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Revision: 1.232
Committed: Sat Oct 3 20:11:12 2009 UTC (14 years, 7 months ago) by root
Content type: text/plain
Branch: MAIN
Changes since 1.231: +14 -16 lines
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# User Rev Content
1 elmex 1.1 /*
2 root 1.174 * This file is part of Deliantra, the Roguelike Realtime MMORPG.
3 root 1.145 *
4 root 1.188 * Copyright (©) 2005,2006,2007,2008 Marc Alexander Lehmann / Robin Redeker / the Deliantra team
5 root 1.145 * Copyright (©) 2002,2007 Mark Wedel & Crossfire Development Team
6     * Copyright (©) 1992,2007 Frank Tore Johansen
7     *
8 root 1.174 * Deliantra is free software: you can redistribute it and/or modify
9 root 1.152 * it under the terms of the GNU General Public License as published by
10     * the Free Software Foundation, either version 3 of the License, or
11     * (at your option) any later version.
12 root 1.145 *
13 root 1.152 * This program is distributed in the hope that it will be useful,
14     * but WITHOUT ANY WARRANTY; without even the implied warranty of
15     * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
16     * GNU General Public License for more details.
17 root 1.145 *
18 root 1.152 * You should have received a copy of the GNU General Public License
19     * along with this program. If not, see <http://www.gnu.org/licenses/>.
20 root 1.145 *
21 root 1.174 * The authors can be reached via e-mail to <support@deliantra.net>
22 root 1.89 */
23 elmex 1.1
24     #include <global.h>
25 root 1.38 #include <sproto.h>
26 elmex 1.1 #include <sounds.h>
27     #include <living.h>
28     #include <object.h>
29     #include <spells.h>
30     #include <skills.h>
31    
32 root 1.54 #include <algorithm>
33     #include <functional>
34 elmex 1.1
35 root 1.89 playervec players;
36 elmex 1.1
37 root 1.18 void
38     display_motd (const object *op)
39     {
40     char buf[MAX_BUF];
41     char motd[HUGE_BUF];
42     FILE *fp;
43     int comp;
44     int size;
45 elmex 1.1
46 root 1.18 sprintf (buf, "%s/%s", settings.confdir, settings.motd);
47     if ((fp = open_and_uncompress (buf, 0, &comp)) == NULL)
48 root 1.44 return;
49    
50 root 1.18 motd[0] = '\0';
51     size = 0;
52 root 1.44
53 root 1.53 while (fgets (buf, MAX_BUF, fp))
54 root 1.18 {
55     if (*buf == '#')
56     continue;
57 root 1.44
58 root 1.18 strncat (motd + size, buf, HUGE_BUF - size);
59     size += strlen (buf);
60 elmex 1.1 }
61 root 1.44
62 root 1.18 draw_ext_info (NDI_UNIQUE | NDI_GREEN, 0, op, MSG_TYPE_MOTD, MSG_SUBTYPE_NONE, motd, NULL);
63     close_and_delete (fp, comp);
64 elmex 1.1 }
65    
66 root 1.18 void
67     send_rules (const object *op)
68     {
69     char buf[MAX_BUF];
70     char rules[HUGE_BUF];
71     FILE *fp;
72     int comp;
73     int size;
74    
75     sprintf (buf, "%s/%s", settings.confdir, settings.rules);
76     if ((fp = open_and_uncompress (buf, 0, &comp)) == NULL)
77 root 1.44 return;
78    
79 root 1.18 rules[0] = '\0';
80     size = 0;
81 root 1.44
82 root 1.53 while (fgets (buf, MAX_BUF, fp))
83 root 1.18 {
84     if (*buf == '#')
85 elmex 1.1 continue;
86 root 1.44
87 root 1.18 if (size + strlen (buf) >= HUGE_BUF)
88     {
89     LOG (llevDebug, "Warning, rules size is > %d bytes.\n", HUGE_BUF);
90 elmex 1.1 break;
91 root 1.18 }
92 root 1.44
93 root 1.18 strncat (rules + size, buf, HUGE_BUF - size);
94     size += strlen (buf);
95 elmex 1.1 }
96 root 1.44
97 root 1.18 draw_ext_info (NDI_UNIQUE | NDI_GREEN, 0, op, MSG_TYPE_ADMIN, MSG_TYPE_ADMIN_RULES, rules, NULL);
98     close_and_delete (fp, comp);
99 elmex 1.1 }
100    
101 root 1.18 void
102     send_news (const object *op)
103     {
104     char buf[MAX_BUF];
105     char news[HUGE_BUF];
106     char subject[MAX_BUF];
107     FILE *fp;
108     int comp;
109     int size;
110    
111     sprintf (buf, "%s/%s", settings.confdir, settings.news);
112     if ((fp = open_and_uncompress (buf, 0, &comp)) == NULL)
113     return;
114 root 1.44
115 root 1.18 news[0] = '\0';
116     subject[0] = '\0';
117     size = 0;
118 root 1.44
119 root 1.104 while (fgets (buf, MAX_BUF, fp))
120 root 1.18 {
121     if (*buf == '#')
122     continue;
123 root 1.44
124 root 1.18 if (*buf == '%')
125     { /* send one news */
126     if (size > 0)
127 root 1.199 draw_ext_info_format (NDI_UNIQUE | NDI_GREEN, 0, op,
128     MSG_TYPE_ADMIN, MSG_TYPE_ADMIN_NEWS,
129     "INFORMATION: %s\n%s", (char *)"%s\n%s",
130     subject, news); /*send previously read news */
131 root 1.89
132 root 1.18 strcpy (subject, buf + 1);
133     strip_endline (subject);
134     size = 0;
135     news[0] = '\0';
136     }
137     else
138     {
139     if (size + strlen (buf) >= HUGE_BUF)
140     {
141     LOG (llevDebug, "Warning, one news item has size > %d bytes.\n", HUGE_BUF);
142 elmex 1.1 break;
143 root 1.18 }
144     strncat (news + size, buf, HUGE_BUF - size);
145     size += strlen (buf);
146     }
147 elmex 1.1 }
148 root 1.18
149     draw_ext_info_format (NDI_UNIQUE | NDI_GREEN, 0, op,
150 root 1.109 MSG_TYPE_ADMIN, MSG_TYPE_ADMIN_NEWS, "INFORMATION: %s\n%s\n", (char *)"%s\n%s", subject, news);
151 root 1.18 close_and_delete (fp, comp);
152 elmex 1.1 }
153    
154 root 1.54 /* This loads the first map an puts the player on it. */
155     static void
156     set_first_map (object *op)
157     {
158 root 1.77 op->contr->maplevel = first_map_path;
159 root 1.54 op->x = -1;
160     op->y = -1;
161 root 1.75 }
162    
163     void
164 root 1.89 player::activate ()
165     {
166     if (active)
167     return;
168    
169     players.insert (this);
170     ob->remove ();
171     ob->map = 0;
172     ob->activate_recursive ();
173 root 1.92 CLEAR_FLAG (ob, FLAG_FRIENDLY);
174     add_friendly_object (ob);
175 root 1.89 }
176    
177     void
178     player::deactivate ()
179     {
180     if (!active)
181     return;
182    
183     terminate_all_pets (ob);
184 root 1.92 remove_friendly_object (ob);
185 root 1.89 ob->deactivate_recursive ();
186 root 1.111
187     if (ob->map)
188     maplevel = ob->map->path;
189    
190 root 1.89 ob->remove ();
191 root 1.167 ob->enemy = 0; // sometimes keeps an extra refcount on itself
192 root 1.89 ob->map = 0;
193 root 1.104 party = 0;
194 root 1.89
195 root 1.119 combat_ob = ranged_ob = 0; //TODO, should be special marker, non-refcounted, not this
196 root 1.92
197 root 1.89 players.erase (this);
198     }
199    
200 root 1.56 // connect the player with a specific client
201 root 1.122 // also changes, rationalises, and fixes some incorrect settings
202 root 1.54 void
203     player::connect (client *ns)
204 root 1.18 {
205 root 1.54 this->ns = ns;
206     ns->pl = this;
207    
208 root 1.95 run_on = 0;
209     fire_on = 0;
210 root 1.103 ob->close_container (); //TODO: client-specific
211 root 1.95
212 root 1.54 ns->update_look = 0;
213     ns->look_position = 0;
214    
215 root 1.211 clear_los ();
216 root 1.54
217 root 1.95 ns->reset_stats ();
218 root 1.93
219 root 1.57 /* make sure he's a player -- needed because of class change. */
220 root 1.54 ob->type = PLAYER; // we are paranoid
221 root 1.149 ob->race = ob->arch->race;
222 elmex 1.1
223 root 1.184 ob->update_weight ();
224 root 1.205 link_skills ();
225 elmex 1.1
226 root 1.56 CLEAR_FLAG (ob, FLAG_NO_FIX_PLAYER);
227 elmex 1.1
228 root 1.149 assign (title, ob->arch->object::name);
229 root 1.15
230 root 1.54 /* if it's a dragon player, set the correct title here */
231     if (is_dragon_pl (ob))
232     {
233     object *tmp, *abil = 0, *skin = 0;
234    
235     for (tmp = ob->inv; tmp; tmp = tmp->below)
236     if (tmp->type == FORCE)
237 root 1.153 if (tmp->arch->archname == shstr_dragon_ability_force)
238 root 1.54 abil = tmp;
239 root 1.153 else if (tmp->arch->archname == shstr_dragon_skin_force)
240 root 1.54 skin = tmp;
241    
242     set_dragon_name (ob, abil, skin);
243     }
244    
245     new_draw_info (NDI_UNIQUE, 0, ob, "Welcome Back!");
246    
247 root 1.189 esrv_new_player (this);
248 root 1.60
249     ob->update_stats ();
250 root 1.139
251 root 1.54 ns->floorbox_update ();
252     esrv_send_inventory (ob, ob);
253     esrv_add_spells (this, 0);
254    
255 root 1.89 activate ();
256 root 1.54
257 root 1.59 send_rules (ob);
258     send_news (ob);
259     display_motd (ob);
260 root 1.78
261     INVOKE_PLAYER (CONNECT, this);
262 root 1.54 INVOKE_PLAYER (LOGIN, this);
263     }
264 elmex 1.1
265 root 1.62 void
266     player::disconnect ()
267     {
268 root 1.159 if (ob)
269     {
270     ob->close_container (); //TODO: client-specific
271     ob->drop_unpaid_items ();
272     }
273    
274 root 1.63 if (ns)
275 root 1.72 {
276 root 1.89 if (active)
277     INVOKE_PLAYER (LOGOUT, this, ARG_INT (0));
278 root 1.78
279     INVOKE_PLAYER (DISCONNECT, this);
280 root 1.72
281 root 1.97 ns->reset_stats ();
282 root 1.72 ns->pl = 0;
283 root 1.115 ns = 0;
284 root 1.89 }
285 root 1.72
286 root 1.150 observe = ob;
287    
288 root 1.89 deactivate ();
289 root 1.62 }
290    
291 root 1.54 // the need for this function can be explained
292     // by load_object not returning the object
293     void
294     player::set_object (object *op)
295     {
296 root 1.146 ob = observe = op;
297 root 1.104 ob->contr = this; /* this aren't yet in archetype */
298 root 1.15
299 root 1.190 ob->speed = 1.0f;
300     ob->speed_left = 0.5f;
301 root 1.142
302 root 1.190 ob->direction = 5; /* So player faces south */
303 root 1.173
304     ob->flag [FLAG_READY_WEAPON] = false;
305     ob->flag [FLAG_READY_SKILL] = false;
306     ob->flag [FLAG_READY_BOW] = false;
307    
308     for (object *op = ob->inv; op; op = op->below)
309     if (op->flag [FLAG_APPLIED])
310     switch (op->type)
311     {
312     case SKILL:
313     ob->flag [FLAG_APPLIED] = false;
314     break;
315    
316     case WAND:
317     case ROD:
318     case HORN:
319     case BOW:
320     ranged_ob = op;
321     break;
322    
323     case WEAPON:
324     combat_ob = op;
325     break;
326     }
327    
328     ob->change_weapon (combat_ob ? combat_ob : ranged_ob);
329 root 1.198 ob->deactivate (); // change_weapon activates, fix this better
330 root 1.54 }
331 root 1.15
332 root 1.146 void
333     player::set_observe (object *op)
334     {
335     observe = op ? op : ob;
336 root 1.147 do_los = 1;
337 root 1.146 }
338    
339 root 1.54 player::player ()
340     {
341 pippijn 1.81 /* There are some elements we want initialised to non zero value -
342 root 1.54 * we deal with that below this point.
343     */
344 root 1.114 outputs_sync = 4;
345     outputs_count = 4;
346 root 1.54 unapply = unapply_nochoice;
347    
348 root 1.77 savebed_map = first_map_path; /* Init. respawn position */
349 root 1.54
350     gen_sp_armour = 10;
351     bowtype = bow_normal;
352     petmode = pet_normal;
353     usekeys = containers;
354     peaceful = 1; /* default peaceful */
355     do_los = 1;
356 root 1.142
357     weapon_sp = 1.0f;
358     weapon_sp_left = 0.5f;
359 root 1.54 }
360    
361 root 1.62 void
362     player::do_destroy ()
363 root 1.54 {
364 root 1.72 disconnect ();
365 root 1.62
366 root 1.72 attachable::do_destroy ();
367 root 1.62
368 root 1.54 if (ob)
369 root 1.69 {
370     ob->destroy_inv (false);
371 root 1.207 ob->destroy ();
372 root 1.69 }
373 root 1.151
374     ob = observe = 0;
375 root 1.62 }
376    
377     player::~player ()
378     {
379 root 1.54 /* Clear item stack */
380     free (stack_items);
381 elmex 1.1 }
382    
383 root 1.54 /* Tries to add player on the connection passed in ns.
384 elmex 1.1 * All we can really get in this is some settings like host and display
385     * mode.
386     */
387 root 1.54 player *
388     player::create ()
389 root 1.18 {
390 root 1.54 player *pl = new player;
391 root 1.38
392 root 1.54 pl->set_object (arch_to_object (get_player_archetype (0)));
393 root 1.104
394     pl->ob->roll_stats ();
395     pl->ob->stats.wc = 2;
396     pl->ob->run_away = 25; /* Then we panick... */
397    
398 root 1.76 set_first_map (pl->ob);
399 root 1.26
400 root 1.54 return pl;
401 elmex 1.1 }
402    
403     /*
404     * get_player_archetype() return next player archetype from archetype
405     * list. Not very efficient routine, but used only creating new players.
406     * Note: there MUST be at least one player archetype!
407     */
408 root 1.18 archetype *
409     get_player_archetype (archetype *at)
410 elmex 1.1 {
411 root 1.183 // archetypes could have been reloaded
412     archetype *nat = at ? archetype::find (at->archname) : archetypes [0];
413    
414     if (!nat)
415     return at;
416    
417     archvec::iterator i = archetypes.find (nat);
418 root 1.18
419     for (;;)
420     {
421 root 1.149 if (++i == archetypes.end ())
422     i = archetypes.begin ();
423     else if (*i == at)
424     cleanup ("not a single player archetype found");
425 root 1.46
426 root 1.149 if ((*i)->type == PLAYER)
427     return *i;
428 elmex 1.1 }
429     }
430    
431 root 1.18 object *
432     get_nearest_player (object *mon)
433     {
434     object *op = NULL;
435     objectlink *ol;
436     unsigned lastdist;
437     rv_vector rv;
438    
439 root 1.92 for (ol = first_friendly_object, lastdist = 1000; ol; ol = ol->next)
440 root 1.18 {
441     if (!can_detect_enemy (mon, ol->ob, &rv))
442     continue;
443 root 1.11
444 root 1.18 if (lastdist > rv.distance)
445     {
446     op = ol->ob;
447     lastdist = rv.distance;
448 root 1.11 }
449 elmex 1.1 }
450 root 1.61
451     for_all_players (pl)
452     if (can_detect_enemy (mon, pl->ob, &rv))
453     if (lastdist > rv.distance)
454 root 1.18 {
455 root 1.61 op = pl->ob;
456     lastdist = rv.distance;
457     }
458 elmex 1.1
459     #if 0
460 root 1.18 LOG (llevDebug, "get_nearest_player() finds player: %s\n", op ? &op->name : "(null)");
461 elmex 1.1 #endif
462 root 1.18 return op;
463 elmex 1.1 }
464    
465     /* I believe this can safely go to 2, 3 is questionable, 4 will likely
466     * result in a monster paths backtracking. It basically determines how large a
467     * detour a monster will take from the direction path when looking
468     * for a path to the player. The values are in the amount of direction
469     * the deviation is
470     */
471     #define DETOUR_AMOUNT 2
472    
473     /* This is used to prevent infinite loops. Consider a case where the
474     * player is in a chamber (with gate closed), and monsters are outside.
475     * with DETOUR_AMOUNT==2, the function will turn each corner, trying to
476     * find a path into the chamber. This is a good thing, but since there
477     * is no real path, it will just keep circling the chamber for
478     * ever (this could be a nice effect for monsters, but not for the function
479     * to get stuck in. I think for the monsters, if max is reached and
480     * we return the first direction the creature could move would result in the
481     * circling behaviour. Unfortunately, this function is also used to determined
482     * if the creature should cast a spell, so returning a direction in that case
483     * is probably not a good thing.
484     */
485     #define MAX_SPACES 50
486    
487     /*
488     * Returns the direction to the player, if valid. Returns 0 otherwise.
489     * modified to verify there is a path to the player. Does this by stepping towards
490     * player and if path is blocked then see if blockage is close enough to player that
491     * direction to player is changed (ie zig or zag). Continue zig zag until either
492     * reach player or path is blocked. Thus, will only return true if there is a free
493     * path to player. Though path may not be a straight line. Note that it will find
494     * player hiding along a corridor at right angles to the corridor with the monster.
495     *
496     * Modified by MSW 2001-08-06 to handle tiled maps. Various notes:
497     * 1) With DETOUR_AMOUNT being 2, it should still go and find players hiding
498     * down corriders.
499     * 2) I think the old code was broken if the first direction the monster
500     * should move was blocked - the code would store the first direction without
501     * verifying that the player can actually move in that direction. The new
502     * code does not store anything in firstdir until we have verified that the
503     * monster can in fact move one space in that direction.
504     * 3) I'm not sure how good this code will be for moving multipart monsters,
505     * since only simple checks to blocked are being called, which could mean the monster
506     * is blocking itself.
507     */
508 root 1.18 int
509     path_to_player (object *mon, object *pl, unsigned mindiff)
510     {
511     rv_vector rv;
512     sint16 x, y;
513     int lastx, lasty, dir, i, diff, firstdir = 0, lastdir, max = MAX_SPACES, mflags, blocked;
514 root 1.25 maptile *m, *lastmap;
515 root 1.18
516     get_rangevector (mon, pl, &rv, 0);
517    
518     if (rv.distance < mindiff)
519     return 0;
520    
521     x = mon->x;
522     y = mon->y;
523     m = mon->map;
524     dir = rv.direction;
525     lastdir = firstdir = rv.direction; /* perhaps we stand next to pl, init firstdir too */
526 root 1.100 diff = ::max (abs (rv.distance_x), abs (rv.distance_y));
527    
528 root 1.18 /* If we can't solve it within the search distance, return now. */
529     if (diff > max)
530     return 0;
531 root 1.100
532 root 1.18 while (diff > 1 && max > 0)
533     {
534     lastx = x;
535     lasty = y;
536     lastmap = m;
537     x = lastx + freearr_x[dir];
538     y = lasty + freearr_y[dir];
539    
540     mflags = get_map_flags (m, &m, x, y, &x, &y);
541     blocked = (mflags & P_OUT_OF_MAP) ? MOVE_ALL : GET_MAP_MOVE_BLOCK (m, x, y);
542    
543     /* Space is blocked - try changing direction a little */
544     if ((mflags & P_OUT_OF_MAP) || ((OB_TYPE_MOVE_BLOCK (mon, blocked) || (mflags & P_BLOCKSVIEW))
545     && (m == mon->map && blocked_link (mon, m, x, y))))
546     {
547     /* recalculate direction from last good location. Possible
548     * we were not traversing ideal location before.
549     */
550     get_rangevector_from_mapcoord (lastmap, lastx, lasty, pl, &rv, 0);
551     if (rv.direction != dir)
552     {
553     /* OK - says direction should be different - lets reset the
554     * the values so it will try again.
555     */
556     x = lastx;
557     y = lasty;
558     m = lastmap;
559     dir = firstdir = rv.direction;
560     }
561     else
562     {
563     /* direct path is blocked - try taking a side step to
564     * either the left or right.
565     * Note increase the values in the loop below to be
566     * more than -1/1 respectively will mean the monster takes
567     * bigger detour. Have to be careful about these values getting
568     * too big (3 or maybe 4 or higher) as the monster may just try
569     * stepping back and forth
570     */
571     for (i = -DETOUR_AMOUNT; i <= DETOUR_AMOUNT; i++)
572     {
573     if (i == 0)
574     continue; /* already did this, so skip it */
575     /* Use lastdir here - otherwise,
576     * since the direction that the creature should move in
577     * may change, you could get infinite loops.
578     * ie, player is northwest, but monster can only
579     * move west, so it does that. It goes some distance,
580     * gets blocked, finds that it should move north,
581     * can't do that, but now finds it can move east, and
582     * gets back to its original point. lastdir contains
583     * the last direction the creature has successfully
584     * moved.
585     */
586    
587     x = lastx + freearr_x[absdir (lastdir + i)];
588     y = lasty + freearr_y[absdir (lastdir + i)];
589     m = lastmap;
590     mflags = get_map_flags (m, &m, x, y, &x, &y);
591     if (mflags & P_OUT_OF_MAP)
592     continue;
593     blocked = GET_MAP_MOVE_BLOCK (m, x, y);
594     if (OB_TYPE_MOVE_BLOCK (mon, blocked))
595     continue;
596     if (mflags & P_BLOCKSVIEW)
597     continue;
598    
599     if (m == mon->map && blocked_link (mon, m, x, y))
600     break;
601     }
602     /* go through entire loop without finding a valid
603     * sidestep to take - thus, no valid path.
604     */
605     if (i == (DETOUR_AMOUNT + 1))
606     return 0;
607     diff--;
608     lastdir = dir;
609     max--;
610     if (!firstdir)
611     firstdir = dir + i;
612     } /* else check alternate directions */
613     } /* if blocked */
614     else
615     {
616     /* we moved towards creature, so diff is less */
617     diff--;
618     max--;
619     lastdir = dir;
620     if (!firstdir)
621     firstdir = dir;
622     }
623 root 1.100
624 root 1.18 if (diff <= 1)
625     {
626     /* Recalculate diff (distance) because we may not have actually
627     * headed toward player for entire distance.
628     */
629     get_rangevector_from_mapcoord (m, x, y, pl, &rv, 0);
630 root 1.100 diff = ::max (abs (rv.distance_x), abs (rv.distance_y));
631 root 1.18 }
632 root 1.100
633 root 1.18 if (diff > max)
634     return 0;
635     }
636 root 1.100
637 root 1.18 /* If we reached the max, didn't find a direction in time */
638     if (!max)
639     return 0;
640    
641     return firstdir;
642     }
643    
644     void
645 root 1.182 give_initial_items (object *pl, treasurelist *items)
646 root 1.18 {
647 root 1.176 if (pl->randomitems)
648 root 1.18 create_treasure (items, pl, GT_STARTEQUIP | GT_ONLY_GOOD, 1, 0);
649    
650 root 1.176 for (object *next, *op = pl->inv; op; op = next)
651 root 1.18 {
652     next = op->below;
653    
654     /* Forces get applied per default, unless they have the
655     * flag "neutral" set. Sorry but I can't think of a better way
656     */
657     if (op->type == FORCE && !QUERY_FLAG (op, FLAG_NEUTRAL))
658     SET_FLAG (op, FLAG_APPLIED);
659    
660     /* we never give weapons/armour if these cannot be used
661     * by this player due to race restrictions
662     */
663     if (pl->type == PLAYER)
664     {
665 root 1.182 if ((!QUERY_FLAG (pl, FLAG_USE_ARMOUR)
666     &&
667     (op->type == ARMOUR || op->type == BOOTS
668     || op->type == CLOAK || op->type == HELMET
669     || op->type == SHIELD || op->type == GLOVES
670     || op->type == BRACERS || op->type == GIRDLE))
671     || (!QUERY_FLAG (pl, FLAG_USE_WEAPON) && op->type == WEAPON))
672 root 1.18 {
673 root 1.207 op->destroy ();
674 root 1.18 continue;
675     }
676 root 1.11 }
677    
678 elmex 1.228 /* Here we remove duplicated skills (as duplicated spell objects have
679     * _very_ confusing effects for players), which could for instance be
680     * generated by bad treasurelists. - elmex
681 root 1.18 */
682 elmex 1.228 if (op->type == SKILL)
683 root 1.18 {
684 elmex 1.228 for (object *tmp = op->below; tmp; tmp = tmp->below)
685 root 1.18 if (tmp->type == op->type && tmp->name == op->name)
686 elmex 1.228 {
687     op->destroy ();
688     LOG (llevError,
689     "give_initial_items: Removing duplicate skill %s\n", &tmp->name);
690     break;
691     }
692 root 1.33
693 root 1.18 if (op->nrof > 1)
694     op->nrof = 1;
695 root 1.11 }
696 elmex 1.1
697 root 1.18 if (op->type == SPELLBOOK && op->inv)
698 root 1.176 CLEAR_FLAG (op->inv, FLAG_STARTEQUIP);
699 root 1.11
700 root 1.18 /* Give starting characters identified, uncursed, and undamned
701 root 1.182 * items. Just don't identify gold or silver, or it won't be
702 root 1.18 * merged properly.
703     */
704     if (need_identify (op))
705     {
706     SET_FLAG (op, FLAG_IDENTIFIED);
707     CLEAR_FLAG (op, FLAG_CURSED);
708     CLEAR_FLAG (op, FLAG_DAMNED);
709     }
710 root 1.182
711 root 1.18 if (op->type == SPELL)
712     {
713 root 1.207 op->destroy ();
714 root 1.18 continue;
715     }
716     else if (op->type == SKILL)
717     {
718     SET_FLAG (op, FLAG_CAN_USE_SKILL);
719     op->stats.exp = 0;
720     op->level = 1;
721 root 1.11 }
722 root 1.182 else /* lock all 'normal items by default */
723 root 1.18 SET_FLAG (op, FLAG_INV_LOCKED);
724     } /* for loop of objects in player inv */
725    
726     /* Need to set up the skill pointers */
727 root 1.205 pl->contr->link_skills ();
728 root 1.18 }
729    
730     void
731     get_party_password (object *op, partylist *party)
732     {
733     if (party == NULL)
734     {
735     LOG (llevError, "get_party_password(): tried to make player %s join a NULL party", &op->name);
736     return;
737 elmex 1.1 }
738 root 1.54
739 root 1.18 op->contr->write_buf[0] = '\0';
740 root 1.52 op->contr->ns->state = ST_GET_PARTY_PASSWORD;
741 root 1.18 op->contr->party_to_join = party;
742 root 1.52 send_query (op->contr->ns, CS_QUERY_HIDEINPUT, "What is the password?\n:");
743 elmex 1.1 }
744    
745     /* This rolls four 1-6 rolls and sums the best 3 of the 4. */
746 root 1.54 static int
747 root 1.18 roll_stat (void)
748     {
749     int a[4], i, j, k;
750    
751     for (i = 0; i < 4; i++)
752 root 1.99 a[i] = (int) rndm (6) + 1;
753 root 1.18
754     for (i = 0, j = 0, k = 7; i < 4; i++)
755     if (a[i] < k)
756     k = a[i], j = i;
757    
758     for (i = 0, k = 0; i < 4; i++)
759 root 1.54 if (i != j)
760     k += a[i];
761    
762 root 1.18 return k;
763     }
764    
765     void
766 root 1.54 object::roll_stats ()
767 root 1.18 {
768 root 1.128 int statsort [NUM_STATS];
769 root 1.18
770 root 1.54 for (;;)
771 root 1.18 {
772 root 1.54 int sum = 0;
773 root 1.128 for (int i = NUM_STATS; i--; )
774 root 1.54 sum += statsort [i] = roll_stat ();
775    
776     if (sum >= 82 && sum <= 116)
777     break;
778 root 1.18 }
779    
780 root 1.54 // Sort the stats so that rerolling is easier...
781 root 1.128 std::sort (statsort, statsort + NUM_STATS, std::greater<int>());
782 root 1.18
783 root 1.128 for (int i = 0; i < NUM_STATS; ++i)
784     stats.stat (i) = statsort [i];
785 root 1.18
786 root 1.54 stats.exp = 0;
787     stats.ac = 0;
788 root 1.18
789 root 1.54 stats.hp = stats.maxhp;
790     stats.sp = stats.maxsp;
791     stats.grace = stats.maxgrace;
792 root 1.18
793 root 1.54 if (contr)
794     {
795     contr->levhp[1] = 9;
796     contr->levsp[1] = 6;
797     contr->levgrace[1] = 3;
798 root 1.18
799 root 1.54 contr->orig_stats = stats;
800     }
801 root 1.18 }
802    
803     void
804 root 1.54 object::swap_stats (int a, int b)
805 root 1.18 {
806 root 1.127 swap (contr->orig_stats.stat (a), contr->orig_stats.stat (b));
807    
808     for (int i = 0; i < NUM_STATS; ++i)
809     stats.stat (i) = contr->orig_stats.stat (i);
810 elmex 1.1
811 root 1.54 //TODO: the following code looks so borked and should, at the very least,
812     // be merged with the similar code in roll_stats
813     stats.ac = 0;
814 elmex 1.1
815 root 1.54 level = 1;
816     stats.exp = 0;
817     stats.ac = 0;
818 elmex 1.1
819 root 1.54 stats.hp = stats.maxhp;
820     stats.sp = stats.maxsp;
821     stats.grace = stats.maxgrace;
822 elmex 1.1
823 root 1.54 if (contr)
824 root 1.18 {
825 root 1.54 contr->levhp[1] = 9;
826     contr->levsp[1] = 6;
827     contr->levgrace[1] = 3;
828 root 1.18
829 root 1.54 contr->orig_stats = stats;
830 elmex 1.1 }
831     }
832    
833 root 1.73 static void
834     start_info (object *op)
835     {
836     char buf[MAX_BUF];
837    
838 root 1.177 sprintf (buf, "Welcome to Deliantra v%s!", VERSION);
839 root 1.73 new_draw_info (NDI_UNIQUE, 0, op, buf);
840     }
841    
842 elmex 1.1 /* This function takes the key that is passed, and does the
843     * appropriate action with it (change race, or other things).
844     * The function name is for historical reasons - now we have
845     * separate race and class; this actually changes the RACE,
846     * not the class.
847     */
848 root 1.112 void
849     player::chargen_race_done ()
850 elmex 1.1 {
851 root 1.112 /* this must before then initial items are given */
852 root 1.189 esrv_new_player (ob->contr);
853 elmex 1.1
854 root 1.112 treasurelist *tl = treasurelist::find ("starting_wealth");
855     if (tl)
856     create_treasure (tl, ob, 0, 0, 0);
857 elmex 1.1
858 root 1.112 INVOKE_PLAYER (BIRTH, ob->contr);
859     INVOKE_PLAYER (LOGIN, ob->contr);
860 elmex 1.36
861 root 1.112 ob->contr->ns->state = ST_PLAYING;
862 elmex 1.1
863 root 1.112 if (ob->msg)
864     ob->msg = 0;
865 elmex 1.1
866 root 1.112 start_info (ob);
867     CLEAR_FLAG (ob, FLAG_WIZ);
868     give_initial_items (ob, ob->randomitems);
869     esrv_send_inventory (ob, ob);
870     ob->update_stats ();
871 root 1.11
872 root 1.112 /* This moves the player to a different start map, if there
873     * is one for this race
874     */
875     if (*first_map_ext_path)
876 root 1.197 ob->player_goto (format ("%s/%s", &first_map_ext_path, &ob->arch->archname), ob->x, ob->y);
877 root 1.112 else
878     LOG (llevDebug, "first_map_ext_path not set\n");
879     }
880 elmex 1.1
881 root 1.112 void
882     player::chargen_race_next ()
883     {
884 root 1.18 /* Following actually changes the race - this is the default command
885     * if we don't match with one of the options above.
886     */
887    
888 root 1.112 do
889 root 1.18 {
890 root 1.112 shstr name = ob->name;
891     int x = ob->x, y = ob->y;
892 root 1.21
893 root 1.112 ob->remove_statbonus ();
894     ob->remove ();
895     ob->arch = get_player_archetype (ob->arch);
896 root 1.149 ob->arch->copy_to (ob);
897 root 1.112 ob->instantiate ();
898     ob->stats = ob->contr->orig_stats;
899     ob->name = ob->name_pl = name;
900     ob->x = x;
901     ob->y = y;
902     SET_ANIMATION (ob, 2); /* So player faces south */
903     insert_ob_in_map (ob, ob->map, ob, 0);
904 root 1.149 assign (ob->contr->title, ob->arch->object::name);
905 root 1.112 ob->add_statbonus ();
906     }
907     while (!allowed_class (ob));
908    
909     update_object (ob, UP_OBJ_FACE);
910     esrv_update_item (UPD_FACE, ob, ob);
911     ob->update_stats ();
912     ob->stats.hp = ob->stats.maxhp;
913     ob->stats.sp = ob->stats.maxsp;
914     ob->stats.grace = 0;
915 elmex 1.1 }
916    
917 root 1.18 void
918     flee_player (object *op)
919     {
920     int dir, diff;
921     rv_vector rv;
922    
923     if (op->stats.hp < 0)
924     {
925     LOG (llevDebug, "Fleeing player is dead.\n");
926     CLEAR_FLAG (op, FLAG_SCARED);
927     return;
928 elmex 1.1 }
929    
930 root 1.212 if (!op->enemy)
931 root 1.18 {
932     LOG (llevDebug, "Fleeing player had no enemy.\n");
933     CLEAR_FLAG (op, FLAG_SCARED);
934     return;
935 elmex 1.1 }
936    
937 root 1.18 if (!(random_roll (0, 4, op, PREFER_LOW)) && did_make_save (op, op->level, 0))
938     {
939     op->enemy = NULL;
940     CLEAR_FLAG (op, FLAG_SCARED);
941     return;
942 elmex 1.1 }
943 root 1.49
944 root 1.18 get_rangevector (op, op->enemy, &rv, 0);
945    
946     dir = absdir (4 + rv.direction);
947     for (diff = 0; diff < 3; diff++)
948     {
949 root 1.214 int m = 1 - rndm (2) * 2;
950 elmex 1.1
951 root 1.18 if (move_ob (op, absdir (dir + diff * m), op) || (diff == 0 && move_ob (op, absdir (dir - diff * m), op)))
952 root 1.49 return;
953 elmex 1.1 }
954 root 1.49
955 root 1.18 /* Cornered, get rid of scared */
956     CLEAR_FLAG (op, FLAG_SCARED);
957     op->enemy = NULL;
958 elmex 1.1 }
959    
960     /* check_pick sees if there is stuff to be picked up/picks up stuff.
961 root 1.122 * It returns 1 if the player should keep on moving, 0 if he should
962 elmex 1.1 * stop.
963     */
964 root 1.18 int
965     check_pick (object *op)
966     {
967 elmex 1.1 object *tmp, *next;
968     int stop = 0;
969 pippijn 1.106 int wvratio;
970 elmex 1.1
971     /* if you're flying, you cna't pick up anything */
972     if (op->move_type & MOVE_FLYING)
973     return 1;
974    
975     next = op->below;
976    
977 elmex 1.175 int cnt = MAX_ITEM_PER_DROP;
978     #define CHK_PICK_PICKUP do { pick_up (op, tmp); cnt--; } while (0)
979    
980 elmex 1.1 /* loop while there are items on the floor that are not marked as
981     * destroyed */
982 root 1.24 while (next && !next->destroyed ())
983 root 1.18 {
984     tmp = next;
985     next = tmp->below;
986 elmex 1.1
987 elmex 1.175 if (cnt <= 0)
988     {
989     op->failmsg ("Couldn't pickup all items at once.");
990     return 0;
991     }
992    
993 root 1.24 if (op->destroyed ())
994 elmex 1.1 return 0;
995    
996 root 1.18 if (!can_pick (op, tmp))
997     continue;
998 elmex 1.1
999 root 1.18 if (op->contr->search_str[0] != '\0' && settings.search_items == TRUE)
1000     {
1001     if (item_matched_string (op, tmp, op->contr->search_str))
1002 elmex 1.175 CHK_PICK_PICKUP;
1003 root 1.212
1004 root 1.18 continue;
1005 root 1.11 }
1006    
1007 root 1.220 /* pickup handling */
1008 root 1.219 if (op->contr->mode & PU_DEBUG)
1009 root 1.11 {
1010 root 1.219 /* some debugging code to figure out item information */
1011     const char *str = tmp->name
1012     ? format ("item name: %s item type: %d weight/value: %d",
1013     &tmp->name, tmp->type, (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1))))
1014     : format ("item name: %s item type: %d weight/value: %d",
1015     &tmp->arch->archname, tmp->type, (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1))));
1016    
1017     new_draw_info (NDI_UNIQUE, 0, op, str);
1018     }
1019    
1020 root 1.220 if (op->contr->mode & PU_INHIBIT)
1021     return 1;
1022    
1023     if (!(op->contr->mode & PU_ENABLE)) // TODO: fix client
1024     return 1;
1025    
1026 root 1.219 /* philosophy:
1027     * It's easy to grab an item type from a pile, as long as it's
1028     * generic. This takes no game-time. For more detailed pickups
1029     * and selections, select-items should be used. This is a
1030     * grab-as-you-run type mode that's really useful for arrows for
1031     * example.
1032     * The drawback: right now it has no frontend, so you need to
1033     * stick the bits you want into a calculator in hex mode and then
1034     * convert to decimal and then 'pickup <#>
1035     */
1036 root 1.20
1037 root 1.219 /* the first two modes are exclusive: if NOTHING we return, if
1038     * STOP then we stop. All the rest are applied sequentially,
1039     * meaning if any test passes, the item gets picked up. */
1040 root 1.20
1041 root 1.219 /* if mode is set to pick nothing up, return */
1042 root 1.220 if (op->contr->mode == PU_NOTHING)
1043 root 1.219 return 1;
1044 root 1.18
1045 root 1.219 /* if mode is set to stop when encountering objects, return */
1046     /* take STOP before INHIBIT since it doesn't actually pick
1047     * anything up */
1048     if (op->contr->mode & PU_STOP)
1049     return 0;
1050 root 1.18
1051 root 1.219 /* useful for going into stores and not losing your settings... */
1052     /* and for battles wher you don't want to get loaded down while
1053     * fighting */
1054     if (op->contr->mode & PU_INHIBIT)
1055     return 1;
1056 root 1.18
1057 root 1.219 /* prevent us from turning into auto-thieves :) */
1058     if (QUERY_FLAG (tmp, FLAG_UNPAID))
1059     continue;
1060 root 1.18
1061 root 1.219 /* ignore known cursed objects */
1062     if (QUERY_FLAG (tmp, FLAG_KNOWN_CURSED) && op->contr->mode & PU_NOT_CURSED)
1063     continue;
1064 root 1.18
1065 root 1.219 /* all food and drink if desired */
1066     /* question: don't pick up known-poisonous stuff? */
1067     if (op->contr->mode & PU_FOOD)
1068     if (tmp->type == FOOD)
1069     {
1070     CHK_PICK_PICKUP;
1071 root 1.18 continue;
1072 root 1.219 }
1073 root 1.18
1074 root 1.219 if (op->contr->mode & PU_DRINK)
1075     if (tmp->type == DRINK || (tmp->type == POISON && !QUERY_FLAG (tmp, FLAG_KNOWN_CURSED)))
1076     {
1077     CHK_PICK_PICKUP;
1078 root 1.18 continue;
1079 root 1.219 }
1080 root 1.18
1081 root 1.219 if (op->contr->mode & PU_POTION)
1082     if (tmp->type == POTION)
1083     {
1084     CHK_PICK_PICKUP;
1085     continue;
1086     }
1087 root 1.29
1088 root 1.219 /* spellbooks, skillscrolls and normal books/scrolls */
1089     if (op->contr->mode & PU_SPELLBOOK)
1090     if (tmp->type == SPELLBOOK)
1091     {
1092     CHK_PICK_PICKUP;
1093     continue;
1094     }
1095 root 1.18
1096 root 1.219 if (op->contr->mode & PU_SKILLSCROLL)
1097     if (tmp->type == SKILLSCROLL)
1098     {
1099     CHK_PICK_PICKUP;
1100     continue;
1101     }
1102 root 1.18
1103 root 1.219 if (op->contr->mode & PU_READABLES)
1104     if (tmp->type == BOOK || tmp->type == SCROLL || tmp->type == INSCRIBABLE)
1105     {
1106     CHK_PICK_PICKUP;
1107     continue;
1108     }
1109 root 1.29
1110 root 1.219 /* wands/staves/rods/horns */
1111     if (op->contr->mode & PU_MAGIC_DEVICE)
1112     if (tmp->type == WAND || tmp->type == ROD || tmp->type == HORN)
1113     {
1114     CHK_PICK_PICKUP;
1115     continue;
1116     }
1117 root 1.29
1118 root 1.219 /* pick up all magical items */
1119     if (op->contr->mode & PU_MAGICAL)
1120     if (QUERY_FLAG (tmp, FLAG_KNOWN_MAGICAL) && !QUERY_FLAG (tmp, FLAG_KNOWN_CURSED))
1121     {
1122     CHK_PICK_PICKUP;
1123     continue;
1124     }
1125 root 1.18
1126 root 1.219 if (op->contr->mode & PU_VALUABLES)
1127     {
1128     if (tmp->type == MONEY || tmp->type == GEM)
1129 root 1.18 {
1130 root 1.219 CHK_PICK_PICKUP;
1131     continue;
1132 root 1.18 }
1133 root 1.219 }
1134 root 1.18
1135 root 1.219 /* rings & amulets - talismans seems to be typed AMULET */
1136     if (op->contr->mode & PU_JEWELS)
1137     if (tmp->type == RING || tmp->type == AMULET)
1138     {
1139     CHK_PICK_PICKUP;
1140     continue;
1141     }
1142 root 1.29
1143 root 1.219 /* we don't forget dragon food */
1144     if (op->contr->mode & PU_FLESH)
1145     if (tmp->type == FLESH)
1146     {
1147     CHK_PICK_PICKUP;
1148     continue;
1149     }
1150 root 1.18
1151 root 1.219 /* bows and arrows. Bows are good for selling! */
1152     if (op->contr->mode & PU_BOW)
1153     if (tmp->type == BOW)
1154     {
1155     CHK_PICK_PICKUP;
1156     continue;
1157     }
1158 root 1.29
1159 root 1.219 if (op->contr->mode & PU_ARROW)
1160     if (tmp->type == ARROW)
1161     {
1162     CHK_PICK_PICKUP;
1163     continue;
1164     }
1165 root 1.18
1166 root 1.219 /* all kinds of armor etc. */
1167     if (op->contr->mode & PU_ARMOUR)
1168     if (tmp->type == ARMOUR)
1169     {
1170     CHK_PICK_PICKUP;
1171     continue;
1172     }
1173 root 1.29
1174 root 1.219 if (op->contr->mode & PU_HELMET)
1175     if (tmp->type == HELMET)
1176     {
1177     CHK_PICK_PICKUP;
1178     continue;
1179     }
1180 root 1.29
1181 root 1.219 if (op->contr->mode & PU_SHIELD)
1182     if (tmp->type == SHIELD)
1183     {
1184     CHK_PICK_PICKUP;
1185     continue;
1186     }
1187 root 1.29
1188 root 1.219 if (op->contr->mode & PU_BOOTS)
1189     if (tmp->type == BOOTS)
1190     {
1191     CHK_PICK_PICKUP;
1192     continue;
1193     }
1194 root 1.29
1195 root 1.219 if (op->contr->mode & PU_GLOVES)
1196     if (tmp->type == GLOVES)
1197     {
1198     CHK_PICK_PICKUP;
1199     continue;
1200     }
1201 root 1.29
1202 root 1.219 if (op->contr->mode & PU_CLOAK)
1203     if (tmp->type == CLOAK)
1204     {
1205     CHK_PICK_PICKUP;
1206     continue;
1207     }
1208 elmex 1.1
1209 root 1.219 /* hoping to catch throwing daggers here */
1210     if (op->contr->mode & PU_MISSILEWEAPON)
1211     if (tmp->type == WEAPON && QUERY_FLAG (tmp, FLAG_IS_THROWN))
1212     {
1213     CHK_PICK_PICKUP;
1214     continue;
1215     }
1216 elmex 1.1
1217 root 1.219 /* careful: chairs and tables are weapons! */
1218     if (op->contr->mode & PU_ALLWEAPON)
1219     {
1220 root 1.223 if (tmp->type == WEAPON)
1221     if (!tmp->arch->archname.contains ("table") && !tmp->arch->archname.contains ("chair"))
1222     {
1223     CHK_PICK_PICKUP;
1224     continue;
1225     }
1226 root 1.219 }
1227 elmex 1.1
1228 root 1.219 /* misc stuff that's useful */
1229     if (op->contr->mode & PU_KEY)
1230     if (tmp->type == KEY || tmp->type == SPECIAL_KEY)
1231     {
1232     CHK_PICK_PICKUP;
1233     continue;
1234     }
1235 elmex 1.1
1236 root 1.219 /* any of the last 4 bits set means we use the ratio for value
1237     * pickups */
1238     if (op->contr->mode & PU_RATIO)
1239     {
1240     /* use value density to decide what else to grab */
1241     /* >=7 was >= op->contr->mode */
1242     /* >=7 is the old standard setting. Now we take the last 4 bits
1243     */
1244     wvratio = op->contr->mode & PU_RATIO;
1245     if (1000 * query_cost (tmp, op, F_TRUE) / tmp->total_weight () >= wvratio * 100)
1246     {
1247     #if 0
1248     fprintf (stderr, "HIGH WEIGHT/VALUE [");
1249     if (tmp->name != NULL)
1250 root 1.18 {
1251 root 1.219 fprintf (stderr, "%s", tmp->name);
1252     }
1253     else
1254     fprintf (stderr, "%s", tmp->arch->archname);
1255     fprintf (stderr, ",%d] = ", tmp->type);
1256     fprintf (stderr, "%d\n", (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1))));
1257 elmex 1.1 #endif
1258 root 1.219 CHK_PICK_PICKUP;
1259     continue;
1260 root 1.18 }
1261     } /* the new pickup model */
1262     }
1263 root 1.29
1264 root 1.18 return !stop;
1265 elmex 1.1 }
1266    
1267     /*
1268     * Find an arrow in the inventory and after that
1269     * in the right type container (quiver). Pointer to the
1270     * found object is returned.
1271     */
1272 root 1.18 object *
1273     find_arrow (object *op, const char *type)
1274 elmex 1.1 {
1275 root 1.178 for (object *tmp = op->inv; tmp; tmp = tmp->below)
1276 root 1.179 if (tmp->type == ARROW && !strcmp (&tmp->race, type))
1277 root 1.178 return splay (tmp);
1278 elmex 1.1
1279 root 1.178 for (object *tmp = op->inv; tmp; tmp = tmp->below)
1280 root 1.179 if (tmp->type == CONTAINER && QUERY_FLAG (tmp, FLAG_APPLIED) && !strcmp (&tmp->race, type))
1281 root 1.178 if (object *arrow = find_arrow (tmp, type))
1282     {
1283     splay (tmp);
1284     return arrow;
1285     }
1286 root 1.103
1287 root 1.178 return 0;
1288 elmex 1.1 }
1289    
1290     /*
1291     * Similar to find_arrow, but looks for (roughly) the best arrow to use
1292     * against the target. A full test is not performed, simply a basic test
1293     * of resistances. The archer is making a quick guess at what he sees down
1294     * the hall. Failing that it does it's best to pick the highest plus arrow.
1295     */
1296 root 1.18 object *
1297 root 1.222 find_better_arrow (object *op, object *target, shstr_cmp type, int *better)
1298 elmex 1.1 {
1299 root 1.18 object *tmp = NULL, *arrow, *ntmp;
1300     int attacknum, attacktype, betterby = 0, i;
1301 elmex 1.1
1302 root 1.18 if (!type)
1303     return NULL;
1304 elmex 1.1
1305 root 1.18 for (arrow = op->inv; arrow; arrow = arrow->below)
1306     {
1307     if (arrow->type == CONTAINER && arrow->race == type && QUERY_FLAG (arrow, FLAG_APPLIED))
1308     {
1309     i = 0;
1310     ntmp = find_better_arrow (arrow, target, type, &i);
1311 root 1.222
1312 root 1.18 if (i > betterby)
1313     {
1314     tmp = ntmp;
1315     betterby = i;
1316     }
1317     }
1318     else if (arrow->type == ARROW && arrow->race == type)
1319     {
1320     /* allways prefer assasination/slaying */
1321 root 1.226 if (target->race && arrow->slaying.contains (target->race))
1322 root 1.18 {
1323     if (arrow->attacktype & AT_DEATH)
1324     {
1325     *better = 100;
1326     return arrow;
1327     }
1328     else
1329     {
1330     tmp = arrow;
1331     betterby = (arrow->magic + arrow->stats.dam) * 2;
1332     }
1333     }
1334     else
1335     {
1336     for (attacknum = 0; attacknum < NROFATTACKS; attacknum++)
1337     {
1338     attacktype = 1 << attacknum;
1339 root 1.149 if ((arrow->attacktype & attacktype) && (target->arch->resist[attacknum]) < 0)
1340     if (((arrow->magic + arrow->stats.dam) * (100 - target->arch->resist[attacknum]) / 100) > betterby)
1341 root 1.18 {
1342     tmp = arrow;
1343 root 1.149 betterby = (arrow->magic + arrow->stats.dam) * (100 - target->arch->resist[attacknum]) / 100;
1344 root 1.18 }
1345 root 1.11 }
1346 root 1.222
1347 root 1.18 if ((2 + arrow->magic + arrow->stats.dam) > betterby)
1348     {
1349     tmp = arrow;
1350     betterby = 2 + arrow->magic + arrow->stats.dam;
1351 root 1.11 }
1352 root 1.222
1353 root 1.18 if (arrow->title && (1 + arrow->magic + arrow->stats.dam) > betterby)
1354     {
1355     tmp = arrow;
1356     betterby = 1 + arrow->magic + arrow->stats.dam;
1357 root 1.11 }
1358     }
1359     }
1360 elmex 1.1 }
1361 root 1.195
1362 root 1.18 if (tmp == NULL && arrow == NULL)
1363     return find_arrow (op, type);
1364 elmex 1.1
1365 root 1.18 *better = betterby;
1366     return tmp;
1367 elmex 1.1 }
1368    
1369     /* looks in a given direction, finds the first valid target, and calls
1370     * find_better_arrow to find a decent arrow to use.
1371     * op = the shooter
1372     * type = bow->race
1373     * dir = fire direction
1374     */
1375 root 1.18 object *
1376 root 1.222 pick_arrow_target (object *op, shstr_cmp type, int dir)
1377 elmex 1.1 {
1378 root 1.18 object *tmp = NULL;
1379 root 1.25 maptile *m;
1380 root 1.18 int i, mflags, found, number;
1381     sint16 x, y;
1382    
1383     if (op->map == NULL)
1384     return find_arrow (op, type);
1385    
1386     /* do a dex check */
1387     number = (die_roll (2, 40, op, PREFER_LOW) - 2) / 2;
1388     if (number > (op->stats.Dex + (op->chosen_skill ? op->chosen_skill->level : op->level)))
1389     return find_arrow (op, type);
1390    
1391     m = op->map;
1392     x = op->x;
1393     y = op->y;
1394    
1395     /* find the first target */
1396     for (i = 0, found = 0; i < 20; i++)
1397     {
1398     x += freearr_x[dir];
1399     y += freearr_y[dir];
1400     mflags = get_map_flags (m, &m, x, y, &x, &y);
1401 root 1.212
1402 root 1.18 if (mflags & P_OUT_OF_MAP || mflags & P_BLOCKSVIEW)
1403     {
1404 root 1.212 tmp = 0;
1405 root 1.18 break;
1406     }
1407     else if (GET_MAP_MOVE_BLOCK (m, x, y) == MOVE_FLY_LOW)
1408     {
1409     /* This block presumes arrows and the like are MOVE_FLY_SLOW -
1410     * perhaps a bad assumption.
1411     */
1412 root 1.212 tmp = 0;
1413 root 1.18 break;
1414 root 1.11 }
1415 root 1.212
1416 root 1.18 if (mflags & P_IS_ALIVE)
1417 root 1.212 for (tmp = GET_MAP_OB (m, x, y); tmp; tmp = tmp->above)
1418     if (QUERY_FLAG (tmp, FLAG_ALIVE))
1419 root 1.18 break;
1420 elmex 1.1 }
1421 root 1.212
1422     if (!tmp)
1423 root 1.18 return find_arrow (op, type);
1424 elmex 1.1
1425 root 1.18 if (tmp->head)
1426     tmp = tmp->head;
1427 elmex 1.1
1428 root 1.18 return find_better_arrow (op, tmp, type, &i);
1429 elmex 1.1 }
1430    
1431     /*
1432     * Creature fires a bow - op can be monster or player. Returns
1433     * 1 if bow was actually fired, 0 otherwise.
1434     * op is the object firing the bow.
1435     * part is for multipart creatures - the part firing the bow.
1436     * dir is the direction of fire.
1437     * wc_mod is any special modifier to give (used in special player fire modes)
1438     * sx, sy are coordinates to fire arrow from - also used in some of the special
1439     * player fire modes.
1440     */
1441 root 1.18 int
1442     fire_bow (object *op, object *part, object *arrow, int dir, int wc_mod, sint16 sx, sint16 sy)
1443 elmex 1.1 {
1444 root 1.18 object *left, *bow;
1445 root 1.132 int mflags;
1446 root 1.25 maptile *m;
1447 elmex 1.1
1448 root 1.18 if (!dir)
1449     {
1450     new_draw_info (NDI_UNIQUE, 0, op, "You can't shoot yourself!");
1451     return 0;
1452 elmex 1.1 }
1453 root 1.48
1454 root 1.136 if (op->contr)
1455     bow = op->current_weapon;
1456 root 1.18 else
1457     {
1458     for (bow = op->inv; bow; bow = bow->below)
1459     /* Don't check for applied - monsters don't apply bows - in that way, they
1460     * don't need to switch back and forth between bows and weapons.
1461     */
1462     if (bow->type == BOW)
1463     break;
1464 root 1.11
1465 root 1.18 if (!bow)
1466     {
1467     LOG (llevError, "Range: bow without activated bow (%s).\n", &op->name);
1468     return 0;
1469 root 1.11 }
1470 root 1.118
1471     // optimisation: move object to top so we will find it quickly again
1472 root 1.231 splay (bow);
1473 elmex 1.1 }
1474 root 1.48
1475 root 1.18 if (!bow->race || !bow->skill)
1476     {
1477     new_draw_info_format (NDI_UNIQUE, 0, op, "Your %s is broken.", &bow->name);
1478     return 0;
1479 elmex 1.1 }
1480    
1481 root 1.18 if (arrow == NULL)
1482     {
1483     if ((arrow = find_arrow (op, bow->race)) == NULL)
1484     {
1485     if (op->type == PLAYER)
1486     new_draw_info_format (NDI_UNIQUE, 0, op, "You have no %s left.", &bow->race);
1487     /* FLAG_READY_BOW will get reset if the monsters picks up some arrows */
1488     else
1489     CLEAR_FLAG (op, FLAG_READY_BOW);
1490 root 1.116
1491 root 1.18 return 0;
1492 root 1.11 }
1493 elmex 1.1 }
1494 root 1.48
1495 root 1.18 mflags = get_map_flags (op->map, &m, sx, sy, &sx, &sy);
1496     if (mflags & P_OUT_OF_MAP)
1497 root 1.48 return 0;
1498    
1499 root 1.18 if (GET_MAP_MOVE_BLOCK (m, sx, sy) == MOVE_FLY_LOW)
1500     {
1501     new_draw_info (NDI_UNIQUE, 0, op, "Something is in the way.");
1502     return 0;
1503     }
1504    
1505     /* this should not happen, but sometimes does */
1506     if (arrow->nrof == 0)
1507     {
1508 root 1.206 LOG (llevError | logBacktrace, "arrow (%s) has nrof 0\n", arrow->debug_desc ());
1509 root 1.207 arrow->destroy ();
1510 root 1.18 return 0;
1511     }
1512    
1513     left = arrow; /* these are arrows left to the player */
1514 root 1.186 arrow = arrow->split ();
1515 root 1.48 if (!arrow)
1516 root 1.18 {
1517     new_draw_info_format (NDI_UNIQUE, 0, op, "You have no %s left.", &bow->race);
1518     return 0;
1519 elmex 1.1 }
1520 root 1.48
1521 root 1.34 arrow->set_owner (op);
1522 root 1.18 arrow->skill = bow->skill;
1523     arrow->direction = dir;
1524    
1525 root 1.124 arrow->stats.sp = arrow->stats.wc; /* save original wc, dam, attacktype and slaying */
1526     arrow->stats.hp = arrow->stats.dam;
1527     arrow->stats.grace = arrow->attacktype;
1528 root 1.230 arrow->custom_name = arrow->slaying;
1529 root 1.124
1530 root 1.142 #if 0
1531 root 1.131 if (player *pl = op->contr)
1532 root 1.18 {
1533 root 1.142 float speed = pl->weapon_sp;
1534 root 1.132
1535 root 1.142 /* penalize ROF for bestarrow */
1536     if (pl->bowtype == bow_bestarrow)
1537     speed *= .9f;
1538     else
1539     speed *= 1.f + dex_bonus[op->stats.Dex] * .2f;
1540 root 1.131
1541 root 1.142 op->speed_left += speed - op->speed;
1542     }
1543 root 1.132 #endif
1544 elmex 1.1
1545 root 1.18 SET_ANIMATION (arrow, arrow->direction);
1546 root 1.116
1547 root 1.18 /* update the speed */
1548 root 1.142 arrow->speed = ((bow->flag [FLAG_NO_STRENGTH] ? 0 : dam_bonus[op->stats.Str]) + bow->magic + arrow->magic) / 5.f
1549     + bow->stats.dam / 7.f;
1550 root 1.18
1551 root 1.142 arrow->set_speed (max (arrow->speed, 2.f));
1552 root 1.18 arrow->speed_left = 0;
1553    
1554 root 1.129 int wc = op->stats.wc + wc_mod - arrow->magic - arrow->stats.wc;
1555 root 1.116
1556 root 1.18 if (op->type == PLAYER)
1557     {
1558 root 1.116 arrow->level = op->chosen_skill ? op->chosen_skill->level : op->level;
1559 root 1.129 wc -= dex_bonus[op->stats.Dex];
1560 root 1.18
1561 root 1.116 if (!arrow->slaying)
1562     arrow->slaying = op->slaying;
1563 root 1.124
1564     arrow->attacktype |= op->attacktype;
1565 elmex 1.1 }
1566 root 1.18 else
1567     {
1568     arrow->level = op->level;
1569 root 1.116 arrow->stats.wc -= bow->magic;
1570    
1571     if (!arrow->slaying)
1572     arrow->slaying = bow->slaying;
1573 root 1.124
1574     arrow->attacktype |= bow->attacktype;
1575 elmex 1.1 }
1576 root 1.24
1577 root 1.129 wc -= arrow->level;
1578     arrow->stats.dam = clamp (arrow->stats.dam + op->stats.dam + arrow->magic, MIN_DAM, MAX_DAM);
1579 root 1.24
1580 root 1.129 arrow->stats.wc = clamp (wc, MIN_WC, MAX_WC);
1581 root 1.18 arrow->move_type = MOVE_FLY_LOW;
1582     arrow->move_on = MOVE_FLY_LOW | MOVE_WALK;
1583    
1584 root 1.156 op->play_sound (sound_find ("fire_arrow"));
1585 root 1.70 m->insert (arrow, sx, sy, op);
1586 root 1.18
1587 root 1.24 if (!arrow->destroyed ())
1588 root 1.18 move_arrow (arrow);
1589 elmex 1.1
1590 root 1.18 return 1;
1591 elmex 1.1 }
1592    
1593     /* Special fire code for players - this takes into
1594     * account the special fire modes players can have
1595     * but monsters can't. Putting that code here
1596     * makes the fire_bow code much cleaner.
1597     * this function should only be called if 'op' is a player,
1598     * hence the function name.
1599     */
1600 root 1.18 int
1601     player_fire_bow (object *op, int dir)
1602 elmex 1.1 {
1603 root 1.212 int ret;
1604 root 1.18
1605     if (op->contr->bowtype == bow_bestarrow)
1606     {
1607 root 1.118 ret = fire_bow (op, op, pick_arrow_target (op, op->contr->ranged_ob->race, dir), dir, 0, op->x, op->y);
1608 root 1.18 }
1609     else if (op->contr->bowtype >= bow_n && op->contr->bowtype <= bow_nw)
1610     {
1611 root 1.212 int wcmod = similar_direction (dir, op->contr->bowtype - bow_n + 1) ? 0 : -1;
1612 root 1.18 ret = fire_bow (op, op, NULL, op->contr->bowtype - bow_n + 1, wcmod, op->x, op->y);
1613     }
1614     else if (op->contr->bowtype == bow_threewide)
1615     {
1616 root 1.212 ret = fire_bow (op, op, NULL, dir, 0, op->x, op->y);
1617 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)]);
1618     ret |= fire_bow (op, op, NULL, dir, -5, op->x + freearr_x[absdir (dir - 2)], op->y + freearr_y[absdir (dir - 2)]);
1619     }
1620     else if (op->contr->bowtype == bow_spreadshot)
1621     {
1622 root 1.212 ret = fire_bow (op, op, NULL, dir, 0, op->x, op->y);
1623 root 1.18 ret |= fire_bow (op, op, NULL, absdir (dir - 1), -5, op->x, op->y);
1624     ret |= fire_bow (op, op, NULL, absdir (dir + 1), -5, op->x, op->y);
1625 elmex 1.1 }
1626 root 1.18 else
1627     {
1628     /* Simple case */
1629     ret = fire_bow (op, op, NULL, dir, 0, op->x, op->y);
1630     }
1631 root 1.121
1632 root 1.18 return ret;
1633 elmex 1.1 }
1634    
1635     /* Fires a misc (wand/rod/horn) object in 'dir'.
1636     * Broken apart from 'fire' to keep it more readable.
1637     */
1638 root 1.18 void
1639     fire_misc_object (object *op, int dir)
1640 elmex 1.1 {
1641 root 1.118 object *item = op->contr->ranged_ob;
1642 elmex 1.1
1643 root 1.118 if (!item)
1644 root 1.18 {
1645     new_draw_info (NDI_UNIQUE, 0, op, "You have range item readied.");
1646     return;
1647 elmex 1.1 }
1648    
1649 root 1.18 if (!item->inv)
1650     {
1651     LOG (llevError, "Object %s lacks a spell\n", &item->name);
1652     return;
1653 elmex 1.1 }
1654 root 1.118
1655 root 1.126 if (!op->change_weapon (item))
1656     return;
1657 root 1.121
1658 root 1.18 if (item->type == WAND)
1659     {
1660     if (item->stats.food <= 0)
1661     {
1662 root 1.156 op->contr->play_sound (sound_find ("wand_poof"));
1663 root 1.18 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s goes poof.", query_base_name (item, 0));
1664 root 1.121
1665 root 1.18 return;
1666 root 1.11 }
1667 root 1.18 }
1668     else if (item->type == ROD || item->type == HORN)
1669     {
1670 elmex 1.191 sint16 spell_sp = MAX (item->inv->stats.sp, item->inv->stats.grace);
1671    
1672     // using the maximum of the rods charge allows at least one spell cast
1673     // for a rod or horn, this fixes some broken rods.
1674     if (item->stats.hp < MIN (spell_sp, item->stats.maxhp))
1675 root 1.18 {
1676 root 1.156 op->contr->play_sound (sound_find ("wand_poof"));
1677 root 1.121
1678 root 1.18 if (item->type == ROD)
1679     new_draw_info_format (NDI_UNIQUE, 0, op, "The %s whines for a while, but nothing happens.", query_base_name (item, 0));
1680     else
1681     new_draw_info_format (NDI_UNIQUE, 0, op, "The %s needs more time to charge.", query_base_name (item, 0));
1682 root 1.121
1683 root 1.18 return;
1684 root 1.11 }
1685 elmex 1.1 }
1686    
1687 root 1.18 if (cast_spell (op, item, dir, item->inv, NULL))
1688     {
1689 root 1.212 item->flag [FLAG_BEEN_APPLIED] = true; /* You now know something about it */
1690    
1691 root 1.18 if (item->type == WAND)
1692     {
1693     if (!(--item->stats.food))
1694     {
1695     object *tmp;
1696    
1697     if (item->arch)
1698     {
1699     CLEAR_FLAG (item, FLAG_ANIMATE);
1700 root 1.149 item->face = item->arch->face;
1701 root 1.67 item->set_speed (0);
1702 root 1.11 }
1703 root 1.67
1704 root 1.189 if (object *pl = item->visible_to ())
1705     esrv_update_item (UPD_ANIM, pl, item);
1706 root 1.11 }
1707     }
1708 root 1.18 else if (item->type == ROD || item->type == HORN)
1709 root 1.67 drain_rod_charge (item);
1710 elmex 1.1 }
1711     }
1712    
1713     /* Received a fire command for the player - go and do it.
1714     */
1715 root 1.142 bool
1716 root 1.18 fire (object *op, int dir)
1717     {
1718     int spellcost = 0;
1719 elmex 1.1
1720 root 1.118 player *pl = op->contr;
1721 elmex 1.1
1722 root 1.119 if (pl->golem)
1723     {
1724     control_golem (op->contr->golem, dir);
1725 root 1.142 return false;
1726 root 1.119 }
1727    
1728     object *ob = pl->ranged_ob;
1729 elmex 1.1
1730 root 1.119 if (!ob)
1731 root 1.142 return false;
1732 elmex 1.1
1733 root 1.142 if (op->speed_left > 0.f)
1734     --op->speed_left;
1735     else
1736     return false;
1737 root 1.136
1738 root 1.209 if (!op->change_weapon (ob))
1739     return false;
1740    
1741     /* check for loss of invisiblity/hide */
1742     if (action_makes_visible (op))
1743     make_visible (op);
1744    
1745 root 1.119 switch (ob->type)
1746 root 1.118 {
1747 root 1.119 case BOW:
1748 root 1.118 player_fire_bow (op, dir);
1749 root 1.119 break;
1750    
1751     case SPELL:
1752 root 1.229 spellcost = cast_spell (op, op, dir, ob, *pl->spellparam ? pl->spellparam : 0);
1753 root 1.119 break;
1754 root 1.113
1755 root 1.119 case BUILDER:
1756 root 1.20 apply_map_builder (op, dir);
1757 root 1.119 break;
1758    
1759     case SKILL:
1760     do_skill (op, op, ob, dir, 0);
1761     break;
1762    
1763     default:
1764     fire_misc_object (op, dir);
1765     break;
1766 elmex 1.1 }
1767 root 1.142
1768     return true;
1769 elmex 1.1 }
1770    
1771     /* find_key
1772     * We try to find a key for the door as passed. If we find a key
1773     * and successfully use it, we return the key, otherwise NULL
1774     * This function merges both normal and locked door, since the logic
1775     * for both is the same - just the specific key is different.
1776     * pl is the player,
1777     * inv is the objects inventory to searched
1778     * door is the door we are trying to match against.
1779     * This function can be called recursively to search containers.
1780     */
1781 root 1.18 object *
1782     find_key (object *pl, object *container, object *door)
1783 elmex 1.1 {
1784 root 1.18 object *tmp, *key;
1785 elmex 1.1
1786 root 1.18 /* Should not happen, but sanity checking is never bad */
1787 root 1.103 if (!container->inv)
1788     return 0;
1789 elmex 1.1
1790 root 1.18 /* First, lets try to find a key in the top level inventory */
1791 root 1.103 for (tmp = container->inv; tmp; tmp = tmp->below)
1792 root 1.18 {
1793     if (door->type == DOOR && tmp->type == KEY)
1794     break;
1795 root 1.232
1796 root 1.18 /* For sanity, we should really check door type, but other stuff
1797     * (like containers) can be locked with special keys
1798     */
1799     if (tmp->slaying && tmp->type == SPECIAL_KEY && tmp->slaying == door->slaying)
1800     break;
1801     }
1802 root 1.103
1803 root 1.18 /* No key found - lets search inventories now */
1804     /* If we find and use a key in an inventory, return at that time.
1805     * otherwise, if we search all the inventories and still don't find
1806     * a key, return
1807     */
1808     if (!tmp)
1809     {
1810 root 1.103 for (tmp = container->inv; tmp; tmp = tmp->below)
1811 root 1.232 /* No reason to search empty containers */
1812     if (tmp->type == CONTAINER && tmp->inv)
1813     if ((key = find_key (pl, tmp, door)))
1814     return key;
1815 root 1.103
1816 root 1.18 if (!tmp)
1817 root 1.232 return 0;
1818 elmex 1.1 }
1819 root 1.103
1820 root 1.18 /* We get down here if we have found a key. Now if its in a container,
1821     * see if we actually want to use it
1822     */
1823     if (pl != container)
1824     {
1825     /* Only let players use keys in containers */
1826     if (!pl->contr)
1827 root 1.232 return 0;
1828    
1829 root 1.18 /* cases where this fails:
1830     * If we only search the player inventory, return now since we
1831     * are not in the players inventory.
1832     * If the container is not active, return now since only active
1833     * containers can be used.
1834     * If we only search keyrings and the container does not have
1835     * a race/isn't a keyring.
1836     * No checking for all containers - to fall through past here,
1837     * inv must have been an container and must have been active.
1838     *
1839     * Change the color so that the message doesn't disappear with
1840     * all the others.
1841     */
1842     if (pl->contr->usekeys == key_inventory ||
1843     !QUERY_FLAG (container, FLAG_APPLIED) ||
1844 root 1.224 (pl->contr->usekeys == keyrings && container->race != shstr_keys))
1845 root 1.18 {
1846     new_draw_info_format (NDI_UNIQUE | NDI_BROWN, 0, pl,
1847     "The %s in your %s vibrates as you approach the door", query_name (tmp), query_name (container));
1848     return NULL;
1849 root 1.11 }
1850 elmex 1.1 }
1851 root 1.103
1852 root 1.18 return tmp;
1853 elmex 1.1 }
1854    
1855     /* moved door processing out of move_player_attack.
1856     * returns 1 if player has opened the door with a key
1857     * such that the caller should not do anything more,
1858     * 0 otherwise
1859     */
1860 root 1.18 static int
1861     player_attack_door (object *op, object *door)
1862 elmex 1.1 {
1863 root 1.142 /* If its a door, try to find a key. If we do destroy the door,
1864 root 1.18 * might as well return immediately as there is nothing more to do -
1865     * otherwise, we fall through to the rest of the code.
1866     */
1867     object *key = find_key (op, op, door);
1868    
1869 root 1.142 /* If we found a key, do some extra work */
1870 root 1.18 if (key)
1871     {
1872     object *container = key->env;
1873    
1874     if (action_makes_visible (op))
1875     make_visible (op);
1876 root 1.117
1877 root 1.18 if (door->inv && (door->inv->type == RUNE || door->inv->type == TRAP))
1878     spring_trap (door->inv, op);
1879 root 1.103
1880 root 1.18 if (door->type == DOOR)
1881 root 1.103 hit_player (door, 9998, op, AT_PHYSICAL, 1); /* Break through the door */
1882 root 1.18 else if (door->type == LOCKED_DOOR)
1883     {
1884 root 1.170 op->statusmsg (format ("You open the door with the %s", query_short_name (key)), NDI_BROWN);
1885 root 1.18 remove_door2 (door); /* remove door without violence ;-) */
1886     }
1887 root 1.103
1888 root 1.18 /* Do this after we print the message */
1889 root 1.185 key->decrease (); /* Use up one of the keys */
1890 root 1.103
1891 root 1.18 return 1; /* Nothing more to do below */
1892     }
1893     else if (door->type == LOCKED_DOOR)
1894     {
1895     /* Might as well return now - no other way to open this */
1896 root 1.171 op->failmsg (door->msg ? &door->msg : "Hmm, you miss the certain something to open this door...");
1897 root 1.18 return 1;
1898 elmex 1.1 }
1899 root 1.103
1900 root 1.18 return 0;
1901 elmex 1.1 }
1902    
1903     /* This function is just part of a breakup from move_player.
1904     * It should keep the code cleaner.
1905     * When this is called, the players direction has been updated
1906     * (taking into account confusion.) The player is also actually
1907     * going to try and move (not fire weapons).
1908     */
1909 root 1.142 bool
1910 root 1.18 move_player_attack (object *op, int dir)
1911 elmex 1.1 {
1912 root 1.232 if (!op->contr->braced && op->speed_left > 0.f && move_ob (op, dir, op))
1913     {
1914     --op->speed_left;
1915     return true;
1916     }
1917    
1918 root 1.18 int on_battleground;
1919    
1920 root 1.117 sint16 nx = freearr_x[dir] + op->x;
1921     sint16 ny = freearr_y[dir] + op->y;
1922 root 1.18
1923 root 1.49 on_battleground = op_on_battleground (op, 0, 0);
1924 root 1.18
1925 root 1.142 if (out_of_map (op->map, nx, ny))
1926     return false;
1927    
1928 root 1.18 /* If braced, or can't move to the square, and it is not out of the
1929     * map, attack it. Note order of if statement is important - don't
1930     * want to be calling move_ob if braced, because move_ob will move the
1931     * player. This is a pretty nasty hack, because if we could
1932     * move to some space, it then means that if we are braced, we should
1933     * do nothing at all. As it is, if we are braced, we go through
1934     * quite a bit of processing. However, it probably is less than what
1935     * move_ob uses.
1936     */
1937 root 1.142 maptile *m = op->map->xy_find (nx, ny);
1938    
1939     /* Go through all the objects, and find ones of interest. Only stop if
1940     * we find a monster - that is something we know we want to attack.
1941     * if its a door or barrel (can roll) see if there may be monsters
1942     * on the space
1943     */
1944     object *mon;
1945     for (mon = m->at (nx, ny).bot; mon; mon = mon->above)
1946 root 1.18 {
1947 root 1.142 if ((mon->flag [FLAG_ALIVE]
1948     || mon->type == LOCKED_DOOR
1949     || mon->flag [FLAG_CAN_ROLL])
1950     && mon != op)
1951     break;
1952     }
1953    
1954     if (!mon) /* This happens anytime the player tries to move */
1955     return false; /* into a wall */
1956 root 1.18
1957 root 1.142 mon = mon->head_ ();
1958 root 1.11
1959 root 1.142 if ((mon->type == DOOR && mon->stats.hp >= 0) || (mon->type == LOCKED_DOOR))
1960     if (op->contr->weapon_sp_left > 0.f)
1961     if (player_attack_door (op, mon))
1962 root 1.18 {
1963 root 1.142 --op->contr->weapon_sp_left;
1964     return true;
1965 root 1.18 }
1966    
1967 root 1.142 /* The following deals with possibly attacking peaceful
1968     * or friendly creatures. Basically, all players are considered
1969     * unaggressive. If the moving player has peaceful set, then the
1970     * object should be pushed instead of attacked. It is assumed that
1971     * if you are braced, you will not attack friends accidently,
1972     * and thus will not push them.
1973     */
1974 root 1.18
1975 root 1.142 /* If the creature is a pet, push it even if the player is not
1976     * peaceful. Our assumption is the creature is a pet if the
1977     * player owns it and it is either friendly or unagressive.
1978     */
1979     if (op->type == PLAYER
1980     && ((mon->owner && mon->owner->contr
1981     && same_party (mon->owner->contr->party, op->contr->party))
1982     || mon->owner == op)
1983     && (QUERY_FLAG (mon, FLAG_UNAGGRESSIVE) || QUERY_FLAG (mon, FLAG_FRIENDLY)))
1984     {
1985     /* If we're braced, we don't want to switch places with it */
1986     if (op->contr->braced)
1987     return false;
1988 root 1.18
1989 root 1.142 if (op->speed_left > 0.f)
1990     {
1991     --op->speed_left;
1992 root 1.85
1993 root 1.156 op->play_sound (sound_find ("push_player"));
1994 root 1.117 push_ob (mon, dir, op);
1995 root 1.142
1996 root 1.212 if (action_makes_visible (op))
1997 root 1.18 make_visible (op);
1998 root 1.85
1999 root 1.142 return true;
2000 root 1.11 }
2001 root 1.142 else
2002     return false;
2003     }
2004 root 1.11
2005 root 1.142 /* in certain circumstances, you shouldn't attack friendly
2006     * creatures. Note that if you are braced, you can't push
2007     * someone, but put it inside this loop so that you won't
2008     * attack them either.
2009     */
2010     if ((mon->type == PLAYER || mon->enemy != op)
2011     && (mon->type == PLAYER || QUERY_FLAG (mon, FLAG_UNAGGRESSIVE) || QUERY_FLAG (mon, FLAG_FRIENDLY))
2012     && ((op->contr->peaceful
2013     || (mon->type == PLAYER && mon->contr->peaceful))
2014     && !on_battleground))
2015     {
2016     if (op->speed_left > 0.f)
2017 root 1.18 {
2018 root 1.142 --op->speed_left;
2019    
2020 root 1.18 if (!op->contr->braced)
2021     {
2022 root 1.156 op->play_sound (sound_find ("push_player"));
2023 root 1.85 push_ob (mon, dir, op);
2024 root 1.18 }
2025     else
2026 root 1.171 op->statusmsg ("You withhold your attack");
2027 root 1.49
2028 root 1.208 if (op->contr->tmp_invis || op->flag [FLAG_HIDDEN])
2029 root 1.18 make_visible (op);
2030 root 1.142
2031     return true;
2032 root 1.11 }
2033 root 1.142 }
2034     /* If the object is a boulder or other rollable object, then
2035     * roll it if not braced. You can't roll it if you are braced.
2036     */
2037     else if (QUERY_FLAG (mon, FLAG_CAN_ROLL) && (!op->contr->braced))
2038     {
2039     if (op->speed_left > 0.f)
2040     {
2041     --op->speed_left;
2042 elmex 1.1
2043 root 1.18 recursive_roll (mon, dir, op);
2044     if (action_makes_visible (op))
2045     make_visible (op);
2046 root 1.142
2047     return true;
2048 root 1.11 }
2049 root 1.142 }
2050     /* Any generic living creature. Including things like doors.
2051     * Way it works is like this: First, it must have some hit points
2052     * and be living. Then, it must be one of the following:
2053     * 1) Not a player, 2) A player, but of a different party. Note
2054     * that party_number -1 is no party, so attacks can still happen.
2055     */
2056     else if ((mon->stats.hp >= 0) && QUERY_FLAG (mon, FLAG_ALIVE) &&
2057     ((mon->type != PLAYER || op->contr->party == NULL || op->contr->party != mon->contr->party)))
2058     {
2059 root 1.143 if (op->contr->weapon_sp_left > 0.f && !op->flag [FLAG_WIZPASS])
2060 root 1.18 {
2061 root 1.142 --op->contr->weapon_sp_left;
2062 root 1.11
2063 root 1.49 skill_attack (mon, op, 0, 0, 0);
2064 root 1.11
2065 root 1.18 if (action_makes_visible (op))
2066     make_visible (op);
2067 root 1.142
2068     return true;
2069 root 1.11 }
2070 root 1.142 }
2071    
2072     return false;
2073 elmex 1.1 }
2074    
2075 root 1.142 bool
2076 root 1.18 move_player (object *op, int dir)
2077     {
2078     int pick;
2079 elmex 1.1
2080 root 1.181 if (!op->map || op->map->in_memory != MAP_ACTIVE)
2081 root 1.18 return 0;
2082 elmex 1.1
2083 root 1.18 /* Sanity check: make sure dir is valid */
2084     if ((dir < 0) || (dir >= 9))
2085     {
2086     LOG (llevError, "move_player: invalid direction %d\n", dir);
2087     return 0;
2088 elmex 1.1 }
2089    
2090 root 1.84 /* peterm: added following line */
2091 root 1.18 if (QUERY_FLAG (op, FLAG_CONFUSED) && dir)
2092 root 1.99 dir = absdir (dir + rndm (3) + rndm (3) - 2);
2093 root 1.18
2094     op->facing = dir;
2095    
2096 root 1.208 if (op->flag [FLAG_HIDDEN])
2097 root 1.18 do_hidden_move (op);
2098    
2099 root 1.142 bool retval;
2100    
2101 root 1.18 if (INVOKE_PLAYER (MOVE, op->contr, ARG_INT (dir)))
2102 root 1.142 retval = RESULT_INT (0);
2103 root 1.18 else if (op->contr->fire_on)
2104 root 1.142 retval = fire (op, dir);
2105 root 1.18 else
2106     {
2107 root 1.142 retval = move_player_attack (op, dir);
2108 root 1.18 pick = check_pick (op);
2109     }
2110 elmex 1.1
2111 root 1.18 /* Add special check for newcs players and fire on - this way, the
2112     * server can handle repeat firing.
2113     */
2114     if (op->contr->fire_on || (op->contr->run_on && pick != 0))
2115 root 1.49 op->direction = dir;
2116 root 1.18 else
2117 root 1.49 op->direction = 0;
2118    
2119 root 1.18 /* Update how the player looks. Use the facing, so direction may
2120     * get reset to zero. This allows for full animation capabilities
2121     * for players.
2122     */
2123     animate_object (op, op->facing);
2124 root 1.142
2125     return retval;
2126 elmex 1.1 }
2127    
2128     /* This is similar to handle_player, below, but is only used by the
2129     * new client/server stuff.
2130     * This is sort of special, in that the new client/server actually uses
2131     * the new speed values for commands.
2132     *
2133 root 1.142 * Returns true if there are more actions we can do. Should not do
2134     * many actions in a row, as that would be too unfair to other
2135     * players.
2136 elmex 1.1 */
2137 root 1.142 bool
2138 root 1.18 handle_newcs_player (object *op)
2139 elmex 1.1 {
2140 root 1.18 if (QUERY_FLAG (op, FLAG_SCARED))
2141     {
2142 root 1.142 if (op->speed_left > 0.f)
2143 root 1.18 {
2144 root 1.132 --op->speed_left;
2145 root 1.142 flee_player (op);
2146    
2147     return true;
2148 root 1.11 }
2149 root 1.142 else
2150     return false;
2151 elmex 1.1 }
2152    
2153 root 1.18 /* call this here - we also will call this in do_ericserver, but
2154     * the players time has been increased when doericserver has been
2155     * called, so we recheck it here.
2156     */
2157 root 1.83 if (op->contr->ns->handle_command ())
2158 root 1.142 return true;
2159 root 1.47
2160 root 1.142 if (op->direction && (op->contr->run_on || op->contr->fire_on))
2161     return move_player (op, op->direction);
2162 elmex 1.1
2163 root 1.142 return false;
2164 root 1.18 }
2165    
2166     int
2167     save_life (object *op)
2168     {
2169     if (!QUERY_FLAG (op, FLAG_LIFESAVE))
2170 elmex 1.1 return 0;
2171 root 1.18
2172 root 1.41 for (object *tmp = op->inv; tmp; tmp = tmp->below)
2173 root 1.18 if (QUERY_FLAG (tmp, FLAG_APPLIED) && QUERY_FLAG (tmp, FLAG_LIFESAVE))
2174     {
2175 root 1.156 op->play_sound (sound_find ("ob_evaporate"));
2176 root 1.18 new_draw_info_format (NDI_UNIQUE, 0, op, "Your %s vibrates violently, then evaporates.", query_name (tmp));
2177 root 1.33
2178 root 1.207 tmp->destroy ();
2179 root 1.18 CLEAR_FLAG (op, FLAG_LIFESAVE);
2180 root 1.33
2181 root 1.18 if (op->stats.hp < 0)
2182     op->stats.hp = op->stats.maxhp;
2183 root 1.33
2184 root 1.18 if (op->stats.food < 0)
2185     op->stats.food = 999;
2186 root 1.33
2187 root 1.54 op->update_stats ();
2188 root 1.18 return 1;
2189     }
2190 root 1.41
2191 root 1.18 LOG (llevError, "Error: LIFESAVE set without applied object.\n");
2192     CLEAR_FLAG (op, FLAG_LIFESAVE);
2193     enter_player_savebed (op); /* bring him home. */
2194     return 0;
2195 elmex 1.1 }
2196    
2197     /* This goes throws the inventory and removes unpaid objects, and puts them
2198     * back in the map (location and map determined by values of env). This
2199 root 1.189 * function will descend into containers. op is the object to start the search
2200 elmex 1.1 * from.
2201     */
2202 root 1.154 static void
2203     drop_unpaid_items (object *op, object *env)
2204 elmex 1.1 {
2205 root 1.18 while (op)
2206     {
2207 root 1.70 object *next = op->below; /* Make sure we have a good value, in case we remove object 'op' */
2208    
2209 root 1.18 if (QUERY_FLAG (op, FLAG_UNPAID))
2210 root 1.189 op->insert_at (env);
2211 root 1.18 else if (op->inv)
2212 root 1.154 drop_unpaid_items (op->inv, env);
2213 root 1.41
2214 root 1.18 op = next;
2215 elmex 1.1 }
2216     }
2217    
2218 root 1.154 void
2219     object::drop_unpaid_items ()
2220     {
2221     if (!flag [FLAG_REMOVED])
2222     ::drop_unpaid_items (inv, this);
2223     }
2224    
2225 elmex 1.1 /*
2226     * Returns pointer a static string containing gravestone text
2227     * Moved from apply.c to player.c - player.c is what
2228     * actually uses this function. player.c may not be quite the
2229     * best, a misc file for object actions is probably better,
2230     * but there isn't one in the server directory.
2231     */
2232 root 1.192 const char *
2233 root 1.18 gravestone_text (object *op)
2234 elmex 1.1 {
2235 root 1.192 static dynbuf_text buf;
2236    
2237 root 1.203 buf << "---- R.I.P. ----\n\n"
2238     << op->name;
2239 root 1.18
2240     if (op->type == PLAYER)
2241 root 1.192 buf << " the " << op->contr->title;
2242    
2243     buf << "\n\n";
2244 root 1.41
2245 root 1.192 buf << "who was level ";
2246     buf << (sint32)op->level << "\n\n" // OO breakdown
2247     << " when " << (op->contr ? "killed" : "died") << "\n\n";
2248 root 1.41
2249 root 1.18 if (op->type == PLAYER)
2250 root 1.192 buf << "by " << op->contr->killer_name () << ".\n\n";
2251 root 1.41
2252 root 1.192 {
2253     static char buf2[128];
2254     time_t now = time (NULL);
2255     strftime (buf2, 128, "%b %d %Y\n\n", localtime (&now));
2256     buf << buf2;
2257     }
2258 root 1.41
2259 root 1.192 return buf;
2260 elmex 1.1 }
2261    
2262 root 1.18 void
2263     do_some_living (object *op)
2264     {
2265     int last_food = op->stats.food;
2266 elmex 1.1 int gen_hp, gen_sp, gen_grace;
2267     int over_hp, over_sp, over_grace;
2268     int i;
2269     int rate_hp = 1200;
2270     int rate_sp = 2500;
2271     int rate_grace = 2000;
2272     const int max_hp = 1;
2273     const int max_sp = 1;
2274     const int max_grace = 1;
2275    
2276 root 1.107 if (op->contr->hidden)
2277     {
2278     op->invisible = 1000;
2279     /* the socket code flashes the player visible/invisible
2280     * depending on the value of invisible, so we need to
2281     * alternate it here for it to work correctly.
2282     */
2283     if (pticks & 2)
2284     op->invisible--;
2285     }
2286     else if (op->invisible && !(QUERY_FLAG (op, FLAG_MAKE_INVIS)))
2287     {
2288     if (!op->invisible--)
2289     {
2290     make_visible (op);
2291     new_draw_info (NDI_UNIQUE, 0, op, "Your invisibility spell runs out.");
2292     }
2293     }
2294    
2295 root 1.52 if (op->contr->ns->state == ST_PLAYING)
2296 root 1.18 {
2297     /* these next three if clauses make it possible to SLOW DOWN
2298     hp/grace/spellpoint regeneration. */
2299     if (op->contr->gen_hp >= 0)
2300     gen_hp = (op->contr->gen_hp + 1) * op->stats.maxhp;
2301     else
2302     {
2303     gen_hp = op->stats.maxhp;
2304     rate_hp -= rate_hp / 2 * op->contr->gen_hp;
2305     }
2306 root 1.55
2307 root 1.18 if (op->contr->gen_sp >= 0)
2308     gen_sp = (op->contr->gen_sp + 1) * op->stats.maxsp;
2309     else
2310     {
2311     gen_sp = op->stats.maxsp;
2312     rate_sp -= rate_sp / 2 * op->contr->gen_sp;
2313     }
2314 root 1.55
2315 root 1.18 if (op->contr->gen_grace >= 0)
2316     gen_grace = (op->contr->gen_grace + 1) * op->stats.maxgrace;
2317     else
2318     {
2319     gen_grace = op->stats.maxgrace;
2320     rate_grace -= rate_grace / 2 * op->contr->gen_grace;
2321     }
2322    
2323     /* Regenerate Grace */
2324     /* I altered this a little - maximum grace is ony achieved through prayer -b.t. */
2325     if (--op->last_grace < 0)
2326     {
2327     if (op->stats.grace < op->stats.maxgrace / 2)
2328     op->stats.grace++; /* no penalty in food for regaining grace */
2329 root 1.55
2330 root 1.18 if (max_grace > 1)
2331     {
2332     over_grace = (gen_grace < 20 ? 30 : gen_grace + 10) / rate_grace;
2333     if (over_grace > 0)
2334     {
2335     op->stats.sp += over_grace
2336     + (random_roll (0, rate_grace - 1, op, PREFER_HIGH) > ((gen_grace < 20 ? 30 : gen_grace + 10) % rate_grace)) ? -1 : 0;
2337     op->last_grace = 0;
2338     }
2339     else
2340     {
2341     op->last_grace = rate_grace / (gen_grace < 20 ? 30 : gen_grace + 10);
2342     }
2343     }
2344     else
2345     {
2346     op->last_grace = rate_grace / (gen_grace < 20 ? 30 : gen_grace + 10);
2347     }
2348     /* wearing stuff doesn't detract from grace generation. */
2349     }
2350    
2351 root 1.161 if (op->stats.food > 0)
2352 root 1.18 {
2353 root 1.161 /* Regenerate Spell Points */
2354     if (!op->contr->golem && --op->last_sp < 0)
2355 root 1.18 {
2356 root 1.161 gen_sp = gen_sp * 10 / (op->contr->gen_sp_armour < 10 ? 10 : op->contr->gen_sp_armour);
2357    
2358     if (op->stats.sp < op->stats.maxsp)
2359 root 1.18 {
2360 root 1.161 op->stats.sp++;
2361    
2362     /* dms do not consume food */
2363     if (!QUERY_FLAG (op, FLAG_WIZ))
2364     {
2365     op->stats.food--;
2366    
2367     if (op->contr->digestion < 0)
2368     op->stats.food += op->contr->digestion;
2369     else if (op->contr->digestion > 0 && random_roll (0, op->contr->digestion, op, PREFER_HIGH))
2370     op->stats.food = last_food;
2371     }
2372 root 1.18 }
2373 root 1.161
2374     if (max_sp > 1)
2375     {
2376     over_sp = (gen_sp + 10) / rate_sp;
2377     if (over_sp > 0)
2378     {
2379     if (op->stats.sp < op->stats.maxsp)
2380     {
2381     op->stats.sp += over_sp > max_sp ? max_sp : over_sp;
2382    
2383     if (random_roll (0, rate_sp - 1, op, PREFER_LOW) > ((gen_sp + 10) % rate_sp))
2384     op->stats.sp--;
2385    
2386     if (op->stats.sp > op->stats.maxsp)
2387     op->stats.sp = op->stats.maxsp;
2388     }
2389    
2390     op->last_sp = 0;
2391     }
2392     else
2393     op->last_sp = rate_sp / (gen_sp < 20 ? 30 : gen_sp + 10);
2394     }
2395     else
2396     op->last_sp = rate_sp / (gen_sp < 20 ? 30 : gen_sp + 10);
2397 root 1.18 }
2398 root 1.55
2399 root 1.161 /* Regenerate Hit Points */
2400     if (--op->last_heal < 0)
2401 root 1.18 {
2402 root 1.161 if (op->stats.hp < op->stats.maxhp)
2403 root 1.18 {
2404 root 1.161 op->stats.hp++;
2405    
2406     /* dms do not consume food */
2407     if (!QUERY_FLAG (op, FLAG_WIZ))
2408     {
2409     op->stats.food--;
2410    
2411     if (op->contr->digestion < 0)
2412     op->stats.food += op->contr->digestion;
2413     else if (op->contr->digestion > 0 && random_roll (0, op->contr->digestion, op, PREFER_HIGH))
2414     op->stats.food = last_food;
2415     }
2416 root 1.18 }
2417 root 1.161
2418     if (max_hp > 1)
2419 root 1.18 {
2420 root 1.161 over_hp = (gen_hp < 20 ? 30 : gen_hp + 10) / rate_hp;
2421    
2422     if (over_hp > 0)
2423     {
2424 root 1.214 op->stats.sp += over_hp + (rndm (rate_hp) > ((gen_hp < 20 ? 30 : gen_hp + 10) % rate_hp)) ? -1 : 0;
2425 root 1.161 op->last_heal = 0;
2426     }
2427     else
2428     op->last_heal = rate_hp / (gen_hp < 20 ? 30 : gen_hp + 10);
2429 root 1.18 }
2430 root 1.161 else
2431     op->last_heal = rate_hp / (gen_hp < 20 ? 30 : gen_hp + 10);
2432 root 1.18 }
2433 root 1.11 }
2434 elmex 1.1
2435 root 1.18 /* Digestion */
2436     if (--op->last_eat < 0)
2437     {
2438 root 1.155 int bonus = max (0, op->contr->digestion),
2439     penalty = max (0, -op->contr->digestion);
2440 root 1.18
2441 root 1.155 op->last_eat = 25 * (1 + bonus) / (max (0, op->contr->gen_hp) + penalty + 1);
2442 root 1.55
2443 root 1.18 /* dms do not consume food */
2444     if (!QUERY_FLAG (op, FLAG_WIZ))
2445     op->stats.food--;
2446 root 1.11 }
2447 elmex 1.1
2448 root 1.55 if (op->stats.food < 0 && op->stats.hp >= 0)
2449     {
2450 root 1.196 object *flesh = 0;
2451 root 1.18
2452 root 1.196 for_inv_removable (op, tmp)
2453 root 1.18 {
2454 root 1.196 if (QUERY_FLAG (tmp, FLAG_UNPAID))
2455     continue;
2456    
2457     if (tmp->type == FOOD || tmp->type == DRINK || tmp->type == POISON)
2458 root 1.18 {
2459 root 1.196 op->statusmsg ("You blindly grab for a bite of food. "
2460     "H<To prevent you from starving, you ate some random item from your backpack.>");
2461     manual_apply (op, tmp, 0);
2462    
2463     if (op->stats.food >= 0 || op->stats.hp < 0)
2464     break;
2465     }
2466     else if (tmp->type == FLESH)
2467     flesh = tmp;
2468     }
2469 root 1.55
2470     /* If player is still starving, it means they don't have any food, so
2471     * eat flesh instead.
2472     */
2473     if (op->stats.food < 0 && op->stats.hp >= 0 && flesh)
2474     {
2475 root 1.196 op->statusmsg ("You blindly grab for a bite of food. "
2476     "H<To prevent you from starving, you ate some random item from your backpack.>");
2477 root 1.55 manual_apply (op, flesh, 0);
2478     }
2479 root 1.196
2480     // If player is still starving, alert him!
2481     if (op->stats.food < 0)
2482     op->failmsg ("You are starving! "
2483     "H<Eat some food to increase your food and prevent you from an untimely death.>");
2484 root 1.11 }
2485 elmex 1.1
2486 root 1.196 if (op->stats.food < 0)
2487 root 1.161 {
2488 root 1.196 op->stats.hp += op->stats.food;
2489 root 1.161 op->stats.food = 0;
2490 root 1.200
2491     if (op->stats.hp < 0)
2492     {
2493     op->contr->killer = archetype::get ("killer_starvation");
2494 root 1.207 op->contr->killer->destroy ();
2495 root 1.200 }
2496 root 1.161 }
2497 elmex 1.1
2498 root 1.200 /* killer should be set here already */
2499 root 1.55 if (op->stats.hp < 0 && !QUERY_FLAG (op, FLAG_WIZ))
2500     kill_player (op);
2501     }
2502 elmex 1.1 }
2503    
2504     /* If the player should die (lack of hp, food, etc), we call this.
2505     * op is the player in jeopardy. If the player can not be saved (not
2506     * permadeath, no lifesave), this will take care of removing the player
2507     * file.
2508     */
2509 root 1.18 void
2510     kill_player (object *op)
2511 elmex 1.1 {
2512 root 1.168 int x, y;
2513 root 1.25 maptile *map; /* this is for resurrection */
2514 root 1.18 int will_kill_again;
2515     archetype *at;
2516     object *tmp;
2517    
2518     if (save_life (op))
2519     return;
2520    
2521 root 1.225 dynbuf_text deathtab;
2522    
2523 root 1.221 /* restore player */
2524     at = archetype::find ("poisoning");
2525     if (object *tmp = present_arch_in_ob (at, op))
2526     {
2527     tmp->destroy ();
2528 root 1.225 deathtab << "Your body feels cleansed...\r";
2529 root 1.221 }
2530    
2531     at = archetype::find ("confusion");
2532     if (object *tmp = present_arch_in_ob (at, op))
2533     {
2534     tmp->destroy ();
2535 root 1.225 deathtab << "Your mind feels clearer...\r";
2536 root 1.221 }
2537    
2538     cure_disease (op, 0, 0); /* remove any disease */
2539    
2540     max_it (op->stats.hp , op->stats.maxhp);
2541     max_it (op->stats.sp , op->stats.maxsp);
2542     max_it (op->stats.grace, op->stats.maxgrace);
2543    
2544     if (op->stats.food <= 0)
2545     op->stats.food = 999;
2546    
2547     // remove all spell effects that are active
2548     // to avoid long-term effects such as word-of-recall
2549     for (object *item = op->inv; item; )
2550     {
2551     object *next = item->below;
2552    
2553     if (item->type == SPELL_EFFECT && item->active)
2554     item->destroy ();
2555    
2556     item = next;
2557     }
2558    
2559 root 1.18 /* If player dies on BATTLEGROUND, no stat/exp loss! For Combat-Arenas
2560     * in cities ONLY!!! It is very important that this doesn't get abused.
2561     * Look at op_on_battleground() for more info --AndreasV
2562     */
2563     if (op_on_battleground (op, &x, &y))
2564     {
2565 root 1.225 deathtab << "You almost died in combat, but local medics have saved your life...\r";
2566 root 1.18
2567     /* create a bodypart-trophy to make the winner happy */
2568 root 1.70 if (object *tmp = arch_to_object (archetype::find ("finger")))
2569 root 1.18 {
2570 root 1.168 tmp->name = format ("%s's finger" , &op->name);
2571     tmp->name_pl = format ("%s's fingers", &op->name);
2572     tmp->msg = format (
2573     "This finger has been cut off of %s the %s, when he was defeated at level %d by %s.\n",
2574 root 1.192 &op->name, op->contr->title,
2575     (int)op->level,
2576     op->contr->killer_name ()
2577 root 1.168 );
2578 root 1.102 tmp->value = 0, tmp->type = 0;
2579     tmp->materialname = "organics";
2580 elmex 1.87 tmp->insert_at (op, tmp);
2581 root 1.18 }
2582 elmex 1.1
2583 root 1.18 /* teleport defeated player to new destination */
2584     transfer_ob (op, x, y, 0, NULL);
2585     op->contr->braced = 0;
2586 root 1.225
2587     op->contr->infobox (MSG_CHANNEL ("death"), deathtab);
2588 root 1.18 return;
2589 elmex 1.1 }
2590    
2591 root 1.225 deathtab << "You were killed by " << op->contr->killer_name () << ".\n\n";
2592     deathtab << "T<YOU HAVE DIED>\n\n";
2593    
2594 root 1.18 INVOKE_PLAYER (DEATH, op->contr);
2595 root 1.3
2596 root 1.18 command_kill_pets (op, 0);
2597 elmex 1.1
2598 root 1.156 op->contr->play_sound (sound_find ("player_dies"));
2599 elmex 1.1
2600 root 1.18 /* save the map location for corpse, gravestone */
2601 root 1.70 x = op->x;
2602     y = op->y;
2603 root 1.18 map = op->map;
2604 elmex 1.1
2605 root 1.54 /* NOT_PERMADEATH code. This basically brings the character back to
2606     * life if they are dead - it takes some exp and a random stat.
2607     * See the config.h file for a little more in depth detail about this.
2608     */
2609    
2610     /* Basically two ways to go - remove a stat permanently, or just
2611     * make it depletion. This bunch of code deals with that aspect
2612     * of death.
2613     */
2614     #ifndef COZY_SERVER
2615     if (settings.balanced_stat_loss)
2616 root 1.18 {
2617 root 1.54 /* If stat loss is permanent, lose one stat only. */
2618     /* Lower level chars don't lose as many stats because they suffer
2619     more if they do. */
2620     /* Higher level characters can afford things such as potions of
2621     restoration, or better, stat potions. So we slug them that
2622     little bit harder. */
2623     /* GD */
2624     if (settings.stat_loss_on_death)
2625     num_stats_lose = 1;
2626     else
2627     num_stats_lose = 1 + op->level / BALSL_NUMBER_LOSSES_RATIO;
2628     }
2629     else
2630 root 1.70 num_stats_lose = 1;
2631    
2632 root 1.54 lost_a_stat = 0;
2633    
2634     for (z = 0; z < num_stats_lose; z++)
2635     {
2636 root 1.214 i = rndm (NUM_STATS);
2637 root 1.11
2638 root 1.54 if (settings.stat_loss_on_death)
2639 root 1.18 {
2640 root 1.54 /* Pick a random stat and take a point off it. Tell the player
2641     * what he lost.
2642     */
2643     change_attr_value (&(op->stats), i, -1);
2644     check_stat_bounds (&(op->stats));
2645     change_attr_value (&(op->contr->orig_stats), i, -1);
2646     check_stat_bounds (&(op->contr->orig_stats));
2647     new_draw_info (NDI_UNIQUE, 0, op, lose_msg[i]);
2648     lost_a_stat = 1;
2649 root 1.18 }
2650     else
2651     {
2652 root 1.54 /* deplete a stat */
2653     archetype *deparch = archetype::find ("depletion");
2654     object *dep;
2655 root 1.11
2656 root 1.54 dep = present_arch_in_ob (deparch, op);
2657     if (!dep)
2658 root 1.18 {
2659 root 1.54 dep = arch_to_object (deparch);
2660     insert_ob_in_ob (dep, op);
2661 root 1.18 }
2662 root 1.54 lose_this_stat = 1;
2663     if (settings.balanced_stat_loss)
2664 root 1.18 {
2665 root 1.54 /* GD */
2666     /* Get the stat that we're about to deplete. */
2667     this_stat = get_attr_value (&(dep->stats), i);
2668     if (this_stat < 0)
2669     {
2670     int loss_chance = 1 + op->level / BALSL_LOSS_CHANCE_RATIO;
2671     int keep_chance = this_stat * this_stat;
2672 root 1.18
2673 root 1.54 /* Yes, I am paranoid. Sue me. */
2674     if (keep_chance < 1)
2675     keep_chance = 1;
2676 root 1.18
2677 root 1.54 /* There is a maximum depletion total per level. */
2678     if (this_stat < -1 - op->level / BALSL_MAX_LOSS_RATIO)
2679     {
2680     lose_this_stat = 0;
2681     /* Take loss chance vs keep chance to see if we
2682     retain the stat. */
2683     }
2684     else
2685     {
2686     if (random_roll (0, loss_chance + keep_chance - 1, op, PREFER_LOW) < keep_chance)
2687     lose_this_stat = 0;
2688     /* LOG(llevDebug, "Determining stat loss. Stat: %d Keep: %d Lose: %d Result: %s.\n",
2689     this_stat, keep_chance, loss_chance,
2690     lose_this_stat?"LOSE":"KEEP"); */
2691 root 1.11 }
2692     }
2693 root 1.54 }
2694 root 1.18
2695 root 1.54 if (lose_this_stat)
2696     {
2697 root 1.221 this_stat = get_attr_value (&dep->stats, i);
2698 root 1.54 /* We could try to do something clever like find another
2699     * stat to reduce if this fails. But chances are, if
2700     * stats have been depleted to -50, all are pretty low
2701     * and should be roughly the same, so it shouldn't make a
2702     * difference.
2703     */
2704     if (this_stat >= -50)
2705 root 1.18 {
2706 root 1.54 change_attr_value (&(dep->stats), i, -1);
2707     SET_FLAG (dep, FLAG_APPLIED);
2708     new_draw_info (NDI_UNIQUE, 0, op, lose_msg[i]);
2709     op->update_stats ();
2710     lost_a_stat = 1;
2711 root 1.11 }
2712     }
2713     }
2714 root 1.54 }
2715 root 1.195
2716 root 1.54 /* If no stat lost, tell the player. */
2717     if (!lost_a_stat)
2718     {
2719     /* determine_god() seems to not work sometimes... why is this?
2720     Should I be using something else? GD */
2721 root 1.221 shstr_tmp god = determine_god (op);
2722 root 1.18
2723 root 1.221 if (god != shstr_none)
2724 root 1.225 deathtab << "For a brief moment you feel the holy presence of " << god << " protecting you.\r";
2725 root 1.54 else
2726 root 1.225 deathtab << "For a brief moment you feel a holy presence protecting you.\r";
2727 root 1.54 }
2728 root 1.28 #else
2729 root 1.225 deathtab << "For a brief moment you feel a holy presence protecting you from losing yourself completely.";
2730 elmex 1.1 #endif
2731    
2732 root 1.54 /* Put a gravestone up where the character 'almost' died. List the
2733     * exp loss on the stone.
2734     */
2735     tmp = arch_to_object (archetype::find ("gravestone"));
2736 root 1.195 tmp->name = format ("%s's gravestone", &op->name);
2737     tmp->name_pl = format ("%s's gravestones", &op->name);
2738 root 1.204 tmp->msg = format ("T<RIP>\n\nHere rests the hero %s the %s,\rwho was killed\rby %s.\n",
2739     &op->name, op->contr->title, op->contr->killer_name ());
2740 root 1.54 tmp->x = op->x, tmp->y = op->y;
2741     insert_ob_in_map (tmp, op->map, NULL, 0);
2742    
2743     /**************************************/
2744     /* */
2745     /* Subtract the experience points, */
2746     /* */
2747     /**************************************/
2748    
2749     /*add_exp(op, (op->stats.exp * -0.20)); */
2750     apply_death_exp_penalty (op);
2751 root 1.195
2752 root 1.54 /*
2753 root 1.108 * Check to see if the player has any unpaid items. If so, remove them
2754     * and put them back in the map.
2755 root 1.54 */
2756 root 1.154 op->drop_unpaid_items ();
2757 root 1.18
2758 root 1.54 /****************************************/
2759     /* */
2760     /* Move player to his current respawn- */
2761     /* position (usually last savebed) */
2762     /* */
2763     /****************************************/
2764 root 1.18
2765 root 1.54 enter_player_savebed (op);
2766 root 1.18
2767 root 1.54 op->contr->braced = 0;
2768 root 1.11
2769 root 1.54 /* it is possible that the player has blown something up
2770     * at his savebed location, and that can have long lasting
2771     * spell effects. So first see if there is a spell effect
2772     * on the space that might harm the player.
2773     */
2774     will_kill_again = 0;
2775     for (tmp = GET_MAP_OB (op->map, op->x, op->y); tmp; tmp = tmp->above)
2776     if (tmp->type == SPELL_EFFECT)
2777     will_kill_again |= tmp->attacktype;
2778 elmex 1.1
2779 root 1.54 if (will_kill_again)
2780 root 1.18 {
2781 root 1.54 object *force;
2782     int at;
2783 root 1.18
2784 root 1.54 force = get_archetype (FORCE_NAME);
2785     /* 50 ticks should be enough time for the spell to abate */
2786 root 1.133 force->speed = 0.1f;
2787     force->speed_left = -5.f;
2788 root 1.54 SET_FLAG (force, FLAG_APPLIED);
2789     for (at = 0; at < NROFATTACKS; at++)
2790     if (will_kill_again & (1 << at))
2791     force->resist[at] = 100;
2792 root 1.30
2793 root 1.54 insert_ob_in_ob (force, op);
2794     op->update_stats ();
2795     }
2796 root 1.18
2797 root 1.225 op->contr->infobox (MSG_CHANNEL ("death"), deathtab);
2798 elmex 1.1 }
2799    
2800 root 1.18 void
2801     loot_object (object *op)
2802     { /* Grab and destroy some treasure */
2803     object *tmp, *tmp2, *next;
2804 elmex 1.1
2805 root 1.103 op->close_container (); /* close open sack first */
2806 elmex 1.1
2807 root 1.54 for (tmp = op->inv; tmp; tmp = next)
2808 root 1.18 {
2809     next = tmp->below;
2810 root 1.54
2811 elmex 1.50 if (tmp->invisible)
2812 root 1.18 continue;
2813 root 1.54
2814 root 1.32 tmp->remove ();
2815 root 1.18 tmp->x = op->x, tmp->y = op->y;
2816 root 1.103
2817 root 1.18 if (tmp->type == CONTAINER)
2818 root 1.103 loot_object (tmp); /* empty container to ground */
2819    
2820 root 1.99 if (!QUERY_FLAG (tmp, FLAG_UNIQUE) && (QUERY_FLAG (tmp, FLAG_STARTEQUIP) || QUERY_FLAG (tmp, FLAG_NO_DROP) || !(rndm (3))))
2821 root 1.18 {
2822     if (tmp->nrof > 1)
2823     {
2824 root 1.186 tmp->decrease (rndm (1, tmp->nrof - 1));
2825 root 1.18 insert_ob_in_map (tmp, op->map, NULL, 0);
2826     }
2827     else
2828 root 1.207 tmp->destroy ();
2829 root 1.18 }
2830     else
2831     insert_ob_in_map (tmp, op->map, NULL, 0);
2832     }
2833 elmex 1.1 }
2834    
2835     /*
2836     * fix_weight(): Check recursively the weight of all players, and fix
2837     * what needs to be fixed. Refresh windows and fix speed if anything
2838     * was changed.
2839     */
2840 root 1.18 void
2841     fix_weight (void)
2842     {
2843 root 1.61 for_all_players (pl)
2844 root 1.18 {
2845 root 1.184 sint32 old = pl->ob->carrying;
2846 root 1.18
2847 root 1.184 pl->ob->update_weight ();
2848    
2849     if (old != pl->ob->carrying)
2850     {
2851     pl->ob->update_stats ();
2852     LOG (llevDebug, "Fixed inventory in %s (%d -> %d)\n", &pl->ob->name, (int)old, (int)pl->ob->carrying);
2853     }
2854 root 1.18 }
2855 elmex 1.1 }
2856    
2857 root 1.18 void
2858     fix_luck (void)
2859     {
2860 root 1.61 for_all_players (pl)
2861 root 1.52 if (!pl->ob->contr->ns->state)
2862 root 1.54 pl->ob->change_luck (0);
2863 elmex 1.1 }
2864    
2865     /* cast_dust() - handles op throwing objects of type 'DUST'.
2866     * This is much simpler in the new spell code - we basically
2867     * just treat this as any other spell casting object.
2868     */
2869 elmex 1.2 void
2870 root 1.18 cast_dust (object *op, object *throw_ob, int dir)
2871 elmex 1.2 {
2872     object *skop, *spob;
2873    
2874     skop = find_skill_by_name (op, throw_ob->skill);
2875    
2876     /* casting POTION 'dusts' is really a use_magic_item skill */
2877     if (op->type == PLAYER && throw_ob->type == POTION && !skop)
2878     {
2879 root 1.18 LOG (llevError, "Player %s lacks critical skill use_magic_item!\n", &op->name);
2880 elmex 1.2 return;
2881     }
2882    
2883     spob = throw_ob->inv;
2884    
2885     // elmex Tue Aug 15 17:19:46 CEST 2006: Added this check to
2886     // not pass NULL to cast_spell (which did indeed check itself, but
2887     // errors should be reported as early as possible IMHO)
2888     if (!spob)
2889     {
2890 root 1.18 LOG (llevError, "cast_dust: thrown object %s (by %s) had no spell in it!", &throw_ob->name, &op->name);
2891 elmex 1.2 return;
2892 elmex 1.1 }
2893    
2894 elmex 1.2 if (op->type == PLAYER)
2895 root 1.14 new_draw_info_format (NDI_UNIQUE, 0, op, "You cast %s.", &spob->name);
2896 elmex 1.2
2897     cast_spell (op, throw_ob, dir, spob, NULL);
2898    
2899 root 1.207 throw_ob->destroy ();
2900 elmex 1.1 }
2901    
2902 root 1.18 void
2903     make_visible (object *op)
2904     {
2905 root 1.208 op->flag [FLAG_HIDDEN] = 0;
2906 root 1.18 op->invisible = 0;
2907 root 1.164
2908 root 1.18 if (op->type == PLAYER)
2909     {
2910     op->contr->tmp_invis = 0;
2911     op->contr->invis_race = 0;
2912     }
2913 root 1.107
2914     update_object (op, UP_OBJ_CHANGE);
2915 root 1.18 }
2916    
2917     int
2918     is_true_undead (object *op)
2919     {
2920 root 1.149 if (QUERY_FLAG (op->arch, FLAG_UNDEAD))
2921 root 1.18 return 1;
2922    
2923 elmex 1.1 return 0;
2924     }
2925    
2926     /* look at the surrounding terrain to determine
2927     * the hideability of this object. Positive levels
2928     * indicate greater hideability.
2929     */
2930 root 1.18 int
2931     hideability (object *ob)
2932     {
2933     int i, level = 0, mflag;
2934     sint16 x, y;
2935    
2936     if (!ob || !ob->map)
2937     return 0;
2938    
2939     /* so, on normal lighted maps, its hard to hide */
2940 root 1.213 level = ob->map->darklevel () - 2;
2941 root 1.18
2942     /* this also picks up whether the object is glowing.
2943     * If you carry a light on a non-dark map, its not
2944     * as bad as carrying a light on a pitch dark map */
2945 root 1.227 if (ob->has_carried_lights ())
2946 root 1.213 level = -(10 + (2 * ob->map->darklevel ()));
2947 root 1.18
2948     /* scan through all nearby squares for terrain to hide in */
2949 root 1.182 for (i = 0, x = ob->x, y = ob->y;
2950     i <= SIZEOFFREE1;
2951     i++, x = ob->x + freearr_x[i], y = ob->y + freearr_y[i])
2952 root 1.18 {
2953     mflag = get_map_flags (ob->map, NULL, x, y, NULL, NULL);
2954     if (mflag & P_OUT_OF_MAP)
2955 root 1.182 continue;
2956    
2957 root 1.18 if (mflag & P_BLOCKSVIEW) /* something to hide near! */
2958     level += 2;
2959     else /* open terrain! */
2960     level -= 1;
2961 elmex 1.1 }
2962 root 1.18
2963 elmex 1.1 #if 0
2964 root 1.18 LOG (llevDebug, "hideability of %s is %d\n", ob->name, level);
2965 elmex 1.1 #endif
2966 root 1.18 return level;
2967 elmex 1.1 }
2968    
2969     /* For Hidden creatures - a chance of becoming 'unhidden'
2970     * every time they move - as we subtract off 'invisibility'
2971     * AND, for players, if they move into a ridiculously unhideable
2972     * spot (surrounded by clear terrain in broad daylight). -b.t.
2973     */
2974 root 1.18 void
2975     do_hidden_move (object *op)
2976     {
2977 root 1.194 int hide = 0;
2978 root 1.18
2979     if (!op || !op->map)
2980     return;
2981    
2982 root 1.194 object *skop = find_obj_by_type_subtype (op, SKILL, SK_HIDING);
2983     int num = random_roll (0, 19, op, PREFER_LOW);
2984 root 1.18
2985     /* its *extremely* hard to run and sneak/hide at the same time! */
2986     if (op->type == PLAYER && op->contr->run_on)
2987 root 1.85 if (!skop || num >= skop->level)
2988     {
2989     new_draw_info (NDI_UNIQUE, 0, op, "You ran too much! You are no longer hidden!");
2990     make_visible (op);
2991     return;
2992     }
2993     else
2994     num += 20;
2995    
2996 root 1.18 num += op->map->difficulty;
2997     hide = hideability (op); /* modify by terrain hidden level */
2998     num -= hide;
2999 root 1.85
3000 root 1.18 if ((op->type == PLAYER && hide < -10) || ((op->invisible -= num) <= 0))
3001     {
3002     make_visible (op);
3003 root 1.194
3004 root 1.18 if (op->type == PLAYER)
3005     new_draw_info (NDI_UNIQUE, 0, op, "You moved out of hiding! You are visible!");
3006 elmex 1.1 }
3007 root 1.18 else if (op->type == PLAYER && skop)
3008 root 1.85 change_exp (op, calc_skill_exp (op, NULL, skop), skop->skill, 0);
3009 elmex 1.1 }
3010    
3011     /* determine if who is standing near a hostile creature. */
3012    
3013 root 1.18 int
3014     stand_near_hostile (object *who)
3015     {
3016     object *tmp = NULL;
3017     int i, friendly = 0, player = 0, mflags;
3018 root 1.25 maptile *m;
3019 root 1.18 sint16 x, y;
3020    
3021     if (!who)
3022     return 0;
3023    
3024     if (who->type == PLAYER)
3025     player = 1;
3026    
3027     else
3028     friendly = QUERY_FLAG (who, FLAG_FRIENDLY);
3029    
3030     /* search adjacent squares */
3031     for (i = 1; i < 9; i++)
3032     {
3033     x = who->x + freearr_x[i];
3034     y = who->y + freearr_y[i];
3035     m = who->map;
3036     mflags = get_map_flags (m, &m, x, y, &x, &y);
3037     /* space must be blocked if there is a monster. If not
3038     * blocked, don't need to check this space.
3039     */
3040     if (mflags & P_OUT_OF_MAP)
3041     continue;
3042     if (OB_TYPE_MOVE_BLOCK (who, GET_MAP_MOVE_BLOCK (m, x, y)))
3043     continue;
3044    
3045 root 1.49 for (tmp = GET_MAP_OB (m, x, y); tmp; tmp = tmp->above)
3046 root 1.18 {
3047     if ((player ||friendly) &&QUERY_FLAG (tmp, FLAG_MONSTER) && !QUERY_FLAG (tmp, FLAG_UNAGGRESSIVE))
3048     return 1;
3049     else if (tmp->type == PLAYER)
3050     {
3051     /*don't let a hidden DM prevent you from hiding */
3052     if (!QUERY_FLAG (tmp, FLAG_WIZ) || tmp->contr->hidden == 0)
3053 root 1.11 return 1;
3054 root 1.18 }
3055 root 1.11 }
3056 elmex 1.1 }
3057 root 1.18 return 0;
3058 elmex 1.1 }
3059    
3060     /* check the player los field for viewability of the
3061     * object op. This function works fine for monsters,
3062     * but we dont worry if the object isnt the top one in
3063     * a pile (say a coin under a table would return "viewable"
3064     * by this routine). Another question, should we be
3065     * concerned with the direction the player is looking
3066 root 1.162 * in? Realistically, most of us can't see stuff behind
3067 elmex 1.1 * our backs...on the other hand, does the "facing" direction
3068 root 1.162 * imply the way your head, or body is facing? It's possible
3069 elmex 1.1 * for them to differ. Sigh, this fctn could get a bit more complex.
3070     * -b.t.
3071     * This function is now map tiling safe.
3072     */
3073 root 1.18 int
3074     player_can_view (object *pl, object *op)
3075     {
3076     rv_vector rv;
3077     int dx, dy;
3078    
3079     if (pl->type != PLAYER)
3080     {
3081     LOG (llevError, "player_can_view() called for non-player object\n");
3082     return -1;
3083 elmex 1.1 }
3084 root 1.74
3085 root 1.18 if (!pl || !op)
3086 elmex 1.1 return 0;
3087 root 1.18
3088 root 1.74 op = op->head_ ();
3089    
3090 root 1.18 get_rangevector (pl, op, &rv, 0x1);
3091    
3092     /* starting with the 'head' part, lets loop
3093     * through the object and find if it has any
3094 root 1.162 * part that is in the los array but isn't on
3095 root 1.18 * a blocked los square.
3096     * we use the archetype to figure out offsets.
3097     */
3098     while (op)
3099     {
3100 root 1.149 dx = rv.distance_x + op->arch->x;
3101     dy = rv.distance_y + op->arch->y;
3102 root 1.18
3103 root 1.210 if (pl->contr->blocked_los (dx, dy) != LOS_BLOCKED)
3104 root 1.18 return 1;
3105 root 1.162
3106 root 1.18 op = op->more;
3107     }
3108 root 1.162
3109 root 1.18 return 0;
3110 elmex 1.1 }
3111    
3112     /* routine for both players and monsters. We call this when
3113     * there is a possibility for our action distrubing our hiding
3114 root 1.212 * place or invisiblity spell. Artefact invisiblity causes
3115     * "noise" instead. If we arent invisible to begin with, we
3116 elmex 1.1 * return 0.
3117     */
3118 root 1.18 int
3119     action_makes_visible (object *op)
3120     {
3121     if (op->invisible && QUERY_FLAG (op, FLAG_ALIVE))
3122     {
3123     if (QUERY_FLAG (op, FLAG_MAKE_INVIS))
3124 root 1.212 {
3125     // artefact invisibility is permanent, but we still make noise
3126     // this is important for game-balance.
3127     if (op->contr)
3128     op->make_noise ();
3129    
3130     return 0;
3131     }
3132 root 1.18
3133     if (op->contr && op->contr->tmp_invis == 0)
3134     return 0;
3135 elmex 1.1
3136 root 1.18 /* If monsters, they should become visible */
3137 root 1.208 if (op->flag [FLAG_HIDDEN] || !op->contr || (op->contr && op->contr->tmp_invis))
3138 root 1.18 {
3139 root 1.208 new_draw_info_format (NDI_UNIQUE, 0, op, "You become %s!", op->flag [FLAG_HIDDEN] ? "unhidden" : "visible");
3140 root 1.18 return 1;
3141 root 1.11 }
3142 elmex 1.1 }
3143 root 1.162
3144 root 1.18 return 0;
3145 elmex 1.1 }
3146    
3147     /* op_on_battleground - checks if the given object op (usually
3148     * a player) is standing on a valid battleground-tile,
3149     * function returns TRUE/FALSE. If true x, y returns the battleground
3150     * -exit-coord. (and if x, y not NULL)
3151     * 19 March 2005 - josh@woosworld.net modifed to check if the battleground also has slaying, maxhp, and maxsp set
3152     * and if those are all set and the player has a marker that matches the slaying send them to a different x, y
3153     * Default is to do the same as before, so only people wanting to have different points need worry about this
3154     */
3155 root 1.18 int
3156     op_on_battleground (object *op, int *x, int *y)
3157     {
3158 elmex 1.1 /* A battleground-tile needs the following attributes to be valid:
3159     * is_floor 1 (has to be the FIRST floor beneath the player's feet),
3160     * name="battleground", no_pick 1, type=58 (type BATTLEGROUND)
3161     * and the exit-coordinates sp/hp must both be > 0.
3162     * => The intention here is to prevent abuse of the battleground-
3163     * feature (like pickable or hidden battleground tiles). */
3164 root 1.162 for (object *tmp = op->below; tmp; tmp = tmp->below)
3165 root 1.18 {
3166     if (QUERY_FLAG (tmp, FLAG_IS_FLOOR))
3167     {
3168 root 1.162 if (QUERY_FLAG (tmp, FLAG_NO_PICK)
3169     && tmp->type == BATTLEGROUND
3170     && tmp->name == shstr_battleground
3171     && EXIT_X (tmp) && EXIT_Y (tmp))
3172 root 1.18 {
3173 root 1.162 /* before we assign the exit, check if this is a teambattle */
3174 root 1.18 if (EXIT_ALT_X (tmp) && EXIT_ALT_Y (tmp) && EXIT_PATH (tmp))
3175     {
3176 root 1.162 for (object *invtmp = op->inv; invtmp; invtmp = invtmp->below)
3177 root 1.18 {
3178 root 1.162 if (invtmp->type == FORCE && invtmp->slaying && tmp->slaying == invtmp->slaying)
3179 root 1.18 {
3180 root 1.162 if (x && y)
3181 root 1.18 *x = EXIT_ALT_X (tmp), *y = EXIT_ALT_Y (tmp);
3182 root 1.162
3183 root 1.18 return 1;
3184     }
3185     }
3186     }
3187 root 1.162
3188     if (x && y)
3189 root 1.18 *x = EXIT_X (tmp), *y = EXIT_Y (tmp);
3190 root 1.162
3191 root 1.18 return 1;
3192     }
3193     }
3194 elmex 1.1 }
3195 root 1.162
3196 elmex 1.1 /* If we got here, did not find a battleground */
3197     return 0;
3198     }
3199    
3200     /*
3201     * When a dragon-player gains a new stage of evolution,
3202     * he gets some treasure
3203     *
3204     * attributes:
3205     * object *who the dragon player
3206     * int atnr the attack-number of the ability focus
3207     * int level ability level
3208     */
3209 root 1.18 void
3210     dragon_ability_gain (object *who, int atnr, int level)
3211     {
3212     treasurelist *trlist = NULL; /* treasurelist */
3213     treasure *tr; /* treasure */
3214     object *tmp, *skop; /* tmp. object */
3215     object *item; /* treasure object */
3216     char buf[MAX_BUF]; /* tmp. string buffer */
3217     int i = 0, j = 0;
3218    
3219     /* get the appropriate treasurelist */
3220     if (atnr == ATNR_FIRE)
3221 root 1.163 trlist = treasurelist::find (shstr_dragon_ability_fire);
3222 root 1.18 else if (atnr == ATNR_COLD)
3223 root 1.163 trlist = treasurelist::find (shstr_dragon_ability_cold);
3224 root 1.18 else if (atnr == ATNR_ELECTRICITY)
3225 root 1.163 trlist = treasurelist::find (shstr_dragon_ability_elec);
3226 root 1.18 else if (atnr == ATNR_POISON)
3227 root 1.163 trlist = treasurelist::find (shstr_dragon_ability_poison);
3228 root 1.18
3229     if (trlist == NULL || who->type != PLAYER)
3230     return;
3231    
3232     for (i = 0, tr = trlist->items; tr != NULL && i < level - 1; tr = tr->next, i++);
3233    
3234 elmex 1.82 if (!tr || !tr->item)
3235 root 1.18 {
3236     /* LOG(llevDebug, "-> no more treasure for %s\n", change_resist_msg[atnr]); */
3237     return;
3238 elmex 1.1 }
3239    
3240 root 1.18 /* everything seems okay - now bring on the gift: */
3241 root 1.149 item = tr->item;
3242 elmex 1.1
3243 root 1.18 if (item->type == SPELL)
3244     {
3245     if (check_spell_known (who, item->name))
3246 root 1.11 return;
3247 root 1.18
3248     new_draw_info_format (NDI_UNIQUE | NDI_BLUE, 0, who, "You gained the ability of %s", &item->name);
3249     do_learn_spell (who, item, 0);
3250     return;
3251 elmex 1.1 }
3252    
3253 root 1.18 /* grant direct spell */
3254     if (item->type == SPELLBOOK)
3255     {
3256     if (!item->inv)
3257     {
3258     LOG (llevDebug, "dragon_ability_gain: Broken spellbook %s\n", &item->name);
3259     return;
3260     }
3261     if (check_spell_known (who, item->inv->name))
3262     return;
3263     if (item->invisible)
3264     {
3265     new_draw_info_format (NDI_UNIQUE | NDI_BLUE, 0, who, "You gained the ability of %s", &item->inv->name);
3266     do_learn_spell (who, item->inv, 0);
3267     return;
3268 root 1.11 }
3269 root 1.18 }
3270     else if (item->type == SKILL_TOOL && item->invisible)
3271     {
3272     if (item->subtype == SK_CLAWING && (skop = find_skill_by_name (who, item->skill)) != NULL)
3273     {
3274    
3275     /* should this perhaps be (skop->attackyp & item->attacktype)!=item->attacktype ...
3276     * in this way, if the player is missing any of the attacktypes, he gets
3277     * them. As it is now, if the player has any that match the granted skill,
3278     * but not all of them, he gets nothing.
3279     */
3280     if (!(skop->attacktype & item->attacktype))
3281     {
3282     /* Give new attacktype */
3283     skop->attacktype |= item->attacktype;
3284    
3285     /* always add physical if there's none */
3286     skop->attacktype |= AT_PHYSICAL;
3287    
3288     if (item->msg != NULL)
3289     new_draw_info (NDI_UNIQUE | NDI_BLUE, 0, who, item->msg);
3290    
3291     /* Give player new face */
3292     if (item->animation_id)
3293     {
3294     who->face = skop->face;
3295     who->animation_id = item->animation_id;
3296     who->anim_speed = item->anim_speed;
3297     who->last_anim = 0;
3298     who->state = 0;
3299     animate_object (who, who->direction);
3300     }
3301     }
3302 root 1.11 }
3303 elmex 1.1 }
3304 root 1.18 else if (item->type == FORCE)
3305     {
3306     /* forces in the treasurelist can alter the player's stats */
3307     object *skin;
3308 elmex 1.1
3309 root 1.18 /* first get the dragon skin force */
3310 root 1.153 for (skin = who->inv; skin && !(skin->arch->archname == shstr_dragon_skin_force); skin = skin->below)
3311 root 1.52 ;
3312    
3313     if (!skin)
3314 root 1.18 return;
3315    
3316     /* adding new spellpath attunements */
3317     if (item->path_attuned > 0 && !(skin->path_attuned & item->path_attuned))
3318     {
3319     skin->path_attuned |= item->path_attuned; /* add attunement to skin */
3320    
3321     /* print message */
3322     sprintf (buf, "You feel attuned to ");
3323     for (i = 0, j = 0; i < NRSPELLPATHS; i++)
3324     {
3325     if (item->path_attuned & (1 << i))
3326     {
3327     if (j)
3328     strcat (buf, " and ");
3329     else
3330     j = 1;
3331     strcat (buf, spellpathnames[i]);
3332     }
3333     }
3334     strcat (buf, ".");
3335     new_draw_info (NDI_UNIQUE | NDI_BLUE, 0, who, buf);
3336     }
3337    
3338     /* evtl. adding flags: */
3339     if (QUERY_FLAG (item, FLAG_XRAYS))
3340     SET_FLAG (skin, FLAG_XRAYS);
3341     if (QUERY_FLAG (item, FLAG_STEALTH))
3342     SET_FLAG (skin, FLAG_STEALTH);
3343     if (QUERY_FLAG (item, FLAG_SEE_IN_DARK))
3344     SET_FLAG (skin, FLAG_SEE_IN_DARK);
3345    
3346     /* print message if there is one */
3347     if (item->msg != NULL)
3348     new_draw_info (NDI_UNIQUE | NDI_BLUE, 0, who, item->msg);
3349     }
3350     else
3351     {
3352     /* generate misc. treasure */
3353     tmp = arch_to_object (tr->item);
3354     new_draw_info_format (NDI_UNIQUE | NDI_BLUE, 0, who, "You gained %s", query_short_name (tmp));
3355 root 1.189 who->insert (tmp);
3356 elmex 1.1 }
3357     }
3358    
3359     /**
3360     * Unready an object for a player. This function does nothing if the object was
3361     * not readied.
3362     */
3363 root 1.18 void
3364     player_unready_range_ob (player *pl, object *ob)
3365     {
3366 root 1.119 if (pl->ob->current_weapon == ob)
3367     pl->ob->current_weapon = 0;
3368    
3369 root 1.118 if (pl->combat_ob == ob)
3370 root 1.119 pl->combat_ob = 0;
3371 root 1.118
3372     if (pl->ranged_ob == ob)
3373 root 1.119 pl->ranged_ob = 0;
3374 elmex 1.1 }
3375 root 1.101
3376     sint8
3377 root 1.215 player::darkness_at (maptile *map, int x, int y) const
3378 root 1.101 {
3379 root 1.216 if (!ns)
3380 root 1.215 return LOS_BLOCKED;
3381 root 1.101
3382     int dx, dy;
3383     if (!adjacent_map (map, ns->current_map, &dx, &dy))
3384 root 1.215 return LOS_BLOCKED;
3385 root 1.101
3386 root 1.210 x += dx - ns->current_x;
3387     y += dy - ns->current_y;
3388 root 1.101
3389 root 1.215 return blocked_los (x, y);
3390 root 1.101 }
3391 root 1.169
3392     void
3393     player::infobox (const char *title, const char *msg, int color)
3394     {
3395     send_msg (color | NDI_DEF | NDI_REPLY | NDI_CLEAR, title, msg);
3396     }
3397    
3398     void
3399     player::statusmsg (const char *msg, int color)
3400     {
3401     send_msg (color | NDI_REPLY, INFO_CHANNEL, msg);
3402     }
3403    
3404     void
3405     player::failmsg (const char *msg, int color)
3406     {
3407     play_sound (sound_find ("generic_failure"));
3408     statusmsg (msg, color);
3409     }
3410