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/cvs/deliantra/server/server/player.C
Revision: 1.94
Committed: Mon Jan 8 14:29:05 2007 UTC (17 years, 5 months ago) by root
Content type: text/plain
Branch: MAIN
Changes since 1.93: +0 -2 lines
Log Message:
disable destroy

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