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/cvs/deliantra/server/server/player.C
Revision: 1.15
Committed: Mon Sep 4 11:08:00 2006 UTC (17 years, 9 months ago) by root
Content type: text/plain
Branch: MAIN
Changes since 1.14: +95 -91 lines
Log Message:
Changes...

- alternative shstr representation, saves code
- use glibs splice memory allocator (seems slower)
- use simpler memory/lifetime management for objects, no recycling

File Contents

# User Rev Content
1 elmex 1.1 /*
2     * static char *rcsid_player_c =
3 root 1.15 * "$Id: player.C,v 1.14 2006-09-03 00:18:42 root 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 root 1.15 static player *
203     get_player (player * p)
204     {
205     object *op = arch_to_object (get_player_archetype (NULL));
206     int i;
207    
208     if (!p)
209     {
210     p = new player;
211    
212     /* This adds the player in the linked list. There is extra
213     * complexity here because we want to add the new player at the
214     * end of the list - there is in fact no compelling reason that
215     * that needs to be done except for things like output of
216     * 'who'.
217     */
218     player *tmp = first_player;
219     while (tmp != NULL && tmp->next != NULL)
220     tmp = tmp->next;
221     if (tmp != NULL)
222     tmp->next = p;
223     else
224     first_player = p;
225 elmex 1.1
226 root 1.15 p->next = NULL;
227 elmex 1.1 }
228    
229 root 1.15 /* Clears basically the entire player structure except
230     * for next and socket.
231     */
232     memset (static_cast<player_pod *>(p), 0, sizeof (player_pod));
233     p->attachable_clear ();
234    
235     /* There are some elements we want initialized to non zero value -
236     * we deal with that below this point.
237     */
238     p->party = NULL;
239     p->outputs_sync = 16; /* Every 2 seconds */
240     p->outputs_count = 8; /* Keeps present behaviour */
241     p->unapply = unapply_nochoice;
242     p->Swap_First = -1;
243 elmex 1.1
244     #ifdef AUTOSAVE
245 root 1.15 p->last_save_tick = 9999999;
246 elmex 1.1 #endif
247 root 1.15
248     strcpy (p->savebed_map, first_map_path); /* Init. respawn position */
249    
250     op->contr = p; /* this aren't yet in archetype */
251     p->ob = op;
252     op->speed_left = 0.5;
253     op->speed = 1.0;
254     op->direction = 5; /* So player faces south */
255     op->stats.wc = 2;
256     op->run_away = 25; /* Then we panick... */
257     p->socket.monitor_spells = 0; /* Needed because esrv_update_spells( ) gets called by roll_stats */
258    
259     roll_stats (op);
260     p->state = ST_ROLL_STAT;
261     clear_los (op);
262    
263     p->gen_sp_armour = 10;
264     p->last_speed = -1;
265     p->shoottype = range_none;
266     p->bowtype = bow_normal;
267     p->petmode = pet_normal;
268     p->listening = 10;
269     p->usekeys = containers;
270     p->last_weapon_sp = -1;
271     p->peaceful = 1; /* default peaceful */
272     p->do_los = 1;
273     p->explore = 0;
274     p->no_shout = 0; /* default can shout */
275    
276     strncpy (p->title, op->arch->clone.name, sizeof (p->title) - 1);
277     p->title[sizeof (p->title) - 1] = '\0';
278     op->race = op->arch->clone.race;
279    
280     CLEAR_FLAG (op, FLAG_READY_SKILL);
281    
282     /* we need to clear these to -1 and not zero - otherwise,
283     * if a player quits and starts a new character, we wont
284     * send new values to the client, as things like exp start
285     * at zero.
286     */
287     for (i = 0; i < NUM_SKILLS; i++)
288     {
289     p->last_skill_exp[i] = -1;
290     p->last_skill_ob[i] = NULL;
291     }
292     for (i = 0; i < NROFATTACKS; i++)
293     {
294     p->last_resist[i] = -1;
295     }
296     p->last_stats.exp = -1;
297     p->last_weight = (uint32) - 1;
298    
299     p->socket.update_look = 0;
300     p->socket.look_position = 0;
301     return p;
302 elmex 1.1 }
303    
304     /* This loads the first map an puts the player on it. */
305     static void set_first_map(object *op)
306     {
307     strcpy(op->contr->maplevel, first_map_path);
308     op->x = -1;
309     op->y = -1;
310     enter_exit(op, NULL);
311     }
312    
313     /* Tries to add player on the connection passwd in ns.
314     * All we can really get in this is some settings like host and display
315     * mode.
316     */
317    
318     int add_player(NewSocket *ns) {
319     player *p;
320    
321     p=get_player(NULL);
322     p->socket = *ns;
323     p->socket.faces_sent = (uint8*) malloc(p->socket.faces_sent_len*sizeof(*p->socket.faces_sent));
324     if(p->socket.faces_sent == NULL)
325 root 1.11 fatal(OUT_OF_MEMORY);
326 elmex 1.1 memcpy(p->socket.faces_sent, ns->faces_sent, p->socket.faces_sent_len*sizeof(*p->socket.faces_sent));
327     /* Needed because the socket we just copied over needs to be cleared.
328     * Note that this can result in a client reset if there is partial data
329     * on the uncoming socket.
330     */
331     p->socket.inbuf.len = 0;
332     set_first_map(p->ob);
333    
334     CLEAR_FLAG(p->ob, FLAG_FRIENDLY);
335     add_friendly_object(p->ob);
336     send_rules(p->ob);
337     send_news(p->ob);
338     display_motd(p->ob);
339     get_name(p->ob);
340     return 0;
341     }
342    
343     /*
344     * get_player_archetype() return next player archetype from archetype
345     * list. Not very efficient routine, but used only creating new players.
346     * Note: there MUST be at least one player archetype!
347     */
348     archetype *get_player_archetype(archetype* at)
349     {
350     archetype *start = at;
351     for (;;) {
352 root 1.11 if (at==NULL || at->next==NULL)
353     at=first_archetype;
354     else
355     at=at->next;
356     if(at->clone.type==PLAYER)
357     return at;
358     if (at == start) {
359     LOG (llevError, "No Player archetypes\n");
360     exit (-1);
361     }
362 elmex 1.1 }
363     }
364    
365    
366     object *get_nearest_player(object *mon) {
367     object *op = NULL;
368     player *pl = NULL;
369     objectlink *ol;
370     unsigned lastdist;
371     rv_vector rv;
372    
373     for(ol=first_friendly_object,lastdist=1000;ol!=NULL;ol=ol->next) {
374 root 1.11 /* We should not find free objects on this friendly list, but it
375     * does periodically happen. Given that, lets deal with it.
376     * While unlikely, it is possible the next object on the friendly
377     * list is also free, so encapsulate this in a while loop.
378     */
379     while (QUERY_FLAG(ol->ob, FLAG_FREED) || !QUERY_FLAG(ol->ob, FLAG_FRIENDLY)) {
380     object *tmp=ol->ob;
381    
382     /* Can't do much more other than log the fact, because the object
383     * itself will have been cleared.
384     */
385     LOG(llevDebug,"get_nearest_player: Found free/non friendly object on friendly list\n");
386     ol = ol->next;
387     remove_friendly_object(tmp);
388     if (!ol) return op;
389     }
390    
391     /* Remove special check for player from this. First, it looks to cause
392     * some crashes (ol->ob->contr not set properly?), but secondly, a more
393     * complicated method of state checking would be needed in any case -
394     * as it was, a clever player could type quit, and the function would
395     * skip them over while waiting for confirmation. Remove
396     * on_same_map check, as can_detect_enemy also does this
397     */
398     if (!can_detect_enemy(mon,ol->ob,&rv))
399     continue;
400    
401     if(lastdist>rv.distance) {
402     op=ol->ob;
403     lastdist=rv.distance;
404     }
405 elmex 1.1 }
406     for (pl=first_player; pl != NULL; pl=pl->next) {
407 root 1.11 if (can_detect_enemy(mon, pl->ob,&rv)) {
408 elmex 1.1
409 root 1.11 if(lastdist>rv.distance) {
410     op=pl->ob;
411     lastdist=rv.distance;
412     }
413     }
414 elmex 1.1 }
415     #if 0
416 root 1.14 LOG(llevDebug,"get_nearest_player() finds player: %s\n",op?&op->name:"(null)");
417 elmex 1.1 #endif
418     return op;
419     }
420    
421     /* I believe this can safely go to 2, 3 is questionable, 4 will likely
422     * result in a monster paths backtracking. It basically determines how large a
423     * detour a monster will take from the direction path when looking
424     * for a path to the player. The values are in the amount of direction
425     * the deviation is
426     */
427     #define DETOUR_AMOUNT 2
428    
429     /* This is used to prevent infinite loops. Consider a case where the
430     * player is in a chamber (with gate closed), and monsters are outside.
431     * with DETOUR_AMOUNT==2, the function will turn each corner, trying to
432     * find a path into the chamber. This is a good thing, but since there
433     * is no real path, it will just keep circling the chamber for
434     * ever (this could be a nice effect for monsters, but not for the function
435     * to get stuck in. I think for the monsters, if max is reached and
436     * we return the first direction the creature could move would result in the
437     * circling behaviour. Unfortunately, this function is also used to determined
438     * if the creature should cast a spell, so returning a direction in that case
439     * is probably not a good thing.
440     */
441     #define MAX_SPACES 50
442    
443    
444     /*
445     * Returns the direction to the player, if valid. Returns 0 otherwise.
446     * modified to verify there is a path to the player. Does this by stepping towards
447     * player and if path is blocked then see if blockage is close enough to player that
448     * direction to player is changed (ie zig or zag). Continue zig zag until either
449     * reach player or path is blocked. Thus, will only return true if there is a free
450     * path to player. Though path may not be a straight line. Note that it will find
451     * player hiding along a corridor at right angles to the corridor with the monster.
452     *
453     * Modified by MSW 2001-08-06 to handle tiled maps. Various notes:
454     * 1) With DETOUR_AMOUNT being 2, it should still go and find players hiding
455     * down corriders.
456     * 2) I think the old code was broken if the first direction the monster
457     * should move was blocked - the code would store the first direction without
458     * verifying that the player can actually move in that direction. The new
459     * code does not store anything in firstdir until we have verified that the
460     * monster can in fact move one space in that direction.
461     * 3) I'm not sure how good this code will be for moving multipart monsters,
462     * since only simple checks to blocked are being called, which could mean the monster
463     * is blocking itself.
464     */
465     int path_to_player(object *mon, object *pl, unsigned mindiff) {
466     rv_vector rv;
467     sint16 x,y;
468     int lastx,lasty,dir,i,diff, firstdir=0,lastdir, max=MAX_SPACES, mflags, blocked;
469     mapstruct *m ,*lastmap;
470    
471     get_rangevector(mon, pl, &rv, 0);
472    
473     if (rv.distance<mindiff) return 0;
474    
475     x=mon->x;
476     y=mon->y;
477     m=mon->map;
478     dir = rv.direction;
479     lastdir = firstdir = rv.direction; /* perhaps we stand next to pl, init firstdir too */
480     diff = FABS(rv.distance_x)>FABS(rv.distance_y)?FABS(rv.distance_x):FABS(rv.distance_y);
481     /* If we can't solve it within the search distance, return now. */
482     if (diff>max) return 0;
483     while (diff >1 && max>0) {
484 root 1.11 lastx = x;
485     lasty = y;
486     lastmap = m;
487     x = lastx + freearr_x[dir];
488     y = lasty + freearr_y[dir];
489    
490     mflags = get_map_flags(m, &m, x, y, &x, &y);
491     blocked = (mflags & P_OUT_OF_MAP) ? MOVE_ALL : GET_MAP_MOVE_BLOCK(m, x, y);
492    
493     /* Space is blocked - try changing direction a little */
494     if ((mflags & P_OUT_OF_MAP) || ((OB_TYPE_MOVE_BLOCK(mon, blocked) || (mflags&P_BLOCKSVIEW))
495     && (m == mon->map && blocked_link(mon, m, x, y)))) {
496     /* recalculate direction from last good location. Possible
497     * we were not traversing ideal location before.
498     */
499     get_rangevector_from_mapcoord(lastmap, lastx, lasty, pl, &rv, 0);
500     if (rv.direction != dir) {
501     /* OK - says direction should be different - lets reset the
502     * the values so it will try again.
503     */
504     x = lastx;
505     y = lasty;
506     m = lastmap;
507     dir = firstdir = rv.direction;
508     } else {
509     /* direct path is blocked - try taking a side step to
510     * either the left or right.
511     * Note increase the values in the loop below to be
512     * more than -1/1 respectively will mean the monster takes
513     * bigger detour. Have to be careful about these values getting
514     * too big (3 or maybe 4 or higher) as the monster may just try
515     * stepping back and forth
516     */
517     for (i=-DETOUR_AMOUNT; i<=DETOUR_AMOUNT; i++) {
518     if (i==0) continue; /* already did this, so skip it */
519     /* Use lastdir here - otherwise,
520     * since the direction that the creature should move in
521     * may change, you could get infinite loops.
522     * ie, player is northwest, but monster can only
523     * move west, so it does that. It goes some distance,
524     * gets blocked, finds that it should move north,
525     * can't do that, but now finds it can move east, and
526     * gets back to its original point. lastdir contains
527     * the last direction the creature has successfully
528     * moved.
529     */
530    
531     x = lastx + freearr_x[absdir(lastdir+i)];
532     y = lasty + freearr_y[absdir(lastdir+i)];
533     m = lastmap;
534     mflags = get_map_flags(m, &m, x, y, &x, &y);
535     if (mflags & P_OUT_OF_MAP) continue;
536     blocked = GET_MAP_MOVE_BLOCK(m, x, y);
537     if (OB_TYPE_MOVE_BLOCK(mon, blocked)) continue;
538 elmex 1.1 if (mflags & P_BLOCKSVIEW) continue;
539    
540 root 1.11 if (m == mon->map && blocked_link(mon, m, x, y)) break;
541     }
542     /* go through entire loop without finding a valid
543     * sidestep to take - thus, no valid path.
544     */
545     if (i==(DETOUR_AMOUNT+1))
546     return 0;
547     diff--;
548     lastdir=dir;
549     max--;
550     if (!firstdir) firstdir = dir+i;
551     } /* else check alternate directions */
552     } /* if blocked */
553     else {
554     /* we moved towards creature, so diff is less */
555     diff--;
556     max--;
557     lastdir=dir;
558     if (!firstdir) firstdir = dir;
559     }
560     if (diff<=1) {
561     /* Recalculate diff (distance) because we may not have actually
562     * headed toward player for entire distance.
563     */
564     get_rangevector_from_mapcoord(m, x, y, pl, &rv, 0);
565     diff = FABS(rv.distance_x)>FABS(rv.distance_y)?FABS(rv.distance_x):FABS(rv.distance_y);
566     }
567     if (diff>max) return 0;
568 elmex 1.1 }
569     /* If we reached the max, didn't find a direction in time */
570     if (!max) return 0;
571    
572     return firstdir;
573     }
574    
575     void give_initial_items(object *pl,treasurelist *items) {
576     object *op,*next=NULL;
577    
578     if(pl->randomitems!=NULL)
579 root 1.11 create_treasure(items,pl,GT_STARTEQUIP | GT_ONLY_GOOD,1,0);
580 elmex 1.1
581     for (op=pl->inv; op; op=next) {
582 root 1.11 next = op->below;
583    
584     /* Forces get applied per default, unless they have the
585 elmex 1.1 * flag "neutral" set. Sorry but I can't think of a better way
586 root 1.11 */
587 elmex 1.1 if(op->type==FORCE && !QUERY_FLAG(op, FLAG_NEUTRAL))
588 root 1.11 SET_FLAG(op,FLAG_APPLIED);
589    
590     /* we never give weapons/armour if these cannot be used
591 elmex 1.1 * by this player due to race restrictions
592 root 1.11 */
593     if (pl->type == PLAYER) {
594     if ((!QUERY_FLAG(pl, FLAG_USE_ARMOUR) &&
595     (op->type == ARMOUR || op->type == BOOTS ||
596     op->type == CLOAK || op->type == HELMET ||
597     op->type == SHIELD || op->type == GLOVES ||
598     op->type == BRACERS || op->type == GIRDLE)) ||
599     (!QUERY_FLAG(pl, FLAG_USE_WEAPON) && op->type == WEAPON)) {
600     remove_ob (op);
601     free_object (op);
602     continue;
603     }
604     }
605    
606     /* This really needs to be better - we should really give
607     * a substitute spellbook. The problem is that we don't really
608     * have a good idea what to replace it with (need something like
609     * a first level treasurelist for each skill.)
610     * remove duplicate skills also
611     */
612 elmex 1.1 if(op->type==SPELLBOOK || op->type == SKILL) {
613 root 1.11 object *tmp;
614 elmex 1.1
615 root 1.11 for (tmp=op->below; tmp; tmp=tmp->below)
616     if (tmp->type == op->type && tmp->name == op->name) break;
617    
618     if (tmp) {
619     remove_ob(op);
620     free_object(op);
621     LOG(llevError,"give_initial_items: Removing duplicate object %s\n",
622 root 1.14 &tmp->name);
623 root 1.11 continue;
624     }
625     if (op->nrof > 1) op->nrof = 1;
626     }
627 elmex 1.1
628 root 1.11 if (op->type == SPELLBOOK && op->inv) {
629     CLEAR_FLAG(op->inv, FLAG_STARTEQUIP);
630     }
631    
632     /* Give starting characters identified, uncursed, and undamned
633     * items. Just don't identify gold or silver, or it won't be
634     * merged properly.
635     */
636     if (need_identify(op)) {
637     SET_FLAG(op, FLAG_IDENTIFIED);
638     CLEAR_FLAG(op, FLAG_CURSED);
639     CLEAR_FLAG(op, FLAG_DAMNED);
640     }
641     if(op->type==SPELL) {
642     remove_ob(op);
643     free_object(op);
644 elmex 1.1 continue;
645 root 1.11 }
646     else if(op->type==SKILL) {
647     SET_FLAG(op, FLAG_CAN_USE_SKILL);
648     op->stats.exp = 0;
649     op->level = 1;
650     }
651     /* lock all 'normal items by default */
652     else SET_FLAG(op, FLAG_INV_LOCKED);
653 elmex 1.1 } /* for loop of objects in player inv */
654    
655     /* Need to set up the skill pointers */
656     link_player_skills(pl);
657     }
658    
659     void get_name(object *op) {
660     op->contr->write_buf[0]='\0';
661     op->contr->state=ST_GET_NAME;
662     send_query(&op->contr->socket,0,"What is your name?\n:");
663     }
664    
665     void get_password(object *op) {
666     op->contr->write_buf[0]='\0';
667     op->contr->state=ST_GET_PASSWORD;
668     send_query(&op->contr->socket,CS_QUERY_HIDEINPUT, "What is your password?\n:");
669     }
670    
671     void play_again(object *op)
672     {
673     op->contr->state=ST_PLAY_AGAIN;
674     op->chosen_skill = NULL;
675     send_query(&op->contr->socket, CS_QUERY_SINGLECHAR, "Do you want to play again (a/q)?");
676     /* a bit of a hack, but there are various places early in th
677     * player creation process that a user can quit (eg, roll
678     * stats) that isn't removing the player. Taking a quick
679     * look, there are many places that call play_again without
680     * removing the player - it probably makes more sense
681     * to leave it to play_again to remove the object in all
682     * cases.
683     */
684     if (!QUERY_FLAG(op, FLAG_REMOVED))
685 root 1.11 remove_ob(op);
686 elmex 1.1 /* Need to set this to null - otherwise, it could point to garbage,
687     * and draw() doesn't check to see if the player is removed, only if
688     * the map is null or not swapped out.
689     */
690     op->map = NULL;
691     }
692    
693    
694     int receive_play_again(object *op, char key)
695     {
696     if(key=='q'||key=='Q') {
697 root 1.11 remove_friendly_object(op);
698     leave(op->contr,0); /* ericserver will draw the message */
699     return 2;
700 elmex 1.1 }
701     else if(key=='a'||key=='A') {
702 root 1.11 player *pl = op->contr;
703 root 1.14 shstr name = op->name;
704 elmex 1.1
705 root 1.11 remove_friendly_object(op);
706     free_object(op);
707     pl = get_player(pl);
708     op = pl->ob;
709     add_friendly_object(op);
710     op->contr->password[0]='~';
711 root 1.14 op->name = op->name_pl = 0;
712 root 1.11 /* Lets put a space in here */
713     new_draw_info(NDI_UNIQUE, 0, op, "\n");
714     get_name(op);
715 root 1.14 op->name = op->name_pl = name;
716 root 1.11 set_first_map(op);
717 elmex 1.1 } else {
718 root 1.11 /* user pressed something else so just ask again... */
719     play_again(op);
720 elmex 1.1 }
721     return 0;
722     }
723    
724     void confirm_password(object *op) {
725    
726     op->contr->write_buf[0]='\0';
727     op->contr->state=ST_CONFIRM_PASSWORD;
728     send_query(&op->contr->socket, CS_QUERY_HIDEINPUT, "Please type your password again.\n:");
729     }
730    
731     void get_party_password(object *op, partylist *party) {
732     if (party == NULL) {
733 root 1.14 LOG(llevError, "get_party_password(): tried to make player %s join a NULL party", &op->name);
734 root 1.11 return;
735 elmex 1.1 }
736     op->contr->write_buf[0]='\0';
737     op->contr->state=ST_GET_PARTY_PASSWORD;
738     op->contr->party_to_join = party;
739     send_query(&op->contr->socket, CS_QUERY_HIDEINPUT, "What is the password?\n:");
740     }
741    
742    
743     /* This rolls four 1-6 rolls and sums the best 3 of the 4. */
744     int roll_stat(void) {
745     int a[4],i,j,k;
746    
747     for(i=0;i<4;i++)
748 root 1.11 a[i]=(int)RANDOM()%6+1;
749 elmex 1.1
750     for(i=0,j=0,k=7;i<4;i++)
751 root 1.11 if(a[i]<k)
752     k=a[i],j=i;
753 elmex 1.1
754     for(i=0,k=0;i<4;i++) {
755 root 1.11 if(i!=j)
756     k+=a[i];
757 elmex 1.1 }
758     return k;
759     }
760    
761     void roll_stats(object *op) {
762     int sum=0;
763     int i = 0, j = 0;
764     int statsort[7];
765    
766     do {
767 root 1.11 op->stats.Str=roll_stat();
768     op->stats.Dex=roll_stat();
769     op->stats.Int=roll_stat();
770     op->stats.Con=roll_stat();
771     op->stats.Wis=roll_stat();
772     op->stats.Pow=roll_stat();
773     op->stats.Cha=roll_stat();
774     sum=op->stats.Str+op->stats.Dex+op->stats.Int+
775     op->stats.Con+op->stats.Wis+op->stats.Pow+
776     op->stats.Cha;
777 elmex 1.1 } while(sum<82||sum>116);
778    
779     /* Sort the stats so that rerolling is easier... */
780     statsort[0] = op->stats.Str;
781     statsort[1] = op->stats.Dex;
782     statsort[2] = op->stats.Int;
783     statsort[3] = op->stats.Con;
784     statsort[4] = op->stats.Wis;
785     statsort[5] = op->stats.Pow;
786     statsort[6] = op->stats.Cha;
787    
788     /* a quick and dirty bubblesort? */
789     do {
790 root 1.11 if (statsort[i] < statsort[i + 1]) {
791     j = statsort[i];
792     statsort[i] = statsort[i + 1];
793     statsort[i + 1] = j;
794     i = 0;
795     } else {
796     i++;
797     }
798 elmex 1.1 } while (i < 6);
799    
800     op->stats.Str = statsort[0];
801     op->stats.Dex = statsort[1];
802     op->stats.Con = statsort[2];
803     op->stats.Int = statsort[3];
804     op->stats.Wis = statsort[4];
805     op->stats.Pow = statsort[5];
806     op->stats.Cha = statsort[6];
807    
808    
809     op->contr->orig_stats.Str=op->stats.Str;
810     op->contr->orig_stats.Dex=op->stats.Dex;
811     op->contr->orig_stats.Int=op->stats.Int;
812     op->contr->orig_stats.Con=op->stats.Con;
813     op->contr->orig_stats.Wis=op->stats.Wis;
814     op->contr->orig_stats.Pow=op->stats.Pow;
815     op->contr->orig_stats.Cha=op->stats.Cha;
816    
817     op->level=1;
818     op->stats.exp=0;
819     op->stats.ac=0;
820    
821     op->contr->levhp[1] = 9;
822     op->contr->levsp[1] = 6;
823     op->contr->levgrace[1] = 3;
824    
825     fix_player(op);
826     op->stats.hp = op->stats.maxhp;
827     op->stats.sp = op->stats.maxsp;
828     op->stats.grace = op->stats.maxgrace;
829     op->contr->orig_stats=op->stats;
830     }
831    
832     void Roll_Again(object *op)
833     {
834     esrv_new_player(op->contr, 0);
835     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)? ");
836     }
837    
838     void Swap_Stat(object *op,int Swap_Second)
839     {
840     signed char tmp;
841     char buf[MAX_BUF];
842    
843     if ( op->contr->Swap_First == -1 ) {
844 root 1.11 new_draw_info(NDI_UNIQUE, 0,op,"How the hell did you get here?!?!!!");
845     new_draw_info(NDI_UNIQUE, 0,op,"Error in Swap_Stat code,");
846     new_draw_info(NDI_UNIQUE, 0,op,"mail korg@rdt.monash.edu.au");
847     return;
848 elmex 1.1 }
849    
850     tmp = get_attr_value(&op->contr->orig_stats, op->contr->Swap_First);
851    
852     set_attr_value(&op->contr->orig_stats, op->contr->Swap_First,
853 root 1.11 get_attr_value(&op->contr->orig_stats, Swap_Second));
854 elmex 1.1
855     set_attr_value(&op->contr->orig_stats, Swap_Second, tmp);
856    
857     sprintf(buf,"%s done\n", short_stat_name[Swap_Second]);
858     new_draw_info(NDI_UNIQUE, 0,op, buf);
859     op->stats.Str = op->contr->orig_stats.Str;
860     op->stats.Dex = op->contr->orig_stats.Dex;
861     op->stats.Con = op->contr->orig_stats.Con;
862     op->stats.Int = op->contr->orig_stats.Int;
863     op->stats.Wis = op->contr->orig_stats.Wis;
864     op->stats.Pow = op->contr->orig_stats.Pow;
865     op->stats.Cha = op->contr->orig_stats.Cha;
866     op->stats.ac=0;
867    
868     op->level=1;
869     op->stats.exp=0;
870     op->stats.ac=0;
871    
872     op->contr->levhp[1] = 9;
873     op->contr->levsp[1] = 6;
874     op->contr->levgrace[1] = 3;
875    
876     fix_player(op);
877     op->stats.hp = op->stats.maxhp;
878     op->stats.sp = op->stats.maxsp;
879     op->stats.grace = op->stats.maxgrace;
880     op->contr->orig_stats=op->stats;
881     op->contr->Swap_First=-1;
882     }
883    
884    
885     /* This code has been greatly reduced, because with set_attr_value
886     * and get_attr_value, the stats can be accessed just numeric
887     * ids. stat_trans is a table that translate the number entered
888     * into the actual stat. It is needed because the order the stats
889     * are displayed in the stat window is not the same as how
890     * the number's access that stat. The table does that translation.
891     */
892     int key_roll_stat(object *op, char key)
893     {
894     int keynum = key -'0';
895     char buf[MAX_BUF];
896     static sint8 stat_trans[] = {-1, STR, DEX, CON, INT, WIS, POW, CHA};
897    
898     if (keynum>0 && keynum<=7) {
899 root 1.11 if (op->contr->Swap_First==-1) {
900     op->contr->Swap_First=stat_trans[keynum];
901     sprintf(buf,"%s ->", short_stat_name[stat_trans[keynum]]);
902     new_draw_info(NDI_UNIQUE, 0,op,buf);
903     }
904     else
905     Swap_Stat(op,stat_trans[keynum]);
906 elmex 1.1
907 root 1.11 send_query(&op->contr->socket,CS_QUERY_SINGLECHAR,"");
908     return 1;
909 elmex 1.1 }
910     switch (key) {
911 root 1.11 case 'n':
912 elmex 1.1 case 'N': {
913 root 1.11 SET_FLAG(op, FLAG_WIZ);
914     if(op->map==NULL) {
915     LOG(llevError,"Map == NULL in state 2\n");
916     break;
917     }
918 elmex 1.1
919     #if 0
920 root 1.11 /* So that enter_exit will put us at startx/starty */
921     op->x= -1;
922 elmex 1.1
923 root 1.11 enter_exit(op,NULL);
924 elmex 1.1 #endif
925 root 1.11 SET_ANIMATION(op, 2); /* So player faces south */
926     /* Enter exit adds a player otherwise */
927     add_statbonus(op);
928     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");
929     op->contr->state = ST_CHANGE_CLASS;
930     if (op->msg)
931     new_draw_info(NDI_BLUE, 0, op, op->msg);
932     return 0;
933     }
934 elmex 1.1 case 'y':
935     case 'Y':
936 root 1.11 roll_stats(op);
937     send_query(&op->contr->socket,CS_QUERY_SINGLECHAR,"");
938     return 1;
939 elmex 1.1
940     case 'q':
941     case 'Q':
942     play_again(op);
943     return 1;
944    
945     default:
946 root 1.11 send_query(&op->contr->socket,CS_QUERY_SINGLECHAR,"Yes, No, Quit or 1-6. Roll again?");
947     return 0;
948 elmex 1.1 }
949     return 0;
950     }
951    
952     /* This function takes the key that is passed, and does the
953     * appropriate action with it (change race, or other things).
954     * The function name is for historical reasons - now we have
955     * separate race and class; this actually changes the RACE,
956     * not the class.
957     */
958    
959     int key_change_class(object *op, char key)
960     {
961     int tmp_loop;
962    
963     if(key=='q'||key=='Q') {
964     remove_ob(op);
965     play_again(op);
966     return 0;
967     }
968     if(key=='d'||key=='D') {
969 root 1.11 char buf[MAX_BUF];
970 elmex 1.1
971 root 1.11 /* this must before then initial items are given */
972     esrv_new_player(op->contr, op->weight+op->carrying);
973     create_treasure(find_treasurelist("starting_wealth"),op, 0, 0, 0);
974 elmex 1.1
975 root 1.3 INVOKE_PLAYER (BIRTH, op->contr);
976     INVOKE_PLAYER (LOGIN, op->contr);
977 elmex 1.1
978 root 1.11 op->contr->state=ST_PLAYING;
979    
980 root 1.14 if (op->msg)
981     op->msg=NULL;
982 elmex 1.1
983 root 1.11 /* We create this now because some of the unique maps will need it
984     * to save here.
985     */
986 root 1.14 sprintf(buf,"%s/%s/%s",settings.localdir,settings.playerdir,&op->name);
987 root 1.11 make_path_to_file(buf);
988 elmex 1.1
989     #ifdef AUTOSAVE
990 root 1.11 op->contr->last_save_tick = pticks;
991 elmex 1.1 #endif
992 root 1.11 start_info(op);
993     CLEAR_FLAG(op, FLAG_WIZ);
994     give_initial_items(op,op->randomitems);
995     link_player_skills(op);
996     esrv_send_inventory(op, op);
997     fix_player(op);
998 elmex 1.1
999     /* This moves the player to a different start map, if there
1000     * is one for this race
1001     */
1002     if(*first_map_ext_path) {
1003     object *tmp;
1004     mapstruct *oldmap = op->map;
1005     char mapname[MAX_BUF];
1006     snprintf(mapname, MAX_BUF-1, "%s/%s",
1007 root 1.14 first_map_ext_path, &op->arch->name);
1008 elmex 1.1 tmp=get_object();
1009 root 1.14 EXIT_PATH(tmp) = mapname;
1010 elmex 1.1 EXIT_X(tmp) = op->x;
1011     EXIT_Y(tmp) = op->y;
1012     enter_exit(op,tmp); /* we don't really care if it succeeded;
1013     * if the map isn't there, then stay on the
1014     * default initial map */
1015     free_object(tmp);
1016     } else {
1017     LOG(llevDebug,"first_map_ext_path not set\n");
1018     }
1019 root 1.11 return 0;
1020 elmex 1.1 }
1021    
1022     /* Following actually changes the race - this is the default command
1023     * if we don't match with one of the options above.
1024     */
1025    
1026     tmp_loop = 0;
1027     while(!tmp_loop) {
1028 root 1.14 shstr name = op->name;
1029 root 1.11 int x = op->x, y = op->y;
1030     remove_statbonus(op);
1031     remove_ob (op);
1032     op->arch = get_player_archetype(op->arch);
1033     copy_object (&op->arch->clone, op);
1034 root 1.6 op->instantiate ();
1035 root 1.11 op->stats = op->contr->orig_stats;
1036 root 1.14 op->name = op->name_pl = name;
1037 root 1.11 op->x = x;
1038     op->y = y;
1039     SET_ANIMATION(op, 2); /* So player faces south */
1040     insert_ob_in_map (op, op->map, op,0);
1041     strncpy(op->contr->title, op->arch->clone.name, sizeof(op->contr->title)-1);
1042     op->contr->title[sizeof(op->contr->title)-1] = '\0';
1043     add_statbonus(op);
1044     tmp_loop=allowed_class(op);
1045 elmex 1.1 }
1046     update_object(op,UP_OBJ_FACE);
1047     esrv_update_item(UPD_FACE,op,op);
1048     fix_player(op);
1049     op->stats.hp=op->stats.maxhp;
1050     op->stats.sp=op->stats.maxsp;
1051     op->stats.grace=0;
1052     if (op->msg)
1053 root 1.11 new_draw_info(NDI_BLUE, 0, op, op->msg);
1054 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");
1055     return 0;
1056     }
1057    
1058     int key_confirm_quit(object *op, char key)
1059     {
1060     char buf[MAX_BUF];
1061    
1062     if(key!='y'&&key!='Y'&&key!='q'&&key!='Q') {
1063 root 1.11 op->contr->state=ST_PLAYING;
1064     new_draw_info(NDI_UNIQUE, 0,op,"OK, continuing to play.");
1065     return 1;
1066 elmex 1.1 }
1067    
1068 root 1.3 INVOKE_PLAYER (LOGOUT, op->contr);
1069     INVOKE_PLAYER (QUIT , op->contr);
1070    
1071 elmex 1.1 terminate_all_pets(op);
1072     leave_map(op);
1073     op->direction=0;
1074     new_draw_info_format(NDI_UNIQUE | NDI_ALL, 5, NULL,
1075 root 1.14 "%s quits the game.", &op->name);
1076 elmex 1.1
1077     strcpy(op->contr->killer,"quit");
1078     check_score(op);
1079     op->contr->party=NULL;
1080     if (settings.set_title == TRUE)
1081 root 1.11 op->contr->own_title[0]='\0';
1082 elmex 1.1
1083     if(!QUERY_FLAG(op,FLAG_WAS_WIZ)) {
1084 root 1.11 mapstruct *mp, *next;
1085 elmex 1.1
1086 root 1.11 /* We need to hunt for any per player unique maps in memory and
1087     * get rid of them. The trailing slash in the path is intentional,
1088     * so that players named 'Ab' won't match against players 'Abe' pathname
1089     */
1090 root 1.14 sprintf(buf,"%s/%s/%s/", settings.localdir, settings.playerdir, &op->name);
1091 root 1.11 for (mp=first_map; mp!=NULL; mp=next) {
1092     next = mp->next;
1093     if (!strncmp(mp->path, buf, strlen(buf)))
1094     delete_map(mp);
1095     }
1096    
1097     delete_character(op->name, 1);
1098 elmex 1.1 }
1099     play_again(op);
1100     return 1;
1101     }
1102    
1103     void flee_player(object *op) {
1104     int dir,diff;
1105     rv_vector rv;
1106    
1107     if(op->stats.hp < 0) {
1108 root 1.11 LOG(llevDebug, "Fleeing player is dead.\n");
1109     CLEAR_FLAG(op, FLAG_SCARED);
1110     return;
1111 elmex 1.1 }
1112    
1113     if(op->enemy==NULL) {
1114 root 1.11 LOG(llevDebug,"Fleeing player had no enemy.\n");
1115     CLEAR_FLAG(op, FLAG_SCARED);
1116     return;
1117 elmex 1.1 }
1118    
1119     /* Seen some crashes here. Since we don't store an
1120     * op->enemy_count, it is possible that something destroys the
1121     * actual enemy, and the object is recycled.
1122     */
1123     if (op->enemy->map == NULL) {
1124 root 1.11 CLEAR_FLAG(op, FLAG_SCARED);
1125     op->enemy=NULL;
1126     return;
1127 elmex 1.1 }
1128    
1129     if(!(random_roll(0, 4, op, PREFER_LOW)) && did_make_save(op, op->level, 0)) {
1130 root 1.11 op->enemy=NULL;
1131     CLEAR_FLAG(op, FLAG_SCARED);
1132     return;
1133 elmex 1.1 }
1134     get_rangevector(op, op->enemy, &rv, 0);
1135    
1136     dir=absdir(4+rv.direction);
1137     for(diff=0;diff<3;diff++) {
1138 root 1.11 int m=1-(RANDOM()&2);
1139     if(move_ob(op,absdir(dir+diff*m),op)||
1140     (diff==0 && move_ob(op,absdir(dir-diff*m),op))) {
1141     return;
1142     }
1143 elmex 1.1 }
1144     /* Cornered, get rid of scared */
1145     CLEAR_FLAG(op, FLAG_SCARED);
1146     op->enemy=NULL;
1147     }
1148    
1149    
1150     /* check_pick sees if there is stuff to be picked up/picks up stuff.
1151     * IT returns 1 if the player should keep on moving, 0 if he should
1152     * stop.
1153     */
1154     int check_pick(object *op) {
1155     object *tmp, *next;
1156     tag_t next_tag=0, op_tag;
1157     int stop = 0;
1158     int j, k, wvratio;
1159     char putstring[128], tmpstr[16];
1160    
1161    
1162     /* if you're flying, you cna't pick up anything */
1163     if (op->move_type & MOVE_FLYING)
1164     return 1;
1165    
1166     op_tag = op->count;
1167    
1168     next = op->below;
1169     if (next)
1170     next_tag = next->count;
1171    
1172     /* loop while there are items on the floor that are not marked as
1173     * destroyed */
1174     while (next && ! was_destroyed (next, next_tag))
1175     {
1176     tmp = next;
1177     next = tmp->below;
1178     if (next)
1179     next_tag = next->count;
1180    
1181     if (was_destroyed (op, op_tag))
1182     return 0;
1183    
1184     if ( ! can_pick (op, tmp))
1185     continue;
1186    
1187     if (op->contr->search_str[0]!='\0' && settings.search_items == TRUE)
1188     {
1189     if (item_matched_string (op, tmp, op->contr->search_str))
1190     pick_up (op, tmp);
1191     continue;
1192     }
1193    
1194     /* high not bit set? We're using the old autopickup model */
1195     if(!(op->contr->mode & PU_NEWMODE)) {
1196 root 1.11 switch (op->contr->mode) {
1197     case 0: return 1; /* don't pick up */
1198     case 1: pick_up (op, tmp);
1199     return 1;
1200     case 2: pick_up (op, tmp);
1201     return 0;
1202     case 3: return 0; /* stop before pickup */
1203     case 4: pick_up (op, tmp);
1204     break;
1205     case 5: pick_up (op, tmp);
1206     stop = 1;
1207     break;
1208     case 6:
1209     if (QUERY_FLAG (tmp, FLAG_KNOWN_MAGICAL) &&
1210     ! QUERY_FLAG(tmp, FLAG_KNOWN_CURSED))
1211     pick_up(op, tmp);
1212     break;
1213    
1214     case 7:
1215     if (tmp->type == MONEY || tmp->type == GEM)
1216     pick_up(op, tmp);
1217     break;
1218    
1219     default:
1220     /* use value density */
1221     if ( ! QUERY_FLAG (tmp, FLAG_UNPAID)
1222     && (query_cost (tmp, op, F_TRUE) * 100
1223     / (tmp->weight * MAX (tmp->nrof, 1)))
1224 elmex 1.1 >= op->contr->mode)
1225 root 1.11 pick_up(op,tmp);
1226     }
1227 elmex 1.1 }
1228     else { /* old model */
1229     /* NEW pickup handling */
1230     if(op->contr->mode & PU_DEBUG)
1231     {
1232 root 1.11 /* some debugging code to figure out item information */
1233     if(tmp->name!=NULL)
1234     sprintf(putstring,"item name: %s item type: %d weight/value: %d",
1235 root 1.14 &tmp->name, tmp->type,
1236 root 1.11 (int)(query_cost(tmp, op, F_TRUE)*100 / (tmp->weight * MAX(tmp->nrof,1))));
1237     else
1238     sprintf(putstring,"item name: %s item type: %d weight/value: %d",
1239 root 1.14 &tmp->arch->name, tmp->type,
1240 root 1.11 (int)(query_cost(tmp, op, F_TRUE)*100 / (tmp->weight * MAX(tmp->nrof,1))));
1241     new_draw_info(NDI_UNIQUE, 0,op,putstring);
1242    
1243     sprintf(putstring,"...flags: ");
1244     for(k=0;k<4;k++)
1245     {
1246     for(j=0;j<32;j++)
1247     {
1248     if((tmp->flags[k]>>j)&0x01)
1249     {
1250     sprintf(tmpstr,"%d ",k*32+j);
1251     strcat(putstring, tmpstr);
1252     }
1253     }
1254     }
1255     new_draw_info(NDI_UNIQUE, 0,op,putstring);
1256 elmex 1.1
1257     #if 0
1258 root 1.11 /* print the flags too */
1259     for(k=0;k<4;k++)
1260     {
1261     fprintf(stderr,"%d [%d] ", k, k*32+31);
1262     for(j=0;j<32;j++)
1263     {
1264     fprintf(stderr,"%d",tmp->flags[k]>>(31-j)&0x01);
1265     if(!((j+1)%4))fprintf(stderr," ");
1266     }
1267     fprintf(stderr," [%d]\n", k*32);
1268     }
1269 elmex 1.1 #endif
1270     }
1271     /* philosophy:
1272     * It's easy to grab an item type from a pile, as long as it's
1273     * generic. This takes no game-time. For more detailed pickups
1274     * and selections, select-items shoul dbe used. This is a
1275     * grab-as-you-run type mode that's really useful for arrows for
1276     * example.
1277     * The drawback: right now it has no frontend, so you need to
1278     * stick the bits you want into a calculator in hex mode and then
1279     * convert to decimal and then 'pickup <#>
1280     */
1281    
1282     /* the first two modes are exclusive: if NOTHING we return, if
1283     * STOP then we stop. All the rest are applied sequentially,
1284     * meaning if any test passes, the item gets picked up. */
1285    
1286     /* if mode is set to pick nothing up, return */
1287    
1288     if(op->contr->mode & PU_NOTHING) return 1;
1289    
1290     /* if mode is set to stop when encountering objects, return */
1291     /* take STOP before INHIBIT since it doesn't actually pick
1292     * anything up */
1293    
1294     if(op->contr->mode & PU_STOP) return 0;
1295    
1296     /* useful for going into stores and not losing your settings... */
1297     /* and for battles wher you don't want to get loaded down while
1298     * fighting */
1299     if(op->contr->mode & PU_INHIBIT) return 1;
1300    
1301     /* prevent us from turning into auto-thieves :) */
1302     if (QUERY_FLAG (tmp, FLAG_UNPAID)) continue;
1303    
1304     /* ignore known cursed objects */
1305     if (QUERY_FLAG (tmp, FLAG_KNOWN_CURSED) && op->contr->mode & PU_NOT_CURSED) continue;
1306    
1307     /* all food and drink if desired */
1308     /* question: don't pick up known-poisonous stuff? */
1309     if(op->contr->mode & PU_FOOD)
1310 root 1.11 if (tmp->type == FOOD)
1311     { pick_up(op, tmp); if(0)fprintf(stderr,"FOOD\n"); continue; }
1312 elmex 1.1 if(op->contr->mode & PU_DRINK)
1313 root 1.11 if (tmp->type == DRINK || (tmp->type == POISON && !QUERY_FLAG(tmp, FLAG_KNOWN_CURSED)))
1314     { pick_up(op, tmp); if(0)fprintf(stderr,"DRINK\n"); continue; }
1315 elmex 1.1
1316     if(op->contr->mode & PU_POTION)
1317 root 1.11 if (tmp->type == POTION)
1318     { pick_up(op, tmp); if(0)fprintf(stderr,"POTION\n"); continue; }
1319 elmex 1.1
1320     /* spellbooks, skillscrolls and normal books/scrolls */
1321     if(op->contr->mode & PU_SPELLBOOK)
1322 root 1.11 if (tmp->type == SPELLBOOK)
1323     { pick_up(op, tmp); if(0)fprintf(stderr,"SPELLBOOK\n"); continue; }
1324 elmex 1.1 if(op->contr->mode & PU_SKILLSCROLL)
1325 root 1.11 if (tmp->type == SKILLSCROLL)
1326     { pick_up(op, tmp); if(0)fprintf(stderr,"SKILLSCROLL\n"); continue; }
1327 elmex 1.1 if(op->contr->mode & PU_READABLES)
1328 root 1.11 if (tmp->type == BOOK || tmp->type == SCROLL)
1329     { pick_up(op, tmp); if(0)fprintf(stderr,"READABLES\n"); continue; }
1330 elmex 1.1
1331     /* wands/staves/rods/horns */
1332     if (op->contr->mode & PU_MAGIC_DEVICE)
1333 root 1.11 if (tmp->type == WAND || tmp->type == ROD || tmp->type == HORN)
1334     { pick_up(op, tmp); if(0)fprintf(stderr,"MAGIC_DEVICE\n"); continue; }
1335 elmex 1.1
1336     /* pick up all magical items */
1337     if(op->contr->mode & PU_MAGICAL)
1338 root 1.11 if (QUERY_FLAG (tmp, FLAG_KNOWN_MAGICAL) && ! QUERY_FLAG(tmp, FLAG_KNOWN_CURSED))
1339     { pick_up(op, tmp); if(0)fprintf(stderr,"MAGICAL\n"); continue; }
1340 elmex 1.1
1341     if(op->contr->mode & PU_VALUABLES)
1342     {
1343 root 1.11 if (tmp->type == MONEY || tmp->type == GEM)
1344     { pick_up(op, tmp); if(0)fprintf(stderr,"MONEY/GEM\n"); continue; }
1345 elmex 1.1 }
1346    
1347     /* rings & amulets - talismans seems to be typed AMULET */
1348     if(op->contr->mode & PU_JEWELS)
1349     if (tmp->type == RING || tmp->type == AMULET)
1350     { pick_up(op, tmp); if(0)fprintf(stderr,"JEWELS\n"); continue; }
1351    
1352     /* bows and arrows. Bows are good for selling! */
1353     if(op->contr->mode & PU_BOW)
1354 root 1.11 if (tmp->type == BOW)
1355     { pick_up(op, tmp); if(0)fprintf(stderr,"BOW\n"); continue; }
1356 elmex 1.1 if(op->contr->mode & PU_ARROW)
1357 root 1.11 if (tmp->type == ARROW)
1358     { pick_up(op, tmp); if(0)fprintf(stderr,"ARROW\n"); continue; }
1359 elmex 1.1
1360     /* all kinds of armor etc. */
1361     if(op->contr->mode & PU_ARMOUR)
1362 root 1.11 if (tmp->type == ARMOUR)
1363     { pick_up(op, tmp); if(0)fprintf(stderr,"ARMOUR\n"); continue; }
1364 elmex 1.1 if(op->contr->mode & PU_HELMET)
1365 root 1.11 if (tmp->type == HELMET)
1366     { pick_up(op, tmp); if(0)fprintf(stderr,"HELMET\n"); continue; }
1367 elmex 1.1 if(op->contr->mode & PU_SHIELD)
1368 root 1.11 if (tmp->type == SHIELD)
1369     { pick_up(op, tmp); if(0)fprintf(stderr,"SHIELD\n"); continue; }
1370 elmex 1.1 if(op->contr->mode & PU_BOOTS)
1371 root 1.11 if (tmp->type == BOOTS)
1372     { pick_up(op, tmp); if(0)fprintf(stderr,"BOOTS\n"); continue; }
1373 elmex 1.1 if(op->contr->mode & PU_GLOVES)
1374 root 1.11 if (tmp->type == GLOVES)
1375     { pick_up(op, tmp); if(0)fprintf(stderr,"GLOVES\n"); continue; }
1376 elmex 1.1 if(op->contr->mode & PU_CLOAK)
1377 root 1.11 if (tmp->type == CLOAK)
1378     { pick_up(op, tmp); if(0)fprintf(stderr,"GLOVES\n"); continue; }
1379 elmex 1.1
1380     /* hoping to catch throwing daggers here */
1381     if(op->contr->mode & PU_MISSILEWEAPON)
1382 root 1.11 if(tmp->type == WEAPON && QUERY_FLAG(tmp, FLAG_IS_THROWN))
1383     { pick_up(op, tmp); if(0)fprintf(stderr,"MISSILEWEAPON\n"); continue; }
1384 elmex 1.1
1385     /* careful: chairs and tables are weapons! */
1386     if(op->contr->mode & PU_ALLWEAPON)
1387     {
1388 root 1.11 if(tmp->type == WEAPON && tmp->name!=NULL)
1389     {
1390     if(strstr(tmp->name,"table")==NULL && strstr(tmp->arch->name,"table")==NULL &&
1391     strstr(tmp->name,"chair") && strstr(tmp->arch->name,"chair")==NULL)
1392     { pick_up(op, tmp); if(0)fprintf(stderr,"WEAPON\n"); continue; }
1393     }
1394     if(tmp->type == WEAPON && tmp->name==NULL)
1395     {
1396     if(strstr(tmp->arch->name,"table")==NULL &&
1397     strstr(tmp->arch->name,"chair")==NULL)
1398     { pick_up(op, tmp); if(0)fprintf(stderr,"WEAPON\n"); continue; }
1399     }
1400 elmex 1.1 }
1401    
1402     /* misc stuff that's useful */
1403     if(op->contr->mode & PU_KEY)
1404 root 1.11 if (tmp->type == KEY || tmp->type == SPECIAL_KEY)
1405     { pick_up(op, tmp); if(0)fprintf(stderr,"KEY\n"); continue; }
1406 elmex 1.1
1407     /* any of the last 4 bits set means we use the ratio for value
1408     * pickups */
1409     if(op->contr->mode & PU_RATIO)
1410     {
1411 root 1.11 /* use value density to decide what else to grab */
1412     /* >=7 was >= op->contr->mode */
1413     /* >=7 is the old standard setting. Now we take the last 4 bits
1414     * and multiply them by 5, giving 0..15*5== 5..75 */
1415     wvratio=(op->contr->mode & PU_RATIO) * 5;
1416     if ((query_cost(tmp, op, F_TRUE)*100 / (tmp->weight * MAX(tmp->nrof, 1))) >= wvratio)
1417     {
1418     pick_up(op, tmp);
1419 elmex 1.1 #if 0
1420 root 1.11 fprintf(stderr,"HIGH WEIGHT/VALUE [");
1421     if(tmp->name!=NULL) {
1422     fprintf(stderr,"%s", tmp->name);
1423     }
1424     else fprintf(stderr,"%s",tmp->arch->name);
1425     fprintf(stderr,",%d] = ", tmp->type);
1426     fprintf(stderr,"%d\n",(int)(query_cost(tmp,op,F_TRUE)*100 / (tmp->weight * MAX(tmp->nrof,1))));
1427 elmex 1.1 #endif
1428 root 1.11 continue;
1429     }
1430 elmex 1.1 }
1431     } /* the new pickup model */
1432     }
1433     return ! stop;
1434     }
1435    
1436     /*
1437     * Find an arrow in the inventory and after that
1438     * in the right type container (quiver). Pointer to the
1439     * found object is returned.
1440     */
1441     object *find_arrow(object *op, const char *type)
1442     {
1443     object *tmp = NULL;
1444    
1445     for(op=op->inv; op; op=op->below)
1446 root 1.11 if(!tmp && op->type==CONTAINER && op->race==type &&
1447     QUERY_FLAG(op,FLAG_APPLIED))
1448     tmp = find_arrow (op, type);
1449     else if (op->type==ARROW && op->race==type)
1450     return op;
1451 elmex 1.1 return tmp;
1452     }
1453    
1454     /*
1455     * Similar to find_arrow, but looks for (roughly) the best arrow to use
1456     * against the target. A full test is not performed, simply a basic test
1457     * of resistances. The archer is making a quick guess at what he sees down
1458     * the hall. Failing that it does it's best to pick the highest plus arrow.
1459     */
1460    
1461     object *find_better_arrow(object *op, object *target, const char *type, int *better)
1462     {
1463     object *tmp = NULL, *arrow, *ntmp;
1464     int attacknum, attacktype, betterby=0, i;
1465    
1466     if (!type)
1467 root 1.11 return NULL;
1468 elmex 1.1
1469     for (arrow=op->inv; arrow; arrow=arrow->below) {
1470 root 1.11 if (arrow->type==CONTAINER && arrow->race==type &&
1471     QUERY_FLAG(arrow, FLAG_APPLIED)) {
1472     i = 0;
1473     ntmp = find_better_arrow(arrow, target, type, &i);
1474     if (i > betterby) {
1475     tmp = ntmp;
1476     betterby = i;
1477     }
1478     } else if (arrow->type==ARROW && arrow->race==type) {
1479     /* allways prefer assasination/slaying */
1480     if (target->race != NULL && arrow->slaying != NULL &&
1481     strstr(arrow->slaying, target->race)) {
1482     if (arrow->attacktype & AT_DEATH) {
1483     *better = 100;
1484     return arrow;
1485     } else {
1486     tmp = arrow;
1487     betterby = (arrow->magic + arrow->stats.dam) * 2;
1488     }
1489     } else {
1490     for (attacknum=0; attacknum < NROFATTACKS; attacknum++) {
1491     attacktype = 1<<attacknum;
1492     if ((arrow->attacktype & attacktype) && (target->arch->clone.resist[attacknum]) < 0)
1493     if (((arrow->magic + arrow->stats.dam)*(100-target->arch->clone.resist[attacknum])/100) > betterby) {
1494     tmp = arrow;
1495     betterby = (arrow->magic + arrow->stats.dam)*(100-target->arch->clone.resist[attacknum])/100;
1496     }
1497     }
1498     if ((2 + arrow->magic + arrow->stats.dam) > betterby) {
1499     tmp = arrow;
1500     betterby = 2 + arrow->magic + arrow->stats.dam;
1501     }
1502     if (arrow->title && (1 + arrow->magic + arrow->stats.dam) > betterby) {
1503     tmp = arrow;
1504     betterby = 1 + arrow->magic + arrow->stats.dam;
1505     }
1506     }
1507     }
1508 elmex 1.1 }
1509     if (tmp == NULL && arrow == NULL)
1510 root 1.11 return find_arrow(op, type);
1511 elmex 1.1
1512     *better = betterby;
1513     return tmp;
1514     }
1515    
1516     /* looks in a given direction, finds the first valid target, and calls
1517     * find_better_arrow to find a decent arrow to use.
1518     * op = the shooter
1519     * type = bow->race
1520     * dir = fire direction
1521     */
1522    
1523     object *pick_arrow_target(object *op, const char *type, int dir)
1524     {
1525     object *tmp = NULL;
1526     mapstruct *m;
1527     int i, mflags, found, number;
1528     sint16 x, y;
1529    
1530     if (op->map == NULL)
1531 root 1.11 return find_arrow(op, type);
1532 elmex 1.1
1533     /* do a dex check */
1534     number = (die_roll(2, 40, op, PREFER_LOW)-2)/2;
1535     if (number > (op->stats.Dex + (op->chosen_skill?op->chosen_skill->level:op->level)))
1536 root 1.11 return find_arrow(op, type);
1537 elmex 1.1
1538     m = op->map;
1539     x = op->x;
1540     y = op->y;
1541    
1542     /* find the first target */
1543     for (i=0, found=0; i<20; i++) {
1544 root 1.11 x += freearr_x[dir];
1545     y += freearr_y[dir];
1546     mflags = get_map_flags(m, &m, x, y, &x, &y);
1547     if (mflags & P_OUT_OF_MAP || mflags & P_BLOCKSVIEW) {
1548     tmp = NULL;
1549     break;
1550     } else if (GET_MAP_MOVE_BLOCK(m, x, y) == MOVE_FLY_LOW) {
1551     /* This block presumes arrows and the like are MOVE_FLY_SLOW -
1552     * perhaps a bad assumption.
1553     */
1554     tmp = NULL;
1555     break;
1556     }
1557     if (mflags & P_IS_ALIVE) {
1558     for (tmp = GET_MAP_OB(m, x, y); tmp; tmp=tmp->above)
1559     if (QUERY_FLAG(tmp, FLAG_ALIVE)) {
1560     found++;
1561     break;
1562     }
1563     if (found)
1564     break;
1565     }
1566 elmex 1.1 }
1567     if (tmp == NULL)
1568 root 1.11 return find_arrow(op, type);
1569 elmex 1.1
1570     if (tmp->head)
1571 root 1.11 tmp = tmp->head;
1572 elmex 1.1
1573     return find_better_arrow(op, tmp, type, &i);
1574     }
1575    
1576     /*
1577     * Creature fires a bow - op can be monster or player. Returns
1578     * 1 if bow was actually fired, 0 otherwise.
1579     * op is the object firing the bow.
1580     * part is for multipart creatures - the part firing the bow.
1581     * dir is the direction of fire.
1582     * wc_mod is any special modifier to give (used in special player fire modes)
1583     * sx, sy are coordinates to fire arrow from - also used in some of the special
1584     * player fire modes.
1585     */
1586     int fire_bow(object *op, object *part, object *arrow, int dir, int wc_mod,
1587     sint16 sx, sint16 sy)
1588     {
1589     object *left, *bow;
1590     tag_t left_tag, tag;
1591     int bowspeed, mflags;
1592     mapstruct *m;
1593    
1594     if (!dir) {
1595 root 1.11 new_draw_info(NDI_UNIQUE, 0, op, "You can't shoot yourself!");
1596     return 0;
1597 elmex 1.1 }
1598     if (op->type == PLAYER)
1599 root 1.11 bow=op->contr->ranges[range_bow];
1600 elmex 1.1 else {
1601 root 1.11 for(bow=op->inv; bow; bow=bow->below)
1602     /* Don't check for applied - monsters don't apply bows - in that way, they
1603     * don't need to switch back and forth between bows and weapons.
1604     */
1605     if(bow->type==BOW)
1606     break;
1607    
1608     if (!bow) {
1609 root 1.14 LOG (llevError, "Range: bow without activated bow (%s).\n", &op->name);
1610 root 1.11 return 0;
1611     }
1612 elmex 1.1 }
1613     if( !bow->race || !bow->skill) {
1614 root 1.14 new_draw_info_format(NDI_UNIQUE, 0, op, "Your %s is broken.", &bow->name);
1615 root 1.11 return 0;
1616 elmex 1.1 }
1617    
1618     bowspeed = bow->stats.sp + dex_bonus[op->stats.Dex];
1619    
1620     /* penalize ROF for bestarrow */
1621     if (op->type == PLAYER && op->contr->bowtype == bow_bestarrow)
1622 root 1.11 bowspeed -= dex_bonus[op->stats.Dex] + 5;
1623 elmex 1.1 if (bowspeed < 1)
1624 root 1.11 bowspeed = 1;
1625 elmex 1.1
1626     if (arrow == NULL) {
1627 root 1.11 if ((arrow=find_arrow(op, bow->race)) == NULL) {
1628     if (op->type == PLAYER)
1629     new_draw_info_format(NDI_UNIQUE, 0, op,
1630 root 1.14 "You have no %s left.", &bow->race);
1631 elmex 1.1 /* FLAG_READY_BOW will get reset if the monsters picks up some arrows */
1632 root 1.11 else
1633     CLEAR_FLAG(op, FLAG_READY_BOW);
1634     return 0;
1635     }
1636 elmex 1.1 }
1637     mflags = get_map_flags(op->map, &m, sx, sy, &sx, &sy);
1638     if (mflags & P_OUT_OF_MAP) {
1639 root 1.11 return 0;
1640 elmex 1.1 }
1641     if (GET_MAP_MOVE_BLOCK(m, sx, sy) == MOVE_FLY_LOW) {
1642 root 1.11 new_draw_info(NDI_UNIQUE, 0,op,"Something is in the way.");
1643     return 0;
1644 elmex 1.1 }
1645    
1646     /* this should not happen, but sometimes does */
1647     if (arrow->nrof==0) {
1648 root 1.11 remove_ob(arrow);
1649     free_object(arrow);
1650     return 0;
1651 elmex 1.1 }
1652    
1653     left = arrow; /* these are arrows left to the player */
1654     left_tag = left->count;
1655     arrow = get_split_ob(arrow, 1);
1656     if (arrow == NULL) {
1657 root 1.14 new_draw_info_format(NDI_UNIQUE, 0, op, "You have no %s left.", &bow->race);
1658 root 1.11 return 0;
1659 elmex 1.1 }
1660     set_owner(arrow, op);
1661 root 1.14 arrow->skill = bow->skill;
1662 elmex 1.1
1663     arrow->direction=dir;
1664     arrow->x = sx;
1665     arrow->y = sy;
1666    
1667     if (op->type == PLAYER) {
1668 root 1.11 op->speed_left = 0.01 - (float)FABS(op->speed) * 100 / bowspeed;
1669     fix_player(op);
1670 elmex 1.1 }
1671    
1672     SET_ANIMATION(arrow, arrow->direction);
1673     arrow->stats.sp = arrow->stats.wc; /* save original wc and dam */
1674     arrow->stats.hp = arrow->stats.dam;
1675     arrow->stats.grace = arrow->attacktype;
1676     if (arrow->slaying != NULL)
1677 root 1.11 arrow->spellarg = strdup_local(arrow->slaying);
1678 elmex 1.1
1679     /* Note that this was different for monsters - they got their level
1680     * added to the damage. I think the strength bonus is more proper.
1681     */
1682    
1683     arrow->stats.dam += (QUERY_FLAG(bow, FLAG_NO_STRENGTH) ?
1684 root 1.11 0 : dam_bonus[op->stats.Str]) +
1685     bow->stats.dam + bow->magic + arrow->magic;
1686 elmex 1.1
1687     /* update the speed */
1688     arrow->speed = (float)((QUERY_FLAG(bow, FLAG_NO_STRENGTH) ?
1689 root 1.11 0 : dam_bonus[op->stats.Str]) +
1690     bow->magic + arrow->magic) / 5.0 +
1691     (float)bow->stats.dam / 7.0;
1692 elmex 1.1
1693     if (arrow->speed < 1.0)
1694 root 1.11 arrow->speed = 1.0;
1695 elmex 1.1 update_ob_speed(arrow);
1696     arrow->speed_left = 0;
1697    
1698     if (op->type == PLAYER) {
1699 root 1.11 arrow->stats.wc = 20 - bow->magic - arrow->magic -
1700     (op->chosen_skill?op->chosen_skill->level:op->level) -
1701     dex_bonus[op->stats.Dex] - thaco_bonus[op->stats.Str] -
1702     arrow->stats.wc - bow->stats.wc + wc_mod;
1703 elmex 1.1
1704 root 1.11 arrow->level = op->chosen_skill?op->chosen_skill->level:op->level;
1705 elmex 1.1 } else {
1706 root 1.11 arrow->stats.wc= op->stats.wc - bow->magic - arrow->magic -
1707     arrow->stats.wc + wc_mod;
1708 elmex 1.1
1709 root 1.11 arrow->level = op->level;
1710 elmex 1.1 }
1711     if (arrow->attacktype == AT_PHYSICAL)
1712 root 1.11 arrow->attacktype |= bow->attacktype;
1713 elmex 1.1 if (bow->slaying != NULL)
1714 root 1.14 arrow->slaying = bow->slaying;
1715 elmex 1.1
1716     arrow->map = m;
1717     arrow->move_type = MOVE_FLY_LOW;
1718     arrow->move_on = MOVE_FLY_LOW | MOVE_WALK;
1719    
1720     play_sound_map(op->map, op->x, op->y, SOUND_FIRE_ARROW);
1721     tag = arrow->count;
1722     insert_ob_in_map(arrow, m, op, 0);
1723    
1724     if (!was_destroyed(arrow, tag))
1725 root 1.11 move_arrow(arrow);
1726 elmex 1.1
1727     if (op->type == PLAYER) {
1728 root 1.11 if (was_destroyed (left, left_tag))
1729     esrv_del_item(op->contr, left_tag);
1730     else
1731     esrv_send_item(op, left);
1732 elmex 1.1 }
1733     return 1;
1734     }
1735    
1736     /* Special fire code for players - this takes into
1737     * account the special fire modes players can have
1738     * but monsters can't. Putting that code here
1739     * makes the fire_bow code much cleaner.
1740     * this function should only be called if 'op' is a player,
1741     * hence the function name.
1742     */
1743     int player_fire_bow(object *op, int dir)
1744     {
1745     int ret=0, wcmod=0;
1746    
1747     if (op->contr->bowtype == bow_bestarrow) {
1748 root 1.11 ret = fire_bow(op, op,
1749     pick_arrow_target(op, op->contr->ranges[range_bow]->race, dir),
1750     dir, 0, op->x, op->y);
1751 elmex 1.1 } else if (op->contr->bowtype >= bow_n && op->contr->bowtype <= bow_nw) {
1752 root 1.11 if (!similar_direction(dir, op->contr->bowtype - bow_n + 1))
1753     wcmod =-1;
1754     ret = fire_bow(op, op, NULL, op->contr->bowtype - bow_n + 1, wcmod,
1755     op->x, op->y);
1756 elmex 1.1 } else if (op->contr->bowtype == bow_threewide) {
1757 root 1.11 ret = fire_bow(op, op, NULL, dir, 0, op->x, op->y);
1758     ret |= fire_bow(op, op, NULL, dir, -5, op->x + freearr_x[absdir(dir+2)], op->y + freearr_y[absdir(dir+2)]);
1759     ret |= fire_bow(op, op, NULL, dir, -5, op->x + freearr_x[absdir(dir-2)], op->y + freearr_y[absdir(dir-2)]);
1760 elmex 1.1 } else if (op->contr->bowtype == bow_spreadshot) {
1761 root 1.11 ret |= fire_bow(op, op, NULL, dir, 0, op->x, op->y);
1762     ret |= fire_bow(op, op, NULL, absdir(dir-1), -5, op->x, op->y);
1763     ret |= fire_bow(op, op, NULL, absdir(dir+1), -5, op->x, op->y);
1764 elmex 1.1
1765     } else {
1766 root 1.11 /* Simple case */
1767     ret = fire_bow(op, op, NULL, dir, 0, op->x, op->y);
1768 elmex 1.1 }
1769     return ret;
1770     }
1771    
1772    
1773     /* Fires a misc (wand/rod/horn) object in 'dir'.
1774     * Broken apart from 'fire' to keep it more readable.
1775     */
1776     void fire_misc_object(object *op, int dir)
1777     {
1778     object *item;
1779    
1780     if (!op->contr->ranges[range_misc]) {
1781 root 1.11 new_draw_info(NDI_UNIQUE, 0,op,"You have range item readied.");
1782     return;
1783 elmex 1.1 }
1784    
1785     item = op->contr->ranges[range_misc];
1786     if (!item->inv) {
1787 root 1.14 LOG(llevError,"Object %s lacks a spell\n", &item->name);
1788 root 1.11 return;
1789 elmex 1.1 }
1790     if (item->type == WAND) {
1791 root 1.11 if(item->stats.food<=0) {
1792     play_sound_player_only(op->contr, SOUND_WAND_POOF,0,0);
1793     new_draw_info_format(NDI_UNIQUE, 0,op,"The %s goes poof.", query_base_name(item, 0));
1794     return;
1795     }
1796 elmex 1.1 } else if (item->type == ROD || item->type==HORN) {
1797 root 1.11 if(item->stats.hp<MAX(item->inv->stats.sp, item->inv->stats.grace)) {
1798     play_sound_player_only(op->contr, SOUND_WAND_POOF,0,0);
1799     if (item->type== ROD)
1800     new_draw_info_format(NDI_UNIQUE, 0,op,
1801     "The %s whines for a while, but nothing happens.", query_base_name(item,0));
1802     else
1803     new_draw_info_format(NDI_UNIQUE, 0,op,
1804     "The %s needs more time to charge.", query_base_name(item,0));
1805     return;
1806     }
1807 elmex 1.1 }
1808    
1809     if(cast_spell(op,item,dir,item->inv,NULL)) {
1810 root 1.11 SET_FLAG(op, FLAG_BEEN_APPLIED); /* You now know something about it */
1811     if (item->type == WAND) {
1812     if (!(--item->stats.food)) {
1813     object *tmp;
1814     if (item->arch) {
1815     CLEAR_FLAG(item, FLAG_ANIMATE);
1816     item->face = item->arch->clone.face;
1817     item->speed = 0;
1818     update_ob_speed(item);
1819     }
1820     if ((tmp=is_player_inv(item)))
1821     esrv_update_item(UPD_ANIM, tmp, item);
1822     }
1823     }
1824     else if (item->type == ROD || item->type==HORN) {
1825     drain_rod_charge(item);
1826     }
1827 elmex 1.1 }
1828     }
1829    
1830     /* Received a fire command for the player - go and do it.
1831     */
1832     void fire(object *op,int dir) {
1833     int spellcost=0;
1834    
1835     /* check for loss of invisiblity/hide */
1836     if (action_makes_visible(op)) make_visible(op);
1837    
1838     switch(op->contr->shoottype) {
1839 root 1.11 case range_none:
1840     return;
1841 elmex 1.1
1842 root 1.11 case range_bow:
1843     player_fire_bow(op, dir);
1844     return;
1845 elmex 1.1
1846 root 1.11 case range_magic: /* Casting spells */
1847 elmex 1.1 spellcost=(cast_spell(op,op,dir,op->contr->ranges[range_magic],op->contr->spellparam[0]?op->contr->spellparam:NULL));
1848 root 1.11 return;
1849 elmex 1.1
1850 root 1.11 case range_misc:
1851     fire_misc_object(op, dir);
1852     return;
1853    
1854     case range_golem: /* Control summoned monsters from scrolls */
1855     if(op->contr->ranges[range_golem]==NULL ||
1856     op->contr->golem_count != op->contr->ranges[range_golem]->count) {
1857     op->contr->ranges[range_golem] = NULL;
1858     op->contr->shoottype=range_none;
1859     op->contr->golem_count = 0;
1860     }
1861     else
1862     control_golem(op->contr->ranges[range_golem], dir);
1863     return;
1864    
1865     case range_skill:
1866     if(!op->chosen_skill) {
1867     if(op->type==PLAYER)
1868     new_draw_info(NDI_UNIQUE, 0,op,"You have no applicable skill to use.");
1869     return;
1870     }
1871     (void) do_skill(op,op,op->chosen_skill,dir,NULL);
1872     return;
1873 elmex 1.1 case range_builder:
1874     apply_map_builder( op, dir );
1875     return;
1876 root 1.11 default:
1877     new_draw_info(NDI_UNIQUE, 0,op,"Illegal shoot type.");
1878     return;
1879 elmex 1.1 }
1880     }
1881    
1882    
1883    
1884     /* find_key
1885     * We try to find a key for the door as passed. If we find a key
1886     * and successfully use it, we return the key, otherwise NULL
1887     * This function merges both normal and locked door, since the logic
1888     * for both is the same - just the specific key is different.
1889     * pl is the player,
1890     * inv is the objects inventory to searched
1891     * door is the door we are trying to match against.
1892     * This function can be called recursively to search containers.
1893     */
1894    
1895     object * find_key(object *pl, object *container, object *door)
1896     {
1897     object *tmp,*key;
1898    
1899     /* Should not happen, but sanity checking is never bad */
1900     if (container->inv == NULL) return NULL;
1901    
1902     /* First, lets try to find a key in the top level inventory */
1903     for (tmp=container->inv; tmp!=NULL; tmp=tmp->below) {
1904 root 1.11 if (door->type==DOOR && tmp->type==KEY) break;
1905     /* For sanity, we should really check door type, but other stuff
1906     * (like containers) can be locked with special keys
1907     */
1908     if (tmp->slaying && tmp->type==SPECIAL_KEY &&
1909     tmp->slaying==door->slaying) break;
1910 elmex 1.1 }
1911     /* No key found - lets search inventories now */
1912     /* If we find and use a key in an inventory, return at that time.
1913     * otherwise, if we search all the inventories and still don't find
1914     * a key, return
1915     */
1916     if (!tmp) {
1917 root 1.11 for (tmp=container->inv; tmp!=NULL; tmp=tmp->below) {
1918     /* No reason to search empty containers */
1919     if (tmp->type==CONTAINER && tmp->inv) {
1920     if ((key=find_key(pl, tmp, door))!=NULL) return key;
1921     }
1922     }
1923     if (!tmp) return NULL;
1924 elmex 1.1 }
1925     /* We get down here if we have found a key. Now if its in a container,
1926     * see if we actually want to use it
1927     */
1928     if (pl!=container) {
1929 root 1.11 /* Only let players use keys in containers */
1930     if (!pl->contr) return NULL;
1931     /* cases where this fails:
1932     * If we only search the player inventory, return now since we
1933     * are not in the players inventory.
1934     * If the container is not active, return now since only active
1935     * containers can be used.
1936     * If we only search keyrings and the container does not have
1937     * a race/isn't a keyring.
1938     * No checking for all containers - to fall through past here,
1939     * inv must have been an container and must have been active.
1940     *
1941     * Change the color so that the message doesn't disappear with
1942     * all the others.
1943     */
1944     if (pl->contr->usekeys == key_inventory ||
1945     !QUERY_FLAG(container, FLAG_APPLIED) ||
1946     (pl->contr->usekeys == keyrings &&
1947     (!container->race || strcmp(container->race, "keys")))
1948     ) {
1949     new_draw_info_format(NDI_UNIQUE|NDI_BROWN, 0, pl,
1950     "The %s in your %s vibrates as you approach the door",
1951     query_name(tmp), query_name(container));
1952     return NULL;
1953     }
1954 elmex 1.1 }
1955     return tmp;
1956     }
1957    
1958     /* moved door processing out of move_player_attack.
1959     * returns 1 if player has opened the door with a key
1960     * such that the caller should not do anything more,
1961     * 0 otherwise
1962     */
1963     static int player_attack_door(object *op, object *door)
1964     {
1965    
1966     /* If its a door, try to find a use a key. If we do destroy the door,
1967     * might as well return immediately as there is nothing more to do -
1968     * otherwise, we fall through to the rest of the code.
1969     */
1970     object *key=find_key(op, op, door);
1971    
1972     /* IF we found a key, do some extra work */
1973     if (key) {
1974 root 1.11 object *container=key->env;
1975 elmex 1.1
1976 root 1.11 play_sound_map(op->map, op->x, op->y, SOUND_OPEN_DOOR);
1977     if(action_makes_visible(op)) make_visible(op);
1978     if(door->inv &&(door->inv->type ==RUNE || door->inv->type ==TRAP)) spring_trap(door->inv,op);
1979     if (door->type == DOOR) {
1980     hit_player(door,9998,op,AT_PHYSICAL,1); /* Break through the door */
1981     }
1982     else if(door->type==LOCKED_DOOR) {
1983     new_draw_info_format(NDI_UNIQUE, NDI_BROWN, op,
1984     "You open the door with the %s", query_short_name(key));
1985     remove_door2(door); /* remove door without violence ;-) */
1986     }
1987     /* Do this after we print the message */
1988     decrease_ob(key); /* Use up one of the keys */
1989     /* Need to update the weight the container the key was in */
1990     if (container != op)
1991     esrv_update_item(UPD_WEIGHT, op, container);
1992     return 1; /* Nothing more to do below */
1993 elmex 1.1 } else if (door->type==LOCKED_DOOR) {
1994 root 1.11 /* Might as well return now - no other way to open this */
1995     new_draw_info(NDI_UNIQUE | NDI_NAVY, 0, op, door->msg);
1996     return 1;
1997 elmex 1.1 }
1998     return 0;
1999     }
2000    
2001     /* This function is just part of a breakup from move_player.
2002     * It should keep the code cleaner.
2003     * When this is called, the players direction has been updated
2004     * (taking into account confusion.) The player is also actually
2005     * going to try and move (not fire weapons).
2006     */
2007    
2008     void move_player_attack(object *op, int dir)
2009     {
2010 root 1.9 object *tmp, *mon;
2011 elmex 1.1 sint16 nx, ny;
2012     int on_battleground;
2013     mapstruct *m;
2014    
2015 root 1.9 nx=freearr_x[dir]+op->x;
2016     ny=freearr_y[dir]+op->y;
2017 elmex 1.1
2018 root 1.9 on_battleground = op_on_battleground(op, NULL, NULL);
2019 elmex 1.1
2020     /* If braced, or can't move to the square, and it is not out of the
2021     * map, attack it. Note order of if statement is important - don't
2022     * want to be calling move_ob if braced, because move_ob will move the
2023     * player. This is a pretty nasty hack, because if we could
2024     * move to some space, it then means that if we are braced, we should
2025     * do nothing at all. As it is, if we are braced, we go through
2026     * quite a bit of processing. However, it probably is less than what
2027     * move_ob uses.
2028     */
2029 root 1.9 if ((op->contr->braced || !move_ob(op,dir,op)) && !out_of_map(op->map,nx,ny)) {
2030 root 1.11 if (OUT_OF_REAL_MAP(op->map, nx, ny)) {
2031     m = get_map_from_coord(op->map, &nx, &ny);
2032     if (!m) return; /* Don't think this should happen */
2033     }
2034     else m =op->map;
2035 elmex 1.1
2036 root 1.11 if ((tmp=get_map_ob(m,nx,ny))==NULL) {
2037     /* LOG(llevError,"player_move_attack: get_map_ob returns NULL, but player can not more there.\n");*/
2038     return;
2039     }
2040    
2041     mon = NULL;
2042     /* Go through all the objects, and find ones of interest. Only stop if
2043     * we find a monster - that is something we know we want to attack.
2044     * if its a door or barrel (can roll) see if there may be monsters
2045     * on the space
2046     */
2047     while (tmp!=NULL) {
2048     if (tmp == op) {
2049     tmp=tmp->above;
2050     continue;
2051     }
2052     if (QUERY_FLAG(tmp,FLAG_ALIVE)) {
2053     mon = tmp;
2054     break;
2055     }
2056     if (tmp->type==LOCKED_DOOR || QUERY_FLAG(tmp,FLAG_CAN_ROLL))
2057     mon = tmp;
2058     tmp=tmp->above;
2059     }
2060 elmex 1.1
2061 root 1.11 if (mon==NULL) /* This happens anytime the player tries to move */
2062     return; /* into a wall */
2063 elmex 1.1
2064 root 1.11 if(mon->head != NULL)
2065     mon = mon->head;
2066 elmex 1.1
2067 root 1.11 if ((mon->type==DOOR && mon->stats.hp>=0) || (mon->type==LOCKED_DOOR))
2068     if (player_attack_door(op, mon)) return;
2069 elmex 1.1
2070 root 1.11 /* The following deals with possibly attacking peaceful
2071     * or frienddly creatures. Basically, all players are considered
2072     * unaggressive. If the moving player has peaceful set, then the
2073     * object should be pushed instead of attacked. It is assumed that
2074     * if you are braced, you will not attack friends accidently,
2075     * and thus will not push them.
2076     */
2077    
2078     /* If the creature is a pet, push it even if the player is not
2079     * peaceful. Our assumption is the creature is a pet if the
2080     * player owns it and it is either friendly or unagressive.
2081     */
2082     if ((op->type==PLAYER)
2083 elmex 1.1 #if COZY_SERVER
2084     &&
2085     (
2086     (get_owner(mon) && get_owner(mon)->contr
2087     && same_party (get_owner(mon)->contr->party, op->contr->party))
2088     || get_owner(mon) == op
2089     )
2090     #else
2091     && get_owner(mon)==op
2092     #endif
2093     && (QUERY_FLAG(mon,FLAG_UNAGGRESSIVE) || QUERY_FLAG(mon, FLAG_FRIENDLY)))
2094 root 1.11 {
2095     /* If we're braced, we don't want to switch places with it */
2096     if (op->contr->braced) return;
2097     play_sound_map(op->map, op->x, op->y, SOUND_PUSH_PLAYER);
2098     (void) push_ob(mon,dir,op);
2099     if(op->contr->tmp_invis||op->hide) make_visible(op);
2100     return;
2101     }
2102    
2103     /* in certain circumstances, you shouldn't attack friendly
2104     * creatures. Note that if you are braced, you can't push
2105     * someone, but put it inside this loop so that you won't
2106     * attack them either.
2107     */
2108     if ((mon->type==PLAYER || mon->enemy != op) &&
2109     (mon->type==PLAYER || QUERY_FLAG(mon,FLAG_UNAGGRESSIVE) || QUERY_FLAG(mon, FLAG_FRIENDLY)) &&
2110 elmex 1.1 (
2111     #ifdef PROHIBIT_PLAYERKILL
2112     (op->contr->peaceful || (mon->type == PLAYER && mon->contr->peaceful)) &&
2113     #else
2114     op->contr->peaceful &&
2115     #endif
2116     !on_battleground
2117     )) {
2118 root 1.11 if (!op->contr->braced) {
2119     play_sound_map(op->map, op->x, op->y, SOUND_PUSH_PLAYER);
2120     (void) push_ob(mon,dir,op);
2121     } else {
2122     new_draw_info(0, 0,op,"You withhold your attack");
2123     }
2124     if(op->contr->tmp_invis||op->hide) make_visible(op);
2125     }
2126 elmex 1.1
2127 root 1.11 /* If the object is a boulder or other rollable object, then
2128     * roll it if not braced. You can't roll it if you are braced.
2129     */
2130     else if(QUERY_FLAG(mon,FLAG_CAN_ROLL)&&(!op->contr->braced)) {
2131     recursive_roll(mon,dir,op);
2132     if(action_makes_visible(op)) make_visible(op);
2133     }
2134    
2135     /* Any generic living creature. Including things like doors.
2136     * Way it works is like this: First, it must have some hit points
2137     * and be living. Then, it must be one of the following:
2138     * 1) Not a player, 2) A player, but of a different party. Note
2139     * that party_number -1 is no party, so attacks can still happen.
2140     */
2141    
2142     else if ((mon->stats.hp>=0) && QUERY_FLAG(mon, FLAG_ALIVE) &&
2143 elmex 1.1 ((mon->type!=PLAYER || op->contr->party==NULL ||
2144     op->contr->party!=mon->contr->party))) {
2145    
2146 root 1.11 /* If the player hasn't hit something this tick, and does
2147     * so, give them speed boost based on weapon speed. Doing
2148     * it here is better than process_players2, which basically
2149     * incurred a 1 tick offset.
2150     */
2151     if (!op->contr->has_hit) {
2152     op->speed_left += op->speed / op->contr->weapon_sp;
2153    
2154     op->contr->has_hit = 1; /* The last action was to hit, so use weapon_sp */
2155     }
2156    
2157     skill_attack(mon, op, 0, NULL, NULL);
2158    
2159     /* If attacking another player, that player gets automatic
2160     * hitback, and doesn't loose luck either.
2161     * Disable hitback on the battleground or if the target is
2162     * the wiz.
2163     */
2164     if (mon->type == PLAYER && mon->stats.hp >= 0 && !mon->contr->has_hit &&
2165     !on_battleground && !QUERY_FLAG(mon, FLAG_WIZ)) {
2166     short luck = mon->stats.luck;
2167     mon->contr->has_hit = 1;
2168     skill_attack(op, mon, 0, NULL, NULL);
2169     mon->stats.luck = luck;
2170     }
2171     if(action_makes_visible(op)) make_visible(op);
2172     }
2173 elmex 1.1 } /* if player should attack something */
2174     }
2175    
2176     int move_player(object *op,int dir) {
2177     int pick;
2178    
2179 root 1.9 if(op->map == NULL || op->map->in_memory != MAP_IN_MEMORY)
2180 root 1.11 return 0;
2181 elmex 1.1
2182     /* Sanity check: make sure dir is valid */
2183     if ( ( dir < 0 ) || ( dir >= 9 ) ) {
2184     LOG( llevError, "move_player: invalid direction %d\n", dir);
2185     return 0;
2186     }
2187    
2188     /* peterm: added following line */
2189     if(QUERY_FLAG(op,FLAG_CONFUSED) && dir)
2190 root 1.11 dir = absdir(dir + RANDOM()%3 + RANDOM()%3 - 2);
2191 elmex 1.1
2192     op->facing = dir;
2193    
2194 root 1.9 if(op->hide) do_hidden_move(op);
2195 elmex 1.1
2196 root 1.10 if (INVOKE_PLAYER (MOVE, op->contr, ARG_INT (dir)))
2197     /*nop*/;
2198     else if (op->contr->fire_on)
2199     fire (op, dir);
2200     else
2201     {
2202     move_player_attack (op, dir);
2203     pick = check_pick(op);
2204     }
2205 elmex 1.1
2206     /* Add special check for newcs players and fire on - this way, the
2207     * server can handle repeat firing.
2208     */
2209     if (op->contr->fire_on || (op->contr->run_on && pick!=0)) {
2210 root 1.11 op->direction = dir;
2211 elmex 1.1 } else {
2212 root 1.11 op->direction=0;
2213 elmex 1.1 }
2214     /* Update how the player looks. Use the facing, so direction may
2215     * get reset to zero. This allows for full animation capabilities
2216     * for players.
2217     */
2218 root 1.9 animate_object(op, op->facing);
2219 elmex 1.1 return 0;
2220     }
2221    
2222     /* This is similar to handle_player, below, but is only used by the
2223     * new client/server stuff.
2224     * This is sort of special, in that the new client/server actually uses
2225     * the new speed values for commands.
2226     *
2227     * Returns true if there are more actions we can do.
2228     */
2229     int handle_newcs_player(object *op)
2230     {
2231     if (op->contr->hidden) {
2232 root 1.11 op->invisible = 1000;
2233     /* the socket code flashes the player visible/invisible
2234     * depending on the value of invisible, so we need to
2235     * alternate it here for it to work correctly.
2236     */
2237     if (pticks & 2) op->invisible--;
2238 elmex 1.1 }
2239     else if(op->invisible&&!(QUERY_FLAG(op,FLAG_MAKE_INVIS))) {
2240 root 1.11 op->invisible--;
2241     if(!op->invisible) {
2242     make_visible(op);
2243     new_draw_info(NDI_UNIQUE, 0, op, "Your invisibility spell runs out.");
2244     }
2245 elmex 1.1 }
2246    
2247     if (QUERY_FLAG(op, FLAG_SCARED)) {
2248 root 1.11 flee_player(op);
2249     /* If player is still scared, that is his action for this tick */
2250     if (QUERY_FLAG(op, FLAG_SCARED)) {
2251     op->speed_left--;
2252     return 0;
2253     }
2254 elmex 1.1 }
2255    
2256     /* I've been seeing crashes where the golem has been destroyed, but
2257     * the player object still points to the defunct golem. The code that
2258     * destroys the golem looks correct, and it doesn't always happen, so
2259     * put this in a a workaround to clean up the golem pointer.
2260     */
2261     if (op->contr->ranges[range_golem] &&
2262 root 1.11 ((op->contr->golem_count != op->contr->ranges[range_golem]->count) ||
2263     QUERY_FLAG(op->contr->ranges[range_golem], FLAG_REMOVED))) {
2264     op->contr->ranges[range_golem] = NULL;
2265     op->contr->golem_count = 0;
2266 elmex 1.1 }
2267    
2268     /* call this here - we also will call this in do_ericserver, but
2269     * the players time has been increased when doericserver has been
2270     * called, so we recheck it here.
2271     */
2272     HandleClient(&op->contr->socket, op->contr);
2273     if (op->speed_left<0) return 0;
2274    
2275     if(op->direction && (op->contr->run_on || op->contr->fire_on)) {
2276 root 1.11 /* All move commands take 1 tick, at least for now */
2277     op->speed_left--;
2278 elmex 1.1
2279 root 1.11 /* Instead of all the stuff below, let move_player take care
2280     * of it. Also, some of the skill stuff is only put in
2281     * there, as well as the confusion stuff.
2282     */
2283     move_player(op, op->direction);
2284     if (op->speed_left>0) return 1;
2285     else return 0;
2286 elmex 1.1 }
2287     return 0;
2288     }
2289    
2290     int save_life(object *op) {
2291     object *tmp;
2292    
2293     if(!QUERY_FLAG(op,FLAG_LIFESAVE))
2294 root 1.11 return 0;
2295 elmex 1.1
2296     for(tmp=op->inv;tmp!=NULL;tmp=tmp->below)
2297 root 1.11 if(QUERY_FLAG(tmp, FLAG_APPLIED)&&QUERY_FLAG(tmp,FLAG_LIFESAVE)) {
2298     play_sound_map(op->map, op->x, op->y, SOUND_OB_EVAPORATE);
2299     new_draw_info_format(NDI_UNIQUE, 0,op,
2300     "Your %s vibrates violently, then evaporates.",
2301     query_name(tmp));
2302     if (op->contr)
2303     esrv_del_item(op->contr, tmp->count);
2304     remove_ob(tmp);
2305     free_object(tmp);
2306     CLEAR_FLAG(op, FLAG_LIFESAVE);
2307     if(op->stats.hp<0)
2308     op->stats.hp = op->stats.maxhp;
2309     if(op->stats.food<0)
2310     op->stats.food = 999;
2311     fix_player(op);
2312     return 1;
2313     }
2314 elmex 1.1 LOG(llevError,"Error: LIFESAVE set without applied object.\n");
2315     CLEAR_FLAG(op, FLAG_LIFESAVE);
2316     enter_player_savebed(op); /* bring him home. */
2317     return 0;
2318     }
2319    
2320     /* This goes throws the inventory and removes unpaid objects, and puts them
2321     * back in the map (location and map determined by values of env). This
2322     * function will descend into containers. op is the object to start the search
2323     * from.
2324     */
2325     void remove_unpaid_objects(object *op, object *env)
2326     {
2327     object *next;
2328    
2329     while (op) {
2330 root 1.11 next=op->below; /* Make sure we have a good value, in case
2331     * we remove object 'op'
2332     */
2333     if (QUERY_FLAG(op, FLAG_UNPAID)) {
2334     remove_ob(op);
2335     op->x = env->x;
2336     op->y = env->y;
2337     if (env->type == PLAYER)
2338     esrv_del_item(env->contr, op->count);
2339     insert_ob_in_map(op, env->map, NULL,0);
2340     }
2341     else if (op->inv) remove_unpaid_objects(op->inv, env);
2342     op=next;
2343 elmex 1.1 }
2344     }
2345    
2346    
2347     /*
2348     * Returns pointer a static string containing gravestone text
2349     * Moved from apply.c to player.c - player.c is what
2350     * actually uses this function. player.c may not be quite the
2351     * best, a misc file for object actions is probably better,
2352     * but there isn't one in the server directory.
2353     */
2354     char *gravestone_text (object *op)
2355     {
2356     static char buf2[MAX_BUF];
2357     char buf[MAX_BUF];
2358     time_t now = time (NULL);
2359    
2360     strcpy (buf2, " R.I.P.\n\n");
2361     if (op->type == PLAYER)
2362 root 1.14 sprintf (buf, "%s the %s\n", &op->name, op->contr->title);
2363 elmex 1.1 else
2364 root 1.14 sprintf (buf, "%s\n", &op->name);
2365 elmex 1.1 strncat (buf2, " ", 20 - strlen (buf) / 2);
2366     strcat (buf2, buf);
2367     if (op->type == PLAYER)
2368     sprintf (buf, "who was in level %d when killed\n", op->level);
2369     else
2370     sprintf (buf, "who was in level %d when died.\n\n", op->level);
2371     strncat (buf2, " ", 20 - strlen (buf) / 2);
2372     strcat (buf2, buf);
2373     if (op->type == PLAYER) {
2374     sprintf (buf, "by %s.\n\n", op->contr->killer);
2375     strncat (buf2, " ", 21 - strlen (buf) / 2);
2376     strcat (buf2, buf);
2377     }
2378     strftime (buf, MAX_BUF, "%b %d %Y\n", localtime (&now));
2379     strncat (buf2, " ", 20 - strlen (buf) / 2);
2380     strcat (buf2, buf);
2381     return buf2;
2382     }
2383    
2384    
2385    
2386     void do_some_living(object *op) {
2387     int last_food=op->stats.food;
2388     int gen_hp, gen_sp, gen_grace;
2389     int over_hp, over_sp, over_grace;
2390     int i;
2391     int rate_hp = 1200;
2392     int rate_sp = 2500;
2393     int rate_grace = 2000;
2394     const int max_hp = 1;
2395     const int max_sp = 1;
2396     const int max_grace = 1;
2397    
2398     if (op->contr->outputs_sync) {
2399     for (i=0; i<NUM_OUTPUT_BUFS; i++)
2400     if (op->contr->outputs[i].buf!=NULL &&
2401 root 1.11 (op->contr->outputs[i].first_update+op->contr->outputs_sync)<pticks)
2402     flush_output_element(op, &op->contr->outputs[i]);
2403 elmex 1.1 }
2404    
2405     if(op->contr->state==ST_PLAYING) {
2406    
2407     /* these next three if clauses make it possible to SLOW DOWN
2408     hp/grace/spellpoint regeneration. */
2409     if(op->contr->gen_hp >= 0 )
2410     gen_hp=(op->contr->gen_hp+1)*op->stats.maxhp;
2411     else {
2412     gen_hp = op->stats.maxhp;
2413     rate_hp -= rate_hp/2 * op->contr->gen_hp;
2414     }
2415     if(op->contr->gen_sp >= 0 )
2416     gen_sp=(op->contr->gen_sp+1)*op->stats.maxsp;
2417     else {
2418     gen_sp = op->stats.maxsp;
2419     rate_sp -= rate_sp/2 * op->contr->gen_sp;
2420     }
2421     if(op->contr->gen_grace >= 0)
2422     gen_grace=(op->contr->gen_grace+1)*op->stats.maxgrace;
2423     else {
2424     gen_grace = op->stats.maxgrace;
2425     rate_grace -= rate_grace/2 * op->contr->gen_grace;
2426     }
2427    
2428     /* Regenerate Spell Points */
2429     if(op->contr->ranges[range_golem]==NULL && --op->last_sp<0) {
2430     gen_sp = gen_sp * 10 / (op->contr->gen_sp_armour < 10? 10 : op->contr->gen_sp_armour);
2431     if(op->stats.sp<op->stats.maxsp) {
2432 root 1.11 op->stats.sp++;
2433 elmex 1.1 /* dms do not consume food */
2434     if (!QUERY_FLAG(op,FLAG_WIZ)) {
2435     op->stats.food--;
2436     if(op->contr->digestion<0)
2437     op->stats.food+=op->contr->digestion;
2438     else if(op->contr->digestion>0 &&
2439     random_roll(0, op->contr->digestion, op, PREFER_HIGH))
2440     op->stats.food=last_food;
2441     }
2442     }
2443     if (max_sp>1) {
2444 root 1.11 over_sp = (gen_sp+10)/rate_sp;
2445     if (over_sp > 0) {
2446     if(op->stats.sp<op->stats.maxsp) {
2447     op->stats.sp += over_sp>max_sp ? max_sp : over_sp;
2448     if(random_roll(0, rate_sp-1, op, PREFER_LOW) > ((gen_sp+10)%rate_sp))
2449     op->stats.sp--;
2450     if(op->stats.sp>op->stats.maxsp)
2451     op->stats.sp=op->stats.maxsp;
2452     }
2453     op->last_sp=0;
2454     } else {
2455     op->last_sp=rate_sp/(gen_sp<20 ? 30 : gen_sp+10);
2456     }
2457 elmex 1.1 } else {
2458 root 1.11 op->last_sp=rate_sp/(gen_sp<20 ? 30 : gen_sp+10);
2459 elmex 1.1 }
2460     }
2461    
2462     /* Regenerate Grace */
2463     /* I altered this a little - maximum grace is ony achieved through prayer -b.t.*/
2464     if(--op->last_grace<0) {
2465 root 1.11 if(op->stats.grace<op->stats.maxgrace/2)
2466     op->stats.grace++; /* no penalty in food for regaining grace */
2467     if(max_grace>1) {
2468     over_grace = (gen_grace<20 ? 30 : gen_grace+10)/rate_grace;
2469     if (over_grace > 0) {
2470     op->stats.sp += over_grace
2471     + (random_roll(0, rate_grace-1, op, PREFER_HIGH) > ((gen_grace<20 ? 30 : gen_grace+10)%rate_grace))? -1 : 0;
2472     op->last_grace=0;
2473     } else {
2474     op->last_grace=rate_grace/(gen_grace<20 ? 30 : gen_grace+10);
2475     }
2476     } else {
2477     op->last_grace=rate_grace/(gen_grace<20 ? 30 : gen_grace+10);
2478     }
2479 elmex 1.1 /* wearing stuff doesn't detract from grace generation. */
2480     }
2481    
2482     /* Regenerate Hit Points */
2483     if(--op->last_heal<0) {
2484     if(op->stats.hp<op->stats.maxhp) {
2485 root 1.11 op->stats.hp++;
2486 elmex 1.1 /* dms do not consume food */
2487     if (!QUERY_FLAG(op,FLAG_WIZ)) {
2488     op->stats.food--;
2489     if(op->contr->digestion<0)
2490     op->stats.food+=op->contr->digestion;
2491     else if(op->contr->digestion>0 &&
2492     random_roll(0, op->contr->digestion, op, PREFER_HIGH))
2493     op->stats.food=last_food;
2494     }
2495     }
2496     if(max_hp>1) {
2497 root 1.11 over_hp = (gen_hp<20 ? 30 : gen_hp+10)/rate_hp;
2498     if (over_hp > 0) {
2499     op->stats.sp += over_hp
2500     + (RANDOM()%rate_hp > ((gen_hp<20 ? 30 : gen_hp+10)%rate_hp))? -1 : 0;
2501     op->last_heal=0;
2502     } else {
2503     op->last_heal=rate_hp/(gen_hp<20 ? 30 : gen_hp+10);
2504     }
2505 elmex 1.1 } else {
2506 root 1.11 op->last_heal=rate_hp/(gen_hp<20 ? 30 : gen_hp+10);
2507 elmex 1.1 }
2508     }
2509    
2510     /* Digestion */
2511     if(--op->last_eat<0) {
2512     #ifdef COZY_SERVER
2513     int dg = op->contr->digestion>=0 && op->contr->digestion<2 ? 2 : op->contr->digestion;
2514     int bonus=dg>0?dg:0,
2515 root 1.11 penalty=dg<0?-dg:0;
2516 elmex 1.1 #else
2517     int bonus=op->contr->digestion>0?op->contr->digestion:0,
2518     penalty=op->contr->digestion<0?-op->contr->digestion:0;
2519     #endif
2520    
2521     if(op->contr->gen_hp > 0)
2522 root 1.11 op->last_eat=25*(1+bonus)/(op->contr->gen_hp+penalty+1);
2523 elmex 1.1 else
2524 root 1.11 op->last_eat=25*(1+bonus)/(penalty +1);
2525 elmex 1.1 /* dms do not consume food */
2526     if (!QUERY_FLAG(op,FLAG_WIZ)) op->stats.food--;
2527     }
2528     }
2529    
2530     if(op->contr->state==ST_PLAYING&&op->stats.food<0&&op->stats.hp>=0) {
2531 root 1.11 object *tmp, *flesh=NULL;
2532 elmex 1.1
2533 root 1.11 for(tmp=op->inv;tmp!=NULL;tmp=tmp->below) {
2534     if(!QUERY_FLAG(tmp, FLAG_UNPAID)) {
2535     if (tmp->type==FOOD || tmp->type==DRINK || tmp->type==POISON) {
2536     new_draw_info(NDI_UNIQUE, 0,op,"You blindly grab for a bite of food.");
2537     manual_apply(op,tmp,0);
2538     if(op->stats.food>=0||op->stats.hp<0)
2539     break;
2540     }
2541     else if (tmp->type==FLESH) flesh=tmp;
2542     } /* End if paid for object */
2543     } /* end of for loop */
2544     /* If player is still starving, it means they don't have any food, so
2545     * eat flesh instead.
2546     */
2547     if (op->stats.food<0 && op->stats.hp>=0 && flesh) {
2548     new_draw_info(NDI_UNIQUE, 0,op,"You blindly grab for a bite of food.");
2549     manual_apply(op,flesh,0);
2550     }
2551 elmex 1.1 } /* end if player is starving */
2552    
2553     while(op->stats.food<0&&op->stats.hp>0)
2554 root 1.11 op->stats.food++,op->stats.hp--;
2555 elmex 1.1
2556     if (!op->contr->state&&!QUERY_FLAG(op,FLAG_WIZ)&&(op->stats.hp<0||op->stats.food<0))
2557 root 1.11 kill_player(op);
2558 elmex 1.1 }
2559    
2560    
2561    
2562     /* If the player should die (lack of hp, food, etc), we call this.
2563     * op is the player in jeopardy. If the player can not be saved (not
2564     * permadeath, no lifesave), this will take care of removing the player
2565     * file.
2566     */
2567     void kill_player(object *op)
2568     {
2569     char buf[MAX_BUF];
2570     int x,y,i;
2571     mapstruct *map; /* this is for resurrection */
2572     int z;
2573     int num_stats_lose;
2574     int lost_a_stat;
2575     int lose_this_stat;
2576     int this_stat;
2577     int will_kill_again;
2578     archetype *at;
2579     object *tmp;
2580    
2581     if(save_life(op))
2582 root 1.11 return;
2583 elmex 1.1
2584    
2585     /* If player dies on BATTLEGROUND, no stat/exp loss! For Combat-Arenas
2586     * in cities ONLY!!! It is very important that this doesn't get abused.
2587     * Look at op_on_battleground() for more info --AndreasV
2588     */
2589     if (op_on_battleground(op, &x, &y)) {
2590 root 1.11 new_draw_info(NDI_UNIQUE | NDI_NAVY, 0,op,
2591     "You have been defeated in combat!");
2592     new_draw_info(NDI_UNIQUE | NDI_NAVY, 0,op,
2593     "Local medics have saved your life...");
2594 elmex 1.1
2595 root 1.11 /* restore player */
2596     at = find_archetype("poisoning");
2597 elmex 1.1 tmp=present_arch_in_ob(at,op);
2598 root 1.11 if (tmp) {
2599     remove_ob(tmp);
2600     free_object(tmp);
2601     new_draw_info(NDI_UNIQUE, 0,op, "Your body feels cleansed");
2602     }
2603 elmex 1.1
2604 root 1.11 at = find_archetype("confusion");
2605 elmex 1.1 tmp=present_arch_in_ob(at,op);
2606 root 1.11 if (tmp) {
2607     remove_ob(tmp);
2608     free_object(tmp);
2609 elmex 1.1 new_draw_info(NDI_UNIQUE, 0,tmp, "Your mind feels clearer");
2610 root 1.11 }
2611 elmex 1.1
2612 root 1.11 cure_disease(op,0); /* remove any disease */
2613     op->stats.hp=op->stats.maxhp;
2614     if (op->stats.food<=0) op->stats.food=999;
2615 elmex 1.1
2616 root 1.11 /* create a bodypart-trophy to make the winner happy */
2617     tmp=arch_to_object(find_archetype("finger"));
2618 elmex 1.1 if (tmp != NULL)
2619     {
2620 root 1.14 sprintf(buf,"%s's finger", &op->name);
2621     tmp->name = buf;
2622 root 1.11 sprintf(buf," This finger has been cut off %s\n"
2623     " the %s, when he was defeated at\n level %d by %s.\n",
2624 root 1.14 &op->name, op->contr->title, (int)(op->level),
2625 root 1.11 op->contr->killer);
2626 root 1.14 tmp->msg=buf;
2627 root 1.11 tmp->value=0, tmp->material=0, tmp->type=0;
2628     tmp->materialname = NULL;
2629     tmp->x = op->x, tmp->y = op->y;
2630     insert_ob_in_map(tmp,op->map,op,0);
2631     }
2632 elmex 1.1
2633 root 1.11 /* teleport defeated player to new destination*/
2634     transfer_ob(op, x, y, 0, NULL);
2635     op->contr->braced=0;
2636     return;
2637 elmex 1.1 }
2638    
2639 root 1.3 INVOKE_PLAYER (DEATH, op->contr);
2640    
2641 elmex 1.1 command_kill_pets (op, 0);
2642    
2643     if(op->stats.food<0) {
2644 root 1.11 if (op->contr->explore) {
2645     new_draw_info(NDI_UNIQUE, 0,op,"You would have starved, but you are");
2646     new_draw_info(NDI_UNIQUE, 0,op,"in explore mode, so...");
2647     op->stats.food=999;
2648     return;
2649     }
2650 root 1.14 sprintf(buf,"%s starved to death.",&op->name);
2651 root 1.11 strcpy(op->contr->killer,"starvation");
2652 elmex 1.1 }
2653     else {
2654 root 1.11 if (op->contr->explore) {
2655     new_draw_info(NDI_UNIQUE, 0,op,"You would have died, but you are");
2656     new_draw_info(NDI_UNIQUE, 0,op,"in explore mode, so...");
2657     op->stats.hp=op->stats.maxhp;
2658     return;
2659     }
2660 root 1.14 sprintf(buf,"%s died.", &op->name);
2661 elmex 1.1 }
2662     play_sound_player_only(op->contr, SOUND_PLAYER_DIES,0,0);
2663    
2664     /* save the map location for corpse, gravestone*/
2665     x=op->x;y=op->y;map=op->map;
2666    
2667    
2668     if (settings.not_permadeth == TRUE) {
2669 root 1.11 /* NOT_PERMADEATH code. This basically brings the character back to
2670     * life if they are dead - it takes some exp and a random stat.
2671     * See the config.h file for a little more in depth detail about this.
2672     */
2673    
2674     /* Basically two ways to go - remove a stat permanently, or just
2675     * make it depletion. This bunch of code deals with that aspect
2676     * of death.
2677     */
2678 elmex 1.1 #ifndef COZY_SERVER
2679 root 1.11 if (settings.balanced_stat_loss) {
2680     /* If stat loss is permanent, lose one stat only. */
2681     /* Lower level chars don't lose as many stats because they suffer
2682     more if they do. */
2683     /* Higher level characters can afford things such as potions of
2684     restoration, or better, stat potions. So we slug them that
2685     little bit harder. */
2686     /* GD */
2687     if (settings.stat_loss_on_death)
2688     num_stats_lose = 1;
2689     else
2690     num_stats_lose = 1 + op->level/BALSL_NUMBER_LOSSES_RATIO;
2691     } else {
2692     num_stats_lose = 1;
2693     }
2694     lost_a_stat = 0;
2695    
2696     for (z=0; z<num_stats_lose; z++) {
2697     i = RANDOM() % NUM_STATS;
2698    
2699     if (settings.stat_loss_on_death) {
2700     /* Pick a random stat and take a point off it. Tell the player
2701     * what he lost.
2702     */
2703     change_attr_value(&(op->stats), i,-1);
2704     check_stat_bounds(&(op->stats));
2705     change_attr_value(&(op->contr->orig_stats), i,-1);
2706     check_stat_bounds(&(op->contr->orig_stats));
2707     new_draw_info(NDI_UNIQUE, 0,op, lose_msg[i]);
2708     lost_a_stat = 1;
2709     } else {
2710     /* deplete a stat */
2711     archetype *deparch=find_archetype("depletion");
2712     object *dep;
2713 elmex 1.1
2714 root 1.11 dep = present_arch_in_ob(deparch,op);
2715     if(!dep) {
2716     dep = arch_to_object(deparch);
2717     insert_ob_in_ob(dep, op);
2718     }
2719     lose_this_stat = 1;
2720     if (settings.balanced_stat_loss) {
2721     /* GD */
2722     /* Get the stat that we're about to deplete. */
2723     this_stat = get_attr_value(&(dep->stats), i);
2724     if (this_stat < 0) {
2725     int loss_chance = 1 + op->level/BALSL_LOSS_CHANCE_RATIO;
2726     int keep_chance = this_stat * this_stat;
2727     /* Yes, I am paranoid. Sue me. */
2728     if (keep_chance < 1)
2729     keep_chance = 1;
2730    
2731     /* There is a maximum depletion total per level. */
2732     if (this_stat < -1 - op->level/BALSL_MAX_LOSS_RATIO) {
2733     lose_this_stat = 0;
2734     /* Take loss chance vs keep chance to see if we
2735     retain the stat. */
2736     } else {
2737     if (random_roll(0, loss_chance + keep_chance-1,
2738     op, PREFER_LOW) < keep_chance)
2739     lose_this_stat = 0;
2740     /* LOG(llevDebug, "Determining stat loss. Stat: %d Keep: %d Lose: %d Result: %s.\n",
2741     this_stat, keep_chance, loss_chance,
2742     lose_this_stat?"LOSE":"KEEP"); */
2743     }
2744     }
2745     }
2746 elmex 1.1
2747 root 1.11 if (lose_this_stat) {
2748     this_stat = get_attr_value(&(dep->stats), i);
2749     /* We could try to do something clever like find another
2750     * stat to reduce if this fails. But chances are, if
2751     * stats have been depleted to -50, all are pretty low
2752     * and should be roughly the same, so it shouldn't make a
2753     * difference.
2754     */
2755     if (this_stat>=-50) {
2756     change_attr_value(&(dep->stats), i, -1);
2757     SET_FLAG(dep, FLAG_APPLIED);
2758     new_draw_info(NDI_UNIQUE, 0,op, lose_msg[i]);
2759     fix_player(op);
2760     lost_a_stat = 1;
2761     }
2762     }
2763     }
2764     }
2765     /* If no stat lost, tell the player. */
2766     if (!lost_a_stat)
2767     {
2768     /* determine_god() seems to not work sometimes... why is this?
2769     Should I be using something else? GD */
2770     const char *god = determine_god(op);
2771     if (god && (strcmp(god, "none")))
2772     new_draw_info_format(NDI_UNIQUE, 0, op, "For a brief "
2773     "moment you feel the holy presence of %s protecting"
2774     " you.", god);
2775     else
2776     new_draw_info(NDI_UNIQUE, 0, op, "For a brief moment you"
2777     " feel a holy presence protecting you.");
2778     }
2779 elmex 1.1 #endif
2780     new_draw_info(NDI_UNIQUE, 0, op, "For a brief moment you"
2781     " feel a holy presence protecting you from losing yourself completely.");
2782    
2783 root 1.11 /* Put a gravestone up where the character 'almost' died. List the
2784     * exp loss on the stone.
2785     */
2786     tmp=arch_to_object(find_archetype("gravestone"));
2787 root 1.14 sprintf(buf,"%s's gravestone",&op->name); tmp->name = buf;
2788     sprintf(buf,"%s's gravestones",&op->name); tmp->name_pl = buf;
2789 root 1.11 sprintf(buf,"RIP\nHere rests the hero %s the %s,\n"
2790     "who was killed\n"
2791     "by %s.\n",
2792 root 1.14 &op->name, op->contr->title,
2793 root 1.11 op->contr->killer);
2794 root 1.14 tmp->msg = buf;
2795 root 1.11 tmp->x=op->x,tmp->y=op->y;
2796     insert_ob_in_map (tmp, op->map, NULL,0);
2797    
2798     /**************************************/
2799     /* */
2800     /* Subtract the experience points, */
2801     /* if we died cause of food, give us */
2802     /* food, and reset HP's... */
2803     /* */
2804     /**************************************/
2805    
2806     /* remove any poisoning and confusion the character may be suffering.*/
2807     /* restore player */
2808     at = find_archetype("poisoning");
2809 elmex 1.1 tmp=present_arch_in_ob(at,op);
2810 root 1.11 if (tmp) {
2811     remove_ob(tmp);
2812     free_object(tmp);
2813     new_draw_info(NDI_UNIQUE, 0,op, "Your body feels cleansed");
2814     }
2815 elmex 1.1
2816 root 1.11 at = find_archetype("confusion");
2817 elmex 1.1 tmp=present_arch_in_ob(at,op);
2818 root 1.11 if (tmp) {
2819     remove_ob(tmp);
2820     free_object(tmp);
2821 elmex 1.1 new_draw_info(NDI_UNIQUE, 0,tmp, "Your mind feels clearer");
2822 root 1.11 }
2823     cure_disease(op,0); /* remove any disease */
2824    
2825     /*add_exp(op, (op->stats.exp * -0.20)); */
2826     apply_death_exp_penalty(op);
2827     if(op->stats.food < 100) op->stats.food = 900;
2828     op->stats.hp = op->stats.maxhp;
2829     op->stats.sp = MAX(op->stats.sp, op->stats.maxsp);
2830     op->stats.grace = MAX(op->stats.grace, op->stats.maxgrace);
2831    
2832     /*
2833     * Check to see if the player is in a shop. IF so, then check to see if
2834     * the player has any unpaid items. If so, remove them and put them back
2835     * in the map.
2836     */
2837    
2838 elmex 1.12 if (is_in_shop (op))
2839     remove_unpaid_objects(op->inv, op);
2840 elmex 1.1
2841 root 1.11 /****************************************/
2842     /* */
2843     /* Move player to his current respawn- */
2844     /* position (usually last savebed) */
2845     /* */
2846     /****************************************/
2847    
2848     enter_player_savebed(op);
2849    
2850     /* Save the player before inserting the force to reduce
2851     * chance of abuse.
2852     */
2853     op->contr->braced=0;
2854     save_player(op,1);
2855 elmex 1.1
2856 root 1.11 /* it is possible that the player has blown something up
2857     * at his savebed location, and that can have long lasting
2858     * spell effects. So first see if there is a spell effect
2859     * on the space that might harm the player.
2860     */
2861     will_kill_again=0;
2862     for (tmp= get_map_ob(op->map, op->x, op->y); tmp; tmp=tmp->above) {
2863     if (tmp->type ==SPELL_EFFECT)
2864     will_kill_again|=tmp->attacktype;
2865     }
2866     if (will_kill_again) {
2867     object *force;
2868     int at;
2869    
2870     force=get_archetype(FORCE_NAME);
2871     /* 50 ticks should be enough time for the spell to abate */
2872     force->speed=0.1;
2873     force->speed_left=-5.0;
2874     SET_FLAG(force, FLAG_APPLIED);
2875     for (at=0; at<NROFATTACKS; at++) {
2876     if (will_kill_again & (1 << at))
2877     force->resist[at] = 100;
2878     }
2879     insert_ob_in_ob(force, op);
2880     fix_player(op);
2881    
2882     }
2883     /**************************************/
2884     /* */
2885     /* Repaint the characters inv, and */
2886     /* stats, and show a nasty message ;) */
2887     /* */
2888     /**************************************/
2889    
2890     new_draw_info(NDI_UNIQUE, 0,op,"YOU HAVE DIED.");
2891     return;
2892 elmex 1.1 } /* NOT_PERMADETH */
2893     else {
2894 root 1.11 /* If NOT_PERMADETH is set, then the rest of this is not reachable. This
2895     * should probably be embedded in an else statement.
2896     */
2897    
2898     op->contr->party=NULL;
2899     if (settings.set_title == TRUE)
2900     op->contr->own_title[0]='\0';
2901     new_draw_info(NDI_UNIQUE|NDI_ALL, 0,NULL, buf);
2902     check_score(op);
2903     if(op->contr->ranges[range_golem]!=NULL) {
2904     remove_friendly_object(op->contr->ranges[range_golem]);
2905     remove_ob(op->contr->ranges[range_golem]);
2906     free_object(op->contr->ranges[range_golem]);
2907     op->contr->ranges[range_golem]=NULL;
2908     op->contr->golem_count=0;
2909     }
2910     loot_object(op); /* Remove some of the items for good */
2911     remove_ob(op);
2912     op->direction=0;
2913    
2914     if(!QUERY_FLAG(op,FLAG_WAS_WIZ)&&op->stats.exp) {
2915     delete_character(op->name,0);
2916     if (settings.resurrection == TRUE) {
2917     /* save playerfile sans equipment when player dies
2918     ** then save it as player.pl.dead so that future resurrection
2919     ** type spells will work on them nicely
2920     */
2921     delete_character(op->name,0);
2922     op->stats.hp = op->stats.maxhp;
2923     op->stats.food = 999;
2924    
2925     /* set the location of where the person will reappear when */
2926     /* maybe resurrection code should fix map also */
2927     strcpy(op->contr->maplevel, settings.emergency_mapname);
2928     if(op->map!=NULL)
2929     op->map = NULL;
2930     op->x = settings.emergency_x;
2931     op->y = settings.emergency_y;
2932     save_player(op,0);
2933     op->map = map;
2934     /* please see resurrection.c: peterm */
2935     dead_player(op);
2936     } else {
2937     delete_character(op->name,1);
2938     }
2939     }
2940     play_again(op);
2941    
2942     /* peterm: added to create a corpse at deathsite. */
2943     tmp=arch_to_object(find_archetype("corpse_pl"));
2944 root 1.14 sprintf(buf,"%s", &op->name);
2945     tmp->name = tmp->name_pl = buf;
2946 root 1.11 tmp->level=op->level;
2947     tmp->x=x;tmp->y=y;
2948 root 1.14 tmp->msg = gravestone_text(op);
2949 root 1.11 SET_FLAG (tmp, FLAG_UNIQUE);
2950     insert_ob_in_map (tmp, map, NULL,0);
2951 elmex 1.1 }
2952     }
2953    
2954    
2955     void loot_object(object *op) { /* Grab and destroy some treasure */
2956     object *tmp,*tmp2,*next;
2957    
2958     if (op->container) { /* close open sack first */
2959     esrv_apply_container (op, op->container);
2960     }
2961    
2962     for(tmp=op->inv;tmp!=NULL;tmp=next) {
2963     next=tmp->below;
2964     if (tmp->type==EXPERIENCE || tmp->invisible) continue;
2965     remove_ob(tmp);
2966     tmp->x=op->x,tmp->y=op->y;
2967     if (tmp->type == CONTAINER) { /* empty container to ground */
2968 root 1.11 loot_object(tmp);
2969 elmex 1.1 }
2970     if(!QUERY_FLAG(tmp, FLAG_UNIQUE) && (QUERY_FLAG(tmp, FLAG_STARTEQUIP)
2971     || QUERY_FLAG(tmp,FLAG_NO_DROP) || !(RANDOM()%3))) {
2972     if(tmp->nrof>1) {
2973 root 1.11 tmp2=get_split_ob(tmp,1+RANDOM()%(tmp->nrof-1));
2974     free_object(tmp2);
2975     insert_ob_in_map(tmp,op->map,NULL,0);
2976 elmex 1.1 } else
2977 root 1.11 free_object(tmp);
2978 elmex 1.1 } else
2979     insert_ob_in_map(tmp,op->map,NULL,0);
2980     }
2981     }
2982    
2983     /*
2984     * fix_weight(): Check recursively the weight of all players, and fix
2985     * what needs to be fixed. Refresh windows and fix speed if anything
2986     * was changed.
2987     */
2988    
2989     void fix_weight(void) {
2990     player *pl;
2991     for (pl = first_player; pl != NULL; pl = pl->next) {
2992     int old = pl->ob->carrying, sum = sum_weight(pl->ob);
2993     if(old == sum)
2994     continue;
2995     fix_player(pl->ob);
2996     LOG(llevDebug,"Fixed inventory in %s (%d -> %d)\n",
2997 root 1.14 &pl->ob->name, old, sum);
2998 elmex 1.1 }
2999     }
3000    
3001     void fix_luck(void) {
3002     player *pl;
3003     for (pl = first_player; pl != NULL; pl = pl->next)
3004     if (!pl->ob->contr->state)
3005     change_luck(pl->ob, 0);
3006     }
3007    
3008    
3009     /* cast_dust() - handles op throwing objects of type 'DUST'.
3010     * This is much simpler in the new spell code - we basically
3011     * just treat this as any other spell casting object.
3012     */
3013    
3014 elmex 1.2 void
3015     cast_dust (object * op, object * throw_ob, int dir)
3016     {
3017     object *skop, *spob;
3018    
3019     skop = find_skill_by_name (op, throw_ob->skill);
3020    
3021     /* casting POTION 'dusts' is really a use_magic_item skill */
3022     if (op->type == PLAYER && throw_ob->type == POTION && !skop)
3023     {
3024     LOG (llevError, "Player %s lacks critical skill use_magic_item!\n",
3025 root 1.14 &op->name);
3026 elmex 1.2 return;
3027     }
3028    
3029     spob = throw_ob->inv;
3030    
3031     // elmex Tue Aug 15 17:19:46 CEST 2006: Added this check to
3032     // not pass NULL to cast_spell (which did indeed check itself, but
3033     // errors should be reported as early as possible IMHO)
3034     if (!spob)
3035     {
3036     LOG (llevError, "cast_dust: thrown object %s (by %s) had no spell in it!",
3037 root 1.14 &throw_ob->name, &op->name);
3038 elmex 1.2 return;
3039 elmex 1.1 }
3040    
3041 elmex 1.2 if (op->type == PLAYER)
3042 root 1.14 new_draw_info_format (NDI_UNIQUE, 0, op, "You cast %s.", &spob->name);
3043 elmex 1.2
3044     cast_spell (op, throw_ob, dir, spob, NULL);
3045    
3046     if (!QUERY_FLAG (throw_ob, FLAG_REMOVED))
3047     remove_ob (throw_ob);
3048     free_object (throw_ob);
3049 elmex 1.1 }
3050    
3051     void make_visible (object *op) {
3052     op->hide = 0;
3053     op->invisible = 0;
3054     if(op->type==PLAYER) {
3055 root 1.11 op->contr->tmp_invis = 0;
3056 root 1.14 op->contr->invis_race = 0;
3057 elmex 1.1 }
3058     update_object(op,UP_OBJ_FACE);
3059     }
3060    
3061     int is_true_undead(object *op) {
3062     object *tmp=NULL;
3063    
3064     if(QUERY_FLAG(&op->arch->clone,FLAG_UNDEAD)) return 1;
3065    
3066     if(op->type==PLAYER)
3067     for(tmp=op->inv;tmp;tmp=tmp->below)
3068     if(tmp->type==EXPERIENCE && tmp->stats.Wis)
3069 root 1.11 if(QUERY_FLAG(tmp,FLAG_UNDEAD)) return 1;
3070 elmex 1.1 return 0;
3071     }
3072    
3073     /* look at the surrounding terrain to determine
3074     * the hideability of this object. Positive levels
3075     * indicate greater hideability.
3076     */
3077    
3078     int hideability(object *ob) {
3079     int i,level=0, mflag;
3080     sint16 x,y;
3081    
3082     if(!ob||!ob->map) return 0;
3083    
3084     /* so, on normal lighted maps, its hard to hide */
3085     level=ob->map->darkness - 2;
3086    
3087     /* this also picks up whether the object is glowing.
3088     * If you carry a light on a non-dark map, its not
3089     * as bad as carrying a light on a pitch dark map */
3090     if(has_carried_lights(ob)) level =- (10 + (2*ob->map->darkness));
3091    
3092     /* scan through all nearby squares for terrain to hide in */
3093     for(i=0,x=ob->x,y=ob->y;i<9;i++,x=ob->x+freearr_x[i],y=ob->y+freearr_y[i]) {
3094 root 1.11 mflag = get_map_flags(ob->map, NULL, x, y, NULL, NULL);
3095     if (mflag & P_OUT_OF_MAP) { continue; }
3096     if(mflag & P_BLOCKSVIEW) /* something to hide near! */
3097     level += 2;
3098     else /* open terrain! */
3099     level -= 1;
3100 elmex 1.1 }
3101    
3102     #if 0
3103     LOG(llevDebug,"hideability of %s is %d\n",ob->name,level);
3104     #endif
3105     return level;
3106     }
3107    
3108     /* For Hidden creatures - a chance of becoming 'unhidden'
3109     * every time they move - as we subtract off 'invisibility'
3110     * AND, for players, if they move into a ridiculously unhideable
3111     * spot (surrounded by clear terrain in broad daylight). -b.t.
3112     */
3113    
3114     void do_hidden_move (object *op) {
3115     int hide=0, num=random_roll(0, 19, op, PREFER_LOW);
3116     object *skop;
3117    
3118     if(!op || !op->map) return;
3119    
3120     skop = find_obj_by_type_subtype(op, SKILL, SK_HIDING);
3121    
3122     /* its *extremely* hard to run and sneak/hide at the same time! */
3123     if(op->type==PLAYER && op->contr->run_on) {
3124 root 1.11 if(!skop || num >= skop->level) {
3125     new_draw_info(NDI_UNIQUE,0,op,"You ran too much! You are no longer hidden!");
3126     make_visible(op);
3127     return;
3128     } else num += 20;
3129 elmex 1.1 }
3130     num += op->map->difficulty;
3131     hide = hideability(op); /* modify by terrain hidden level */
3132     num -= hide;
3133     if((op->type==PLAYER && hide<-10) || ((op->invisible-=num)<=0)) {
3134 root 1.11 make_visible(op);
3135     if(op->type==PLAYER) new_draw_info(NDI_UNIQUE, 0,op,
3136     "You moved out of hiding! You are visible!");
3137 elmex 1.1 }
3138     else if (op->type == PLAYER && skop) {
3139 root 1.11 change_exp(op, calc_skill_exp(op, NULL, skop), skop->skill, 0);
3140 elmex 1.1 }
3141     }
3142    
3143     /* determine if who is standing near a hostile creature. */
3144    
3145     int stand_near_hostile( object *who ) {
3146     object *tmp=NULL;
3147     int i,friendly=0,player=0, mflags;
3148     mapstruct *m;
3149     sint16 x,y;
3150    
3151     if(!who) return 0;
3152    
3153     if(who->type==PLAYER) player=1;
3154     else friendly = QUERY_FLAG(who,FLAG_FRIENDLY);
3155    
3156     /* search adjacent squares */
3157     for(i=1;i<9;i++) {
3158 root 1.11 x = who->x+freearr_x[i];
3159     y = who->y+freearr_y[i];
3160     m = who->map;
3161     mflags = get_map_flags(m, &m, x, y, &x, &y);
3162     /* space must be blocked if there is a monster. If not
3163     * blocked, don't need to check this space.
3164     */
3165     if (mflags & P_OUT_OF_MAP) continue;
3166     if (OB_TYPE_MOVE_BLOCK(who, GET_MAP_MOVE_BLOCK(m, x, y))) continue;
3167 elmex 1.1
3168 root 1.11 for(tmp=get_map_ob(m,x,y);tmp;tmp=tmp->above) {
3169     if((player||friendly)
3170     &&QUERY_FLAG(tmp,FLAG_MONSTER)&&!QUERY_FLAG(tmp,FLAG_UNAGGRESSIVE))
3171     return 1;
3172     else if(tmp->type==PLAYER)
3173     {
3174     /*don't let a hidden DM prevent you from hiding*/
3175     if(!QUERY_FLAG(tmp, FLAG_WIZ) || tmp->contr->hidden == 0)
3176     return 1;
3177     }
3178     }
3179 elmex 1.1 }
3180     return 0;
3181     }
3182    
3183     /* check the player los field for viewability of the
3184     * object op. This function works fine for monsters,
3185     * but we dont worry if the object isnt the top one in
3186     * a pile (say a coin under a table would return "viewable"
3187     * by this routine). Another question, should we be
3188     * concerned with the direction the player is looking
3189     * in? Realistically, most of use cant see stuff behind
3190     * our backs...on the other hand, does the "facing" direction
3191     * imply the way your head, or body is facing? Its possible
3192     * for them to differ. Sigh, this fctn could get a bit more complex.
3193     * -b.t.
3194     * This function is now map tiling safe.
3195     */
3196    
3197     int player_can_view (object *pl,object *op) {
3198     rv_vector rv;
3199     int dx,dy;
3200    
3201     if(pl->type!=PLAYER) {
3202 root 1.11 LOG(llevError,"player_can_view() called for non-player object\n");
3203     return -1;
3204 elmex 1.1 }
3205     if (!pl || !op) return 0;
3206    
3207     if(op->head) { op = op->head; }
3208     get_rangevector(pl, op, &rv, 0x1);
3209    
3210     /* starting with the 'head' part, lets loop
3211     * through the object and find if it has any
3212     * part that is in the los array but isnt on
3213     * a blocked los square.
3214     * we use the archetype to figure out offsets.
3215     */
3216     while(op) {
3217 root 1.11 dx = rv.distance_x + op->arch->clone.x;
3218     dy = rv.distance_y + op->arch->clone.y;
3219 elmex 1.1
3220 root 1.11 /* only the viewable area the player sees is updated by LOS
3221     * code, so we need to restrict ourselves to that range of values
3222     * for any meaningful values.
3223     */
3224     if (FABS(dx) <= (pl->contr->socket.mapx/2) &&
3225     FABS(dy) <= (pl->contr->socket.mapy/2) &&
3226     !pl->contr->blocked_los[dx + (pl->contr->socket.mapx/2)][dy+(pl->contr->socket.mapy/2)] )
3227     return 1;
3228     op = op->more;
3229 elmex 1.1 }
3230     return 0;
3231     }
3232    
3233     /* routine for both players and monsters. We call this when
3234     * there is a possibility for our action distrubing our hiding
3235     * place or invisiblity spell. Artefact invisiblity is not
3236     * effected by this. If we arent invisible to begin with, we
3237     * return 0.
3238     */
3239     int action_makes_visible (object *op) {
3240    
3241     if(op->invisible && QUERY_FLAG(op,FLAG_ALIVE)) {
3242 root 1.11 if(QUERY_FLAG(op,FLAG_MAKE_INVIS))
3243     return 0;
3244 elmex 1.1
3245 root 1.11 if (op->contr && op->contr->tmp_invis == 0) return 0;
3246 elmex 1.1
3247 root 1.11 /* If monsters, they should become visible */
3248     if(op->hide || !op->contr || (op->contr && op->contr->tmp_invis)) {
3249     new_draw_info_format(NDI_UNIQUE, 0,op,"You become %s!",op->hide?"unhidden":"visible");
3250     return 1;
3251     }
3252 elmex 1.1 }
3253     return 0;
3254     }
3255    
3256     /* op_on_battleground - checks if the given object op (usually
3257     * a player) is standing on a valid battleground-tile,
3258     * function returns TRUE/FALSE. If true x, y returns the battleground
3259     * -exit-coord. (and if x, y not NULL)
3260     * 19 March 2005 - josh@woosworld.net modifed to check if the battleground also has slaying, maxhp, and maxsp set
3261     * and if those are all set and the player has a marker that matches the slaying send them to a different x, y
3262     * Default is to do the same as before, so only people wanting to have different points need worry about this
3263     */
3264     int op_on_battleground (object *op, int *x, int *y) {
3265     object *tmp;
3266    
3267     /* A battleground-tile needs the following attributes to be valid:
3268     * is_floor 1 (has to be the FIRST floor beneath the player's feet),
3269     * name="battleground", no_pick 1, type=58 (type BATTLEGROUND)
3270     * and the exit-coordinates sp/hp must both be > 0.
3271     * => The intention here is to prevent abuse of the battleground-
3272     * feature (like pickable or hidden battleground tiles). */
3273     for (tmp=op->below; tmp!=NULL; tmp=tmp->below) {
3274     if (QUERY_FLAG (tmp, FLAG_IS_FLOOR)) {
3275     if (QUERY_FLAG (tmp, FLAG_NO_PICK) &&
3276 root 1.11 strcmp(tmp->name, "battleground")==0 &&
3277     tmp->type == BATTLEGROUND && EXIT_X(tmp) && EXIT_Y(tmp)) {
3278     /*before we assign the exit, check if this is a teambattle*/
3279     if ( EXIT_ALT_X(tmp) && EXIT_ALT_Y(tmp) && EXIT_PATH(tmp) ){
3280     object *invtmp;
3281     for(invtmp=op->inv; invtmp != NULL; invtmp=invtmp->below) {
3282     if(invtmp->type==FORCE && invtmp->slaying &&
3283     !strcmp(EXIT_PATH(tmp), invtmp->slaying)){
3284     if (x != NULL && y != NULL)
3285     *x=EXIT_ALT_X(tmp), *y=EXIT_ALT_Y(tmp);
3286     return 1;
3287     }
3288     }
3289     }
3290     if (x != NULL && y != NULL)
3291     *x=EXIT_X(tmp), *y=EXIT_Y(tmp);
3292     return 1;
3293 elmex 1.1 }
3294     }
3295     }
3296     /* If we got here, did not find a battleground */
3297     return 0;
3298     }
3299    
3300     /*
3301     * When a dragon-player gains a new stage of evolution,
3302     * he gets some treasure
3303     *
3304     * attributes:
3305     * object *who the dragon player
3306     * int atnr the attack-number of the ability focus
3307     * int level ability level
3308     */
3309     void dragon_ability_gain(object *who, int atnr, int level) {
3310     treasurelist *trlist = NULL; /* treasurelist */
3311     treasure *tr; /* treasure */
3312     object *tmp,*skop; /* tmp. object */
3313     object *item; /* treasure object */
3314     char buf[MAX_BUF]; /* tmp. string buffer */
3315     int i=0, j=0;
3316    
3317     /* get the appropriate treasurelist */
3318     if (atnr == ATNR_FIRE)
3319 root 1.11 trlist = find_treasurelist("dragon_ability_fire");
3320 elmex 1.1 else if (atnr == ATNR_COLD)
3321 root 1.11 trlist = find_treasurelist("dragon_ability_cold");
3322 elmex 1.1 else if (atnr == ATNR_ELECTRICITY)
3323 root 1.11 trlist = find_treasurelist("dragon_ability_elec");
3324 elmex 1.1 else if (atnr == ATNR_POISON)
3325 root 1.11 trlist = find_treasurelist("dragon_ability_poison");
3326 elmex 1.1
3327     if (trlist == NULL || who->type != PLAYER)
3328 root 1.11 return;
3329 elmex 1.1
3330     for (i=0, tr = trlist->items; tr != NULL && i<level-1;
3331 root 1.11 tr = tr->next, i++);
3332 elmex 1.1
3333     if (tr == NULL || tr->item == NULL) {
3334 root 1.11 /* LOG(llevDebug, "-> no more treasure for %s\n", change_resist_msg[atnr]); */
3335     return;
3336 elmex 1.1 }
3337    
3338     /* everything seems okay - now bring on the gift: */
3339     item = &(tr->item->clone);
3340    
3341     if (item->type == SPELL) {
3342 root 1.11 if (check_spell_known (who, item->name))
3343     return;
3344 elmex 1.1
3345 root 1.14 new_draw_info_format(NDI_UNIQUE|NDI_BLUE, 0, who, "You gained the ability of %s", &item->name);
3346 root 1.11 do_learn_spell (who, item, 0);
3347     return;
3348 elmex 1.1 }
3349    
3350     /* grant direct spell */
3351     if (item->type == SPELLBOOK) {
3352 root 1.11 if (!item->inv) {
3353 root 1.14 LOG(llevDebug,"dragon_ability_gain: Broken spellbook %s\n", &item->name);
3354 root 1.11 return;
3355     }
3356     if (check_spell_known (who, item->inv->name))
3357     return;
3358     if (item->invisible) {
3359 root 1.14 new_draw_info_format(NDI_UNIQUE|NDI_BLUE, 0, who, "You gained the ability of %s", &item->inv->name);
3360 root 1.11 do_learn_spell (who, item->inv, 0);
3361     return;
3362     }
3363 elmex 1.1 }
3364     else if (item->type == SKILL_TOOL && item->invisible) {
3365 root 1.11 if (item->subtype == SK_CLAWING && (skop=find_skill_by_name(who, item->skill))!=NULL) {
3366 elmex 1.1
3367 root 1.11 /* should this perhaps be (skop->attackyp & item->attacktype)!=item->attacktype ...
3368     * in this way, if the player is missing any of the attacktypes, he gets
3369     * them. As it is now, if the player has any that match the granted skill,
3370     * but not all of them, he gets nothing.
3371     */
3372     if (!(skop->attacktype & item->attacktype)) {
3373     /* Give new attacktype */
3374     skop->attacktype |= item->attacktype;
3375    
3376     /* always add physical if there's none */
3377     skop->attacktype |= AT_PHYSICAL;
3378    
3379     if (item->msg != NULL)
3380     new_draw_info(NDI_UNIQUE|NDI_BLUE, 0, who, item->msg);
3381    
3382     /* Give player new face */
3383     if (item->animation_id) {
3384     who->face = skop->face;
3385     who->animation_id = item->animation_id;
3386     who->anim_speed = item->anim_speed;
3387     who->last_anim = 0;
3388     who->state = 0;
3389     animate_object(who, who->direction);
3390     }
3391     }
3392     }
3393 elmex 1.1 }
3394     else if (item->type == FORCE) {
3395 root 1.11 /* forces in the treasurelist can alter the player's stats */
3396     object *skin;
3397     /* first get the dragon skin force */
3398     for (skin=who->inv; skin!=NULL && strcmp(skin->arch->name, "dragon_skin_force")!=0;
3399     skin=skin->below);
3400     if (skin == NULL) return;
3401 elmex 1.1
3402 root 1.11 /* adding new spellpath attunements */
3403     if (item->path_attuned > 0 && !(skin->path_attuned & item->path_attuned)) {
3404     skin->path_attuned |= item->path_attuned; /* add attunement to skin */
3405 elmex 1.1
3406 root 1.11 /* print message */
3407     sprintf(buf, "You feel attuned to ");
3408     for(i=0, j=0; i<NRSPELLPATHS; i++) {
3409     if(item->path_attuned & (1<<i)) {
3410     if (j)
3411     strcat(buf," and ");
3412     else
3413     j = 1;
3414     strcat(buf, spellpathnames[i]);
3415     }
3416     }
3417     strcat(buf,".");
3418     new_draw_info(NDI_UNIQUE|NDI_BLUE, 0, who, buf);
3419     }
3420 elmex 1.1
3421 root 1.11 /* evtl. adding flags: */
3422     if(QUERY_FLAG(item, FLAG_XRAYS))
3423     SET_FLAG(skin, FLAG_XRAYS);
3424     if(QUERY_FLAG(item, FLAG_STEALTH))
3425     SET_FLAG(skin, FLAG_STEALTH);
3426     if(QUERY_FLAG(item, FLAG_SEE_IN_DARK))
3427     SET_FLAG(skin, FLAG_SEE_IN_DARK);
3428 elmex 1.1
3429 root 1.11 /* print message if there is one */
3430     if (item->msg != NULL)
3431     new_draw_info(NDI_UNIQUE|NDI_BLUE, 0, who, item->msg);
3432 elmex 1.1 }
3433     else {
3434 root 1.11 /* generate misc. treasure */
3435     tmp = arch_to_object (tr->item);
3436     new_draw_info_format(NDI_UNIQUE|NDI_BLUE, 0, who, "You gained %s", query_short_name(tmp));
3437     tmp = insert_ob_in_ob (tmp, who);
3438     if (who->type == PLAYER)
3439     esrv_send_item(who, tmp);
3440 elmex 1.1 }
3441     }
3442    
3443     /**
3444     * Unready an object for a player. This function does nothing if the object was
3445     * not readied.
3446     */
3447     void player_unready_range_ob(player *pl, object *ob) {
3448     rangetype i;
3449    
3450     for (i = (rangetype)0; i < range_size; i = (rangetype) ((int)i + 1)) {
3451     if (pl->ranges[i] == ob) {
3452     pl->ranges[i] = NULL;
3453     if (pl->shoottype == i) {
3454     pl->shoottype = range_none;
3455     }
3456     }
3457     }
3458     }