ViewVC Help
View File | Revision Log | Show Annotations | Download File
/cvs/deliantra/server/server/player.C
Revision: 1.91
Committed: Sun Jan 7 23:10:43 2007 UTC (17 years, 4 months ago) by root
Content type: text/plain
Branch: MAIN
Changes since 1.90: +0 -2 lines
Log Message:
- more improvements/fixes
- timestamp with millisecond accuracy, horrible code

File Contents

# User Rev Content
1 elmex 1.1 /*
2 root 1.89 * CrossFire, A Multiplayer game
3     *
4     * Copyright (C) 2005, 2006, 2007 Marc Lehmann & Crossfire+ Development Team
5     * Copyright (C) 2002 Mark Wedel & Crossfire Development Team
6     * Copyright (C) 1992 Frank Tore Johansen
7     *
8     * This program is free software; you can redistribute it and/or modify
9     * it under the terms of the GNU General Public License as published by
10     * the Free Software Foundation; either version 2 of the License, or
11     * (at your option) any later version.
12     *
13     * This program is distributed in the hope that it will be useful,
14     * but WITHOUT ANY WARRANTY; without even the implied warranty of
15     * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
16     * GNU General Public License for more details.
17     *
18     * You should have received a copy of the GNU General Public License
19     * along with this program; if not, write to the Free Software
20     * Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA.
21     *
22     * The author can be reached via e-mail to <crossfire@schmorp.de>
23     */
24 elmex 1.1
25     #include <global.h>
26 pippijn 1.31 #include <pwd.h>
27 root 1.38 #include <sproto.h>
28 elmex 1.1 #include <sounds.h>
29     #include <living.h>
30     #include <object.h>
31     #include <spells.h>
32     #include <skills.h>
33    
34 root 1.54 #include <algorithm>
35     #include <functional>
36 elmex 1.1
37 root 1.89 playervec players;
38 elmex 1.1
39 root 1.18 void
40     display_motd (const object *op)
41     {
42     char buf[MAX_BUF];
43     char motd[HUGE_BUF];
44     FILE *fp;
45     int comp;
46     int size;
47 elmex 1.1
48 root 1.18 sprintf (buf, "%s/%s", settings.confdir, settings.motd);
49     if ((fp = open_and_uncompress (buf, 0, &comp)) == NULL)
50 root 1.44 return;
51    
52 root 1.18 motd[0] = '\0';
53     size = 0;
54 root 1.44
55 root 1.53 while (fgets (buf, MAX_BUF, fp))
56 root 1.18 {
57     if (*buf == '#')
58     continue;
59 root 1.44
60 root 1.18 strncat (motd + size, buf, HUGE_BUF - size);
61     size += strlen (buf);
62 elmex 1.1 }
63 root 1.44
64 root 1.18 draw_ext_info (NDI_UNIQUE | NDI_GREEN, 0, op, MSG_TYPE_MOTD, MSG_SUBTYPE_NONE, motd, NULL);
65     close_and_delete (fp, comp);
66 elmex 1.1 }
67    
68 root 1.18 void
69     send_rules (const object *op)
70     {
71     char buf[MAX_BUF];
72     char rules[HUGE_BUF];
73     FILE *fp;
74     int comp;
75     int size;
76    
77     sprintf (buf, "%s/%s", settings.confdir, settings.rules);
78     if ((fp = open_and_uncompress (buf, 0, &comp)) == NULL)
79 root 1.44 return;
80    
81 root 1.18 rules[0] = '\0';
82     size = 0;
83 root 1.44
84 root 1.53 while (fgets (buf, MAX_BUF, fp))
85 root 1.18 {
86     if (*buf == '#')
87 elmex 1.1 continue;
88 root 1.44
89 root 1.18 if (size + strlen (buf) >= HUGE_BUF)
90     {
91     LOG (llevDebug, "Warning, rules size is > %d bytes.\n", HUGE_BUF);
92 elmex 1.1 break;
93 root 1.18 }
94 root 1.44
95 root 1.18 strncat (rules + size, buf, HUGE_BUF - size);
96     size += strlen (buf);
97 elmex 1.1 }
98 root 1.44
99 root 1.18 draw_ext_info (NDI_UNIQUE | NDI_GREEN, 0, op, MSG_TYPE_ADMIN, MSG_TYPE_ADMIN_RULES, rules, NULL);
100     close_and_delete (fp, comp);
101 elmex 1.1 }
102    
103 root 1.18 void
104     send_news (const object *op)
105     {
106     char buf[MAX_BUF];
107     char news[HUGE_BUF];
108     char subject[MAX_BUF];
109     FILE *fp;
110     int comp;
111     int size;
112    
113     sprintf (buf, "%s/%s", settings.confdir, settings.news);
114     if ((fp = open_and_uncompress (buf, 0, &comp)) == NULL)
115     return;
116 root 1.44
117 root 1.18 news[0] = '\0';
118     subject[0] = '\0';
119     size = 0;
120 root 1.44
121 root 1.18 while (fgets (buf, MAX_BUF, fp) != NULL)
122     {
123     if (*buf == '#')
124     continue;
125 root 1.44
126 root 1.18 if (*buf == '%')
127     { /* send one news */
128     if (size > 0)
129     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 */
130 root 1.89
131 root 1.18 strcpy (subject, buf + 1);
132     strip_endline (subject);
133     size = 0;
134     news[0] = '\0';
135     }
136     else
137     {
138     if (size + strlen (buf) >= HUGE_BUF)
139     {
140     LOG (llevDebug, "Warning, one news item has size > %d bytes.\n", HUGE_BUF);
141 elmex 1.1 break;
142 root 1.18 }
143     strncat (news + size, buf, HUGE_BUF - size);
144     size += strlen (buf);
145     }
146 elmex 1.1 }
147 root 1.18
148     draw_ext_info_format (NDI_UNIQUE | NDI_GREEN, 0, op,
149     MSG_TYPE_ADMIN, MSG_TYPE_ADMIN_NEWS, "INFORMATION: %s\n%s\n", "%s\n%s", subject, news);
150     close_and_delete (fp, comp);
151 elmex 1.1 }
152    
153 root 1.54 /* This loads the first map an puts the player on it. */
154     static void
155     set_first_map (object *op)
156     {
157 root 1.77 op->contr->maplevel = first_map_path;
158 root 1.54 op->x = -1;
159     op->y = -1;
160 root 1.75 }
161    
162     void
163     player::enter_map ()
164     {
165     object *tmp = object::create ();
166    
167     EXIT_PATH (tmp) = maplevel;
168     EXIT_X (tmp) = ob->x;
169     EXIT_Y (tmp) = ob->y;
170     ob->enter_exit (tmp);
171    
172     tmp->destroy ();
173 root 1.54 }
174    
175 root 1.89 void
176     player::activate ()
177     {
178     if (active)
179     return;
180    
181     players.insert (this);
182     ob->remove ();
183     ob->map = 0;
184     ob->activate_recursive ();
185     enter_map ();
186     }
187    
188     void
189     player::deactivate ()
190     {
191     if (!active)
192     return;
193    
194     terminate_all_pets (ob);
195     ob->deactivate_recursive ();
196     ob->remove ();
197     ob->map = 0;
198    
199     players.erase (this);
200     }
201    
202 root 1.56 // connect the player with a specific client
203     // also changed, rationalises, and fixes some incorrect settings
204 root 1.54 void
205     player::connect (client *ns)
206 root 1.18 {
207 root 1.54 this->ns = ns;
208     ns->pl = this;
209    
210     ns->update_look = 0;
211     ns->look_position = 0;
212    
213     clear_los (ob);
214    
215 root 1.57 /* make sure he's a player -- needed because of class change. */
216 root 1.54 ob->type = PLAYER; // we are paranoid
217     ob->race = ob->arch->clone.race;
218 elmex 1.1
219 root 1.56 if (!legal_range (ob, shoottype))
220     shoottype = range_none;
221 root 1.44
222 root 1.54 ob->carrying = sum_weight (ob);
223     link_player_skills (ob);
224 elmex 1.1
225 root 1.56 CLEAR_FLAG (ob, FLAG_NO_FIX_PLAYER);
226 elmex 1.1
227 root 1.54 assign (title, ob->arch->clone.name);
228 root 1.15
229 root 1.54 /* can_use_shield is a new flag. However, the can_use.. seems to largely come
230     * from the class, and not race. I don't see any way to get the class information
231     * to then update this. I don't think this will actually break anything - anyone
232     * that can use armour should be able to use a shield. What this may 'break'
233     * are features new characters get, eg, if someone starts up with a Q, they
234     * should be able to use a shield. However, old Q's won't get that advantage.
235 root 1.15 */
236 root 1.54 if (QUERY_FLAG (ob, FLAG_USE_ARMOUR))
237     SET_FLAG (ob, FLAG_USE_SHIELD);
238    
239     /* if it's a dragon player, set the correct title here */
240     if (is_dragon_pl (ob))
241     {
242     object *tmp, *abil = 0, *skin = 0;
243    
244     shstr_cmp dragon_ability_force ("dragon_ability_force");
245     shstr_cmp dragon_skin_force ("dragon_skin_force");
246    
247     for (tmp = ob->inv; tmp; tmp = tmp->below)
248     if (tmp->type == FORCE)
249     if (tmp->arch->name == dragon_ability_force)
250     abil = tmp;
251     else if (tmp->arch->name == dragon_skin_force)
252     skin = tmp;
253    
254     set_dragon_name (ob, abil, skin);
255     }
256    
257     CLEAR_FLAG (ob, FLAG_FRIENDLY);
258     add_friendly_object (ob);
259    
260     new_draw_info (NDI_UNIQUE, 0, ob, "Welcome Back!");
261    
262 root 1.60 esrv_new_player (this, ob->weight + ob->carrying);
263    
264     ob->update_stats ();
265 root 1.54 ns->floorbox_update ();
266    
267     esrv_send_inventory (ob, ob);
268     esrv_add_spells (this, 0);
269    
270 root 1.89 activate ();
271 root 1.54
272 root 1.59 send_rules (ob);
273     send_news (ob);
274     display_motd (ob);
275 root 1.78
276     INVOKE_PLAYER (CONNECT, this);
277 root 1.54 INVOKE_PLAYER (LOGIN, this);
278     }
279 elmex 1.1
280 root 1.62 void
281     player::disconnect ()
282     {
283 root 1.63 if (ns)
284 root 1.72 {
285 root 1.89 if (active)
286     INVOKE_PLAYER (LOGOUT, this, ARG_INT (0));
287 root 1.78
288     INVOKE_PLAYER (DISCONNECT, this);
289 root 1.72
290     ns->pl = 0;
291     this->ns = 0;
292 root 1.89 }
293 root 1.72
294 root 1.89 deactivate ();
295 root 1.62 }
296    
297 root 1.54 // the need for this function can be explained
298     // by load_object not returning the object
299     void
300     player::set_object (object *op)
301     {
302     ob = op;
303     ob->contr = this; /* this aren't yet in archetype */
304 root 1.15
305 root 1.54 ob->speed_left = 0.5;
306     ob->speed = 1.0;
307     ob->direction = 5; /* So player faces south */
308     ob->stats.wc = 2;
309     ob->run_away = 25; /* Then we panick... */
310 root 1.15
311 root 1.54 ob->roll_stats ();
312     }
313 root 1.15
314 root 1.54 player::player ()
315     {
316 pippijn 1.81 /* There are some elements we want initialised to non zero value -
317 root 1.54 * we deal with that below this point.
318     */
319     outputs_sync = 16; /* Every 2 seconds */
320     outputs_count = 8; /* Keeps present behaviour */
321     unapply = unapply_nochoice;
322    
323 root 1.77 savebed_map = first_map_path; /* Init. respawn position */
324 root 1.54
325     gen_sp_armour = 10;
326     last_speed = -1;
327     shoottype = range_none;
328     bowtype = bow_normal;
329     petmode = pet_normal;
330     listening = 10;
331     usekeys = containers;
332     last_weapon_sp = -1;
333     peaceful = 1; /* default peaceful */
334     do_los = 1;
335 root 1.15
336     /* we need to clear these to -1 and not zero - otherwise,
337     * if a player quits and starts a new character, we wont
338     * send new values to the client, as things like exp start
339     * at zero.
340     */
341 root 1.54 for (int i = 0; i < NUM_SKILLS; i++)
342     last_skill_exp[i] = -1;
343    
344     for (int i = 0; i < NROFATTACKS; i++)
345     last_resist[i] = -1;
346    
347     last_stats.exp = -1;
348     last_weight = (uint32) - 1;
349     }
350    
351 root 1.62 void
352     player::do_destroy ()
353 root 1.54 {
354 root 1.72 disconnect ();
355 root 1.62
356 root 1.72 attachable::do_destroy ();
357 root 1.62
358 root 1.54 if (ob)
359 root 1.69 {
360     ob->destroy_inv (false);
361     ob->destroy ();
362     }
363 root 1.62 }
364    
365     player::~player ()
366     {
367 root 1.54 /* Clear item stack */
368     free (stack_items);
369 elmex 1.1 }
370    
371 root 1.54 /* Tries to add player on the connection passed in ns.
372 elmex 1.1 * All we can really get in this is some settings like host and display
373     * mode.
374     */
375 root 1.54 player *
376     player::create ()
377 root 1.18 {
378 root 1.54 player *pl = new player;
379 root 1.38
380 root 1.54 pl->set_object (arch_to_object (get_player_archetype (0)));
381 root 1.76 set_first_map (pl->ob);
382 root 1.26
383 root 1.54 return pl;
384 elmex 1.1 }
385    
386     /*
387     * get_player_archetype() return next player archetype from archetype
388     * list. Not very efficient routine, but used only creating new players.
389     * Note: there MUST be at least one player archetype!
390     */
391 root 1.18 archetype *
392     get_player_archetype (archetype *at)
393 elmex 1.1 {
394 root 1.18 archetype *start = at;
395    
396     for (;;)
397     {
398     if (at == NULL || at->next == NULL)
399     at = first_archetype;
400     else
401     at = at->next;
402 root 1.46
403 root 1.18 if (at->clone.type == PLAYER)
404     return at;
405 root 1.46
406 root 1.18 if (at == start)
407     {
408     LOG (llevError, "No Player archetypes\n");
409     exit (-1);
410 root 1.11 }
411 elmex 1.1 }
412     }
413    
414 root 1.18 object *
415     get_nearest_player (object *mon)
416     {
417     object *op = NULL;
418     objectlink *ol;
419     unsigned lastdist;
420     rv_vector rv;
421    
422     for (ol = first_friendly_object, lastdist = 1000; ol != NULL; ol = ol->next)
423     {
424     /* We should not find free objects on this friendly list, but it
425     * does periodically happen. Given that, lets deal with it.
426     * While unlikely, it is possible the next object on the friendly
427     * list is also free, so encapsulate this in a while loop.
428     */
429     while (QUERY_FLAG (ol->ob, FLAG_FREED) || !QUERY_FLAG (ol->ob, FLAG_FRIENDLY))
430     {
431     object *tmp = ol->ob;
432    
433     /* Can't do much more other than log the fact, because the object
434     * itself will have been cleared.
435     */
436     LOG (llevDebug, "get_nearest_player: Found free/non friendly object on friendly list\n");
437     ol = ol->next;
438     remove_friendly_object (tmp);
439     if (!ol)
440     return op;
441     }
442 root 1.11
443 root 1.18 /* Remove special check for player from this. First, it looks to cause
444     * some crashes (ol->ob->contr not set properly?), but secondly, a more
445     * complicated method of state checking would be needed in any case -
446     * as it was, a clever player could type quit, and the function would
447     * skip them over while waiting for confirmation. Remove
448     * on_same_map check, as can_detect_enemy also does this
449     */
450     if (!can_detect_enemy (mon, ol->ob, &rv))
451     continue;
452 root 1.11
453 root 1.18 if (lastdist > rv.distance)
454     {
455     op = ol->ob;
456     lastdist = rv.distance;
457 root 1.11 }
458 elmex 1.1 }
459 root 1.61
460     for_all_players (pl)
461     if (can_detect_enemy (mon, pl->ob, &rv))
462     if (lastdist > rv.distance)
463 root 1.18 {
464 root 1.61 op = pl->ob;
465     lastdist = rv.distance;
466     }
467 elmex 1.1
468     #if 0
469 root 1.18 LOG (llevDebug, "get_nearest_player() finds player: %s\n", op ? &op->name : "(null)");
470 elmex 1.1 #endif
471 root 1.18 return op;
472 elmex 1.1 }
473    
474     /* I believe this can safely go to 2, 3 is questionable, 4 will likely
475     * result in a monster paths backtracking. It basically determines how large a
476     * detour a monster will take from the direction path when looking
477     * for a path to the player. The values are in the amount of direction
478     * the deviation is
479     */
480     #define DETOUR_AMOUNT 2
481    
482     /* This is used to prevent infinite loops. Consider a case where the
483     * player is in a chamber (with gate closed), and monsters are outside.
484     * with DETOUR_AMOUNT==2, the function will turn each corner, trying to
485     * find a path into the chamber. This is a good thing, but since there
486     * is no real path, it will just keep circling the chamber for
487     * ever (this could be a nice effect for monsters, but not for the function
488     * to get stuck in. I think for the monsters, if max is reached and
489     * we return the first direction the creature could move would result in the
490     * circling behaviour. Unfortunately, this function is also used to determined
491     * if the creature should cast a spell, so returning a direction in that case
492     * is probably not a good thing.
493     */
494     #define MAX_SPACES 50
495    
496     /*
497     * Returns the direction to the player, if valid. Returns 0 otherwise.
498     * modified to verify there is a path to the player. Does this by stepping towards
499     * player and if path is blocked then see if blockage is close enough to player that
500     * direction to player is changed (ie zig or zag). Continue zig zag until either
501     * reach player or path is blocked. Thus, will only return true if there is a free
502     * path to player. Though path may not be a straight line. Note that it will find
503     * player hiding along a corridor at right angles to the corridor with the monster.
504     *
505     * Modified by MSW 2001-08-06 to handle tiled maps. Various notes:
506     * 1) With DETOUR_AMOUNT being 2, it should still go and find players hiding
507     * down corriders.
508     * 2) I think the old code was broken if the first direction the monster
509     * should move was blocked - the code would store the first direction without
510     * verifying that the player can actually move in that direction. The new
511     * code does not store anything in firstdir until we have verified that the
512     * monster can in fact move one space in that direction.
513     * 3) I'm not sure how good this code will be for moving multipart monsters,
514     * since only simple checks to blocked are being called, which could mean the monster
515     * is blocking itself.
516     */
517 root 1.18 int
518     path_to_player (object *mon, object *pl, unsigned mindiff)
519     {
520     rv_vector rv;
521     sint16 x, y;
522     int lastx, lasty, dir, i, diff, firstdir = 0, lastdir, max = MAX_SPACES, mflags, blocked;
523 root 1.25 maptile *m, *lastmap;
524 root 1.18
525     get_rangevector (mon, pl, &rv, 0);
526    
527     if (rv.distance < mindiff)
528     return 0;
529    
530     x = mon->x;
531     y = mon->y;
532     m = mon->map;
533     dir = rv.direction;
534     lastdir = firstdir = rv.direction; /* perhaps we stand next to pl, init firstdir too */
535     diff = FABS (rv.distance_x) > FABS (rv.distance_y) ? FABS (rv.distance_x) : FABS (rv.distance_y);
536     /* If we can't solve it within the search distance, return now. */
537     if (diff > max)
538     return 0;
539     while (diff > 1 && max > 0)
540     {
541     lastx = x;
542     lasty = y;
543     lastmap = m;
544     x = lastx + freearr_x[dir];
545     y = lasty + freearr_y[dir];
546    
547     mflags = get_map_flags (m, &m, x, y, &x, &y);
548     blocked = (mflags & P_OUT_OF_MAP) ? MOVE_ALL : GET_MAP_MOVE_BLOCK (m, x, y);
549    
550     /* Space is blocked - try changing direction a little */
551     if ((mflags & P_OUT_OF_MAP) || ((OB_TYPE_MOVE_BLOCK (mon, blocked) || (mflags & P_BLOCKSVIEW))
552     && (m == mon->map && blocked_link (mon, m, x, y))))
553     {
554     /* recalculate direction from last good location. Possible
555     * we were not traversing ideal location before.
556     */
557     get_rangevector_from_mapcoord (lastmap, lastx, lasty, pl, &rv, 0);
558     if (rv.direction != dir)
559     {
560     /* OK - says direction should be different - lets reset the
561     * the values so it will try again.
562     */
563     x = lastx;
564     y = lasty;
565     m = lastmap;
566     dir = firstdir = rv.direction;
567     }
568     else
569     {
570     /* direct path is blocked - try taking a side step to
571     * either the left or right.
572     * Note increase the values in the loop below to be
573     * more than -1/1 respectively will mean the monster takes
574     * bigger detour. Have to be careful about these values getting
575     * too big (3 or maybe 4 or higher) as the monster may just try
576     * stepping back and forth
577     */
578     for (i = -DETOUR_AMOUNT; i <= DETOUR_AMOUNT; i++)
579     {
580     if (i == 0)
581     continue; /* already did this, so skip it */
582     /* Use lastdir here - otherwise,
583     * since the direction that the creature should move in
584     * may change, you could get infinite loops.
585     * ie, player is northwest, but monster can only
586     * move west, so it does that. It goes some distance,
587     * gets blocked, finds that it should move north,
588     * can't do that, but now finds it can move east, and
589     * gets back to its original point. lastdir contains
590     * the last direction the creature has successfully
591     * moved.
592     */
593    
594     x = lastx + freearr_x[absdir (lastdir + i)];
595     y = lasty + freearr_y[absdir (lastdir + i)];
596     m = lastmap;
597     mflags = get_map_flags (m, &m, x, y, &x, &y);
598     if (mflags & P_OUT_OF_MAP)
599     continue;
600     blocked = GET_MAP_MOVE_BLOCK (m, x, y);
601     if (OB_TYPE_MOVE_BLOCK (mon, blocked))
602     continue;
603     if (mflags & P_BLOCKSVIEW)
604     continue;
605    
606     if (m == mon->map && blocked_link (mon, m, x, y))
607     break;
608     }
609     /* go through entire loop without finding a valid
610     * sidestep to take - thus, no valid path.
611     */
612     if (i == (DETOUR_AMOUNT + 1))
613     return 0;
614     diff--;
615     lastdir = dir;
616     max--;
617     if (!firstdir)
618     firstdir = dir + i;
619     } /* else check alternate directions */
620     } /* if blocked */
621     else
622     {
623     /* we moved towards creature, so diff is less */
624     diff--;
625     max--;
626     lastdir = dir;
627     if (!firstdir)
628     firstdir = dir;
629     }
630     if (diff <= 1)
631     {
632     /* Recalculate diff (distance) because we may not have actually
633     * headed toward player for entire distance.
634     */
635     get_rangevector_from_mapcoord (m, x, y, pl, &rv, 0);
636     diff = FABS (rv.distance_x) > FABS (rv.distance_y) ? FABS (rv.distance_x) : FABS (rv.distance_y);
637     }
638     if (diff > max)
639     return 0;
640     }
641     /* If we reached the max, didn't find a direction in time */
642     if (!max)
643     return 0;
644    
645     return firstdir;
646     }
647    
648     void
649     give_initial_items (object *pl, treasurelist * items)
650     {
651     object *op, *next = NULL;
652    
653     if (pl->randomitems != NULL)
654     create_treasure (items, pl, GT_STARTEQUIP | GT_ONLY_GOOD, 1, 0);
655    
656     for (op = pl->inv; op; op = next)
657     {
658     next = op->below;
659    
660     /* Forces get applied per default, unless they have the
661     * flag "neutral" set. Sorry but I can't think of a better way
662     */
663     if (op->type == FORCE && !QUERY_FLAG (op, FLAG_NEUTRAL))
664     SET_FLAG (op, FLAG_APPLIED);
665    
666     /* we never give weapons/armour if these cannot be used
667     * by this player due to race restrictions
668     */
669     if (pl->type == PLAYER)
670     {
671     if ((!QUERY_FLAG (pl, FLAG_USE_ARMOUR) &&
672     (op->type == ARMOUR || op->type == BOOTS ||
673     op->type == CLOAK || op->type == HELMET ||
674     op->type == SHIELD || op->type == GLOVES ||
675     op->type == BRACERS || op->type == GIRDLE)) || (!QUERY_FLAG (pl, FLAG_USE_WEAPON) && op->type == WEAPON))
676     {
677 root 1.33 op->destroy ();
678 root 1.18 continue;
679     }
680 root 1.11 }
681    
682 root 1.18 /* This really needs to be better - we should really give
683     * a substitute spellbook. The problem is that we don't really
684     * have a good idea what to replace it with (need something like
685     * a first level treasurelist for each skill.)
686     * remove duplicate skills also
687     */
688     if (op->type == SPELLBOOK || op->type == SKILL)
689     {
690     object *tmp;
691 elmex 1.1
692 root 1.18 for (tmp = op->below; tmp; tmp = tmp->below)
693     if (tmp->type == op->type && tmp->name == op->name)
694     break;
695 root 1.11
696 root 1.18 if (tmp)
697     {
698 root 1.33 op->destroy ();
699 root 1.18 LOG (llevError, "give_initial_items: Removing duplicate object %s\n", &tmp->name);
700     continue;
701 root 1.11 }
702 root 1.33
703 root 1.18 if (op->nrof > 1)
704     op->nrof = 1;
705 root 1.11 }
706 elmex 1.1
707 root 1.18 if (op->type == SPELLBOOK && op->inv)
708     {
709     CLEAR_FLAG (op->inv, FLAG_STARTEQUIP);
710 root 1.11 }
711    
712 root 1.18 /* Give starting characters identified, uncursed, and undamned
713     * items. Just don't identify gold or silver, or it won't be
714     * merged properly.
715     */
716     if (need_identify (op))
717     {
718     SET_FLAG (op, FLAG_IDENTIFIED);
719     CLEAR_FLAG (op, FLAG_CURSED);
720     CLEAR_FLAG (op, FLAG_DAMNED);
721     }
722     if (op->type == SPELL)
723     {
724 root 1.33 op->destroy ();
725 root 1.18 continue;
726     }
727     else if (op->type == SKILL)
728     {
729     SET_FLAG (op, FLAG_CAN_USE_SKILL);
730     op->stats.exp = 0;
731     op->level = 1;
732 root 1.11 }
733 root 1.18 /* lock all 'normal items by default */
734     else
735     SET_FLAG (op, FLAG_INV_LOCKED);
736     } /* for loop of objects in player inv */
737    
738     /* Need to set up the skill pointers */
739     link_player_skills (pl);
740     }
741    
742     void
743     get_party_password (object *op, partylist *party)
744     {
745     if (party == NULL)
746     {
747     LOG (llevError, "get_party_password(): tried to make player %s join a NULL party", &op->name);
748     return;
749 elmex 1.1 }
750 root 1.54
751 root 1.18 op->contr->write_buf[0] = '\0';
752 root 1.52 op->contr->ns->state = ST_GET_PARTY_PASSWORD;
753 root 1.18 op->contr->party_to_join = party;
754 root 1.52 send_query (op->contr->ns, CS_QUERY_HIDEINPUT, "What is the password?\n:");
755 elmex 1.1 }
756    
757     /* This rolls four 1-6 rolls and sums the best 3 of the 4. */
758 root 1.54 static int
759 root 1.18 roll_stat (void)
760     {
761     int a[4], i, j, k;
762    
763     for (i = 0; i < 4; i++)
764     a[i] = (int) RANDOM () % 6 + 1;
765    
766     for (i = 0, j = 0, k = 7; i < 4; i++)
767     if (a[i] < k)
768     k = a[i], j = i;
769    
770     for (i = 0, k = 0; i < 4; i++)
771 root 1.54 if (i != j)
772     k += a[i];
773    
774 root 1.18 return k;
775     }
776    
777     void
778 root 1.54 object::roll_stats ()
779 root 1.18 {
780 root 1.54 int statsort [7];
781 root 1.18
782 root 1.54 for (;;)
783 root 1.18 {
784 root 1.54 int sum = 0;
785     for (int i = 7; i--; )
786     sum += statsort [i] = roll_stat ();
787    
788     if (sum >= 82 && sum <= 116)
789     break;
790 root 1.18 }
791    
792 root 1.54 // Sort the stats so that rerolling is easier...
793     std::sort (statsort, statsort + 7, std::greater<int>());
794 root 1.18
795 root 1.54 stats.Str = statsort[0];
796     stats.Dex = statsort[1];
797     stats.Con = statsort[2];
798     stats.Int = statsort[3];
799     stats.Wis = statsort[4];
800     stats.Pow = statsort[5];
801     stats.Cha = statsort[6];
802 root 1.18
803 root 1.54 stats.exp = 0;
804     stats.ac = 0;
805 root 1.18
806 root 1.54 stats.hp = stats.maxhp;
807     stats.sp = stats.maxsp;
808     stats.grace = stats.maxgrace;
809 root 1.18
810 root 1.54 if (contr)
811     {
812     contr->levhp[1] = 9;
813     contr->levsp[1] = 6;
814     contr->levgrace[1] = 3;
815 root 1.18
816 root 1.54 contr->orig_stats = stats;
817     }
818 root 1.18 }
819    
820     void
821 root 1.54 object::swap_stats (int a, int b)
822 root 1.18 {
823 root 1.54 int tmp = get_attr_value (&contr->orig_stats, a);
824     set_attr_value (&contr->orig_stats, a, get_attr_value (&contr->orig_stats, b));
825     set_attr_value (&contr->orig_stats, b, tmp);
826 elmex 1.1
827 root 1.54 stats.Str = contr->orig_stats.Str;
828     stats.Dex = contr->orig_stats.Dex;
829     stats.Con = contr->orig_stats.Con;
830     stats.Int = contr->orig_stats.Int;
831     stats.Wis = contr->orig_stats.Wis;
832     stats.Pow = contr->orig_stats.Pow;
833     stats.Cha = contr->orig_stats.Cha;
834 elmex 1.1
835 root 1.54 //TODO: the following code looks so borked and should, at the very least,
836     // be merged with the similar code in roll_stats
837     stats.ac = 0;
838 elmex 1.1
839 root 1.54 level = 1;
840     stats.exp = 0;
841     stats.ac = 0;
842 elmex 1.1
843 root 1.54 stats.hp = stats.maxhp;
844     stats.sp = stats.maxsp;
845     stats.grace = stats.maxgrace;
846 elmex 1.1
847 root 1.54 if (contr)
848 root 1.18 {
849 root 1.54 contr->levhp[1] = 9;
850     contr->levsp[1] = 6;
851     contr->levgrace[1] = 3;
852 root 1.18
853 root 1.54 contr->orig_stats = stats;
854 elmex 1.1 }
855     }
856    
857 root 1.73 static void
858     start_info (object *op)
859     {
860     char buf[MAX_BUF];
861    
862     sprintf (buf, "Welcome to Crossfire v%s!", VERSION);
863     new_draw_info (NDI_UNIQUE, 0, op, buf);
864     //new_draw_info (NDI_UNIQUE, 0, op, "Press `?' for help");
865     //new_draw_info (NDI_UNIQUE, 0, op, " ");
866     }
867    
868 elmex 1.1 /* This function takes the key that is passed, and does the
869     * appropriate action with it (change race, or other things).
870     * The function name is for historical reasons - now we have
871     * separate race and class; this actually changes the RACE,
872     * not the class.
873     */
874 root 1.18 int
875     key_change_class (object *op, char key)
876 elmex 1.1 {
877 root 1.18 int tmp_loop;
878 elmex 1.1
879 root 1.18 if (key == 'd' || key == 'D')
880     {
881     char buf[MAX_BUF];
882 elmex 1.1
883 root 1.18 /* this must before then initial items are given */
884     esrv_new_player (op->contr, op->weight + op->carrying);
885 elmex 1.36
886     treasurelist *tl = find_treasurelist ("starting_wealth");
887     if (tl)
888     create_treasure (tl, op, 0, 0, 0);
889 elmex 1.1
890 root 1.18 INVOKE_PLAYER (BIRTH, op->contr);
891     INVOKE_PLAYER (LOGIN, op->contr);
892 elmex 1.1
893 root 1.52 op->contr->ns->state = ST_PLAYING;
894 root 1.11
895 root 1.18 if (op->msg)
896     op->msg = NULL;
897 elmex 1.1
898 root 1.18 /* We create this now because some of the unique maps will need it
899     * to save here.
900     */
901     sprintf (buf, "%s/%s/%s", settings.localdir, settings.playerdir, &op->name);
902     make_path_to_file (buf);
903 elmex 1.1
904     #ifdef AUTOSAVE
905 root 1.18 op->contr->last_save_tick = pticks;
906 elmex 1.1 #endif
907 root 1.18 start_info (op);
908     CLEAR_FLAG (op, FLAG_WIZ);
909     give_initial_items (op, op->randomitems);
910     link_player_skills (op);
911     esrv_send_inventory (op, op);
912 root 1.54 op->update_stats ();
913 elmex 1.1
914 root 1.18 /* This moves the player to a different start map, if there
915     * is one for this race
916     */
917     if (*first_map_ext_path)
918     {
919     object *tmp;
920     char mapname[MAX_BUF];
921    
922 root 1.77 snprintf (mapname, MAX_BUF - 1, "%s/%s", &first_map_ext_path, &op->arch->name);
923 root 1.33 tmp = object::create ();
924 root 1.18 EXIT_PATH (tmp) = mapname;
925 root 1.77 EXIT_X (tmp) = op->x;
926     EXIT_Y (tmp) = op->y;
927 root 1.74 op->enter_exit (tmp); /* we don't really care if it succeeded;
928 elmex 1.1 * if the map isn't there, then stay on the
929     * default initial map */
930 root 1.33 tmp->destroy ();
931 elmex 1.1 }
932 root 1.18 else
933 root 1.46 LOG (llevDebug, "first_map_ext_path not set\n");
934    
935 root 1.18 return 0;
936 elmex 1.1 }
937    
938 root 1.18 /* Following actually changes the race - this is the default command
939     * if we don't match with one of the options above.
940     */
941    
942     tmp_loop = 0;
943     while (!tmp_loop)
944     {
945     shstr name = op->name;
946     int x = op->x, y = op->y;
947    
948 root 1.54 op->remove_statbonus ();
949 root 1.32 op->remove ();
950 root 1.18 op->arch = get_player_archetype (op->arch);
951 root 1.33 op->arch->clone.copy_to (op);
952 root 1.18 op->instantiate ();
953     op->stats = op->contr->orig_stats;
954     op->name = op->name_pl = name;
955     op->x = x;
956     op->y = y;
957     SET_ANIMATION (op, 2); /* So player faces south */
958     insert_ob_in_map (op, op->map, op, 0);
959 root 1.21 assign (op->contr->title, op->arch->clone.name);
960 root 1.54 op->add_statbonus ();
961 root 1.18 tmp_loop = allowed_class (op);
962     }
963 root 1.19
964 root 1.18 update_object (op, UP_OBJ_FACE);
965     esrv_update_item (UPD_FACE, op, op);
966 root 1.54 op->update_stats ();
967 root 1.18 op->stats.hp = op->stats.maxhp;
968     op->stats.sp = op->stats.maxsp;
969     op->stats.grace = 0;
970 root 1.21
971 root 1.18 if (op->msg)
972     new_draw_info (NDI_BLUE, 0, op, op->msg);
973 root 1.21
974 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");
975 root 1.18 return 0;
976 elmex 1.1 }
977    
978 root 1.18 void
979     flee_player (object *op)
980     {
981     int dir, diff;
982     rv_vector rv;
983    
984     if (op->stats.hp < 0)
985     {
986     LOG (llevDebug, "Fleeing player is dead.\n");
987     CLEAR_FLAG (op, FLAG_SCARED);
988     return;
989 elmex 1.1 }
990    
991 root 1.18 if (op->enemy == NULL)
992     {
993     LOG (llevDebug, "Fleeing player had no enemy.\n");
994     CLEAR_FLAG (op, FLAG_SCARED);
995     return;
996 elmex 1.1 }
997    
998 root 1.18 /* Seen some crashes here. Since we don't store an
999     * op->enemy_count, it is possible that something destroys the
1000     * actual enemy, and the object is recycled.
1001     */
1002     if (op->enemy->map == NULL)
1003     {
1004     CLEAR_FLAG (op, FLAG_SCARED);
1005     op->enemy = NULL;
1006     return;
1007 elmex 1.1 }
1008    
1009 root 1.18 if (!(random_roll (0, 4, op, PREFER_LOW)) && did_make_save (op, op->level, 0))
1010     {
1011     op->enemy = NULL;
1012     CLEAR_FLAG (op, FLAG_SCARED);
1013     return;
1014 elmex 1.1 }
1015 root 1.49
1016 root 1.18 get_rangevector (op, op->enemy, &rv, 0);
1017    
1018     dir = absdir (4 + rv.direction);
1019     for (diff = 0; diff < 3; diff++)
1020     {
1021     int m = 1 - (RANDOM () & 2);
1022 elmex 1.1
1023 root 1.18 if (move_ob (op, absdir (dir + diff * m), op) || (diff == 0 && move_ob (op, absdir (dir - diff * m), op)))
1024 root 1.49 return;
1025 elmex 1.1 }
1026 root 1.49
1027 root 1.18 /* Cornered, get rid of scared */
1028     CLEAR_FLAG (op, FLAG_SCARED);
1029     op->enemy = NULL;
1030 elmex 1.1 }
1031    
1032    
1033     /* check_pick sees if there is stuff to be picked up/picks up stuff.
1034     * IT returns 1 if the player should keep on moving, 0 if he should
1035     * stop.
1036     */
1037 root 1.18 int
1038     check_pick (object *op)
1039     {
1040 elmex 1.1 object *tmp, *next;
1041     int stop = 0;
1042     int j, k, wvratio;
1043     char putstring[128], tmpstr[16];
1044    
1045     /* if you're flying, you cna't pick up anything */
1046     if (op->move_type & MOVE_FLYING)
1047     return 1;
1048    
1049     next = op->below;
1050    
1051     /* loop while there are items on the floor that are not marked as
1052     * destroyed */
1053 root 1.24 while (next && !next->destroyed ())
1054 root 1.18 {
1055     tmp = next;
1056     next = tmp->below;
1057 elmex 1.1
1058 root 1.24 if (op->destroyed ())
1059 elmex 1.1 return 0;
1060    
1061 root 1.18 if (!can_pick (op, tmp))
1062     continue;
1063 elmex 1.1
1064 root 1.18 if (op->contr->search_str[0] != '\0' && settings.search_items == TRUE)
1065     {
1066     if (item_matched_string (op, tmp, op->contr->search_str))
1067     pick_up (op, tmp);
1068     continue;
1069 root 1.11 }
1070    
1071 root 1.18 /* high not bit set? We're using the old autopickup model */
1072     if (!(op->contr->mode & PU_NEWMODE))
1073 root 1.11 {
1074 root 1.18 switch (op->contr->mode)
1075 root 1.11 {
1076 root 1.20 case 0:
1077     return 1; /* don't pick up */
1078     case 1:
1079     pick_up (op, tmp);
1080     return 1;
1081     case 2:
1082     pick_up (op, tmp);
1083     return 0;
1084     case 3:
1085     return 0; /* stop before pickup */
1086     case 4:
1087     pick_up (op, tmp);
1088     break;
1089     case 5:
1090     pick_up (op, tmp);
1091     stop = 1;
1092     break;
1093     case 6:
1094     if (QUERY_FLAG (tmp, FLAG_KNOWN_MAGICAL) && !QUERY_FLAG (tmp, FLAG_KNOWN_CURSED))
1095 root 1.18 pick_up (op, tmp);
1096 root 1.20 break;
1097    
1098     case 7:
1099     if (tmp->type == MONEY || tmp->type == GEM)
1100 root 1.18 pick_up (op, tmp);
1101 root 1.20 break;
1102    
1103     default:
1104     /* use value density */
1105     if (!QUERY_FLAG (tmp, FLAG_UNPAID)
1106     && (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1))) >= op->contr->mode)
1107 root 1.18 pick_up (op, tmp);
1108 root 1.11 }
1109     }
1110 root 1.18 else
1111     { /* old model */
1112     /* NEW pickup handling */
1113     if (op->contr->mode & PU_DEBUG)
1114     {
1115     /* some debugging code to figure out item information */
1116     if (tmp->name != NULL)
1117     sprintf (putstring, "item name: %s item type: %d weight/value: %d",
1118     &tmp->name, tmp->type, (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1))));
1119     else
1120     sprintf (putstring, "item name: %s item type: %d weight/value: %d",
1121     &tmp->arch->name, tmp->type, (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1))));
1122    
1123     new_draw_info (NDI_UNIQUE, 0, op, putstring);
1124 root 1.58 }
1125 elmex 1.1
1126 root 1.18 /* philosophy:
1127     * It's easy to grab an item type from a pile, as long as it's
1128     * generic. This takes no game-time. For more detailed pickups
1129 root 1.58 * and selections, select-items should be used. This is a
1130 root 1.18 * grab-as-you-run type mode that's really useful for arrows for
1131     * example.
1132     * The drawback: right now it has no frontend, so you need to
1133     * stick the bits you want into a calculator in hex mode and then
1134     * convert to decimal and then 'pickup <#>
1135     */
1136    
1137     /* the first two modes are exclusive: if NOTHING we return, if
1138     * STOP then we stop. All the rest are applied sequentially,
1139     * meaning if any test passes, the item gets picked up. */
1140    
1141     /* if mode is set to pick nothing up, return */
1142    
1143     if (op->contr->mode & PU_NOTHING)
1144     return 1;
1145    
1146     /* if mode is set to stop when encountering objects, return */
1147     /* take STOP before INHIBIT since it doesn't actually pick
1148     * anything up */
1149    
1150     if (op->contr->mode & PU_STOP)
1151     return 0;
1152    
1153     /* useful for going into stores and not losing your settings... */
1154     /* and for battles wher you don't want to get loaded down while
1155     * fighting */
1156     if (op->contr->mode & PU_INHIBIT)
1157     return 1;
1158    
1159     /* prevent us from turning into auto-thieves :) */
1160     if (QUERY_FLAG (tmp, FLAG_UNPAID))
1161     continue;
1162    
1163     /* ignore known cursed objects */
1164     if (QUERY_FLAG (tmp, FLAG_KNOWN_CURSED) && op->contr->mode & PU_NOT_CURSED)
1165     continue;
1166    
1167     /* all food and drink if desired */
1168     /* question: don't pick up known-poisonous stuff? */
1169     if (op->contr->mode & PU_FOOD)
1170     if (tmp->type == FOOD)
1171     {
1172     pick_up (op, tmp);
1173     continue;
1174     }
1175 root 1.29
1176 root 1.18 if (op->contr->mode & PU_DRINK)
1177     if (tmp->type == DRINK || (tmp->type == POISON && !QUERY_FLAG (tmp, FLAG_KNOWN_CURSED)))
1178     {
1179     pick_up (op, tmp);
1180     continue;
1181     }
1182    
1183     if (op->contr->mode & PU_POTION)
1184     if (tmp->type == POTION)
1185     {
1186     pick_up (op, tmp);
1187     continue;
1188     }
1189    
1190     /* spellbooks, skillscrolls and normal books/scrolls */
1191     if (op->contr->mode & PU_SPELLBOOK)
1192     if (tmp->type == SPELLBOOK)
1193     {
1194     pick_up (op, tmp);
1195     continue;
1196     }
1197 root 1.29
1198 root 1.18 if (op->contr->mode & PU_SKILLSCROLL)
1199     if (tmp->type == SKILLSCROLL)
1200     {
1201     pick_up (op, tmp);
1202     continue;
1203     }
1204 root 1.29
1205 root 1.18 if (op->contr->mode & PU_READABLES)
1206     if (tmp->type == BOOK || tmp->type == SCROLL)
1207     {
1208     pick_up (op, tmp);
1209     continue;
1210     }
1211    
1212     /* wands/staves/rods/horns */
1213     if (op->contr->mode & PU_MAGIC_DEVICE)
1214     if (tmp->type == WAND || tmp->type == ROD || tmp->type == HORN)
1215     {
1216     pick_up (op, tmp);
1217     continue;
1218     }
1219    
1220     /* pick up all magical items */
1221     if (op->contr->mode & PU_MAGICAL)
1222     if (QUERY_FLAG (tmp, FLAG_KNOWN_MAGICAL) && !QUERY_FLAG (tmp, FLAG_KNOWN_CURSED))
1223     {
1224     pick_up (op, tmp);
1225     continue;
1226     }
1227    
1228     if (op->contr->mode & PU_VALUABLES)
1229     {
1230     if (tmp->type == MONEY || tmp->type == GEM)
1231     {
1232     pick_up (op, tmp);
1233     continue;
1234     }
1235     }
1236    
1237     /* rings & amulets - talismans seems to be typed AMULET */
1238     if (op->contr->mode & PU_JEWELS)
1239     if (tmp->type == RING || tmp->type == AMULET)
1240     {
1241     pick_up (op, tmp);
1242 root 1.29 continue;
1243     }
1244    
1245     /* we don't forget dragon food */
1246     if (op->contr->mode & PU_FLESH)
1247     if (tmp->type == FLESH)
1248     {
1249     pick_up (op, tmp);
1250 root 1.18 continue;
1251     }
1252    
1253     /* bows and arrows. Bows are good for selling! */
1254     if (op->contr->mode & PU_BOW)
1255     if (tmp->type == BOW)
1256     {
1257     pick_up (op, tmp);
1258     continue;
1259     }
1260 root 1.29
1261 root 1.18 if (op->contr->mode & PU_ARROW)
1262     if (tmp->type == ARROW)
1263     {
1264     pick_up (op, tmp);
1265     continue;
1266     }
1267    
1268     /* all kinds of armor etc. */
1269     if (op->contr->mode & PU_ARMOUR)
1270     if (tmp->type == ARMOUR)
1271     {
1272     pick_up (op, tmp);
1273     continue;
1274     }
1275 root 1.29
1276 root 1.18 if (op->contr->mode & PU_HELMET)
1277     if (tmp->type == HELMET)
1278     {
1279     pick_up (op, tmp);
1280     continue;
1281     }
1282 root 1.29
1283 root 1.18 if (op->contr->mode & PU_SHIELD)
1284     if (tmp->type == SHIELD)
1285     {
1286     pick_up (op, tmp);
1287     continue;
1288     }
1289 root 1.29
1290 root 1.18 if (op->contr->mode & PU_BOOTS)
1291     if (tmp->type == BOOTS)
1292     {
1293     pick_up (op, tmp);
1294     continue;
1295     }
1296 root 1.29
1297 root 1.18 if (op->contr->mode & PU_GLOVES)
1298     if (tmp->type == GLOVES)
1299     {
1300     pick_up (op, tmp);
1301     continue;
1302     }
1303 root 1.29
1304 root 1.18 if (op->contr->mode & PU_CLOAK)
1305     if (tmp->type == CLOAK)
1306     {
1307     pick_up (op, tmp);
1308     continue;
1309     }
1310 elmex 1.1
1311 root 1.18 /* hoping to catch throwing daggers here */
1312     if (op->contr->mode & PU_MISSILEWEAPON)
1313     if (tmp->type == WEAPON && QUERY_FLAG (tmp, FLAG_IS_THROWN))
1314     {
1315     pick_up (op, tmp);
1316     continue;
1317     }
1318 elmex 1.1
1319 root 1.18 /* careful: chairs and tables are weapons! */
1320     if (op->contr->mode & PU_ALLWEAPON)
1321     {
1322     if (tmp->type == WEAPON && tmp->name != NULL)
1323     {
1324     if (strstr (tmp->name, "table") == NULL && strstr (tmp->arch->name, "table") == NULL &&
1325     strstr (tmp->name, "chair") && strstr (tmp->arch->name, "chair") == NULL)
1326     {
1327     pick_up (op, tmp);
1328     continue;
1329     }
1330     }
1331 root 1.29
1332 root 1.18 if (tmp->type == WEAPON && tmp->name == NULL)
1333     {
1334     if (strstr (tmp->arch->name, "table") == NULL && strstr (tmp->arch->name, "chair") == NULL)
1335     {
1336     pick_up (op, tmp);
1337     continue;
1338     }
1339     }
1340     }
1341 elmex 1.1
1342 root 1.18 /* misc stuff that's useful */
1343     if (op->contr->mode & PU_KEY)
1344     if (tmp->type == KEY || tmp->type == SPECIAL_KEY)
1345     {
1346     pick_up (op, tmp);
1347     continue;
1348     }
1349 elmex 1.1
1350 root 1.18 /* any of the last 4 bits set means we use the ratio for value
1351     * pickups */
1352     if (op->contr->mode & PU_RATIO)
1353     {
1354     /* use value density to decide what else to grab */
1355     /* >=7 was >= op->contr->mode */
1356     /* >=7 is the old standard setting. Now we take the last 4 bits
1357     * and multiply them by 5, giving 0..15*5== 5..75 */
1358     wvratio = (op->contr->mode & PU_RATIO) * 5;
1359     if ((query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1))) >= (unsigned int) wvratio)
1360     {
1361     pick_up (op, tmp);
1362 elmex 1.1 #if 0
1363 root 1.18 fprintf (stderr, "HIGH WEIGHT/VALUE [");
1364     if (tmp->name != NULL)
1365     {
1366     fprintf (stderr, "%s", tmp->name);
1367     }
1368     else
1369     fprintf (stderr, "%s", tmp->arch->name);
1370     fprintf (stderr, ",%d] = ", tmp->type);
1371     fprintf (stderr, "%d\n", (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1))));
1372 elmex 1.1 #endif
1373 root 1.18 continue;
1374     }
1375     }
1376     } /* the new pickup model */
1377     }
1378 root 1.29
1379 root 1.18 return !stop;
1380 elmex 1.1 }
1381    
1382     /*
1383     * Find an arrow in the inventory and after that
1384     * in the right type container (quiver). Pointer to the
1385     * found object is returned.
1386     */
1387 root 1.18 object *
1388     find_arrow (object *op, const char *type)
1389 elmex 1.1 {
1390 root 1.18 object *tmp = NULL;
1391 elmex 1.1
1392 root 1.18 for (op = op->inv; op; op = op->below)
1393     if (!tmp && op->type == CONTAINER && op->race == type && QUERY_FLAG (op, FLAG_APPLIED))
1394     tmp = find_arrow (op, type);
1395     else if (op->type == ARROW && op->race == type)
1396     return op;
1397     return tmp;
1398 elmex 1.1 }
1399    
1400     /*
1401     * Similar to find_arrow, but looks for (roughly) the best arrow to use
1402     * against the target. A full test is not performed, simply a basic test
1403     * of resistances. The archer is making a quick guess at what he sees down
1404     * the hall. Failing that it does it's best to pick the highest plus arrow.
1405     */
1406    
1407 root 1.18 object *
1408     find_better_arrow (object *op, object *target, const char *type, int *better)
1409 elmex 1.1 {
1410 root 1.18 object *tmp = NULL, *arrow, *ntmp;
1411     int attacknum, attacktype, betterby = 0, i;
1412 elmex 1.1
1413 root 1.18 if (!type)
1414     return NULL;
1415 elmex 1.1
1416 root 1.18 for (arrow = op->inv; arrow; arrow = arrow->below)
1417     {
1418     if (arrow->type == CONTAINER && arrow->race == type && QUERY_FLAG (arrow, FLAG_APPLIED))
1419     {
1420     i = 0;
1421     ntmp = find_better_arrow (arrow, target, type, &i);
1422     if (i > betterby)
1423     {
1424     tmp = ntmp;
1425     betterby = i;
1426     }
1427     }
1428     else if (arrow->type == ARROW && arrow->race == type)
1429     {
1430     /* allways prefer assasination/slaying */
1431     if (target->race != NULL && arrow->slaying != NULL && strstr (arrow->slaying, target->race))
1432     {
1433     if (arrow->attacktype & AT_DEATH)
1434     {
1435     *better = 100;
1436     return arrow;
1437     }
1438     else
1439     {
1440     tmp = arrow;
1441     betterby = (arrow->magic + arrow->stats.dam) * 2;
1442     }
1443     }
1444     else
1445     {
1446     for (attacknum = 0; attacknum < NROFATTACKS; attacknum++)
1447     {
1448     attacktype = 1 << attacknum;
1449     if ((arrow->attacktype & attacktype) && (target->arch->clone.resist[attacknum]) < 0)
1450     if (((arrow->magic + arrow->stats.dam) * (100 - target->arch->clone.resist[attacknum]) / 100) > betterby)
1451     {
1452     tmp = arrow;
1453     betterby = (arrow->magic + arrow->stats.dam) * (100 - target->arch->clone.resist[attacknum]) / 100;
1454     }
1455 root 1.11 }
1456 root 1.18 if ((2 + arrow->magic + arrow->stats.dam) > betterby)
1457     {
1458     tmp = arrow;
1459     betterby = 2 + arrow->magic + arrow->stats.dam;
1460 root 1.11 }
1461 root 1.18 if (arrow->title && (1 + arrow->magic + arrow->stats.dam) > betterby)
1462     {
1463     tmp = arrow;
1464     betterby = 1 + arrow->magic + arrow->stats.dam;
1465 root 1.11 }
1466     }
1467     }
1468 elmex 1.1 }
1469 root 1.18 if (tmp == NULL && arrow == NULL)
1470     return find_arrow (op, type);
1471 elmex 1.1
1472 root 1.18 *better = betterby;
1473     return tmp;
1474 elmex 1.1 }
1475    
1476     /* looks in a given direction, finds the first valid target, and calls
1477     * find_better_arrow to find a decent arrow to use.
1478     * op = the shooter
1479     * type = bow->race
1480     * dir = fire direction
1481     */
1482    
1483 root 1.18 object *
1484     pick_arrow_target (object *op, const char *type, int dir)
1485 elmex 1.1 {
1486 root 1.18 object *tmp = NULL;
1487 root 1.25 maptile *m;
1488 root 1.18 int i, mflags, found, number;
1489     sint16 x, y;
1490    
1491     if (op->map == NULL)
1492     return find_arrow (op, type);
1493    
1494     /* do a dex check */
1495     number = (die_roll (2, 40, op, PREFER_LOW) - 2) / 2;
1496     if (number > (op->stats.Dex + (op->chosen_skill ? op->chosen_skill->level : op->level)))
1497     return find_arrow (op, type);
1498    
1499     m = op->map;
1500     x = op->x;
1501     y = op->y;
1502    
1503     /* find the first target */
1504     for (i = 0, found = 0; i < 20; i++)
1505     {
1506     x += freearr_x[dir];
1507     y += freearr_y[dir];
1508     mflags = get_map_flags (m, &m, x, y, &x, &y);
1509     if (mflags & P_OUT_OF_MAP || mflags & P_BLOCKSVIEW)
1510     {
1511     tmp = NULL;
1512     break;
1513     }
1514     else if (GET_MAP_MOVE_BLOCK (m, x, y) == MOVE_FLY_LOW)
1515     {
1516     /* This block presumes arrows and the like are MOVE_FLY_SLOW -
1517     * perhaps a bad assumption.
1518     */
1519     tmp = NULL;
1520     break;
1521 root 1.11 }
1522 root 1.18 if (mflags & P_IS_ALIVE)
1523     {
1524     for (tmp = GET_MAP_OB (m, x, y); tmp; tmp = tmp->above)
1525     if (QUERY_FLAG (tmp, FLAG_ALIVE))
1526     {
1527     found++;
1528 root 1.11 break;
1529 root 1.18 }
1530     if (found)
1531     break;
1532 root 1.11 }
1533 elmex 1.1 }
1534 root 1.18 if (tmp == NULL)
1535     return find_arrow (op, type);
1536 elmex 1.1
1537 root 1.18 if (tmp->head)
1538     tmp = tmp->head;
1539 elmex 1.1
1540 root 1.18 return find_better_arrow (op, tmp, type, &i);
1541 elmex 1.1 }
1542    
1543     /*
1544     * Creature fires a bow - op can be monster or player. Returns
1545     * 1 if bow was actually fired, 0 otherwise.
1546     * op is the object firing the bow.
1547     * part is for multipart creatures - the part firing the bow.
1548     * dir is the direction of fire.
1549     * wc_mod is any special modifier to give (used in special player fire modes)
1550     * sx, sy are coordinates to fire arrow from - also used in some of the special
1551     * player fire modes.
1552     */
1553 root 1.18 int
1554     fire_bow (object *op, object *part, object *arrow, int dir, int wc_mod, sint16 sx, sint16 sy)
1555 elmex 1.1 {
1556 root 1.18 object *left, *bow;
1557     int bowspeed, mflags;
1558 root 1.25 maptile *m;
1559 elmex 1.1
1560 root 1.18 if (!dir)
1561     {
1562     new_draw_info (NDI_UNIQUE, 0, op, "You can't shoot yourself!");
1563     return 0;
1564 elmex 1.1 }
1565 root 1.48
1566 root 1.18 if (op->type == PLAYER)
1567     bow = op->contr->ranges[range_bow];
1568     else
1569     {
1570     for (bow = op->inv; bow; bow = bow->below)
1571     /* Don't check for applied - monsters don't apply bows - in that way, they
1572     * don't need to switch back and forth between bows and weapons.
1573     */
1574     if (bow->type == BOW)
1575     break;
1576 root 1.11
1577 root 1.18 if (!bow)
1578     {
1579     LOG (llevError, "Range: bow without activated bow (%s).\n", &op->name);
1580     return 0;
1581 root 1.11 }
1582 elmex 1.1 }
1583 root 1.48
1584 root 1.18 if (!bow->race || !bow->skill)
1585     {
1586     new_draw_info_format (NDI_UNIQUE, 0, op, "Your %s is broken.", &bow->name);
1587     return 0;
1588 elmex 1.1 }
1589    
1590 root 1.18 bowspeed = bow->stats.sp + dex_bonus[op->stats.Dex];
1591 elmex 1.1
1592 root 1.18 /* penalize ROF for bestarrow */
1593     if (op->type == PLAYER && op->contr->bowtype == bow_bestarrow)
1594     bowspeed -= dex_bonus[op->stats.Dex] + 5;
1595 root 1.48
1596 root 1.18 if (bowspeed < 1)
1597     bowspeed = 1;
1598    
1599     if (arrow == NULL)
1600     {
1601     if ((arrow = find_arrow (op, bow->race)) == NULL)
1602     {
1603     if (op->type == PLAYER)
1604     new_draw_info_format (NDI_UNIQUE, 0, op, "You have no %s left.", &bow->race);
1605     /* FLAG_READY_BOW will get reset if the monsters picks up some arrows */
1606     else
1607     CLEAR_FLAG (op, FLAG_READY_BOW);
1608     return 0;
1609 root 1.11 }
1610 elmex 1.1 }
1611 root 1.48
1612 root 1.18 mflags = get_map_flags (op->map, &m, sx, sy, &sx, &sy);
1613     if (mflags & P_OUT_OF_MAP)
1614 root 1.48 return 0;
1615    
1616 root 1.18 if (GET_MAP_MOVE_BLOCK (m, sx, sy) == MOVE_FLY_LOW)
1617     {
1618     new_draw_info (NDI_UNIQUE, 0, op, "Something is in the way.");
1619     return 0;
1620     }
1621    
1622     /* this should not happen, but sometimes does */
1623     if (arrow->nrof == 0)
1624     {
1625 root 1.33 arrow->destroy ();
1626 root 1.18 return 0;
1627     }
1628    
1629     left = arrow; /* these are arrows left to the player */
1630     arrow = get_split_ob (arrow, 1);
1631 root 1.48 if (!arrow)
1632 root 1.18 {
1633     new_draw_info_format (NDI_UNIQUE, 0, op, "You have no %s left.", &bow->race);
1634     return 0;
1635 elmex 1.1 }
1636 root 1.48
1637 root 1.34 arrow->set_owner (op);
1638 root 1.18 arrow->skill = bow->skill;
1639     arrow->direction = dir;
1640    
1641     if (op->type == PLAYER)
1642     {
1643     op->speed_left = 0.01 - (float) FABS (op->speed) * 100 / bowspeed;
1644 root 1.54 op->update_stats ();
1645 elmex 1.1 }
1646    
1647 root 1.18 SET_ANIMATION (arrow, arrow->direction);
1648     arrow->stats.sp = arrow->stats.wc; /* save original wc and dam */
1649     arrow->stats.hp = arrow->stats.dam;
1650     arrow->stats.grace = arrow->attacktype;
1651     if (arrow->slaying != NULL)
1652 root 1.40 arrow->spellarg = strdup (arrow->slaying);
1653 root 1.18
1654     /* Note that this was different for monsters - they got their level
1655     * added to the damage. I think the strength bonus is more proper.
1656     */
1657    
1658     arrow->stats.dam += (QUERY_FLAG (bow, FLAG_NO_STRENGTH) ? 0 : dam_bonus[op->stats.Str]) + bow->stats.dam + bow->magic + arrow->magic;
1659    
1660     /* update the speed */
1661     arrow->speed = (float) ((QUERY_FLAG (bow, FLAG_NO_STRENGTH) ?
1662     0 : dam_bonus[op->stats.Str]) + bow->magic + arrow->magic) / 5.0 + (float) bow->stats.dam / 7.0;
1663    
1664 root 1.67 arrow->set_speed (max (arrow->speed, 1.0));
1665 root 1.18 arrow->speed_left = 0;
1666    
1667     if (op->type == PLAYER)
1668     {
1669     arrow->stats.wc = 20 - bow->magic - arrow->magic -
1670     (op->chosen_skill ? op->chosen_skill->level : op->level) -
1671     dex_bonus[op->stats.Dex] - thaco_bonus[op->stats.Str] - arrow->stats.wc - bow->stats.wc + wc_mod;
1672    
1673     arrow->level = op->chosen_skill ? op->chosen_skill->level : op->level;
1674 elmex 1.1 }
1675 root 1.18 else
1676     {
1677     arrow->stats.wc = op->stats.wc - bow->magic - arrow->magic - arrow->stats.wc + wc_mod;
1678     arrow->level = op->level;
1679 elmex 1.1 }
1680 root 1.24
1681 root 1.18 if (arrow->attacktype == AT_PHYSICAL)
1682     arrow->attacktype |= bow->attacktype;
1683 root 1.24
1684 root 1.48 if (bow->slaying)
1685 root 1.18 arrow->slaying = bow->slaying;
1686    
1687     arrow->move_type = MOVE_FLY_LOW;
1688     arrow->move_on = MOVE_FLY_LOW | MOVE_WALK;
1689    
1690     play_sound_map (op->map, op->x, op->y, SOUND_FIRE_ARROW);
1691 root 1.70 m->insert (arrow, sx, sy, op);
1692 root 1.18
1693 root 1.24 if (!arrow->destroyed ())
1694 root 1.18 move_arrow (arrow);
1695 elmex 1.1
1696 root 1.18 if (op->type == PLAYER)
1697     {
1698 root 1.24 if (left->destroyed ())
1699     esrv_del_item (op->contr, left->count);
1700 root 1.18 else
1701     esrv_send_item (op, left);
1702 elmex 1.1 }
1703 root 1.24
1704 root 1.18 return 1;
1705 elmex 1.1 }
1706    
1707     /* Special fire code for players - this takes into
1708     * account the special fire modes players can have
1709     * but monsters can't. Putting that code here
1710     * makes the fire_bow code much cleaner.
1711     * this function should only be called if 'op' is a player,
1712     * hence the function name.
1713     */
1714 root 1.18 int
1715     player_fire_bow (object *op, int dir)
1716 elmex 1.1 {
1717 root 1.18 int ret = 0, wcmod = 0;
1718    
1719     if (op->contr->bowtype == bow_bestarrow)
1720     {
1721     ret = fire_bow (op, op, pick_arrow_target (op, op->contr->ranges[range_bow]->race, dir), dir, 0, op->x, op->y);
1722     }
1723     else if (op->contr->bowtype >= bow_n && op->contr->bowtype <= bow_nw)
1724     {
1725     if (!similar_direction (dir, op->contr->bowtype - bow_n + 1))
1726     wcmod = -1;
1727 root 1.74
1728 root 1.18 ret = fire_bow (op, op, NULL, op->contr->bowtype - bow_n + 1, wcmod, op->x, op->y);
1729     }
1730     else if (op->contr->bowtype == bow_threewide)
1731     {
1732     ret = fire_bow (op, op, NULL, dir, 0, op->x, op->y);
1733     ret |= fire_bow (op, op, NULL, dir, -5, op->x + freearr_x[absdir (dir + 2)], op->y + freearr_y[absdir (dir + 2)]);
1734     ret |= fire_bow (op, op, NULL, dir, -5, op->x + freearr_x[absdir (dir - 2)], op->y + freearr_y[absdir (dir - 2)]);
1735     }
1736     else if (op->contr->bowtype == bow_spreadshot)
1737     {
1738     ret |= fire_bow (op, op, NULL, dir, 0, op->x, op->y);
1739     ret |= fire_bow (op, op, NULL, absdir (dir - 1), -5, op->x, op->y);
1740     ret |= fire_bow (op, op, NULL, absdir (dir + 1), -5, op->x, op->y);
1741 elmex 1.1
1742     }
1743 root 1.18 else
1744     {
1745     /* Simple case */
1746     ret = fire_bow (op, op, NULL, dir, 0, op->x, op->y);
1747     }
1748     return ret;
1749 elmex 1.1 }
1750    
1751    
1752     /* Fires a misc (wand/rod/horn) object in 'dir'.
1753     * Broken apart from 'fire' to keep it more readable.
1754     */
1755 root 1.18 void
1756     fire_misc_object (object *op, int dir)
1757 elmex 1.1 {
1758 root 1.18 object *item;
1759 elmex 1.1
1760 root 1.18 if (!op->contr->ranges[range_misc])
1761     {
1762     new_draw_info (NDI_UNIQUE, 0, op, "You have range item readied.");
1763     return;
1764 elmex 1.1 }
1765    
1766 root 1.18 item = op->contr->ranges[range_misc];
1767     if (!item->inv)
1768     {
1769     LOG (llevError, "Object %s lacks a spell\n", &item->name);
1770     return;
1771 elmex 1.1 }
1772 root 1.18 if (item->type == WAND)
1773     {
1774     if (item->stats.food <= 0)
1775     {
1776     play_sound_player_only (op->contr, SOUND_WAND_POOF, 0, 0);
1777     new_draw_info_format (NDI_UNIQUE, 0, op, "The %s goes poof.", query_base_name (item, 0));
1778     return;
1779 root 1.11 }
1780 root 1.18 }
1781     else if (item->type == ROD || item->type == HORN)
1782     {
1783     if (item->stats.hp < MAX (item->inv->stats.sp, item->inv->stats.grace))
1784     {
1785     play_sound_player_only (op->contr, SOUND_WAND_POOF, 0, 0);
1786     if (item->type == ROD)
1787     new_draw_info_format (NDI_UNIQUE, 0, op, "The %s whines for a while, but nothing happens.", query_base_name (item, 0));
1788     else
1789     new_draw_info_format (NDI_UNIQUE, 0, op, "The %s needs more time to charge.", query_base_name (item, 0));
1790     return;
1791 root 1.11 }
1792 elmex 1.1 }
1793    
1794 root 1.18 if (cast_spell (op, item, dir, item->inv, NULL))
1795     {
1796     SET_FLAG (op, FLAG_BEEN_APPLIED); /* You now know something about it */
1797     if (item->type == WAND)
1798     {
1799     if (!(--item->stats.food))
1800     {
1801     object *tmp;
1802    
1803     if (item->arch)
1804     {
1805     CLEAR_FLAG (item, FLAG_ANIMATE);
1806     item->face = item->arch->clone.face;
1807 root 1.67 item->set_speed (0);
1808 root 1.11 }
1809 root 1.67
1810 root 1.49 if ((tmp = item->in_player ()))
1811 root 1.18 esrv_update_item (UPD_ANIM, tmp, item);
1812 root 1.11 }
1813     }
1814 root 1.18 else if (item->type == ROD || item->type == HORN)
1815 root 1.67 drain_rod_charge (item);
1816 elmex 1.1 }
1817     }
1818    
1819     /* Received a fire command for the player - go and do it.
1820     */
1821 root 1.18 void
1822     fire (object *op, int dir)
1823     {
1824     int spellcost = 0;
1825 elmex 1.1
1826 root 1.18 /* check for loss of invisiblity/hide */
1827     if (action_makes_visible (op))
1828     make_visible (op);
1829 elmex 1.1
1830 root 1.18 switch (op->contr->shoottype)
1831     {
1832 root 1.20 case range_none:
1833     return;
1834 elmex 1.1
1835 root 1.20 case range_bow:
1836     player_fire_bow (op, dir);
1837     return;
1838 elmex 1.1
1839 root 1.20 case range_magic: /* Casting spells */
1840     spellcost = (cast_spell (op, op, dir, op->contr->ranges[range_magic], op->contr->spellparam[0] ? op->contr->spellparam : 0));
1841     return;
1842 elmex 1.1
1843 root 1.20 case range_misc:
1844     fire_misc_object (op, dir);
1845     return;
1846 root 1.11
1847 root 1.20 case range_golem: /* Control summoned monsters from scrolls */
1848 root 1.30 if (QUERY_FLAG (op->contr->ranges[range_golem], FLAG_REMOVED))
1849 root 1.20 {
1850 root 1.30 op->contr->ranges[range_golem] = 0;
1851 root 1.20 op->contr->shoottype = range_none;
1852     }
1853     else
1854     control_golem (op->contr->ranges[range_golem], dir);
1855     return;
1856 root 1.11
1857 root 1.20 case range_skill:
1858     if (!op->chosen_skill)
1859     {
1860     if (op->type == PLAYER)
1861     new_draw_info (NDI_UNIQUE, 0, op, "You have no applicable skill to use.");
1862     return;
1863     }
1864     (void) do_skill (op, op, op->chosen_skill, dir, NULL);
1865     return;
1866     case range_builder:
1867     apply_map_builder (op, dir);
1868     return;
1869     default:
1870     new_draw_info (NDI_UNIQUE, 0, op, "Illegal shoot type.");
1871     return;
1872 elmex 1.1 }
1873     }
1874    
1875    
1876    
1877     /* find_key
1878     * We try to find a key for the door as passed. If we find a key
1879     * and successfully use it, we return the key, otherwise NULL
1880     * This function merges both normal and locked door, since the logic
1881     * for both is the same - just the specific key is different.
1882     * pl is the player,
1883     * inv is the objects inventory to searched
1884     * door is the door we are trying to match against.
1885     * This function can be called recursively to search containers.
1886     */
1887    
1888 root 1.18 object *
1889     find_key (object *pl, object *container, object *door)
1890 elmex 1.1 {
1891 root 1.18 object *tmp, *key;
1892 elmex 1.1
1893 root 1.18 /* Should not happen, but sanity checking is never bad */
1894     if (container->inv == NULL)
1895     return NULL;
1896 elmex 1.1
1897 root 1.18 /* First, lets try to find a key in the top level inventory */
1898     for (tmp = container->inv; tmp != NULL; tmp = tmp->below)
1899     {
1900     if (door->type == DOOR && tmp->type == KEY)
1901     break;
1902     /* For sanity, we should really check door type, but other stuff
1903     * (like containers) can be locked with special keys
1904     */
1905     if (tmp->slaying && tmp->type == SPECIAL_KEY && tmp->slaying == door->slaying)
1906     break;
1907     }
1908     /* No key found - lets search inventories now */
1909     /* If we find and use a key in an inventory, return at that time.
1910     * otherwise, if we search all the inventories and still don't find
1911     * a key, return
1912     */
1913     if (!tmp)
1914     {
1915     for (tmp = container->inv; tmp != NULL; tmp = tmp->below)
1916     {
1917     /* No reason to search empty containers */
1918     if (tmp->type == CONTAINER && tmp->inv)
1919     {
1920     if ((key = find_key (pl, tmp, door)) != NULL)
1921     return key;
1922     }
1923     }
1924     if (!tmp)
1925     return NULL;
1926 elmex 1.1 }
1927 root 1.18 /* We get down here if we have found a key. Now if its in a container,
1928     * see if we actually want to use it
1929     */
1930     if (pl != container)
1931     {
1932     /* Only let players use keys in containers */
1933     if (!pl->contr)
1934     return NULL;
1935     /* cases where this fails:
1936     * If we only search the player inventory, return now since we
1937     * are not in the players inventory.
1938     * If the container is not active, return now since only active
1939     * containers can be used.
1940     * If we only search keyrings and the container does not have
1941     * a race/isn't a keyring.
1942     * No checking for all containers - to fall through past here,
1943     * inv must have been an container and must have been active.
1944     *
1945     * Change the color so that the message doesn't disappear with
1946     * all the others.
1947     */
1948     if (pl->contr->usekeys == key_inventory ||
1949     !QUERY_FLAG (container, FLAG_APPLIED) ||
1950     (pl->contr->usekeys == keyrings && (!container->race || strcmp (container->race, "keys"))))
1951     {
1952     new_draw_info_format (NDI_UNIQUE | NDI_BROWN, 0, pl,
1953     "The %s in your %s vibrates as you approach the door", query_name (tmp), query_name (container));
1954     return NULL;
1955 root 1.11 }
1956 elmex 1.1 }
1957 root 1.18 return tmp;
1958 elmex 1.1 }
1959    
1960     /* moved door processing out of move_player_attack.
1961     * returns 1 if player has opened the door with a key
1962     * such that the caller should not do anything more,
1963     * 0 otherwise
1964     */
1965 root 1.18 static int
1966     player_attack_door (object *op, object *door)
1967 elmex 1.1 {
1968 root 1.18 /* If its a door, try to find a use a key. If we do destroy the door,
1969     * might as well return immediately as there is nothing more to do -
1970     * otherwise, we fall through to the rest of the code.
1971     */
1972     object *key = find_key (op, op, door);
1973    
1974     /* IF we found a key, do some extra work */
1975     if (key)
1976     {
1977     object *container = key->env;
1978    
1979     play_sound_map (op->map, op->x, op->y, SOUND_OPEN_DOOR);
1980     if (action_makes_visible (op))
1981     make_visible (op);
1982     if (door->inv && (door->inv->type == RUNE || door->inv->type == TRAP))
1983     spring_trap (door->inv, op);
1984     if (door->type == DOOR)
1985     {
1986     hit_player (door, 9998, op, AT_PHYSICAL, 1); /* Break through the door */
1987     }
1988     else if (door->type == LOCKED_DOOR)
1989     {
1990     new_draw_info_format (NDI_UNIQUE, NDI_BROWN, op, "You open the door with the %s", query_short_name (key));
1991     remove_door2 (door); /* remove door without violence ;-) */
1992     }
1993     /* Do this after we print the message */
1994     decrease_ob (key); /* Use up one of the keys */
1995     /* Need to update the weight the container the key was in */
1996     if (container != op)
1997     esrv_update_item (UPD_WEIGHT, op, container);
1998     return 1; /* Nothing more to do below */
1999     }
2000     else if (door->type == LOCKED_DOOR)
2001     {
2002     /* Might as well return now - no other way to open this */
2003     new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, door->msg);
2004     return 1;
2005 elmex 1.1 }
2006 root 1.18 return 0;
2007 elmex 1.1 }
2008    
2009     /* This function is just part of a breakup from move_player.
2010     * It should keep the code cleaner.
2011     * When this is called, the players direction has been updated
2012     * (taking into account confusion.) The player is also actually
2013     * going to try and move (not fire weapons).
2014     */
2015 root 1.18 void
2016     move_player_attack (object *op, int dir)
2017 elmex 1.1 {
2018 root 1.18 object *tmp, *mon;
2019     sint16 nx, ny;
2020     int on_battleground;
2021 root 1.25 maptile *m;
2022 root 1.18
2023     nx = freearr_x[dir] + op->x;
2024     ny = freearr_y[dir] + op->y;
2025    
2026 root 1.49 on_battleground = op_on_battleground (op, 0, 0);
2027 root 1.18
2028     /* If braced, or can't move to the square, and it is not out of the
2029     * map, attack it. Note order of if statement is important - don't
2030     * want to be calling move_ob if braced, because move_ob will move the
2031     * player. This is a pretty nasty hack, because if we could
2032     * move to some space, it then means that if we are braced, we should
2033     * do nothing at all. As it is, if we are braced, we go through
2034     * quite a bit of processing. However, it probably is less than what
2035     * move_ob uses.
2036     */
2037     if ((op->contr->braced || !move_ob (op, dir, op)) && !out_of_map (op->map, nx, ny))
2038     {
2039     if (OUT_OF_REAL_MAP (op->map, nx, ny))
2040     {
2041 root 1.85 m = op->map->xy_find (nx, ny);
2042 root 1.18 if (!m)
2043     return; /* Don't think this should happen */
2044     }
2045     else
2046     m = op->map;
2047    
2048 root 1.85 if (!(tmp = m->at (nx, ny).bot))
2049     return;
2050 root 1.11
2051 root 1.49 mon = 0;
2052 root 1.18 /* Go through all the objects, and find ones of interest. Only stop if
2053     * we find a monster - that is something we know we want to attack.
2054     * if its a door or barrel (can roll) see if there may be monsters
2055     * on the space
2056     */
2057 root 1.49 while (tmp)
2058 root 1.18 {
2059     if (tmp == op)
2060     {
2061     tmp = tmp->above;
2062     continue;
2063 root 1.11 }
2064 root 1.27
2065 root 1.18 if (QUERY_FLAG (tmp, FLAG_ALIVE))
2066     {
2067     mon = tmp;
2068     break;
2069 root 1.11 }
2070 root 1.27
2071 root 1.18 if (tmp->type == LOCKED_DOOR || QUERY_FLAG (tmp, FLAG_CAN_ROLL))
2072     mon = tmp;
2073 root 1.27
2074 root 1.18 tmp = tmp->above;
2075     }
2076    
2077 root 1.49 if (!mon) /* This happens anytime the player tries to move */
2078 root 1.18 return; /* into a wall */
2079    
2080 root 1.49 if (mon->head)
2081 root 1.18 mon = mon->head;
2082    
2083     if ((mon->type == DOOR && mon->stats.hp >= 0) || (mon->type == LOCKED_DOOR))
2084     if (player_attack_door (op, mon))
2085     return;
2086    
2087     /* The following deals with possibly attacking peaceful
2088     * or frienddly creatures. Basically, all players are considered
2089     * unaggressive. If the moving player has peaceful set, then the
2090     * object should be pushed instead of attacked. It is assumed that
2091     * if you are braced, you will not attack friends accidently,
2092     * and thus will not push them.
2093     */
2094 root 1.11
2095 root 1.18 /* If the creature is a pet, push it even if the player is not
2096     * peaceful. Our assumption is the creature is a pet if the
2097     * player owns it and it is either friendly or unagressive.
2098     */
2099     if ((op->type == PLAYER)
2100 elmex 1.1 #if COZY_SERVER
2101 root 1.18 &&
2102 root 1.34 ((mon->owner && mon->owner->contr
2103     && same_party (mon->owner->contr->party, op->contr->party)) || mon->owner == op)
2104 elmex 1.1 #else
2105 root 1.34 && mon->owner == op
2106 elmex 1.1 #endif
2107 root 1.18 && (QUERY_FLAG (mon, FLAG_UNAGGRESSIVE) || QUERY_FLAG (mon, FLAG_FRIENDLY)))
2108 root 1.11 {
2109 root 1.18 /* If we're braced, we don't want to switch places with it */
2110     if (op->contr->braced)
2111 root 1.11 return;
2112 root 1.85
2113 root 1.18 play_sound_map (op->map, op->x, op->y, SOUND_PUSH_PLAYER);
2114     (void) push_ob (mon, dir, op);
2115     if (op->contr->tmp_invis || op->hide)
2116     make_visible (op);
2117 root 1.85
2118 root 1.18 return;
2119 root 1.11 }
2120    
2121 root 1.18 /* in certain circumstances, you shouldn't attack friendly
2122     * creatures. Note that if you are braced, you can't push
2123     * someone, but put it inside this loop so that you won't
2124     * attack them either.
2125     */
2126     if ((mon->type == PLAYER || mon->enemy != op) &&
2127     (mon->type == PLAYER || QUERY_FLAG (mon, FLAG_UNAGGRESSIVE) || QUERY_FLAG (mon, FLAG_FRIENDLY)) && (
2128 elmex 1.1 #ifdef PROHIBIT_PLAYERKILL
2129 root 1.49 (op->contr->peaceful
2130     || (mon->type == PLAYER
2131     && mon->contr->
2132     peaceful)) &&
2133 elmex 1.1 #else
2134 root 1.49 op->contr->peaceful &&
2135 elmex 1.1 #endif
2136 root 1.49 !on_battleground))
2137 root 1.18 {
2138     if (!op->contr->braced)
2139     {
2140     play_sound_map (op->map, op->x, op->y, SOUND_PUSH_PLAYER);
2141 root 1.85 push_ob (mon, dir, op);
2142 root 1.18 }
2143     else
2144 root 1.49 new_draw_info (0, 0, op, "You withhold your attack");
2145    
2146 root 1.18 if (op->contr->tmp_invis || op->hide)
2147     make_visible (op);
2148 root 1.11 }
2149 elmex 1.1
2150 root 1.18 /* If the object is a boulder or other rollable object, then
2151     * roll it if not braced. You can't roll it if you are braced.
2152     */
2153     else if (QUERY_FLAG (mon, FLAG_CAN_ROLL) && (!op->contr->braced))
2154     {
2155     recursive_roll (mon, dir, op);
2156     if (action_makes_visible (op))
2157     make_visible (op);
2158 root 1.11 }
2159    
2160 root 1.18 /* Any generic living creature. Including things like doors.
2161     * Way it works is like this: First, it must have some hit points
2162     * and be living. Then, it must be one of the following:
2163     * 1) Not a player, 2) A player, but of a different party. Note
2164     * that party_number -1 is no party, so attacks can still happen.
2165     */
2166     else if ((mon->stats.hp >= 0) && QUERY_FLAG (mon, FLAG_ALIVE) &&
2167     ((mon->type != PLAYER || op->contr->party == NULL || op->contr->party != mon->contr->party)))
2168     {
2169 elmex 1.1
2170 root 1.18 /* If the player hasn't hit something this tick, and does
2171     * so, give them speed boost based on weapon speed. Doing
2172     * it here is better than process_players2, which basically
2173     * incurred a 1 tick offset.
2174     */
2175     if (!op->contr->has_hit)
2176     {
2177     op->speed_left += op->speed / op->contr->weapon_sp;
2178 root 1.11
2179 root 1.18 op->contr->has_hit = 1; /* The last action was to hit, so use weapon_sp */
2180 root 1.11 }
2181    
2182 root 1.49 skill_attack (mon, op, 0, 0, 0);
2183 root 1.11
2184 root 1.18 /* If attacking another player, that player gets automatic
2185     * hitback, and doesn't loose luck either.
2186     * Disable hitback on the battleground or if the target is
2187     * the wiz.
2188     */
2189     if (mon->type == PLAYER && mon->stats.hp >= 0 && !mon->contr->has_hit && !on_battleground && !QUERY_FLAG (mon, FLAG_WIZ))
2190     {
2191     short luck = mon->stats.luck;
2192    
2193     mon->contr->has_hit = 1;
2194 root 1.49 skill_attack (op, mon, 0, 0, 0);
2195 root 1.18 mon->stats.luck = luck;
2196 root 1.11 }
2197 root 1.49
2198 root 1.18 if (action_makes_visible (op))
2199     make_visible (op);
2200 root 1.11 }
2201 root 1.18 } /* if player should attack something */
2202 elmex 1.1 }
2203    
2204 root 1.18 int
2205     move_player (object *op, int dir)
2206     {
2207     int pick;
2208 elmex 1.1
2209 root 1.84 if (!op->map || op->map->in_memory != MAP_IN_MEMORY)
2210 root 1.18 return 0;
2211 elmex 1.1
2212 root 1.18 /* Sanity check: make sure dir is valid */
2213     if ((dir < 0) || (dir >= 9))
2214     {
2215     LOG (llevError, "move_player: invalid direction %d\n", dir);
2216     return 0;
2217 elmex 1.1 }
2218    
2219 root 1.84 /* peterm: added following line */
2220 root 1.18 if (QUERY_FLAG (op, FLAG_CONFUSED) && dir)
2221     dir = absdir (dir + RANDOM () % 3 + RANDOM () % 3 - 2);
2222    
2223     op->facing = dir;
2224    
2225     if (op->hide)
2226     do_hidden_move (op);
2227    
2228     if (INVOKE_PLAYER (MOVE, op->contr, ARG_INT (dir)))
2229     /*nop */ ;
2230     else if (op->contr->fire_on)
2231     fire (op, dir);
2232     else
2233     {
2234     move_player_attack (op, dir);
2235     pick = check_pick (op);
2236     }
2237 elmex 1.1
2238 root 1.18 /* Add special check for newcs players and fire on - this way, the
2239     * server can handle repeat firing.
2240     */
2241     if (op->contr->fire_on || (op->contr->run_on && pick != 0))
2242 root 1.49 op->direction = dir;
2243 root 1.18 else
2244 root 1.49 op->direction = 0;
2245    
2246 root 1.18 /* Update how the player looks. Use the facing, so direction may
2247     * get reset to zero. This allows for full animation capabilities
2248     * for players.
2249     */
2250     animate_object (op, op->facing);
2251     return 0;
2252 elmex 1.1 }
2253    
2254     /* This is similar to handle_player, below, but is only used by the
2255     * new client/server stuff.
2256     * This is sort of special, in that the new client/server actually uses
2257     * the new speed values for commands.
2258     *
2259     * Returns true if there are more actions we can do.
2260     */
2261 root 1.18 int
2262     handle_newcs_player (object *op)
2263 elmex 1.1 {
2264 root 1.18 if (op->contr->hidden)
2265     {
2266     op->invisible = 1000;
2267     /* the socket code flashes the player visible/invisible
2268     * depending on the value of invisible, so we need to
2269     * alternate it here for it to work correctly.
2270     */
2271     if (pticks & 2)
2272 root 1.11 op->invisible--;
2273 root 1.18 }
2274     else if (op->invisible && !(QUERY_FLAG (op, FLAG_MAKE_INVIS)))
2275     {
2276     op->invisible--;
2277     if (!op->invisible)
2278     {
2279     make_visible (op);
2280     new_draw_info (NDI_UNIQUE, 0, op, "Your invisibility spell runs out.");
2281 root 1.11 }
2282 elmex 1.1 }
2283    
2284 root 1.18 if (QUERY_FLAG (op, FLAG_SCARED))
2285     {
2286     flee_player (op);
2287     /* If player is still scared, that is his action for this tick */
2288     if (QUERY_FLAG (op, FLAG_SCARED))
2289     {
2290     op->speed_left--;
2291     return 0;
2292 root 1.11 }
2293 elmex 1.1 }
2294    
2295 root 1.18 /* I've been seeing crashes where the golem has been destroyed, but
2296     * the player object still points to the defunct golem. The code that
2297     * destroys the golem looks correct, and it doesn't always happen, so
2298     * put this in a a workaround to clean up the golem pointer.
2299     */
2300 root 1.30 if (op->contr->ranges[range_golem] && QUERY_FLAG (op->contr->ranges[range_golem], FLAG_REMOVED))
2301     op->contr->ranges[range_golem] = 0;
2302 root 1.18
2303     /* call this here - we also will call this in do_ericserver, but
2304     * the players time has been increased when doericserver has been
2305     * called, so we recheck it here.
2306     */
2307 root 1.83 if (op->contr->ns->handle_command ())
2308     return 1;
2309 root 1.47
2310 root 1.83 if (op->speed_left > 0)
2311     {
2312     if (op->direction && (op->contr->run_on || op->contr->fire_on))
2313     {
2314     /* All move commands take 1 tick, at least for now */
2315     op->speed_left--;
2316 elmex 1.1
2317 root 1.83 /* Instead of all the stuff below, let move_player take care
2318     * of it. Also, some of the skill stuff is only put in
2319     * there, as well as the confusion stuff.
2320     */
2321     move_player (op, op->direction);
2322 elmex 1.1
2323 root 1.83 return op->speed_left > 0;
2324     }
2325 root 1.18 }
2326 root 1.41
2327 root 1.18 return 0;
2328     }
2329    
2330     int
2331     save_life (object *op)
2332     {
2333     if (!QUERY_FLAG (op, FLAG_LIFESAVE))
2334 elmex 1.1 return 0;
2335 root 1.18
2336 root 1.41 for (object *tmp = op->inv; tmp; tmp = tmp->below)
2337 root 1.18 if (QUERY_FLAG (tmp, FLAG_APPLIED) && QUERY_FLAG (tmp, FLAG_LIFESAVE))
2338     {
2339     play_sound_map (op->map, op->x, op->y, SOUND_OB_EVAPORATE);
2340     new_draw_info_format (NDI_UNIQUE, 0, op, "Your %s vibrates violently, then evaporates.", query_name (tmp));
2341 root 1.33
2342 root 1.18 if (op->contr)
2343     esrv_del_item (op->contr, tmp->count);
2344 root 1.33
2345     tmp->destroy ();
2346 root 1.18 CLEAR_FLAG (op, FLAG_LIFESAVE);
2347 root 1.33
2348 root 1.18 if (op->stats.hp < 0)
2349     op->stats.hp = op->stats.maxhp;
2350 root 1.33
2351 root 1.18 if (op->stats.food < 0)
2352     op->stats.food = 999;
2353 root 1.33
2354 root 1.54 op->update_stats ();
2355 root 1.18 return 1;
2356     }
2357 root 1.41
2358 root 1.18 LOG (llevError, "Error: LIFESAVE set without applied object.\n");
2359     CLEAR_FLAG (op, FLAG_LIFESAVE);
2360     enter_player_savebed (op); /* bring him home. */
2361     return 0;
2362 elmex 1.1 }
2363    
2364     /* This goes throws the inventory and removes unpaid objects, and puts them
2365     * back in the map (location and map determined by values of env). This
2366     * function will descend into containers. op is the object to start the search
2367     * from.
2368     */
2369 root 1.18 void
2370     remove_unpaid_objects (object *op, object *env)
2371 elmex 1.1 {
2372 root 1.18 object *next;
2373 elmex 1.1
2374 root 1.18 while (op)
2375     {
2376 root 1.70 object *next = op->below; /* Make sure we have a good value, in case we remove object 'op' */
2377    
2378 root 1.18 if (QUERY_FLAG (op, FLAG_UNPAID))
2379     {
2380     if (env->type == PLAYER)
2381     esrv_del_item (env->contr, op->count);
2382 root 1.70
2383     op->insert_at (env);
2384 root 1.18 }
2385     else if (op->inv)
2386     remove_unpaid_objects (op->inv, env);
2387 root 1.41
2388 root 1.18 op = next;
2389 elmex 1.1 }
2390     }
2391    
2392     /*
2393     * Returns pointer a static string containing gravestone text
2394     * Moved from apply.c to player.c - player.c is what
2395     * actually uses this function. player.c may not be quite the
2396     * best, a misc file for object actions is probably better,
2397     * but there isn't one in the server directory.
2398     */
2399 root 1.18 char *
2400     gravestone_text (object *op)
2401 elmex 1.1 {
2402 root 1.18 static char buf2[MAX_BUF];
2403     char buf[MAX_BUF];
2404     time_t now = time (NULL);
2405    
2406     strcpy (buf2, " R.I.P.\n\n");
2407     if (op->type == PLAYER)
2408     sprintf (buf, "%s the %s\n", &op->name, op->contr->title);
2409     else
2410     sprintf (buf, "%s\n", &op->name);
2411 root 1.41
2412 root 1.18 strncat (buf2, " ", 20 - strlen (buf) / 2);
2413     strcat (buf2, buf);
2414     if (op->type == PLAYER)
2415     sprintf (buf, "who was in level %d when killed\n", op->level);
2416     else
2417     sprintf (buf, "who was in level %d when died.\n\n", op->level);
2418 root 1.41
2419 root 1.18 strncat (buf2, " ", 20 - strlen (buf) / 2);
2420     strcat (buf2, buf);
2421     if (op->type == PLAYER)
2422     {
2423     sprintf (buf, "by %s.\n\n", op->contr->killer);
2424     strncat (buf2, " ", 21 - strlen (buf) / 2);
2425     strcat (buf2, buf);
2426     }
2427 root 1.41
2428 root 1.18 strftime (buf, MAX_BUF, "%b %d %Y\n", localtime (&now));
2429     strncat (buf2, " ", 20 - strlen (buf) / 2);
2430     strcat (buf2, buf);
2431 root 1.41
2432 root 1.18 return buf2;
2433 elmex 1.1 }
2434    
2435 root 1.18 void
2436     do_some_living (object *op)
2437     {
2438     int last_food = op->stats.food;
2439 elmex 1.1 int gen_hp, gen_sp, gen_grace;
2440     int over_hp, over_sp, over_grace;
2441     int i;
2442     int rate_hp = 1200;
2443     int rate_sp = 2500;
2444     int rate_grace = 2000;
2445     const int max_hp = 1;
2446     const int max_sp = 1;
2447     const int max_grace = 1;
2448    
2449 pippijn 1.17 if (op->contr->outputs_sync)
2450 root 1.18 {
2451     for (i = 0; i < NUM_OUTPUT_BUFS; i++)
2452 root 1.55 if (op->contr->outputs[i].buf && (op->contr->outputs[i].first_update + op->contr->outputs_sync) < (uint16) pticks)
2453 root 1.18 flush_output_element (op, &op->contr->outputs[i]);
2454     }
2455    
2456 root 1.52 if (op->contr->ns->state == ST_PLAYING)
2457 root 1.18 {
2458     /* these next three if clauses make it possible to SLOW DOWN
2459     hp/grace/spellpoint regeneration. */
2460     if (op->contr->gen_hp >= 0)
2461     gen_hp = (op->contr->gen_hp + 1) * op->stats.maxhp;
2462     else
2463     {
2464     gen_hp = op->stats.maxhp;
2465     rate_hp -= rate_hp / 2 * op->contr->gen_hp;
2466     }
2467 root 1.55
2468 root 1.18 if (op->contr->gen_sp >= 0)
2469     gen_sp = (op->contr->gen_sp + 1) * op->stats.maxsp;
2470     else
2471     {
2472     gen_sp = op->stats.maxsp;
2473     rate_sp -= rate_sp / 2 * op->contr->gen_sp;
2474     }
2475 root 1.55
2476 root 1.18 if (op->contr->gen_grace >= 0)
2477     gen_grace = (op->contr->gen_grace + 1) * op->stats.maxgrace;
2478     else
2479     {
2480     gen_grace = op->stats.maxgrace;
2481     rate_grace -= rate_grace / 2 * op->contr->gen_grace;
2482     }
2483    
2484     /* Regenerate Spell Points */
2485     if (op->contr->ranges[range_golem] == NULL && --op->last_sp < 0)
2486     {
2487     gen_sp = gen_sp * 10 / (op->contr->gen_sp_armour < 10 ? 10 : op->contr->gen_sp_armour);
2488     if (op->stats.sp < op->stats.maxsp)
2489     {
2490     op->stats.sp++;
2491     /* dms do not consume food */
2492     if (!QUERY_FLAG (op, FLAG_WIZ))
2493     {
2494     op->stats.food--;
2495     if (op->contr->digestion < 0)
2496     op->stats.food += op->contr->digestion;
2497     else if (op->contr->digestion > 0 && random_roll (0, op->contr->digestion, op, PREFER_HIGH))
2498     op->stats.food = last_food;
2499     }
2500     }
2501 root 1.55
2502 root 1.18 if (max_sp > 1)
2503     {
2504     over_sp = (gen_sp + 10) / rate_sp;
2505     if (over_sp > 0)
2506     {
2507     if (op->stats.sp < op->stats.maxsp)
2508     {
2509     op->stats.sp += over_sp > max_sp ? max_sp : over_sp;
2510 root 1.55
2511 root 1.18 if (random_roll (0, rate_sp - 1, op, PREFER_LOW) > ((gen_sp + 10) % rate_sp))
2512     op->stats.sp--;
2513 root 1.55
2514 root 1.18 if (op->stats.sp > op->stats.maxsp)
2515     op->stats.sp = op->stats.maxsp;
2516     }
2517     op->last_sp = 0;
2518     }
2519     else
2520 root 1.55 op->last_sp = rate_sp / (gen_sp < 20 ? 30 : gen_sp + 10);
2521 root 1.18 }
2522     else
2523 root 1.55 op->last_sp = rate_sp / (gen_sp < 20 ? 30 : gen_sp + 10);
2524 root 1.18 }
2525    
2526     /* Regenerate Grace */
2527     /* I altered this a little - maximum grace is ony achieved through prayer -b.t. */
2528     if (--op->last_grace < 0)
2529     {
2530     if (op->stats.grace < op->stats.maxgrace / 2)
2531     op->stats.grace++; /* no penalty in food for regaining grace */
2532 root 1.55
2533 root 1.18 if (max_grace > 1)
2534     {
2535     over_grace = (gen_grace < 20 ? 30 : gen_grace + 10) / rate_grace;
2536     if (over_grace > 0)
2537     {
2538     op->stats.sp += over_grace
2539     + (random_roll (0, rate_grace - 1, op, PREFER_HIGH) > ((gen_grace < 20 ? 30 : gen_grace + 10) % rate_grace)) ? -1 : 0;
2540     op->last_grace = 0;
2541     }
2542     else
2543     {
2544     op->last_grace = rate_grace / (gen_grace < 20 ? 30 : gen_grace + 10);
2545     }
2546     }
2547     else
2548     {
2549     op->last_grace = rate_grace / (gen_grace < 20 ? 30 : gen_grace + 10);
2550     }
2551     /* wearing stuff doesn't detract from grace generation. */
2552     }
2553    
2554     /* Regenerate Hit Points */
2555     if (--op->last_heal < 0)
2556     {
2557     if (op->stats.hp < op->stats.maxhp)
2558     {
2559     op->stats.hp++;
2560     /* dms do not consume food */
2561     if (!QUERY_FLAG (op, FLAG_WIZ))
2562     {
2563     op->stats.food--;
2564     if (op->contr->digestion < 0)
2565     op->stats.food += op->contr->digestion;
2566     else if (op->contr->digestion > 0 && random_roll (0, op->contr->digestion, op, PREFER_HIGH))
2567     op->stats.food = last_food;
2568     }
2569     }
2570 root 1.55
2571 root 1.18 if (max_hp > 1)
2572     {
2573     over_hp = (gen_hp < 20 ? 30 : gen_hp + 10) / rate_hp;
2574     if (over_hp > 0)
2575     {
2576     op->stats.sp += over_hp + (RANDOM () % rate_hp > ((gen_hp < 20 ? 30 : gen_hp + 10) % rate_hp)) ? -1 : 0;
2577     op->last_heal = 0;
2578     }
2579     else
2580     {
2581     op->last_heal = rate_hp / (gen_hp < 20 ? 30 : gen_hp + 10);
2582     }
2583     }
2584     else
2585     {
2586     op->last_heal = rate_hp / (gen_hp < 20 ? 30 : gen_hp + 10);
2587     }
2588 root 1.11 }
2589 elmex 1.1
2590 root 1.18 /* Digestion */
2591     if (--op->last_eat < 0)
2592     {
2593     #ifdef COZY_SERVER
2594     int dg = op->contr->digestion >= 0 && op->contr->digestion < 2 ? 2 : op->contr->digestion;
2595     int bonus = dg > 0 ? dg : 0, penalty = dg < 0 ? -dg : 0;
2596     #else
2597     int bonus = op->contr->digestion > 0 ? op->contr->digestion : 0, penalty = op->contr->digestion < 0 ? -op->contr->digestion : 0;
2598     #endif
2599    
2600     if (op->contr->gen_hp > 0)
2601     op->last_eat = 25 * (1 + bonus) / (op->contr->gen_hp + penalty + 1);
2602     else
2603     op->last_eat = 25 * (1 + bonus) / (penalty + 1);
2604 root 1.55
2605 root 1.18 /* dms do not consume food */
2606     if (!QUERY_FLAG (op, FLAG_WIZ))
2607     op->stats.food--;
2608 root 1.11 }
2609 elmex 1.1
2610 root 1.55 if (op->stats.food < 0 && op->stats.hp >= 0)
2611     {
2612     object *tmp, *flesh = 0;
2613 root 1.18
2614 root 1.55 for (tmp = op->inv; tmp; tmp = tmp->below)
2615 root 1.18 {
2616 root 1.55 if (!QUERY_FLAG (tmp, FLAG_UNPAID))
2617 root 1.18 {
2618 root 1.55 if (tmp->type == FOOD || tmp->type == DRINK || tmp->type == POISON)
2619     {
2620     new_draw_info (NDI_UNIQUE, 0, op, "You blindly grab for a bite of food.");
2621     manual_apply (op, tmp, 0);
2622     if (op->stats.food >= 0 || op->stats.hp < 0)
2623     break;
2624     }
2625     else if (tmp->type == FLESH)
2626     flesh = tmp;
2627     } /* End if paid for object */
2628     } /* end of for loop */
2629    
2630     /* If player is still starving, it means they don't have any food, so
2631     * eat flesh instead.
2632     */
2633     if (op->stats.food < 0 && op->stats.hp >= 0 && flesh)
2634     {
2635     new_draw_info (NDI_UNIQUE, 0, op, "You blindly grab for a bite of food.");
2636     manual_apply (op, flesh, 0);
2637     }
2638 root 1.11 }
2639 elmex 1.1
2640 root 1.55 while (op->stats.food < 0 && op->stats.hp >= 0)
2641     op->stats.food++, op->stats.hp--;
2642 elmex 1.1
2643 root 1.55 if (op->stats.hp < 0 && !QUERY_FLAG (op, FLAG_WIZ))
2644     kill_player (op);
2645     }
2646 elmex 1.1 }
2647    
2648     /* If the player should die (lack of hp, food, etc), we call this.
2649     * op is the player in jeopardy. If the player can not be saved (not
2650     * permadeath, no lifesave), this will take care of removing the player
2651     * file.
2652     */
2653 root 1.18 void
2654     kill_player (object *op)
2655 elmex 1.1 {
2656 root 1.18 char buf[MAX_BUF];
2657     int x, y;
2658    
2659     //int i;
2660 root 1.25 maptile *map; /* this is for resurrection */
2661 root 1.18
2662     /* int z;
2663     int num_stats_lose;
2664     int lost_a_stat;
2665     int lose_this_stat;
2666     int this_stat; */
2667     int will_kill_again;
2668     archetype *at;
2669     object *tmp;
2670    
2671     if (save_life (op))
2672     return;
2673    
2674    
2675     /* If player dies on BATTLEGROUND, no stat/exp loss! For Combat-Arenas
2676     * in cities ONLY!!! It is very important that this doesn't get abused.
2677     * Look at op_on_battleground() for more info --AndreasV
2678     */
2679     if (op_on_battleground (op, &x, &y))
2680     {
2681     new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, "You have been defeated in combat!");
2682     new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, "Local medics have saved your life...");
2683    
2684     /* restore player */
2685 root 1.22 at = archetype::find ("poisoning");
2686 root 1.70 if (object *tmp = present_arch_in_ob (at, op))
2687 root 1.18 {
2688 root 1.33 tmp->destroy ();
2689 root 1.18 new_draw_info (NDI_UNIQUE, 0, op, "Your body feels cleansed");
2690     }
2691 elmex 1.1
2692 root 1.22 at = archetype::find ("confusion");
2693 root 1.70 if (object *tmp = present_arch_in_ob (at, op))
2694 root 1.18 {
2695 root 1.33 tmp->destroy ();
2696 root 1.18 new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer");
2697     }
2698    
2699     cure_disease (op, 0); /* remove any disease */
2700     op->stats.hp = op->stats.maxhp;
2701     if (op->stats.food <= 0)
2702     op->stats.food = 999;
2703 elmex 1.1
2704 root 1.18 /* create a bodypart-trophy to make the winner happy */
2705 root 1.70 if (object *tmp = arch_to_object (archetype::find ("finger")))
2706 root 1.18 {
2707     sprintf (buf, "%s's finger", &op->name);
2708     tmp->name = buf;
2709     sprintf (buf, " This finger has been cut off %s\n"
2710     " the %s, when he was defeated at\n level %d by %s.\n",
2711     &op->name, op->contr->title, (int) (op->level), op->contr->killer);
2712     tmp->msg = buf;
2713     tmp->value = 0, tmp->material = 0, tmp->type = 0;
2714     tmp->materialname = NULL;
2715 elmex 1.87 tmp->insert_at (op, tmp);
2716 root 1.18 }
2717 elmex 1.1
2718 root 1.18 /* teleport defeated player to new destination */
2719     transfer_ob (op, x, y, 0, NULL);
2720     op->contr->braced = 0;
2721     return;
2722 elmex 1.1 }
2723    
2724 root 1.18 INVOKE_PLAYER (DEATH, op->contr);
2725 root 1.3
2726 root 1.18 command_kill_pets (op, 0);
2727 elmex 1.1
2728 root 1.18 if (op->stats.food < 0)
2729     {
2730     sprintf (buf, "%s starved to death.", &op->name);
2731     strcpy (op->contr->killer, "starvation");
2732 elmex 1.1 }
2733 root 1.18 else
2734 root 1.89 sprintf (buf, "%s died.", &op->name);
2735 root 1.70
2736 root 1.18 play_sound_player_only (op->contr, SOUND_PLAYER_DIES, 0, 0);
2737 elmex 1.1
2738 root 1.18 /* save the map location for corpse, gravestone */
2739 root 1.70 x = op->x;
2740     y = op->y;
2741 root 1.18 map = op->map;
2742 elmex 1.1
2743 root 1.54 /* NOT_PERMADEATH code. This basically brings the character back to
2744     * life if they are dead - it takes some exp and a random stat.
2745     * See the config.h file for a little more in depth detail about this.
2746     */
2747    
2748     /* Basically two ways to go - remove a stat permanently, or just
2749     * make it depletion. This bunch of code deals with that aspect
2750     * of death.
2751     */
2752     #ifndef COZY_SERVER
2753     if (settings.balanced_stat_loss)
2754 root 1.18 {
2755 root 1.54 /* If stat loss is permanent, lose one stat only. */
2756     /* Lower level chars don't lose as many stats because they suffer
2757     more if they do. */
2758     /* Higher level characters can afford things such as potions of
2759     restoration, or better, stat potions. So we slug them that
2760     little bit harder. */
2761     /* GD */
2762     if (settings.stat_loss_on_death)
2763     num_stats_lose = 1;
2764     else
2765     num_stats_lose = 1 + op->level / BALSL_NUMBER_LOSSES_RATIO;
2766     }
2767     else
2768 root 1.70 num_stats_lose = 1;
2769    
2770 root 1.54 lost_a_stat = 0;
2771    
2772     for (z = 0; z < num_stats_lose; z++)
2773     {
2774     i = RANDOM () % NUM_STATS;
2775 root 1.11
2776 root 1.54 if (settings.stat_loss_on_death)
2777 root 1.18 {
2778 root 1.54 /* Pick a random stat and take a point off it. Tell the player
2779     * what he lost.
2780     */
2781     change_attr_value (&(op->stats), i, -1);
2782     check_stat_bounds (&(op->stats));
2783     change_attr_value (&(op->contr->orig_stats), i, -1);
2784     check_stat_bounds (&(op->contr->orig_stats));
2785     new_draw_info (NDI_UNIQUE, 0, op, lose_msg[i]);
2786     lost_a_stat = 1;
2787 root 1.18 }
2788     else
2789     {
2790 root 1.54 /* deplete a stat */
2791     archetype *deparch = archetype::find ("depletion");
2792     object *dep;
2793 root 1.11
2794 root 1.54 dep = present_arch_in_ob (deparch, op);
2795     if (!dep)
2796 root 1.18 {
2797 root 1.54 dep = arch_to_object (deparch);
2798     insert_ob_in_ob (dep, op);
2799 root 1.18 }
2800 root 1.54 lose_this_stat = 1;
2801     if (settings.balanced_stat_loss)
2802 root 1.18 {
2803 root 1.54 /* GD */
2804     /* Get the stat that we're about to deplete. */
2805     this_stat = get_attr_value (&(dep->stats), i);
2806     if (this_stat < 0)
2807     {
2808     int loss_chance = 1 + op->level / BALSL_LOSS_CHANCE_RATIO;
2809     int keep_chance = this_stat * this_stat;
2810 root 1.18
2811 root 1.54 /* Yes, I am paranoid. Sue me. */
2812     if (keep_chance < 1)
2813     keep_chance = 1;
2814 root 1.18
2815 root 1.54 /* There is a maximum depletion total per level. */
2816     if (this_stat < -1 - op->level / BALSL_MAX_LOSS_RATIO)
2817     {
2818     lose_this_stat = 0;
2819     /* Take loss chance vs keep chance to see if we
2820     retain the stat. */
2821     }
2822     else
2823     {
2824     if (random_roll (0, loss_chance + keep_chance - 1, op, PREFER_LOW) < keep_chance)
2825     lose_this_stat = 0;
2826     /* LOG(llevDebug, "Determining stat loss. Stat: %d Keep: %d Lose: %d Result: %s.\n",
2827     this_stat, keep_chance, loss_chance,
2828     lose_this_stat?"LOSE":"KEEP"); */
2829 root 1.11 }
2830     }
2831 root 1.54 }
2832 root 1.18
2833 root 1.54 if (lose_this_stat)
2834     {
2835     this_stat = get_attr_value (&(dep->stats), i);
2836     /* We could try to do something clever like find another
2837     * stat to reduce if this fails. But chances are, if
2838     * stats have been depleted to -50, all are pretty low
2839     * and should be roughly the same, so it shouldn't make a
2840     * difference.
2841     */
2842     if (this_stat >= -50)
2843 root 1.18 {
2844 root 1.54 change_attr_value (&(dep->stats), i, -1);
2845     SET_FLAG (dep, FLAG_APPLIED);
2846     new_draw_info (NDI_UNIQUE, 0, op, lose_msg[i]);
2847     op->update_stats ();
2848     lost_a_stat = 1;
2849 root 1.11 }
2850     }
2851     }
2852 root 1.54 }
2853     /* If no stat lost, tell the player. */
2854     if (!lost_a_stat)
2855     {
2856     /* determine_god() seems to not work sometimes... why is this?
2857     Should I be using something else? GD */
2858     const char *god = determine_god (op);
2859 root 1.18
2860 root 1.54 if (god && (strcmp (god, "none")))
2861     new_draw_info_format (NDI_UNIQUE, 0, op, "For a brief moment you feel the holy presence of %s protecting" " you.", god);
2862     else
2863     new_draw_info (NDI_UNIQUE, 0, op, "For a brief moment you feel a holy presence protecting you.");
2864     }
2865 root 1.28 #else
2866 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.");
2867 elmex 1.1 #endif
2868    
2869 root 1.54 /* Put a gravestone up where the character 'almost' died. List the
2870     * exp loss on the stone.
2871     */
2872     tmp = arch_to_object (archetype::find ("gravestone"));
2873     sprintf (buf, "%s's gravestone", &op->name);
2874     tmp->name = buf;
2875     sprintf (buf, "%s's gravestones", &op->name);
2876     tmp->name_pl = buf;
2877     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);
2878     tmp->msg = buf;
2879     tmp->x = op->x, tmp->y = op->y;
2880     insert_ob_in_map (tmp, op->map, NULL, 0);
2881    
2882     /**************************************/
2883     /* */
2884     /* Subtract the experience points, */
2885     /* if we died cause of food, give us */
2886     /* food, and reset HP's... */
2887     /* */
2888     /**************************************/
2889    
2890     /* remove any poisoning and confusion the character may be suffering. */
2891     /* restore player */
2892     at = archetype::find ("poisoning");
2893     tmp = present_arch_in_ob (at, op);
2894    
2895     if (tmp)
2896     {
2897     tmp->destroy ();
2898     new_draw_info (NDI_UNIQUE, 0, op, "Your body feels cleansed");
2899     }
2900    
2901     at = archetype::find ("confusion");
2902     tmp = present_arch_in_ob (at, op);
2903     if (tmp)
2904     {
2905     tmp->destroy ();
2906     new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer");
2907     }
2908    
2909     cure_disease (op, 0); /* remove any disease */
2910    
2911     /*add_exp(op, (op->stats.exp * -0.20)); */
2912     apply_death_exp_penalty (op);
2913     if (op->stats.food < 100)
2914     op->stats.food = 900;
2915     op->stats.hp = op->stats.maxhp;
2916     op->stats.sp = MAX (op->stats.sp, op->stats.maxsp);
2917     op->stats.grace = MAX (op->stats.grace, op->stats.maxgrace);
2918 root 1.11
2919 root 1.54 /*
2920     * Check to see if the player is in a shop. IF so, then check to see if
2921     * the player has any unpaid items. If so, remove them and put them back
2922     * in the map.
2923     */
2924 root 1.33
2925 root 1.54 if (is_in_shop (op))
2926     remove_unpaid_objects (op->inv, op);
2927 root 1.18
2928 root 1.54 /****************************************/
2929     /* */
2930     /* Move player to his current respawn- */
2931     /* position (usually last savebed) */
2932     /* */
2933     /****************************************/
2934 root 1.18
2935 root 1.54 enter_player_savebed (op);
2936 root 1.18
2937 root 1.54 op->contr->braced = 0;
2938 root 1.11
2939 root 1.54 /* it is possible that the player has blown something up
2940     * at his savebed location, and that can have long lasting
2941     * spell effects. So first see if there is a spell effect
2942     * on the space that might harm the player.
2943     */
2944     will_kill_again = 0;
2945     for (tmp = GET_MAP_OB (op->map, op->x, op->y); tmp; tmp = tmp->above)
2946     if (tmp->type == SPELL_EFFECT)
2947     will_kill_again |= tmp->attacktype;
2948 elmex 1.1
2949 root 1.54 if (will_kill_again)
2950 root 1.18 {
2951 root 1.54 object *force;
2952     int at;
2953 root 1.18
2954 root 1.54 force = get_archetype (FORCE_NAME);
2955     /* 50 ticks should be enough time for the spell to abate */
2956     force->speed = 0.1;
2957     force->speed_left = -5.0;
2958     SET_FLAG (force, FLAG_APPLIED);
2959     for (at = 0; at < NROFATTACKS; at++)
2960     if (will_kill_again & (1 << at))
2961     force->resist[at] = 100;
2962 root 1.30
2963 root 1.54 insert_ob_in_ob (force, op);
2964     op->update_stats ();
2965 root 1.30
2966 root 1.54 }
2967 root 1.18
2968 root 1.54 new_draw_info (NDI_UNIQUE, 0, op, "YOU HAVE DIED.");
2969 elmex 1.1 }
2970    
2971 root 1.18 void
2972     loot_object (object *op)
2973     { /* Grab and destroy some treasure */
2974     object *tmp, *tmp2, *next;
2975 elmex 1.1
2976 root 1.18 if (op->container)
2977 root 1.54 esrv_apply_container (op, op->container); /* close open sack first */
2978 elmex 1.1
2979 root 1.54 for (tmp = op->inv; tmp; tmp = next)
2980 root 1.18 {
2981     next = tmp->below;
2982 root 1.54
2983 elmex 1.50 if (tmp->invisible)
2984 root 1.18 continue;
2985 root 1.54
2986 root 1.32 tmp->remove ();
2987 root 1.18 tmp->x = op->x, tmp->y = op->y;
2988     if (tmp->type == CONTAINER)
2989     { /* empty container to ground */
2990     loot_object (tmp);
2991     }
2992     if (!QUERY_FLAG (tmp, FLAG_UNIQUE) && (QUERY_FLAG (tmp, FLAG_STARTEQUIP) || QUERY_FLAG (tmp, FLAG_NO_DROP) || !(RANDOM () % 3)))
2993     {
2994     if (tmp->nrof > 1)
2995     {
2996     tmp2 = get_split_ob (tmp, 1 + RANDOM () % (tmp->nrof - 1));
2997 root 1.33 tmp2->destroy ();
2998 root 1.18 insert_ob_in_map (tmp, op->map, NULL, 0);
2999     }
3000     else
3001 root 1.33 tmp->destroy ();
3002 root 1.18 }
3003     else
3004     insert_ob_in_map (tmp, op->map, NULL, 0);
3005     }
3006 elmex 1.1 }
3007    
3008     /*
3009     * fix_weight(): Check recursively the weight of all players, and fix
3010     * what needs to be fixed. Refresh windows and fix speed if anything
3011     * was changed.
3012     */
3013    
3014 root 1.18 void
3015     fix_weight (void)
3016     {
3017 root 1.61 for_all_players (pl)
3018 root 1.18 {
3019     int old = pl->ob->carrying, sum = sum_weight (pl->ob);
3020    
3021     if (old == sum)
3022     continue;
3023 root 1.54 pl->ob->update_stats ();
3024 root 1.18 LOG (llevDebug, "Fixed inventory in %s (%d -> %d)\n", &pl->ob->name, old, sum);
3025     }
3026 elmex 1.1 }
3027    
3028 root 1.18 void
3029     fix_luck (void)
3030     {
3031 root 1.61 for_all_players (pl)
3032 root 1.52 if (!pl->ob->contr->ns->state)
3033 root 1.54 pl->ob->change_luck (0);
3034 elmex 1.1 }
3035    
3036     /* cast_dust() - handles op throwing objects of type 'DUST'.
3037     * This is much simpler in the new spell code - we basically
3038     * just treat this as any other spell casting object.
3039     */
3040 elmex 1.2 void
3041 root 1.18 cast_dust (object *op, object *throw_ob, int dir)
3042 elmex 1.2 {
3043     object *skop, *spob;
3044    
3045     skop = find_skill_by_name (op, throw_ob->skill);
3046    
3047     /* casting POTION 'dusts' is really a use_magic_item skill */
3048     if (op->type == PLAYER && throw_ob->type == POTION && !skop)
3049     {
3050 root 1.18 LOG (llevError, "Player %s lacks critical skill use_magic_item!\n", &op->name);
3051 elmex 1.2 return;
3052     }
3053    
3054     spob = throw_ob->inv;
3055    
3056     // elmex Tue Aug 15 17:19:46 CEST 2006: Added this check to
3057     // not pass NULL to cast_spell (which did indeed check itself, but
3058     // errors should be reported as early as possible IMHO)
3059     if (!spob)
3060     {
3061 root 1.18 LOG (llevError, "cast_dust: thrown object %s (by %s) had no spell in it!", &throw_ob->name, &op->name);
3062 elmex 1.2 return;
3063 elmex 1.1 }
3064    
3065 elmex 1.2 if (op->type == PLAYER)
3066 root 1.14 new_draw_info_format (NDI_UNIQUE, 0, op, "You cast %s.", &spob->name);
3067 elmex 1.2
3068     cast_spell (op, throw_ob, dir, spob, NULL);
3069    
3070 root 1.33 throw_ob->destroy ();
3071 elmex 1.1 }
3072    
3073 root 1.18 void
3074     make_visible (object *op)
3075     {
3076     op->hide = 0;
3077     op->invisible = 0;
3078     if (op->type == PLAYER)
3079     {
3080     op->contr->tmp_invis = 0;
3081     op->contr->invis_race = 0;
3082     }
3083     update_object (op, UP_OBJ_FACE);
3084     }
3085    
3086     int
3087     is_true_undead (object *op)
3088     {
3089     object *tmp = NULL;
3090    
3091     if (QUERY_FLAG (&op->arch->clone, FLAG_UNDEAD))
3092     return 1;
3093    
3094 elmex 1.1 return 0;
3095     }
3096    
3097     /* look at the surrounding terrain to determine
3098     * the hideability of this object. Positive levels
3099     * indicate greater hideability.
3100     */
3101    
3102 root 1.18 int
3103     hideability (object *ob)
3104     {
3105     int i, level = 0, mflag;
3106     sint16 x, y;
3107    
3108     if (!ob || !ob->map)
3109     return 0;
3110    
3111     /* so, on normal lighted maps, its hard to hide */
3112     level = ob->map->darkness - 2;
3113    
3114     /* this also picks up whether the object is glowing.
3115     * If you carry a light on a non-dark map, its not
3116     * as bad as carrying a light on a pitch dark map */
3117     if (has_carried_lights (ob))
3118     level = -(10 + (2 * ob->map->darkness));
3119    
3120     /* scan through all nearby squares for terrain to hide in */
3121     for (i = 0, x = ob->x, y = ob->y; i < 9; i++, x = ob->x + freearr_x[i], y = ob->y + freearr_y[i])
3122     {
3123     mflag = get_map_flags (ob->map, NULL, x, y, NULL, NULL);
3124     if (mflag & P_OUT_OF_MAP)
3125     {
3126     continue;
3127     }
3128     if (mflag & P_BLOCKSVIEW) /* something to hide near! */
3129     level += 2;
3130     else /* open terrain! */
3131     level -= 1;
3132 elmex 1.1 }
3133 root 1.18
3134 elmex 1.1 #if 0
3135 root 1.18 LOG (llevDebug, "hideability of %s is %d\n", ob->name, level);
3136 elmex 1.1 #endif
3137 root 1.18 return level;
3138 elmex 1.1 }
3139    
3140     /* For Hidden creatures - a chance of becoming 'unhidden'
3141     * every time they move - as we subtract off 'invisibility'
3142     * AND, for players, if they move into a ridiculously unhideable
3143     * spot (surrounded by clear terrain in broad daylight). -b.t.
3144     */
3145    
3146 root 1.18 void
3147     do_hidden_move (object *op)
3148     {
3149     int hide = 0, num = random_roll (0, 19, op, PREFER_LOW);
3150     object *skop;
3151    
3152     if (!op || !op->map)
3153     return;
3154    
3155     skop = find_obj_by_type_subtype (op, SKILL, SK_HIDING);
3156    
3157     /* its *extremely* hard to run and sneak/hide at the same time! */
3158     if (op->type == PLAYER && op->contr->run_on)
3159 root 1.85 if (!skop || num >= skop->level)
3160     {
3161     new_draw_info (NDI_UNIQUE, 0, op, "You ran too much! You are no longer hidden!");
3162     make_visible (op);
3163     return;
3164     }
3165     else
3166     num += 20;
3167    
3168 root 1.18 num += op->map->difficulty;
3169     hide = hideability (op); /* modify by terrain hidden level */
3170     num -= hide;
3171 root 1.85
3172 root 1.18 if ((op->type == PLAYER && hide < -10) || ((op->invisible -= num) <= 0))
3173     {
3174     make_visible (op);
3175     if (op->type == PLAYER)
3176     new_draw_info (NDI_UNIQUE, 0, op, "You moved out of hiding! You are visible!");
3177 elmex 1.1 }
3178 root 1.18 else if (op->type == PLAYER && skop)
3179 root 1.85 change_exp (op, calc_skill_exp (op, NULL, skop), skop->skill, 0);
3180 elmex 1.1 }
3181    
3182     /* determine if who is standing near a hostile creature. */
3183    
3184 root 1.18 int
3185     stand_near_hostile (object *who)
3186     {
3187     object *tmp = NULL;
3188     int i, friendly = 0, player = 0, mflags;
3189 root 1.25 maptile *m;
3190 root 1.18 sint16 x, y;
3191    
3192     if (!who)
3193     return 0;
3194    
3195     if (who->type == PLAYER)
3196     player = 1;
3197    
3198     else
3199     friendly = QUERY_FLAG (who, FLAG_FRIENDLY);
3200    
3201     /* search adjacent squares */
3202     for (i = 1; i < 9; i++)
3203     {
3204     x = who->x + freearr_x[i];
3205     y = who->y + freearr_y[i];
3206     m = who->map;
3207     mflags = get_map_flags (m, &m, x, y, &x, &y);
3208     /* space must be blocked if there is a monster. If not
3209     * blocked, don't need to check this space.
3210     */
3211     if (mflags & P_OUT_OF_MAP)
3212     continue;
3213     if (OB_TYPE_MOVE_BLOCK (who, GET_MAP_MOVE_BLOCK (m, x, y)))
3214     continue;
3215    
3216 root 1.49 for (tmp = GET_MAP_OB (m, x, y); tmp; tmp = tmp->above)
3217 root 1.18 {
3218     if ((player ||friendly) &&QUERY_FLAG (tmp, FLAG_MONSTER) && !QUERY_FLAG (tmp, FLAG_UNAGGRESSIVE))
3219     return 1;
3220     else if (tmp->type == PLAYER)
3221     {
3222     /*don't let a hidden DM prevent you from hiding */
3223     if (!QUERY_FLAG (tmp, FLAG_WIZ) || tmp->contr->hidden == 0)
3224 root 1.11 return 1;
3225 root 1.18 }
3226 root 1.11 }
3227 elmex 1.1 }
3228 root 1.18 return 0;
3229 elmex 1.1 }
3230    
3231     /* check the player los field for viewability of the
3232     * object op. This function works fine for monsters,
3233     * but we dont worry if the object isnt the top one in
3234     * a pile (say a coin under a table would return "viewable"
3235     * by this routine). Another question, should we be
3236     * concerned with the direction the player is looking
3237     * in? Realistically, most of use cant see stuff behind
3238     * our backs...on the other hand, does the "facing" direction
3239     * imply the way your head, or body is facing? Its possible
3240     * for them to differ. Sigh, this fctn could get a bit more complex.
3241     * -b.t.
3242     * This function is now map tiling safe.
3243     */
3244    
3245 root 1.18 int
3246     player_can_view (object *pl, object *op)
3247     {
3248     rv_vector rv;
3249     int dx, dy;
3250    
3251     if (pl->type != PLAYER)
3252     {
3253     LOG (llevError, "player_can_view() called for non-player object\n");
3254     return -1;
3255 elmex 1.1 }
3256 root 1.74
3257 root 1.18 if (!pl || !op)
3258 elmex 1.1 return 0;
3259 root 1.18
3260 root 1.74 op = op->head_ ();
3261    
3262 root 1.18 get_rangevector (pl, op, &rv, 0x1);
3263    
3264     /* starting with the 'head' part, lets loop
3265     * through the object and find if it has any
3266     * part that is in the los array but isnt on
3267     * a blocked los square.
3268     * we use the archetype to figure out offsets.
3269     */
3270     while (op)
3271     {
3272     dx = rv.distance_x + op->arch->clone.x;
3273     dy = rv.distance_y + op->arch->clone.y;
3274    
3275     /* only the viewable area the player sees is updated by LOS
3276     * code, so we need to restrict ourselves to that range of values
3277     * for any meaningful values.
3278     */
3279 root 1.52 if (FABS (dx) <= (pl->contr->ns->mapx / 2) &&
3280     FABS (dy) <= (pl->contr->ns->mapy / 2) &&
3281     !pl->contr->blocked_los[dx + (pl->contr->ns->mapx / 2)][dy + (pl->contr->ns->mapy / 2)])
3282 root 1.18 return 1;
3283     op = op->more;
3284     }
3285     return 0;
3286 elmex 1.1 }
3287    
3288     /* routine for both players and monsters. We call this when
3289     * there is a possibility for our action distrubing our hiding
3290     * place or invisiblity spell. Artefact invisiblity is not
3291     * effected by this. If we arent invisible to begin with, we
3292     * return 0.
3293     */
3294 root 1.18 int
3295     action_makes_visible (object *op)
3296     {
3297    
3298     if (op->invisible && QUERY_FLAG (op, FLAG_ALIVE))
3299     {
3300     if (QUERY_FLAG (op, FLAG_MAKE_INVIS))
3301     return 0;
3302    
3303     if (op->contr && op->contr->tmp_invis == 0)
3304     return 0;
3305 elmex 1.1
3306 root 1.18 /* If monsters, they should become visible */
3307     if (op->hide || !op->contr || (op->contr && op->contr->tmp_invis))
3308     {
3309     new_draw_info_format (NDI_UNIQUE, 0, op, "You become %s!", op->hide ? "unhidden" : "visible");
3310     return 1;
3311 root 1.11 }
3312 elmex 1.1 }
3313 root 1.18 return 0;
3314 elmex 1.1 }
3315    
3316     /* op_on_battleground - checks if the given object op (usually
3317     * a player) is standing on a valid battleground-tile,
3318     * function returns TRUE/FALSE. If true x, y returns the battleground
3319     * -exit-coord. (and if x, y not NULL)
3320     * 19 March 2005 - josh@woosworld.net modifed to check if the battleground also has slaying, maxhp, and maxsp set
3321     * and if those are all set and the player has a marker that matches the slaying send them to a different x, y
3322     * Default is to do the same as before, so only people wanting to have different points need worry about this
3323     */
3324 root 1.18 int
3325     op_on_battleground (object *op, int *x, int *y)
3326     {
3327 elmex 1.1 object *tmp;
3328 root 1.18
3329 elmex 1.1 /* A battleground-tile needs the following attributes to be valid:
3330     * is_floor 1 (has to be the FIRST floor beneath the player's feet),
3331     * name="battleground", no_pick 1, type=58 (type BATTLEGROUND)
3332     * and the exit-coordinates sp/hp must both be > 0.
3333     * => The intention here is to prevent abuse of the battleground-
3334     * feature (like pickable or hidden battleground tiles). */
3335 root 1.18 for (tmp = op->below; tmp != NULL; tmp = tmp->below)
3336     {
3337     if (QUERY_FLAG (tmp, FLAG_IS_FLOOR))
3338     {
3339     if (QUERY_FLAG (tmp, FLAG_NO_PICK) &&
3340     strcmp (tmp->name, "battleground") == 0 && tmp->type == BATTLEGROUND && EXIT_X (tmp) && EXIT_Y (tmp))
3341     {
3342     /*before we assign the exit, check if this is a teambattle */
3343     if (EXIT_ALT_X (tmp) && EXIT_ALT_Y (tmp) && EXIT_PATH (tmp))
3344     {
3345     object *invtmp;
3346    
3347     for (invtmp = op->inv; invtmp != NULL; invtmp = invtmp->below)
3348     {
3349     if (invtmp->type == FORCE && invtmp->slaying && !strcmp (EXIT_PATH (tmp), invtmp->slaying))
3350     {
3351     if (x != NULL && y != NULL)
3352     *x = EXIT_ALT_X (tmp), *y = EXIT_ALT_Y (tmp);
3353     return 1;
3354     }
3355     }
3356     }
3357     if (x != NULL && y != NULL)
3358     *x = EXIT_X (tmp), *y = EXIT_Y (tmp);
3359     return 1;
3360     }
3361     }
3362 elmex 1.1 }
3363     /* If we got here, did not find a battleground */
3364     return 0;
3365     }
3366    
3367     /*
3368     * When a dragon-player gains a new stage of evolution,
3369     * he gets some treasure
3370     *
3371     * attributes:
3372     * object *who the dragon player
3373     * int atnr the attack-number of the ability focus
3374     * int level ability level
3375     */
3376 root 1.18 void
3377     dragon_ability_gain (object *who, int atnr, int level)
3378     {
3379     treasurelist *trlist = NULL; /* treasurelist */
3380     treasure *tr; /* treasure */
3381     object *tmp, *skop; /* tmp. object */
3382     object *item; /* treasure object */
3383     char buf[MAX_BUF]; /* tmp. string buffer */
3384     int i = 0, j = 0;
3385    
3386     /* get the appropriate treasurelist */
3387     if (atnr == ATNR_FIRE)
3388     trlist = find_treasurelist ("dragon_ability_fire");
3389     else if (atnr == ATNR_COLD)
3390     trlist = find_treasurelist ("dragon_ability_cold");
3391     else if (atnr == ATNR_ELECTRICITY)
3392     trlist = find_treasurelist ("dragon_ability_elec");
3393     else if (atnr == ATNR_POISON)
3394     trlist = find_treasurelist ("dragon_ability_poison");
3395    
3396     if (trlist == NULL || who->type != PLAYER)
3397     return;
3398    
3399     for (i = 0, tr = trlist->items; tr != NULL && i < level - 1; tr = tr->next, i++);
3400    
3401 elmex 1.82 if (!tr || !tr->item)
3402 root 1.18 {
3403     /* LOG(llevDebug, "-> no more treasure for %s\n", change_resist_msg[atnr]); */
3404     return;
3405 elmex 1.1 }
3406    
3407 root 1.18 /* everything seems okay - now bring on the gift: */
3408     item = &(tr->item->clone);
3409 elmex 1.1
3410 root 1.18 if (item->type == SPELL)
3411     {
3412     if (check_spell_known (who, item->name))
3413 root 1.11 return;
3414 root 1.18
3415     new_draw_info_format (NDI_UNIQUE | NDI_BLUE, 0, who, "You gained the ability of %s", &item->name);
3416     do_learn_spell (who, item, 0);
3417     return;
3418 elmex 1.1 }
3419    
3420 root 1.18 /* grant direct spell */
3421     if (item->type == SPELLBOOK)
3422     {
3423     if (!item->inv)
3424     {
3425     LOG (llevDebug, "dragon_ability_gain: Broken spellbook %s\n", &item->name);
3426     return;
3427     }
3428     if (check_spell_known (who, item->inv->name))
3429     return;
3430     if (item->invisible)
3431     {
3432     new_draw_info_format (NDI_UNIQUE | NDI_BLUE, 0, who, "You gained the ability of %s", &item->inv->name);
3433     do_learn_spell (who, item->inv, 0);
3434     return;
3435 root 1.11 }
3436 root 1.18 }
3437     else if (item->type == SKILL_TOOL && item->invisible)
3438     {
3439     if (item->subtype == SK_CLAWING && (skop = find_skill_by_name (who, item->skill)) != NULL)
3440     {
3441    
3442     /* should this perhaps be (skop->attackyp & item->attacktype)!=item->attacktype ...
3443     * in this way, if the player is missing any of the attacktypes, he gets
3444     * them. As it is now, if the player has any that match the granted skill,
3445     * but not all of them, he gets nothing.
3446     */
3447     if (!(skop->attacktype & item->attacktype))
3448     {
3449     /* Give new attacktype */
3450     skop->attacktype |= item->attacktype;
3451    
3452     /* always add physical if there's none */
3453     skop->attacktype |= AT_PHYSICAL;
3454    
3455     if (item->msg != NULL)
3456     new_draw_info (NDI_UNIQUE | NDI_BLUE, 0, who, item->msg);
3457    
3458     /* Give player new face */
3459     if (item->animation_id)
3460     {
3461     who->face = skop->face;
3462     who->animation_id = item->animation_id;
3463     who->anim_speed = item->anim_speed;
3464     who->last_anim = 0;
3465     who->state = 0;
3466     animate_object (who, who->direction);
3467     }
3468     }
3469 root 1.11 }
3470 elmex 1.1 }
3471 root 1.18 else if (item->type == FORCE)
3472     {
3473     /* forces in the treasurelist can alter the player's stats */
3474     object *skin;
3475 elmex 1.1
3476 root 1.18 /* first get the dragon skin force */
3477 root 1.52 shstr_cmp dragon_skin_force ("dragon_skin_force");
3478     for (skin = who->inv; skin && !(skin->arch->name == dragon_skin_force); skin = skin->below)
3479     ;
3480    
3481     if (!skin)
3482 root 1.18 return;
3483    
3484     /* adding new spellpath attunements */
3485     if (item->path_attuned > 0 && !(skin->path_attuned & item->path_attuned))
3486     {
3487     skin->path_attuned |= item->path_attuned; /* add attunement to skin */
3488    
3489     /* print message */
3490     sprintf (buf, "You feel attuned to ");
3491     for (i = 0, j = 0; i < NRSPELLPATHS; i++)
3492     {
3493     if (item->path_attuned & (1 << i))
3494     {
3495     if (j)
3496     strcat (buf, " and ");
3497     else
3498     j = 1;
3499     strcat (buf, spellpathnames[i]);
3500     }
3501     }
3502     strcat (buf, ".");
3503     new_draw_info (NDI_UNIQUE | NDI_BLUE, 0, who, buf);
3504     }
3505    
3506     /* evtl. adding flags: */
3507     if (QUERY_FLAG (item, FLAG_XRAYS))
3508     SET_FLAG (skin, FLAG_XRAYS);
3509     if (QUERY_FLAG (item, FLAG_STEALTH))
3510     SET_FLAG (skin, FLAG_STEALTH);
3511     if (QUERY_FLAG (item, FLAG_SEE_IN_DARK))
3512     SET_FLAG (skin, FLAG_SEE_IN_DARK);
3513    
3514     /* print message if there is one */
3515     if (item->msg != NULL)
3516     new_draw_info (NDI_UNIQUE | NDI_BLUE, 0, who, item->msg);
3517     }
3518     else
3519     {
3520     /* generate misc. treasure */
3521     tmp = arch_to_object (tr->item);
3522     new_draw_info_format (NDI_UNIQUE | NDI_BLUE, 0, who, "You gained %s", query_short_name (tmp));
3523     tmp = insert_ob_in_ob (tmp, who);
3524     if (who->type == PLAYER)
3525     esrv_send_item (who, tmp);
3526 elmex 1.1 }
3527     }
3528    
3529     /**
3530     * Unready an object for a player. This function does nothing if the object was
3531     * not readied.
3532     */
3533 root 1.18 void
3534     player_unready_range_ob (player *pl, object *ob)
3535     {
3536     rangetype i;
3537 elmex 1.1
3538 root 1.18 for (i = (rangetype) 0; i < range_size; i = (rangetype) ((int) i + 1))
3539     {
3540     if (pl->ranges[i] == ob)
3541     {
3542     pl->ranges[i] = NULL;
3543     if (pl->shoottype == i)
3544     {
3545     pl->shoottype = range_none;
3546 elmex 1.1 }
3547     }
3548     }
3549     }