ViewVC Help
View File | Revision Log | Show Annotations | Download File
/cvs/deliantra/server/server/player.C
Revision: 1.13
Committed: Fri Sep 1 14:12:04 2006 UTC (17 years, 9 months ago) by pippijn
Content type: text/plain
Branch: MAIN
Changes since 1.12: +1 -3 lines
Log Message:
Pippijn un-fucked it up.

File Contents

# User Rev Content
1 elmex 1.1 /*
2     * static char *rcsid_player_c =
3 pippijn 1.13 * "$Id: player.C,v 1.12 2006-08-29 10:51:43 elmex Exp $";
4 elmex 1.1 */
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 root 1.11 return;
92 elmex 1.1 }
93     motd[0]='\0';
94     size=0;
95     while (fgets(buf, MAX_BUF, fp) != NULL) {
96 root 1.11 if( *buf == '#')
97     continue;
98 elmex 1.1 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 root 1.11 if(!((*cp>='a'&&*cp<='z')||(*cp>='A'&&*cp<='Z'))&&*cp!='-'&&*cp!='_')
187     return 0;
188 elmex 1.1 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 root 1.11 p = (player *) malloc(sizeof(player));
208     if(p==NULL)
209     fatal(OUT_OF_MEMORY);
210    
211     /* This adds the player in the linked list. There is extra
212     * complexity here because we want to add the new player at the
213     * end of the list - there is in fact no compelling reason that
214     * that needs to be done except for things like output of
215     * 'who'.
216     */
217     player *tmp = first_player;
218     while(tmp!=NULL&&tmp->next!=NULL)
219     tmp=tmp->next;
220     if(tmp!=NULL)
221     tmp->next=p;
222     else
223     first_player=p;
224 elmex 1.1
225 root 1.11 p->next = NULL;
226 elmex 1.1 }
227    
228     /* Clears basically the entire player structure except
229     * for next and socket.
230     */
231 root 1.5 memset (static_cast<player_memset *>(p), 0, sizeof (player_memset));
232 root 1.8 p->attachable_init (); //HACK
233 elmex 1.1
234     /* There are some elements we want initialized to non zero value -
235     * we deal with that below this point.
236     */
237     p->party=NULL;
238     p->outputs_sync=16; /* Every 2 seconds */
239     p->outputs_count=1; /* Keeps present behaviour */
240     p->unapply = unapply_nochoice;
241     p->Swap_First = -1;
242    
243     #ifdef AUTOSAVE
244     p->last_save_tick = 9999999;
245     #endif
246    
247     strcpy(p->savebed_map, first_map_path); /* Init. respawn position */
248    
249     op->contr=p; /* this aren't yet in archetype */
250     p->ob = op;
251     op->speed_left=0.5;
252     op->speed=1.0;
253     op->direction=5; /* So player faces south */
254     op->stats.wc=2;
255     op->run_away = 25; /* Then we panick... */
256     p->socket.monitor_spells = 0; /* Needed because esrv_update_spells( ) gets called by roll_stats */
257    
258     roll_stats(op);
259     p->state=ST_ROLL_STAT;
260     clear_los(op);
261    
262     p->gen_sp_armour=10;
263     p->last_speed= -1;
264     p->shoottype=range_none;
265     p->bowtype=bow_normal;
266     p->petmode=pet_normal;
267     p->listening=10;
268     p->usekeys=containers;
269     p->last_weapon_sp= -1;
270     p->peaceful=1; /* default peaceful */
271     p->do_los=1;
272     p->explore=0;
273 root 1.11 p->no_shout=0; /* default can shout */
274 elmex 1.1
275     strncpy(p->title, op->arch->clone.name, sizeof(p->title)-1);
276     p->title[sizeof(p->title)-1] = '\0';
277     op->race = add_string (op->arch->clone.race);
278    
279     CLEAR_FLAG(op,FLAG_READY_SKILL);
280    
281     /* we need to clear these to -1 and not zero - otherwise,
282     * if a player quits and starts a new character, we wont
283     * send new values to the client, as things like exp start
284     * at zero.
285     */
286     for (i=0; i < NUM_SKILLS; i++) {
287 root 1.11 p->last_skill_exp[i] = -1;
288     p->last_skill_ob[i] = NULL;
289 elmex 1.1 }
290     for (i=0; i < NROFATTACKS; i++) {
291 root 1.11 p->last_resist[i] = -1;
292 elmex 1.1 }
293     p->last_stats.exp = -1;
294     p->last_weight = (uint32)-1;
295    
296     p->socket.update_look=0;
297     p->socket.look_position=0;
298     return p;
299     }
300    
301    
302     /* This loads the first map an puts the player on it. */
303     static void set_first_map(object *op)
304     {
305     strcpy(op->contr->maplevel, first_map_path);
306     op->x = -1;
307     op->y = -1;
308     enter_exit(op, NULL);
309     }
310    
311     /* Tries to add player on the connection passwd in ns.
312     * All we can really get in this is some settings like host and display
313     * mode.
314     */
315    
316     int add_player(NewSocket *ns) {
317     player *p;
318    
319     p=get_player(NULL);
320     p->socket = *ns;
321     p->socket.faces_sent = (uint8*) malloc(p->socket.faces_sent_len*sizeof(*p->socket.faces_sent));
322     if(p->socket.faces_sent == NULL)
323 root 1.11 fatal(OUT_OF_MEMORY);
324 elmex 1.1 memcpy(p->socket.faces_sent, ns->faces_sent, p->socket.faces_sent_len*sizeof(*p->socket.faces_sent));
325     /* Needed because the socket we just copied over needs to be cleared.
326     * Note that this can result in a client reset if there is partial data
327     * on the uncoming socket.
328     */
329     p->socket.inbuf.len = 0;
330     set_first_map(p->ob);
331    
332     CLEAR_FLAG(p->ob, FLAG_FRIENDLY);
333     add_friendly_object(p->ob);
334     send_rules(p->ob);
335     send_news(p->ob);
336     display_motd(p->ob);
337     get_name(p->ob);
338     return 0;
339     }
340    
341     /*
342     * get_player_archetype() return next player archetype from archetype
343     * list. Not very efficient routine, but used only creating new players.
344     * Note: there MUST be at least one player archetype!
345     */
346     archetype *get_player_archetype(archetype* at)
347     {
348     archetype *start = at;
349     for (;;) {
350 root 1.11 if (at==NULL || at->next==NULL)
351     at=first_archetype;
352     else
353     at=at->next;
354     if(at->clone.type==PLAYER)
355     return at;
356     if (at == start) {
357     LOG (llevError, "No Player archetypes\n");
358     exit (-1);
359     }
360 elmex 1.1 }
361     }
362    
363    
364     object *get_nearest_player(object *mon) {
365     object *op = NULL;
366     player *pl = NULL;
367     objectlink *ol;
368     unsigned lastdist;
369     rv_vector rv;
370    
371     for(ol=first_friendly_object,lastdist=1000;ol!=NULL;ol=ol->next) {
372 root 1.11 /* We should not find free objects on this friendly list, but it
373     * does periodically happen. Given that, lets deal with it.
374     * While unlikely, it is possible the next object on the friendly
375     * list is also free, so encapsulate this in a while loop.
376     */
377     while (QUERY_FLAG(ol->ob, FLAG_FREED) || !QUERY_FLAG(ol->ob, FLAG_FRIENDLY)) {
378     object *tmp=ol->ob;
379    
380     /* Can't do much more other than log the fact, because the object
381     * itself will have been cleared.
382     */
383     LOG(llevDebug,"get_nearest_player: Found free/non friendly object on friendly list\n");
384     ol = ol->next;
385     remove_friendly_object(tmp);
386     if (!ol) return op;
387     }
388    
389     /* Remove special check for player from this. First, it looks to cause
390     * some crashes (ol->ob->contr not set properly?), but secondly, a more
391     * complicated method of state checking would be needed in any case -
392     * as it was, a clever player could type quit, and the function would
393     * skip them over while waiting for confirmation. Remove
394     * on_same_map check, as can_detect_enemy also does this
395     */
396     if (!can_detect_enemy(mon,ol->ob,&rv))
397     continue;
398    
399     if(lastdist>rv.distance) {
400     op=ol->ob;
401     lastdist=rv.distance;
402     }
403 elmex 1.1 }
404     for (pl=first_player; pl != NULL; pl=pl->next) {
405 root 1.11 if (can_detect_enemy(mon, pl->ob,&rv)) {
406 elmex 1.1
407 root 1.11 if(lastdist>rv.distance) {
408     op=pl->ob;
409     lastdist=rv.distance;
410     }
411     }
412 elmex 1.1 }
413     #if 0
414     LOG(llevDebug,"get_nearest_player() finds player: %s\n",op?op->name:"(null)");
415     #endif
416     return op;
417     }
418    
419     /* I believe this can safely go to 2, 3 is questionable, 4 will likely
420     * result in a monster paths backtracking. It basically determines how large a
421     * detour a monster will take from the direction path when looking
422     * for a path to the player. The values are in the amount of direction
423     * the deviation is
424     */
425     #define DETOUR_AMOUNT 2
426    
427     /* This is used to prevent infinite loops. Consider a case where the
428     * player is in a chamber (with gate closed), and monsters are outside.
429     * with DETOUR_AMOUNT==2, the function will turn each corner, trying to
430     * find a path into the chamber. This is a good thing, but since there
431     * is no real path, it will just keep circling the chamber for
432     * ever (this could be a nice effect for monsters, but not for the function
433     * to get stuck in. I think for the monsters, if max is reached and
434     * we return the first direction the creature could move would result in the
435     * circling behaviour. Unfortunately, this function is also used to determined
436     * if the creature should cast a spell, so returning a direction in that case
437     * is probably not a good thing.
438     */
439     #define MAX_SPACES 50
440    
441    
442     /*
443     * Returns the direction to the player, if valid. Returns 0 otherwise.
444     * modified to verify there is a path to the player. Does this by stepping towards
445     * player and if path is blocked then see if blockage is close enough to player that
446     * direction to player is changed (ie zig or zag). Continue zig zag until either
447     * reach player or path is blocked. Thus, will only return true if there is a free
448     * path to player. Though path may not be a straight line. Note that it will find
449     * player hiding along a corridor at right angles to the corridor with the monster.
450     *
451     * Modified by MSW 2001-08-06 to handle tiled maps. Various notes:
452     * 1) With DETOUR_AMOUNT being 2, it should still go and find players hiding
453     * down corriders.
454     * 2) I think the old code was broken if the first direction the monster
455     * should move was blocked - the code would store the first direction without
456     * verifying that the player can actually move in that direction. The new
457     * code does not store anything in firstdir until we have verified that the
458     * monster can in fact move one space in that direction.
459     * 3) I'm not sure how good this code will be for moving multipart monsters,
460     * since only simple checks to blocked are being called, which could mean the monster
461     * is blocking itself.
462     */
463     int path_to_player(object *mon, object *pl, unsigned mindiff) {
464     rv_vector rv;
465     sint16 x,y;
466     int lastx,lasty,dir,i,diff, firstdir=0,lastdir, max=MAX_SPACES, mflags, blocked;
467     mapstruct *m ,*lastmap;
468    
469     get_rangevector(mon, pl, &rv, 0);
470    
471     if (rv.distance<mindiff) return 0;
472    
473     x=mon->x;
474     y=mon->y;
475     m=mon->map;
476     dir = rv.direction;
477     lastdir = firstdir = rv.direction; /* perhaps we stand next to pl, init firstdir too */
478     diff = FABS(rv.distance_x)>FABS(rv.distance_y)?FABS(rv.distance_x):FABS(rv.distance_y);
479     /* If we can't solve it within the search distance, return now. */
480     if (diff>max) return 0;
481     while (diff >1 && max>0) {
482 root 1.11 lastx = x;
483     lasty = y;
484     lastmap = m;
485     x = lastx + freearr_x[dir];
486     y = lasty + freearr_y[dir];
487    
488     mflags = get_map_flags(m, &m, x, y, &x, &y);
489     blocked = (mflags & P_OUT_OF_MAP) ? MOVE_ALL : GET_MAP_MOVE_BLOCK(m, x, y);
490    
491     /* Space is blocked - try changing direction a little */
492     if ((mflags & P_OUT_OF_MAP) || ((OB_TYPE_MOVE_BLOCK(mon, blocked) || (mflags&P_BLOCKSVIEW))
493     && (m == mon->map && blocked_link(mon, m, x, y)))) {
494     /* recalculate direction from last good location. Possible
495     * we were not traversing ideal location before.
496     */
497     get_rangevector_from_mapcoord(lastmap, lastx, lasty, pl, &rv, 0);
498     if (rv.direction != dir) {
499     /* OK - says direction should be different - lets reset the
500     * the values so it will try again.
501     */
502     x = lastx;
503     y = lasty;
504     m = lastmap;
505     dir = firstdir = rv.direction;
506     } else {
507     /* direct path is blocked - try taking a side step to
508     * either the left or right.
509     * Note increase the values in the loop below to be
510     * more than -1/1 respectively will mean the monster takes
511     * bigger detour. Have to be careful about these values getting
512     * too big (3 or maybe 4 or higher) as the monster may just try
513     * stepping back and forth
514     */
515     for (i=-DETOUR_AMOUNT; i<=DETOUR_AMOUNT; i++) {
516     if (i==0) continue; /* already did this, so skip it */
517     /* Use lastdir here - otherwise,
518     * since the direction that the creature should move in
519     * may change, you could get infinite loops.
520     * ie, player is northwest, but monster can only
521     * move west, so it does that. It goes some distance,
522     * gets blocked, finds that it should move north,
523     * can't do that, but now finds it can move east, and
524     * gets back to its original point. lastdir contains
525     * the last direction the creature has successfully
526     * moved.
527     */
528    
529     x = lastx + freearr_x[absdir(lastdir+i)];
530     y = lasty + freearr_y[absdir(lastdir+i)];
531     m = lastmap;
532     mflags = get_map_flags(m, &m, x, y, &x, &y);
533     if (mflags & P_OUT_OF_MAP) continue;
534     blocked = GET_MAP_MOVE_BLOCK(m, x, y);
535     if (OB_TYPE_MOVE_BLOCK(mon, blocked)) continue;
536 elmex 1.1 if (mflags & P_BLOCKSVIEW) continue;
537    
538 root 1.11 if (m == mon->map && blocked_link(mon, m, x, y)) break;
539     }
540     /* go through entire loop without finding a valid
541     * sidestep to take - thus, no valid path.
542     */
543     if (i==(DETOUR_AMOUNT+1))
544     return 0;
545     diff--;
546     lastdir=dir;
547     max--;
548     if (!firstdir) firstdir = dir+i;
549     } /* else check alternate directions */
550     } /* if blocked */
551     else {
552     /* we moved towards creature, so diff is less */
553     diff--;
554     max--;
555     lastdir=dir;
556     if (!firstdir) firstdir = dir;
557     }
558     if (diff<=1) {
559     /* Recalculate diff (distance) because we may not have actually
560     * headed toward player for entire distance.
561     */
562     get_rangevector_from_mapcoord(m, x, y, pl, &rv, 0);
563     diff = FABS(rv.distance_x)>FABS(rv.distance_y)?FABS(rv.distance_x):FABS(rv.distance_y);
564     }
565     if (diff>max) return 0;
566 elmex 1.1 }
567     /* If we reached the max, didn't find a direction in time */
568     if (!max) return 0;
569    
570     return firstdir;
571     }
572    
573     void give_initial_items(object *pl,treasurelist *items) {
574     object *op,*next=NULL;
575    
576     if(pl->randomitems!=NULL)
577 root 1.11 create_treasure(items,pl,GT_STARTEQUIP | GT_ONLY_GOOD,1,0);
578 elmex 1.1
579     for (op=pl->inv; op; op=next) {
580 root 1.11 next = op->below;
581    
582     /* Forces get applied per default, unless they have the
583 elmex 1.1 * flag "neutral" set. Sorry but I can't think of a better way
584 root 1.11 */
585 elmex 1.1 if(op->type==FORCE && !QUERY_FLAG(op, FLAG_NEUTRAL))
586 root 1.11 SET_FLAG(op,FLAG_APPLIED);
587    
588     /* we never give weapons/armour if these cannot be used
589 elmex 1.1 * by this player due to race restrictions
590 root 1.11 */
591     if (pl->type == PLAYER) {
592     if ((!QUERY_FLAG(pl, FLAG_USE_ARMOUR) &&
593     (op->type == ARMOUR || op->type == BOOTS ||
594     op->type == CLOAK || op->type == HELMET ||
595     op->type == SHIELD || op->type == GLOVES ||
596     op->type == BRACERS || op->type == GIRDLE)) ||
597     (!QUERY_FLAG(pl, FLAG_USE_WEAPON) && op->type == WEAPON)) {
598     remove_ob (op);
599     free_object (op);
600     continue;
601     }
602     }
603    
604     /* This really needs to be better - we should really give
605     * a substitute spellbook. The problem is that we don't really
606     * have a good idea what to replace it with (need something like
607     * a first level treasurelist for each skill.)
608     * remove duplicate skills also
609     */
610 elmex 1.1 if(op->type==SPELLBOOK || op->type == SKILL) {
611 root 1.11 object *tmp;
612 elmex 1.1
613 root 1.11 for (tmp=op->below; tmp; tmp=tmp->below)
614     if (tmp->type == op->type && tmp->name == op->name) break;
615    
616     if (tmp) {
617     remove_ob(op);
618     free_object(op);
619     LOG(llevError,"give_initial_items: Removing duplicate object %s\n",
620     tmp->name);
621     continue;
622     }
623     if (op->nrof > 1) op->nrof = 1;
624     }
625 elmex 1.1
626 root 1.11 if (op->type == SPELLBOOK && op->inv) {
627     CLEAR_FLAG(op->inv, FLAG_STARTEQUIP);
628     }
629    
630     /* Give starting characters identified, uncursed, and undamned
631     * items. Just don't identify gold or silver, or it won't be
632     * merged properly.
633     */
634     if (need_identify(op)) {
635     SET_FLAG(op, FLAG_IDENTIFIED);
636     CLEAR_FLAG(op, FLAG_CURSED);
637     CLEAR_FLAG(op, FLAG_DAMNED);
638     }
639     if(op->type==SPELL) {
640     remove_ob(op);
641     free_object(op);
642 elmex 1.1 continue;
643 root 1.11 }
644     else if(op->type==SKILL) {
645     SET_FLAG(op, FLAG_CAN_USE_SKILL);
646     op->stats.exp = 0;
647     op->level = 1;
648     }
649     /* lock all 'normal items by default */
650     else SET_FLAG(op, FLAG_INV_LOCKED);
651 elmex 1.1 } /* for loop of objects in player inv */
652    
653     /* Need to set up the skill pointers */
654     link_player_skills(pl);
655     }
656    
657     void get_name(object *op) {
658     op->contr->write_buf[0]='\0';
659     op->contr->state=ST_GET_NAME;
660     send_query(&op->contr->socket,0,"What is your name?\n:");
661     }
662    
663     void get_password(object *op) {
664     op->contr->write_buf[0]='\0';
665     op->contr->state=ST_GET_PASSWORD;
666     send_query(&op->contr->socket,CS_QUERY_HIDEINPUT, "What is your password?\n:");
667     }
668    
669     void play_again(object *op)
670     {
671     op->contr->state=ST_PLAY_AGAIN;
672     op->chosen_skill = NULL;
673     send_query(&op->contr->socket, CS_QUERY_SINGLECHAR, "Do you want to play again (a/q)?");
674     /* a bit of a hack, but there are various places early in th
675     * player creation process that a user can quit (eg, roll
676     * stats) that isn't removing the player. Taking a quick
677     * look, there are many places that call play_again without
678     * removing the player - it probably makes more sense
679     * to leave it to play_again to remove the object in all
680     * cases.
681     */
682     if (!QUERY_FLAG(op, FLAG_REMOVED))
683 root 1.11 remove_ob(op);
684 elmex 1.1 /* Need to set this to null - otherwise, it could point to garbage,
685     * and draw() doesn't check to see if the player is removed, only if
686     * the map is null or not swapped out.
687     */
688     op->map = NULL;
689     }
690    
691    
692     int receive_play_again(object *op, char key)
693     {
694     if(key=='q'||key=='Q') {
695 root 1.11 remove_friendly_object(op);
696     leave(op->contr,0); /* ericserver will draw the message */
697     return 2;
698 elmex 1.1 }
699     else if(key=='a'||key=='A') {
700 root 1.11 player *pl = op->contr;
701     const char *name = op->name;
702 elmex 1.1
703 root 1.11 add_refcount(name);
704     remove_friendly_object(op);
705     free_object(op);
706     pl = get_player(pl);
707     op = pl->ob;
708     add_friendly_object(op);
709     op->contr->password[0]='~';
710     FREE_AND_CLEAR_STR(op->name);
711     FREE_AND_CLEAR_STR(op->name_pl);
712    
713     /* Lets put a space in here */
714     new_draw_info(NDI_UNIQUE, 0, op, "\n");
715     get_name(op);
716     op->name = name; /* Alrady added a refcount above */
717     op->name_pl = add_string(name);
718     set_first_map(op);
719 elmex 1.1 } else {
720 root 1.11 /* user pressed something else so just ask again... */
721     play_again(op);
722 elmex 1.1 }
723     return 0;
724     }
725    
726     void confirm_password(object *op) {
727    
728     op->contr->write_buf[0]='\0';
729     op->contr->state=ST_CONFIRM_PASSWORD;
730     send_query(&op->contr->socket, CS_QUERY_HIDEINPUT, "Please type your password again.\n:");
731     }
732    
733     void get_party_password(object *op, partylist *party) {
734     if (party == NULL) {
735 root 1.11 LOG(llevError, "get_party_password(): tried to make player %s join a NULL party", op->name);
736     return;
737 elmex 1.1 }
738     op->contr->write_buf[0]='\0';
739     op->contr->state=ST_GET_PARTY_PASSWORD;
740     op->contr->party_to_join = party;
741     send_query(&op->contr->socket, CS_QUERY_HIDEINPUT, "What is the password?\n:");
742     }
743    
744    
745     /* This rolls four 1-6 rolls and sums the best 3 of the 4. */
746     int roll_stat(void) {
747     int a[4],i,j,k;
748    
749     for(i=0;i<4;i++)
750 root 1.11 a[i]=(int)RANDOM()%6+1;
751 elmex 1.1
752     for(i=0,j=0,k=7;i<4;i++)
753 root 1.11 if(a[i]<k)
754     k=a[i],j=i;
755 elmex 1.1
756     for(i=0,k=0;i<4;i++) {
757 root 1.11 if(i!=j)
758     k+=a[i];
759 elmex 1.1 }
760     return k;
761     }
762    
763     void roll_stats(object *op) {
764     int sum=0;
765     int i = 0, j = 0;
766     int statsort[7];
767    
768     do {
769 root 1.11 op->stats.Str=roll_stat();
770     op->stats.Dex=roll_stat();
771     op->stats.Int=roll_stat();
772     op->stats.Con=roll_stat();
773     op->stats.Wis=roll_stat();
774     op->stats.Pow=roll_stat();
775     op->stats.Cha=roll_stat();
776     sum=op->stats.Str+op->stats.Dex+op->stats.Int+
777     op->stats.Con+op->stats.Wis+op->stats.Pow+
778     op->stats.Cha;
779 elmex 1.1 } while(sum<82||sum>116);
780    
781     /* Sort the stats so that rerolling is easier... */
782     statsort[0] = op->stats.Str;
783     statsort[1] = op->stats.Dex;
784     statsort[2] = op->stats.Int;
785     statsort[3] = op->stats.Con;
786     statsort[4] = op->stats.Wis;
787     statsort[5] = op->stats.Pow;
788     statsort[6] = op->stats.Cha;
789    
790     /* a quick and dirty bubblesort? */
791     do {
792 root 1.11 if (statsort[i] < statsort[i + 1]) {
793     j = statsort[i];
794     statsort[i] = statsort[i + 1];
795     statsort[i + 1] = j;
796     i = 0;
797     } else {
798     i++;
799     }
800 elmex 1.1 } while (i < 6);
801    
802     op->stats.Str = statsort[0];
803     op->stats.Dex = statsort[1];
804     op->stats.Con = statsort[2];
805     op->stats.Int = statsort[3];
806     op->stats.Wis = statsort[4];
807     op->stats.Pow = statsort[5];
808     op->stats.Cha = statsort[6];
809    
810    
811     op->contr->orig_stats.Str=op->stats.Str;
812     op->contr->orig_stats.Dex=op->stats.Dex;
813     op->contr->orig_stats.Int=op->stats.Int;
814     op->contr->orig_stats.Con=op->stats.Con;
815     op->contr->orig_stats.Wis=op->stats.Wis;
816     op->contr->orig_stats.Pow=op->stats.Pow;
817     op->contr->orig_stats.Cha=op->stats.Cha;
818    
819     op->level=1;
820     op->stats.exp=0;
821     op->stats.ac=0;
822    
823     op->contr->levhp[1] = 9;
824     op->contr->levsp[1] = 6;
825     op->contr->levgrace[1] = 3;
826    
827     fix_player(op);
828     op->stats.hp = op->stats.maxhp;
829     op->stats.sp = op->stats.maxsp;
830     op->stats.grace = op->stats.maxgrace;
831     op->contr->orig_stats=op->stats;
832     }
833    
834     void Roll_Again(object *op)
835     {
836     esrv_new_player(op->contr, 0);
837     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)? ");
838     }
839    
840     void Swap_Stat(object *op,int Swap_Second)
841     {
842     signed char tmp;
843     char buf[MAX_BUF];
844    
845     if ( op->contr->Swap_First == -1 ) {
846 root 1.11 new_draw_info(NDI_UNIQUE, 0,op,"How the hell did you get here?!?!!!");
847     new_draw_info(NDI_UNIQUE, 0,op,"Error in Swap_Stat code,");
848     new_draw_info(NDI_UNIQUE, 0,op,"mail korg@rdt.monash.edu.au");
849     return;
850 elmex 1.1 }
851    
852     tmp = get_attr_value(&op->contr->orig_stats, op->contr->Swap_First);
853    
854     set_attr_value(&op->contr->orig_stats, op->contr->Swap_First,
855 root 1.11 get_attr_value(&op->contr->orig_stats, Swap_Second));
856 elmex 1.1
857     set_attr_value(&op->contr->orig_stats, Swap_Second, tmp);
858    
859     sprintf(buf,"%s done\n", short_stat_name[Swap_Second]);
860     new_draw_info(NDI_UNIQUE, 0,op, buf);
861     op->stats.Str = op->contr->orig_stats.Str;
862     op->stats.Dex = op->contr->orig_stats.Dex;
863     op->stats.Con = op->contr->orig_stats.Con;
864     op->stats.Int = op->contr->orig_stats.Int;
865     op->stats.Wis = op->contr->orig_stats.Wis;
866     op->stats.Pow = op->contr->orig_stats.Pow;
867     op->stats.Cha = op->contr->orig_stats.Cha;
868     op->stats.ac=0;
869    
870     op->level=1;
871     op->stats.exp=0;
872     op->stats.ac=0;
873    
874     op->contr->levhp[1] = 9;
875     op->contr->levsp[1] = 6;
876     op->contr->levgrace[1] = 3;
877    
878     fix_player(op);
879     op->stats.hp = op->stats.maxhp;
880     op->stats.sp = op->stats.maxsp;
881     op->stats.grace = op->stats.maxgrace;
882     op->contr->orig_stats=op->stats;
883     op->contr->Swap_First=-1;
884     }
885    
886    
887     /* This code has been greatly reduced, because with set_attr_value
888     * and get_attr_value, the stats can be accessed just numeric
889     * ids. stat_trans is a table that translate the number entered
890     * into the actual stat. It is needed because the order the stats
891     * are displayed in the stat window is not the same as how
892     * the number's access that stat. The table does that translation.
893     */
894     int key_roll_stat(object *op, char key)
895     {
896     int keynum = key -'0';
897     char buf[MAX_BUF];
898     static sint8 stat_trans[] = {-1, STR, DEX, CON, INT, WIS, POW, CHA};
899    
900     if (keynum>0 && keynum<=7) {
901 root 1.11 if (op->contr->Swap_First==-1) {
902     op->contr->Swap_First=stat_trans[keynum];
903     sprintf(buf,"%s ->", short_stat_name[stat_trans[keynum]]);
904     new_draw_info(NDI_UNIQUE, 0,op,buf);
905     }
906     else
907     Swap_Stat(op,stat_trans[keynum]);
908 elmex 1.1
909 root 1.11 send_query(&op->contr->socket,CS_QUERY_SINGLECHAR,"");
910     return 1;
911 elmex 1.1 }
912     switch (key) {
913 root 1.11 case 'n':
914 elmex 1.1 case 'N': {
915 root 1.11 SET_FLAG(op, FLAG_WIZ);
916     if(op->map==NULL) {
917     LOG(llevError,"Map == NULL in state 2\n");
918     break;
919     }
920 elmex 1.1
921     #if 0
922 root 1.11 /* So that enter_exit will put us at startx/starty */
923     op->x= -1;
924 elmex 1.1
925 root 1.11 enter_exit(op,NULL);
926 elmex 1.1 #endif
927 root 1.11 SET_ANIMATION(op, 2); /* So player faces south */
928     /* Enter exit adds a player otherwise */
929     add_statbonus(op);
930     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");
931     op->contr->state = ST_CHANGE_CLASS;
932     if (op->msg)
933     new_draw_info(NDI_BLUE, 0, op, op->msg);
934     return 0;
935     }
936 elmex 1.1 case 'y':
937     case 'Y':
938 root 1.11 roll_stats(op);
939     send_query(&op->contr->socket,CS_QUERY_SINGLECHAR,"");
940     return 1;
941 elmex 1.1
942     case 'q':
943     case 'Q':
944     play_again(op);
945     return 1;
946    
947     default:
948 root 1.11 send_query(&op->contr->socket,CS_QUERY_SINGLECHAR,"Yes, No, Quit or 1-6. Roll again?");
949     return 0;
950 elmex 1.1 }
951     return 0;
952     }
953    
954     /* This function takes the key that is passed, and does the
955     * appropriate action with it (change race, or other things).
956     * The function name is for historical reasons - now we have
957     * separate race and class; this actually changes the RACE,
958     * not the class.
959     */
960    
961     int key_change_class(object *op, char key)
962     {
963     int tmp_loop;
964    
965     if(key=='q'||key=='Q') {
966     remove_ob(op);
967     play_again(op);
968     return 0;
969     }
970     if(key=='d'||key=='D') {
971 root 1.11 char buf[MAX_BUF];
972 elmex 1.1
973 root 1.11 /* this must before then initial items are given */
974     esrv_new_player(op->contr, op->weight+op->carrying);
975     create_treasure(find_treasurelist("starting_wealth"),op, 0, 0, 0);
976 elmex 1.1
977 root 1.3 INVOKE_PLAYER (BIRTH, op->contr);
978     INVOKE_PLAYER (LOGIN, op->contr);
979 elmex 1.1
980 root 1.11 op->contr->state=ST_PLAYING;
981    
982     if (op->msg) {
983     free_string(op->msg);
984     op->msg=NULL;
985     }
986 elmex 1.1
987 root 1.11 /* We create this now because some of the unique maps will need it
988     * to save here.
989     */
990     sprintf(buf,"%s/%s/%s",settings.localdir,settings.playerdir,op->name);
991     make_path_to_file(buf);
992 elmex 1.1
993     #ifdef AUTOSAVE
994 root 1.11 op->contr->last_save_tick = pticks;
995 elmex 1.1 #endif
996 root 1.11 start_info(op);
997     CLEAR_FLAG(op, FLAG_WIZ);
998     give_initial_items(op,op->randomitems);
999     link_player_skills(op);
1000     esrv_send_inventory(op, op);
1001     fix_player(op);
1002 elmex 1.1
1003     /* This moves the player to a different start map, if there
1004     * is one for this race
1005     */
1006     if(*first_map_ext_path) {
1007     object *tmp;
1008     mapstruct *oldmap = op->map;
1009     char mapname[MAX_BUF];
1010     snprintf(mapname, MAX_BUF-1, "%s/%s",
1011     first_map_ext_path, op->arch->name);
1012     tmp=get_object();
1013     EXIT_PATH(tmp) = add_string(mapname);
1014     EXIT_X(tmp) = op->x;
1015     EXIT_Y(tmp) = op->y;
1016     enter_exit(op,tmp); /* we don't really care if it succeeded;
1017     * if the map isn't there, then stay on the
1018     * default initial map */
1019     free_object(tmp);
1020     } else {
1021     LOG(llevDebug,"first_map_ext_path not set\n");
1022     }
1023 root 1.11 return 0;
1024 elmex 1.1 }
1025    
1026     /* Following actually changes the race - this is the default command
1027     * if we don't match with one of the options above.
1028     */
1029    
1030     tmp_loop = 0;
1031     while(!tmp_loop) {
1032 root 1.11 const char *name = add_string (op->name);
1033     int x = op->x, y = op->y;
1034     remove_statbonus(op);
1035     remove_ob (op);
1036     op->arch = get_player_archetype(op->arch);
1037     copy_object (&op->arch->clone, op);
1038 root 1.6 op->instantiate ();
1039 root 1.11 op->stats = op->contr->orig_stats;
1040     free_string (op->name);
1041     op->name = name;
1042     free_string(op->name_pl);
1043     op->name_pl = add_string(name);
1044     op->x = x;
1045     op->y = y;
1046     SET_ANIMATION(op, 2); /* So player faces south */
1047     insert_ob_in_map (op, op->map, op,0);
1048     strncpy(op->contr->title, op->arch->clone.name, sizeof(op->contr->title)-1);
1049     op->contr->title[sizeof(op->contr->title)-1] = '\0';
1050     add_statbonus(op);
1051     tmp_loop=allowed_class(op);
1052 elmex 1.1 }
1053     update_object(op,UP_OBJ_FACE);
1054     esrv_update_item(UPD_FACE,op,op);
1055     fix_player(op);
1056     op->stats.hp=op->stats.maxhp;
1057     op->stats.sp=op->stats.maxsp;
1058     op->stats.grace=0;
1059     if (op->msg)
1060 root 1.11 new_draw_info(NDI_BLUE, 0, op, op->msg);
1061 elmex 1.1 send_query(&op->contr->socket,CS_QUERY_SINGLECHAR,"Press any key for the next race.\nPress `d' to play this race.\n");
1062     return 0;
1063     }
1064    
1065     int key_confirm_quit(object *op, char key)
1066     {
1067     char buf[MAX_BUF];
1068    
1069     if(key!='y'&&key!='Y'&&key!='q'&&key!='Q') {
1070 root 1.11 op->contr->state=ST_PLAYING;
1071     new_draw_info(NDI_UNIQUE, 0,op,"OK, continuing to play.");
1072     return 1;
1073 elmex 1.1 }
1074    
1075 root 1.3 INVOKE_PLAYER (LOGOUT, op->contr);
1076     INVOKE_PLAYER (QUIT , op->contr);
1077    
1078 elmex 1.1 terminate_all_pets(op);
1079     leave_map(op);
1080     op->direction=0;
1081     new_draw_info_format(NDI_UNIQUE | NDI_ALL, 5, NULL,
1082 root 1.11 "%s quits the game.",op->name);
1083 elmex 1.1
1084     strcpy(op->contr->killer,"quit");
1085     check_score(op);
1086     op->contr->party=NULL;
1087     if (settings.set_title == TRUE)
1088 root 1.11 op->contr->own_title[0]='\0';
1089 elmex 1.1
1090     if(!QUERY_FLAG(op,FLAG_WAS_WIZ)) {
1091 root 1.11 mapstruct *mp, *next;
1092 elmex 1.1
1093 root 1.11 /* We need to hunt for any per player unique maps in memory and
1094     * get rid of them. The trailing slash in the path is intentional,
1095     * so that players named 'Ab' won't match against players 'Abe' pathname
1096     */
1097     sprintf(buf,"%s/%s/%s/", settings.localdir, settings.playerdir, op->name);
1098     for (mp=first_map; mp!=NULL; mp=next) {
1099     next = mp->next;
1100     if (!strncmp(mp->path, buf, strlen(buf)))
1101     delete_map(mp);
1102     }
1103    
1104     delete_character(op->name, 1);
1105 elmex 1.1 }
1106     play_again(op);
1107     return 1;
1108     }
1109    
1110     void flee_player(object *op) {
1111     int dir,diff;
1112     rv_vector rv;
1113    
1114     if(op->stats.hp < 0) {
1115 root 1.11 LOG(llevDebug, "Fleeing player is dead.\n");
1116     CLEAR_FLAG(op, FLAG_SCARED);
1117     return;
1118 elmex 1.1 }
1119    
1120     if(op->enemy==NULL) {
1121 root 1.11 LOG(llevDebug,"Fleeing player had no enemy.\n");
1122     CLEAR_FLAG(op, FLAG_SCARED);
1123     return;
1124 elmex 1.1 }
1125    
1126     /* Seen some crashes here. Since we don't store an
1127     * op->enemy_count, it is possible that something destroys the
1128     * actual enemy, and the object is recycled.
1129     */
1130     if (op->enemy->map == NULL) {
1131 root 1.11 CLEAR_FLAG(op, FLAG_SCARED);
1132     op->enemy=NULL;
1133     return;
1134 elmex 1.1 }
1135    
1136     if(!(random_roll(0, 4, op, PREFER_LOW)) && did_make_save(op, op->level, 0)) {
1137 root 1.11 op->enemy=NULL;
1138     CLEAR_FLAG(op, FLAG_SCARED);
1139     return;
1140 elmex 1.1 }
1141     get_rangevector(op, op->enemy, &rv, 0);
1142    
1143     dir=absdir(4+rv.direction);
1144     for(diff=0;diff<3;diff++) {
1145 root 1.11 int m=1-(RANDOM()&2);
1146     if(move_ob(op,absdir(dir+diff*m),op)||
1147     (diff==0 && move_ob(op,absdir(dir-diff*m),op))) {
1148     return;
1149     }
1150 elmex 1.1 }
1151     /* Cornered, get rid of scared */
1152     CLEAR_FLAG(op, FLAG_SCARED);
1153     op->enemy=NULL;
1154     }
1155    
1156    
1157     /* check_pick sees if there is stuff to be picked up/picks up stuff.
1158     * IT returns 1 if the player should keep on moving, 0 if he should
1159     * stop.
1160     */
1161     int check_pick(object *op) {
1162     object *tmp, *next;
1163     tag_t next_tag=0, op_tag;
1164     int stop = 0;
1165     int j, k, wvratio;
1166     char putstring[128], tmpstr[16];
1167    
1168    
1169     /* if you're flying, you cna't pick up anything */
1170     if (op->move_type & MOVE_FLYING)
1171     return 1;
1172    
1173     op_tag = op->count;
1174    
1175     next = op->below;
1176     if (next)
1177     next_tag = next->count;
1178    
1179     /* loop while there are items on the floor that are not marked as
1180     * destroyed */
1181     while (next && ! was_destroyed (next, next_tag))
1182     {
1183     tmp = next;
1184     next = tmp->below;
1185     if (next)
1186     next_tag = next->count;
1187    
1188     if (was_destroyed (op, op_tag))
1189     return 0;
1190    
1191     if ( ! can_pick (op, tmp))
1192     continue;
1193    
1194     if (op->contr->search_str[0]!='\0' && settings.search_items == TRUE)
1195     {
1196     if (item_matched_string (op, tmp, op->contr->search_str))
1197     pick_up (op, tmp);
1198     continue;
1199     }
1200    
1201     /* high not bit set? We're using the old autopickup model */
1202     if(!(op->contr->mode & PU_NEWMODE)) {
1203 root 1.11 switch (op->contr->mode) {
1204     case 0: return 1; /* don't pick up */
1205     case 1: pick_up (op, tmp);
1206     return 1;
1207     case 2: pick_up (op, tmp);
1208     return 0;
1209     case 3: return 0; /* stop before pickup */
1210     case 4: pick_up (op, tmp);
1211     break;
1212     case 5: pick_up (op, tmp);
1213     stop = 1;
1214     break;
1215     case 6:
1216     if (QUERY_FLAG (tmp, FLAG_KNOWN_MAGICAL) &&
1217     ! QUERY_FLAG(tmp, FLAG_KNOWN_CURSED))
1218     pick_up(op, tmp);
1219     break;
1220    
1221     case 7:
1222     if (tmp->type == MONEY || tmp->type == GEM)
1223     pick_up(op, tmp);
1224     break;
1225    
1226     default:
1227     /* use value density */
1228     if ( ! QUERY_FLAG (tmp, FLAG_UNPAID)
1229     && (query_cost (tmp, op, F_TRUE) * 100
1230     / (tmp->weight * MAX (tmp->nrof, 1)))
1231 elmex 1.1 >= op->contr->mode)
1232 root 1.11 pick_up(op,tmp);
1233     }
1234 elmex 1.1 }
1235     else { /* old model */
1236     /* NEW pickup handling */
1237     if(op->contr->mode & PU_DEBUG)
1238     {
1239 root 1.11 /* some debugging code to figure out item information */
1240     if(tmp->name!=NULL)
1241     sprintf(putstring,"item name: %s item type: %d weight/value: %d",
1242     tmp->name, tmp->type,
1243     (int)(query_cost(tmp, op, F_TRUE)*100 / (tmp->weight * MAX(tmp->nrof,1))));
1244     else
1245     sprintf(putstring,"item name: %s item type: %d weight/value: %d",
1246     tmp->arch->name, tmp->type,
1247     (int)(query_cost(tmp, op, F_TRUE)*100 / (tmp->weight * MAX(tmp->nrof,1))));
1248     new_draw_info(NDI_UNIQUE, 0,op,putstring);
1249    
1250     sprintf(putstring,"...flags: ");
1251     for(k=0;k<4;k++)
1252     {
1253     for(j=0;j<32;j++)
1254     {
1255     if((tmp->flags[k]>>j)&0x01)
1256     {
1257     sprintf(tmpstr,"%d ",k*32+j);
1258     strcat(putstring, tmpstr);
1259     }
1260     }
1261     }
1262     new_draw_info(NDI_UNIQUE, 0,op,putstring);
1263 elmex 1.1
1264     #if 0
1265 root 1.11 /* print the flags too */
1266     for(k=0;k<4;k++)
1267     {
1268     fprintf(stderr,"%d [%d] ", k, k*32+31);
1269     for(j=0;j<32;j++)
1270     {
1271     fprintf(stderr,"%d",tmp->flags[k]>>(31-j)&0x01);
1272     if(!((j+1)%4))fprintf(stderr," ");
1273     }
1274     fprintf(stderr," [%d]\n", k*32);
1275     }
1276 elmex 1.1 #endif
1277     }
1278     /* philosophy:
1279     * It's easy to grab an item type from a pile, as long as it's
1280     * generic. This takes no game-time. For more detailed pickups
1281     * and selections, select-items shoul dbe used. This is a
1282     * grab-as-you-run type mode that's really useful for arrows for
1283     * example.
1284     * The drawback: right now it has no frontend, so you need to
1285     * stick the bits you want into a calculator in hex mode and then
1286     * convert to decimal and then 'pickup <#>
1287     */
1288    
1289     /* the first two modes are exclusive: if NOTHING we return, if
1290     * STOP then we stop. All the rest are applied sequentially,
1291     * meaning if any test passes, the item gets picked up. */
1292    
1293     /* if mode is set to pick nothing up, return */
1294    
1295     if(op->contr->mode & PU_NOTHING) return 1;
1296    
1297     /* if mode is set to stop when encountering objects, return */
1298     /* take STOP before INHIBIT since it doesn't actually pick
1299     * anything up */
1300    
1301     if(op->contr->mode & PU_STOP) return 0;
1302    
1303     /* useful for going into stores and not losing your settings... */
1304     /* and for battles wher you don't want to get loaded down while
1305     * fighting */
1306     if(op->contr->mode & PU_INHIBIT) return 1;
1307    
1308     /* prevent us from turning into auto-thieves :) */
1309     if (QUERY_FLAG (tmp, FLAG_UNPAID)) continue;
1310    
1311     /* ignore known cursed objects */
1312     if (QUERY_FLAG (tmp, FLAG_KNOWN_CURSED) && op->contr->mode & PU_NOT_CURSED) continue;
1313    
1314     /* all food and drink if desired */
1315     /* question: don't pick up known-poisonous stuff? */
1316     if(op->contr->mode & PU_FOOD)
1317 root 1.11 if (tmp->type == FOOD)
1318     { pick_up(op, tmp); if(0)fprintf(stderr,"FOOD\n"); continue; }
1319 elmex 1.1 if(op->contr->mode & PU_DRINK)
1320 root 1.11 if (tmp->type == DRINK || (tmp->type == POISON && !QUERY_FLAG(tmp, FLAG_KNOWN_CURSED)))
1321     { pick_up(op, tmp); if(0)fprintf(stderr,"DRINK\n"); continue; }
1322 elmex 1.1
1323     if(op->contr->mode & PU_POTION)
1324 root 1.11 if (tmp->type == POTION)
1325     { pick_up(op, tmp); if(0)fprintf(stderr,"POTION\n"); continue; }
1326 elmex 1.1
1327     /* spellbooks, skillscrolls and normal books/scrolls */
1328     if(op->contr->mode & PU_SPELLBOOK)
1329 root 1.11 if (tmp->type == SPELLBOOK)
1330     { pick_up(op, tmp); if(0)fprintf(stderr,"SPELLBOOK\n"); continue; }
1331 elmex 1.1 if(op->contr->mode & PU_SKILLSCROLL)
1332 root 1.11 if (tmp->type == SKILLSCROLL)
1333     { pick_up(op, tmp); if(0)fprintf(stderr,"SKILLSCROLL\n"); continue; }
1334 elmex 1.1 if(op->contr->mode & PU_READABLES)
1335 root 1.11 if (tmp->type == BOOK || tmp->type == SCROLL)
1336     { pick_up(op, tmp); if(0)fprintf(stderr,"READABLES\n"); continue; }
1337 elmex 1.1
1338     /* wands/staves/rods/horns */
1339     if (op->contr->mode & PU_MAGIC_DEVICE)
1340 root 1.11 if (tmp->type == WAND || tmp->type == ROD || tmp->type == HORN)
1341     { pick_up(op, tmp); if(0)fprintf(stderr,"MAGIC_DEVICE\n"); continue; }
1342 elmex 1.1
1343     /* pick up all magical items */
1344     if(op->contr->mode & PU_MAGICAL)
1345 root 1.11 if (QUERY_FLAG (tmp, FLAG_KNOWN_MAGICAL) && ! QUERY_FLAG(tmp, FLAG_KNOWN_CURSED))
1346     { pick_up(op, tmp); if(0)fprintf(stderr,"MAGICAL\n"); continue; }
1347 elmex 1.1
1348     if(op->contr->mode & PU_VALUABLES)
1349     {
1350 root 1.11 if (tmp->type == MONEY || tmp->type == GEM)
1351     { pick_up(op, tmp); if(0)fprintf(stderr,"MONEY/GEM\n"); continue; }
1352 elmex 1.1 }
1353    
1354     /* rings & amulets - talismans seems to be typed AMULET */
1355     if(op->contr->mode & PU_JEWELS)
1356     if (tmp->type == RING || tmp->type == AMULET)
1357     { pick_up(op, tmp); if(0)fprintf(stderr,"JEWELS\n"); continue; }
1358    
1359     /* bows and arrows. Bows are good for selling! */
1360     if(op->contr->mode & PU_BOW)
1361 root 1.11 if (tmp->type == BOW)
1362     { pick_up(op, tmp); if(0)fprintf(stderr,"BOW\n"); continue; }
1363 elmex 1.1 if(op->contr->mode & PU_ARROW)
1364 root 1.11 if (tmp->type == ARROW)
1365     { pick_up(op, tmp); if(0)fprintf(stderr,"ARROW\n"); continue; }
1366 elmex 1.1
1367     /* all kinds of armor etc. */
1368     if(op->contr->mode & PU_ARMOUR)
1369 root 1.11 if (tmp->type == ARMOUR)
1370     { pick_up(op, tmp); if(0)fprintf(stderr,"ARMOUR\n"); continue; }
1371 elmex 1.1 if(op->contr->mode & PU_HELMET)
1372 root 1.11 if (tmp->type == HELMET)
1373     { pick_up(op, tmp); if(0)fprintf(stderr,"HELMET\n"); continue; }
1374 elmex 1.1 if(op->contr->mode & PU_SHIELD)
1375 root 1.11 if (tmp->type == SHIELD)
1376     { pick_up(op, tmp); if(0)fprintf(stderr,"SHIELD\n"); continue; }
1377 elmex 1.1 if(op->contr->mode & PU_BOOTS)
1378 root 1.11 if (tmp->type == BOOTS)
1379     { pick_up(op, tmp); if(0)fprintf(stderr,"BOOTS\n"); continue; }
1380 elmex 1.1 if(op->contr->mode & PU_GLOVES)
1381 root 1.11 if (tmp->type == GLOVES)
1382     { pick_up(op, tmp); if(0)fprintf(stderr,"GLOVES\n"); continue; }
1383 elmex 1.1 if(op->contr->mode & PU_CLOAK)
1384 root 1.11 if (tmp->type == CLOAK)
1385     { pick_up(op, tmp); if(0)fprintf(stderr,"GLOVES\n"); continue; }
1386 elmex 1.1
1387     /* hoping to catch throwing daggers here */
1388     if(op->contr->mode & PU_MISSILEWEAPON)
1389 root 1.11 if(tmp->type == WEAPON && QUERY_FLAG(tmp, FLAG_IS_THROWN))
1390     { pick_up(op, tmp); if(0)fprintf(stderr,"MISSILEWEAPON\n"); continue; }
1391 elmex 1.1
1392     /* careful: chairs and tables are weapons! */
1393     if(op->contr->mode & PU_ALLWEAPON)
1394     {
1395 root 1.11 if(tmp->type == WEAPON && tmp->name!=NULL)
1396     {
1397     if(strstr(tmp->name,"table")==NULL && strstr(tmp->arch->name,"table")==NULL &&
1398     strstr(tmp->name,"chair") && strstr(tmp->arch->name,"chair")==NULL)
1399     { pick_up(op, tmp); if(0)fprintf(stderr,"WEAPON\n"); continue; }
1400     }
1401     if(tmp->type == WEAPON && tmp->name==NULL)
1402     {
1403     if(strstr(tmp->arch->name,"table")==NULL &&
1404     strstr(tmp->arch->name,"chair")==NULL)
1405     { pick_up(op, tmp); if(0)fprintf(stderr,"WEAPON\n"); continue; }
1406     }
1407 elmex 1.1 }
1408    
1409     /* misc stuff that's useful */
1410     if(op->contr->mode & PU_KEY)
1411 root 1.11 if (tmp->type == KEY || tmp->type == SPECIAL_KEY)
1412     { pick_up(op, tmp); if(0)fprintf(stderr,"KEY\n"); continue; }
1413 elmex 1.1
1414     /* any of the last 4 bits set means we use the ratio for value
1415     * pickups */
1416     if(op->contr->mode & PU_RATIO)
1417     {
1418 root 1.11 /* use value density to decide what else to grab */
1419     /* >=7 was >= op->contr->mode */
1420     /* >=7 is the old standard setting. Now we take the last 4 bits
1421     * and multiply them by 5, giving 0..15*5== 5..75 */
1422     wvratio=(op->contr->mode & PU_RATIO) * 5;
1423     if ((query_cost(tmp, op, F_TRUE)*100 / (tmp->weight * MAX(tmp->nrof, 1))) >= wvratio)
1424     {
1425     pick_up(op, tmp);
1426 elmex 1.1 #if 0
1427 root 1.11 fprintf(stderr,"HIGH WEIGHT/VALUE [");
1428     if(tmp->name!=NULL) {
1429     fprintf(stderr,"%s", tmp->name);
1430     }
1431     else fprintf(stderr,"%s",tmp->arch->name);
1432     fprintf(stderr,",%d] = ", tmp->type);
1433     fprintf(stderr,"%d\n",(int)(query_cost(tmp,op,F_TRUE)*100 / (tmp->weight * MAX(tmp->nrof,1))));
1434 elmex 1.1 #endif
1435 root 1.11 continue;
1436     }
1437 elmex 1.1 }
1438     } /* the new pickup model */
1439     }
1440     return ! stop;
1441     }
1442    
1443     /*
1444     * Find an arrow in the inventory and after that
1445     * in the right type container (quiver). Pointer to the
1446     * found object is returned.
1447     */
1448     object *find_arrow(object *op, const char *type)
1449     {
1450     object *tmp = NULL;
1451    
1452     for(op=op->inv; op; op=op->below)
1453 root 1.11 if(!tmp && op->type==CONTAINER && op->race==type &&
1454     QUERY_FLAG(op,FLAG_APPLIED))
1455     tmp = find_arrow (op, type);
1456     else if (op->type==ARROW && op->race==type)
1457     return op;
1458 elmex 1.1 return tmp;
1459     }
1460    
1461     /*
1462     * Similar to find_arrow, but looks for (roughly) the best arrow to use
1463     * against the target. A full test is not performed, simply a basic test
1464     * of resistances. The archer is making a quick guess at what he sees down
1465     * the hall. Failing that it does it's best to pick the highest plus arrow.
1466     */
1467    
1468     object *find_better_arrow(object *op, object *target, const char *type, int *better)
1469     {
1470     object *tmp = NULL, *arrow, *ntmp;
1471     int attacknum, attacktype, betterby=0, i;
1472    
1473     if (!type)
1474 root 1.11 return NULL;
1475 elmex 1.1
1476     for (arrow=op->inv; arrow; arrow=arrow->below) {
1477 root 1.11 if (arrow->type==CONTAINER && arrow->race==type &&
1478     QUERY_FLAG(arrow, FLAG_APPLIED)) {
1479     i = 0;
1480     ntmp = find_better_arrow(arrow, target, type, &i);
1481     if (i > betterby) {
1482     tmp = ntmp;
1483     betterby = i;
1484     }
1485     } else if (arrow->type==ARROW && arrow->race==type) {
1486     /* allways prefer assasination/slaying */
1487     if (target->race != NULL && arrow->slaying != NULL &&
1488     strstr(arrow->slaying, target->race)) {
1489     if (arrow->attacktype & AT_DEATH) {
1490     *better = 100;
1491     return arrow;
1492     } else {
1493     tmp = arrow;
1494     betterby = (arrow->magic + arrow->stats.dam) * 2;
1495     }
1496     } else {
1497     for (attacknum=0; attacknum < NROFATTACKS; attacknum++) {
1498     attacktype = 1<<attacknum;
1499     if ((arrow->attacktype & attacktype) && (target->arch->clone.resist[attacknum]) < 0)
1500     if (((arrow->magic + arrow->stats.dam)*(100-target->arch->clone.resist[attacknum])/100) > betterby) {
1501     tmp = arrow;
1502     betterby = (arrow->magic + arrow->stats.dam)*(100-target->arch->clone.resist[attacknum])/100;
1503     }
1504     }
1505     if ((2 + arrow->magic + arrow->stats.dam) > betterby) {
1506     tmp = arrow;
1507     betterby = 2 + arrow->magic + arrow->stats.dam;
1508     }
1509     if (arrow->title && (1 + arrow->magic + arrow->stats.dam) > betterby) {
1510     tmp = arrow;
1511     betterby = 1 + arrow->magic + arrow->stats.dam;
1512     }
1513     }
1514     }
1515 elmex 1.1 }
1516     if (tmp == NULL && arrow == NULL)
1517 root 1.11 return find_arrow(op, type);
1518 elmex 1.1
1519     *better = betterby;
1520     return tmp;
1521     }
1522    
1523     /* looks in a given direction, finds the first valid target, and calls
1524     * find_better_arrow to find a decent arrow to use.
1525     * op = the shooter
1526     * type = bow->race
1527     * dir = fire direction
1528     */
1529    
1530     object *pick_arrow_target(object *op, const char *type, int dir)
1531     {
1532     object *tmp = NULL;
1533     mapstruct *m;
1534     int i, mflags, found, number;
1535     sint16 x, y;
1536    
1537     if (op->map == NULL)
1538 root 1.11 return find_arrow(op, type);
1539 elmex 1.1
1540     /* do a dex check */
1541     number = (die_roll(2, 40, op, PREFER_LOW)-2)/2;
1542     if (number > (op->stats.Dex + (op->chosen_skill?op->chosen_skill->level:op->level)))
1543 root 1.11 return find_arrow(op, type);
1544 elmex 1.1
1545     m = op->map;
1546     x = op->x;
1547     y = op->y;
1548    
1549     /* find the first target */
1550     for (i=0, found=0; i<20; i++) {
1551 root 1.11 x += freearr_x[dir];
1552     y += freearr_y[dir];
1553     mflags = get_map_flags(m, &m, x, y, &x, &y);
1554     if (mflags & P_OUT_OF_MAP || mflags & P_BLOCKSVIEW) {
1555     tmp = NULL;
1556     break;
1557     } else if (GET_MAP_MOVE_BLOCK(m, x, y) == MOVE_FLY_LOW) {
1558     /* This block presumes arrows and the like are MOVE_FLY_SLOW -
1559     * perhaps a bad assumption.
1560     */
1561     tmp = NULL;
1562     break;
1563     }
1564     if (mflags & P_IS_ALIVE) {
1565     for (tmp = GET_MAP_OB(m, x, y); tmp; tmp=tmp->above)
1566     if (QUERY_FLAG(tmp, FLAG_ALIVE)) {
1567     found++;
1568     break;
1569     }
1570     if (found)
1571     break;
1572     }
1573 elmex 1.1 }
1574     if (tmp == NULL)
1575 root 1.11 return find_arrow(op, type);
1576 elmex 1.1
1577     if (tmp->head)
1578 root 1.11 tmp = tmp->head;
1579 elmex 1.1
1580     return find_better_arrow(op, tmp, type, &i);
1581     }
1582    
1583     /*
1584     * Creature fires a bow - op can be monster or player. Returns
1585     * 1 if bow was actually fired, 0 otherwise.
1586     * op is the object firing the bow.
1587     * part is for multipart creatures - the part firing the bow.
1588     * dir is the direction of fire.
1589     * wc_mod is any special modifier to give (used in special player fire modes)
1590     * sx, sy are coordinates to fire arrow from - also used in some of the special
1591     * player fire modes.
1592     */
1593     int fire_bow(object *op, object *part, object *arrow, int dir, int wc_mod,
1594     sint16 sx, sint16 sy)
1595     {
1596     object *left, *bow;
1597     tag_t left_tag, tag;
1598     int bowspeed, mflags;
1599     mapstruct *m;
1600    
1601     if (!dir) {
1602 root 1.11 new_draw_info(NDI_UNIQUE, 0, op, "You can't shoot yourself!");
1603     return 0;
1604 elmex 1.1 }
1605     if (op->type == PLAYER)
1606 root 1.11 bow=op->contr->ranges[range_bow];
1607 elmex 1.1 else {
1608 root 1.11 for(bow=op->inv; bow; bow=bow->below)
1609     /* Don't check for applied - monsters don't apply bows - in that way, they
1610     * don't need to switch back and forth between bows and weapons.
1611     */
1612     if(bow->type==BOW)
1613     break;
1614    
1615     if (!bow) {
1616     LOG (llevError, "Range: bow without activated bow (%s).\n", op->name);
1617     return 0;
1618     }
1619 elmex 1.1 }
1620     if( !bow->race || !bow->skill) {
1621 root 1.11 new_draw_info_format(NDI_UNIQUE, 0, op, "Your %s is broken.", bow->name);
1622     return 0;
1623 elmex 1.1 }
1624    
1625     bowspeed = bow->stats.sp + dex_bonus[op->stats.Dex];
1626    
1627     /* penalize ROF for bestarrow */
1628     if (op->type == PLAYER && op->contr->bowtype == bow_bestarrow)
1629 root 1.11 bowspeed -= dex_bonus[op->stats.Dex] + 5;
1630 elmex 1.1 if (bowspeed < 1)
1631 root 1.11 bowspeed = 1;
1632 elmex 1.1
1633     if (arrow == NULL) {
1634 root 1.11 if ((arrow=find_arrow(op, bow->race)) == NULL) {
1635     if (op->type == PLAYER)
1636     new_draw_info_format(NDI_UNIQUE, 0, op,
1637     "You have no %s left.", bow->race);
1638 elmex 1.1 /* FLAG_READY_BOW will get reset if the monsters picks up some arrows */
1639 root 1.11 else
1640     CLEAR_FLAG(op, FLAG_READY_BOW);
1641     return 0;
1642     }
1643 elmex 1.1 }
1644     mflags = get_map_flags(op->map, &m, sx, sy, &sx, &sy);
1645     if (mflags & P_OUT_OF_MAP) {
1646 root 1.11 return 0;
1647 elmex 1.1 }
1648     if (GET_MAP_MOVE_BLOCK(m, sx, sy) == MOVE_FLY_LOW) {
1649 root 1.11 new_draw_info(NDI_UNIQUE, 0,op,"Something is in the way.");
1650     return 0;
1651 elmex 1.1 }
1652    
1653     /* this should not happen, but sometimes does */
1654     if (arrow->nrof==0) {
1655 root 1.11 remove_ob(arrow);
1656     free_object(arrow);
1657     return 0;
1658 elmex 1.1 }
1659    
1660     left = arrow; /* these are arrows left to the player */
1661     left_tag = left->count;
1662     arrow = get_split_ob(arrow, 1);
1663     if (arrow == NULL) {
1664 root 1.11 new_draw_info_format(NDI_UNIQUE, 0, op, "You have no %s left.",
1665     bow->race);
1666     return 0;
1667 elmex 1.1 }
1668     set_owner(arrow, op);
1669     if (arrow->skill) free_string(arrow->skill);
1670     arrow->skill = add_refcount(bow->skill);
1671    
1672     arrow->direction=dir;
1673     arrow->x = sx;
1674     arrow->y = sy;
1675    
1676     if (op->type == PLAYER) {
1677 root 1.11 op->speed_left = 0.01 - (float)FABS(op->speed) * 100 / bowspeed;
1678     fix_player(op);
1679 elmex 1.1 }
1680    
1681     SET_ANIMATION(arrow, arrow->direction);
1682     arrow->stats.sp = arrow->stats.wc; /* save original wc and dam */
1683     arrow->stats.hp = arrow->stats.dam;
1684     arrow->stats.grace = arrow->attacktype;
1685     if (arrow->slaying != NULL)
1686 root 1.11 arrow->spellarg = strdup_local(arrow->slaying);
1687 elmex 1.1
1688     /* Note that this was different for monsters - they got their level
1689     * added to the damage. I think the strength bonus is more proper.
1690     */
1691    
1692     arrow->stats.dam += (QUERY_FLAG(bow, FLAG_NO_STRENGTH) ?
1693 root 1.11 0 : dam_bonus[op->stats.Str]) +
1694     bow->stats.dam + bow->magic + arrow->magic;
1695 elmex 1.1
1696     /* update the speed */
1697     arrow->speed = (float)((QUERY_FLAG(bow, FLAG_NO_STRENGTH) ?
1698 root 1.11 0 : dam_bonus[op->stats.Str]) +
1699     bow->magic + arrow->magic) / 5.0 +
1700     (float)bow->stats.dam / 7.0;
1701 elmex 1.1
1702     if (arrow->speed < 1.0)
1703 root 1.11 arrow->speed = 1.0;
1704 elmex 1.1 update_ob_speed(arrow);
1705     arrow->speed_left = 0;
1706    
1707     if (op->type == PLAYER) {
1708 root 1.11 arrow->stats.wc = 20 - bow->magic - arrow->magic -
1709     (op->chosen_skill?op->chosen_skill->level:op->level) -
1710     dex_bonus[op->stats.Dex] - thaco_bonus[op->stats.Str] -
1711     arrow->stats.wc - bow->stats.wc + wc_mod;
1712 elmex 1.1
1713 root 1.11 arrow->level = op->chosen_skill?op->chosen_skill->level:op->level;
1714 elmex 1.1 } else {
1715 root 1.11 arrow->stats.wc= op->stats.wc - bow->magic - arrow->magic -
1716     arrow->stats.wc + wc_mod;
1717 elmex 1.1
1718 root 1.11 arrow->level = op->level;
1719 elmex 1.1 }
1720     if (arrow->attacktype == AT_PHYSICAL)
1721 root 1.11 arrow->attacktype |= bow->attacktype;
1722 elmex 1.1 if (bow->slaying != NULL)
1723 root 1.11 arrow->slaying = add_string(bow->slaying);
1724 elmex 1.1
1725     arrow->map = m;
1726     arrow->move_type = MOVE_FLY_LOW;
1727     arrow->move_on = MOVE_FLY_LOW | MOVE_WALK;
1728    
1729     play_sound_map(op->map, op->x, op->y, SOUND_FIRE_ARROW);
1730     tag = arrow->count;
1731     insert_ob_in_map(arrow, m, op, 0);
1732    
1733     if (!was_destroyed(arrow, tag))
1734 root 1.11 move_arrow(arrow);
1735 elmex 1.1
1736     if (op->type == PLAYER) {
1737 root 1.11 if (was_destroyed (left, left_tag))
1738     esrv_del_item(op->contr, left_tag);
1739     else
1740     esrv_send_item(op, left);
1741 elmex 1.1 }
1742     return 1;
1743     }
1744    
1745     /* Special fire code for players - this takes into
1746     * account the special fire modes players can have
1747     * but monsters can't. Putting that code here
1748     * makes the fire_bow code much cleaner.
1749     * this function should only be called if 'op' is a player,
1750     * hence the function name.
1751     */
1752     int player_fire_bow(object *op, int dir)
1753     {
1754     int ret=0, wcmod=0;
1755    
1756     if (op->contr->bowtype == bow_bestarrow) {
1757 root 1.11 ret = fire_bow(op, op,
1758     pick_arrow_target(op, op->contr->ranges[range_bow]->race, dir),
1759     dir, 0, op->x, op->y);
1760 elmex 1.1 } else if (op->contr->bowtype >= bow_n && op->contr->bowtype <= bow_nw) {
1761 root 1.11 if (!similar_direction(dir, op->contr->bowtype - bow_n + 1))
1762     wcmod =-1;
1763     ret = fire_bow(op, op, NULL, op->contr->bowtype - bow_n + 1, wcmod,
1764     op->x, op->y);
1765 elmex 1.1 } else if (op->contr->bowtype == bow_threewide) {
1766 root 1.11 ret = fire_bow(op, op, NULL, dir, 0, op->x, op->y);
1767     ret |= fire_bow(op, op, NULL, dir, -5, op->x + freearr_x[absdir(dir+2)], op->y + freearr_y[absdir(dir+2)]);
1768     ret |= fire_bow(op, op, NULL, dir, -5, op->x + freearr_x[absdir(dir-2)], op->y + freearr_y[absdir(dir-2)]);
1769 elmex 1.1 } else if (op->contr->bowtype == bow_spreadshot) {
1770 root 1.11 ret |= fire_bow(op, op, NULL, dir, 0, op->x, op->y);
1771     ret |= fire_bow(op, op, NULL, absdir(dir-1), -5, op->x, op->y);
1772     ret |= fire_bow(op, op, NULL, absdir(dir+1), -5, op->x, op->y);
1773 elmex 1.1
1774     } else {
1775 root 1.11 /* Simple case */
1776     ret = fire_bow(op, op, NULL, dir, 0, op->x, op->y);
1777 elmex 1.1 }
1778     return ret;
1779     }
1780    
1781    
1782     /* Fires a misc (wand/rod/horn) object in 'dir'.
1783     * Broken apart from 'fire' to keep it more readable.
1784     */
1785     void fire_misc_object(object *op, int dir)
1786     {
1787     object *item;
1788    
1789     if (!op->contr->ranges[range_misc]) {
1790 root 1.11 new_draw_info(NDI_UNIQUE, 0,op,"You have range item readied.");
1791     return;
1792 elmex 1.1 }
1793    
1794     item = op->contr->ranges[range_misc];
1795     if (!item->inv) {
1796 root 1.11 LOG(llevError,"Object %s lacks a spell\n", item->name);
1797     return;
1798 elmex 1.1 }
1799     if (item->type == WAND) {
1800 root 1.11 if(item->stats.food<=0) {
1801     play_sound_player_only(op->contr, SOUND_WAND_POOF,0,0);
1802     new_draw_info_format(NDI_UNIQUE, 0,op,"The %s goes poof.", query_base_name(item, 0));
1803     return;
1804     }
1805 elmex 1.1 } else if (item->type == ROD || item->type==HORN) {
1806 root 1.11 if(item->stats.hp<MAX(item->inv->stats.sp, item->inv->stats.grace)) {
1807     play_sound_player_only(op->contr, SOUND_WAND_POOF,0,0);
1808     if (item->type== ROD)
1809     new_draw_info_format(NDI_UNIQUE, 0,op,
1810     "The %s whines for a while, but nothing happens.", query_base_name(item,0));
1811     else
1812     new_draw_info_format(NDI_UNIQUE, 0,op,
1813     "The %s needs more time to charge.", query_base_name(item,0));
1814     return;
1815     }
1816 elmex 1.1 }
1817    
1818     if(cast_spell(op,item,dir,item->inv,NULL)) {
1819 root 1.11 SET_FLAG(op, FLAG_BEEN_APPLIED); /* You now know something about it */
1820     if (item->type == WAND) {
1821     if (!(--item->stats.food)) {
1822     object *tmp;
1823     if (item->arch) {
1824     CLEAR_FLAG(item, FLAG_ANIMATE);
1825     item->face = item->arch->clone.face;
1826     item->speed = 0;
1827     update_ob_speed(item);
1828     }
1829     if ((tmp=is_player_inv(item)))
1830     esrv_update_item(UPD_ANIM, tmp, item);
1831     }
1832     }
1833     else if (item->type == ROD || item->type==HORN) {
1834     drain_rod_charge(item);
1835     }
1836 elmex 1.1 }
1837     }
1838    
1839     /* Received a fire command for the player - go and do it.
1840     */
1841     void fire(object *op,int dir) {
1842     int spellcost=0;
1843    
1844     /* check for loss of invisiblity/hide */
1845     if (action_makes_visible(op)) make_visible(op);
1846    
1847     switch(op->contr->shoottype) {
1848 root 1.11 case range_none:
1849     return;
1850 elmex 1.1
1851 root 1.11 case range_bow:
1852     player_fire_bow(op, dir);
1853     return;
1854 elmex 1.1
1855 root 1.11 case range_magic: /* Casting spells */
1856 elmex 1.1 spellcost=(cast_spell(op,op,dir,op->contr->ranges[range_magic],op->contr->spellparam[0]?op->contr->spellparam:NULL));
1857 root 1.11 return;
1858 elmex 1.1
1859 root 1.11 case range_misc:
1860     fire_misc_object(op, dir);
1861     return;
1862    
1863     case range_golem: /* Control summoned monsters from scrolls */
1864     if(op->contr->ranges[range_golem]==NULL ||
1865     op->contr->golem_count != op->contr->ranges[range_golem]->count) {
1866     op->contr->ranges[range_golem] = NULL;
1867     op->contr->shoottype=range_none;
1868     op->contr->golem_count = 0;
1869     }
1870     else
1871     control_golem(op->contr->ranges[range_golem], dir);
1872     return;
1873    
1874     case range_skill:
1875     if(!op->chosen_skill) {
1876     if(op->type==PLAYER)
1877     new_draw_info(NDI_UNIQUE, 0,op,"You have no applicable skill to use.");
1878     return;
1879     }
1880     (void) do_skill(op,op,op->chosen_skill,dir,NULL);
1881     return;
1882 elmex 1.1 case range_builder:
1883     apply_map_builder( op, dir );
1884     return;
1885 root 1.11 default:
1886     new_draw_info(NDI_UNIQUE, 0,op,"Illegal shoot type.");
1887     return;
1888 elmex 1.1 }
1889     }
1890    
1891    
1892    
1893     /* find_key
1894     * We try to find a key for the door as passed. If we find a key
1895     * and successfully use it, we return the key, otherwise NULL
1896     * This function merges both normal and locked door, since the logic
1897     * for both is the same - just the specific key is different.
1898     * pl is the player,
1899     * inv is the objects inventory to searched
1900     * door is the door we are trying to match against.
1901     * This function can be called recursively to search containers.
1902     */
1903    
1904     object * find_key(object *pl, object *container, object *door)
1905     {
1906     object *tmp,*key;
1907    
1908     /* Should not happen, but sanity checking is never bad */
1909     if (container->inv == NULL) return NULL;
1910    
1911     /* First, lets try to find a key in the top level inventory */
1912     for (tmp=container->inv; tmp!=NULL; tmp=tmp->below) {
1913 root 1.11 if (door->type==DOOR && tmp->type==KEY) break;
1914     /* For sanity, we should really check door type, but other stuff
1915     * (like containers) can be locked with special keys
1916     */
1917     if (tmp->slaying && tmp->type==SPECIAL_KEY &&
1918     tmp->slaying==door->slaying) break;
1919 elmex 1.1 }
1920     /* No key found - lets search inventories now */
1921     /* If we find and use a key in an inventory, return at that time.
1922     * otherwise, if we search all the inventories and still don't find
1923     * a key, return
1924     */
1925     if (!tmp) {
1926 root 1.11 for (tmp=container->inv; tmp!=NULL; tmp=tmp->below) {
1927     /* No reason to search empty containers */
1928     if (tmp->type==CONTAINER && tmp->inv) {
1929     if ((key=find_key(pl, tmp, door))!=NULL) return key;
1930     }
1931     }
1932     if (!tmp) return NULL;
1933 elmex 1.1 }
1934     /* We get down here if we have found a key. Now if its in a container,
1935     * see if we actually want to use it
1936     */
1937     if (pl!=container) {
1938 root 1.11 /* Only let players use keys in containers */
1939     if (!pl->contr) return NULL;
1940     /* cases where this fails:
1941     * If we only search the player inventory, return now since we
1942     * are not in the players inventory.
1943     * If the container is not active, return now since only active
1944     * containers can be used.
1945     * If we only search keyrings and the container does not have
1946     * a race/isn't a keyring.
1947     * No checking for all containers - to fall through past here,
1948     * inv must have been an container and must have been active.
1949     *
1950     * Change the color so that the message doesn't disappear with
1951     * all the others.
1952     */
1953     if (pl->contr->usekeys == key_inventory ||
1954     !QUERY_FLAG(container, FLAG_APPLIED) ||
1955     (pl->contr->usekeys == keyrings &&
1956     (!container->race || strcmp(container->race, "keys")))
1957     ) {
1958     new_draw_info_format(NDI_UNIQUE|NDI_BROWN, 0, pl,
1959     "The %s in your %s vibrates as you approach the door",
1960     query_name(tmp), query_name(container));
1961     return NULL;
1962     }
1963 elmex 1.1 }
1964     return tmp;
1965     }
1966    
1967     /* moved door processing out of move_player_attack.
1968     * returns 1 if player has opened the door with a key
1969     * such that the caller should not do anything more,
1970     * 0 otherwise
1971     */
1972     static int player_attack_door(object *op, object *door)
1973     {
1974    
1975     /* If its a door, try to find a use a key. If we do destroy the door,
1976     * might as well return immediately as there is nothing more to do -
1977     * otherwise, we fall through to the rest of the code.
1978     */
1979     object *key=find_key(op, op, door);
1980    
1981     /* IF we found a key, do some extra work */
1982     if (key) {
1983 root 1.11 object *container=key->env;
1984 elmex 1.1
1985 root 1.11 play_sound_map(op->map, op->x, op->y, SOUND_OPEN_DOOR);
1986     if(action_makes_visible(op)) make_visible(op);
1987     if(door->inv &&(door->inv->type ==RUNE || door->inv->type ==TRAP)) spring_trap(door->inv,op);
1988     if (door->type == DOOR) {
1989     hit_player(door,9998,op,AT_PHYSICAL,1); /* Break through the door */
1990     }
1991     else if(door->type==LOCKED_DOOR) {
1992     new_draw_info_format(NDI_UNIQUE, NDI_BROWN, op,
1993     "You open the door with the %s", query_short_name(key));
1994     remove_door2(door); /* remove door without violence ;-) */
1995     }
1996     /* Do this after we print the message */
1997     decrease_ob(key); /* Use up one of the keys */
1998     /* Need to update the weight the container the key was in */
1999     if (container != op)
2000     esrv_update_item(UPD_WEIGHT, op, container);
2001     return 1; /* Nothing more to do below */
2002 elmex 1.1 } else if (door->type==LOCKED_DOOR) {
2003 root 1.11 /* Might as well return now - no other way to open this */
2004     new_draw_info(NDI_UNIQUE | NDI_NAVY, 0, op, door->msg);
2005     return 1;
2006 elmex 1.1 }
2007     return 0;
2008     }
2009    
2010     /* This function is just part of a breakup from move_player.
2011     * It should keep the code cleaner.
2012     * When this is called, the players direction has been updated
2013     * (taking into account confusion.) The player is also actually
2014     * going to try and move (not fire weapons).
2015     */
2016    
2017     void move_player_attack(object *op, int dir)
2018     {
2019 root 1.9 object *tmp, *mon;
2020 elmex 1.1 sint16 nx, ny;
2021     int on_battleground;
2022     mapstruct *m;
2023    
2024 root 1.9 nx=freearr_x[dir]+op->x;
2025     ny=freearr_y[dir]+op->y;
2026 elmex 1.1
2027 root 1.9 on_battleground = op_on_battleground(op, NULL, NULL);
2028 elmex 1.1
2029     /* If braced, or can't move to the square, and it is not out of the
2030     * map, attack it. Note order of if statement is important - don't
2031     * want to be calling move_ob if braced, because move_ob will move the
2032     * player. This is a pretty nasty hack, because if we could
2033     * move to some space, it then means that if we are braced, we should
2034     * do nothing at all. As it is, if we are braced, we go through
2035     * quite a bit of processing. However, it probably is less than what
2036     * move_ob uses.
2037     */
2038 root 1.9 if ((op->contr->braced || !move_ob(op,dir,op)) && !out_of_map(op->map,nx,ny)) {
2039 root 1.11 if (OUT_OF_REAL_MAP(op->map, nx, ny)) {
2040     m = get_map_from_coord(op->map, &nx, &ny);
2041     if (!m) return; /* Don't think this should happen */
2042     }
2043     else m =op->map;
2044 elmex 1.1
2045 root 1.11 if ((tmp=get_map_ob(m,nx,ny))==NULL) {
2046     /* LOG(llevError,"player_move_attack: get_map_ob returns NULL, but player can not more there.\n");*/
2047     return;
2048     }
2049    
2050     mon = NULL;
2051     /* Go through all the objects, and find ones of interest. Only stop if
2052     * we find a monster - that is something we know we want to attack.
2053     * if its a door or barrel (can roll) see if there may be monsters
2054     * on the space
2055     */
2056     while (tmp!=NULL) {
2057     if (tmp == op) {
2058     tmp=tmp->above;
2059     continue;
2060     }
2061     if (QUERY_FLAG(tmp,FLAG_ALIVE)) {
2062     mon = tmp;
2063     break;
2064     }
2065     if (tmp->type==LOCKED_DOOR || QUERY_FLAG(tmp,FLAG_CAN_ROLL))
2066     mon = tmp;
2067     tmp=tmp->above;
2068     }
2069 elmex 1.1
2070 root 1.11 if (mon==NULL) /* This happens anytime the player tries to move */
2071     return; /* into a wall */
2072 elmex 1.1
2073 root 1.11 if(mon->head != NULL)
2074     mon = mon->head;
2075 elmex 1.1
2076 root 1.11 if ((mon->type==DOOR && mon->stats.hp>=0) || (mon->type==LOCKED_DOOR))
2077     if (player_attack_door(op, mon)) return;
2078 elmex 1.1
2079 root 1.11 /* The following deals with possibly attacking peaceful
2080     * or frienddly creatures. Basically, all players are considered
2081     * unaggressive. If the moving player has peaceful set, then the
2082     * object should be pushed instead of attacked. It is assumed that
2083     * if you are braced, you will not attack friends accidently,
2084     * and thus will not push them.
2085     */
2086    
2087     /* If the creature is a pet, push it even if the player is not
2088     * peaceful. Our assumption is the creature is a pet if the
2089     * player owns it and it is either friendly or unagressive.
2090     */
2091     if ((op->type==PLAYER)
2092 elmex 1.1 #if COZY_SERVER
2093     &&
2094     (
2095     (get_owner(mon) && get_owner(mon)->contr
2096     && same_party (get_owner(mon)->contr->party, op->contr->party))
2097     || get_owner(mon) == op
2098     )
2099     #else
2100     && get_owner(mon)==op
2101     #endif
2102     && (QUERY_FLAG(mon,FLAG_UNAGGRESSIVE) || QUERY_FLAG(mon, FLAG_FRIENDLY)))
2103 root 1.11 {
2104     /* If we're braced, we don't want to switch places with it */
2105     if (op->contr->braced) return;
2106     play_sound_map(op->map, op->x, op->y, SOUND_PUSH_PLAYER);
2107     (void) push_ob(mon,dir,op);
2108     if(op->contr->tmp_invis||op->hide) make_visible(op);
2109     return;
2110     }
2111    
2112     /* in certain circumstances, you shouldn't attack friendly
2113     * creatures. Note that if you are braced, you can't push
2114     * someone, but put it inside this loop so that you won't
2115     * attack them either.
2116     */
2117     if ((mon->type==PLAYER || mon->enemy != op) &&
2118     (mon->type==PLAYER || QUERY_FLAG(mon,FLAG_UNAGGRESSIVE) || QUERY_FLAG(mon, FLAG_FRIENDLY)) &&
2119 elmex 1.1 (
2120     #ifdef PROHIBIT_PLAYERKILL
2121     (op->contr->peaceful || (mon->type == PLAYER && mon->contr->peaceful)) &&
2122     #else
2123     op->contr->peaceful &&
2124     #endif
2125     !on_battleground
2126     )) {
2127 root 1.11 if (!op->contr->braced) {
2128     play_sound_map(op->map, op->x, op->y, SOUND_PUSH_PLAYER);
2129     (void) push_ob(mon,dir,op);
2130     } else {
2131     new_draw_info(0, 0,op,"You withhold your attack");
2132     }
2133     if(op->contr->tmp_invis||op->hide) make_visible(op);
2134     }
2135 elmex 1.1
2136 root 1.11 /* If the object is a boulder or other rollable object, then
2137     * roll it if not braced. You can't roll it if you are braced.
2138     */
2139     else if(QUERY_FLAG(mon,FLAG_CAN_ROLL)&&(!op->contr->braced)) {
2140     recursive_roll(mon,dir,op);
2141     if(action_makes_visible(op)) make_visible(op);
2142     }
2143    
2144     /* Any generic living creature. Including things like doors.
2145     * Way it works is like this: First, it must have some hit points
2146     * and be living. Then, it must be one of the following:
2147     * 1) Not a player, 2) A player, but of a different party. Note
2148     * that party_number -1 is no party, so attacks can still happen.
2149     */
2150    
2151     else if ((mon->stats.hp>=0) && QUERY_FLAG(mon, FLAG_ALIVE) &&
2152 elmex 1.1 ((mon->type!=PLAYER || op->contr->party==NULL ||
2153     op->contr->party!=mon->contr->party))) {
2154    
2155 root 1.11 /* If the player hasn't hit something this tick, and does
2156     * so, give them speed boost based on weapon speed. Doing
2157     * it here is better than process_players2, which basically
2158     * incurred a 1 tick offset.
2159     */
2160     if (!op->contr->has_hit) {
2161     op->speed_left += op->speed / op->contr->weapon_sp;
2162    
2163     op->contr->has_hit = 1; /* The last action was to hit, so use weapon_sp */
2164     }
2165    
2166     skill_attack(mon, op, 0, NULL, NULL);
2167    
2168     /* If attacking another player, that player gets automatic
2169     * hitback, and doesn't loose luck either.
2170     * Disable hitback on the battleground or if the target is
2171     * the wiz.
2172     */
2173     if (mon->type == PLAYER && mon->stats.hp >= 0 && !mon->contr->has_hit &&
2174     !on_battleground && !QUERY_FLAG(mon, FLAG_WIZ)) {
2175     short luck = mon->stats.luck;
2176     mon->contr->has_hit = 1;
2177     skill_attack(op, mon, 0, NULL, NULL);
2178     mon->stats.luck = luck;
2179     }
2180     if(action_makes_visible(op)) make_visible(op);
2181     }
2182 elmex 1.1 } /* if player should attack something */
2183     }
2184    
2185     int move_player(object *op,int dir) {
2186     int pick;
2187    
2188 root 1.9 if(op->map == NULL || op->map->in_memory != MAP_IN_MEMORY)
2189 root 1.11 return 0;
2190 elmex 1.1
2191     /* Sanity check: make sure dir is valid */
2192     if ( ( dir < 0 ) || ( dir >= 9 ) ) {
2193     LOG( llevError, "move_player: invalid direction %d\n", dir);
2194     return 0;
2195     }
2196    
2197     /* peterm: added following line */
2198     if(QUERY_FLAG(op,FLAG_CONFUSED) && dir)
2199 root 1.11 dir = absdir(dir + RANDOM()%3 + RANDOM()%3 - 2);
2200 elmex 1.1
2201     op->facing = dir;
2202    
2203 root 1.9 if(op->hide) do_hidden_move(op);
2204 elmex 1.1
2205 root 1.10 if (INVOKE_PLAYER (MOVE, op->contr, ARG_INT (dir)))
2206     /*nop*/;
2207     else if (op->contr->fire_on)
2208     fire (op, dir);
2209     else
2210     {
2211     move_player_attack (op, dir);
2212     pick = check_pick(op);
2213     }
2214 elmex 1.1
2215     /* Add special check for newcs players and fire on - this way, the
2216     * server can handle repeat firing.
2217     */
2218     if (op->contr->fire_on || (op->contr->run_on && pick!=0)) {
2219 root 1.11 op->direction = dir;
2220 elmex 1.1 } else {
2221 root 1.11 op->direction=0;
2222 elmex 1.1 }
2223     /* Update how the player looks. Use the facing, so direction may
2224     * get reset to zero. This allows for full animation capabilities
2225     * for players.
2226     */
2227 root 1.9 animate_object(op, op->facing);
2228 elmex 1.1 return 0;
2229     }
2230    
2231     /* This is similar to handle_player, below, but is only used by the
2232     * new client/server stuff.
2233     * This is sort of special, in that the new client/server actually uses
2234     * the new speed values for commands.
2235     *
2236     * Returns true if there are more actions we can do.
2237     */
2238     int handle_newcs_player(object *op)
2239     {
2240     if (op->contr->hidden) {
2241 root 1.11 op->invisible = 1000;
2242     /* the socket code flashes the player visible/invisible
2243     * depending on the value of invisible, so we need to
2244     * alternate it here for it to work correctly.
2245     */
2246     if (pticks & 2) op->invisible--;
2247 elmex 1.1 }
2248     else if(op->invisible&&!(QUERY_FLAG(op,FLAG_MAKE_INVIS))) {
2249 root 1.11 op->invisible--;
2250     if(!op->invisible) {
2251     make_visible(op);
2252     new_draw_info(NDI_UNIQUE, 0, op, "Your invisibility spell runs out.");
2253     }
2254 elmex 1.1 }
2255    
2256     if (QUERY_FLAG(op, FLAG_SCARED)) {
2257 root 1.11 flee_player(op);
2258     /* If player is still scared, that is his action for this tick */
2259     if (QUERY_FLAG(op, FLAG_SCARED)) {
2260     op->speed_left--;
2261     return 0;
2262     }
2263 elmex 1.1 }
2264    
2265     /* I've been seeing crashes where the golem has been destroyed, but
2266     * the player object still points to the defunct golem. The code that
2267     * destroys the golem looks correct, and it doesn't always happen, so
2268     * put this in a a workaround to clean up the golem pointer.
2269     */
2270     if (op->contr->ranges[range_golem] &&
2271 root 1.11 ((op->contr->golem_count != op->contr->ranges[range_golem]->count) ||
2272     QUERY_FLAG(op->contr->ranges[range_golem], FLAG_REMOVED))) {
2273     op->contr->ranges[range_golem] = NULL;
2274     op->contr->golem_count = 0;
2275 elmex 1.1 }
2276    
2277     /* call this here - we also will call this in do_ericserver, but
2278     * the players time has been increased when doericserver has been
2279     * called, so we recheck it here.
2280     */
2281     HandleClient(&op->contr->socket, op->contr);
2282     if (op->speed_left<0) return 0;
2283    
2284     if(op->direction && (op->contr->run_on || op->contr->fire_on)) {
2285 root 1.11 /* All move commands take 1 tick, at least for now */
2286     op->speed_left--;
2287 elmex 1.1
2288 root 1.11 /* Instead of all the stuff below, let move_player take care
2289     * of it. Also, some of the skill stuff is only put in
2290     * there, as well as the confusion stuff.
2291     */
2292     move_player(op, op->direction);
2293     if (op->speed_left>0) return 1;
2294     else return 0;
2295 elmex 1.1 }
2296     return 0;
2297     }
2298    
2299     int save_life(object *op) {
2300     object *tmp;
2301    
2302     if(!QUERY_FLAG(op,FLAG_LIFESAVE))
2303 root 1.11 return 0;
2304 elmex 1.1
2305     for(tmp=op->inv;tmp!=NULL;tmp=tmp->below)
2306 root 1.11 if(QUERY_FLAG(tmp, FLAG_APPLIED)&&QUERY_FLAG(tmp,FLAG_LIFESAVE)) {
2307     play_sound_map(op->map, op->x, op->y, SOUND_OB_EVAPORATE);
2308     new_draw_info_format(NDI_UNIQUE, 0,op,
2309     "Your %s vibrates violently, then evaporates.",
2310     query_name(tmp));
2311     if (op->contr)
2312     esrv_del_item(op->contr, tmp->count);
2313     remove_ob(tmp);
2314     free_object(tmp);
2315     CLEAR_FLAG(op, FLAG_LIFESAVE);
2316     if(op->stats.hp<0)
2317     op->stats.hp = op->stats.maxhp;
2318     if(op->stats.food<0)
2319     op->stats.food = 999;
2320     fix_player(op);
2321     return 1;
2322     }
2323 elmex 1.1 LOG(llevError,"Error: LIFESAVE set without applied object.\n");
2324     CLEAR_FLAG(op, FLAG_LIFESAVE);
2325     enter_player_savebed(op); /* bring him home. */
2326     return 0;
2327     }
2328    
2329     /* This goes throws the inventory and removes unpaid objects, and puts them
2330     * back in the map (location and map determined by values of env). This
2331     * function will descend into containers. op is the object to start the search
2332     * from.
2333     */
2334     void remove_unpaid_objects(object *op, object *env)
2335     {
2336     object *next;
2337    
2338     while (op) {
2339 root 1.11 next=op->below; /* Make sure we have a good value, in case
2340     * we remove object 'op'
2341     */
2342     if (QUERY_FLAG(op, FLAG_UNPAID)) {
2343     remove_ob(op);
2344     op->x = env->x;
2345     op->y = env->y;
2346     if (env->type == PLAYER)
2347     esrv_del_item(env->contr, op->count);
2348     insert_ob_in_map(op, env->map, NULL,0);
2349     }
2350     else if (op->inv) remove_unpaid_objects(op->inv, env);
2351     op=next;
2352 elmex 1.1 }
2353     }
2354    
2355    
2356     /*
2357     * Returns pointer a static string containing gravestone text
2358     * Moved from apply.c to player.c - player.c is what
2359     * actually uses this function. player.c may not be quite the
2360     * best, a misc file for object actions is probably better,
2361     * but there isn't one in the server directory.
2362     */
2363     char *gravestone_text (object *op)
2364     {
2365     static char buf2[MAX_BUF];
2366     char buf[MAX_BUF];
2367     time_t now = time (NULL);
2368    
2369     strcpy (buf2, " R.I.P.\n\n");
2370     if (op->type == PLAYER)
2371     sprintf (buf, "%s the %s\n", op->name, op->contr->title);
2372     else
2373     sprintf (buf, "%s\n", op->name);
2374     strncat (buf2, " ", 20 - strlen (buf) / 2);
2375     strcat (buf2, buf);
2376     if (op->type == PLAYER)
2377     sprintf (buf, "who was in level %d when killed\n", op->level);
2378     else
2379     sprintf (buf, "who was in level %d when died.\n\n", op->level);
2380     strncat (buf2, " ", 20 - strlen (buf) / 2);
2381     strcat (buf2, buf);
2382     if (op->type == PLAYER) {
2383     sprintf (buf, "by %s.\n\n", op->contr->killer);
2384     strncat (buf2, " ", 21 - strlen (buf) / 2);
2385     strcat (buf2, buf);
2386     }
2387     strftime (buf, MAX_BUF, "%b %d %Y\n", localtime (&now));
2388     strncat (buf2, " ", 20 - strlen (buf) / 2);
2389     strcat (buf2, buf);
2390     return buf2;
2391     }
2392    
2393    
2394    
2395     void do_some_living(object *op) {
2396     int last_food=op->stats.food;
2397     int gen_hp, gen_sp, gen_grace;
2398     int over_hp, over_sp, over_grace;
2399     int i;
2400     int rate_hp = 1200;
2401     int rate_sp = 2500;
2402     int rate_grace = 2000;
2403     const int max_hp = 1;
2404     const int max_sp = 1;
2405     const int max_grace = 1;
2406    
2407     if (op->contr->outputs_sync) {
2408     for (i=0; i<NUM_OUTPUT_BUFS; i++)
2409     if (op->contr->outputs[i].buf!=NULL &&
2410 root 1.11 (op->contr->outputs[i].first_update+op->contr->outputs_sync)<pticks)
2411     flush_output_element(op, &op->contr->outputs[i]);
2412 elmex 1.1 }
2413    
2414     if(op->contr->state==ST_PLAYING) {
2415    
2416     /* these next three if clauses make it possible to SLOW DOWN
2417     hp/grace/spellpoint regeneration. */
2418     if(op->contr->gen_hp >= 0 )
2419     gen_hp=(op->contr->gen_hp+1)*op->stats.maxhp;
2420     else {
2421     gen_hp = op->stats.maxhp;
2422     rate_hp -= rate_hp/2 * op->contr->gen_hp;
2423     }
2424     if(op->contr->gen_sp >= 0 )
2425     gen_sp=(op->contr->gen_sp+1)*op->stats.maxsp;
2426     else {
2427     gen_sp = op->stats.maxsp;
2428     rate_sp -= rate_sp/2 * op->contr->gen_sp;
2429     }
2430     if(op->contr->gen_grace >= 0)
2431     gen_grace=(op->contr->gen_grace+1)*op->stats.maxgrace;
2432     else {
2433     gen_grace = op->stats.maxgrace;
2434     rate_grace -= rate_grace/2 * op->contr->gen_grace;
2435     }
2436    
2437     /* Regenerate Spell Points */
2438     if(op->contr->ranges[range_golem]==NULL && --op->last_sp<0) {
2439     gen_sp = gen_sp * 10 / (op->contr->gen_sp_armour < 10? 10 : op->contr->gen_sp_armour);
2440     if(op->stats.sp<op->stats.maxsp) {
2441 root 1.11 op->stats.sp++;
2442 elmex 1.1 /* dms do not consume food */
2443     if (!QUERY_FLAG(op,FLAG_WIZ)) {
2444     op->stats.food--;
2445     if(op->contr->digestion<0)
2446     op->stats.food+=op->contr->digestion;
2447     else if(op->contr->digestion>0 &&
2448     random_roll(0, op->contr->digestion, op, PREFER_HIGH))
2449     op->stats.food=last_food;
2450     }
2451     }
2452     if (max_sp>1) {
2453 root 1.11 over_sp = (gen_sp+10)/rate_sp;
2454     if (over_sp > 0) {
2455     if(op->stats.sp<op->stats.maxsp) {
2456     op->stats.sp += over_sp>max_sp ? max_sp : over_sp;
2457     if(random_roll(0, rate_sp-1, op, PREFER_LOW) > ((gen_sp+10)%rate_sp))
2458     op->stats.sp--;
2459     if(op->stats.sp>op->stats.maxsp)
2460     op->stats.sp=op->stats.maxsp;
2461     }
2462     op->last_sp=0;
2463     } else {
2464     op->last_sp=rate_sp/(gen_sp<20 ? 30 : gen_sp+10);
2465     }
2466 elmex 1.1 } else {
2467 root 1.11 op->last_sp=rate_sp/(gen_sp<20 ? 30 : gen_sp+10);
2468 elmex 1.1 }
2469     }
2470    
2471     /* Regenerate Grace */
2472     /* I altered this a little - maximum grace is ony achieved through prayer -b.t.*/
2473     if(--op->last_grace<0) {
2474 root 1.11 if(op->stats.grace<op->stats.maxgrace/2)
2475     op->stats.grace++; /* no penalty in food for regaining grace */
2476     if(max_grace>1) {
2477     over_grace = (gen_grace<20 ? 30 : gen_grace+10)/rate_grace;
2478     if (over_grace > 0) {
2479     op->stats.sp += over_grace
2480     + (random_roll(0, rate_grace-1, op, PREFER_HIGH) > ((gen_grace<20 ? 30 : gen_grace+10)%rate_grace))? -1 : 0;
2481     op->last_grace=0;
2482     } else {
2483     op->last_grace=rate_grace/(gen_grace<20 ? 30 : gen_grace+10);
2484     }
2485     } else {
2486     op->last_grace=rate_grace/(gen_grace<20 ? 30 : gen_grace+10);
2487     }
2488 elmex 1.1 /* wearing stuff doesn't detract from grace generation. */
2489     }
2490    
2491     /* Regenerate Hit Points */
2492     if(--op->last_heal<0) {
2493     if(op->stats.hp<op->stats.maxhp) {
2494 root 1.11 op->stats.hp++;
2495 elmex 1.1 /* dms do not consume food */
2496     if (!QUERY_FLAG(op,FLAG_WIZ)) {
2497     op->stats.food--;
2498     if(op->contr->digestion<0)
2499     op->stats.food+=op->contr->digestion;
2500     else if(op->contr->digestion>0 &&
2501     random_roll(0, op->contr->digestion, op, PREFER_HIGH))
2502     op->stats.food=last_food;
2503     }
2504     }
2505     if(max_hp>1) {
2506 root 1.11 over_hp = (gen_hp<20 ? 30 : gen_hp+10)/rate_hp;
2507     if (over_hp > 0) {
2508     op->stats.sp += over_hp
2509     + (RANDOM()%rate_hp > ((gen_hp<20 ? 30 : gen_hp+10)%rate_hp))? -1 : 0;
2510     op->last_heal=0;
2511     } else {
2512     op->last_heal=rate_hp/(gen_hp<20 ? 30 : gen_hp+10);
2513     }
2514 elmex 1.1 } else {
2515 root 1.11 op->last_heal=rate_hp/(gen_hp<20 ? 30 : gen_hp+10);
2516 elmex 1.1 }
2517     }
2518    
2519     /* Digestion */
2520     if(--op->last_eat<0) {
2521     #ifdef COZY_SERVER
2522     int dg = op->contr->digestion>=0 && op->contr->digestion<2 ? 2 : op->contr->digestion;
2523     int bonus=dg>0?dg:0,
2524 root 1.11 penalty=dg<0?-dg:0;
2525 elmex 1.1 #else
2526     int bonus=op->contr->digestion>0?op->contr->digestion:0,
2527     penalty=op->contr->digestion<0?-op->contr->digestion:0;
2528     #endif
2529    
2530     if(op->contr->gen_hp > 0)
2531 root 1.11 op->last_eat=25*(1+bonus)/(op->contr->gen_hp+penalty+1);
2532 elmex 1.1 else
2533 root 1.11 op->last_eat=25*(1+bonus)/(penalty +1);
2534 elmex 1.1 /* dms do not consume food */
2535     if (!QUERY_FLAG(op,FLAG_WIZ)) op->stats.food--;
2536     }
2537     }
2538    
2539     if(op->contr->state==ST_PLAYING&&op->stats.food<0&&op->stats.hp>=0) {
2540 root 1.11 object *tmp, *flesh=NULL;
2541 elmex 1.1
2542 root 1.11 for(tmp=op->inv;tmp!=NULL;tmp=tmp->below) {
2543     if(!QUERY_FLAG(tmp, FLAG_UNPAID)) {
2544     if (tmp->type==FOOD || tmp->type==DRINK || tmp->type==POISON) {
2545     new_draw_info(NDI_UNIQUE, 0,op,"You blindly grab for a bite of food.");
2546     manual_apply(op,tmp,0);
2547     if(op->stats.food>=0||op->stats.hp<0)
2548     break;
2549     }
2550     else if (tmp->type==FLESH) flesh=tmp;
2551     } /* End if paid for object */
2552     } /* end of for loop */
2553     /* If player is still starving, it means they don't have any food, so
2554     * eat flesh instead.
2555     */
2556     if (op->stats.food<0 && op->stats.hp>=0 && flesh) {
2557     new_draw_info(NDI_UNIQUE, 0,op,"You blindly grab for a bite of food.");
2558     manual_apply(op,flesh,0);
2559     }
2560 elmex 1.1 } /* end if player is starving */
2561    
2562     while(op->stats.food<0&&op->stats.hp>0)
2563 root 1.11 op->stats.food++,op->stats.hp--;
2564 elmex 1.1
2565     if (!op->contr->state&&!QUERY_FLAG(op,FLAG_WIZ)&&(op->stats.hp<0||op->stats.food<0))
2566 root 1.11 kill_player(op);
2567 elmex 1.1 }
2568    
2569    
2570    
2571     /* If the player should die (lack of hp, food, etc), we call this.
2572     * op is the player in jeopardy. If the player can not be saved (not
2573     * permadeath, no lifesave), this will take care of removing the player
2574     * file.
2575     */
2576     void kill_player(object *op)
2577     {
2578     char buf[MAX_BUF];
2579     int x,y,i;
2580     mapstruct *map; /* this is for resurrection */
2581     int z;
2582     int num_stats_lose;
2583     int lost_a_stat;
2584     int lose_this_stat;
2585     int this_stat;
2586     int will_kill_again;
2587     archetype *at;
2588     object *tmp;
2589    
2590     if(save_life(op))
2591 root 1.11 return;
2592 elmex 1.1
2593    
2594     /* If player dies on BATTLEGROUND, no stat/exp loss! For Combat-Arenas
2595     * in cities ONLY!!! It is very important that this doesn't get abused.
2596     * Look at op_on_battleground() for more info --AndreasV
2597     */
2598     if (op_on_battleground(op, &x, &y)) {
2599 root 1.11 new_draw_info(NDI_UNIQUE | NDI_NAVY, 0,op,
2600     "You have been defeated in combat!");
2601     new_draw_info(NDI_UNIQUE | NDI_NAVY, 0,op,
2602     "Local medics have saved your life...");
2603 elmex 1.1
2604 root 1.11 /* restore player */
2605     at = find_archetype("poisoning");
2606 elmex 1.1 tmp=present_arch_in_ob(at,op);
2607 root 1.11 if (tmp) {
2608     remove_ob(tmp);
2609     free_object(tmp);
2610     new_draw_info(NDI_UNIQUE, 0,op, "Your body feels cleansed");
2611     }
2612 elmex 1.1
2613 root 1.11 at = find_archetype("confusion");
2614 elmex 1.1 tmp=present_arch_in_ob(at,op);
2615 root 1.11 if (tmp) {
2616     remove_ob(tmp);
2617     free_object(tmp);
2618 elmex 1.1 new_draw_info(NDI_UNIQUE, 0,tmp, "Your mind feels clearer");
2619 root 1.11 }
2620 elmex 1.1
2621 root 1.11 cure_disease(op,0); /* remove any disease */
2622     op->stats.hp=op->stats.maxhp;
2623     if (op->stats.food<=0) op->stats.food=999;
2624 elmex 1.1
2625 root 1.11 /* create a bodypart-trophy to make the winner happy */
2626     tmp=arch_to_object(find_archetype("finger"));
2627 elmex 1.1 if (tmp != NULL)
2628     {
2629 root 1.11 sprintf(buf,"%s's finger",op->name);
2630     tmp->name = add_string(buf);
2631     sprintf(buf," This finger has been cut off %s\n"
2632     " the %s, when he was defeated at\n level %d by %s.\n",
2633     op->name, op->contr->title, (int)(op->level),
2634     op->contr->killer);
2635     tmp->msg=add_string(buf);
2636     tmp->value=0, tmp->material=0, tmp->type=0;
2637     tmp->materialname = NULL;
2638     tmp->x = op->x, tmp->y = op->y;
2639     insert_ob_in_map(tmp,op->map,op,0);
2640     }
2641 elmex 1.1
2642 root 1.11 /* teleport defeated player to new destination*/
2643     transfer_ob(op, x, y, 0, NULL);
2644     op->contr->braced=0;
2645     return;
2646 elmex 1.1 }
2647    
2648 root 1.3 INVOKE_PLAYER (DEATH, op->contr);
2649    
2650 elmex 1.1 command_kill_pets (op, 0);
2651    
2652     if(op->stats.food<0) {
2653 root 1.11 if (op->contr->explore) {
2654     new_draw_info(NDI_UNIQUE, 0,op,"You would have starved, but you are");
2655     new_draw_info(NDI_UNIQUE, 0,op,"in explore mode, so...");
2656     op->stats.food=999;
2657     return;
2658     }
2659     sprintf(buf,"%s starved to death.",op->name);
2660     strcpy(op->contr->killer,"starvation");
2661 elmex 1.1 }
2662     else {
2663 root 1.11 if (op->contr->explore) {
2664     new_draw_info(NDI_UNIQUE, 0,op,"You would have died, but you are");
2665     new_draw_info(NDI_UNIQUE, 0,op,"in explore mode, so...");
2666     op->stats.hp=op->stats.maxhp;
2667     return;
2668     }
2669     sprintf(buf,"%s died.",op->name);
2670 elmex 1.1 }
2671     play_sound_player_only(op->contr, SOUND_PLAYER_DIES,0,0);
2672    
2673     /* save the map location for corpse, gravestone*/
2674     x=op->x;y=op->y;map=op->map;
2675    
2676    
2677     if (settings.not_permadeth == TRUE) {
2678 root 1.11 /* NOT_PERMADEATH code. This basically brings the character back to
2679     * life if they are dead - it takes some exp and a random stat.
2680     * See the config.h file for a little more in depth detail about this.
2681     */
2682    
2683     /* Basically two ways to go - remove a stat permanently, or just
2684     * make it depletion. This bunch of code deals with that aspect
2685     * of death.
2686     */
2687 elmex 1.1 #ifndef COZY_SERVER
2688 root 1.11 if (settings.balanced_stat_loss) {
2689     /* If stat loss is permanent, lose one stat only. */
2690     /* Lower level chars don't lose as many stats because they suffer
2691     more if they do. */
2692     /* Higher level characters can afford things such as potions of
2693     restoration, or better, stat potions. So we slug them that
2694     little bit harder. */
2695     /* GD */
2696     if (settings.stat_loss_on_death)
2697     num_stats_lose = 1;
2698     else
2699     num_stats_lose = 1 + op->level/BALSL_NUMBER_LOSSES_RATIO;
2700     } else {
2701     num_stats_lose = 1;
2702     }
2703     lost_a_stat = 0;
2704    
2705     for (z=0; z<num_stats_lose; z++) {
2706     i = RANDOM() % NUM_STATS;
2707    
2708     if (settings.stat_loss_on_death) {
2709     /* Pick a random stat and take a point off it. Tell the player
2710     * what he lost.
2711     */
2712     change_attr_value(&(op->stats), i,-1);
2713     check_stat_bounds(&(op->stats));
2714     change_attr_value(&(op->contr->orig_stats), i,-1);
2715     check_stat_bounds(&(op->contr->orig_stats));
2716     new_draw_info(NDI_UNIQUE, 0,op, lose_msg[i]);
2717     lost_a_stat = 1;
2718     } else {
2719     /* deplete a stat */
2720     archetype *deparch=find_archetype("depletion");
2721     object *dep;
2722 elmex 1.1
2723 root 1.11 dep = present_arch_in_ob(deparch,op);
2724     if(!dep) {
2725     dep = arch_to_object(deparch);
2726     insert_ob_in_ob(dep, op);
2727     }
2728     lose_this_stat = 1;
2729     if (settings.balanced_stat_loss) {
2730     /* GD */
2731     /* Get the stat that we're about to deplete. */
2732     this_stat = get_attr_value(&(dep->stats), i);
2733     if (this_stat < 0) {
2734     int loss_chance = 1 + op->level/BALSL_LOSS_CHANCE_RATIO;
2735     int keep_chance = this_stat * this_stat;
2736     /* Yes, I am paranoid. Sue me. */
2737     if (keep_chance < 1)
2738     keep_chance = 1;
2739    
2740     /* There is a maximum depletion total per level. */
2741     if (this_stat < -1 - op->level/BALSL_MAX_LOSS_RATIO) {
2742     lose_this_stat = 0;
2743     /* Take loss chance vs keep chance to see if we
2744     retain the stat. */
2745     } else {
2746     if (random_roll(0, loss_chance + keep_chance-1,
2747     op, PREFER_LOW) < keep_chance)
2748     lose_this_stat = 0;
2749     /* LOG(llevDebug, "Determining stat loss. Stat: %d Keep: %d Lose: %d Result: %s.\n",
2750     this_stat, keep_chance, loss_chance,
2751     lose_this_stat?"LOSE":"KEEP"); */
2752     }
2753     }
2754     }
2755 elmex 1.1
2756 root 1.11 if (lose_this_stat) {
2757     this_stat = get_attr_value(&(dep->stats), i);
2758     /* We could try to do something clever like find another
2759     * stat to reduce if this fails. But chances are, if
2760     * stats have been depleted to -50, all are pretty low
2761     * and should be roughly the same, so it shouldn't make a
2762     * difference.
2763     */
2764     if (this_stat>=-50) {
2765     change_attr_value(&(dep->stats), i, -1);
2766     SET_FLAG(dep, FLAG_APPLIED);
2767     new_draw_info(NDI_UNIQUE, 0,op, lose_msg[i]);
2768     fix_player(op);
2769     lost_a_stat = 1;
2770     }
2771     }
2772     }
2773     }
2774     /* If no stat lost, tell the player. */
2775     if (!lost_a_stat)
2776     {
2777     /* determine_god() seems to not work sometimes... why is this?
2778     Should I be using something else? GD */
2779     const char *god = determine_god(op);
2780     if (god && (strcmp(god, "none")))
2781     new_draw_info_format(NDI_UNIQUE, 0, op, "For a brief "
2782     "moment you feel the holy presence of %s protecting"
2783     " you.", god);
2784     else
2785     new_draw_info(NDI_UNIQUE, 0, op, "For a brief moment you"
2786     " feel a holy presence protecting you.");
2787     }
2788 elmex 1.1 #endif
2789     new_draw_info(NDI_UNIQUE, 0, op, "For a brief moment you"
2790     " feel a holy presence protecting you from losing yourself completely.");
2791    
2792 root 1.11 /* Put a gravestone up where the character 'almost' died. List the
2793     * exp loss on the stone.
2794     */
2795     tmp=arch_to_object(find_archetype("gravestone"));
2796     sprintf(buf,"%s's gravestone",op->name);
2797     FREE_AND_COPY(tmp->name, buf);
2798     sprintf(buf,"%s's gravestones",op->name);
2799     FREE_AND_COPY(tmp->name_pl, buf);
2800     sprintf(buf,"RIP\nHere rests the hero %s the %s,\n"
2801     "who was killed\n"
2802     "by %s.\n",
2803     op->name, op->contr->title,
2804     op->contr->killer);
2805     tmp->msg = add_string(buf);
2806     tmp->x=op->x,tmp->y=op->y;
2807     insert_ob_in_map (tmp, op->map, NULL,0);
2808    
2809     /**************************************/
2810     /* */
2811     /* Subtract the experience points, */
2812     /* if we died cause of food, give us */
2813     /* food, and reset HP's... */
2814     /* */
2815     /**************************************/
2816    
2817     /* remove any poisoning and confusion the character may be suffering.*/
2818     /* restore player */
2819     at = find_archetype("poisoning");
2820 elmex 1.1 tmp=present_arch_in_ob(at,op);
2821 root 1.11 if (tmp) {
2822     remove_ob(tmp);
2823     free_object(tmp);
2824     new_draw_info(NDI_UNIQUE, 0,op, "Your body feels cleansed");
2825     }
2826 elmex 1.1
2827 root 1.11 at = find_archetype("confusion");
2828 elmex 1.1 tmp=present_arch_in_ob(at,op);
2829 root 1.11 if (tmp) {
2830     remove_ob(tmp);
2831     free_object(tmp);
2832 elmex 1.1 new_draw_info(NDI_UNIQUE, 0,tmp, "Your mind feels clearer");
2833 root 1.11 }
2834     cure_disease(op,0); /* remove any disease */
2835    
2836     /*add_exp(op, (op->stats.exp * -0.20)); */
2837     apply_death_exp_penalty(op);
2838     if(op->stats.food < 100) op->stats.food = 900;
2839     op->stats.hp = op->stats.maxhp;
2840     op->stats.sp = MAX(op->stats.sp, op->stats.maxsp);
2841     op->stats.grace = MAX(op->stats.grace, op->stats.maxgrace);
2842    
2843     /*
2844     * Check to see if the player is in a shop. IF so, then check to see if
2845     * the player has any unpaid items. If so, remove them and put them back
2846     * in the map.
2847     */
2848    
2849 elmex 1.12 if (is_in_shop (op))
2850     remove_unpaid_objects(op->inv, op);
2851 elmex 1.1
2852 root 1.11 /****************************************/
2853     /* */
2854     /* Move player to his current respawn- */
2855     /* position (usually last savebed) */
2856     /* */
2857     /****************************************/
2858    
2859     enter_player_savebed(op);
2860    
2861     /* Save the player before inserting the force to reduce
2862     * chance of abuse.
2863     */
2864     op->contr->braced=0;
2865     save_player(op,1);
2866 elmex 1.1
2867 root 1.11 /* it is possible that the player has blown something up
2868     * at his savebed location, and that can have long lasting
2869     * spell effects. So first see if there is a spell effect
2870     * on the space that might harm the player.
2871     */
2872     will_kill_again=0;
2873     for (tmp= get_map_ob(op->map, op->x, op->y); tmp; tmp=tmp->above) {
2874     if (tmp->type ==SPELL_EFFECT)
2875     will_kill_again|=tmp->attacktype;
2876     }
2877     if (will_kill_again) {
2878     object *force;
2879     int at;
2880    
2881     force=get_archetype(FORCE_NAME);
2882     /* 50 ticks should be enough time for the spell to abate */
2883     force->speed=0.1;
2884     force->speed_left=-5.0;
2885     SET_FLAG(force, FLAG_APPLIED);
2886     for (at=0; at<NROFATTACKS; at++) {
2887     if (will_kill_again & (1 << at))
2888     force->resist[at] = 100;
2889     }
2890     insert_ob_in_ob(force, op);
2891     fix_player(op);
2892    
2893     }
2894     /**************************************/
2895     /* */
2896     /* Repaint the characters inv, and */
2897     /* stats, and show a nasty message ;) */
2898     /* */
2899     /**************************************/
2900    
2901     new_draw_info(NDI_UNIQUE, 0,op,"YOU HAVE DIED.");
2902     return;
2903 elmex 1.1 } /* NOT_PERMADETH */
2904     else {
2905 root 1.11 /* If NOT_PERMADETH is set, then the rest of this is not reachable. This
2906     * should probably be embedded in an else statement.
2907     */
2908    
2909     op->contr->party=NULL;
2910     if (settings.set_title == TRUE)
2911     op->contr->own_title[0]='\0';
2912     new_draw_info(NDI_UNIQUE|NDI_ALL, 0,NULL, buf);
2913     check_score(op);
2914     if(op->contr->ranges[range_golem]!=NULL) {
2915     remove_friendly_object(op->contr->ranges[range_golem]);
2916     remove_ob(op->contr->ranges[range_golem]);
2917     free_object(op->contr->ranges[range_golem]);
2918     op->contr->ranges[range_golem]=NULL;
2919     op->contr->golem_count=0;
2920     }
2921     loot_object(op); /* Remove some of the items for good */
2922     remove_ob(op);
2923     op->direction=0;
2924    
2925     if(!QUERY_FLAG(op,FLAG_WAS_WIZ)&&op->stats.exp) {
2926     delete_character(op->name,0);
2927     if (settings.resurrection == TRUE) {
2928     /* save playerfile sans equipment when player dies
2929     ** then save it as player.pl.dead so that future resurrection
2930     ** type spells will work on them nicely
2931     */
2932     delete_character(op->name,0);
2933     op->stats.hp = op->stats.maxhp;
2934     op->stats.food = 999;
2935    
2936     /* set the location of where the person will reappear when */
2937     /* maybe resurrection code should fix map also */
2938     strcpy(op->contr->maplevel, settings.emergency_mapname);
2939     if(op->map!=NULL)
2940     op->map = NULL;
2941     op->x = settings.emergency_x;
2942     op->y = settings.emergency_y;
2943     save_player(op,0);
2944     op->map = map;
2945     /* please see resurrection.c: peterm */
2946     dead_player(op);
2947     } else {
2948     delete_character(op->name,1);
2949     }
2950     }
2951     play_again(op);
2952    
2953     /* peterm: added to create a corpse at deathsite. */
2954     tmp=arch_to_object(find_archetype("corpse_pl"));
2955     sprintf(buf,"%s", op->name);
2956     FREE_AND_COPY(tmp->name, buf);
2957     FREE_AND_COPY(tmp->name_pl, buf);
2958     tmp->level=op->level;
2959     tmp->x=x;tmp->y=y;
2960     if (tmp->msg)
2961     free_string(tmp->msg);
2962     tmp->msg = add_string (gravestone_text(op));
2963     SET_FLAG (tmp, FLAG_UNIQUE);
2964     insert_ob_in_map (tmp, map, NULL,0);
2965 elmex 1.1 }
2966     }
2967    
2968    
2969     void loot_object(object *op) { /* Grab and destroy some treasure */
2970     object *tmp,*tmp2,*next;
2971    
2972     if (op->container) { /* close open sack first */
2973     esrv_apply_container (op, op->container);
2974     }
2975    
2976     for(tmp=op->inv;tmp!=NULL;tmp=next) {
2977     next=tmp->below;
2978     if (tmp->type==EXPERIENCE || tmp->invisible) continue;
2979     remove_ob(tmp);
2980     tmp->x=op->x,tmp->y=op->y;
2981     if (tmp->type == CONTAINER) { /* empty container to ground */
2982 root 1.11 loot_object(tmp);
2983 elmex 1.1 }
2984     if(!QUERY_FLAG(tmp, FLAG_UNIQUE) && (QUERY_FLAG(tmp, FLAG_STARTEQUIP)
2985     || QUERY_FLAG(tmp,FLAG_NO_DROP) || !(RANDOM()%3))) {
2986     if(tmp->nrof>1) {
2987 root 1.11 tmp2=get_split_ob(tmp,1+RANDOM()%(tmp->nrof-1));
2988     free_object(tmp2);
2989     insert_ob_in_map(tmp,op->map,NULL,0);
2990 elmex 1.1 } else
2991 root 1.11 free_object(tmp);
2992 elmex 1.1 } else
2993     insert_ob_in_map(tmp,op->map,NULL,0);
2994     }
2995     }
2996    
2997     /*
2998     * fix_weight(): Check recursively the weight of all players, and fix
2999     * what needs to be fixed. Refresh windows and fix speed if anything
3000     * was changed.
3001     */
3002    
3003     void fix_weight(void) {
3004     player *pl;
3005     for (pl = first_player; pl != NULL; pl = pl->next) {
3006     int old = pl->ob->carrying, sum = sum_weight(pl->ob);
3007     if(old == sum)
3008     continue;
3009     fix_player(pl->ob);
3010     LOG(llevDebug,"Fixed inventory in %s (%d -> %d)\n",
3011 root 1.11 pl->ob->name, old, sum);
3012 elmex 1.1 }
3013     }
3014    
3015     void fix_luck(void) {
3016     player *pl;
3017     for (pl = first_player; pl != NULL; pl = pl->next)
3018     if (!pl->ob->contr->state)
3019     change_luck(pl->ob, 0);
3020     }
3021    
3022    
3023     /* cast_dust() - handles op throwing objects of type 'DUST'.
3024     * This is much simpler in the new spell code - we basically
3025     * just treat this as any other spell casting object.
3026     */
3027    
3028 elmex 1.2 void
3029     cast_dust (object * op, object * throw_ob, int dir)
3030     {
3031     object *skop, *spob;
3032    
3033     skop = find_skill_by_name (op, throw_ob->skill);
3034    
3035     /* casting POTION 'dusts' is really a use_magic_item skill */
3036     if (op->type == PLAYER && throw_ob->type == POTION && !skop)
3037     {
3038     LOG (llevError, "Player %s lacks critical skill use_magic_item!\n",
3039     op->name);
3040     return;
3041     }
3042    
3043     spob = throw_ob->inv;
3044    
3045     // elmex Tue Aug 15 17:19:46 CEST 2006: Added this check to
3046     // not pass NULL to cast_spell (which did indeed check itself, but
3047     // errors should be reported as early as possible IMHO)
3048     if (!spob)
3049     {
3050     LOG (llevError, "cast_dust: thrown object %s (by %s) had no spell in it!",
3051     throw_ob->name, op->name);
3052     return;
3053 elmex 1.1 }
3054    
3055 elmex 1.2 if (op->type == PLAYER)
3056     new_draw_info_format (NDI_UNIQUE, 0, op, "You cast %s.", spob->name);
3057    
3058     cast_spell (op, throw_ob, dir, spob, NULL);
3059    
3060     if (!QUERY_FLAG (throw_ob, FLAG_REMOVED))
3061     remove_ob (throw_ob);
3062     free_object (throw_ob);
3063 elmex 1.1 }
3064    
3065     void make_visible (object *op) {
3066     op->hide = 0;
3067     op->invisible = 0;
3068     if(op->type==PLAYER) {
3069 root 1.11 op->contr->tmp_invis = 0;
3070     if (op->contr->invis_race) FREE_AND_CLEAR_STR(op->contr->invis_race);
3071 elmex 1.1 }
3072     update_object(op,UP_OBJ_FACE);
3073     }
3074    
3075     int is_true_undead(object *op) {
3076     object *tmp=NULL;
3077    
3078     if(QUERY_FLAG(&op->arch->clone,FLAG_UNDEAD)) return 1;
3079    
3080     if(op->type==PLAYER)
3081     for(tmp=op->inv;tmp;tmp=tmp->below)
3082     if(tmp->type==EXPERIENCE && tmp->stats.Wis)
3083 root 1.11 if(QUERY_FLAG(tmp,FLAG_UNDEAD)) return 1;
3084 elmex 1.1 return 0;
3085     }
3086    
3087     /* look at the surrounding terrain to determine
3088     * the hideability of this object. Positive levels
3089     * indicate greater hideability.
3090     */
3091    
3092     int hideability(object *ob) {
3093     int i,level=0, mflag;
3094     sint16 x,y;
3095    
3096     if(!ob||!ob->map) return 0;
3097    
3098     /* so, on normal lighted maps, its hard to hide */
3099     level=ob->map->darkness - 2;
3100    
3101     /* this also picks up whether the object is glowing.
3102     * If you carry a light on a non-dark map, its not
3103     * as bad as carrying a light on a pitch dark map */
3104     if(has_carried_lights(ob)) level =- (10 + (2*ob->map->darkness));
3105    
3106     /* scan through all nearby squares for terrain to hide in */
3107     for(i=0,x=ob->x,y=ob->y;i<9;i++,x=ob->x+freearr_x[i],y=ob->y+freearr_y[i]) {
3108 root 1.11 mflag = get_map_flags(ob->map, NULL, x, y, NULL, NULL);
3109     if (mflag & P_OUT_OF_MAP) { continue; }
3110     if(mflag & P_BLOCKSVIEW) /* something to hide near! */
3111     level += 2;
3112     else /* open terrain! */
3113     level -= 1;
3114 elmex 1.1 }
3115    
3116     #if 0
3117     LOG(llevDebug,"hideability of %s is %d\n",ob->name,level);
3118     #endif
3119     return level;
3120     }
3121    
3122     /* For Hidden creatures - a chance of becoming 'unhidden'
3123     * every time they move - as we subtract off 'invisibility'
3124     * AND, for players, if they move into a ridiculously unhideable
3125     * spot (surrounded by clear terrain in broad daylight). -b.t.
3126     */
3127    
3128     void do_hidden_move (object *op) {
3129     int hide=0, num=random_roll(0, 19, op, PREFER_LOW);
3130     object *skop;
3131    
3132     if(!op || !op->map) return;
3133    
3134     skop = find_obj_by_type_subtype(op, SKILL, SK_HIDING);
3135    
3136     /* its *extremely* hard to run and sneak/hide at the same time! */
3137     if(op->type==PLAYER && op->contr->run_on) {
3138 root 1.11 if(!skop || num >= skop->level) {
3139     new_draw_info(NDI_UNIQUE,0,op,"You ran too much! You are no longer hidden!");
3140     make_visible(op);
3141     return;
3142     } else num += 20;
3143 elmex 1.1 }
3144     num += op->map->difficulty;
3145     hide = hideability(op); /* modify by terrain hidden level */
3146     num -= hide;
3147     if((op->type==PLAYER && hide<-10) || ((op->invisible-=num)<=0)) {
3148 root 1.11 make_visible(op);
3149     if(op->type==PLAYER) new_draw_info(NDI_UNIQUE, 0,op,
3150     "You moved out of hiding! You are visible!");
3151 elmex 1.1 }
3152     else if (op->type == PLAYER && skop) {
3153 root 1.11 change_exp(op, calc_skill_exp(op, NULL, skop), skop->skill, 0);
3154 elmex 1.1 }
3155     }
3156    
3157     /* determine if who is standing near a hostile creature. */
3158    
3159     int stand_near_hostile( object *who ) {
3160     object *tmp=NULL;
3161     int i,friendly=0,player=0, mflags;
3162     mapstruct *m;
3163     sint16 x,y;
3164    
3165     if(!who) return 0;
3166    
3167     if(who->type==PLAYER) player=1;
3168     else friendly = QUERY_FLAG(who,FLAG_FRIENDLY);
3169    
3170     /* search adjacent squares */
3171     for(i=1;i<9;i++) {
3172 root 1.11 x = who->x+freearr_x[i];
3173     y = who->y+freearr_y[i];
3174     m = who->map;
3175     mflags = get_map_flags(m, &m, x, y, &x, &y);
3176     /* space must be blocked if there is a monster. If not
3177     * blocked, don't need to check this space.
3178     */
3179     if (mflags & P_OUT_OF_MAP) continue;
3180     if (OB_TYPE_MOVE_BLOCK(who, GET_MAP_MOVE_BLOCK(m, x, y))) continue;
3181 elmex 1.1
3182 root 1.11 for(tmp=get_map_ob(m,x,y);tmp;tmp=tmp->above) {
3183     if((player||friendly)
3184     &&QUERY_FLAG(tmp,FLAG_MONSTER)&&!QUERY_FLAG(tmp,FLAG_UNAGGRESSIVE))
3185     return 1;
3186     else if(tmp->type==PLAYER)
3187     {
3188     /*don't let a hidden DM prevent you from hiding*/
3189     if(!QUERY_FLAG(tmp, FLAG_WIZ) || tmp->contr->hidden == 0)
3190     return 1;
3191     }
3192     }
3193 elmex 1.1 }
3194     return 0;
3195     }
3196    
3197     /* check the player los field for viewability of the
3198     * object op. This function works fine for monsters,
3199     * but we dont worry if the object isnt the top one in
3200     * a pile (say a coin under a table would return "viewable"
3201     * by this routine). Another question, should we be
3202     * concerned with the direction the player is looking
3203     * in? Realistically, most of use cant see stuff behind
3204     * our backs...on the other hand, does the "facing" direction
3205     * imply the way your head, or body is facing? Its possible
3206     * for them to differ. Sigh, this fctn could get a bit more complex.
3207     * -b.t.
3208     * This function is now map tiling safe.
3209     */
3210    
3211     int player_can_view (object *pl,object *op) {
3212     rv_vector rv;
3213     int dx,dy;
3214    
3215     if(pl->type!=PLAYER) {
3216 root 1.11 LOG(llevError,"player_can_view() called for non-player object\n");
3217     return -1;
3218 elmex 1.1 }
3219     if (!pl || !op) return 0;
3220    
3221     if(op->head) { op = op->head; }
3222     get_rangevector(pl, op, &rv, 0x1);
3223    
3224     /* starting with the 'head' part, lets loop
3225     * through the object and find if it has any
3226     * part that is in the los array but isnt on
3227     * a blocked los square.
3228     * we use the archetype to figure out offsets.
3229     */
3230     while(op) {
3231 root 1.11 dx = rv.distance_x + op->arch->clone.x;
3232     dy = rv.distance_y + op->arch->clone.y;
3233 elmex 1.1
3234 root 1.11 /* only the viewable area the player sees is updated by LOS
3235     * code, so we need to restrict ourselves to that range of values
3236     * for any meaningful values.
3237     */
3238     if (FABS(dx) <= (pl->contr->socket.mapx/2) &&
3239     FABS(dy) <= (pl->contr->socket.mapy/2) &&
3240     !pl->contr->blocked_los[dx + (pl->contr->socket.mapx/2)][dy+(pl->contr->socket.mapy/2)] )
3241     return 1;
3242     op = op->more;
3243 elmex 1.1 }
3244     return 0;
3245     }
3246    
3247     /* routine for both players and monsters. We call this when
3248     * there is a possibility for our action distrubing our hiding
3249     * place or invisiblity spell. Artefact invisiblity is not
3250     * effected by this. If we arent invisible to begin with, we
3251     * return 0.
3252     */
3253     int action_makes_visible (object *op) {
3254    
3255     if(op->invisible && QUERY_FLAG(op,FLAG_ALIVE)) {
3256 root 1.11 if(QUERY_FLAG(op,FLAG_MAKE_INVIS))
3257     return 0;
3258 elmex 1.1
3259 root 1.11 if (op->contr && op->contr->tmp_invis == 0) return 0;
3260 elmex 1.1
3261 root 1.11 /* If monsters, they should become visible */
3262     if(op->hide || !op->contr || (op->contr && op->contr->tmp_invis)) {
3263     new_draw_info_format(NDI_UNIQUE, 0,op,"You become %s!",op->hide?"unhidden":"visible");
3264     return 1;
3265     }
3266 elmex 1.1 }
3267     return 0;
3268     }
3269    
3270     /* op_on_battleground - checks if the given object op (usually
3271     * a player) is standing on a valid battleground-tile,
3272     * function returns TRUE/FALSE. If true x, y returns the battleground
3273     * -exit-coord. (and if x, y not NULL)
3274     * 19 March 2005 - josh@woosworld.net modifed to check if the battleground also has slaying, maxhp, and maxsp set
3275     * and if those are all set and the player has a marker that matches the slaying send them to a different x, y
3276     * Default is to do the same as before, so only people wanting to have different points need worry about this
3277     */
3278     int op_on_battleground (object *op, int *x, int *y) {
3279     object *tmp;
3280    
3281     /* A battleground-tile needs the following attributes to be valid:
3282     * is_floor 1 (has to be the FIRST floor beneath the player's feet),
3283     * name="battleground", no_pick 1, type=58 (type BATTLEGROUND)
3284     * and the exit-coordinates sp/hp must both be > 0.
3285     * => The intention here is to prevent abuse of the battleground-
3286     * feature (like pickable or hidden battleground tiles). */
3287     for (tmp=op->below; tmp!=NULL; tmp=tmp->below) {
3288     if (QUERY_FLAG (tmp, FLAG_IS_FLOOR)) {
3289     if (QUERY_FLAG (tmp, FLAG_NO_PICK) &&
3290 root 1.11 strcmp(tmp->name, "battleground")==0 &&
3291     tmp->type == BATTLEGROUND && EXIT_X(tmp) && EXIT_Y(tmp)) {
3292     /*before we assign the exit, check if this is a teambattle*/
3293     if ( EXIT_ALT_X(tmp) && EXIT_ALT_Y(tmp) && EXIT_PATH(tmp) ){
3294     object *invtmp;
3295     for(invtmp=op->inv; invtmp != NULL; invtmp=invtmp->below) {
3296     if(invtmp->type==FORCE && invtmp->slaying &&
3297     !strcmp(EXIT_PATH(tmp), invtmp->slaying)){
3298     if (x != NULL && y != NULL)
3299     *x=EXIT_ALT_X(tmp), *y=EXIT_ALT_Y(tmp);
3300     return 1;
3301     }
3302     }
3303     }
3304     if (x != NULL && y != NULL)
3305     *x=EXIT_X(tmp), *y=EXIT_Y(tmp);
3306     return 1;
3307 elmex 1.1 }
3308     }
3309     }
3310     /* If we got here, did not find a battleground */
3311     return 0;
3312     }
3313    
3314     /*
3315     * When a dragon-player gains a new stage of evolution,
3316     * he gets some treasure
3317     *
3318     * attributes:
3319     * object *who the dragon player
3320     * int atnr the attack-number of the ability focus
3321     * int level ability level
3322     */
3323     void dragon_ability_gain(object *who, int atnr, int level) {
3324     treasurelist *trlist = NULL; /* treasurelist */
3325     treasure *tr; /* treasure */
3326     object *tmp,*skop; /* tmp. object */
3327     object *item; /* treasure object */
3328     char buf[MAX_BUF]; /* tmp. string buffer */
3329     int i=0, j=0;
3330    
3331     /* get the appropriate treasurelist */
3332     if (atnr == ATNR_FIRE)
3333 root 1.11 trlist = find_treasurelist("dragon_ability_fire");
3334 elmex 1.1 else if (atnr == ATNR_COLD)
3335 root 1.11 trlist = find_treasurelist("dragon_ability_cold");
3336 elmex 1.1 else if (atnr == ATNR_ELECTRICITY)
3337 root 1.11 trlist = find_treasurelist("dragon_ability_elec");
3338 elmex 1.1 else if (atnr == ATNR_POISON)
3339 root 1.11 trlist = find_treasurelist("dragon_ability_poison");
3340 elmex 1.1
3341     if (trlist == NULL || who->type != PLAYER)
3342 root 1.11 return;
3343 elmex 1.1
3344     for (i=0, tr = trlist->items; tr != NULL && i<level-1;
3345 root 1.11 tr = tr->next, i++);
3346 elmex 1.1
3347     if (tr == NULL || tr->item == NULL) {
3348 root 1.11 /* LOG(llevDebug, "-> no more treasure for %s\n", change_resist_msg[atnr]); */
3349     return;
3350 elmex 1.1 }
3351    
3352     /* everything seems okay - now bring on the gift: */
3353     item = &(tr->item->clone);
3354    
3355     if (item->type == SPELL) {
3356 root 1.11 if (check_spell_known (who, item->name))
3357     return;
3358 elmex 1.1
3359 root 1.11 new_draw_info_format(NDI_UNIQUE|NDI_BLUE, 0, who, "You gained the ability of %s", item->name);
3360     do_learn_spell (who, item, 0);
3361     return;
3362 elmex 1.1 }
3363    
3364     /* grant direct spell */
3365     if (item->type == SPELLBOOK) {
3366 root 1.11 if (!item->inv) {
3367     LOG(llevDebug,"dragon_ability_gain: Broken spellbook %s\n",
3368     item->name);
3369     return;
3370     }
3371     if (check_spell_known (who, item->inv->name))
3372     return;
3373     if (item->invisible) {
3374     new_draw_info_format(NDI_UNIQUE|NDI_BLUE, 0, who, "You gained the ability of %s", item->inv->name);
3375     do_learn_spell (who, item->inv, 0);
3376     return;
3377     }
3378 elmex 1.1 }
3379     else if (item->type == SKILL_TOOL && item->invisible) {
3380 root 1.11 if (item->subtype == SK_CLAWING && (skop=find_skill_by_name(who, item->skill))!=NULL) {
3381 elmex 1.1
3382 root 1.11 /* should this perhaps be (skop->attackyp & item->attacktype)!=item->attacktype ...
3383     * in this way, if the player is missing any of the attacktypes, he gets
3384     * them. As it is now, if the player has any that match the granted skill,
3385     * but not all of them, he gets nothing.
3386     */
3387     if (!(skop->attacktype & item->attacktype)) {
3388     /* Give new attacktype */
3389     skop->attacktype |= item->attacktype;
3390    
3391     /* always add physical if there's none */
3392     skop->attacktype |= AT_PHYSICAL;
3393    
3394     if (item->msg != NULL)
3395     new_draw_info(NDI_UNIQUE|NDI_BLUE, 0, who, item->msg);
3396    
3397     /* Give player new face */
3398     if (item->animation_id) {
3399     who->face = skop->face;
3400     who->animation_id = item->animation_id;
3401     who->anim_speed = item->anim_speed;
3402     who->last_anim = 0;
3403     who->state = 0;
3404     animate_object(who, who->direction);
3405     }
3406     }
3407     }
3408 elmex 1.1 }
3409     else if (item->type == FORCE) {
3410 root 1.11 /* forces in the treasurelist can alter the player's stats */
3411     object *skin;
3412     /* first get the dragon skin force */
3413     for (skin=who->inv; skin!=NULL && strcmp(skin->arch->name, "dragon_skin_force")!=0;
3414     skin=skin->below);
3415     if (skin == NULL) return;
3416 elmex 1.1
3417 root 1.11 /* adding new spellpath attunements */
3418     if (item->path_attuned > 0 && !(skin->path_attuned & item->path_attuned)) {
3419     skin->path_attuned |= item->path_attuned; /* add attunement to skin */
3420 elmex 1.1
3421 root 1.11 /* print message */
3422     sprintf(buf, "You feel attuned to ");
3423     for(i=0, j=0; i<NRSPELLPATHS; i++) {
3424     if(item->path_attuned & (1<<i)) {
3425     if (j)
3426     strcat(buf," and ");
3427     else
3428     j = 1;
3429     strcat(buf, spellpathnames[i]);
3430     }
3431     }
3432     strcat(buf,".");
3433     new_draw_info(NDI_UNIQUE|NDI_BLUE, 0, who, buf);
3434     }
3435 elmex 1.1
3436 root 1.11 /* evtl. adding flags: */
3437     if(QUERY_FLAG(item, FLAG_XRAYS))
3438     SET_FLAG(skin, FLAG_XRAYS);
3439     if(QUERY_FLAG(item, FLAG_STEALTH))
3440     SET_FLAG(skin, FLAG_STEALTH);
3441     if(QUERY_FLAG(item, FLAG_SEE_IN_DARK))
3442     SET_FLAG(skin, FLAG_SEE_IN_DARK);
3443 elmex 1.1
3444 root 1.11 /* print message if there is one */
3445     if (item->msg != NULL)
3446     new_draw_info(NDI_UNIQUE|NDI_BLUE, 0, who, item->msg);
3447 elmex 1.1 }
3448     else {
3449 root 1.11 /* generate misc. treasure */
3450     tmp = arch_to_object (tr->item);
3451     new_draw_info_format(NDI_UNIQUE|NDI_BLUE, 0, who, "You gained %s", query_short_name(tmp));
3452     tmp = insert_ob_in_ob (tmp, who);
3453     if (who->type == PLAYER)
3454     esrv_send_item(who, tmp);
3455 elmex 1.1 }
3456     }
3457    
3458     /**
3459     * Unready an object for a player. This function does nothing if the object was
3460     * not readied.
3461     */
3462     void player_unready_range_ob(player *pl, object *ob) {
3463     rangetype i;
3464    
3465     for (i = (rangetype)0; i < range_size; i = (rangetype) ((int)i + 1)) {
3466     if (pl->ranges[i] == ob) {
3467     pl->ranges[i] = NULL;
3468     if (pl->shoottype == i) {
3469     pl->shoottype = range_none;
3470     }
3471     }
3472     }
3473     }