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Revision: 1.85
Committed: Thu Jan 4 16:19:32 2007 UTC (17 years, 4 months ago) by root
Content type: text/plain
Branch: MAIN
Changes since 1.84: +17 -21 lines
Log Message:
- word of recall activated the player indirectly
- implement maptile->xy_find and xy_load
- separate find and load, even on C level
- generate map_leave/enter and map_change events even for tiled map changes
  (experimental)
- implement mainloop freezeing by start/stop, not skipping ticks
- no map updates when player !active

File Contents

# User Rev Content
1 elmex 1.1 /*
2     CrossFire, A Multiplayer game for X-windows
3    
4     Copyright (C) 2002 Mark Wedel & Crossfire Development Team
5     Copyright (C) 1992 Frank Tore Johansen
6    
7     This program is free software; you can redistribute it and/or modify
8     it under the terms of the GNU General Public License as published by
9     the Free Software Foundation; either version 2 of the License, or
10     (at your option) any later version.
11    
12     This program is distributed in the hope that it will be useful,
13     but WITHOUT ANY WARRANTY; without even the implied warranty of
14     MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
15     GNU General Public License for more details.
16    
17     You should have received a copy of the GNU General Public License
18     along with this program; if not, write to the Free Software
19     Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA.
20    
21 root 1.23 The author can be reached via e-mail to <crossfire@schmorp.de>
22 elmex 1.1 */
23    
24     #include <global.h>
25 pippijn 1.31 #include <pwd.h>
26 root 1.38 #include <sproto.h>
27 elmex 1.1 #include <sounds.h>
28     #include <living.h>
29     #include <object.h>
30     #include <spells.h>
31     #include <skills.h>
32    
33 root 1.54 #include <algorithm>
34     #include <functional>
35 elmex 1.1
36 root 1.18 player *
37     find_player (const char *plname)
38 elmex 1.1 {
39 root 1.61 for_all_players (pl)
40 root 1.54 if (pl->ob && !strcmp (query_name (pl->ob), plname))
41     return pl;
42 root 1.53
43     return 0;
44 elmex 1.1 }
45    
46 root 1.18 void
47     display_motd (const object *op)
48     {
49     char buf[MAX_BUF];
50     char motd[HUGE_BUF];
51     FILE *fp;
52     int comp;
53     int size;
54 elmex 1.1
55 root 1.18 sprintf (buf, "%s/%s", settings.confdir, settings.motd);
56     if ((fp = open_and_uncompress (buf, 0, &comp)) == NULL)
57 root 1.44 return;
58    
59 root 1.18 motd[0] = '\0';
60     size = 0;
61 root 1.44
62 root 1.53 while (fgets (buf, MAX_BUF, fp))
63 root 1.18 {
64     if (*buf == '#')
65     continue;
66 root 1.44
67 root 1.18 strncat (motd + size, buf, HUGE_BUF - size);
68     size += strlen (buf);
69 elmex 1.1 }
70 root 1.44
71 root 1.18 draw_ext_info (NDI_UNIQUE | NDI_GREEN, 0, op, MSG_TYPE_MOTD, MSG_SUBTYPE_NONE, motd, NULL);
72     close_and_delete (fp, comp);
73 elmex 1.1 }
74    
75 root 1.18 void
76     send_rules (const object *op)
77     {
78     char buf[MAX_BUF];
79     char rules[HUGE_BUF];
80     FILE *fp;
81     int comp;
82     int size;
83    
84     sprintf (buf, "%s/%s", settings.confdir, settings.rules);
85     if ((fp = open_and_uncompress (buf, 0, &comp)) == NULL)
86 root 1.44 return;
87    
88 root 1.18 rules[0] = '\0';
89     size = 0;
90 root 1.44
91 root 1.53 while (fgets (buf, MAX_BUF, fp))
92 root 1.18 {
93     if (*buf == '#')
94 elmex 1.1 continue;
95 root 1.44
96 root 1.18 if (size + strlen (buf) >= HUGE_BUF)
97     {
98     LOG (llevDebug, "Warning, rules size is > %d bytes.\n", HUGE_BUF);
99 elmex 1.1 break;
100 root 1.18 }
101 root 1.44
102 root 1.18 strncat (rules + size, buf, HUGE_BUF - size);
103     size += strlen (buf);
104 elmex 1.1 }
105 root 1.44
106 root 1.18 draw_ext_info (NDI_UNIQUE | NDI_GREEN, 0, op, MSG_TYPE_ADMIN, MSG_TYPE_ADMIN_RULES, rules, NULL);
107     close_and_delete (fp, comp);
108 elmex 1.1 }
109    
110 root 1.18 void
111     send_news (const object *op)
112     {
113     char buf[MAX_BUF];
114     char news[HUGE_BUF];
115     char subject[MAX_BUF];
116     FILE *fp;
117     int comp;
118     int size;
119    
120     sprintf (buf, "%s/%s", settings.confdir, settings.news);
121     if ((fp = open_and_uncompress (buf, 0, &comp)) == NULL)
122     return;
123 root 1.44
124 root 1.18 news[0] = '\0';
125     subject[0] = '\0';
126     size = 0;
127 root 1.44
128 root 1.18 while (fgets (buf, MAX_BUF, fp) != NULL)
129     {
130     if (*buf == '#')
131     continue;
132 root 1.44
133 root 1.18 if (*buf == '%')
134     { /* send one news */
135     if (size > 0)
136     draw_ext_info_format (NDI_UNIQUE | NDI_GREEN, 0, op, MSG_TYPE_ADMIN, MSG_TYPE_ADMIN_NEWS, "INFORMATION: %s\n%s", "%s\n%s", subject, news); /*send previously read news */
137     strcpy (subject, buf + 1);
138     strip_endline (subject);
139     size = 0;
140     news[0] = '\0';
141     }
142     else
143     {
144     if (size + strlen (buf) >= HUGE_BUF)
145     {
146     LOG (llevDebug, "Warning, one news item has size > %d bytes.\n", HUGE_BUF);
147 elmex 1.1 break;
148 root 1.18 }
149     strncat (news + size, buf, HUGE_BUF - size);
150     size += strlen (buf);
151     }
152 elmex 1.1 }
153 root 1.18
154     draw_ext_info_format (NDI_UNIQUE | NDI_GREEN, 0, op,
155     MSG_TYPE_ADMIN, MSG_TYPE_ADMIN_NEWS, "INFORMATION: %s\n%s\n", "%s\n%s", subject, news);
156     close_and_delete (fp, comp);
157 elmex 1.1 }
158    
159 root 1.54 /* This loads the first map an puts the player on it. */
160     static void
161     set_first_map (object *op)
162     {
163 root 1.77 op->contr->maplevel = first_map_path;
164 root 1.54 op->x = -1;
165     op->y = -1;
166 root 1.75 }
167    
168     void
169     player::enter_map ()
170     {
171     object *tmp = object::create ();
172    
173     EXIT_PATH (tmp) = maplevel;
174     EXIT_X (tmp) = ob->x;
175     EXIT_Y (tmp) = ob->y;
176     ob->enter_exit (tmp);
177    
178     tmp->destroy ();
179 root 1.54 }
180    
181 root 1.56 // connect the player with a specific client
182     // also changed, rationalises, and fixes some incorrect settings
183 root 1.54 void
184     player::connect (client *ns)
185 root 1.18 {
186 root 1.54 this->ns = ns;
187     ns->pl = this;
188    
189     next = first_player;
190     first_player = this;
191    
192     ns->update_look = 0;
193     ns->look_position = 0;
194    
195     clear_los (ob);
196    
197 root 1.57 /* make sure he's a player -- needed because of class change. */
198 root 1.54 ob->type = PLAYER; // we are paranoid
199     ob->race = ob->arch->clone.race;
200 elmex 1.1
201 root 1.56 if (!legal_range (ob, shoottype))
202     shoottype = range_none;
203 root 1.44
204 root 1.54 ob->carrying = sum_weight (ob);
205     link_player_skills (ob);
206 elmex 1.1
207 root 1.56 CLEAR_FLAG (ob, FLAG_NO_FIX_PLAYER);
208 elmex 1.1
209 root 1.54 assign (title, ob->arch->clone.name);
210 root 1.15
211 root 1.54 /* can_use_shield is a new flag. However, the can_use.. seems to largely come
212     * from the class, and not race. I don't see any way to get the class information
213     * to then update this. I don't think this will actually break anything - anyone
214     * that can use armour should be able to use a shield. What this may 'break'
215     * are features new characters get, eg, if someone starts up with a Q, they
216     * should be able to use a shield. However, old Q's won't get that advantage.
217 root 1.15 */
218 root 1.54 if (QUERY_FLAG (ob, FLAG_USE_ARMOUR))
219     SET_FLAG (ob, FLAG_USE_SHIELD);
220    
221     /* if it's a dragon player, set the correct title here */
222     if (is_dragon_pl (ob))
223     {
224     object *tmp, *abil = 0, *skin = 0;
225    
226     shstr_cmp dragon_ability_force ("dragon_ability_force");
227     shstr_cmp dragon_skin_force ("dragon_skin_force");
228    
229     for (tmp = ob->inv; tmp; tmp = tmp->below)
230     if (tmp->type == FORCE)
231     if (tmp->arch->name == dragon_ability_force)
232     abil = tmp;
233     else if (tmp->arch->name == dragon_skin_force)
234     skin = tmp;
235    
236     set_dragon_name (ob, abil, skin);
237     }
238    
239     CLEAR_FLAG (ob, FLAG_FRIENDLY);
240     add_friendly_object (ob);
241    
242     LOG (llevInfo, "LOGIN: Player named %s from ip %s\n", &ob->name, ns->host);
243 root 1.15
244 root 1.54 new_draw_info (NDI_UNIQUE, 0, ob, "Welcome Back!");
245    
246 root 1.60 esrv_new_player (this, ob->weight + ob->carrying);
247    
248     ob->update_stats ();
249 root 1.54 ns->floorbox_update ();
250    
251     esrv_send_inventory (ob, ob);
252     esrv_add_spells (this, 0);
253    
254 root 1.76 ob->activate_recursive ();
255 root 1.75 enter_map ();
256 root 1.54
257 root 1.59 send_rules (ob);
258     send_news (ob);
259     display_motd (ob);
260 root 1.78
261     INVOKE_PLAYER (CONNECT, this);
262 root 1.54 INVOKE_PLAYER (LOGIN, this);
263     }
264 elmex 1.1
265 root 1.62 void
266     player::disconnect ()
267     {
268 root 1.74 if (ob)
269 root 1.76 ob->deactivate_recursive ();
270 root 1.74
271 root 1.62 //TODO: don't be so harsh and destroy :)
272 root 1.63 if (ns)
273 root 1.72 {
274     if (enable_save)
275 root 1.78 {
276     INVOKE_PLAYER (LOGOUT, this, ARG_INT (0));
277 root 1.80 save (true);
278 root 1.78 }
279    
280     INVOKE_PLAYER (DISCONNECT, this);
281 root 1.72
282     client *ns = this->ns;
283     ns->send_packet ("goodbye");
284     ns->flush ();
285     ns->pl = 0;
286     this->ns = 0;
287    
288     ns->destroy ();
289     destroy ();
290     }
291 root 1.62 }
292    
293 root 1.54 // the need for this function can be explained
294     // by load_object not returning the object
295     void
296     player::set_object (object *op)
297     {
298     ob = op;
299     ob->contr = this; /* this aren't yet in archetype */
300 root 1.15
301 root 1.54 ob->speed_left = 0.5;
302     ob->speed = 1.0;
303     ob->direction = 5; /* So player faces south */
304     ob->stats.wc = 2;
305     ob->run_away = 25; /* Then we panick... */
306 root 1.15
307 root 1.54 ob->roll_stats ();
308     }
309 root 1.15
310 root 1.54 player::player ()
311     {
312 pippijn 1.81 /* There are some elements we want initialised to non zero value -
313 root 1.54 * we deal with that below this point.
314     */
315     outputs_sync = 16; /* Every 2 seconds */
316     outputs_count = 8; /* Keeps present behaviour */
317     unapply = unapply_nochoice;
318    
319 root 1.77 savebed_map = first_map_path; /* Init. respawn position */
320 root 1.54
321     gen_sp_armour = 10;
322     last_speed = -1;
323     shoottype = range_none;
324     bowtype = bow_normal;
325     petmode = pet_normal;
326     listening = 10;
327     usekeys = containers;
328     last_weapon_sp = -1;
329     peaceful = 1; /* default peaceful */
330     do_los = 1;
331 root 1.15
332     /* we need to clear these to -1 and not zero - otherwise,
333     * if a player quits and starts a new character, we wont
334     * send new values to the client, as things like exp start
335     * at zero.
336     */
337 root 1.54 for (int i = 0; i < NUM_SKILLS; i++)
338     last_skill_exp[i] = -1;
339    
340     for (int i = 0; i < NROFATTACKS; i++)
341     last_resist[i] = -1;
342    
343     last_stats.exp = -1;
344     last_weight = (uint32) - 1;
345     }
346    
347 root 1.62 void
348     player::do_destroy ()
349 root 1.54 {
350 root 1.72 disconnect ();
351 root 1.62
352 root 1.66 save (false);
353     enable_save = false;
354    
355 root 1.72 attachable::do_destroy ();
356 root 1.62
357 root 1.54 terminate_all_pets (ob);
358    
359     if (first_player != this)
360 root 1.15 {
361 root 1.54 player *prev = first_player;
362    
363     while (prev && prev->next && prev->next != this)
364     prev = prev->next;
365 root 1.38
366 root 1.54 if (prev->next != this)
367     {
368     LOG (llevError, "Free_player: Can't find previous player.\n");
369     abort ();
370     }
371 root 1.38
372 root 1.54 prev->next = next;
373     }
374     else
375     first_player = next;
376 root 1.15
377 root 1.54 if (ob)
378 root 1.69 {
379     ob->destroy_inv (false);
380     ob->destroy ();
381     }
382 root 1.62 }
383    
384     player::~player ()
385     {
386 root 1.54 /* Clear item stack */
387     free (stack_items);
388 elmex 1.1 }
389    
390 root 1.54 /* Tries to add player on the connection passed in ns.
391 elmex 1.1 * All we can really get in this is some settings like host and display
392     * mode.
393     */
394 root 1.54 player *
395     player::create ()
396 root 1.18 {
397 root 1.54 player *pl = new player;
398 root 1.38
399 root 1.54 pl->set_object (arch_to_object (get_player_archetype (0)));
400 root 1.76 set_first_map (pl->ob);
401 root 1.26
402 root 1.54 return pl;
403 elmex 1.1 }
404    
405     /*
406     * get_player_archetype() return next player archetype from archetype
407     * list. Not very efficient routine, but used only creating new players.
408     * Note: there MUST be at least one player archetype!
409     */
410 root 1.18 archetype *
411     get_player_archetype (archetype *at)
412 elmex 1.1 {
413 root 1.18 archetype *start = at;
414    
415     for (;;)
416     {
417     if (at == NULL || at->next == NULL)
418     at = first_archetype;
419     else
420     at = at->next;
421 root 1.46
422 root 1.18 if (at->clone.type == PLAYER)
423     return at;
424 root 1.46
425 root 1.18 if (at == start)
426     {
427     LOG (llevError, "No Player archetypes\n");
428     exit (-1);
429 root 1.11 }
430 elmex 1.1 }
431     }
432    
433 root 1.18 object *
434     get_nearest_player (object *mon)
435     {
436     object *op = NULL;
437     objectlink *ol;
438     unsigned lastdist;
439     rv_vector rv;
440    
441     for (ol = first_friendly_object, lastdist = 1000; ol != NULL; ol = ol->next)
442     {
443     /* We should not find free objects on this friendly list, but it
444     * does periodically happen. Given that, lets deal with it.
445     * While unlikely, it is possible the next object on the friendly
446     * list is also free, so encapsulate this in a while loop.
447     */
448     while (QUERY_FLAG (ol->ob, FLAG_FREED) || !QUERY_FLAG (ol->ob, FLAG_FRIENDLY))
449     {
450     object *tmp = ol->ob;
451    
452     /* Can't do much more other than log the fact, because the object
453     * itself will have been cleared.
454     */
455     LOG (llevDebug, "get_nearest_player: Found free/non friendly object on friendly list\n");
456     ol = ol->next;
457     remove_friendly_object (tmp);
458     if (!ol)
459     return op;
460     }
461 root 1.11
462 root 1.18 /* Remove special check for player from this. First, it looks to cause
463     * some crashes (ol->ob->contr not set properly?), but secondly, a more
464     * complicated method of state checking would be needed in any case -
465     * as it was, a clever player could type quit, and the function would
466     * skip them over while waiting for confirmation. Remove
467     * on_same_map check, as can_detect_enemy also does this
468     */
469     if (!can_detect_enemy (mon, ol->ob, &rv))
470     continue;
471 root 1.11
472 root 1.18 if (lastdist > rv.distance)
473     {
474     op = ol->ob;
475     lastdist = rv.distance;
476 root 1.11 }
477 elmex 1.1 }
478 root 1.61
479     for_all_players (pl)
480     if (can_detect_enemy (mon, pl->ob, &rv))
481     if (lastdist > rv.distance)
482 root 1.18 {
483 root 1.61 op = pl->ob;
484     lastdist = rv.distance;
485     }
486 elmex 1.1
487     #if 0
488 root 1.18 LOG (llevDebug, "get_nearest_player() finds player: %s\n", op ? &op->name : "(null)");
489 elmex 1.1 #endif
490 root 1.18 return op;
491 elmex 1.1 }
492    
493     /* I believe this can safely go to 2, 3 is questionable, 4 will likely
494     * result in a monster paths backtracking. It basically determines how large a
495     * detour a monster will take from the direction path when looking
496     * for a path to the player. The values are in the amount of direction
497     * the deviation is
498     */
499     #define DETOUR_AMOUNT 2
500    
501     /* This is used to prevent infinite loops. Consider a case where the
502     * player is in a chamber (with gate closed), and monsters are outside.
503     * with DETOUR_AMOUNT==2, the function will turn each corner, trying to
504     * find a path into the chamber. This is a good thing, but since there
505     * is no real path, it will just keep circling the chamber for
506     * ever (this could be a nice effect for monsters, but not for the function
507     * to get stuck in. I think for the monsters, if max is reached and
508     * we return the first direction the creature could move would result in the
509     * circling behaviour. Unfortunately, this function is also used to determined
510     * if the creature should cast a spell, so returning a direction in that case
511     * is probably not a good thing.
512     */
513     #define MAX_SPACES 50
514    
515     /*
516     * Returns the direction to the player, if valid. Returns 0 otherwise.
517     * modified to verify there is a path to the player. Does this by stepping towards
518     * player and if path is blocked then see if blockage is close enough to player that
519     * direction to player is changed (ie zig or zag). Continue zig zag until either
520     * reach player or path is blocked. Thus, will only return true if there is a free
521     * path to player. Though path may not be a straight line. Note that it will find
522     * player hiding along a corridor at right angles to the corridor with the monster.
523     *
524     * Modified by MSW 2001-08-06 to handle tiled maps. Various notes:
525     * 1) With DETOUR_AMOUNT being 2, it should still go and find players hiding
526     * down corriders.
527     * 2) I think the old code was broken if the first direction the monster
528     * should move was blocked - the code would store the first direction without
529     * verifying that the player can actually move in that direction. The new
530     * code does not store anything in firstdir until we have verified that the
531     * monster can in fact move one space in that direction.
532     * 3) I'm not sure how good this code will be for moving multipart monsters,
533     * since only simple checks to blocked are being called, which could mean the monster
534     * is blocking itself.
535     */
536 root 1.18 int
537     path_to_player (object *mon, object *pl, unsigned mindiff)
538     {
539     rv_vector rv;
540     sint16 x, y;
541     int lastx, lasty, dir, i, diff, firstdir = 0, lastdir, max = MAX_SPACES, mflags, blocked;
542 root 1.25 maptile *m, *lastmap;
543 root 1.18
544     get_rangevector (mon, pl, &rv, 0);
545    
546     if (rv.distance < mindiff)
547     return 0;
548    
549     x = mon->x;
550     y = mon->y;
551     m = mon->map;
552     dir = rv.direction;
553     lastdir = firstdir = rv.direction; /* perhaps we stand next to pl, init firstdir too */
554     diff = FABS (rv.distance_x) > FABS (rv.distance_y) ? FABS (rv.distance_x) : FABS (rv.distance_y);
555     /* If we can't solve it within the search distance, return now. */
556     if (diff > max)
557     return 0;
558     while (diff > 1 && max > 0)
559     {
560     lastx = x;
561     lasty = y;
562     lastmap = m;
563     x = lastx + freearr_x[dir];
564     y = lasty + freearr_y[dir];
565    
566     mflags = get_map_flags (m, &m, x, y, &x, &y);
567     blocked = (mflags & P_OUT_OF_MAP) ? MOVE_ALL : GET_MAP_MOVE_BLOCK (m, x, y);
568    
569     /* Space is blocked - try changing direction a little */
570     if ((mflags & P_OUT_OF_MAP) || ((OB_TYPE_MOVE_BLOCK (mon, blocked) || (mflags & P_BLOCKSVIEW))
571     && (m == mon->map && blocked_link (mon, m, x, y))))
572     {
573     /* recalculate direction from last good location. Possible
574     * we were not traversing ideal location before.
575     */
576     get_rangevector_from_mapcoord (lastmap, lastx, lasty, pl, &rv, 0);
577     if (rv.direction != dir)
578     {
579     /* OK - says direction should be different - lets reset the
580     * the values so it will try again.
581     */
582     x = lastx;
583     y = lasty;
584     m = lastmap;
585     dir = firstdir = rv.direction;
586     }
587     else
588     {
589     /* direct path is blocked - try taking a side step to
590     * either the left or right.
591     * Note increase the values in the loop below to be
592     * more than -1/1 respectively will mean the monster takes
593     * bigger detour. Have to be careful about these values getting
594     * too big (3 or maybe 4 or higher) as the monster may just try
595     * stepping back and forth
596     */
597     for (i = -DETOUR_AMOUNT; i <= DETOUR_AMOUNT; i++)
598     {
599     if (i == 0)
600     continue; /* already did this, so skip it */
601     /* Use lastdir here - otherwise,
602     * since the direction that the creature should move in
603     * may change, you could get infinite loops.
604     * ie, player is northwest, but monster can only
605     * move west, so it does that. It goes some distance,
606     * gets blocked, finds that it should move north,
607     * can't do that, but now finds it can move east, and
608     * gets back to its original point. lastdir contains
609     * the last direction the creature has successfully
610     * moved.
611     */
612    
613     x = lastx + freearr_x[absdir (lastdir + i)];
614     y = lasty + freearr_y[absdir (lastdir + i)];
615     m = lastmap;
616     mflags = get_map_flags (m, &m, x, y, &x, &y);
617     if (mflags & P_OUT_OF_MAP)
618     continue;
619     blocked = GET_MAP_MOVE_BLOCK (m, x, y);
620     if (OB_TYPE_MOVE_BLOCK (mon, blocked))
621     continue;
622     if (mflags & P_BLOCKSVIEW)
623     continue;
624    
625     if (m == mon->map && blocked_link (mon, m, x, y))
626     break;
627     }
628     /* go through entire loop without finding a valid
629     * sidestep to take - thus, no valid path.
630     */
631     if (i == (DETOUR_AMOUNT + 1))
632     return 0;
633     diff--;
634     lastdir = dir;
635     max--;
636     if (!firstdir)
637     firstdir = dir + i;
638     } /* else check alternate directions */
639     } /* if blocked */
640     else
641     {
642     /* we moved towards creature, so diff is less */
643     diff--;
644     max--;
645     lastdir = dir;
646     if (!firstdir)
647     firstdir = dir;
648     }
649     if (diff <= 1)
650     {
651     /* Recalculate diff (distance) because we may not have actually
652     * headed toward player for entire distance.
653     */
654     get_rangevector_from_mapcoord (m, x, y, pl, &rv, 0);
655     diff = FABS (rv.distance_x) > FABS (rv.distance_y) ? FABS (rv.distance_x) : FABS (rv.distance_y);
656     }
657     if (diff > max)
658     return 0;
659     }
660     /* If we reached the max, didn't find a direction in time */
661     if (!max)
662     return 0;
663    
664     return firstdir;
665     }
666    
667     void
668     give_initial_items (object *pl, treasurelist * items)
669     {
670     object *op, *next = NULL;
671    
672     if (pl->randomitems != NULL)
673     create_treasure (items, pl, GT_STARTEQUIP | GT_ONLY_GOOD, 1, 0);
674    
675     for (op = pl->inv; op; op = next)
676     {
677     next = op->below;
678    
679     /* Forces get applied per default, unless they have the
680     * flag "neutral" set. Sorry but I can't think of a better way
681     */
682     if (op->type == FORCE && !QUERY_FLAG (op, FLAG_NEUTRAL))
683     SET_FLAG (op, FLAG_APPLIED);
684    
685     /* we never give weapons/armour if these cannot be used
686     * by this player due to race restrictions
687     */
688     if (pl->type == PLAYER)
689     {
690     if ((!QUERY_FLAG (pl, FLAG_USE_ARMOUR) &&
691     (op->type == ARMOUR || op->type == BOOTS ||
692     op->type == CLOAK || op->type == HELMET ||
693     op->type == SHIELD || op->type == GLOVES ||
694     op->type == BRACERS || op->type == GIRDLE)) || (!QUERY_FLAG (pl, FLAG_USE_WEAPON) && op->type == WEAPON))
695     {
696 root 1.33 op->destroy ();
697 root 1.18 continue;
698     }
699 root 1.11 }
700    
701 root 1.18 /* This really needs to be better - we should really give
702     * a substitute spellbook. The problem is that we don't really
703     * have a good idea what to replace it with (need something like
704     * a first level treasurelist for each skill.)
705     * remove duplicate skills also
706     */
707     if (op->type == SPELLBOOK || op->type == SKILL)
708     {
709     object *tmp;
710 elmex 1.1
711 root 1.18 for (tmp = op->below; tmp; tmp = tmp->below)
712     if (tmp->type == op->type && tmp->name == op->name)
713     break;
714 root 1.11
715 root 1.18 if (tmp)
716     {
717 root 1.33 op->destroy ();
718 root 1.18 LOG (llevError, "give_initial_items: Removing duplicate object %s\n", &tmp->name);
719     continue;
720 root 1.11 }
721 root 1.33
722 root 1.18 if (op->nrof > 1)
723     op->nrof = 1;
724 root 1.11 }
725 elmex 1.1
726 root 1.18 if (op->type == SPELLBOOK && op->inv)
727     {
728     CLEAR_FLAG (op->inv, FLAG_STARTEQUIP);
729 root 1.11 }
730    
731 root 1.18 /* Give starting characters identified, uncursed, and undamned
732     * items. Just don't identify gold or silver, or it won't be
733     * merged properly.
734     */
735     if (need_identify (op))
736     {
737     SET_FLAG (op, FLAG_IDENTIFIED);
738     CLEAR_FLAG (op, FLAG_CURSED);
739     CLEAR_FLAG (op, FLAG_DAMNED);
740     }
741     if (op->type == SPELL)
742     {
743 root 1.33 op->destroy ();
744 root 1.18 continue;
745     }
746     else if (op->type == SKILL)
747     {
748     SET_FLAG (op, FLAG_CAN_USE_SKILL);
749     op->stats.exp = 0;
750     op->level = 1;
751 root 1.11 }
752 root 1.18 /* lock all 'normal items by default */
753     else
754     SET_FLAG (op, FLAG_INV_LOCKED);
755     } /* for loop of objects in player inv */
756    
757     /* Need to set up the skill pointers */
758     link_player_skills (pl);
759     }
760    
761     void
762     get_party_password (object *op, partylist *party)
763     {
764     if (party == NULL)
765     {
766     LOG (llevError, "get_party_password(): tried to make player %s join a NULL party", &op->name);
767     return;
768 elmex 1.1 }
769 root 1.54
770 root 1.18 op->contr->write_buf[0] = '\0';
771 root 1.52 op->contr->ns->state = ST_GET_PARTY_PASSWORD;
772 root 1.18 op->contr->party_to_join = party;
773 root 1.52 send_query (op->contr->ns, CS_QUERY_HIDEINPUT, "What is the password?\n:");
774 elmex 1.1 }
775    
776     /* This rolls four 1-6 rolls and sums the best 3 of the 4. */
777 root 1.54 static int
778 root 1.18 roll_stat (void)
779     {
780     int a[4], i, j, k;
781    
782     for (i = 0; i < 4; i++)
783     a[i] = (int) RANDOM () % 6 + 1;
784    
785     for (i = 0, j = 0, k = 7; i < 4; i++)
786     if (a[i] < k)
787     k = a[i], j = i;
788    
789     for (i = 0, k = 0; i < 4; i++)
790 root 1.54 if (i != j)
791     k += a[i];
792    
793 root 1.18 return k;
794     }
795    
796     void
797 root 1.54 object::roll_stats ()
798 root 1.18 {
799 root 1.54 int statsort [7];
800 root 1.18
801 root 1.54 for (;;)
802 root 1.18 {
803 root 1.54 int sum = 0;
804     for (int i = 7; i--; )
805     sum += statsort [i] = roll_stat ();
806    
807     if (sum >= 82 && sum <= 116)
808     break;
809 root 1.18 }
810    
811 root 1.54 // Sort the stats so that rerolling is easier...
812     std::sort (statsort, statsort + 7, std::greater<int>());
813 root 1.18
814 root 1.54 stats.Str = statsort[0];
815     stats.Dex = statsort[1];
816     stats.Con = statsort[2];
817     stats.Int = statsort[3];
818     stats.Wis = statsort[4];
819     stats.Pow = statsort[5];
820     stats.Cha = statsort[6];
821 root 1.18
822 root 1.54 stats.exp = 0;
823     stats.ac = 0;
824 root 1.18
825 root 1.54 stats.hp = stats.maxhp;
826     stats.sp = stats.maxsp;
827     stats.grace = stats.maxgrace;
828 root 1.18
829 root 1.54 if (contr)
830     {
831     contr->levhp[1] = 9;
832     contr->levsp[1] = 6;
833     contr->levgrace[1] = 3;
834 root 1.18
835 root 1.54 contr->orig_stats = stats;
836     }
837 root 1.18 }
838    
839     void
840 root 1.54 object::swap_stats (int a, int b)
841 root 1.18 {
842 root 1.54 int tmp = get_attr_value (&contr->orig_stats, a);
843     set_attr_value (&contr->orig_stats, a, get_attr_value (&contr->orig_stats, b));
844     set_attr_value (&contr->orig_stats, b, tmp);
845 elmex 1.1
846 root 1.54 stats.Str = contr->orig_stats.Str;
847     stats.Dex = contr->orig_stats.Dex;
848     stats.Con = contr->orig_stats.Con;
849     stats.Int = contr->orig_stats.Int;
850     stats.Wis = contr->orig_stats.Wis;
851     stats.Pow = contr->orig_stats.Pow;
852     stats.Cha = contr->orig_stats.Cha;
853 elmex 1.1
854 root 1.54 //TODO: the following code looks so borked and should, at the very least,
855     // be merged with the similar code in roll_stats
856     stats.ac = 0;
857 elmex 1.1
858 root 1.54 level = 1;
859     stats.exp = 0;
860     stats.ac = 0;
861 elmex 1.1
862 root 1.54 stats.hp = stats.maxhp;
863     stats.sp = stats.maxsp;
864     stats.grace = stats.maxgrace;
865 elmex 1.1
866 root 1.54 if (contr)
867 root 1.18 {
868 root 1.54 contr->levhp[1] = 9;
869     contr->levsp[1] = 6;
870     contr->levgrace[1] = 3;
871 root 1.18
872 root 1.54 contr->orig_stats = stats;
873 elmex 1.1 }
874     }
875    
876 root 1.73 static void
877     start_info (object *op)
878     {
879     char buf[MAX_BUF];
880    
881     sprintf (buf, "Welcome to Crossfire v%s!", VERSION);
882     new_draw_info (NDI_UNIQUE, 0, op, buf);
883     //new_draw_info (NDI_UNIQUE, 0, op, "Press `?' for help");
884     //new_draw_info (NDI_UNIQUE, 0, op, " ");
885     }
886    
887 elmex 1.1 /* This function takes the key that is passed, and does the
888     * appropriate action with it (change race, or other things).
889     * The function name is for historical reasons - now we have
890     * separate race and class; this actually changes the RACE,
891     * not the class.
892     */
893 root 1.18 int
894     key_change_class (object *op, char key)
895 elmex 1.1 {
896 root 1.18 int tmp_loop;
897 elmex 1.1
898 root 1.18 if (key == 'd' || key == 'D')
899     {
900     char buf[MAX_BUF];
901 elmex 1.1
902 root 1.18 /* this must before then initial items are given */
903     esrv_new_player (op->contr, op->weight + op->carrying);
904 elmex 1.36
905     treasurelist *tl = find_treasurelist ("starting_wealth");
906     if (tl)
907     create_treasure (tl, op, 0, 0, 0);
908 elmex 1.1
909 root 1.18 INVOKE_PLAYER (BIRTH, op->contr);
910     INVOKE_PLAYER (LOGIN, op->contr);
911 elmex 1.1
912 root 1.52 op->contr->ns->state = ST_PLAYING;
913 root 1.11
914 root 1.18 if (op->msg)
915     op->msg = NULL;
916 elmex 1.1
917 root 1.18 /* We create this now because some of the unique maps will need it
918     * to save here.
919     */
920     sprintf (buf, "%s/%s/%s", settings.localdir, settings.playerdir, &op->name);
921     make_path_to_file (buf);
922 elmex 1.1
923     #ifdef AUTOSAVE
924 root 1.18 op->contr->last_save_tick = pticks;
925 elmex 1.1 #endif
926 root 1.18 start_info (op);
927     CLEAR_FLAG (op, FLAG_WIZ);
928     give_initial_items (op, op->randomitems);
929     link_player_skills (op);
930     esrv_send_inventory (op, op);
931 root 1.54 op->update_stats ();
932 elmex 1.1
933 root 1.18 /* This moves the player to a different start map, if there
934     * is one for this race
935     */
936     if (*first_map_ext_path)
937     {
938     object *tmp;
939     char mapname[MAX_BUF];
940    
941 root 1.77 snprintf (mapname, MAX_BUF - 1, "%s/%s", &first_map_ext_path, &op->arch->name);
942 root 1.33 tmp = object::create ();
943 root 1.18 EXIT_PATH (tmp) = mapname;
944 root 1.77 EXIT_X (tmp) = op->x;
945     EXIT_Y (tmp) = op->y;
946 root 1.74 op->enter_exit (tmp); /* we don't really care if it succeeded;
947 elmex 1.1 * if the map isn't there, then stay on the
948     * default initial map */
949 root 1.33 tmp->destroy ();
950 elmex 1.1 }
951 root 1.18 else
952 root 1.46 LOG (llevDebug, "first_map_ext_path not set\n");
953    
954 root 1.18 return 0;
955 elmex 1.1 }
956    
957 root 1.18 /* Following actually changes the race - this is the default command
958     * if we don't match with one of the options above.
959     */
960    
961     tmp_loop = 0;
962     while (!tmp_loop)
963     {
964     shstr name = op->name;
965     int x = op->x, y = op->y;
966    
967 root 1.54 op->remove_statbonus ();
968 root 1.32 op->remove ();
969 root 1.18 op->arch = get_player_archetype (op->arch);
970 root 1.33 op->arch->clone.copy_to (op);
971 root 1.18 op->instantiate ();
972     op->stats = op->contr->orig_stats;
973     op->name = op->name_pl = name;
974     op->x = x;
975     op->y = y;
976     SET_ANIMATION (op, 2); /* So player faces south */
977     insert_ob_in_map (op, op->map, op, 0);
978 root 1.21 assign (op->contr->title, op->arch->clone.name);
979 root 1.54 op->add_statbonus ();
980 root 1.18 tmp_loop = allowed_class (op);
981     }
982 root 1.19
983 root 1.18 update_object (op, UP_OBJ_FACE);
984     esrv_update_item (UPD_FACE, op, op);
985 root 1.54 op->update_stats ();
986 root 1.18 op->stats.hp = op->stats.maxhp;
987     op->stats.sp = op->stats.maxsp;
988     op->stats.grace = 0;
989 root 1.21
990 root 1.18 if (op->msg)
991     new_draw_info (NDI_BLUE, 0, op, op->msg);
992 root 1.21
993 root 1.52 send_query (op->contr->ns, CS_QUERY_SINGLECHAR, "Press any key for the next race.\nPress `d' to play this race.\n");
994 root 1.18 return 0;
995 elmex 1.1 }
996    
997 root 1.18 int
998     key_confirm_quit (object *op, char key)
999 elmex 1.1 {
1000 root 1.18 if (key != 'y' && key != 'Y' && key != 'q' && key != 'Q')
1001     {
1002 root 1.52 op->contr->ns->state = ST_PLAYING;
1003 root 1.18 new_draw_info (NDI_UNIQUE, 0, op, "OK, continuing to play.");
1004     return 1;
1005 elmex 1.1 }
1006    
1007 root 1.18 INVOKE_PLAYER (LOGOUT, op->contr);
1008     INVOKE_PLAYER (QUIT, op->contr);
1009 root 1.3
1010 root 1.65 op->contr->enable_save = false;
1011    
1012 root 1.18 terminate_all_pets (op);
1013 root 1.74 op->remove ();
1014 root 1.18 op->direction = 0;
1015     new_draw_info_format (NDI_UNIQUE | NDI_ALL, 5, NULL, "%s quits the game.", &op->name);
1016    
1017     strcpy (op->contr->killer, "quit");
1018     check_score (op);
1019 root 1.54 op->contr->party = 0;
1020     op->contr->own_title[0] = '\0';
1021 root 1.74 op->contr->destroy ();
1022 root 1.19
1023 root 1.18 return 1;
1024 elmex 1.1 }
1025    
1026 root 1.18 void
1027     flee_player (object *op)
1028     {
1029     int dir, diff;
1030     rv_vector rv;
1031    
1032     if (op->stats.hp < 0)
1033     {
1034     LOG (llevDebug, "Fleeing player is dead.\n");
1035     CLEAR_FLAG (op, FLAG_SCARED);
1036     return;
1037 elmex 1.1 }
1038    
1039 root 1.18 if (op->enemy == NULL)
1040     {
1041     LOG (llevDebug, "Fleeing player had no enemy.\n");
1042     CLEAR_FLAG (op, FLAG_SCARED);
1043     return;
1044 elmex 1.1 }
1045    
1046 root 1.18 /* Seen some crashes here. Since we don't store an
1047     * op->enemy_count, it is possible that something destroys the
1048     * actual enemy, and the object is recycled.
1049     */
1050     if (op->enemy->map == NULL)
1051     {
1052     CLEAR_FLAG (op, FLAG_SCARED);
1053     op->enemy = NULL;
1054     return;
1055 elmex 1.1 }
1056    
1057 root 1.18 if (!(random_roll (0, 4, op, PREFER_LOW)) && did_make_save (op, op->level, 0))
1058     {
1059     op->enemy = NULL;
1060     CLEAR_FLAG (op, FLAG_SCARED);
1061     return;
1062 elmex 1.1 }
1063 root 1.49
1064 root 1.18 get_rangevector (op, op->enemy, &rv, 0);
1065    
1066     dir = absdir (4 + rv.direction);
1067     for (diff = 0; diff < 3; diff++)
1068     {
1069     int m = 1 - (RANDOM () & 2);
1070 elmex 1.1
1071 root 1.18 if (move_ob (op, absdir (dir + diff * m), op) || (diff == 0 && move_ob (op, absdir (dir - diff * m), op)))
1072 root 1.49 return;
1073 elmex 1.1 }
1074 root 1.49
1075 root 1.18 /* Cornered, get rid of scared */
1076     CLEAR_FLAG (op, FLAG_SCARED);
1077     op->enemy = NULL;
1078 elmex 1.1 }
1079    
1080    
1081     /* check_pick sees if there is stuff to be picked up/picks up stuff.
1082     * IT returns 1 if the player should keep on moving, 0 if he should
1083     * stop.
1084     */
1085 root 1.18 int
1086     check_pick (object *op)
1087     {
1088 elmex 1.1 object *tmp, *next;
1089     int stop = 0;
1090     int j, k, wvratio;
1091     char putstring[128], tmpstr[16];
1092    
1093     /* if you're flying, you cna't pick up anything */
1094     if (op->move_type & MOVE_FLYING)
1095     return 1;
1096    
1097     next = op->below;
1098    
1099     /* loop while there are items on the floor that are not marked as
1100     * destroyed */
1101 root 1.24 while (next && !next->destroyed ())
1102 root 1.18 {
1103     tmp = next;
1104     next = tmp->below;
1105 elmex 1.1
1106 root 1.24 if (op->destroyed ())
1107 elmex 1.1 return 0;
1108    
1109 root 1.18 if (!can_pick (op, tmp))
1110     continue;
1111 elmex 1.1
1112 root 1.18 if (op->contr->search_str[0] != '\0' && settings.search_items == TRUE)
1113     {
1114     if (item_matched_string (op, tmp, op->contr->search_str))
1115     pick_up (op, tmp);
1116     continue;
1117 root 1.11 }
1118    
1119 root 1.18 /* high not bit set? We're using the old autopickup model */
1120     if (!(op->contr->mode & PU_NEWMODE))
1121 root 1.11 {
1122 root 1.18 switch (op->contr->mode)
1123 root 1.11 {
1124 root 1.20 case 0:
1125     return 1; /* don't pick up */
1126     case 1:
1127     pick_up (op, tmp);
1128     return 1;
1129     case 2:
1130     pick_up (op, tmp);
1131     return 0;
1132     case 3:
1133     return 0; /* stop before pickup */
1134     case 4:
1135     pick_up (op, tmp);
1136     break;
1137     case 5:
1138     pick_up (op, tmp);
1139     stop = 1;
1140     break;
1141     case 6:
1142     if (QUERY_FLAG (tmp, FLAG_KNOWN_MAGICAL) && !QUERY_FLAG (tmp, FLAG_KNOWN_CURSED))
1143 root 1.18 pick_up (op, tmp);
1144 root 1.20 break;
1145    
1146     case 7:
1147     if (tmp->type == MONEY || tmp->type == GEM)
1148 root 1.18 pick_up (op, tmp);
1149 root 1.20 break;
1150    
1151     default:
1152     /* use value density */
1153     if (!QUERY_FLAG (tmp, FLAG_UNPAID)
1154     && (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1))) >= op->contr->mode)
1155 root 1.18 pick_up (op, tmp);
1156 root 1.11 }
1157     }
1158 root 1.18 else
1159     { /* old model */
1160     /* NEW pickup handling */
1161     if (op->contr->mode & PU_DEBUG)
1162     {
1163     /* some debugging code to figure out item information */
1164     if (tmp->name != NULL)
1165     sprintf (putstring, "item name: %s item type: %d weight/value: %d",
1166     &tmp->name, tmp->type, (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1))));
1167     else
1168     sprintf (putstring, "item name: %s item type: %d weight/value: %d",
1169     &tmp->arch->name, tmp->type, (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1))));
1170    
1171     new_draw_info (NDI_UNIQUE, 0, op, putstring);
1172 root 1.58 }
1173 elmex 1.1
1174 root 1.18 /* philosophy:
1175     * It's easy to grab an item type from a pile, as long as it's
1176     * generic. This takes no game-time. For more detailed pickups
1177 root 1.58 * and selections, select-items should be used. This is a
1178 root 1.18 * grab-as-you-run type mode that's really useful for arrows for
1179     * example.
1180     * The drawback: right now it has no frontend, so you need to
1181     * stick the bits you want into a calculator in hex mode and then
1182     * convert to decimal and then 'pickup <#>
1183     */
1184    
1185     /* the first two modes are exclusive: if NOTHING we return, if
1186     * STOP then we stop. All the rest are applied sequentially,
1187     * meaning if any test passes, the item gets picked up. */
1188    
1189     /* if mode is set to pick nothing up, return */
1190    
1191     if (op->contr->mode & PU_NOTHING)
1192     return 1;
1193    
1194     /* if mode is set to stop when encountering objects, return */
1195     /* take STOP before INHIBIT since it doesn't actually pick
1196     * anything up */
1197    
1198     if (op->contr->mode & PU_STOP)
1199     return 0;
1200    
1201     /* useful for going into stores and not losing your settings... */
1202     /* and for battles wher you don't want to get loaded down while
1203     * fighting */
1204     if (op->contr->mode & PU_INHIBIT)
1205     return 1;
1206    
1207     /* prevent us from turning into auto-thieves :) */
1208     if (QUERY_FLAG (tmp, FLAG_UNPAID))
1209     continue;
1210    
1211     /* ignore known cursed objects */
1212     if (QUERY_FLAG (tmp, FLAG_KNOWN_CURSED) && op->contr->mode & PU_NOT_CURSED)
1213     continue;
1214    
1215     /* all food and drink if desired */
1216     /* question: don't pick up known-poisonous stuff? */
1217     if (op->contr->mode & PU_FOOD)
1218     if (tmp->type == FOOD)
1219     {
1220     pick_up (op, tmp);
1221     continue;
1222     }
1223 root 1.29
1224 root 1.18 if (op->contr->mode & PU_DRINK)
1225     if (tmp->type == DRINK || (tmp->type == POISON && !QUERY_FLAG (tmp, FLAG_KNOWN_CURSED)))
1226     {
1227     pick_up (op, tmp);
1228     continue;
1229     }
1230    
1231     if (op->contr->mode & PU_POTION)
1232     if (tmp->type == POTION)
1233     {
1234     pick_up (op, tmp);
1235     continue;
1236     }
1237    
1238     /* spellbooks, skillscrolls and normal books/scrolls */
1239     if (op->contr->mode & PU_SPELLBOOK)
1240     if (tmp->type == SPELLBOOK)
1241     {
1242     pick_up (op, tmp);
1243     continue;
1244     }
1245 root 1.29
1246 root 1.18 if (op->contr->mode & PU_SKILLSCROLL)
1247     if (tmp->type == SKILLSCROLL)
1248     {
1249     pick_up (op, tmp);
1250     continue;
1251     }
1252 root 1.29
1253 root 1.18 if (op->contr->mode & PU_READABLES)
1254     if (tmp->type == BOOK || tmp->type == SCROLL)
1255     {
1256     pick_up (op, tmp);
1257     continue;
1258     }
1259    
1260     /* wands/staves/rods/horns */
1261     if (op->contr->mode & PU_MAGIC_DEVICE)
1262     if (tmp->type == WAND || tmp->type == ROD || tmp->type == HORN)
1263     {
1264     pick_up (op, tmp);
1265     continue;
1266     }
1267    
1268     /* pick up all magical items */
1269     if (op->contr->mode & PU_MAGICAL)
1270     if (QUERY_FLAG (tmp, FLAG_KNOWN_MAGICAL) && !QUERY_FLAG (tmp, FLAG_KNOWN_CURSED))
1271     {
1272     pick_up (op, tmp);
1273     continue;
1274     }
1275    
1276     if (op->contr->mode & PU_VALUABLES)
1277     {
1278     if (tmp->type == MONEY || tmp->type == GEM)
1279     {
1280     pick_up (op, tmp);
1281     continue;
1282     }
1283     }
1284    
1285     /* rings & amulets - talismans seems to be typed AMULET */
1286     if (op->contr->mode & PU_JEWELS)
1287     if (tmp->type == RING || tmp->type == AMULET)
1288     {
1289     pick_up (op, tmp);
1290 root 1.29 continue;
1291     }
1292    
1293     /* we don't forget dragon food */
1294     if (op->contr->mode & PU_FLESH)
1295     if (tmp->type == FLESH)
1296     {
1297     pick_up (op, tmp);
1298 root 1.18 continue;
1299     }
1300    
1301     /* bows and arrows. Bows are good for selling! */
1302     if (op->contr->mode & PU_BOW)
1303     if (tmp->type == BOW)
1304     {
1305     pick_up (op, tmp);
1306     continue;
1307     }
1308 root 1.29
1309 root 1.18 if (op->contr->mode & PU_ARROW)
1310     if (tmp->type == ARROW)
1311     {
1312     pick_up (op, tmp);
1313     continue;
1314     }
1315    
1316     /* all kinds of armor etc. */
1317     if (op->contr->mode & PU_ARMOUR)
1318     if (tmp->type == ARMOUR)
1319     {
1320     pick_up (op, tmp);
1321     continue;
1322     }
1323 root 1.29
1324 root 1.18 if (op->contr->mode & PU_HELMET)
1325     if (tmp->type == HELMET)
1326     {
1327     pick_up (op, tmp);
1328     continue;
1329     }
1330 root 1.29
1331 root 1.18 if (op->contr->mode & PU_SHIELD)
1332     if (tmp->type == SHIELD)
1333     {
1334     pick_up (op, tmp);
1335     continue;
1336     }
1337 root 1.29
1338 root 1.18 if (op->contr->mode & PU_BOOTS)
1339     if (tmp->type == BOOTS)
1340     {
1341     pick_up (op, tmp);
1342     continue;
1343     }
1344 root 1.29
1345 root 1.18 if (op->contr->mode & PU_GLOVES)
1346     if (tmp->type == GLOVES)
1347     {
1348     pick_up (op, tmp);
1349     continue;
1350     }
1351 root 1.29
1352 root 1.18 if (op->contr->mode & PU_CLOAK)
1353     if (tmp->type == CLOAK)
1354     {
1355     pick_up (op, tmp);
1356     continue;
1357     }
1358 elmex 1.1
1359 root 1.18 /* hoping to catch throwing daggers here */
1360     if (op->contr->mode & PU_MISSILEWEAPON)
1361     if (tmp->type == WEAPON && QUERY_FLAG (tmp, FLAG_IS_THROWN))
1362     {
1363     pick_up (op, tmp);
1364     continue;
1365     }
1366 elmex 1.1
1367 root 1.18 /* careful: chairs and tables are weapons! */
1368     if (op->contr->mode & PU_ALLWEAPON)
1369     {
1370     if (tmp->type == WEAPON && tmp->name != NULL)
1371     {
1372     if (strstr (tmp->name, "table") == NULL && strstr (tmp->arch->name, "table") == NULL &&
1373     strstr (tmp->name, "chair") && strstr (tmp->arch->name, "chair") == NULL)
1374     {
1375     pick_up (op, tmp);
1376     continue;
1377     }
1378     }
1379 root 1.29
1380 root 1.18 if (tmp->type == WEAPON && tmp->name == NULL)
1381     {
1382     if (strstr (tmp->arch->name, "table") == NULL && strstr (tmp->arch->name, "chair") == NULL)
1383     {
1384     pick_up (op, tmp);
1385     continue;
1386     }
1387     }
1388     }
1389 elmex 1.1
1390 root 1.18 /* misc stuff that's useful */
1391     if (op->contr->mode & PU_KEY)
1392     if (tmp->type == KEY || tmp->type == SPECIAL_KEY)
1393     {
1394     pick_up (op, tmp);
1395     continue;
1396     }
1397 elmex 1.1
1398 root 1.18 /* any of the last 4 bits set means we use the ratio for value
1399     * pickups */
1400     if (op->contr->mode & PU_RATIO)
1401     {
1402     /* use value density to decide what else to grab */
1403     /* >=7 was >= op->contr->mode */
1404     /* >=7 is the old standard setting. Now we take the last 4 bits
1405     * and multiply them by 5, giving 0..15*5== 5..75 */
1406     wvratio = (op->contr->mode & PU_RATIO) * 5;
1407     if ((query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1))) >= (unsigned int) wvratio)
1408     {
1409     pick_up (op, tmp);
1410 elmex 1.1 #if 0
1411 root 1.18 fprintf (stderr, "HIGH WEIGHT/VALUE [");
1412     if (tmp->name != NULL)
1413     {
1414     fprintf (stderr, "%s", tmp->name);
1415     }
1416     else
1417     fprintf (stderr, "%s", tmp->arch->name);
1418     fprintf (stderr, ",%d] = ", tmp->type);
1419     fprintf (stderr, "%d\n", (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1))));
1420 elmex 1.1 #endif
1421 root 1.18 continue;
1422     }
1423     }
1424     } /* the new pickup model */
1425     }
1426 root 1.29
1427 root 1.18 return !stop;
1428 elmex 1.1 }
1429    
1430     /*
1431     * Find an arrow in the inventory and after that
1432     * in the right type container (quiver). Pointer to the
1433     * found object is returned.
1434     */
1435 root 1.18 object *
1436     find_arrow (object *op, const char *type)
1437 elmex 1.1 {
1438 root 1.18 object *tmp = NULL;
1439 elmex 1.1
1440 root 1.18 for (op = op->inv; op; op = op->below)
1441     if (!tmp && op->type == CONTAINER && op->race == type && QUERY_FLAG (op, FLAG_APPLIED))
1442     tmp = find_arrow (op, type);
1443     else if (op->type == ARROW && op->race == type)
1444     return op;
1445     return tmp;
1446 elmex 1.1 }
1447    
1448     /*
1449     * Similar to find_arrow, but looks for (roughly) the best arrow to use
1450     * against the target. A full test is not performed, simply a basic test
1451     * of resistances. The archer is making a quick guess at what he sees down
1452     * the hall. Failing that it does it's best to pick the highest plus arrow.
1453     */
1454    
1455 root 1.18 object *
1456     find_better_arrow (object *op, object *target, const char *type, int *better)
1457 elmex 1.1 {
1458 root 1.18 object *tmp = NULL, *arrow, *ntmp;
1459     int attacknum, attacktype, betterby = 0, i;
1460 elmex 1.1
1461 root 1.18 if (!type)
1462     return NULL;
1463 elmex 1.1
1464 root 1.18 for (arrow = op->inv; arrow; arrow = arrow->below)
1465     {
1466     if (arrow->type == CONTAINER && arrow->race == type && QUERY_FLAG (arrow, FLAG_APPLIED))
1467     {
1468     i = 0;
1469     ntmp = find_better_arrow (arrow, target, type, &i);
1470     if (i > betterby)
1471     {
1472     tmp = ntmp;
1473     betterby = i;
1474     }
1475     }
1476     else if (arrow->type == ARROW && arrow->race == type)
1477     {
1478     /* allways prefer assasination/slaying */
1479     if (target->race != NULL && arrow->slaying != NULL && strstr (arrow->slaying, target->race))
1480     {
1481     if (arrow->attacktype & AT_DEATH)
1482     {
1483     *better = 100;
1484     return arrow;
1485     }
1486     else
1487     {
1488     tmp = arrow;
1489     betterby = (arrow->magic + arrow->stats.dam) * 2;
1490     }
1491     }
1492     else
1493     {
1494     for (attacknum = 0; attacknum < NROFATTACKS; attacknum++)
1495     {
1496     attacktype = 1 << attacknum;
1497     if ((arrow->attacktype & attacktype) && (target->arch->clone.resist[attacknum]) < 0)
1498     if (((arrow->magic + arrow->stats.dam) * (100 - target->arch->clone.resist[attacknum]) / 100) > betterby)
1499     {
1500     tmp = arrow;
1501     betterby = (arrow->magic + arrow->stats.dam) * (100 - target->arch->clone.resist[attacknum]) / 100;
1502     }
1503 root 1.11 }
1504 root 1.18 if ((2 + arrow->magic + arrow->stats.dam) > betterby)
1505     {
1506     tmp = arrow;
1507     betterby = 2 + arrow->magic + arrow->stats.dam;
1508 root 1.11 }
1509 root 1.18 if (arrow->title && (1 + arrow->magic + arrow->stats.dam) > betterby)
1510     {
1511     tmp = arrow;
1512     betterby = 1 + arrow->magic + arrow->stats.dam;
1513 root 1.11 }
1514     }
1515     }
1516 elmex 1.1 }
1517 root 1.18 if (tmp == NULL && arrow == NULL)
1518     return find_arrow (op, type);
1519 elmex 1.1
1520 root 1.18 *better = betterby;
1521     return tmp;
1522 elmex 1.1 }
1523    
1524     /* looks in a given direction, finds the first valid target, and calls
1525     * find_better_arrow to find a decent arrow to use.
1526     * op = the shooter
1527     * type = bow->race
1528     * dir = fire direction
1529     */
1530    
1531 root 1.18 object *
1532     pick_arrow_target (object *op, const char *type, int dir)
1533 elmex 1.1 {
1534 root 1.18 object *tmp = NULL;
1535 root 1.25 maptile *m;
1536 root 1.18 int i, mflags, found, number;
1537     sint16 x, y;
1538    
1539     if (op->map == NULL)
1540     return find_arrow (op, type);
1541    
1542     /* do a dex check */
1543     number = (die_roll (2, 40, op, PREFER_LOW) - 2) / 2;
1544     if (number > (op->stats.Dex + (op->chosen_skill ? op->chosen_skill->level : op->level)))
1545     return find_arrow (op, type);
1546    
1547     m = op->map;
1548     x = op->x;
1549     y = op->y;
1550    
1551     /* find the first target */
1552     for (i = 0, found = 0; i < 20; i++)
1553     {
1554     x += freearr_x[dir];
1555     y += freearr_y[dir];
1556     mflags = get_map_flags (m, &m, x, y, &x, &y);
1557     if (mflags & P_OUT_OF_MAP || mflags & P_BLOCKSVIEW)
1558     {
1559     tmp = NULL;
1560     break;
1561     }
1562     else if (GET_MAP_MOVE_BLOCK (m, x, y) == MOVE_FLY_LOW)
1563     {
1564     /* This block presumes arrows and the like are MOVE_FLY_SLOW -
1565     * perhaps a bad assumption.
1566     */
1567     tmp = NULL;
1568     break;
1569 root 1.11 }
1570 root 1.18 if (mflags & P_IS_ALIVE)
1571     {
1572     for (tmp = GET_MAP_OB (m, x, y); tmp; tmp = tmp->above)
1573     if (QUERY_FLAG (tmp, FLAG_ALIVE))
1574     {
1575     found++;
1576 root 1.11 break;
1577 root 1.18 }
1578     if (found)
1579     break;
1580 root 1.11 }
1581 elmex 1.1 }
1582 root 1.18 if (tmp == NULL)
1583     return find_arrow (op, type);
1584 elmex 1.1
1585 root 1.18 if (tmp->head)
1586     tmp = tmp->head;
1587 elmex 1.1
1588 root 1.18 return find_better_arrow (op, tmp, type, &i);
1589 elmex 1.1 }
1590    
1591     /*
1592     * Creature fires a bow - op can be monster or player. Returns
1593     * 1 if bow was actually fired, 0 otherwise.
1594     * op is the object firing the bow.
1595     * part is for multipart creatures - the part firing the bow.
1596     * dir is the direction of fire.
1597     * wc_mod is any special modifier to give (used in special player fire modes)
1598     * sx, sy are coordinates to fire arrow from - also used in some of the special
1599     * player fire modes.
1600     */
1601 root 1.18 int
1602     fire_bow (object *op, object *part, object *arrow, int dir, int wc_mod, sint16 sx, sint16 sy)
1603 elmex 1.1 {
1604 root 1.18 object *left, *bow;
1605     int bowspeed, mflags;
1606 root 1.25 maptile *m;
1607 elmex 1.1
1608 root 1.18 if (!dir)
1609     {
1610     new_draw_info (NDI_UNIQUE, 0, op, "You can't shoot yourself!");
1611     return 0;
1612 elmex 1.1 }
1613 root 1.48
1614 root 1.18 if (op->type == PLAYER)
1615     bow = op->contr->ranges[range_bow];
1616     else
1617     {
1618     for (bow = op->inv; bow; bow = bow->below)
1619     /* Don't check for applied - monsters don't apply bows - in that way, they
1620     * don't need to switch back and forth between bows and weapons.
1621     */
1622     if (bow->type == BOW)
1623     break;
1624 root 1.11
1625 root 1.18 if (!bow)
1626     {
1627     LOG (llevError, "Range: bow without activated bow (%s).\n", &op->name);
1628     return 0;
1629 root 1.11 }
1630 elmex 1.1 }
1631 root 1.48
1632 root 1.18 if (!bow->race || !bow->skill)
1633     {
1634     new_draw_info_format (NDI_UNIQUE, 0, op, "Your %s is broken.", &bow->name);
1635     return 0;
1636 elmex 1.1 }
1637    
1638 root 1.18 bowspeed = bow->stats.sp + dex_bonus[op->stats.Dex];
1639 elmex 1.1
1640 root 1.18 /* penalize ROF for bestarrow */
1641     if (op->type == PLAYER && op->contr->bowtype == bow_bestarrow)
1642     bowspeed -= dex_bonus[op->stats.Dex] + 5;
1643 root 1.48
1644 root 1.18 if (bowspeed < 1)
1645     bowspeed = 1;
1646    
1647     if (arrow == NULL)
1648     {
1649     if ((arrow = find_arrow (op, bow->race)) == NULL)
1650     {
1651     if (op->type == PLAYER)
1652     new_draw_info_format (NDI_UNIQUE, 0, op, "You have no %s left.", &bow->race);
1653     /* FLAG_READY_BOW will get reset if the monsters picks up some arrows */
1654     else
1655     CLEAR_FLAG (op, FLAG_READY_BOW);
1656     return 0;
1657 root 1.11 }
1658 elmex 1.1 }
1659 root 1.48
1660 root 1.18 mflags = get_map_flags (op->map, &m, sx, sy, &sx, &sy);
1661     if (mflags & P_OUT_OF_MAP)
1662 root 1.48 return 0;
1663    
1664 root 1.18 if (GET_MAP_MOVE_BLOCK (m, sx, sy) == MOVE_FLY_LOW)
1665     {
1666     new_draw_info (NDI_UNIQUE, 0, op, "Something is in the way.");
1667     return 0;
1668     }
1669    
1670     /* this should not happen, but sometimes does */
1671     if (arrow->nrof == 0)
1672     {
1673 root 1.33 arrow->destroy ();
1674 root 1.18 return 0;
1675     }
1676    
1677     left = arrow; /* these are arrows left to the player */
1678     arrow = get_split_ob (arrow, 1);
1679 root 1.48 if (!arrow)
1680 root 1.18 {
1681     new_draw_info_format (NDI_UNIQUE, 0, op, "You have no %s left.", &bow->race);
1682     return 0;
1683 elmex 1.1 }
1684 root 1.48
1685 root 1.34 arrow->set_owner (op);
1686 root 1.18 arrow->skill = bow->skill;
1687     arrow->direction = dir;
1688    
1689     if (op->type == PLAYER)
1690     {
1691     op->speed_left = 0.01 - (float) FABS (op->speed) * 100 / bowspeed;
1692 root 1.54 op->update_stats ();
1693 elmex 1.1 }
1694    
1695 root 1.18 SET_ANIMATION (arrow, arrow->direction);
1696     arrow->stats.sp = arrow->stats.wc; /* save original wc and dam */
1697     arrow->stats.hp = arrow->stats.dam;
1698     arrow->stats.grace = arrow->attacktype;
1699     if (arrow->slaying != NULL)
1700 root 1.40 arrow->spellarg = strdup (arrow->slaying);
1701 root 1.18
1702     /* Note that this was different for monsters - they got their level
1703     * added to the damage. I think the strength bonus is more proper.
1704     */
1705    
1706     arrow->stats.dam += (QUERY_FLAG (bow, FLAG_NO_STRENGTH) ? 0 : dam_bonus[op->stats.Str]) + bow->stats.dam + bow->magic + arrow->magic;
1707    
1708     /* update the speed */
1709     arrow->speed = (float) ((QUERY_FLAG (bow, FLAG_NO_STRENGTH) ?
1710     0 : dam_bonus[op->stats.Str]) + bow->magic + arrow->magic) / 5.0 + (float) bow->stats.dam / 7.0;
1711    
1712 root 1.67 arrow->set_speed (max (arrow->speed, 1.0));
1713 root 1.18 arrow->speed_left = 0;
1714    
1715     if (op->type == PLAYER)
1716     {
1717     arrow->stats.wc = 20 - bow->magic - arrow->magic -
1718     (op->chosen_skill ? op->chosen_skill->level : op->level) -
1719     dex_bonus[op->stats.Dex] - thaco_bonus[op->stats.Str] - arrow->stats.wc - bow->stats.wc + wc_mod;
1720    
1721     arrow->level = op->chosen_skill ? op->chosen_skill->level : op->level;
1722 elmex 1.1 }
1723 root 1.18 else
1724     {
1725     arrow->stats.wc = op->stats.wc - bow->magic - arrow->magic - arrow->stats.wc + wc_mod;
1726     arrow->level = op->level;
1727 elmex 1.1 }
1728 root 1.24
1729 root 1.18 if (arrow->attacktype == AT_PHYSICAL)
1730     arrow->attacktype |= bow->attacktype;
1731 root 1.24
1732 root 1.48 if (bow->slaying)
1733 root 1.18 arrow->slaying = bow->slaying;
1734    
1735     arrow->move_type = MOVE_FLY_LOW;
1736     arrow->move_on = MOVE_FLY_LOW | MOVE_WALK;
1737    
1738     play_sound_map (op->map, op->x, op->y, SOUND_FIRE_ARROW);
1739 root 1.70 m->insert (arrow, sx, sy, op);
1740 root 1.18
1741 root 1.24 if (!arrow->destroyed ())
1742 root 1.18 move_arrow (arrow);
1743 elmex 1.1
1744 root 1.18 if (op->type == PLAYER)
1745     {
1746 root 1.24 if (left->destroyed ())
1747     esrv_del_item (op->contr, left->count);
1748 root 1.18 else
1749     esrv_send_item (op, left);
1750 elmex 1.1 }
1751 root 1.24
1752 root 1.18 return 1;
1753 elmex 1.1 }
1754    
1755     /* Special fire code for players - this takes into
1756     * account the special fire modes players can have
1757     * but monsters can't. Putting that code here
1758     * makes the fire_bow code much cleaner.
1759     * this function should only be called if 'op' is a player,
1760     * hence the function name.
1761     */
1762 root 1.18 int
1763     player_fire_bow (object *op, int dir)
1764 elmex 1.1 {
1765 root 1.18 int ret = 0, wcmod = 0;
1766    
1767     if (op->contr->bowtype == bow_bestarrow)
1768     {
1769     ret = fire_bow (op, op, pick_arrow_target (op, op->contr->ranges[range_bow]->race, dir), dir, 0, op->x, op->y);
1770     }
1771     else if (op->contr->bowtype >= bow_n && op->contr->bowtype <= bow_nw)
1772     {
1773     if (!similar_direction (dir, op->contr->bowtype - bow_n + 1))
1774     wcmod = -1;
1775 root 1.74
1776 root 1.18 ret = fire_bow (op, op, NULL, op->contr->bowtype - bow_n + 1, wcmod, op->x, op->y);
1777     }
1778     else if (op->contr->bowtype == bow_threewide)
1779     {
1780     ret = fire_bow (op, op, NULL, dir, 0, op->x, op->y);
1781     ret |= fire_bow (op, op, NULL, dir, -5, op->x + freearr_x[absdir (dir + 2)], op->y + freearr_y[absdir (dir + 2)]);
1782     ret |= fire_bow (op, op, NULL, dir, -5, op->x + freearr_x[absdir (dir - 2)], op->y + freearr_y[absdir (dir - 2)]);
1783     }
1784     else if (op->contr->bowtype == bow_spreadshot)
1785     {
1786     ret |= fire_bow (op, op, NULL, dir, 0, op->x, op->y);
1787     ret |= fire_bow (op, op, NULL, absdir (dir - 1), -5, op->x, op->y);
1788     ret |= fire_bow (op, op, NULL, absdir (dir + 1), -5, op->x, op->y);
1789 elmex 1.1
1790     }
1791 root 1.18 else
1792     {
1793     /* Simple case */
1794     ret = fire_bow (op, op, NULL, dir, 0, op->x, op->y);
1795     }
1796     return ret;
1797 elmex 1.1 }
1798    
1799    
1800     /* Fires a misc (wand/rod/horn) object in 'dir'.
1801     * Broken apart from 'fire' to keep it more readable.
1802     */
1803 root 1.18 void
1804     fire_misc_object (object *op, int dir)
1805 elmex 1.1 {
1806 root 1.18 object *item;
1807 elmex 1.1
1808 root 1.18 if (!op->contr->ranges[range_misc])
1809     {
1810     new_draw_info (NDI_UNIQUE, 0, op, "You have range item readied.");
1811     return;
1812 elmex 1.1 }
1813    
1814 root 1.18 item = op->contr->ranges[range_misc];
1815     if (!item->inv)
1816     {
1817     LOG (llevError, "Object %s lacks a spell\n", &item->name);
1818     return;
1819 elmex 1.1 }
1820 root 1.18 if (item->type == WAND)
1821     {
1822     if (item->stats.food <= 0)
1823     {
1824     play_sound_player_only (op->contr, SOUND_WAND_POOF, 0, 0);
1825     new_draw_info_format (NDI_UNIQUE, 0, op, "The %s goes poof.", query_base_name (item, 0));
1826     return;
1827 root 1.11 }
1828 root 1.18 }
1829     else if (item->type == ROD || item->type == HORN)
1830     {
1831     if (item->stats.hp < MAX (item->inv->stats.sp, item->inv->stats.grace))
1832     {
1833     play_sound_player_only (op->contr, SOUND_WAND_POOF, 0, 0);
1834     if (item->type == ROD)
1835     new_draw_info_format (NDI_UNIQUE, 0, op, "The %s whines for a while, but nothing happens.", query_base_name (item, 0));
1836     else
1837     new_draw_info_format (NDI_UNIQUE, 0, op, "The %s needs more time to charge.", query_base_name (item, 0));
1838     return;
1839 root 1.11 }
1840 elmex 1.1 }
1841    
1842 root 1.18 if (cast_spell (op, item, dir, item->inv, NULL))
1843     {
1844     SET_FLAG (op, FLAG_BEEN_APPLIED); /* You now know something about it */
1845     if (item->type == WAND)
1846     {
1847     if (!(--item->stats.food))
1848     {
1849     object *tmp;
1850    
1851     if (item->arch)
1852     {
1853     CLEAR_FLAG (item, FLAG_ANIMATE);
1854     item->face = item->arch->clone.face;
1855 root 1.67 item->set_speed (0);
1856 root 1.11 }
1857 root 1.67
1858 root 1.49 if ((tmp = item->in_player ()))
1859 root 1.18 esrv_update_item (UPD_ANIM, tmp, item);
1860 root 1.11 }
1861     }
1862 root 1.18 else if (item->type == ROD || item->type == HORN)
1863 root 1.67 drain_rod_charge (item);
1864 elmex 1.1 }
1865     }
1866    
1867     /* Received a fire command for the player - go and do it.
1868     */
1869 root 1.18 void
1870     fire (object *op, int dir)
1871     {
1872     int spellcost = 0;
1873 elmex 1.1
1874 root 1.18 /* check for loss of invisiblity/hide */
1875     if (action_makes_visible (op))
1876     make_visible (op);
1877 elmex 1.1
1878 root 1.18 switch (op->contr->shoottype)
1879     {
1880 root 1.20 case range_none:
1881     return;
1882 elmex 1.1
1883 root 1.20 case range_bow:
1884     player_fire_bow (op, dir);
1885     return;
1886 elmex 1.1
1887 root 1.20 case range_magic: /* Casting spells */
1888     spellcost = (cast_spell (op, op, dir, op->contr->ranges[range_magic], op->contr->spellparam[0] ? op->contr->spellparam : 0));
1889     return;
1890 elmex 1.1
1891 root 1.20 case range_misc:
1892     fire_misc_object (op, dir);
1893     return;
1894 root 1.11
1895 root 1.20 case range_golem: /* Control summoned monsters from scrolls */
1896 root 1.30 if (QUERY_FLAG (op->contr->ranges[range_golem], FLAG_REMOVED))
1897 root 1.20 {
1898 root 1.30 op->contr->ranges[range_golem] = 0;
1899 root 1.20 op->contr->shoottype = range_none;
1900     }
1901     else
1902     control_golem (op->contr->ranges[range_golem], dir);
1903     return;
1904 root 1.11
1905 root 1.20 case range_skill:
1906     if (!op->chosen_skill)
1907     {
1908     if (op->type == PLAYER)
1909     new_draw_info (NDI_UNIQUE, 0, op, "You have no applicable skill to use.");
1910     return;
1911     }
1912     (void) do_skill (op, op, op->chosen_skill, dir, NULL);
1913     return;
1914     case range_builder:
1915     apply_map_builder (op, dir);
1916     return;
1917     default:
1918     new_draw_info (NDI_UNIQUE, 0, op, "Illegal shoot type.");
1919     return;
1920 elmex 1.1 }
1921     }
1922    
1923    
1924    
1925     /* find_key
1926     * We try to find a key for the door as passed. If we find a key
1927     * and successfully use it, we return the key, otherwise NULL
1928     * This function merges both normal and locked door, since the logic
1929     * for both is the same - just the specific key is different.
1930     * pl is the player,
1931     * inv is the objects inventory to searched
1932     * door is the door we are trying to match against.
1933     * This function can be called recursively to search containers.
1934     */
1935    
1936 root 1.18 object *
1937     find_key (object *pl, object *container, object *door)
1938 elmex 1.1 {
1939 root 1.18 object *tmp, *key;
1940 elmex 1.1
1941 root 1.18 /* Should not happen, but sanity checking is never bad */
1942     if (container->inv == NULL)
1943     return NULL;
1944 elmex 1.1
1945 root 1.18 /* First, lets try to find a key in the top level inventory */
1946     for (tmp = container->inv; tmp != NULL; tmp = tmp->below)
1947     {
1948     if (door->type == DOOR && tmp->type == KEY)
1949     break;
1950     /* For sanity, we should really check door type, but other stuff
1951     * (like containers) can be locked with special keys
1952     */
1953     if (tmp->slaying && tmp->type == SPECIAL_KEY && tmp->slaying == door->slaying)
1954     break;
1955     }
1956     /* No key found - lets search inventories now */
1957     /* If we find and use a key in an inventory, return at that time.
1958     * otherwise, if we search all the inventories and still don't find
1959     * a key, return
1960     */
1961     if (!tmp)
1962     {
1963     for (tmp = container->inv; tmp != NULL; tmp = tmp->below)
1964     {
1965     /* No reason to search empty containers */
1966     if (tmp->type == CONTAINER && tmp->inv)
1967     {
1968     if ((key = find_key (pl, tmp, door)) != NULL)
1969     return key;
1970     }
1971     }
1972     if (!tmp)
1973     return NULL;
1974 elmex 1.1 }
1975 root 1.18 /* We get down here if we have found a key. Now if its in a container,
1976     * see if we actually want to use it
1977     */
1978     if (pl != container)
1979     {
1980     /* Only let players use keys in containers */
1981     if (!pl->contr)
1982     return NULL;
1983     /* cases where this fails:
1984     * If we only search the player inventory, return now since we
1985     * are not in the players inventory.
1986     * If the container is not active, return now since only active
1987     * containers can be used.
1988     * If we only search keyrings and the container does not have
1989     * a race/isn't a keyring.
1990     * No checking for all containers - to fall through past here,
1991     * inv must have been an container and must have been active.
1992     *
1993     * Change the color so that the message doesn't disappear with
1994     * all the others.
1995     */
1996     if (pl->contr->usekeys == key_inventory ||
1997     !QUERY_FLAG (container, FLAG_APPLIED) ||
1998     (pl->contr->usekeys == keyrings && (!container->race || strcmp (container->race, "keys"))))
1999     {
2000     new_draw_info_format (NDI_UNIQUE | NDI_BROWN, 0, pl,
2001     "The %s in your %s vibrates as you approach the door", query_name (tmp), query_name (container));
2002     return NULL;
2003 root 1.11 }
2004 elmex 1.1 }
2005 root 1.18 return tmp;
2006 elmex 1.1 }
2007    
2008     /* moved door processing out of move_player_attack.
2009     * returns 1 if player has opened the door with a key
2010     * such that the caller should not do anything more,
2011     * 0 otherwise
2012     */
2013 root 1.18 static int
2014     player_attack_door (object *op, object *door)
2015 elmex 1.1 {
2016 root 1.18 /* If its a door, try to find a use a key. If we do destroy the door,
2017     * might as well return immediately as there is nothing more to do -
2018     * otherwise, we fall through to the rest of the code.
2019     */
2020     object *key = find_key (op, op, door);
2021    
2022     /* IF we found a key, do some extra work */
2023     if (key)
2024     {
2025     object *container = key->env;
2026    
2027     play_sound_map (op->map, op->x, op->y, SOUND_OPEN_DOOR);
2028     if (action_makes_visible (op))
2029     make_visible (op);
2030     if (door->inv && (door->inv->type == RUNE || door->inv->type == TRAP))
2031     spring_trap (door->inv, op);
2032     if (door->type == DOOR)
2033     {
2034     hit_player (door, 9998, op, AT_PHYSICAL, 1); /* Break through the door */
2035     }
2036     else if (door->type == LOCKED_DOOR)
2037     {
2038     new_draw_info_format (NDI_UNIQUE, NDI_BROWN, op, "You open the door with the %s", query_short_name (key));
2039     remove_door2 (door); /* remove door without violence ;-) */
2040     }
2041     /* Do this after we print the message */
2042     decrease_ob (key); /* Use up one of the keys */
2043     /* Need to update the weight the container the key was in */
2044     if (container != op)
2045     esrv_update_item (UPD_WEIGHT, op, container);
2046     return 1; /* Nothing more to do below */
2047     }
2048     else if (door->type == LOCKED_DOOR)
2049     {
2050     /* Might as well return now - no other way to open this */
2051     new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, door->msg);
2052     return 1;
2053 elmex 1.1 }
2054 root 1.18 return 0;
2055 elmex 1.1 }
2056    
2057     /* This function is just part of a breakup from move_player.
2058     * It should keep the code cleaner.
2059     * When this is called, the players direction has been updated
2060     * (taking into account confusion.) The player is also actually
2061     * going to try and move (not fire weapons).
2062     */
2063 root 1.18 void
2064     move_player_attack (object *op, int dir)
2065 elmex 1.1 {
2066 root 1.18 object *tmp, *mon;
2067     sint16 nx, ny;
2068     int on_battleground;
2069 root 1.25 maptile *m;
2070 root 1.18
2071     nx = freearr_x[dir] + op->x;
2072     ny = freearr_y[dir] + op->y;
2073    
2074 root 1.49 on_battleground = op_on_battleground (op, 0, 0);
2075 root 1.18
2076     /* If braced, or can't move to the square, and it is not out of the
2077     * map, attack it. Note order of if statement is important - don't
2078     * want to be calling move_ob if braced, because move_ob will move the
2079     * player. This is a pretty nasty hack, because if we could
2080     * move to some space, it then means that if we are braced, we should
2081     * do nothing at all. As it is, if we are braced, we go through
2082     * quite a bit of processing. However, it probably is less than what
2083     * move_ob uses.
2084     */
2085     if ((op->contr->braced || !move_ob (op, dir, op)) && !out_of_map (op->map, nx, ny))
2086     {
2087     if (OUT_OF_REAL_MAP (op->map, nx, ny))
2088     {
2089 root 1.85 m = op->map->xy_find (nx, ny);
2090 root 1.18 if (!m)
2091     return; /* Don't think this should happen */
2092     }
2093     else
2094     m = op->map;
2095    
2096 root 1.85 if (!(tmp = m->at (nx, ny).bot))
2097     return;
2098 root 1.11
2099 root 1.49 mon = 0;
2100 root 1.18 /* Go through all the objects, and find ones of interest. Only stop if
2101     * we find a monster - that is something we know we want to attack.
2102     * if its a door or barrel (can roll) see if there may be monsters
2103     * on the space
2104     */
2105 root 1.49 while (tmp)
2106 root 1.18 {
2107     if (tmp == op)
2108     {
2109     tmp = tmp->above;
2110     continue;
2111 root 1.11 }
2112 root 1.27
2113 root 1.18 if (QUERY_FLAG (tmp, FLAG_ALIVE))
2114     {
2115     mon = tmp;
2116     break;
2117 root 1.11 }
2118 root 1.27
2119 root 1.18 if (tmp->type == LOCKED_DOOR || QUERY_FLAG (tmp, FLAG_CAN_ROLL))
2120     mon = tmp;
2121 root 1.27
2122 root 1.18 tmp = tmp->above;
2123     }
2124    
2125 root 1.49 if (!mon) /* This happens anytime the player tries to move */
2126 root 1.18 return; /* into a wall */
2127    
2128 root 1.49 if (mon->head)
2129 root 1.18 mon = mon->head;
2130    
2131     if ((mon->type == DOOR && mon->stats.hp >= 0) || (mon->type == LOCKED_DOOR))
2132     if (player_attack_door (op, mon))
2133     return;
2134    
2135     /* The following deals with possibly attacking peaceful
2136     * or frienddly creatures. Basically, all players are considered
2137     * unaggressive. If the moving player has peaceful set, then the
2138     * object should be pushed instead of attacked. It is assumed that
2139     * if you are braced, you will not attack friends accidently,
2140     * and thus will not push them.
2141     */
2142 root 1.11
2143 root 1.18 /* If the creature is a pet, push it even if the player is not
2144     * peaceful. Our assumption is the creature is a pet if the
2145     * player owns it and it is either friendly or unagressive.
2146     */
2147     if ((op->type == PLAYER)
2148 elmex 1.1 #if COZY_SERVER
2149 root 1.18 &&
2150 root 1.34 ((mon->owner && mon->owner->contr
2151     && same_party (mon->owner->contr->party, op->contr->party)) || mon->owner == op)
2152 elmex 1.1 #else
2153 root 1.34 && mon->owner == op
2154 elmex 1.1 #endif
2155 root 1.18 && (QUERY_FLAG (mon, FLAG_UNAGGRESSIVE) || QUERY_FLAG (mon, FLAG_FRIENDLY)))
2156 root 1.11 {
2157 root 1.18 /* If we're braced, we don't want to switch places with it */
2158     if (op->contr->braced)
2159 root 1.11 return;
2160 root 1.85
2161 root 1.18 play_sound_map (op->map, op->x, op->y, SOUND_PUSH_PLAYER);
2162     (void) push_ob (mon, dir, op);
2163     if (op->contr->tmp_invis || op->hide)
2164     make_visible (op);
2165 root 1.85
2166 root 1.18 return;
2167 root 1.11 }
2168    
2169 root 1.18 /* in certain circumstances, you shouldn't attack friendly
2170     * creatures. Note that if you are braced, you can't push
2171     * someone, but put it inside this loop so that you won't
2172     * attack them either.
2173     */
2174     if ((mon->type == PLAYER || mon->enemy != op) &&
2175     (mon->type == PLAYER || QUERY_FLAG (mon, FLAG_UNAGGRESSIVE) || QUERY_FLAG (mon, FLAG_FRIENDLY)) && (
2176 elmex 1.1 #ifdef PROHIBIT_PLAYERKILL
2177 root 1.49 (op->contr->peaceful
2178     || (mon->type == PLAYER
2179     && mon->contr->
2180     peaceful)) &&
2181 elmex 1.1 #else
2182 root 1.49 op->contr->peaceful &&
2183 elmex 1.1 #endif
2184 root 1.49 !on_battleground))
2185 root 1.18 {
2186     if (!op->contr->braced)
2187     {
2188     play_sound_map (op->map, op->x, op->y, SOUND_PUSH_PLAYER);
2189 root 1.85 push_ob (mon, dir, op);
2190 root 1.18 }
2191     else
2192 root 1.49 new_draw_info (0, 0, op, "You withhold your attack");
2193    
2194 root 1.18 if (op->contr->tmp_invis || op->hide)
2195     make_visible (op);
2196 root 1.11 }
2197 elmex 1.1
2198 root 1.18 /* If the object is a boulder or other rollable object, then
2199     * roll it if not braced. You can't roll it if you are braced.
2200     */
2201     else if (QUERY_FLAG (mon, FLAG_CAN_ROLL) && (!op->contr->braced))
2202     {
2203     recursive_roll (mon, dir, op);
2204     if (action_makes_visible (op))
2205     make_visible (op);
2206 root 1.11 }
2207    
2208 root 1.18 /* Any generic living creature. Including things like doors.
2209     * Way it works is like this: First, it must have some hit points
2210     * and be living. Then, it must be one of the following:
2211     * 1) Not a player, 2) A player, but of a different party. Note
2212     * that party_number -1 is no party, so attacks can still happen.
2213     */
2214     else if ((mon->stats.hp >= 0) && QUERY_FLAG (mon, FLAG_ALIVE) &&
2215     ((mon->type != PLAYER || op->contr->party == NULL || op->contr->party != mon->contr->party)))
2216     {
2217 elmex 1.1
2218 root 1.18 /* If the player hasn't hit something this tick, and does
2219     * so, give them speed boost based on weapon speed. Doing
2220     * it here is better than process_players2, which basically
2221     * incurred a 1 tick offset.
2222     */
2223     if (!op->contr->has_hit)
2224     {
2225     op->speed_left += op->speed / op->contr->weapon_sp;
2226 root 1.11
2227 root 1.18 op->contr->has_hit = 1; /* The last action was to hit, so use weapon_sp */
2228 root 1.11 }
2229    
2230 root 1.49 skill_attack (mon, op, 0, 0, 0);
2231 root 1.11
2232 root 1.18 /* If attacking another player, that player gets automatic
2233     * hitback, and doesn't loose luck either.
2234     * Disable hitback on the battleground or if the target is
2235     * the wiz.
2236     */
2237     if (mon->type == PLAYER && mon->stats.hp >= 0 && !mon->contr->has_hit && !on_battleground && !QUERY_FLAG (mon, FLAG_WIZ))
2238     {
2239     short luck = mon->stats.luck;
2240    
2241     mon->contr->has_hit = 1;
2242 root 1.49 skill_attack (op, mon, 0, 0, 0);
2243 root 1.18 mon->stats.luck = luck;
2244 root 1.11 }
2245 root 1.49
2246 root 1.18 if (action_makes_visible (op))
2247     make_visible (op);
2248 root 1.11 }
2249 root 1.18 } /* if player should attack something */
2250 elmex 1.1 }
2251    
2252 root 1.18 int
2253     move_player (object *op, int dir)
2254     {
2255     int pick;
2256 elmex 1.1
2257 root 1.84 if (!op->map || op->map->in_memory != MAP_IN_MEMORY)
2258 root 1.18 return 0;
2259 elmex 1.1
2260 root 1.18 /* Sanity check: make sure dir is valid */
2261     if ((dir < 0) || (dir >= 9))
2262     {
2263     LOG (llevError, "move_player: invalid direction %d\n", dir);
2264     return 0;
2265 elmex 1.1 }
2266    
2267 root 1.84 /* peterm: added following line */
2268 root 1.18 if (QUERY_FLAG (op, FLAG_CONFUSED) && dir)
2269     dir = absdir (dir + RANDOM () % 3 + RANDOM () % 3 - 2);
2270    
2271     op->facing = dir;
2272    
2273     if (op->hide)
2274     do_hidden_move (op);
2275    
2276     if (INVOKE_PLAYER (MOVE, op->contr, ARG_INT (dir)))
2277     /*nop */ ;
2278     else if (op->contr->fire_on)
2279     fire (op, dir);
2280     else
2281     {
2282     move_player_attack (op, dir);
2283     pick = check_pick (op);
2284     }
2285 elmex 1.1
2286 root 1.18 /* Add special check for newcs players and fire on - this way, the
2287     * server can handle repeat firing.
2288     */
2289     if (op->contr->fire_on || (op->contr->run_on && pick != 0))
2290 root 1.49 op->direction = dir;
2291 root 1.18 else
2292 root 1.49 op->direction = 0;
2293    
2294 root 1.18 /* Update how the player looks. Use the facing, so direction may
2295     * get reset to zero. This allows for full animation capabilities
2296     * for players.
2297     */
2298     animate_object (op, op->facing);
2299     return 0;
2300 elmex 1.1 }
2301    
2302     /* This is similar to handle_player, below, but is only used by the
2303     * new client/server stuff.
2304     * This is sort of special, in that the new client/server actually uses
2305     * the new speed values for commands.
2306     *
2307     * Returns true if there are more actions we can do.
2308     */
2309 root 1.18 int
2310     handle_newcs_player (object *op)
2311 elmex 1.1 {
2312 root 1.18 if (op->contr->hidden)
2313     {
2314     op->invisible = 1000;
2315     /* the socket code flashes the player visible/invisible
2316     * depending on the value of invisible, so we need to
2317     * alternate it here for it to work correctly.
2318     */
2319     if (pticks & 2)
2320 root 1.11 op->invisible--;
2321 root 1.18 }
2322     else if (op->invisible && !(QUERY_FLAG (op, FLAG_MAKE_INVIS)))
2323     {
2324     op->invisible--;
2325     if (!op->invisible)
2326     {
2327     make_visible (op);
2328     new_draw_info (NDI_UNIQUE, 0, op, "Your invisibility spell runs out.");
2329 root 1.11 }
2330 elmex 1.1 }
2331    
2332 root 1.18 if (QUERY_FLAG (op, FLAG_SCARED))
2333     {
2334     flee_player (op);
2335     /* If player is still scared, that is his action for this tick */
2336     if (QUERY_FLAG (op, FLAG_SCARED))
2337     {
2338     op->speed_left--;
2339     return 0;
2340 root 1.11 }
2341 elmex 1.1 }
2342    
2343 root 1.18 /* I've been seeing crashes where the golem has been destroyed, but
2344     * the player object still points to the defunct golem. The code that
2345     * destroys the golem looks correct, and it doesn't always happen, so
2346     * put this in a a workaround to clean up the golem pointer.
2347     */
2348 root 1.30 if (op->contr->ranges[range_golem] && QUERY_FLAG (op->contr->ranges[range_golem], FLAG_REMOVED))
2349     op->contr->ranges[range_golem] = 0;
2350 root 1.18
2351     /* call this here - we also will call this in do_ericserver, but
2352     * the players time has been increased when doericserver has been
2353     * called, so we recheck it here.
2354     */
2355 root 1.83 if (op->contr->ns->handle_command ())
2356     return 1;
2357 root 1.47
2358 root 1.83 if (op->speed_left > 0)
2359     {
2360     if (op->direction && (op->contr->run_on || op->contr->fire_on))
2361     {
2362     /* All move commands take 1 tick, at least for now */
2363     op->speed_left--;
2364 elmex 1.1
2365 root 1.83 /* Instead of all the stuff below, let move_player take care
2366     * of it. Also, some of the skill stuff is only put in
2367     * there, as well as the confusion stuff.
2368     */
2369     move_player (op, op->direction);
2370 elmex 1.1
2371 root 1.83 return op->speed_left > 0;
2372     }
2373 root 1.18 }
2374 root 1.41
2375 root 1.18 return 0;
2376     }
2377    
2378     int
2379     save_life (object *op)
2380     {
2381     if (!QUERY_FLAG (op, FLAG_LIFESAVE))
2382 elmex 1.1 return 0;
2383 root 1.18
2384 root 1.41 for (object *tmp = op->inv; tmp; tmp = tmp->below)
2385 root 1.18 if (QUERY_FLAG (tmp, FLAG_APPLIED) && QUERY_FLAG (tmp, FLAG_LIFESAVE))
2386     {
2387     play_sound_map (op->map, op->x, op->y, SOUND_OB_EVAPORATE);
2388     new_draw_info_format (NDI_UNIQUE, 0, op, "Your %s vibrates violently, then evaporates.", query_name (tmp));
2389 root 1.33
2390 root 1.18 if (op->contr)
2391     esrv_del_item (op->contr, tmp->count);
2392 root 1.33
2393     tmp->destroy ();
2394 root 1.18 CLEAR_FLAG (op, FLAG_LIFESAVE);
2395 root 1.33
2396 root 1.18 if (op->stats.hp < 0)
2397     op->stats.hp = op->stats.maxhp;
2398 root 1.33
2399 root 1.18 if (op->stats.food < 0)
2400     op->stats.food = 999;
2401 root 1.33
2402 root 1.54 op->update_stats ();
2403 root 1.18 return 1;
2404     }
2405 root 1.41
2406 root 1.18 LOG (llevError, "Error: LIFESAVE set without applied object.\n");
2407     CLEAR_FLAG (op, FLAG_LIFESAVE);
2408     enter_player_savebed (op); /* bring him home. */
2409     return 0;
2410 elmex 1.1 }
2411    
2412     /* This goes throws the inventory and removes unpaid objects, and puts them
2413     * back in the map (location and map determined by values of env). This
2414     * function will descend into containers. op is the object to start the search
2415     * from.
2416     */
2417 root 1.18 void
2418     remove_unpaid_objects (object *op, object *env)
2419 elmex 1.1 {
2420 root 1.18 object *next;
2421 elmex 1.1
2422 root 1.18 while (op)
2423     {
2424 root 1.70 object *next = op->below; /* Make sure we have a good value, in case we remove object 'op' */
2425    
2426 root 1.18 if (QUERY_FLAG (op, FLAG_UNPAID))
2427     {
2428     if (env->type == PLAYER)
2429     esrv_del_item (env->contr, op->count);
2430 root 1.70
2431     op->insert_at (env);
2432 root 1.18 }
2433     else if (op->inv)
2434     remove_unpaid_objects (op->inv, env);
2435 root 1.41
2436 root 1.18 op = next;
2437 elmex 1.1 }
2438     }
2439    
2440     /*
2441     * Returns pointer a static string containing gravestone text
2442     * Moved from apply.c to player.c - player.c is what
2443     * actually uses this function. player.c may not be quite the
2444     * best, a misc file for object actions is probably better,
2445     * but there isn't one in the server directory.
2446     */
2447 root 1.18 char *
2448     gravestone_text (object *op)
2449 elmex 1.1 {
2450 root 1.18 static char buf2[MAX_BUF];
2451     char buf[MAX_BUF];
2452     time_t now = time (NULL);
2453    
2454     strcpy (buf2, " R.I.P.\n\n");
2455     if (op->type == PLAYER)
2456     sprintf (buf, "%s the %s\n", &op->name, op->contr->title);
2457     else
2458     sprintf (buf, "%s\n", &op->name);
2459 root 1.41
2460 root 1.18 strncat (buf2, " ", 20 - strlen (buf) / 2);
2461     strcat (buf2, buf);
2462     if (op->type == PLAYER)
2463     sprintf (buf, "who was in level %d when killed\n", op->level);
2464     else
2465     sprintf (buf, "who was in level %d when died.\n\n", op->level);
2466 root 1.41
2467 root 1.18 strncat (buf2, " ", 20 - strlen (buf) / 2);
2468     strcat (buf2, buf);
2469     if (op->type == PLAYER)
2470     {
2471     sprintf (buf, "by %s.\n\n", op->contr->killer);
2472     strncat (buf2, " ", 21 - strlen (buf) / 2);
2473     strcat (buf2, buf);
2474     }
2475 root 1.41
2476 root 1.18 strftime (buf, MAX_BUF, "%b %d %Y\n", localtime (&now));
2477     strncat (buf2, " ", 20 - strlen (buf) / 2);
2478     strcat (buf2, buf);
2479 root 1.41
2480 root 1.18 return buf2;
2481 elmex 1.1 }
2482    
2483 root 1.18 void
2484     do_some_living (object *op)
2485     {
2486     int last_food = op->stats.food;
2487 elmex 1.1 int gen_hp, gen_sp, gen_grace;
2488     int over_hp, over_sp, over_grace;
2489     int i;
2490     int rate_hp = 1200;
2491     int rate_sp = 2500;
2492     int rate_grace = 2000;
2493     const int max_hp = 1;
2494     const int max_sp = 1;
2495     const int max_grace = 1;
2496    
2497 pippijn 1.17 if (op->contr->outputs_sync)
2498 root 1.18 {
2499     for (i = 0; i < NUM_OUTPUT_BUFS; i++)
2500 root 1.55 if (op->contr->outputs[i].buf && (op->contr->outputs[i].first_update + op->contr->outputs_sync) < (uint16) pticks)
2501 root 1.18 flush_output_element (op, &op->contr->outputs[i]);
2502     }
2503    
2504 root 1.52 if (op->contr->ns->state == ST_PLAYING)
2505 root 1.18 {
2506     /* these next three if clauses make it possible to SLOW DOWN
2507     hp/grace/spellpoint regeneration. */
2508     if (op->contr->gen_hp >= 0)
2509     gen_hp = (op->contr->gen_hp + 1) * op->stats.maxhp;
2510     else
2511     {
2512     gen_hp = op->stats.maxhp;
2513     rate_hp -= rate_hp / 2 * op->contr->gen_hp;
2514     }
2515 root 1.55
2516 root 1.18 if (op->contr->gen_sp >= 0)
2517     gen_sp = (op->contr->gen_sp + 1) * op->stats.maxsp;
2518     else
2519     {
2520     gen_sp = op->stats.maxsp;
2521     rate_sp -= rate_sp / 2 * op->contr->gen_sp;
2522     }
2523 root 1.55
2524 root 1.18 if (op->contr->gen_grace >= 0)
2525     gen_grace = (op->contr->gen_grace + 1) * op->stats.maxgrace;
2526     else
2527     {
2528     gen_grace = op->stats.maxgrace;
2529     rate_grace -= rate_grace / 2 * op->contr->gen_grace;
2530     }
2531    
2532     /* Regenerate Spell Points */
2533     if (op->contr->ranges[range_golem] == NULL && --op->last_sp < 0)
2534     {
2535     gen_sp = gen_sp * 10 / (op->contr->gen_sp_armour < 10 ? 10 : op->contr->gen_sp_armour);
2536     if (op->stats.sp < op->stats.maxsp)
2537     {
2538     op->stats.sp++;
2539     /* dms do not consume food */
2540     if (!QUERY_FLAG (op, FLAG_WIZ))
2541     {
2542     op->stats.food--;
2543     if (op->contr->digestion < 0)
2544     op->stats.food += op->contr->digestion;
2545     else if (op->contr->digestion > 0 && random_roll (0, op->contr->digestion, op, PREFER_HIGH))
2546     op->stats.food = last_food;
2547     }
2548     }
2549 root 1.55
2550 root 1.18 if (max_sp > 1)
2551     {
2552     over_sp = (gen_sp + 10) / rate_sp;
2553     if (over_sp > 0)
2554     {
2555     if (op->stats.sp < op->stats.maxsp)
2556     {
2557     op->stats.sp += over_sp > max_sp ? max_sp : over_sp;
2558 root 1.55
2559 root 1.18 if (random_roll (0, rate_sp - 1, op, PREFER_LOW) > ((gen_sp + 10) % rate_sp))
2560     op->stats.sp--;
2561 root 1.55
2562 root 1.18 if (op->stats.sp > op->stats.maxsp)
2563     op->stats.sp = op->stats.maxsp;
2564     }
2565     op->last_sp = 0;
2566     }
2567     else
2568 root 1.55 op->last_sp = rate_sp / (gen_sp < 20 ? 30 : gen_sp + 10);
2569 root 1.18 }
2570     else
2571 root 1.55 op->last_sp = rate_sp / (gen_sp < 20 ? 30 : gen_sp + 10);
2572 root 1.18 }
2573    
2574     /* Regenerate Grace */
2575     /* I altered this a little - maximum grace is ony achieved through prayer -b.t. */
2576     if (--op->last_grace < 0)
2577     {
2578     if (op->stats.grace < op->stats.maxgrace / 2)
2579     op->stats.grace++; /* no penalty in food for regaining grace */
2580 root 1.55
2581 root 1.18 if (max_grace > 1)
2582     {
2583     over_grace = (gen_grace < 20 ? 30 : gen_grace + 10) / rate_grace;
2584     if (over_grace > 0)
2585     {
2586     op->stats.sp += over_grace
2587     + (random_roll (0, rate_grace - 1, op, PREFER_HIGH) > ((gen_grace < 20 ? 30 : gen_grace + 10) % rate_grace)) ? -1 : 0;
2588     op->last_grace = 0;
2589     }
2590     else
2591     {
2592     op->last_grace = rate_grace / (gen_grace < 20 ? 30 : gen_grace + 10);
2593     }
2594     }
2595     else
2596     {
2597     op->last_grace = rate_grace / (gen_grace < 20 ? 30 : gen_grace + 10);
2598     }
2599     /* wearing stuff doesn't detract from grace generation. */
2600     }
2601    
2602     /* Regenerate Hit Points */
2603     if (--op->last_heal < 0)
2604     {
2605     if (op->stats.hp < op->stats.maxhp)
2606     {
2607     op->stats.hp++;
2608     /* dms do not consume food */
2609     if (!QUERY_FLAG (op, FLAG_WIZ))
2610     {
2611     op->stats.food--;
2612     if (op->contr->digestion < 0)
2613     op->stats.food += op->contr->digestion;
2614     else if (op->contr->digestion > 0 && random_roll (0, op->contr->digestion, op, PREFER_HIGH))
2615     op->stats.food = last_food;
2616     }
2617     }
2618 root 1.55
2619 root 1.18 if (max_hp > 1)
2620     {
2621     over_hp = (gen_hp < 20 ? 30 : gen_hp + 10) / rate_hp;
2622     if (over_hp > 0)
2623     {
2624     op->stats.sp += over_hp + (RANDOM () % rate_hp > ((gen_hp < 20 ? 30 : gen_hp + 10) % rate_hp)) ? -1 : 0;
2625     op->last_heal = 0;
2626     }
2627     else
2628     {
2629     op->last_heal = rate_hp / (gen_hp < 20 ? 30 : gen_hp + 10);
2630     }
2631     }
2632     else
2633     {
2634     op->last_heal = rate_hp / (gen_hp < 20 ? 30 : gen_hp + 10);
2635     }
2636 root 1.11 }
2637 elmex 1.1
2638 root 1.18 /* Digestion */
2639     if (--op->last_eat < 0)
2640     {
2641     #ifdef COZY_SERVER
2642     int dg = op->contr->digestion >= 0 && op->contr->digestion < 2 ? 2 : op->contr->digestion;
2643     int bonus = dg > 0 ? dg : 0, penalty = dg < 0 ? -dg : 0;
2644     #else
2645     int bonus = op->contr->digestion > 0 ? op->contr->digestion : 0, penalty = op->contr->digestion < 0 ? -op->contr->digestion : 0;
2646     #endif
2647    
2648     if (op->contr->gen_hp > 0)
2649     op->last_eat = 25 * (1 + bonus) / (op->contr->gen_hp + penalty + 1);
2650     else
2651     op->last_eat = 25 * (1 + bonus) / (penalty + 1);
2652 root 1.55
2653 root 1.18 /* dms do not consume food */
2654     if (!QUERY_FLAG (op, FLAG_WIZ))
2655     op->stats.food--;
2656 root 1.11 }
2657 elmex 1.1
2658 root 1.55 if (op->stats.food < 0 && op->stats.hp >= 0)
2659     {
2660     object *tmp, *flesh = 0;
2661 root 1.18
2662 root 1.55 for (tmp = op->inv; tmp; tmp = tmp->below)
2663 root 1.18 {
2664 root 1.55 if (!QUERY_FLAG (tmp, FLAG_UNPAID))
2665 root 1.18 {
2666 root 1.55 if (tmp->type == FOOD || tmp->type == DRINK || tmp->type == POISON)
2667     {
2668     new_draw_info (NDI_UNIQUE, 0, op, "You blindly grab for a bite of food.");
2669     manual_apply (op, tmp, 0);
2670     if (op->stats.food >= 0 || op->stats.hp < 0)
2671     break;
2672     }
2673     else if (tmp->type == FLESH)
2674     flesh = tmp;
2675     } /* End if paid for object */
2676     } /* end of for loop */
2677    
2678     /* If player is still starving, it means they don't have any food, so
2679     * eat flesh instead.
2680     */
2681     if (op->stats.food < 0 && op->stats.hp >= 0 && flesh)
2682     {
2683     new_draw_info (NDI_UNIQUE, 0, op, "You blindly grab for a bite of food.");
2684     manual_apply (op, flesh, 0);
2685     }
2686 root 1.11 }
2687 elmex 1.1
2688 root 1.55 while (op->stats.food < 0 && op->stats.hp >= 0)
2689     op->stats.food++, op->stats.hp--;
2690 elmex 1.1
2691 root 1.55 if (op->stats.hp < 0 && !QUERY_FLAG (op, FLAG_WIZ))
2692     kill_player (op);
2693     }
2694 elmex 1.1 }
2695    
2696     /* If the player should die (lack of hp, food, etc), we call this.
2697     * op is the player in jeopardy. If the player can not be saved (not
2698     * permadeath, no lifesave), this will take care of removing the player
2699     * file.
2700     */
2701 root 1.18 void
2702     kill_player (object *op)
2703 elmex 1.1 {
2704 root 1.18 char buf[MAX_BUF];
2705     int x, y;
2706    
2707     //int i;
2708 root 1.25 maptile *map; /* this is for resurrection */
2709 root 1.18
2710     /* int z;
2711     int num_stats_lose;
2712     int lost_a_stat;
2713     int lose_this_stat;
2714     int this_stat; */
2715     int will_kill_again;
2716     archetype *at;
2717     object *tmp;
2718    
2719     if (save_life (op))
2720     return;
2721    
2722    
2723     /* If player dies on BATTLEGROUND, no stat/exp loss! For Combat-Arenas
2724     * in cities ONLY!!! It is very important that this doesn't get abused.
2725     * Look at op_on_battleground() for more info --AndreasV
2726     */
2727     if (op_on_battleground (op, &x, &y))
2728     {
2729     new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, "You have been defeated in combat!");
2730     new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, "Local medics have saved your life...");
2731    
2732     /* restore player */
2733 root 1.22 at = archetype::find ("poisoning");
2734 root 1.70 if (object *tmp = present_arch_in_ob (at, op))
2735 root 1.18 {
2736 root 1.33 tmp->destroy ();
2737 root 1.18 new_draw_info (NDI_UNIQUE, 0, op, "Your body feels cleansed");
2738     }
2739 elmex 1.1
2740 root 1.22 at = archetype::find ("confusion");
2741 root 1.70 if (object *tmp = present_arch_in_ob (at, op))
2742 root 1.18 {
2743 root 1.33 tmp->destroy ();
2744 root 1.18 new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer");
2745     }
2746    
2747     cure_disease (op, 0); /* remove any disease */
2748     op->stats.hp = op->stats.maxhp;
2749     if (op->stats.food <= 0)
2750     op->stats.food = 999;
2751 elmex 1.1
2752 root 1.18 /* create a bodypart-trophy to make the winner happy */
2753 root 1.70 if (object *tmp = arch_to_object (archetype::find ("finger")))
2754 root 1.18 {
2755     sprintf (buf, "%s's finger", &op->name);
2756     tmp->name = buf;
2757     sprintf (buf, " This finger has been cut off %s\n"
2758     " the %s, when he was defeated at\n level %d by %s.\n",
2759     &op->name, op->contr->title, (int) (op->level), op->contr->killer);
2760     tmp->msg = buf;
2761     tmp->value = 0, tmp->material = 0, tmp->type = 0;
2762     tmp->materialname = NULL;
2763 root 1.70 op->insert_at (tmp, op);
2764 root 1.18 }
2765 elmex 1.1
2766 root 1.18 /* teleport defeated player to new destination */
2767     transfer_ob (op, x, y, 0, NULL);
2768     op->contr->braced = 0;
2769     return;
2770 elmex 1.1 }
2771    
2772 root 1.18 INVOKE_PLAYER (DEATH, op->contr);
2773 root 1.3
2774 root 1.18 command_kill_pets (op, 0);
2775 elmex 1.1
2776 root 1.18 if (op->stats.food < 0)
2777     {
2778     if (op->contr->explore)
2779     {
2780     new_draw_info (NDI_UNIQUE, 0, op, "You would have starved, but you are");
2781     new_draw_info (NDI_UNIQUE, 0, op, "in explore mode, so...");
2782     op->stats.food = 999;
2783     return;
2784 root 1.11 }
2785 root 1.18 sprintf (buf, "%s starved to death.", &op->name);
2786     strcpy (op->contr->killer, "starvation");
2787 elmex 1.1 }
2788 root 1.18 else
2789     {
2790     if (op->contr->explore)
2791     {
2792     new_draw_info (NDI_UNIQUE, 0, op, "You would have died, but you are");
2793     new_draw_info (NDI_UNIQUE, 0, op, "in explore mode, so...");
2794     op->stats.hp = op->stats.maxhp;
2795     return;
2796 root 1.11 }
2797 root 1.18 sprintf (buf, "%s died.", &op->name);
2798 elmex 1.1 }
2799 root 1.70
2800 root 1.18 play_sound_player_only (op->contr, SOUND_PLAYER_DIES, 0, 0);
2801 elmex 1.1
2802 root 1.18 /* save the map location for corpse, gravestone */
2803 root 1.70 x = op->x;
2804     y = op->y;
2805 root 1.18 map = op->map;
2806 elmex 1.1
2807 root 1.54 /* NOT_PERMADEATH code. This basically brings the character back to
2808     * life if they are dead - it takes some exp and a random stat.
2809     * See the config.h file for a little more in depth detail about this.
2810     */
2811    
2812     /* Basically two ways to go - remove a stat permanently, or just
2813     * make it depletion. This bunch of code deals with that aspect
2814     * of death.
2815     */
2816     #ifndef COZY_SERVER
2817     if (settings.balanced_stat_loss)
2818 root 1.18 {
2819 root 1.54 /* If stat loss is permanent, lose one stat only. */
2820     /* Lower level chars don't lose as many stats because they suffer
2821     more if they do. */
2822     /* Higher level characters can afford things such as potions of
2823     restoration, or better, stat potions. So we slug them that
2824     little bit harder. */
2825     /* GD */
2826     if (settings.stat_loss_on_death)
2827     num_stats_lose = 1;
2828     else
2829     num_stats_lose = 1 + op->level / BALSL_NUMBER_LOSSES_RATIO;
2830     }
2831     else
2832 root 1.70 num_stats_lose = 1;
2833    
2834 root 1.54 lost_a_stat = 0;
2835    
2836     for (z = 0; z < num_stats_lose; z++)
2837     {
2838     i = RANDOM () % NUM_STATS;
2839 root 1.11
2840 root 1.54 if (settings.stat_loss_on_death)
2841 root 1.18 {
2842 root 1.54 /* Pick a random stat and take a point off it. Tell the player
2843     * what he lost.
2844     */
2845     change_attr_value (&(op->stats), i, -1);
2846     check_stat_bounds (&(op->stats));
2847     change_attr_value (&(op->contr->orig_stats), i, -1);
2848     check_stat_bounds (&(op->contr->orig_stats));
2849     new_draw_info (NDI_UNIQUE, 0, op, lose_msg[i]);
2850     lost_a_stat = 1;
2851 root 1.18 }
2852     else
2853     {
2854 root 1.54 /* deplete a stat */
2855     archetype *deparch = archetype::find ("depletion");
2856     object *dep;
2857 root 1.11
2858 root 1.54 dep = present_arch_in_ob (deparch, op);
2859     if (!dep)
2860 root 1.18 {
2861 root 1.54 dep = arch_to_object (deparch);
2862     insert_ob_in_ob (dep, op);
2863 root 1.18 }
2864 root 1.54 lose_this_stat = 1;
2865     if (settings.balanced_stat_loss)
2866 root 1.18 {
2867 root 1.54 /* GD */
2868     /* Get the stat that we're about to deplete. */
2869     this_stat = get_attr_value (&(dep->stats), i);
2870     if (this_stat < 0)
2871     {
2872     int loss_chance = 1 + op->level / BALSL_LOSS_CHANCE_RATIO;
2873     int keep_chance = this_stat * this_stat;
2874 root 1.18
2875 root 1.54 /* Yes, I am paranoid. Sue me. */
2876     if (keep_chance < 1)
2877     keep_chance = 1;
2878 root 1.18
2879 root 1.54 /* There is a maximum depletion total per level. */
2880     if (this_stat < -1 - op->level / BALSL_MAX_LOSS_RATIO)
2881     {
2882     lose_this_stat = 0;
2883     /* Take loss chance vs keep chance to see if we
2884     retain the stat. */
2885     }
2886     else
2887     {
2888     if (random_roll (0, loss_chance + keep_chance - 1, op, PREFER_LOW) < keep_chance)
2889     lose_this_stat = 0;
2890     /* LOG(llevDebug, "Determining stat loss. Stat: %d Keep: %d Lose: %d Result: %s.\n",
2891     this_stat, keep_chance, loss_chance,
2892     lose_this_stat?"LOSE":"KEEP"); */
2893 root 1.11 }
2894     }
2895 root 1.54 }
2896 root 1.18
2897 root 1.54 if (lose_this_stat)
2898     {
2899     this_stat = get_attr_value (&(dep->stats), i);
2900     /* We could try to do something clever like find another
2901     * stat to reduce if this fails. But chances are, if
2902     * stats have been depleted to -50, all are pretty low
2903     * and should be roughly the same, so it shouldn't make a
2904     * difference.
2905     */
2906     if (this_stat >= -50)
2907 root 1.18 {
2908 root 1.54 change_attr_value (&(dep->stats), i, -1);
2909     SET_FLAG (dep, FLAG_APPLIED);
2910     new_draw_info (NDI_UNIQUE, 0, op, lose_msg[i]);
2911     op->update_stats ();
2912     lost_a_stat = 1;
2913 root 1.11 }
2914     }
2915     }
2916 root 1.54 }
2917     /* If no stat lost, tell the player. */
2918     if (!lost_a_stat)
2919     {
2920     /* determine_god() seems to not work sometimes... why is this?
2921     Should I be using something else? GD */
2922     const char *god = determine_god (op);
2923 root 1.18
2924 root 1.54 if (god && (strcmp (god, "none")))
2925     new_draw_info_format (NDI_UNIQUE, 0, op, "For a brief moment you feel the holy presence of %s protecting" " you.", god);
2926     else
2927     new_draw_info (NDI_UNIQUE, 0, op, "For a brief moment you feel a holy presence protecting you.");
2928     }
2929 root 1.28 #else
2930 root 1.54 new_draw_info (NDI_UNIQUE, 0, op, "For a brief moment you" " feel a holy presence protecting you from losing yourself completely.");
2931 elmex 1.1 #endif
2932    
2933 root 1.54 /* Put a gravestone up where the character 'almost' died. List the
2934     * exp loss on the stone.
2935     */
2936     tmp = arch_to_object (archetype::find ("gravestone"));
2937     sprintf (buf, "%s's gravestone", &op->name);
2938     tmp->name = buf;
2939     sprintf (buf, "%s's gravestones", &op->name);
2940     tmp->name_pl = buf;
2941     sprintf (buf, "RIP\nHere rests the hero %s the %s,\n" "who was killed\n" "by %s.\n", &op->name, op->contr->title, op->contr->killer);
2942     tmp->msg = buf;
2943     tmp->x = op->x, tmp->y = op->y;
2944     insert_ob_in_map (tmp, op->map, NULL, 0);
2945    
2946     /**************************************/
2947     /* */
2948     /* Subtract the experience points, */
2949     /* if we died cause of food, give us */
2950     /* food, and reset HP's... */
2951     /* */
2952     /**************************************/
2953    
2954     /* remove any poisoning and confusion the character may be suffering. */
2955     /* restore player */
2956     at = archetype::find ("poisoning");
2957     tmp = present_arch_in_ob (at, op);
2958    
2959     if (tmp)
2960     {
2961     tmp->destroy ();
2962     new_draw_info (NDI_UNIQUE, 0, op, "Your body feels cleansed");
2963     }
2964    
2965     at = archetype::find ("confusion");
2966     tmp = present_arch_in_ob (at, op);
2967     if (tmp)
2968     {
2969     tmp->destroy ();
2970     new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer");
2971     }
2972    
2973     cure_disease (op, 0); /* remove any disease */
2974    
2975     /*add_exp(op, (op->stats.exp * -0.20)); */
2976     apply_death_exp_penalty (op);
2977     if (op->stats.food < 100)
2978     op->stats.food = 900;
2979     op->stats.hp = op->stats.maxhp;
2980     op->stats.sp = MAX (op->stats.sp, op->stats.maxsp);
2981     op->stats.grace = MAX (op->stats.grace, op->stats.maxgrace);
2982 root 1.11
2983 root 1.54 /*
2984     * Check to see if the player is in a shop. IF so, then check to see if
2985     * the player has any unpaid items. If so, remove them and put them back
2986     * in the map.
2987     */
2988 root 1.33
2989 root 1.54 if (is_in_shop (op))
2990     remove_unpaid_objects (op->inv, op);
2991 root 1.18
2992 root 1.54 /****************************************/
2993     /* */
2994     /* Move player to his current respawn- */
2995     /* position (usually last savebed) */
2996     /* */
2997     /****************************************/
2998 root 1.18
2999 root 1.54 enter_player_savebed (op);
3000 root 1.18
3001 root 1.54 /* Save the player before inserting the force to reduce
3002     * chance of abuse.
3003     */
3004     op->contr->braced = 0;
3005     op->contr->save ();
3006 root 1.11
3007 root 1.54 /* it is possible that the player has blown something up
3008     * at his savebed location, and that can have long lasting
3009     * spell effects. So first see if there is a spell effect
3010     * on the space that might harm the player.
3011     */
3012     will_kill_again = 0;
3013     for (tmp = GET_MAP_OB (op->map, op->x, op->y); tmp; tmp = tmp->above)
3014     if (tmp->type == SPELL_EFFECT)
3015     will_kill_again |= tmp->attacktype;
3016 elmex 1.1
3017 root 1.54 if (will_kill_again)
3018 root 1.18 {
3019 root 1.54 object *force;
3020     int at;
3021 root 1.18
3022 root 1.54 force = get_archetype (FORCE_NAME);
3023     /* 50 ticks should be enough time for the spell to abate */
3024     force->speed = 0.1;
3025     force->speed_left = -5.0;
3026     SET_FLAG (force, FLAG_APPLIED);
3027     for (at = 0; at < NROFATTACKS; at++)
3028     if (will_kill_again & (1 << at))
3029     force->resist[at] = 100;
3030 root 1.30
3031 root 1.54 insert_ob_in_ob (force, op);
3032     op->update_stats ();
3033 root 1.30
3034 root 1.54 }
3035 root 1.18
3036 root 1.54 new_draw_info (NDI_UNIQUE, 0, op, "YOU HAVE DIED.");
3037 elmex 1.1 }
3038    
3039 root 1.18 void
3040     loot_object (object *op)
3041     { /* Grab and destroy some treasure */
3042     object *tmp, *tmp2, *next;
3043 elmex 1.1
3044 root 1.18 if (op->container)
3045 root 1.54 esrv_apply_container (op, op->container); /* close open sack first */
3046 elmex 1.1
3047 root 1.54 for (tmp = op->inv; tmp; tmp = next)
3048 root 1.18 {
3049     next = tmp->below;
3050 root 1.54
3051 elmex 1.50 if (tmp->invisible)
3052 root 1.18 continue;
3053 root 1.54
3054 root 1.32 tmp->remove ();
3055 root 1.18 tmp->x = op->x, tmp->y = op->y;
3056     if (tmp->type == CONTAINER)
3057     { /* empty container to ground */
3058     loot_object (tmp);
3059     }
3060     if (!QUERY_FLAG (tmp, FLAG_UNIQUE) && (QUERY_FLAG (tmp, FLAG_STARTEQUIP) || QUERY_FLAG (tmp, FLAG_NO_DROP) || !(RANDOM () % 3)))
3061     {
3062     if (tmp->nrof > 1)
3063     {
3064     tmp2 = get_split_ob (tmp, 1 + RANDOM () % (tmp->nrof - 1));
3065 root 1.33 tmp2->destroy ();
3066 root 1.18 insert_ob_in_map (tmp, op->map, NULL, 0);
3067     }
3068     else
3069 root 1.33 tmp->destroy ();
3070 root 1.18 }
3071     else
3072     insert_ob_in_map (tmp, op->map, NULL, 0);
3073     }
3074 elmex 1.1 }
3075    
3076     /*
3077     * fix_weight(): Check recursively the weight of all players, and fix
3078     * what needs to be fixed. Refresh windows and fix speed if anything
3079     * was changed.
3080     */
3081    
3082 root 1.18 void
3083     fix_weight (void)
3084     {
3085 root 1.61 for_all_players (pl)
3086 root 1.18 {
3087     int old = pl->ob->carrying, sum = sum_weight (pl->ob);
3088    
3089     if (old == sum)
3090     continue;
3091 root 1.54 pl->ob->update_stats ();
3092 root 1.18 LOG (llevDebug, "Fixed inventory in %s (%d -> %d)\n", &pl->ob->name, old, sum);
3093     }
3094 elmex 1.1 }
3095    
3096 root 1.18 void
3097     fix_luck (void)
3098     {
3099 root 1.61 for_all_players (pl)
3100 root 1.52 if (!pl->ob->contr->ns->state)
3101 root 1.54 pl->ob->change_luck (0);
3102 elmex 1.1 }
3103    
3104     /* cast_dust() - handles op throwing objects of type 'DUST'.
3105     * This is much simpler in the new spell code - we basically
3106     * just treat this as any other spell casting object.
3107     */
3108 elmex 1.2 void
3109 root 1.18 cast_dust (object *op, object *throw_ob, int dir)
3110 elmex 1.2 {
3111     object *skop, *spob;
3112    
3113     skop = find_skill_by_name (op, throw_ob->skill);
3114    
3115     /* casting POTION 'dusts' is really a use_magic_item skill */
3116     if (op->type == PLAYER && throw_ob->type == POTION && !skop)
3117     {
3118 root 1.18 LOG (llevError, "Player %s lacks critical skill use_magic_item!\n", &op->name);
3119 elmex 1.2 return;
3120     }
3121    
3122     spob = throw_ob->inv;
3123    
3124     // elmex Tue Aug 15 17:19:46 CEST 2006: Added this check to
3125     // not pass NULL to cast_spell (which did indeed check itself, but
3126     // errors should be reported as early as possible IMHO)
3127     if (!spob)
3128     {
3129 root 1.18 LOG (llevError, "cast_dust: thrown object %s (by %s) had no spell in it!", &throw_ob->name, &op->name);
3130 elmex 1.2 return;
3131 elmex 1.1 }
3132    
3133 elmex 1.2 if (op->type == PLAYER)
3134 root 1.14 new_draw_info_format (NDI_UNIQUE, 0, op, "You cast %s.", &spob->name);
3135 elmex 1.2
3136     cast_spell (op, throw_ob, dir, spob, NULL);
3137    
3138 root 1.33 throw_ob->destroy ();
3139 elmex 1.1 }
3140    
3141 root 1.18 void
3142     make_visible (object *op)
3143     {
3144     op->hide = 0;
3145     op->invisible = 0;
3146     if (op->type == PLAYER)
3147     {
3148     op->contr->tmp_invis = 0;
3149     op->contr->invis_race = 0;
3150     }
3151     update_object (op, UP_OBJ_FACE);
3152     }
3153    
3154     int
3155     is_true_undead (object *op)
3156     {
3157     object *tmp = NULL;
3158    
3159     if (QUERY_FLAG (&op->arch->clone, FLAG_UNDEAD))
3160     return 1;
3161    
3162 elmex 1.1 return 0;
3163     }
3164    
3165     /* look at the surrounding terrain to determine
3166     * the hideability of this object. Positive levels
3167     * indicate greater hideability.
3168     */
3169    
3170 root 1.18 int
3171     hideability (object *ob)
3172     {
3173     int i, level = 0, mflag;
3174     sint16 x, y;
3175    
3176     if (!ob || !ob->map)
3177     return 0;
3178    
3179     /* so, on normal lighted maps, its hard to hide */
3180     level = ob->map->darkness - 2;
3181    
3182     /* this also picks up whether the object is glowing.
3183     * If you carry a light on a non-dark map, its not
3184     * as bad as carrying a light on a pitch dark map */
3185     if (has_carried_lights (ob))
3186     level = -(10 + (2 * ob->map->darkness));
3187    
3188     /* scan through all nearby squares for terrain to hide in */
3189     for (i = 0, x = ob->x, y = ob->y; i < 9; i++, x = ob->x + freearr_x[i], y = ob->y + freearr_y[i])
3190     {
3191     mflag = get_map_flags (ob->map, NULL, x, y, NULL, NULL);
3192     if (mflag & P_OUT_OF_MAP)
3193     {
3194     continue;
3195     }
3196     if (mflag & P_BLOCKSVIEW) /* something to hide near! */
3197     level += 2;
3198     else /* open terrain! */
3199     level -= 1;
3200 elmex 1.1 }
3201 root 1.18
3202 elmex 1.1 #if 0
3203 root 1.18 LOG (llevDebug, "hideability of %s is %d\n", ob->name, level);
3204 elmex 1.1 #endif
3205 root 1.18 return level;
3206 elmex 1.1 }
3207    
3208     /* For Hidden creatures - a chance of becoming 'unhidden'
3209     * every time they move - as we subtract off 'invisibility'
3210     * AND, for players, if they move into a ridiculously unhideable
3211     * spot (surrounded by clear terrain in broad daylight). -b.t.
3212     */
3213    
3214 root 1.18 void
3215     do_hidden_move (object *op)
3216     {
3217     int hide = 0, num = random_roll (0, 19, op, PREFER_LOW);
3218     object *skop;
3219    
3220     if (!op || !op->map)
3221     return;
3222    
3223     skop = find_obj_by_type_subtype (op, SKILL, SK_HIDING);
3224    
3225     /* its *extremely* hard to run and sneak/hide at the same time! */
3226     if (op->type == PLAYER && op->contr->run_on)
3227 root 1.85 if (!skop || num >= skop->level)
3228     {
3229     new_draw_info (NDI_UNIQUE, 0, op, "You ran too much! You are no longer hidden!");
3230     make_visible (op);
3231     return;
3232     }
3233     else
3234     num += 20;
3235    
3236 root 1.18 num += op->map->difficulty;
3237     hide = hideability (op); /* modify by terrain hidden level */
3238     num -= hide;
3239 root 1.85
3240 root 1.18 if ((op->type == PLAYER && hide < -10) || ((op->invisible -= num) <= 0))
3241     {
3242     make_visible (op);
3243     if (op->type == PLAYER)
3244     new_draw_info (NDI_UNIQUE, 0, op, "You moved out of hiding! You are visible!");
3245 elmex 1.1 }
3246 root 1.18 else if (op->type == PLAYER && skop)
3247 root 1.85 change_exp (op, calc_skill_exp (op, NULL, skop), skop->skill, 0);
3248 elmex 1.1 }
3249    
3250     /* determine if who is standing near a hostile creature. */
3251    
3252 root 1.18 int
3253     stand_near_hostile (object *who)
3254     {
3255     object *tmp = NULL;
3256     int i, friendly = 0, player = 0, mflags;
3257 root 1.25 maptile *m;
3258 root 1.18 sint16 x, y;
3259    
3260     if (!who)
3261     return 0;
3262    
3263     if (who->type == PLAYER)
3264     player = 1;
3265    
3266     else
3267     friendly = QUERY_FLAG (who, FLAG_FRIENDLY);
3268    
3269     /* search adjacent squares */
3270     for (i = 1; i < 9; i++)
3271     {
3272     x = who->x + freearr_x[i];
3273     y = who->y + freearr_y[i];
3274     m = who->map;
3275     mflags = get_map_flags (m, &m, x, y, &x, &y);
3276     /* space must be blocked if there is a monster. If not
3277     * blocked, don't need to check this space.
3278     */
3279     if (mflags & P_OUT_OF_MAP)
3280     continue;
3281     if (OB_TYPE_MOVE_BLOCK (who, GET_MAP_MOVE_BLOCK (m, x, y)))
3282     continue;
3283    
3284 root 1.49 for (tmp = GET_MAP_OB (m, x, y); tmp; tmp = tmp->above)
3285 root 1.18 {
3286     if ((player ||friendly) &&QUERY_FLAG (tmp, FLAG_MONSTER) && !QUERY_FLAG (tmp, FLAG_UNAGGRESSIVE))
3287     return 1;
3288     else if (tmp->type == PLAYER)
3289     {
3290     /*don't let a hidden DM prevent you from hiding */
3291     if (!QUERY_FLAG (tmp, FLAG_WIZ) || tmp->contr->hidden == 0)
3292 root 1.11 return 1;
3293 root 1.18 }
3294 root 1.11 }
3295 elmex 1.1 }
3296 root 1.18 return 0;
3297 elmex 1.1 }
3298    
3299     /* check the player los field for viewability of the
3300     * object op. This function works fine for monsters,
3301     * but we dont worry if the object isnt the top one in
3302     * a pile (say a coin under a table would return "viewable"
3303     * by this routine). Another question, should we be
3304     * concerned with the direction the player is looking
3305     * in? Realistically, most of use cant see stuff behind
3306     * our backs...on the other hand, does the "facing" direction
3307     * imply the way your head, or body is facing? Its possible
3308     * for them to differ. Sigh, this fctn could get a bit more complex.
3309     * -b.t.
3310     * This function is now map tiling safe.
3311     */
3312    
3313 root 1.18 int
3314     player_can_view (object *pl, object *op)
3315     {
3316     rv_vector rv;
3317     int dx, dy;
3318    
3319     if (pl->type != PLAYER)
3320     {
3321     LOG (llevError, "player_can_view() called for non-player object\n");
3322     return -1;
3323 elmex 1.1 }
3324 root 1.74
3325 root 1.18 if (!pl || !op)
3326 elmex 1.1 return 0;
3327 root 1.18
3328 root 1.74 op = op->head_ ();
3329    
3330 root 1.18 get_rangevector (pl, op, &rv, 0x1);
3331    
3332     /* starting with the 'head' part, lets loop
3333     * through the object and find if it has any
3334     * part that is in the los array but isnt on
3335     * a blocked los square.
3336     * we use the archetype to figure out offsets.
3337     */
3338     while (op)
3339     {
3340     dx = rv.distance_x + op->arch->clone.x;
3341     dy = rv.distance_y + op->arch->clone.y;
3342    
3343     /* only the viewable area the player sees is updated by LOS
3344     * code, so we need to restrict ourselves to that range of values
3345     * for any meaningful values.
3346     */
3347 root 1.52 if (FABS (dx) <= (pl->contr->ns->mapx / 2) &&
3348     FABS (dy) <= (pl->contr->ns->mapy / 2) &&
3349     !pl->contr->blocked_los[dx + (pl->contr->ns->mapx / 2)][dy + (pl->contr->ns->mapy / 2)])
3350 root 1.18 return 1;
3351     op = op->more;
3352     }
3353     return 0;
3354 elmex 1.1 }
3355    
3356     /* routine for both players and monsters. We call this when
3357     * there is a possibility for our action distrubing our hiding
3358     * place or invisiblity spell. Artefact invisiblity is not
3359     * effected by this. If we arent invisible to begin with, we
3360     * return 0.
3361     */
3362 root 1.18 int
3363     action_makes_visible (object *op)
3364     {
3365    
3366     if (op->invisible && QUERY_FLAG (op, FLAG_ALIVE))
3367     {
3368     if (QUERY_FLAG (op, FLAG_MAKE_INVIS))
3369     return 0;
3370    
3371     if (op->contr && op->contr->tmp_invis == 0)
3372     return 0;
3373 elmex 1.1
3374 root 1.18 /* If monsters, they should become visible */
3375     if (op->hide || !op->contr || (op->contr && op->contr->tmp_invis))
3376     {
3377     new_draw_info_format (NDI_UNIQUE, 0, op, "You become %s!", op->hide ? "unhidden" : "visible");
3378     return 1;
3379 root 1.11 }
3380 elmex 1.1 }
3381 root 1.18 return 0;
3382 elmex 1.1 }
3383    
3384     /* op_on_battleground - checks if the given object op (usually
3385     * a player) is standing on a valid battleground-tile,
3386     * function returns TRUE/FALSE. If true x, y returns the battleground
3387     * -exit-coord. (and if x, y not NULL)
3388     * 19 March 2005 - josh@woosworld.net modifed to check if the battleground also has slaying, maxhp, and maxsp set
3389     * and if those are all set and the player has a marker that matches the slaying send them to a different x, y
3390     * Default is to do the same as before, so only people wanting to have different points need worry about this
3391     */
3392 root 1.18 int
3393     op_on_battleground (object *op, int *x, int *y)
3394     {
3395 elmex 1.1 object *tmp;
3396 root 1.18
3397 elmex 1.1 /* A battleground-tile needs the following attributes to be valid:
3398     * is_floor 1 (has to be the FIRST floor beneath the player's feet),
3399     * name="battleground", no_pick 1, type=58 (type BATTLEGROUND)
3400     * and the exit-coordinates sp/hp must both be > 0.
3401     * => The intention here is to prevent abuse of the battleground-
3402     * feature (like pickable or hidden battleground tiles). */
3403 root 1.18 for (tmp = op->below; tmp != NULL; tmp = tmp->below)
3404     {
3405     if (QUERY_FLAG (tmp, FLAG_IS_FLOOR))
3406     {
3407     if (QUERY_FLAG (tmp, FLAG_NO_PICK) &&
3408     strcmp (tmp->name, "battleground") == 0 && tmp->type == BATTLEGROUND && EXIT_X (tmp) && EXIT_Y (tmp))
3409     {
3410     /*before we assign the exit, check if this is a teambattle */
3411     if (EXIT_ALT_X (tmp) && EXIT_ALT_Y (tmp) && EXIT_PATH (tmp))
3412     {
3413     object *invtmp;
3414    
3415     for (invtmp = op->inv; invtmp != NULL; invtmp = invtmp->below)
3416     {
3417     if (invtmp->type == FORCE && invtmp->slaying && !strcmp (EXIT_PATH (tmp), invtmp->slaying))
3418     {
3419     if (x != NULL && y != NULL)
3420     *x = EXIT_ALT_X (tmp), *y = EXIT_ALT_Y (tmp);
3421     return 1;
3422     }
3423     }
3424     }
3425     if (x != NULL && y != NULL)
3426     *x = EXIT_X (tmp), *y = EXIT_Y (tmp);
3427     return 1;
3428     }
3429     }
3430 elmex 1.1 }
3431     /* If we got here, did not find a battleground */
3432     return 0;
3433     }
3434    
3435     /*
3436     * When a dragon-player gains a new stage of evolution,
3437     * he gets some treasure
3438     *
3439     * attributes:
3440     * object *who the dragon player
3441     * int atnr the attack-number of the ability focus
3442     * int level ability level
3443     */
3444 root 1.18 void
3445     dragon_ability_gain (object *who, int atnr, int level)
3446     {
3447     treasurelist *trlist = NULL; /* treasurelist */
3448     treasure *tr; /* treasure */
3449     object *tmp, *skop; /* tmp. object */
3450     object *item; /* treasure object */
3451     char buf[MAX_BUF]; /* tmp. string buffer */
3452     int i = 0, j = 0;
3453    
3454     /* get the appropriate treasurelist */
3455     if (atnr == ATNR_FIRE)
3456     trlist = find_treasurelist ("dragon_ability_fire");
3457     else if (atnr == ATNR_COLD)
3458     trlist = find_treasurelist ("dragon_ability_cold");
3459     else if (atnr == ATNR_ELECTRICITY)
3460     trlist = find_treasurelist ("dragon_ability_elec");
3461     else if (atnr == ATNR_POISON)
3462     trlist = find_treasurelist ("dragon_ability_poison");
3463    
3464     if (trlist == NULL || who->type != PLAYER)
3465     return;
3466    
3467     for (i = 0, tr = trlist->items; tr != NULL && i < level - 1; tr = tr->next, i++);
3468    
3469 elmex 1.82 if (!tr || !tr->item)
3470 root 1.18 {
3471     /* LOG(llevDebug, "-> no more treasure for %s\n", change_resist_msg[atnr]); */
3472     return;
3473 elmex 1.1 }
3474    
3475 root 1.18 /* everything seems okay - now bring on the gift: */
3476     item = &(tr->item->clone);
3477 elmex 1.1
3478 root 1.18 if (item->type == SPELL)
3479     {
3480     if (check_spell_known (who, item->name))
3481 root 1.11 return;
3482 root 1.18
3483     new_draw_info_format (NDI_UNIQUE | NDI_BLUE, 0, who, "You gained the ability of %s", &item->name);
3484     do_learn_spell (who, item, 0);
3485     return;
3486 elmex 1.1 }
3487    
3488 root 1.18 /* grant direct spell */
3489     if (item->type == SPELLBOOK)
3490     {
3491     if (!item->inv)
3492     {
3493     LOG (llevDebug, "dragon_ability_gain: Broken spellbook %s\n", &item->name);
3494     return;
3495     }
3496     if (check_spell_known (who, item->inv->name))
3497     return;
3498     if (item->invisible)
3499     {
3500     new_draw_info_format (NDI_UNIQUE | NDI_BLUE, 0, who, "You gained the ability of %s", &item->inv->name);
3501     do_learn_spell (who, item->inv, 0);
3502     return;
3503 root 1.11 }
3504 root 1.18 }
3505     else if (item->type == SKILL_TOOL && item->invisible)
3506     {
3507     if (item->subtype == SK_CLAWING && (skop = find_skill_by_name (who, item->skill)) != NULL)
3508     {
3509    
3510     /* should this perhaps be (skop->attackyp & item->attacktype)!=item->attacktype ...
3511     * in this way, if the player is missing any of the attacktypes, he gets
3512     * them. As it is now, if the player has any that match the granted skill,
3513     * but not all of them, he gets nothing.
3514     */
3515     if (!(skop->attacktype & item->attacktype))
3516     {
3517     /* Give new attacktype */
3518     skop->attacktype |= item->attacktype;
3519    
3520     /* always add physical if there's none */
3521     skop->attacktype |= AT_PHYSICAL;
3522    
3523     if (item->msg != NULL)
3524     new_draw_info (NDI_UNIQUE | NDI_BLUE, 0, who, item->msg);
3525    
3526     /* Give player new face */
3527     if (item->animation_id)
3528     {
3529     who->face = skop->face;
3530     who->animation_id = item->animation_id;
3531     who->anim_speed = item->anim_speed;
3532     who->last_anim = 0;
3533     who->state = 0;
3534     animate_object (who, who->direction);
3535     }
3536     }
3537 root 1.11 }
3538 elmex 1.1 }
3539 root 1.18 else if (item->type == FORCE)
3540     {
3541     /* forces in the treasurelist can alter the player's stats */
3542     object *skin;
3543 elmex 1.1
3544 root 1.18 /* first get the dragon skin force */
3545 root 1.52 shstr_cmp dragon_skin_force ("dragon_skin_force");
3546     for (skin = who->inv; skin && !(skin->arch->name == dragon_skin_force); skin = skin->below)
3547     ;
3548    
3549     if (!skin)
3550 root 1.18 return;
3551    
3552     /* adding new spellpath attunements */
3553     if (item->path_attuned > 0 && !(skin->path_attuned & item->path_attuned))
3554     {
3555     skin->path_attuned |= item->path_attuned; /* add attunement to skin */
3556    
3557     /* print message */
3558     sprintf (buf, "You feel attuned to ");
3559     for (i = 0, j = 0; i < NRSPELLPATHS; i++)
3560     {
3561     if (item->path_attuned & (1 << i))
3562     {
3563     if (j)
3564     strcat (buf, " and ");
3565     else
3566     j = 1;
3567     strcat (buf, spellpathnames[i]);
3568     }
3569     }
3570     strcat (buf, ".");
3571     new_draw_info (NDI_UNIQUE | NDI_BLUE, 0, who, buf);
3572     }
3573    
3574     /* evtl. adding flags: */
3575     if (QUERY_FLAG (item, FLAG_XRAYS))
3576     SET_FLAG (skin, FLAG_XRAYS);
3577     if (QUERY_FLAG (item, FLAG_STEALTH))
3578     SET_FLAG (skin, FLAG_STEALTH);
3579     if (QUERY_FLAG (item, FLAG_SEE_IN_DARK))
3580     SET_FLAG (skin, FLAG_SEE_IN_DARK);
3581    
3582     /* print message if there is one */
3583     if (item->msg != NULL)
3584     new_draw_info (NDI_UNIQUE | NDI_BLUE, 0, who, item->msg);
3585     }
3586     else
3587     {
3588     /* generate misc. treasure */
3589     tmp = arch_to_object (tr->item);
3590     new_draw_info_format (NDI_UNIQUE | NDI_BLUE, 0, who, "You gained %s", query_short_name (tmp));
3591     tmp = insert_ob_in_ob (tmp, who);
3592     if (who->type == PLAYER)
3593     esrv_send_item (who, tmp);
3594 elmex 1.1 }
3595     }
3596    
3597     /**
3598     * Unready an object for a player. This function does nothing if the object was
3599     * not readied.
3600     */
3601 root 1.18 void
3602     player_unready_range_ob (player *pl, object *ob)
3603     {
3604     rangetype i;
3605 elmex 1.1
3606 root 1.18 for (i = (rangetype) 0; i < range_size; i = (rangetype) ((int) i + 1))
3607     {
3608     if (pl->ranges[i] == ob)
3609     {
3610     pl->ranges[i] = NULL;
3611     if (pl->shoottype == i)
3612     {
3613     pl->shoottype = range_none;
3614 elmex 1.1 }
3615     }
3616     }
3617     }