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Revision: 1.226
Committed: Thu Jan 1 20:49:48 2009 UTC (15 years, 4 months ago) by root
Content type: text/plain
Branch: MAIN
Changes since 1.225: +1 -1 lines
Log Message:
slim down perl interface

File Contents

# User Rev Content
1 elmex 1.1 /*
2 root 1.174 * This file is part of Deliantra, the Roguelike Realtime MMORPG.
3 root 1.145 *
4 root 1.188 * Copyright (©) 2005,2006,2007,2008 Marc Alexander Lehmann / Robin Redeker / the Deliantra team
5 root 1.145 * Copyright (©) 2002,2007 Mark Wedel & Crossfire Development Team
6     * Copyright (©) 1992,2007 Frank Tore Johansen
7     *
8 root 1.174 * Deliantra is free software: you can redistribute it and/or modify
9 root 1.152 * it under the terms of the GNU General Public License as published by
10     * the Free Software Foundation, either version 3 of the License, or
11     * (at your option) any later version.
12 root 1.145 *
13 root 1.152 * This program is distributed in the hope that it will be useful,
14     * but WITHOUT ANY WARRANTY; without even the implied warranty of
15     * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
16     * GNU General Public License for more details.
17 root 1.145 *
18 root 1.152 * You should have received a copy of the GNU General Public License
19     * along with this program. If not, see <http://www.gnu.org/licenses/>.
20 root 1.145 *
21 root 1.174 * The authors can be reached via e-mail to <support@deliantra.net>
22 root 1.89 */
23 elmex 1.1
24     #include <global.h>
25 root 1.38 #include <sproto.h>
26 elmex 1.1 #include <sounds.h>
27     #include <living.h>
28     #include <object.h>
29     #include <spells.h>
30     #include <skills.h>
31    
32 root 1.54 #include <algorithm>
33     #include <functional>
34 elmex 1.1
35 root 1.89 playervec players;
36 elmex 1.1
37 root 1.18 void
38     display_motd (const object *op)
39     {
40     char buf[MAX_BUF];
41     char motd[HUGE_BUF];
42     FILE *fp;
43     int comp;
44     int size;
45 elmex 1.1
46 root 1.18 sprintf (buf, "%s/%s", settings.confdir, settings.motd);
47     if ((fp = open_and_uncompress (buf, 0, &comp)) == NULL)
48 root 1.44 return;
49    
50 root 1.18 motd[0] = '\0';
51     size = 0;
52 root 1.44
53 root 1.53 while (fgets (buf, MAX_BUF, fp))
54 root 1.18 {
55     if (*buf == '#')
56     continue;
57 root 1.44
58 root 1.18 strncat (motd + size, buf, HUGE_BUF - size);
59     size += strlen (buf);
60 elmex 1.1 }
61 root 1.44
62 root 1.18 draw_ext_info (NDI_UNIQUE | NDI_GREEN, 0, op, MSG_TYPE_MOTD, MSG_SUBTYPE_NONE, motd, NULL);
63     close_and_delete (fp, comp);
64 elmex 1.1 }
65    
66 root 1.18 void
67     send_rules (const object *op)
68     {
69     char buf[MAX_BUF];
70     char rules[HUGE_BUF];
71     FILE *fp;
72     int comp;
73     int size;
74    
75     sprintf (buf, "%s/%s", settings.confdir, settings.rules);
76     if ((fp = open_and_uncompress (buf, 0, &comp)) == NULL)
77 root 1.44 return;
78    
79 root 1.18 rules[0] = '\0';
80     size = 0;
81 root 1.44
82 root 1.53 while (fgets (buf, MAX_BUF, fp))
83 root 1.18 {
84     if (*buf == '#')
85 elmex 1.1 continue;
86 root 1.44
87 root 1.18 if (size + strlen (buf) >= HUGE_BUF)
88     {
89     LOG (llevDebug, "Warning, rules size is > %d bytes.\n", HUGE_BUF);
90 elmex 1.1 break;
91 root 1.18 }
92 root 1.44
93 root 1.18 strncat (rules + size, buf, HUGE_BUF - size);
94     size += strlen (buf);
95 elmex 1.1 }
96 root 1.44
97 root 1.18 draw_ext_info (NDI_UNIQUE | NDI_GREEN, 0, op, MSG_TYPE_ADMIN, MSG_TYPE_ADMIN_RULES, rules, NULL);
98     close_and_delete (fp, comp);
99 elmex 1.1 }
100    
101 root 1.18 void
102     send_news (const object *op)
103     {
104     char buf[MAX_BUF];
105     char news[HUGE_BUF];
106     char subject[MAX_BUF];
107     FILE *fp;
108     int comp;
109     int size;
110    
111     sprintf (buf, "%s/%s", settings.confdir, settings.news);
112     if ((fp = open_and_uncompress (buf, 0, &comp)) == NULL)
113     return;
114 root 1.44
115 root 1.18 news[0] = '\0';
116     subject[0] = '\0';
117     size = 0;
118 root 1.44
119 root 1.104 while (fgets (buf, MAX_BUF, fp))
120 root 1.18 {
121     if (*buf == '#')
122     continue;
123 root 1.44
124 root 1.18 if (*buf == '%')
125     { /* send one news */
126     if (size > 0)
127 root 1.199 draw_ext_info_format (NDI_UNIQUE | NDI_GREEN, 0, op,
128     MSG_TYPE_ADMIN, MSG_TYPE_ADMIN_NEWS,
129     "INFORMATION: %s\n%s", (char *)"%s\n%s",
130     subject, news); /*send previously read news */
131 root 1.89
132 root 1.18 strcpy (subject, buf + 1);
133     strip_endline (subject);
134     size = 0;
135     news[0] = '\0';
136     }
137     else
138     {
139     if (size + strlen (buf) >= HUGE_BUF)
140     {
141     LOG (llevDebug, "Warning, one news item has size > %d bytes.\n", HUGE_BUF);
142 elmex 1.1 break;
143 root 1.18 }
144     strncat (news + size, buf, HUGE_BUF - size);
145     size += strlen (buf);
146     }
147 elmex 1.1 }
148 root 1.18
149     draw_ext_info_format (NDI_UNIQUE | NDI_GREEN, 0, op,
150 root 1.109 MSG_TYPE_ADMIN, MSG_TYPE_ADMIN_NEWS, "INFORMATION: %s\n%s\n", (char *)"%s\n%s", subject, news);
151 root 1.18 close_and_delete (fp, comp);
152 elmex 1.1 }
153    
154 root 1.54 /* This loads the first map an puts the player on it. */
155     static void
156     set_first_map (object *op)
157     {
158 root 1.77 op->contr->maplevel = first_map_path;
159 root 1.54 op->x = -1;
160     op->y = -1;
161 root 1.75 }
162    
163     void
164 root 1.89 player::activate ()
165     {
166     if (active)
167     return;
168    
169     players.insert (this);
170     ob->remove ();
171     ob->map = 0;
172     ob->activate_recursive ();
173 root 1.92 CLEAR_FLAG (ob, FLAG_FRIENDLY);
174     add_friendly_object (ob);
175 root 1.89 }
176    
177     void
178     player::deactivate ()
179     {
180     if (!active)
181     return;
182    
183     terminate_all_pets (ob);
184 root 1.92 remove_friendly_object (ob);
185 root 1.89 ob->deactivate_recursive ();
186 root 1.111
187     if (ob->map)
188     maplevel = ob->map->path;
189    
190 root 1.89 ob->remove ();
191 root 1.167 ob->enemy = 0; // sometimes keeps an extra refcount on itself
192 root 1.89 ob->map = 0;
193 root 1.104 party = 0;
194 root 1.89
195 root 1.119 combat_ob = ranged_ob = 0; //TODO, should be special marker, non-refcounted, not this
196 root 1.92
197 root 1.89 players.erase (this);
198     }
199    
200 root 1.56 // connect the player with a specific client
201 root 1.122 // also changes, rationalises, and fixes some incorrect settings
202 root 1.54 void
203     player::connect (client *ns)
204 root 1.18 {
205 root 1.54 this->ns = ns;
206     ns->pl = this;
207    
208 root 1.95 run_on = 0;
209     fire_on = 0;
210 root 1.103 ob->close_container (); //TODO: client-specific
211 root 1.95
212 root 1.54 ns->update_look = 0;
213     ns->look_position = 0;
214    
215 root 1.211 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 1.220 /* pickup handling */
1014 root 1.219 if (op->contr->mode & PU_DEBUG)
1015 root 1.11 {
1016 root 1.219 /* some debugging code to figure out item information */
1017     const char *str = tmp->name
1018     ? format ("item name: %s item type: %d weight/value: %d",
1019     &tmp->name, tmp->type, (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1))))
1020     : format ("item name: %s item type: %d weight/value: %d",
1021     &tmp->arch->archname, tmp->type, (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1))));
1022    
1023     new_draw_info (NDI_UNIQUE, 0, op, str);
1024     }
1025    
1026 root 1.220 if (op->contr->mode & PU_INHIBIT)
1027     return 1;
1028    
1029     if (!(op->contr->mode & PU_ENABLE)) // TODO: fix client
1030     return 1;
1031    
1032 root 1.219 /* philosophy:
1033     * It's easy to grab an item type from a pile, as long as it's
1034     * generic. This takes no game-time. For more detailed pickups
1035     * and selections, select-items should be used. This is a
1036     * grab-as-you-run type mode that's really useful for arrows for
1037     * example.
1038     * The drawback: right now it has no frontend, so you need to
1039     * stick the bits you want into a calculator in hex mode and then
1040     * convert to decimal and then 'pickup <#>
1041     */
1042 root 1.20
1043 root 1.219 /* the first two modes are exclusive: if NOTHING we return, if
1044     * STOP then we stop. All the rest are applied sequentially,
1045     * meaning if any test passes, the item gets picked up. */
1046 root 1.20
1047 root 1.219 /* if mode is set to pick nothing up, return */
1048 root 1.220 if (op->contr->mode == PU_NOTHING)
1049 root 1.219 return 1;
1050 root 1.18
1051 root 1.219 /* if mode is set to stop when encountering objects, return */
1052     /* take STOP before INHIBIT since it doesn't actually pick
1053     * anything up */
1054     if (op->contr->mode & PU_STOP)
1055     return 0;
1056 root 1.18
1057 root 1.219 /* useful for going into stores and not losing your settings... */
1058     /* and for battles wher you don't want to get loaded down while
1059     * fighting */
1060     if (op->contr->mode & PU_INHIBIT)
1061     return 1;
1062 root 1.18
1063 root 1.219 /* prevent us from turning into auto-thieves :) */
1064     if (QUERY_FLAG (tmp, FLAG_UNPAID))
1065     continue;
1066 root 1.18
1067 root 1.219 /* ignore known cursed objects */
1068     if (QUERY_FLAG (tmp, FLAG_KNOWN_CURSED) && op->contr->mode & PU_NOT_CURSED)
1069     continue;
1070 root 1.18
1071 root 1.219 /* all food and drink if desired */
1072     /* question: don't pick up known-poisonous stuff? */
1073     if (op->contr->mode & PU_FOOD)
1074     if (tmp->type == FOOD)
1075     {
1076     CHK_PICK_PICKUP;
1077 root 1.18 continue;
1078 root 1.219 }
1079 root 1.18
1080 root 1.219 if (op->contr->mode & PU_DRINK)
1081     if (tmp->type == DRINK || (tmp->type == POISON && !QUERY_FLAG (tmp, FLAG_KNOWN_CURSED)))
1082     {
1083     CHK_PICK_PICKUP;
1084 root 1.18 continue;
1085 root 1.219 }
1086 root 1.18
1087 root 1.219 if (op->contr->mode & PU_POTION)
1088     if (tmp->type == POTION)
1089     {
1090     CHK_PICK_PICKUP;
1091     continue;
1092     }
1093 root 1.29
1094 root 1.219 /* spellbooks, skillscrolls and normal books/scrolls */
1095     if (op->contr->mode & PU_SPELLBOOK)
1096     if (tmp->type == SPELLBOOK)
1097     {
1098     CHK_PICK_PICKUP;
1099     continue;
1100     }
1101 root 1.18
1102 root 1.219 if (op->contr->mode & PU_SKILLSCROLL)
1103     if (tmp->type == SKILLSCROLL)
1104     {
1105     CHK_PICK_PICKUP;
1106     continue;
1107     }
1108 root 1.18
1109 root 1.219 if (op->contr->mode & PU_READABLES)
1110     if (tmp->type == BOOK || tmp->type == SCROLL || tmp->type == INSCRIBABLE)
1111     {
1112     CHK_PICK_PICKUP;
1113     continue;
1114     }
1115 root 1.29
1116 root 1.219 /* wands/staves/rods/horns */
1117     if (op->contr->mode & PU_MAGIC_DEVICE)
1118     if (tmp->type == WAND || tmp->type == ROD || tmp->type == HORN)
1119     {
1120     CHK_PICK_PICKUP;
1121     continue;
1122     }
1123 root 1.29
1124 root 1.219 /* pick up all magical items */
1125     if (op->contr->mode & PU_MAGICAL)
1126     if (QUERY_FLAG (tmp, FLAG_KNOWN_MAGICAL) && !QUERY_FLAG (tmp, FLAG_KNOWN_CURSED))
1127     {
1128     CHK_PICK_PICKUP;
1129     continue;
1130     }
1131 root 1.18
1132 root 1.219 if (op->contr->mode & PU_VALUABLES)
1133     {
1134     if (tmp->type == MONEY || tmp->type == GEM)
1135 root 1.18 {
1136 root 1.219 CHK_PICK_PICKUP;
1137     continue;
1138 root 1.18 }
1139 root 1.219 }
1140 root 1.18
1141 root 1.219 /* rings & amulets - talismans seems to be typed AMULET */
1142     if (op->contr->mode & PU_JEWELS)
1143     if (tmp->type == RING || tmp->type == AMULET)
1144     {
1145     CHK_PICK_PICKUP;
1146     continue;
1147     }
1148 root 1.29
1149 root 1.219 /* we don't forget dragon food */
1150     if (op->contr->mode & PU_FLESH)
1151     if (tmp->type == FLESH)
1152     {
1153     CHK_PICK_PICKUP;
1154     continue;
1155     }
1156 root 1.18
1157 root 1.219 /* bows and arrows. Bows are good for selling! */
1158     if (op->contr->mode & PU_BOW)
1159     if (tmp->type == BOW)
1160     {
1161     CHK_PICK_PICKUP;
1162     continue;
1163     }
1164 root 1.29
1165 root 1.219 if (op->contr->mode & PU_ARROW)
1166     if (tmp->type == ARROW)
1167     {
1168     CHK_PICK_PICKUP;
1169     continue;
1170     }
1171 root 1.18
1172 root 1.219 /* all kinds of armor etc. */
1173     if (op->contr->mode & PU_ARMOUR)
1174     if (tmp->type == ARMOUR)
1175     {
1176     CHK_PICK_PICKUP;
1177     continue;
1178     }
1179 root 1.29
1180 root 1.219 if (op->contr->mode & PU_HELMET)
1181     if (tmp->type == HELMET)
1182     {
1183     CHK_PICK_PICKUP;
1184     continue;
1185     }
1186 root 1.29
1187 root 1.219 if (op->contr->mode & PU_SHIELD)
1188     if (tmp->type == SHIELD)
1189     {
1190     CHK_PICK_PICKUP;
1191     continue;
1192     }
1193 root 1.29
1194 root 1.219 if (op->contr->mode & PU_BOOTS)
1195     if (tmp->type == BOOTS)
1196     {
1197     CHK_PICK_PICKUP;
1198     continue;
1199     }
1200 root 1.29
1201 root 1.219 if (op->contr->mode & PU_GLOVES)
1202     if (tmp->type == GLOVES)
1203     {
1204     CHK_PICK_PICKUP;
1205     continue;
1206     }
1207 root 1.29
1208 root 1.219 if (op->contr->mode & PU_CLOAK)
1209     if (tmp->type == CLOAK)
1210     {
1211     CHK_PICK_PICKUP;
1212     continue;
1213     }
1214 elmex 1.1
1215 root 1.219 /* hoping to catch throwing daggers here */
1216     if (op->contr->mode & PU_MISSILEWEAPON)
1217     if (tmp->type == WEAPON && QUERY_FLAG (tmp, FLAG_IS_THROWN))
1218     {
1219     CHK_PICK_PICKUP;
1220     continue;
1221     }
1222 elmex 1.1
1223 root 1.219 /* careful: chairs and tables are weapons! */
1224     if (op->contr->mode & PU_ALLWEAPON)
1225     {
1226 root 1.223 if (tmp->type == WEAPON)
1227     if (!tmp->arch->archname.contains ("table") && !tmp->arch->archname.contains ("chair"))
1228     {
1229     CHK_PICK_PICKUP;
1230     continue;
1231     }
1232 root 1.219 }
1233 elmex 1.1
1234 root 1.219 /* misc stuff that's useful */
1235     if (op->contr->mode & PU_KEY)
1236     if (tmp->type == KEY || tmp->type == SPECIAL_KEY)
1237     {
1238     CHK_PICK_PICKUP;
1239     continue;
1240     }
1241 elmex 1.1
1242 root 1.219 /* any of the last 4 bits set means we use the ratio for value
1243     * pickups */
1244     if (op->contr->mode & PU_RATIO)
1245     {
1246     /* use value density to decide what else to grab */
1247     /* >=7 was >= op->contr->mode */
1248     /* >=7 is the old standard setting. Now we take the last 4 bits
1249     */
1250     wvratio = op->contr->mode & PU_RATIO;
1251     if (1000 * query_cost (tmp, op, F_TRUE) / tmp->total_weight () >= wvratio * 100)
1252     {
1253     #if 0
1254     fprintf (stderr, "HIGH WEIGHT/VALUE [");
1255     if (tmp->name != NULL)
1256 root 1.18 {
1257 root 1.219 fprintf (stderr, "%s", tmp->name);
1258     }
1259     else
1260     fprintf (stderr, "%s", tmp->arch->archname);
1261     fprintf (stderr, ",%d] = ", tmp->type);
1262     fprintf (stderr, "%d\n", (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1))));
1263 elmex 1.1 #endif
1264 root 1.219 CHK_PICK_PICKUP;
1265     continue;
1266 root 1.18 }
1267     } /* the new pickup model */
1268     }
1269 root 1.29
1270 root 1.18 return !stop;
1271 elmex 1.1 }
1272    
1273     /*
1274     * Find an arrow in the inventory and after that
1275     * in the right type container (quiver). Pointer to the
1276     * found object is returned.
1277     */
1278 root 1.18 object *
1279     find_arrow (object *op, const char *type)
1280 elmex 1.1 {
1281 root 1.178 for (object *tmp = op->inv; tmp; tmp = tmp->below)
1282 root 1.179 if (tmp->type == ARROW && !strcmp (&tmp->race, type))
1283 root 1.178 return splay (tmp);
1284 elmex 1.1
1285 root 1.178 for (object *tmp = op->inv; tmp; tmp = tmp->below)
1286 root 1.179 if (tmp->type == CONTAINER && QUERY_FLAG (tmp, FLAG_APPLIED) && !strcmp (&tmp->race, type))
1287 root 1.178 if (object *arrow = find_arrow (tmp, type))
1288     {
1289     splay (tmp);
1290     return arrow;
1291     }
1292 root 1.103
1293 root 1.178 return 0;
1294 elmex 1.1 }
1295    
1296     /*
1297     * Similar to find_arrow, but looks for (roughly) the best arrow to use
1298     * against the target. A full test is not performed, simply a basic test
1299     * of resistances. The archer is making a quick guess at what he sees down
1300     * the hall. Failing that it does it's best to pick the highest plus arrow.
1301     */
1302 root 1.18 object *
1303 root 1.222 find_better_arrow (object *op, object *target, shstr_cmp type, int *better)
1304 elmex 1.1 {
1305 root 1.18 object *tmp = NULL, *arrow, *ntmp;
1306     int attacknum, attacktype, betterby = 0, i;
1307 elmex 1.1
1308 root 1.18 if (!type)
1309     return NULL;
1310 elmex 1.1
1311 root 1.18 for (arrow = op->inv; arrow; arrow = arrow->below)
1312     {
1313     if (arrow->type == CONTAINER && arrow->race == type && QUERY_FLAG (arrow, FLAG_APPLIED))
1314     {
1315     i = 0;
1316     ntmp = find_better_arrow (arrow, target, type, &i);
1317 root 1.222
1318 root 1.18 if (i > betterby)
1319     {
1320     tmp = ntmp;
1321     betterby = i;
1322     }
1323     }
1324     else if (arrow->type == ARROW && arrow->race == type)
1325     {
1326     /* allways prefer assasination/slaying */
1327 root 1.226 if (target->race && arrow->slaying.contains (target->race))
1328 root 1.18 {
1329     if (arrow->attacktype & AT_DEATH)
1330     {
1331     *better = 100;
1332     return arrow;
1333     }
1334     else
1335     {
1336     tmp = arrow;
1337     betterby = (arrow->magic + arrow->stats.dam) * 2;
1338     }
1339     }
1340     else
1341     {
1342     for (attacknum = 0; attacknum < NROFATTACKS; attacknum++)
1343     {
1344     attacktype = 1 << attacknum;
1345 root 1.149 if ((arrow->attacktype & attacktype) && (target->arch->resist[attacknum]) < 0)
1346     if (((arrow->magic + arrow->stats.dam) * (100 - target->arch->resist[attacknum]) / 100) > betterby)
1347 root 1.18 {
1348     tmp = arrow;
1349 root 1.149 betterby = (arrow->magic + arrow->stats.dam) * (100 - target->arch->resist[attacknum]) / 100;
1350 root 1.18 }
1351 root 1.11 }
1352 root 1.222
1353 root 1.18 if ((2 + arrow->magic + arrow->stats.dam) > betterby)
1354     {
1355     tmp = arrow;
1356     betterby = 2 + arrow->magic + arrow->stats.dam;
1357 root 1.11 }
1358 root 1.222
1359 root 1.18 if (arrow->title && (1 + arrow->magic + arrow->stats.dam) > betterby)
1360     {
1361     tmp = arrow;
1362     betterby = 1 + arrow->magic + arrow->stats.dam;
1363 root 1.11 }
1364     }
1365     }
1366 elmex 1.1 }
1367 root 1.195
1368 root 1.18 if (tmp == NULL && arrow == NULL)
1369     return find_arrow (op, type);
1370 elmex 1.1
1371 root 1.18 *better = betterby;
1372     return tmp;
1373 elmex 1.1 }
1374    
1375     /* looks in a given direction, finds the first valid target, and calls
1376     * find_better_arrow to find a decent arrow to use.
1377     * op = the shooter
1378     * type = bow->race
1379     * dir = fire direction
1380     */
1381 root 1.18 object *
1382 root 1.222 pick_arrow_target (object *op, shstr_cmp type, int dir)
1383 elmex 1.1 {
1384 root 1.18 object *tmp = NULL;
1385 root 1.25 maptile *m;
1386 root 1.18 int i, mflags, found, number;
1387     sint16 x, y;
1388    
1389     if (op->map == NULL)
1390     return find_arrow (op, type);
1391    
1392     /* do a dex check */
1393     number = (die_roll (2, 40, op, PREFER_LOW) - 2) / 2;
1394     if (number > (op->stats.Dex + (op->chosen_skill ? op->chosen_skill->level : op->level)))
1395     return find_arrow (op, type);
1396    
1397     m = op->map;
1398     x = op->x;
1399     y = op->y;
1400    
1401     /* find the first target */
1402     for (i = 0, found = 0; i < 20; i++)
1403     {
1404     x += freearr_x[dir];
1405     y += freearr_y[dir];
1406     mflags = get_map_flags (m, &m, x, y, &x, &y);
1407 root 1.212
1408 root 1.18 if (mflags & P_OUT_OF_MAP || mflags & P_BLOCKSVIEW)
1409     {
1410 root 1.212 tmp = 0;
1411 root 1.18 break;
1412     }
1413     else if (GET_MAP_MOVE_BLOCK (m, x, y) == MOVE_FLY_LOW)
1414     {
1415     /* This block presumes arrows and the like are MOVE_FLY_SLOW -
1416     * perhaps a bad assumption.
1417     */
1418 root 1.212 tmp = 0;
1419 root 1.18 break;
1420 root 1.11 }
1421 root 1.212
1422 root 1.18 if (mflags & P_IS_ALIVE)
1423 root 1.212 for (tmp = GET_MAP_OB (m, x, y); tmp; tmp = tmp->above)
1424     if (QUERY_FLAG (tmp, FLAG_ALIVE))
1425 root 1.18 break;
1426 elmex 1.1 }
1427 root 1.212
1428     if (!tmp)
1429 root 1.18 return find_arrow (op, type);
1430 elmex 1.1
1431 root 1.18 if (tmp->head)
1432     tmp = tmp->head;
1433 elmex 1.1
1434 root 1.18 return find_better_arrow (op, tmp, type, &i);
1435 elmex 1.1 }
1436    
1437     /*
1438     * Creature fires a bow - op can be monster or player. Returns
1439     * 1 if bow was actually fired, 0 otherwise.
1440     * op is the object firing the bow.
1441     * part is for multipart creatures - the part firing the bow.
1442     * dir is the direction of fire.
1443     * wc_mod is any special modifier to give (used in special player fire modes)
1444     * sx, sy are coordinates to fire arrow from - also used in some of the special
1445     * player fire modes.
1446     */
1447 root 1.18 int
1448     fire_bow (object *op, object *part, object *arrow, int dir, int wc_mod, sint16 sx, sint16 sy)
1449 elmex 1.1 {
1450 root 1.18 object *left, *bow;
1451 root 1.132 int mflags;
1452 root 1.25 maptile *m;
1453 elmex 1.1
1454 root 1.18 if (!dir)
1455     {
1456     new_draw_info (NDI_UNIQUE, 0, op, "You can't shoot yourself!");
1457     return 0;
1458 elmex 1.1 }
1459 root 1.48
1460 root 1.136 if (op->contr)
1461     bow = op->current_weapon;
1462 root 1.18 else
1463     {
1464     for (bow = op->inv; bow; bow = bow->below)
1465     /* Don't check for applied - monsters don't apply bows - in that way, they
1466     * don't need to switch back and forth between bows and weapons.
1467     */
1468     if (bow->type == BOW)
1469     break;
1470 root 1.11
1471 root 1.18 if (!bow)
1472     {
1473     LOG (llevError, "Range: bow without activated bow (%s).\n", &op->name);
1474     return 0;
1475 root 1.11 }
1476 root 1.118
1477     // optimisation: move object to top so we will find it quickly again
1478     if (bow->below)
1479     {
1480     bow->remove ();
1481     op->insert (bow);
1482     }
1483 elmex 1.1 }
1484 root 1.48
1485 root 1.18 if (!bow->race || !bow->skill)
1486     {
1487     new_draw_info_format (NDI_UNIQUE, 0, op, "Your %s is broken.", &bow->name);
1488     return 0;
1489 elmex 1.1 }
1490    
1491 root 1.18 if (arrow == NULL)
1492     {
1493     if ((arrow = find_arrow (op, bow->race)) == NULL)
1494     {
1495     if (op->type == PLAYER)
1496     new_draw_info_format (NDI_UNIQUE, 0, op, "You have no %s left.", &bow->race);
1497     /* FLAG_READY_BOW will get reset if the monsters picks up some arrows */
1498     else
1499     CLEAR_FLAG (op, FLAG_READY_BOW);
1500 root 1.116
1501 root 1.18 return 0;
1502 root 1.11 }
1503 elmex 1.1 }
1504 root 1.48
1505 root 1.18 mflags = get_map_flags (op->map, &m, sx, sy, &sx, &sy);
1506     if (mflags & P_OUT_OF_MAP)
1507 root 1.48 return 0;
1508    
1509 root 1.18 if (GET_MAP_MOVE_BLOCK (m, sx, sy) == MOVE_FLY_LOW)
1510     {
1511     new_draw_info (NDI_UNIQUE, 0, op, "Something is in the way.");
1512     return 0;
1513     }
1514    
1515     /* this should not happen, but sometimes does */
1516     if (arrow->nrof == 0)
1517     {
1518 root 1.206 LOG (llevError | logBacktrace, "arrow (%s) has nrof 0\n", arrow->debug_desc ());
1519 root 1.207 arrow->destroy ();
1520 root 1.18 return 0;
1521     }
1522    
1523     left = arrow; /* these are arrows left to the player */
1524 root 1.186 arrow = arrow->split ();
1525 root 1.48 if (!arrow)
1526 root 1.18 {
1527     new_draw_info_format (NDI_UNIQUE, 0, op, "You have no %s left.", &bow->race);
1528     return 0;
1529 elmex 1.1 }
1530 root 1.48
1531 root 1.34 arrow->set_owner (op);
1532 root 1.18 arrow->skill = bow->skill;
1533     arrow->direction = dir;
1534    
1535 root 1.124 arrow->stats.sp = arrow->stats.wc; /* save original wc, dam, attacktype and slaying */
1536     arrow->stats.hp = arrow->stats.dam;
1537     arrow->stats.grace = arrow->attacktype;
1538    
1539     if (arrow->slaying)
1540     arrow->spellarg = strdup (arrow->slaying);
1541    
1542 root 1.142 #if 0
1543 root 1.131 if (player *pl = op->contr)
1544 root 1.18 {
1545 root 1.142 float speed = pl->weapon_sp;
1546 root 1.132
1547 root 1.142 /* penalize ROF for bestarrow */
1548     if (pl->bowtype == bow_bestarrow)
1549     speed *= .9f;
1550     else
1551     speed *= 1.f + dex_bonus[op->stats.Dex] * .2f;
1552 root 1.131
1553 root 1.142 op->speed_left += speed - op->speed;
1554     }
1555 root 1.132 #endif
1556 elmex 1.1
1557 root 1.18 SET_ANIMATION (arrow, arrow->direction);
1558 root 1.116
1559 root 1.18 /* update the speed */
1560 root 1.142 arrow->speed = ((bow->flag [FLAG_NO_STRENGTH] ? 0 : dam_bonus[op->stats.Str]) + bow->magic + arrow->magic) / 5.f
1561     + bow->stats.dam / 7.f;
1562 root 1.18
1563 root 1.142 arrow->set_speed (max (arrow->speed, 2.f));
1564 root 1.18 arrow->speed_left = 0;
1565    
1566 root 1.129 int wc = op->stats.wc + wc_mod - arrow->magic - arrow->stats.wc;
1567 root 1.116
1568 root 1.18 if (op->type == PLAYER)
1569     {
1570 root 1.116 arrow->level = op->chosen_skill ? op->chosen_skill->level : op->level;
1571 root 1.129 wc -= dex_bonus[op->stats.Dex];
1572 root 1.18
1573 root 1.116 if (!arrow->slaying)
1574     arrow->slaying = op->slaying;
1575 root 1.124
1576     arrow->attacktype |= op->attacktype;
1577 elmex 1.1 }
1578 root 1.18 else
1579     {
1580     arrow->level = op->level;
1581 root 1.116 arrow->stats.wc -= bow->magic;
1582    
1583     if (!arrow->slaying)
1584     arrow->slaying = bow->slaying;
1585 root 1.124
1586     arrow->attacktype |= bow->attacktype;
1587 elmex 1.1 }
1588 root 1.24
1589 root 1.129 wc -= arrow->level;
1590     arrow->stats.dam = clamp (arrow->stats.dam + op->stats.dam + arrow->magic, MIN_DAM, MAX_DAM);
1591 root 1.24
1592 root 1.129 arrow->stats.wc = clamp (wc, MIN_WC, MAX_WC);
1593 root 1.18 arrow->move_type = MOVE_FLY_LOW;
1594     arrow->move_on = MOVE_FLY_LOW | MOVE_WALK;
1595    
1596 root 1.156 op->play_sound (sound_find ("fire_arrow"));
1597 root 1.70 m->insert (arrow, sx, sy, op);
1598 root 1.18
1599 root 1.24 if (!arrow->destroyed ())
1600 root 1.18 move_arrow (arrow);
1601 elmex 1.1
1602 root 1.18 return 1;
1603 elmex 1.1 }
1604    
1605     /* Special fire code for players - this takes into
1606     * account the special fire modes players can have
1607     * but monsters can't. Putting that code here
1608     * makes the fire_bow code much cleaner.
1609     * this function should only be called if 'op' is a player,
1610     * hence the function name.
1611     */
1612 root 1.18 int
1613     player_fire_bow (object *op, int dir)
1614 elmex 1.1 {
1615 root 1.212 int ret;
1616 root 1.18
1617     if (op->contr->bowtype == bow_bestarrow)
1618     {
1619 root 1.118 ret = fire_bow (op, op, pick_arrow_target (op, op->contr->ranged_ob->race, dir), dir, 0, op->x, op->y);
1620 root 1.18 }
1621     else if (op->contr->bowtype >= bow_n && op->contr->bowtype <= bow_nw)
1622     {
1623 root 1.212 int wcmod = similar_direction (dir, op->contr->bowtype - bow_n + 1) ? 0 : -1;
1624 root 1.18 ret = fire_bow (op, op, NULL, op->contr->bowtype - bow_n + 1, wcmod, op->x, op->y);
1625     }
1626     else if (op->contr->bowtype == bow_threewide)
1627     {
1628 root 1.212 ret = fire_bow (op, op, NULL, dir, 0, op->x, op->y);
1629 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)]);
1630     ret |= fire_bow (op, op, NULL, dir, -5, op->x + freearr_x[absdir (dir - 2)], op->y + freearr_y[absdir (dir - 2)]);
1631     }
1632     else if (op->contr->bowtype == bow_spreadshot)
1633     {
1634 root 1.212 ret = fire_bow (op, op, NULL, dir, 0, op->x, op->y);
1635 root 1.18 ret |= fire_bow (op, op, NULL, absdir (dir - 1), -5, op->x, op->y);
1636     ret |= fire_bow (op, op, NULL, absdir (dir + 1), -5, op->x, op->y);
1637 elmex 1.1 }
1638 root 1.18 else
1639     {
1640     /* Simple case */
1641     ret = fire_bow (op, op, NULL, dir, 0, op->x, op->y);
1642     }
1643 root 1.121
1644 root 1.18 return ret;
1645 elmex 1.1 }
1646    
1647     /* Fires a misc (wand/rod/horn) object in 'dir'.
1648     * Broken apart from 'fire' to keep it more readable.
1649     */
1650 root 1.18 void
1651     fire_misc_object (object *op, int dir)
1652 elmex 1.1 {
1653 root 1.118 object *item = op->contr->ranged_ob;
1654 elmex 1.1
1655 root 1.118 if (!item)
1656 root 1.18 {
1657     new_draw_info (NDI_UNIQUE, 0, op, "You have range item readied.");
1658     return;
1659 elmex 1.1 }
1660    
1661 root 1.18 if (!item->inv)
1662     {
1663     LOG (llevError, "Object %s lacks a spell\n", &item->name);
1664     return;
1665 elmex 1.1 }
1666 root 1.118
1667 root 1.126 if (!op->change_weapon (item))
1668     return;
1669 root 1.121
1670 root 1.18 if (item->type == WAND)
1671     {
1672     if (item->stats.food <= 0)
1673     {
1674 root 1.156 op->contr->play_sound (sound_find ("wand_poof"));
1675 root 1.18 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s goes poof.", query_base_name (item, 0));
1676 root 1.121
1677 root 1.18 return;
1678 root 1.11 }
1679 root 1.18 }
1680     else if (item->type == ROD || item->type == HORN)
1681     {
1682 elmex 1.191 sint16 spell_sp = MAX (item->inv->stats.sp, item->inv->stats.grace);
1683    
1684     // using the maximum of the rods charge allows at least one spell cast
1685     // for a rod or horn, this fixes some broken rods.
1686     if (item->stats.hp < MIN (spell_sp, item->stats.maxhp))
1687 root 1.18 {
1688 root 1.156 op->contr->play_sound (sound_find ("wand_poof"));
1689 root 1.121
1690 root 1.18 if (item->type == ROD)
1691     new_draw_info_format (NDI_UNIQUE, 0, op, "The %s whines for a while, but nothing happens.", query_base_name (item, 0));
1692     else
1693     new_draw_info_format (NDI_UNIQUE, 0, op, "The %s needs more time to charge.", query_base_name (item, 0));
1694 root 1.121
1695 root 1.18 return;
1696 root 1.11 }
1697 elmex 1.1 }
1698    
1699 root 1.18 if (cast_spell (op, item, dir, item->inv, NULL))
1700     {
1701 root 1.212 item->flag [FLAG_BEEN_APPLIED] = true; /* You now know something about it */
1702    
1703 root 1.18 if (item->type == WAND)
1704     {
1705     if (!(--item->stats.food))
1706     {
1707     object *tmp;
1708    
1709     if (item->arch)
1710     {
1711     CLEAR_FLAG (item, FLAG_ANIMATE);
1712 root 1.149 item->face = item->arch->face;
1713 root 1.67 item->set_speed (0);
1714 root 1.11 }
1715 root 1.67
1716 root 1.189 if (object *pl = item->visible_to ())
1717     esrv_update_item (UPD_ANIM, pl, item);
1718 root 1.11 }
1719     }
1720 root 1.18 else if (item->type == ROD || item->type == HORN)
1721 root 1.67 drain_rod_charge (item);
1722 elmex 1.1 }
1723     }
1724    
1725     /* Received a fire command for the player - go and do it.
1726     */
1727 root 1.142 bool
1728 root 1.18 fire (object *op, int dir)
1729     {
1730     int spellcost = 0;
1731 elmex 1.1
1732 root 1.118 player *pl = op->contr;
1733 elmex 1.1
1734 root 1.119 if (pl->golem)
1735     {
1736     control_golem (op->contr->golem, dir);
1737 root 1.142 return false;
1738 root 1.119 }
1739    
1740     object *ob = pl->ranged_ob;
1741 elmex 1.1
1742 root 1.119 if (!ob)
1743 root 1.142 return false;
1744 elmex 1.1
1745 root 1.142 if (op->speed_left > 0.f)
1746     --op->speed_left;
1747     else
1748     return false;
1749 root 1.136
1750 root 1.209 if (!op->change_weapon (ob))
1751     return false;
1752    
1753     /* check for loss of invisiblity/hide */
1754     if (action_makes_visible (op))
1755     make_visible (op);
1756    
1757 root 1.119 switch (ob->type)
1758 root 1.118 {
1759 root 1.119 case BOW:
1760 root 1.118 player_fire_bow (op, dir);
1761 root 1.119 break;
1762    
1763     case SPELL:
1764     spellcost = cast_spell (op, op, dir, ob, pl->spellparam[0] ? pl->spellparam : 0);
1765     break;
1766 root 1.113
1767 root 1.119 case BUILDER:
1768 root 1.20 apply_map_builder (op, dir);
1769 root 1.119 break;
1770    
1771     case SKILL:
1772     do_skill (op, op, ob, dir, 0);
1773     break;
1774    
1775     default:
1776     fire_misc_object (op, dir);
1777     break;
1778 elmex 1.1 }
1779 root 1.142
1780     return true;
1781 elmex 1.1 }
1782    
1783     /* find_key
1784     * We try to find a key for the door as passed. If we find a key
1785     * and successfully use it, we return the key, otherwise NULL
1786     * This function merges both normal and locked door, since the logic
1787     * for both is the same - just the specific key is different.
1788     * pl is the player,
1789     * inv is the objects inventory to searched
1790     * door is the door we are trying to match against.
1791     * This function can be called recursively to search containers.
1792     */
1793 root 1.18 object *
1794     find_key (object *pl, object *container, object *door)
1795 elmex 1.1 {
1796 root 1.18 object *tmp, *key;
1797 elmex 1.1
1798 root 1.18 /* Should not happen, but sanity checking is never bad */
1799 root 1.103 if (!container->inv)
1800     return 0;
1801 elmex 1.1
1802 root 1.18 /* First, lets try to find a key in the top level inventory */
1803 root 1.103 for (tmp = container->inv; tmp; tmp = tmp->below)
1804 root 1.18 {
1805     if (door->type == DOOR && tmp->type == KEY)
1806     break;
1807     /* For sanity, we should really check door type, but other stuff
1808     * (like containers) can be locked with special keys
1809     */
1810     if (tmp->slaying && tmp->type == SPECIAL_KEY && tmp->slaying == door->slaying)
1811     break;
1812     }
1813 root 1.103
1814 root 1.18 /* No key found - lets search inventories now */
1815     /* If we find and use a key in an inventory, return at that time.
1816     * otherwise, if we search all the inventories and still don't find
1817     * a key, return
1818     */
1819     if (!tmp)
1820     {
1821 root 1.103 for (tmp = container->inv; tmp; tmp = tmp->below)
1822 root 1.18 {
1823     /* No reason to search empty containers */
1824     if (tmp->type == CONTAINER && tmp->inv)
1825     {
1826 root 1.103 if ((key = find_key (pl, tmp, door)))
1827 root 1.18 return key;
1828     }
1829     }
1830 root 1.103
1831 root 1.18 if (!tmp)
1832     return NULL;
1833 elmex 1.1 }
1834 root 1.103
1835 root 1.18 /* We get down here if we have found a key. Now if its in a container,
1836     * see if we actually want to use it
1837     */
1838     if (pl != container)
1839     {
1840     /* Only let players use keys in containers */
1841     if (!pl->contr)
1842     return NULL;
1843     /* cases where this fails:
1844     * If we only search the player inventory, return now since we
1845     * are not in the players inventory.
1846     * If the container is not active, return now since only active
1847     * containers can be used.
1848     * If we only search keyrings and the container does not have
1849     * a race/isn't a keyring.
1850     * No checking for all containers - to fall through past here,
1851     * inv must have been an container and must have been active.
1852     *
1853     * Change the color so that the message doesn't disappear with
1854     * all the others.
1855     */
1856     if (pl->contr->usekeys == key_inventory ||
1857     !QUERY_FLAG (container, FLAG_APPLIED) ||
1858 root 1.224 (pl->contr->usekeys == keyrings && container->race != shstr_keys))
1859 root 1.18 {
1860     new_draw_info_format (NDI_UNIQUE | NDI_BROWN, 0, pl,
1861     "The %s in your %s vibrates as you approach the door", query_name (tmp), query_name (container));
1862     return NULL;
1863 root 1.11 }
1864 elmex 1.1 }
1865 root 1.103
1866 root 1.18 return tmp;
1867 elmex 1.1 }
1868    
1869     /* moved door processing out of move_player_attack.
1870     * returns 1 if player has opened the door with a key
1871     * such that the caller should not do anything more,
1872     * 0 otherwise
1873     */
1874 root 1.18 static int
1875     player_attack_door (object *op, object *door)
1876 elmex 1.1 {
1877 root 1.142 /* If its a door, try to find a key. If we do destroy the door,
1878 root 1.18 * might as well return immediately as there is nothing more to do -
1879     * otherwise, we fall through to the rest of the code.
1880     */
1881     object *key = find_key (op, op, door);
1882    
1883 root 1.142 /* If we found a key, do some extra work */
1884 root 1.18 if (key)
1885     {
1886     object *container = key->env;
1887    
1888     if (action_makes_visible (op))
1889     make_visible (op);
1890 root 1.117
1891 root 1.18 if (door->inv && (door->inv->type == RUNE || door->inv->type == TRAP))
1892     spring_trap (door->inv, op);
1893 root 1.103
1894 root 1.18 if (door->type == DOOR)
1895 root 1.103 hit_player (door, 9998, op, AT_PHYSICAL, 1); /* Break through the door */
1896 root 1.18 else if (door->type == LOCKED_DOOR)
1897     {
1898 root 1.170 op->statusmsg (format ("You open the door with the %s", query_short_name (key)), NDI_BROWN);
1899 root 1.18 remove_door2 (door); /* remove door without violence ;-) */
1900     }
1901 root 1.103
1902 root 1.18 /* Do this after we print the message */
1903 root 1.185 key->decrease (); /* Use up one of the keys */
1904 root 1.103
1905 root 1.18 return 1; /* Nothing more to do below */
1906     }
1907     else if (door->type == LOCKED_DOOR)
1908     {
1909     /* Might as well return now - no other way to open this */
1910 root 1.171 op->failmsg (door->msg ? &door->msg : "Hmm, you miss the certain something to open this door...");
1911 root 1.18 return 1;
1912 elmex 1.1 }
1913 root 1.103
1914 root 1.18 return 0;
1915 elmex 1.1 }
1916    
1917     /* This function is just part of a breakup from move_player.
1918     * It should keep the code cleaner.
1919     * When this is called, the players direction has been updated
1920     * (taking into account confusion.) The player is also actually
1921     * going to try and move (not fire weapons).
1922     */
1923 root 1.142 bool
1924 root 1.18 move_player_attack (object *op, int dir)
1925 elmex 1.1 {
1926 root 1.18 int on_battleground;
1927    
1928 root 1.117 sint16 nx = freearr_x[dir] + op->x;
1929     sint16 ny = freearr_y[dir] + op->y;
1930 root 1.18
1931 root 1.49 on_battleground = op_on_battleground (op, 0, 0);
1932 root 1.18
1933 root 1.142 if (out_of_map (op->map, nx, ny))
1934     return false;
1935    
1936     if (!op->contr->braced && op->speed_left > 0.f && move_ob (op, dir, op))
1937     {
1938     --op->speed_left;
1939     return true;
1940     }
1941    
1942 root 1.18 /* If braced, or can't move to the square, and it is not out of the
1943     * map, attack it. Note order of if statement is important - don't
1944     * want to be calling move_ob if braced, because move_ob will move the
1945     * player. This is a pretty nasty hack, because if we could
1946     * move to some space, it then means that if we are braced, we should
1947     * do nothing at all. As it is, if we are braced, we go through
1948     * quite a bit of processing. However, it probably is less than what
1949     * move_ob uses.
1950     */
1951 root 1.142 maptile *m = op->map->xy_find (nx, ny);
1952    
1953     /* Go through all the objects, and find ones of interest. Only stop if
1954     * we find a monster - that is something we know we want to attack.
1955     * if its a door or barrel (can roll) see if there may be monsters
1956     * on the space
1957     */
1958     object *mon;
1959     for (mon = m->at (nx, ny).bot; mon; mon = mon->above)
1960 root 1.18 {
1961 root 1.142 if ((mon->flag [FLAG_ALIVE]
1962     || mon->type == LOCKED_DOOR
1963     || mon->flag [FLAG_CAN_ROLL])
1964     && mon != op)
1965     break;
1966     }
1967    
1968     if (!mon) /* This happens anytime the player tries to move */
1969     return false; /* into a wall */
1970 root 1.18
1971 root 1.142 mon = mon->head_ ();
1972 root 1.11
1973 root 1.142 if ((mon->type == DOOR && mon->stats.hp >= 0) || (mon->type == LOCKED_DOOR))
1974     if (op->contr->weapon_sp_left > 0.f)
1975     if (player_attack_door (op, mon))
1976 root 1.18 {
1977 root 1.142 --op->contr->weapon_sp_left;
1978     return true;
1979 root 1.18 }
1980    
1981 root 1.142 /* The following deals with possibly attacking peaceful
1982     * or friendly creatures. Basically, all players are considered
1983     * unaggressive. If the moving player has peaceful set, then the
1984     * object should be pushed instead of attacked. It is assumed that
1985     * if you are braced, you will not attack friends accidently,
1986     * and thus will not push them.
1987     */
1988 root 1.18
1989 root 1.142 /* If the creature is a pet, push it even if the player is not
1990     * peaceful. Our assumption is the creature is a pet if the
1991     * player owns it and it is either friendly or unagressive.
1992     */
1993     if (op->type == PLAYER
1994     && ((mon->owner && mon->owner->contr
1995     && same_party (mon->owner->contr->party, op->contr->party))
1996     || mon->owner == op)
1997     && (QUERY_FLAG (mon, FLAG_UNAGGRESSIVE) || QUERY_FLAG (mon, FLAG_FRIENDLY)))
1998     {
1999     /* If we're braced, we don't want to switch places with it */
2000     if (op->contr->braced)
2001     return false;
2002 root 1.18
2003 root 1.142 if (op->speed_left > 0.f)
2004     {
2005     --op->speed_left;
2006 root 1.85
2007 root 1.156 op->play_sound (sound_find ("push_player"));
2008 root 1.117 push_ob (mon, dir, op);
2009 root 1.142
2010 root 1.212 if (action_makes_visible (op))
2011 root 1.18 make_visible (op);
2012 root 1.85
2013 root 1.142 return true;
2014 root 1.11 }
2015 root 1.142 else
2016     return false;
2017     }
2018 root 1.11
2019 root 1.142 /* in certain circumstances, you shouldn't attack friendly
2020     * creatures. Note that if you are braced, you can't push
2021     * someone, but put it inside this loop so that you won't
2022     * attack them either.
2023     */
2024     if ((mon->type == PLAYER || mon->enemy != op)
2025     && (mon->type == PLAYER || QUERY_FLAG (mon, FLAG_UNAGGRESSIVE) || QUERY_FLAG (mon, FLAG_FRIENDLY))
2026     && ((op->contr->peaceful
2027     || (mon->type == PLAYER && mon->contr->peaceful))
2028     && !on_battleground))
2029     {
2030     if (op->speed_left > 0.f)
2031 root 1.18 {
2032 root 1.142 --op->speed_left;
2033    
2034 root 1.18 if (!op->contr->braced)
2035     {
2036 root 1.156 op->play_sound (sound_find ("push_player"));
2037 root 1.85 push_ob (mon, dir, op);
2038 root 1.18 }
2039     else
2040 root 1.171 op->statusmsg ("You withhold your attack");
2041 root 1.49
2042 root 1.208 if (op->contr->tmp_invis || op->flag [FLAG_HIDDEN])
2043 root 1.18 make_visible (op);
2044 root 1.142
2045     return true;
2046 root 1.11 }
2047 root 1.142 }
2048     /* If the object is a boulder or other rollable object, then
2049     * roll it if not braced. You can't roll it if you are braced.
2050     */
2051     else if (QUERY_FLAG (mon, FLAG_CAN_ROLL) && (!op->contr->braced))
2052     {
2053     if (op->speed_left > 0.f)
2054     {
2055     --op->speed_left;
2056 elmex 1.1
2057 root 1.18 recursive_roll (mon, dir, op);
2058     if (action_makes_visible (op))
2059     make_visible (op);
2060 root 1.142
2061     return true;
2062 root 1.11 }
2063 root 1.142 }
2064     /* Any generic living creature. Including things like doors.
2065     * Way it works is like this: First, it must have some hit points
2066     * and be living. Then, it must be one of the following:
2067     * 1) Not a player, 2) A player, but of a different party. Note
2068     * that party_number -1 is no party, so attacks can still happen.
2069     */
2070     else if ((mon->stats.hp >= 0) && QUERY_FLAG (mon, FLAG_ALIVE) &&
2071     ((mon->type != PLAYER || op->contr->party == NULL || op->contr->party != mon->contr->party)))
2072     {
2073 root 1.143 if (op->contr->weapon_sp_left > 0.f && !op->flag [FLAG_WIZPASS])
2074 root 1.18 {
2075 root 1.142 --op->contr->weapon_sp_left;
2076 root 1.11
2077 root 1.49 skill_attack (mon, op, 0, 0, 0);
2078 root 1.11
2079 root 1.18 if (action_makes_visible (op))
2080     make_visible (op);
2081 root 1.142
2082     return true;
2083 root 1.11 }
2084 root 1.142 }
2085    
2086     return false;
2087 elmex 1.1 }
2088    
2089 root 1.142 bool
2090 root 1.18 move_player (object *op, int dir)
2091     {
2092     int pick;
2093 elmex 1.1
2094 root 1.181 if (!op->map || op->map->in_memory != MAP_ACTIVE)
2095 root 1.18 return 0;
2096 elmex 1.1
2097 root 1.18 /* Sanity check: make sure dir is valid */
2098     if ((dir < 0) || (dir >= 9))
2099     {
2100     LOG (llevError, "move_player: invalid direction %d\n", dir);
2101     return 0;
2102 elmex 1.1 }
2103    
2104 root 1.84 /* peterm: added following line */
2105 root 1.18 if (QUERY_FLAG (op, FLAG_CONFUSED) && dir)
2106 root 1.99 dir = absdir (dir + rndm (3) + rndm (3) - 2);
2107 root 1.18
2108     op->facing = dir;
2109    
2110 root 1.208 if (op->flag [FLAG_HIDDEN])
2111 root 1.18 do_hidden_move (op);
2112    
2113 root 1.142 bool retval;
2114    
2115 root 1.18 if (INVOKE_PLAYER (MOVE, op->contr, ARG_INT (dir)))
2116 root 1.142 retval = RESULT_INT (0);
2117 root 1.18 else if (op->contr->fire_on)
2118 root 1.142 retval = fire (op, dir);
2119 root 1.18 else
2120     {
2121 root 1.142 retval = move_player_attack (op, dir);
2122 root 1.18 pick = check_pick (op);
2123     }
2124 elmex 1.1
2125 root 1.18 /* Add special check for newcs players and fire on - this way, the
2126     * server can handle repeat firing.
2127     */
2128     if (op->contr->fire_on || (op->contr->run_on && pick != 0))
2129 root 1.49 op->direction = dir;
2130 root 1.18 else
2131 root 1.49 op->direction = 0;
2132    
2133 root 1.18 /* Update how the player looks. Use the facing, so direction may
2134     * get reset to zero. This allows for full animation capabilities
2135     * for players.
2136     */
2137     animate_object (op, op->facing);
2138 root 1.142
2139     return retval;
2140 elmex 1.1 }
2141    
2142     /* This is similar to handle_player, below, but is only used by the
2143     * new client/server stuff.
2144     * This is sort of special, in that the new client/server actually uses
2145     * the new speed values for commands.
2146     *
2147 root 1.142 * Returns true if there are more actions we can do. Should not do
2148     * many actions in a row, as that would be too unfair to other
2149     * players.
2150 elmex 1.1 */
2151 root 1.142 bool
2152 root 1.18 handle_newcs_player (object *op)
2153 elmex 1.1 {
2154 root 1.18 if (QUERY_FLAG (op, FLAG_SCARED))
2155     {
2156 root 1.142 if (op->speed_left > 0.f)
2157 root 1.18 {
2158 root 1.132 --op->speed_left;
2159 root 1.142 flee_player (op);
2160    
2161     return true;
2162 root 1.11 }
2163 root 1.142 else
2164     return false;
2165 elmex 1.1 }
2166    
2167 root 1.18 /* call this here - we also will call this in do_ericserver, but
2168     * the players time has been increased when doericserver has been
2169     * called, so we recheck it here.
2170     */
2171 root 1.83 if (op->contr->ns->handle_command ())
2172 root 1.142 return true;
2173 root 1.47
2174 root 1.142 if (op->direction && (op->contr->run_on || op->contr->fire_on))
2175     return move_player (op, op->direction);
2176 elmex 1.1
2177 root 1.142 return false;
2178 root 1.18 }
2179    
2180     int
2181     save_life (object *op)
2182     {
2183     if (!QUERY_FLAG (op, FLAG_LIFESAVE))
2184 elmex 1.1 return 0;
2185 root 1.18
2186 root 1.41 for (object *tmp = op->inv; tmp; tmp = tmp->below)
2187 root 1.18 if (QUERY_FLAG (tmp, FLAG_APPLIED) && QUERY_FLAG (tmp, FLAG_LIFESAVE))
2188     {
2189 root 1.156 op->play_sound (sound_find ("ob_evaporate"));
2190 root 1.18 new_draw_info_format (NDI_UNIQUE, 0, op, "Your %s vibrates violently, then evaporates.", query_name (tmp));
2191 root 1.33
2192 root 1.207 tmp->destroy ();
2193 root 1.18 CLEAR_FLAG (op, FLAG_LIFESAVE);
2194 root 1.33
2195 root 1.18 if (op->stats.hp < 0)
2196     op->stats.hp = op->stats.maxhp;
2197 root 1.33
2198 root 1.18 if (op->stats.food < 0)
2199     op->stats.food = 999;
2200 root 1.33
2201 root 1.54 op->update_stats ();
2202 root 1.18 return 1;
2203     }
2204 root 1.41
2205 root 1.18 LOG (llevError, "Error: LIFESAVE set without applied object.\n");
2206     CLEAR_FLAG (op, FLAG_LIFESAVE);
2207     enter_player_savebed (op); /* bring him home. */
2208     return 0;
2209 elmex 1.1 }
2210    
2211     /* This goes throws the inventory and removes unpaid objects, and puts them
2212     * back in the map (location and map determined by values of env). This
2213 root 1.189 * function will descend into containers. op is the object to start the search
2214 elmex 1.1 * from.
2215     */
2216 root 1.154 static void
2217     drop_unpaid_items (object *op, object *env)
2218 elmex 1.1 {
2219 root 1.18 while (op)
2220     {
2221 root 1.70 object *next = op->below; /* Make sure we have a good value, in case we remove object 'op' */
2222    
2223 root 1.18 if (QUERY_FLAG (op, FLAG_UNPAID))
2224 root 1.189 op->insert_at (env);
2225 root 1.18 else if (op->inv)
2226 root 1.154 drop_unpaid_items (op->inv, env);
2227 root 1.41
2228 root 1.18 op = next;
2229 elmex 1.1 }
2230     }
2231    
2232 root 1.154 void
2233     object::drop_unpaid_items ()
2234     {
2235     if (!flag [FLAG_REMOVED])
2236     ::drop_unpaid_items (inv, this);
2237     }
2238    
2239 elmex 1.1 /*
2240     * Returns pointer a static string containing gravestone text
2241     * Moved from apply.c to player.c - player.c is what
2242     * actually uses this function. player.c may not be quite the
2243     * best, a misc file for object actions is probably better,
2244     * but there isn't one in the server directory.
2245     */
2246 root 1.192 const char *
2247 root 1.18 gravestone_text (object *op)
2248 elmex 1.1 {
2249 root 1.192 static dynbuf_text buf;
2250    
2251 root 1.203 buf << "---- R.I.P. ----\n\n"
2252     << op->name;
2253 root 1.18
2254     if (op->type == PLAYER)
2255 root 1.192 buf << " the " << op->contr->title;
2256    
2257     buf << "\n\n";
2258 root 1.41
2259 root 1.192 buf << "who was level ";
2260     buf << (sint32)op->level << "\n\n" // OO breakdown
2261     << " when " << (op->contr ? "killed" : "died") << "\n\n";
2262 root 1.41
2263 root 1.18 if (op->type == PLAYER)
2264 root 1.192 buf << "by " << op->contr->killer_name () << ".\n\n";
2265 root 1.41
2266 root 1.192 {
2267     static char buf2[128];
2268     time_t now = time (NULL);
2269     strftime (buf2, 128, "%b %d %Y\n\n", localtime (&now));
2270     buf << buf2;
2271     }
2272 root 1.41
2273 root 1.192 return buf;
2274 elmex 1.1 }
2275    
2276 root 1.18 void
2277     do_some_living (object *op)
2278     {
2279     int last_food = op->stats.food;
2280 elmex 1.1 int gen_hp, gen_sp, gen_grace;
2281     int over_hp, over_sp, over_grace;
2282     int i;
2283     int rate_hp = 1200;
2284     int rate_sp = 2500;
2285     int rate_grace = 2000;
2286     const int max_hp = 1;
2287     const int max_sp = 1;
2288     const int max_grace = 1;
2289    
2290 root 1.107 if (op->contr->hidden)
2291     {
2292     op->invisible = 1000;
2293     /* the socket code flashes the player visible/invisible
2294     * depending on the value of invisible, so we need to
2295     * alternate it here for it to work correctly.
2296     */
2297     if (pticks & 2)
2298     op->invisible--;
2299     }
2300     else if (op->invisible && !(QUERY_FLAG (op, FLAG_MAKE_INVIS)))
2301     {
2302     if (!op->invisible--)
2303     {
2304     make_visible (op);
2305     new_draw_info (NDI_UNIQUE, 0, op, "Your invisibility spell runs out.");
2306     }
2307     }
2308    
2309 root 1.52 if (op->contr->ns->state == ST_PLAYING)
2310 root 1.18 {
2311     /* these next three if clauses make it possible to SLOW DOWN
2312     hp/grace/spellpoint regeneration. */
2313     if (op->contr->gen_hp >= 0)
2314     gen_hp = (op->contr->gen_hp + 1) * op->stats.maxhp;
2315     else
2316     {
2317     gen_hp = op->stats.maxhp;
2318     rate_hp -= rate_hp / 2 * op->contr->gen_hp;
2319     }
2320 root 1.55
2321 root 1.18 if (op->contr->gen_sp >= 0)
2322     gen_sp = (op->contr->gen_sp + 1) * op->stats.maxsp;
2323     else
2324     {
2325     gen_sp = op->stats.maxsp;
2326     rate_sp -= rate_sp / 2 * op->contr->gen_sp;
2327     }
2328 root 1.55
2329 root 1.18 if (op->contr->gen_grace >= 0)
2330     gen_grace = (op->contr->gen_grace + 1) * op->stats.maxgrace;
2331     else
2332     {
2333     gen_grace = op->stats.maxgrace;
2334     rate_grace -= rate_grace / 2 * op->contr->gen_grace;
2335     }
2336    
2337     /* Regenerate Grace */
2338     /* I altered this a little - maximum grace is ony achieved through prayer -b.t. */
2339     if (--op->last_grace < 0)
2340     {
2341     if (op->stats.grace < op->stats.maxgrace / 2)
2342     op->stats.grace++; /* no penalty in food for regaining grace */
2343 root 1.55
2344 root 1.18 if (max_grace > 1)
2345     {
2346     over_grace = (gen_grace < 20 ? 30 : gen_grace + 10) / rate_grace;
2347     if (over_grace > 0)
2348     {
2349     op->stats.sp += over_grace
2350     + (random_roll (0, rate_grace - 1, op, PREFER_HIGH) > ((gen_grace < 20 ? 30 : gen_grace + 10) % rate_grace)) ? -1 : 0;
2351     op->last_grace = 0;
2352     }
2353     else
2354     {
2355     op->last_grace = rate_grace / (gen_grace < 20 ? 30 : gen_grace + 10);
2356     }
2357     }
2358     else
2359     {
2360     op->last_grace = rate_grace / (gen_grace < 20 ? 30 : gen_grace + 10);
2361     }
2362     /* wearing stuff doesn't detract from grace generation. */
2363     }
2364    
2365 root 1.161 if (op->stats.food > 0)
2366 root 1.18 {
2367 root 1.161 /* Regenerate Spell Points */
2368     if (!op->contr->golem && --op->last_sp < 0)
2369 root 1.18 {
2370 root 1.161 gen_sp = gen_sp * 10 / (op->contr->gen_sp_armour < 10 ? 10 : op->contr->gen_sp_armour);
2371    
2372     if (op->stats.sp < op->stats.maxsp)
2373 root 1.18 {
2374 root 1.161 op->stats.sp++;
2375    
2376     /* dms do not consume food */
2377     if (!QUERY_FLAG (op, FLAG_WIZ))
2378     {
2379     op->stats.food--;
2380    
2381     if (op->contr->digestion < 0)
2382     op->stats.food += op->contr->digestion;
2383     else if (op->contr->digestion > 0 && random_roll (0, op->contr->digestion, op, PREFER_HIGH))
2384     op->stats.food = last_food;
2385     }
2386 root 1.18 }
2387 root 1.161
2388     if (max_sp > 1)
2389     {
2390     over_sp = (gen_sp + 10) / rate_sp;
2391     if (over_sp > 0)
2392     {
2393     if (op->stats.sp < op->stats.maxsp)
2394     {
2395     op->stats.sp += over_sp > max_sp ? max_sp : over_sp;
2396    
2397     if (random_roll (0, rate_sp - 1, op, PREFER_LOW) > ((gen_sp + 10) % rate_sp))
2398     op->stats.sp--;
2399    
2400     if (op->stats.sp > op->stats.maxsp)
2401     op->stats.sp = op->stats.maxsp;
2402     }
2403    
2404     op->last_sp = 0;
2405     }
2406     else
2407     op->last_sp = rate_sp / (gen_sp < 20 ? 30 : gen_sp + 10);
2408     }
2409     else
2410     op->last_sp = rate_sp / (gen_sp < 20 ? 30 : gen_sp + 10);
2411 root 1.18 }
2412 root 1.55
2413 root 1.161 /* Regenerate Hit Points */
2414     if (--op->last_heal < 0)
2415 root 1.18 {
2416 root 1.161 if (op->stats.hp < op->stats.maxhp)
2417 root 1.18 {
2418 root 1.161 op->stats.hp++;
2419    
2420     /* dms do not consume food */
2421     if (!QUERY_FLAG (op, FLAG_WIZ))
2422     {
2423     op->stats.food--;
2424    
2425     if (op->contr->digestion < 0)
2426     op->stats.food += op->contr->digestion;
2427     else if (op->contr->digestion > 0 && random_roll (0, op->contr->digestion, op, PREFER_HIGH))
2428     op->stats.food = last_food;
2429     }
2430 root 1.18 }
2431 root 1.161
2432     if (max_hp > 1)
2433 root 1.18 {
2434 root 1.161 over_hp = (gen_hp < 20 ? 30 : gen_hp + 10) / rate_hp;
2435    
2436     if (over_hp > 0)
2437     {
2438 root 1.214 op->stats.sp += over_hp + (rndm (rate_hp) > ((gen_hp < 20 ? 30 : gen_hp + 10) % rate_hp)) ? -1 : 0;
2439 root 1.161 op->last_heal = 0;
2440     }
2441     else
2442     op->last_heal = rate_hp / (gen_hp < 20 ? 30 : gen_hp + 10);
2443 root 1.18 }
2444 root 1.161 else
2445     op->last_heal = rate_hp / (gen_hp < 20 ? 30 : gen_hp + 10);
2446 root 1.18 }
2447 root 1.11 }
2448 elmex 1.1
2449 root 1.18 /* Digestion */
2450     if (--op->last_eat < 0)
2451     {
2452 root 1.155 int bonus = max (0, op->contr->digestion),
2453     penalty = max (0, -op->contr->digestion);
2454 root 1.18
2455 root 1.155 op->last_eat = 25 * (1 + bonus) / (max (0, op->contr->gen_hp) + penalty + 1);
2456 root 1.55
2457 root 1.18 /* dms do not consume food */
2458     if (!QUERY_FLAG (op, FLAG_WIZ))
2459     op->stats.food--;
2460 root 1.11 }
2461 elmex 1.1
2462 root 1.55 if (op->stats.food < 0 && op->stats.hp >= 0)
2463     {
2464 root 1.196 object *flesh = 0;
2465 root 1.18
2466 root 1.196 for_inv_removable (op, tmp)
2467 root 1.18 {
2468 root 1.196 if (QUERY_FLAG (tmp, FLAG_UNPAID))
2469     continue;
2470    
2471     if (tmp->type == FOOD || tmp->type == DRINK || tmp->type == POISON)
2472 root 1.18 {
2473 root 1.196 op->statusmsg ("You blindly grab for a bite of food. "
2474     "H<To prevent you from starving, you ate some random item from your backpack.>");
2475     manual_apply (op, tmp, 0);
2476    
2477     if (op->stats.food >= 0 || op->stats.hp < 0)
2478     break;
2479     }
2480     else if (tmp->type == FLESH)
2481     flesh = tmp;
2482     }
2483 root 1.55
2484     /* If player is still starving, it means they don't have any food, so
2485     * eat flesh instead.
2486     */
2487     if (op->stats.food < 0 && op->stats.hp >= 0 && flesh)
2488     {
2489 root 1.196 op->statusmsg ("You blindly grab for a bite of food. "
2490     "H<To prevent you from starving, you ate some random item from your backpack.>");
2491 root 1.55 manual_apply (op, flesh, 0);
2492     }
2493 root 1.196
2494     // If player is still starving, alert him!
2495     if (op->stats.food < 0)
2496     op->failmsg ("You are starving! "
2497     "H<Eat some food to increase your food and prevent you from an untimely death.>");
2498 root 1.11 }
2499 elmex 1.1
2500 root 1.196 if (op->stats.food < 0)
2501 root 1.161 {
2502 root 1.196 op->stats.hp += op->stats.food;
2503 root 1.161 op->stats.food = 0;
2504 root 1.200
2505     if (op->stats.hp < 0)
2506     {
2507     op->contr->killer = archetype::get ("killer_starvation");
2508 root 1.207 op->contr->killer->destroy ();
2509 root 1.200 }
2510 root 1.161 }
2511 elmex 1.1
2512 root 1.200 /* killer should be set here already */
2513 root 1.55 if (op->stats.hp < 0 && !QUERY_FLAG (op, FLAG_WIZ))
2514     kill_player (op);
2515     }
2516 elmex 1.1 }
2517    
2518     /* If the player should die (lack of hp, food, etc), we call this.
2519     * op is the player in jeopardy. If the player can not be saved (not
2520     * permadeath, no lifesave), this will take care of removing the player
2521     * file.
2522     */
2523 root 1.18 void
2524     kill_player (object *op)
2525 elmex 1.1 {
2526 root 1.168 int x, y;
2527 root 1.25 maptile *map; /* this is for resurrection */
2528 root 1.18 int will_kill_again;
2529     archetype *at;
2530     object *tmp;
2531    
2532     if (save_life (op))
2533     return;
2534    
2535 root 1.225 dynbuf_text deathtab;
2536    
2537 root 1.221 /* restore player */
2538     at = archetype::find ("poisoning");
2539     if (object *tmp = present_arch_in_ob (at, op))
2540     {
2541     tmp->destroy ();
2542 root 1.225 deathtab << "Your body feels cleansed...\r";
2543 root 1.221 }
2544    
2545     at = archetype::find ("confusion");
2546     if (object *tmp = present_arch_in_ob (at, op))
2547     {
2548     tmp->destroy ();
2549 root 1.225 deathtab << "Your mind feels clearer...\r";
2550 root 1.221 }
2551    
2552     cure_disease (op, 0, 0); /* remove any disease */
2553    
2554     max_it (op->stats.hp , op->stats.maxhp);
2555     max_it (op->stats.sp , op->stats.maxsp);
2556     max_it (op->stats.grace, op->stats.maxgrace);
2557    
2558     if (op->stats.food <= 0)
2559     op->stats.food = 999;
2560    
2561     // remove all spell effects that are active
2562     // to avoid long-term effects such as word-of-recall
2563     for (object *item = op->inv; item; )
2564     {
2565     object *next = item->below;
2566    
2567     if (item->type == SPELL_EFFECT && item->active)
2568     item->destroy ();
2569    
2570     item = next;
2571     }
2572    
2573 root 1.18 /* If player dies on BATTLEGROUND, no stat/exp loss! For Combat-Arenas
2574     * in cities ONLY!!! It is very important that this doesn't get abused.
2575     * Look at op_on_battleground() for more info --AndreasV
2576     */
2577     if (op_on_battleground (op, &x, &y))
2578     {
2579 root 1.225 deathtab << "You almost died in combat, but local medics have saved your life...\r";
2580 root 1.18
2581     /* create a bodypart-trophy to make the winner happy */
2582 root 1.70 if (object *tmp = arch_to_object (archetype::find ("finger")))
2583 root 1.18 {
2584 root 1.168 tmp->name = format ("%s's finger" , &op->name);
2585     tmp->name_pl = format ("%s's fingers", &op->name);
2586     tmp->msg = format (
2587     "This finger has been cut off of %s the %s, when he was defeated at level %d by %s.\n",
2588 root 1.192 &op->name, op->contr->title,
2589     (int)op->level,
2590     op->contr->killer_name ()
2591 root 1.168 );
2592 root 1.102 tmp->value = 0, tmp->type = 0;
2593     tmp->materialname = "organics";
2594 elmex 1.87 tmp->insert_at (op, tmp);
2595 root 1.18 }
2596 elmex 1.1
2597 root 1.18 /* teleport defeated player to new destination */
2598     transfer_ob (op, x, y, 0, NULL);
2599     op->contr->braced = 0;
2600 root 1.225
2601     op->contr->infobox (MSG_CHANNEL ("death"), deathtab);
2602 root 1.18 return;
2603 elmex 1.1 }
2604    
2605 root 1.225 deathtab << "You were killed by " << op->contr->killer_name () << ".\n\n";
2606     deathtab << "T<YOU HAVE DIED>\n\n";
2607    
2608 root 1.18 INVOKE_PLAYER (DEATH, op->contr);
2609 root 1.3
2610 root 1.18 command_kill_pets (op, 0);
2611 elmex 1.1
2612 root 1.156 op->contr->play_sound (sound_find ("player_dies"));
2613 elmex 1.1
2614 root 1.18 /* save the map location for corpse, gravestone */
2615 root 1.70 x = op->x;
2616     y = op->y;
2617 root 1.18 map = op->map;
2618 elmex 1.1
2619 root 1.54 /* NOT_PERMADEATH code. This basically brings the character back to
2620     * life if they are dead - it takes some exp and a random stat.
2621     * See the config.h file for a little more in depth detail about this.
2622     */
2623    
2624     /* Basically two ways to go - remove a stat permanently, or just
2625     * make it depletion. This bunch of code deals with that aspect
2626     * of death.
2627     */
2628     #ifndef COZY_SERVER
2629     if (settings.balanced_stat_loss)
2630 root 1.18 {
2631 root 1.54 /* If stat loss is permanent, lose one stat only. */
2632     /* Lower level chars don't lose as many stats because they suffer
2633     more if they do. */
2634     /* Higher level characters can afford things such as potions of
2635     restoration, or better, stat potions. So we slug them that
2636     little bit harder. */
2637     /* GD */
2638     if (settings.stat_loss_on_death)
2639     num_stats_lose = 1;
2640     else
2641     num_stats_lose = 1 + op->level / BALSL_NUMBER_LOSSES_RATIO;
2642     }
2643     else
2644 root 1.70 num_stats_lose = 1;
2645    
2646 root 1.54 lost_a_stat = 0;
2647    
2648     for (z = 0; z < num_stats_lose; z++)
2649     {
2650 root 1.214 i = rndm (NUM_STATS);
2651 root 1.11
2652 root 1.54 if (settings.stat_loss_on_death)
2653 root 1.18 {
2654 root 1.54 /* Pick a random stat and take a point off it. Tell the player
2655     * what he lost.
2656     */
2657     change_attr_value (&(op->stats), i, -1);
2658     check_stat_bounds (&(op->stats));
2659     change_attr_value (&(op->contr->orig_stats), i, -1);
2660     check_stat_bounds (&(op->contr->orig_stats));
2661     new_draw_info (NDI_UNIQUE, 0, op, lose_msg[i]);
2662     lost_a_stat = 1;
2663 root 1.18 }
2664     else
2665     {
2666 root 1.54 /* deplete a stat */
2667     archetype *deparch = archetype::find ("depletion");
2668     object *dep;
2669 root 1.11
2670 root 1.54 dep = present_arch_in_ob (deparch, op);
2671     if (!dep)
2672 root 1.18 {
2673 root 1.54 dep = arch_to_object (deparch);
2674     insert_ob_in_ob (dep, op);
2675 root 1.18 }
2676 root 1.54 lose_this_stat = 1;
2677     if (settings.balanced_stat_loss)
2678 root 1.18 {
2679 root 1.54 /* GD */
2680     /* Get the stat that we're about to deplete. */
2681     this_stat = get_attr_value (&(dep->stats), i);
2682     if (this_stat < 0)
2683     {
2684     int loss_chance = 1 + op->level / BALSL_LOSS_CHANCE_RATIO;
2685     int keep_chance = this_stat * this_stat;
2686 root 1.18
2687 root 1.54 /* Yes, I am paranoid. Sue me. */
2688     if (keep_chance < 1)
2689     keep_chance = 1;
2690 root 1.18
2691 root 1.54 /* There is a maximum depletion total per level. */
2692     if (this_stat < -1 - op->level / BALSL_MAX_LOSS_RATIO)
2693     {
2694     lose_this_stat = 0;
2695     /* Take loss chance vs keep chance to see if we
2696     retain the stat. */
2697     }
2698     else
2699     {
2700     if (random_roll (0, loss_chance + keep_chance - 1, op, PREFER_LOW) < keep_chance)
2701     lose_this_stat = 0;
2702     /* LOG(llevDebug, "Determining stat loss. Stat: %d Keep: %d Lose: %d Result: %s.\n",
2703     this_stat, keep_chance, loss_chance,
2704     lose_this_stat?"LOSE":"KEEP"); */
2705 root 1.11 }
2706     }
2707 root 1.54 }
2708 root 1.18
2709 root 1.54 if (lose_this_stat)
2710     {
2711 root 1.221 this_stat = get_attr_value (&dep->stats, i);
2712 root 1.54 /* We could try to do something clever like find another
2713     * stat to reduce if this fails. But chances are, if
2714     * stats have been depleted to -50, all are pretty low
2715     * and should be roughly the same, so it shouldn't make a
2716     * difference.
2717     */
2718     if (this_stat >= -50)
2719 root 1.18 {
2720 root 1.54 change_attr_value (&(dep->stats), i, -1);
2721     SET_FLAG (dep, FLAG_APPLIED);
2722     new_draw_info (NDI_UNIQUE, 0, op, lose_msg[i]);
2723     op->update_stats ();
2724     lost_a_stat = 1;
2725 root 1.11 }
2726     }
2727     }
2728 root 1.54 }
2729 root 1.195
2730 root 1.54 /* If no stat lost, tell the player. */
2731     if (!lost_a_stat)
2732     {
2733     /* determine_god() seems to not work sometimes... why is this?
2734     Should I be using something else? GD */
2735 root 1.221 shstr_tmp god = determine_god (op);
2736 root 1.18
2737 root 1.221 if (god != shstr_none)
2738 root 1.225 deathtab << "For a brief moment you feel the holy presence of " << god << " protecting you.\r";
2739 root 1.54 else
2740 root 1.225 deathtab << "For a brief moment you feel a holy presence protecting you.\r";
2741 root 1.54 }
2742 root 1.28 #else
2743 root 1.225 deathtab << "For a brief moment you feel a holy presence protecting you from losing yourself completely.";
2744 elmex 1.1 #endif
2745    
2746 root 1.54 /* Put a gravestone up where the character 'almost' died. List the
2747     * exp loss on the stone.
2748     */
2749     tmp = arch_to_object (archetype::find ("gravestone"));
2750 root 1.195 tmp->name = format ("%s's gravestone", &op->name);
2751     tmp->name_pl = format ("%s's gravestones", &op->name);
2752 root 1.204 tmp->msg = format ("T<RIP>\n\nHere rests the hero %s the %s,\rwho was killed\rby %s.\n",
2753     &op->name, op->contr->title, op->contr->killer_name ());
2754 root 1.54 tmp->x = op->x, tmp->y = op->y;
2755     insert_ob_in_map (tmp, op->map, NULL, 0);
2756    
2757     /**************************************/
2758     /* */
2759     /* Subtract the experience points, */
2760     /* */
2761     /**************************************/
2762    
2763     /*add_exp(op, (op->stats.exp * -0.20)); */
2764     apply_death_exp_penalty (op);
2765 root 1.195
2766 root 1.54 /*
2767 root 1.108 * Check to see if the player has any unpaid items. If so, remove them
2768     * and put them back in the map.
2769 root 1.54 */
2770 root 1.154 op->drop_unpaid_items ();
2771 root 1.18
2772 root 1.54 /****************************************/
2773     /* */
2774     /* Move player to his current respawn- */
2775     /* position (usually last savebed) */
2776     /* */
2777     /****************************************/
2778 root 1.18
2779 root 1.54 enter_player_savebed (op);
2780 root 1.18
2781 root 1.54 op->contr->braced = 0;
2782 root 1.11
2783 root 1.54 /* it is possible that the player has blown something up
2784     * at his savebed location, and that can have long lasting
2785     * spell effects. So first see if there is a spell effect
2786     * on the space that might harm the player.
2787     */
2788     will_kill_again = 0;
2789     for (tmp = GET_MAP_OB (op->map, op->x, op->y); tmp; tmp = tmp->above)
2790     if (tmp->type == SPELL_EFFECT)
2791     will_kill_again |= tmp->attacktype;
2792 elmex 1.1
2793 root 1.54 if (will_kill_again)
2794 root 1.18 {
2795 root 1.54 object *force;
2796     int at;
2797 root 1.18
2798 root 1.54 force = get_archetype (FORCE_NAME);
2799     /* 50 ticks should be enough time for the spell to abate */
2800 root 1.133 force->speed = 0.1f;
2801     force->speed_left = -5.f;
2802 root 1.54 SET_FLAG (force, FLAG_APPLIED);
2803     for (at = 0; at < NROFATTACKS; at++)
2804     if (will_kill_again & (1 << at))
2805     force->resist[at] = 100;
2806 root 1.30
2807 root 1.54 insert_ob_in_ob (force, op);
2808     op->update_stats ();
2809     }
2810 root 1.18
2811 root 1.225 op->contr->infobox (MSG_CHANNEL ("death"), deathtab);
2812 elmex 1.1 }
2813    
2814 root 1.18 void
2815     loot_object (object *op)
2816     { /* Grab and destroy some treasure */
2817     object *tmp, *tmp2, *next;
2818 elmex 1.1
2819 root 1.103 op->close_container (); /* close open sack first */
2820 elmex 1.1
2821 root 1.54 for (tmp = op->inv; tmp; tmp = next)
2822 root 1.18 {
2823     next = tmp->below;
2824 root 1.54
2825 elmex 1.50 if (tmp->invisible)
2826 root 1.18 continue;
2827 root 1.54
2828 root 1.32 tmp->remove ();
2829 root 1.18 tmp->x = op->x, tmp->y = op->y;
2830 root 1.103
2831 root 1.18 if (tmp->type == CONTAINER)
2832 root 1.103 loot_object (tmp); /* empty container to ground */
2833    
2834 root 1.99 if (!QUERY_FLAG (tmp, FLAG_UNIQUE) && (QUERY_FLAG (tmp, FLAG_STARTEQUIP) || QUERY_FLAG (tmp, FLAG_NO_DROP) || !(rndm (3))))
2835 root 1.18 {
2836     if (tmp->nrof > 1)
2837     {
2838 root 1.186 tmp->decrease (rndm (1, tmp->nrof - 1));
2839 root 1.18 insert_ob_in_map (tmp, op->map, NULL, 0);
2840     }
2841     else
2842 root 1.207 tmp->destroy ();
2843 root 1.18 }
2844     else
2845     insert_ob_in_map (tmp, op->map, NULL, 0);
2846     }
2847 elmex 1.1 }
2848    
2849     /*
2850     * fix_weight(): Check recursively the weight of all players, and fix
2851     * what needs to be fixed. Refresh windows and fix speed if anything
2852     * was changed.
2853     */
2854 root 1.18 void
2855     fix_weight (void)
2856     {
2857 root 1.61 for_all_players (pl)
2858 root 1.18 {
2859 root 1.184 sint32 old = pl->ob->carrying;
2860 root 1.18
2861 root 1.184 pl->ob->update_weight ();
2862    
2863     if (old != pl->ob->carrying)
2864     {
2865     pl->ob->update_stats ();
2866     LOG (llevDebug, "Fixed inventory in %s (%d -> %d)\n", &pl->ob->name, (int)old, (int)pl->ob->carrying);
2867     }
2868 root 1.18 }
2869 elmex 1.1 }
2870    
2871 root 1.18 void
2872     fix_luck (void)
2873     {
2874 root 1.61 for_all_players (pl)
2875 root 1.52 if (!pl->ob->contr->ns->state)
2876 root 1.54 pl->ob->change_luck (0);
2877 elmex 1.1 }
2878    
2879     /* cast_dust() - handles op throwing objects of type 'DUST'.
2880     * This is much simpler in the new spell code - we basically
2881     * just treat this as any other spell casting object.
2882     */
2883 elmex 1.2 void
2884 root 1.18 cast_dust (object *op, object *throw_ob, int dir)
2885 elmex 1.2 {
2886     object *skop, *spob;
2887    
2888     skop = find_skill_by_name (op, throw_ob->skill);
2889    
2890     /* casting POTION 'dusts' is really a use_magic_item skill */
2891     if (op->type == PLAYER && throw_ob->type == POTION && !skop)
2892     {
2893 root 1.18 LOG (llevError, "Player %s lacks critical skill use_magic_item!\n", &op->name);
2894 elmex 1.2 return;
2895     }
2896    
2897     spob = throw_ob->inv;
2898    
2899     // elmex Tue Aug 15 17:19:46 CEST 2006: Added this check to
2900     // not pass NULL to cast_spell (which did indeed check itself, but
2901     // errors should be reported as early as possible IMHO)
2902     if (!spob)
2903     {
2904 root 1.18 LOG (llevError, "cast_dust: thrown object %s (by %s) had no spell in it!", &throw_ob->name, &op->name);
2905 elmex 1.2 return;
2906 elmex 1.1 }
2907    
2908 elmex 1.2 if (op->type == PLAYER)
2909 root 1.14 new_draw_info_format (NDI_UNIQUE, 0, op, "You cast %s.", &spob->name);
2910 elmex 1.2
2911     cast_spell (op, throw_ob, dir, spob, NULL);
2912    
2913 root 1.207 throw_ob->destroy ();
2914 elmex 1.1 }
2915    
2916 root 1.18 void
2917     make_visible (object *op)
2918     {
2919 root 1.208 op->flag [FLAG_HIDDEN] = 0;
2920 root 1.18 op->invisible = 0;
2921 root 1.164
2922 root 1.18 if (op->type == PLAYER)
2923     {
2924     op->contr->tmp_invis = 0;
2925     op->contr->invis_race = 0;
2926     }
2927 root 1.107
2928     update_object (op, UP_OBJ_CHANGE);
2929 root 1.18 }
2930    
2931     int
2932     is_true_undead (object *op)
2933     {
2934 root 1.149 if (QUERY_FLAG (op->arch, FLAG_UNDEAD))
2935 root 1.18 return 1;
2936    
2937 elmex 1.1 return 0;
2938     }
2939    
2940     /* look at the surrounding terrain to determine
2941     * the hideability of this object. Positive levels
2942     * indicate greater hideability.
2943     */
2944 root 1.18 int
2945     hideability (object *ob)
2946     {
2947     int i, level = 0, mflag;
2948     sint16 x, y;
2949    
2950     if (!ob || !ob->map)
2951     return 0;
2952    
2953     /* so, on normal lighted maps, its hard to hide */
2954 root 1.213 level = ob->map->darklevel () - 2;
2955 root 1.18
2956     /* this also picks up whether the object is glowing.
2957     * If you carry a light on a non-dark map, its not
2958     * as bad as carrying a light on a pitch dark map */
2959     if (has_carried_lights (ob))
2960 root 1.213 level = -(10 + (2 * ob->map->darklevel ()));
2961 root 1.18
2962     /* scan through all nearby squares for terrain to hide in */
2963 root 1.182 for (i = 0, x = ob->x, y = ob->y;
2964     i <= SIZEOFFREE1;
2965     i++, x = ob->x + freearr_x[i], y = ob->y + freearr_y[i])
2966 root 1.18 {
2967     mflag = get_map_flags (ob->map, NULL, x, y, NULL, NULL);
2968     if (mflag & P_OUT_OF_MAP)
2969 root 1.182 continue;
2970    
2971 root 1.18 if (mflag & P_BLOCKSVIEW) /* something to hide near! */
2972     level += 2;
2973     else /* open terrain! */
2974     level -= 1;
2975 elmex 1.1 }
2976 root 1.18
2977 elmex 1.1 #if 0
2978 root 1.18 LOG (llevDebug, "hideability of %s is %d\n", ob->name, level);
2979 elmex 1.1 #endif
2980 root 1.18 return level;
2981 elmex 1.1 }
2982    
2983     /* For Hidden creatures - a chance of becoming 'unhidden'
2984     * every time they move - as we subtract off 'invisibility'
2985     * AND, for players, if they move into a ridiculously unhideable
2986     * spot (surrounded by clear terrain in broad daylight). -b.t.
2987     */
2988 root 1.18 void
2989     do_hidden_move (object *op)
2990     {
2991 root 1.194 int hide = 0;
2992 root 1.18
2993     if (!op || !op->map)
2994     return;
2995    
2996 root 1.194 object *skop = find_obj_by_type_subtype (op, SKILL, SK_HIDING);
2997     int num = random_roll (0, 19, op, PREFER_LOW);
2998 root 1.18
2999     /* its *extremely* hard to run and sneak/hide at the same time! */
3000     if (op->type == PLAYER && op->contr->run_on)
3001 root 1.85 if (!skop || num >= skop->level)
3002     {
3003     new_draw_info (NDI_UNIQUE, 0, op, "You ran too much! You are no longer hidden!");
3004     make_visible (op);
3005     return;
3006     }
3007     else
3008     num += 20;
3009    
3010 root 1.18 num += op->map->difficulty;
3011     hide = hideability (op); /* modify by terrain hidden level */
3012     num -= hide;
3013 root 1.85
3014 root 1.18 if ((op->type == PLAYER && hide < -10) || ((op->invisible -= num) <= 0))
3015     {
3016     make_visible (op);
3017 root 1.194
3018 root 1.18 if (op->type == PLAYER)
3019     new_draw_info (NDI_UNIQUE, 0, op, "You moved out of hiding! You are visible!");
3020 elmex 1.1 }
3021 root 1.18 else if (op->type == PLAYER && skop)
3022 root 1.85 change_exp (op, calc_skill_exp (op, NULL, skop), skop->skill, 0);
3023 elmex 1.1 }
3024    
3025     /* determine if who is standing near a hostile creature. */
3026    
3027 root 1.18 int
3028     stand_near_hostile (object *who)
3029     {
3030     object *tmp = NULL;
3031     int i, friendly = 0, player = 0, mflags;
3032 root 1.25 maptile *m;
3033 root 1.18 sint16 x, y;
3034    
3035     if (!who)
3036     return 0;
3037    
3038     if (who->type == PLAYER)
3039     player = 1;
3040    
3041     else
3042     friendly = QUERY_FLAG (who, FLAG_FRIENDLY);
3043    
3044     /* search adjacent squares */
3045     for (i = 1; i < 9; i++)
3046     {
3047     x = who->x + freearr_x[i];
3048     y = who->y + freearr_y[i];
3049     m = who->map;
3050     mflags = get_map_flags (m, &m, x, y, &x, &y);
3051     /* space must be blocked if there is a monster. If not
3052     * blocked, don't need to check this space.
3053     */
3054     if (mflags & P_OUT_OF_MAP)
3055     continue;
3056     if (OB_TYPE_MOVE_BLOCK (who, GET_MAP_MOVE_BLOCK (m, x, y)))
3057     continue;
3058    
3059 root 1.49 for (tmp = GET_MAP_OB (m, x, y); tmp; tmp = tmp->above)
3060 root 1.18 {
3061     if ((player ||friendly) &&QUERY_FLAG (tmp, FLAG_MONSTER) && !QUERY_FLAG (tmp, FLAG_UNAGGRESSIVE))
3062     return 1;
3063     else if (tmp->type == PLAYER)
3064     {
3065     /*don't let a hidden DM prevent you from hiding */
3066     if (!QUERY_FLAG (tmp, FLAG_WIZ) || tmp->contr->hidden == 0)
3067 root 1.11 return 1;
3068 root 1.18 }
3069 root 1.11 }
3070 elmex 1.1 }
3071 root 1.18 return 0;
3072 elmex 1.1 }
3073    
3074     /* check the player los field for viewability of the
3075     * object op. This function works fine for monsters,
3076     * but we dont worry if the object isnt the top one in
3077     * a pile (say a coin under a table would return "viewable"
3078     * by this routine). Another question, should we be
3079     * concerned with the direction the player is looking
3080 root 1.162 * in? Realistically, most of us can't see stuff behind
3081 elmex 1.1 * our backs...on the other hand, does the "facing" direction
3082 root 1.162 * imply the way your head, or body is facing? It's possible
3083 elmex 1.1 * for them to differ. Sigh, this fctn could get a bit more complex.
3084     * -b.t.
3085     * This function is now map tiling safe.
3086     */
3087 root 1.18 int
3088     player_can_view (object *pl, object *op)
3089     {
3090     rv_vector rv;
3091     int dx, dy;
3092    
3093     if (pl->type != PLAYER)
3094     {
3095     LOG (llevError, "player_can_view() called for non-player object\n");
3096     return -1;
3097 elmex 1.1 }
3098 root 1.74
3099 root 1.18 if (!pl || !op)
3100 elmex 1.1 return 0;
3101 root 1.18
3102 root 1.74 op = op->head_ ();
3103    
3104 root 1.18 get_rangevector (pl, op, &rv, 0x1);
3105    
3106     /* starting with the 'head' part, lets loop
3107     * through the object and find if it has any
3108 root 1.162 * part that is in the los array but isn't on
3109 root 1.18 * a blocked los square.
3110     * we use the archetype to figure out offsets.
3111     */
3112     while (op)
3113     {
3114 root 1.149 dx = rv.distance_x + op->arch->x;
3115     dy = rv.distance_y + op->arch->y;
3116 root 1.18
3117 root 1.210 if (pl->contr->blocked_los (dx, dy) != LOS_BLOCKED)
3118 root 1.18 return 1;
3119 root 1.162
3120 root 1.18 op = op->more;
3121     }
3122 root 1.162
3123 root 1.18 return 0;
3124 elmex 1.1 }
3125    
3126     /* routine for both players and monsters. We call this when
3127     * there is a possibility for our action distrubing our hiding
3128 root 1.212 * place or invisiblity spell. Artefact invisiblity causes
3129     * "noise" instead. If we arent invisible to begin with, we
3130 elmex 1.1 * return 0.
3131     */
3132 root 1.18 int
3133     action_makes_visible (object *op)
3134     {
3135     if (op->invisible && QUERY_FLAG (op, FLAG_ALIVE))
3136     {
3137     if (QUERY_FLAG (op, FLAG_MAKE_INVIS))
3138 root 1.212 {
3139     // artefact invisibility is permanent, but we still make noise
3140     // this is important for game-balance.
3141     if (op->contr)
3142     op->make_noise ();
3143    
3144     return 0;
3145     }
3146 root 1.18
3147     if (op->contr && op->contr->tmp_invis == 0)
3148     return 0;
3149 elmex 1.1
3150 root 1.18 /* If monsters, they should become visible */
3151 root 1.208 if (op->flag [FLAG_HIDDEN] || !op->contr || (op->contr && op->contr->tmp_invis))
3152 root 1.18 {
3153 root 1.208 new_draw_info_format (NDI_UNIQUE, 0, op, "You become %s!", op->flag [FLAG_HIDDEN] ? "unhidden" : "visible");
3154 root 1.18 return 1;
3155 root 1.11 }
3156 elmex 1.1 }
3157 root 1.162
3158 root 1.18 return 0;
3159 elmex 1.1 }
3160    
3161     /* op_on_battleground - checks if the given object op (usually
3162     * a player) is standing on a valid battleground-tile,
3163     * function returns TRUE/FALSE. If true x, y returns the battleground
3164     * -exit-coord. (and if x, y not NULL)
3165     * 19 March 2005 - josh@woosworld.net modifed to check if the battleground also has slaying, maxhp, and maxsp set
3166     * and if those are all set and the player has a marker that matches the slaying send them to a different x, y
3167     * Default is to do the same as before, so only people wanting to have different points need worry about this
3168     */
3169 root 1.18 int
3170     op_on_battleground (object *op, int *x, int *y)
3171     {
3172 elmex 1.1 /* A battleground-tile needs the following attributes to be valid:
3173     * is_floor 1 (has to be the FIRST floor beneath the player's feet),
3174     * name="battleground", no_pick 1, type=58 (type BATTLEGROUND)
3175     * and the exit-coordinates sp/hp must both be > 0.
3176     * => The intention here is to prevent abuse of the battleground-
3177     * feature (like pickable or hidden battleground tiles). */
3178 root 1.162 for (object *tmp = op->below; tmp; tmp = tmp->below)
3179 root 1.18 {
3180     if (QUERY_FLAG (tmp, FLAG_IS_FLOOR))
3181     {
3182 root 1.162 if (QUERY_FLAG (tmp, FLAG_NO_PICK)
3183     && tmp->type == BATTLEGROUND
3184     && tmp->name == shstr_battleground
3185     && EXIT_X (tmp) && EXIT_Y (tmp))
3186 root 1.18 {
3187 root 1.162 /* before we assign the exit, check if this is a teambattle */
3188 root 1.18 if (EXIT_ALT_X (tmp) && EXIT_ALT_Y (tmp) && EXIT_PATH (tmp))
3189     {
3190 root 1.162 for (object *invtmp = op->inv; invtmp; invtmp = invtmp->below)
3191 root 1.18 {
3192 root 1.162 if (invtmp->type == FORCE && invtmp->slaying && tmp->slaying == invtmp->slaying)
3193 root 1.18 {
3194 root 1.162 if (x && y)
3195 root 1.18 *x = EXIT_ALT_X (tmp), *y = EXIT_ALT_Y (tmp);
3196 root 1.162
3197 root 1.18 return 1;
3198     }
3199     }
3200     }
3201 root 1.162
3202     if (x && y)
3203 root 1.18 *x = EXIT_X (tmp), *y = EXIT_Y (tmp);
3204 root 1.162
3205 root 1.18 return 1;
3206     }
3207     }
3208 elmex 1.1 }
3209 root 1.162
3210 elmex 1.1 /* If we got here, did not find a battleground */
3211     return 0;
3212     }
3213    
3214     /*
3215     * When a dragon-player gains a new stage of evolution,
3216     * he gets some treasure
3217     *
3218     * attributes:
3219     * object *who the dragon player
3220     * int atnr the attack-number of the ability focus
3221     * int level ability level
3222     */
3223 root 1.18 void
3224     dragon_ability_gain (object *who, int atnr, int level)
3225     {
3226     treasurelist *trlist = NULL; /* treasurelist */
3227     treasure *tr; /* treasure */
3228     object *tmp, *skop; /* tmp. object */
3229     object *item; /* treasure object */
3230     char buf[MAX_BUF]; /* tmp. string buffer */
3231     int i = 0, j = 0;
3232    
3233     /* get the appropriate treasurelist */
3234     if (atnr == ATNR_FIRE)
3235 root 1.163 trlist = treasurelist::find (shstr_dragon_ability_fire);
3236 root 1.18 else if (atnr == ATNR_COLD)
3237 root 1.163 trlist = treasurelist::find (shstr_dragon_ability_cold);
3238 root 1.18 else if (atnr == ATNR_ELECTRICITY)
3239 root 1.163 trlist = treasurelist::find (shstr_dragon_ability_elec);
3240 root 1.18 else if (atnr == ATNR_POISON)
3241 root 1.163 trlist = treasurelist::find (shstr_dragon_ability_poison);
3242 root 1.18
3243     if (trlist == NULL || who->type != PLAYER)
3244     return;
3245    
3246     for (i = 0, tr = trlist->items; tr != NULL && i < level - 1; tr = tr->next, i++);
3247    
3248 elmex 1.82 if (!tr || !tr->item)
3249 root 1.18 {
3250     /* LOG(llevDebug, "-> no more treasure for %s\n", change_resist_msg[atnr]); */
3251     return;
3252 elmex 1.1 }
3253    
3254 root 1.18 /* everything seems okay - now bring on the gift: */
3255 root 1.149 item = tr->item;
3256 elmex 1.1
3257 root 1.18 if (item->type == SPELL)
3258     {
3259     if (check_spell_known (who, item->name))
3260 root 1.11 return;
3261 root 1.18
3262     new_draw_info_format (NDI_UNIQUE | NDI_BLUE, 0, who, "You gained the ability of %s", &item->name);
3263     do_learn_spell (who, item, 0);
3264     return;
3265 elmex 1.1 }
3266    
3267 root 1.18 /* grant direct spell */
3268     if (item->type == SPELLBOOK)
3269     {
3270     if (!item->inv)
3271     {
3272     LOG (llevDebug, "dragon_ability_gain: Broken spellbook %s\n", &item->name);
3273     return;
3274     }
3275     if (check_spell_known (who, item->inv->name))
3276     return;
3277     if (item->invisible)
3278     {
3279     new_draw_info_format (NDI_UNIQUE | NDI_BLUE, 0, who, "You gained the ability of %s", &item->inv->name);
3280     do_learn_spell (who, item->inv, 0);
3281     return;
3282 root 1.11 }
3283 root 1.18 }
3284     else if (item->type == SKILL_TOOL && item->invisible)
3285     {
3286     if (item->subtype == SK_CLAWING && (skop = find_skill_by_name (who, item->skill)) != NULL)
3287     {
3288    
3289     /* should this perhaps be (skop->attackyp & item->attacktype)!=item->attacktype ...
3290     * in this way, if the player is missing any of the attacktypes, he gets
3291     * them. As it is now, if the player has any that match the granted skill,
3292     * but not all of them, he gets nothing.
3293     */
3294     if (!(skop->attacktype & item->attacktype))
3295     {
3296     /* Give new attacktype */
3297     skop->attacktype |= item->attacktype;
3298    
3299     /* always add physical if there's none */
3300     skop->attacktype |= AT_PHYSICAL;
3301    
3302     if (item->msg != NULL)
3303     new_draw_info (NDI_UNIQUE | NDI_BLUE, 0, who, item->msg);
3304    
3305     /* Give player new face */
3306     if (item->animation_id)
3307     {
3308     who->face = skop->face;
3309     who->animation_id = item->animation_id;
3310     who->anim_speed = item->anim_speed;
3311     who->last_anim = 0;
3312     who->state = 0;
3313     animate_object (who, who->direction);
3314     }
3315     }
3316 root 1.11 }
3317 elmex 1.1 }
3318 root 1.18 else if (item->type == FORCE)
3319     {
3320     /* forces in the treasurelist can alter the player's stats */
3321     object *skin;
3322 elmex 1.1
3323 root 1.18 /* first get the dragon skin force */
3324 root 1.153 for (skin = who->inv; skin && !(skin->arch->archname == shstr_dragon_skin_force); skin = skin->below)
3325 root 1.52 ;
3326    
3327     if (!skin)
3328 root 1.18 return;
3329    
3330     /* adding new spellpath attunements */
3331     if (item->path_attuned > 0 && !(skin->path_attuned & item->path_attuned))
3332     {
3333     skin->path_attuned |= item->path_attuned; /* add attunement to skin */
3334    
3335     /* print message */
3336     sprintf (buf, "You feel attuned to ");
3337     for (i = 0, j = 0; i < NRSPELLPATHS; i++)
3338     {
3339     if (item->path_attuned & (1 << i))
3340     {
3341     if (j)
3342     strcat (buf, " and ");
3343     else
3344     j = 1;
3345     strcat (buf, spellpathnames[i]);
3346     }
3347     }
3348     strcat (buf, ".");
3349     new_draw_info (NDI_UNIQUE | NDI_BLUE, 0, who, buf);
3350     }
3351    
3352     /* evtl. adding flags: */
3353     if (QUERY_FLAG (item, FLAG_XRAYS))
3354     SET_FLAG (skin, FLAG_XRAYS);
3355     if (QUERY_FLAG (item, FLAG_STEALTH))
3356     SET_FLAG (skin, FLAG_STEALTH);
3357     if (QUERY_FLAG (item, FLAG_SEE_IN_DARK))
3358     SET_FLAG (skin, FLAG_SEE_IN_DARK);
3359    
3360     /* print message if there is one */
3361     if (item->msg != NULL)
3362     new_draw_info (NDI_UNIQUE | NDI_BLUE, 0, who, item->msg);
3363     }
3364     else
3365     {
3366     /* generate misc. treasure */
3367     tmp = arch_to_object (tr->item);
3368     new_draw_info_format (NDI_UNIQUE | NDI_BLUE, 0, who, "You gained %s", query_short_name (tmp));
3369 root 1.189 who->insert (tmp);
3370 elmex 1.1 }
3371     }
3372    
3373     /**
3374     * Unready an object for a player. This function does nothing if the object was
3375     * not readied.
3376     */
3377 root 1.18 void
3378     player_unready_range_ob (player *pl, object *ob)
3379     {
3380 root 1.119 if (pl->ob->current_weapon == ob)
3381     pl->ob->current_weapon = 0;
3382    
3383 root 1.118 if (pl->combat_ob == ob)
3384 root 1.119 pl->combat_ob = 0;
3385 root 1.118
3386     if (pl->ranged_ob == ob)
3387 root 1.119 pl->ranged_ob = 0;
3388 elmex 1.1 }
3389 root 1.101
3390     sint8
3391 root 1.215 player::darkness_at (maptile *map, int x, int y) const
3392 root 1.101 {
3393 root 1.216 if (!ns)
3394 root 1.215 return LOS_BLOCKED;
3395 root 1.101
3396     int dx, dy;
3397     if (!adjacent_map (map, ns->current_map, &dx, &dy))
3398 root 1.215 return LOS_BLOCKED;
3399 root 1.101
3400 root 1.210 x += dx - ns->current_x;
3401     y += dy - ns->current_y;
3402 root 1.101
3403 root 1.215 return blocked_los (x, y);
3404 root 1.101 }
3405 root 1.169
3406     void
3407     player::infobox (const char *title, const char *msg, int color)
3408     {
3409     send_msg (color | NDI_DEF | NDI_REPLY | NDI_CLEAR, title, msg);
3410     }
3411    
3412     void
3413     player::statusmsg (const char *msg, int color)
3414     {
3415     send_msg (color | NDI_REPLY, INFO_CHANNEL, msg);
3416     }
3417    
3418     void
3419     player::failmsg (const char *msg, int color)
3420     {
3421     play_sound (sound_find ("generic_failure"));
3422     statusmsg (msg, color);
3423     }
3424