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/cvs/deliantra/server/server/player.C
Revision: 1.1
Committed: Sun Aug 13 17:16:04 2006 UTC (17 years, 9 months ago) by elmex
Content type: text/plain
Branch: MAIN
Log Message:
Made server compile with C++.
Removed cfanim plugin and crossedit.
C++ here we come.

File Contents

# User Rev Content
1 elmex 1.1 /*
2     * static char *rcsid_player_c =
3     * "$Id$";
4     */
5    
6     /*
7     CrossFire, A Multiplayer game for X-windows
8    
9     Copyright (C) 2002 Mark Wedel & Crossfire Development Team
10     Copyright (C) 1992 Frank Tore Johansen
11    
12     This program is free software; you can redistribute it and/or modify
13     it under the terms of the GNU General Public License as published by
14     the Free Software Foundation; either version 2 of the License, or
15     (at your option) any later version.
16    
17     This program is distributed in the hope that it will be useful,
18     but WITHOUT ANY WARRANTY; without even the implied warranty of
19     MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
20     GNU General Public License for more details.
21    
22     You should have received a copy of the GNU General Public License
23     along with this program; if not, write to the Free Software
24     Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA.
25    
26     The author can be reached via e-mail to crossfire-devel@real-time.com
27     */
28    
29     #include <global.h>
30     #ifndef WIN32 /* ---win32 remove headers */
31     #include <pwd.h>
32     #endif
33     #ifndef __CEXTRACT__
34     #include <sproto.h>
35     #endif
36     #include <sounds.h>
37     #include <living.h>
38     #include <object.h>
39     #include <spells.h>
40     #include <skills.h>
41     #include <newclient.h>
42    
43     #ifdef COZY_SERVER
44     extern int same_party (partylist *a, partylist *b);
45     #endif
46    
47     player *find_player(const char *plname)
48     {
49     player *pl;
50     for(pl=first_player;pl!=NULL;pl=pl->next)
51     {
52     if(pl->ob != NULL && !strcmp(query_name(pl->ob),plname))
53     return pl;
54     };
55     return NULL;
56     }
57    
58     player* find_player_partial_name( const char* plname )
59     {
60     player* pl;
61     player* found = NULL;
62     size_t namelen = strlen( plname );
63     for ( pl = first_player; pl != NULL; pl = pl->next )
64     {
65     if ( strlen( pl->ob->name ) < namelen )
66     continue;
67    
68     if ( !strcmp( pl->ob->name, plname) )
69     return pl;
70    
71     if ( !strncasecmp( pl->ob->name, plname, namelen ) )
72     {
73     if ( found )
74     return NULL;
75    
76     found = pl;
77     }
78     }
79     return found;
80     }
81    
82     void display_motd(const object *op) {
83     char buf[MAX_BUF];
84     char motd[HUGE_BUF];
85     FILE *fp;
86     int comp;
87     int size;
88    
89     sprintf(buf, "%s/%s", settings.confdir, settings.motd);
90     if ((fp=open_and_uncompress(buf, 0, &comp)) == NULL) {
91     return;
92     }
93     motd[0]='\0';
94     size=0;
95     while (fgets(buf, MAX_BUF, fp) != NULL) {
96     if( *buf == '#')
97     continue;
98     strncat(motd+size,buf,HUGE_BUF-size);
99     size+=strlen(buf);
100     }
101     draw_ext_info(NDI_UNIQUE | NDI_GREEN, 0, op, MSG_TYPE_MOTD, MSG_SUBTYPE_NONE, motd, NULL);
102     close_and_delete(fp, comp);
103     }
104    
105     void send_rules(const object *op) {
106     char buf[MAX_BUF];
107     char rules[HUGE_BUF];
108     FILE *fp;
109     int comp;
110     int size;
111    
112     sprintf(buf, "%s/%s", settings.confdir, settings.rules);
113     if ((fp=open_and_uncompress(buf, 0, &comp)) == NULL) {
114     return;
115     }
116     rules[0]='\0';
117     size=0;
118     while (fgets(buf, MAX_BUF, fp) != NULL) {
119     if( *buf == '#')
120     continue;
121     if (size + strlen(buf)>=HUGE_BUF)
122     {
123     LOG(llevDebug, "Warning, rules size is > %d bytes.\n", HUGE_BUF);
124     break;
125     }
126     strncat(rules+size,buf,HUGE_BUF-size);
127     size+=strlen(buf);
128     }
129     draw_ext_info(NDI_UNIQUE | NDI_GREEN, 0, op, MSG_TYPE_ADMIN, MSG_TYPE_ADMIN_RULES, rules, NULL);
130     close_and_delete(fp, comp);
131     }
132    
133     void send_news(const object *op) {
134     char buf[MAX_BUF];
135     char news[HUGE_BUF];
136     char subject[MAX_BUF];
137     FILE *fp;
138     int comp;
139     int size;
140    
141     sprintf(buf, "%s/%s", settings.confdir, settings.news);
142     if ((fp=open_and_uncompress(buf, 0, &comp)) == NULL)
143     return;
144     news[0]='\0';
145     subject[0]='\0';
146     size=0;
147     while (fgets(buf, MAX_BUF, fp) != NULL) {
148     if( *buf == '#')
149     continue;
150     if ( *buf =='%'){ /* send one news */
151     if (size>0)
152     draw_ext_info_format(NDI_UNIQUE | NDI_GREEN, 0, op,
153     MSG_TYPE_ADMIN, MSG_TYPE_ADMIN_NEWS,
154     "INFORMATION: %s\n%s",
155     "%s\n%s",
156     subject, news); /*send previously read news*/
157     strcpy(subject,buf+1);
158     strip_endline(subject);
159     size=0;
160     news[0]='\0';
161     }
162     else{
163     if (size + strlen(buf)>=HUGE_BUF)
164     {
165     LOG(llevDebug, "Warning, one news item has size > %d bytes.\n", HUGE_BUF);
166     break;
167     }
168     strncat(news+size,buf,HUGE_BUF-size);
169     size+=strlen(buf);
170     }
171     }
172    
173     draw_ext_info_format(NDI_UNIQUE | NDI_GREEN, 0, op,
174     MSG_TYPE_ADMIN, MSG_TYPE_ADMIN_NEWS,
175     "INFORMATION: %s\n%s\n",
176     "%s\n%s",
177     subject, news);
178     close_and_delete(fp, comp);
179     }
180    
181     int playername_ok(const char *cp) {
182     /* Don't allow - or _ as first character in the name */
183     if (*cp == '-' || *cp == '_') return 0;
184    
185     for(;*cp!='\0';cp++)
186     if(!((*cp>='a'&&*cp<='z')||(*cp>='A'&&*cp<='Z'))&&*cp!='-'&&*cp!='_')
187     return 0;
188     return 1;
189     }
190    
191     /* This no longer sets the player map. Also, it now updates
192     * all the pointers so the caller doesn't need to do that.
193     * Caller is responsible for setting the correct map.
194     */
195    
196     /* Redo this to do both get_player_ob and get_player.
197     * Hopefully this will be less bugfree and simpler.
198     * Returns the player structure. If 'p' is null,
199     * we create a new one. Otherwise, we recycle
200     * the one that is passed.
201     */
202     static player* get_player(player *p) {
203     object *op=arch_to_object(get_player_archetype(NULL));
204     int i;
205    
206     if (!p) {
207     player *tmp;
208    
209     p = (player *) malloc(sizeof(player));
210     if(p==NULL)
211     fatal(OUT_OF_MEMORY);
212    
213     /* This adds the player in the linked list. There is extra
214     * complexity here because we want to add the new player at the
215     * end of the list - there is in fact no compelling reason that
216     * that needs to be done except for things like output of
217     * 'who'.
218     */
219     tmp=first_player;
220     while(tmp!=NULL&&tmp->next!=NULL)
221     tmp=tmp->next;
222     if(tmp!=NULL)
223     tmp->next=p;
224     else
225     first_player=p;
226    
227     p->next = NULL;
228     }
229    
230     /* Clears basically the entire player structure except
231     * for next and socket.
232     */
233     memset((void*)((char*)p + offsetof(player, ob)), 0,
234     sizeof(player) - offsetof(player, ob));
235    
236     /* There are some elements we want initialized to non zero value -
237     * we deal with that below this point.
238     */
239     p->party=NULL;
240     p->outputs_sync=16; /* Every 2 seconds */
241     p->outputs_count=1; /* Keeps present behaviour */
242     p->unapply = unapply_nochoice;
243     p->Swap_First = -1;
244    
245     #ifdef AUTOSAVE
246     p->last_save_tick = 9999999;
247     #endif
248    
249     strcpy(p->savebed_map, first_map_path); /* Init. respawn position */
250    
251     op->contr=p; /* this aren't yet in archetype */
252     p->ob = op;
253     op->speed_left=0.5;
254     op->speed=1.0;
255     op->direction=5; /* So player faces south */
256     op->stats.wc=2;
257     op->run_away = 25; /* Then we panick... */
258     p->socket.monitor_spells = 0; /* Needed because esrv_update_spells( ) gets called by roll_stats */
259    
260     roll_stats(op);
261     p->state=ST_ROLL_STAT;
262     clear_los(op);
263    
264     p->gen_sp_armour=10;
265     p->last_speed= -1;
266     p->shoottype=range_none;
267     p->bowtype=bow_normal;
268     p->petmode=pet_normal;
269     p->listening=10;
270     p->usekeys=containers;
271     p->last_weapon_sp= -1;
272     p->peaceful=1; /* default peaceful */
273     p->do_los=1;
274     p->explore=0;
275     p->no_shout=0; /* default can shout */
276    
277     strncpy(p->title, op->arch->clone.name, sizeof(p->title)-1);
278     p->title[sizeof(p->title)-1] = '\0';
279     op->race = add_string (op->arch->clone.race);
280    
281     CLEAR_FLAG(op,FLAG_READY_SKILL);
282    
283     /* we need to clear these to -1 and not zero - otherwise,
284     * if a player quits and starts a new character, we wont
285     * send new values to the client, as things like exp start
286     * at zero.
287     */
288     for (i=0; i < NUM_SKILLS; i++) {
289     p->last_skill_exp[i] = -1;
290     p->last_skill_ob[i] = NULL;
291     }
292     for (i=0; i < NROFATTACKS; i++) {
293     p->last_resist[i] = -1;
294     }
295     p->last_stats.exp = -1;
296     p->last_weight = (uint32)-1;
297    
298     p->socket.update_look=0;
299     p->socket.look_position=0;
300     return p;
301     }
302    
303    
304     /* This loads the first map an puts the player on it. */
305     static void set_first_map(object *op)
306     {
307     strcpy(op->contr->maplevel, first_map_path);
308     op->x = -1;
309     op->y = -1;
310     enter_exit(op, NULL);
311     }
312    
313     /* Tries to add player on the connection passwd in ns.
314     * All we can really get in this is some settings like host and display
315     * mode.
316     */
317    
318     int add_player(NewSocket *ns) {
319     player *p;
320    
321     p=get_player(NULL);
322     p->socket = *ns;
323     p->socket.faces_sent = (uint8*) malloc(p->socket.faces_sent_len*sizeof(*p->socket.faces_sent));
324     if(p->socket.faces_sent == NULL)
325     fatal(OUT_OF_MEMORY);
326     memcpy(p->socket.faces_sent, ns->faces_sent, p->socket.faces_sent_len*sizeof(*p->socket.faces_sent));
327     /* Needed because the socket we just copied over needs to be cleared.
328     * Note that this can result in a client reset if there is partial data
329     * on the uncoming socket.
330     */
331     p->socket.inbuf.len = 0;
332     set_first_map(p->ob);
333    
334     CLEAR_FLAG(p->ob, FLAG_FRIENDLY);
335     add_friendly_object(p->ob);
336     send_rules(p->ob);
337     send_news(p->ob);
338     display_motd(p->ob);
339     get_name(p->ob);
340     return 0;
341     }
342    
343     /*
344     * get_player_archetype() return next player archetype from archetype
345     * list. Not very efficient routine, but used only creating new players.
346     * Note: there MUST be at least one player archetype!
347     */
348     archetype *get_player_archetype(archetype* at)
349     {
350     archetype *start = at;
351     for (;;) {
352     if (at==NULL || at->next==NULL)
353     at=first_archetype;
354     else
355     at=at->next;
356     if(at->clone.type==PLAYER)
357     return at;
358     if (at == start) {
359     LOG (llevError, "No Player archetypes\n");
360     exit (-1);
361     }
362     }
363     }
364    
365    
366     object *get_nearest_player(object *mon) {
367     object *op = NULL;
368     player *pl = NULL;
369     objectlink *ol;
370     unsigned lastdist;
371     rv_vector rv;
372    
373     for(ol=first_friendly_object,lastdist=1000;ol!=NULL;ol=ol->next) {
374     /* We should not find free objects on this friendly list, but it
375     * does periodically happen. Given that, lets deal with it.
376     * While unlikely, it is possible the next object on the friendly
377     * list is also free, so encapsulate this in a while loop.
378     */
379     while (QUERY_FLAG(ol->ob, FLAG_FREED) || !QUERY_FLAG(ol->ob, FLAG_FRIENDLY)) {
380     object *tmp=ol->ob;
381    
382     /* Can't do much more other than log the fact, because the object
383     * itself will have been cleared.
384     */
385     LOG(llevDebug,"get_nearest_player: Found free/non friendly object on friendly list\n");
386     ol = ol->next;
387     remove_friendly_object(tmp);
388     if (!ol) return op;
389     }
390    
391     /* Remove special check for player from this. First, it looks to cause
392     * some crashes (ol->ob->contr not set properly?), but secondly, a more
393     * complicated method of state checking would be needed in any case -
394     * as it was, a clever player could type quit, and the function would
395     * skip them over while waiting for confirmation. Remove
396     * on_same_map check, as can_detect_enemy also does this
397     */
398     if (!can_detect_enemy(mon,ol->ob,&rv))
399     continue;
400    
401     if(lastdist>rv.distance) {
402     op=ol->ob;
403     lastdist=rv.distance;
404     }
405     }
406     for (pl=first_player; pl != NULL; pl=pl->next) {
407     if (can_detect_enemy(mon, pl->ob,&rv)) {
408    
409     if(lastdist>rv.distance) {
410     op=pl->ob;
411     lastdist=rv.distance;
412     }
413     }
414     }
415     #if 0
416     LOG(llevDebug,"get_nearest_player() finds player: %s\n",op?op->name:"(null)");
417     #endif
418     return op;
419     }
420    
421     /* I believe this can safely go to 2, 3 is questionable, 4 will likely
422     * result in a monster paths backtracking. It basically determines how large a
423     * detour a monster will take from the direction path when looking
424     * for a path to the player. The values are in the amount of direction
425     * the deviation is
426     */
427     #define DETOUR_AMOUNT 2
428    
429     /* This is used to prevent infinite loops. Consider a case where the
430     * player is in a chamber (with gate closed), and monsters are outside.
431     * with DETOUR_AMOUNT==2, the function will turn each corner, trying to
432     * find a path into the chamber. This is a good thing, but since there
433     * is no real path, it will just keep circling the chamber for
434     * ever (this could be a nice effect for monsters, but not for the function
435     * to get stuck in. I think for the monsters, if max is reached and
436     * we return the first direction the creature could move would result in the
437     * circling behaviour. Unfortunately, this function is also used to determined
438     * if the creature should cast a spell, so returning a direction in that case
439     * is probably not a good thing.
440     */
441     #define MAX_SPACES 50
442    
443    
444     /*
445     * Returns the direction to the player, if valid. Returns 0 otherwise.
446     * modified to verify there is a path to the player. Does this by stepping towards
447     * player and if path is blocked then see if blockage is close enough to player that
448     * direction to player is changed (ie zig or zag). Continue zig zag until either
449     * reach player or path is blocked. Thus, will only return true if there is a free
450     * path to player. Though path may not be a straight line. Note that it will find
451     * player hiding along a corridor at right angles to the corridor with the monster.
452     *
453     * Modified by MSW 2001-08-06 to handle tiled maps. Various notes:
454     * 1) With DETOUR_AMOUNT being 2, it should still go and find players hiding
455     * down corriders.
456     * 2) I think the old code was broken if the first direction the monster
457     * should move was blocked - the code would store the first direction without
458     * verifying that the player can actually move in that direction. The new
459     * code does not store anything in firstdir until we have verified that the
460     * monster can in fact move one space in that direction.
461     * 3) I'm not sure how good this code will be for moving multipart monsters,
462     * since only simple checks to blocked are being called, which could mean the monster
463     * is blocking itself.
464     */
465     int path_to_player(object *mon, object *pl, unsigned mindiff) {
466     rv_vector rv;
467     sint16 x,y;
468     int lastx,lasty,dir,i,diff, firstdir=0,lastdir, max=MAX_SPACES, mflags, blocked;
469     mapstruct *m ,*lastmap;
470    
471     get_rangevector(mon, pl, &rv, 0);
472    
473     if (rv.distance<mindiff) return 0;
474    
475     x=mon->x;
476     y=mon->y;
477     m=mon->map;
478     dir = rv.direction;
479     lastdir = firstdir = rv.direction; /* perhaps we stand next to pl, init firstdir too */
480     diff = FABS(rv.distance_x)>FABS(rv.distance_y)?FABS(rv.distance_x):FABS(rv.distance_y);
481     /* If we can't solve it within the search distance, return now. */
482     if (diff>max) return 0;
483     while (diff >1 && max>0) {
484     lastx = x;
485     lasty = y;
486     lastmap = m;
487     x = lastx + freearr_x[dir];
488     y = lasty + freearr_y[dir];
489    
490     mflags = get_map_flags(m, &m, x, y, &x, &y);
491     blocked = (mflags & P_OUT_OF_MAP) ? MOVE_ALL : GET_MAP_MOVE_BLOCK(m, x, y);
492    
493     /* Space is blocked - try changing direction a little */
494     if ((mflags & P_OUT_OF_MAP) || ((OB_TYPE_MOVE_BLOCK(mon, blocked) || (mflags&P_BLOCKSVIEW))
495     && (m == mon->map && blocked_link(mon, m, x, y)))) {
496     /* recalculate direction from last good location. Possible
497     * we were not traversing ideal location before.
498     */
499     get_rangevector_from_mapcoord(lastmap, lastx, lasty, pl, &rv, 0);
500     if (rv.direction != dir) {
501     /* OK - says direction should be different - lets reset the
502     * the values so it will try again.
503     */
504     x = lastx;
505     y = lasty;
506     m = lastmap;
507     dir = firstdir = rv.direction;
508     } else {
509     /* direct path is blocked - try taking a side step to
510     * either the left or right.
511     * Note increase the values in the loop below to be
512     * more than -1/1 respectively will mean the monster takes
513     * bigger detour. Have to be careful about these values getting
514     * too big (3 or maybe 4 or higher) as the monster may just try
515     * stepping back and forth
516     */
517     for (i=-DETOUR_AMOUNT; i<=DETOUR_AMOUNT; i++) {
518     if (i==0) continue; /* already did this, so skip it */
519     /* Use lastdir here - otherwise,
520     * since the direction that the creature should move in
521     * may change, you could get infinite loops.
522     * ie, player is northwest, but monster can only
523     * move west, so it does that. It goes some distance,
524     * gets blocked, finds that it should move north,
525     * can't do that, but now finds it can move east, and
526     * gets back to its original point. lastdir contains
527     * the last direction the creature has successfully
528     * moved.
529     */
530    
531     x = lastx + freearr_x[absdir(lastdir+i)];
532     y = lasty + freearr_y[absdir(lastdir+i)];
533     m = lastmap;
534     mflags = get_map_flags(m, &m, x, y, &x, &y);
535     if (mflags & P_OUT_OF_MAP) continue;
536     blocked = GET_MAP_MOVE_BLOCK(m, x, y);
537     if (OB_TYPE_MOVE_BLOCK(mon, blocked)) continue;
538     if (mflags & P_BLOCKSVIEW) continue;
539    
540     if (m == mon->map && blocked_link(mon, m, x, y)) break;
541     }
542     /* go through entire loop without finding a valid
543     * sidestep to take - thus, no valid path.
544     */
545     if (i==(DETOUR_AMOUNT+1))
546     return 0;
547     diff--;
548     lastdir=dir;
549     max--;
550     if (!firstdir) firstdir = dir+i;
551     } /* else check alternate directions */
552     } /* if blocked */
553     else {
554     /* we moved towards creature, so diff is less */
555     diff--;
556     max--;
557     lastdir=dir;
558     if (!firstdir) firstdir = dir;
559     }
560     if (diff<=1) {
561     /* Recalculate diff (distance) because we may not have actually
562     * headed toward player for entire distance.
563     */
564     get_rangevector_from_mapcoord(m, x, y, pl, &rv, 0);
565     diff = FABS(rv.distance_x)>FABS(rv.distance_y)?FABS(rv.distance_x):FABS(rv.distance_y);
566     }
567     if (diff>max) return 0;
568     }
569     /* If we reached the max, didn't find a direction in time */
570     if (!max) return 0;
571    
572     return firstdir;
573     }
574    
575     void give_initial_items(object *pl,treasurelist *items) {
576     object *op,*next=NULL;
577    
578     if(pl->randomitems!=NULL)
579     create_treasure(items,pl,GT_STARTEQUIP | GT_ONLY_GOOD,1,0);
580    
581     for (op=pl->inv; op; op=next) {
582     next = op->below;
583    
584     /* Forces get applied per default, unless they have the
585     * flag "neutral" set. Sorry but I can't think of a better way
586     */
587     if(op->type==FORCE && !QUERY_FLAG(op, FLAG_NEUTRAL))
588     SET_FLAG(op,FLAG_APPLIED);
589    
590     /* we never give weapons/armour if these cannot be used
591     * by this player due to race restrictions
592     */
593     if (pl->type == PLAYER) {
594     if ((!QUERY_FLAG(pl, FLAG_USE_ARMOUR) &&
595     (op->type == ARMOUR || op->type == BOOTS ||
596     op->type == CLOAK || op->type == HELMET ||
597     op->type == SHIELD || op->type == GLOVES ||
598     op->type == BRACERS || op->type == GIRDLE)) ||
599     (!QUERY_FLAG(pl, FLAG_USE_WEAPON) && op->type == WEAPON)) {
600     remove_ob (op);
601     free_object (op);
602     continue;
603     }
604     }
605    
606     /* This really needs to be better - we should really give
607     * a substitute spellbook. The problem is that we don't really
608     * have a good idea what to replace it with (need something like
609     * a first level treasurelist for each skill.)
610     * remove duplicate skills also
611     */
612     if(op->type==SPELLBOOK || op->type == SKILL) {
613     object *tmp;
614    
615     for (tmp=op->below; tmp; tmp=tmp->below)
616     if (tmp->type == op->type && tmp->name == op->name) break;
617    
618     if (tmp) {
619     remove_ob(op);
620     free_object(op);
621     LOG(llevError,"give_initial_items: Removing duplicate object %s\n",
622     tmp->name);
623     continue;
624     }
625     if (op->nrof > 1) op->nrof = 1;
626     }
627    
628     if (op->type == SPELLBOOK && op->inv) {
629     CLEAR_FLAG(op->inv, FLAG_STARTEQUIP);
630     }
631    
632     /* Give starting characters identified, uncursed, and undamned
633     * items. Just don't identify gold or silver, or it won't be
634     * merged properly.
635     */
636     if (need_identify(op)) {
637     SET_FLAG(op, FLAG_IDENTIFIED);
638     CLEAR_FLAG(op, FLAG_CURSED);
639     CLEAR_FLAG(op, FLAG_DAMNED);
640     }
641     if(op->type==SPELL) {
642     remove_ob(op);
643     free_object(op);
644     continue;
645     }
646     else if(op->type==SKILL) {
647     SET_FLAG(op, FLAG_CAN_USE_SKILL);
648     op->stats.exp = 0;
649     op->level = 1;
650     }
651     /* lock all 'normal items by default */
652     else SET_FLAG(op, FLAG_INV_LOCKED);
653     } /* for loop of objects in player inv */
654    
655     /* Need to set up the skill pointers */
656     link_player_skills(pl);
657     }
658    
659     void get_name(object *op) {
660     op->contr->write_buf[0]='\0';
661     op->contr->state=ST_GET_NAME;
662     send_query(&op->contr->socket,0,"What is your name?\n:");
663     }
664    
665     void get_password(object *op) {
666     op->contr->write_buf[0]='\0';
667     op->contr->state=ST_GET_PASSWORD;
668     send_query(&op->contr->socket,CS_QUERY_HIDEINPUT, "What is your password?\n:");
669     }
670    
671     void play_again(object *op)
672     {
673     op->contr->state=ST_PLAY_AGAIN;
674     op->chosen_skill = NULL;
675     send_query(&op->contr->socket, CS_QUERY_SINGLECHAR, "Do you want to play again (a/q)?");
676     /* a bit of a hack, but there are various places early in th
677     * player creation process that a user can quit (eg, roll
678     * stats) that isn't removing the player. Taking a quick
679     * look, there are many places that call play_again without
680     * removing the player - it probably makes more sense
681     * to leave it to play_again to remove the object in all
682     * cases.
683     */
684     if (!QUERY_FLAG(op, FLAG_REMOVED))
685     remove_ob(op);
686     /* Need to set this to null - otherwise, it could point to garbage,
687     * and draw() doesn't check to see if the player is removed, only if
688     * the map is null or not swapped out.
689     */
690     op->map = NULL;
691     }
692    
693    
694     int receive_play_again(object *op, char key)
695     {
696     if(key=='q'||key=='Q') {
697     remove_friendly_object(op);
698     leave(op->contr,0); /* ericserver will draw the message */
699     return 2;
700     }
701     else if(key=='a'||key=='A') {
702     player *pl = op->contr;
703     const char *name = op->name;
704    
705     add_refcount(name);
706     remove_friendly_object(op);
707     free_object(op);
708     pl = get_player(pl);
709     op = pl->ob;
710     add_friendly_object(op);
711     op->contr->password[0]='~';
712     FREE_AND_CLEAR_STR(op->name);
713     FREE_AND_CLEAR_STR(op->name_pl);
714    
715     /* Lets put a space in here */
716     new_draw_info(NDI_UNIQUE, 0, op, "\n");
717     get_name(op);
718     op->name = name; /* Alrady added a refcount above */
719     op->name_pl = add_string(name);
720     set_first_map(op);
721     } else {
722     /* user pressed something else so just ask again... */
723     play_again(op);
724     }
725     return 0;
726     }
727    
728     void confirm_password(object *op) {
729    
730     op->contr->write_buf[0]='\0';
731     op->contr->state=ST_CONFIRM_PASSWORD;
732     send_query(&op->contr->socket, CS_QUERY_HIDEINPUT, "Please type your password again.\n:");
733     }
734    
735     void get_party_password(object *op, partylist *party) {
736     if (party == NULL) {
737     LOG(llevError, "get_party_password(): tried to make player %s join a NULL party", op->name);
738     return;
739     }
740     op->contr->write_buf[0]='\0';
741     op->contr->state=ST_GET_PARTY_PASSWORD;
742     op->contr->party_to_join = party;
743     send_query(&op->contr->socket, CS_QUERY_HIDEINPUT, "What is the password?\n:");
744     }
745    
746    
747     /* This rolls four 1-6 rolls and sums the best 3 of the 4. */
748     int roll_stat(void) {
749     int a[4],i,j,k;
750    
751     for(i=0;i<4;i++)
752     a[i]=(int)RANDOM()%6+1;
753    
754     for(i=0,j=0,k=7;i<4;i++)
755     if(a[i]<k)
756     k=a[i],j=i;
757    
758     for(i=0,k=0;i<4;i++) {
759     if(i!=j)
760     k+=a[i];
761     }
762     return k;
763     }
764    
765     void roll_stats(object *op) {
766     int sum=0;
767     int i = 0, j = 0;
768     int statsort[7];
769    
770     do {
771     op->stats.Str=roll_stat();
772     op->stats.Dex=roll_stat();
773     op->stats.Int=roll_stat();
774     op->stats.Con=roll_stat();
775     op->stats.Wis=roll_stat();
776     op->stats.Pow=roll_stat();
777     op->stats.Cha=roll_stat();
778     sum=op->stats.Str+op->stats.Dex+op->stats.Int+
779     op->stats.Con+op->stats.Wis+op->stats.Pow+
780     op->stats.Cha;
781     } while(sum<82||sum>116);
782    
783     /* Sort the stats so that rerolling is easier... */
784     statsort[0] = op->stats.Str;
785     statsort[1] = op->stats.Dex;
786     statsort[2] = op->stats.Int;
787     statsort[3] = op->stats.Con;
788     statsort[4] = op->stats.Wis;
789     statsort[5] = op->stats.Pow;
790     statsort[6] = op->stats.Cha;
791    
792     /* a quick and dirty bubblesort? */
793     do {
794     if (statsort[i] < statsort[i + 1]) {
795     j = statsort[i];
796     statsort[i] = statsort[i + 1];
797     statsort[i + 1] = j;
798     i = 0;
799     } else {
800     i++;
801     }
802     } while (i < 6);
803    
804     op->stats.Str = statsort[0];
805     op->stats.Dex = statsort[1];
806     op->stats.Con = statsort[2];
807     op->stats.Int = statsort[3];
808     op->stats.Wis = statsort[4];
809     op->stats.Pow = statsort[5];
810     op->stats.Cha = statsort[6];
811    
812    
813     op->contr->orig_stats.Str=op->stats.Str;
814     op->contr->orig_stats.Dex=op->stats.Dex;
815     op->contr->orig_stats.Int=op->stats.Int;
816     op->contr->orig_stats.Con=op->stats.Con;
817     op->contr->orig_stats.Wis=op->stats.Wis;
818     op->contr->orig_stats.Pow=op->stats.Pow;
819     op->contr->orig_stats.Cha=op->stats.Cha;
820    
821     op->level=1;
822     op->stats.exp=0;
823     op->stats.ac=0;
824    
825     op->contr->levhp[1] = 9;
826     op->contr->levsp[1] = 6;
827     op->contr->levgrace[1] = 3;
828    
829     fix_player(op);
830     op->stats.hp = op->stats.maxhp;
831     op->stats.sp = op->stats.maxsp;
832     op->stats.grace = op->stats.maxgrace;
833     op->contr->orig_stats=op->stats;
834     }
835    
836     void Roll_Again(object *op)
837     {
838     esrv_new_player(op->contr, 0);
839     send_query(&op->contr->socket,CS_QUERY_SINGLECHAR,"[y] to roll new stats [n] to use stats\n[1-7] [1-7] to swap stats.\nRoll again (y/n/1-7)? ");
840     }
841    
842     void Swap_Stat(object *op,int Swap_Second)
843     {
844     signed char tmp;
845     char buf[MAX_BUF];
846    
847     if ( op->contr->Swap_First == -1 ) {
848     new_draw_info(NDI_UNIQUE, 0,op,"How the hell did you get here?!?!!!");
849     new_draw_info(NDI_UNIQUE, 0,op,"Error in Swap_Stat code,");
850     new_draw_info(NDI_UNIQUE, 0,op,"mail korg@rdt.monash.edu.au");
851     return;
852     }
853    
854     tmp = get_attr_value(&op->contr->orig_stats, op->contr->Swap_First);
855    
856     set_attr_value(&op->contr->orig_stats, op->contr->Swap_First,
857     get_attr_value(&op->contr->orig_stats, Swap_Second));
858    
859     set_attr_value(&op->contr->orig_stats, Swap_Second, tmp);
860    
861     sprintf(buf,"%s done\n", short_stat_name[Swap_Second]);
862     new_draw_info(NDI_UNIQUE, 0,op, buf);
863     op->stats.Str = op->contr->orig_stats.Str;
864     op->stats.Dex = op->contr->orig_stats.Dex;
865     op->stats.Con = op->contr->orig_stats.Con;
866     op->stats.Int = op->contr->orig_stats.Int;
867     op->stats.Wis = op->contr->orig_stats.Wis;
868     op->stats.Pow = op->contr->orig_stats.Pow;
869     op->stats.Cha = op->contr->orig_stats.Cha;
870     op->stats.ac=0;
871    
872     op->level=1;
873     op->stats.exp=0;
874     op->stats.ac=0;
875    
876     op->contr->levhp[1] = 9;
877     op->contr->levsp[1] = 6;
878     op->contr->levgrace[1] = 3;
879    
880     fix_player(op);
881     op->stats.hp = op->stats.maxhp;
882     op->stats.sp = op->stats.maxsp;
883     op->stats.grace = op->stats.maxgrace;
884     op->contr->orig_stats=op->stats;
885     op->contr->Swap_First=-1;
886     }
887    
888    
889     /* This code has been greatly reduced, because with set_attr_value
890     * and get_attr_value, the stats can be accessed just numeric
891     * ids. stat_trans is a table that translate the number entered
892     * into the actual stat. It is needed because the order the stats
893     * are displayed in the stat window is not the same as how
894     * the number's access that stat. The table does that translation.
895     */
896     int key_roll_stat(object *op, char key)
897     {
898     int keynum = key -'0';
899     char buf[MAX_BUF];
900     static sint8 stat_trans[] = {-1, STR, DEX, CON, INT, WIS, POW, CHA};
901    
902     if (keynum>0 && keynum<=7) {
903     if (op->contr->Swap_First==-1) {
904     op->contr->Swap_First=stat_trans[keynum];
905     sprintf(buf,"%s ->", short_stat_name[stat_trans[keynum]]);
906     new_draw_info(NDI_UNIQUE, 0,op,buf);
907     }
908     else
909     Swap_Stat(op,stat_trans[keynum]);
910    
911     send_query(&op->contr->socket,CS_QUERY_SINGLECHAR,"");
912     return 1;
913     }
914     switch (key) {
915     case 'n':
916     case 'N': {
917     SET_FLAG(op, FLAG_WIZ);
918     if(op->map==NULL) {
919     LOG(llevError,"Map == NULL in state 2\n");
920     break;
921     }
922    
923     #if 0
924     /* So that enter_exit will put us at startx/starty */
925     op->x= -1;
926    
927     enter_exit(op,NULL);
928     #endif
929     SET_ANIMATION(op, 2); /* So player faces south */
930     /* Enter exit adds a player otherwise */
931     add_statbonus(op);
932     send_query(&op->contr->socket,CS_QUERY_SINGLECHAR,"Now choose a character.\nPress any key to change outlook.\nPress `d' when you're pleased.\n");
933     op->contr->state = ST_CHANGE_CLASS;
934     if (op->msg)
935     new_draw_info(NDI_BLUE, 0, op, op->msg);
936     return 0;
937     }
938     case 'y':
939     case 'Y':
940     roll_stats(op);
941     send_query(&op->contr->socket,CS_QUERY_SINGLECHAR,"");
942     return 1;
943    
944     case 'q':
945     case 'Q':
946     play_again(op);
947     return 1;
948    
949     default:
950     send_query(&op->contr->socket,CS_QUERY_SINGLECHAR,"Yes, No, Quit or 1-6. Roll again?");
951     return 0;
952     }
953     return 0;
954     }
955    
956     /* This function takes the key that is passed, and does the
957     * appropriate action with it (change race, or other things).
958     * The function name is for historical reasons - now we have
959     * separate race and class; this actually changes the RACE,
960     * not the class.
961     */
962    
963     int key_change_class(object *op, char key)
964     {
965     int tmp_loop;
966    
967     if(key=='q'||key=='Q') {
968     remove_ob(op);
969     play_again(op);
970     return 0;
971     }
972     if(key=='d'||key=='D') {
973     char buf[MAX_BUF];
974    
975     /* this must before then initial items are given */
976     esrv_new_player(op->contr, op->weight+op->carrying);
977     create_treasure(find_treasurelist("starting_wealth"),op, 0, 0, 0);
978    
979     /* Lauwenmark : Here we handle the BORN global event */
980     execute_global_event(EVENT_BORN, op);
981    
982     /* Lauwenmark : We then generate a LOGIN event */
983     execute_global_event(EVENT_LOGIN, op->contr, op->contr->socket.host);
984     op->contr->state=ST_PLAYING;
985    
986     if (op->msg) {
987     free_string(op->msg);
988     op->msg=NULL;
989     }
990    
991     /* We create this now because some of the unique maps will need it
992     * to save here.
993     */
994     sprintf(buf,"%s/%s/%s",settings.localdir,settings.playerdir,op->name);
995     make_path_to_file(buf);
996    
997     #ifdef AUTOSAVE
998     op->contr->last_save_tick = pticks;
999     #endif
1000     start_info(op);
1001     CLEAR_FLAG(op, FLAG_WIZ);
1002     give_initial_items(op,op->randomitems);
1003     link_player_skills(op);
1004     esrv_send_inventory(op, op);
1005     fix_player(op);
1006    
1007     /* This moves the player to a different start map, if there
1008     * is one for this race
1009     */
1010     if(*first_map_ext_path) {
1011     object *tmp;
1012     mapstruct *oldmap = op->map;
1013     char mapname[MAX_BUF];
1014     snprintf(mapname, MAX_BUF-1, "%s/%s",
1015     first_map_ext_path, op->arch->name);
1016     tmp=get_object();
1017     EXIT_PATH(tmp) = add_string(mapname);
1018     EXIT_X(tmp) = op->x;
1019     EXIT_Y(tmp) = op->y;
1020     enter_exit(op,tmp); /* we don't really care if it succeeded;
1021     * if the map isn't there, then stay on the
1022     * default initial map */
1023     free_object(tmp);
1024     } else {
1025     LOG(llevDebug,"first_map_ext_path not set\n");
1026     }
1027     return 0;
1028     }
1029    
1030     /* Following actually changes the race - this is the default command
1031     * if we don't match with one of the options above.
1032     */
1033    
1034     tmp_loop = 0;
1035     while(!tmp_loop) {
1036     const char *name = add_string (op->name);
1037     int x = op->x, y = op->y;
1038     remove_statbonus(op);
1039     remove_ob (op);
1040     op->arch = get_player_archetype(op->arch);
1041     copy_object (&op->arch->clone, op);
1042     op->stats = op->contr->orig_stats;
1043     free_string (op->name);
1044     op->name = name;
1045     free_string(op->name_pl);
1046     op->name_pl = add_string(name);
1047     op->x = x;
1048     op->y = y;
1049     SET_ANIMATION(op, 2); /* So player faces south */
1050     insert_ob_in_map (op, op->map, op,0);
1051     strncpy(op->contr->title, op->arch->clone.name, sizeof(op->contr->title)-1);
1052     op->contr->title[sizeof(op->contr->title)-1] = '\0';
1053     add_statbonus(op);
1054     tmp_loop=allowed_class(op);
1055    
1056     if (!strncmp (op->msg, "Edit me", 7)) tmp_loop = 0; // pippijn fucked it up //D//TODO
1057     }
1058     update_object(op,UP_OBJ_FACE);
1059     esrv_update_item(UPD_FACE,op,op);
1060     fix_player(op);
1061     op->stats.hp=op->stats.maxhp;
1062     op->stats.sp=op->stats.maxsp;
1063     op->stats.grace=0;
1064     if (op->msg)
1065     new_draw_info(NDI_BLUE, 0, op, op->msg);
1066     send_query(&op->contr->socket,CS_QUERY_SINGLECHAR,"Press any key for the next race.\nPress `d' to play this race.\n");
1067     return 0;
1068     }
1069    
1070     int key_confirm_quit(object *op, char key)
1071     {
1072     char buf[MAX_BUF];
1073    
1074     if(key!='y'&&key!='Y'&&key!='q'&&key!='Q') {
1075     op->contr->state=ST_PLAYING;
1076     new_draw_info(NDI_UNIQUE, 0,op,"OK, continuing to play.");
1077     return 1;
1078     }
1079    
1080     /* Lauwenmark : Here we handle the REMOVE global event */
1081     execute_global_event(EVENT_REMOVE, op);
1082     terminate_all_pets(op);
1083     leave_map(op);
1084     op->direction=0;
1085     new_draw_info_format(NDI_UNIQUE | NDI_ALL, 5, NULL,
1086     "%s quits the game.",op->name);
1087    
1088     strcpy(op->contr->killer,"quit");
1089     check_score(op);
1090     op->contr->party=NULL;
1091     if (settings.set_title == TRUE)
1092     op->contr->own_title[0]='\0';
1093    
1094     if(!QUERY_FLAG(op,FLAG_WAS_WIZ)) {
1095     mapstruct *mp, *next;
1096    
1097     /* We need to hunt for any per player unique maps in memory and
1098     * get rid of them. The trailing slash in the path is intentional,
1099     * so that players named 'Ab' won't match against players 'Abe' pathname
1100     */
1101     sprintf(buf,"%s/%s/%s/", settings.localdir, settings.playerdir, op->name);
1102     for (mp=first_map; mp!=NULL; mp=next) {
1103     next = mp->next;
1104     if (!strncmp(mp->path, buf, strlen(buf)))
1105     delete_map(mp);
1106     }
1107    
1108     delete_character(op->name, 1);
1109     }
1110     play_again(op);
1111     return 1;
1112     }
1113    
1114     void flee_player(object *op) {
1115     int dir,diff;
1116     rv_vector rv;
1117    
1118     if(op->stats.hp < 0) {
1119     LOG(llevDebug, "Fleeing player is dead.\n");
1120     CLEAR_FLAG(op, FLAG_SCARED);
1121     return;
1122     }
1123    
1124     if(op->enemy==NULL) {
1125     LOG(llevDebug,"Fleeing player had no enemy.\n");
1126     CLEAR_FLAG(op, FLAG_SCARED);
1127     return;
1128     }
1129    
1130     /* Seen some crashes here. Since we don't store an
1131     * op->enemy_count, it is possible that something destroys the
1132     * actual enemy, and the object is recycled.
1133     */
1134     if (op->enemy->map == NULL) {
1135     CLEAR_FLAG(op, FLAG_SCARED);
1136     op->enemy=NULL;
1137     return;
1138     }
1139    
1140     if(!(random_roll(0, 4, op, PREFER_LOW)) && did_make_save(op, op->level, 0)) {
1141     op->enemy=NULL;
1142     CLEAR_FLAG(op, FLAG_SCARED);
1143     return;
1144     }
1145     get_rangevector(op, op->enemy, &rv, 0);
1146    
1147     dir=absdir(4+rv.direction);
1148     for(diff=0;diff<3;diff++) {
1149     int m=1-(RANDOM()&2);
1150     if(move_ob(op,absdir(dir+diff*m),op)||
1151     (diff==0 && move_ob(op,absdir(dir-diff*m),op))) {
1152     return;
1153     }
1154     }
1155     /* Cornered, get rid of scared */
1156     CLEAR_FLAG(op, FLAG_SCARED);
1157     op->enemy=NULL;
1158     }
1159    
1160    
1161     /* check_pick sees if there is stuff to be picked up/picks up stuff.
1162     * IT returns 1 if the player should keep on moving, 0 if he should
1163     * stop.
1164     */
1165     int check_pick(object *op) {
1166     object *tmp, *next;
1167     tag_t next_tag=0, op_tag;
1168     int stop = 0;
1169     int j, k, wvratio;
1170     char putstring[128], tmpstr[16];
1171    
1172    
1173     /* if you're flying, you cna't pick up anything */
1174     if (op->move_type & MOVE_FLYING)
1175     return 1;
1176    
1177     op_tag = op->count;
1178    
1179     next = op->below;
1180     if (next)
1181     next_tag = next->count;
1182    
1183     /* loop while there are items on the floor that are not marked as
1184     * destroyed */
1185     while (next && ! was_destroyed (next, next_tag))
1186     {
1187     tmp = next;
1188     next = tmp->below;
1189     if (next)
1190     next_tag = next->count;
1191    
1192     if (was_destroyed (op, op_tag))
1193     return 0;
1194    
1195     if ( ! can_pick (op, tmp))
1196     continue;
1197    
1198     if (op->contr->search_str[0]!='\0' && settings.search_items == TRUE)
1199     {
1200     if (item_matched_string (op, tmp, op->contr->search_str))
1201     pick_up (op, tmp);
1202     continue;
1203     }
1204    
1205     /* high not bit set? We're using the old autopickup model */
1206     if(!(op->contr->mode & PU_NEWMODE)) {
1207     switch (op->contr->mode) {
1208     case 0: return 1; /* don't pick up */
1209     case 1: pick_up (op, tmp);
1210     return 1;
1211     case 2: pick_up (op, tmp);
1212     return 0;
1213     case 3: return 0; /* stop before pickup */
1214     case 4: pick_up (op, tmp);
1215     break;
1216     case 5: pick_up (op, tmp);
1217     stop = 1;
1218     break;
1219     case 6:
1220     if (QUERY_FLAG (tmp, FLAG_KNOWN_MAGICAL) &&
1221     ! QUERY_FLAG(tmp, FLAG_KNOWN_CURSED))
1222     pick_up(op, tmp);
1223     break;
1224    
1225     case 7:
1226     if (tmp->type == MONEY || tmp->type == GEM)
1227     pick_up(op, tmp);
1228     break;
1229    
1230     default:
1231     /* use value density */
1232     if ( ! QUERY_FLAG (tmp, FLAG_UNPAID)
1233     && (query_cost (tmp, op, F_TRUE) * 100
1234     / (tmp->weight * MAX (tmp->nrof, 1)))
1235     >= op->contr->mode)
1236     pick_up(op,tmp);
1237     }
1238     }
1239     else { /* old model */
1240     /* NEW pickup handling */
1241     if(op->contr->mode & PU_DEBUG)
1242     {
1243     /* some debugging code to figure out item information */
1244     if(tmp->name!=NULL)
1245     sprintf(putstring,"item name: %s item type: %d weight/value: %d",
1246     tmp->name, tmp->type,
1247     (int)(query_cost(tmp, op, F_TRUE)*100 / (tmp->weight * MAX(tmp->nrof,1))));
1248     else
1249     sprintf(putstring,"item name: %s item type: %d weight/value: %d",
1250     tmp->arch->name, tmp->type,
1251     (int)(query_cost(tmp, op, F_TRUE)*100 / (tmp->weight * MAX(tmp->nrof,1))));
1252     new_draw_info(NDI_UNIQUE, 0,op,putstring);
1253    
1254     sprintf(putstring,"...flags: ");
1255     for(k=0;k<4;k++)
1256     {
1257     for(j=0;j<32;j++)
1258     {
1259     if((tmp->flags[k]>>j)&0x01)
1260     {
1261     sprintf(tmpstr,"%d ",k*32+j);
1262     strcat(putstring, tmpstr);
1263     }
1264     }
1265     }
1266     new_draw_info(NDI_UNIQUE, 0,op,putstring);
1267    
1268     #if 0
1269     /* print the flags too */
1270     for(k=0;k<4;k++)
1271     {
1272     fprintf(stderr,"%d [%d] ", k, k*32+31);
1273     for(j=0;j<32;j++)
1274     {
1275     fprintf(stderr,"%d",tmp->flags[k]>>(31-j)&0x01);
1276     if(!((j+1)%4))fprintf(stderr," ");
1277     }
1278     fprintf(stderr," [%d]\n", k*32);
1279     }
1280     #endif
1281     }
1282     /* philosophy:
1283     * It's easy to grab an item type from a pile, as long as it's
1284     * generic. This takes no game-time. For more detailed pickups
1285     * and selections, select-items shoul dbe used. This is a
1286     * grab-as-you-run type mode that's really useful for arrows for
1287     * example.
1288     * The drawback: right now it has no frontend, so you need to
1289     * stick the bits you want into a calculator in hex mode and then
1290     * convert to decimal and then 'pickup <#>
1291     */
1292    
1293     /* the first two modes are exclusive: if NOTHING we return, if
1294     * STOP then we stop. All the rest are applied sequentially,
1295     * meaning if any test passes, the item gets picked up. */
1296    
1297     /* if mode is set to pick nothing up, return */
1298    
1299     if(op->contr->mode & PU_NOTHING) return 1;
1300    
1301     /* if mode is set to stop when encountering objects, return */
1302     /* take STOP before INHIBIT since it doesn't actually pick
1303     * anything up */
1304    
1305     if(op->contr->mode & PU_STOP) return 0;
1306    
1307     /* useful for going into stores and not losing your settings... */
1308     /* and for battles wher you don't want to get loaded down while
1309     * fighting */
1310     if(op->contr->mode & PU_INHIBIT) return 1;
1311    
1312     /* prevent us from turning into auto-thieves :) */
1313     if (QUERY_FLAG (tmp, FLAG_UNPAID)) continue;
1314    
1315     /* ignore known cursed objects */
1316     if (QUERY_FLAG (tmp, FLAG_KNOWN_CURSED) && op->contr->mode & PU_NOT_CURSED) continue;
1317    
1318     /* all food and drink if desired */
1319     /* question: don't pick up known-poisonous stuff? */
1320     if(op->contr->mode & PU_FOOD)
1321     if (tmp->type == FOOD)
1322     { pick_up(op, tmp); if(0)fprintf(stderr,"FOOD\n"); continue; }
1323     if(op->contr->mode & PU_DRINK)
1324     if (tmp->type == DRINK || (tmp->type == POISON && !QUERY_FLAG(tmp, FLAG_KNOWN_CURSED)))
1325     { pick_up(op, tmp); if(0)fprintf(stderr,"DRINK\n"); continue; }
1326    
1327     if(op->contr->mode & PU_POTION)
1328     if (tmp->type == POTION)
1329     { pick_up(op, tmp); if(0)fprintf(stderr,"POTION\n"); continue; }
1330    
1331     /* spellbooks, skillscrolls and normal books/scrolls */
1332     if(op->contr->mode & PU_SPELLBOOK)
1333     if (tmp->type == SPELLBOOK)
1334     { pick_up(op, tmp); if(0)fprintf(stderr,"SPELLBOOK\n"); continue; }
1335     if(op->contr->mode & PU_SKILLSCROLL)
1336     if (tmp->type == SKILLSCROLL)
1337     { pick_up(op, tmp); if(0)fprintf(stderr,"SKILLSCROLL\n"); continue; }
1338     if(op->contr->mode & PU_READABLES)
1339     if (tmp->type == BOOK || tmp->type == SCROLL)
1340     { pick_up(op, tmp); if(0)fprintf(stderr,"READABLES\n"); continue; }
1341    
1342     /* wands/staves/rods/horns */
1343     if (op->contr->mode & PU_MAGIC_DEVICE)
1344     if (tmp->type == WAND || tmp->type == ROD || tmp->type == HORN)
1345     { pick_up(op, tmp); if(0)fprintf(stderr,"MAGIC_DEVICE\n"); continue; }
1346    
1347     /* pick up all magical items */
1348     if(op->contr->mode & PU_MAGICAL)
1349     if (QUERY_FLAG (tmp, FLAG_KNOWN_MAGICAL) && ! QUERY_FLAG(tmp, FLAG_KNOWN_CURSED))
1350     { pick_up(op, tmp); if(0)fprintf(stderr,"MAGICAL\n"); continue; }
1351    
1352     if(op->contr->mode & PU_VALUABLES)
1353     {
1354     if (tmp->type == MONEY || tmp->type == GEM)
1355     { pick_up(op, tmp); if(0)fprintf(stderr,"MONEY/GEM\n"); continue; }
1356     }
1357    
1358     /* rings & amulets - talismans seems to be typed AMULET */
1359     if(op->contr->mode & PU_JEWELS)
1360     if (tmp->type == RING || tmp->type == AMULET)
1361     { pick_up(op, tmp); if(0)fprintf(stderr,"JEWELS\n"); continue; }
1362    
1363     /* bows and arrows. Bows are good for selling! */
1364     if(op->contr->mode & PU_BOW)
1365     if (tmp->type == BOW)
1366     { pick_up(op, tmp); if(0)fprintf(stderr,"BOW\n"); continue; }
1367     if(op->contr->mode & PU_ARROW)
1368     if (tmp->type == ARROW)
1369     { pick_up(op, tmp); if(0)fprintf(stderr,"ARROW\n"); continue; }
1370    
1371     /* all kinds of armor etc. */
1372     if(op->contr->mode & PU_ARMOUR)
1373     if (tmp->type == ARMOUR)
1374     { pick_up(op, tmp); if(0)fprintf(stderr,"ARMOUR\n"); continue; }
1375     if(op->contr->mode & PU_HELMET)
1376     if (tmp->type == HELMET)
1377     { pick_up(op, tmp); if(0)fprintf(stderr,"HELMET\n"); continue; }
1378     if(op->contr->mode & PU_SHIELD)
1379     if (tmp->type == SHIELD)
1380     { pick_up(op, tmp); if(0)fprintf(stderr,"SHIELD\n"); continue; }
1381     if(op->contr->mode & PU_BOOTS)
1382     if (tmp->type == BOOTS)
1383     { pick_up(op, tmp); if(0)fprintf(stderr,"BOOTS\n"); continue; }
1384     if(op->contr->mode & PU_GLOVES)
1385     if (tmp->type == GLOVES)
1386     { pick_up(op, tmp); if(0)fprintf(stderr,"GLOVES\n"); continue; }
1387     if(op->contr->mode & PU_CLOAK)
1388     if (tmp->type == CLOAK)
1389     { pick_up(op, tmp); if(0)fprintf(stderr,"GLOVES\n"); continue; }
1390    
1391     /* hoping to catch throwing daggers here */
1392     if(op->contr->mode & PU_MISSILEWEAPON)
1393     if(tmp->type == WEAPON && QUERY_FLAG(tmp, FLAG_IS_THROWN))
1394     { pick_up(op, tmp); if(0)fprintf(stderr,"MISSILEWEAPON\n"); continue; }
1395    
1396     /* careful: chairs and tables are weapons! */
1397     if(op->contr->mode & PU_ALLWEAPON)
1398     {
1399     if(tmp->type == WEAPON && tmp->name!=NULL)
1400     {
1401     if(strstr(tmp->name,"table")==NULL && strstr(tmp->arch->name,"table")==NULL &&
1402     strstr(tmp->name,"chair") && strstr(tmp->arch->name,"chair")==NULL)
1403     { pick_up(op, tmp); if(0)fprintf(stderr,"WEAPON\n"); continue; }
1404     }
1405     if(tmp->type == WEAPON && tmp->name==NULL)
1406     {
1407     if(strstr(tmp->arch->name,"table")==NULL &&
1408     strstr(tmp->arch->name,"chair")==NULL)
1409     { pick_up(op, tmp); if(0)fprintf(stderr,"WEAPON\n"); continue; }
1410     }
1411     }
1412    
1413     /* misc stuff that's useful */
1414     if(op->contr->mode & PU_KEY)
1415     if (tmp->type == KEY || tmp->type == SPECIAL_KEY)
1416     { pick_up(op, tmp); if(0)fprintf(stderr,"KEY\n"); continue; }
1417    
1418     /* any of the last 4 bits set means we use the ratio for value
1419     * pickups */
1420     if(op->contr->mode & PU_RATIO)
1421     {
1422     /* use value density to decide what else to grab */
1423     /* >=7 was >= op->contr->mode */
1424     /* >=7 is the old standard setting. Now we take the last 4 bits
1425     * and multiply them by 5, giving 0..15*5== 5..75 */
1426     wvratio=(op->contr->mode & PU_RATIO) * 5;
1427     if ((query_cost(tmp, op, F_TRUE)*100 / (tmp->weight * MAX(tmp->nrof, 1))) >= wvratio)
1428     {
1429     pick_up(op, tmp);
1430     #if 0
1431     fprintf(stderr,"HIGH WEIGHT/VALUE [");
1432     if(tmp->name!=NULL) {
1433     fprintf(stderr,"%s", tmp->name);
1434     }
1435     else fprintf(stderr,"%s",tmp->arch->name);
1436     fprintf(stderr,",%d] = ", tmp->type);
1437     fprintf(stderr,"%d\n",(int)(query_cost(tmp,op,F_TRUE)*100 / (tmp->weight * MAX(tmp->nrof,1))));
1438     #endif
1439     continue;
1440     }
1441     }
1442     } /* the new pickup model */
1443     }
1444     return ! stop;
1445     }
1446    
1447     /*
1448     * Find an arrow in the inventory and after that
1449     * in the right type container (quiver). Pointer to the
1450     * found object is returned.
1451     */
1452     object *find_arrow(object *op, const char *type)
1453     {
1454     object *tmp = NULL;
1455    
1456     for(op=op->inv; op; op=op->below)
1457     if(!tmp && op->type==CONTAINER && op->race==type &&
1458     QUERY_FLAG(op,FLAG_APPLIED))
1459     tmp = find_arrow (op, type);
1460     else if (op->type==ARROW && op->race==type)
1461     return op;
1462     return tmp;
1463     }
1464    
1465     /*
1466     * Similar to find_arrow, but looks for (roughly) the best arrow to use
1467     * against the target. A full test is not performed, simply a basic test
1468     * of resistances. The archer is making a quick guess at what he sees down
1469     * the hall. Failing that it does it's best to pick the highest plus arrow.
1470     */
1471    
1472     object *find_better_arrow(object *op, object *target, const char *type, int *better)
1473     {
1474     object *tmp = NULL, *arrow, *ntmp;
1475     int attacknum, attacktype, betterby=0, i;
1476    
1477     if (!type)
1478     return NULL;
1479    
1480     for (arrow=op->inv; arrow; arrow=arrow->below) {
1481     if (arrow->type==CONTAINER && arrow->race==type &&
1482     QUERY_FLAG(arrow, FLAG_APPLIED)) {
1483     i = 0;
1484     ntmp = find_better_arrow(arrow, target, type, &i);
1485     if (i > betterby) {
1486     tmp = ntmp;
1487     betterby = i;
1488     }
1489     } else if (arrow->type==ARROW && arrow->race==type) {
1490     /* allways prefer assasination/slaying */
1491     if (target->race != NULL && arrow->slaying != NULL &&
1492     strstr(arrow->slaying, target->race)) {
1493     if (arrow->attacktype & AT_DEATH) {
1494     *better = 100;
1495     return arrow;
1496     } else {
1497     tmp = arrow;
1498     betterby = (arrow->magic + arrow->stats.dam) * 2;
1499     }
1500     } else {
1501     for (attacknum=0; attacknum < NROFATTACKS; attacknum++) {
1502     attacktype = 1<<attacknum;
1503     if ((arrow->attacktype & attacktype) && (target->arch->clone.resist[attacknum]) < 0)
1504     if (((arrow->magic + arrow->stats.dam)*(100-target->arch->clone.resist[attacknum])/100) > betterby) {
1505     tmp = arrow;
1506     betterby = (arrow->magic + arrow->stats.dam)*(100-target->arch->clone.resist[attacknum])/100;
1507     }
1508     }
1509     if ((2 + arrow->magic + arrow->stats.dam) > betterby) {
1510     tmp = arrow;
1511     betterby = 2 + arrow->magic + arrow->stats.dam;
1512     }
1513     if (arrow->title && (1 + arrow->magic + arrow->stats.dam) > betterby) {
1514     tmp = arrow;
1515     betterby = 1 + arrow->magic + arrow->stats.dam;
1516     }
1517     }
1518     }
1519     }
1520     if (tmp == NULL && arrow == NULL)
1521     return find_arrow(op, type);
1522    
1523     *better = betterby;
1524     return tmp;
1525     }
1526    
1527     /* looks in a given direction, finds the first valid target, and calls
1528     * find_better_arrow to find a decent arrow to use.
1529     * op = the shooter
1530     * type = bow->race
1531     * dir = fire direction
1532     */
1533    
1534     object *pick_arrow_target(object *op, const char *type, int dir)
1535     {
1536     object *tmp = NULL;
1537     mapstruct *m;
1538     int i, mflags, found, number;
1539     sint16 x, y;
1540    
1541     if (op->map == NULL)
1542     return find_arrow(op, type);
1543    
1544     /* do a dex check */
1545     number = (die_roll(2, 40, op, PREFER_LOW)-2)/2;
1546     if (number > (op->stats.Dex + (op->chosen_skill?op->chosen_skill->level:op->level)))
1547     return find_arrow(op, type);
1548    
1549     m = op->map;
1550     x = op->x;
1551     y = op->y;
1552    
1553     /* find the first target */
1554     for (i=0, found=0; i<20; i++) {
1555     x += freearr_x[dir];
1556     y += freearr_y[dir];
1557     mflags = get_map_flags(m, &m, x, y, &x, &y);
1558     if (mflags & P_OUT_OF_MAP || mflags & P_BLOCKSVIEW) {
1559     tmp = NULL;
1560     break;
1561     } else if (GET_MAP_MOVE_BLOCK(m, x, y) == MOVE_FLY_LOW) {
1562     /* This block presumes arrows and the like are MOVE_FLY_SLOW -
1563     * perhaps a bad assumption.
1564     */
1565     tmp = NULL;
1566     break;
1567     }
1568     if (mflags & P_IS_ALIVE) {
1569     for (tmp = GET_MAP_OB(m, x, y); tmp; tmp=tmp->above)
1570     if (QUERY_FLAG(tmp, FLAG_ALIVE)) {
1571     found++;
1572     break;
1573     }
1574     if (found)
1575     break;
1576     }
1577     }
1578     if (tmp == NULL)
1579     return find_arrow(op, type);
1580    
1581     if (tmp->head)
1582     tmp = tmp->head;
1583    
1584     return find_better_arrow(op, tmp, type, &i);
1585     }
1586    
1587     /*
1588     * Creature fires a bow - op can be monster or player. Returns
1589     * 1 if bow was actually fired, 0 otherwise.
1590     * op is the object firing the bow.
1591     * part is for multipart creatures - the part firing the bow.
1592     * dir is the direction of fire.
1593     * wc_mod is any special modifier to give (used in special player fire modes)
1594     * sx, sy are coordinates to fire arrow from - also used in some of the special
1595     * player fire modes.
1596     */
1597     int fire_bow(object *op, object *part, object *arrow, int dir, int wc_mod,
1598     sint16 sx, sint16 sy)
1599     {
1600     object *left, *bow;
1601     tag_t left_tag, tag;
1602     int bowspeed, mflags;
1603     mapstruct *m;
1604    
1605     if (!dir) {
1606     new_draw_info(NDI_UNIQUE, 0, op, "You can't shoot yourself!");
1607     return 0;
1608     }
1609     if (op->type == PLAYER)
1610     bow=op->contr->ranges[range_bow];
1611     else {
1612     for(bow=op->inv; bow; bow=bow->below)
1613     /* Don't check for applied - monsters don't apply bows - in that way, they
1614     * don't need to switch back and forth between bows and weapons.
1615     */
1616     if(bow->type==BOW)
1617     break;
1618    
1619     if (!bow) {
1620     LOG (llevError, "Range: bow without activated bow (%s).\n", op->name);
1621     return 0;
1622     }
1623     }
1624     if( !bow->race || !bow->skill) {
1625     new_draw_info_format(NDI_UNIQUE, 0, op, "Your %s is broken.", bow->name);
1626     return 0;
1627     }
1628    
1629     bowspeed = bow->stats.sp + dex_bonus[op->stats.Dex];
1630    
1631     /* penalize ROF for bestarrow */
1632     if (op->type == PLAYER && op->contr->bowtype == bow_bestarrow)
1633     bowspeed -= dex_bonus[op->stats.Dex] + 5;
1634     if (bowspeed < 1)
1635     bowspeed = 1;
1636    
1637     if (arrow == NULL) {
1638     if ((arrow=find_arrow(op, bow->race)) == NULL) {
1639     if (op->type == PLAYER)
1640     new_draw_info_format(NDI_UNIQUE, 0, op,
1641     "You have no %s left.", bow->race);
1642     /* FLAG_READY_BOW will get reset if the monsters picks up some arrows */
1643     else
1644     CLEAR_FLAG(op, FLAG_READY_BOW);
1645     return 0;
1646     }
1647     }
1648     mflags = get_map_flags(op->map, &m, sx, sy, &sx, &sy);
1649     if (mflags & P_OUT_OF_MAP) {
1650     return 0;
1651     }
1652     if (GET_MAP_MOVE_BLOCK(m, sx, sy) == MOVE_FLY_LOW) {
1653     new_draw_info(NDI_UNIQUE, 0,op,"Something is in the way.");
1654     return 0;
1655     }
1656    
1657     /* this should not happen, but sometimes does */
1658     if (arrow->nrof==0) {
1659     remove_ob(arrow);
1660     free_object(arrow);
1661     return 0;
1662     }
1663    
1664     left = arrow; /* these are arrows left to the player */
1665     left_tag = left->count;
1666     arrow = get_split_ob(arrow, 1);
1667     if (arrow == NULL) {
1668     new_draw_info_format(NDI_UNIQUE, 0, op, "You have no %s left.",
1669     bow->race);
1670     return 0;
1671     }
1672     set_owner(arrow, op);
1673     if (arrow->skill) free_string(arrow->skill);
1674     arrow->skill = add_refcount(bow->skill);
1675    
1676     arrow->direction=dir;
1677     arrow->x = sx;
1678     arrow->y = sy;
1679    
1680     if (op->type == PLAYER) {
1681     op->speed_left = 0.01 - (float)FABS(op->speed) * 100 / bowspeed;
1682     fix_player(op);
1683     }
1684    
1685     SET_ANIMATION(arrow, arrow->direction);
1686     arrow->stats.sp = arrow->stats.wc; /* save original wc and dam */
1687     arrow->stats.hp = arrow->stats.dam;
1688     arrow->stats.grace = arrow->attacktype;
1689     if (arrow->slaying != NULL)
1690     arrow->spellarg = strdup_local(arrow->slaying);
1691    
1692     /* Note that this was different for monsters - they got their level
1693     * added to the damage. I think the strength bonus is more proper.
1694     */
1695    
1696     arrow->stats.dam += (QUERY_FLAG(bow, FLAG_NO_STRENGTH) ?
1697     0 : dam_bonus[op->stats.Str]) +
1698     bow->stats.dam + bow->magic + arrow->magic;
1699    
1700     /* update the speed */
1701     arrow->speed = (float)((QUERY_FLAG(bow, FLAG_NO_STRENGTH) ?
1702     0 : dam_bonus[op->stats.Str]) +
1703     bow->magic + arrow->magic) / 5.0 +
1704     (float)bow->stats.dam / 7.0;
1705    
1706     if (arrow->speed < 1.0)
1707     arrow->speed = 1.0;
1708     update_ob_speed(arrow);
1709     arrow->speed_left = 0;
1710    
1711     if (op->type == PLAYER) {
1712     arrow->stats.wc = 20 - bow->magic - arrow->magic -
1713     (op->chosen_skill?op->chosen_skill->level:op->level) -
1714     dex_bonus[op->stats.Dex] - thaco_bonus[op->stats.Str] -
1715     arrow->stats.wc - bow->stats.wc + wc_mod;
1716    
1717     arrow->level = op->chosen_skill?op->chosen_skill->level:op->level;
1718     } else {
1719     arrow->stats.wc= op->stats.wc - bow->magic - arrow->magic -
1720     arrow->stats.wc + wc_mod;
1721    
1722     arrow->level = op->level;
1723     }
1724     if (arrow->attacktype == AT_PHYSICAL)
1725     arrow->attacktype |= bow->attacktype;
1726     if (bow->slaying != NULL)
1727     arrow->slaying = add_string(bow->slaying);
1728    
1729     arrow->map = m;
1730     arrow->move_type = MOVE_FLY_LOW;
1731     arrow->move_on = MOVE_FLY_LOW | MOVE_WALK;
1732    
1733     play_sound_map(op->map, op->x, op->y, SOUND_FIRE_ARROW);
1734     tag = arrow->count;
1735     insert_ob_in_map(arrow, m, op, 0);
1736    
1737     if (!was_destroyed(arrow, tag))
1738     move_arrow(arrow);
1739    
1740     if (op->type == PLAYER) {
1741     if (was_destroyed (left, left_tag))
1742     esrv_del_item(op->contr, left_tag);
1743     else
1744     esrv_send_item(op, left);
1745     }
1746     return 1;
1747     }
1748    
1749     /* Special fire code for players - this takes into
1750     * account the special fire modes players can have
1751     * but monsters can't. Putting that code here
1752     * makes the fire_bow code much cleaner.
1753     * this function should only be called if 'op' is a player,
1754     * hence the function name.
1755     */
1756     int player_fire_bow(object *op, int dir)
1757     {
1758     int ret=0, wcmod=0;
1759    
1760     if (op->contr->bowtype == bow_bestarrow) {
1761     ret = fire_bow(op, op,
1762     pick_arrow_target(op, op->contr->ranges[range_bow]->race, dir),
1763     dir, 0, op->x, op->y);
1764     } else if (op->contr->bowtype >= bow_n && op->contr->bowtype <= bow_nw) {
1765     if (!similar_direction(dir, op->contr->bowtype - bow_n + 1))
1766     wcmod =-1;
1767     ret = fire_bow(op, op, NULL, op->contr->bowtype - bow_n + 1, wcmod,
1768     op->x, op->y);
1769     } else if (op->contr->bowtype == bow_threewide) {
1770     ret = fire_bow(op, op, NULL, dir, 0, op->x, op->y);
1771     ret |= fire_bow(op, op, NULL, dir, -5, op->x + freearr_x[absdir(dir+2)], op->y + freearr_y[absdir(dir+2)]);
1772     ret |= fire_bow(op, op, NULL, dir, -5, op->x + freearr_x[absdir(dir-2)], op->y + freearr_y[absdir(dir-2)]);
1773     } else if (op->contr->bowtype == bow_spreadshot) {
1774     ret |= fire_bow(op, op, NULL, dir, 0, op->x, op->y);
1775     ret |= fire_bow(op, op, NULL, absdir(dir-1), -5, op->x, op->y);
1776     ret |= fire_bow(op, op, NULL, absdir(dir+1), -5, op->x, op->y);
1777    
1778     } else {
1779     /* Simple case */
1780     ret = fire_bow(op, op, NULL, dir, 0, op->x, op->y);
1781     }
1782     return ret;
1783     }
1784    
1785    
1786     /* Fires a misc (wand/rod/horn) object in 'dir'.
1787     * Broken apart from 'fire' to keep it more readable.
1788     */
1789     void fire_misc_object(object *op, int dir)
1790     {
1791     object *item;
1792    
1793     if (!op->contr->ranges[range_misc]) {
1794     new_draw_info(NDI_UNIQUE, 0,op,"You have range item readied.");
1795     return;
1796     }
1797    
1798     item = op->contr->ranges[range_misc];
1799     if (!item->inv) {
1800     LOG(llevError,"Object %s lacks a spell\n", item->name);
1801     return;
1802     }
1803     if (item->type == WAND) {
1804     if(item->stats.food<=0) {
1805     play_sound_player_only(op->contr, SOUND_WAND_POOF,0,0);
1806     new_draw_info_format(NDI_UNIQUE, 0,op,"The %s goes poof.", query_base_name(item, 0));
1807     return;
1808     }
1809     } else if (item->type == ROD || item->type==HORN) {
1810     if(item->stats.hp<MAX(item->inv->stats.sp, item->inv->stats.grace)) {
1811     play_sound_player_only(op->contr, SOUND_WAND_POOF,0,0);
1812     if (item->type== ROD)
1813     new_draw_info_format(NDI_UNIQUE, 0,op,
1814     "The %s whines for a while, but nothing happens.", query_base_name(item,0));
1815     else
1816     new_draw_info_format(NDI_UNIQUE, 0,op,
1817     "The %s needs more time to charge.", query_base_name(item,0));
1818     return;
1819     }
1820     }
1821    
1822     if(cast_spell(op,item,dir,item->inv,NULL)) {
1823     SET_FLAG(op, FLAG_BEEN_APPLIED); /* You now know something about it */
1824     if (item->type == WAND) {
1825     if (!(--item->stats.food)) {
1826     object *tmp;
1827     if (item->arch) {
1828     CLEAR_FLAG(item, FLAG_ANIMATE);
1829     item->face = item->arch->clone.face;
1830     item->speed = 0;
1831     update_ob_speed(item);
1832     }
1833     if ((tmp=is_player_inv(item)))
1834     esrv_update_item(UPD_ANIM, tmp, item);
1835     }
1836     }
1837     else if (item->type == ROD || item->type==HORN) {
1838     drain_rod_charge(item);
1839     }
1840     }
1841     }
1842    
1843     /* Received a fire command for the player - go and do it.
1844     */
1845     void fire(object *op,int dir) {
1846     int spellcost=0;
1847    
1848     /* check for loss of invisiblity/hide */
1849     if (action_makes_visible(op)) make_visible(op);
1850    
1851     switch(op->contr->shoottype) {
1852     case range_none:
1853     return;
1854    
1855     case range_bow:
1856     player_fire_bow(op, dir);
1857     return;
1858    
1859     case range_magic: /* Casting spells */
1860     spellcost=(cast_spell(op,op,dir,op->contr->ranges[range_magic],op->contr->spellparam[0]?op->contr->spellparam:NULL));
1861     return;
1862    
1863     case range_misc:
1864     fire_misc_object(op, dir);
1865     return;
1866    
1867     case range_golem: /* Control summoned monsters from scrolls */
1868     if(op->contr->ranges[range_golem]==NULL ||
1869     op->contr->golem_count != op->contr->ranges[range_golem]->count) {
1870     op->contr->ranges[range_golem] = NULL;
1871     op->contr->shoottype=range_none;
1872     op->contr->golem_count = 0;
1873     }
1874     else
1875     control_golem(op->contr->ranges[range_golem], dir);
1876     return;
1877    
1878     case range_skill:
1879     if(!op->chosen_skill) {
1880     if(op->type==PLAYER)
1881     new_draw_info(NDI_UNIQUE, 0,op,"You have no applicable skill to use.");
1882     return;
1883     }
1884     (void) do_skill(op,op,op->chosen_skill,dir,NULL);
1885     return;
1886     case range_builder:
1887     apply_map_builder( op, dir );
1888     return;
1889     default:
1890     new_draw_info(NDI_UNIQUE, 0,op,"Illegal shoot type.");
1891     return;
1892     }
1893     }
1894    
1895    
1896    
1897     /* find_key
1898     * We try to find a key for the door as passed. If we find a key
1899     * and successfully use it, we return the key, otherwise NULL
1900     * This function merges both normal and locked door, since the logic
1901     * for both is the same - just the specific key is different.
1902     * pl is the player,
1903     * inv is the objects inventory to searched
1904     * door is the door we are trying to match against.
1905     * This function can be called recursively to search containers.
1906     */
1907    
1908     object * find_key(object *pl, object *container, object *door)
1909     {
1910     object *tmp,*key;
1911    
1912     /* Should not happen, but sanity checking is never bad */
1913     if (container->inv == NULL) return NULL;
1914    
1915     /* First, lets try to find a key in the top level inventory */
1916     for (tmp=container->inv; tmp!=NULL; tmp=tmp->below) {
1917     if (door->type==DOOR && tmp->type==KEY) 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 &&
1922     tmp->slaying==door->slaying) 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     for (tmp=container->inv; tmp!=NULL; tmp=tmp->below) {
1931     /* No reason to search empty containers */
1932     if (tmp->type==CONTAINER && tmp->inv) {
1933     if ((key=find_key(pl, tmp, door))!=NULL) return key;
1934     }
1935     }
1936     if (!tmp) return NULL;
1937     }
1938     /* We get down here if we have found a key. Now if its in a container,
1939     * see if we actually want to use it
1940     */
1941     if (pl!=container) {
1942     /* Only let players use keys in containers */
1943     if (!pl->contr) return NULL;
1944     /* cases where this fails:
1945     * If we only search the player inventory, return now since we
1946     * are not in the players inventory.
1947     * If the container is not active, return now since only active
1948     * containers can be used.
1949     * If we only search keyrings and the container does not have
1950     * a race/isn't a keyring.
1951     * No checking for all containers - to fall through past here,
1952     * inv must have been an container and must have been active.
1953     *
1954     * Change the color so that the message doesn't disappear with
1955     * all the others.
1956     */
1957     if (pl->contr->usekeys == key_inventory ||
1958     !QUERY_FLAG(container, FLAG_APPLIED) ||
1959     (pl->contr->usekeys == keyrings &&
1960     (!container->race || strcmp(container->race, "keys")))
1961     ) {
1962     new_draw_info_format(NDI_UNIQUE|NDI_BROWN, 0, pl,
1963     "The %s in your %s vibrates as you approach the door",
1964     query_name(tmp), query_name(container));
1965     return NULL;
1966     }
1967     }
1968     return tmp;
1969     }
1970    
1971     /* moved door processing out of move_player_attack.
1972     * returns 1 if player has opened the door with a key
1973     * such that the caller should not do anything more,
1974     * 0 otherwise
1975     */
1976     static int player_attack_door(object *op, object *door)
1977     {
1978    
1979     /* If its a door, try to find a use a key. If we do destroy the door,
1980     * might as well return immediately as there is nothing more to do -
1981     * otherwise, we fall through to the rest of the code.
1982     */
1983     object *key=find_key(op, op, door);
1984    
1985     /* IF we found a key, do some extra work */
1986     if (key) {
1987     object *container=key->env;
1988    
1989     play_sound_map(op->map, op->x, op->y, SOUND_OPEN_DOOR);
1990     if(action_makes_visible(op)) make_visible(op);
1991     if(door->inv &&(door->inv->type ==RUNE || door->inv->type ==TRAP)) spring_trap(door->inv,op);
1992     if (door->type == DOOR) {
1993     hit_player(door,9998,op,AT_PHYSICAL,1); /* Break through the door */
1994     }
1995     else if(door->type==LOCKED_DOOR) {
1996     new_draw_info_format(NDI_UNIQUE, NDI_BROWN, op,
1997     "You open the door with the %s", query_short_name(key));
1998     remove_door2(door); /* remove door without violence ;-) */
1999     }
2000     /* Do this after we print the message */
2001     decrease_ob(key); /* Use up one of the keys */
2002     /* Need to update the weight the container the key was in */
2003     if (container != op)
2004     esrv_update_item(UPD_WEIGHT, op, container);
2005     return 1; /* Nothing more to do below */
2006     } else if (door->type==LOCKED_DOOR) {
2007     /* Might as well return now - no other way to open this */
2008     new_draw_info(NDI_UNIQUE | NDI_NAVY, 0, op, door->msg);
2009     return 1;
2010     }
2011     return 0;
2012     }
2013    
2014     /* This function is just part of a breakup from move_player.
2015     * It should keep the code cleaner.
2016     * When this is called, the players direction has been updated
2017     * (taking into account confusion.) The player is also actually
2018     * going to try and move (not fire weapons).
2019     */
2020    
2021     void move_player_attack(object *op, int dir)
2022     {
2023     object *tmp, *mon, *tpl;
2024     sint16 nx, ny;
2025     int on_battleground;
2026     mapstruct *m;
2027    
2028     if (op->contr->transport) tpl = op->contr->transport;
2029     else tpl = op;
2030     nx=freearr_x[dir]+tpl->x;
2031     ny=freearr_y[dir]+tpl->y;
2032    
2033     on_battleground = op_on_battleground(tpl, NULL, NULL);
2034    
2035     /* If braced, or can't move to the square, and it is not out of the
2036     * map, attack it. Note order of if statement is important - don't
2037     * want to be calling move_ob if braced, because move_ob will move the
2038     * player. This is a pretty nasty hack, because if we could
2039     * move to some space, it then means that if we are braced, we should
2040     * do nothing at all. As it is, if we are braced, we go through
2041     * quite a bit of processing. However, it probably is less than what
2042     * move_ob uses.
2043     */
2044     if ((op->contr->braced || !move_ob(tpl,dir,tpl)) && !out_of_map(tpl->map,nx,ny)) {
2045     if (OUT_OF_REAL_MAP(tpl->map, nx, ny)) {
2046     m = get_map_from_coord(tpl->map, &nx, &ny);
2047     if (!m) return; /* Don't think this should happen */
2048     }
2049     else m =tpl->map;
2050    
2051     if ((tmp=get_map_ob(m,nx,ny))==NULL) {
2052     /* LOG(llevError,"player_move_attack: get_map_ob returns NULL, but player can not more there.\n");*/
2053     return;
2054     }
2055    
2056     mon = NULL;
2057     /* Go through all the objects, and find ones of interest. Only stop if
2058     * we find a monster - that is something we know we want to attack.
2059     * if its a door or barrel (can roll) see if there may be monsters
2060     * on the space
2061     */
2062     while (tmp!=NULL) {
2063     if (tmp == op) {
2064     tmp=tmp->above;
2065     continue;
2066     }
2067     if (QUERY_FLAG(tmp,FLAG_ALIVE)) {
2068     mon = tmp;
2069     break;
2070     }
2071     if (tmp->type==LOCKED_DOOR || QUERY_FLAG(tmp,FLAG_CAN_ROLL))
2072     mon = tmp;
2073     tmp=tmp->above;
2074     }
2075    
2076     if (mon==NULL) /* This happens anytime the player tries to move */
2077     return; /* into a wall */
2078    
2079     if(mon->head != NULL)
2080     mon = mon->head;
2081    
2082     if ((mon->type==DOOR && mon->stats.hp>=0) || (mon->type==LOCKED_DOOR))
2083     if (player_attack_door(op, mon)) return;
2084    
2085     /* The following deals with possibly attacking peaceful
2086     * or frienddly creatures. Basically, all players are considered
2087     * unaggressive. If the moving player has peaceful set, then the
2088     * object should be pushed instead of attacked. It is assumed that
2089     * if you are braced, you will not attack friends accidently,
2090     * and thus will not push them.
2091     */
2092    
2093     /* If the creature is a pet, push it even if the player is not
2094     * peaceful. Our assumption is the creature is a pet if the
2095     * player owns it and it is either friendly or unagressive.
2096     */
2097     if ((op->type==PLAYER)
2098     #if COZY_SERVER
2099     &&
2100     (
2101     (get_owner(mon) && get_owner(mon)->contr
2102     && same_party (get_owner(mon)->contr->party, op->contr->party))
2103     || get_owner(mon) == op
2104     )
2105     #else
2106     && get_owner(mon)==op
2107     #endif
2108     && (QUERY_FLAG(mon,FLAG_UNAGGRESSIVE) || QUERY_FLAG(mon, FLAG_FRIENDLY)))
2109     {
2110     /* If we're braced, we don't want to switch places with it */
2111     if (op->contr->braced) return;
2112     play_sound_map(tpl->map, tpl->x, tpl->y, SOUND_PUSH_PLAYER);
2113     (void) push_ob(mon,dir,op);
2114     if(op->contr->tmp_invis||op->hide) make_visible(op);
2115     return;
2116     }
2117    
2118     /* in certain circumstances, you shouldn't attack friendly
2119     * creatures. Note that if you are braced, you can't push
2120     * someone, but put it inside this loop so that you won't
2121     * attack them either.
2122     */
2123     if ((mon->type==PLAYER || mon->enemy != op) &&
2124     (mon->type==PLAYER || QUERY_FLAG(mon,FLAG_UNAGGRESSIVE) || QUERY_FLAG(mon, FLAG_FRIENDLY)) &&
2125     (
2126     #ifdef PROHIBIT_PLAYERKILL
2127     (op->contr->peaceful || (mon->type == PLAYER && mon->contr->peaceful)) &&
2128     #else
2129     op->contr->peaceful &&
2130     #endif
2131     !on_battleground
2132     )) {
2133     if (!op->contr->braced) {
2134     play_sound_map(tpl->map, tpl->x, tpl->y, SOUND_PUSH_PLAYER);
2135     (void) push_ob(mon,dir,op);
2136     } else {
2137     new_draw_info(0, 0,op,"You withhold your attack");
2138     }
2139     if(op->contr->tmp_invis||op->hide) make_visible(op);
2140     }
2141    
2142     /* If the object is a boulder or other rollable object, then
2143     * roll it if not braced. You can't roll it if you are braced.
2144     */
2145     else if(QUERY_FLAG(mon,FLAG_CAN_ROLL)&&(!op->contr->braced)) {
2146     recursive_roll(mon,dir,op);
2147     if(action_makes_visible(op)) make_visible(op);
2148     }
2149    
2150     /* Any generic living creature. Including things like doors.
2151     * Way it works is like this: First, it must have some hit points
2152     * and be living. Then, it must be one of the following:
2153     * 1) Not a player, 2) A player, but of a different party. Note
2154     * that party_number -1 is no party, so attacks can still happen.
2155     */
2156    
2157     else if ((mon->stats.hp>=0) && QUERY_FLAG(mon, FLAG_ALIVE) &&
2158     ((mon->type!=PLAYER || op->contr->party==NULL ||
2159     op->contr->party!=mon->contr->party))) {
2160    
2161     /* If the player hasn't hit something this tick, and does
2162     * so, give them speed boost based on weapon speed. Doing
2163     * it here is better than process_players2, which basically
2164     * incurred a 1 tick offset.
2165     */
2166     if (!op->contr->has_hit) {
2167     op->speed_left += op->speed / op->contr->weapon_sp;
2168    
2169     op->contr->has_hit = 1; /* The last action was to hit, so use weapon_sp */
2170     }
2171    
2172     skill_attack(mon, op, 0, NULL, NULL);
2173    
2174     /* If attacking another player, that player gets automatic
2175     * hitback, and doesn't loose luck either.
2176     * Disable hitback on the battleground or if the target is
2177     * the wiz.
2178     */
2179     if (mon->type == PLAYER && mon->stats.hp >= 0 && !mon->contr->has_hit &&
2180     !on_battleground && !QUERY_FLAG(mon, FLAG_WIZ)) {
2181     short luck = mon->stats.luck;
2182     mon->contr->has_hit = 1;
2183     skill_attack(op, mon, 0, NULL, NULL);
2184     mon->stats.luck = luck;
2185     }
2186     if(action_makes_visible(op)) make_visible(op);
2187     }
2188     } /* if player should attack something */
2189     }
2190    
2191     int move_player(object *op,int dir) {
2192     int pick;
2193     object *transport = op->contr->transport;
2194    
2195     if(!transport && (op->map == NULL || op->map->in_memory != MAP_IN_MEMORY))
2196     return 0;
2197    
2198     /* Sanity check: make sure dir is valid */
2199     if ( ( dir < 0 ) || ( dir >= 9 ) ) {
2200     LOG( llevError, "move_player: invalid direction %d\n", dir);
2201     return 0;
2202     }
2203    
2204     /* peterm: added following line */
2205     if(QUERY_FLAG(op,FLAG_CONFUSED) && dir)
2206     dir = absdir(dir + RANDOM()%3 + RANDOM()%3 - 2);
2207    
2208     op->facing = dir;
2209    
2210     if(!transport && op->hide) do_hidden_move(op);
2211    
2212     if (transport) {
2213     /* transport->contr is set up for the person in charge of the boat.
2214     * if that isn't this person, he can't steer it, etc
2215     */
2216     if (transport->contr != op->contr) return 0;
2217    
2218     /* Transport can't move. But update dir so it at least
2219     * will point in the same direction if player is running.
2220     */
2221     if (transport->speed_left < 0.0) {
2222     transport->direction = dir;
2223     op->direction = dir;
2224     return 0;
2225     }
2226     /* Remove transport speed. Give player just a little speed -
2227     * enough so that they will get an action again quickly.
2228     *
2229     */
2230     transport->speed_left -= 1.0;
2231     if (op->speed_left < 0.0) op->speed_left = -0.01;
2232    
2233     }
2234    
2235     if(op->contr->fire_on) {
2236     fire(op,dir);
2237     }
2238     else move_player_attack(op,dir);
2239    
2240     pick = check_pick(op);
2241    
2242    
2243     /* Add special check for newcs players and fire on - this way, the
2244     * server can handle repeat firing.
2245     */
2246     if (op->contr->fire_on || (op->contr->run_on && pick!=0)) {
2247     op->direction = dir;
2248     } else {
2249     op->direction=0;
2250     }
2251     /* Update how the player looks. Use the facing, so direction may
2252     * get reset to zero. This allows for full animation capabilities
2253     * for players.
2254     */
2255     if (!transport) animate_object(op, op->facing);
2256     return 0;
2257     }
2258    
2259     /* This is similar to handle_player, below, but is only used by the
2260     * new client/server stuff.
2261     * This is sort of special, in that the new client/server actually uses
2262     * the new speed values for commands.
2263     *
2264     * Returns true if there are more actions we can do.
2265     */
2266     int handle_newcs_player(object *op)
2267     {
2268     if (op->contr->hidden) {
2269     op->invisible = 1000;
2270     /* the socket code flashes the player visible/invisible
2271     * depending on the value of invisible, so we need to
2272     * alternate it here for it to work correctly.
2273     */
2274     if (pticks & 2) op->invisible--;
2275     }
2276     else if(op->invisible&&!(QUERY_FLAG(op,FLAG_MAKE_INVIS))) {
2277     op->invisible--;
2278     if(!op->invisible) {
2279     make_visible(op);
2280     new_draw_info(NDI_UNIQUE, 0, op, "Your invisibility spell runs out.");
2281     }
2282     }
2283    
2284     if (QUERY_FLAG(op, FLAG_SCARED)) {
2285     flee_player(op);
2286     /* If player is still scared, that is his action for this tick */
2287     if (QUERY_FLAG(op, FLAG_SCARED)) {
2288     op->speed_left--;
2289     return 0;
2290     }
2291     }
2292    
2293     /* I've been seeing crashes where the golem has been destroyed, but
2294     * the player object still points to the defunct golem. The code that
2295     * destroys the golem looks correct, and it doesn't always happen, so
2296     * put this in a a workaround to clean up the golem pointer.
2297     */
2298     if (op->contr->ranges[range_golem] &&
2299     ((op->contr->golem_count != op->contr->ranges[range_golem]->count) ||
2300     QUERY_FLAG(op->contr->ranges[range_golem], FLAG_REMOVED))) {
2301     op->contr->ranges[range_golem] = NULL;
2302     op->contr->golem_count = 0;
2303     }
2304    
2305     /* call this here - we also will call this in do_ericserver, but
2306     * the players time has been increased when doericserver has been
2307     * called, so we recheck it here.
2308     */
2309     HandleClient(&op->contr->socket, op->contr);
2310     if (op->speed_left<0) return 0;
2311    
2312     if(op->direction && (op->contr->run_on || op->contr->fire_on)) {
2313     /* All move commands take 1 tick, at least for now */
2314     op->speed_left--;
2315    
2316     /* Instead of all the stuff below, let move_player take care
2317     * of it. Also, some of the skill stuff is only put in
2318     * there, as well as the confusion stuff.
2319     */
2320     move_player(op, op->direction);
2321     if (op->speed_left>0) return 1;
2322     else return 0;
2323     }
2324     return 0;
2325     }
2326    
2327     int save_life(object *op) {
2328     object *tmp;
2329    
2330     if(!QUERY_FLAG(op,FLAG_LIFESAVE))
2331     return 0;
2332    
2333     for(tmp=op->inv;tmp!=NULL;tmp=tmp->below)
2334     if(QUERY_FLAG(tmp, FLAG_APPLIED)&&QUERY_FLAG(tmp,FLAG_LIFESAVE)) {
2335     play_sound_map(op->map, op->x, op->y, SOUND_OB_EVAPORATE);
2336     new_draw_info_format(NDI_UNIQUE, 0,op,
2337     "Your %s vibrates violently, then evaporates.",
2338     query_name(tmp));
2339     if (op->contr)
2340     esrv_del_item(op->contr, tmp->count);
2341     remove_ob(tmp);
2342     free_object(tmp);
2343     CLEAR_FLAG(op, FLAG_LIFESAVE);
2344     if(op->stats.hp<0)
2345     op->stats.hp = op->stats.maxhp;
2346     if(op->stats.food<0)
2347     op->stats.food = 999;
2348     fix_player(op);
2349     return 1;
2350     }
2351     LOG(llevError,"Error: LIFESAVE set without applied object.\n");
2352     CLEAR_FLAG(op, FLAG_LIFESAVE);
2353     enter_player_savebed(op); /* bring him home. */
2354     return 0;
2355     }
2356    
2357     /* This goes throws the inventory and removes unpaid objects, and puts them
2358     * back in the map (location and map determined by values of env). This
2359     * function will descend into containers. op is the object to start the search
2360     * from.
2361     */
2362     void remove_unpaid_objects(object *op, object *env)
2363     {
2364     object *next;
2365    
2366     while (op) {
2367     next=op->below; /* Make sure we have a good value, in case
2368     * we remove object 'op'
2369     */
2370     if (QUERY_FLAG(op, FLAG_UNPAID)) {
2371     remove_ob(op);
2372     op->x = env->x;
2373     op->y = env->y;
2374     if (env->type == PLAYER)
2375     esrv_del_item(env->contr, op->count);
2376     insert_ob_in_map(op, env->map, NULL,0);
2377     }
2378     else if (op->inv) remove_unpaid_objects(op->inv, env);
2379     op=next;
2380     }
2381     }
2382    
2383    
2384     /*
2385     * Returns pointer a static string containing gravestone text
2386     * Moved from apply.c to player.c - player.c is what
2387     * actually uses this function. player.c may not be quite the
2388     * best, a misc file for object actions is probably better,
2389     * but there isn't one in the server directory.
2390     */
2391     char *gravestone_text (object *op)
2392     {
2393     static char buf2[MAX_BUF];
2394     char buf[MAX_BUF];
2395     time_t now = time (NULL);
2396    
2397     strcpy (buf2, " R.I.P.\n\n");
2398     if (op->type == PLAYER)
2399     sprintf (buf, "%s the %s\n", op->name, op->contr->title);
2400     else
2401     sprintf (buf, "%s\n", op->name);
2402     strncat (buf2, " ", 20 - strlen (buf) / 2);
2403     strcat (buf2, buf);
2404     if (op->type == PLAYER)
2405     sprintf (buf, "who was in level %d when killed\n", op->level);
2406     else
2407     sprintf (buf, "who was in level %d when died.\n\n", op->level);
2408     strncat (buf2, " ", 20 - strlen (buf) / 2);
2409     strcat (buf2, buf);
2410     if (op->type == PLAYER) {
2411     sprintf (buf, "by %s.\n\n", op->contr->killer);
2412     strncat (buf2, " ", 21 - strlen (buf) / 2);
2413     strcat (buf2, buf);
2414     }
2415     strftime (buf, MAX_BUF, "%b %d %Y\n", localtime (&now));
2416     strncat (buf2, " ", 20 - strlen (buf) / 2);
2417     strcat (buf2, buf);
2418     return buf2;
2419     }
2420    
2421    
2422    
2423     void do_some_living(object *op) {
2424     int last_food=op->stats.food;
2425     int gen_hp, gen_sp, gen_grace;
2426     int over_hp, over_sp, over_grace;
2427     int i;
2428     int rate_hp = 1200;
2429     int rate_sp = 2500;
2430     int rate_grace = 2000;
2431     const int max_hp = 1;
2432     const int max_sp = 1;
2433     const int max_grace = 1;
2434    
2435     if (op->contr->outputs_sync) {
2436     for (i=0; i<NUM_OUTPUT_BUFS; i++)
2437     if (op->contr->outputs[i].buf!=NULL &&
2438     (op->contr->outputs[i].first_update+op->contr->outputs_sync)<pticks)
2439     flush_output_element(op, &op->contr->outputs[i]);
2440     }
2441    
2442     if(op->contr->state==ST_PLAYING) {
2443    
2444     /* these next three if clauses make it possible to SLOW DOWN
2445     hp/grace/spellpoint regeneration. */
2446     if(op->contr->gen_hp >= 0 )
2447     gen_hp=(op->contr->gen_hp+1)*op->stats.maxhp;
2448     else {
2449     gen_hp = op->stats.maxhp;
2450     rate_hp -= rate_hp/2 * op->contr->gen_hp;
2451     }
2452     if(op->contr->gen_sp >= 0 )
2453     gen_sp=(op->contr->gen_sp+1)*op->stats.maxsp;
2454     else {
2455     gen_sp = op->stats.maxsp;
2456     rate_sp -= rate_sp/2 * op->contr->gen_sp;
2457     }
2458     if(op->contr->gen_grace >= 0)
2459     gen_grace=(op->contr->gen_grace+1)*op->stats.maxgrace;
2460     else {
2461     gen_grace = op->stats.maxgrace;
2462     rate_grace -= rate_grace/2 * op->contr->gen_grace;
2463     }
2464    
2465     /* Regenerate Spell Points */
2466     if(op->contr->ranges[range_golem]==NULL && --op->last_sp<0) {
2467     gen_sp = gen_sp * 10 / (op->contr->gen_sp_armour < 10? 10 : op->contr->gen_sp_armour);
2468     if(op->stats.sp<op->stats.maxsp) {
2469     op->stats.sp++;
2470     /* dms do not consume food */
2471     if (!QUERY_FLAG(op,FLAG_WIZ)) {
2472     op->stats.food--;
2473     if(op->contr->digestion<0)
2474     op->stats.food+=op->contr->digestion;
2475     else if(op->contr->digestion>0 &&
2476     random_roll(0, op->contr->digestion, op, PREFER_HIGH))
2477     op->stats.food=last_food;
2478     }
2479     }
2480     if (max_sp>1) {
2481     over_sp = (gen_sp+10)/rate_sp;
2482     if (over_sp > 0) {
2483     if(op->stats.sp<op->stats.maxsp) {
2484     op->stats.sp += over_sp>max_sp ? max_sp : over_sp;
2485     if(random_roll(0, rate_sp-1, op, PREFER_LOW) > ((gen_sp+10)%rate_sp))
2486     op->stats.sp--;
2487     if(op->stats.sp>op->stats.maxsp)
2488     op->stats.sp=op->stats.maxsp;
2489     }
2490     op->last_sp=0;
2491     } else {
2492     op->last_sp=rate_sp/(gen_sp<20 ? 30 : gen_sp+10);
2493     }
2494     } else {
2495     op->last_sp=rate_sp/(gen_sp<20 ? 30 : gen_sp+10);
2496     }
2497     }
2498    
2499     /* Regenerate Grace */
2500     /* I altered this a little - maximum grace is ony achieved through prayer -b.t.*/
2501     if(--op->last_grace<0) {
2502     if(op->stats.grace<op->stats.maxgrace/2)
2503     op->stats.grace++; /* no penalty in food for regaining grace */
2504     if(max_grace>1) {
2505     over_grace = (gen_grace<20 ? 30 : gen_grace+10)/rate_grace;
2506     if (over_grace > 0) {
2507     op->stats.sp += over_grace
2508     + (random_roll(0, rate_grace-1, op, PREFER_HIGH) > ((gen_grace<20 ? 30 : gen_grace+10)%rate_grace))? -1 : 0;
2509     op->last_grace=0;
2510     } else {
2511     op->last_grace=rate_grace/(gen_grace<20 ? 30 : gen_grace+10);
2512     }
2513     } else {
2514     op->last_grace=rate_grace/(gen_grace<20 ? 30 : gen_grace+10);
2515     }
2516     /* wearing stuff doesn't detract from grace generation. */
2517     }
2518    
2519     /* Regenerate Hit Points */
2520     if(--op->last_heal<0) {
2521     if(op->stats.hp<op->stats.maxhp) {
2522     op->stats.hp++;
2523     /* dms do not consume food */
2524     if (!QUERY_FLAG(op,FLAG_WIZ)) {
2525     op->stats.food--;
2526     if(op->contr->digestion<0)
2527     op->stats.food+=op->contr->digestion;
2528     else if(op->contr->digestion>0 &&
2529     random_roll(0, op->contr->digestion, op, PREFER_HIGH))
2530     op->stats.food=last_food;
2531     }
2532     }
2533     if(max_hp>1) {
2534     over_hp = (gen_hp<20 ? 30 : gen_hp+10)/rate_hp;
2535     if (over_hp > 0) {
2536     op->stats.sp += over_hp
2537     + (RANDOM()%rate_hp > ((gen_hp<20 ? 30 : gen_hp+10)%rate_hp))? -1 : 0;
2538     op->last_heal=0;
2539     } else {
2540     op->last_heal=rate_hp/(gen_hp<20 ? 30 : gen_hp+10);
2541     }
2542     } else {
2543     op->last_heal=rate_hp/(gen_hp<20 ? 30 : gen_hp+10);
2544     }
2545     }
2546    
2547     /* Digestion */
2548     if(--op->last_eat<0) {
2549     #ifdef COZY_SERVER
2550     int dg = op->contr->digestion>=0 && op->contr->digestion<2 ? 2 : op->contr->digestion;
2551     int bonus=dg>0?dg:0,
2552     penalty=dg<0?-dg:0;
2553     #else
2554     int bonus=op->contr->digestion>0?op->contr->digestion:0,
2555     penalty=op->contr->digestion<0?-op->contr->digestion:0;
2556     #endif
2557    
2558     if(op->contr->gen_hp > 0)
2559     op->last_eat=25*(1+bonus)/(op->contr->gen_hp+penalty+1);
2560     else
2561     op->last_eat=25*(1+bonus)/(penalty +1);
2562     /* dms do not consume food */
2563     if (!QUERY_FLAG(op,FLAG_WIZ)) op->stats.food--;
2564     }
2565     }
2566    
2567     if(op->contr->state==ST_PLAYING&&op->stats.food<0&&op->stats.hp>=0) {
2568     object *tmp, *flesh=NULL;
2569    
2570     for(tmp=op->inv;tmp!=NULL;tmp=tmp->below) {
2571     if(!QUERY_FLAG(tmp, FLAG_UNPAID)) {
2572     if (tmp->type==FOOD || tmp->type==DRINK || tmp->type==POISON) {
2573     new_draw_info(NDI_UNIQUE, 0,op,"You blindly grab for a bite of food.");
2574     manual_apply(op,tmp,0);
2575     if(op->stats.food>=0||op->stats.hp<0)
2576     break;
2577     }
2578     else if (tmp->type==FLESH) flesh=tmp;
2579     } /* End if paid for object */
2580     } /* end of for loop */
2581     /* If player is still starving, it means they don't have any food, so
2582     * eat flesh instead.
2583     */
2584     if (op->stats.food<0 && op->stats.hp>=0 && flesh) {
2585     new_draw_info(NDI_UNIQUE, 0,op,"You blindly grab for a bite of food.");
2586     manual_apply(op,flesh,0);
2587     }
2588     } /* end if player is starving */
2589    
2590     while(op->stats.food<0&&op->stats.hp>0)
2591     op->stats.food++,op->stats.hp--;
2592    
2593     if (!op->contr->state&&!QUERY_FLAG(op,FLAG_WIZ)&&(op->stats.hp<0||op->stats.food<0))
2594     kill_player(op);
2595     }
2596    
2597    
2598    
2599     /* If the player should die (lack of hp, food, etc), we call this.
2600     * op is the player in jeopardy. If the player can not be saved (not
2601     * permadeath, no lifesave), this will take care of removing the player
2602     * file.
2603     */
2604     void kill_player(object *op)
2605     {
2606     char buf[MAX_BUF];
2607     int x,y,i;
2608     mapstruct *map; /* this is for resurrection */
2609     int z;
2610     int num_stats_lose;
2611     int lost_a_stat;
2612     int lose_this_stat;
2613     int this_stat;
2614     int will_kill_again;
2615     archetype *at;
2616     object *tmp;
2617    
2618     if(save_life(op))
2619     return;
2620    
2621    
2622     /* If player dies on BATTLEGROUND, no stat/exp loss! For Combat-Arenas
2623     * in cities ONLY!!! It is very important that this doesn't get abused.
2624     * Look at op_on_battleground() for more info --AndreasV
2625     */
2626     if (op_on_battleground(op, &x, &y)) {
2627     new_draw_info(NDI_UNIQUE | NDI_NAVY, 0,op,
2628     "You have been defeated in combat!");
2629     new_draw_info(NDI_UNIQUE | NDI_NAVY, 0,op,
2630     "Local medics have saved your life...");
2631    
2632     /* restore player */
2633     at = find_archetype("poisoning");
2634     tmp=present_arch_in_ob(at,op);
2635     if (tmp) {
2636     remove_ob(tmp);
2637     free_object(tmp);
2638     new_draw_info(NDI_UNIQUE, 0,op, "Your body feels cleansed");
2639     }
2640    
2641     at = find_archetype("confusion");
2642     tmp=present_arch_in_ob(at,op);
2643     if (tmp) {
2644     remove_ob(tmp);
2645     free_object(tmp);
2646     new_draw_info(NDI_UNIQUE, 0,tmp, "Your mind feels clearer");
2647     }
2648    
2649     cure_disease(op,0); /* remove any disease */
2650     op->stats.hp=op->stats.maxhp;
2651     if (op->stats.food<=0) op->stats.food=999;
2652    
2653     /* create a bodypart-trophy to make the winner happy */
2654     tmp=arch_to_object(find_archetype("finger"));
2655     if (tmp != NULL)
2656     {
2657     sprintf(buf,"%s's finger",op->name);
2658     tmp->name = add_string(buf);
2659     sprintf(buf," This finger has been cut off %s\n"
2660     " the %s, when he was defeated at\n level %d by %s.\n",
2661     op->name, op->contr->title, (int)(op->level),
2662     op->contr->killer);
2663     tmp->msg=add_string(buf);
2664     tmp->value=0, tmp->material=0, tmp->type=0;
2665     tmp->materialname = NULL;
2666     tmp->x = op->x, tmp->y = op->y;
2667     insert_ob_in_map(tmp,op->map,op,0);
2668     }
2669    
2670     /* teleport defeated player to new destination*/
2671     transfer_ob(op, x, y, 0, NULL);
2672     op->contr->braced=0;
2673     return;
2674     }
2675    
2676     /* Lauwenmark: Handle for plugin death event */
2677     if (execute_event(op, EVENT_DEATH,NULL,NULL,NULL,SCRIPT_FIX_ALL) != 0)
2678     return;
2679    
2680     command_kill_pets (op, 0);
2681    
2682     /* Lauwenmark: Handle for the global death event */
2683     execute_global_event(EVENT_PLAYER_DEATH, op);
2684     if(op->stats.food<0) {
2685     if (op->contr->explore) {
2686     new_draw_info(NDI_UNIQUE, 0,op,"You would have starved, but you are");
2687     new_draw_info(NDI_UNIQUE, 0,op,"in explore mode, so...");
2688     op->stats.food=999;
2689     return;
2690     }
2691     sprintf(buf,"%s starved to death.",op->name);
2692     strcpy(op->contr->killer,"starvation");
2693     }
2694     else {
2695     if (op->contr->explore) {
2696     new_draw_info(NDI_UNIQUE, 0,op,"You would have died, but you are");
2697     new_draw_info(NDI_UNIQUE, 0,op,"in explore mode, so...");
2698     op->stats.hp=op->stats.maxhp;
2699     return;
2700     }
2701     sprintf(buf,"%s died.",op->name);
2702     }
2703     play_sound_player_only(op->contr, SOUND_PLAYER_DIES,0,0);
2704    
2705     /* save the map location for corpse, gravestone*/
2706     x=op->x;y=op->y;map=op->map;
2707    
2708    
2709     if (settings.not_permadeth == TRUE) {
2710     /* NOT_PERMADEATH code. This basically brings the character back to
2711     * life if they are dead - it takes some exp and a random stat.
2712     * See the config.h file for a little more in depth detail about this.
2713     */
2714    
2715     /* Basically two ways to go - remove a stat permanently, or just
2716     * make it depletion. This bunch of code deals with that aspect
2717     * of death.
2718     */
2719     #ifndef COZY_SERVER
2720     if (settings.balanced_stat_loss) {
2721     /* If stat loss is permanent, lose one stat only. */
2722     /* Lower level chars don't lose as many stats because they suffer
2723     more if they do. */
2724     /* Higher level characters can afford things such as potions of
2725     restoration, or better, stat potions. So we slug them that
2726     little bit harder. */
2727     /* GD */
2728     if (settings.stat_loss_on_death)
2729     num_stats_lose = 1;
2730     else
2731     num_stats_lose = 1 + op->level/BALSL_NUMBER_LOSSES_RATIO;
2732     } else {
2733     num_stats_lose = 1;
2734     }
2735     lost_a_stat = 0;
2736    
2737     for (z=0; z<num_stats_lose; z++) {
2738     i = RANDOM() % NUM_STATS;
2739    
2740     if (settings.stat_loss_on_death) {
2741     /* Pick a random stat and take a point off it. Tell the player
2742     * what he lost.
2743     */
2744     change_attr_value(&(op->stats), i,-1);
2745     check_stat_bounds(&(op->stats));
2746     change_attr_value(&(op->contr->orig_stats), i,-1);
2747     check_stat_bounds(&(op->contr->orig_stats));
2748     new_draw_info(NDI_UNIQUE, 0,op, lose_msg[i]);
2749     lost_a_stat = 1;
2750     } else {
2751     /* deplete a stat */
2752     archetype *deparch=find_archetype("depletion");
2753     object *dep;
2754    
2755     dep = present_arch_in_ob(deparch,op);
2756     if(!dep) {
2757     dep = arch_to_object(deparch);
2758     insert_ob_in_ob(dep, op);
2759     }
2760     lose_this_stat = 1;
2761     if (settings.balanced_stat_loss) {
2762     /* GD */
2763     /* Get the stat that we're about to deplete. */
2764     this_stat = get_attr_value(&(dep->stats), i);
2765     if (this_stat < 0) {
2766     int loss_chance = 1 + op->level/BALSL_LOSS_CHANCE_RATIO;
2767     int keep_chance = this_stat * this_stat;
2768     /* Yes, I am paranoid. Sue me. */
2769     if (keep_chance < 1)
2770     keep_chance = 1;
2771    
2772     /* There is a maximum depletion total per level. */
2773     if (this_stat < -1 - op->level/BALSL_MAX_LOSS_RATIO) {
2774     lose_this_stat = 0;
2775     /* Take loss chance vs keep chance to see if we
2776     retain the stat. */
2777     } else {
2778     if (random_roll(0, loss_chance + keep_chance-1,
2779     op, PREFER_LOW) < keep_chance)
2780     lose_this_stat = 0;
2781     /* LOG(llevDebug, "Determining stat loss. Stat: %d Keep: %d Lose: %d Result: %s.\n",
2782     this_stat, keep_chance, loss_chance,
2783     lose_this_stat?"LOSE":"KEEP"); */
2784     }
2785     }
2786     }
2787    
2788     if (lose_this_stat) {
2789     this_stat = get_attr_value(&(dep->stats), i);
2790     /* We could try to do something clever like find another
2791     * stat to reduce if this fails. But chances are, if
2792     * stats have been depleted to -50, all are pretty low
2793     * and should be roughly the same, so it shouldn't make a
2794     * difference.
2795     */
2796     if (this_stat>=-50) {
2797     change_attr_value(&(dep->stats), i, -1);
2798     SET_FLAG(dep, FLAG_APPLIED);
2799     new_draw_info(NDI_UNIQUE, 0,op, lose_msg[i]);
2800     fix_player(op);
2801     lost_a_stat = 1;
2802     }
2803     }
2804     }
2805     }
2806     /* If no stat lost, tell the player. */
2807     if (!lost_a_stat)
2808     {
2809     /* determine_god() seems to not work sometimes... why is this?
2810     Should I be using something else? GD */
2811     const char *god = determine_god(op);
2812     if (god && (strcmp(god, "none")))
2813     new_draw_info_format(NDI_UNIQUE, 0, op, "For a brief "
2814     "moment you feel the holy presence of %s protecting"
2815     " you.", god);
2816     else
2817     new_draw_info(NDI_UNIQUE, 0, op, "For a brief moment you"
2818     " feel a holy presence protecting you.");
2819     }
2820     #endif
2821     new_draw_info(NDI_UNIQUE, 0, op, "For a brief moment you"
2822     " feel a holy presence protecting you from losing yourself completely.");
2823    
2824     /* Put a gravestone up where the character 'almost' died. List the
2825     * exp loss on the stone.
2826     */
2827     tmp=arch_to_object(find_archetype("gravestone"));
2828     sprintf(buf,"%s's gravestone",op->name);
2829     FREE_AND_COPY(tmp->name, buf);
2830     sprintf(buf,"%s's gravestones",op->name);
2831     FREE_AND_COPY(tmp->name_pl, buf);
2832     sprintf(buf,"RIP\nHere rests the hero %s the %s,\n"
2833     "who was killed\n"
2834     "by %s.\n",
2835     op->name, op->contr->title,
2836     op->contr->killer);
2837     tmp->msg = add_string(buf);
2838     tmp->x=op->x,tmp->y=op->y;
2839     insert_ob_in_map (tmp, op->map, NULL,0);
2840    
2841     /**************************************/
2842     /* */
2843     /* Subtract the experience points, */
2844     /* if we died cause of food, give us */
2845     /* food, and reset HP's... */
2846     /* */
2847     /**************************************/
2848    
2849     /* remove any poisoning and confusion the character may be suffering.*/
2850     /* restore player */
2851     at = find_archetype("poisoning");
2852     tmp=present_arch_in_ob(at,op);
2853     if (tmp) {
2854     remove_ob(tmp);
2855     free_object(tmp);
2856     new_draw_info(NDI_UNIQUE, 0,op, "Your body feels cleansed");
2857     }
2858    
2859     at = find_archetype("confusion");
2860     tmp=present_arch_in_ob(at,op);
2861     if (tmp) {
2862     remove_ob(tmp);
2863     free_object(tmp);
2864     new_draw_info(NDI_UNIQUE, 0,tmp, "Your mind feels clearer");
2865     }
2866     cure_disease(op,0); /* remove any disease */
2867    
2868     /*add_exp(op, (op->stats.exp * -0.20)); */
2869     apply_death_exp_penalty(op);
2870     if(op->stats.food < 100) op->stats.food = 900;
2871     op->stats.hp = op->stats.maxhp;
2872     op->stats.sp = MAX(op->stats.sp, op->stats.maxsp);
2873     op->stats.grace = MAX(op->stats.grace, op->stats.maxgrace);
2874    
2875     /*
2876     * Check to see if the player is in a shop. IF so, then check to see if
2877     * the player has any unpaid items. If so, remove them and put them back
2878     * in the map.
2879     */
2880    
2881     for (tmp= get_map_ob(op->map, op->x, op->y); tmp; tmp=tmp->above) {
2882     if (tmp->type == SHOP_FLOOR) {
2883     remove_unpaid_objects(op->inv, op);
2884     break;
2885     }
2886     }
2887    
2888    
2889     /****************************************/
2890     /* */
2891     /* Move player to his current respawn- */
2892     /* position (usually last savebed) */
2893     /* */
2894     /****************************************/
2895    
2896     enter_player_savebed(op);
2897    
2898     /* Save the player before inserting the force to reduce
2899     * chance of abuse.
2900     */
2901     op->contr->braced=0;
2902     save_player(op,1);
2903    
2904     /* it is possible that the player has blown something up
2905     * at his savebed location, and that can have long lasting
2906     * spell effects. So first see if there is a spell effect
2907     * on the space that might harm the player.
2908     */
2909     will_kill_again=0;
2910     for (tmp= get_map_ob(op->map, op->x, op->y); tmp; tmp=tmp->above) {
2911     if (tmp->type ==SPELL_EFFECT)
2912     will_kill_again|=tmp->attacktype;
2913     }
2914     if (will_kill_again) {
2915     object *force;
2916     int at;
2917    
2918     force=get_archetype(FORCE_NAME);
2919     /* 50 ticks should be enough time for the spell to abate */
2920     force->speed=0.1;
2921     force->speed_left=-5.0;
2922     SET_FLAG(force, FLAG_APPLIED);
2923     for (at=0; at<NROFATTACKS; at++) {
2924     if (will_kill_again & (1 << at))
2925     force->resist[at] = 100;
2926     }
2927     insert_ob_in_ob(force, op);
2928     fix_player(op);
2929    
2930     }
2931     /**************************************/
2932     /* */
2933     /* Repaint the characters inv, and */
2934     /* stats, and show a nasty message ;) */
2935     /* */
2936     /**************************************/
2937    
2938     new_draw_info(NDI_UNIQUE, 0,op,"YOU HAVE DIED.");
2939     return;
2940     } /* NOT_PERMADETH */
2941     else {
2942     /* If NOT_PERMADETH is set, then the rest of this is not reachable. This
2943     * should probably be embedded in an else statement.
2944     */
2945    
2946     op->contr->party=NULL;
2947     if (settings.set_title == TRUE)
2948     op->contr->own_title[0]='\0';
2949     new_draw_info(NDI_UNIQUE|NDI_ALL, 0,NULL, buf);
2950     check_score(op);
2951     if(op->contr->ranges[range_golem]!=NULL) {
2952     remove_friendly_object(op->contr->ranges[range_golem]);
2953     remove_ob(op->contr->ranges[range_golem]);
2954     free_object(op->contr->ranges[range_golem]);
2955     op->contr->ranges[range_golem]=NULL;
2956     op->contr->golem_count=0;
2957     }
2958     loot_object(op); /* Remove some of the items for good */
2959     remove_ob(op);
2960     op->direction=0;
2961    
2962     if(!QUERY_FLAG(op,FLAG_WAS_WIZ)&&op->stats.exp) {
2963     delete_character(op->name,0);
2964     if (settings.resurrection == TRUE) {
2965     /* save playerfile sans equipment when player dies
2966     ** then save it as player.pl.dead so that future resurrection
2967     ** type spells will work on them nicely
2968     */
2969     delete_character(op->name,0);
2970     op->stats.hp = op->stats.maxhp;
2971     op->stats.food = 999;
2972    
2973     /* set the location of where the person will reappear when */
2974     /* maybe resurrection code should fix map also */
2975     strcpy(op->contr->maplevel, settings.emergency_mapname);
2976     if(op->map!=NULL)
2977     op->map = NULL;
2978     op->x = settings.emergency_x;
2979     op->y = settings.emergency_y;
2980     save_player(op,0);
2981     op->map = map;
2982     /* please see resurrection.c: peterm */
2983     dead_player(op);
2984     } else {
2985     delete_character(op->name,1);
2986     }
2987     }
2988     play_again(op);
2989    
2990     /* peterm: added to create a corpse at deathsite. */
2991     tmp=arch_to_object(find_archetype("corpse_pl"));
2992     sprintf(buf,"%s", op->name);
2993     FREE_AND_COPY(tmp->name, buf);
2994     FREE_AND_COPY(tmp->name_pl, buf);
2995     tmp->level=op->level;
2996     tmp->x=x;tmp->y=y;
2997     if (tmp->msg)
2998     free_string(tmp->msg);
2999     tmp->msg = add_string (gravestone_text(op));
3000     SET_FLAG (tmp, FLAG_UNIQUE);
3001     insert_ob_in_map (tmp, map, NULL,0);
3002     }
3003     }
3004    
3005    
3006     void loot_object(object *op) { /* Grab and destroy some treasure */
3007     object *tmp,*tmp2,*next;
3008    
3009     if (op->container) { /* close open sack first */
3010     esrv_apply_container (op, op->container);
3011     }
3012    
3013     for(tmp=op->inv;tmp!=NULL;tmp=next) {
3014     next=tmp->below;
3015     if (tmp->type==EXPERIENCE || tmp->invisible) continue;
3016     remove_ob(tmp);
3017     tmp->x=op->x,tmp->y=op->y;
3018     if (tmp->type == CONTAINER) { /* empty container to ground */
3019     loot_object(tmp);
3020     }
3021     if(!QUERY_FLAG(tmp, FLAG_UNIQUE) && (QUERY_FLAG(tmp, FLAG_STARTEQUIP)
3022     || QUERY_FLAG(tmp,FLAG_NO_DROP) || !(RANDOM()%3))) {
3023     if(tmp->nrof>1) {
3024     tmp2=get_split_ob(tmp,1+RANDOM()%(tmp->nrof-1));
3025     free_object(tmp2);
3026     insert_ob_in_map(tmp,op->map,NULL,0);
3027     } else
3028     free_object(tmp);
3029     } else
3030     insert_ob_in_map(tmp,op->map,NULL,0);
3031     }
3032     }
3033    
3034     /*
3035     * fix_weight(): Check recursively the weight of all players, and fix
3036     * what needs to be fixed. Refresh windows and fix speed if anything
3037     * was changed.
3038     */
3039    
3040     void fix_weight(void) {
3041     player *pl;
3042     for (pl = first_player; pl != NULL; pl = pl->next) {
3043     int old = pl->ob->carrying, sum = sum_weight(pl->ob);
3044     if(old == sum)
3045     continue;
3046     fix_player(pl->ob);
3047     LOG(llevDebug,"Fixed inventory in %s (%d -> %d)\n",
3048     pl->ob->name, old, sum);
3049     }
3050     }
3051    
3052     void fix_luck(void) {
3053     player *pl;
3054     for (pl = first_player; pl != NULL; pl = pl->next)
3055     if (!pl->ob->contr->state)
3056     change_luck(pl->ob, 0);
3057     }
3058    
3059    
3060     /* cast_dust() - handles op throwing objects of type 'DUST'.
3061     * This is much simpler in the new spell code - we basically
3062     * just treat this as any other spell casting object.
3063     */
3064    
3065     void cast_dust (object *op, object *throw_ob, int dir) {
3066     object *skop, *spob;
3067    
3068     skop = find_skill_by_name(op, throw_ob->skill);
3069    
3070     /* casting POTION 'dusts' is really a use_magic_item skill */
3071     if(op->type==PLAYER && throw_ob->type==POTION && !skop) {
3072     LOG(llevError,"Player %s lacks critical skill use_magic_item!\n",
3073     op->name);
3074     return;
3075     }
3076     spob = throw_ob->inv;
3077     if (op->type==PLAYER && spob)
3078     new_draw_info_format(NDI_UNIQUE, 0,op,"You cast %s.",spob->name);
3079    
3080     cast_spell(op, throw_ob, dir, spob, NULL);
3081    
3082     if(!QUERY_FLAG(throw_ob,FLAG_REMOVED)) remove_ob(throw_ob);
3083     free_object(throw_ob);
3084     }
3085    
3086     void make_visible (object *op) {
3087     op->hide = 0;
3088     op->invisible = 0;
3089     if(op->type==PLAYER) {
3090     op->contr->tmp_invis = 0;
3091     if (op->contr->invis_race) FREE_AND_CLEAR_STR(op->contr->invis_race);
3092     }
3093     update_object(op,UP_OBJ_FACE);
3094     }
3095    
3096     int is_true_undead(object *op) {
3097     object *tmp=NULL;
3098    
3099     if(QUERY_FLAG(&op->arch->clone,FLAG_UNDEAD)) return 1;
3100    
3101     if(op->type==PLAYER)
3102     for(tmp=op->inv;tmp;tmp=tmp->below)
3103     if(tmp->type==EXPERIENCE && tmp->stats.Wis)
3104     if(QUERY_FLAG(tmp,FLAG_UNDEAD)) return 1;
3105     return 0;
3106     }
3107    
3108     /* look at the surrounding terrain to determine
3109     * the hideability of this object. Positive levels
3110     * indicate greater hideability.
3111     */
3112    
3113     int hideability(object *ob) {
3114     int i,level=0, mflag;
3115     sint16 x,y;
3116    
3117     if(!ob||!ob->map) return 0;
3118    
3119     /* so, on normal lighted maps, its hard to hide */
3120     level=ob->map->darkness - 2;
3121    
3122     /* this also picks up whether the object is glowing.
3123     * If you carry a light on a non-dark map, its not
3124     * as bad as carrying a light on a pitch dark map */
3125     if(has_carried_lights(ob)) level =- (10 + (2*ob->map->darkness));
3126    
3127     /* scan through all nearby squares for terrain to hide in */
3128     for(i=0,x=ob->x,y=ob->y;i<9;i++,x=ob->x+freearr_x[i],y=ob->y+freearr_y[i]) {
3129     mflag = get_map_flags(ob->map, NULL, x, y, NULL, NULL);
3130     if (mflag & P_OUT_OF_MAP) { continue; }
3131     if(mflag & P_BLOCKSVIEW) /* something to hide near! */
3132     level += 2;
3133     else /* open terrain! */
3134     level -= 1;
3135     }
3136    
3137     #if 0
3138     LOG(llevDebug,"hideability of %s is %d\n",ob->name,level);
3139     #endif
3140     return level;
3141     }
3142    
3143     /* For Hidden creatures - a chance of becoming 'unhidden'
3144     * every time they move - as we subtract off 'invisibility'
3145     * AND, for players, if they move into a ridiculously unhideable
3146     * spot (surrounded by clear terrain in broad daylight). -b.t.
3147     */
3148    
3149     void do_hidden_move (object *op) {
3150     int hide=0, num=random_roll(0, 19, op, PREFER_LOW);
3151     object *skop;
3152    
3153     if(!op || !op->map) return;
3154    
3155     skop = find_obj_by_type_subtype(op, SKILL, SK_HIDING);
3156    
3157     /* its *extremely* hard to run and sneak/hide at the same time! */
3158     if(op->type==PLAYER && op->contr->run_on) {
3159     if(!skop || num >= skop->level) {
3160     new_draw_info(NDI_UNIQUE,0,op,"You ran too much! You are no longer hidden!");
3161     make_visible(op);
3162     return;
3163     } else num += 20;
3164     }
3165     num += op->map->difficulty;
3166     hide = hideability(op); /* modify by terrain hidden level */
3167     num -= hide;
3168     if((op->type==PLAYER && hide<-10) || ((op->invisible-=num)<=0)) {
3169     make_visible(op);
3170     if(op->type==PLAYER) new_draw_info(NDI_UNIQUE, 0,op,
3171     "You moved out of hiding! You are visible!");
3172     }
3173     else if (op->type == PLAYER && skop) {
3174     change_exp(op, calc_skill_exp(op, NULL, skop), skop->skill, 0);
3175     }
3176     }
3177    
3178     /* determine if who is standing near a hostile creature. */
3179    
3180     int stand_near_hostile( object *who ) {
3181     object *tmp=NULL;
3182     int i,friendly=0,player=0, mflags;
3183     mapstruct *m;
3184     sint16 x,y;
3185    
3186     if(!who) return 0;
3187    
3188     if(who->type==PLAYER) player=1;
3189     else friendly = QUERY_FLAG(who,FLAG_FRIENDLY);
3190    
3191     /* search adjacent squares */
3192     for(i=1;i<9;i++) {
3193     x = who->x+freearr_x[i];
3194     y = who->y+freearr_y[i];
3195     m = who->map;
3196     mflags = get_map_flags(m, &m, x, y, &x, &y);
3197     /* space must be blocked if there is a monster. If not
3198     * blocked, don't need to check this space.
3199     */
3200     if (mflags & P_OUT_OF_MAP) continue;
3201     if (OB_TYPE_MOVE_BLOCK(who, GET_MAP_MOVE_BLOCK(m, x, y))) continue;
3202    
3203     for(tmp=get_map_ob(m,x,y);tmp;tmp=tmp->above) {
3204     if((player||friendly)
3205     &&QUERY_FLAG(tmp,FLAG_MONSTER)&&!QUERY_FLAG(tmp,FLAG_UNAGGRESSIVE))
3206     return 1;
3207     else if(tmp->type==PLAYER)
3208     {
3209     /*don't let a hidden DM prevent you from hiding*/
3210     if(!QUERY_FLAG(tmp, FLAG_WIZ) || tmp->contr->hidden == 0)
3211     return 1;
3212     }
3213     }
3214     }
3215     return 0;
3216     }
3217    
3218     /* check the player los field for viewability of the
3219     * object op. This function works fine for monsters,
3220     * but we dont worry if the object isnt the top one in
3221     * a pile (say a coin under a table would return "viewable"
3222     * by this routine). Another question, should we be
3223     * concerned with the direction the player is looking
3224     * in? Realistically, most of use cant see stuff behind
3225     * our backs...on the other hand, does the "facing" direction
3226     * imply the way your head, or body is facing? Its possible
3227     * for them to differ. Sigh, this fctn could get a bit more complex.
3228     * -b.t.
3229     * This function is now map tiling safe.
3230     */
3231    
3232     int player_can_view (object *pl,object *op) {
3233     rv_vector rv;
3234     int dx,dy;
3235    
3236     if(pl->type!=PLAYER) {
3237     LOG(llevError,"player_can_view() called for non-player object\n");
3238     return -1;
3239     }
3240     if (!pl || !op) return 0;
3241    
3242     if(op->head) { op = op->head; }
3243     get_rangevector(pl, op, &rv, 0x1);
3244    
3245     /* starting with the 'head' part, lets loop
3246     * through the object and find if it has any
3247     * part that is in the los array but isnt on
3248     * a blocked los square.
3249     * we use the archetype to figure out offsets.
3250     */
3251     while(op) {
3252     dx = rv.distance_x + op->arch->clone.x;
3253     dy = rv.distance_y + op->arch->clone.y;
3254    
3255     /* only the viewable area the player sees is updated by LOS
3256     * code, so we need to restrict ourselves to that range of values
3257     * for any meaningful values.
3258     */
3259     if (FABS(dx) <= (pl->contr->socket.mapx/2) &&
3260     FABS(dy) <= (pl->contr->socket.mapy/2) &&
3261     !pl->contr->blocked_los[dx + (pl->contr->socket.mapx/2)][dy+(pl->contr->socket.mapy/2)] )
3262     return 1;
3263     op = op->more;
3264     }
3265     return 0;
3266     }
3267    
3268     /* routine for both players and monsters. We call this when
3269     * there is a possibility for our action distrubing our hiding
3270     * place or invisiblity spell. Artefact invisiblity is not
3271     * effected by this. If we arent invisible to begin with, we
3272     * return 0.
3273     */
3274     int action_makes_visible (object *op) {
3275    
3276     if(op->invisible && QUERY_FLAG(op,FLAG_ALIVE)) {
3277     if(QUERY_FLAG(op,FLAG_MAKE_INVIS))
3278     return 0;
3279    
3280     if (op->contr && op->contr->tmp_invis == 0) return 0;
3281    
3282     /* If monsters, they should become visible */
3283     if(op->hide || !op->contr || (op->contr && op->contr->tmp_invis)) {
3284     new_draw_info_format(NDI_UNIQUE, 0,op,"You become %s!",op->hide?"unhidden":"visible");
3285     return 1;
3286     }
3287     }
3288     return 0;
3289     }
3290    
3291     /* op_on_battleground - checks if the given object op (usually
3292     * a player) is standing on a valid battleground-tile,
3293     * function returns TRUE/FALSE. If true x, y returns the battleground
3294     * -exit-coord. (and if x, y not NULL)
3295     * 19 March 2005 - josh@woosworld.net modifed to check if the battleground also has slaying, maxhp, and maxsp set
3296     * and if those are all set and the player has a marker that matches the slaying send them to a different x, y
3297     * Default is to do the same as before, so only people wanting to have different points need worry about this
3298     */
3299     int op_on_battleground (object *op, int *x, int *y) {
3300     object *tmp;
3301    
3302     /* A battleground-tile needs the following attributes to be valid:
3303     * is_floor 1 (has to be the FIRST floor beneath the player's feet),
3304     * name="battleground", no_pick 1, type=58 (type BATTLEGROUND)
3305     * and the exit-coordinates sp/hp must both be > 0.
3306     * => The intention here is to prevent abuse of the battleground-
3307     * feature (like pickable or hidden battleground tiles). */
3308     for (tmp=op->below; tmp!=NULL; tmp=tmp->below) {
3309     if (QUERY_FLAG (tmp, FLAG_IS_FLOOR)) {
3310     if (QUERY_FLAG (tmp, FLAG_NO_PICK) &&
3311     strcmp(tmp->name, "battleground")==0 &&
3312     tmp->type == BATTLEGROUND && EXIT_X(tmp) && EXIT_Y(tmp)) {
3313     /*before we assign the exit, check if this is a teambattle*/
3314     if ( EXIT_ALT_X(tmp) && EXIT_ALT_Y(tmp) && EXIT_PATH(tmp) ){
3315     object *invtmp;
3316     for(invtmp=op->inv; invtmp != NULL; invtmp=invtmp->below) {
3317     if(invtmp->type==FORCE && invtmp->slaying &&
3318     !strcmp(EXIT_PATH(tmp), invtmp->slaying)){
3319     if (x != NULL && y != NULL)
3320     *x=EXIT_ALT_X(tmp), *y=EXIT_ALT_Y(tmp);
3321     return 1;
3322     }
3323     }
3324     }
3325     if (x != NULL && y != NULL)
3326     *x=EXIT_X(tmp), *y=EXIT_Y(tmp);
3327     return 1;
3328     }
3329     }
3330     }
3331     /* If we got here, did not find a battleground */
3332     return 0;
3333     }
3334    
3335     /*
3336     * When a dragon-player gains a new stage of evolution,
3337     * he gets some treasure
3338     *
3339     * attributes:
3340     * object *who the dragon player
3341     * int atnr the attack-number of the ability focus
3342     * int level ability level
3343     */
3344     void dragon_ability_gain(object *who, int atnr, int level) {
3345     treasurelist *trlist = NULL; /* treasurelist */
3346     treasure *tr; /* treasure */
3347     object *tmp,*skop; /* tmp. object */
3348     object *item; /* treasure object */
3349     char buf[MAX_BUF]; /* tmp. string buffer */
3350     int i=0, j=0;
3351    
3352     /* get the appropriate treasurelist */
3353     if (atnr == ATNR_FIRE)
3354     trlist = find_treasurelist("dragon_ability_fire");
3355     else if (atnr == ATNR_COLD)
3356     trlist = find_treasurelist("dragon_ability_cold");
3357     else if (atnr == ATNR_ELECTRICITY)
3358     trlist = find_treasurelist("dragon_ability_elec");
3359     else if (atnr == ATNR_POISON)
3360     trlist = find_treasurelist("dragon_ability_poison");
3361    
3362     if (trlist == NULL || who->type != PLAYER)
3363     return;
3364    
3365     for (i=0, tr = trlist->items; tr != NULL && i<level-1;
3366     tr = tr->next, i++);
3367    
3368     if (tr == NULL || tr->item == NULL) {
3369     /* LOG(llevDebug, "-> no more treasure for %s\n", change_resist_msg[atnr]); */
3370     return;
3371     }
3372    
3373     /* everything seems okay - now bring on the gift: */
3374     item = &(tr->item->clone);
3375    
3376     if (item->type == SPELL) {
3377     if (check_spell_known (who, item->name))
3378     return;
3379    
3380     new_draw_info_format(NDI_UNIQUE|NDI_BLUE, 0, who, "You gained the ability of %s", item->name);
3381     do_learn_spell (who, item, 0);
3382     return;
3383     }
3384    
3385     /* grant direct spell */
3386     if (item->type == SPELLBOOK) {
3387     if (!item->inv) {
3388     LOG(llevDebug,"dragon_ability_gain: Broken spellbook %s\n",
3389     item->name);
3390     return;
3391     }
3392     if (check_spell_known (who, item->inv->name))
3393     return;
3394     if (item->invisible) {
3395     new_draw_info_format(NDI_UNIQUE|NDI_BLUE, 0, who, "You gained the ability of %s", item->inv->name);
3396     do_learn_spell (who, item->inv, 0);
3397     return;
3398     }
3399     }
3400     else if (item->type == SKILL_TOOL && item->invisible) {
3401     if (item->subtype == SK_CLAWING && (skop=find_skill_by_name(who, item->skill))!=NULL) {
3402    
3403     /* should this perhaps be (skop->attackyp & item->attacktype)!=item->attacktype ...
3404     * in this way, if the player is missing any of the attacktypes, he gets
3405     * them. As it is now, if the player has any that match the granted skill,
3406     * but not all of them, he gets nothing.
3407     */
3408     if (!(skop->attacktype & item->attacktype)) {
3409     /* Give new attacktype */
3410     skop->attacktype |= item->attacktype;
3411    
3412     /* always add physical if there's none */
3413     skop->attacktype |= AT_PHYSICAL;
3414    
3415     if (item->msg != NULL)
3416     new_draw_info(NDI_UNIQUE|NDI_BLUE, 0, who, item->msg);
3417    
3418     /* Give player new face */
3419     if (item->animation_id) {
3420     who->face = skop->face;
3421     who->animation_id = item->animation_id;
3422     who->anim_speed = item->anim_speed;
3423     who->last_anim = 0;
3424     who->state = 0;
3425     animate_object(who, who->direction);
3426     }
3427     }
3428     }
3429     }
3430     else if (item->type == FORCE) {
3431     /* forces in the treasurelist can alter the player's stats */
3432     object *skin;
3433     /* first get the dragon skin force */
3434     for (skin=who->inv; skin!=NULL && strcmp(skin->arch->name, "dragon_skin_force")!=0;
3435     skin=skin->below);
3436     if (skin == NULL) return;
3437    
3438     /* adding new spellpath attunements */
3439     if (item->path_attuned > 0 && !(skin->path_attuned & item->path_attuned)) {
3440     skin->path_attuned |= item->path_attuned; /* add attunement to skin */
3441    
3442     /* print message */
3443     sprintf(buf, "You feel attuned to ");
3444     for(i=0, j=0; i<NRSPELLPATHS; i++) {
3445     if(item->path_attuned & (1<<i)) {
3446     if (j)
3447     strcat(buf," and ");
3448     else
3449     j = 1;
3450     strcat(buf, spellpathnames[i]);
3451     }
3452     }
3453     strcat(buf,".");
3454     new_draw_info(NDI_UNIQUE|NDI_BLUE, 0, who, buf);
3455     }
3456    
3457     /* evtl. adding flags: */
3458     if(QUERY_FLAG(item, FLAG_XRAYS))
3459     SET_FLAG(skin, FLAG_XRAYS);
3460     if(QUERY_FLAG(item, FLAG_STEALTH))
3461     SET_FLAG(skin, FLAG_STEALTH);
3462     if(QUERY_FLAG(item, FLAG_SEE_IN_DARK))
3463     SET_FLAG(skin, FLAG_SEE_IN_DARK);
3464    
3465     /* print message if there is one */
3466     if (item->msg != NULL)
3467     new_draw_info(NDI_UNIQUE|NDI_BLUE, 0, who, item->msg);
3468     }
3469     else {
3470     /* generate misc. treasure */
3471     tmp = arch_to_object (tr->item);
3472     new_draw_info_format(NDI_UNIQUE|NDI_BLUE, 0, who, "You gained %s", query_short_name(tmp));
3473     tmp = insert_ob_in_ob (tmp, who);
3474     if (who->type == PLAYER)
3475     esrv_send_item(who, tmp);
3476     }
3477     }
3478    
3479     /**
3480     * Unready an object for a player. This function does nothing if the object was
3481     * not readied.
3482     */
3483     void player_unready_range_ob(player *pl, object *ob) {
3484     rangetype i;
3485    
3486     for (i = (rangetype)0; i < range_size; i = (rangetype) ((int)i + 1)) {
3487     if (pl->ranges[i] == ob) {
3488     pl->ranges[i] = NULL;
3489     if (pl->shoottype == i) {
3490     pl->shoottype = range_none;
3491     }
3492     }
3493     }
3494     }