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/cvs/deliantra/server/server/player.C
Revision: 1.93
Committed: Mon Jan 8 14:11:05 2007 UTC (17 years, 5 months ago) by root
Content type: text/plain
Branch: MAIN
Changes since 1.92: +27 -14 lines
Log Message:
quick and dirty emergency fix

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 root 1.92 CLEAR_FLAG (ob, FLAG_FRIENDLY);
186     add_friendly_object (ob);
187 root 1.89 enter_map ();
188     }
189    
190     void
191     player::deactivate ()
192     {
193     if (!active)
194     return;
195    
196     terminate_all_pets (ob);
197 root 1.92 remove_friendly_object (ob);
198 root 1.89 ob->deactivate_recursive ();
199     ob->remove ();
200     ob->map = 0;
201    
202 root 1.92 // for weird reasons, this is often "ob", keeping a circular reference
203     ranges [range_skill] = 0;
204    
205 root 1.89 players.erase (this);
206     }
207    
208 root 1.56 // connect the player with a specific client
209     // also changed, rationalises, and fixes some incorrect settings
210 root 1.54 void
211     player::connect (client *ns)
212 root 1.18 {
213 root 1.54 this->ns = ns;
214     ns->pl = this;
215    
216     ns->update_look = 0;
217     ns->look_position = 0;
218    
219     clear_los (ob);
220    
221 root 1.93 //TODO: must move into client
222     /* we need to clear these to -1 and not zero - otherwise,
223     * if a player quits and starts a new character, we wont
224     * send new values to the client, as things like exp start
225     * at zero.
226     */
227     for (int i = 0; i < NUM_SKILLS; i++)
228     last_skill_exp[i] = -1;
229    
230     for (int i = 0; i < NROFATTACKS; i++)
231     last_resist[i] = -1;
232    
233     last_weapon_sp = -1;
234     last_level = -1;
235     last_stats.exp = -1;
236     last_weight = (uint32) - 1;
237     last_flags = 0;
238     last_weight = 0;
239     last_weight_limit = 0;
240     last_path_attuned = 0;
241     last_path_repelled = 0;
242     last_path_denied = 0;
243     last_speed = 0;
244     run_on = 0;
245     fire_on = 0;
246     memset (&last_stats, 0, sizeof (living)); //TODO dirty
247    
248 root 1.57 /* make sure he's a player -- needed because of class change. */
249 root 1.54 ob->type = PLAYER; // we are paranoid
250     ob->race = ob->arch->clone.race;
251 elmex 1.1
252 root 1.56 if (!legal_range (ob, shoottype))
253     shoottype = range_none;
254 root 1.44
255 root 1.54 ob->carrying = sum_weight (ob);
256     link_player_skills (ob);
257 elmex 1.1
258 root 1.56 CLEAR_FLAG (ob, FLAG_NO_FIX_PLAYER);
259 elmex 1.1
260 root 1.54 assign (title, ob->arch->clone.name);
261 root 1.15
262 root 1.54 /* can_use_shield is a new flag. However, the can_use.. seems to largely come
263     * from the class, and not race. I don't see any way to get the class information
264     * to then update this. I don't think this will actually break anything - anyone
265     * that can use armour should be able to use a shield. What this may 'break'
266     * are features new characters get, eg, if someone starts up with a Q, they
267     * should be able to use a shield. However, old Q's won't get that advantage.
268 root 1.15 */
269 root 1.54 if (QUERY_FLAG (ob, FLAG_USE_ARMOUR))
270     SET_FLAG (ob, FLAG_USE_SHIELD);
271    
272     /* if it's a dragon player, set the correct title here */
273     if (is_dragon_pl (ob))
274     {
275     object *tmp, *abil = 0, *skin = 0;
276    
277     shstr_cmp dragon_ability_force ("dragon_ability_force");
278     shstr_cmp dragon_skin_force ("dragon_skin_force");
279    
280     for (tmp = ob->inv; tmp; tmp = tmp->below)
281     if (tmp->type == FORCE)
282     if (tmp->arch->name == dragon_ability_force)
283     abil = tmp;
284     else if (tmp->arch->name == dragon_skin_force)
285     skin = tmp;
286    
287     set_dragon_name (ob, abil, skin);
288     }
289    
290     new_draw_info (NDI_UNIQUE, 0, ob, "Welcome Back!");
291    
292 root 1.60 esrv_new_player (this, ob->weight + ob->carrying);
293    
294     ob->update_stats ();
295 root 1.54 ns->floorbox_update ();
296    
297     esrv_send_inventory (ob, ob);
298     esrv_add_spells (this, 0);
299    
300 root 1.89 activate ();
301 root 1.54
302 root 1.59 send_rules (ob);
303     send_news (ob);
304     display_motd (ob);
305 root 1.78
306     INVOKE_PLAYER (CONNECT, this);
307 root 1.54 INVOKE_PLAYER (LOGIN, this);
308     }
309 elmex 1.1
310 root 1.62 void
311     player::disconnect ()
312     {
313 root 1.63 if (ns)
314 root 1.72 {
315 root 1.89 if (active)
316     INVOKE_PLAYER (LOGOUT, this, ARG_INT (0));
317 root 1.78
318     INVOKE_PLAYER (DISCONNECT, this);
319 root 1.72
320     ns->pl = 0;
321     this->ns = 0;
322 root 1.89 }
323 root 1.72
324 root 1.89 deactivate ();
325 root 1.62 }
326    
327 root 1.54 // the need for this function can be explained
328     // by load_object not returning the object
329     void
330     player::set_object (object *op)
331     {
332     ob = op;
333     ob->contr = this; /* this aren't yet in archetype */
334 root 1.15
335 root 1.54 ob->speed_left = 0.5;
336     ob->speed = 1.0;
337     ob->direction = 5; /* So player faces south */
338     ob->stats.wc = 2;
339     ob->run_away = 25; /* Then we panick... */
340 root 1.15
341 root 1.54 ob->roll_stats ();
342     }
343 root 1.15
344 root 1.54 player::player ()
345     {
346 pippijn 1.81 /* There are some elements we want initialised to non zero value -
347 root 1.54 * we deal with that below this point.
348     */
349     outputs_sync = 16; /* Every 2 seconds */
350     outputs_count = 8; /* Keeps present behaviour */
351     unapply = unapply_nochoice;
352    
353 root 1.77 savebed_map = first_map_path; /* Init. respawn position */
354 root 1.54
355     gen_sp_armour = 10;
356     last_speed = -1;
357     shoottype = range_none;
358     bowtype = bow_normal;
359     petmode = pet_normal;
360     listening = 10;
361     usekeys = containers;
362     last_weapon_sp = -1;
363     peaceful = 1; /* default peaceful */
364     do_los = 1;
365     }
366    
367 root 1.62 void
368     player::do_destroy ()
369 root 1.54 {
370 root 1.72 disconnect ();
371 root 1.62
372 root 1.72 attachable::do_destroy ();
373 root 1.62
374 root 1.54 if (ob)
375 root 1.69 {
376     ob->destroy_inv (false);
377     ob->destroy ();
378     }
379 root 1.62 }
380    
381     player::~player ()
382     {
383 root 1.54 /* Clear item stack */
384     free (stack_items);
385 elmex 1.1 }
386    
387 root 1.54 /* Tries to add player on the connection passed in ns.
388 elmex 1.1 * All we can really get in this is some settings like host and display
389     * mode.
390     */
391 root 1.54 player *
392     player::create ()
393 root 1.18 {
394 root 1.54 player *pl = new player;
395 root 1.38
396 root 1.54 pl->set_object (arch_to_object (get_player_archetype (0)));
397 root 1.76 set_first_map (pl->ob);
398 root 1.26
399 root 1.54 return pl;
400 elmex 1.1 }
401    
402     /*
403     * get_player_archetype() return next player archetype from archetype
404     * list. Not very efficient routine, but used only creating new players.
405     * Note: there MUST be at least one player archetype!
406     */
407 root 1.18 archetype *
408     get_player_archetype (archetype *at)
409 elmex 1.1 {
410 root 1.18 archetype *start = at;
411    
412     for (;;)
413     {
414     if (at == NULL || at->next == NULL)
415     at = first_archetype;
416     else
417     at = at->next;
418 root 1.46
419 root 1.18 if (at->clone.type == PLAYER)
420     return at;
421 root 1.46
422 root 1.18 if (at == start)
423     {
424     LOG (llevError, "No Player archetypes\n");
425     exit (-1);
426 root 1.11 }
427 elmex 1.1 }
428     }
429    
430 root 1.18 object *
431     get_nearest_player (object *mon)
432     {
433     object *op = NULL;
434     objectlink *ol;
435     unsigned lastdist;
436     rv_vector rv;
437    
438 root 1.92 for (ol = first_friendly_object, lastdist = 1000; ol; ol = ol->next)
439 root 1.18 {
440     /* We should not find free objects on this friendly list, but it
441     * does periodically happen. Given that, lets deal with it.
442     * While unlikely, it is possible the next object on the friendly
443     * list is also free, so encapsulate this in a while loop.
444     */
445     while (QUERY_FLAG (ol->ob, FLAG_FREED) || !QUERY_FLAG (ol->ob, FLAG_FRIENDLY))
446     {
447     object *tmp = ol->ob;
448    
449     /* Can't do much more other than log the fact, because the object
450     * itself will have been cleared.
451     */
452 root 1.92 LOG (llevDebug, "get_nearest_player: Found free/non friendly object '%s' on friendly list\n",
453     tmp->debug_desc ());
454 root 1.18 ol = ol->next;
455     remove_friendly_object (tmp);
456     if (!ol)
457     return op;
458     }
459 root 1.11
460 root 1.18 /* Remove special check for player from this. First, it looks to cause
461     * some crashes (ol->ob->contr not set properly?), but secondly, a more
462     * complicated method of state checking would be needed in any case -
463     * as it was, a clever player could type quit, and the function would
464     * skip them over while waiting for confirmation. Remove
465     * on_same_map check, as can_detect_enemy also does this
466     */
467     if (!can_detect_enemy (mon, ol->ob, &rv))
468     continue;
469 root 1.11
470 root 1.18 if (lastdist > rv.distance)
471     {
472     op = ol->ob;
473     lastdist = rv.distance;
474 root 1.11 }
475 elmex 1.1 }
476 root 1.61
477     for_all_players (pl)
478     if (can_detect_enemy (mon, pl->ob, &rv))
479     if (lastdist > rv.distance)
480 root 1.18 {
481 root 1.61 op = pl->ob;
482     lastdist = rv.distance;
483     }
484 elmex 1.1
485     #if 0
486 root 1.18 LOG (llevDebug, "get_nearest_player() finds player: %s\n", op ? &op->name : "(null)");
487 elmex 1.1 #endif
488 root 1.18 return op;
489 elmex 1.1 }
490    
491     /* I believe this can safely go to 2, 3 is questionable, 4 will likely
492     * result in a monster paths backtracking. It basically determines how large a
493     * detour a monster will take from the direction path when looking
494     * for a path to the player. The values are in the amount of direction
495     * the deviation is
496     */
497     #define DETOUR_AMOUNT 2
498    
499     /* This is used to prevent infinite loops. Consider a case where the
500     * player is in a chamber (with gate closed), and monsters are outside.
501     * with DETOUR_AMOUNT==2, the function will turn each corner, trying to
502     * find a path into the chamber. This is a good thing, but since there
503     * is no real path, it will just keep circling the chamber for
504     * ever (this could be a nice effect for monsters, but not for the function
505     * to get stuck in. I think for the monsters, if max is reached and
506     * we return the first direction the creature could move would result in the
507     * circling behaviour. Unfortunately, this function is also used to determined
508     * if the creature should cast a spell, so returning a direction in that case
509     * is probably not a good thing.
510     */
511     #define MAX_SPACES 50
512    
513     /*
514     * Returns the direction to the player, if valid. Returns 0 otherwise.
515     * modified to verify there is a path to the player. Does this by stepping towards
516     * player and if path is blocked then see if blockage is close enough to player that
517     * direction to player is changed (ie zig or zag). Continue zig zag until either
518     * reach player or path is blocked. Thus, will only return true if there is a free
519     * path to player. Though path may not be a straight line. Note that it will find
520     * player hiding along a corridor at right angles to the corridor with the monster.
521     *
522     * Modified by MSW 2001-08-06 to handle tiled maps. Various notes:
523     * 1) With DETOUR_AMOUNT being 2, it should still go and find players hiding
524     * down corriders.
525     * 2) I think the old code was broken if the first direction the monster
526     * should move was blocked - the code would store the first direction without
527     * verifying that the player can actually move in that direction. The new
528     * code does not store anything in firstdir until we have verified that the
529     * monster can in fact move one space in that direction.
530     * 3) I'm not sure how good this code will be for moving multipart monsters,
531     * since only simple checks to blocked are being called, which could mean the monster
532     * is blocking itself.
533     */
534 root 1.18 int
535     path_to_player (object *mon, object *pl, unsigned mindiff)
536     {
537     rv_vector rv;
538     sint16 x, y;
539     int lastx, lasty, dir, i, diff, firstdir = 0, lastdir, max = MAX_SPACES, mflags, blocked;
540 root 1.25 maptile *m, *lastmap;
541 root 1.18
542     get_rangevector (mon, pl, &rv, 0);
543    
544     if (rv.distance < mindiff)
545     return 0;
546    
547     x = mon->x;
548     y = mon->y;
549     m = mon->map;
550     dir = rv.direction;
551     lastdir = firstdir = rv.direction; /* perhaps we stand next to pl, init firstdir too */
552     diff = FABS (rv.distance_x) > FABS (rv.distance_y) ? FABS (rv.distance_x) : FABS (rv.distance_y);
553     /* If we can't solve it within the search distance, return now. */
554     if (diff > max)
555     return 0;
556     while (diff > 1 && max > 0)
557     {
558     lastx = x;
559     lasty = y;
560     lastmap = m;
561     x = lastx + freearr_x[dir];
562     y = lasty + freearr_y[dir];
563    
564     mflags = get_map_flags (m, &m, x, y, &x, &y);
565     blocked = (mflags & P_OUT_OF_MAP) ? MOVE_ALL : GET_MAP_MOVE_BLOCK (m, x, y);
566    
567     /* Space is blocked - try changing direction a little */
568     if ((mflags & P_OUT_OF_MAP) || ((OB_TYPE_MOVE_BLOCK (mon, blocked) || (mflags & P_BLOCKSVIEW))
569     && (m == mon->map && blocked_link (mon, m, x, y))))
570     {
571     /* recalculate direction from last good location. Possible
572     * we were not traversing ideal location before.
573     */
574     get_rangevector_from_mapcoord (lastmap, lastx, lasty, pl, &rv, 0);
575     if (rv.direction != dir)
576     {
577     /* OK - says direction should be different - lets reset the
578     * the values so it will try again.
579     */
580     x = lastx;
581     y = lasty;
582     m = lastmap;
583     dir = firstdir = rv.direction;
584     }
585     else
586     {
587     /* direct path is blocked - try taking a side step to
588     * either the left or right.
589     * Note increase the values in the loop below to be
590     * more than -1/1 respectively will mean the monster takes
591     * bigger detour. Have to be careful about these values getting
592     * too big (3 or maybe 4 or higher) as the monster may just try
593     * stepping back and forth
594     */
595     for (i = -DETOUR_AMOUNT; i <= DETOUR_AMOUNT; i++)
596     {
597     if (i == 0)
598     continue; /* already did this, so skip it */
599     /* Use lastdir here - otherwise,
600     * since the direction that the creature should move in
601     * may change, you could get infinite loops.
602     * ie, player is northwest, but monster can only
603     * move west, so it does that. It goes some distance,
604     * gets blocked, finds that it should move north,
605     * can't do that, but now finds it can move east, and
606     * gets back to its original point. lastdir contains
607     * the last direction the creature has successfully
608     * moved.
609     */
610    
611     x = lastx + freearr_x[absdir (lastdir + i)];
612     y = lasty + freearr_y[absdir (lastdir + i)];
613     m = lastmap;
614     mflags = get_map_flags (m, &m, x, y, &x, &y);
615     if (mflags & P_OUT_OF_MAP)
616     continue;
617     blocked = GET_MAP_MOVE_BLOCK (m, x, y);
618     if (OB_TYPE_MOVE_BLOCK (mon, blocked))
619     continue;
620     if (mflags & P_BLOCKSVIEW)
621     continue;
622    
623     if (m == mon->map && blocked_link (mon, m, x, y))
624     break;
625     }
626     /* go through entire loop without finding a valid
627     * sidestep to take - thus, no valid path.
628     */
629     if (i == (DETOUR_AMOUNT + 1))
630     return 0;
631     diff--;
632     lastdir = dir;
633     max--;
634     if (!firstdir)
635     firstdir = dir + i;
636     } /* else check alternate directions */
637     } /* if blocked */
638     else
639     {
640     /* we moved towards creature, so diff is less */
641     diff--;
642     max--;
643     lastdir = dir;
644     if (!firstdir)
645     firstdir = dir;
646     }
647     if (diff <= 1)
648     {
649     /* Recalculate diff (distance) because we may not have actually
650     * headed toward player for entire distance.
651     */
652     get_rangevector_from_mapcoord (m, x, y, pl, &rv, 0);
653     diff = FABS (rv.distance_x) > FABS (rv.distance_y) ? FABS (rv.distance_x) : FABS (rv.distance_y);
654     }
655     if (diff > max)
656     return 0;
657     }
658     /* If we reached the max, didn't find a direction in time */
659     if (!max)
660     return 0;
661    
662     return firstdir;
663     }
664    
665     void
666     give_initial_items (object *pl, treasurelist * items)
667     {
668     object *op, *next = NULL;
669    
670     if (pl->randomitems != NULL)
671     create_treasure (items, pl, GT_STARTEQUIP | GT_ONLY_GOOD, 1, 0);
672    
673     for (op = pl->inv; op; op = next)
674     {
675     next = op->below;
676    
677     /* Forces get applied per default, unless they have the
678     * flag "neutral" set. Sorry but I can't think of a better way
679     */
680     if (op->type == FORCE && !QUERY_FLAG (op, FLAG_NEUTRAL))
681     SET_FLAG (op, FLAG_APPLIED);
682    
683     /* we never give weapons/armour if these cannot be used
684     * by this player due to race restrictions
685     */
686     if (pl->type == PLAYER)
687     {
688     if ((!QUERY_FLAG (pl, FLAG_USE_ARMOUR) &&
689     (op->type == ARMOUR || op->type == BOOTS ||
690     op->type == CLOAK || op->type == HELMET ||
691     op->type == SHIELD || op->type == GLOVES ||
692     op->type == BRACERS || op->type == GIRDLE)) || (!QUERY_FLAG (pl, FLAG_USE_WEAPON) && op->type == WEAPON))
693     {
694 root 1.33 op->destroy ();
695 root 1.18 continue;
696     }
697 root 1.11 }
698    
699 root 1.18 /* This really needs to be better - we should really give
700     * a substitute spellbook. The problem is that we don't really
701     * have a good idea what to replace it with (need something like
702     * a first level treasurelist for each skill.)
703     * remove duplicate skills also
704     */
705     if (op->type == SPELLBOOK || op->type == SKILL)
706     {
707     object *tmp;
708 elmex 1.1
709 root 1.18 for (tmp = op->below; tmp; tmp = tmp->below)
710     if (tmp->type == op->type && tmp->name == op->name)
711     break;
712 root 1.11
713 root 1.18 if (tmp)
714     {
715 root 1.33 op->destroy ();
716 root 1.18 LOG (llevError, "give_initial_items: Removing duplicate object %s\n", &tmp->name);
717     continue;
718 root 1.11 }
719 root 1.33
720 root 1.18 if (op->nrof > 1)
721     op->nrof = 1;
722 root 1.11 }
723 elmex 1.1
724 root 1.18 if (op->type == SPELLBOOK && op->inv)
725     {
726     CLEAR_FLAG (op->inv, FLAG_STARTEQUIP);
727 root 1.11 }
728    
729 root 1.18 /* Give starting characters identified, uncursed, and undamned
730     * items. Just don't identify gold or silver, or it won't be
731     * merged properly.
732     */
733     if (need_identify (op))
734     {
735     SET_FLAG (op, FLAG_IDENTIFIED);
736     CLEAR_FLAG (op, FLAG_CURSED);
737     CLEAR_FLAG (op, FLAG_DAMNED);
738     }
739     if (op->type == SPELL)
740     {
741 root 1.33 op->destroy ();
742 root 1.18 continue;
743     }
744     else if (op->type == SKILL)
745     {
746     SET_FLAG (op, FLAG_CAN_USE_SKILL);
747     op->stats.exp = 0;
748     op->level = 1;
749 root 1.11 }
750 root 1.18 /* lock all 'normal items by default */
751     else
752     SET_FLAG (op, FLAG_INV_LOCKED);
753     } /* for loop of objects in player inv */
754    
755     /* Need to set up the skill pointers */
756     link_player_skills (pl);
757     }
758    
759     void
760     get_party_password (object *op, partylist *party)
761     {
762     if (party == NULL)
763     {
764     LOG (llevError, "get_party_password(): tried to make player %s join a NULL party", &op->name);
765     return;
766 elmex 1.1 }
767 root 1.54
768 root 1.18 op->contr->write_buf[0] = '\0';
769 root 1.52 op->contr->ns->state = ST_GET_PARTY_PASSWORD;
770 root 1.18 op->contr->party_to_join = party;
771 root 1.52 send_query (op->contr->ns, CS_QUERY_HIDEINPUT, "What is the password?\n:");
772 elmex 1.1 }
773    
774     /* This rolls four 1-6 rolls and sums the best 3 of the 4. */
775 root 1.54 static int
776 root 1.18 roll_stat (void)
777     {
778     int a[4], i, j, k;
779    
780     for (i = 0; i < 4; i++)
781     a[i] = (int) RANDOM () % 6 + 1;
782    
783     for (i = 0, j = 0, k = 7; i < 4; i++)
784     if (a[i] < k)
785     k = a[i], j = i;
786    
787     for (i = 0, k = 0; i < 4; i++)
788 root 1.54 if (i != j)
789     k += a[i];
790    
791 root 1.18 return k;
792     }
793    
794     void
795 root 1.54 object::roll_stats ()
796 root 1.18 {
797 root 1.54 int statsort [7];
798 root 1.18
799 root 1.54 for (;;)
800 root 1.18 {
801 root 1.54 int sum = 0;
802     for (int i = 7; i--; )
803     sum += statsort [i] = roll_stat ();
804    
805     if (sum >= 82 && sum <= 116)
806     break;
807 root 1.18 }
808    
809 root 1.54 // Sort the stats so that rerolling is easier...
810     std::sort (statsort, statsort + 7, std::greater<int>());
811 root 1.18
812 root 1.54 stats.Str = statsort[0];
813     stats.Dex = statsort[1];
814     stats.Con = statsort[2];
815     stats.Int = statsort[3];
816     stats.Wis = statsort[4];
817     stats.Pow = statsort[5];
818     stats.Cha = statsort[6];
819 root 1.18
820 root 1.54 stats.exp = 0;
821     stats.ac = 0;
822 root 1.18
823 root 1.54 stats.hp = stats.maxhp;
824     stats.sp = stats.maxsp;
825     stats.grace = stats.maxgrace;
826 root 1.18
827 root 1.54 if (contr)
828     {
829     contr->levhp[1] = 9;
830     contr->levsp[1] = 6;
831     contr->levgrace[1] = 3;
832 root 1.18
833 root 1.54 contr->orig_stats = stats;
834     }
835 root 1.18 }
836    
837     void
838 root 1.54 object::swap_stats (int a, int b)
839 root 1.18 {
840 root 1.54 int tmp = get_attr_value (&contr->orig_stats, a);
841     set_attr_value (&contr->orig_stats, a, get_attr_value (&contr->orig_stats, b));
842     set_attr_value (&contr->orig_stats, b, tmp);
843 elmex 1.1
844 root 1.54 stats.Str = contr->orig_stats.Str;
845     stats.Dex = contr->orig_stats.Dex;
846     stats.Con = contr->orig_stats.Con;
847     stats.Int = contr->orig_stats.Int;
848     stats.Wis = contr->orig_stats.Wis;
849     stats.Pow = contr->orig_stats.Pow;
850     stats.Cha = contr->orig_stats.Cha;
851 elmex 1.1
852 root 1.54 //TODO: the following code looks so borked and should, at the very least,
853     // be merged with the similar code in roll_stats
854     stats.ac = 0;
855 elmex 1.1
856 root 1.54 level = 1;
857     stats.exp = 0;
858     stats.ac = 0;
859 elmex 1.1
860 root 1.54 stats.hp = stats.maxhp;
861     stats.sp = stats.maxsp;
862     stats.grace = stats.maxgrace;
863 elmex 1.1
864 root 1.54 if (contr)
865 root 1.18 {
866 root 1.54 contr->levhp[1] = 9;
867     contr->levsp[1] = 6;
868     contr->levgrace[1] = 3;
869 root 1.18
870 root 1.54 contr->orig_stats = stats;
871 elmex 1.1 }
872     }
873    
874 root 1.73 static void
875     start_info (object *op)
876     {
877     char buf[MAX_BUF];
878    
879     sprintf (buf, "Welcome to Crossfire v%s!", VERSION);
880     new_draw_info (NDI_UNIQUE, 0, op, buf);
881     //new_draw_info (NDI_UNIQUE, 0, op, "Press `?' for help");
882     //new_draw_info (NDI_UNIQUE, 0, op, " ");
883     }
884    
885 elmex 1.1 /* This function takes the key that is passed, and does the
886     * appropriate action with it (change race, or other things).
887     * The function name is for historical reasons - now we have
888     * separate race and class; this actually changes the RACE,
889     * not the class.
890     */
891 root 1.18 int
892     key_change_class (object *op, char key)
893 elmex 1.1 {
894 root 1.18 int tmp_loop;
895 elmex 1.1
896 root 1.18 if (key == 'd' || key == 'D')
897     {
898     char buf[MAX_BUF];
899 elmex 1.1
900 root 1.18 /* this must before then initial items are given */
901     esrv_new_player (op->contr, op->weight + op->carrying);
902 elmex 1.36
903     treasurelist *tl = find_treasurelist ("starting_wealth");
904     if (tl)
905     create_treasure (tl, op, 0, 0, 0);
906 elmex 1.1
907 root 1.18 INVOKE_PLAYER (BIRTH, op->contr);
908     INVOKE_PLAYER (LOGIN, op->contr);
909 elmex 1.1
910 root 1.52 op->contr->ns->state = ST_PLAYING;
911 root 1.11
912 root 1.18 if (op->msg)
913     op->msg = NULL;
914 elmex 1.1
915 root 1.18 /* We create this now because some of the unique maps will need it
916     * to save here.
917     */
918     sprintf (buf, "%s/%s/%s", settings.localdir, settings.playerdir, &op->name);
919     make_path_to_file (buf);
920 elmex 1.1
921     #ifdef AUTOSAVE
922 root 1.18 op->contr->last_save_tick = pticks;
923 elmex 1.1 #endif
924 root 1.18 start_info (op);
925     CLEAR_FLAG (op, FLAG_WIZ);
926     give_initial_items (op, op->randomitems);
927     link_player_skills (op);
928     esrv_send_inventory (op, op);
929 root 1.54 op->update_stats ();
930 elmex 1.1
931 root 1.18 /* This moves the player to a different start map, if there
932     * is one for this race
933     */
934     if (*first_map_ext_path)
935     {
936     object *tmp;
937     char mapname[MAX_BUF];
938    
939 root 1.77 snprintf (mapname, MAX_BUF - 1, "%s/%s", &first_map_ext_path, &op->arch->name);
940 root 1.33 tmp = object::create ();
941 root 1.18 EXIT_PATH (tmp) = mapname;
942 root 1.77 EXIT_X (tmp) = op->x;
943     EXIT_Y (tmp) = op->y;
944 root 1.74 op->enter_exit (tmp); /* we don't really care if it succeeded;
945 elmex 1.1 * if the map isn't there, then stay on the
946     * default initial map */
947 root 1.33 tmp->destroy ();
948 elmex 1.1 }
949 root 1.18 else
950 root 1.46 LOG (llevDebug, "first_map_ext_path not set\n");
951    
952 root 1.18 return 0;
953 elmex 1.1 }
954    
955 root 1.18 /* Following actually changes the race - this is the default command
956     * if we don't match with one of the options above.
957     */
958    
959     tmp_loop = 0;
960     while (!tmp_loop)
961     {
962     shstr name = op->name;
963     int x = op->x, y = op->y;
964    
965 root 1.54 op->remove_statbonus ();
966 root 1.32 op->remove ();
967 root 1.18 op->arch = get_player_archetype (op->arch);
968 root 1.33 op->arch->clone.copy_to (op);
969 root 1.18 op->instantiate ();
970     op->stats = op->contr->orig_stats;
971     op->name = op->name_pl = name;
972     op->x = x;
973     op->y = y;
974     SET_ANIMATION (op, 2); /* So player faces south */
975     insert_ob_in_map (op, op->map, op, 0);
976 root 1.21 assign (op->contr->title, op->arch->clone.name);
977 root 1.54 op->add_statbonus ();
978 root 1.18 tmp_loop = allowed_class (op);
979     }
980 root 1.19
981 root 1.18 update_object (op, UP_OBJ_FACE);
982     esrv_update_item (UPD_FACE, op, op);
983 root 1.54 op->update_stats ();
984 root 1.18 op->stats.hp = op->stats.maxhp;
985     op->stats.sp = op->stats.maxsp;
986     op->stats.grace = 0;
987 root 1.21
988 root 1.18 if (op->msg)
989     new_draw_info (NDI_BLUE, 0, op, op->msg);
990 root 1.21
991 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");
992 root 1.18 return 0;
993 elmex 1.1 }
994    
995 root 1.18 void
996     flee_player (object *op)
997     {
998     int dir, diff;
999     rv_vector rv;
1000    
1001     if (op->stats.hp < 0)
1002     {
1003     LOG (llevDebug, "Fleeing player is dead.\n");
1004     CLEAR_FLAG (op, FLAG_SCARED);
1005     return;
1006 elmex 1.1 }
1007    
1008 root 1.18 if (op->enemy == NULL)
1009     {
1010     LOG (llevDebug, "Fleeing player had no enemy.\n");
1011     CLEAR_FLAG (op, FLAG_SCARED);
1012     return;
1013 elmex 1.1 }
1014    
1015 root 1.18 /* Seen some crashes here. Since we don't store an
1016     * op->enemy_count, it is possible that something destroys the
1017     * actual enemy, and the object is recycled.
1018     */
1019     if (op->enemy->map == NULL)
1020     {
1021     CLEAR_FLAG (op, FLAG_SCARED);
1022     op->enemy = NULL;
1023     return;
1024 elmex 1.1 }
1025    
1026 root 1.18 if (!(random_roll (0, 4, op, PREFER_LOW)) && did_make_save (op, op->level, 0))
1027     {
1028     op->enemy = NULL;
1029     CLEAR_FLAG (op, FLAG_SCARED);
1030     return;
1031 elmex 1.1 }
1032 root 1.49
1033 root 1.18 get_rangevector (op, op->enemy, &rv, 0);
1034    
1035     dir = absdir (4 + rv.direction);
1036     for (diff = 0; diff < 3; diff++)
1037     {
1038     int m = 1 - (RANDOM () & 2);
1039 elmex 1.1
1040 root 1.18 if (move_ob (op, absdir (dir + diff * m), op) || (diff == 0 && move_ob (op, absdir (dir - diff * m), op)))
1041 root 1.49 return;
1042 elmex 1.1 }
1043 root 1.49
1044 root 1.18 /* Cornered, get rid of scared */
1045     CLEAR_FLAG (op, FLAG_SCARED);
1046     op->enemy = NULL;
1047 elmex 1.1 }
1048    
1049    
1050     /* check_pick sees if there is stuff to be picked up/picks up stuff.
1051     * IT returns 1 if the player should keep on moving, 0 if he should
1052     * stop.
1053     */
1054 root 1.18 int
1055     check_pick (object *op)
1056     {
1057 elmex 1.1 object *tmp, *next;
1058     int stop = 0;
1059     int j, k, wvratio;
1060     char putstring[128], tmpstr[16];
1061    
1062     /* if you're flying, you cna't pick up anything */
1063     if (op->move_type & MOVE_FLYING)
1064     return 1;
1065    
1066     next = op->below;
1067    
1068     /* loop while there are items on the floor that are not marked as
1069     * destroyed */
1070 root 1.24 while (next && !next->destroyed ())
1071 root 1.18 {
1072     tmp = next;
1073     next = tmp->below;
1074 elmex 1.1
1075 root 1.24 if (op->destroyed ())
1076 elmex 1.1 return 0;
1077    
1078 root 1.18 if (!can_pick (op, tmp))
1079     continue;
1080 elmex 1.1
1081 root 1.18 if (op->contr->search_str[0] != '\0' && settings.search_items == TRUE)
1082     {
1083     if (item_matched_string (op, tmp, op->contr->search_str))
1084     pick_up (op, tmp);
1085     continue;
1086 root 1.11 }
1087    
1088 root 1.18 /* high not bit set? We're using the old autopickup model */
1089     if (!(op->contr->mode & PU_NEWMODE))
1090 root 1.11 {
1091 root 1.18 switch (op->contr->mode)
1092 root 1.11 {
1093 root 1.20 case 0:
1094     return 1; /* don't pick up */
1095     case 1:
1096     pick_up (op, tmp);
1097     return 1;
1098     case 2:
1099     pick_up (op, tmp);
1100     return 0;
1101     case 3:
1102     return 0; /* stop before pickup */
1103     case 4:
1104     pick_up (op, tmp);
1105     break;
1106     case 5:
1107     pick_up (op, tmp);
1108     stop = 1;
1109     break;
1110     case 6:
1111     if (QUERY_FLAG (tmp, FLAG_KNOWN_MAGICAL) && !QUERY_FLAG (tmp, FLAG_KNOWN_CURSED))
1112 root 1.18 pick_up (op, tmp);
1113 root 1.20 break;
1114    
1115     case 7:
1116     if (tmp->type == MONEY || tmp->type == GEM)
1117 root 1.18 pick_up (op, tmp);
1118 root 1.20 break;
1119    
1120     default:
1121     /* use value density */
1122     if (!QUERY_FLAG (tmp, FLAG_UNPAID)
1123     && (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1))) >= op->contr->mode)
1124 root 1.18 pick_up (op, tmp);
1125 root 1.11 }
1126     }
1127 root 1.18 else
1128     { /* old model */
1129     /* NEW pickup handling */
1130     if (op->contr->mode & PU_DEBUG)
1131     {
1132     /* some debugging code to figure out item information */
1133     if (tmp->name != NULL)
1134     sprintf (putstring, "item name: %s item type: %d weight/value: %d",
1135     &tmp->name, tmp->type, (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1))));
1136     else
1137     sprintf (putstring, "item name: %s item type: %d weight/value: %d",
1138     &tmp->arch->name, tmp->type, (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1))));
1139    
1140     new_draw_info (NDI_UNIQUE, 0, op, putstring);
1141 root 1.58 }
1142 elmex 1.1
1143 root 1.18 /* philosophy:
1144     * It's easy to grab an item type from a pile, as long as it's
1145     * generic. This takes no game-time. For more detailed pickups
1146 root 1.58 * and selections, select-items should be used. This is a
1147 root 1.18 * grab-as-you-run type mode that's really useful for arrows for
1148     * example.
1149     * The drawback: right now it has no frontend, so you need to
1150     * stick the bits you want into a calculator in hex mode and then
1151     * convert to decimal and then 'pickup <#>
1152     */
1153    
1154     /* the first two modes are exclusive: if NOTHING we return, if
1155     * STOP then we stop. All the rest are applied sequentially,
1156     * meaning if any test passes, the item gets picked up. */
1157    
1158     /* if mode is set to pick nothing up, return */
1159    
1160     if (op->contr->mode & PU_NOTHING)
1161     return 1;
1162    
1163     /* if mode is set to stop when encountering objects, return */
1164     /* take STOP before INHIBIT since it doesn't actually pick
1165     * anything up */
1166    
1167     if (op->contr->mode & PU_STOP)
1168     return 0;
1169    
1170     /* useful for going into stores and not losing your settings... */
1171     /* and for battles wher you don't want to get loaded down while
1172     * fighting */
1173     if (op->contr->mode & PU_INHIBIT)
1174     return 1;
1175    
1176     /* prevent us from turning into auto-thieves :) */
1177     if (QUERY_FLAG (tmp, FLAG_UNPAID))
1178     continue;
1179    
1180     /* ignore known cursed objects */
1181     if (QUERY_FLAG (tmp, FLAG_KNOWN_CURSED) && op->contr->mode & PU_NOT_CURSED)
1182     continue;
1183    
1184     /* all food and drink if desired */
1185     /* question: don't pick up known-poisonous stuff? */
1186     if (op->contr->mode & PU_FOOD)
1187     if (tmp->type == FOOD)
1188     {
1189     pick_up (op, tmp);
1190     continue;
1191     }
1192 root 1.29
1193 root 1.18 if (op->contr->mode & PU_DRINK)
1194     if (tmp->type == DRINK || (tmp->type == POISON && !QUERY_FLAG (tmp, FLAG_KNOWN_CURSED)))
1195     {
1196     pick_up (op, tmp);
1197     continue;
1198     }
1199    
1200     if (op->contr->mode & PU_POTION)
1201     if (tmp->type == POTION)
1202     {
1203     pick_up (op, tmp);
1204     continue;
1205     }
1206    
1207     /* spellbooks, skillscrolls and normal books/scrolls */
1208     if (op->contr->mode & PU_SPELLBOOK)
1209     if (tmp->type == SPELLBOOK)
1210     {
1211     pick_up (op, tmp);
1212     continue;
1213     }
1214 root 1.29
1215 root 1.18 if (op->contr->mode & PU_SKILLSCROLL)
1216     if (tmp->type == SKILLSCROLL)
1217     {
1218     pick_up (op, tmp);
1219     continue;
1220     }
1221 root 1.29
1222 root 1.18 if (op->contr->mode & PU_READABLES)
1223     if (tmp->type == BOOK || tmp->type == SCROLL)
1224     {
1225     pick_up (op, tmp);
1226     continue;
1227     }
1228    
1229     /* wands/staves/rods/horns */
1230     if (op->contr->mode & PU_MAGIC_DEVICE)
1231     if (tmp->type == WAND || tmp->type == ROD || tmp->type == HORN)
1232     {
1233     pick_up (op, tmp);
1234     continue;
1235     }
1236    
1237     /* pick up all magical items */
1238     if (op->contr->mode & PU_MAGICAL)
1239     if (QUERY_FLAG (tmp, FLAG_KNOWN_MAGICAL) && !QUERY_FLAG (tmp, FLAG_KNOWN_CURSED))
1240     {
1241     pick_up (op, tmp);
1242     continue;
1243     }
1244    
1245     if (op->contr->mode & PU_VALUABLES)
1246     {
1247     if (tmp->type == MONEY || tmp->type == GEM)
1248     {
1249     pick_up (op, tmp);
1250     continue;
1251     }
1252     }
1253    
1254     /* rings & amulets - talismans seems to be typed AMULET */
1255     if (op->contr->mode & PU_JEWELS)
1256     if (tmp->type == RING || tmp->type == AMULET)
1257     {
1258     pick_up (op, tmp);
1259 root 1.29 continue;
1260     }
1261    
1262     /* we don't forget dragon food */
1263     if (op->contr->mode & PU_FLESH)
1264     if (tmp->type == FLESH)
1265     {
1266     pick_up (op, tmp);
1267 root 1.18 continue;
1268     }
1269    
1270     /* bows and arrows. Bows are good for selling! */
1271     if (op->contr->mode & PU_BOW)
1272     if (tmp->type == BOW)
1273     {
1274     pick_up (op, tmp);
1275     continue;
1276     }
1277 root 1.29
1278 root 1.18 if (op->contr->mode & PU_ARROW)
1279     if (tmp->type == ARROW)
1280     {
1281     pick_up (op, tmp);
1282     continue;
1283     }
1284    
1285     /* all kinds of armor etc. */
1286     if (op->contr->mode & PU_ARMOUR)
1287     if (tmp->type == ARMOUR)
1288     {
1289     pick_up (op, tmp);
1290     continue;
1291     }
1292 root 1.29
1293 root 1.18 if (op->contr->mode & PU_HELMET)
1294     if (tmp->type == HELMET)
1295     {
1296     pick_up (op, tmp);
1297     continue;
1298     }
1299 root 1.29
1300 root 1.18 if (op->contr->mode & PU_SHIELD)
1301     if (tmp->type == SHIELD)
1302     {
1303     pick_up (op, tmp);
1304     continue;
1305     }
1306 root 1.29
1307 root 1.18 if (op->contr->mode & PU_BOOTS)
1308     if (tmp->type == BOOTS)
1309     {
1310     pick_up (op, tmp);
1311     continue;
1312     }
1313 root 1.29
1314 root 1.18 if (op->contr->mode & PU_GLOVES)
1315     if (tmp->type == GLOVES)
1316     {
1317     pick_up (op, tmp);
1318     continue;
1319     }
1320 root 1.29
1321 root 1.18 if (op->contr->mode & PU_CLOAK)
1322     if (tmp->type == CLOAK)
1323     {
1324     pick_up (op, tmp);
1325     continue;
1326     }
1327 elmex 1.1
1328 root 1.18 /* hoping to catch throwing daggers here */
1329     if (op->contr->mode & PU_MISSILEWEAPON)
1330     if (tmp->type == WEAPON && QUERY_FLAG (tmp, FLAG_IS_THROWN))
1331     {
1332     pick_up (op, tmp);
1333     continue;
1334     }
1335 elmex 1.1
1336 root 1.18 /* careful: chairs and tables are weapons! */
1337     if (op->contr->mode & PU_ALLWEAPON)
1338     {
1339     if (tmp->type == WEAPON && tmp->name != NULL)
1340     {
1341     if (strstr (tmp->name, "table") == NULL && strstr (tmp->arch->name, "table") == NULL &&
1342     strstr (tmp->name, "chair") && strstr (tmp->arch->name, "chair") == NULL)
1343     {
1344     pick_up (op, tmp);
1345     continue;
1346     }
1347     }
1348 root 1.29
1349 root 1.18 if (tmp->type == WEAPON && tmp->name == NULL)
1350     {
1351     if (strstr (tmp->arch->name, "table") == NULL && strstr (tmp->arch->name, "chair") == NULL)
1352     {
1353     pick_up (op, tmp);
1354     continue;
1355     }
1356     }
1357     }
1358 elmex 1.1
1359 root 1.18 /* misc stuff that's useful */
1360     if (op->contr->mode & PU_KEY)
1361     if (tmp->type == KEY || tmp->type == SPECIAL_KEY)
1362     {
1363     pick_up (op, tmp);
1364     continue;
1365     }
1366 elmex 1.1
1367 root 1.18 /* any of the last 4 bits set means we use the ratio for value
1368     * pickups */
1369     if (op->contr->mode & PU_RATIO)
1370     {
1371     /* use value density to decide what else to grab */
1372     /* >=7 was >= op->contr->mode */
1373     /* >=7 is the old standard setting. Now we take the last 4 bits
1374     * and multiply them by 5, giving 0..15*5== 5..75 */
1375     wvratio = (op->contr->mode & PU_RATIO) * 5;
1376     if ((query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1))) >= (unsigned int) wvratio)
1377     {
1378     pick_up (op, tmp);
1379 elmex 1.1 #if 0
1380 root 1.18 fprintf (stderr, "HIGH WEIGHT/VALUE [");
1381     if (tmp->name != NULL)
1382     {
1383     fprintf (stderr, "%s", tmp->name);
1384     }
1385     else
1386     fprintf (stderr, "%s", tmp->arch->name);
1387     fprintf (stderr, ",%d] = ", tmp->type);
1388     fprintf (stderr, "%d\n", (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1))));
1389 elmex 1.1 #endif
1390 root 1.18 continue;
1391     }
1392     }
1393     } /* the new pickup model */
1394     }
1395 root 1.29
1396 root 1.18 return !stop;
1397 elmex 1.1 }
1398    
1399     /*
1400     * Find an arrow in the inventory and after that
1401     * in the right type container (quiver). Pointer to the
1402     * found object is returned.
1403     */
1404 root 1.18 object *
1405     find_arrow (object *op, const char *type)
1406 elmex 1.1 {
1407 root 1.18 object *tmp = NULL;
1408 elmex 1.1
1409 root 1.18 for (op = op->inv; op; op = op->below)
1410     if (!tmp && op->type == CONTAINER && op->race == type && QUERY_FLAG (op, FLAG_APPLIED))
1411     tmp = find_arrow (op, type);
1412     else if (op->type == ARROW && op->race == type)
1413     return op;
1414     return tmp;
1415 elmex 1.1 }
1416    
1417     /*
1418     * Similar to find_arrow, but looks for (roughly) the best arrow to use
1419     * against the target. A full test is not performed, simply a basic test
1420     * of resistances. The archer is making a quick guess at what he sees down
1421     * the hall. Failing that it does it's best to pick the highest plus arrow.
1422     */
1423    
1424 root 1.18 object *
1425     find_better_arrow (object *op, object *target, const char *type, int *better)
1426 elmex 1.1 {
1427 root 1.18 object *tmp = NULL, *arrow, *ntmp;
1428     int attacknum, attacktype, betterby = 0, i;
1429 elmex 1.1
1430 root 1.18 if (!type)
1431     return NULL;
1432 elmex 1.1
1433 root 1.18 for (arrow = op->inv; arrow; arrow = arrow->below)
1434     {
1435     if (arrow->type == CONTAINER && arrow->race == type && QUERY_FLAG (arrow, FLAG_APPLIED))
1436     {
1437     i = 0;
1438     ntmp = find_better_arrow (arrow, target, type, &i);
1439     if (i > betterby)
1440     {
1441     tmp = ntmp;
1442     betterby = i;
1443     }
1444     }
1445     else if (arrow->type == ARROW && arrow->race == type)
1446     {
1447     /* allways prefer assasination/slaying */
1448     if (target->race != NULL && arrow->slaying != NULL && strstr (arrow->slaying, target->race))
1449     {
1450     if (arrow->attacktype & AT_DEATH)
1451     {
1452     *better = 100;
1453     return arrow;
1454     }
1455     else
1456     {
1457     tmp = arrow;
1458     betterby = (arrow->magic + arrow->stats.dam) * 2;
1459     }
1460     }
1461     else
1462     {
1463     for (attacknum = 0; attacknum < NROFATTACKS; attacknum++)
1464     {
1465     attacktype = 1 << attacknum;
1466     if ((arrow->attacktype & attacktype) && (target->arch->clone.resist[attacknum]) < 0)
1467     if (((arrow->magic + arrow->stats.dam) * (100 - target->arch->clone.resist[attacknum]) / 100) > betterby)
1468     {
1469     tmp = arrow;
1470     betterby = (arrow->magic + arrow->stats.dam) * (100 - target->arch->clone.resist[attacknum]) / 100;
1471     }
1472 root 1.11 }
1473 root 1.18 if ((2 + arrow->magic + arrow->stats.dam) > betterby)
1474     {
1475     tmp = arrow;
1476     betterby = 2 + arrow->magic + arrow->stats.dam;
1477 root 1.11 }
1478 root 1.18 if (arrow->title && (1 + arrow->magic + arrow->stats.dam) > betterby)
1479     {
1480     tmp = arrow;
1481     betterby = 1 + arrow->magic + arrow->stats.dam;
1482 root 1.11 }
1483     }
1484     }
1485 elmex 1.1 }
1486 root 1.18 if (tmp == NULL && arrow == NULL)
1487     return find_arrow (op, type);
1488 elmex 1.1
1489 root 1.18 *better = betterby;
1490     return tmp;
1491 elmex 1.1 }
1492    
1493     /* looks in a given direction, finds the first valid target, and calls
1494     * find_better_arrow to find a decent arrow to use.
1495     * op = the shooter
1496     * type = bow->race
1497     * dir = fire direction
1498     */
1499    
1500 root 1.18 object *
1501     pick_arrow_target (object *op, const char *type, int dir)
1502 elmex 1.1 {
1503 root 1.18 object *tmp = NULL;
1504 root 1.25 maptile *m;
1505 root 1.18 int i, mflags, found, number;
1506     sint16 x, y;
1507    
1508     if (op->map == NULL)
1509     return find_arrow (op, type);
1510    
1511     /* do a dex check */
1512     number = (die_roll (2, 40, op, PREFER_LOW) - 2) / 2;
1513     if (number > (op->stats.Dex + (op->chosen_skill ? op->chosen_skill->level : op->level)))
1514     return find_arrow (op, type);
1515    
1516     m = op->map;
1517     x = op->x;
1518     y = op->y;
1519    
1520     /* find the first target */
1521     for (i = 0, found = 0; i < 20; i++)
1522     {
1523     x += freearr_x[dir];
1524     y += freearr_y[dir];
1525     mflags = get_map_flags (m, &m, x, y, &x, &y);
1526     if (mflags & P_OUT_OF_MAP || mflags & P_BLOCKSVIEW)
1527     {
1528     tmp = NULL;
1529     break;
1530     }
1531     else if (GET_MAP_MOVE_BLOCK (m, x, y) == MOVE_FLY_LOW)
1532     {
1533     /* This block presumes arrows and the like are MOVE_FLY_SLOW -
1534     * perhaps a bad assumption.
1535     */
1536     tmp = NULL;
1537     break;
1538 root 1.11 }
1539 root 1.18 if (mflags & P_IS_ALIVE)
1540     {
1541     for (tmp = GET_MAP_OB (m, x, y); tmp; tmp = tmp->above)
1542     if (QUERY_FLAG (tmp, FLAG_ALIVE))
1543     {
1544     found++;
1545 root 1.11 break;
1546 root 1.18 }
1547     if (found)
1548     break;
1549 root 1.11 }
1550 elmex 1.1 }
1551 root 1.18 if (tmp == NULL)
1552     return find_arrow (op, type);
1553 elmex 1.1
1554 root 1.18 if (tmp->head)
1555     tmp = tmp->head;
1556 elmex 1.1
1557 root 1.18 return find_better_arrow (op, tmp, type, &i);
1558 elmex 1.1 }
1559    
1560     /*
1561     * Creature fires a bow - op can be monster or player. Returns
1562     * 1 if bow was actually fired, 0 otherwise.
1563     * op is the object firing the bow.
1564     * part is for multipart creatures - the part firing the bow.
1565     * dir is the direction of fire.
1566     * wc_mod is any special modifier to give (used in special player fire modes)
1567     * sx, sy are coordinates to fire arrow from - also used in some of the special
1568     * player fire modes.
1569     */
1570 root 1.18 int
1571     fire_bow (object *op, object *part, object *arrow, int dir, int wc_mod, sint16 sx, sint16 sy)
1572 elmex 1.1 {
1573 root 1.18 object *left, *bow;
1574     int bowspeed, mflags;
1575 root 1.25 maptile *m;
1576 elmex 1.1
1577 root 1.18 if (!dir)
1578     {
1579     new_draw_info (NDI_UNIQUE, 0, op, "You can't shoot yourself!");
1580     return 0;
1581 elmex 1.1 }
1582 root 1.48
1583 root 1.18 if (op->type == PLAYER)
1584     bow = op->contr->ranges[range_bow];
1585     else
1586     {
1587     for (bow = op->inv; bow; bow = bow->below)
1588     /* Don't check for applied - monsters don't apply bows - in that way, they
1589     * don't need to switch back and forth between bows and weapons.
1590     */
1591     if (bow->type == BOW)
1592     break;
1593 root 1.11
1594 root 1.18 if (!bow)
1595     {
1596     LOG (llevError, "Range: bow without activated bow (%s).\n", &op->name);
1597     return 0;
1598 root 1.11 }
1599 elmex 1.1 }
1600 root 1.48
1601 root 1.18 if (!bow->race || !bow->skill)
1602     {
1603     new_draw_info_format (NDI_UNIQUE, 0, op, "Your %s is broken.", &bow->name);
1604     return 0;
1605 elmex 1.1 }
1606    
1607 root 1.18 bowspeed = bow->stats.sp + dex_bonus[op->stats.Dex];
1608 elmex 1.1
1609 root 1.18 /* penalize ROF for bestarrow */
1610     if (op->type == PLAYER && op->contr->bowtype == bow_bestarrow)
1611     bowspeed -= dex_bonus[op->stats.Dex] + 5;
1612 root 1.48
1613 root 1.18 if (bowspeed < 1)
1614     bowspeed = 1;
1615    
1616     if (arrow == NULL)
1617     {
1618     if ((arrow = find_arrow (op, bow->race)) == NULL)
1619     {
1620     if (op->type == PLAYER)
1621     new_draw_info_format (NDI_UNIQUE, 0, op, "You have no %s left.", &bow->race);
1622     /* FLAG_READY_BOW will get reset if the monsters picks up some arrows */
1623     else
1624     CLEAR_FLAG (op, FLAG_READY_BOW);
1625     return 0;
1626 root 1.11 }
1627 elmex 1.1 }
1628 root 1.48
1629 root 1.18 mflags = get_map_flags (op->map, &m, sx, sy, &sx, &sy);
1630     if (mflags & P_OUT_OF_MAP)
1631 root 1.48 return 0;
1632    
1633 root 1.18 if (GET_MAP_MOVE_BLOCK (m, sx, sy) == MOVE_FLY_LOW)
1634     {
1635     new_draw_info (NDI_UNIQUE, 0, op, "Something is in the way.");
1636     return 0;
1637     }
1638    
1639     /* this should not happen, but sometimes does */
1640     if (arrow->nrof == 0)
1641     {
1642 root 1.33 arrow->destroy ();
1643 root 1.18 return 0;
1644     }
1645    
1646     left = arrow; /* these are arrows left to the player */
1647     arrow = get_split_ob (arrow, 1);
1648 root 1.48 if (!arrow)
1649 root 1.18 {
1650     new_draw_info_format (NDI_UNIQUE, 0, op, "You have no %s left.", &bow->race);
1651     return 0;
1652 elmex 1.1 }
1653 root 1.48
1654 root 1.34 arrow->set_owner (op);
1655 root 1.18 arrow->skill = bow->skill;
1656     arrow->direction = dir;
1657    
1658     if (op->type == PLAYER)
1659     {
1660     op->speed_left = 0.01 - (float) FABS (op->speed) * 100 / bowspeed;
1661 root 1.54 op->update_stats ();
1662 elmex 1.1 }
1663    
1664 root 1.18 SET_ANIMATION (arrow, arrow->direction);
1665     arrow->stats.sp = arrow->stats.wc; /* save original wc and dam */
1666     arrow->stats.hp = arrow->stats.dam;
1667     arrow->stats.grace = arrow->attacktype;
1668     if (arrow->slaying != NULL)
1669 root 1.40 arrow->spellarg = strdup (arrow->slaying);
1670 root 1.18
1671     /* Note that this was different for monsters - they got their level
1672     * added to the damage. I think the strength bonus is more proper.
1673     */
1674    
1675     arrow->stats.dam += (QUERY_FLAG (bow, FLAG_NO_STRENGTH) ? 0 : dam_bonus[op->stats.Str]) + bow->stats.dam + bow->magic + arrow->magic;
1676    
1677     /* update the speed */
1678     arrow->speed = (float) ((QUERY_FLAG (bow, FLAG_NO_STRENGTH) ?
1679     0 : dam_bonus[op->stats.Str]) + bow->magic + arrow->magic) / 5.0 + (float) bow->stats.dam / 7.0;
1680    
1681 root 1.67 arrow->set_speed (max (arrow->speed, 1.0));
1682 root 1.18 arrow->speed_left = 0;
1683    
1684     if (op->type == PLAYER)
1685     {
1686     arrow->stats.wc = 20 - bow->magic - arrow->magic -
1687     (op->chosen_skill ? op->chosen_skill->level : op->level) -
1688     dex_bonus[op->stats.Dex] - thaco_bonus[op->stats.Str] - arrow->stats.wc - bow->stats.wc + wc_mod;
1689    
1690     arrow->level = op->chosen_skill ? op->chosen_skill->level : op->level;
1691 elmex 1.1 }
1692 root 1.18 else
1693     {
1694     arrow->stats.wc = op->stats.wc - bow->magic - arrow->magic - arrow->stats.wc + wc_mod;
1695     arrow->level = op->level;
1696 elmex 1.1 }
1697 root 1.24
1698 root 1.18 if (arrow->attacktype == AT_PHYSICAL)
1699     arrow->attacktype |= bow->attacktype;
1700 root 1.24
1701 root 1.48 if (bow->slaying)
1702 root 1.18 arrow->slaying = bow->slaying;
1703    
1704     arrow->move_type = MOVE_FLY_LOW;
1705     arrow->move_on = MOVE_FLY_LOW | MOVE_WALK;
1706    
1707     play_sound_map (op->map, op->x, op->y, SOUND_FIRE_ARROW);
1708 root 1.70 m->insert (arrow, sx, sy, op);
1709 root 1.18
1710 root 1.24 if (!arrow->destroyed ())
1711 root 1.18 move_arrow (arrow);
1712 elmex 1.1
1713 root 1.18 if (op->type == PLAYER)
1714     {
1715 root 1.24 if (left->destroyed ())
1716     esrv_del_item (op->contr, left->count);
1717 root 1.18 else
1718     esrv_send_item (op, left);
1719 elmex 1.1 }
1720 root 1.24
1721 root 1.18 return 1;
1722 elmex 1.1 }
1723    
1724     /* Special fire code for players - this takes into
1725     * account the special fire modes players can have
1726     * but monsters can't. Putting that code here
1727     * makes the fire_bow code much cleaner.
1728     * this function should only be called if 'op' is a player,
1729     * hence the function name.
1730     */
1731 root 1.18 int
1732     player_fire_bow (object *op, int dir)
1733 elmex 1.1 {
1734 root 1.18 int ret = 0, wcmod = 0;
1735    
1736     if (op->contr->bowtype == bow_bestarrow)
1737     {
1738     ret = fire_bow (op, op, pick_arrow_target (op, op->contr->ranges[range_bow]->race, dir), dir, 0, op->x, op->y);
1739     }
1740     else if (op->contr->bowtype >= bow_n && op->contr->bowtype <= bow_nw)
1741     {
1742     if (!similar_direction (dir, op->contr->bowtype - bow_n + 1))
1743     wcmod = -1;
1744 root 1.74
1745 root 1.18 ret = fire_bow (op, op, NULL, op->contr->bowtype - bow_n + 1, wcmod, op->x, op->y);
1746     }
1747     else if (op->contr->bowtype == bow_threewide)
1748     {
1749     ret = fire_bow (op, op, NULL, dir, 0, op->x, op->y);
1750     ret |= fire_bow (op, op, NULL, dir, -5, op->x + freearr_x[absdir (dir + 2)], op->y + freearr_y[absdir (dir + 2)]);
1751     ret |= fire_bow (op, op, NULL, dir, -5, op->x + freearr_x[absdir (dir - 2)], op->y + freearr_y[absdir (dir - 2)]);
1752     }
1753     else if (op->contr->bowtype == bow_spreadshot)
1754     {
1755     ret |= fire_bow (op, op, NULL, dir, 0, op->x, op->y);
1756     ret |= fire_bow (op, op, NULL, absdir (dir - 1), -5, op->x, op->y);
1757     ret |= fire_bow (op, op, NULL, absdir (dir + 1), -5, op->x, op->y);
1758 elmex 1.1
1759     }
1760 root 1.18 else
1761     {
1762     /* Simple case */
1763     ret = fire_bow (op, op, NULL, dir, 0, op->x, op->y);
1764     }
1765     return ret;
1766 elmex 1.1 }
1767    
1768    
1769     /* Fires a misc (wand/rod/horn) object in 'dir'.
1770     * Broken apart from 'fire' to keep it more readable.
1771     */
1772 root 1.18 void
1773     fire_misc_object (object *op, int dir)
1774 elmex 1.1 {
1775 root 1.18 object *item;
1776 elmex 1.1
1777 root 1.18 if (!op->contr->ranges[range_misc])
1778     {
1779     new_draw_info (NDI_UNIQUE, 0, op, "You have range item readied.");
1780     return;
1781 elmex 1.1 }
1782    
1783 root 1.18 item = op->contr->ranges[range_misc];
1784     if (!item->inv)
1785     {
1786     LOG (llevError, "Object %s lacks a spell\n", &item->name);
1787     return;
1788 elmex 1.1 }
1789 root 1.18 if (item->type == WAND)
1790     {
1791     if (item->stats.food <= 0)
1792     {
1793     play_sound_player_only (op->contr, SOUND_WAND_POOF, 0, 0);
1794     new_draw_info_format (NDI_UNIQUE, 0, op, "The %s goes poof.", query_base_name (item, 0));
1795     return;
1796 root 1.11 }
1797 root 1.18 }
1798     else if (item->type == ROD || item->type == HORN)
1799     {
1800     if (item->stats.hp < MAX (item->inv->stats.sp, item->inv->stats.grace))
1801     {
1802     play_sound_player_only (op->contr, SOUND_WAND_POOF, 0, 0);
1803     if (item->type == ROD)
1804     new_draw_info_format (NDI_UNIQUE, 0, op, "The %s whines for a while, but nothing happens.", query_base_name (item, 0));
1805     else
1806     new_draw_info_format (NDI_UNIQUE, 0, op, "The %s needs more time to charge.", query_base_name (item, 0));
1807     return;
1808 root 1.11 }
1809 elmex 1.1 }
1810    
1811 root 1.18 if (cast_spell (op, item, dir, item->inv, NULL))
1812     {
1813     SET_FLAG (op, FLAG_BEEN_APPLIED); /* You now know something about it */
1814     if (item->type == WAND)
1815     {
1816     if (!(--item->stats.food))
1817     {
1818     object *tmp;
1819    
1820     if (item->arch)
1821     {
1822     CLEAR_FLAG (item, FLAG_ANIMATE);
1823     item->face = item->arch->clone.face;
1824 root 1.67 item->set_speed (0);
1825 root 1.11 }
1826 root 1.67
1827 root 1.49 if ((tmp = item->in_player ()))
1828 root 1.18 esrv_update_item (UPD_ANIM, tmp, item);
1829 root 1.11 }
1830     }
1831 root 1.18 else if (item->type == ROD || item->type == HORN)
1832 root 1.67 drain_rod_charge (item);
1833 elmex 1.1 }
1834     }
1835    
1836     /* Received a fire command for the player - go and do it.
1837     */
1838 root 1.18 void
1839     fire (object *op, int dir)
1840     {
1841     int spellcost = 0;
1842 elmex 1.1
1843 root 1.18 /* check for loss of invisiblity/hide */
1844     if (action_makes_visible (op))
1845     make_visible (op);
1846 elmex 1.1
1847 root 1.18 switch (op->contr->shoottype)
1848     {
1849 root 1.20 case range_none:
1850     return;
1851 elmex 1.1
1852 root 1.20 case range_bow:
1853     player_fire_bow (op, dir);
1854     return;
1855 elmex 1.1
1856 root 1.20 case range_magic: /* Casting spells */
1857     spellcost = (cast_spell (op, op, dir, op->contr->ranges[range_magic], op->contr->spellparam[0] ? op->contr->spellparam : 0));
1858     return;
1859 elmex 1.1
1860 root 1.20 case range_misc:
1861     fire_misc_object (op, dir);
1862     return;
1863 root 1.11
1864 root 1.20 case range_golem: /* Control summoned monsters from scrolls */
1865 root 1.30 if (QUERY_FLAG (op->contr->ranges[range_golem], FLAG_REMOVED))
1866 root 1.20 {
1867 root 1.30 op->contr->ranges[range_golem] = 0;
1868 root 1.20 op->contr->shoottype = range_none;
1869     }
1870     else
1871     control_golem (op->contr->ranges[range_golem], dir);
1872     return;
1873 root 1.11
1874 root 1.20 case range_skill:
1875     if (!op->chosen_skill)
1876     {
1877     if (op->type == PLAYER)
1878     new_draw_info (NDI_UNIQUE, 0, op, "You have no applicable skill to use.");
1879     return;
1880     }
1881 root 1.92
1882     do_skill (op, op, op->chosen_skill, dir, NULL);
1883 root 1.20 return;
1884     case range_builder:
1885     apply_map_builder (op, dir);
1886     return;
1887     default:
1888     new_draw_info (NDI_UNIQUE, 0, op, "Illegal shoot type.");
1889     return;
1890 elmex 1.1 }
1891     }
1892    
1893    
1894    
1895     /* find_key
1896     * We try to find a key for the door as passed. If we find a key
1897     * and successfully use it, we return the key, otherwise NULL
1898     * This function merges both normal and locked door, since the logic
1899     * for both is the same - just the specific key is different.
1900     * pl is the player,
1901     * inv is the objects inventory to searched
1902     * door is the door we are trying to match against.
1903     * This function can be called recursively to search containers.
1904     */
1905    
1906 root 1.18 object *
1907     find_key (object *pl, object *container, object *door)
1908 elmex 1.1 {
1909 root 1.18 object *tmp, *key;
1910 elmex 1.1
1911 root 1.18 /* Should not happen, but sanity checking is never bad */
1912     if (container->inv == NULL)
1913     return NULL;
1914 elmex 1.1
1915 root 1.18 /* First, lets try to find a key in the top level inventory */
1916     for (tmp = container->inv; tmp != NULL; tmp = tmp->below)
1917     {
1918     if (door->type == DOOR && tmp->type == KEY)
1919     break;
1920     /* For sanity, we should really check door type, but other stuff
1921     * (like containers) can be locked with special keys
1922     */
1923     if (tmp->slaying && tmp->type == SPECIAL_KEY && tmp->slaying == door->slaying)
1924     break;
1925     }
1926     /* No key found - lets search inventories now */
1927     /* If we find and use a key in an inventory, return at that time.
1928     * otherwise, if we search all the inventories and still don't find
1929     * a key, return
1930     */
1931     if (!tmp)
1932     {
1933     for (tmp = container->inv; tmp != NULL; tmp = tmp->below)
1934     {
1935     /* No reason to search empty containers */
1936     if (tmp->type == CONTAINER && tmp->inv)
1937     {
1938     if ((key = find_key (pl, tmp, door)) != NULL)
1939     return key;
1940     }
1941     }
1942     if (!tmp)
1943     return NULL;
1944 elmex 1.1 }
1945 root 1.18 /* We get down here if we have found a key. Now if its in a container,
1946     * see if we actually want to use it
1947     */
1948     if (pl != container)
1949     {
1950     /* Only let players use keys in containers */
1951     if (!pl->contr)
1952     return NULL;
1953     /* cases where this fails:
1954     * If we only search the player inventory, return now since we
1955     * are not in the players inventory.
1956     * If the container is not active, return now since only active
1957     * containers can be used.
1958     * If we only search keyrings and the container does not have
1959     * a race/isn't a keyring.
1960     * No checking for all containers - to fall through past here,
1961     * inv must have been an container and must have been active.
1962     *
1963     * Change the color so that the message doesn't disappear with
1964     * all the others.
1965     */
1966     if (pl->contr->usekeys == key_inventory ||
1967     !QUERY_FLAG (container, FLAG_APPLIED) ||
1968     (pl->contr->usekeys == keyrings && (!container->race || strcmp (container->race, "keys"))))
1969     {
1970     new_draw_info_format (NDI_UNIQUE | NDI_BROWN, 0, pl,
1971     "The %s in your %s vibrates as you approach the door", query_name (tmp), query_name (container));
1972     return NULL;
1973 root 1.11 }
1974 elmex 1.1 }
1975 root 1.18 return tmp;
1976 elmex 1.1 }
1977    
1978     /* moved door processing out of move_player_attack.
1979     * returns 1 if player has opened the door with a key
1980     * such that the caller should not do anything more,
1981     * 0 otherwise
1982     */
1983 root 1.18 static int
1984     player_attack_door (object *op, object *door)
1985 elmex 1.1 {
1986 root 1.18 /* If its a door, try to find a use a key. If we do destroy the door,
1987     * might as well return immediately as there is nothing more to do -
1988     * otherwise, we fall through to the rest of the code.
1989     */
1990     object *key = find_key (op, op, door);
1991    
1992     /* IF we found a key, do some extra work */
1993     if (key)
1994     {
1995     object *container = key->env;
1996    
1997     play_sound_map (op->map, op->x, op->y, SOUND_OPEN_DOOR);
1998     if (action_makes_visible (op))
1999     make_visible (op);
2000     if (door->inv && (door->inv->type == RUNE || door->inv->type == TRAP))
2001     spring_trap (door->inv, op);
2002     if (door->type == DOOR)
2003     {
2004     hit_player (door, 9998, op, AT_PHYSICAL, 1); /* Break through the door */
2005     }
2006     else if (door->type == LOCKED_DOOR)
2007     {
2008     new_draw_info_format (NDI_UNIQUE, NDI_BROWN, op, "You open the door with the %s", query_short_name (key));
2009     remove_door2 (door); /* remove door without violence ;-) */
2010     }
2011     /* Do this after we print the message */
2012     decrease_ob (key); /* Use up one of the keys */
2013     /* Need to update the weight the container the key was in */
2014     if (container != op)
2015     esrv_update_item (UPD_WEIGHT, op, container);
2016     return 1; /* Nothing more to do below */
2017     }
2018     else if (door->type == LOCKED_DOOR)
2019     {
2020     /* Might as well return now - no other way to open this */
2021     new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, door->msg);
2022     return 1;
2023 elmex 1.1 }
2024 root 1.18 return 0;
2025 elmex 1.1 }
2026    
2027     /* This function is just part of a breakup from move_player.
2028     * It should keep the code cleaner.
2029     * When this is called, the players direction has been updated
2030     * (taking into account confusion.) The player is also actually
2031     * going to try and move (not fire weapons).
2032     */
2033 root 1.18 void
2034     move_player_attack (object *op, int dir)
2035 elmex 1.1 {
2036 root 1.18 object *tmp, *mon;
2037     sint16 nx, ny;
2038     int on_battleground;
2039 root 1.25 maptile *m;
2040 root 1.18
2041     nx = freearr_x[dir] + op->x;
2042     ny = freearr_y[dir] + op->y;
2043    
2044 root 1.49 on_battleground = op_on_battleground (op, 0, 0);
2045 root 1.18
2046     /* If braced, or can't move to the square, and it is not out of the
2047     * map, attack it. Note order of if statement is important - don't
2048     * want to be calling move_ob if braced, because move_ob will move the
2049     * player. This is a pretty nasty hack, because if we could
2050     * move to some space, it then means that if we are braced, we should
2051     * do nothing at all. As it is, if we are braced, we go through
2052     * quite a bit of processing. However, it probably is less than what
2053     * move_ob uses.
2054     */
2055     if ((op->contr->braced || !move_ob (op, dir, op)) && !out_of_map (op->map, nx, ny))
2056     {
2057     if (OUT_OF_REAL_MAP (op->map, nx, ny))
2058     {
2059 root 1.85 m = op->map->xy_find (nx, ny);
2060 root 1.18 if (!m)
2061     return; /* Don't think this should happen */
2062     }
2063     else
2064     m = op->map;
2065    
2066 root 1.85 if (!(tmp = m->at (nx, ny).bot))
2067     return;
2068 root 1.11
2069 root 1.49 mon = 0;
2070 root 1.18 /* Go through all the objects, and find ones of interest. Only stop if
2071     * we find a monster - that is something we know we want to attack.
2072     * if its a door or barrel (can roll) see if there may be monsters
2073     * on the space
2074     */
2075 root 1.49 while (tmp)
2076 root 1.18 {
2077     if (tmp == op)
2078     {
2079     tmp = tmp->above;
2080     continue;
2081 root 1.11 }
2082 root 1.27
2083 root 1.18 if (QUERY_FLAG (tmp, FLAG_ALIVE))
2084     {
2085     mon = tmp;
2086     break;
2087 root 1.11 }
2088 root 1.27
2089 root 1.18 if (tmp->type == LOCKED_DOOR || QUERY_FLAG (tmp, FLAG_CAN_ROLL))
2090     mon = tmp;
2091 root 1.27
2092 root 1.18 tmp = tmp->above;
2093     }
2094    
2095 root 1.49 if (!mon) /* This happens anytime the player tries to move */
2096 root 1.18 return; /* into a wall */
2097    
2098 root 1.49 if (mon->head)
2099 root 1.18 mon = mon->head;
2100    
2101     if ((mon->type == DOOR && mon->stats.hp >= 0) || (mon->type == LOCKED_DOOR))
2102     if (player_attack_door (op, mon))
2103     return;
2104    
2105     /* The following deals with possibly attacking peaceful
2106     * or frienddly creatures. Basically, all players are considered
2107     * unaggressive. If the moving player has peaceful set, then the
2108     * object should be pushed instead of attacked. It is assumed that
2109     * if you are braced, you will not attack friends accidently,
2110     * and thus will not push them.
2111     */
2112 root 1.11
2113 root 1.18 /* If the creature is a pet, push it even if the player is not
2114     * peaceful. Our assumption is the creature is a pet if the
2115     * player owns it and it is either friendly or unagressive.
2116     */
2117     if ((op->type == PLAYER)
2118 elmex 1.1 #if COZY_SERVER
2119 root 1.18 &&
2120 root 1.34 ((mon->owner && mon->owner->contr
2121     && same_party (mon->owner->contr->party, op->contr->party)) || mon->owner == op)
2122 elmex 1.1 #else
2123 root 1.34 && mon->owner == op
2124 elmex 1.1 #endif
2125 root 1.18 && (QUERY_FLAG (mon, FLAG_UNAGGRESSIVE) || QUERY_FLAG (mon, FLAG_FRIENDLY)))
2126 root 1.11 {
2127 root 1.18 /* If we're braced, we don't want to switch places with it */
2128     if (op->contr->braced)
2129 root 1.11 return;
2130 root 1.85
2131 root 1.18 play_sound_map (op->map, op->x, op->y, SOUND_PUSH_PLAYER);
2132     (void) push_ob (mon, dir, op);
2133     if (op->contr->tmp_invis || op->hide)
2134     make_visible (op);
2135 root 1.85
2136 root 1.18 return;
2137 root 1.11 }
2138    
2139 root 1.18 /* in certain circumstances, you shouldn't attack friendly
2140     * creatures. Note that if you are braced, you can't push
2141     * someone, but put it inside this loop so that you won't
2142     * attack them either.
2143     */
2144     if ((mon->type == PLAYER || mon->enemy != op) &&
2145     (mon->type == PLAYER || QUERY_FLAG (mon, FLAG_UNAGGRESSIVE) || QUERY_FLAG (mon, FLAG_FRIENDLY)) && (
2146 elmex 1.1 #ifdef PROHIBIT_PLAYERKILL
2147 root 1.49 (op->contr->peaceful
2148     || (mon->type == PLAYER
2149     && mon->contr->
2150     peaceful)) &&
2151 elmex 1.1 #else
2152 root 1.49 op->contr->peaceful &&
2153 elmex 1.1 #endif
2154 root 1.49 !on_battleground))
2155 root 1.18 {
2156     if (!op->contr->braced)
2157     {
2158     play_sound_map (op->map, op->x, op->y, SOUND_PUSH_PLAYER);
2159 root 1.85 push_ob (mon, dir, op);
2160 root 1.18 }
2161     else
2162 root 1.49 new_draw_info (0, 0, op, "You withhold your attack");
2163    
2164 root 1.18 if (op->contr->tmp_invis || op->hide)
2165     make_visible (op);
2166 root 1.11 }
2167 elmex 1.1
2168 root 1.18 /* If the object is a boulder or other rollable object, then
2169     * roll it if not braced. You can't roll it if you are braced.
2170     */
2171     else if (QUERY_FLAG (mon, FLAG_CAN_ROLL) && (!op->contr->braced))
2172     {
2173     recursive_roll (mon, dir, op);
2174     if (action_makes_visible (op))
2175     make_visible (op);
2176 root 1.11 }
2177    
2178 root 1.18 /* Any generic living creature. Including things like doors.
2179     * Way it works is like this: First, it must have some hit points
2180     * and be living. Then, it must be one of the following:
2181     * 1) Not a player, 2) A player, but of a different party. Note
2182     * that party_number -1 is no party, so attacks can still happen.
2183     */
2184     else if ((mon->stats.hp >= 0) && QUERY_FLAG (mon, FLAG_ALIVE) &&
2185     ((mon->type != PLAYER || op->contr->party == NULL || op->contr->party != mon->contr->party)))
2186     {
2187 elmex 1.1
2188 root 1.18 /* If the player hasn't hit something this tick, and does
2189     * so, give them speed boost based on weapon speed. Doing
2190     * it here is better than process_players2, which basically
2191     * incurred a 1 tick offset.
2192     */
2193     if (!op->contr->has_hit)
2194     {
2195     op->speed_left += op->speed / op->contr->weapon_sp;
2196 root 1.11
2197 root 1.18 op->contr->has_hit = 1; /* The last action was to hit, so use weapon_sp */
2198 root 1.11 }
2199    
2200 root 1.49 skill_attack (mon, op, 0, 0, 0);
2201 root 1.11
2202 root 1.18 /* If attacking another player, that player gets automatic
2203     * hitback, and doesn't loose luck either.
2204     * Disable hitback on the battleground or if the target is
2205     * the wiz.
2206     */
2207     if (mon->type == PLAYER && mon->stats.hp >= 0 && !mon->contr->has_hit && !on_battleground && !QUERY_FLAG (mon, FLAG_WIZ))
2208     {
2209     short luck = mon->stats.luck;
2210    
2211     mon->contr->has_hit = 1;
2212 root 1.49 skill_attack (op, mon, 0, 0, 0);
2213 root 1.18 mon->stats.luck = luck;
2214 root 1.11 }
2215 root 1.49
2216 root 1.18 if (action_makes_visible (op))
2217     make_visible (op);
2218 root 1.11 }
2219 root 1.18 } /* if player should attack something */
2220 elmex 1.1 }
2221    
2222 root 1.18 int
2223     move_player (object *op, int dir)
2224     {
2225     int pick;
2226 elmex 1.1
2227 root 1.84 if (!op->map || op->map->in_memory != MAP_IN_MEMORY)
2228 root 1.18 return 0;
2229 elmex 1.1
2230 root 1.18 /* Sanity check: make sure dir is valid */
2231     if ((dir < 0) || (dir >= 9))
2232     {
2233     LOG (llevError, "move_player: invalid direction %d\n", dir);
2234     return 0;
2235 elmex 1.1 }
2236    
2237 root 1.84 /* peterm: added following line */
2238 root 1.18 if (QUERY_FLAG (op, FLAG_CONFUSED) && dir)
2239     dir = absdir (dir + RANDOM () % 3 + RANDOM () % 3 - 2);
2240    
2241     op->facing = dir;
2242    
2243     if (op->hide)
2244     do_hidden_move (op);
2245    
2246     if (INVOKE_PLAYER (MOVE, op->contr, ARG_INT (dir)))
2247     /*nop */ ;
2248     else if (op->contr->fire_on)
2249     fire (op, dir);
2250     else
2251     {
2252     move_player_attack (op, dir);
2253     pick = check_pick (op);
2254     }
2255 elmex 1.1
2256 root 1.18 /* Add special check for newcs players and fire on - this way, the
2257     * server can handle repeat firing.
2258     */
2259     if (op->contr->fire_on || (op->contr->run_on && pick != 0))
2260 root 1.49 op->direction = dir;
2261 root 1.18 else
2262 root 1.49 op->direction = 0;
2263    
2264 root 1.18 /* Update how the player looks. Use the facing, so direction may
2265     * get reset to zero. This allows for full animation capabilities
2266     * for players.
2267     */
2268     animate_object (op, op->facing);
2269     return 0;
2270 elmex 1.1 }
2271    
2272     /* This is similar to handle_player, below, but is only used by the
2273     * new client/server stuff.
2274     * This is sort of special, in that the new client/server actually uses
2275     * the new speed values for commands.
2276     *
2277     * Returns true if there are more actions we can do.
2278     */
2279 root 1.18 int
2280     handle_newcs_player (object *op)
2281 elmex 1.1 {
2282 root 1.18 if (op->contr->hidden)
2283     {
2284     op->invisible = 1000;
2285     /* the socket code flashes the player visible/invisible
2286     * depending on the value of invisible, so we need to
2287     * alternate it here for it to work correctly.
2288     */
2289     if (pticks & 2)
2290 root 1.11 op->invisible--;
2291 root 1.18 }
2292     else if (op->invisible && !(QUERY_FLAG (op, FLAG_MAKE_INVIS)))
2293     {
2294     op->invisible--;
2295     if (!op->invisible)
2296     {
2297     make_visible (op);
2298     new_draw_info (NDI_UNIQUE, 0, op, "Your invisibility spell runs out.");
2299 root 1.11 }
2300 elmex 1.1 }
2301    
2302 root 1.18 if (QUERY_FLAG (op, FLAG_SCARED))
2303     {
2304     flee_player (op);
2305     /* If player is still scared, that is his action for this tick */
2306     if (QUERY_FLAG (op, FLAG_SCARED))
2307     {
2308     op->speed_left--;
2309     return 0;
2310 root 1.11 }
2311 elmex 1.1 }
2312    
2313 root 1.18 /* I've been seeing crashes where the golem has been destroyed, but
2314     * the player object still points to the defunct golem. The code that
2315     * destroys the golem looks correct, and it doesn't always happen, so
2316     * put this in a a workaround to clean up the golem pointer.
2317     */
2318 root 1.30 if (op->contr->ranges[range_golem] && QUERY_FLAG (op->contr->ranges[range_golem], FLAG_REMOVED))
2319     op->contr->ranges[range_golem] = 0;
2320 root 1.18
2321     /* call this here - we also will call this in do_ericserver, but
2322     * the players time has been increased when doericserver has been
2323     * called, so we recheck it here.
2324     */
2325 root 1.83 if (op->contr->ns->handle_command ())
2326     return 1;
2327 root 1.47
2328 root 1.83 if (op->speed_left > 0)
2329     {
2330     if (op->direction && (op->contr->run_on || op->contr->fire_on))
2331     {
2332     /* All move commands take 1 tick, at least for now */
2333     op->speed_left--;
2334 elmex 1.1
2335 root 1.83 /* Instead of all the stuff below, let move_player take care
2336     * of it. Also, some of the skill stuff is only put in
2337     * there, as well as the confusion stuff.
2338     */
2339     move_player (op, op->direction);
2340 elmex 1.1
2341 root 1.83 return op->speed_left > 0;
2342     }
2343 root 1.18 }
2344 root 1.41
2345 root 1.18 return 0;
2346     }
2347    
2348     int
2349     save_life (object *op)
2350     {
2351     if (!QUERY_FLAG (op, FLAG_LIFESAVE))
2352 elmex 1.1 return 0;
2353 root 1.18
2354 root 1.41 for (object *tmp = op->inv; tmp; tmp = tmp->below)
2355 root 1.18 if (QUERY_FLAG (tmp, FLAG_APPLIED) && QUERY_FLAG (tmp, FLAG_LIFESAVE))
2356     {
2357     play_sound_map (op->map, op->x, op->y, SOUND_OB_EVAPORATE);
2358     new_draw_info_format (NDI_UNIQUE, 0, op, "Your %s vibrates violently, then evaporates.", query_name (tmp));
2359 root 1.33
2360 root 1.18 if (op->contr)
2361     esrv_del_item (op->contr, tmp->count);
2362 root 1.33
2363     tmp->destroy ();
2364 root 1.18 CLEAR_FLAG (op, FLAG_LIFESAVE);
2365 root 1.33
2366 root 1.18 if (op->stats.hp < 0)
2367     op->stats.hp = op->stats.maxhp;
2368 root 1.33
2369 root 1.18 if (op->stats.food < 0)
2370     op->stats.food = 999;
2371 root 1.33
2372 root 1.54 op->update_stats ();
2373 root 1.18 return 1;
2374     }
2375 root 1.41
2376 root 1.18 LOG (llevError, "Error: LIFESAVE set without applied object.\n");
2377     CLEAR_FLAG (op, FLAG_LIFESAVE);
2378     enter_player_savebed (op); /* bring him home. */
2379     return 0;
2380 elmex 1.1 }
2381    
2382     /* This goes throws the inventory and removes unpaid objects, and puts them
2383     * back in the map (location and map determined by values of env). This
2384     * function will descend into containers. op is the object to start the search
2385     * from.
2386     */
2387 root 1.18 void
2388     remove_unpaid_objects (object *op, object *env)
2389 elmex 1.1 {
2390 root 1.18 object *next;
2391 elmex 1.1
2392 root 1.18 while (op)
2393     {
2394 root 1.70 object *next = op->below; /* Make sure we have a good value, in case we remove object 'op' */
2395    
2396 root 1.18 if (QUERY_FLAG (op, FLAG_UNPAID))
2397     {
2398     if (env->type == PLAYER)
2399     esrv_del_item (env->contr, op->count);
2400 root 1.70
2401     op->insert_at (env);
2402 root 1.18 }
2403     else if (op->inv)
2404     remove_unpaid_objects (op->inv, env);
2405 root 1.41
2406 root 1.18 op = next;
2407 elmex 1.1 }
2408     }
2409    
2410     /*
2411     * Returns pointer a static string containing gravestone text
2412     * Moved from apply.c to player.c - player.c is what
2413     * actually uses this function. player.c may not be quite the
2414     * best, a misc file for object actions is probably better,
2415     * but there isn't one in the server directory.
2416     */
2417 root 1.18 char *
2418     gravestone_text (object *op)
2419 elmex 1.1 {
2420 root 1.18 static char buf2[MAX_BUF];
2421     char buf[MAX_BUF];
2422     time_t now = time (NULL);
2423    
2424     strcpy (buf2, " R.I.P.\n\n");
2425     if (op->type == PLAYER)
2426     sprintf (buf, "%s the %s\n", &op->name, op->contr->title);
2427     else
2428     sprintf (buf, "%s\n", &op->name);
2429 root 1.41
2430 root 1.18 strncat (buf2, " ", 20 - strlen (buf) / 2);
2431     strcat (buf2, buf);
2432     if (op->type == PLAYER)
2433     sprintf (buf, "who was in level %d when killed\n", op->level);
2434     else
2435     sprintf (buf, "who was in level %d when died.\n\n", op->level);
2436 root 1.41
2437 root 1.18 strncat (buf2, " ", 20 - strlen (buf) / 2);
2438     strcat (buf2, buf);
2439     if (op->type == PLAYER)
2440     {
2441     sprintf (buf, "by %s.\n\n", op->contr->killer);
2442     strncat (buf2, " ", 21 - strlen (buf) / 2);
2443     strcat (buf2, buf);
2444     }
2445 root 1.41
2446 root 1.18 strftime (buf, MAX_BUF, "%b %d %Y\n", localtime (&now));
2447     strncat (buf2, " ", 20 - strlen (buf) / 2);
2448     strcat (buf2, buf);
2449 root 1.41
2450 root 1.18 return buf2;
2451 elmex 1.1 }
2452    
2453 root 1.18 void
2454     do_some_living (object *op)
2455     {
2456     int last_food = op->stats.food;
2457 elmex 1.1 int gen_hp, gen_sp, gen_grace;
2458     int over_hp, over_sp, over_grace;
2459     int i;
2460     int rate_hp = 1200;
2461     int rate_sp = 2500;
2462     int rate_grace = 2000;
2463     const int max_hp = 1;
2464     const int max_sp = 1;
2465     const int max_grace = 1;
2466    
2467 pippijn 1.17 if (op->contr->outputs_sync)
2468 root 1.18 {
2469     for (i = 0; i < NUM_OUTPUT_BUFS; i++)
2470 root 1.55 if (op->contr->outputs[i].buf && (op->contr->outputs[i].first_update + op->contr->outputs_sync) < (uint16) pticks)
2471 root 1.18 flush_output_element (op, &op->contr->outputs[i]);
2472     }
2473    
2474 root 1.52 if (op->contr->ns->state == ST_PLAYING)
2475 root 1.18 {
2476     /* these next three if clauses make it possible to SLOW DOWN
2477     hp/grace/spellpoint regeneration. */
2478     if (op->contr->gen_hp >= 0)
2479     gen_hp = (op->contr->gen_hp + 1) * op->stats.maxhp;
2480     else
2481     {
2482     gen_hp = op->stats.maxhp;
2483     rate_hp -= rate_hp / 2 * op->contr->gen_hp;
2484     }
2485 root 1.55
2486 root 1.18 if (op->contr->gen_sp >= 0)
2487     gen_sp = (op->contr->gen_sp + 1) * op->stats.maxsp;
2488     else
2489     {
2490     gen_sp = op->stats.maxsp;
2491     rate_sp -= rate_sp / 2 * op->contr->gen_sp;
2492     }
2493 root 1.55
2494 root 1.18 if (op->contr->gen_grace >= 0)
2495     gen_grace = (op->contr->gen_grace + 1) * op->stats.maxgrace;
2496     else
2497     {
2498     gen_grace = op->stats.maxgrace;
2499     rate_grace -= rate_grace / 2 * op->contr->gen_grace;
2500     }
2501    
2502     /* Regenerate Spell Points */
2503     if (op->contr->ranges[range_golem] == NULL && --op->last_sp < 0)
2504     {
2505     gen_sp = gen_sp * 10 / (op->contr->gen_sp_armour < 10 ? 10 : op->contr->gen_sp_armour);
2506     if (op->stats.sp < op->stats.maxsp)
2507     {
2508     op->stats.sp++;
2509     /* dms do not consume food */
2510     if (!QUERY_FLAG (op, FLAG_WIZ))
2511     {
2512     op->stats.food--;
2513     if (op->contr->digestion < 0)
2514     op->stats.food += op->contr->digestion;
2515     else if (op->contr->digestion > 0 && random_roll (0, op->contr->digestion, op, PREFER_HIGH))
2516     op->stats.food = last_food;
2517     }
2518     }
2519 root 1.55
2520 root 1.18 if (max_sp > 1)
2521     {
2522     over_sp = (gen_sp + 10) / rate_sp;
2523     if (over_sp > 0)
2524     {
2525     if (op->stats.sp < op->stats.maxsp)
2526     {
2527     op->stats.sp += over_sp > max_sp ? max_sp : over_sp;
2528 root 1.55
2529 root 1.18 if (random_roll (0, rate_sp - 1, op, PREFER_LOW) > ((gen_sp + 10) % rate_sp))
2530     op->stats.sp--;
2531 root 1.55
2532 root 1.18 if (op->stats.sp > op->stats.maxsp)
2533     op->stats.sp = op->stats.maxsp;
2534     }
2535     op->last_sp = 0;
2536     }
2537     else
2538 root 1.55 op->last_sp = rate_sp / (gen_sp < 20 ? 30 : gen_sp + 10);
2539 root 1.18 }
2540     else
2541 root 1.55 op->last_sp = rate_sp / (gen_sp < 20 ? 30 : gen_sp + 10);
2542 root 1.18 }
2543    
2544     /* Regenerate Grace */
2545     /* I altered this a little - maximum grace is ony achieved through prayer -b.t. */
2546     if (--op->last_grace < 0)
2547     {
2548     if (op->stats.grace < op->stats.maxgrace / 2)
2549     op->stats.grace++; /* no penalty in food for regaining grace */
2550 root 1.55
2551 root 1.18 if (max_grace > 1)
2552     {
2553     over_grace = (gen_grace < 20 ? 30 : gen_grace + 10) / rate_grace;
2554     if (over_grace > 0)
2555     {
2556     op->stats.sp += over_grace
2557     + (random_roll (0, rate_grace - 1, op, PREFER_HIGH) > ((gen_grace < 20 ? 30 : gen_grace + 10) % rate_grace)) ? -1 : 0;
2558     op->last_grace = 0;
2559     }
2560     else
2561     {
2562     op->last_grace = rate_grace / (gen_grace < 20 ? 30 : gen_grace + 10);
2563     }
2564     }
2565     else
2566     {
2567     op->last_grace = rate_grace / (gen_grace < 20 ? 30 : gen_grace + 10);
2568     }
2569     /* wearing stuff doesn't detract from grace generation. */
2570     }
2571    
2572     /* Regenerate Hit Points */
2573     if (--op->last_heal < 0)
2574     {
2575     if (op->stats.hp < op->stats.maxhp)
2576     {
2577     op->stats.hp++;
2578     /* dms do not consume food */
2579     if (!QUERY_FLAG (op, FLAG_WIZ))
2580     {
2581     op->stats.food--;
2582     if (op->contr->digestion < 0)
2583     op->stats.food += op->contr->digestion;
2584     else if (op->contr->digestion > 0 && random_roll (0, op->contr->digestion, op, PREFER_HIGH))
2585     op->stats.food = last_food;
2586     }
2587     }
2588 root 1.55
2589 root 1.18 if (max_hp > 1)
2590     {
2591     over_hp = (gen_hp < 20 ? 30 : gen_hp + 10) / rate_hp;
2592     if (over_hp > 0)
2593     {
2594     op->stats.sp += over_hp + (RANDOM () % rate_hp > ((gen_hp < 20 ? 30 : gen_hp + 10) % rate_hp)) ? -1 : 0;
2595     op->last_heal = 0;
2596     }
2597     else
2598     {
2599     op->last_heal = rate_hp / (gen_hp < 20 ? 30 : gen_hp + 10);
2600     }
2601     }
2602     else
2603     {
2604     op->last_heal = rate_hp / (gen_hp < 20 ? 30 : gen_hp + 10);
2605     }
2606 root 1.11 }
2607 elmex 1.1
2608 root 1.18 /* Digestion */
2609     if (--op->last_eat < 0)
2610     {
2611     #ifdef COZY_SERVER
2612     int dg = op->contr->digestion >= 0 && op->contr->digestion < 2 ? 2 : op->contr->digestion;
2613     int bonus = dg > 0 ? dg : 0, penalty = dg < 0 ? -dg : 0;
2614     #else
2615     int bonus = op->contr->digestion > 0 ? op->contr->digestion : 0, penalty = op->contr->digestion < 0 ? -op->contr->digestion : 0;
2616     #endif
2617    
2618     if (op->contr->gen_hp > 0)
2619     op->last_eat = 25 * (1 + bonus) / (op->contr->gen_hp + penalty + 1);
2620     else
2621     op->last_eat = 25 * (1 + bonus) / (penalty + 1);
2622 root 1.55
2623 root 1.18 /* dms do not consume food */
2624     if (!QUERY_FLAG (op, FLAG_WIZ))
2625     op->stats.food--;
2626 root 1.11 }
2627 elmex 1.1
2628 root 1.55 if (op->stats.food < 0 && op->stats.hp >= 0)
2629     {
2630     object *tmp, *flesh = 0;
2631 root 1.18
2632 root 1.55 for (tmp = op->inv; tmp; tmp = tmp->below)
2633 root 1.18 {
2634 root 1.55 if (!QUERY_FLAG (tmp, FLAG_UNPAID))
2635 root 1.18 {
2636 root 1.55 if (tmp->type == FOOD || tmp->type == DRINK || tmp->type == POISON)
2637     {
2638     new_draw_info (NDI_UNIQUE, 0, op, "You blindly grab for a bite of food.");
2639     manual_apply (op, tmp, 0);
2640     if (op->stats.food >= 0 || op->stats.hp < 0)
2641     break;
2642     }
2643     else if (tmp->type == FLESH)
2644     flesh = tmp;
2645     } /* End if paid for object */
2646     } /* end of for loop */
2647    
2648     /* If player is still starving, it means they don't have any food, so
2649     * eat flesh instead.
2650     */
2651     if (op->stats.food < 0 && op->stats.hp >= 0 && flesh)
2652     {
2653     new_draw_info (NDI_UNIQUE, 0, op, "You blindly grab for a bite of food.");
2654     manual_apply (op, flesh, 0);
2655     }
2656 root 1.11 }
2657 elmex 1.1
2658 root 1.55 while (op->stats.food < 0 && op->stats.hp >= 0)
2659     op->stats.food++, op->stats.hp--;
2660 elmex 1.1
2661 root 1.55 if (op->stats.hp < 0 && !QUERY_FLAG (op, FLAG_WIZ))
2662     kill_player (op);
2663     }
2664 elmex 1.1 }
2665    
2666     /* If the player should die (lack of hp, food, etc), we call this.
2667     * op is the player in jeopardy. If the player can not be saved (not
2668     * permadeath, no lifesave), this will take care of removing the player
2669     * file.
2670     */
2671 root 1.18 void
2672     kill_player (object *op)
2673 elmex 1.1 {
2674 root 1.18 char buf[MAX_BUF];
2675     int x, y;
2676    
2677     //int i;
2678 root 1.25 maptile *map; /* this is for resurrection */
2679 root 1.18
2680     /* int z;
2681     int num_stats_lose;
2682     int lost_a_stat;
2683     int lose_this_stat;
2684     int this_stat; */
2685     int will_kill_again;
2686     archetype *at;
2687     object *tmp;
2688    
2689     if (save_life (op))
2690     return;
2691    
2692    
2693     /* If player dies on BATTLEGROUND, no stat/exp loss! For Combat-Arenas
2694     * in cities ONLY!!! It is very important that this doesn't get abused.
2695     * Look at op_on_battleground() for more info --AndreasV
2696     */
2697     if (op_on_battleground (op, &x, &y))
2698     {
2699     new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, "You have been defeated in combat!");
2700     new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, "Local medics have saved your life...");
2701    
2702     /* restore player */
2703 root 1.22 at = archetype::find ("poisoning");
2704 root 1.70 if (object *tmp = present_arch_in_ob (at, op))
2705 root 1.18 {
2706 root 1.33 tmp->destroy ();
2707 root 1.18 new_draw_info (NDI_UNIQUE, 0, op, "Your body feels cleansed");
2708     }
2709 elmex 1.1
2710 root 1.22 at = archetype::find ("confusion");
2711 root 1.70 if (object *tmp = present_arch_in_ob (at, op))
2712 root 1.18 {
2713 root 1.33 tmp->destroy ();
2714 root 1.18 new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer");
2715     }
2716    
2717     cure_disease (op, 0); /* remove any disease */
2718     op->stats.hp = op->stats.maxhp;
2719     if (op->stats.food <= 0)
2720     op->stats.food = 999;
2721 elmex 1.1
2722 root 1.18 /* create a bodypart-trophy to make the winner happy */
2723 root 1.70 if (object *tmp = arch_to_object (archetype::find ("finger")))
2724 root 1.18 {
2725     sprintf (buf, "%s's finger", &op->name);
2726     tmp->name = buf;
2727     sprintf (buf, " This finger has been cut off %s\n"
2728     " the %s, when he was defeated at\n level %d by %s.\n",
2729     &op->name, op->contr->title, (int) (op->level), op->contr->killer);
2730     tmp->msg = buf;
2731     tmp->value = 0, tmp->material = 0, tmp->type = 0;
2732     tmp->materialname = NULL;
2733 elmex 1.87 tmp->insert_at (op, tmp);
2734 root 1.18 }
2735 elmex 1.1
2736 root 1.18 /* teleport defeated player to new destination */
2737     transfer_ob (op, x, y, 0, NULL);
2738     op->contr->braced = 0;
2739     return;
2740 elmex 1.1 }
2741    
2742 root 1.18 INVOKE_PLAYER (DEATH, op->contr);
2743 root 1.3
2744 root 1.18 command_kill_pets (op, 0);
2745 elmex 1.1
2746 root 1.18 if (op->stats.food < 0)
2747     {
2748     sprintf (buf, "%s starved to death.", &op->name);
2749     strcpy (op->contr->killer, "starvation");
2750 elmex 1.1 }
2751 root 1.18 else
2752 root 1.89 sprintf (buf, "%s died.", &op->name);
2753 root 1.70
2754 root 1.18 play_sound_player_only (op->contr, SOUND_PLAYER_DIES, 0, 0);
2755 elmex 1.1
2756 root 1.18 /* save the map location for corpse, gravestone */
2757 root 1.70 x = op->x;
2758     y = op->y;
2759 root 1.18 map = op->map;
2760 elmex 1.1
2761 root 1.54 /* NOT_PERMADEATH code. This basically brings the character back to
2762     * life if they are dead - it takes some exp and a random stat.
2763     * See the config.h file for a little more in depth detail about this.
2764     */
2765    
2766     /* Basically two ways to go - remove a stat permanently, or just
2767     * make it depletion. This bunch of code deals with that aspect
2768     * of death.
2769     */
2770     #ifndef COZY_SERVER
2771     if (settings.balanced_stat_loss)
2772 root 1.18 {
2773 root 1.54 /* If stat loss is permanent, lose one stat only. */
2774     /* Lower level chars don't lose as many stats because they suffer
2775     more if they do. */
2776     /* Higher level characters can afford things such as potions of
2777     restoration, or better, stat potions. So we slug them that
2778     little bit harder. */
2779     /* GD */
2780     if (settings.stat_loss_on_death)
2781     num_stats_lose = 1;
2782     else
2783     num_stats_lose = 1 + op->level / BALSL_NUMBER_LOSSES_RATIO;
2784     }
2785     else
2786 root 1.70 num_stats_lose = 1;
2787    
2788 root 1.54 lost_a_stat = 0;
2789    
2790     for (z = 0; z < num_stats_lose; z++)
2791     {
2792     i = RANDOM () % NUM_STATS;
2793 root 1.11
2794 root 1.54 if (settings.stat_loss_on_death)
2795 root 1.18 {
2796 root 1.54 /* Pick a random stat and take a point off it. Tell the player
2797     * what he lost.
2798     */
2799     change_attr_value (&(op->stats), i, -1);
2800     check_stat_bounds (&(op->stats));
2801     change_attr_value (&(op->contr->orig_stats), i, -1);
2802     check_stat_bounds (&(op->contr->orig_stats));
2803     new_draw_info (NDI_UNIQUE, 0, op, lose_msg[i]);
2804     lost_a_stat = 1;
2805 root 1.18 }
2806     else
2807     {
2808 root 1.54 /* deplete a stat */
2809     archetype *deparch = archetype::find ("depletion");
2810     object *dep;
2811 root 1.11
2812 root 1.54 dep = present_arch_in_ob (deparch, op);
2813     if (!dep)
2814 root 1.18 {
2815 root 1.54 dep = arch_to_object (deparch);
2816     insert_ob_in_ob (dep, op);
2817 root 1.18 }
2818 root 1.54 lose_this_stat = 1;
2819     if (settings.balanced_stat_loss)
2820 root 1.18 {
2821 root 1.54 /* GD */
2822     /* Get the stat that we're about to deplete. */
2823     this_stat = get_attr_value (&(dep->stats), i);
2824     if (this_stat < 0)
2825     {
2826     int loss_chance = 1 + op->level / BALSL_LOSS_CHANCE_RATIO;
2827     int keep_chance = this_stat * this_stat;
2828 root 1.18
2829 root 1.54 /* Yes, I am paranoid. Sue me. */
2830     if (keep_chance < 1)
2831     keep_chance = 1;
2832 root 1.18
2833 root 1.54 /* There is a maximum depletion total per level. */
2834     if (this_stat < -1 - op->level / BALSL_MAX_LOSS_RATIO)
2835     {
2836     lose_this_stat = 0;
2837     /* Take loss chance vs keep chance to see if we
2838     retain the stat. */
2839     }
2840     else
2841     {
2842     if (random_roll (0, loss_chance + keep_chance - 1, op, PREFER_LOW) < keep_chance)
2843     lose_this_stat = 0;
2844     /* LOG(llevDebug, "Determining stat loss. Stat: %d Keep: %d Lose: %d Result: %s.\n",
2845     this_stat, keep_chance, loss_chance,
2846     lose_this_stat?"LOSE":"KEEP"); */
2847 root 1.11 }
2848     }
2849 root 1.54 }
2850 root 1.18
2851 root 1.54 if (lose_this_stat)
2852     {
2853     this_stat = get_attr_value (&(dep->stats), i);
2854     /* We could try to do something clever like find another
2855     * stat to reduce if this fails. But chances are, if
2856     * stats have been depleted to -50, all are pretty low
2857     * and should be roughly the same, so it shouldn't make a
2858     * difference.
2859     */
2860     if (this_stat >= -50)
2861 root 1.18 {
2862 root 1.54 change_attr_value (&(dep->stats), i, -1);
2863     SET_FLAG (dep, FLAG_APPLIED);
2864     new_draw_info (NDI_UNIQUE, 0, op, lose_msg[i]);
2865     op->update_stats ();
2866     lost_a_stat = 1;
2867 root 1.11 }
2868     }
2869     }
2870 root 1.54 }
2871     /* If no stat lost, tell the player. */
2872     if (!lost_a_stat)
2873     {
2874     /* determine_god() seems to not work sometimes... why is this?
2875     Should I be using something else? GD */
2876     const char *god = determine_god (op);
2877 root 1.18
2878 root 1.54 if (god && (strcmp (god, "none")))
2879     new_draw_info_format (NDI_UNIQUE, 0, op, "For a brief moment you feel the holy presence of %s protecting" " you.", god);
2880     else
2881     new_draw_info (NDI_UNIQUE, 0, op, "For a brief moment you feel a holy presence protecting you.");
2882     }
2883 root 1.28 #else
2884 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.");
2885 elmex 1.1 #endif
2886    
2887 root 1.54 /* Put a gravestone up where the character 'almost' died. List the
2888     * exp loss on the stone.
2889     */
2890     tmp = arch_to_object (archetype::find ("gravestone"));
2891     sprintf (buf, "%s's gravestone", &op->name);
2892     tmp->name = buf;
2893     sprintf (buf, "%s's gravestones", &op->name);
2894     tmp->name_pl = buf;
2895     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);
2896     tmp->msg = buf;
2897     tmp->x = op->x, tmp->y = op->y;
2898     insert_ob_in_map (tmp, op->map, NULL, 0);
2899    
2900     /**************************************/
2901     /* */
2902     /* Subtract the experience points, */
2903     /* if we died cause of food, give us */
2904     /* food, and reset HP's... */
2905     /* */
2906     /**************************************/
2907    
2908     /* remove any poisoning and confusion the character may be suffering. */
2909     /* restore player */
2910     at = archetype::find ("poisoning");
2911     tmp = present_arch_in_ob (at, op);
2912    
2913     if (tmp)
2914     {
2915     tmp->destroy ();
2916     new_draw_info (NDI_UNIQUE, 0, op, "Your body feels cleansed");
2917     }
2918    
2919     at = archetype::find ("confusion");
2920     tmp = present_arch_in_ob (at, op);
2921     if (tmp)
2922     {
2923     tmp->destroy ();
2924     new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer");
2925     }
2926    
2927     cure_disease (op, 0); /* remove any disease */
2928    
2929     /*add_exp(op, (op->stats.exp * -0.20)); */
2930     apply_death_exp_penalty (op);
2931     if (op->stats.food < 100)
2932     op->stats.food = 900;
2933     op->stats.hp = op->stats.maxhp;
2934     op->stats.sp = MAX (op->stats.sp, op->stats.maxsp);
2935     op->stats.grace = MAX (op->stats.grace, op->stats.maxgrace);
2936 root 1.11
2937 root 1.54 /*
2938     * Check to see if the player is in a shop. IF so, then check to see if
2939     * the player has any unpaid items. If so, remove them and put them back
2940     * in the map.
2941     */
2942 root 1.33
2943 root 1.54 if (is_in_shop (op))
2944     remove_unpaid_objects (op->inv, op);
2945 root 1.18
2946 root 1.54 /****************************************/
2947     /* */
2948     /* Move player to his current respawn- */
2949     /* position (usually last savebed) */
2950     /* */
2951     /****************************************/
2952 root 1.18
2953 root 1.54 enter_player_savebed (op);
2954 root 1.18
2955 root 1.54 op->contr->braced = 0;
2956 root 1.11
2957 root 1.54 /* it is possible that the player has blown something up
2958     * at his savebed location, and that can have long lasting
2959     * spell effects. So first see if there is a spell effect
2960     * on the space that might harm the player.
2961     */
2962     will_kill_again = 0;
2963     for (tmp = GET_MAP_OB (op->map, op->x, op->y); tmp; tmp = tmp->above)
2964     if (tmp->type == SPELL_EFFECT)
2965     will_kill_again |= tmp->attacktype;
2966 elmex 1.1
2967 root 1.54 if (will_kill_again)
2968 root 1.18 {
2969 root 1.54 object *force;
2970     int at;
2971 root 1.18
2972 root 1.54 force = get_archetype (FORCE_NAME);
2973     /* 50 ticks should be enough time for the spell to abate */
2974     force->speed = 0.1;
2975     force->speed_left = -5.0;
2976     SET_FLAG (force, FLAG_APPLIED);
2977     for (at = 0; at < NROFATTACKS; at++)
2978     if (will_kill_again & (1 << at))
2979     force->resist[at] = 100;
2980 root 1.30
2981 root 1.54 insert_ob_in_ob (force, op);
2982     op->update_stats ();
2983 root 1.30
2984 root 1.54 }
2985 root 1.18
2986 root 1.54 new_draw_info (NDI_UNIQUE, 0, op, "YOU HAVE DIED.");
2987 elmex 1.1 }
2988    
2989 root 1.18 void
2990     loot_object (object *op)
2991     { /* Grab and destroy some treasure */
2992     object *tmp, *tmp2, *next;
2993 elmex 1.1
2994 root 1.18 if (op->container)
2995 root 1.54 esrv_apply_container (op, op->container); /* close open sack first */
2996 elmex 1.1
2997 root 1.54 for (tmp = op->inv; tmp; tmp = next)
2998 root 1.18 {
2999     next = tmp->below;
3000 root 1.54
3001 elmex 1.50 if (tmp->invisible)
3002 root 1.18 continue;
3003 root 1.54
3004 root 1.32 tmp->remove ();
3005 root 1.18 tmp->x = op->x, tmp->y = op->y;
3006     if (tmp->type == CONTAINER)
3007     { /* empty container to ground */
3008     loot_object (tmp);
3009     }
3010     if (!QUERY_FLAG (tmp, FLAG_UNIQUE) && (QUERY_FLAG (tmp, FLAG_STARTEQUIP) || QUERY_FLAG (tmp, FLAG_NO_DROP) || !(RANDOM () % 3)))
3011     {
3012     if (tmp->nrof > 1)
3013     {
3014     tmp2 = get_split_ob (tmp, 1 + RANDOM () % (tmp->nrof - 1));
3015 root 1.33 tmp2->destroy ();
3016 root 1.18 insert_ob_in_map (tmp, op->map, NULL, 0);
3017     }
3018     else
3019 root 1.33 tmp->destroy ();
3020 root 1.18 }
3021     else
3022     insert_ob_in_map (tmp, op->map, NULL, 0);
3023     }
3024 elmex 1.1 }
3025    
3026     /*
3027     * fix_weight(): Check recursively the weight of all players, and fix
3028     * what needs to be fixed. Refresh windows and fix speed if anything
3029     * was changed.
3030     */
3031    
3032 root 1.18 void
3033     fix_weight (void)
3034     {
3035 root 1.61 for_all_players (pl)
3036 root 1.18 {
3037     int old = pl->ob->carrying, sum = sum_weight (pl->ob);
3038    
3039     if (old == sum)
3040     continue;
3041 root 1.54 pl->ob->update_stats ();
3042 root 1.18 LOG (llevDebug, "Fixed inventory in %s (%d -> %d)\n", &pl->ob->name, old, sum);
3043     }
3044 elmex 1.1 }
3045    
3046 root 1.18 void
3047     fix_luck (void)
3048     {
3049 root 1.61 for_all_players (pl)
3050 root 1.52 if (!pl->ob->contr->ns->state)
3051 root 1.54 pl->ob->change_luck (0);
3052 elmex 1.1 }
3053    
3054     /* cast_dust() - handles op throwing objects of type 'DUST'.
3055     * This is much simpler in the new spell code - we basically
3056     * just treat this as any other spell casting object.
3057     */
3058 elmex 1.2 void
3059 root 1.18 cast_dust (object *op, object *throw_ob, int dir)
3060 elmex 1.2 {
3061     object *skop, *spob;
3062    
3063     skop = find_skill_by_name (op, throw_ob->skill);
3064    
3065     /* casting POTION 'dusts' is really a use_magic_item skill */
3066     if (op->type == PLAYER && throw_ob->type == POTION && !skop)
3067     {
3068 root 1.18 LOG (llevError, "Player %s lacks critical skill use_magic_item!\n", &op->name);
3069 elmex 1.2 return;
3070     }
3071    
3072     spob = throw_ob->inv;
3073    
3074     // elmex Tue Aug 15 17:19:46 CEST 2006: Added this check to
3075     // not pass NULL to cast_spell (which did indeed check itself, but
3076     // errors should be reported as early as possible IMHO)
3077     if (!spob)
3078     {
3079 root 1.18 LOG (llevError, "cast_dust: thrown object %s (by %s) had no spell in it!", &throw_ob->name, &op->name);
3080 elmex 1.2 return;
3081 elmex 1.1 }
3082    
3083 elmex 1.2 if (op->type == PLAYER)
3084 root 1.14 new_draw_info_format (NDI_UNIQUE, 0, op, "You cast %s.", &spob->name);
3085 elmex 1.2
3086     cast_spell (op, throw_ob, dir, spob, NULL);
3087    
3088 root 1.33 throw_ob->destroy ();
3089 elmex 1.1 }
3090    
3091 root 1.18 void
3092     make_visible (object *op)
3093     {
3094     op->hide = 0;
3095     op->invisible = 0;
3096     if (op->type == PLAYER)
3097     {
3098     op->contr->tmp_invis = 0;
3099     op->contr->invis_race = 0;
3100     }
3101     update_object (op, UP_OBJ_FACE);
3102     }
3103    
3104     int
3105     is_true_undead (object *op)
3106     {
3107     object *tmp = NULL;
3108    
3109     if (QUERY_FLAG (&op->arch->clone, FLAG_UNDEAD))
3110     return 1;
3111    
3112 elmex 1.1 return 0;
3113     }
3114    
3115     /* look at the surrounding terrain to determine
3116     * the hideability of this object. Positive levels
3117     * indicate greater hideability.
3118     */
3119    
3120 root 1.18 int
3121     hideability (object *ob)
3122     {
3123     int i, level = 0, mflag;
3124     sint16 x, y;
3125    
3126     if (!ob || !ob->map)
3127     return 0;
3128    
3129     /* so, on normal lighted maps, its hard to hide */
3130     level = ob->map->darkness - 2;
3131    
3132     /* this also picks up whether the object is glowing.
3133     * If you carry a light on a non-dark map, its not
3134     * as bad as carrying a light on a pitch dark map */
3135     if (has_carried_lights (ob))
3136     level = -(10 + (2 * ob->map->darkness));
3137    
3138     /* scan through all nearby squares for terrain to hide in */
3139     for (i = 0, x = ob->x, y = ob->y; i < 9; i++, x = ob->x + freearr_x[i], y = ob->y + freearr_y[i])
3140     {
3141     mflag = get_map_flags (ob->map, NULL, x, y, NULL, NULL);
3142     if (mflag & P_OUT_OF_MAP)
3143     {
3144     continue;
3145     }
3146     if (mflag & P_BLOCKSVIEW) /* something to hide near! */
3147     level += 2;
3148     else /* open terrain! */
3149     level -= 1;
3150 elmex 1.1 }
3151 root 1.18
3152 elmex 1.1 #if 0
3153 root 1.18 LOG (llevDebug, "hideability of %s is %d\n", ob->name, level);
3154 elmex 1.1 #endif
3155 root 1.18 return level;
3156 elmex 1.1 }
3157    
3158     /* For Hidden creatures - a chance of becoming 'unhidden'
3159     * every time they move - as we subtract off 'invisibility'
3160     * AND, for players, if they move into a ridiculously unhideable
3161     * spot (surrounded by clear terrain in broad daylight). -b.t.
3162     */
3163    
3164 root 1.18 void
3165     do_hidden_move (object *op)
3166     {
3167     int hide = 0, num = random_roll (0, 19, op, PREFER_LOW);
3168     object *skop;
3169    
3170     if (!op || !op->map)
3171     return;
3172    
3173     skop = find_obj_by_type_subtype (op, SKILL, SK_HIDING);
3174    
3175     /* its *extremely* hard to run and sneak/hide at the same time! */
3176     if (op->type == PLAYER && op->contr->run_on)
3177 root 1.85 if (!skop || num >= skop->level)
3178     {
3179     new_draw_info (NDI_UNIQUE, 0, op, "You ran too much! You are no longer hidden!");
3180     make_visible (op);
3181     return;
3182     }
3183     else
3184     num += 20;
3185    
3186 root 1.18 num += op->map->difficulty;
3187     hide = hideability (op); /* modify by terrain hidden level */
3188     num -= hide;
3189 root 1.85
3190 root 1.18 if ((op->type == PLAYER && hide < -10) || ((op->invisible -= num) <= 0))
3191     {
3192     make_visible (op);
3193     if (op->type == PLAYER)
3194     new_draw_info (NDI_UNIQUE, 0, op, "You moved out of hiding! You are visible!");
3195 elmex 1.1 }
3196 root 1.18 else if (op->type == PLAYER && skop)
3197 root 1.85 change_exp (op, calc_skill_exp (op, NULL, skop), skop->skill, 0);
3198 elmex 1.1 }
3199    
3200     /* determine if who is standing near a hostile creature. */
3201    
3202 root 1.18 int
3203     stand_near_hostile (object *who)
3204     {
3205     object *tmp = NULL;
3206     int i, friendly = 0, player = 0, mflags;
3207 root 1.25 maptile *m;
3208 root 1.18 sint16 x, y;
3209    
3210     if (!who)
3211     return 0;
3212    
3213     if (who->type == PLAYER)
3214     player = 1;
3215    
3216     else
3217     friendly = QUERY_FLAG (who, FLAG_FRIENDLY);
3218    
3219     /* search adjacent squares */
3220     for (i = 1; i < 9; i++)
3221     {
3222     x = who->x + freearr_x[i];
3223     y = who->y + freearr_y[i];
3224     m = who->map;
3225     mflags = get_map_flags (m, &m, x, y, &x, &y);
3226     /* space must be blocked if there is a monster. If not
3227     * blocked, don't need to check this space.
3228     */
3229     if (mflags & P_OUT_OF_MAP)
3230     continue;
3231     if (OB_TYPE_MOVE_BLOCK (who, GET_MAP_MOVE_BLOCK (m, x, y)))
3232     continue;
3233    
3234 root 1.49 for (tmp = GET_MAP_OB (m, x, y); tmp; tmp = tmp->above)
3235 root 1.18 {
3236     if ((player ||friendly) &&QUERY_FLAG (tmp, FLAG_MONSTER) && !QUERY_FLAG (tmp, FLAG_UNAGGRESSIVE))
3237     return 1;
3238     else if (tmp->type == PLAYER)
3239     {
3240     /*don't let a hidden DM prevent you from hiding */
3241     if (!QUERY_FLAG (tmp, FLAG_WIZ) || tmp->contr->hidden == 0)
3242 root 1.11 return 1;
3243 root 1.18 }
3244 root 1.11 }
3245 elmex 1.1 }
3246 root 1.18 return 0;
3247 elmex 1.1 }
3248    
3249     /* check the player los field for viewability of the
3250     * object op. This function works fine for monsters,
3251     * but we dont worry if the object isnt the top one in
3252     * a pile (say a coin under a table would return "viewable"
3253     * by this routine). Another question, should we be
3254     * concerned with the direction the player is looking
3255     * in? Realistically, most of use cant see stuff behind
3256     * our backs...on the other hand, does the "facing" direction
3257     * imply the way your head, or body is facing? Its possible
3258     * for them to differ. Sigh, this fctn could get a bit more complex.
3259     * -b.t.
3260     * This function is now map tiling safe.
3261     */
3262    
3263 root 1.18 int
3264     player_can_view (object *pl, object *op)
3265     {
3266     rv_vector rv;
3267     int dx, dy;
3268    
3269     if (pl->type != PLAYER)
3270     {
3271     LOG (llevError, "player_can_view() called for non-player object\n");
3272     return -1;
3273 elmex 1.1 }
3274 root 1.74
3275 root 1.18 if (!pl || !op)
3276 elmex 1.1 return 0;
3277 root 1.18
3278 root 1.74 op = op->head_ ();
3279    
3280 root 1.18 get_rangevector (pl, op, &rv, 0x1);
3281    
3282     /* starting with the 'head' part, lets loop
3283     * through the object and find if it has any
3284     * part that is in the los array but isnt on
3285     * a blocked los square.
3286     * we use the archetype to figure out offsets.
3287     */
3288     while (op)
3289     {
3290     dx = rv.distance_x + op->arch->clone.x;
3291     dy = rv.distance_y + op->arch->clone.y;
3292    
3293     /* only the viewable area the player sees is updated by LOS
3294     * code, so we need to restrict ourselves to that range of values
3295     * for any meaningful values.
3296     */
3297 root 1.52 if (FABS (dx) <= (pl->contr->ns->mapx / 2) &&
3298     FABS (dy) <= (pl->contr->ns->mapy / 2) &&
3299     !pl->contr->blocked_los[dx + (pl->contr->ns->mapx / 2)][dy + (pl->contr->ns->mapy / 2)])
3300 root 1.18 return 1;
3301     op = op->more;
3302     }
3303     return 0;
3304 elmex 1.1 }
3305    
3306     /* routine for both players and monsters. We call this when
3307     * there is a possibility for our action distrubing our hiding
3308     * place or invisiblity spell. Artefact invisiblity is not
3309     * effected by this. If we arent invisible to begin with, we
3310     * return 0.
3311     */
3312 root 1.18 int
3313     action_makes_visible (object *op)
3314     {
3315    
3316     if (op->invisible && QUERY_FLAG (op, FLAG_ALIVE))
3317     {
3318     if (QUERY_FLAG (op, FLAG_MAKE_INVIS))
3319     return 0;
3320    
3321     if (op->contr && op->contr->tmp_invis == 0)
3322     return 0;
3323 elmex 1.1
3324 root 1.18 /* If monsters, they should become visible */
3325     if (op->hide || !op->contr || (op->contr && op->contr->tmp_invis))
3326     {
3327     new_draw_info_format (NDI_UNIQUE, 0, op, "You become %s!", op->hide ? "unhidden" : "visible");
3328     return 1;
3329 root 1.11 }
3330 elmex 1.1 }
3331 root 1.18 return 0;
3332 elmex 1.1 }
3333    
3334     /* op_on_battleground - checks if the given object op (usually
3335     * a player) is standing on a valid battleground-tile,
3336     * function returns TRUE/FALSE. If true x, y returns the battleground
3337     * -exit-coord. (and if x, y not NULL)
3338     * 19 March 2005 - josh@woosworld.net modifed to check if the battleground also has slaying, maxhp, and maxsp set
3339     * and if those are all set and the player has a marker that matches the slaying send them to a different x, y
3340     * Default is to do the same as before, so only people wanting to have different points need worry about this
3341     */
3342 root 1.18 int
3343     op_on_battleground (object *op, int *x, int *y)
3344     {
3345 elmex 1.1 object *tmp;
3346 root 1.18
3347 elmex 1.1 /* A battleground-tile needs the following attributes to be valid:
3348     * is_floor 1 (has to be the FIRST floor beneath the player's feet),
3349     * name="battleground", no_pick 1, type=58 (type BATTLEGROUND)
3350     * and the exit-coordinates sp/hp must both be > 0.
3351     * => The intention here is to prevent abuse of the battleground-
3352     * feature (like pickable or hidden battleground tiles). */
3353 root 1.18 for (tmp = op->below; tmp != NULL; tmp = tmp->below)
3354     {
3355     if (QUERY_FLAG (tmp, FLAG_IS_FLOOR))
3356     {
3357     if (QUERY_FLAG (tmp, FLAG_NO_PICK) &&
3358     strcmp (tmp->name, "battleground") == 0 && tmp->type == BATTLEGROUND && EXIT_X (tmp) && EXIT_Y (tmp))
3359     {
3360     /*before we assign the exit, check if this is a teambattle */
3361     if (EXIT_ALT_X (tmp) && EXIT_ALT_Y (tmp) && EXIT_PATH (tmp))
3362     {
3363     object *invtmp;
3364    
3365     for (invtmp = op->inv; invtmp != NULL; invtmp = invtmp->below)
3366     {
3367     if (invtmp->type == FORCE && invtmp->slaying && !strcmp (EXIT_PATH (tmp), invtmp->slaying))
3368     {
3369     if (x != NULL && y != NULL)
3370     *x = EXIT_ALT_X (tmp), *y = EXIT_ALT_Y (tmp);
3371     return 1;
3372     }
3373     }
3374     }
3375     if (x != NULL && y != NULL)
3376     *x = EXIT_X (tmp), *y = EXIT_Y (tmp);
3377     return 1;
3378     }
3379     }
3380 elmex 1.1 }
3381     /* If we got here, did not find a battleground */
3382     return 0;
3383     }
3384    
3385     /*
3386     * When a dragon-player gains a new stage of evolution,
3387     * he gets some treasure
3388     *
3389     * attributes:
3390     * object *who the dragon player
3391     * int atnr the attack-number of the ability focus
3392     * int level ability level
3393     */
3394 root 1.18 void
3395     dragon_ability_gain (object *who, int atnr, int level)
3396     {
3397     treasurelist *trlist = NULL; /* treasurelist */
3398     treasure *tr; /* treasure */
3399     object *tmp, *skop; /* tmp. object */
3400     object *item; /* treasure object */
3401     char buf[MAX_BUF]; /* tmp. string buffer */
3402     int i = 0, j = 0;
3403    
3404     /* get the appropriate treasurelist */
3405     if (atnr == ATNR_FIRE)
3406     trlist = find_treasurelist ("dragon_ability_fire");
3407     else if (atnr == ATNR_COLD)
3408     trlist = find_treasurelist ("dragon_ability_cold");
3409     else if (atnr == ATNR_ELECTRICITY)
3410     trlist = find_treasurelist ("dragon_ability_elec");
3411     else if (atnr == ATNR_POISON)
3412     trlist = find_treasurelist ("dragon_ability_poison");
3413    
3414     if (trlist == NULL || who->type != PLAYER)
3415     return;
3416    
3417     for (i = 0, tr = trlist->items; tr != NULL && i < level - 1; tr = tr->next, i++);
3418    
3419 elmex 1.82 if (!tr || !tr->item)
3420 root 1.18 {
3421     /* LOG(llevDebug, "-> no more treasure for %s\n", change_resist_msg[atnr]); */
3422     return;
3423 elmex 1.1 }
3424    
3425 root 1.18 /* everything seems okay - now bring on the gift: */
3426     item = &(tr->item->clone);
3427 elmex 1.1
3428 root 1.18 if (item->type == SPELL)
3429     {
3430     if (check_spell_known (who, item->name))
3431 root 1.11 return;
3432 root 1.18
3433     new_draw_info_format (NDI_UNIQUE | NDI_BLUE, 0, who, "You gained the ability of %s", &item->name);
3434     do_learn_spell (who, item, 0);
3435     return;
3436 elmex 1.1 }
3437    
3438 root 1.18 /* grant direct spell */
3439     if (item->type == SPELLBOOK)
3440     {
3441     if (!item->inv)
3442     {
3443     LOG (llevDebug, "dragon_ability_gain: Broken spellbook %s\n", &item->name);
3444     return;
3445     }
3446     if (check_spell_known (who, item->inv->name))
3447     return;
3448     if (item->invisible)
3449     {
3450     new_draw_info_format (NDI_UNIQUE | NDI_BLUE, 0, who, "You gained the ability of %s", &item->inv->name);
3451     do_learn_spell (who, item->inv, 0);
3452     return;
3453 root 1.11 }
3454 root 1.18 }
3455     else if (item->type == SKILL_TOOL && item->invisible)
3456     {
3457     if (item->subtype == SK_CLAWING && (skop = find_skill_by_name (who, item->skill)) != NULL)
3458     {
3459    
3460     /* should this perhaps be (skop->attackyp & item->attacktype)!=item->attacktype ...
3461     * in this way, if the player is missing any of the attacktypes, he gets
3462     * them. As it is now, if the player has any that match the granted skill,
3463     * but not all of them, he gets nothing.
3464     */
3465     if (!(skop->attacktype & item->attacktype))
3466     {
3467     /* Give new attacktype */
3468     skop->attacktype |= item->attacktype;
3469    
3470     /* always add physical if there's none */
3471     skop->attacktype |= AT_PHYSICAL;
3472    
3473     if (item->msg != NULL)
3474     new_draw_info (NDI_UNIQUE | NDI_BLUE, 0, who, item->msg);
3475    
3476     /* Give player new face */
3477     if (item->animation_id)
3478     {
3479     who->face = skop->face;
3480     who->animation_id = item->animation_id;
3481     who->anim_speed = item->anim_speed;
3482     who->last_anim = 0;
3483     who->state = 0;
3484     animate_object (who, who->direction);
3485     }
3486     }
3487 root 1.11 }
3488 elmex 1.1 }
3489 root 1.18 else if (item->type == FORCE)
3490     {
3491     /* forces in the treasurelist can alter the player's stats */
3492     object *skin;
3493 elmex 1.1
3494 root 1.18 /* first get the dragon skin force */
3495 root 1.52 shstr_cmp dragon_skin_force ("dragon_skin_force");
3496     for (skin = who->inv; skin && !(skin->arch->name == dragon_skin_force); skin = skin->below)
3497     ;
3498    
3499     if (!skin)
3500 root 1.18 return;
3501    
3502     /* adding new spellpath attunements */
3503     if (item->path_attuned > 0 && !(skin->path_attuned & item->path_attuned))
3504     {
3505     skin->path_attuned |= item->path_attuned; /* add attunement to skin */
3506    
3507     /* print message */
3508     sprintf (buf, "You feel attuned to ");
3509     for (i = 0, j = 0; i < NRSPELLPATHS; i++)
3510     {
3511     if (item->path_attuned & (1 << i))
3512     {
3513     if (j)
3514     strcat (buf, " and ");
3515     else
3516     j = 1;
3517     strcat (buf, spellpathnames[i]);
3518     }
3519     }
3520     strcat (buf, ".");
3521     new_draw_info (NDI_UNIQUE | NDI_BLUE, 0, who, buf);
3522     }
3523    
3524     /* evtl. adding flags: */
3525     if (QUERY_FLAG (item, FLAG_XRAYS))
3526     SET_FLAG (skin, FLAG_XRAYS);
3527     if (QUERY_FLAG (item, FLAG_STEALTH))
3528     SET_FLAG (skin, FLAG_STEALTH);
3529     if (QUERY_FLAG (item, FLAG_SEE_IN_DARK))
3530     SET_FLAG (skin, FLAG_SEE_IN_DARK);
3531    
3532     /* print message if there is one */
3533     if (item->msg != NULL)
3534     new_draw_info (NDI_UNIQUE | NDI_BLUE, 0, who, item->msg);
3535     }
3536     else
3537     {
3538     /* generate misc. treasure */
3539     tmp = arch_to_object (tr->item);
3540     new_draw_info_format (NDI_UNIQUE | NDI_BLUE, 0, who, "You gained %s", query_short_name (tmp));
3541     tmp = insert_ob_in_ob (tmp, who);
3542     if (who->type == PLAYER)
3543     esrv_send_item (who, tmp);
3544 elmex 1.1 }
3545     }
3546    
3547     /**
3548     * Unready an object for a player. This function does nothing if the object was
3549     * not readied.
3550     */
3551 root 1.18 void
3552     player_unready_range_ob (player *pl, object *ob)
3553     {
3554     rangetype i;
3555 elmex 1.1
3556 root 1.18 for (i = (rangetype) 0; i < range_size; i = (rangetype) ((int) i + 1))
3557     {
3558     if (pl->ranges[i] == ob)
3559     {
3560     pl->ranges[i] = NULL;
3561     if (pl->shoottype == i)
3562     {
3563     pl->shoottype = range_none;
3564 elmex 1.1 }
3565     }
3566     }
3567     }