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/cvs/deliantra/server/server/player.C
Revision: 1.14
Committed: Sun Sep 3 00:18:42 2006 UTC (17 years, 9 months ago) by root
Content type: text/plain
Branch: MAIN
Changes since 1.13: +51 -70 lines
Log Message:
THIS CODE WILL NOT COMPILE
use the STABLE tag instead.

- major changes in object lifetime and memory management
- replaced manual refcounting by shstr class
- removed quest system
- many optimisations
- major changes

File Contents

# User Rev Content
1 elmex 1.1 /*
2     * static char *rcsid_player_c =
3 root 1.14 * "$Id: player.C,v 1.13 2006-09-01 14:12:04 pippijn 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 1.14 p = new player;
208 root 1.11
209     /* This adds the player in the linked list. There is extra
210     * complexity here because we want to add the new player at the
211     * end of the list - there is in fact no compelling reason that
212     * that needs to be done except for things like output of
213     * 'who'.
214     */
215     player *tmp = first_player;
216     while(tmp!=NULL&&tmp->next!=NULL)
217     tmp=tmp->next;
218     if(tmp!=NULL)
219     tmp->next=p;
220     else
221     first_player=p;
222 elmex 1.1
223 root 1.11 p->next = NULL;
224 elmex 1.1 }
225    
226     /* Clears basically the entire player structure except
227     * for next and socket.
228     */
229 root 1.5 memset (static_cast<player_memset *>(p), 0, sizeof (player_memset));
230 root 1.8 p->attachable_init (); //HACK
231 elmex 1.1
232     /* There are some elements we want initialized to non zero value -
233     * we deal with that below this point.
234     */
235     p->party=NULL;
236     p->outputs_sync=16; /* Every 2 seconds */
237 root 1.14 p->outputs_count=8; /* Keeps present behaviour */
238 elmex 1.1 p->unapply = unapply_nochoice;
239     p->Swap_First = -1;
240    
241     #ifdef AUTOSAVE
242     p->last_save_tick = 9999999;
243     #endif
244    
245     strcpy(p->savebed_map, first_map_path); /* Init. respawn position */
246    
247     op->contr=p; /* this aren't yet in archetype */
248     p->ob = op;
249     op->speed_left=0.5;
250     op->speed=1.0;
251     op->direction=5; /* So player faces south */
252     op->stats.wc=2;
253     op->run_away = 25; /* Then we panick... */
254     p->socket.monitor_spells = 0; /* Needed because esrv_update_spells( ) gets called by roll_stats */
255    
256     roll_stats(op);
257     p->state=ST_ROLL_STAT;
258     clear_los(op);
259    
260     p->gen_sp_armour=10;
261     p->last_speed= -1;
262     p->shoottype=range_none;
263     p->bowtype=bow_normal;
264     p->petmode=pet_normal;
265     p->listening=10;
266     p->usekeys=containers;
267     p->last_weapon_sp= -1;
268     p->peaceful=1; /* default peaceful */
269     p->do_los=1;
270     p->explore=0;
271 root 1.11 p->no_shout=0; /* default can shout */
272 elmex 1.1
273     strncpy(p->title, op->arch->clone.name, sizeof(p->title)-1);
274     p->title[sizeof(p->title)-1] = '\0';
275 root 1.14 op->race = op->arch->clone.race;
276 elmex 1.1
277     CLEAR_FLAG(op,FLAG_READY_SKILL);
278    
279     /* we need to clear these to -1 and not zero - otherwise,
280     * if a player quits and starts a new character, we wont
281     * send new values to the client, as things like exp start
282     * at zero.
283     */
284     for (i=0; i < NUM_SKILLS; i++) {
285 root 1.11 p->last_skill_exp[i] = -1;
286     p->last_skill_ob[i] = NULL;
287 elmex 1.1 }
288     for (i=0; i < NROFATTACKS; i++) {
289 root 1.11 p->last_resist[i] = -1;
290 elmex 1.1 }
291     p->last_stats.exp = -1;
292     p->last_weight = (uint32)-1;
293    
294     p->socket.update_look=0;
295     p->socket.look_position=0;
296     return p;
297     }
298    
299    
300     /* This loads the first map an puts the player on it. */
301     static void set_first_map(object *op)
302     {
303     strcpy(op->contr->maplevel, first_map_path);
304     op->x = -1;
305     op->y = -1;
306     enter_exit(op, NULL);
307     }
308    
309     /* Tries to add player on the connection passwd in ns.
310     * All we can really get in this is some settings like host and display
311     * mode.
312     */
313    
314     int add_player(NewSocket *ns) {
315     player *p;
316    
317     p=get_player(NULL);
318     p->socket = *ns;
319     p->socket.faces_sent = (uint8*) malloc(p->socket.faces_sent_len*sizeof(*p->socket.faces_sent));
320     if(p->socket.faces_sent == NULL)
321 root 1.11 fatal(OUT_OF_MEMORY);
322 elmex 1.1 memcpy(p->socket.faces_sent, ns->faces_sent, p->socket.faces_sent_len*sizeof(*p->socket.faces_sent));
323     /* Needed because the socket we just copied over needs to be cleared.
324     * Note that this can result in a client reset if there is partial data
325     * on the uncoming socket.
326     */
327     p->socket.inbuf.len = 0;
328     set_first_map(p->ob);
329    
330     CLEAR_FLAG(p->ob, FLAG_FRIENDLY);
331     add_friendly_object(p->ob);
332     send_rules(p->ob);
333     send_news(p->ob);
334     display_motd(p->ob);
335     get_name(p->ob);
336     return 0;
337     }
338    
339     /*
340     * get_player_archetype() return next player archetype from archetype
341     * list. Not very efficient routine, but used only creating new players.
342     * Note: there MUST be at least one player archetype!
343     */
344     archetype *get_player_archetype(archetype* at)
345     {
346     archetype *start = at;
347     for (;;) {
348 root 1.11 if (at==NULL || at->next==NULL)
349     at=first_archetype;
350     else
351     at=at->next;
352     if(at->clone.type==PLAYER)
353     return at;
354     if (at == start) {
355     LOG (llevError, "No Player archetypes\n");
356     exit (-1);
357     }
358 elmex 1.1 }
359     }
360    
361    
362     object *get_nearest_player(object *mon) {
363     object *op = NULL;
364     player *pl = NULL;
365     objectlink *ol;
366     unsigned lastdist;
367     rv_vector rv;
368    
369     for(ol=first_friendly_object,lastdist=1000;ol!=NULL;ol=ol->next) {
370 root 1.11 /* We should not find free objects on this friendly list, but it
371     * does periodically happen. Given that, lets deal with it.
372     * While unlikely, it is possible the next object on the friendly
373     * list is also free, so encapsulate this in a while loop.
374     */
375     while (QUERY_FLAG(ol->ob, FLAG_FREED) || !QUERY_FLAG(ol->ob, FLAG_FRIENDLY)) {
376     object *tmp=ol->ob;
377    
378     /* Can't do much more other than log the fact, because the object
379     * itself will have been cleared.
380     */
381     LOG(llevDebug,"get_nearest_player: Found free/non friendly object on friendly list\n");
382     ol = ol->next;
383     remove_friendly_object(tmp);
384     if (!ol) return op;
385     }
386    
387     /* Remove special check for player from this. First, it looks to cause
388     * some crashes (ol->ob->contr not set properly?), but secondly, a more
389     * complicated method of state checking would be needed in any case -
390     * as it was, a clever player could type quit, and the function would
391     * skip them over while waiting for confirmation. Remove
392     * on_same_map check, as can_detect_enemy also does this
393     */
394     if (!can_detect_enemy(mon,ol->ob,&rv))
395     continue;
396    
397     if(lastdist>rv.distance) {
398     op=ol->ob;
399     lastdist=rv.distance;
400     }
401 elmex 1.1 }
402     for (pl=first_player; pl != NULL; pl=pl->next) {
403 root 1.11 if (can_detect_enemy(mon, pl->ob,&rv)) {
404 elmex 1.1
405 root 1.11 if(lastdist>rv.distance) {
406     op=pl->ob;
407     lastdist=rv.distance;
408     }
409     }
410 elmex 1.1 }
411     #if 0
412 root 1.14 LOG(llevDebug,"get_nearest_player() finds player: %s\n",op?&op->name:"(null)");
413 elmex 1.1 #endif
414     return op;
415     }
416    
417     /* I believe this can safely go to 2, 3 is questionable, 4 will likely
418     * result in a monster paths backtracking. It basically determines how large a
419     * detour a monster will take from the direction path when looking
420     * for a path to the player. The values are in the amount of direction
421     * the deviation is
422     */
423     #define DETOUR_AMOUNT 2
424    
425     /* This is used to prevent infinite loops. Consider a case where the
426     * player is in a chamber (with gate closed), and monsters are outside.
427     * with DETOUR_AMOUNT==2, the function will turn each corner, trying to
428     * find a path into the chamber. This is a good thing, but since there
429     * is no real path, it will just keep circling the chamber for
430     * ever (this could be a nice effect for monsters, but not for the function
431     * to get stuck in. I think for the monsters, if max is reached and
432     * we return the first direction the creature could move would result in the
433     * circling behaviour. Unfortunately, this function is also used to determined
434     * if the creature should cast a spell, so returning a direction in that case
435     * is probably not a good thing.
436     */
437     #define MAX_SPACES 50
438    
439    
440     /*
441     * Returns the direction to the player, if valid. Returns 0 otherwise.
442     * modified to verify there is a path to the player. Does this by stepping towards
443     * player and if path is blocked then see if blockage is close enough to player that
444     * direction to player is changed (ie zig or zag). Continue zig zag until either
445     * reach player or path is blocked. Thus, will only return true if there is a free
446     * path to player. Though path may not be a straight line. Note that it will find
447     * player hiding along a corridor at right angles to the corridor with the monster.
448     *
449     * Modified by MSW 2001-08-06 to handle tiled maps. Various notes:
450     * 1) With DETOUR_AMOUNT being 2, it should still go and find players hiding
451     * down corriders.
452     * 2) I think the old code was broken if the first direction the monster
453     * should move was blocked - the code would store the first direction without
454     * verifying that the player can actually move in that direction. The new
455     * code does not store anything in firstdir until we have verified that the
456     * monster can in fact move one space in that direction.
457     * 3) I'm not sure how good this code will be for moving multipart monsters,
458     * since only simple checks to blocked are being called, which could mean the monster
459     * is blocking itself.
460     */
461     int path_to_player(object *mon, object *pl, unsigned mindiff) {
462     rv_vector rv;
463     sint16 x,y;
464     int lastx,lasty,dir,i,diff, firstdir=0,lastdir, max=MAX_SPACES, mflags, blocked;
465     mapstruct *m ,*lastmap;
466    
467     get_rangevector(mon, pl, &rv, 0);
468    
469     if (rv.distance<mindiff) return 0;
470    
471     x=mon->x;
472     y=mon->y;
473     m=mon->map;
474     dir = rv.direction;
475     lastdir = firstdir = rv.direction; /* perhaps we stand next to pl, init firstdir too */
476     diff = FABS(rv.distance_x)>FABS(rv.distance_y)?FABS(rv.distance_x):FABS(rv.distance_y);
477     /* If we can't solve it within the search distance, return now. */
478     if (diff>max) return 0;
479     while (diff >1 && max>0) {
480 root 1.11 lastx = x;
481     lasty = y;
482     lastmap = m;
483     x = lastx + freearr_x[dir];
484     y = lasty + freearr_y[dir];
485    
486     mflags = get_map_flags(m, &m, x, y, &x, &y);
487     blocked = (mflags & P_OUT_OF_MAP) ? MOVE_ALL : GET_MAP_MOVE_BLOCK(m, x, y);
488    
489     /* Space is blocked - try changing direction a little */
490     if ((mflags & P_OUT_OF_MAP) || ((OB_TYPE_MOVE_BLOCK(mon, blocked) || (mflags&P_BLOCKSVIEW))
491     && (m == mon->map && blocked_link(mon, m, x, y)))) {
492     /* recalculate direction from last good location. Possible
493     * we were not traversing ideal location before.
494     */
495     get_rangevector_from_mapcoord(lastmap, lastx, lasty, pl, &rv, 0);
496     if (rv.direction != dir) {
497     /* OK - says direction should be different - lets reset the
498     * the values so it will try again.
499     */
500     x = lastx;
501     y = lasty;
502     m = lastmap;
503     dir = firstdir = rv.direction;
504     } else {
505     /* direct path is blocked - try taking a side step to
506     * either the left or right.
507     * Note increase the values in the loop below to be
508     * more than -1/1 respectively will mean the monster takes
509     * bigger detour. Have to be careful about these values getting
510     * too big (3 or maybe 4 or higher) as the monster may just try
511     * stepping back and forth
512     */
513     for (i=-DETOUR_AMOUNT; i<=DETOUR_AMOUNT; i++) {
514     if (i==0) continue; /* already did this, so skip it */
515     /* Use lastdir here - otherwise,
516     * since the direction that the creature should move in
517     * may change, you could get infinite loops.
518     * ie, player is northwest, but monster can only
519     * move west, so it does that. It goes some distance,
520     * gets blocked, finds that it should move north,
521     * can't do that, but now finds it can move east, and
522     * gets back to its original point. lastdir contains
523     * the last direction the creature has successfully
524     * moved.
525     */
526    
527     x = lastx + freearr_x[absdir(lastdir+i)];
528     y = lasty + freearr_y[absdir(lastdir+i)];
529     m = lastmap;
530     mflags = get_map_flags(m, &m, x, y, &x, &y);
531     if (mflags & P_OUT_OF_MAP) continue;
532     blocked = GET_MAP_MOVE_BLOCK(m, x, y);
533     if (OB_TYPE_MOVE_BLOCK(mon, blocked)) continue;
534 elmex 1.1 if (mflags & P_BLOCKSVIEW) continue;
535    
536 root 1.11 if (m == mon->map && blocked_link(mon, m, x, y)) break;
537     }
538     /* go through entire loop without finding a valid
539     * sidestep to take - thus, no valid path.
540     */
541     if (i==(DETOUR_AMOUNT+1))
542     return 0;
543     diff--;
544     lastdir=dir;
545     max--;
546     if (!firstdir) firstdir = dir+i;
547     } /* else check alternate directions */
548     } /* if blocked */
549     else {
550     /* we moved towards creature, so diff is less */
551     diff--;
552     max--;
553     lastdir=dir;
554     if (!firstdir) firstdir = dir;
555     }
556     if (diff<=1) {
557     /* Recalculate diff (distance) because we may not have actually
558     * headed toward player for entire distance.
559     */
560     get_rangevector_from_mapcoord(m, x, y, pl, &rv, 0);
561     diff = FABS(rv.distance_x)>FABS(rv.distance_y)?FABS(rv.distance_x):FABS(rv.distance_y);
562     }
563     if (diff>max) return 0;
564 elmex 1.1 }
565     /* If we reached the max, didn't find a direction in time */
566     if (!max) return 0;
567    
568     return firstdir;
569     }
570    
571     void give_initial_items(object *pl,treasurelist *items) {
572     object *op,*next=NULL;
573    
574     if(pl->randomitems!=NULL)
575 root 1.11 create_treasure(items,pl,GT_STARTEQUIP | GT_ONLY_GOOD,1,0);
576 elmex 1.1
577     for (op=pl->inv; op; op=next) {
578 root 1.11 next = op->below;
579    
580     /* Forces get applied per default, unless they have the
581 elmex 1.1 * flag "neutral" set. Sorry but I can't think of a better way
582 root 1.11 */
583 elmex 1.1 if(op->type==FORCE && !QUERY_FLAG(op, FLAG_NEUTRAL))
584 root 1.11 SET_FLAG(op,FLAG_APPLIED);
585    
586     /* we never give weapons/armour if these cannot be used
587 elmex 1.1 * by this player due to race restrictions
588 root 1.11 */
589     if (pl->type == PLAYER) {
590     if ((!QUERY_FLAG(pl, FLAG_USE_ARMOUR) &&
591     (op->type == ARMOUR || op->type == BOOTS ||
592     op->type == CLOAK || op->type == HELMET ||
593     op->type == SHIELD || op->type == GLOVES ||
594     op->type == BRACERS || op->type == GIRDLE)) ||
595     (!QUERY_FLAG(pl, FLAG_USE_WEAPON) && op->type == WEAPON)) {
596     remove_ob (op);
597     free_object (op);
598     continue;
599     }
600     }
601    
602     /* This really needs to be better - we should really give
603     * a substitute spellbook. The problem is that we don't really
604     * have a good idea what to replace it with (need something like
605     * a first level treasurelist for each skill.)
606     * remove duplicate skills also
607     */
608 elmex 1.1 if(op->type==SPELLBOOK || op->type == SKILL) {
609 root 1.11 object *tmp;
610 elmex 1.1
611 root 1.11 for (tmp=op->below; tmp; tmp=tmp->below)
612     if (tmp->type == op->type && tmp->name == op->name) break;
613    
614     if (tmp) {
615     remove_ob(op);
616     free_object(op);
617     LOG(llevError,"give_initial_items: Removing duplicate object %s\n",
618 root 1.14 &tmp->name);
619 root 1.11 continue;
620     }
621     if (op->nrof > 1) op->nrof = 1;
622     }
623 elmex 1.1
624 root 1.11 if (op->type == SPELLBOOK && op->inv) {
625     CLEAR_FLAG(op->inv, FLAG_STARTEQUIP);
626     }
627    
628     /* Give starting characters identified, uncursed, and undamned
629     * items. Just don't identify gold or silver, or it won't be
630     * merged properly.
631     */
632     if (need_identify(op)) {
633     SET_FLAG(op, FLAG_IDENTIFIED);
634     CLEAR_FLAG(op, FLAG_CURSED);
635     CLEAR_FLAG(op, FLAG_DAMNED);
636     }
637     if(op->type==SPELL) {
638     remove_ob(op);
639     free_object(op);
640 elmex 1.1 continue;
641 root 1.11 }
642     else if(op->type==SKILL) {
643     SET_FLAG(op, FLAG_CAN_USE_SKILL);
644     op->stats.exp = 0;
645     op->level = 1;
646     }
647     /* lock all 'normal items by default */
648     else SET_FLAG(op, FLAG_INV_LOCKED);
649 elmex 1.1 } /* for loop of objects in player inv */
650    
651     /* Need to set up the skill pointers */
652     link_player_skills(pl);
653     }
654    
655     void get_name(object *op) {
656     op->contr->write_buf[0]='\0';
657     op->contr->state=ST_GET_NAME;
658     send_query(&op->contr->socket,0,"What is your name?\n:");
659     }
660    
661     void get_password(object *op) {
662     op->contr->write_buf[0]='\0';
663     op->contr->state=ST_GET_PASSWORD;
664     send_query(&op->contr->socket,CS_QUERY_HIDEINPUT, "What is your password?\n:");
665     }
666    
667     void play_again(object *op)
668     {
669     op->contr->state=ST_PLAY_AGAIN;
670     op->chosen_skill = NULL;
671     send_query(&op->contr->socket, CS_QUERY_SINGLECHAR, "Do you want to play again (a/q)?");
672     /* a bit of a hack, but there are various places early in th
673     * player creation process that a user can quit (eg, roll
674     * stats) that isn't removing the player. Taking a quick
675     * look, there are many places that call play_again without
676     * removing the player - it probably makes more sense
677     * to leave it to play_again to remove the object in all
678     * cases.
679     */
680     if (!QUERY_FLAG(op, FLAG_REMOVED))
681 root 1.11 remove_ob(op);
682 elmex 1.1 /* Need to set this to null - otherwise, it could point to garbage,
683     * and draw() doesn't check to see if the player is removed, only if
684     * the map is null or not swapped out.
685     */
686     op->map = NULL;
687     }
688    
689    
690     int receive_play_again(object *op, char key)
691     {
692     if(key=='q'||key=='Q') {
693 root 1.11 remove_friendly_object(op);
694     leave(op->contr,0); /* ericserver will draw the message */
695     return 2;
696 elmex 1.1 }
697     else if(key=='a'||key=='A') {
698 root 1.11 player *pl = op->contr;
699 root 1.14 shstr name = op->name;
700 elmex 1.1
701 root 1.11 remove_friendly_object(op);
702     free_object(op);
703     pl = get_player(pl);
704     op = pl->ob;
705     add_friendly_object(op);
706     op->contr->password[0]='~';
707 root 1.14 op->name = op->name_pl = 0;
708 root 1.11 /* Lets put a space in here */
709     new_draw_info(NDI_UNIQUE, 0, op, "\n");
710     get_name(op);
711 root 1.14 op->name = op->name_pl = name;
712 root 1.11 set_first_map(op);
713 elmex 1.1 } else {
714 root 1.11 /* user pressed something else so just ask again... */
715     play_again(op);
716 elmex 1.1 }
717     return 0;
718     }
719    
720     void confirm_password(object *op) {
721    
722     op->contr->write_buf[0]='\0';
723     op->contr->state=ST_CONFIRM_PASSWORD;
724     send_query(&op->contr->socket, CS_QUERY_HIDEINPUT, "Please type your password again.\n:");
725     }
726    
727     void get_party_password(object *op, partylist *party) {
728     if (party == NULL) {
729 root 1.14 LOG(llevError, "get_party_password(): tried to make player %s join a NULL party", &op->name);
730 root 1.11 return;
731 elmex 1.1 }
732     op->contr->write_buf[0]='\0';
733     op->contr->state=ST_GET_PARTY_PASSWORD;
734     op->contr->party_to_join = party;
735     send_query(&op->contr->socket, CS_QUERY_HIDEINPUT, "What is the password?\n:");
736     }
737    
738    
739     /* This rolls four 1-6 rolls and sums the best 3 of the 4. */
740     int roll_stat(void) {
741     int a[4],i,j,k;
742    
743     for(i=0;i<4;i++)
744 root 1.11 a[i]=(int)RANDOM()%6+1;
745 elmex 1.1
746     for(i=0,j=0,k=7;i<4;i++)
747 root 1.11 if(a[i]<k)
748     k=a[i],j=i;
749 elmex 1.1
750     for(i=0,k=0;i<4;i++) {
751 root 1.11 if(i!=j)
752     k+=a[i];
753 elmex 1.1 }
754     return k;
755     }
756    
757     void roll_stats(object *op) {
758     int sum=0;
759     int i = 0, j = 0;
760     int statsort[7];
761    
762     do {
763 root 1.11 op->stats.Str=roll_stat();
764     op->stats.Dex=roll_stat();
765     op->stats.Int=roll_stat();
766     op->stats.Con=roll_stat();
767     op->stats.Wis=roll_stat();
768     op->stats.Pow=roll_stat();
769     op->stats.Cha=roll_stat();
770     sum=op->stats.Str+op->stats.Dex+op->stats.Int+
771     op->stats.Con+op->stats.Wis+op->stats.Pow+
772     op->stats.Cha;
773 elmex 1.1 } while(sum<82||sum>116);
774    
775     /* Sort the stats so that rerolling is easier... */
776     statsort[0] = op->stats.Str;
777     statsort[1] = op->stats.Dex;
778     statsort[2] = op->stats.Int;
779     statsort[3] = op->stats.Con;
780     statsort[4] = op->stats.Wis;
781     statsort[5] = op->stats.Pow;
782     statsort[6] = op->stats.Cha;
783    
784     /* a quick and dirty bubblesort? */
785     do {
786 root 1.11 if (statsort[i] < statsort[i + 1]) {
787     j = statsort[i];
788     statsort[i] = statsort[i + 1];
789     statsort[i + 1] = j;
790     i = 0;
791     } else {
792     i++;
793     }
794 elmex 1.1 } while (i < 6);
795    
796     op->stats.Str = statsort[0];
797     op->stats.Dex = statsort[1];
798     op->stats.Con = statsort[2];
799     op->stats.Int = statsort[3];
800     op->stats.Wis = statsort[4];
801     op->stats.Pow = statsort[5];
802     op->stats.Cha = statsort[6];
803    
804    
805     op->contr->orig_stats.Str=op->stats.Str;
806     op->contr->orig_stats.Dex=op->stats.Dex;
807     op->contr->orig_stats.Int=op->stats.Int;
808     op->contr->orig_stats.Con=op->stats.Con;
809     op->contr->orig_stats.Wis=op->stats.Wis;
810     op->contr->orig_stats.Pow=op->stats.Pow;
811     op->contr->orig_stats.Cha=op->stats.Cha;
812    
813     op->level=1;
814     op->stats.exp=0;
815     op->stats.ac=0;
816    
817     op->contr->levhp[1] = 9;
818     op->contr->levsp[1] = 6;
819     op->contr->levgrace[1] = 3;
820    
821     fix_player(op);
822     op->stats.hp = op->stats.maxhp;
823     op->stats.sp = op->stats.maxsp;
824     op->stats.grace = op->stats.maxgrace;
825     op->contr->orig_stats=op->stats;
826     }
827    
828     void Roll_Again(object *op)
829     {
830     esrv_new_player(op->contr, 0);
831     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)? ");
832     }
833    
834     void Swap_Stat(object *op,int Swap_Second)
835     {
836     signed char tmp;
837     char buf[MAX_BUF];
838    
839     if ( op->contr->Swap_First == -1 ) {
840 root 1.11 new_draw_info(NDI_UNIQUE, 0,op,"How the hell did you get here?!?!!!");
841     new_draw_info(NDI_UNIQUE, 0,op,"Error in Swap_Stat code,");
842     new_draw_info(NDI_UNIQUE, 0,op,"mail korg@rdt.monash.edu.au");
843     return;
844 elmex 1.1 }
845    
846     tmp = get_attr_value(&op->contr->orig_stats, op->contr->Swap_First);
847    
848     set_attr_value(&op->contr->orig_stats, op->contr->Swap_First,
849 root 1.11 get_attr_value(&op->contr->orig_stats, Swap_Second));
850 elmex 1.1
851     set_attr_value(&op->contr->orig_stats, Swap_Second, tmp);
852    
853     sprintf(buf,"%s done\n", short_stat_name[Swap_Second]);
854     new_draw_info(NDI_UNIQUE, 0,op, buf);
855     op->stats.Str = op->contr->orig_stats.Str;
856     op->stats.Dex = op->contr->orig_stats.Dex;
857     op->stats.Con = op->contr->orig_stats.Con;
858     op->stats.Int = op->contr->orig_stats.Int;
859     op->stats.Wis = op->contr->orig_stats.Wis;
860     op->stats.Pow = op->contr->orig_stats.Pow;
861     op->stats.Cha = op->contr->orig_stats.Cha;
862     op->stats.ac=0;
863    
864     op->level=1;
865     op->stats.exp=0;
866     op->stats.ac=0;
867    
868     op->contr->levhp[1] = 9;
869     op->contr->levsp[1] = 6;
870     op->contr->levgrace[1] = 3;
871    
872     fix_player(op);
873     op->stats.hp = op->stats.maxhp;
874     op->stats.sp = op->stats.maxsp;
875     op->stats.grace = op->stats.maxgrace;
876     op->contr->orig_stats=op->stats;
877     op->contr->Swap_First=-1;
878     }
879    
880    
881     /* This code has been greatly reduced, because with set_attr_value
882     * and get_attr_value, the stats can be accessed just numeric
883     * ids. stat_trans is a table that translate the number entered
884     * into the actual stat. It is needed because the order the stats
885     * are displayed in the stat window is not the same as how
886     * the number's access that stat. The table does that translation.
887     */
888     int key_roll_stat(object *op, char key)
889     {
890     int keynum = key -'0';
891     char buf[MAX_BUF];
892     static sint8 stat_trans[] = {-1, STR, DEX, CON, INT, WIS, POW, CHA};
893    
894     if (keynum>0 && keynum<=7) {
895 root 1.11 if (op->contr->Swap_First==-1) {
896     op->contr->Swap_First=stat_trans[keynum];
897     sprintf(buf,"%s ->", short_stat_name[stat_trans[keynum]]);
898     new_draw_info(NDI_UNIQUE, 0,op,buf);
899     }
900     else
901     Swap_Stat(op,stat_trans[keynum]);
902 elmex 1.1
903 root 1.11 send_query(&op->contr->socket,CS_QUERY_SINGLECHAR,"");
904     return 1;
905 elmex 1.1 }
906     switch (key) {
907 root 1.11 case 'n':
908 elmex 1.1 case 'N': {
909 root 1.11 SET_FLAG(op, FLAG_WIZ);
910     if(op->map==NULL) {
911     LOG(llevError,"Map == NULL in state 2\n");
912     break;
913     }
914 elmex 1.1
915     #if 0
916 root 1.11 /* So that enter_exit will put us at startx/starty */
917     op->x= -1;
918 elmex 1.1
919 root 1.11 enter_exit(op,NULL);
920 elmex 1.1 #endif
921 root 1.11 SET_ANIMATION(op, 2); /* So player faces south */
922     /* Enter exit adds a player otherwise */
923     add_statbonus(op);
924     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");
925     op->contr->state = ST_CHANGE_CLASS;
926     if (op->msg)
927     new_draw_info(NDI_BLUE, 0, op, op->msg);
928     return 0;
929     }
930 elmex 1.1 case 'y':
931     case 'Y':
932 root 1.11 roll_stats(op);
933     send_query(&op->contr->socket,CS_QUERY_SINGLECHAR,"");
934     return 1;
935 elmex 1.1
936     case 'q':
937     case 'Q':
938     play_again(op);
939     return 1;
940    
941     default:
942 root 1.11 send_query(&op->contr->socket,CS_QUERY_SINGLECHAR,"Yes, No, Quit or 1-6. Roll again?");
943     return 0;
944 elmex 1.1 }
945     return 0;
946     }
947    
948     /* This function takes the key that is passed, and does the
949     * appropriate action with it (change race, or other things).
950     * The function name is for historical reasons - now we have
951     * separate race and class; this actually changes the RACE,
952     * not the class.
953     */
954    
955     int key_change_class(object *op, char key)
956     {
957     int tmp_loop;
958    
959     if(key=='q'||key=='Q') {
960     remove_ob(op);
961     play_again(op);
962     return 0;
963     }
964     if(key=='d'||key=='D') {
965 root 1.11 char buf[MAX_BUF];
966 elmex 1.1
967 root 1.11 /* this must before then initial items are given */
968     esrv_new_player(op->contr, op->weight+op->carrying);
969     create_treasure(find_treasurelist("starting_wealth"),op, 0, 0, 0);
970 elmex 1.1
971 root 1.3 INVOKE_PLAYER (BIRTH, op->contr);
972     INVOKE_PLAYER (LOGIN, op->contr);
973 elmex 1.1
974 root 1.11 op->contr->state=ST_PLAYING;
975    
976 root 1.14 if (op->msg)
977     op->msg=NULL;
978 elmex 1.1
979 root 1.11 /* We create this now because some of the unique maps will need it
980     * to save here.
981     */
982 root 1.14 sprintf(buf,"%s/%s/%s",settings.localdir,settings.playerdir,&op->name);
983 root 1.11 make_path_to_file(buf);
984 elmex 1.1
985     #ifdef AUTOSAVE
986 root 1.11 op->contr->last_save_tick = pticks;
987 elmex 1.1 #endif
988 root 1.11 start_info(op);
989     CLEAR_FLAG(op, FLAG_WIZ);
990     give_initial_items(op,op->randomitems);
991     link_player_skills(op);
992     esrv_send_inventory(op, op);
993     fix_player(op);
994 elmex 1.1
995     /* This moves the player to a different start map, if there
996     * is one for this race
997     */
998     if(*first_map_ext_path) {
999     object *tmp;
1000     mapstruct *oldmap = op->map;
1001     char mapname[MAX_BUF];
1002     snprintf(mapname, MAX_BUF-1, "%s/%s",
1003 root 1.14 first_map_ext_path, &op->arch->name);
1004 elmex 1.1 tmp=get_object();
1005 root 1.14 EXIT_PATH(tmp) = mapname;
1006 elmex 1.1 EXIT_X(tmp) = op->x;
1007     EXIT_Y(tmp) = op->y;
1008     enter_exit(op,tmp); /* we don't really care if it succeeded;
1009     * if the map isn't there, then stay on the
1010     * default initial map */
1011     free_object(tmp);
1012     } else {
1013     LOG(llevDebug,"first_map_ext_path not set\n");
1014     }
1015 root 1.11 return 0;
1016 elmex 1.1 }
1017    
1018     /* Following actually changes the race - this is the default command
1019     * if we don't match with one of the options above.
1020     */
1021    
1022     tmp_loop = 0;
1023     while(!tmp_loop) {
1024 root 1.14 shstr name = op->name;
1025 root 1.11 int x = op->x, y = op->y;
1026     remove_statbonus(op);
1027     remove_ob (op);
1028     op->arch = get_player_archetype(op->arch);
1029     copy_object (&op->arch->clone, op);
1030 root 1.6 op->instantiate ();
1031 root 1.11 op->stats = op->contr->orig_stats;
1032 root 1.14 op->name = op->name_pl = name;
1033 root 1.11 op->x = x;
1034     op->y = y;
1035     SET_ANIMATION(op, 2); /* So player faces south */
1036     insert_ob_in_map (op, op->map, op,0);
1037     strncpy(op->contr->title, op->arch->clone.name, sizeof(op->contr->title)-1);
1038     op->contr->title[sizeof(op->contr->title)-1] = '\0';
1039     add_statbonus(op);
1040     tmp_loop=allowed_class(op);
1041 elmex 1.1 }
1042     update_object(op,UP_OBJ_FACE);
1043     esrv_update_item(UPD_FACE,op,op);
1044     fix_player(op);
1045     op->stats.hp=op->stats.maxhp;
1046     op->stats.sp=op->stats.maxsp;
1047     op->stats.grace=0;
1048     if (op->msg)
1049 root 1.11 new_draw_info(NDI_BLUE, 0, op, op->msg);
1050 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");
1051     return 0;
1052     }
1053    
1054     int key_confirm_quit(object *op, char key)
1055     {
1056     char buf[MAX_BUF];
1057    
1058     if(key!='y'&&key!='Y'&&key!='q'&&key!='Q') {
1059 root 1.11 op->contr->state=ST_PLAYING;
1060     new_draw_info(NDI_UNIQUE, 0,op,"OK, continuing to play.");
1061     return 1;
1062 elmex 1.1 }
1063    
1064 root 1.3 INVOKE_PLAYER (LOGOUT, op->contr);
1065     INVOKE_PLAYER (QUIT , op->contr);
1066    
1067 elmex 1.1 terminate_all_pets(op);
1068     leave_map(op);
1069     op->direction=0;
1070     new_draw_info_format(NDI_UNIQUE | NDI_ALL, 5, NULL,
1071 root 1.14 "%s quits the game.", &op->name);
1072 elmex 1.1
1073     strcpy(op->contr->killer,"quit");
1074     check_score(op);
1075     op->contr->party=NULL;
1076     if (settings.set_title == TRUE)
1077 root 1.11 op->contr->own_title[0]='\0';
1078 elmex 1.1
1079     if(!QUERY_FLAG(op,FLAG_WAS_WIZ)) {
1080 root 1.11 mapstruct *mp, *next;
1081 elmex 1.1
1082 root 1.11 /* We need to hunt for any per player unique maps in memory and
1083     * get rid of them. The trailing slash in the path is intentional,
1084     * so that players named 'Ab' won't match against players 'Abe' pathname
1085     */
1086 root 1.14 sprintf(buf,"%s/%s/%s/", settings.localdir, settings.playerdir, &op->name);
1087 root 1.11 for (mp=first_map; mp!=NULL; mp=next) {
1088     next = mp->next;
1089     if (!strncmp(mp->path, buf, strlen(buf)))
1090     delete_map(mp);
1091     }
1092    
1093     delete_character(op->name, 1);
1094 elmex 1.1 }
1095     play_again(op);
1096     return 1;
1097     }
1098    
1099     void flee_player(object *op) {
1100     int dir,diff;
1101     rv_vector rv;
1102    
1103     if(op->stats.hp < 0) {
1104 root 1.11 LOG(llevDebug, "Fleeing player is dead.\n");
1105     CLEAR_FLAG(op, FLAG_SCARED);
1106     return;
1107 elmex 1.1 }
1108    
1109     if(op->enemy==NULL) {
1110 root 1.11 LOG(llevDebug,"Fleeing player had no enemy.\n");
1111     CLEAR_FLAG(op, FLAG_SCARED);
1112     return;
1113 elmex 1.1 }
1114    
1115     /* Seen some crashes here. Since we don't store an
1116     * op->enemy_count, it is possible that something destroys the
1117     * actual enemy, and the object is recycled.
1118     */
1119     if (op->enemy->map == NULL) {
1120 root 1.11 CLEAR_FLAG(op, FLAG_SCARED);
1121     op->enemy=NULL;
1122     return;
1123 elmex 1.1 }
1124    
1125     if(!(random_roll(0, 4, op, PREFER_LOW)) && did_make_save(op, op->level, 0)) {
1126 root 1.11 op->enemy=NULL;
1127     CLEAR_FLAG(op, FLAG_SCARED);
1128     return;
1129 elmex 1.1 }
1130     get_rangevector(op, op->enemy, &rv, 0);
1131    
1132     dir=absdir(4+rv.direction);
1133     for(diff=0;diff<3;diff++) {
1134 root 1.11 int m=1-(RANDOM()&2);
1135     if(move_ob(op,absdir(dir+diff*m),op)||
1136     (diff==0 && move_ob(op,absdir(dir-diff*m),op))) {
1137     return;
1138     }
1139 elmex 1.1 }
1140     /* Cornered, get rid of scared */
1141     CLEAR_FLAG(op, FLAG_SCARED);
1142     op->enemy=NULL;
1143     }
1144    
1145    
1146     /* check_pick sees if there is stuff to be picked up/picks up stuff.
1147     * IT returns 1 if the player should keep on moving, 0 if he should
1148     * stop.
1149     */
1150     int check_pick(object *op) {
1151     object *tmp, *next;
1152     tag_t next_tag=0, op_tag;
1153     int stop = 0;
1154     int j, k, wvratio;
1155     char putstring[128], tmpstr[16];
1156    
1157    
1158     /* if you're flying, you cna't pick up anything */
1159     if (op->move_type & MOVE_FLYING)
1160     return 1;
1161    
1162     op_tag = op->count;
1163    
1164     next = op->below;
1165     if (next)
1166     next_tag = next->count;
1167    
1168     /* loop while there are items on the floor that are not marked as
1169     * destroyed */
1170     while (next && ! was_destroyed (next, next_tag))
1171     {
1172     tmp = next;
1173     next = tmp->below;
1174     if (next)
1175     next_tag = next->count;
1176    
1177     if (was_destroyed (op, op_tag))
1178     return 0;
1179    
1180     if ( ! can_pick (op, tmp))
1181     continue;
1182    
1183     if (op->contr->search_str[0]!='\0' && settings.search_items == TRUE)
1184     {
1185     if (item_matched_string (op, tmp, op->contr->search_str))
1186     pick_up (op, tmp);
1187     continue;
1188     }
1189    
1190     /* high not bit set? We're using the old autopickup model */
1191     if(!(op->contr->mode & PU_NEWMODE)) {
1192 root 1.11 switch (op->contr->mode) {
1193     case 0: return 1; /* don't pick up */
1194     case 1: pick_up (op, tmp);
1195     return 1;
1196     case 2: pick_up (op, tmp);
1197     return 0;
1198     case 3: return 0; /* stop before pickup */
1199     case 4: pick_up (op, tmp);
1200     break;
1201     case 5: pick_up (op, tmp);
1202     stop = 1;
1203     break;
1204     case 6:
1205     if (QUERY_FLAG (tmp, FLAG_KNOWN_MAGICAL) &&
1206     ! QUERY_FLAG(tmp, FLAG_KNOWN_CURSED))
1207     pick_up(op, tmp);
1208     break;
1209    
1210     case 7:
1211     if (tmp->type == MONEY || tmp->type == GEM)
1212     pick_up(op, tmp);
1213     break;
1214    
1215     default:
1216     /* use value density */
1217     if ( ! QUERY_FLAG (tmp, FLAG_UNPAID)
1218     && (query_cost (tmp, op, F_TRUE) * 100
1219     / (tmp->weight * MAX (tmp->nrof, 1)))
1220 elmex 1.1 >= op->contr->mode)
1221 root 1.11 pick_up(op,tmp);
1222     }
1223 elmex 1.1 }
1224     else { /* old model */
1225     /* NEW pickup handling */
1226     if(op->contr->mode & PU_DEBUG)
1227     {
1228 root 1.11 /* some debugging code to figure out item information */
1229     if(tmp->name!=NULL)
1230     sprintf(putstring,"item name: %s item type: %d weight/value: %d",
1231 root 1.14 &tmp->name, tmp->type,
1232 root 1.11 (int)(query_cost(tmp, op, F_TRUE)*100 / (tmp->weight * MAX(tmp->nrof,1))));
1233     else
1234     sprintf(putstring,"item name: %s item type: %d weight/value: %d",
1235 root 1.14 &tmp->arch->name, tmp->type,
1236 root 1.11 (int)(query_cost(tmp, op, F_TRUE)*100 / (tmp->weight * MAX(tmp->nrof,1))));
1237     new_draw_info(NDI_UNIQUE, 0,op,putstring);
1238    
1239     sprintf(putstring,"...flags: ");
1240     for(k=0;k<4;k++)
1241     {
1242     for(j=0;j<32;j++)
1243     {
1244     if((tmp->flags[k]>>j)&0x01)
1245     {
1246     sprintf(tmpstr,"%d ",k*32+j);
1247     strcat(putstring, tmpstr);
1248     }
1249     }
1250     }
1251     new_draw_info(NDI_UNIQUE, 0,op,putstring);
1252 elmex 1.1
1253     #if 0
1254 root 1.11 /* print the flags too */
1255     for(k=0;k<4;k++)
1256     {
1257     fprintf(stderr,"%d [%d] ", k, k*32+31);
1258     for(j=0;j<32;j++)
1259     {
1260     fprintf(stderr,"%d",tmp->flags[k]>>(31-j)&0x01);
1261     if(!((j+1)%4))fprintf(stderr," ");
1262     }
1263     fprintf(stderr," [%d]\n", k*32);
1264     }
1265 elmex 1.1 #endif
1266     }
1267     /* philosophy:
1268     * It's easy to grab an item type from a pile, as long as it's
1269     * generic. This takes no game-time. For more detailed pickups
1270     * and selections, select-items shoul dbe used. This is a
1271     * grab-as-you-run type mode that's really useful for arrows for
1272     * example.
1273     * The drawback: right now it has no frontend, so you need to
1274     * stick the bits you want into a calculator in hex mode and then
1275     * convert to decimal and then 'pickup <#>
1276     */
1277    
1278     /* the first two modes are exclusive: if NOTHING we return, if
1279     * STOP then we stop. All the rest are applied sequentially,
1280     * meaning if any test passes, the item gets picked up. */
1281    
1282     /* if mode is set to pick nothing up, return */
1283    
1284     if(op->contr->mode & PU_NOTHING) return 1;
1285    
1286     /* if mode is set to stop when encountering objects, return */
1287     /* take STOP before INHIBIT since it doesn't actually pick
1288     * anything up */
1289    
1290     if(op->contr->mode & PU_STOP) return 0;
1291    
1292     /* useful for going into stores and not losing your settings... */
1293     /* and for battles wher you don't want to get loaded down while
1294     * fighting */
1295     if(op->contr->mode & PU_INHIBIT) return 1;
1296    
1297     /* prevent us from turning into auto-thieves :) */
1298     if (QUERY_FLAG (tmp, FLAG_UNPAID)) continue;
1299    
1300     /* ignore known cursed objects */
1301     if (QUERY_FLAG (tmp, FLAG_KNOWN_CURSED) && op->contr->mode & PU_NOT_CURSED) continue;
1302    
1303     /* all food and drink if desired */
1304     /* question: don't pick up known-poisonous stuff? */
1305     if(op->contr->mode & PU_FOOD)
1306 root 1.11 if (tmp->type == FOOD)
1307     { pick_up(op, tmp); if(0)fprintf(stderr,"FOOD\n"); continue; }
1308 elmex 1.1 if(op->contr->mode & PU_DRINK)
1309 root 1.11 if (tmp->type == DRINK || (tmp->type == POISON && !QUERY_FLAG(tmp, FLAG_KNOWN_CURSED)))
1310     { pick_up(op, tmp); if(0)fprintf(stderr,"DRINK\n"); continue; }
1311 elmex 1.1
1312     if(op->contr->mode & PU_POTION)
1313 root 1.11 if (tmp->type == POTION)
1314     { pick_up(op, tmp); if(0)fprintf(stderr,"POTION\n"); continue; }
1315 elmex 1.1
1316     /* spellbooks, skillscrolls and normal books/scrolls */
1317     if(op->contr->mode & PU_SPELLBOOK)
1318 root 1.11 if (tmp->type == SPELLBOOK)
1319     { pick_up(op, tmp); if(0)fprintf(stderr,"SPELLBOOK\n"); continue; }
1320 elmex 1.1 if(op->contr->mode & PU_SKILLSCROLL)
1321 root 1.11 if (tmp->type == SKILLSCROLL)
1322     { pick_up(op, tmp); if(0)fprintf(stderr,"SKILLSCROLL\n"); continue; }
1323 elmex 1.1 if(op->contr->mode & PU_READABLES)
1324 root 1.11 if (tmp->type == BOOK || tmp->type == SCROLL)
1325     { pick_up(op, tmp); if(0)fprintf(stderr,"READABLES\n"); continue; }
1326 elmex 1.1
1327     /* wands/staves/rods/horns */
1328     if (op->contr->mode & PU_MAGIC_DEVICE)
1329 root 1.11 if (tmp->type == WAND || tmp->type == ROD || tmp->type == HORN)
1330     { pick_up(op, tmp); if(0)fprintf(stderr,"MAGIC_DEVICE\n"); continue; }
1331 elmex 1.1
1332     /* pick up all magical items */
1333     if(op->contr->mode & PU_MAGICAL)
1334 root 1.11 if (QUERY_FLAG (tmp, FLAG_KNOWN_MAGICAL) && ! QUERY_FLAG(tmp, FLAG_KNOWN_CURSED))
1335     { pick_up(op, tmp); if(0)fprintf(stderr,"MAGICAL\n"); continue; }
1336 elmex 1.1
1337     if(op->contr->mode & PU_VALUABLES)
1338     {
1339 root 1.11 if (tmp->type == MONEY || tmp->type == GEM)
1340     { pick_up(op, tmp); if(0)fprintf(stderr,"MONEY/GEM\n"); continue; }
1341 elmex 1.1 }
1342    
1343     /* rings & amulets - talismans seems to be typed AMULET */
1344     if(op->contr->mode & PU_JEWELS)
1345     if (tmp->type == RING || tmp->type == AMULET)
1346     { pick_up(op, tmp); if(0)fprintf(stderr,"JEWELS\n"); continue; }
1347    
1348     /* bows and arrows. Bows are good for selling! */
1349     if(op->contr->mode & PU_BOW)
1350 root 1.11 if (tmp->type == BOW)
1351     { pick_up(op, tmp); if(0)fprintf(stderr,"BOW\n"); continue; }
1352 elmex 1.1 if(op->contr->mode & PU_ARROW)
1353 root 1.11 if (tmp->type == ARROW)
1354     { pick_up(op, tmp); if(0)fprintf(stderr,"ARROW\n"); continue; }
1355 elmex 1.1
1356     /* all kinds of armor etc. */
1357     if(op->contr->mode & PU_ARMOUR)
1358 root 1.11 if (tmp->type == ARMOUR)
1359     { pick_up(op, tmp); if(0)fprintf(stderr,"ARMOUR\n"); continue; }
1360 elmex 1.1 if(op->contr->mode & PU_HELMET)
1361 root 1.11 if (tmp->type == HELMET)
1362     { pick_up(op, tmp); if(0)fprintf(stderr,"HELMET\n"); continue; }
1363 elmex 1.1 if(op->contr->mode & PU_SHIELD)
1364 root 1.11 if (tmp->type == SHIELD)
1365     { pick_up(op, tmp); if(0)fprintf(stderr,"SHIELD\n"); continue; }
1366 elmex 1.1 if(op->contr->mode & PU_BOOTS)
1367 root 1.11 if (tmp->type == BOOTS)
1368     { pick_up(op, tmp); if(0)fprintf(stderr,"BOOTS\n"); continue; }
1369 elmex 1.1 if(op->contr->mode & PU_GLOVES)
1370 root 1.11 if (tmp->type == GLOVES)
1371     { pick_up(op, tmp); if(0)fprintf(stderr,"GLOVES\n"); continue; }
1372 elmex 1.1 if(op->contr->mode & PU_CLOAK)
1373 root 1.11 if (tmp->type == CLOAK)
1374     { pick_up(op, tmp); if(0)fprintf(stderr,"GLOVES\n"); continue; }
1375 elmex 1.1
1376     /* hoping to catch throwing daggers here */
1377     if(op->contr->mode & PU_MISSILEWEAPON)
1378 root 1.11 if(tmp->type == WEAPON && QUERY_FLAG(tmp, FLAG_IS_THROWN))
1379     { pick_up(op, tmp); if(0)fprintf(stderr,"MISSILEWEAPON\n"); continue; }
1380 elmex 1.1
1381     /* careful: chairs and tables are weapons! */
1382     if(op->contr->mode & PU_ALLWEAPON)
1383     {
1384 root 1.11 if(tmp->type == WEAPON && tmp->name!=NULL)
1385     {
1386     if(strstr(tmp->name,"table")==NULL && strstr(tmp->arch->name,"table")==NULL &&
1387     strstr(tmp->name,"chair") && strstr(tmp->arch->name,"chair")==NULL)
1388     { pick_up(op, tmp); if(0)fprintf(stderr,"WEAPON\n"); continue; }
1389     }
1390     if(tmp->type == WEAPON && tmp->name==NULL)
1391     {
1392     if(strstr(tmp->arch->name,"table")==NULL &&
1393     strstr(tmp->arch->name,"chair")==NULL)
1394     { pick_up(op, tmp); if(0)fprintf(stderr,"WEAPON\n"); continue; }
1395     }
1396 elmex 1.1 }
1397    
1398     /* misc stuff that's useful */
1399     if(op->contr->mode & PU_KEY)
1400 root 1.11 if (tmp->type == KEY || tmp->type == SPECIAL_KEY)
1401     { pick_up(op, tmp); if(0)fprintf(stderr,"KEY\n"); continue; }
1402 elmex 1.1
1403     /* any of the last 4 bits set means we use the ratio for value
1404     * pickups */
1405     if(op->contr->mode & PU_RATIO)
1406     {
1407 root 1.11 /* use value density to decide what else to grab */
1408     /* >=7 was >= op->contr->mode */
1409     /* >=7 is the old standard setting. Now we take the last 4 bits
1410     * and multiply them by 5, giving 0..15*5== 5..75 */
1411     wvratio=(op->contr->mode & PU_RATIO) * 5;
1412     if ((query_cost(tmp, op, F_TRUE)*100 / (tmp->weight * MAX(tmp->nrof, 1))) >= wvratio)
1413     {
1414     pick_up(op, tmp);
1415 elmex 1.1 #if 0
1416 root 1.11 fprintf(stderr,"HIGH WEIGHT/VALUE [");
1417     if(tmp->name!=NULL) {
1418     fprintf(stderr,"%s", tmp->name);
1419     }
1420     else fprintf(stderr,"%s",tmp->arch->name);
1421     fprintf(stderr,",%d] = ", tmp->type);
1422     fprintf(stderr,"%d\n",(int)(query_cost(tmp,op,F_TRUE)*100 / (tmp->weight * MAX(tmp->nrof,1))));
1423 elmex 1.1 #endif
1424 root 1.11 continue;
1425     }
1426 elmex 1.1 }
1427     } /* the new pickup model */
1428     }
1429     return ! stop;
1430     }
1431    
1432     /*
1433     * Find an arrow in the inventory and after that
1434     * in the right type container (quiver). Pointer to the
1435     * found object is returned.
1436     */
1437     object *find_arrow(object *op, const char *type)
1438     {
1439     object *tmp = NULL;
1440    
1441     for(op=op->inv; op; op=op->below)
1442 root 1.11 if(!tmp && op->type==CONTAINER && op->race==type &&
1443     QUERY_FLAG(op,FLAG_APPLIED))
1444     tmp = find_arrow (op, type);
1445     else if (op->type==ARROW && op->race==type)
1446     return op;
1447 elmex 1.1 return tmp;
1448     }
1449    
1450     /*
1451     * Similar to find_arrow, but looks for (roughly) the best arrow to use
1452     * against the target. A full test is not performed, simply a basic test
1453     * of resistances. The archer is making a quick guess at what he sees down
1454     * the hall. Failing that it does it's best to pick the highest plus arrow.
1455     */
1456    
1457     object *find_better_arrow(object *op, object *target, const char *type, int *better)
1458     {
1459     object *tmp = NULL, *arrow, *ntmp;
1460     int attacknum, attacktype, betterby=0, i;
1461    
1462     if (!type)
1463 root 1.11 return NULL;
1464 elmex 1.1
1465     for (arrow=op->inv; arrow; arrow=arrow->below) {
1466 root 1.11 if (arrow->type==CONTAINER && arrow->race==type &&
1467     QUERY_FLAG(arrow, FLAG_APPLIED)) {
1468     i = 0;
1469     ntmp = find_better_arrow(arrow, target, type, &i);
1470     if (i > betterby) {
1471     tmp = ntmp;
1472     betterby = i;
1473     }
1474     } else if (arrow->type==ARROW && arrow->race==type) {
1475     /* allways prefer assasination/slaying */
1476     if (target->race != NULL && arrow->slaying != NULL &&
1477     strstr(arrow->slaying, target->race)) {
1478     if (arrow->attacktype & AT_DEATH) {
1479     *better = 100;
1480     return arrow;
1481     } else {
1482     tmp = arrow;
1483     betterby = (arrow->magic + arrow->stats.dam) * 2;
1484     }
1485     } else {
1486     for (attacknum=0; attacknum < NROFATTACKS; attacknum++) {
1487     attacktype = 1<<attacknum;
1488     if ((arrow->attacktype & attacktype) && (target->arch->clone.resist[attacknum]) < 0)
1489     if (((arrow->magic + arrow->stats.dam)*(100-target->arch->clone.resist[attacknum])/100) > betterby) {
1490     tmp = arrow;
1491     betterby = (arrow->magic + arrow->stats.dam)*(100-target->arch->clone.resist[attacknum])/100;
1492     }
1493     }
1494     if ((2 + arrow->magic + arrow->stats.dam) > betterby) {
1495     tmp = arrow;
1496     betterby = 2 + arrow->magic + arrow->stats.dam;
1497     }
1498     if (arrow->title && (1 + arrow->magic + arrow->stats.dam) > betterby) {
1499     tmp = arrow;
1500     betterby = 1 + arrow->magic + arrow->stats.dam;
1501     }
1502     }
1503     }
1504 elmex 1.1 }
1505     if (tmp == NULL && arrow == NULL)
1506 root 1.11 return find_arrow(op, type);
1507 elmex 1.1
1508     *better = betterby;
1509     return tmp;
1510     }
1511    
1512     /* looks in a given direction, finds the first valid target, and calls
1513     * find_better_arrow to find a decent arrow to use.
1514     * op = the shooter
1515     * type = bow->race
1516     * dir = fire direction
1517     */
1518    
1519     object *pick_arrow_target(object *op, const char *type, int dir)
1520     {
1521     object *tmp = NULL;
1522     mapstruct *m;
1523     int i, mflags, found, number;
1524     sint16 x, y;
1525    
1526     if (op->map == NULL)
1527 root 1.11 return find_arrow(op, type);
1528 elmex 1.1
1529     /* do a dex check */
1530     number = (die_roll(2, 40, op, PREFER_LOW)-2)/2;
1531     if (number > (op->stats.Dex + (op->chosen_skill?op->chosen_skill->level:op->level)))
1532 root 1.11 return find_arrow(op, type);
1533 elmex 1.1
1534     m = op->map;
1535     x = op->x;
1536     y = op->y;
1537    
1538     /* find the first target */
1539     for (i=0, found=0; i<20; i++) {
1540 root 1.11 x += freearr_x[dir];
1541     y += freearr_y[dir];
1542     mflags = get_map_flags(m, &m, x, y, &x, &y);
1543     if (mflags & P_OUT_OF_MAP || mflags & P_BLOCKSVIEW) {
1544     tmp = NULL;
1545     break;
1546     } else if (GET_MAP_MOVE_BLOCK(m, x, y) == MOVE_FLY_LOW) {
1547     /* This block presumes arrows and the like are MOVE_FLY_SLOW -
1548     * perhaps a bad assumption.
1549     */
1550     tmp = NULL;
1551     break;
1552     }
1553     if (mflags & P_IS_ALIVE) {
1554     for (tmp = GET_MAP_OB(m, x, y); tmp; tmp=tmp->above)
1555     if (QUERY_FLAG(tmp, FLAG_ALIVE)) {
1556     found++;
1557     break;
1558     }
1559     if (found)
1560     break;
1561     }
1562 elmex 1.1 }
1563     if (tmp == NULL)
1564 root 1.11 return find_arrow(op, type);
1565 elmex 1.1
1566     if (tmp->head)
1567 root 1.11 tmp = tmp->head;
1568 elmex 1.1
1569     return find_better_arrow(op, tmp, type, &i);
1570     }
1571    
1572     /*
1573     * Creature fires a bow - op can be monster or player. Returns
1574     * 1 if bow was actually fired, 0 otherwise.
1575     * op is the object firing the bow.
1576     * part is for multipart creatures - the part firing the bow.
1577     * dir is the direction of fire.
1578     * wc_mod is any special modifier to give (used in special player fire modes)
1579     * sx, sy are coordinates to fire arrow from - also used in some of the special
1580     * player fire modes.
1581     */
1582     int fire_bow(object *op, object *part, object *arrow, int dir, int wc_mod,
1583     sint16 sx, sint16 sy)
1584     {
1585     object *left, *bow;
1586     tag_t left_tag, tag;
1587     int bowspeed, mflags;
1588     mapstruct *m;
1589    
1590     if (!dir) {
1591 root 1.11 new_draw_info(NDI_UNIQUE, 0, op, "You can't shoot yourself!");
1592     return 0;
1593 elmex 1.1 }
1594     if (op->type == PLAYER)
1595 root 1.11 bow=op->contr->ranges[range_bow];
1596 elmex 1.1 else {
1597 root 1.11 for(bow=op->inv; bow; bow=bow->below)
1598     /* Don't check for applied - monsters don't apply bows - in that way, they
1599     * don't need to switch back and forth between bows and weapons.
1600     */
1601     if(bow->type==BOW)
1602     break;
1603    
1604     if (!bow) {
1605 root 1.14 LOG (llevError, "Range: bow without activated bow (%s).\n", &op->name);
1606 root 1.11 return 0;
1607     }
1608 elmex 1.1 }
1609     if( !bow->race || !bow->skill) {
1610 root 1.14 new_draw_info_format(NDI_UNIQUE, 0, op, "Your %s is broken.", &bow->name);
1611 root 1.11 return 0;
1612 elmex 1.1 }
1613    
1614     bowspeed = bow->stats.sp + dex_bonus[op->stats.Dex];
1615    
1616     /* penalize ROF for bestarrow */
1617     if (op->type == PLAYER && op->contr->bowtype == bow_bestarrow)
1618 root 1.11 bowspeed -= dex_bonus[op->stats.Dex] + 5;
1619 elmex 1.1 if (bowspeed < 1)
1620 root 1.11 bowspeed = 1;
1621 elmex 1.1
1622     if (arrow == NULL) {
1623 root 1.11 if ((arrow=find_arrow(op, bow->race)) == NULL) {
1624     if (op->type == PLAYER)
1625     new_draw_info_format(NDI_UNIQUE, 0, op,
1626 root 1.14 "You have no %s left.", &bow->race);
1627 elmex 1.1 /* FLAG_READY_BOW will get reset if the monsters picks up some arrows */
1628 root 1.11 else
1629     CLEAR_FLAG(op, FLAG_READY_BOW);
1630     return 0;
1631     }
1632 elmex 1.1 }
1633     mflags = get_map_flags(op->map, &m, sx, sy, &sx, &sy);
1634     if (mflags & P_OUT_OF_MAP) {
1635 root 1.11 return 0;
1636 elmex 1.1 }
1637     if (GET_MAP_MOVE_BLOCK(m, sx, sy) == MOVE_FLY_LOW) {
1638 root 1.11 new_draw_info(NDI_UNIQUE, 0,op,"Something is in the way.");
1639     return 0;
1640 elmex 1.1 }
1641    
1642     /* this should not happen, but sometimes does */
1643     if (arrow->nrof==0) {
1644 root 1.11 remove_ob(arrow);
1645     free_object(arrow);
1646     return 0;
1647 elmex 1.1 }
1648    
1649     left = arrow; /* these are arrows left to the player */
1650     left_tag = left->count;
1651     arrow = get_split_ob(arrow, 1);
1652     if (arrow == NULL) {
1653 root 1.14 new_draw_info_format(NDI_UNIQUE, 0, op, "You have no %s left.", &bow->race);
1654 root 1.11 return 0;
1655 elmex 1.1 }
1656     set_owner(arrow, op);
1657 root 1.14 arrow->skill = bow->skill;
1658 elmex 1.1
1659     arrow->direction=dir;
1660     arrow->x = sx;
1661     arrow->y = sy;
1662    
1663     if (op->type == PLAYER) {
1664 root 1.11 op->speed_left = 0.01 - (float)FABS(op->speed) * 100 / bowspeed;
1665     fix_player(op);
1666 elmex 1.1 }
1667    
1668     SET_ANIMATION(arrow, arrow->direction);
1669     arrow->stats.sp = arrow->stats.wc; /* save original wc and dam */
1670     arrow->stats.hp = arrow->stats.dam;
1671     arrow->stats.grace = arrow->attacktype;
1672     if (arrow->slaying != NULL)
1673 root 1.11 arrow->spellarg = strdup_local(arrow->slaying);
1674 elmex 1.1
1675     /* Note that this was different for monsters - they got their level
1676     * added to the damage. I think the strength bonus is more proper.
1677     */
1678    
1679     arrow->stats.dam += (QUERY_FLAG(bow, FLAG_NO_STRENGTH) ?
1680 root 1.11 0 : dam_bonus[op->stats.Str]) +
1681     bow->stats.dam + bow->magic + arrow->magic;
1682 elmex 1.1
1683     /* update the speed */
1684     arrow->speed = (float)((QUERY_FLAG(bow, FLAG_NO_STRENGTH) ?
1685 root 1.11 0 : dam_bonus[op->stats.Str]) +
1686     bow->magic + arrow->magic) / 5.0 +
1687     (float)bow->stats.dam / 7.0;
1688 elmex 1.1
1689     if (arrow->speed < 1.0)
1690 root 1.11 arrow->speed = 1.0;
1691 elmex 1.1 update_ob_speed(arrow);
1692     arrow->speed_left = 0;
1693    
1694     if (op->type == PLAYER) {
1695 root 1.11 arrow->stats.wc = 20 - bow->magic - arrow->magic -
1696     (op->chosen_skill?op->chosen_skill->level:op->level) -
1697     dex_bonus[op->stats.Dex] - thaco_bonus[op->stats.Str] -
1698     arrow->stats.wc - bow->stats.wc + wc_mod;
1699 elmex 1.1
1700 root 1.11 arrow->level = op->chosen_skill?op->chosen_skill->level:op->level;
1701 elmex 1.1 } else {
1702 root 1.11 arrow->stats.wc= op->stats.wc - bow->magic - arrow->magic -
1703     arrow->stats.wc + wc_mod;
1704 elmex 1.1
1705 root 1.11 arrow->level = op->level;
1706 elmex 1.1 }
1707     if (arrow->attacktype == AT_PHYSICAL)
1708 root 1.11 arrow->attacktype |= bow->attacktype;
1709 elmex 1.1 if (bow->slaying != NULL)
1710 root 1.14 arrow->slaying = bow->slaying;
1711 elmex 1.1
1712     arrow->map = m;
1713     arrow->move_type = MOVE_FLY_LOW;
1714     arrow->move_on = MOVE_FLY_LOW | MOVE_WALK;
1715    
1716     play_sound_map(op->map, op->x, op->y, SOUND_FIRE_ARROW);
1717     tag = arrow->count;
1718     insert_ob_in_map(arrow, m, op, 0);
1719    
1720     if (!was_destroyed(arrow, tag))
1721 root 1.11 move_arrow(arrow);
1722 elmex 1.1
1723     if (op->type == PLAYER) {
1724 root 1.11 if (was_destroyed (left, left_tag))
1725     esrv_del_item(op->contr, left_tag);
1726     else
1727     esrv_send_item(op, left);
1728 elmex 1.1 }
1729     return 1;
1730     }
1731    
1732     /* Special fire code for players - this takes into
1733     * account the special fire modes players can have
1734     * but monsters can't. Putting that code here
1735     * makes the fire_bow code much cleaner.
1736     * this function should only be called if 'op' is a player,
1737     * hence the function name.
1738     */
1739     int player_fire_bow(object *op, int dir)
1740     {
1741     int ret=0, wcmod=0;
1742    
1743     if (op->contr->bowtype == bow_bestarrow) {
1744 root 1.11 ret = fire_bow(op, op,
1745     pick_arrow_target(op, op->contr->ranges[range_bow]->race, dir),
1746     dir, 0, op->x, op->y);
1747 elmex 1.1 } else if (op->contr->bowtype >= bow_n && op->contr->bowtype <= bow_nw) {
1748 root 1.11 if (!similar_direction(dir, op->contr->bowtype - bow_n + 1))
1749     wcmod =-1;
1750     ret = fire_bow(op, op, NULL, op->contr->bowtype - bow_n + 1, wcmod,
1751     op->x, op->y);
1752 elmex 1.1 } else if (op->contr->bowtype == bow_threewide) {
1753 root 1.11 ret = fire_bow(op, op, NULL, dir, 0, op->x, op->y);
1754     ret |= fire_bow(op, op, NULL, dir, -5, op->x + freearr_x[absdir(dir+2)], op->y + freearr_y[absdir(dir+2)]);
1755     ret |= fire_bow(op, op, NULL, dir, -5, op->x + freearr_x[absdir(dir-2)], op->y + freearr_y[absdir(dir-2)]);
1756 elmex 1.1 } else if (op->contr->bowtype == bow_spreadshot) {
1757 root 1.11 ret |= fire_bow(op, op, NULL, dir, 0, op->x, op->y);
1758     ret |= fire_bow(op, op, NULL, absdir(dir-1), -5, op->x, op->y);
1759     ret |= fire_bow(op, op, NULL, absdir(dir+1), -5, op->x, op->y);
1760 elmex 1.1
1761     } else {
1762 root 1.11 /* Simple case */
1763     ret = fire_bow(op, op, NULL, dir, 0, op->x, op->y);
1764 elmex 1.1 }
1765     return ret;
1766     }
1767    
1768    
1769     /* Fires a misc (wand/rod/horn) object in 'dir'.
1770     * Broken apart from 'fire' to keep it more readable.
1771     */
1772     void fire_misc_object(object *op, int dir)
1773     {
1774     object *item;
1775    
1776     if (!op->contr->ranges[range_misc]) {
1777 root 1.11 new_draw_info(NDI_UNIQUE, 0,op,"You have range item readied.");
1778     return;
1779 elmex 1.1 }
1780    
1781     item = op->contr->ranges[range_misc];
1782     if (!item->inv) {
1783 root 1.14 LOG(llevError,"Object %s lacks a spell\n", &item->name);
1784 root 1.11 return;
1785 elmex 1.1 }
1786     if (item->type == WAND) {
1787 root 1.11 if(item->stats.food<=0) {
1788     play_sound_player_only(op->contr, SOUND_WAND_POOF,0,0);
1789     new_draw_info_format(NDI_UNIQUE, 0,op,"The %s goes poof.", query_base_name(item, 0));
1790     return;
1791     }
1792 elmex 1.1 } else if (item->type == ROD || item->type==HORN) {
1793 root 1.11 if(item->stats.hp<MAX(item->inv->stats.sp, item->inv->stats.grace)) {
1794     play_sound_player_only(op->contr, SOUND_WAND_POOF,0,0);
1795     if (item->type== ROD)
1796     new_draw_info_format(NDI_UNIQUE, 0,op,
1797     "The %s whines for a while, but nothing happens.", query_base_name(item,0));
1798     else
1799     new_draw_info_format(NDI_UNIQUE, 0,op,
1800     "The %s needs more time to charge.", query_base_name(item,0));
1801     return;
1802     }
1803 elmex 1.1 }
1804    
1805     if(cast_spell(op,item,dir,item->inv,NULL)) {
1806 root 1.11 SET_FLAG(op, FLAG_BEEN_APPLIED); /* You now know something about it */
1807     if (item->type == WAND) {
1808     if (!(--item->stats.food)) {
1809     object *tmp;
1810     if (item->arch) {
1811     CLEAR_FLAG(item, FLAG_ANIMATE);
1812     item->face = item->arch->clone.face;
1813     item->speed = 0;
1814     update_ob_speed(item);
1815     }
1816     if ((tmp=is_player_inv(item)))
1817     esrv_update_item(UPD_ANIM, tmp, item);
1818     }
1819     }
1820     else if (item->type == ROD || item->type==HORN) {
1821     drain_rod_charge(item);
1822     }
1823 elmex 1.1 }
1824     }
1825    
1826     /* Received a fire command for the player - go and do it.
1827     */
1828     void fire(object *op,int dir) {
1829     int spellcost=0;
1830    
1831     /* check for loss of invisiblity/hide */
1832     if (action_makes_visible(op)) make_visible(op);
1833    
1834     switch(op->contr->shoottype) {
1835 root 1.11 case range_none:
1836     return;
1837 elmex 1.1
1838 root 1.11 case range_bow:
1839     player_fire_bow(op, dir);
1840     return;
1841 elmex 1.1
1842 root 1.11 case range_magic: /* Casting spells */
1843 elmex 1.1 spellcost=(cast_spell(op,op,dir,op->contr->ranges[range_magic],op->contr->spellparam[0]?op->contr->spellparam:NULL));
1844 root 1.11 return;
1845 elmex 1.1
1846 root 1.11 case range_misc:
1847     fire_misc_object(op, dir);
1848     return;
1849    
1850     case range_golem: /* Control summoned monsters from scrolls */
1851     if(op->contr->ranges[range_golem]==NULL ||
1852     op->contr->golem_count != op->contr->ranges[range_golem]->count) {
1853     op->contr->ranges[range_golem] = NULL;
1854     op->contr->shoottype=range_none;
1855     op->contr->golem_count = 0;
1856     }
1857     else
1858     control_golem(op->contr->ranges[range_golem], dir);
1859     return;
1860    
1861     case range_skill:
1862     if(!op->chosen_skill) {
1863     if(op->type==PLAYER)
1864     new_draw_info(NDI_UNIQUE, 0,op,"You have no applicable skill to use.");
1865     return;
1866     }
1867     (void) do_skill(op,op,op->chosen_skill,dir,NULL);
1868     return;
1869 elmex 1.1 case range_builder:
1870     apply_map_builder( op, dir );
1871     return;
1872 root 1.11 default:
1873     new_draw_info(NDI_UNIQUE, 0,op,"Illegal shoot type.");
1874     return;
1875 elmex 1.1 }
1876     }
1877    
1878    
1879    
1880     /* find_key
1881     * We try to find a key for the door as passed. If we find a key
1882     * and successfully use it, we return the key, otherwise NULL
1883     * This function merges both normal and locked door, since the logic
1884     * for both is the same - just the specific key is different.
1885     * pl is the player,
1886     * inv is the objects inventory to searched
1887     * door is the door we are trying to match against.
1888     * This function can be called recursively to search containers.
1889     */
1890    
1891     object * find_key(object *pl, object *container, object *door)
1892     {
1893     object *tmp,*key;
1894    
1895     /* Should not happen, but sanity checking is never bad */
1896     if (container->inv == NULL) return NULL;
1897    
1898     /* First, lets try to find a key in the top level inventory */
1899     for (tmp=container->inv; tmp!=NULL; tmp=tmp->below) {
1900 root 1.11 if (door->type==DOOR && tmp->type==KEY) break;
1901     /* For sanity, we should really check door type, but other stuff
1902     * (like containers) can be locked with special keys
1903     */
1904     if (tmp->slaying && tmp->type==SPECIAL_KEY &&
1905     tmp->slaying==door->slaying) break;
1906 elmex 1.1 }
1907     /* No key found - lets search inventories now */
1908     /* If we find and use a key in an inventory, return at that time.
1909     * otherwise, if we search all the inventories and still don't find
1910     * a key, return
1911     */
1912     if (!tmp) {
1913 root 1.11 for (tmp=container->inv; tmp!=NULL; tmp=tmp->below) {
1914     /* No reason to search empty containers */
1915     if (tmp->type==CONTAINER && tmp->inv) {
1916     if ((key=find_key(pl, tmp, door))!=NULL) return key;
1917     }
1918     }
1919     if (!tmp) return NULL;
1920 elmex 1.1 }
1921     /* We get down here if we have found a key. Now if its in a container,
1922     * see if we actually want to use it
1923     */
1924     if (pl!=container) {
1925 root 1.11 /* Only let players use keys in containers */
1926     if (!pl->contr) return NULL;
1927     /* cases where this fails:
1928     * If we only search the player inventory, return now since we
1929     * are not in the players inventory.
1930     * If the container is not active, return now since only active
1931     * containers can be used.
1932     * If we only search keyrings and the container does not have
1933     * a race/isn't a keyring.
1934     * No checking for all containers - to fall through past here,
1935     * inv must have been an container and must have been active.
1936     *
1937     * Change the color so that the message doesn't disappear with
1938     * all the others.
1939     */
1940     if (pl->contr->usekeys == key_inventory ||
1941     !QUERY_FLAG(container, FLAG_APPLIED) ||
1942     (pl->contr->usekeys == keyrings &&
1943     (!container->race || strcmp(container->race, "keys")))
1944     ) {
1945     new_draw_info_format(NDI_UNIQUE|NDI_BROWN, 0, pl,
1946     "The %s in your %s vibrates as you approach the door",
1947     query_name(tmp), query_name(container));
1948     return NULL;
1949     }
1950 elmex 1.1 }
1951     return tmp;
1952     }
1953    
1954     /* moved door processing out of move_player_attack.
1955     * returns 1 if player has opened the door with a key
1956     * such that the caller should not do anything more,
1957     * 0 otherwise
1958     */
1959     static int player_attack_door(object *op, object *door)
1960     {
1961    
1962     /* If its a door, try to find a use a key. If we do destroy the door,
1963     * might as well return immediately as there is nothing more to do -
1964     * otherwise, we fall through to the rest of the code.
1965     */
1966     object *key=find_key(op, op, door);
1967    
1968     /* IF we found a key, do some extra work */
1969     if (key) {
1970 root 1.11 object *container=key->env;
1971 elmex 1.1
1972 root 1.11 play_sound_map(op->map, op->x, op->y, SOUND_OPEN_DOOR);
1973     if(action_makes_visible(op)) make_visible(op);
1974     if(door->inv &&(door->inv->type ==RUNE || door->inv->type ==TRAP)) spring_trap(door->inv,op);
1975     if (door->type == DOOR) {
1976     hit_player(door,9998,op,AT_PHYSICAL,1); /* Break through the door */
1977     }
1978     else if(door->type==LOCKED_DOOR) {
1979     new_draw_info_format(NDI_UNIQUE, NDI_BROWN, op,
1980     "You open the door with the %s", query_short_name(key));
1981     remove_door2(door); /* remove door without violence ;-) */
1982     }
1983     /* Do this after we print the message */
1984     decrease_ob(key); /* Use up one of the keys */
1985     /* Need to update the weight the container the key was in */
1986     if (container != op)
1987     esrv_update_item(UPD_WEIGHT, op, container);
1988     return 1; /* Nothing more to do below */
1989 elmex 1.1 } else if (door->type==LOCKED_DOOR) {
1990 root 1.11 /* Might as well return now - no other way to open this */
1991     new_draw_info(NDI_UNIQUE | NDI_NAVY, 0, op, door->msg);
1992     return 1;
1993 elmex 1.1 }
1994     return 0;
1995     }
1996    
1997     /* This function is just part of a breakup from move_player.
1998     * It should keep the code cleaner.
1999     * When this is called, the players direction has been updated
2000     * (taking into account confusion.) The player is also actually
2001     * going to try and move (not fire weapons).
2002     */
2003    
2004     void move_player_attack(object *op, int dir)
2005     {
2006 root 1.9 object *tmp, *mon;
2007 elmex 1.1 sint16 nx, ny;
2008     int on_battleground;
2009     mapstruct *m;
2010    
2011 root 1.9 nx=freearr_x[dir]+op->x;
2012     ny=freearr_y[dir]+op->y;
2013 elmex 1.1
2014 root 1.9 on_battleground = op_on_battleground(op, NULL, NULL);
2015 elmex 1.1
2016     /* If braced, or can't move to the square, and it is not out of the
2017     * map, attack it. Note order of if statement is important - don't
2018     * want to be calling move_ob if braced, because move_ob will move the
2019     * player. This is a pretty nasty hack, because if we could
2020     * move to some space, it then means that if we are braced, we should
2021     * do nothing at all. As it is, if we are braced, we go through
2022     * quite a bit of processing. However, it probably is less than what
2023     * move_ob uses.
2024     */
2025 root 1.9 if ((op->contr->braced || !move_ob(op,dir,op)) && !out_of_map(op->map,nx,ny)) {
2026 root 1.11 if (OUT_OF_REAL_MAP(op->map, nx, ny)) {
2027     m = get_map_from_coord(op->map, &nx, &ny);
2028     if (!m) return; /* Don't think this should happen */
2029     }
2030     else m =op->map;
2031 elmex 1.1
2032 root 1.11 if ((tmp=get_map_ob(m,nx,ny))==NULL) {
2033     /* LOG(llevError,"player_move_attack: get_map_ob returns NULL, but player can not more there.\n");*/
2034     return;
2035     }
2036    
2037     mon = NULL;
2038     /* Go through all the objects, and find ones of interest. Only stop if
2039     * we find a monster - that is something we know we want to attack.
2040     * if its a door or barrel (can roll) see if there may be monsters
2041     * on the space
2042     */
2043     while (tmp!=NULL) {
2044     if (tmp == op) {
2045     tmp=tmp->above;
2046     continue;
2047     }
2048     if (QUERY_FLAG(tmp,FLAG_ALIVE)) {
2049     mon = tmp;
2050     break;
2051     }
2052     if (tmp->type==LOCKED_DOOR || QUERY_FLAG(tmp,FLAG_CAN_ROLL))
2053     mon = tmp;
2054     tmp=tmp->above;
2055     }
2056 elmex 1.1
2057 root 1.11 if (mon==NULL) /* This happens anytime the player tries to move */
2058     return; /* into a wall */
2059 elmex 1.1
2060 root 1.11 if(mon->head != NULL)
2061     mon = mon->head;
2062 elmex 1.1
2063 root 1.11 if ((mon->type==DOOR && mon->stats.hp>=0) || (mon->type==LOCKED_DOOR))
2064     if (player_attack_door(op, mon)) return;
2065 elmex 1.1
2066 root 1.11 /* The following deals with possibly attacking peaceful
2067     * or frienddly creatures. Basically, all players are considered
2068     * unaggressive. If the moving player has peaceful set, then the
2069     * object should be pushed instead of attacked. It is assumed that
2070     * if you are braced, you will not attack friends accidently,
2071     * and thus will not push them.
2072     */
2073    
2074     /* If the creature is a pet, push it even if the player is not
2075     * peaceful. Our assumption is the creature is a pet if the
2076     * player owns it and it is either friendly or unagressive.
2077     */
2078     if ((op->type==PLAYER)
2079 elmex 1.1 #if COZY_SERVER
2080     &&
2081     (
2082     (get_owner(mon) && get_owner(mon)->contr
2083     && same_party (get_owner(mon)->contr->party, op->contr->party))
2084     || get_owner(mon) == op
2085     )
2086     #else
2087     && get_owner(mon)==op
2088     #endif
2089     && (QUERY_FLAG(mon,FLAG_UNAGGRESSIVE) || QUERY_FLAG(mon, FLAG_FRIENDLY)))
2090 root 1.11 {
2091     /* If we're braced, we don't want to switch places with it */
2092     if (op->contr->braced) return;
2093     play_sound_map(op->map, op->x, op->y, SOUND_PUSH_PLAYER);
2094     (void) push_ob(mon,dir,op);
2095     if(op->contr->tmp_invis||op->hide) make_visible(op);
2096     return;
2097     }
2098    
2099     /* in certain circumstances, you shouldn't attack friendly
2100     * creatures. Note that if you are braced, you can't push
2101     * someone, but put it inside this loop so that you won't
2102     * attack them either.
2103     */
2104     if ((mon->type==PLAYER || mon->enemy != op) &&
2105     (mon->type==PLAYER || QUERY_FLAG(mon,FLAG_UNAGGRESSIVE) || QUERY_FLAG(mon, FLAG_FRIENDLY)) &&
2106 elmex 1.1 (
2107     #ifdef PROHIBIT_PLAYERKILL
2108     (op->contr->peaceful || (mon->type == PLAYER && mon->contr->peaceful)) &&
2109     #else
2110     op->contr->peaceful &&
2111     #endif
2112     !on_battleground
2113     )) {
2114 root 1.11 if (!op->contr->braced) {
2115     play_sound_map(op->map, op->x, op->y, SOUND_PUSH_PLAYER);
2116     (void) push_ob(mon,dir,op);
2117     } else {
2118     new_draw_info(0, 0,op,"You withhold your attack");
2119     }
2120     if(op->contr->tmp_invis||op->hide) make_visible(op);
2121     }
2122 elmex 1.1
2123 root 1.11 /* If the object is a boulder or other rollable object, then
2124     * roll it if not braced. You can't roll it if you are braced.
2125     */
2126     else if(QUERY_FLAG(mon,FLAG_CAN_ROLL)&&(!op->contr->braced)) {
2127     recursive_roll(mon,dir,op);
2128     if(action_makes_visible(op)) make_visible(op);
2129     }
2130    
2131     /* Any generic living creature. Including things like doors.
2132     * Way it works is like this: First, it must have some hit points
2133     * and be living. Then, it must be one of the following:
2134     * 1) Not a player, 2) A player, but of a different party. Note
2135     * that party_number -1 is no party, so attacks can still happen.
2136     */
2137    
2138     else if ((mon->stats.hp>=0) && QUERY_FLAG(mon, FLAG_ALIVE) &&
2139 elmex 1.1 ((mon->type!=PLAYER || op->contr->party==NULL ||
2140     op->contr->party!=mon->contr->party))) {
2141    
2142 root 1.11 /* If the player hasn't hit something this tick, and does
2143     * so, give them speed boost based on weapon speed. Doing
2144     * it here is better than process_players2, which basically
2145     * incurred a 1 tick offset.
2146     */
2147     if (!op->contr->has_hit) {
2148     op->speed_left += op->speed / op->contr->weapon_sp;
2149    
2150     op->contr->has_hit = 1; /* The last action was to hit, so use weapon_sp */
2151     }
2152    
2153     skill_attack(mon, op, 0, NULL, NULL);
2154    
2155     /* If attacking another player, that player gets automatic
2156     * hitback, and doesn't loose luck either.
2157     * Disable hitback on the battleground or if the target is
2158     * the wiz.
2159     */
2160     if (mon->type == PLAYER && mon->stats.hp >= 0 && !mon->contr->has_hit &&
2161     !on_battleground && !QUERY_FLAG(mon, FLAG_WIZ)) {
2162     short luck = mon->stats.luck;
2163     mon->contr->has_hit = 1;
2164     skill_attack(op, mon, 0, NULL, NULL);
2165     mon->stats.luck = luck;
2166     }
2167     if(action_makes_visible(op)) make_visible(op);
2168     }
2169 elmex 1.1 } /* if player should attack something */
2170     }
2171    
2172     int move_player(object *op,int dir) {
2173     int pick;
2174    
2175 root 1.9 if(op->map == NULL || op->map->in_memory != MAP_IN_MEMORY)
2176 root 1.11 return 0;
2177 elmex 1.1
2178     /* Sanity check: make sure dir is valid */
2179     if ( ( dir < 0 ) || ( dir >= 9 ) ) {
2180     LOG( llevError, "move_player: invalid direction %d\n", dir);
2181     return 0;
2182     }
2183    
2184     /* peterm: added following line */
2185     if(QUERY_FLAG(op,FLAG_CONFUSED) && dir)
2186 root 1.11 dir = absdir(dir + RANDOM()%3 + RANDOM()%3 - 2);
2187 elmex 1.1
2188     op->facing = dir;
2189    
2190 root 1.9 if(op->hide) do_hidden_move(op);
2191 elmex 1.1
2192 root 1.10 if (INVOKE_PLAYER (MOVE, op->contr, ARG_INT (dir)))
2193     /*nop*/;
2194     else if (op->contr->fire_on)
2195     fire (op, dir);
2196     else
2197     {
2198     move_player_attack (op, dir);
2199     pick = check_pick(op);
2200     }
2201 elmex 1.1
2202     /* Add special check for newcs players and fire on - this way, the
2203     * server can handle repeat firing.
2204     */
2205     if (op->contr->fire_on || (op->contr->run_on && pick!=0)) {
2206 root 1.11 op->direction = dir;
2207 elmex 1.1 } else {
2208 root 1.11 op->direction=0;
2209 elmex 1.1 }
2210     /* Update how the player looks. Use the facing, so direction may
2211     * get reset to zero. This allows for full animation capabilities
2212     * for players.
2213     */
2214 root 1.9 animate_object(op, op->facing);
2215 elmex 1.1 return 0;
2216     }
2217    
2218     /* This is similar to handle_player, below, but is only used by the
2219     * new client/server stuff.
2220     * This is sort of special, in that the new client/server actually uses
2221     * the new speed values for commands.
2222     *
2223     * Returns true if there are more actions we can do.
2224     */
2225     int handle_newcs_player(object *op)
2226     {
2227     if (op->contr->hidden) {
2228 root 1.11 op->invisible = 1000;
2229     /* the socket code flashes the player visible/invisible
2230     * depending on the value of invisible, so we need to
2231     * alternate it here for it to work correctly.
2232     */
2233     if (pticks & 2) op->invisible--;
2234 elmex 1.1 }
2235     else if(op->invisible&&!(QUERY_FLAG(op,FLAG_MAKE_INVIS))) {
2236 root 1.11 op->invisible--;
2237     if(!op->invisible) {
2238     make_visible(op);
2239     new_draw_info(NDI_UNIQUE, 0, op, "Your invisibility spell runs out.");
2240     }
2241 elmex 1.1 }
2242    
2243     if (QUERY_FLAG(op, FLAG_SCARED)) {
2244 root 1.11 flee_player(op);
2245     /* If player is still scared, that is his action for this tick */
2246     if (QUERY_FLAG(op, FLAG_SCARED)) {
2247     op->speed_left--;
2248     return 0;
2249     }
2250 elmex 1.1 }
2251    
2252     /* I've been seeing crashes where the golem has been destroyed, but
2253     * the player object still points to the defunct golem. The code that
2254     * destroys the golem looks correct, and it doesn't always happen, so
2255     * put this in a a workaround to clean up the golem pointer.
2256     */
2257     if (op->contr->ranges[range_golem] &&
2258 root 1.11 ((op->contr->golem_count != op->contr->ranges[range_golem]->count) ||
2259     QUERY_FLAG(op->contr->ranges[range_golem], FLAG_REMOVED))) {
2260     op->contr->ranges[range_golem] = NULL;
2261     op->contr->golem_count = 0;
2262 elmex 1.1 }
2263    
2264     /* call this here - we also will call this in do_ericserver, but
2265     * the players time has been increased when doericserver has been
2266     * called, so we recheck it here.
2267     */
2268     HandleClient(&op->contr->socket, op->contr);
2269     if (op->speed_left<0) return 0;
2270    
2271     if(op->direction && (op->contr->run_on || op->contr->fire_on)) {
2272 root 1.11 /* All move commands take 1 tick, at least for now */
2273     op->speed_left--;
2274 elmex 1.1
2275 root 1.11 /* Instead of all the stuff below, let move_player take care
2276     * of it. Also, some of the skill stuff is only put in
2277     * there, as well as the confusion stuff.
2278     */
2279     move_player(op, op->direction);
2280     if (op->speed_left>0) return 1;
2281     else return 0;
2282 elmex 1.1 }
2283     return 0;
2284     }
2285    
2286     int save_life(object *op) {
2287     object *tmp;
2288    
2289     if(!QUERY_FLAG(op,FLAG_LIFESAVE))
2290 root 1.11 return 0;
2291 elmex 1.1
2292     for(tmp=op->inv;tmp!=NULL;tmp=tmp->below)
2293 root 1.11 if(QUERY_FLAG(tmp, FLAG_APPLIED)&&QUERY_FLAG(tmp,FLAG_LIFESAVE)) {
2294     play_sound_map(op->map, op->x, op->y, SOUND_OB_EVAPORATE);
2295     new_draw_info_format(NDI_UNIQUE, 0,op,
2296     "Your %s vibrates violently, then evaporates.",
2297     query_name(tmp));
2298     if (op->contr)
2299     esrv_del_item(op->contr, tmp->count);
2300     remove_ob(tmp);
2301     free_object(tmp);
2302     CLEAR_FLAG(op, FLAG_LIFESAVE);
2303     if(op->stats.hp<0)
2304     op->stats.hp = op->stats.maxhp;
2305     if(op->stats.food<0)
2306     op->stats.food = 999;
2307     fix_player(op);
2308     return 1;
2309     }
2310 elmex 1.1 LOG(llevError,"Error: LIFESAVE set without applied object.\n");
2311     CLEAR_FLAG(op, FLAG_LIFESAVE);
2312     enter_player_savebed(op); /* bring him home. */
2313     return 0;
2314     }
2315    
2316     /* This goes throws the inventory and removes unpaid objects, and puts them
2317     * back in the map (location and map determined by values of env). This
2318     * function will descend into containers. op is the object to start the search
2319     * from.
2320     */
2321     void remove_unpaid_objects(object *op, object *env)
2322     {
2323     object *next;
2324    
2325     while (op) {
2326 root 1.11 next=op->below; /* Make sure we have a good value, in case
2327     * we remove object 'op'
2328     */
2329     if (QUERY_FLAG(op, FLAG_UNPAID)) {
2330     remove_ob(op);
2331     op->x = env->x;
2332     op->y = env->y;
2333     if (env->type == PLAYER)
2334     esrv_del_item(env->contr, op->count);
2335     insert_ob_in_map(op, env->map, NULL,0);
2336     }
2337     else if (op->inv) remove_unpaid_objects(op->inv, env);
2338     op=next;
2339 elmex 1.1 }
2340     }
2341    
2342    
2343     /*
2344     * Returns pointer a static string containing gravestone text
2345     * Moved from apply.c to player.c - player.c is what
2346     * actually uses this function. player.c may not be quite the
2347     * best, a misc file for object actions is probably better,
2348     * but there isn't one in the server directory.
2349     */
2350     char *gravestone_text (object *op)
2351     {
2352     static char buf2[MAX_BUF];
2353     char buf[MAX_BUF];
2354     time_t now = time (NULL);
2355    
2356     strcpy (buf2, " R.I.P.\n\n");
2357     if (op->type == PLAYER)
2358 root 1.14 sprintf (buf, "%s the %s\n", &op->name, op->contr->title);
2359 elmex 1.1 else
2360 root 1.14 sprintf (buf, "%s\n", &op->name);
2361 elmex 1.1 strncat (buf2, " ", 20 - strlen (buf) / 2);
2362     strcat (buf2, buf);
2363     if (op->type == PLAYER)
2364     sprintf (buf, "who was in level %d when killed\n", op->level);
2365     else
2366     sprintf (buf, "who was in level %d when died.\n\n", op->level);
2367     strncat (buf2, " ", 20 - strlen (buf) / 2);
2368     strcat (buf2, buf);
2369     if (op->type == PLAYER) {
2370     sprintf (buf, "by %s.\n\n", op->contr->killer);
2371     strncat (buf2, " ", 21 - strlen (buf) / 2);
2372     strcat (buf2, buf);
2373     }
2374     strftime (buf, MAX_BUF, "%b %d %Y\n", localtime (&now));
2375     strncat (buf2, " ", 20 - strlen (buf) / 2);
2376     strcat (buf2, buf);
2377     return buf2;
2378     }
2379    
2380    
2381    
2382     void do_some_living(object *op) {
2383     int last_food=op->stats.food;
2384     int gen_hp, gen_sp, gen_grace;
2385     int over_hp, over_sp, over_grace;
2386     int i;
2387     int rate_hp = 1200;
2388     int rate_sp = 2500;
2389     int rate_grace = 2000;
2390     const int max_hp = 1;
2391     const int max_sp = 1;
2392     const int max_grace = 1;
2393    
2394     if (op->contr->outputs_sync) {
2395     for (i=0; i<NUM_OUTPUT_BUFS; i++)
2396     if (op->contr->outputs[i].buf!=NULL &&
2397 root 1.11 (op->contr->outputs[i].first_update+op->contr->outputs_sync)<pticks)
2398     flush_output_element(op, &op->contr->outputs[i]);
2399 elmex 1.1 }
2400    
2401     if(op->contr->state==ST_PLAYING) {
2402    
2403     /* these next three if clauses make it possible to SLOW DOWN
2404     hp/grace/spellpoint regeneration. */
2405     if(op->contr->gen_hp >= 0 )
2406     gen_hp=(op->contr->gen_hp+1)*op->stats.maxhp;
2407     else {
2408     gen_hp = op->stats.maxhp;
2409     rate_hp -= rate_hp/2 * op->contr->gen_hp;
2410     }
2411     if(op->contr->gen_sp >= 0 )
2412     gen_sp=(op->contr->gen_sp+1)*op->stats.maxsp;
2413     else {
2414     gen_sp = op->stats.maxsp;
2415     rate_sp -= rate_sp/2 * op->contr->gen_sp;
2416     }
2417     if(op->contr->gen_grace >= 0)
2418     gen_grace=(op->contr->gen_grace+1)*op->stats.maxgrace;
2419     else {
2420     gen_grace = op->stats.maxgrace;
2421     rate_grace -= rate_grace/2 * op->contr->gen_grace;
2422     }
2423    
2424     /* Regenerate Spell Points */
2425     if(op->contr->ranges[range_golem]==NULL && --op->last_sp<0) {
2426     gen_sp = gen_sp * 10 / (op->contr->gen_sp_armour < 10? 10 : op->contr->gen_sp_armour);
2427     if(op->stats.sp<op->stats.maxsp) {
2428 root 1.11 op->stats.sp++;
2429 elmex 1.1 /* dms do not consume food */
2430     if (!QUERY_FLAG(op,FLAG_WIZ)) {
2431     op->stats.food--;
2432     if(op->contr->digestion<0)
2433     op->stats.food+=op->contr->digestion;
2434     else if(op->contr->digestion>0 &&
2435     random_roll(0, op->contr->digestion, op, PREFER_HIGH))
2436     op->stats.food=last_food;
2437     }
2438     }
2439     if (max_sp>1) {
2440 root 1.11 over_sp = (gen_sp+10)/rate_sp;
2441     if (over_sp > 0) {
2442     if(op->stats.sp<op->stats.maxsp) {
2443     op->stats.sp += over_sp>max_sp ? max_sp : over_sp;
2444     if(random_roll(0, rate_sp-1, op, PREFER_LOW) > ((gen_sp+10)%rate_sp))
2445     op->stats.sp--;
2446     if(op->stats.sp>op->stats.maxsp)
2447     op->stats.sp=op->stats.maxsp;
2448     }
2449     op->last_sp=0;
2450     } else {
2451     op->last_sp=rate_sp/(gen_sp<20 ? 30 : gen_sp+10);
2452     }
2453 elmex 1.1 } else {
2454 root 1.11 op->last_sp=rate_sp/(gen_sp<20 ? 30 : gen_sp+10);
2455 elmex 1.1 }
2456     }
2457    
2458     /* Regenerate Grace */
2459     /* I altered this a little - maximum grace is ony achieved through prayer -b.t.*/
2460     if(--op->last_grace<0) {
2461 root 1.11 if(op->stats.grace<op->stats.maxgrace/2)
2462     op->stats.grace++; /* no penalty in food for regaining grace */
2463     if(max_grace>1) {
2464     over_grace = (gen_grace<20 ? 30 : gen_grace+10)/rate_grace;
2465     if (over_grace > 0) {
2466     op->stats.sp += over_grace
2467     + (random_roll(0, rate_grace-1, op, PREFER_HIGH) > ((gen_grace<20 ? 30 : gen_grace+10)%rate_grace))? -1 : 0;
2468     op->last_grace=0;
2469     } else {
2470     op->last_grace=rate_grace/(gen_grace<20 ? 30 : gen_grace+10);
2471     }
2472     } else {
2473     op->last_grace=rate_grace/(gen_grace<20 ? 30 : gen_grace+10);
2474     }
2475 elmex 1.1 /* wearing stuff doesn't detract from grace generation. */
2476     }
2477    
2478     /* Regenerate Hit Points */
2479     if(--op->last_heal<0) {
2480     if(op->stats.hp<op->stats.maxhp) {
2481 root 1.11 op->stats.hp++;
2482 elmex 1.1 /* dms do not consume food */
2483     if (!QUERY_FLAG(op,FLAG_WIZ)) {
2484     op->stats.food--;
2485     if(op->contr->digestion<0)
2486     op->stats.food+=op->contr->digestion;
2487     else if(op->contr->digestion>0 &&
2488     random_roll(0, op->contr->digestion, op, PREFER_HIGH))
2489     op->stats.food=last_food;
2490     }
2491     }
2492     if(max_hp>1) {
2493 root 1.11 over_hp = (gen_hp<20 ? 30 : gen_hp+10)/rate_hp;
2494     if (over_hp > 0) {
2495     op->stats.sp += over_hp
2496     + (RANDOM()%rate_hp > ((gen_hp<20 ? 30 : gen_hp+10)%rate_hp))? -1 : 0;
2497     op->last_heal=0;
2498     } else {
2499     op->last_heal=rate_hp/(gen_hp<20 ? 30 : gen_hp+10);
2500     }
2501 elmex 1.1 } else {
2502 root 1.11 op->last_heal=rate_hp/(gen_hp<20 ? 30 : gen_hp+10);
2503 elmex 1.1 }
2504     }
2505    
2506     /* Digestion */
2507     if(--op->last_eat<0) {
2508     #ifdef COZY_SERVER
2509     int dg = op->contr->digestion>=0 && op->contr->digestion<2 ? 2 : op->contr->digestion;
2510     int bonus=dg>0?dg:0,
2511 root 1.11 penalty=dg<0?-dg:0;
2512 elmex 1.1 #else
2513     int bonus=op->contr->digestion>0?op->contr->digestion:0,
2514     penalty=op->contr->digestion<0?-op->contr->digestion:0;
2515     #endif
2516    
2517     if(op->contr->gen_hp > 0)
2518 root 1.11 op->last_eat=25*(1+bonus)/(op->contr->gen_hp+penalty+1);
2519 elmex 1.1 else
2520 root 1.11 op->last_eat=25*(1+bonus)/(penalty +1);
2521 elmex 1.1 /* dms do not consume food */
2522     if (!QUERY_FLAG(op,FLAG_WIZ)) op->stats.food--;
2523     }
2524     }
2525    
2526     if(op->contr->state==ST_PLAYING&&op->stats.food<0&&op->stats.hp>=0) {
2527 root 1.11 object *tmp, *flesh=NULL;
2528 elmex 1.1
2529 root 1.11 for(tmp=op->inv;tmp!=NULL;tmp=tmp->below) {
2530     if(!QUERY_FLAG(tmp, FLAG_UNPAID)) {
2531     if (tmp->type==FOOD || tmp->type==DRINK || tmp->type==POISON) {
2532     new_draw_info(NDI_UNIQUE, 0,op,"You blindly grab for a bite of food.");
2533     manual_apply(op,tmp,0);
2534     if(op->stats.food>=0||op->stats.hp<0)
2535     break;
2536     }
2537     else if (tmp->type==FLESH) flesh=tmp;
2538     } /* End if paid for object */
2539     } /* end of for loop */
2540     /* If player is still starving, it means they don't have any food, so
2541     * eat flesh instead.
2542     */
2543     if (op->stats.food<0 && op->stats.hp>=0 && flesh) {
2544     new_draw_info(NDI_UNIQUE, 0,op,"You blindly grab for a bite of food.");
2545     manual_apply(op,flesh,0);
2546     }
2547 elmex 1.1 } /* end if player is starving */
2548    
2549     while(op->stats.food<0&&op->stats.hp>0)
2550 root 1.11 op->stats.food++,op->stats.hp--;
2551 elmex 1.1
2552     if (!op->contr->state&&!QUERY_FLAG(op,FLAG_WIZ)&&(op->stats.hp<0||op->stats.food<0))
2553 root 1.11 kill_player(op);
2554 elmex 1.1 }
2555    
2556    
2557    
2558     /* If the player should die (lack of hp, food, etc), we call this.
2559     * op is the player in jeopardy. If the player can not be saved (not
2560     * permadeath, no lifesave), this will take care of removing the player
2561     * file.
2562     */
2563     void kill_player(object *op)
2564     {
2565     char buf[MAX_BUF];
2566     int x,y,i;
2567     mapstruct *map; /* this is for resurrection */
2568     int z;
2569     int num_stats_lose;
2570     int lost_a_stat;
2571     int lose_this_stat;
2572     int this_stat;
2573     int will_kill_again;
2574     archetype *at;
2575     object *tmp;
2576    
2577     if(save_life(op))
2578 root 1.11 return;
2579 elmex 1.1
2580    
2581     /* If player dies on BATTLEGROUND, no stat/exp loss! For Combat-Arenas
2582     * in cities ONLY!!! It is very important that this doesn't get abused.
2583     * Look at op_on_battleground() for more info --AndreasV
2584     */
2585     if (op_on_battleground(op, &x, &y)) {
2586 root 1.11 new_draw_info(NDI_UNIQUE | NDI_NAVY, 0,op,
2587     "You have been defeated in combat!");
2588     new_draw_info(NDI_UNIQUE | NDI_NAVY, 0,op,
2589     "Local medics have saved your life...");
2590 elmex 1.1
2591 root 1.11 /* restore player */
2592     at = find_archetype("poisoning");
2593 elmex 1.1 tmp=present_arch_in_ob(at,op);
2594 root 1.11 if (tmp) {
2595     remove_ob(tmp);
2596     free_object(tmp);
2597     new_draw_info(NDI_UNIQUE, 0,op, "Your body feels cleansed");
2598     }
2599 elmex 1.1
2600 root 1.11 at = find_archetype("confusion");
2601 elmex 1.1 tmp=present_arch_in_ob(at,op);
2602 root 1.11 if (tmp) {
2603     remove_ob(tmp);
2604     free_object(tmp);
2605 elmex 1.1 new_draw_info(NDI_UNIQUE, 0,tmp, "Your mind feels clearer");
2606 root 1.11 }
2607 elmex 1.1
2608 root 1.11 cure_disease(op,0); /* remove any disease */
2609     op->stats.hp=op->stats.maxhp;
2610     if (op->stats.food<=0) op->stats.food=999;
2611 elmex 1.1
2612 root 1.11 /* create a bodypart-trophy to make the winner happy */
2613     tmp=arch_to_object(find_archetype("finger"));
2614 elmex 1.1 if (tmp != NULL)
2615     {
2616 root 1.14 sprintf(buf,"%s's finger", &op->name);
2617     tmp->name = buf;
2618 root 1.11 sprintf(buf," This finger has been cut off %s\n"
2619     " the %s, when he was defeated at\n level %d by %s.\n",
2620 root 1.14 &op->name, op->contr->title, (int)(op->level),
2621 root 1.11 op->contr->killer);
2622 root 1.14 tmp->msg=buf;
2623 root 1.11 tmp->value=0, tmp->material=0, tmp->type=0;
2624     tmp->materialname = NULL;
2625     tmp->x = op->x, tmp->y = op->y;
2626     insert_ob_in_map(tmp,op->map,op,0);
2627     }
2628 elmex 1.1
2629 root 1.11 /* teleport defeated player to new destination*/
2630     transfer_ob(op, x, y, 0, NULL);
2631     op->contr->braced=0;
2632     return;
2633 elmex 1.1 }
2634    
2635 root 1.3 INVOKE_PLAYER (DEATH, op->contr);
2636    
2637 elmex 1.1 command_kill_pets (op, 0);
2638    
2639     if(op->stats.food<0) {
2640 root 1.11 if (op->contr->explore) {
2641     new_draw_info(NDI_UNIQUE, 0,op,"You would have starved, but you are");
2642     new_draw_info(NDI_UNIQUE, 0,op,"in explore mode, so...");
2643     op->stats.food=999;
2644     return;
2645     }
2646 root 1.14 sprintf(buf,"%s starved to death.",&op->name);
2647 root 1.11 strcpy(op->contr->killer,"starvation");
2648 elmex 1.1 }
2649     else {
2650 root 1.11 if (op->contr->explore) {
2651     new_draw_info(NDI_UNIQUE, 0,op,"You would have died, but you are");
2652     new_draw_info(NDI_UNIQUE, 0,op,"in explore mode, so...");
2653     op->stats.hp=op->stats.maxhp;
2654     return;
2655     }
2656 root 1.14 sprintf(buf,"%s died.", &op->name);
2657 elmex 1.1 }
2658     play_sound_player_only(op->contr, SOUND_PLAYER_DIES,0,0);
2659    
2660     /* save the map location for corpse, gravestone*/
2661     x=op->x;y=op->y;map=op->map;
2662    
2663    
2664     if (settings.not_permadeth == TRUE) {
2665 root 1.11 /* NOT_PERMADEATH code. This basically brings the character back to
2666     * life if they are dead - it takes some exp and a random stat.
2667     * See the config.h file for a little more in depth detail about this.
2668     */
2669    
2670     /* Basically two ways to go - remove a stat permanently, or just
2671     * make it depletion. This bunch of code deals with that aspect
2672     * of death.
2673     */
2674 elmex 1.1 #ifndef COZY_SERVER
2675 root 1.11 if (settings.balanced_stat_loss) {
2676     /* If stat loss is permanent, lose one stat only. */
2677     /* Lower level chars don't lose as many stats because they suffer
2678     more if they do. */
2679     /* Higher level characters can afford things such as potions of
2680     restoration, or better, stat potions. So we slug them that
2681     little bit harder. */
2682     /* GD */
2683     if (settings.stat_loss_on_death)
2684     num_stats_lose = 1;
2685     else
2686     num_stats_lose = 1 + op->level/BALSL_NUMBER_LOSSES_RATIO;
2687     } else {
2688     num_stats_lose = 1;
2689     }
2690     lost_a_stat = 0;
2691    
2692     for (z=0; z<num_stats_lose; z++) {
2693     i = RANDOM() % NUM_STATS;
2694    
2695     if (settings.stat_loss_on_death) {
2696     /* Pick a random stat and take a point off it. Tell the player
2697     * what he lost.
2698     */
2699     change_attr_value(&(op->stats), i,-1);
2700     check_stat_bounds(&(op->stats));
2701     change_attr_value(&(op->contr->orig_stats), i,-1);
2702     check_stat_bounds(&(op->contr->orig_stats));
2703     new_draw_info(NDI_UNIQUE, 0,op, lose_msg[i]);
2704     lost_a_stat = 1;
2705     } else {
2706     /* deplete a stat */
2707     archetype *deparch=find_archetype("depletion");
2708     object *dep;
2709 elmex 1.1
2710 root 1.11 dep = present_arch_in_ob(deparch,op);
2711     if(!dep) {
2712     dep = arch_to_object(deparch);
2713     insert_ob_in_ob(dep, op);
2714     }
2715     lose_this_stat = 1;
2716     if (settings.balanced_stat_loss) {
2717     /* GD */
2718     /* Get the stat that we're about to deplete. */
2719     this_stat = get_attr_value(&(dep->stats), i);
2720     if (this_stat < 0) {
2721     int loss_chance = 1 + op->level/BALSL_LOSS_CHANCE_RATIO;
2722     int keep_chance = this_stat * this_stat;
2723     /* Yes, I am paranoid. Sue me. */
2724     if (keep_chance < 1)
2725     keep_chance = 1;
2726    
2727     /* There is a maximum depletion total per level. */
2728     if (this_stat < -1 - op->level/BALSL_MAX_LOSS_RATIO) {
2729     lose_this_stat = 0;
2730     /* Take loss chance vs keep chance to see if we
2731     retain the stat. */
2732     } else {
2733     if (random_roll(0, loss_chance + keep_chance-1,
2734     op, PREFER_LOW) < keep_chance)
2735     lose_this_stat = 0;
2736     /* LOG(llevDebug, "Determining stat loss. Stat: %d Keep: %d Lose: %d Result: %s.\n",
2737     this_stat, keep_chance, loss_chance,
2738     lose_this_stat?"LOSE":"KEEP"); */
2739     }
2740     }
2741     }
2742 elmex 1.1
2743 root 1.11 if (lose_this_stat) {
2744     this_stat = get_attr_value(&(dep->stats), i);
2745     /* We could try to do something clever like find another
2746     * stat to reduce if this fails. But chances are, if
2747     * stats have been depleted to -50, all are pretty low
2748     * and should be roughly the same, so it shouldn't make a
2749     * difference.
2750     */
2751     if (this_stat>=-50) {
2752     change_attr_value(&(dep->stats), i, -1);
2753     SET_FLAG(dep, FLAG_APPLIED);
2754     new_draw_info(NDI_UNIQUE, 0,op, lose_msg[i]);
2755     fix_player(op);
2756     lost_a_stat = 1;
2757     }
2758     }
2759     }
2760     }
2761     /* If no stat lost, tell the player. */
2762     if (!lost_a_stat)
2763     {
2764     /* determine_god() seems to not work sometimes... why is this?
2765     Should I be using something else? GD */
2766     const char *god = determine_god(op);
2767     if (god && (strcmp(god, "none")))
2768     new_draw_info_format(NDI_UNIQUE, 0, op, "For a brief "
2769     "moment you feel the holy presence of %s protecting"
2770     " you.", god);
2771     else
2772     new_draw_info(NDI_UNIQUE, 0, op, "For a brief moment you"
2773     " feel a holy presence protecting you.");
2774     }
2775 elmex 1.1 #endif
2776     new_draw_info(NDI_UNIQUE, 0, op, "For a brief moment you"
2777     " feel a holy presence protecting you from losing yourself completely.");
2778    
2779 root 1.11 /* Put a gravestone up where the character 'almost' died. List the
2780     * exp loss on the stone.
2781     */
2782     tmp=arch_to_object(find_archetype("gravestone"));
2783 root 1.14 sprintf(buf,"%s's gravestone",&op->name); tmp->name = buf;
2784     sprintf(buf,"%s's gravestones",&op->name); tmp->name_pl = buf;
2785 root 1.11 sprintf(buf,"RIP\nHere rests the hero %s the %s,\n"
2786     "who was killed\n"
2787     "by %s.\n",
2788 root 1.14 &op->name, op->contr->title,
2789 root 1.11 op->contr->killer);
2790 root 1.14 tmp->msg = buf;
2791 root 1.11 tmp->x=op->x,tmp->y=op->y;
2792     insert_ob_in_map (tmp, op->map, NULL,0);
2793    
2794     /**************************************/
2795     /* */
2796     /* Subtract the experience points, */
2797     /* if we died cause of food, give us */
2798     /* food, and reset HP's... */
2799     /* */
2800     /**************************************/
2801    
2802     /* remove any poisoning and confusion the character may be suffering.*/
2803     /* restore player */
2804     at = find_archetype("poisoning");
2805 elmex 1.1 tmp=present_arch_in_ob(at,op);
2806 root 1.11 if (tmp) {
2807     remove_ob(tmp);
2808     free_object(tmp);
2809     new_draw_info(NDI_UNIQUE, 0,op, "Your body feels cleansed");
2810     }
2811 elmex 1.1
2812 root 1.11 at = find_archetype("confusion");
2813 elmex 1.1 tmp=present_arch_in_ob(at,op);
2814 root 1.11 if (tmp) {
2815     remove_ob(tmp);
2816     free_object(tmp);
2817 elmex 1.1 new_draw_info(NDI_UNIQUE, 0,tmp, "Your mind feels clearer");
2818 root 1.11 }
2819     cure_disease(op,0); /* remove any disease */
2820    
2821     /*add_exp(op, (op->stats.exp * -0.20)); */
2822     apply_death_exp_penalty(op);
2823     if(op->stats.food < 100) op->stats.food = 900;
2824     op->stats.hp = op->stats.maxhp;
2825     op->stats.sp = MAX(op->stats.sp, op->stats.maxsp);
2826     op->stats.grace = MAX(op->stats.grace, op->stats.maxgrace);
2827    
2828     /*
2829     * Check to see if the player is in a shop. IF so, then check to see if
2830     * the player has any unpaid items. If so, remove them and put them back
2831     * in the map.
2832     */
2833    
2834 elmex 1.12 if (is_in_shop (op))
2835     remove_unpaid_objects(op->inv, op);
2836 elmex 1.1
2837 root 1.11 /****************************************/
2838     /* */
2839     /* Move player to his current respawn- */
2840     /* position (usually last savebed) */
2841     /* */
2842     /****************************************/
2843    
2844     enter_player_savebed(op);
2845    
2846     /* Save the player before inserting the force to reduce
2847     * chance of abuse.
2848     */
2849     op->contr->braced=0;
2850     save_player(op,1);
2851 elmex 1.1
2852 root 1.11 /* it is possible that the player has blown something up
2853     * at his savebed location, and that can have long lasting
2854     * spell effects. So first see if there is a spell effect
2855     * on the space that might harm the player.
2856     */
2857     will_kill_again=0;
2858     for (tmp= get_map_ob(op->map, op->x, op->y); tmp; tmp=tmp->above) {
2859     if (tmp->type ==SPELL_EFFECT)
2860     will_kill_again|=tmp->attacktype;
2861     }
2862     if (will_kill_again) {
2863     object *force;
2864     int at;
2865    
2866     force=get_archetype(FORCE_NAME);
2867     /* 50 ticks should be enough time for the spell to abate */
2868     force->speed=0.1;
2869     force->speed_left=-5.0;
2870     SET_FLAG(force, FLAG_APPLIED);
2871     for (at=0; at<NROFATTACKS; at++) {
2872     if (will_kill_again & (1 << at))
2873     force->resist[at] = 100;
2874     }
2875     insert_ob_in_ob(force, op);
2876     fix_player(op);
2877    
2878     }
2879     /**************************************/
2880     /* */
2881     /* Repaint the characters inv, and */
2882     /* stats, and show a nasty message ;) */
2883     /* */
2884     /**************************************/
2885    
2886     new_draw_info(NDI_UNIQUE, 0,op,"YOU HAVE DIED.");
2887     return;
2888 elmex 1.1 } /* NOT_PERMADETH */
2889     else {
2890 root 1.11 /* If NOT_PERMADETH is set, then the rest of this is not reachable. This
2891     * should probably be embedded in an else statement.
2892     */
2893    
2894     op->contr->party=NULL;
2895     if (settings.set_title == TRUE)
2896     op->contr->own_title[0]='\0';
2897     new_draw_info(NDI_UNIQUE|NDI_ALL, 0,NULL, buf);
2898     check_score(op);
2899     if(op->contr->ranges[range_golem]!=NULL) {
2900     remove_friendly_object(op->contr->ranges[range_golem]);
2901     remove_ob(op->contr->ranges[range_golem]);
2902     free_object(op->contr->ranges[range_golem]);
2903     op->contr->ranges[range_golem]=NULL;
2904     op->contr->golem_count=0;
2905     }
2906     loot_object(op); /* Remove some of the items for good */
2907     remove_ob(op);
2908     op->direction=0;
2909    
2910     if(!QUERY_FLAG(op,FLAG_WAS_WIZ)&&op->stats.exp) {
2911     delete_character(op->name,0);
2912     if (settings.resurrection == TRUE) {
2913     /* save playerfile sans equipment when player dies
2914     ** then save it as player.pl.dead so that future resurrection
2915     ** type spells will work on them nicely
2916     */
2917     delete_character(op->name,0);
2918     op->stats.hp = op->stats.maxhp;
2919     op->stats.food = 999;
2920    
2921     /* set the location of where the person will reappear when */
2922     /* maybe resurrection code should fix map also */
2923     strcpy(op->contr->maplevel, settings.emergency_mapname);
2924     if(op->map!=NULL)
2925     op->map = NULL;
2926     op->x = settings.emergency_x;
2927     op->y = settings.emergency_y;
2928     save_player(op,0);
2929     op->map = map;
2930     /* please see resurrection.c: peterm */
2931     dead_player(op);
2932     } else {
2933     delete_character(op->name,1);
2934     }
2935     }
2936     play_again(op);
2937    
2938     /* peterm: added to create a corpse at deathsite. */
2939     tmp=arch_to_object(find_archetype("corpse_pl"));
2940 root 1.14 sprintf(buf,"%s", &op->name);
2941     tmp->name = tmp->name_pl = buf;
2942 root 1.11 tmp->level=op->level;
2943     tmp->x=x;tmp->y=y;
2944 root 1.14 tmp->msg = gravestone_text(op);
2945 root 1.11 SET_FLAG (tmp, FLAG_UNIQUE);
2946     insert_ob_in_map (tmp, map, NULL,0);
2947 elmex 1.1 }
2948     }
2949    
2950    
2951     void loot_object(object *op) { /* Grab and destroy some treasure */
2952     object *tmp,*tmp2,*next;
2953    
2954     if (op->container) { /* close open sack first */
2955     esrv_apply_container (op, op->container);
2956     }
2957    
2958     for(tmp=op->inv;tmp!=NULL;tmp=next) {
2959     next=tmp->below;
2960     if (tmp->type==EXPERIENCE || tmp->invisible) continue;
2961     remove_ob(tmp);
2962     tmp->x=op->x,tmp->y=op->y;
2963     if (tmp->type == CONTAINER) { /* empty container to ground */
2964 root 1.11 loot_object(tmp);
2965 elmex 1.1 }
2966     if(!QUERY_FLAG(tmp, FLAG_UNIQUE) && (QUERY_FLAG(tmp, FLAG_STARTEQUIP)
2967     || QUERY_FLAG(tmp,FLAG_NO_DROP) || !(RANDOM()%3))) {
2968     if(tmp->nrof>1) {
2969 root 1.11 tmp2=get_split_ob(tmp,1+RANDOM()%(tmp->nrof-1));
2970     free_object(tmp2);
2971     insert_ob_in_map(tmp,op->map,NULL,0);
2972 elmex 1.1 } else
2973 root 1.11 free_object(tmp);
2974 elmex 1.1 } else
2975     insert_ob_in_map(tmp,op->map,NULL,0);
2976     }
2977     }
2978    
2979     /*
2980     * fix_weight(): Check recursively the weight of all players, and fix
2981     * what needs to be fixed. Refresh windows and fix speed if anything
2982     * was changed.
2983     */
2984    
2985     void fix_weight(void) {
2986     player *pl;
2987     for (pl = first_player; pl != NULL; pl = pl->next) {
2988     int old = pl->ob->carrying, sum = sum_weight(pl->ob);
2989     if(old == sum)
2990     continue;
2991     fix_player(pl->ob);
2992     LOG(llevDebug,"Fixed inventory in %s (%d -> %d)\n",
2993 root 1.14 &pl->ob->name, old, sum);
2994 elmex 1.1 }
2995     }
2996    
2997     void fix_luck(void) {
2998     player *pl;
2999     for (pl = first_player; pl != NULL; pl = pl->next)
3000     if (!pl->ob->contr->state)
3001     change_luck(pl->ob, 0);
3002     }
3003    
3004    
3005     /* cast_dust() - handles op throwing objects of type 'DUST'.
3006     * This is much simpler in the new spell code - we basically
3007     * just treat this as any other spell casting object.
3008     */
3009    
3010 elmex 1.2 void
3011     cast_dust (object * op, object * throw_ob, int dir)
3012     {
3013     object *skop, *spob;
3014    
3015     skop = find_skill_by_name (op, throw_ob->skill);
3016    
3017     /* casting POTION 'dusts' is really a use_magic_item skill */
3018     if (op->type == PLAYER && throw_ob->type == POTION && !skop)
3019     {
3020     LOG (llevError, "Player %s lacks critical skill use_magic_item!\n",
3021 root 1.14 &op->name);
3022 elmex 1.2 return;
3023     }
3024    
3025     spob = throw_ob->inv;
3026    
3027     // elmex Tue Aug 15 17:19:46 CEST 2006: Added this check to
3028     // not pass NULL to cast_spell (which did indeed check itself, but
3029     // errors should be reported as early as possible IMHO)
3030     if (!spob)
3031     {
3032     LOG (llevError, "cast_dust: thrown object %s (by %s) had no spell in it!",
3033 root 1.14 &throw_ob->name, &op->name);
3034 elmex 1.2 return;
3035 elmex 1.1 }
3036    
3037 elmex 1.2 if (op->type == PLAYER)
3038 root 1.14 new_draw_info_format (NDI_UNIQUE, 0, op, "You cast %s.", &spob->name);
3039 elmex 1.2
3040     cast_spell (op, throw_ob, dir, spob, NULL);
3041    
3042     if (!QUERY_FLAG (throw_ob, FLAG_REMOVED))
3043     remove_ob (throw_ob);
3044     free_object (throw_ob);
3045 elmex 1.1 }
3046    
3047     void make_visible (object *op) {
3048     op->hide = 0;
3049     op->invisible = 0;
3050     if(op->type==PLAYER) {
3051 root 1.11 op->contr->tmp_invis = 0;
3052 root 1.14 op->contr->invis_race = 0;
3053 elmex 1.1 }
3054     update_object(op,UP_OBJ_FACE);
3055     }
3056    
3057     int is_true_undead(object *op) {
3058     object *tmp=NULL;
3059    
3060     if(QUERY_FLAG(&op->arch->clone,FLAG_UNDEAD)) return 1;
3061    
3062     if(op->type==PLAYER)
3063     for(tmp=op->inv;tmp;tmp=tmp->below)
3064     if(tmp->type==EXPERIENCE && tmp->stats.Wis)
3065 root 1.11 if(QUERY_FLAG(tmp,FLAG_UNDEAD)) return 1;
3066 elmex 1.1 return 0;
3067     }
3068    
3069     /* look at the surrounding terrain to determine
3070     * the hideability of this object. Positive levels
3071     * indicate greater hideability.
3072     */
3073    
3074     int hideability(object *ob) {
3075     int i,level=0, mflag;
3076     sint16 x,y;
3077    
3078     if(!ob||!ob->map) return 0;
3079    
3080     /* so, on normal lighted maps, its hard to hide */
3081     level=ob->map->darkness - 2;
3082    
3083     /* this also picks up whether the object is glowing.
3084     * If you carry a light on a non-dark map, its not
3085     * as bad as carrying a light on a pitch dark map */
3086     if(has_carried_lights(ob)) level =- (10 + (2*ob->map->darkness));
3087    
3088     /* scan through all nearby squares for terrain to hide in */
3089     for(i=0,x=ob->x,y=ob->y;i<9;i++,x=ob->x+freearr_x[i],y=ob->y+freearr_y[i]) {
3090 root 1.11 mflag = get_map_flags(ob->map, NULL, x, y, NULL, NULL);
3091     if (mflag & P_OUT_OF_MAP) { continue; }
3092     if(mflag & P_BLOCKSVIEW) /* something to hide near! */
3093     level += 2;
3094     else /* open terrain! */
3095     level -= 1;
3096 elmex 1.1 }
3097    
3098     #if 0
3099     LOG(llevDebug,"hideability of %s is %d\n",ob->name,level);
3100     #endif
3101     return level;
3102     }
3103    
3104     /* For Hidden creatures - a chance of becoming 'unhidden'
3105     * every time they move - as we subtract off 'invisibility'
3106     * AND, for players, if they move into a ridiculously unhideable
3107     * spot (surrounded by clear terrain in broad daylight). -b.t.
3108     */
3109    
3110     void do_hidden_move (object *op) {
3111     int hide=0, num=random_roll(0, 19, op, PREFER_LOW);
3112     object *skop;
3113    
3114     if(!op || !op->map) return;
3115    
3116     skop = find_obj_by_type_subtype(op, SKILL, SK_HIDING);
3117    
3118     /* its *extremely* hard to run and sneak/hide at the same time! */
3119     if(op->type==PLAYER && op->contr->run_on) {
3120 root 1.11 if(!skop || num >= skop->level) {
3121     new_draw_info(NDI_UNIQUE,0,op,"You ran too much! You are no longer hidden!");
3122     make_visible(op);
3123     return;
3124     } else num += 20;
3125 elmex 1.1 }
3126     num += op->map->difficulty;
3127     hide = hideability(op); /* modify by terrain hidden level */
3128     num -= hide;
3129     if((op->type==PLAYER && hide<-10) || ((op->invisible-=num)<=0)) {
3130 root 1.11 make_visible(op);
3131     if(op->type==PLAYER) new_draw_info(NDI_UNIQUE, 0,op,
3132     "You moved out of hiding! You are visible!");
3133 elmex 1.1 }
3134     else if (op->type == PLAYER && skop) {
3135 root 1.11 change_exp(op, calc_skill_exp(op, NULL, skop), skop->skill, 0);
3136 elmex 1.1 }
3137     }
3138    
3139     /* determine if who is standing near a hostile creature. */
3140    
3141     int stand_near_hostile( object *who ) {
3142     object *tmp=NULL;
3143     int i,friendly=0,player=0, mflags;
3144     mapstruct *m;
3145     sint16 x,y;
3146    
3147     if(!who) return 0;
3148    
3149     if(who->type==PLAYER) player=1;
3150     else friendly = QUERY_FLAG(who,FLAG_FRIENDLY);
3151    
3152     /* search adjacent squares */
3153     for(i=1;i<9;i++) {
3154 root 1.11 x = who->x+freearr_x[i];
3155     y = who->y+freearr_y[i];
3156     m = who->map;
3157     mflags = get_map_flags(m, &m, x, y, &x, &y);
3158     /* space must be blocked if there is a monster. If not
3159     * blocked, don't need to check this space.
3160     */
3161     if (mflags & P_OUT_OF_MAP) continue;
3162     if (OB_TYPE_MOVE_BLOCK(who, GET_MAP_MOVE_BLOCK(m, x, y))) continue;
3163 elmex 1.1
3164 root 1.11 for(tmp=get_map_ob(m,x,y);tmp;tmp=tmp->above) {
3165     if((player||friendly)
3166     &&QUERY_FLAG(tmp,FLAG_MONSTER)&&!QUERY_FLAG(tmp,FLAG_UNAGGRESSIVE))
3167     return 1;
3168     else if(tmp->type==PLAYER)
3169     {
3170     /*don't let a hidden DM prevent you from hiding*/
3171     if(!QUERY_FLAG(tmp, FLAG_WIZ) || tmp->contr->hidden == 0)
3172     return 1;
3173     }
3174     }
3175 elmex 1.1 }
3176     return 0;
3177     }
3178    
3179     /* check the player los field for viewability of the
3180     * object op. This function works fine for monsters,
3181     * but we dont worry if the object isnt the top one in
3182     * a pile (say a coin under a table would return "viewable"
3183     * by this routine). Another question, should we be
3184     * concerned with the direction the player is looking
3185     * in? Realistically, most of use cant see stuff behind
3186     * our backs...on the other hand, does the "facing" direction
3187     * imply the way your head, or body is facing? Its possible
3188     * for them to differ. Sigh, this fctn could get a bit more complex.
3189     * -b.t.
3190     * This function is now map tiling safe.
3191     */
3192    
3193     int player_can_view (object *pl,object *op) {
3194     rv_vector rv;
3195     int dx,dy;
3196    
3197     if(pl->type!=PLAYER) {
3198 root 1.11 LOG(llevError,"player_can_view() called for non-player object\n");
3199     return -1;
3200 elmex 1.1 }
3201     if (!pl || !op) return 0;
3202    
3203     if(op->head) { op = op->head; }
3204     get_rangevector(pl, op, &rv, 0x1);
3205    
3206     /* starting with the 'head' part, lets loop
3207     * through the object and find if it has any
3208     * part that is in the los array but isnt on
3209     * a blocked los square.
3210     * we use the archetype to figure out offsets.
3211     */
3212     while(op) {
3213 root 1.11 dx = rv.distance_x + op->arch->clone.x;
3214     dy = rv.distance_y + op->arch->clone.y;
3215 elmex 1.1
3216 root 1.11 /* only the viewable area the player sees is updated by LOS
3217     * code, so we need to restrict ourselves to that range of values
3218     * for any meaningful values.
3219     */
3220     if (FABS(dx) <= (pl->contr->socket.mapx/2) &&
3221     FABS(dy) <= (pl->contr->socket.mapy/2) &&
3222     !pl->contr->blocked_los[dx + (pl->contr->socket.mapx/2)][dy+(pl->contr->socket.mapy/2)] )
3223     return 1;
3224     op = op->more;
3225 elmex 1.1 }
3226     return 0;
3227     }
3228    
3229     /* routine for both players and monsters. We call this when
3230     * there is a possibility for our action distrubing our hiding
3231     * place or invisiblity spell. Artefact invisiblity is not
3232     * effected by this. If we arent invisible to begin with, we
3233     * return 0.
3234     */
3235     int action_makes_visible (object *op) {
3236    
3237     if(op->invisible && QUERY_FLAG(op,FLAG_ALIVE)) {
3238 root 1.11 if(QUERY_FLAG(op,FLAG_MAKE_INVIS))
3239     return 0;
3240 elmex 1.1
3241 root 1.11 if (op->contr && op->contr->tmp_invis == 0) return 0;
3242 elmex 1.1
3243 root 1.11 /* If monsters, they should become visible */
3244     if(op->hide || !op->contr || (op->contr && op->contr->tmp_invis)) {
3245     new_draw_info_format(NDI_UNIQUE, 0,op,"You become %s!",op->hide?"unhidden":"visible");
3246     return 1;
3247     }
3248 elmex 1.1 }
3249     return 0;
3250     }
3251    
3252     /* op_on_battleground - checks if the given object op (usually
3253     * a player) is standing on a valid battleground-tile,
3254     * function returns TRUE/FALSE. If true x, y returns the battleground
3255     * -exit-coord. (and if x, y not NULL)
3256     * 19 March 2005 - josh@woosworld.net modifed to check if the battleground also has slaying, maxhp, and maxsp set
3257     * and if those are all set and the player has a marker that matches the slaying send them to a different x, y
3258     * Default is to do the same as before, so only people wanting to have different points need worry about this
3259     */
3260     int op_on_battleground (object *op, int *x, int *y) {
3261     object *tmp;
3262    
3263     /* A battleground-tile needs the following attributes to be valid:
3264     * is_floor 1 (has to be the FIRST floor beneath the player's feet),
3265     * name="battleground", no_pick 1, type=58 (type BATTLEGROUND)
3266     * and the exit-coordinates sp/hp must both be > 0.
3267     * => The intention here is to prevent abuse of the battleground-
3268     * feature (like pickable or hidden battleground tiles). */
3269     for (tmp=op->below; tmp!=NULL; tmp=tmp->below) {
3270     if (QUERY_FLAG (tmp, FLAG_IS_FLOOR)) {
3271     if (QUERY_FLAG (tmp, FLAG_NO_PICK) &&
3272 root 1.11 strcmp(tmp->name, "battleground")==0 &&
3273     tmp->type == BATTLEGROUND && EXIT_X(tmp) && EXIT_Y(tmp)) {
3274     /*before we assign the exit, check if this is a teambattle*/
3275     if ( EXIT_ALT_X(tmp) && EXIT_ALT_Y(tmp) && EXIT_PATH(tmp) ){
3276     object *invtmp;
3277     for(invtmp=op->inv; invtmp != NULL; invtmp=invtmp->below) {
3278     if(invtmp->type==FORCE && invtmp->slaying &&
3279     !strcmp(EXIT_PATH(tmp), invtmp->slaying)){
3280     if (x != NULL && y != NULL)
3281     *x=EXIT_ALT_X(tmp), *y=EXIT_ALT_Y(tmp);
3282     return 1;
3283     }
3284     }
3285     }
3286     if (x != NULL && y != NULL)
3287     *x=EXIT_X(tmp), *y=EXIT_Y(tmp);
3288     return 1;
3289 elmex 1.1 }
3290     }
3291     }
3292     /* If we got here, did not find a battleground */
3293     return 0;
3294     }
3295    
3296     /*
3297     * When a dragon-player gains a new stage of evolution,
3298     * he gets some treasure
3299     *
3300     * attributes:
3301     * object *who the dragon player
3302     * int atnr the attack-number of the ability focus
3303     * int level ability level
3304     */
3305     void dragon_ability_gain(object *who, int atnr, int level) {
3306     treasurelist *trlist = NULL; /* treasurelist */
3307     treasure *tr; /* treasure */
3308     object *tmp,*skop; /* tmp. object */
3309     object *item; /* treasure object */
3310     char buf[MAX_BUF]; /* tmp. string buffer */
3311     int i=0, j=0;
3312    
3313     /* get the appropriate treasurelist */
3314     if (atnr == ATNR_FIRE)
3315 root 1.11 trlist = find_treasurelist("dragon_ability_fire");
3316 elmex 1.1 else if (atnr == ATNR_COLD)
3317 root 1.11 trlist = find_treasurelist("dragon_ability_cold");
3318 elmex 1.1 else if (atnr == ATNR_ELECTRICITY)
3319 root 1.11 trlist = find_treasurelist("dragon_ability_elec");
3320 elmex 1.1 else if (atnr == ATNR_POISON)
3321 root 1.11 trlist = find_treasurelist("dragon_ability_poison");
3322 elmex 1.1
3323     if (trlist == NULL || who->type != PLAYER)
3324 root 1.11 return;
3325 elmex 1.1
3326     for (i=0, tr = trlist->items; tr != NULL && i<level-1;
3327 root 1.11 tr = tr->next, i++);
3328 elmex 1.1
3329     if (tr == NULL || tr->item == NULL) {
3330 root 1.11 /* LOG(llevDebug, "-> no more treasure for %s\n", change_resist_msg[atnr]); */
3331     return;
3332 elmex 1.1 }
3333    
3334     /* everything seems okay - now bring on the gift: */
3335     item = &(tr->item->clone);
3336    
3337     if (item->type == SPELL) {
3338 root 1.11 if (check_spell_known (who, item->name))
3339     return;
3340 elmex 1.1
3341 root 1.14 new_draw_info_format(NDI_UNIQUE|NDI_BLUE, 0, who, "You gained the ability of %s", &item->name);
3342 root 1.11 do_learn_spell (who, item, 0);
3343     return;
3344 elmex 1.1 }
3345    
3346     /* grant direct spell */
3347     if (item->type == SPELLBOOK) {
3348 root 1.11 if (!item->inv) {
3349 root 1.14 LOG(llevDebug,"dragon_ability_gain: Broken spellbook %s\n", &item->name);
3350 root 1.11 return;
3351     }
3352     if (check_spell_known (who, item->inv->name))
3353     return;
3354     if (item->invisible) {
3355 root 1.14 new_draw_info_format(NDI_UNIQUE|NDI_BLUE, 0, who, "You gained the ability of %s", &item->inv->name);
3356 root 1.11 do_learn_spell (who, item->inv, 0);
3357     return;
3358     }
3359 elmex 1.1 }
3360     else if (item->type == SKILL_TOOL && item->invisible) {
3361 root 1.11 if (item->subtype == SK_CLAWING && (skop=find_skill_by_name(who, item->skill))!=NULL) {
3362 elmex 1.1
3363 root 1.11 /* should this perhaps be (skop->attackyp & item->attacktype)!=item->attacktype ...
3364     * in this way, if the player is missing any of the attacktypes, he gets
3365     * them. As it is now, if the player has any that match the granted skill,
3366     * but not all of them, he gets nothing.
3367     */
3368     if (!(skop->attacktype & item->attacktype)) {
3369     /* Give new attacktype */
3370     skop->attacktype |= item->attacktype;
3371    
3372     /* always add physical if there's none */
3373     skop->attacktype |= AT_PHYSICAL;
3374    
3375     if (item->msg != NULL)
3376     new_draw_info(NDI_UNIQUE|NDI_BLUE, 0, who, item->msg);
3377    
3378     /* Give player new face */
3379     if (item->animation_id) {
3380     who->face = skop->face;
3381     who->animation_id = item->animation_id;
3382     who->anim_speed = item->anim_speed;
3383     who->last_anim = 0;
3384     who->state = 0;
3385     animate_object(who, who->direction);
3386     }
3387     }
3388     }
3389 elmex 1.1 }
3390     else if (item->type == FORCE) {
3391 root 1.11 /* forces in the treasurelist can alter the player's stats */
3392     object *skin;
3393     /* first get the dragon skin force */
3394     for (skin=who->inv; skin!=NULL && strcmp(skin->arch->name, "dragon_skin_force")!=0;
3395     skin=skin->below);
3396     if (skin == NULL) return;
3397 elmex 1.1
3398 root 1.11 /* adding new spellpath attunements */
3399     if (item->path_attuned > 0 && !(skin->path_attuned & item->path_attuned)) {
3400     skin->path_attuned |= item->path_attuned; /* add attunement to skin */
3401 elmex 1.1
3402 root 1.11 /* print message */
3403     sprintf(buf, "You feel attuned to ");
3404     for(i=0, j=0; i<NRSPELLPATHS; i++) {
3405     if(item->path_attuned & (1<<i)) {
3406     if (j)
3407     strcat(buf," and ");
3408     else
3409     j = 1;
3410     strcat(buf, spellpathnames[i]);
3411     }
3412     }
3413     strcat(buf,".");
3414     new_draw_info(NDI_UNIQUE|NDI_BLUE, 0, who, buf);
3415     }
3416 elmex 1.1
3417 root 1.11 /* evtl. adding flags: */
3418     if(QUERY_FLAG(item, FLAG_XRAYS))
3419     SET_FLAG(skin, FLAG_XRAYS);
3420     if(QUERY_FLAG(item, FLAG_STEALTH))
3421     SET_FLAG(skin, FLAG_STEALTH);
3422     if(QUERY_FLAG(item, FLAG_SEE_IN_DARK))
3423     SET_FLAG(skin, FLAG_SEE_IN_DARK);
3424 elmex 1.1
3425 root 1.11 /* print message if there is one */
3426     if (item->msg != NULL)
3427     new_draw_info(NDI_UNIQUE|NDI_BLUE, 0, who, item->msg);
3428 elmex 1.1 }
3429     else {
3430 root 1.11 /* generate misc. treasure */
3431     tmp = arch_to_object (tr->item);
3432     new_draw_info_format(NDI_UNIQUE|NDI_BLUE, 0, who, "You gained %s", query_short_name(tmp));
3433     tmp = insert_ob_in_ob (tmp, who);
3434     if (who->type == PLAYER)
3435     esrv_send_item(who, tmp);
3436 elmex 1.1 }
3437     }
3438    
3439     /**
3440     * Unready an object for a player. This function does nothing if the object was
3441     * not readied.
3442     */
3443     void player_unready_range_ob(player *pl, object *ob) {
3444     rangetype i;
3445    
3446     for (i = (rangetype)0; i < range_size; i = (rangetype) ((int)i + 1)) {
3447     if (pl->ranges[i] == ob) {
3448     pl->ranges[i] = NULL;
3449     if (pl->shoottype == i) {
3450     pl->shoottype = range_none;
3451     }
3452     }
3453     }
3454     }