op->contr->digestion, op, PREFER_HIGH))
2476     op->stats.food = last_food;
2477     }
2478 root 1.18 }
2479 root 1.161
2480     if (max_hp > 1)
2481 root 1.18 {
2482 root 1.161 over_hp = (gen_hp < 20 ? 30 : gen_hp + 10) / rate_hp;
2483    
2484     if (over_hp > 0)
2485     {
2486 root 1.214 op->stats.sp += over_hp + (rndm (rate_hp) > ((gen_hp < 20 ? 30 : gen_hp + 10) % rate_hp)) ? -1 : 0;
2487 root 1.161 op->last_heal = 0;
2488     }
2489     else
2490     op->last_heal = rate_hp / (gen_hp < 20 ? 30 : gen_hp + 10);
2491 root 1.18 }
2492 root 1.161 else
2493     op->last_heal = rate_hp / (gen_hp < 20 ? 30 : gen_hp + 10);
2494 root 1.18 }
2495 root 1.11 }
2496 elmex 1.1
2497 root 1.18 /* Digestion */
2498     if (--op->last_eat < 0)
2499     {
2500 root 1.155 int bonus = max (0, op->contr->digestion),
2501     penalty = max (0, -op->contr->digestion);
2502 root 1.18
2503 root 1.155 op->last_eat = 25 * (1 + bonus) / (max (0, op->contr->gen_hp) + penalty + 1);
2504 root 1.55
2505 root 1.18 /* dms do not consume food */
2506     if (!QUERY_FLAG (op, FLAG_WIZ))
2507     op->stats.food--;
2508 root 1.11 }
2509 elmex 1.1
2510 root 1.55 if (op->stats.food < 0 && op->stats.hp >= 0)
2511     {
2512 root 1.196 object *flesh = 0;
2513 root 1.18
2514 root 1.196 for_inv_removable (op, tmp)
2515 root 1.18 {
2516 root 1.196 if (QUERY_FLAG (tmp, FLAG_UNPAID))
2517     continue;
2518    
2519     if (tmp->type == FOOD || tmp->type == DRINK || tmp->type == POISON)
2520 root 1.18 {
2521 root 1.196 op->statusmsg ("You blindly grab for a bite of food. "
2522     "H<To prevent you from starving, you ate some random item from your backpack.>");
2523     manual_apply (op, tmp, 0);
2524    
2525     if (op->stats.food >= 0 || op->stats.hp < 0)
2526     break;
2527     }
2528     else if (tmp->type == FLESH)
2529     flesh = tmp;
2530     }
2531 root 1.55
2532     /* If player is still starving, it means they don't have any food, so
2533     * eat flesh instead.
2534     */
2535     if (op->stats.food < 0 && op->stats.hp >= 0 && flesh)
2536     {
2537 root 1.196 op->statusmsg ("You blindly grab for a bite of food. "
2538     "H<To prevent you from starving, you ate some random item from your backpack.>");
2539 root 1.55 manual_apply (op, flesh, 0);
2540     }
2541 root 1.196
2542     // If player is still starving, alert him!
2543     if (op->stats.food < 0)
2544     op->failmsg ("You are starving! "
2545     "H<Eat some food to increase your food and prevent you from an untimely death.>");
2546 root 1.11 }
2547 elmex 1.1
2548 root 1.196 if (op->stats.food < 0)
2549 root 1.161 {
2550 root 1.196 op->stats.hp += op->stats.food;
2551 root 1.161 op->stats.food = 0;
2552 root 1.200
2553     if (op->stats.hp < 0)
2554     {
2555     op->contr->killer = archetype::get ("killer_starvation");
2556 root 1.207 op->contr->killer->destroy ();
2557 root 1.200 }
2558 root 1.161 }
2559 elmex 1.1
2560 root 1.200 /* killer should be set here already */
2561 root 1.55 if (op->stats.hp < 0 && !QUERY_FLAG (op, FLAG_WIZ))
2562     kill_player (op);
2563     }
2564 elmex 1.1 }
2565    
2566     /* If the player should die (lack of hp, food, etc), we call this.
2567     * op is the player in jeopardy. If the player can not be saved (not
2568     * permadeath, no lifesave), this will take care of removing the player
2569     * file.
2570     */
2571 root 1.18 void
2572     kill_player (object *op)
2573 elmex 1.1 {
2574 root 1.168 int x, y;
2575 root 1.18 char buf[MAX_BUF];
2576 root 1.25 maptile *map; /* this is for resurrection */
2577 root 1.18 int will_kill_again;
2578     archetype *at;
2579     object *tmp;
2580    
2581     if (save_life (op))
2582     return;
2583    
2584     /* If player dies on BATTLEGROUND, no stat/exp loss! For Combat-Arenas
2585     * in cities ONLY!!! It is very important that this doesn't get abused.
2586     * Look at op_on_battleground() for more info --AndreasV
2587     */
2588     if (op_on_battleground (op, &x, &y))
2589     {
2590     new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, "You have been defeated in combat!");
2591     new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, "Local medics have saved your life...");
2592    
2593     /* restore player */
2594 root 1.22 at = archetype::find ("poisoning");
2595 root 1.70 if (object *tmp = present_arch_in_ob (at, op))
2596 root 1.18 {
2597 root 1.207 tmp->destroy ();
2598 root 1.18 new_draw_info (NDI_UNIQUE, 0, op, "Your body feels cleansed");
2599     }
2600 elmex 1.1
2601 root 1.22 at = archetype::find ("confusion");
2602 root 1.70 if (object *tmp = present_arch_in_ob (at, op))
2603 root 1.18 {
2604 root 1.207 tmp->destroy ();
2605 root 1.18 new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer");
2606     }
2607    
2608 root 1.165 cure_disease (op, 0, 0); /* remove any disease */
2609 root 1.18 op->stats.hp = op->stats.maxhp;
2610     if (op->stats.food <= 0)
2611     op->stats.food = 999;
2612 elmex 1.1
2613 root 1.18 /* create a bodypart-trophy to make the winner happy */
2614 root 1.70 if (object *tmp = arch_to_object (archetype::find ("finger")))
2615 root 1.18 {
2616 root 1.168 tmp->name = format ("%s's finger" , &op->name);
2617     tmp->name_pl = format ("%s's fingers", &op->name);
2618     tmp->msg = format (
2619     "This finger has been cut off of %s the %s, when he was defeated at level %d by %s.\n",
2620 root 1.192 &op->name, op->contr->title,
2621     (int)op->level,
2622     op->contr->killer_name ()
2623 root 1.168 );
2624 root 1.102 tmp->value = 0, tmp->type = 0;
2625     tmp->materialname = "organics";
2626 elmex 1.87 tmp->insert_at (op, tmp);
2627 root 1.18 }
2628 elmex 1.1
2629 root 1.18 /* teleport defeated player to new destination */
2630     transfer_ob (op, x, y, 0, NULL);
2631     op->contr->braced = 0;
2632     return;
2633 elmex 1.1 }
2634    
2635 root 1.18 INVOKE_PLAYER (DEATH, op->contr);
2636 root 1.3
2637 root 1.18 command_kill_pets (op, 0);
2638 elmex 1.1
2639 root 1.156 op->contr->play_sound (sound_find ("player_dies"));
2640 elmex 1.1
2641 root 1.18 /* save the map location for corpse, gravestone */
2642 root 1.70 x = op->x;
2643     y = op->y;
2644 root 1.18 map = op->map;
2645 elmex 1.1
2646 root 1.54 /* NOT_PERMADEATH code. This basically brings the character back to
2647     * life if they are dead - it takes some exp and a random stat.
2648     * See the config.h file for a little more in depth detail about this.
2649     */
2650    
2651     /* Basically two ways to go - remove a stat permanently, or just
2652     * make it depletion. This bunch of code deals with that aspect
2653     * of death.
2654     */
2655     #ifndef COZY_SERVER
2656     if (settings.balanced_stat_loss)
2657 root 1.18 {
2658 root 1.54 /* If stat loss is permanent, lose one stat only. */
2659     /* Lower level chars don't lose as many stats because they suffer
2660     more if they do. */
2661     /* Higher level characters can afford things such as potions of
2662     restoration, or better, stat potions. So we slug them that
2663     little bit harder. */
2664     /* GD */
2665     if (settings.stat_loss_on_death)
2666     num_stats_lose = 1;
2667     else
2668     num_stats_lose = 1 + op->level / BALSL_NUMBER_LOSSES_RATIO;
2669     }
2670     else
2671 root 1.70 num_stats_lose = 1;
2672    
2673 root 1.54 lost_a_stat = 0;
2674    
2675     for (z = 0; z < num_stats_lose; z++)
2676     {
2677 root 1.214 i = rndm (NUM_STATS);
2678 root 1.11
2679 root 1.54 if (settings.stat_loss_on_death)
2680 root 1.18 {
2681 root 1.54 /* Pick a random stat and take a point off it. Tell the player
2682     * what he lost.
2683     */
2684     change_attr_value (&(op->stats), i, -1);
2685     check_stat_bounds (&(op->stats));
2686     change_attr_value (&(op->contr->orig_stats), i, -1);
2687     check_stat_bounds (&(op->contr->orig_stats));
2688     new_draw_info (NDI_UNIQUE, 0, op, lose_msg[i]);
2689     lost_a_stat = 1;
2690 root 1.18 }
2691     else
2692     {
2693 root 1.54 /* deplete a stat */
2694     archetype *deparch = archetype::find ("depletion");
2695     object *dep;
2696 root 1.11
2697 root 1.54 dep = present_arch_in_ob (deparch, op);
2698     if (!dep)
2699 root 1.18 {
2700 root 1.54 dep = arch_to_object (deparch);
2701     insert_ob_in_ob (dep, op);
2702 root 1.18 }
2703 root 1.54 lose_this_stat = 1;
2704     if (settings.balanced_stat_loss)
2705 root 1.18 {
2706 root 1.54 /* GD */
2707     /* Get the stat that we're about to deplete. */
2708     this_stat = get_attr_value (&(dep->stats), i);
2709     if (this_stat < 0)
2710     {
2711     int loss_chance = 1 + op->level / BALSL_LOSS_CHANCE_RATIO;
2712     int keep_chance = this_stat * this_stat;
2713 root 1.18
2714 root 1.54 /* Yes, I am paranoid. Sue me. */
2715     if (keep_chance < 1)
2716     keep_chance = 1;
2717 root 1.18
2718 root 1.54 /* There is a maximum depletion total per level. */
2719     if (this_stat < -1 - op->level / BALSL_MAX_LOSS_RATIO)
2720     {
2721     lose_this_stat = 0;
2722     /* Take loss chance vs keep chance to see if we
2723     retain the stat. */
2724     }
2725     else
2726     {
2727     if (random_roll (0, loss_chance + keep_chance - 1, op, PREFER_LOW) < keep_chance)
2728     lose_this_stat = 0;
2729     /* LOG(llevDebug, "Determining stat loss. Stat: %d Keep: %d Lose: %d Result: %s.\n",
2730     this_stat, keep_chance, loss_chance,
2731     lose_this_stat?"LOSE":"KEEP"); */
2732 root 1.11 }
2733     }
2734 root 1.54 }
2735 root 1.18
2736 root 1.54 if (lose_this_stat)
2737     {
2738     this_stat = get_attr_value (&(dep->stats), i);
2739     /* We could try to do something clever like find another
2740     * stat to reduce if this fails. But chances are, if
2741     * stats have been depleted to -50, all are pretty low
2742     * and should be roughly the same, so it shouldn't make a
2743     * difference.
2744     */
2745     if (this_stat >= -50)
2746 root 1.18 {
2747 root 1.54 change_attr_value (&(dep->stats), i, -1);
2748     SET_FLAG (dep, FLAG_APPLIED);
2749     new_draw_info (NDI_UNIQUE, 0, op, lose_msg[i]);
2750     op->update_stats ();
2751     lost_a_stat = 1;
2752 root 1.11 }
2753     }
2754     }
2755 root 1.54 }
2756 root 1.195
2757 root 1.54 /* If no stat lost, tell the player. */
2758     if (!lost_a_stat)
2759     {
2760     /* determine_god() seems to not work sometimes... why is this?
2761     Should I be using something else? GD */
2762     const char *god = determine_god (op);
2763 root 1.18
2764 root 1.54 if (god && (strcmp (god, "none")))
2765     new_draw_info_format (NDI_UNIQUE, 0, op, "For a brief moment you feel the holy presence of %s protecting" " you.", god);
2766     else
2767     new_draw_info (NDI_UNIQUE, 0, op, "For a brief moment you feel a holy presence protecting you.");
2768     }
2769 root 1.28 #else
2770 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.");
2771 elmex 1.1 #endif
2772    
2773 root 1.54 /* Put a gravestone up where the character 'almost' died. List the
2774     * exp loss on the stone.
2775     */
2776     tmp = arch_to_object (archetype::find ("gravestone"));
2777 root 1.195 tmp->name = format ("%s's gravestone", &op->name);
2778     tmp->name_pl = format ("%s's gravestones", &op->name);
2779 root 1.204 tmp->msg = format ("T<RIP>\n\nHere rests the hero %s the %s,\rwho was killed\rby %s.\n",
2780     &op->name, op->contr->title, op->contr->killer_name ());
2781 root 1.54 tmp->x = op->x, tmp->y = op->y;
2782     insert_ob_in_map (tmp, op->map, NULL, 0);
2783    
2784     /**************************************/
2785     /* */
2786     /* Subtract the experience points, */
2787     /* if we died cause of food, give us */
2788     /* food, and reset HP's... */
2789     /* */
2790     /**************************************/
2791    
2792     /* remove any poisoning and confusion the character may be suffering. */
2793     /* restore player */
2794     at = archetype::find ("poisoning");
2795     tmp = present_arch_in_ob (at, op);
2796    
2797     if (tmp)
2798     {
2799 root 1.207 tmp->destroy ();
2800 root 1.54 new_draw_info (NDI_UNIQUE, 0, op, "Your body feels cleansed");
2801     }
2802    
2803     at = archetype::find ("confusion");
2804     tmp = present_arch_in_ob (at, op);
2805     if (tmp)
2806     {
2807 root 1.207 tmp->destroy ();
2808 root 1.54 new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer");
2809     }
2810    
2811 root 1.165 cure_disease (op, 0, 0); /* remove any disease */
2812 root 1.54
2813 root 1.195 // remove all spell effects that are active
2814     // to avoid long-term effects such as word-of-recall
2815     for (object *item = op->inv; item; )
2816     {
2817     object *next = item->below;
2818    
2819     if (item->type == SPELL_EFFECT && item->active)
2820 root 1.207 item->destroy ();
2821 root 1.195
2822     item = next;
2823     }
2824    
2825 root 1.54 /*add_exp(op, (op->stats.exp * -0.20)); */
2826     apply_death_exp_penalty (op);
2827 root 1.195
2828 root 1.54 if (op->stats.food < 100)
2829     op->stats.food = 900;
2830 root 1.195
2831 root 1.54 op->stats.hp = op->stats.maxhp;
2832     op->stats.sp = MAX (op->stats.sp, op->stats.maxsp);
2833     op->stats.grace = MAX (op->stats.grace, op->stats.maxgrace);
2834 root 1.11
2835 root 1.54 /*
2836 root 1.108 * Check to see if the player has any unpaid items. If so, remove them
2837     * and put them back in the map.
2838 root 1.54 */
2839 root 1.154 op->drop_unpaid_items ();
2840 root 1.18
2841 root 1.54 /****************************************/
2842     /* */
2843     /* Move player to his current respawn- */
2844     /* position (usually last savebed) */
2845     /* */
2846     /****************************************/
2847 root 1.18
2848 root 1.54 enter_player_savebed (op);
2849 root 1.18
2850 root 1.54 op->contr->braced = 0;
2851 root 1.11
2852 root 1.54 /* it is possible that the player has blown something up
2853     * at his savebed location, and that can have long lasting
2854     * spell effects. So first see if there is a spell effect
2855     * on the space that might harm the player.
2856     */
2857     will_kill_again = 0;
2858     for (tmp = GET_MAP_OB (op->map, op->x, op->y); tmp; tmp = tmp->above)
2859     if (tmp->type == SPELL_EFFECT)
2860     will_kill_again |= tmp->attacktype;
2861 elmex 1.1
2862 root 1.54 if (will_kill_again)
2863 root 1.18 {
2864 root 1.54 object *force;
2865     int at;
2866 root 1.18
2867 root 1.54 force = get_archetype (FORCE_NAME);
2868     /* 50 ticks should be enough time for the spell to abate */
2869 root 1.133 force->speed = 0.1f;
2870     force->speed_left = -5.f;
2871 root 1.54 SET_FLAG (force, FLAG_APPLIED);
2872     for (at = 0; at < NROFATTACKS; at++)
2873     if (will_kill_again & (1 << at))
2874     force->resist[at] = 100;
2875 root 1.30
2876 root 1.54 insert_ob_in_ob (force, op);
2877     op->update_stats ();
2878     }
2879 root 1.18
2880 root 1.54 new_draw_info (NDI_UNIQUE, 0, op, "YOU HAVE DIED.");
2881 elmex 1.1 }
2882    
2883 root 1.18 void
2884     loot_object (object *op)
2885     { /* Grab and destroy some treasure */
2886     object *tmp, *tmp2, *next;
2887 elmex 1.1
2888 root 1.103 op->close_container (); /* close open sack first */
2889 elmex 1.1
2890 root 1.54 for (tmp = op->inv; tmp; tmp = next)
2891 root 1.18 {
2892     next = tmp->below;
2893 root 1.54
2894 elmex 1.50 if (tmp->invisible)
2895 root 1.18 continue;
2896 root 1.54
2897 root 1.32 tmp->remove ();
2898 root 1.18 tmp->x = op->x, tmp->y = op->y;
2899 root 1.103
2900 root 1.18 if (tmp->type == CONTAINER)
2901 root 1.103 loot_object (tmp); /* empty container to ground */
2902    
2903 root 1.99 if (!QUERY_FLAG (tmp, FLAG_UNIQUE) && (QUERY_FLAG (tmp, FLAG_STARTEQUIP) || QUERY_FLAG (tmp, FLAG_NO_DROP) || !(rndm (3))))
2904 root 1.18 {
2905     if (tmp->nrof > 1)
2906     {
2907 root 1.186 tmp->decrease (rndm (1, tmp->nrof - 1));
2908 root 1.18 insert_ob_in_map (tmp, op->map, NULL, 0);
2909     }
2910     else
2911 root 1.207 tmp->destroy ();
2912 root 1.18 }
2913     else
2914     insert_ob_in_map (tmp, op->map, NULL, 0);
2915     }
2916 elmex 1.1 }
2917    
2918     /*
2919     * fix_weight(): Check recursively the weight of all players, and fix
2920     * what needs to be fixed. Refresh windows and fix speed if anything
2921     * was changed.
2922     */
2923 root 1.18 void
2924     fix_weight (void)
2925     {
2926 root 1.61 for_all_players (pl)
2927 root 1.18 {
2928 root 1.184 sint32 old = pl->ob->carrying;
2929 root 1.18
2930 root 1.184 pl->ob->update_weight ();
2931    
2932     if (old != pl->ob->carrying)
2933     {
2934     pl->ob->update_stats ();
2935     LOG (llevDebug, "Fixed inventory in %s (%d -> %d)\n", &pl->ob->name, (int)old, (int)pl->ob->carrying);
2936     }
2937 root 1.18 }
2938 elmex 1.1 }
2939    
2940 root 1.18 void
2941     fix_luck (void)
2942     {
2943 root 1.61 for_all_players (pl)
2944 root 1.52 if (!pl->ob->contr->ns->state)
2945 root 1.54 pl->ob->change_luck (0);
2946 elmex 1.1 }
2947    
2948     /* cast_dust() - handles op throwing objects of type 'DUST'.
2949     * This is much simpler in the new spell code - we basically
2950     * just treat this as any other spell casting object.
2951     */
2952 elmex 1.2 void
2953 root 1.18 cast_dust (object *op, object *throw_ob, int dir)
2954 elmex 1.2 {
2955     object *skop, *spob;
2956    
2957     skop = find_skill_by_name (op, throw_ob->skill);
2958    
2959     /* casting POTION 'dusts' is really a use_magic_item skill */
2960     if (op->type == PLAYER && throw_ob->type == POTION && !skop)
2961     {
2962 root 1.18 LOG (llevError, "Player %s lacks critical skill use_magic_item!\n", &op->name);
2963 elmex 1.2 return;
2964     }
2965    
2966     spob = throw_ob->inv;
2967    
2968     // elmex Tue Aug 15 17:19:46 CEST 2006: Added this check to
2969     // not pass NULL to cast_spell (which did indeed check itself, but
2970     // errors should be reported as early as possible IMHO)
2971     if (!spob)
2972     {
2973 root 1.18 LOG (llevError, "cast_dust: thrown object %s (by %s) had no spell in it!", &throw_ob->name, &op->name);
2974 elmex 1.2 return;
2975 elmex 1.1 }
2976    
2977 elmex 1.2 if (op->type == PLAYER)
2978 root 1.14 new_draw_info_format (NDI_UNIQUE, 0, op, "You cast %s.", &spob->name);
2979 elmex 1.2
2980     cast_spell (op, throw_ob, dir, spob, NULL);
2981    
2982 root 1.207 throw_ob->destroy ();
2983 elmex 1.1 }
2984    
2985 root 1.18 void
2986     make_visible (object *op)
2987     {
2988 root 1.208 op->flag [FLAG_HIDDEN] = 0;
2989 root 1.18 op->invisible = 0;
2990 root 1.164
2991 root 1.18 if (op->type == PLAYER)
2992     {
2993     op->contr->tmp_invis = 0;
2994     op->contr->invis_race = 0;
2995     }
2996 root 1.107
2997     update_object (op, UP_OBJ_CHANGE);
2998 root 1.18 }
2999    
3000     int
3001     is_true_undead (object *op)
3002     {
3003 root 1.149 if (QUERY_FLAG (op->arch, FLAG_UNDEAD))
3004 root 1.18 return 1;
3005    
3006 elmex 1.1 return 0;
3007     }
3008    
3009     /* look at the surrounding terrain to determine
3010     * the hideability of this object. Positive levels
3011     * indicate greater hideability.
3012     */
3013 root 1.18 int
3014     hideability (object *ob)
3015     {
3016     int i, level = 0, mflag;
3017     sint16 x, y;
3018    
3019     if (!ob || !ob->map)
3020     return 0;
3021    
3022     /* so, on normal lighted maps, its hard to hide */
3023 root 1.213 level = ob->map->darklevel () - 2;
3024 root 1.18
3025     /* this also picks up whether the object is glowing.
3026     * If you carry a light on a non-dark map, its not
3027     * as bad as carrying a light on a pitch dark map */
3028     if (has_carried_lights (ob))
3029 root 1.213 level = -(10 + (2 * ob->map->darklevel ()));
3030 root 1.18
3031     /* scan through all nearby squares for terrain to hide in */
3032 root 1.182 for (i = 0, x = ob->x, y = ob->y;
3033     i <= SIZEOFFREE1;
3034     i++, x = ob->x + freearr_x[i], y = ob->y + freearr_y[i])
3035 root 1.18 {
3036     mflag = get_map_flags (ob->map, NULL, x, y, NULL, NULL);
3037     if (mflag & P_OUT_OF_MAP)
3038 root 1.182 continue;
3039    
3040 root 1.18 if (mflag & P_BLOCKSVIEW) /* something to hide near! */
3041     level += 2;
3042     else /* open terrain! */
3043     level -= 1;
3044 elmex 1.1 }
3045 root 1.18
3046 elmex 1.1 #if 0
3047 root 1.18 LOG (llevDebug, "hideability of %s is %d\n", ob->name, level);
3048 elmex 1.1 #endif
3049 root 1.18 return level;
3050 elmex 1.1 }
3051    
3052     /* For Hidden creatures - a chance of becoming 'unhidden'
3053     * every time they move - as we subtract off 'invisibility'
3054     * AND, for players, if they move into a ridiculously unhideable
3055     * spot (surrounded by clear terrain in broad daylight). -b.t.
3056     */
3057 root 1.18 void
3058     do_hidden_move (object *op)
3059     {
3060 root 1.194 int hide = 0;
3061 root 1.18
3062     if (!op || !op->map)
3063     return;
3064    
3065 root 1.194 object *skop = find_obj_by_type_subtype (op, SKILL, SK_HIDING);
3066     int num = random_roll (0, 19, op, PREFER_LOW);
3067 root 1.18
3068     /* its *extremely* hard to run and sneak/hide at the same time! */
3069     if (op->type == PLAYER && op->contr->run_on)
3070 root 1.85 if (!skop || num >= skop->level)
3071     {
3072     new_draw_info (NDI_UNIQUE, 0, op, "You ran too much! You are no longer hidden!");
3073     make_visible (op);
3074     return;
3075     }
3076     else
3077     num += 20;
3078    
3079 root 1.18 num += op->map->difficulty;
3080     hide = hideability (op); /* modify by terrain hidden level */
3081     num -= hide;
3082 root 1.85
3083 root 1.18 if ((op->type == PLAYER && hide < -10) || ((op->invisible -= num) <= 0))
3084     {
3085     make_visible (op);
3086 root 1.194
3087 root 1.18 if (op->type == PLAYER)
3088     new_draw_info (NDI_UNIQUE, 0, op, "You moved out of hiding! You are visible!");
3089 elmex 1.1 }
3090 root 1.18 else if (op->type == PLAYER && skop)
3091 root 1.85 change_exp (op, calc_skill_exp (op, NULL, skop), skop->skill, 0);
3092 elmex 1.1 }
3093    
3094     /* determine if who is standing near a hostile creature. */
3095    
3096 root 1.18 int
3097     stand_near_hostile (object *who)
3098     {
3099     object *tmp = NULL;
3100     int i, friendly = 0, player = 0, mflags;
3101 root 1.25 maptile *m;
3102 root 1.18 sint16 x, y;
3103    
3104     if (!who)
3105     return 0;
3106    
3107     if (who->type == PLAYER)
3108     player = 1;
3109    
3110     else
3111     friendly = QUERY_FLAG (who, FLAG_FRIENDLY);
3112    
3113     /* search adjacent squares */
3114     for (i = 1; i < 9; i++)
3115     {
3116     x = who->x + freearr_x[i];
3117     y = who->y + freearr_y[i];
3118     m = who->map;
3119     mflags = get_map_flags (m, &m, x, y, &x, &y);
3120     /* space must be blocked if there is a monster. If not
3121     * blocked, don't need to check this space.
3122     */
3123     if (mflags & P_OUT_OF_MAP)
3124     continue;
3125     if (OB_TYPE_MOVE_BLOCK (who, GET_MAP_MOVE_BLOCK (m, x, y)))
3126     continue;
3127    
3128 root 1.49 for (tmp = GET_MAP_OB (m, x, y); tmp; tmp = tmp->above)
3129 root 1.18 {
3130     if ((player ||friendly) &&QUERY_FLAG (tmp, FLAG_MONSTER) && !QUERY_FLAG (tmp, FLAG_UNAGGRESSIVE))
3131     return 1;
3132     else if (tmp->type == PLAYER)
3133     {
3134     /*don't let a hidden DM prevent you from hiding */
3135     if (!QUERY_FLAG (tmp, FLAG_WIZ) || tmp->contr->hidden == 0)
3136 root 1.11 return 1;
3137 root 1.18 }
3138 root 1.11 }
3139 elmex 1.1 }
3140 root 1.18 return 0;
3141 elmex 1.1 }
3142    
3143     /* check the player los field for viewability of the
3144     * object op. This function works fine for monsters,
3145     * but we dont worry if the object isnt the top one in
3146     * a pile (say a coin under a table would return "viewable"
3147     * by this routine). Another question, should we be
3148     * concerned with the direction the player is looking
3149 root 1.162 * in? Realistically, most of us can't see stuff behind
3150 elmex 1.1 * our backs...on the other hand, does the "facing" direction
3151 root 1.162 * imply the way your head, or body is facing? It's possible
3152 elmex 1.1 * for them to differ. Sigh, this fctn could get a bit more complex.
3153     * -b.t.
3154     * This function is now map tiling safe.
3155     */
3156 root 1.18 int
3157     player_can_view (object *pl, object *op)
3158     {
3159     rv_vector rv;
3160     int dx, dy;
3161    
3162     if (pl->type != PLAYER)
3163     {
3164     LOG (llevError, "player_can_view() called for non-player object\n");
3165     return -1;
3166 elmex 1.1 }
3167 root 1.74
3168 root 1.18 if (!pl || !op)
3169 elmex 1.1 return 0;
3170 root 1.18
3171 root 1.74 op = op->head_ ();
3172    
3173 root 1.18 get_rangevector (pl, op, &rv, 0x1);
3174    
3175     /* starting with the 'head' part, lets loop
3176     * through the object and find if it has any
3177 root 1.162 * part that is in the los array but isn't on
3178 root 1.18 * a blocked los square.
3179     * we use the archetype to figure out offsets.
3180     */
3181     while (op)
3182     {
3183 root 1.149 dx = rv.distance_x + op->arch->x;
3184     dy = rv.distance_y + op->arch->y;
3185 root 1.18
3186 root 1.210 if (pl->contr->blocked_los (dx, dy) != LOS_BLOCKED)
3187 root 1.18 return 1;
3188 root 1.162
3189 root 1.18 op = op->more;
3190     }
3191 root 1.162
3192 root 1.18 return 0;
3193 elmex 1.1 }
3194    
3195     /* routine for both players and monsters. We call this when
3196     * there is a possibility for our action distrubing our hiding
3197 root 1.212 * place or invisiblity spell. Artefact invisiblity causes
3198     * "noise" instead. If we arent invisible to begin with, we
3199 elmex 1.1 * return 0.
3200     */
3201 root 1.18 int
3202     action_makes_visible (object *op)
3203     {
3204     if (op->invisible && QUERY_FLAG (op, FLAG_ALIVE))
3205     {
3206     if (QUERY_FLAG (op, FLAG_MAKE_INVIS))
3207 root 1.212 {
3208     // artefact invisibility is permanent, but we still make noise
3209     // this is important for game-balance.
3210     if (op->contr)
3211     op->make_noise ();
3212    
3213     return 0;
3214     }
3215 root 1.18
3216     if (op->contr && op->contr->tmp_invis == 0)
3217     return 0;
3218 elmex 1.1
3219 root 1.18 /* If monsters, they should become visible */
3220 root 1.208 if (op->flag [FLAG_HIDDEN] || !op->contr || (op->contr && op->contr->tmp_invis))
3221 root 1.18 {
3222 root 1.208 new_draw_info_format (NDI_UNIQUE, 0, op, "You become %s!", op->flag [FLAG_HIDDEN] ? "unhidden" : "visible");
3223 root 1.18 return 1;
3224 root 1.11 }
3225 elmex 1.1 }
3226 root 1.162
3227 root 1.18 return 0;
3228 elmex 1.1 }
3229    
3230     /* op_on_battleground - checks if the given object op (usually
3231     * a player) is standing on a valid battleground-tile,
3232     * function returns TRUE/FALSE. If true x, y returns the battleground
3233     * -exit-coord. (and if x, y not NULL)
3234     * 19 March 2005 - josh@woosworld.net modifed to check if the battleground also has slaying, maxhp, and maxsp set
3235     * and if those are all set and the player has a marker that matches the slaying send them to a different x, y
3236     * Default is to do the same as before, so only people wanting to have different points need worry about this
3237     */
3238 root 1.18 int
3239     op_on_battleground (object *op, int *x, int *y)
3240     {
3241 elmex 1.1 /* A battleground-tile needs the following attributes to be valid:
3242     * is_floor 1 (has to be the FIRST floor beneath the player's feet),
3243     * name="battleground", no_pick 1, type=58 (type BATTLEGROUND)
3244     * and the exit-coordinates sp/hp must both be > 0.
3245     * => The intention here is to prevent abuse of the battleground-
3246     * feature (like pickable or hidden battleground tiles). */
3247 root 1.162 for (object *tmp = op->below; tmp; tmp = tmp->below)
3248 root 1.18 {
3249     if (QUERY_FLAG (tmp, FLAG_IS_FLOOR))
3250     {
3251 root 1.162 if (QUERY_FLAG (tmp, FLAG_NO_PICK)
3252     && tmp->type == BATTLEGROUND
3253     && tmp->name == shstr_battleground
3254     && EXIT_X (tmp) && EXIT_Y (tmp))
3255 root 1.18 {
3256 root 1.162 /* before we assign the exit, check if this is a teambattle */
3257 root 1.18 if (EXIT_ALT_X (tmp) && EXIT_ALT_Y (tmp) && EXIT_PATH (tmp))
3258     {
3259 root 1.162 for (object *invtmp = op->inv; invtmp; invtmp = invtmp->below)
3260 root 1.18 {
3261 root 1.162 if (invtmp->type == FORCE && invtmp->slaying && tmp->slaying == invtmp->slaying)
3262 root 1.18 {
3263 root 1.162 if (x && y)
3264 root 1.18 *x = EXIT_ALT_X (tmp), *y = EXIT_ALT_Y (tmp);
3265 root 1.162
3266 root 1.18 return 1;
3267     }
3268     }
3269     }
3270 root 1.162
3271     if (x && y)
3272 root 1.18 *x = EXIT_X (tmp), *y = EXIT_Y (tmp);
3273 root 1.162
3274 root 1.18 return 1;
3275     }
3276     }
3277 elmex 1.1 }
3278 root 1.162
3279 elmex 1.1 /* If we got here, did not find a battleground */
3280     return 0;
3281     }
3282    
3283     /*
3284     * When a dragon-player gains a new stage of evolution,
3285     * he gets some treasure
3286     *
3287     * attributes:
3288     * object *who the dragon player
3289     * int atnr the attack-number of the ability focus
3290     * int level ability level
3291     */
3292 root 1.18 void
3293     dragon_ability_gain (object *who, int atnr, int level)
3294     {
3295     treasurelist *trlist = NULL; /* treasurelist */
3296     treasure *tr; /* treasure */
3297     object *tmp, *skop; /* tmp. object */
3298     object *item; /* treasure object */
3299     char buf[MAX_BUF]; /* tmp. string buffer */
3300     int i = 0, j = 0;
3301    
3302     /* get the appropriate treasurelist */
3303     if (atnr == ATNR_FIRE)
3304 root 1.163 trlist = treasurelist::find (shstr_dragon_ability_fire);
3305 root 1.18 else if (atnr == ATNR_COLD)
3306 root 1.163 trlist = treasurelist::find (shstr_dragon_ability_cold);
3307 root 1.18 else if (atnr == ATNR_ELECTRICITY)
3308 root 1.163 trlist = treasurelist::find (shstr_dragon_ability_elec);
3309 root 1.18 else if (atnr == ATNR_POISON)
3310 root 1.163 trlist = treasurelist::find (shstr_dragon_ability_poison);
3311 root 1.18
3312     if (trlist == NULL || who->type != PLAYER)
3313     return;
3314    
3315     for (i = 0, tr = trlist->items; tr != NULL && i < level - 1; tr = tr->next, i++);
3316    
3317 elmex 1.82 if (!tr || !tr->item)
3318 root 1.18 {
3319     /* LOG(llevDebug, "-> no more treasure for %s\n", change_resist_msg[atnr]); */
3320     return;
3321 elmex 1.1 }
3322    
3323 root 1.18 /* everything seems okay - now bring on the gift: */
3324 root 1.149 item = tr->item;
3325 elmex 1.1
3326 root 1.18 if (item->type == SPELL)
3327     {
3328     if (check_spell_known (who, item->name))
3329 root 1.11 return;
3330 root 1.18
3331     new_draw_info_format (NDI_UNIQUE | NDI_BLUE, 0, who, "You gained the ability of %s", &item->name);
3332     do_learn_spell (who, item, 0);
3333     return;
3334 elmex 1.1 }
3335    
3336 root 1.18 /* grant direct spell */
3337     if (item->type == SPELLBOOK)
3338     {
3339     if (!item->inv)
3340     {
3341     LOG (llevDebug, "dragon_ability_gain: Broken spellbook %s\n", &item->name);
3342     return;
3343     }
3344     if (check_spell_known (who, item->inv->name))
3345     return;
3346     if (item->invisible)
3347     {
3348     new_draw_info_format (NDI_UNIQUE | NDI_BLUE, 0, who, "You gained the ability of %s", &item->inv->name);
3349     do_learn_spell (who, item->inv, 0);
3350     return;
3351 root 1.11 }
3352 root 1.18 }
3353     else if (item->type == SKILL_TOOL && item->invisible)
3354     {
3355     if (item->subtype == SK_CLAWING && (skop = find_skill_by_name (who, item->skill)) != NULL)
3356     {
3357    
3358     /* should this perhaps be (skop->attackyp & item->attacktype)!=item->attacktype ...
3359     * in this way, if the player is missing any of the attacktypes, he gets
3360     * them. As it is now, if the player has any that match the granted skill,
3361     * but not all of them, he gets nothing.
3362     */
3363     if (!(skop->attacktype & item->attacktype))
3364     {
3365     /* Give new attacktype */
3366     skop->attacktype |= item->attacktype;
3367    
3368     /* always add physical if there's none */
3369     skop->attacktype |= AT_PHYSICAL;
3370    
3371     if (item->msg != NULL)
3372     new_draw_info (NDI_UNIQUE | NDI_BLUE, 0, who, item->msg);
3373    
3374     /* Give player new face */
3375     if (item->animation_id)
3376     {
3377     who->face = skop->face;
3378     who->animation_id = item->animation_id;
3379     who->anim_speed = item->anim_speed;
3380     who->last_anim = 0;
3381     who->state = 0;
3382     animate_object (who, who->direction);
3383     }
3384     }
3385 root 1.11 }
3386 elmex 1.1 }
3387 root 1.18 else if (item->type == FORCE)
3388     {
3389     /* forces in the treasurelist can alter the player's stats */
3390     object *skin;
3391 elmex 1.1
3392 root 1.18 /* first get the dragon skin force */
3393 root 1.153 for (skin = who->inv; skin && !(skin->arch->archname == shstr_dragon_skin_force); skin = skin->below)
3394 root 1.52 ;
3395    
3396     if (!skin)
3397 root 1.18 return;
3398    
3399     /* adding new spellpath attunements */
3400     if (item->path_attuned > 0 && !(skin->path_attuned & item->path_attuned))
3401     {
3402     skin->path_attuned |= item->path_attuned; /* add attunement to skin */
3403    
3404     /* print message */
3405     sprintf (buf, "You feel attuned to ");
3406     for (i = 0, j = 0; i < NRSPELLPATHS; i++)
3407     {
3408     if (item->path_attuned & (1 << i))
3409     {
3410     if (j)
3411     strcat (buf, " and ");
3412     else
3413     j = 1;
3414     strcat (buf, spellpathnames[i]);
3415     }
3416     }
3417     strcat (buf, ".");
3418     new_draw_info (NDI_UNIQUE | NDI_BLUE, 0, who, buf);
3419     }
3420    
3421     /* evtl. adding flags: */
3422     if (QUERY_FLAG (item, FLAG_XRAYS))
3423     SET_FLAG (skin, FLAG_XRAYS);
3424     if (QUERY_FLAG (item, FLAG_STEALTH))
3425     SET_FLAG (skin, FLAG_STEALTH);
3426     if (QUERY_FLAG (item, FLAG_SEE_IN_DARK))
3427     SET_FLAG (skin, FLAG_SEE_IN_DARK);
3428    
3429     /* print message if there is one */
3430     if (item->msg != NULL)
3431     new_draw_info (NDI_UNIQUE | NDI_BLUE, 0, who, item->msg);
3432     }
3433     else
3434     {
3435     /* generate misc. treasure */
3436     tmp = arch_to_object (tr->item);
3437     new_draw_info_format (NDI_UNIQUE | NDI_BLUE, 0, who, "You gained %s", query_short_name (tmp));
3438 root 1.189 who->insert (tmp);
3439 elmex 1.1 }
3440     }
3441    
3442     /**
3443     * Unready an object for a player. This function does nothing if the object was
3444     * not readied.
3445     */
3446 root 1.18 void
3447     player_unready_range_ob (player *pl, object *ob)
3448     {
3449 root 1.119 if (pl->ob->current_weapon == ob)
3450     pl->ob->current_weapon = 0;
3451    
3452 root 1.118 if (pl->combat_ob == ob)
3453 root 1.119 pl->combat_ob = 0;
3454 root 1.118
3455     if (pl->ranged_ob == ob)
3456 root 1.119 pl->ranged_ob = 0;
3457 elmex 1.1 }
3458 root 1.101
3459     sint8
3460 root 1.215 player::darkness_at (maptile *map, int x, int y) const
3461 root 1.101 {
3462 root 1.216 if (!ns)
3463 root 1.215 return LOS_BLOCKED;
3464 root 1.101
3465     int dx, dy;
3466     if (!adjacent_map (map, ns->current_map, &dx, &dy))
3467 root 1.215 return LOS_BLOCKED;
3468 root 1.101
3469 root 1.210 x += dx - ns->current_x;
3470     y += dy - ns->current_y;
3471 root 1.101
3472 root 1.215 return blocked_los (x, y);
3473 root 1.101 }
3474 root 1.169
3475     void
3476     player::infobox (const char *title, const char *msg, int color)
3477     {
3478     send_msg (color | NDI_DEF | NDI_REPLY | NDI_CLEAR, title, msg);
3479     }
3480    
3481     void
3482     player::statusmsg (const char *msg, int color)
3483     {
3484     send_msg (color | NDI_REPLY, INFO_CHANNEL, msg);
3485     }
3486    
3487     void
3488     player::failmsg (const char *msg, int color)
3489     {
3490     play_sound (sound_find ("generic_failure"));
3491     statusmsg (msg, color);
3492     }
3493