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/cvs/deliantra/server/server/player.C
Revision: 1.279
Committed: Sun May 9 23:03:24 2010 UTC (14 years ago) by root
Content type: text/plain
Branch: MAIN
CVS Tags: rel-3_0
Changes since 1.278: +1 -1 lines
Log Message:
do not accidentally activate players on load

File Contents

# User Rev Content
1 elmex 1.1 /*
2 root 1.174 * This file is part of Deliantra, the Roguelike Realtime MMORPG.
3 root 1.145 *
4 root 1.257 * Copyright (©) 2005,2006,2007,2008,2009,2010 Marc Alexander Lehmann / Robin Redeker / the Deliantra team
5 root 1.256 * Copyright (©) 2002 Mark Wedel & Crossfire Development Team
6     * Copyright (©) 1992 Frank Tore Johansen
7 root 1.145 *
8 root 1.233 * Deliantra is free software: you can redistribute it and/or modify it under
9     * the terms of the Affero GNU General Public License as published by the
10     * Free Software Foundation, either version 3 of the License, or (at your
11     * 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 1.233 * You should have received a copy of the Affero GNU General Public License
19     * and the GNU General Public License along with this program. If not, see
20     * <http://www.gnu.org/licenses/>.
21 root 1.145 *
22 root 1.174 * The authors can be reached via e-mail to <support@deliantra.net>
23 root 1.89 */
24 elmex 1.1
25 root 1.238 //+GPL
26    
27 elmex 1.1 #include <global.h>
28 root 1.38 #include <sproto.h>
29 elmex 1.1 #include <sounds.h>
30     #include <living.h>
31     #include <object.h>
32     #include <spells.h>
33     #include <skills.h>
34    
35 root 1.54 #include <algorithm>
36     #include <functional>
37 elmex 1.1
38 root 1.89 playervec players;
39 elmex 1.1
40 root 1.54 /* This loads the first map an puts the player on it. */
41     static void
42     set_first_map (object *op)
43     {
44 root 1.77 op->contr->maplevel = first_map_path;
45 root 1.54 op->x = -1;
46     op->y = -1;
47 root 1.75 }
48    
49     void
50 root 1.89 player::activate ()
51     {
52     if (active)
53     return;
54    
55     players.insert (this);
56     ob->remove ();
57     ob->map = 0;
58     ob->activate_recursive ();
59 root 1.270 ob->clr_flag (FLAG_FRIENDLY);
60 root 1.92 add_friendly_object (ob);
61 root 1.89 }
62    
63     void
64     player::deactivate ()
65     {
66     if (!active)
67     return;
68    
69     terminate_all_pets (ob);
70 root 1.92 remove_friendly_object (ob);
71 root 1.89 ob->deactivate_recursive ();
72 root 1.111
73     if (ob->map)
74     maplevel = ob->map->path;
75    
76 root 1.89 ob->remove ();
77 root 1.167 ob->enemy = 0; // sometimes keeps an extra refcount on itself
78 root 1.89 ob->map = 0;
79 root 1.104 party = 0;
80 root 1.89
81     players.erase (this);
82     }
83    
84 root 1.56 // connect the player with a specific client
85 root 1.122 // also changes, rationalises, and fixes some incorrect settings
86 root 1.54 void
87     player::connect (client *ns)
88 root 1.18 {
89 root 1.54 this->ns = ns;
90     ns->pl = this;
91    
92 root 1.95 run_on = 0;
93     fire_on = 0;
94 root 1.103 ob->close_container (); //TODO: client-specific
95 root 1.95
96 root 1.54 ns->update_look = 0;
97     ns->look_position = 0;
98    
99 root 1.211 clear_los ();
100 root 1.54
101 root 1.95 ns->reset_stats ();
102 root 1.93
103 root 1.57 /* make sure he's a player -- needed because of class change. */
104 root 1.54 ob->type = PLAYER; // we are paranoid
105 root 1.149 ob->race = ob->arch->race;
106 elmex 1.1
107 root 1.184 ob->update_weight ();
108 root 1.205 link_skills ();
109 elmex 1.1
110 root 1.149 assign (title, ob->arch->object::name);
111 root 1.15
112 root 1.54 /* if it's a dragon player, set the correct title here */
113 root 1.251 if (ob->is_dragon ())
114 root 1.54 {
115     object *tmp, *abil = 0, *skin = 0;
116    
117     for (tmp = ob->inv; tmp; tmp = tmp->below)
118     if (tmp->type == FORCE)
119 root 1.153 if (tmp->arch->archname == shstr_dragon_ability_force)
120 root 1.54 abil = tmp;
121 root 1.153 else if (tmp->arch->archname == shstr_dragon_skin_force)
122 root 1.54 skin = tmp;
123    
124     set_dragon_name (ob, abil, skin);
125     }
126    
127     new_draw_info (NDI_UNIQUE, 0, ob, "Welcome Back!");
128    
129 root 1.189 esrv_new_player (this);
130 root 1.60
131 root 1.276 ob->flag [FLAG_READY_WEAPON] = false;
132     ob->flag [FLAG_READY_SKILL] = false;
133     ob->flag [FLAG_READY_RANGE] = false;
134     ob->flag [FLAG_READY_BOW] = false;
135    
136 root 1.60 ob->update_stats ();
137 root 1.139
138 root 1.54 ns->floorbox_update ();
139     esrv_send_inventory (ob, ob);
140     esrv_add_spells (this, 0);
141    
142 root 1.260 activate ();
143 root 1.54
144 root 1.78 INVOKE_PLAYER (CONNECT, this);
145 root 1.54 INVOKE_PLAYER (LOGIN, this);
146     }
147 elmex 1.1
148 root 1.62 void
149     player::disconnect ()
150     {
151 root 1.159 if (ob)
152     {
153     ob->close_container (); //TODO: client-specific
154     ob->drop_unpaid_items ();
155     }
156    
157 root 1.63 if (ns)
158 root 1.72 {
159 root 1.89 if (active)
160     INVOKE_PLAYER (LOGOUT, this, ARG_INT (0));
161 root 1.78
162     INVOKE_PLAYER (DISCONNECT, this);
163 root 1.72
164 root 1.97 ns->reset_stats ();
165 root 1.72 ns->pl = 0;
166 root 1.115 ns = 0;
167 root 1.89 }
168 root 1.72
169 root 1.235 // this is important for the player scheduler to get the correct refcount
170     // when ns = 0
171     observe = viewpoint = ob;
172 root 1.150
173 root 1.89 deactivate ();
174 root 1.62 }
175    
176 root 1.238 //-GPL
177    
178 root 1.54 // the need for this function can be explained
179     // by load_object not returning the object
180     void
181     player::set_object (object *op)
182     {
183 root 1.235 ob = observe = viewpoint = op;
184 root 1.104 ob->contr = this; /* this aren't yet in archetype */
185 root 1.15
186 root 1.279 ob->speed = 1.0f; // object still inactive, keep it that way
187 root 1.190 ob->speed_left = 0.5f;
188 root 1.142
189 root 1.190 ob->direction = 5; /* So player faces south */
190 root 1.54 }
191 root 1.15
192 root 1.146 void
193     player::set_observe (object *op)
194     {
195 root 1.235 observe = viewpoint = op ? op : ob;
196     do_los = 1;
197     }
198    
199     void
200     player::set_viewpoint (object *op)
201     {
202     viewpoint = op ? op : (object *)observe;
203 root 1.147 do_los = 1;
204 root 1.146 }
205    
206 root 1.238 //+GPL
207    
208 root 1.54 player::player ()
209     {
210 pippijn 1.81 /* There are some elements we want initialised to non zero value -
211 root 1.54 * we deal with that below this point.
212     */
213 root 1.114 outputs_sync = 4;
214     outputs_count = 4;
215 root 1.54 unapply = unapply_nochoice;
216    
217 root 1.77 savebed_map = first_map_path; /* Init. respawn position */
218 root 1.54
219     gen_sp_armour = 10;
220     bowtype = bow_normal;
221     petmode = pet_normal;
222     usekeys = containers;
223     peaceful = 1; /* default peaceful */
224     do_los = 1;
225 root 1.142
226     weapon_sp = 1.0f;
227     weapon_sp_left = 0.5f;
228 root 1.54 }
229    
230 root 1.62 void
231     player::do_destroy ()
232 root 1.54 {
233 root 1.72 disconnect ();
234 root 1.62
235 root 1.72 attachable::do_destroy ();
236 root 1.62
237 root 1.54 if (ob)
238 root 1.268 ob->destroy ();
239 root 1.151
240 root 1.235 ob = observe = viewpoint = 0;
241 root 1.62 }
242    
243     player::~player ()
244     {
245 root 1.54 /* Clear item stack */
246     free (stack_items);
247 elmex 1.1 }
248    
249     /*
250     * get_player_archetype() return next player archetype from archetype
251     * list. Not very efficient routine, but used only creating new players.
252     * Note: there MUST be at least one player archetype!
253     */
254 root 1.239 static archetype *
255 root 1.18 get_player_archetype (archetype *at)
256 elmex 1.1 {
257 root 1.183 // archetypes could have been reloaded
258     archetype *nat = at ? archetype::find (at->archname) : archetypes [0];
259    
260     if (!nat)
261     return at;
262    
263     archvec::iterator i = archetypes.find (nat);
264 root 1.18
265     for (;;)
266     {
267 root 1.149 if (++i == archetypes.end ())
268     i = archetypes.begin ();
269     else if (*i == at)
270     cleanup ("not a single player archetype found");
271 root 1.46
272 root 1.149 if ((*i)->type == PLAYER)
273     return *i;
274 elmex 1.1 }
275     }
276    
277 root 1.239 /* Tries to add player on the connection passed in ns.
278     * All we can really get in this is some settings like host and display
279     * mode.
280     */
281     player *
282     player::create ()
283     {
284     player *pl = new player;
285    
286 root 1.249 pl->set_object (get_player_archetype (0)->instance ());
287 root 1.239
288     pl->ob->roll_stats ();
289     pl->ob->stats.wc = 2;
290     pl->ob->run_away = 25; /* Then we panick... */
291    
292     set_first_map (pl->ob);
293    
294     return pl;
295     }
296    
297 root 1.18 object *
298     get_nearest_player (object *mon)
299     {
300     object *op = NULL;
301     objectlink *ol;
302     unsigned lastdist;
303     rv_vector rv;
304    
305 root 1.92 for (ol = first_friendly_object, lastdist = 1000; ol; ol = ol->next)
306 root 1.18 {
307     if (!can_detect_enemy (mon, ol->ob, &rv))
308     continue;
309 root 1.11
310 root 1.18 if (lastdist > rv.distance)
311     {
312     op = ol->ob;
313     lastdist = rv.distance;
314 root 1.11 }
315 elmex 1.1 }
316 root 1.61
317     for_all_players (pl)
318     if (can_detect_enemy (mon, pl->ob, &rv))
319     if (lastdist > rv.distance)
320 root 1.18 {
321 root 1.61 op = pl->ob;
322     lastdist = rv.distance;
323     }
324 elmex 1.1
325     #if 0
326 root 1.18 LOG (llevDebug, "get_nearest_player() finds player: %s\n", op ? &op->name : "(null)");
327 elmex 1.1 #endif
328 root 1.18 return op;
329 elmex 1.1 }
330    
331     /* I believe this can safely go to 2, 3 is questionable, 4 will likely
332     * result in a monster paths backtracking. It basically determines how large a
333     * detour a monster will take from the direction path when looking
334     * for a path to the player. The values are in the amount of direction
335     * the deviation is
336     */
337     #define DETOUR_AMOUNT 2
338    
339     /* This is used to prevent infinite loops. Consider a case where the
340     * player is in a chamber (with gate closed), and monsters are outside.
341     * with DETOUR_AMOUNT==2, the function will turn each corner, trying to
342     * find a path into the chamber. This is a good thing, but since there
343     * is no real path, it will just keep circling the chamber for
344     * ever (this could be a nice effect for monsters, but not for the function
345     * to get stuck in. I think for the monsters, if max is reached and
346     * we return the first direction the creature could move would result in the
347     * circling behaviour. Unfortunately, this function is also used to determined
348     * if the creature should cast a spell, so returning a direction in that case
349     * is probably not a good thing.
350     */
351     #define MAX_SPACES 50
352    
353     /*
354     * Returns the direction to the player, if valid. Returns 0 otherwise.
355     * modified to verify there is a path to the player. Does this by stepping towards
356     * player and if path is blocked then see if blockage is close enough to player that
357     * direction to player is changed (ie zig or zag). Continue zig zag until either
358     * reach player or path is blocked. Thus, will only return true if there is a free
359     * path to player. Though path may not be a straight line. Note that it will find
360     * player hiding along a corridor at right angles to the corridor with the monster.
361     *
362     * Modified by MSW 2001-08-06 to handle tiled maps. Various notes:
363     * 1) With DETOUR_AMOUNT being 2, it should still go and find players hiding
364     * down corriders.
365     * 2) I think the old code was broken if the first direction the monster
366     * should move was blocked - the code would store the first direction without
367     * verifying that the player can actually move in that direction. The new
368     * code does not store anything in firstdir until we have verified that the
369     * monster can in fact move one space in that direction.
370     * 3) I'm not sure how good this code will be for moving multipart monsters,
371     * since only simple checks to blocked are being called, which could mean the monster
372     * is blocking itself.
373     */
374 root 1.18 int
375     path_to_player (object *mon, object *pl, unsigned mindiff)
376     {
377     rv_vector rv;
378 root 1.273 int dir, i, diff, firstdir = 0, lastdir, max = MAX_SPACES, mflags, blocked;
379 root 1.18
380     get_rangevector (mon, pl, &rv, 0);
381    
382     if (rv.distance < mindiff)
383     return 0;
384    
385 root 1.273 mapxy pos (mon);
386 root 1.18 dir = rv.direction;
387     lastdir = firstdir = rv.direction; /* perhaps we stand next to pl, init firstdir too */
388 root 1.100 diff = ::max (abs (rv.distance_x), abs (rv.distance_y));
389    
390 root 1.18 /* If we can't solve it within the search distance, return now. */
391     if (diff > max)
392     return 0;
393 root 1.100
394 root 1.18 while (diff > 1 && max > 0)
395     {
396 root 1.273 mapxy lastpos = pos;
397 root 1.274
398 root 1.273 pos.move (dir);
399    
400 root 1.18 /* Space is blocked - try changing direction a little */
401 root 1.274 if (!pos.normalise ()
402     || (((pos->flags () & P_BLOCKSVIEW) || OB_TYPE_MOVE_BLOCK (mon, pos->move_block))
403     && blocked_link (mon, pos.m, pos.x, pos.y)))
404 root 1.18 {
405     /* recalculate direction from last good location. Possible
406     * we were not traversing ideal location before.
407     */
408 root 1.273 get_rangevector_from_mapcoord (lastpos.m, lastpos.x, lastpos.y, pl, &rv, 0);
409 root 1.18 if (rv.direction != dir)
410     {
411     /* OK - says direction should be different - lets reset the
412     * the values so it will try again.
413     */
414 root 1.273 pos = lastpos;
415 root 1.18 dir = firstdir = rv.direction;
416     }
417     else
418     {
419     /* direct path is blocked - try taking a side step to
420     * either the left or right.
421     * Note increase the values in the loop below to be
422     * more than -1/1 respectively will mean the monster takes
423     * bigger detour. Have to be careful about these values getting
424     * too big (3 or maybe 4 or higher) as the monster may just try
425     * stepping back and forth
426     */
427     for (i = -DETOUR_AMOUNT; i <= DETOUR_AMOUNT; i++)
428     {
429     if (i == 0)
430     continue; /* already did this, so skip it */
431 root 1.273
432 root 1.18 /* Use lastdir here - otherwise,
433     * since the direction that the creature should move in
434     * may change, you could get infinite loops.
435     * ie, player is northwest, but monster can only
436     * move west, so it does that. It goes some distance,
437     * gets blocked, finds that it should move north,
438     * can't do that, but now finds it can move east, and
439     * gets back to its original point. lastdir contains
440     * the last direction the creature has successfully
441     * moved.
442     */
443 root 1.273 pos = lastpos;
444     pos.move (absdir (lastdir + i));
445 root 1.18
446 root 1.273 if (!pos.normalise ())
447 root 1.18 continue;
448 root 1.273
449     mapspace &ms = *pos;
450    
451     if (ms.flags () & P_BLOCKSVIEW)
452 root 1.18 continue;
453 root 1.273
454     if (OB_TYPE_MOVE_BLOCK (mon, ms.move_block))
455 root 1.18 continue;
456    
457 root 1.273 if (blocked_link (mon, pos.m, pos.x, pos.y))
458 root 1.18 break;
459     }
460 root 1.273
461 root 1.18 /* go through entire loop without finding a valid
462     * sidestep to take - thus, no valid path.
463     */
464 root 1.273 if (i == DETOUR_AMOUNT + 1)
465 root 1.18 return 0;
466 root 1.273
467 root 1.18 diff--;
468     lastdir = dir;
469     max--;
470     if (!firstdir)
471     firstdir = dir + i;
472     } /* else check alternate directions */
473     } /* if blocked */
474     else
475     {
476     /* we moved towards creature, so diff is less */
477     diff--;
478     max--;
479     lastdir = dir;
480 root 1.273
481 root 1.18 if (!firstdir)
482     firstdir = dir;
483     }
484 root 1.100
485 root 1.18 if (diff <= 1)
486     {
487     /* Recalculate diff (distance) because we may not have actually
488     * headed toward player for entire distance.
489     */
490 root 1.273 get_rangevector_from_mapcoord (pos.m, pos.x, pos.y, pl, &rv, 0);
491 root 1.100 diff = ::max (abs (rv.distance_x), abs (rv.distance_y));
492 root 1.18 }
493 root 1.100
494 root 1.18 if (diff > max)
495     return 0;
496     }
497 root 1.100
498 root 1.18 /* If we reached the max, didn't find a direction in time */
499     if (!max)
500     return 0;
501    
502     return firstdir;
503     }
504    
505     void
506 root 1.182 give_initial_items (object *pl, treasurelist *items)
507 root 1.18 {
508 root 1.176 if (pl->randomitems)
509 root 1.18 create_treasure (items, pl, GT_STARTEQUIP | GT_ONLY_GOOD, 1, 0);
510    
511 root 1.176 for (object *next, *op = pl->inv; op; op = next)
512 root 1.18 {
513     next = op->below;
514    
515     /* Forces get applied per default, unless they have the
516     * flag "neutral" set. Sorry but I can't think of a better way
517     */
518 root 1.270 if (op->type == FORCE && !op->flag [FLAG_NEUTRAL])
519     op->set_flag (FLAG_APPLIED);
520 root 1.18
521     /* we never give weapons/armour if these cannot be used
522     * by this player due to race restrictions
523     */
524     if (pl->type == PLAYER)
525     {
526 root 1.270 if ((!pl->flag [FLAG_USE_ARMOUR]
527 root 1.182 &&
528     (op->type == ARMOUR || op->type == BOOTS
529     || op->type == CLOAK || op->type == HELMET
530     || op->type == SHIELD || op->type == GLOVES
531     || op->type == BRACERS || op->type == GIRDLE))
532 root 1.270 || (!pl->flag [FLAG_USE_WEAPON] && op->type == WEAPON))
533 root 1.18 {
534 root 1.207 op->destroy ();
535 root 1.18 continue;
536     }
537 root 1.11 }
538    
539 elmex 1.228 /* Here we remove duplicated skills (as duplicated spell objects have
540     * _very_ confusing effects for players), which could for instance be
541     * generated by bad treasurelists. - elmex
542 root 1.18 */
543 elmex 1.228 if (op->type == SKILL)
544 root 1.18 {
545 elmex 1.228 for (object *tmp = op->below; tmp; tmp = tmp->below)
546 root 1.18 if (tmp->type == op->type && tmp->name == op->name)
547 elmex 1.228 {
548     op->destroy ();
549     LOG (llevError,
550     "give_initial_items: Removing duplicate skill %s\n", &tmp->name);
551     break;
552     }
553 root 1.33
554 root 1.18 if (op->nrof > 1)
555     op->nrof = 1;
556 root 1.11 }
557 elmex 1.1
558 root 1.18 if (op->type == SPELLBOOK && op->inv)
559 root 1.270 op->inv->clr_flag (FLAG_STARTEQUIP);
560 root 1.11
561 root 1.18 /* Give starting characters identified, uncursed, and undamned
562 root 1.182 * items. Just don't identify gold or silver, or it won't be
563 root 1.18 * merged properly.
564     */
565 root 1.272 if (op->need_identify ())
566 root 1.18 {
567 root 1.270 op->set_flag (FLAG_IDENTIFIED);
568     op->clr_flag (FLAG_CURSED);
569     op->clr_flag (FLAG_DAMNED);
570 root 1.18 }
571 root 1.182
572 root 1.18 if (op->type == SPELL)
573     {
574 root 1.207 op->destroy ();
575 root 1.18 continue;
576     }
577     else if (op->type == SKILL)
578     {
579 root 1.270 op->set_flag (FLAG_CAN_USE_SKILL);
580 root 1.18 op->stats.exp = 0;
581     op->level = 1;
582 root 1.11 }
583 root 1.182 else /* lock all 'normal items by default */
584 root 1.270 op->set_flag (FLAG_INV_LOCKED);
585 root 1.18 } /* for loop of objects in player inv */
586    
587     /* Need to set up the skill pointers */
588 root 1.205 pl->contr->link_skills ();
589 root 1.18 }
590    
591     void
592     get_party_password (object *op, partylist *party)
593     {
594     if (party == NULL)
595     {
596     LOG (llevError, "get_party_password(): tried to make player %s join a NULL party", &op->name);
597     return;
598 elmex 1.1 }
599 root 1.54
600 root 1.18 op->contr->write_buf[0] = '\0';
601 root 1.52 op->contr->ns->state = ST_GET_PARTY_PASSWORD;
602 root 1.18 op->contr->party_to_join = party;
603 root 1.52 send_query (op->contr->ns, CS_QUERY_HIDEINPUT, "What is the password?\n:");
604 elmex 1.1 }
605    
606     /* This rolls four 1-6 rolls and sums the best 3 of the 4. */
607 root 1.54 static int
608 root 1.248 roll_stat ()
609 root 1.18 {
610     int a[4], i, j, k;
611    
612     for (i = 0; i < 4; i++)
613 root 1.276 a[i] = rndm (1, 6);
614 root 1.18
615     for (i = 0, j = 0, k = 7; i < 4; i++)
616     if (a[i] < k)
617     k = a[i], j = i;
618    
619     for (i = 0, k = 0; i < 4; i++)
620 root 1.54 if (i != j)
621     k += a[i];
622    
623 root 1.18 return k;
624     }
625    
626     void
627 root 1.54 object::roll_stats ()
628 root 1.18 {
629 root 1.128 int statsort [NUM_STATS];
630 root 1.18
631 root 1.54 for (;;)
632 root 1.18 {
633 root 1.54 int sum = 0;
634 root 1.128 for (int i = NUM_STATS; i--; )
635 root 1.54 sum += statsort [i] = roll_stat ();
636    
637     if (sum >= 82 && sum <= 116)
638     break;
639 root 1.18 }
640    
641 root 1.54 // Sort the stats so that rerolling is easier...
642 root 1.128 std::sort (statsort, statsort + NUM_STATS, std::greater<int>());
643 root 1.18
644 root 1.128 for (int i = 0; i < NUM_STATS; ++i)
645     stats.stat (i) = statsort [i];
646 root 1.18
647 root 1.54 stats.exp = 0;
648     stats.ac = 0;
649 root 1.18
650 root 1.54 stats.hp = stats.maxhp;
651     stats.sp = stats.maxsp;
652     stats.grace = stats.maxgrace;
653 root 1.18
654 root 1.54 if (contr)
655     {
656     contr->levhp[1] = 9;
657     contr->levsp[1] = 6;
658     contr->levgrace[1] = 3;
659 root 1.18
660 root 1.54 contr->orig_stats = stats;
661     }
662 root 1.18 }
663    
664     void
665 root 1.54 object::swap_stats (int a, int b)
666 root 1.18 {
667 root 1.127 swap (contr->orig_stats.stat (a), contr->orig_stats.stat (b));
668    
669     for (int i = 0; i < NUM_STATS; ++i)
670     stats.stat (i) = contr->orig_stats.stat (i);
671 elmex 1.1
672 root 1.54 //TODO: the following code looks so borked and should, at the very least,
673     // be merged with the similar code in roll_stats
674     stats.ac = 0;
675 elmex 1.1
676 root 1.54 level = 1;
677     stats.exp = 0;
678     stats.ac = 0;
679 elmex 1.1
680 root 1.54 stats.hp = stats.maxhp;
681     stats.sp = stats.maxsp;
682     stats.grace = stats.maxgrace;
683 elmex 1.1
684 root 1.54 if (contr)
685 root 1.18 {
686 root 1.54 contr->levhp[1] = 9;
687     contr->levsp[1] = 6;
688     contr->levgrace[1] = 3;
689 root 1.18
690 root 1.54 contr->orig_stats = stats;
691 elmex 1.1 }
692     }
693    
694 root 1.73 static void
695     start_info (object *op)
696     {
697     char buf[MAX_BUF];
698    
699 root 1.177 sprintf (buf, "Welcome to Deliantra v%s!", VERSION);
700 root 1.73 new_draw_info (NDI_UNIQUE, 0, op, buf);
701     }
702    
703 elmex 1.1 /* This function takes the key that is passed, and does the
704     * appropriate action with it (change race, or other things).
705     * The function name is for historical reasons - now we have
706     * separate race and class; this actually changes the RACE,
707     * not the class.
708     */
709 root 1.112 void
710     player::chargen_race_done ()
711 elmex 1.1 {
712 root 1.112 /* this must before then initial items are given */
713 root 1.189 esrv_new_player (ob->contr);
714 elmex 1.1
715 root 1.243 treasurelist *tl = treasurelist::find (shstr_starting_wealth);
716 root 1.112 if (tl)
717     create_treasure (tl, ob, 0, 0, 0);
718 elmex 1.1
719 root 1.112 INVOKE_PLAYER (BIRTH, ob->contr);
720 elmex 1.36
721 root 1.112 ob->contr->ns->state = ST_PLAYING;
722 elmex 1.1
723 root 1.112 if (ob->msg)
724     ob->msg = 0;
725 elmex 1.1
726 root 1.112 start_info (ob);
727 root 1.270 ob->clr_flag (FLAG_WIZ);
728 root 1.112 give_initial_items (ob, ob->randomitems);
729     esrv_send_inventory (ob, ob);
730     ob->update_stats ();
731 root 1.11
732 root 1.112 /* This moves the player to a different start map, if there
733     * is one for this race
734     */
735     if (*first_map_ext_path)
736 root 1.197 ob->player_goto (format ("%s/%s", &first_map_ext_path, &ob->arch->archname), ob->x, ob->y);
737 root 1.112 else
738     LOG (llevDebug, "first_map_ext_path not set\n");
739     }
740 elmex 1.1
741 root 1.112 void
742     player::chargen_race_next ()
743     {
744 root 1.18 /* Following actually changes the race - this is the default command
745     * if we don't match with one of the options above.
746     */
747    
748 root 1.112 do
749 root 1.18 {
750 root 1.112 shstr name = ob->name;
751     int x = ob->x, y = ob->y;
752 root 1.21
753 root 1.112 ob->remove_statbonus ();
754     ob->remove ();
755     ob->arch = get_player_archetype (ob->arch);
756 root 1.149 ob->arch->copy_to (ob);
757 root 1.112 ob->instantiate ();
758     ob->stats = ob->contr->orig_stats;
759     ob->name = ob->name_pl = name;
760     ob->x = x;
761     ob->y = y;
762     SET_ANIMATION (ob, 2); /* So player faces south */
763     insert_ob_in_map (ob, ob->map, ob, 0);
764 root 1.149 assign (ob->contr->title, ob->arch->object::name);
765 root 1.112 ob->add_statbonus ();
766     }
767     while (!allowed_class (ob));
768    
769     update_object (ob, UP_OBJ_FACE);
770     esrv_update_item (UPD_FACE, ob, ob);
771     ob->update_stats ();
772     ob->stats.hp = ob->stats.maxhp;
773     ob->stats.sp = ob->stats.maxsp;
774     ob->stats.grace = 0;
775 elmex 1.1 }
776    
777 root 1.241 static void
778 root 1.18 flee_player (object *op)
779     {
780     int dir, diff;
781     rv_vector rv;
782    
783     if (op->stats.hp < 0)
784     {
785     LOG (llevDebug, "Fleeing player is dead.\n");
786 root 1.270 op->clr_flag (FLAG_SCARED);
787 root 1.18 return;
788 elmex 1.1 }
789    
790 root 1.212 if (!op->enemy)
791 root 1.18 {
792     LOG (llevDebug, "Fleeing player had no enemy.\n");
793 root 1.270 op->clr_flag (FLAG_SCARED);
794 root 1.18 return;
795 elmex 1.1 }
796    
797 root 1.18 if (!(random_roll (0, 4, op, PREFER_LOW)) && did_make_save (op, op->level, 0))
798     {
799     op->enemy = NULL;
800 root 1.270 op->clr_flag (FLAG_SCARED);
801 root 1.18 return;
802 elmex 1.1 }
803 root 1.49
804 root 1.18 get_rangevector (op, op->enemy, &rv, 0);
805    
806     dir = absdir (4 + rv.direction);
807     for (diff = 0; diff < 3; diff++)
808     {
809 root 1.214 int m = 1 - rndm (2) * 2;
810 elmex 1.1
811 root 1.255 if (op->move (absdir (dir + diff * m)) || (diff == 0 && op->move (absdir (dir - diff * m))))
812 root 1.49 return;
813 elmex 1.1 }
814 root 1.49
815 root 1.18 /* Cornered, get rid of scared */
816 root 1.270 op->clr_flag (FLAG_SCARED);
817 root 1.18 op->enemy = NULL;
818 elmex 1.1 }
819    
820     /* check_pick sees if there is stuff to be picked up/picks up stuff.
821 root 1.122 * It returns 1 if the player should keep on moving, 0 if he should
822 elmex 1.1 * stop.
823     */
824 root 1.18 int
825     check_pick (object *op)
826     {
827 elmex 1.1 object *tmp, *next;
828     int stop = 0;
829 pippijn 1.106 int wvratio;
830 elmex 1.1
831 root 1.258 /* if you're flying, you can't pick up anything */
832 elmex 1.1 if (op->move_type & MOVE_FLYING)
833     return 1;
834    
835     next = op->below;
836    
837 root 1.244 int cnt = MAX_ITEM_PER_ACTION;
838 elmex 1.175 #define CHK_PICK_PICKUP do { pick_up (op, tmp); cnt--; } while (0)
839    
840 elmex 1.1 /* loop while there are items on the floor that are not marked as
841     * destroyed */
842 root 1.24 while (next && !next->destroyed ())
843 root 1.18 {
844     tmp = next;
845     next = tmp->below;
846 elmex 1.1
847 elmex 1.175 if (cnt <= 0)
848     {
849     op->failmsg ("Couldn't pickup all items at once.");
850     return 0;
851     }
852    
853 root 1.24 if (op->destroyed ())
854 elmex 1.1 return 0;
855    
856 root 1.18 if (!can_pick (op, tmp))
857     continue;
858 elmex 1.1
859 root 1.18 if (op->contr->search_str[0] != '\0' && settings.search_items == TRUE)
860     {
861     if (item_matched_string (op, tmp, op->contr->search_str))
862 elmex 1.175 CHK_PICK_PICKUP;
863 root 1.212
864 root 1.18 continue;
865 root 1.11 }
866    
867 root 1.220 /* pickup handling */
868 root 1.219 if (op->contr->mode & PU_DEBUG)
869 root 1.11 {
870 root 1.219 /* some debugging code to figure out item information */
871     const char *str = tmp->name
872     ? format ("item name: %s item type: %d weight/value: %d",
873 root 1.243 &tmp->name, tmp->type, (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * max (tmp->nrof, 1))))
874 root 1.219 : format ("item name: %s item type: %d weight/value: %d",
875 root 1.243 &tmp->arch->archname, tmp->type, (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * max (tmp->nrof, 1))));
876 root 1.219
877     new_draw_info (NDI_UNIQUE, 0, op, str);
878     }
879    
880 root 1.220 if (op->contr->mode & PU_INHIBIT)
881     return 1;
882    
883     if (!(op->contr->mode & PU_ENABLE)) // TODO: fix client
884     return 1;
885    
886 root 1.219 /* philosophy:
887     * It's easy to grab an item type from a pile, as long as it's
888     * generic. This takes no game-time. For more detailed pickups
889     * and selections, select-items should be used. This is a
890     * grab-as-you-run type mode that's really useful for arrows for
891     * example.
892     * The drawback: right now it has no frontend, so you need to
893     * stick the bits you want into a calculator in hex mode and then
894     * convert to decimal and then 'pickup <#>
895     */
896 root 1.20
897 root 1.219 /* the first two modes are exclusive: if NOTHING we return, if
898     * STOP then we stop. All the rest are applied sequentially,
899     * meaning if any test passes, the item gets picked up. */
900 root 1.20
901 root 1.219 /* if mode is set to pick nothing up, return */
902 root 1.220 if (op->contr->mode == PU_NOTHING)
903 root 1.219 return 1;
904 root 1.18
905 root 1.219 /* if mode is set to stop when encountering objects, return */
906     /* take STOP before INHIBIT since it doesn't actually pick
907     * anything up */
908     if (op->contr->mode & PU_STOP)
909     return 0;
910 root 1.18
911 root 1.219 /* useful for going into stores and not losing your settings... */
912     /* and for battles wher you don't want to get loaded down while
913     * fighting */
914     if (op->contr->mode & PU_INHIBIT)
915     return 1;
916 root 1.18
917 root 1.219 /* prevent us from turning into auto-thieves :) */
918 root 1.270 if (tmp->flag [FLAG_UNPAID])
919 root 1.219 continue;
920 root 1.18
921 root 1.219 /* ignore known cursed objects */
922 root 1.270 if (tmp->flag [FLAG_KNOWN_CURSED] && op->contr->mode & PU_NOT_CURSED)
923 root 1.219 continue;
924 root 1.18
925 root 1.219 /* all food and drink if desired */
926     /* question: don't pick up known-poisonous stuff? */
927     if (op->contr->mode & PU_FOOD)
928     if (tmp->type == FOOD)
929     {
930     CHK_PICK_PICKUP;
931 root 1.18 continue;
932 root 1.219 }
933 root 1.18
934 root 1.219 if (op->contr->mode & PU_DRINK)
935 root 1.270 if (tmp->type == DRINK || (tmp->type == POISON && !tmp->flag [FLAG_KNOWN_CURSED]))
936 root 1.219 {
937     CHK_PICK_PICKUP;
938 root 1.18 continue;
939 root 1.219 }
940 root 1.18
941 root 1.219 if (op->contr->mode & PU_POTION)
942     if (tmp->type == POTION)
943     {
944     CHK_PICK_PICKUP;
945     continue;
946     }
947 root 1.29
948 root 1.219 /* spellbooks, skillscrolls and normal books/scrolls */
949     if (op->contr->mode & PU_SPELLBOOK)
950     if (tmp->type == SPELLBOOK)
951     {
952     CHK_PICK_PICKUP;
953     continue;
954     }
955 root 1.18
956 root 1.219 if (op->contr->mode & PU_SKILLSCROLL)
957     if (tmp->type == SKILLSCROLL)
958     {
959     CHK_PICK_PICKUP;
960     continue;
961     }
962 root 1.18
963 root 1.219 if (op->contr->mode & PU_READABLES)
964     if (tmp->type == BOOK || tmp->type == SCROLL || tmp->type == INSCRIBABLE)
965     {
966     CHK_PICK_PICKUP;
967     continue;
968     }
969 root 1.29
970 root 1.219 /* wands/staves/rods/horns */
971     if (op->contr->mode & PU_MAGIC_DEVICE)
972 elmex 1.247 if (tmp->type == WAND
973     || tmp->type == ROD
974     || tmp->type == HORN
975     || tmp->type == POWER_CRYSTAL)
976 root 1.219 {
977     CHK_PICK_PICKUP;
978     continue;
979     }
980 root 1.29
981 root 1.219 /* pick up all magical items */
982     if (op->contr->mode & PU_MAGICAL)
983 root 1.270 if (tmp->flag [FLAG_KNOWN_MAGICAL]
984     && !tmp->flag [FLAG_KNOWN_CURSED])
985 root 1.219 {
986     CHK_PICK_PICKUP;
987     continue;
988     }
989 root 1.18
990 root 1.219 if (op->contr->mode & PU_VALUABLES)
991     {
992     if (tmp->type == MONEY || tmp->type == GEM)
993 root 1.18 {
994 root 1.219 CHK_PICK_PICKUP;
995     continue;
996 root 1.18 }
997 root 1.219 }
998 root 1.18
999 root 1.219 /* rings & amulets - talismans seems to be typed AMULET */
1000     if (op->contr->mode & PU_JEWELS)
1001 elmex 1.247 if (tmp->type == RING
1002     || tmp->type == AMULET
1003     || tmp->type == GIRDLE
1004     || tmp->type == SKILL_TOOL)
1005 root 1.219 {
1006     CHK_PICK_PICKUP;
1007     continue;
1008     }
1009 root 1.29
1010 root 1.219 /* we don't forget dragon food */
1011     if (op->contr->mode & PU_FLESH)
1012     if (tmp->type == FLESH)
1013     {
1014     CHK_PICK_PICKUP;
1015     continue;
1016     }
1017 root 1.18
1018 root 1.219 /* bows and arrows. Bows are good for selling! */
1019     if (op->contr->mode & PU_BOW)
1020     if (tmp->type == BOW)
1021     {
1022     CHK_PICK_PICKUP;
1023     continue;
1024     }
1025 root 1.29
1026 root 1.219 if (op->contr->mode & PU_ARROW)
1027     if (tmp->type == ARROW)
1028     {
1029     CHK_PICK_PICKUP;
1030     continue;
1031     }
1032 root 1.18
1033 root 1.219 /* all kinds of armor etc. */
1034     if (op->contr->mode & PU_ARMOUR)
1035     if (tmp->type == ARMOUR)
1036     {
1037     CHK_PICK_PICKUP;
1038     continue;
1039     }
1040 root 1.29
1041 root 1.219 if (op->contr->mode & PU_HELMET)
1042     if (tmp->type == HELMET)
1043     {
1044     CHK_PICK_PICKUP;
1045     continue;
1046     }
1047 root 1.29
1048 root 1.219 if (op->contr->mode & PU_SHIELD)
1049     if (tmp->type == SHIELD)
1050     {
1051     CHK_PICK_PICKUP;
1052     continue;
1053     }
1054 root 1.29
1055 root 1.219 if (op->contr->mode & PU_BOOTS)
1056     if (tmp->type == BOOTS)
1057     {
1058     CHK_PICK_PICKUP;
1059     continue;
1060     }
1061 root 1.29
1062 root 1.219 if (op->contr->mode & PU_GLOVES)
1063 elmex 1.247 if (tmp->type == GLOVES || tmp->type == BRACERS)
1064 root 1.219 {
1065     CHK_PICK_PICKUP;
1066     continue;
1067     }
1068 root 1.29
1069 root 1.219 if (op->contr->mode & PU_CLOAK)
1070     if (tmp->type == CLOAK)
1071     {
1072     CHK_PICK_PICKUP;
1073     continue;
1074     }
1075 elmex 1.1
1076 root 1.219 /* hoping to catch throwing daggers here */
1077     if (op->contr->mode & PU_MISSILEWEAPON)
1078 root 1.270 if (tmp->type == WEAPON && tmp->flag [FLAG_IS_THROWN])
1079 root 1.219 {
1080     CHK_PICK_PICKUP;
1081     continue;
1082     }
1083 elmex 1.1
1084 root 1.219 /* careful: chairs and tables are weapons! */
1085     if (op->contr->mode & PU_ALLWEAPON)
1086     {
1087 root 1.223 if (tmp->type == WEAPON)
1088     if (!tmp->arch->archname.contains ("table") && !tmp->arch->archname.contains ("chair"))
1089     {
1090     CHK_PICK_PICKUP;
1091     continue;
1092     }
1093 root 1.219 }
1094 elmex 1.1
1095 root 1.219 /* misc stuff that's useful */
1096     if (op->contr->mode & PU_KEY)
1097     if (tmp->type == KEY || tmp->type == SPECIAL_KEY)
1098     {
1099     CHK_PICK_PICKUP;
1100     continue;
1101     }
1102 elmex 1.1
1103 root 1.219 /* any of the last 4 bits set means we use the ratio for value
1104     * pickups */
1105     if (op->contr->mode & PU_RATIO)
1106     {
1107     /* use value density to decide what else to grab */
1108     /* >=7 was >= op->contr->mode */
1109     /* >=7 is the old standard setting. Now we take the last 4 bits
1110     */
1111     wvratio = op->contr->mode & PU_RATIO;
1112     if (1000 * query_cost (tmp, op, F_TRUE) / tmp->total_weight () >= wvratio * 100)
1113     {
1114     #if 0
1115     fprintf (stderr, "HIGH WEIGHT/VALUE [");
1116     if (tmp->name != NULL)
1117 root 1.18 {
1118 root 1.219 fprintf (stderr, "%s", tmp->name);
1119     }
1120     else
1121     fprintf (stderr, "%s", tmp->arch->archname);
1122     fprintf (stderr, ",%d] = ", tmp->type);
1123 root 1.243 fprintf (stderr, "%d\n", (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * max (tmp->nrof, 1))));
1124 elmex 1.1 #endif
1125 root 1.219 CHK_PICK_PICKUP;
1126     continue;
1127 root 1.18 }
1128     } /* the new pickup model */
1129     }
1130 root 1.29
1131 root 1.18 return !stop;
1132 elmex 1.1 }
1133    
1134 root 1.239 /* routine for both players and monsters. We call this when
1135     * there is a possibility for our action distrubing our hiding
1136     * place or invisiblity spell. Artefact invisiblity causes
1137     * "noise" instead. If we arent invisible to begin with, we
1138     * return 0.
1139     */
1140 root 1.240 static int
1141 root 1.239 action_makes_visible (object *op)
1142     {
1143 root 1.270 if (op->invisible && op->flag [FLAG_ALIVE])
1144 root 1.239 {
1145 root 1.270 if (op->flag [FLAG_MAKE_INVIS])
1146 root 1.239 {
1147     // artefact invisibility is permanent, but we still make noise
1148     // this is important for game-balance.
1149     if (op->contr)
1150     op->make_noise ();
1151    
1152     return 0;
1153     }
1154    
1155     if (op->contr && op->contr->tmp_invis == 0)
1156     return 0;
1157    
1158     /* If monsters, they should become visible */
1159     if (op->flag [FLAG_HIDDEN] || !op->contr || (op->contr && op->contr->tmp_invis))
1160     {
1161     new_draw_info_format (NDI_UNIQUE, 0, op, "You become %s!", op->flag [FLAG_HIDDEN] ? "unhidden" : "visible");
1162     return 1;
1163     }
1164     }
1165    
1166     return 0;
1167     }
1168    
1169 elmex 1.1 /*
1170     * Find an arrow in the inventory and after that
1171     * in the right type container (quiver). Pointer to the
1172     * found object is returned.
1173     */
1174 root 1.240 static object *
1175 root 1.18 find_arrow (object *op, const char *type)
1176 elmex 1.1 {
1177 root 1.178 for (object *tmp = op->inv; tmp; tmp = tmp->below)
1178 root 1.179 if (tmp->type == ARROW && !strcmp (&tmp->race, type))
1179 root 1.178 return splay (tmp);
1180 elmex 1.1
1181 root 1.178 for (object *tmp = op->inv; tmp; tmp = tmp->below)
1182 root 1.270 if (tmp->type == CONTAINER && tmp->flag [FLAG_APPLIED] && !strcmp (&tmp->race, type))
1183 root 1.178 if (object *arrow = find_arrow (tmp, type))
1184     {
1185     splay (tmp);
1186     return arrow;
1187     }
1188 root 1.103
1189 root 1.178 return 0;
1190 elmex 1.1 }
1191    
1192     /*
1193     * Similar to find_arrow, but looks for (roughly) the best arrow to use
1194     * against the target. A full test is not performed, simply a basic test
1195     * of resistances. The archer is making a quick guess at what he sees down
1196     * the hall. Failing that it does it's best to pick the highest plus arrow.
1197     */
1198 root 1.240 static object *
1199 root 1.222 find_better_arrow (object *op, object *target, shstr_cmp type, int *better)
1200 elmex 1.1 {
1201 root 1.18 object *tmp = NULL, *arrow, *ntmp;
1202     int attacknum, attacktype, betterby = 0, i;
1203 elmex 1.1
1204 root 1.18 if (!type)
1205     return NULL;
1206 elmex 1.1
1207 root 1.18 for (arrow = op->inv; arrow; arrow = arrow->below)
1208     {
1209 root 1.270 if (arrow->type == CONTAINER && arrow->race == type && arrow->flag [FLAG_APPLIED])
1210 root 1.18 {
1211     i = 0;
1212     ntmp = find_better_arrow (arrow, target, type, &i);
1213 root 1.222
1214 root 1.18 if (i > betterby)
1215     {
1216     tmp = ntmp;
1217     betterby = i;
1218     }
1219     }
1220     else if (arrow->type == ARROW && arrow->race == type)
1221     {
1222     /* allways prefer assasination/slaying */
1223 root 1.226 if (target->race && arrow->slaying.contains (target->race))
1224 root 1.18 {
1225     if (arrow->attacktype & AT_DEATH)
1226     {
1227     *better = 100;
1228     return arrow;
1229     }
1230     else
1231     {
1232     tmp = arrow;
1233     betterby = (arrow->magic + arrow->stats.dam) * 2;
1234     }
1235     }
1236     else
1237     {
1238     for (attacknum = 0; attacknum < NROFATTACKS; attacknum++)
1239     {
1240     attacktype = 1 << attacknum;
1241 root 1.149 if ((arrow->attacktype & attacktype) && (target->arch->resist[attacknum]) < 0)
1242     if (((arrow->magic + arrow->stats.dam) * (100 - target->arch->resist[attacknum]) / 100) > betterby)
1243 root 1.18 {
1244     tmp = arrow;
1245 root 1.149 betterby = (arrow->magic + arrow->stats.dam) * (100 - target->arch->resist[attacknum]) / 100;
1246 root 1.18 }
1247 root 1.11 }
1248 root 1.222
1249 root 1.18 if ((2 + arrow->magic + arrow->stats.dam) > betterby)
1250     {
1251     tmp = arrow;
1252     betterby = 2 + arrow->magic + arrow->stats.dam;
1253 root 1.11 }
1254 root 1.222
1255 root 1.18 if (arrow->title && (1 + arrow->magic + arrow->stats.dam) > betterby)
1256     {
1257     tmp = arrow;
1258     betterby = 1 + arrow->magic + arrow->stats.dam;
1259 root 1.11 }
1260     }
1261     }
1262 elmex 1.1 }
1263 root 1.195
1264 root 1.18 if (tmp == NULL && arrow == NULL)
1265     return find_arrow (op, type);
1266 elmex 1.1
1267 root 1.18 *better = betterby;
1268     return tmp;
1269 elmex 1.1 }
1270    
1271     /* looks in a given direction, finds the first valid target, and calls
1272     * find_better_arrow to find a decent arrow to use.
1273     * op = the shooter
1274     * type = bow->race
1275     * dir = fire direction
1276     */
1277 root 1.241 static object *
1278 root 1.222 pick_arrow_target (object *op, shstr_cmp type, int dir)
1279 elmex 1.1 {
1280 root 1.18 object *tmp = NULL;
1281 root 1.25 maptile *m;
1282 root 1.18 int i, mflags, found, number;
1283     sint16 x, y;
1284    
1285     if (op->map == NULL)
1286     return find_arrow (op, type);
1287    
1288     /* do a dex check */
1289     number = (die_roll (2, 40, op, PREFER_LOW) - 2) / 2;
1290     if (number > (op->stats.Dex + (op->chosen_skill ? op->chosen_skill->level : op->level)))
1291     return find_arrow (op, type);
1292    
1293     m = op->map;
1294     x = op->x;
1295     y = op->y;
1296    
1297     /* find the first target */
1298     for (i = 0, found = 0; i < 20; i++)
1299     {
1300     x += freearr_x[dir];
1301     y += freearr_y[dir];
1302     mflags = get_map_flags (m, &m, x, y, &x, &y);
1303 root 1.212
1304 root 1.18 if (mflags & P_OUT_OF_MAP || mflags & P_BLOCKSVIEW)
1305     {
1306 root 1.212 tmp = 0;
1307 root 1.18 break;
1308     }
1309     else if (GET_MAP_MOVE_BLOCK (m, x, y) == MOVE_FLY_LOW)
1310     {
1311     /* This block presumes arrows and the like are MOVE_FLY_SLOW -
1312     * perhaps a bad assumption.
1313     */
1314 root 1.212 tmp = 0;
1315 root 1.18 break;
1316 root 1.11 }
1317 root 1.212
1318 root 1.18 if (mflags & P_IS_ALIVE)
1319 root 1.212 for (tmp = GET_MAP_OB (m, x, y); tmp; tmp = tmp->above)
1320 root 1.270 if (tmp->flag [FLAG_ALIVE])
1321 root 1.18 break;
1322 elmex 1.1 }
1323 root 1.212
1324     if (!tmp)
1325 root 1.18 return find_arrow (op, type);
1326 elmex 1.1
1327 root 1.18 if (tmp->head)
1328     tmp = tmp->head;
1329 elmex 1.1
1330 root 1.18 return find_better_arrow (op, tmp, type, &i);
1331 elmex 1.1 }
1332    
1333     /*
1334     * Creature fires a bow - op can be monster or player. Returns
1335     * 1 if bow was actually fired, 0 otherwise.
1336     * op is the object firing the bow.
1337     * part is for multipart creatures - the part firing the bow.
1338     * dir is the direction of fire.
1339     * wc_mod is any special modifier to give (used in special player fire modes)
1340     * sx, sy are coordinates to fire arrow from - also used in some of the special
1341     * player fire modes.
1342     */
1343 root 1.18 int
1344     fire_bow (object *op, object *part, object *arrow, int dir, int wc_mod, sint16 sx, sint16 sy)
1345 elmex 1.1 {
1346 root 1.18 object *left, *bow;
1347 root 1.132 int mflags;
1348 root 1.25 maptile *m;
1349 elmex 1.1
1350 root 1.18 if (!dir)
1351     {
1352     new_draw_info (NDI_UNIQUE, 0, op, "You can't shoot yourself!");
1353     return 0;
1354 elmex 1.1 }
1355 root 1.48
1356 root 1.136 if (op->contr)
1357     bow = op->current_weapon;
1358 root 1.18 else
1359     {
1360     for (bow = op->inv; bow; bow = bow->below)
1361     /* Don't check for applied - monsters don't apply bows - in that way, they
1362     * don't need to switch back and forth between bows and weapons.
1363     */
1364     if (bow->type == BOW)
1365     break;
1366 root 1.11
1367 root 1.18 if (!bow)
1368     {
1369     LOG (llevError, "Range: bow without activated bow (%s).\n", &op->name);
1370     return 0;
1371 root 1.11 }
1372 root 1.118
1373     // optimisation: move object to top so we will find it quickly again
1374 root 1.231 splay (bow);
1375 elmex 1.1 }
1376 root 1.48
1377 root 1.18 if (!bow->race || !bow->skill)
1378     {
1379     new_draw_info_format (NDI_UNIQUE, 0, op, "Your %s is broken.", &bow->name);
1380     return 0;
1381 elmex 1.1 }
1382    
1383 root 1.18 if (arrow == NULL)
1384     {
1385     if ((arrow = find_arrow (op, bow->race)) == NULL)
1386     {
1387     if (op->type == PLAYER)
1388     new_draw_info_format (NDI_UNIQUE, 0, op, "You have no %s left.", &bow->race);
1389     /* FLAG_READY_BOW will get reset if the monsters picks up some arrows */
1390     else
1391 root 1.270 op->clr_flag (FLAG_READY_BOW);
1392 root 1.116
1393 root 1.18 return 0;
1394 root 1.11 }
1395 elmex 1.1 }
1396 root 1.48
1397 root 1.18 mflags = get_map_flags (op->map, &m, sx, sy, &sx, &sy);
1398     if (mflags & P_OUT_OF_MAP)
1399 root 1.48 return 0;
1400    
1401 root 1.18 if (GET_MAP_MOVE_BLOCK (m, sx, sy) == MOVE_FLY_LOW)
1402     {
1403     new_draw_info (NDI_UNIQUE, 0, op, "Something is in the way.");
1404     return 0;
1405     }
1406    
1407     /* this should not happen, but sometimes does */
1408     if (arrow->nrof == 0)
1409     {
1410 root 1.206 LOG (llevError | logBacktrace, "arrow (%s) has nrof 0\n", arrow->debug_desc ());
1411 root 1.207 arrow->destroy ();
1412 root 1.18 return 0;
1413     }
1414    
1415     left = arrow; /* these are arrows left to the player */
1416 root 1.186 arrow = arrow->split ();
1417 root 1.48 if (!arrow)
1418 root 1.18 {
1419     new_draw_info_format (NDI_UNIQUE, 0, op, "You have no %s left.", &bow->race);
1420     return 0;
1421 elmex 1.1 }
1422 root 1.48
1423 root 1.34 arrow->set_owner (op);
1424 root 1.18 arrow->skill = bow->skill;
1425     arrow->direction = dir;
1426    
1427 root 1.124 arrow->stats.sp = arrow->stats.wc; /* save original wc, dam, attacktype and slaying */
1428     arrow->stats.hp = arrow->stats.dam;
1429     arrow->stats.grace = arrow->attacktype;
1430 root 1.230 arrow->custom_name = arrow->slaying;
1431 root 1.124
1432 root 1.142 #if 0
1433 root 1.131 if (player *pl = op->contr)
1434 root 1.18 {
1435 root 1.142 float speed = pl->weapon_sp;
1436 root 1.132
1437 root 1.142 /* penalize ROF for bestarrow */
1438     if (pl->bowtype == bow_bestarrow)
1439     speed *= .9f;
1440     else
1441     speed *= 1.f + dex_bonus[op->stats.Dex] * .2f;
1442 root 1.131
1443 root 1.142 op->speed_left += speed - op->speed;
1444     }
1445 root 1.132 #endif
1446 elmex 1.1
1447 root 1.18 SET_ANIMATION (arrow, arrow->direction);
1448 root 1.116
1449 root 1.18 /* update the speed */
1450    
1451     arrow->speed_left = 0;
1452 root 1.277 arrow->set_speed (max (2.f,
1453     ((bow->flag [FLAG_NO_STRENGTH] ? 0 : dam_bonus[op->stats.Str]) + bow->magic + arrow->magic) / 5.f
1454     + bow->stats.dam / 7.f
1455     ));
1456 root 1.18
1457 root 1.129 int wc = op->stats.wc + wc_mod - arrow->magic - arrow->stats.wc;
1458 root 1.116
1459 root 1.18 if (op->type == PLAYER)
1460     {
1461 root 1.116 arrow->level = op->chosen_skill ? op->chosen_skill->level : op->level;
1462 root 1.129 wc -= dex_bonus[op->stats.Dex];
1463 root 1.18
1464 root 1.116 if (!arrow->slaying)
1465     arrow->slaying = op->slaying;
1466 root 1.124
1467     arrow->attacktype |= op->attacktype;
1468 elmex 1.1 }
1469 root 1.18 else
1470     {
1471     arrow->level = op->level;
1472 root 1.116 arrow->stats.wc -= bow->magic;
1473    
1474     if (!arrow->slaying)
1475     arrow->slaying = bow->slaying;
1476 root 1.124
1477     arrow->attacktype |= bow->attacktype;
1478 elmex 1.1 }
1479 root 1.24
1480 root 1.129 wc -= arrow->level;
1481     arrow->stats.dam = clamp (arrow->stats.dam + op->stats.dam + arrow->magic, MIN_DAM, MAX_DAM);
1482 root 1.24
1483 root 1.129 arrow->stats.wc = clamp (wc, MIN_WC, MAX_WC);
1484 root 1.18 arrow->move_type = MOVE_FLY_LOW;
1485     arrow->move_on = MOVE_FLY_LOW | MOVE_WALK;
1486    
1487 root 1.156 op->play_sound (sound_find ("fire_arrow"));
1488 root 1.70 m->insert (arrow, sx, sy, op);
1489 root 1.18
1490 root 1.24 if (!arrow->destroyed ())
1491 root 1.18 move_arrow (arrow);
1492 elmex 1.1
1493 root 1.18 return 1;
1494 elmex 1.1 }
1495    
1496     /* Special fire code for players - this takes into
1497     * account the special fire modes players can have
1498     * but monsters can't. Putting that code here
1499     * makes the fire_bow code much cleaner.
1500     * this function should only be called if 'op' is a player,
1501     * hence the function name.
1502     */
1503 root 1.241 static int
1504 root 1.18 player_fire_bow (object *op, int dir)
1505 elmex 1.1 {
1506 root 1.212 int ret;
1507 root 1.18
1508     if (op->contr->bowtype == bow_bestarrow)
1509     {
1510 root 1.118 ret = fire_bow (op, op, pick_arrow_target (op, op->contr->ranged_ob->race, dir), dir, 0, op->x, op->y);
1511 root 1.18 }
1512     else if (op->contr->bowtype >= bow_n && op->contr->bowtype <= bow_nw)
1513     {
1514 root 1.212 int wcmod = similar_direction (dir, op->contr->bowtype - bow_n + 1) ? 0 : -1;
1515 root 1.18 ret = fire_bow (op, op, NULL, op->contr->bowtype - bow_n + 1, wcmod, op->x, op->y);
1516     }
1517     else if (op->contr->bowtype == bow_threewide)
1518     {
1519 root 1.212 ret = fire_bow (op, op, NULL, dir, 0, op->x, op->y);
1520 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)]);
1521     ret |= fire_bow (op, op, NULL, dir, -5, op->x + freearr_x[absdir (dir - 2)], op->y + freearr_y[absdir (dir - 2)]);
1522     }
1523     else if (op->contr->bowtype == bow_spreadshot)
1524     {
1525 root 1.212 ret = fire_bow (op, op, NULL, dir, 0, op->x, op->y);
1526 root 1.18 ret |= fire_bow (op, op, NULL, absdir (dir - 1), -5, op->x, op->y);
1527     ret |= fire_bow (op, op, NULL, absdir (dir + 1), -5, op->x, op->y);
1528 elmex 1.1 }
1529 root 1.18 else
1530     {
1531     /* Simple case */
1532     ret = fire_bow (op, op, NULL, dir, 0, op->x, op->y);
1533     }
1534 root 1.121
1535 root 1.18 return ret;
1536 elmex 1.1 }
1537    
1538     /* Fires a misc (wand/rod/horn) object in 'dir'.
1539     * Broken apart from 'fire' to keep it more readable.
1540     */
1541 root 1.241 static void
1542 root 1.18 fire_misc_object (object *op, int dir)
1543 elmex 1.1 {
1544 root 1.118 object *item = op->contr->ranged_ob;
1545 elmex 1.1
1546 root 1.118 if (!item)
1547 root 1.18 {
1548     new_draw_info (NDI_UNIQUE, 0, op, "You have range item readied.");
1549     return;
1550 elmex 1.1 }
1551    
1552 root 1.18 if (!item->inv)
1553     {
1554     LOG (llevError, "Object %s lacks a spell\n", &item->name);
1555     return;
1556 elmex 1.1 }
1557 root 1.118
1558 root 1.260 if (!op->apply (item))
1559 root 1.126 return;
1560 root 1.121
1561 root 1.18 if (item->type == WAND)
1562     {
1563     if (item->stats.food <= 0)
1564     {
1565 root 1.156 op->contr->play_sound (sound_find ("wand_poof"));
1566 root 1.18 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s goes poof.", query_base_name (item, 0));
1567 root 1.121
1568 root 1.18 return;
1569 root 1.11 }
1570 root 1.18 }
1571     else if (item->type == ROD || item->type == HORN)
1572     {
1573 root 1.243 sint16 spell_sp = max (item->inv->stats.sp, item->inv->stats.grace);
1574 elmex 1.191
1575     // using the maximum of the rods charge allows at least one spell cast
1576     // for a rod or horn, this fixes some broken rods.
1577 root 1.243 if (item->stats.hp < min (spell_sp, item->stats.maxhp))
1578 root 1.18 {
1579 root 1.156 op->contr->play_sound (sound_find ("wand_poof"));
1580 root 1.121
1581 root 1.18 if (item->type == ROD)
1582     new_draw_info_format (NDI_UNIQUE, 0, op, "The %s whines for a while, but nothing happens.", query_base_name (item, 0));
1583     else
1584     new_draw_info_format (NDI_UNIQUE, 0, op, "The %s needs more time to charge.", query_base_name (item, 0));
1585 root 1.121
1586 root 1.18 return;
1587 root 1.11 }
1588 elmex 1.1 }
1589    
1590 root 1.18 if (cast_spell (op, item, dir, item->inv, NULL))
1591     {
1592 root 1.212 item->flag [FLAG_BEEN_APPLIED] = true; /* You now know something about it */
1593    
1594 root 1.18 if (item->type == WAND)
1595     {
1596     if (!(--item->stats.food))
1597     {
1598     object *tmp;
1599    
1600     if (item->arch)
1601     {
1602 root 1.270 item->clr_flag (FLAG_ANIMATE);
1603 root 1.149 item->face = item->arch->face;
1604 root 1.67 item->set_speed (0);
1605 root 1.11 }
1606 root 1.67
1607 root 1.189 if (object *pl = item->visible_to ())
1608     esrv_update_item (UPD_ANIM, pl, item);
1609 root 1.11 }
1610     }
1611 root 1.18 else if (item->type == ROD || item->type == HORN)
1612 root 1.67 drain_rod_charge (item);
1613 elmex 1.1 }
1614     }
1615    
1616     /* Received a fire command for the player - go and do it.
1617     */
1618 root 1.142 bool
1619 root 1.263 fire (object *who, int dir)
1620 root 1.18 {
1621     int spellcost = 0;
1622 elmex 1.1
1623 root 1.263 player *pl = who->contr;
1624 elmex 1.1
1625 root 1.119 if (pl->golem)
1626     {
1627 root 1.263 control_golem (who->contr->golem, dir);
1628 root 1.142 return false;
1629 root 1.119 }
1630    
1631     object *ob = pl->ranged_ob;
1632 elmex 1.1
1633 root 1.119 if (!ob)
1634 root 1.142 return false;
1635 elmex 1.1
1636 root 1.263 if (who->speed_left > 0.f)
1637     --who->speed_left;
1638 root 1.142 else
1639     return false;
1640 root 1.136
1641 root 1.263 if (!who->apply (ob))
1642 root 1.209 return false;
1643    
1644     /* check for loss of invisiblity/hide */
1645 root 1.263 if (action_makes_visible (who))
1646     make_visible (who);
1647 root 1.209
1648 root 1.119 switch (ob->type)
1649 root 1.118 {
1650 root 1.119 case BOW:
1651 root 1.263 player_fire_bow (who, dir);
1652 root 1.119 break;
1653    
1654     case SPELL:
1655 root 1.263 spellcost = cast_spell (who, who, dir, ob, *pl->spellparam ? pl->spellparam : 0);
1656 root 1.119 break;
1657 root 1.113
1658 root 1.119 case BUILDER:
1659 root 1.263 apply_map_builder (who, dir);
1660 root 1.119 break;
1661    
1662     case SKILL:
1663 root 1.263 do_skill (who, who, ob, dir, 0);
1664 root 1.119 break;
1665    
1666 root 1.262 case RANGED:
1667 root 1.263 do_skill (who, ob, who->chosen_skill, dir, 0);
1668 root 1.262 break;
1669    
1670 root 1.119 default:
1671 root 1.263 fire_misc_object (who, dir);
1672 root 1.119 break;
1673 elmex 1.1 }
1674 root 1.142
1675     return true;
1676 elmex 1.1 }
1677    
1678 root 1.237 static object *
1679     find_key_ (object *pl, object *container, object *door)
1680 elmex 1.1 {
1681 root 1.18 object *tmp, *key;
1682 elmex 1.1
1683 root 1.18 /* Should not happen, but sanity checking is never bad */
1684 root 1.103 if (!container->inv)
1685     return 0;
1686 elmex 1.1
1687 root 1.18 /* First, lets try to find a key in the top level inventory */
1688 root 1.103 for (tmp = container->inv; tmp; tmp = tmp->below)
1689 root 1.18 {
1690     if (door->type == DOOR && tmp->type == KEY)
1691     break;
1692 root 1.232
1693 root 1.18 /* For sanity, we should really check door type, but other stuff
1694     * (like containers) can be locked with special keys
1695     */
1696     if (tmp->slaying && tmp->type == SPECIAL_KEY && tmp->slaying == door->slaying)
1697     break;
1698     }
1699 root 1.103
1700 root 1.18 /* No key found - lets search inventories now */
1701     /* If we find and use a key in an inventory, return at that time.
1702     * otherwise, if we search all the inventories and still don't find
1703     * a key, return
1704     */
1705     if (!tmp)
1706     {
1707 root 1.103 for (tmp = container->inv; tmp; tmp = tmp->below)
1708 root 1.232 /* No reason to search empty containers */
1709     if (tmp->type == CONTAINER && tmp->inv)
1710 root 1.237 if ((key = find_key_ (pl, tmp, door)))
1711 root 1.232 return key;
1712 root 1.103
1713 root 1.18 if (!tmp)
1714 root 1.232 return 0;
1715 elmex 1.1 }
1716 root 1.103
1717 root 1.18 /* We get down here if we have found a key. Now if its in a container,
1718     * see if we actually want to use it
1719     */
1720     if (pl != container)
1721     {
1722     /* Only let players use keys in containers */
1723     if (!pl->contr)
1724 root 1.232 return 0;
1725    
1726 root 1.18 /* cases where this fails:
1727     * If we only search the player inventory, return now since we
1728     * are not in the players inventory.
1729     * If the container is not active, return now since only active
1730     * containers can be used.
1731     * If we only search keyrings and the container does not have
1732     * a race/isn't a keyring.
1733     * No checking for all containers - to fall through past here,
1734     * inv must have been an container and must have been active.
1735     *
1736     * Change the color so that the message doesn't disappear with
1737     * all the others.
1738     */
1739 root 1.236 if (pl->contr->usekeys == key_inventory
1740 root 1.270 || !container->flag [FLAG_APPLIED]
1741 root 1.236 || (pl->contr->usekeys == keyrings && container->race != shstr_keys))
1742 root 1.18 {
1743     new_draw_info_format (NDI_UNIQUE | NDI_BROWN, 0, pl,
1744     "The %s in your %s vibrates as you approach the door", query_name (tmp), query_name (container));
1745     return NULL;
1746 root 1.11 }
1747 elmex 1.1 }
1748 root 1.103
1749 root 1.18 return tmp;
1750 elmex 1.1 }
1751    
1752 root 1.237 /* find_key
1753     * We try to find a key for the door as passed. If we find a key
1754     * and successfully use it, we return the key, otherwise NULL
1755     * This function merges both normal and locked door, since the logic
1756     * for both is the same - just the specific key is different.
1757     * pl is the player,
1758     * inv is the objects inventory to searched
1759     * door is the door we are trying to match against.
1760     * This function can be called recursively to search containers.
1761     */
1762     object *
1763     find_key (object *pl, object *container, object *door)
1764     {
1765     if (door->slaying && is_match_expr (door->slaying))
1766     {
1767     // for match expressions, we try to find the key by applying the match
1768     // to the op itself, which is supposed to find the "key", instead
1769     // of searching through containers ourselves.
1770    
1771     return match_one (door->slaying, container, door, pl, pl);
1772     }
1773     else
1774     return find_key_ (pl, container, door);
1775     }
1776    
1777 elmex 1.1 /* moved door processing out of move_player_attack.
1778     * returns 1 if player has opened the door with a key
1779     * such that the caller should not do anything more,
1780     * 0 otherwise
1781     */
1782 root 1.18 static int
1783     player_attack_door (object *op, object *door)
1784 elmex 1.1 {
1785 root 1.142 /* If its a door, try to find a key. If we do destroy the door,
1786 root 1.18 * might as well return immediately as there is nothing more to do -
1787     * otherwise, we fall through to the rest of the code.
1788     */
1789 root 1.237 object *key = find_key (op, op, door);
1790 root 1.18
1791 root 1.142 /* If we found a key, do some extra work */
1792 root 1.18 if (key)
1793     {
1794     object *container = key->env;
1795    
1796     if (action_makes_visible (op))
1797     make_visible (op);
1798 root 1.117
1799 root 1.18 if (door->inv && (door->inv->type == RUNE || door->inv->type == TRAP))
1800     spring_trap (door->inv, op);
1801 root 1.103
1802 root 1.18 if (door->type == DOOR)
1803 root 1.103 hit_player (door, 9998, op, AT_PHYSICAL, 1); /* Break through the door */
1804 root 1.18 else if (door->type == LOCKED_DOOR)
1805     {
1806 root 1.170 op->statusmsg (format ("You open the door with the %s", query_short_name (key)), NDI_BROWN);
1807 root 1.18 remove_door2 (door); /* remove door without violence ;-) */
1808     }
1809 root 1.103
1810 root 1.18 /* Do this after we print the message */
1811 root 1.185 key->decrease (); /* Use up one of the keys */
1812 root 1.103
1813 root 1.18 return 1; /* Nothing more to do below */
1814     }
1815     else if (door->type == LOCKED_DOOR)
1816     {
1817     /* Might as well return now - no other way to open this */
1818 root 1.171 op->failmsg (door->msg ? &door->msg : "Hmm, you miss the certain something to open this door...");
1819 root 1.18 return 1;
1820 elmex 1.1 }
1821 root 1.103
1822 root 1.18 return 0;
1823 elmex 1.1 }
1824    
1825     /* This function is just part of a breakup from move_player.
1826     * It should keep the code cleaner.
1827     * When this is called, the players direction has been updated
1828     * (taking into account confusion.) The player is also actually
1829     * going to try and move (not fire weapons).
1830     */
1831 root 1.142 bool
1832 root 1.18 move_player_attack (object *op, int dir)
1833 elmex 1.1 {
1834 root 1.255 if (!op->contr->braced && op->speed_left > 0.f && op->move (dir))
1835 root 1.232 {
1836     --op->speed_left;
1837     return true;
1838     }
1839    
1840 root 1.117 sint16 nx = freearr_x[dir] + op->x;
1841     sint16 ny = freearr_y[dir] + op->y;
1842 root 1.18
1843 root 1.142 if (out_of_map (op->map, nx, ny))
1844     return false;
1845    
1846 root 1.18 /* If braced, or can't move to the square, and it is not out of the
1847     * map, attack it. Note order of if statement is important - don't
1848     * want to be calling move_ob if braced, because move_ob will move the
1849     * player. This is a pretty nasty hack, because if we could
1850     * move to some space, it then means that if we are braced, we should
1851     * do nothing at all. As it is, if we are braced, we go through
1852     * quite a bit of processing. However, it probably is less than what
1853     * move_ob uses.
1854     */
1855 root 1.142 maptile *m = op->map->xy_find (nx, ny);
1856    
1857     /* Go through all the objects, and find ones of interest. Only stop if
1858     * we find a monster - that is something we know we want to attack.
1859     * if its a door or barrel (can roll) see if there may be monsters
1860     * on the space
1861     */
1862     object *mon;
1863     for (mon = m->at (nx, ny).bot; mon; mon = mon->above)
1864 root 1.18 {
1865 root 1.142 if ((mon->flag [FLAG_ALIVE]
1866     || mon->type == LOCKED_DOOR
1867     || mon->flag [FLAG_CAN_ROLL])
1868     && mon != op)
1869     break;
1870     }
1871    
1872     if (!mon) /* This happens anytime the player tries to move */
1873     return false; /* into a wall */
1874 root 1.18
1875 root 1.142 mon = mon->head_ ();
1876 root 1.11
1877 root 1.142 if ((mon->type == DOOR && mon->stats.hp >= 0) || (mon->type == LOCKED_DOOR))
1878     if (op->contr->weapon_sp_left > 0.f)
1879     if (player_attack_door (op, mon))
1880 root 1.18 {
1881 root 1.142 --op->contr->weapon_sp_left;
1882     return true;
1883 root 1.18 }
1884    
1885 root 1.142 /* The following deals with possibly attacking peaceful
1886     * or friendly creatures. Basically, all players are considered
1887     * unaggressive. If the moving player has peaceful set, then the
1888     * object should be pushed instead of attacked. It is assumed that
1889     * if you are braced, you will not attack friends accidently,
1890     * and thus will not push them.
1891     */
1892 root 1.18
1893 root 1.142 /* If the creature is a pet, push it even if the player is not
1894     * peaceful. Our assumption is the creature is a pet if the
1895     * player owns it and it is either friendly or unagressive.
1896     */
1897     if (op->type == PLAYER
1898     && ((mon->owner && mon->owner->contr
1899     && same_party (mon->owner->contr->party, op->contr->party))
1900     || mon->owner == op)
1901 root 1.270 && (mon->flag [FLAG_UNAGGRESSIVE] || mon->flag [FLAG_FRIENDLY]))
1902 root 1.142 {
1903     /* If we're braced, we don't want to switch places with it */
1904     if (op->contr->braced)
1905     return false;
1906 root 1.18
1907 root 1.142 if (op->speed_left > 0.f)
1908     {
1909     --op->speed_left;
1910 root 1.85
1911 root 1.156 op->play_sound (sound_find ("push_player"));
1912 root 1.117 push_ob (mon, dir, op);
1913 root 1.142
1914 root 1.212 if (action_makes_visible (op))
1915 root 1.18 make_visible (op);
1916 root 1.85
1917 root 1.142 return true;
1918 root 1.11 }
1919 root 1.142 else
1920     return false;
1921     }
1922 root 1.11
1923 root 1.254 bool on_battleground = op_on_battleground (op, 0, 0);
1924    
1925 root 1.142 /* in certain circumstances, you shouldn't attack friendly
1926     * creatures. Note that if you are braced, you can't push
1927     * someone, but put it inside this loop so that you won't
1928     * attack them either.
1929     */
1930     if ((mon->type == PLAYER || mon->enemy != op)
1931 root 1.270 && (mon->type == PLAYER || mon->flag [FLAG_UNAGGRESSIVE] || mon->flag [FLAG_FRIENDLY])
1932 root 1.142 && ((op->contr->peaceful
1933     || (mon->type == PLAYER && mon->contr->peaceful))
1934     && !on_battleground))
1935     {
1936     if (op->speed_left > 0.f)
1937 root 1.18 {
1938 root 1.142 --op->speed_left;
1939    
1940 root 1.18 if (!op->contr->braced)
1941     {
1942 root 1.156 op->play_sound (sound_find ("push_player"));
1943 root 1.85 push_ob (mon, dir, op);
1944 root 1.18 }
1945     else
1946 root 1.171 op->statusmsg ("You withhold your attack");
1947 root 1.49
1948 root 1.208 if (op->contr->tmp_invis || op->flag [FLAG_HIDDEN])
1949 root 1.18 make_visible (op);
1950 root 1.142
1951     return true;
1952 root 1.11 }
1953 root 1.142 }
1954     /* If the object is a boulder or other rollable object, then
1955     * roll it if not braced. You can't roll it if you are braced.
1956     */
1957 root 1.270 else if (mon->flag [FLAG_CAN_ROLL] && (!op->contr->braced))
1958 root 1.142 {
1959     if (op->speed_left > 0.f)
1960     {
1961     --op->speed_left;
1962 elmex 1.1
1963 root 1.18 recursive_roll (mon, dir, op);
1964     if (action_makes_visible (op))
1965     make_visible (op);
1966 root 1.142
1967     return true;
1968 root 1.11 }
1969 root 1.142 }
1970     /* Any generic living creature. Including things like doors.
1971     * Way it works is like this: First, it must have some hit points
1972     * and be living. Then, it must be one of the following:
1973     * 1) Not a player, 2) A player, but of a different party. Note
1974     * that party_number -1 is no party, so attacks can still happen.
1975     */
1976 root 1.270 else if ((mon->stats.hp >= 0) && mon->flag [FLAG_ALIVE] &&
1977 root 1.142 ((mon->type != PLAYER || op->contr->party == NULL || op->contr->party != mon->contr->party)))
1978     {
1979 root 1.143 if (op->contr->weapon_sp_left > 0.f && !op->flag [FLAG_WIZPASS])
1980 root 1.18 {
1981 root 1.142 --op->contr->weapon_sp_left;
1982 root 1.11
1983 root 1.49 skill_attack (mon, op, 0, 0, 0);
1984 root 1.11
1985 root 1.18 if (action_makes_visible (op))
1986     make_visible (op);
1987 root 1.142
1988     return true;
1989 root 1.11 }
1990 root 1.142 }
1991    
1992     return false;
1993 elmex 1.1 }
1994    
1995 root 1.142 bool
1996 root 1.18 move_player (object *op, int dir)
1997     {
1998 root 1.181 if (!op->map || op->map->in_memory != MAP_ACTIVE)
1999 root 1.18 return 0;
2000 elmex 1.1
2001 root 1.18 /* Sanity check: make sure dir is valid */
2002 root 1.271 if (dir < 0 || dir > 8)
2003 root 1.18 {
2004     LOG (llevError, "move_player: invalid direction %d\n", dir);
2005     return 0;
2006 elmex 1.1 }
2007    
2008 root 1.84 /* peterm: added following line */
2009 root 1.270 if (op->flag [FLAG_CONFUSED] && dir)
2010 root 1.99 dir = absdir (dir + rndm (3) + rndm (3) - 2);
2011 root 1.18
2012     op->facing = dir;
2013    
2014 root 1.208 if (op->flag [FLAG_HIDDEN])
2015 root 1.18 do_hidden_move (op);
2016    
2017 root 1.142 bool retval;
2018 root 1.243 int pick = 0;
2019 root 1.142
2020 root 1.18 if (INVOKE_PLAYER (MOVE, op->contr, ARG_INT (dir)))
2021 root 1.142 retval = RESULT_INT (0);
2022 root 1.18 else if (op->contr->fire_on)
2023 root 1.142 retval = fire (op, dir);
2024 root 1.18 else
2025     {
2026 root 1.142 retval = move_player_attack (op, dir);
2027 root 1.18 pick = check_pick (op);
2028     }
2029 elmex 1.1
2030 root 1.18 /* Add special check for newcs players and fire on - this way, the
2031     * server can handle repeat firing.
2032     */
2033     if (op->contr->fire_on || (op->contr->run_on && pick != 0))
2034 root 1.49 op->direction = dir;
2035 root 1.18 else
2036 root 1.49 op->direction = 0;
2037    
2038 root 1.18 /* Update how the player looks. Use the facing, so direction may
2039     * get reset to zero. This allows for full animation capabilities
2040     * for players.
2041     */
2042     animate_object (op, op->facing);
2043 root 1.142
2044     return retval;
2045 elmex 1.1 }
2046    
2047     /* This is similar to handle_player, below, but is only used by the
2048     * new client/server stuff.
2049     * This is sort of special, in that the new client/server actually uses
2050     * the new speed values for commands.
2051     *
2052 root 1.142 * Returns true if there are more actions we can do. Should not do
2053     * many actions in a row, as that would be too unfair to other
2054     * players.
2055 elmex 1.1 */
2056 root 1.142 bool
2057 root 1.18 handle_newcs_player (object *op)
2058 elmex 1.1 {
2059 root 1.270 if (op->flag [FLAG_SCARED])
2060 root 1.18 {
2061 root 1.142 if (op->speed_left > 0.f)
2062 root 1.18 {
2063 root 1.132 --op->speed_left;
2064 root 1.142 flee_player (op);
2065    
2066     return true;
2067 root 1.11 }
2068 root 1.142 else
2069     return false;
2070 elmex 1.1 }
2071    
2072 root 1.18 /* call this here - we also will call this in do_ericserver, but
2073     * the players time has been increased when doericserver has been
2074     * called, so we recheck it here.
2075     */
2076 root 1.83 if (op->contr->ns->handle_command ())
2077 root 1.142 return true;
2078 root 1.47
2079 root 1.142 if (op->direction && (op->contr->run_on || op->contr->fire_on))
2080     return move_player (op, op->direction);
2081 elmex 1.1
2082 root 1.142 return false;
2083 root 1.18 }
2084    
2085 root 1.241 static int
2086 root 1.18 save_life (object *op)
2087     {
2088 root 1.270 if (!op->flag [FLAG_LIFESAVE])
2089 elmex 1.1 return 0;
2090 root 1.18
2091 root 1.41 for (object *tmp = op->inv; tmp; tmp = tmp->below)
2092 root 1.270 if (tmp->flag [FLAG_APPLIED] && tmp->flag [FLAG_LIFESAVE])
2093 root 1.18 {
2094 root 1.156 op->play_sound (sound_find ("ob_evaporate"));
2095 root 1.18 new_draw_info_format (NDI_UNIQUE, 0, op, "Your %s vibrates violently, then evaporates.", query_name (tmp));
2096 root 1.33
2097 root 1.207 tmp->destroy ();
2098 root 1.270 op->clr_flag (FLAG_LIFESAVE);
2099 root 1.33
2100 root 1.18 if (op->stats.hp < 0)
2101     op->stats.hp = op->stats.maxhp;
2102 root 1.33
2103 root 1.18 if (op->stats.food < 0)
2104 root 1.260 op->stats.food = MAX_FOOD;
2105 root 1.33
2106 root 1.54 op->update_stats ();
2107 root 1.18 return 1;
2108     }
2109 root 1.41
2110 root 1.18 LOG (llevError, "Error: LIFESAVE set without applied object.\n");
2111 root 1.270 op->clr_flag (FLAG_LIFESAVE);
2112 root 1.18 enter_player_savebed (op); /* bring him home. */
2113     return 0;
2114 elmex 1.1 }
2115    
2116     /* This goes throws the inventory and removes unpaid objects, and puts them
2117     * back in the map (location and map determined by values of env). This
2118 root 1.189 * function will descend into containers. op is the object to start the search
2119 elmex 1.1 * from.
2120     */
2121 root 1.154 static void
2122     drop_unpaid_items (object *op, object *env)
2123 elmex 1.1 {
2124 root 1.18 while (op)
2125     {
2126 root 1.70 object *next = op->below; /* Make sure we have a good value, in case we remove object 'op' */
2127    
2128 root 1.270 if (op->flag [FLAG_UNPAID])
2129 root 1.189 op->insert_at (env);
2130 root 1.18 else if (op->inv)
2131 root 1.154 drop_unpaid_items (op->inv, env);
2132 root 1.41
2133 root 1.18 op = next;
2134 elmex 1.1 }
2135     }
2136    
2137 root 1.154 void
2138     object::drop_unpaid_items ()
2139     {
2140     if (!flag [FLAG_REMOVED])
2141     ::drop_unpaid_items (inv, this);
2142     }
2143    
2144 root 1.18 void
2145     do_some_living (object *op)
2146     {
2147     int last_food = op->stats.food;
2148 elmex 1.1 int gen_hp, gen_sp, gen_grace;
2149     int i;
2150     int rate_hp = 1200;
2151     int rate_sp = 2500;
2152     int rate_grace = 2000;
2153     const int max_hp = 1;
2154     const int max_sp = 1;
2155     const int max_grace = 1;
2156    
2157 root 1.107 if (op->contr->hidden)
2158     {
2159     op->invisible = 1000;
2160     /* the socket code flashes the player visible/invisible
2161     * depending on the value of invisible, so we need to
2162     * alternate it here for it to work correctly.
2163     */
2164     if (pticks & 2)
2165     op->invisible--;
2166     }
2167 root 1.270 else if (op->invisible && !(op->flag [FLAG_MAKE_INVIS]))
2168 root 1.107 {
2169     if (!op->invisible--)
2170     {
2171     make_visible (op);
2172     new_draw_info (NDI_UNIQUE, 0, op, "Your invisibility spell runs out.");
2173     }
2174     }
2175    
2176 root 1.52 if (op->contr->ns->state == ST_PLAYING)
2177 root 1.18 {
2178     /* these next three if clauses make it possible to SLOW DOWN
2179     hp/grace/spellpoint regeneration. */
2180     if (op->contr->gen_hp >= 0)
2181     gen_hp = (op->contr->gen_hp + 1) * op->stats.maxhp;
2182     else
2183     {
2184     gen_hp = op->stats.maxhp;
2185     rate_hp -= rate_hp / 2 * op->contr->gen_hp;
2186     }
2187 root 1.55
2188 root 1.18 if (op->contr->gen_sp >= 0)
2189     gen_sp = (op->contr->gen_sp + 1) * op->stats.maxsp;
2190     else
2191     {
2192     gen_sp = op->stats.maxsp;
2193     rate_sp -= rate_sp / 2 * op->contr->gen_sp;
2194     }
2195 root 1.55
2196 root 1.18 if (op->contr->gen_grace >= 0)
2197     gen_grace = (op->contr->gen_grace + 1) * op->stats.maxgrace;
2198     else
2199     {
2200     gen_grace = op->stats.maxgrace;
2201     rate_grace -= rate_grace / 2 * op->contr->gen_grace;
2202     }
2203    
2204     /* Regenerate Grace */
2205     /* I altered this a little - maximum grace is ony achieved through prayer -b.t. */
2206     if (--op->last_grace < 0)
2207     {
2208     if (op->stats.grace < op->stats.maxgrace / 2)
2209     op->stats.grace++; /* no penalty in food for regaining grace */
2210 root 1.55
2211 root 1.278 int temp = gen_grace < 20 ? 30 : gen_grace + 10;
2212    
2213 root 1.18 if (max_grace > 1)
2214     {
2215 root 1.278 int over_grace = temp / rate_grace;
2216    
2217 root 1.18 if (over_grace > 0)
2218     {
2219 root 1.278 op->stats.sp += over_grace + (random_roll (0, rate_grace - 1, op, PREFER_HIGH) > (temp % rate_grace)) ? -1 : 0;
2220 root 1.18 op->last_grace = 0;
2221     }
2222     else
2223 root 1.278 op->last_grace = rate_grace / temp;
2224 root 1.18 }
2225     else
2226 root 1.278 op->last_grace = rate_grace / temp;
2227    
2228 root 1.18 /* wearing stuff doesn't detract from grace generation. */
2229     }
2230    
2231 root 1.161 if (op->stats.food > 0)
2232 root 1.18 {
2233 root 1.161 /* Regenerate Spell Points */
2234     if (!op->contr->golem && --op->last_sp < 0)
2235 root 1.18 {
2236 root 1.161 gen_sp = gen_sp * 10 / (op->contr->gen_sp_armour < 10 ? 10 : op->contr->gen_sp_armour);
2237    
2238     if (op->stats.sp < op->stats.maxsp)
2239 root 1.18 {
2240 root 1.161 op->stats.sp++;
2241    
2242     /* dms do not consume food */
2243 root 1.270 if (!op->flag [FLAG_WIZ])
2244 root 1.161 {
2245     op->stats.food--;
2246    
2247     if (op->contr->digestion < 0)
2248     op->stats.food += op->contr->digestion;
2249     else if (op->contr->digestion > 0 && random_roll (0, op->contr->digestion, op, PREFER_HIGH))
2250     op->stats.food = last_food;
2251     }
2252 root 1.18 }
2253 root 1.161
2254     if (max_sp > 1)
2255     {
2256 root 1.278 int over_sp = (gen_sp + 10) / rate_sp;
2257 root 1.161 if (over_sp > 0)
2258     {
2259     if (op->stats.sp < op->stats.maxsp)
2260     {
2261     op->stats.sp += over_sp > max_sp ? max_sp : over_sp;
2262    
2263     if (random_roll (0, rate_sp - 1, op, PREFER_LOW) > ((gen_sp + 10) % rate_sp))
2264     op->stats.sp--;
2265    
2266     if (op->stats.sp > op->stats.maxsp)
2267     op->stats.sp = op->stats.maxsp;
2268     }
2269    
2270     op->last_sp = 0;
2271     }
2272     else
2273     op->last_sp = rate_sp / (gen_sp < 20 ? 30 : gen_sp + 10);
2274     }
2275     else
2276     op->last_sp = rate_sp / (gen_sp < 20 ? 30 : gen_sp + 10);
2277 root 1.18 }
2278 root 1.55
2279 root 1.161 /* Regenerate Hit Points */
2280     if (--op->last_heal < 0)
2281 root 1.18 {
2282 root 1.161 if (op->stats.hp < op->stats.maxhp)
2283 root 1.18 {
2284 root 1.161 op->stats.hp++;
2285    
2286     /* dms do not consume food */
2287 root 1.270 if (!op->flag [FLAG_WIZ])
2288 root 1.161 {
2289     op->stats.food--;
2290    
2291     if (op->contr->digestion < 0)
2292     op->stats.food += op->contr->digestion;
2293     else if (op->contr->digestion > 0 && random_roll (0, op->contr->digestion, op, PREFER_HIGH))
2294     op->stats.food = last_food;
2295     }
2296 root 1.18 }
2297 root 1.161
2298 root 1.278 int temp = gen_hp < 20 ? 30 : gen_hp + 10;
2299    
2300 root 1.161 if (max_hp > 1)
2301 root 1.18 {
2302 root 1.278 int over_hp = temp / rate_hp;
2303 root 1.161
2304     if (over_hp > 0)
2305     {
2306 root 1.278 op->stats.sp += over_hp + (random_roll (0, rate_hp - 1, op, PREFER_HIGH) > (temp % rate_hp)) ? -1 : 0;
2307 root 1.161 op->last_heal = 0;
2308     }
2309     else
2310 root 1.278 op->last_heal = rate_hp / temp;
2311 root 1.18 }
2312 root 1.161 else
2313 root 1.278 op->last_heal = rate_hp / temp;
2314 root 1.18 }
2315 root 1.11 }
2316 elmex 1.1
2317 root 1.18 /* Digestion */
2318     if (--op->last_eat < 0)
2319     {
2320 root 1.155 int bonus = max (0, op->contr->digestion),
2321     penalty = max (0, -op->contr->digestion);
2322 root 1.18
2323 root 1.155 op->last_eat = 25 * (1 + bonus) / (max (0, op->contr->gen_hp) + penalty + 1);
2324 root 1.55
2325 root 1.18 /* dms do not consume food */
2326 root 1.270 if (!op->flag [FLAG_WIZ])
2327 root 1.18 op->stats.food--;
2328 root 1.11 }
2329 elmex 1.1
2330 root 1.55 if (op->stats.food < 0 && op->stats.hp >= 0)
2331     {
2332 root 1.196 object *flesh = 0;
2333 root 1.18
2334 root 1.196 for_inv_removable (op, tmp)
2335 root 1.18 {
2336 root 1.270 if (tmp->flag [FLAG_UNPAID])
2337 root 1.196 continue;
2338    
2339     if (tmp->type == FOOD || tmp->type == DRINK || tmp->type == POISON)
2340 root 1.18 {
2341 root 1.196 op->statusmsg ("You blindly grab for a bite of food. "
2342     "H<To prevent you from starving, you ate some random item from your backpack.>");
2343 root 1.261 op->apply (tmp);
2344 root 1.196
2345     if (op->stats.food >= 0 || op->stats.hp < 0)
2346     break;
2347     }
2348     else if (tmp->type == FLESH)
2349     flesh = tmp;
2350     }
2351 root 1.55
2352     /* If player is still starving, it means they don't have any food, so
2353     * eat flesh instead.
2354     */
2355     if (op->stats.food < 0 && op->stats.hp >= 0 && flesh)
2356     {
2357 root 1.196 op->statusmsg ("You blindly grab for a bite of food. "
2358     "H<To prevent you from starving, you ate some random item from your backpack.>");
2359 root 1.261 op->apply (flesh);
2360 root 1.55 }
2361 root 1.196
2362     // If player is still starving, alert him!
2363     if (op->stats.food < 0)
2364     op->failmsg ("You are starving! "
2365     "H<Eat some food to increase your food and prevent you from an untimely death.>");
2366 root 1.11 }
2367 elmex 1.1
2368 root 1.196 if (op->stats.food < 0)
2369 root 1.161 {
2370 root 1.196 op->stats.hp += op->stats.food;
2371 root 1.161 op->stats.food = 0;
2372 root 1.200
2373     if (op->stats.hp < 0)
2374     {
2375     op->contr->killer = archetype::get ("killer_starvation");
2376 root 1.207 op->contr->killer->destroy ();
2377 root 1.200 }
2378 root 1.161 }
2379 elmex 1.1
2380 root 1.200 /* killer should be set here already */
2381 root 1.270 if (op->stats.hp < 0 && !op->flag [FLAG_WIZ])
2382 root 1.55 kill_player (op);
2383     }
2384 elmex 1.1 }
2385    
2386     /* If the player should die (lack of hp, food, etc), we call this.
2387     * op is the player in jeopardy. If the player can not be saved (not
2388     * permadeath, no lifesave), this will take care of removing the player
2389     * file.
2390     */
2391 root 1.18 void
2392     kill_player (object *op)
2393 elmex 1.1 {
2394 root 1.168 int x, y;
2395 root 1.25 maptile *map; /* this is for resurrection */
2396 root 1.18 int will_kill_again;
2397     archetype *at;
2398     object *tmp;
2399    
2400     if (save_life (op))
2401     return;
2402    
2403 root 1.225 dynbuf_text deathtab;
2404    
2405 root 1.221 /* restore player */
2406 root 1.243 at = archetype::find (shstr_poisoning);
2407 root 1.221 if (object *tmp = present_arch_in_ob (at, op))
2408     {
2409     tmp->destroy ();
2410 root 1.225 deathtab << "Your body feels cleansed...\r";
2411 root 1.221 }
2412    
2413 root 1.243 at = archetype::find (shstr_confusion);
2414 root 1.221 if (object *tmp = present_arch_in_ob (at, op))
2415     {
2416     tmp->destroy ();
2417 root 1.225 deathtab << "Your mind feels clearer...\r";
2418 root 1.221 }
2419    
2420     cure_disease (op, 0, 0); /* remove any disease */
2421    
2422     max_it (op->stats.hp , op->stats.maxhp);
2423     max_it (op->stats.sp , op->stats.maxsp);
2424     max_it (op->stats.grace, op->stats.maxgrace);
2425 root 1.260 max_it (op->stats.food , 200);
2426 root 1.221
2427     // remove all spell effects that are active
2428     // to avoid long-term effects such as word-of-recall
2429     for (object *item = op->inv; item; )
2430     {
2431     object *next = item->below;
2432    
2433     if (item->type == SPELL_EFFECT && item->active)
2434     item->destroy ();
2435    
2436     item = next;
2437     }
2438    
2439 root 1.18 /* If player dies on BATTLEGROUND, no stat/exp loss! For Combat-Arenas
2440     * in cities ONLY!!! It is very important that this doesn't get abused.
2441     * Look at op_on_battleground() for more info --AndreasV
2442     */
2443     if (op_on_battleground (op, &x, &y))
2444     {
2445 root 1.225 deathtab << "You almost died in combat, but local medics have saved your life...\r";
2446 root 1.18
2447     /* create a bodypart-trophy to make the winner happy */
2448 root 1.249 object *tmp = archetype::find (shstr_finger)->instance ();
2449    
2450     tmp->name = format ("%s's finger" , &op->name);
2451     tmp->name_pl = format ("%s's fingers", &op->name);
2452     tmp->msg = format (
2453     "This finger has been cut off of %s the %s, when he was defeated at level %d by %s.\n",
2454     &op->name, op->contr->title,
2455     (int)op->level,
2456     op->contr->killer_name ()
2457     );
2458     tmp->value = 0, tmp->type = 0;
2459     tmp->material = name_to_material (shstr_organic);
2460     tmp->insert_at (op, tmp);
2461 elmex 1.1
2462 root 1.18 /* teleport defeated player to new destination */
2463     transfer_ob (op, x, y, 0, NULL);
2464     op->contr->braced = 0;
2465 root 1.225
2466     op->contr->infobox (MSG_CHANNEL ("death"), deathtab);
2467 root 1.18 return;
2468 elmex 1.1 }
2469    
2470 root 1.225 deathtab << "You were killed by " << op->contr->killer_name () << ".\n\n";
2471     deathtab << "T<YOU HAVE DIED>\n\n";
2472    
2473 root 1.18 INVOKE_PLAYER (DEATH, op->contr);
2474 root 1.3
2475 root 1.18 command_kill_pets (op, 0);
2476 elmex 1.1
2477 root 1.156 op->contr->play_sound (sound_find ("player_dies"));
2478 elmex 1.1
2479 root 1.18 /* save the map location for corpse, gravestone */
2480 root 1.70 x = op->x;
2481     y = op->y;
2482 root 1.18 map = op->map;
2483 elmex 1.1
2484 root 1.54 /* NOT_PERMADEATH code. This basically brings the character back to
2485     * life if they are dead - it takes some exp and a random stat.
2486     * See the config.h file for a little more in depth detail about this.
2487     */
2488    
2489     /* Basically two ways to go - remove a stat permanently, or just
2490     * make it depletion. This bunch of code deals with that aspect
2491     * of death.
2492     */
2493     #ifndef COZY_SERVER
2494     if (settings.balanced_stat_loss)
2495 root 1.18 {
2496 root 1.54 /* If stat loss is permanent, lose one stat only. */
2497     /* Lower level chars don't lose as many stats because they suffer
2498     more if they do. */
2499     /* Higher level characters can afford things such as potions of
2500     restoration, or better, stat potions. So we slug them that
2501     little bit harder. */
2502     /* GD */
2503     if (settings.stat_loss_on_death)
2504     num_stats_lose = 1;
2505     else
2506     num_stats_lose = 1 + op->level / BALSL_NUMBER_LOSSES_RATIO;
2507     }
2508     else
2509 root 1.70 num_stats_lose = 1;
2510    
2511 root 1.54 lost_a_stat = 0;
2512    
2513     for (z = 0; z < num_stats_lose; z++)
2514     {
2515 root 1.214 i = rndm (NUM_STATS);
2516 root 1.11
2517 root 1.54 if (settings.stat_loss_on_death)
2518 root 1.18 {
2519 root 1.54 /* Pick a random stat and take a point off it. Tell the player
2520     * what he lost.
2521     */
2522     change_attr_value (&(op->stats), i, -1);
2523     check_stat_bounds (&(op->stats));
2524     change_attr_value (&(op->contr->orig_stats), i, -1);
2525     check_stat_bounds (&(op->contr->orig_stats));
2526     new_draw_info (NDI_UNIQUE, 0, op, lose_msg[i]);
2527     lost_a_stat = 1;
2528 root 1.18 }
2529     else
2530     {
2531 root 1.54 /* deplete a stat */
2532 root 1.243 archetype *deparch = archetype::find (shstr_depletion);
2533 root 1.54 object *dep;
2534 root 1.11
2535 root 1.54 dep = present_arch_in_ob (deparch, op);
2536     if (!dep)
2537 root 1.18 {
2538 root 1.249 dep = deparch->instance ();
2539 root 1.54 insert_ob_in_ob (dep, op);
2540 root 1.18 }
2541 root 1.54 lose_this_stat = 1;
2542     if (settings.balanced_stat_loss)
2543 root 1.18 {
2544 root 1.54 /* GD */
2545     /* Get the stat that we're about to deplete. */
2546     this_stat = get_attr_value (&(dep->stats), i);
2547     if (this_stat < 0)
2548     {
2549     int loss_chance = 1 + op->level / BALSL_LOSS_CHANCE_RATIO;
2550     int keep_chance = this_stat * this_stat;
2551 root 1.18
2552 root 1.54 /* Yes, I am paranoid. Sue me. */
2553     if (keep_chance < 1)
2554     keep_chance = 1;
2555 root 1.18
2556 root 1.54 /* There is a maximum depletion total per level. */
2557     if (this_stat < -1 - op->level / BALSL_MAX_LOSS_RATIO)
2558     {
2559     lose_this_stat = 0;
2560     /* Take loss chance vs keep chance to see if we
2561     retain the stat. */
2562     }
2563     else
2564     {
2565     if (random_roll (0, loss_chance + keep_chance - 1, op, PREFER_LOW) < keep_chance)
2566     lose_this_stat = 0;
2567     /* LOG(llevDebug, "Determining stat loss. Stat: %d Keep: %d Lose: %d Result: %s.\n",
2568     this_stat, keep_chance, loss_chance,
2569     lose_this_stat?"LOSE":"KEEP"); */
2570 root 1.11 }
2571     }
2572 root 1.54 }
2573 root 1.18
2574 root 1.54 if (lose_this_stat)
2575     {
2576 root 1.221 this_stat = get_attr_value (&dep->stats, i);
2577 root 1.54 /* We could try to do something clever like find another
2578     * stat to reduce if this fails. But chances are, if
2579     * stats have been depleted to -50, all are pretty low
2580     * and should be roughly the same, so it shouldn't make a
2581     * difference.
2582     */
2583     if (this_stat >= -50)
2584 root 1.18 {
2585 root 1.54 change_attr_value (&(dep->stats), i, -1);
2586 root 1.270 dep->set_flag (FLAG_APPLIED);
2587 root 1.54 new_draw_info (NDI_UNIQUE, 0, op, lose_msg[i]);
2588     op->update_stats ();
2589     lost_a_stat = 1;
2590 root 1.11 }
2591     }
2592     }
2593 root 1.54 }
2594 root 1.195
2595 root 1.54 /* If no stat lost, tell the player. */
2596     if (!lost_a_stat)
2597     {
2598     /* determine_god() seems to not work sometimes... why is this?
2599     Should I be using something else? GD */
2600 root 1.221 shstr_tmp god = determine_god (op);
2601 root 1.18
2602 root 1.221 if (god != shstr_none)
2603 root 1.225 deathtab << "For a brief moment you feel the holy presence of " << god << " protecting you.\r";
2604 root 1.54 else
2605 root 1.225 deathtab << "For a brief moment you feel a holy presence protecting you.\r";
2606 root 1.54 }
2607 root 1.28 #else
2608 root 1.225 deathtab << "For a brief moment you feel a holy presence protecting you from losing yourself completely.";
2609 elmex 1.1 #endif
2610    
2611 root 1.54 /* Put a gravestone up where the character 'almost' died. List the
2612     * exp loss on the stone.
2613     */
2614 root 1.249 tmp = archetype::find (shstr_gravestone)->instance ();
2615 root 1.195 tmp->name = format ("%s's gravestone", &op->name);
2616     tmp->name_pl = format ("%s's gravestones", &op->name);
2617 root 1.204 tmp->msg = format ("T<RIP>\n\nHere rests the hero %s the %s,\rwho was killed\rby %s.\n",
2618     &op->name, op->contr->title, op->contr->killer_name ());
2619 root 1.54 tmp->x = op->x, tmp->y = op->y;
2620     insert_ob_in_map (tmp, op->map, NULL, 0);
2621    
2622     /**************************************/
2623     /* */
2624     /* Subtract the experience points, */
2625     /* */
2626     /**************************************/
2627    
2628     /*add_exp(op, (op->stats.exp * -0.20)); */
2629     apply_death_exp_penalty (op);
2630 root 1.195
2631 root 1.54 /*
2632 root 1.108 * Check to see if the player has any unpaid items. If so, remove them
2633     * and put them back in the map.
2634 root 1.54 */
2635 root 1.154 op->drop_unpaid_items ();
2636 root 1.18
2637 root 1.54 /****************************************/
2638     /* */
2639     /* Move player to his current respawn- */
2640     /* position (usually last savebed) */
2641     /* */
2642     /****************************************/
2643 root 1.18
2644 root 1.54 enter_player_savebed (op);
2645 root 1.18
2646 root 1.54 op->contr->braced = 0;
2647 root 1.11
2648 root 1.54 /* it is possible that the player has blown something up
2649     * at his savebed location, and that can have long lasting
2650     * spell effects. So first see if there is a spell effect
2651     * on the space that might harm the player.
2652     */
2653     will_kill_again = 0;
2654     for (tmp = GET_MAP_OB (op->map, op->x, op->y); tmp; tmp = tmp->above)
2655     if (tmp->type == SPELL_EFFECT)
2656     will_kill_again |= tmp->attacktype;
2657 elmex 1.1
2658 root 1.54 if (will_kill_again)
2659 root 1.18 {
2660 root 1.54 object *force;
2661     int at;
2662 root 1.18
2663 root 1.54 force = get_archetype (FORCE_NAME);
2664     /* 50 ticks should be enough time for the spell to abate */
2665 root 1.133 force->speed_left = -5.f;
2666 root 1.277 force->set_speed (0.1f);
2667 root 1.270 force->set_flag (FLAG_APPLIED);
2668 root 1.277
2669 root 1.54 for (at = 0; at < NROFATTACKS; at++)
2670     if (will_kill_again & (1 << at))
2671     force->resist[at] = 100;
2672 root 1.30
2673 root 1.54 insert_ob_in_ob (force, op);
2674     op->update_stats ();
2675     }
2676 root 1.18
2677 root 1.225 op->contr->infobox (MSG_CHANNEL ("death"), deathtab);
2678 elmex 1.1 }
2679    
2680 root 1.241 static void
2681 root 1.18 loot_object (object *op)
2682     { /* Grab and destroy some treasure */
2683     object *tmp, *tmp2, *next;
2684 elmex 1.1
2685 root 1.103 op->close_container (); /* close open sack first */
2686 elmex 1.1
2687 root 1.54 for (tmp = op->inv; tmp; tmp = next)
2688 root 1.18 {
2689     next = tmp->below;
2690 root 1.54
2691 elmex 1.50 if (tmp->invisible)
2692 root 1.18 continue;
2693 root 1.54
2694 root 1.32 tmp->remove ();
2695 root 1.18 tmp->x = op->x, tmp->y = op->y;
2696 root 1.103
2697 root 1.18 if (tmp->type == CONTAINER)
2698 root 1.103 loot_object (tmp); /* empty container to ground */
2699    
2700 root 1.270 if (!tmp->flag [FLAG_UNIQUE] && (tmp->flag [FLAG_STARTEQUIP] || tmp->flag [FLAG_NO_DROP] || !(rndm (3))))
2701 root 1.18 {
2702     if (tmp->nrof > 1)
2703     {
2704 root 1.186 tmp->decrease (rndm (1, tmp->nrof - 1));
2705 root 1.18 insert_ob_in_map (tmp, op->map, NULL, 0);
2706     }
2707     else
2708 root 1.207 tmp->destroy ();
2709 root 1.18 }
2710     else
2711     insert_ob_in_map (tmp, op->map, NULL, 0);
2712     }
2713 elmex 1.1 }
2714    
2715     /*
2716     * fix_weight(): Check recursively the weight of all players, and fix
2717     * what needs to be fixed. Refresh windows and fix speed if anything
2718     * was changed.
2719     */
2720 root 1.18 void
2721 root 1.248 fix_weight ()
2722 root 1.18 {
2723 root 1.61 for_all_players (pl)
2724 root 1.18 {
2725 root 1.184 sint32 old = pl->ob->carrying;
2726 root 1.18
2727 root 1.184 pl->ob->update_weight ();
2728    
2729     if (old != pl->ob->carrying)
2730     {
2731     pl->ob->update_stats ();
2732     LOG (llevDebug, "Fixed inventory in %s (%d -> %d)\n", &pl->ob->name, (int)old, (int)pl->ob->carrying);
2733     }
2734 root 1.18 }
2735 elmex 1.1 }
2736    
2737 root 1.18 void
2738 root 1.248 fix_luck ()
2739 root 1.18 {
2740 root 1.61 for_all_players (pl)
2741 root 1.52 if (!pl->ob->contr->ns->state)
2742 root 1.54 pl->ob->change_luck (0);
2743 elmex 1.1 }
2744    
2745     /* cast_dust() - handles op throwing objects of type 'DUST'.
2746     * This is much simpler in the new spell code - we basically
2747     * just treat this as any other spell casting object.
2748     */
2749 elmex 1.2 void
2750 root 1.18 cast_dust (object *op, object *throw_ob, int dir)
2751 elmex 1.2 {
2752     object *skop, *spob;
2753    
2754     skop = find_skill_by_name (op, throw_ob->skill);
2755    
2756     /* casting POTION 'dusts' is really a use_magic_item skill */
2757     if (op->type == PLAYER && throw_ob->type == POTION && !skop)
2758     {
2759 root 1.18 LOG (llevError, "Player %s lacks critical skill use_magic_item!\n", &op->name);
2760 elmex 1.2 return;
2761     }
2762    
2763     spob = throw_ob->inv;
2764    
2765     // elmex Tue Aug 15 17:19:46 CEST 2006: Added this check to
2766     // not pass NULL to cast_spell (which did indeed check itself, but
2767     // errors should be reported as early as possible IMHO)
2768     if (!spob)
2769     {
2770 root 1.18 LOG (llevError, "cast_dust: thrown object %s (by %s) had no spell in it!", &throw_ob->name, &op->name);
2771 elmex 1.2 return;
2772 elmex 1.1 }
2773    
2774 elmex 1.2 if (op->type == PLAYER)
2775 root 1.14 new_draw_info_format (NDI_UNIQUE, 0, op, "You cast %s.", &spob->name);
2776 elmex 1.2
2777     cast_spell (op, throw_ob, dir, spob, NULL);
2778    
2779 root 1.207 throw_ob->destroy ();
2780 elmex 1.1 }
2781    
2782 root 1.18 void
2783     make_visible (object *op)
2784     {
2785 root 1.208 op->flag [FLAG_HIDDEN] = 0;
2786 root 1.18 op->invisible = 0;
2787 root 1.164
2788 root 1.18 if (op->type == PLAYER)
2789     {
2790     op->contr->tmp_invis = 0;
2791     op->contr->invis_race = 0;
2792     }
2793 root 1.107
2794     update_object (op, UP_OBJ_CHANGE);
2795 root 1.18 }
2796    
2797     int
2798     is_true_undead (object *op)
2799     {
2800 root 1.270 if (op->arch->flag [FLAG_UNDEAD])
2801 root 1.18 return 1;
2802    
2803 elmex 1.1 return 0;
2804     }
2805    
2806     /* look at the surrounding terrain to determine
2807     * the hideability of this object. Positive levels
2808     * indicate greater hideability.
2809     */
2810 root 1.18 int
2811     hideability (object *ob)
2812     {
2813     int i, level = 0, mflag;
2814     sint16 x, y;
2815    
2816     if (!ob || !ob->map)
2817     return 0;
2818    
2819     /* so, on normal lighted maps, its hard to hide */
2820 root 1.213 level = ob->map->darklevel () - 2;
2821 root 1.18
2822     /* this also picks up whether the object is glowing.
2823     * If you carry a light on a non-dark map, its not
2824     * as bad as carrying a light on a pitch dark map */
2825 root 1.227 if (ob->has_carried_lights ())
2826 root 1.213 level = -(10 + (2 * ob->map->darklevel ()));
2827 root 1.18
2828     /* scan through all nearby squares for terrain to hide in */
2829 root 1.182 for (i = 0, x = ob->x, y = ob->y;
2830     i <= SIZEOFFREE1;
2831     i++, x = ob->x + freearr_x[i], y = ob->y + freearr_y[i])
2832 root 1.18 {
2833     mflag = get_map_flags (ob->map, NULL, x, y, NULL, NULL);
2834     if (mflag & P_OUT_OF_MAP)
2835 root 1.182 continue;
2836    
2837 root 1.18 if (mflag & P_BLOCKSVIEW) /* something to hide near! */
2838     level += 2;
2839     else /* open terrain! */
2840     level -= 1;
2841 elmex 1.1 }
2842 root 1.18
2843 elmex 1.1 #if 0
2844 root 1.18 LOG (llevDebug, "hideability of %s is %d\n", ob->name, level);
2845 elmex 1.1 #endif
2846 root 1.18 return level;
2847 elmex 1.1 }
2848    
2849     /* For Hidden creatures - a chance of becoming 'unhidden'
2850     * every time they move - as we subtract off 'invisibility'
2851     * AND, for players, if they move into a ridiculously unhideable
2852     * spot (surrounded by clear terrain in broad daylight). -b.t.
2853     */
2854 root 1.18 void
2855     do_hidden_move (object *op)
2856     {
2857 root 1.194 int hide = 0;
2858 root 1.18
2859     if (!op || !op->map)
2860     return;
2861    
2862 root 1.194 object *skop = find_obj_by_type_subtype (op, SKILL, SK_HIDING);
2863     int num = random_roll (0, 19, op, PREFER_LOW);
2864 root 1.18
2865     /* its *extremely* hard to run and sneak/hide at the same time! */
2866     if (op->type == PLAYER && op->contr->run_on)
2867 root 1.85 if (!skop || num >= skop->level)
2868     {
2869     new_draw_info (NDI_UNIQUE, 0, op, "You ran too much! You are no longer hidden!");
2870     make_visible (op);
2871     return;
2872     }
2873     else
2874     num += 20;
2875    
2876 root 1.18 num += op->map->difficulty;
2877     hide = hideability (op); /* modify by terrain hidden level */
2878     num -= hide;
2879 root 1.85
2880 root 1.18 if ((op->type == PLAYER && hide < -10) || ((op->invisible -= num) <= 0))
2881     {
2882     make_visible (op);
2883 root 1.194
2884 root 1.18 if (op->type == PLAYER)
2885     new_draw_info (NDI_UNIQUE, 0, op, "You moved out of hiding! You are visible!");
2886 elmex 1.1 }
2887 root 1.18 else if (op->type == PLAYER && skop)
2888 root 1.85 change_exp (op, calc_skill_exp (op, NULL, skop), skop->skill, 0);
2889 elmex 1.1 }
2890    
2891     /* determine if who is standing near a hostile creature. */
2892    
2893 root 1.18 int
2894     stand_near_hostile (object *who)
2895     {
2896     object *tmp = NULL;
2897     int i, friendly = 0, player = 0, mflags;
2898 root 1.25 maptile *m;
2899 root 1.18 sint16 x, y;
2900    
2901     if (!who)
2902     return 0;
2903    
2904     if (who->type == PLAYER)
2905     player = 1;
2906    
2907     else
2908 root 1.270 friendly = who->flag [FLAG_FRIENDLY];
2909 root 1.18
2910     /* search adjacent squares */
2911     for (i = 1; i < 9; i++)
2912     {
2913     x = who->x + freearr_x[i];
2914     y = who->y + freearr_y[i];
2915     m = who->map;
2916     mflags = get_map_flags (m, &m, x, y, &x, &y);
2917     /* space must be blocked if there is a monster. If not
2918     * blocked, don't need to check this space.
2919     */
2920     if (mflags & P_OUT_OF_MAP)
2921     continue;
2922     if (OB_TYPE_MOVE_BLOCK (who, GET_MAP_MOVE_BLOCK (m, x, y)))
2923     continue;
2924    
2925 root 1.49 for (tmp = GET_MAP_OB (m, x, y); tmp; tmp = tmp->above)
2926 root 1.18 {
2927 root 1.270 if ((player ||friendly) &&tmp->flag [FLAG_MONSTER] && !tmp->flag [FLAG_UNAGGRESSIVE])
2928 root 1.18 return 1;
2929     else if (tmp->type == PLAYER)
2930     {
2931     /*don't let a hidden DM prevent you from hiding */
2932 root 1.270 if (!tmp->flag [FLAG_WIZ] || tmp->contr->hidden == 0)
2933 root 1.11 return 1;
2934 root 1.18 }
2935 root 1.11 }
2936 elmex 1.1 }
2937 root 1.18 return 0;
2938 elmex 1.1 }
2939    
2940     /* check the player los field for viewability of the
2941     * object op. This function works fine for monsters,
2942     * but we dont worry if the object isnt the top one in
2943     * a pile (say a coin under a table would return "viewable"
2944     * by this routine). Another question, should we be
2945     * concerned with the direction the player is looking
2946 root 1.162 * in? Realistically, most of us can't see stuff behind
2947 elmex 1.1 * our backs...on the other hand, does the "facing" direction
2948 root 1.162 * imply the way your head, or body is facing? It's possible
2949 elmex 1.1 * for them to differ. Sigh, this fctn could get a bit more complex.
2950     * -b.t.
2951     * This function is now map tiling safe.
2952     */
2953 root 1.18 int
2954     player_can_view (object *pl, object *op)
2955     {
2956     rv_vector rv;
2957     int dx, dy;
2958    
2959     if (pl->type != PLAYER)
2960     {
2961     LOG (llevError, "player_can_view() called for non-player object\n");
2962     return -1;
2963 elmex 1.1 }
2964 root 1.74
2965 root 1.18 if (!pl || !op)
2966 elmex 1.1 return 0;
2967 root 1.18
2968 root 1.74 op = op->head_ ();
2969    
2970 root 1.18 get_rangevector (pl, op, &rv, 0x1);
2971    
2972     /* starting with the 'head' part, lets loop
2973     * through the object and find if it has any
2974 root 1.162 * part that is in the los array but isn't on
2975 root 1.18 * a blocked los square.
2976     * we use the archetype to figure out offsets.
2977     */
2978     while (op)
2979     {
2980 root 1.149 dx = rv.distance_x + op->arch->x;
2981     dy = rv.distance_y + op->arch->y;
2982 root 1.18
2983 root 1.210 if (pl->contr->blocked_los (dx, dy) != LOS_BLOCKED)
2984 root 1.18 return 1;
2985 root 1.162
2986 root 1.18 op = op->more;
2987     }
2988 root 1.162
2989 root 1.18 return 0;
2990 elmex 1.1 }
2991    
2992     /* op_on_battleground - checks if the given object op (usually
2993     * a player) is standing on a valid battleground-tile,
2994     * function returns TRUE/FALSE. If true x, y returns the battleground
2995     * -exit-coord. (and if x, y not NULL)
2996     * 19 March 2005 - josh@woosworld.net modifed to check if the battleground also has slaying, maxhp, and maxsp set
2997     * and if those are all set and the player has a marker that matches the slaying send them to a different x, y
2998     * Default is to do the same as before, so only people wanting to have different points need worry about this
2999     */
3000 root 1.18 int
3001     op_on_battleground (object *op, int *x, int *y)
3002     {
3003 elmex 1.1 /* A battleground-tile needs the following attributes to be valid:
3004     * is_floor 1 (has to be the FIRST floor beneath the player's feet),
3005     * name="battleground", no_pick 1, type=58 (type BATTLEGROUND)
3006     * and the exit-coordinates sp/hp must both be > 0.
3007     * => The intention here is to prevent abuse of the battleground-
3008     * feature (like pickable or hidden battleground tiles). */
3009 root 1.162 for (object *tmp = op->below; tmp; tmp = tmp->below)
3010 root 1.18 {
3011 root 1.270 if (tmp->flag [FLAG_IS_FLOOR])
3012 root 1.18 {
3013 root 1.270 if (tmp->flag [FLAG_NO_PICK]
3014 root 1.162 && tmp->type == BATTLEGROUND
3015     && tmp->name == shstr_battleground
3016     && EXIT_X (tmp) && EXIT_Y (tmp))
3017 root 1.18 {
3018 root 1.162 /* before we assign the exit, check if this is a teambattle */
3019 root 1.18 if (EXIT_ALT_X (tmp) && EXIT_ALT_Y (tmp) && EXIT_PATH (tmp))
3020 root 1.252 for (object *invtmp = op->inv; invtmp; invtmp = invtmp->below)
3021     if (invtmp->type == FORCE && invtmp->slaying && tmp->slaying == invtmp->slaying)
3022 root 1.18 {
3023 root 1.252 if (x && y)
3024     *x = EXIT_ALT_X (tmp), *y = EXIT_ALT_Y (tmp);
3025 root 1.162
3026 root 1.252 return 1;
3027 root 1.18 }
3028 root 1.162
3029     if (x && y)
3030 root 1.18 *x = EXIT_X (tmp), *y = EXIT_Y (tmp);
3031 root 1.162
3032 root 1.18 return 1;
3033     }
3034     }
3035 elmex 1.1 }
3036 root 1.162
3037 elmex 1.1 /* If we got here, did not find a battleground */
3038     return 0;
3039     }
3040    
3041     /*
3042     * When a dragon-player gains a new stage of evolution,
3043     * he gets some treasure
3044     *
3045     * attributes:
3046     * object *who the dragon player
3047     * int atnr the attack-number of the ability focus
3048     * int level ability level
3049     */
3050 root 1.18 void
3051     dragon_ability_gain (object *who, int atnr, int level)
3052     {
3053     treasurelist *trlist = NULL; /* treasurelist */
3054     treasure *tr; /* treasure */
3055     object *tmp, *skop; /* tmp. object */
3056     object *item; /* treasure object */
3057     char buf[MAX_BUF]; /* tmp. string buffer */
3058     int i = 0, j = 0;
3059    
3060     /* get the appropriate treasurelist */
3061     if (atnr == ATNR_FIRE)
3062 root 1.163 trlist = treasurelist::find (shstr_dragon_ability_fire);
3063 root 1.18 else if (atnr == ATNR_COLD)
3064 root 1.163 trlist = treasurelist::find (shstr_dragon_ability_cold);
3065 root 1.18 else if (atnr == ATNR_ELECTRICITY)
3066 root 1.163 trlist = treasurelist::find (shstr_dragon_ability_elec);
3067 root 1.18 else if (atnr == ATNR_POISON)
3068 root 1.163 trlist = treasurelist::find (shstr_dragon_ability_poison);
3069 root 1.18
3070     if (trlist == NULL || who->type != PLAYER)
3071     return;
3072    
3073     for (i = 0, tr = trlist->items; tr != NULL && i < level - 1; tr = tr->next, i++);
3074    
3075 elmex 1.82 if (!tr || !tr->item)
3076 root 1.18 {
3077     /* LOG(llevDebug, "-> no more treasure for %s\n", change_resist_msg[atnr]); */
3078     return;
3079 elmex 1.1 }
3080    
3081 root 1.18 /* everything seems okay - now bring on the gift: */
3082 root 1.149 item = tr->item;
3083 elmex 1.1
3084 root 1.18 if (item->type == SPELL)
3085     {
3086     if (check_spell_known (who, item->name))
3087 root 1.11 return;
3088 root 1.18
3089     new_draw_info_format (NDI_UNIQUE | NDI_BLUE, 0, who, "You gained the ability of %s", &item->name);
3090     do_learn_spell (who, item, 0);
3091     return;
3092 elmex 1.1 }
3093    
3094 root 1.18 /* grant direct spell */
3095     if (item->type == SPELLBOOK)
3096     {
3097     if (!item->inv)
3098     {
3099     LOG (llevDebug, "dragon_ability_gain: Broken spellbook %s\n", &item->name);
3100     return;
3101     }
3102     if (check_spell_known (who, item->inv->name))
3103     return;
3104     if (item->invisible)
3105     {
3106     new_draw_info_format (NDI_UNIQUE | NDI_BLUE, 0, who, "You gained the ability of %s", &item->inv->name);
3107     do_learn_spell (who, item->inv, 0);
3108     return;
3109 root 1.11 }
3110 root 1.18 }
3111     else if (item->type == SKILL_TOOL && item->invisible)
3112     {
3113     if (item->subtype == SK_CLAWING && (skop = find_skill_by_name (who, item->skill)) != NULL)
3114     {
3115    
3116     /* should this perhaps be (skop->attackyp & item->attacktype)!=item->attacktype ...
3117     * in this way, if the player is missing any of the attacktypes, he gets
3118     * them. As it is now, if the player has any that match the granted skill,
3119     * but not all of them, he gets nothing.
3120     */
3121     if (!(skop->attacktype & item->attacktype))
3122     {
3123     /* Give new attacktype */
3124     skop->attacktype |= item->attacktype;
3125    
3126     /* always add physical if there's none */
3127     skop->attacktype |= AT_PHYSICAL;
3128    
3129     if (item->msg != NULL)
3130     new_draw_info (NDI_UNIQUE | NDI_BLUE, 0, who, item->msg);
3131    
3132     /* Give player new face */
3133     if (item->animation_id)
3134     {
3135     who->face = skop->face;
3136     who->animation_id = item->animation_id;
3137     who->anim_speed = item->anim_speed;
3138     who->last_anim = 0;
3139     who->state = 0;
3140     animate_object (who, who->direction);
3141     }
3142     }
3143 root 1.11 }
3144 elmex 1.1 }
3145 root 1.18 else if (item->type == FORCE)
3146     {
3147     /* forces in the treasurelist can alter the player's stats */
3148     object *skin;
3149 elmex 1.1
3150 root 1.18 /* first get the dragon skin force */
3151 root 1.153 for (skin = who->inv; skin && !(skin->arch->archname == shstr_dragon_skin_force); skin = skin->below)
3152 root 1.52 ;
3153    
3154     if (!skin)
3155 root 1.18 return;
3156    
3157     /* adding new spellpath attunements */
3158     if (item->path_attuned > 0 && !(skin->path_attuned & item->path_attuned))
3159     {
3160     skin->path_attuned |= item->path_attuned; /* add attunement to skin */
3161    
3162     /* print message */
3163     sprintf (buf, "You feel attuned to ");
3164     for (i = 0, j = 0; i < NRSPELLPATHS; i++)
3165     {
3166     if (item->path_attuned & (1 << i))
3167     {
3168     if (j)
3169     strcat (buf, " and ");
3170     else
3171     j = 1;
3172     strcat (buf, spellpathnames[i]);
3173     }
3174     }
3175 root 1.265
3176 root 1.18 strcat (buf, ".");
3177     new_draw_info (NDI_UNIQUE | NDI_BLUE, 0, who, buf);
3178     }
3179    
3180     /* evtl. adding flags: */
3181 root 1.270 if (item->flag [FLAG_XRAYS])
3182     skin->set_flag (FLAG_XRAYS);
3183     if (item->flag [FLAG_STEALTH])
3184     skin->set_flag (FLAG_STEALTH);
3185     if (item->flag [FLAG_SEE_IN_DARK])
3186     skin->set_flag (FLAG_SEE_IN_DARK);
3187 root 1.18
3188     /* print message if there is one */
3189     if (item->msg != NULL)
3190     new_draw_info (NDI_UNIQUE | NDI_BLUE, 0, who, item->msg);
3191     }
3192     else
3193     {
3194     /* generate misc. treasure */
3195 root 1.249 tmp = tr->item->instance ();
3196 root 1.18 new_draw_info_format (NDI_UNIQUE | NDI_BLUE, 0, who, "You gained %s", query_short_name (tmp));
3197 root 1.189 who->insert (tmp);
3198 elmex 1.1 }
3199     }
3200    
3201 root 1.238 //-GPL
3202    
3203 root 1.101 sint8
3204 root 1.215 player::darkness_at (maptile *map, int x, int y) const
3205 root 1.101 {
3206 root 1.216 if (!ns)
3207 root 1.215 return LOS_BLOCKED;
3208 root 1.101
3209     int dx, dy;
3210     if (!adjacent_map (map, ns->current_map, &dx, &dy))
3211 root 1.215 return LOS_BLOCKED;
3212 root 1.101
3213 root 1.210 x += dx - ns->current_x;
3214     y += dy - ns->current_y;
3215 root 1.101
3216 root 1.215 return blocked_los (x, y);
3217 root 1.101 }
3218 root 1.169
3219     void
3220     player::infobox (const char *title, const char *msg, int color)
3221     {
3222     send_msg (color | NDI_DEF | NDI_REPLY | NDI_CLEAR, title, msg);
3223     }
3224    
3225     void
3226     player::statusmsg (const char *msg, int color)
3227     {
3228     send_msg (color | NDI_REPLY, INFO_CHANNEL, msg);
3229     }
3230    
3231     void
3232     player::failmsg (const char *msg, int color)
3233     {
3234     play_sound (sound_find ("generic_failure"));
3235     statusmsg (msg, color);
3236     }
3237    
3238 root 1.269 void
3239     object::failmsgf (const char *format, ...)
3240     {
3241     if (!contr)
3242     return;
3243    
3244     va_list ap;
3245     va_start (ap, format);
3246     contr->failmsg (vformat (format, ap));
3247     va_end (ap);
3248     }
3249    
3250     void
3251     player::failmsgf (const char *format, ...)
3252     {
3253     va_list ap;
3254     va_start (ap, format);
3255     failmsg (vformat (format, ap));
3256     va_end (ap);
3257     }
3258