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/cvs/deliantra/server/server/player.C
Revision: 1.16
Committed: Tue Sep 5 18:18:09 2006 UTC (17 years, 9 months ago) by root
Content type: text/plain
Branch: MAIN
Changes since 1.15: +2 -3 lines
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File Contents

# User Rev Content
1 elmex 1.1 /*
2     * static char *rcsid_player_c =
3 root 1.16 * "$Id: player.C,v 1.15 2006-09-04 11:08:00 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 root 1.16 p->clear ();
233 root 1.15
234     /* There are some elements we want initialized to non zero value -
235     * we deal with that below this point.
236     */
237     p->party = NULL;
238     p->outputs_sync = 16; /* Every 2 seconds */
239     p->outputs_count = 8; /* Keeps present behaviour */
240     p->unapply = unapply_nochoice;
241     p->Swap_First = -1;
242 elmex 1.1
243     #ifdef AUTOSAVE
244 root 1.15 p->last_save_tick = 9999999;
245 elmex 1.1 #endif
246 root 1.15
247     strcpy (p->savebed_map, first_map_path); /* Init. respawn position */
248    
249     op->contr = p; /* this aren't yet in archetype */
250     p->ob = op;
251     op->speed_left = 0.5;
252     op->speed = 1.0;
253     op->direction = 5; /* So player faces south */
254     op->stats.wc = 2;
255     op->run_away = 25; /* Then we panick... */
256     p->socket.monitor_spells = 0; /* Needed because esrv_update_spells( ) gets called by roll_stats */
257    
258     roll_stats (op);
259     p->state = ST_ROLL_STAT;
260     clear_los (op);
261    
262     p->gen_sp_armour = 10;
263     p->last_speed = -1;
264     p->shoottype = range_none;
265     p->bowtype = bow_normal;
266     p->petmode = pet_normal;
267     p->listening = 10;
268     p->usekeys = containers;
269     p->last_weapon_sp = -1;
270     p->peaceful = 1; /* default peaceful */
271     p->do_los = 1;
272     p->explore = 0;
273     p->no_shout = 0; /* default can shout */
274    
275     strncpy (p->title, op->arch->clone.name, sizeof (p->title) - 1);
276     p->title[sizeof (p->title) - 1] = '\0';
277     op->race = op->arch->clone.race;
278    
279     CLEAR_FLAG (op, FLAG_READY_SKILL);
280    
281     /* we need to clear these to -1 and not zero - otherwise,
282     * if a player quits and starts a new character, we wont
283     * send new values to the client, as things like exp start
284     * at zero.
285     */
286     for (i = 0; i < NUM_SKILLS; i++)
287     {
288     p->last_skill_exp[i] = -1;
289     p->last_skill_ob[i] = NULL;
290     }
291     for (i = 0; i < NROFATTACKS; i++)
292     {
293     p->last_resist[i] = -1;
294     }
295     p->last_stats.exp = -1;
296     p->last_weight = (uint32) - 1;
297    
298     p->socket.update_look = 0;
299     p->socket.look_position = 0;
300     return p;
301 elmex 1.1 }
302    
303     /* This loads the first map an puts the player on it. */
304     static void set_first_map(object *op)
305     {
306     strcpy(op->contr->maplevel, first_map_path);
307     op->x = -1;
308     op->y = -1;
309     enter_exit(op, NULL);
310     }
311    
312     /* Tries to add player on the connection passwd in ns.
313     * All we can really get in this is some settings like host and display
314     * mode.
315     */
316    
317     int add_player(NewSocket *ns) {
318     player *p;
319    
320     p=get_player(NULL);
321     p->socket = *ns;
322     p->socket.faces_sent = (uint8*) malloc(p->socket.faces_sent_len*sizeof(*p->socket.faces_sent));
323     if(p->socket.faces_sent == NULL)
324 root 1.11 fatal(OUT_OF_MEMORY);
325 elmex 1.1 memcpy(p->socket.faces_sent, ns->faces_sent, p->socket.faces_sent_len*sizeof(*p->socket.faces_sent));
326     /* Needed because the socket we just copied over needs to be cleared.
327     * Note that this can result in a client reset if there is partial data
328     * on the uncoming socket.
329     */
330     p->socket.inbuf.len = 0;
331     set_first_map(p->ob);
332    
333     CLEAR_FLAG(p->ob, FLAG_FRIENDLY);
334     add_friendly_object(p->ob);
335     send_rules(p->ob);
336     send_news(p->ob);
337     display_motd(p->ob);
338     get_name(p->ob);
339     return 0;
340     }
341    
342     /*
343     * get_player_archetype() return next player archetype from archetype
344     * list. Not very efficient routine, but used only creating new players.
345     * Note: there MUST be at least one player archetype!
346     */
347     archetype *get_player_archetype(archetype* at)
348     {
349     archetype *start = at;
350     for (;;) {
351 root 1.11 if (at==NULL || at->next==NULL)
352     at=first_archetype;
353     else
354     at=at->next;
355     if(at->clone.type==PLAYER)
356     return at;
357     if (at == start) {
358     LOG (llevError, "No Player archetypes\n");
359     exit (-1);
360     }
361 elmex 1.1 }
362     }
363    
364    
365     object *get_nearest_player(object *mon) {
366     object *op = NULL;
367     player *pl = NULL;
368     objectlink *ol;
369     unsigned lastdist;
370     rv_vector rv;
371    
372     for(ol=first_friendly_object,lastdist=1000;ol!=NULL;ol=ol->next) {
373 root 1.11 /* We should not find free objects on this friendly list, but it
374     * does periodically happen. Given that, lets deal with it.
375     * While unlikely, it is possible the next object on the friendly
376     * list is also free, so encapsulate this in a while loop.
377     */
378     while (QUERY_FLAG(ol->ob, FLAG_FREED) || !QUERY_FLAG(ol->ob, FLAG_FRIENDLY)) {
379     object *tmp=ol->ob;
380    
381     /* Can't do much more other than log the fact, because the object
382     * itself will have been cleared.
383     */
384     LOG(llevDebug,"get_nearest_player: Found free/non friendly object on friendly list\n");
385     ol = ol->next;
386     remove_friendly_object(tmp);
387     if (!ol) return op;
388     }
389    
390     /* Remove special check for player from this. First, it looks to cause
391     * some crashes (ol->ob->contr not set properly?), but secondly, a more
392     * complicated method of state checking would be needed in any case -
393     * as it was, a clever player could type quit, and the function would
394     * skip them over while waiting for confirmation. Remove
395     * on_same_map check, as can_detect_enemy also does this
396     */
397     if (!can_detect_enemy(mon,ol->ob,&rv))
398     continue;
399    
400     if(lastdist>rv.distance) {
401     op=ol->ob;
402     lastdist=rv.distance;
403     }
404 elmex 1.1 }
405     for (pl=first_player; pl != NULL; pl=pl->next) {
406 root 1.11 if (can_detect_enemy(mon, pl->ob,&rv)) {
407 elmex 1.1
408 root 1.11 if(lastdist>rv.distance) {
409     op=pl->ob;
410     lastdist=rv.distance;
411     }
412     }
413 elmex 1.1 }
414     #if 0
415 root 1.14 LOG(llevDebug,"get_nearest_player() finds player: %s\n",op?&op->name:"(null)");
416 elmex 1.1 #endif
417     return op;
418     }
419    
420     /* I believe this can safely go to 2, 3 is questionable, 4 will likely
421     * result in a monster paths backtracking. It basically determines how large a
422     * detour a monster will take from the direction path when looking
423     * for a path to the player. The values are in the amount of direction
424     * the deviation is
425     */
426     #define DETOUR_AMOUNT 2
427    
428     /* This is used to prevent infinite loops. Consider a case where the
429     * player is in a chamber (with gate closed), and monsters are outside.
430     * with DETOUR_AMOUNT==2, the function will turn each corner, trying to
431     * find a path into the chamber. This is a good thing, but since there
432     * is no real path, it will just keep circling the chamber for
433     * ever (this could be a nice effect for monsters, but not for the function
434     * to get stuck in. I think for the monsters, if max is reached and
435     * we return the first direction the creature could move would result in the
436     * circling behaviour. Unfortunately, this function is also used to determined
437     * if the creature should cast a spell, so returning a direction in that case
438     * is probably not a good thing.
439     */
440     #define MAX_SPACES 50
441    
442    
443     /*
444     * Returns the direction to the player, if valid. Returns 0 otherwise.
445     * modified to verify there is a path to the player. Does this by stepping towards
446     * player and if path is blocked then see if blockage is close enough to player that
447     * direction to player is changed (ie zig or zag). Continue zig zag until either
448     * reach player or path is blocked. Thus, will only return true if there is a free
449     * path to player. Though path may not be a straight line. Note that it will find
450     * player hiding along a corridor at right angles to the corridor with the monster.
451     *
452     * Modified by MSW 2001-08-06 to handle tiled maps. Various notes:
453     * 1) With DETOUR_AMOUNT being 2, it should still go and find players hiding
454     * down corriders.
455     * 2) I think the old code was broken if the first direction the monster
456     * should move was blocked - the code would store the first direction without
457     * verifying that the player can actually move in that direction. The new
458     * code does not store anything in firstdir until we have verified that the
459     * monster can in fact move one space in that direction.
460     * 3) I'm not sure how good this code will be for moving multipart monsters,
461     * since only simple checks to blocked are being called, which could mean the monster
462     * is blocking itself.
463     */
464     int path_to_player(object *mon, object *pl, unsigned mindiff) {
465     rv_vector rv;
466     sint16 x,y;
467     int lastx,lasty,dir,i,diff, firstdir=0,lastdir, max=MAX_SPACES, mflags, blocked;
468     mapstruct *m ,*lastmap;
469    
470     get_rangevector(mon, pl, &rv, 0);
471    
472     if (rv.distance<mindiff) return 0;
473    
474     x=mon->x;
475     y=mon->y;
476     m=mon->map;
477     dir = rv.direction;
478     lastdir = firstdir = rv.direction; /* perhaps we stand next to pl, init firstdir too */
479     diff = FABS(rv.distance_x)>FABS(rv.distance_y)?FABS(rv.distance_x):FABS(rv.distance_y);
480     /* If we can't solve it within the search distance, return now. */
481     if (diff>max) return 0;
482     while (diff >1 && max>0) {
483 root 1.11 lastx = x;
484     lasty = y;
485     lastmap = m;
486     x = lastx + freearr_x[dir];
487     y = lasty + freearr_y[dir];
488    
489     mflags = get_map_flags(m, &m, x, y, &x, &y);
490     blocked = (mflags & P_OUT_OF_MAP) ? MOVE_ALL : GET_MAP_MOVE_BLOCK(m, x, y);
491    
492     /* Space is blocked - try changing direction a little */
493     if ((mflags & P_OUT_OF_MAP) || ((OB_TYPE_MOVE_BLOCK(mon, blocked) || (mflags&P_BLOCKSVIEW))
494     && (m == mon->map && blocked_link(mon, m, x, y)))) {
495     /* recalculate direction from last good location. Possible
496     * we were not traversing ideal location before.
497     */
498     get_rangevector_from_mapcoord(lastmap, lastx, lasty, pl, &rv, 0);
499     if (rv.direction != dir) {
500     /* OK - says direction should be different - lets reset the
501     * the values so it will try again.
502     */
503     x = lastx;
504     y = lasty;
505     m = lastmap;
506     dir = firstdir = rv.direction;
507     } else {
508     /* direct path is blocked - try taking a side step to
509     * either the left or right.
510     * Note increase the values in the loop below to be
511     * more than -1/1 respectively will mean the monster takes
512     * bigger detour. Have to be careful about these values getting
513     * too big (3 or maybe 4 or higher) as the monster may just try
514     * stepping back and forth
515     */
516     for (i=-DETOUR_AMOUNT; i<=DETOUR_AMOUNT; i++) {
517     if (i==0) continue; /* already did this, so skip it */
518     /* Use lastdir here - otherwise,
519     * since the direction that the creature should move in
520     * may change, you could get infinite loops.
521     * ie, player is northwest, but monster can only
522     * move west, so it does that. It goes some distance,
523     * gets blocked, finds that it should move north,
524     * can't do that, but now finds it can move east, and
525     * gets back to its original point. lastdir contains
526     * the last direction the creature has successfully
527     * moved.
528     */
529    
530     x = lastx + freearr_x[absdir(lastdir+i)];
531     y = lasty + freearr_y[absdir(lastdir+i)];
532     m = lastmap;
533     mflags = get_map_flags(m, &m, x, y, &x, &y);
534     if (mflags & P_OUT_OF_MAP) continue;
535     blocked = GET_MAP_MOVE_BLOCK(m, x, y);
536     if (OB_TYPE_MOVE_BLOCK(mon, blocked)) continue;
537 elmex 1.1 if (mflags & P_BLOCKSVIEW) continue;
538    
539 root 1.11 if (m == mon->map && blocked_link(mon, m, x, y)) break;
540     }
541     /* go through entire loop without finding a valid
542     * sidestep to take - thus, no valid path.
543     */
544     if (i==(DETOUR_AMOUNT+1))
545     return 0;
546     diff--;
547     lastdir=dir;
548     max--;
549     if (!firstdir) firstdir = dir+i;
550     } /* else check alternate directions */
551     } /* if blocked */
552     else {
553     /* we moved towards creature, so diff is less */
554     diff--;
555     max--;
556     lastdir=dir;
557     if (!firstdir) firstdir = dir;
558     }
559     if (diff<=1) {
560     /* Recalculate diff (distance) because we may not have actually
561     * headed toward player for entire distance.
562     */
563     get_rangevector_from_mapcoord(m, x, y, pl, &rv, 0);
564     diff = FABS(rv.distance_x)>FABS(rv.distance_y)?FABS(rv.distance_x):FABS(rv.distance_y);
565     }
566     if (diff>max) return 0;
567 elmex 1.1 }
568     /* If we reached the max, didn't find a direction in time */
569     if (!max) return 0;
570    
571     return firstdir;
572     }
573    
574     void give_initial_items(object *pl,treasurelist *items) {
575     object *op,*next=NULL;
576    
577     if(pl->randomitems!=NULL)
578 root 1.11 create_treasure(items,pl,GT_STARTEQUIP | GT_ONLY_GOOD,1,0);
579 elmex 1.1
580     for (op=pl->inv; op; op=next) {
581 root 1.11 next = op->below;
582    
583     /* Forces get applied per default, unless they have the
584 elmex 1.1 * flag "neutral" set. Sorry but I can't think of a better way
585 root 1.11 */
586 elmex 1.1 if(op->type==FORCE && !QUERY_FLAG(op, FLAG_NEUTRAL))
587 root 1.11 SET_FLAG(op,FLAG_APPLIED);
588    
589     /* we never give weapons/armour if these cannot be used
590 elmex 1.1 * by this player due to race restrictions
591 root 1.11 */
592     if (pl->type == PLAYER) {
593     if ((!QUERY_FLAG(pl, FLAG_USE_ARMOUR) &&
594     (op->type == ARMOUR || op->type == BOOTS ||
595     op->type == CLOAK || op->type == HELMET ||
596     op->type == SHIELD || op->type == GLOVES ||
597     op->type == BRACERS || op->type == GIRDLE)) ||
598     (!QUERY_FLAG(pl, FLAG_USE_WEAPON) && op->type == WEAPON)) {
599     remove_ob (op);
600     free_object (op);
601     continue;
602     }
603     }
604    
605     /* This really needs to be better - we should really give
606     * a substitute spellbook. The problem is that we don't really
607     * have a good idea what to replace it with (need something like
608     * a first level treasurelist for each skill.)
609     * remove duplicate skills also
610     */
611 elmex 1.1 if(op->type==SPELLBOOK || op->type == SKILL) {
612 root 1.11 object *tmp;
613 elmex 1.1
614 root 1.11 for (tmp=op->below; tmp; tmp=tmp->below)
615     if (tmp->type == op->type && tmp->name == op->name) break;
616    
617     if (tmp) {
618     remove_ob(op);
619     free_object(op);
620     LOG(llevError,"give_initial_items: Removing duplicate object %s\n",
621 root 1.14 &tmp->name);
622 root 1.11 continue;
623     }
624     if (op->nrof > 1) op->nrof = 1;
625     }
626 elmex 1.1
627 root 1.11 if (op->type == SPELLBOOK && op->inv) {
628     CLEAR_FLAG(op->inv, FLAG_STARTEQUIP);
629     }
630    
631     /* Give starting characters identified, uncursed, and undamned
632     * items. Just don't identify gold or silver, or it won't be
633     * merged properly.
634     */
635     if (need_identify(op)) {
636     SET_FLAG(op, FLAG_IDENTIFIED);
637     CLEAR_FLAG(op, FLAG_CURSED);
638     CLEAR_FLAG(op, FLAG_DAMNED);
639     }
640     if(op->type==SPELL) {
641     remove_ob(op);
642     free_object(op);
643 elmex 1.1 continue;
644 root 1.11 }
645     else if(op->type==SKILL) {
646     SET_FLAG(op, FLAG_CAN_USE_SKILL);
647     op->stats.exp = 0;
648     op->level = 1;
649     }
650     /* lock all 'normal items by default */
651     else SET_FLAG(op, FLAG_INV_LOCKED);
652 elmex 1.1 } /* for loop of objects in player inv */
653    
654     /* Need to set up the skill pointers */
655     link_player_skills(pl);
656     }
657    
658     void get_name(object *op) {
659     op->contr->write_buf[0]='\0';
660     op->contr->state=ST_GET_NAME;
661     send_query(&op->contr->socket,0,"What is your name?\n:");
662     }
663    
664     void get_password(object *op) {
665     op->contr->write_buf[0]='\0';
666     op->contr->state=ST_GET_PASSWORD;
667     send_query(&op->contr->socket,CS_QUERY_HIDEINPUT, "What is your password?\n:");
668     }
669    
670     void play_again(object *op)
671     {
672     op->contr->state=ST_PLAY_AGAIN;
673     op->chosen_skill = NULL;
674     send_query(&op->contr->socket, CS_QUERY_SINGLECHAR, "Do you want to play again (a/q)?");
675     /* a bit of a hack, but there are various places early in th
676     * player creation process that a user can quit (eg, roll
677     * stats) that isn't removing the player. Taking a quick
678     * look, there are many places that call play_again without
679     * removing the player - it probably makes more sense
680     * to leave it to play_again to remove the object in all
681     * cases.
682     */
683     if (!QUERY_FLAG(op, FLAG_REMOVED))
684 root 1.11 remove_ob(op);
685 elmex 1.1 /* Need to set this to null - otherwise, it could point to garbage,
686     * and draw() doesn't check to see if the player is removed, only if
687     * the map is null or not swapped out.
688     */
689     op->map = NULL;
690     }
691    
692    
693     int receive_play_again(object *op, char key)
694     {
695     if(key=='q'||key=='Q') {
696 root 1.11 remove_friendly_object(op);
697     leave(op->contr,0); /* ericserver will draw the message */
698     return 2;
699 elmex 1.1 }
700     else if(key=='a'||key=='A') {
701 root 1.11 player *pl = op->contr;
702 root 1.14 shstr name = op->name;
703 elmex 1.1
704 root 1.11 remove_friendly_object(op);
705     free_object(op);
706     pl = get_player(pl);
707     op = pl->ob;
708     add_friendly_object(op);
709     op->contr->password[0]='~';
710 root 1.14 op->name = op->name_pl = 0;
711 root 1.11 /* Lets put a space in here */
712     new_draw_info(NDI_UNIQUE, 0, op, "\n");
713     get_name(op);
714 root 1.14 op->name = op->name_pl = name;
715 root 1.11 set_first_map(op);
716 elmex 1.1 } else {
717 root 1.11 /* user pressed something else so just ask again... */
718     play_again(op);
719 elmex 1.1 }
720     return 0;
721     }
722    
723     void confirm_password(object *op) {
724    
725     op->contr->write_buf[0]='\0';
726     op->contr->state=ST_CONFIRM_PASSWORD;
727     send_query(&op->contr->socket, CS_QUERY_HIDEINPUT, "Please type your password again.\n:");
728     }
729    
730     void get_party_password(object *op, partylist *party) {
731     if (party == NULL) {
732 root 1.14 LOG(llevError, "get_party_password(): tried to make player %s join a NULL party", &op->name);
733 root 1.11 return;
734 elmex 1.1 }
735     op->contr->write_buf[0]='\0';
736     op->contr->state=ST_GET_PARTY_PASSWORD;
737     op->contr->party_to_join = party;
738     send_query(&op->contr->socket, CS_QUERY_HIDEINPUT, "What is the password?\n:");
739     }
740    
741    
742     /* This rolls four 1-6 rolls and sums the best 3 of the 4. */
743     int roll_stat(void) {
744     int a[4],i,j,k;
745    
746     for(i=0;i<4;i++)
747 root 1.11 a[i]=(int)RANDOM()%6+1;
748 elmex 1.1
749     for(i=0,j=0,k=7;i<4;i++)
750 root 1.11 if(a[i]<k)
751     k=a[i],j=i;
752 elmex 1.1
753     for(i=0,k=0;i<4;i++) {
754 root 1.11 if(i!=j)
755     k+=a[i];
756 elmex 1.1 }
757     return k;
758     }
759    
760     void roll_stats(object *op) {
761     int sum=0;
762     int i = 0, j = 0;
763     int statsort[7];
764    
765     do {
766 root 1.11 op->stats.Str=roll_stat();
767     op->stats.Dex=roll_stat();
768     op->stats.Int=roll_stat();
769     op->stats.Con=roll_stat();
770     op->stats.Wis=roll_stat();
771     op->stats.Pow=roll_stat();
772     op->stats.Cha=roll_stat();
773     sum=op->stats.Str+op->stats.Dex+op->stats.Int+
774     op->stats.Con+op->stats.Wis+op->stats.Pow+
775     op->stats.Cha;
776 elmex 1.1 } while(sum<82||sum>116);
777    
778     /* Sort the stats so that rerolling is easier... */
779     statsort[0] = op->stats.Str;
780     statsort[1] = op->stats.Dex;
781     statsort[2] = op->stats.Int;
782     statsort[3] = op->stats.Con;
783     statsort[4] = op->stats.Wis;
784     statsort[5] = op->stats.Pow;
785     statsort[6] = op->stats.Cha;
786    
787     /* a quick and dirty bubblesort? */
788     do {
789 root 1.11 if (statsort[i] < statsort[i + 1]) {
790     j = statsort[i];
791     statsort[i] = statsort[i + 1];
792     statsort[i + 1] = j;
793     i = 0;
794     } else {
795     i++;
796     }
797 elmex 1.1 } while (i < 6);
798    
799     op->stats.Str = statsort[0];
800     op->stats.Dex = statsort[1];
801     op->stats.Con = statsort[2];
802     op->stats.Int = statsort[3];
803     op->stats.Wis = statsort[4];
804     op->stats.Pow = statsort[5];
805     op->stats.Cha = statsort[6];
806    
807    
808     op->contr->orig_stats.Str=op->stats.Str;
809     op->contr->orig_stats.Dex=op->stats.Dex;
810     op->contr->orig_stats.Int=op->stats.Int;
811     op->contr->orig_stats.Con=op->stats.Con;
812     op->contr->orig_stats.Wis=op->stats.Wis;
813     op->contr->orig_stats.Pow=op->stats.Pow;
814     op->contr->orig_stats.Cha=op->stats.Cha;
815    
816     op->level=1;
817     op->stats.exp=0;
818     op->stats.ac=0;
819    
820     op->contr->levhp[1] = 9;
821     op->contr->levsp[1] = 6;
822     op->contr->levgrace[1] = 3;
823    
824     fix_player(op);
825     op->stats.hp = op->stats.maxhp;
826     op->stats.sp = op->stats.maxsp;
827     op->stats.grace = op->stats.maxgrace;
828     op->contr->orig_stats=op->stats;
829     }
830    
831     void Roll_Again(object *op)
832     {
833     esrv_new_player(op->contr, 0);
834     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)? ");
835     }
836    
837     void Swap_Stat(object *op,int Swap_Second)
838     {
839     signed char tmp;
840     char buf[MAX_BUF];
841    
842     if ( op->contr->Swap_First == -1 ) {
843 root 1.11 new_draw_info(NDI_UNIQUE, 0,op,"How the hell did you get here?!?!!!");
844     new_draw_info(NDI_UNIQUE, 0,op,"Error in Swap_Stat code,");
845     new_draw_info(NDI_UNIQUE, 0,op,"mail korg@rdt.monash.edu.au");
846     return;
847 elmex 1.1 }
848    
849     tmp = get_attr_value(&op->contr->orig_stats, op->contr->Swap_First);
850    
851     set_attr_value(&op->contr->orig_stats, op->contr->Swap_First,
852 root 1.11 get_attr_value(&op->contr->orig_stats, Swap_Second));
853 elmex 1.1
854     set_attr_value(&op->contr->orig_stats, Swap_Second, tmp);
855    
856     sprintf(buf,"%s done\n", short_stat_name[Swap_Second]);
857     new_draw_info(NDI_UNIQUE, 0,op, buf);
858     op->stats.Str = op->contr->orig_stats.Str;
859     op->stats.Dex = op->contr->orig_stats.Dex;
860     op->stats.Con = op->contr->orig_stats.Con;
861     op->stats.Int = op->contr->orig_stats.Int;
862     op->stats.Wis = op->contr->orig_stats.Wis;
863     op->stats.Pow = op->contr->orig_stats.Pow;
864     op->stats.Cha = op->contr->orig_stats.Cha;
865     op->stats.ac=0;
866    
867     op->level=1;
868     op->stats.exp=0;
869     op->stats.ac=0;
870    
871     op->contr->levhp[1] = 9;
872     op->contr->levsp[1] = 6;
873     op->contr->levgrace[1] = 3;
874    
875     fix_player(op);
876     op->stats.hp = op->stats.maxhp;
877     op->stats.sp = op->stats.maxsp;
878     op->stats.grace = op->stats.maxgrace;
879     op->contr->orig_stats=op->stats;
880     op->contr->Swap_First=-1;
881     }
882    
883    
884     /* This code has been greatly reduced, because with set_attr_value
885     * and get_attr_value, the stats can be accessed just numeric
886     * ids. stat_trans is a table that translate the number entered
887     * into the actual stat. It is needed because the order the stats
888     * are displayed in the stat window is not the same as how
889     * the number's access that stat. The table does that translation.
890     */
891     int key_roll_stat(object *op, char key)
892     {
893     int keynum = key -'0';
894     char buf[MAX_BUF];
895     static sint8 stat_trans[] = {-1, STR, DEX, CON, INT, WIS, POW, CHA};
896    
897     if (keynum>0 && keynum<=7) {
898 root 1.11 if (op->contr->Swap_First==-1) {
899     op->contr->Swap_First=stat_trans[keynum];
900     sprintf(buf,"%s ->", short_stat_name[stat_trans[keynum]]);
901     new_draw_info(NDI_UNIQUE, 0,op,buf);
902     }
903     else
904     Swap_Stat(op,stat_trans[keynum]);
905 elmex 1.1
906 root 1.11 send_query(&op->contr->socket,CS_QUERY_SINGLECHAR,"");
907     return 1;
908 elmex 1.1 }
909     switch (key) {
910 root 1.11 case 'n':
911 elmex 1.1 case 'N': {
912 root 1.11 SET_FLAG(op, FLAG_WIZ);
913     if(op->map==NULL) {
914     LOG(llevError,"Map == NULL in state 2\n");
915     break;
916     }
917 elmex 1.1
918     #if 0
919 root 1.11 /* So that enter_exit will put us at startx/starty */
920     op->x= -1;
921 elmex 1.1
922 root 1.11 enter_exit(op,NULL);
923 elmex 1.1 #endif
924 root 1.11 SET_ANIMATION(op, 2); /* So player faces south */
925     /* Enter exit adds a player otherwise */
926     add_statbonus(op);
927     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");
928     op->contr->state = ST_CHANGE_CLASS;
929     if (op->msg)
930     new_draw_info(NDI_BLUE, 0, op, op->msg);
931     return 0;
932     }
933 elmex 1.1 case 'y':
934     case 'Y':
935 root 1.11 roll_stats(op);
936     send_query(&op->contr->socket,CS_QUERY_SINGLECHAR,"");
937     return 1;
938 elmex 1.1
939     case 'q':
940     case 'Q':
941     play_again(op);
942     return 1;
943    
944     default:
945 root 1.11 send_query(&op->contr->socket,CS_QUERY_SINGLECHAR,"Yes, No, Quit or 1-6. Roll again?");
946     return 0;
947 elmex 1.1 }
948     return 0;
949     }
950    
951     /* This function takes the key that is passed, and does the
952     * appropriate action with it (change race, or other things).
953     * The function name is for historical reasons - now we have
954     * separate race and class; this actually changes the RACE,
955     * not the class.
956     */
957    
958     int key_change_class(object *op, char key)
959     {
960     int tmp_loop;
961    
962     if(key=='q'||key=='Q') {
963     remove_ob(op);
964     play_again(op);
965     return 0;
966     }
967     if(key=='d'||key=='D') {
968 root 1.11 char buf[MAX_BUF];
969 elmex 1.1
970 root 1.11 /* this must before then initial items are given */
971     esrv_new_player(op->contr, op->weight+op->carrying);
972     create_treasure(find_treasurelist("starting_wealth"),op, 0, 0, 0);
973 elmex 1.1
974 root 1.3 INVOKE_PLAYER (BIRTH, op->contr);
975     INVOKE_PLAYER (LOGIN, op->contr);
976 elmex 1.1
977 root 1.11 op->contr->state=ST_PLAYING;
978    
979 root 1.14 if (op->msg)
980     op->msg=NULL;
981 elmex 1.1
982 root 1.11 /* We create this now because some of the unique maps will need it
983     * to save here.
984     */
985 root 1.14 sprintf(buf,"%s/%s/%s",settings.localdir,settings.playerdir,&op->name);
986 root 1.11 make_path_to_file(buf);
987 elmex 1.1
988     #ifdef AUTOSAVE
989 root 1.11 op->contr->last_save_tick = pticks;
990 elmex 1.1 #endif
991 root 1.11 start_info(op);
992     CLEAR_FLAG(op, FLAG_WIZ);
993     give_initial_items(op,op->randomitems);
994     link_player_skills(op);
995     esrv_send_inventory(op, op);
996     fix_player(op);
997 elmex 1.1
998     /* This moves the player to a different start map, if there
999     * is one for this race
1000     */
1001     if(*first_map_ext_path) {
1002     object *tmp;
1003     mapstruct *oldmap = op->map;
1004     char mapname[MAX_BUF];
1005     snprintf(mapname, MAX_BUF-1, "%s/%s",
1006 root 1.14 first_map_ext_path, &op->arch->name);
1007 elmex 1.1 tmp=get_object();
1008 root 1.14 EXIT_PATH(tmp) = mapname;
1009 elmex 1.1 EXIT_X(tmp) = op->x;
1010     EXIT_Y(tmp) = op->y;
1011     enter_exit(op,tmp); /* we don't really care if it succeeded;
1012     * if the map isn't there, then stay on the
1013     * default initial map */
1014     free_object(tmp);
1015     } else {
1016     LOG(llevDebug,"first_map_ext_path not set\n");
1017     }
1018 root 1.11 return 0;
1019 elmex 1.1 }
1020    
1021     /* Following actually changes the race - this is the default command
1022     * if we don't match with one of the options above.
1023     */
1024    
1025     tmp_loop = 0;
1026     while(!tmp_loop) {
1027 root 1.14 shstr name = op->name;
1028 root 1.11 int x = op->x, y = op->y;
1029     remove_statbonus(op);
1030     remove_ob (op);
1031     op->arch = get_player_archetype(op->arch);
1032     copy_object (&op->arch->clone, op);
1033 root 1.6 op->instantiate ();
1034 root 1.11 op->stats = op->contr->orig_stats;
1035 root 1.14 op->name = op->name_pl = name;
1036 root 1.11 op->x = x;
1037     op->y = y;
1038     SET_ANIMATION(op, 2); /* So player faces south */
1039     insert_ob_in_map (op, op->map, op,0);
1040     strncpy(op->contr->title, op->arch->clone.name, sizeof(op->contr->title)-1);
1041     op->contr->title[sizeof(op->contr->title)-1] = '\0';
1042     add_statbonus(op);
1043     tmp_loop=allowed_class(op);
1044 elmex 1.1 }
1045     update_object(op,UP_OBJ_FACE);
1046     esrv_update_item(UPD_FACE,op,op);
1047     fix_player(op);
1048     op->stats.hp=op->stats.maxhp;
1049     op->stats.sp=op->stats.maxsp;
1050     op->stats.grace=0;
1051     if (op->msg)
1052 root 1.11 new_draw_info(NDI_BLUE, 0, op, op->msg);
1053 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");
1054     return 0;
1055     }
1056    
1057     int key_confirm_quit(object *op, char key)
1058     {
1059     char buf[MAX_BUF];
1060    
1061     if(key!='y'&&key!='Y'&&key!='q'&&key!='Q') {
1062 root 1.11 op->contr->state=ST_PLAYING;
1063     new_draw_info(NDI_UNIQUE, 0,op,"OK, continuing to play.");
1064     return 1;
1065 elmex 1.1 }
1066    
1067 root 1.3 INVOKE_PLAYER (LOGOUT, op->contr);
1068     INVOKE_PLAYER (QUIT , op->contr);
1069    
1070 elmex 1.1 terminate_all_pets(op);
1071     leave_map(op);
1072     op->direction=0;
1073     new_draw_info_format(NDI_UNIQUE | NDI_ALL, 5, NULL,
1074 root 1.14 "%s quits the game.", &op->name);
1075 elmex 1.1
1076     strcpy(op->contr->killer,"quit");
1077     check_score(op);
1078     op->contr->party=NULL;
1079     if (settings.set_title == TRUE)
1080 root 1.11 op->contr->own_title[0]='\0';
1081 elmex 1.1
1082     if(!QUERY_FLAG(op,FLAG_WAS_WIZ)) {
1083 root 1.11 mapstruct *mp, *next;
1084 elmex 1.1
1085 root 1.11 /* We need to hunt for any per player unique maps in memory and
1086     * get rid of them. The trailing slash in the path is intentional,
1087     * so that players named 'Ab' won't match against players 'Abe' pathname
1088     */
1089 root 1.14 sprintf(buf,"%s/%s/%s/", settings.localdir, settings.playerdir, &op->name);
1090 root 1.11 for (mp=first_map; mp!=NULL; mp=next) {
1091     next = mp->next;
1092     if (!strncmp(mp->path, buf, strlen(buf)))
1093     delete_map(mp);
1094     }
1095    
1096     delete_character(op->name, 1);
1097 elmex 1.1 }
1098     play_again(op);
1099     return 1;
1100     }
1101    
1102     void flee_player(object *op) {
1103     int dir,diff;
1104     rv_vector rv;
1105    
1106     if(op->stats.hp < 0) {
1107 root 1.11 LOG(llevDebug, "Fleeing player is dead.\n");
1108     CLEAR_FLAG(op, FLAG_SCARED);
1109     return;
1110 elmex 1.1 }
1111    
1112     if(op->enemy==NULL) {
1113 root 1.11 LOG(llevDebug,"Fleeing player had no enemy.\n");
1114     CLEAR_FLAG(op, FLAG_SCARED);
1115     return;
1116 elmex 1.1 }
1117    
1118     /* Seen some crashes here. Since we don't store an
1119     * op->enemy_count, it is possible that something destroys the
1120     * actual enemy, and the object is recycled.
1121     */
1122     if (op->enemy->map == NULL) {
1123 root 1.11 CLEAR_FLAG(op, FLAG_SCARED);
1124     op->enemy=NULL;
1125     return;
1126 elmex 1.1 }
1127    
1128     if(!(random_roll(0, 4, op, PREFER_LOW)) && did_make_save(op, op->level, 0)) {
1129 root 1.11 op->enemy=NULL;
1130     CLEAR_FLAG(op, FLAG_SCARED);
1131     return;
1132 elmex 1.1 }
1133     get_rangevector(op, op->enemy, &rv, 0);
1134    
1135     dir=absdir(4+rv.direction);
1136     for(diff=0;diff<3;diff++) {
1137 root 1.11 int m=1-(RANDOM()&2);
1138     if(move_ob(op,absdir(dir+diff*m),op)||
1139     (diff==0 && move_ob(op,absdir(dir-diff*m),op))) {
1140     return;
1141     }
1142 elmex 1.1 }
1143     /* Cornered, get rid of scared */
1144     CLEAR_FLAG(op, FLAG_SCARED);
1145     op->enemy=NULL;
1146     }
1147    
1148    
1149     /* check_pick sees if there is stuff to be picked up/picks up stuff.
1150     * IT returns 1 if the player should keep on moving, 0 if he should
1151     * stop.
1152     */
1153     int check_pick(object *op) {
1154     object *tmp, *next;
1155     tag_t next_tag=0, op_tag;
1156     int stop = 0;
1157     int j, k, wvratio;
1158     char putstring[128], tmpstr[16];
1159    
1160    
1161     /* if you're flying, you cna't pick up anything */
1162     if (op->move_type & MOVE_FLYING)
1163     return 1;
1164    
1165     op_tag = op->count;
1166    
1167     next = op->below;
1168     if (next)
1169     next_tag = next->count;
1170    
1171     /* loop while there are items on the floor that are not marked as
1172     * destroyed */
1173     while (next && ! was_destroyed (next, next_tag))
1174     {
1175     tmp = next;
1176     next = tmp->below;
1177     if (next)
1178     next_tag = next->count;
1179    
1180     if (was_destroyed (op, op_tag))
1181     return 0;
1182    
1183     if ( ! can_pick (op, tmp))
1184     continue;
1185    
1186     if (op->contr->search_str[0]!='\0' && settings.search_items == TRUE)
1187     {
1188     if (item_matched_string (op, tmp, op->contr->search_str))
1189     pick_up (op, tmp);
1190     continue;
1191     }
1192    
1193     /* high not bit set? We're using the old autopickup model */
1194     if(!(op->contr->mode & PU_NEWMODE)) {
1195 root 1.11 switch (op->contr->mode) {
1196     case 0: return 1; /* don't pick up */
1197     case 1: pick_up (op, tmp);
1198     return 1;
1199     case 2: pick_up (op, tmp);
1200     return 0;
1201     case 3: return 0; /* stop before pickup */
1202     case 4: pick_up (op, tmp);
1203     break;
1204     case 5: pick_up (op, tmp);
1205     stop = 1;
1206     break;
1207     case 6:
1208     if (QUERY_FLAG (tmp, FLAG_KNOWN_MAGICAL) &&
1209     ! QUERY_FLAG(tmp, FLAG_KNOWN_CURSED))
1210     pick_up(op, tmp);
1211     break;
1212    
1213     case 7:
1214     if (tmp->type == MONEY || tmp->type == GEM)
1215     pick_up(op, tmp);
1216     break;
1217    
1218     default:
1219     /* use value density */
1220     if ( ! QUERY_FLAG (tmp, FLAG_UNPAID)
1221     && (query_cost (tmp, op, F_TRUE) * 100
1222     / (tmp->weight * MAX (tmp->nrof, 1)))
1223 elmex 1.1 >= op->contr->mode)
1224 root 1.11 pick_up(op,tmp);
1225     }
1226 elmex 1.1 }
1227     else { /* old model */
1228     /* NEW pickup handling */
1229     if(op->contr->mode & PU_DEBUG)
1230     {
1231 root 1.11 /* some debugging code to figure out item information */
1232     if(tmp->name!=NULL)
1233     sprintf(putstring,"item name: %s item type: %d weight/value: %d",
1234 root 1.14 &tmp->name, tmp->type,
1235 root 1.11 (int)(query_cost(tmp, op, F_TRUE)*100 / (tmp->weight * MAX(tmp->nrof,1))));
1236     else
1237     sprintf(putstring,"item name: %s item type: %d weight/value: %d",
1238 root 1.14 &tmp->arch->name, tmp->type,
1239 root 1.11 (int)(query_cost(tmp, op, F_TRUE)*100 / (tmp->weight * MAX(tmp->nrof,1))));
1240     new_draw_info(NDI_UNIQUE, 0,op,putstring);
1241    
1242     sprintf(putstring,"...flags: ");
1243     for(k=0;k<4;k++)
1244     {
1245     for(j=0;j<32;j++)
1246     {
1247     if((tmp->flags[k]>>j)&0x01)
1248     {
1249     sprintf(tmpstr,"%d ",k*32+j);
1250     strcat(putstring, tmpstr);
1251     }
1252     }
1253     }
1254     new_draw_info(NDI_UNIQUE, 0,op,putstring);
1255 elmex 1.1
1256     #if 0
1257 root 1.11 /* print the flags too */
1258     for(k=0;k<4;k++)
1259     {
1260     fprintf(stderr,"%d [%d] ", k, k*32+31);
1261     for(j=0;j<32;j++)
1262     {
1263     fprintf(stderr,"%d",tmp->flags[k]>>(31-j)&0x01);
1264     if(!((j+1)%4))fprintf(stderr," ");
1265     }
1266     fprintf(stderr," [%d]\n", k*32);
1267     }
1268 elmex 1.1 #endif
1269     }
1270     /* philosophy:
1271     * It's easy to grab an item type from a pile, as long as it's
1272     * generic. This takes no game-time. For more detailed pickups
1273     * and selections, select-items shoul dbe used. This is a
1274     * grab-as-you-run type mode that's really useful for arrows for
1275     * example.
1276     * The drawback: right now it has no frontend, so you need to
1277     * stick the bits you want into a calculator in hex mode and then
1278     * convert to decimal and then 'pickup <#>
1279     */
1280    
1281     /* the first two modes are exclusive: if NOTHING we return, if
1282     * STOP then we stop. All the rest are applied sequentially,
1283     * meaning if any test passes, the item gets picked up. */
1284    
1285     /* if mode is set to pick nothing up, return */
1286    
1287     if(op->contr->mode & PU_NOTHING) return 1;
1288    
1289     /* if mode is set to stop when encountering objects, return */
1290     /* take STOP before INHIBIT since it doesn't actually pick
1291     * anything up */
1292    
1293     if(op->contr->mode & PU_STOP) return 0;
1294    
1295     /* useful for going into stores and not losing your settings... */
1296     /* and for battles wher you don't want to get loaded down while
1297     * fighting */
1298     if(op->contr->mode & PU_INHIBIT) return 1;
1299    
1300     /* prevent us from turning into auto-thieves :) */
1301     if (QUERY_FLAG (tmp, FLAG_UNPAID)) continue;
1302    
1303     /* ignore known cursed objects */
1304     if (QUERY_FLAG (tmp, FLAG_KNOWN_CURSED) && op->contr->mode & PU_NOT_CURSED) continue;
1305    
1306     /* all food and drink if desired */
1307     /* question: don't pick up known-poisonous stuff? */
1308     if(op->contr->mode & PU_FOOD)
1309 root 1.11 if (tmp->type == FOOD)
1310     { pick_up(op, tmp); if(0)fprintf(stderr,"FOOD\n"); continue; }
1311 elmex 1.1 if(op->contr->mode & PU_DRINK)
1312 root 1.11 if (tmp->type == DRINK || (tmp->type == POISON && !QUERY_FLAG(tmp, FLAG_KNOWN_CURSED)))
1313     { pick_up(op, tmp); if(0)fprintf(stderr,"DRINK\n"); continue; }
1314 elmex 1.1
1315     if(op->contr->mode & PU_POTION)
1316 root 1.11 if (tmp->type == POTION)
1317     { pick_up(op, tmp); if(0)fprintf(stderr,"POTION\n"); continue; }
1318 elmex 1.1
1319     /* spellbooks, skillscrolls and normal books/scrolls */
1320     if(op->contr->mode & PU_SPELLBOOK)
1321 root 1.11 if (tmp->type == SPELLBOOK)
1322     { pick_up(op, tmp); if(0)fprintf(stderr,"SPELLBOOK\n"); continue; }
1323 elmex 1.1 if(op->contr->mode & PU_SKILLSCROLL)
1324 root 1.11 if (tmp->type == SKILLSCROLL)
1325     { pick_up(op, tmp); if(0)fprintf(stderr,"SKILLSCROLL\n"); continue; }
1326 elmex 1.1 if(op->contr->mode & PU_READABLES)
1327 root 1.11 if (tmp->type == BOOK || tmp->type == SCROLL)
1328     { pick_up(op, tmp); if(0)fprintf(stderr,"READABLES\n"); continue; }
1329 elmex 1.1
1330     /* wands/staves/rods/horns */
1331     if (op->contr->mode & PU_MAGIC_DEVICE)
1332 root 1.11 if (tmp->type == WAND || tmp->type == ROD || tmp->type == HORN)
1333     { pick_up(op, tmp); if(0)fprintf(stderr,"MAGIC_DEVICE\n"); continue; }
1334 elmex 1.1
1335     /* pick up all magical items */
1336     if(op->contr->mode & PU_MAGICAL)
1337 root 1.11 if (QUERY_FLAG (tmp, FLAG_KNOWN_MAGICAL) && ! QUERY_FLAG(tmp, FLAG_KNOWN_CURSED))
1338     { pick_up(op, tmp); if(0)fprintf(stderr,"MAGICAL\n"); continue; }
1339 elmex 1.1
1340     if(op->contr->mode & PU_VALUABLES)
1341     {
1342 root 1.11 if (tmp->type == MONEY || tmp->type == GEM)
1343     { pick_up(op, tmp); if(0)fprintf(stderr,"MONEY/GEM\n"); continue; }
1344 elmex 1.1 }
1345    
1346     /* rings & amulets - talismans seems to be typed AMULET */
1347     if(op->contr->mode & PU_JEWELS)
1348     if (tmp->type == RING || tmp->type == AMULET)
1349     { pick_up(op, tmp); if(0)fprintf(stderr,"JEWELS\n"); continue; }
1350    
1351     /* bows and arrows. Bows are good for selling! */
1352     if(op->contr->mode & PU_BOW)
1353 root 1.11 if (tmp->type == BOW)
1354     { pick_up(op, tmp); if(0)fprintf(stderr,"BOW\n"); continue; }
1355 elmex 1.1 if(op->contr->mode & PU_ARROW)
1356 root 1.11 if (tmp->type == ARROW)
1357     { pick_up(op, tmp); if(0)fprintf(stderr,"ARROW\n"); continue; }
1358 elmex 1.1
1359     /* all kinds of armor etc. */
1360     if(op->contr->mode & PU_ARMOUR)
1361 root 1.11 if (tmp->type == ARMOUR)
1362     { pick_up(op, tmp); if(0)fprintf(stderr,"ARMOUR\n"); continue; }
1363 elmex 1.1 if(op->contr->mode & PU_HELMET)
1364 root 1.11 if (tmp->type == HELMET)
1365     { pick_up(op, tmp); if(0)fprintf(stderr,"HELMET\n"); continue; }
1366 elmex 1.1 if(op->contr->mode & PU_SHIELD)
1367 root 1.11 if (tmp->type == SHIELD)
1368     { pick_up(op, tmp); if(0)fprintf(stderr,"SHIELD\n"); continue; }
1369 elmex 1.1 if(op->contr->mode & PU_BOOTS)
1370 root 1.11 if (tmp->type == BOOTS)
1371     { pick_up(op, tmp); if(0)fprintf(stderr,"BOOTS\n"); continue; }
1372 elmex 1.1 if(op->contr->mode & PU_GLOVES)
1373 root 1.11 if (tmp->type == GLOVES)
1374     { pick_up(op, tmp); if(0)fprintf(stderr,"GLOVES\n"); continue; }
1375 elmex 1.1 if(op->contr->mode & PU_CLOAK)
1376 root 1.11 if (tmp->type == CLOAK)
1377     { pick_up(op, tmp); if(0)fprintf(stderr,"GLOVES\n"); continue; }
1378 elmex 1.1
1379     /* hoping to catch throwing daggers here */
1380     if(op->contr->mode & PU_MISSILEWEAPON)
1381 root 1.11 if(tmp->type == WEAPON && QUERY_FLAG(tmp, FLAG_IS_THROWN))
1382     { pick_up(op, tmp); if(0)fprintf(stderr,"MISSILEWEAPON\n"); continue; }
1383 elmex 1.1
1384     /* careful: chairs and tables are weapons! */
1385     if(op->contr->mode & PU_ALLWEAPON)
1386     {
1387 root 1.11 if(tmp->type == WEAPON && tmp->name!=NULL)
1388     {
1389     if(strstr(tmp->name,"table")==NULL && strstr(tmp->arch->name,"table")==NULL &&
1390     strstr(tmp->name,"chair") && strstr(tmp->arch->name,"chair")==NULL)
1391     { pick_up(op, tmp); if(0)fprintf(stderr,"WEAPON\n"); continue; }
1392     }
1393     if(tmp->type == WEAPON && tmp->name==NULL)
1394     {
1395     if(strstr(tmp->arch->name,"table")==NULL &&
1396     strstr(tmp->arch->name,"chair")==NULL)
1397     { pick_up(op, tmp); if(0)fprintf(stderr,"WEAPON\n"); continue; }
1398     }
1399 elmex 1.1 }
1400    
1401     /* misc stuff that's useful */
1402     if(op->contr->mode & PU_KEY)
1403 root 1.11 if (tmp->type == KEY || tmp->type == SPECIAL_KEY)
1404     { pick_up(op, tmp); if(0)fprintf(stderr,"KEY\n"); continue; }
1405 elmex 1.1
1406     /* any of the last 4 bits set means we use the ratio for value
1407     * pickups */
1408     if(op->contr->mode & PU_RATIO)
1409     {
1410 root 1.11 /* use value density to decide what else to grab */
1411     /* >=7 was >= op->contr->mode */
1412     /* >=7 is the old standard setting. Now we take the last 4 bits
1413     * and multiply them by 5, giving 0..15*5== 5..75 */
1414     wvratio=(op->contr->mode & PU_RATIO) * 5;
1415     if ((query_cost(tmp, op, F_TRUE)*100 / (tmp->weight * MAX(tmp->nrof, 1))) >= wvratio)
1416     {
1417     pick_up(op, tmp);
1418 elmex 1.1 #if 0
1419 root 1.11 fprintf(stderr,"HIGH WEIGHT/VALUE [");
1420     if(tmp->name!=NULL) {
1421     fprintf(stderr,"%s", tmp->name);
1422     }
1423     else fprintf(stderr,"%s",tmp->arch->name);
1424     fprintf(stderr,",%d] = ", tmp->type);
1425     fprintf(stderr,"%d\n",(int)(query_cost(tmp,op,F_TRUE)*100 / (tmp->weight * MAX(tmp->nrof,1))));
1426 elmex 1.1 #endif
1427 root 1.11 continue;
1428     }
1429 elmex 1.1 }
1430     } /* the new pickup model */
1431     }
1432     return ! stop;
1433     }
1434    
1435     /*
1436     * Find an arrow in the inventory and after that
1437     * in the right type container (quiver). Pointer to the
1438     * found object is returned.
1439     */
1440     object *find_arrow(object *op, const char *type)
1441     {
1442     object *tmp = NULL;
1443    
1444     for(op=op->inv; op; op=op->below)
1445 root 1.11 if(!tmp && op->type==CONTAINER && op->race==type &&
1446     QUERY_FLAG(op,FLAG_APPLIED))
1447     tmp = find_arrow (op, type);
1448     else if (op->type==ARROW && op->race==type)
1449     return op;
1450 elmex 1.1 return tmp;
1451     }
1452    
1453     /*
1454     * Similar to find_arrow, but looks for (roughly) the best arrow to use
1455     * against the target. A full test is not performed, simply a basic test
1456     * of resistances. The archer is making a quick guess at what he sees down
1457     * the hall. Failing that it does it's best to pick the highest plus arrow.
1458     */
1459    
1460     object *find_better_arrow(object *op, object *target, const char *type, int *better)
1461     {
1462     object *tmp = NULL, *arrow, *ntmp;
1463     int attacknum, attacktype, betterby=0, i;
1464    
1465     if (!type)
1466 root 1.11 return NULL;
1467 elmex 1.1
1468     for (arrow=op->inv; arrow; arrow=arrow->below) {
1469 root 1.11 if (arrow->type==CONTAINER && arrow->race==type &&
1470     QUERY_FLAG(arrow, FLAG_APPLIED)) {
1471     i = 0;
1472     ntmp = find_better_arrow(arrow, target, type, &i);
1473     if (i > betterby) {
1474     tmp = ntmp;
1475     betterby = i;
1476     }
1477     } else if (arrow->type==ARROW && arrow->race==type) {
1478     /* allways prefer assasination/slaying */
1479     if (target->race != NULL && arrow->slaying != NULL &&
1480     strstr(arrow->slaying, target->race)) {
1481     if (arrow->attacktype & AT_DEATH) {
1482     *better = 100;
1483     return arrow;
1484     } else {
1485     tmp = arrow;
1486     betterby = (arrow->magic + arrow->stats.dam) * 2;
1487     }
1488     } else {
1489     for (attacknum=0; attacknum < NROFATTACKS; attacknum++) {
1490     attacktype = 1<<attacknum;
1491     if ((arrow->attacktype & attacktype) && (target->arch->clone.resist[attacknum]) < 0)
1492     if (((arrow->magic + arrow->stats.dam)*(100-target->arch->clone.resist[attacknum])/100) > betterby) {
1493     tmp = arrow;
1494     betterby = (arrow->magic + arrow->stats.dam)*(100-target->arch->clone.resist[attacknum])/100;
1495     }
1496     }
1497     if ((2 + arrow->magic + arrow->stats.dam) > betterby) {
1498     tmp = arrow;
1499     betterby = 2 + arrow->magic + arrow->stats.dam;
1500     }
1501     if (arrow->title && (1 + arrow->magic + arrow->stats.dam) > betterby) {
1502     tmp = arrow;
1503     betterby = 1 + arrow->magic + arrow->stats.dam;
1504     }
1505     }
1506     }
1507 elmex 1.1 }
1508     if (tmp == NULL && arrow == NULL)
1509 root 1.11 return find_arrow(op, type);
1510 elmex 1.1
1511     *better = betterby;
1512     return tmp;
1513     }
1514    
1515     /* looks in a given direction, finds the first valid target, and calls
1516     * find_better_arrow to find a decent arrow to use.
1517     * op = the shooter
1518     * type = bow->race
1519     * dir = fire direction
1520     */
1521    
1522     object *pick_arrow_target(object *op, const char *type, int dir)
1523     {
1524     object *tmp = NULL;
1525     mapstruct *m;
1526     int i, mflags, found, number;
1527     sint16 x, y;
1528    
1529     if (op->map == NULL)
1530 root 1.11 return find_arrow(op, type);
1531 elmex 1.1
1532     /* do a dex check */
1533     number = (die_roll(2, 40, op, PREFER_LOW)-2)/2;
1534     if (number > (op->stats.Dex + (op->chosen_skill?op->chosen_skill->level:op->level)))
1535 root 1.11 return find_arrow(op, type);
1536 elmex 1.1
1537     m = op->map;
1538     x = op->x;
1539     y = op->y;
1540    
1541     /* find the first target */
1542     for (i=0, found=0; i<20; i++) {
1543 root 1.11 x += freearr_x[dir];
1544     y += freearr_y[dir];
1545     mflags = get_map_flags(m, &m, x, y, &x, &y);
1546     if (mflags & P_OUT_OF_MAP || mflags & P_BLOCKSVIEW) {
1547     tmp = NULL;
1548     break;
1549     } else if (GET_MAP_MOVE_BLOCK(m, x, y) == MOVE_FLY_LOW) {
1550     /* This block presumes arrows and the like are MOVE_FLY_SLOW -
1551     * perhaps a bad assumption.
1552     */
1553     tmp = NULL;
1554     break;
1555     }
1556     if (mflags & P_IS_ALIVE) {
1557     for (tmp = GET_MAP_OB(m, x, y); tmp; tmp=tmp->above)
1558     if (QUERY_FLAG(tmp, FLAG_ALIVE)) {
1559     found++;
1560     break;
1561     }
1562     if (found)
1563     break;
1564     }
1565 elmex 1.1 }
1566     if (tmp == NULL)
1567 root 1.11 return find_arrow(op, type);
1568 elmex 1.1
1569     if (tmp->head)
1570 root 1.11 tmp = tmp->head;
1571 elmex 1.1
1572     return find_better_arrow(op, tmp, type, &i);
1573     }
1574    
1575     /*
1576     * Creature fires a bow - op can be monster or player. Returns
1577     * 1 if bow was actually fired, 0 otherwise.
1578     * op is the object firing the bow.
1579     * part is for multipart creatures - the part firing the bow.
1580     * dir is the direction of fire.
1581     * wc_mod is any special modifier to give (used in special player fire modes)
1582     * sx, sy are coordinates to fire arrow from - also used in some of the special
1583     * player fire modes.
1584     */
1585     int fire_bow(object *op, object *part, object *arrow, int dir, int wc_mod,
1586     sint16 sx, sint16 sy)
1587     {
1588     object *left, *bow;
1589     tag_t left_tag, tag;
1590     int bowspeed, mflags;
1591     mapstruct *m;
1592    
1593     if (!dir) {
1594 root 1.11 new_draw_info(NDI_UNIQUE, 0, op, "You can't shoot yourself!");
1595     return 0;
1596 elmex 1.1 }
1597     if (op->type == PLAYER)
1598 root 1.11 bow=op->contr->ranges[range_bow];
1599 elmex 1.1 else {
1600 root 1.11 for(bow=op->inv; bow; bow=bow->below)
1601     /* Don't check for applied - monsters don't apply bows - in that way, they
1602     * don't need to switch back and forth between bows and weapons.
1603     */
1604     if(bow->type==BOW)
1605     break;
1606    
1607     if (!bow) {
1608 root 1.14 LOG (llevError, "Range: bow without activated bow (%s).\n", &op->name);
1609 root 1.11 return 0;
1610     }
1611 elmex 1.1 }
1612     if( !bow->race || !bow->skill) {
1613 root 1.14 new_draw_info_format(NDI_UNIQUE, 0, op, "Your %s is broken.", &bow->name);
1614 root 1.11 return 0;
1615 elmex 1.1 }
1616    
1617     bowspeed = bow->stats.sp + dex_bonus[op->stats.Dex];
1618    
1619     /* penalize ROF for bestarrow */
1620     if (op->type == PLAYER && op->contr->bowtype == bow_bestarrow)
1621 root 1.11 bowspeed -= dex_bonus[op->stats.Dex] + 5;
1622 elmex 1.1 if (bowspeed < 1)
1623 root 1.11 bowspeed = 1;
1624 elmex 1.1
1625     if (arrow == NULL) {
1626 root 1.11 if ((arrow=find_arrow(op, bow->race)) == NULL) {
1627     if (op->type == PLAYER)
1628     new_draw_info_format(NDI_UNIQUE, 0, op,
1629 root 1.14 "You have no %s left.", &bow->race);
1630 elmex 1.1 /* FLAG_READY_BOW will get reset if the monsters picks up some arrows */
1631 root 1.11 else
1632     CLEAR_FLAG(op, FLAG_READY_BOW);
1633     return 0;
1634     }
1635 elmex 1.1 }
1636     mflags = get_map_flags(op->map, &m, sx, sy, &sx, &sy);
1637     if (mflags & P_OUT_OF_MAP) {
1638 root 1.11 return 0;
1639 elmex 1.1 }
1640     if (GET_MAP_MOVE_BLOCK(m, sx, sy) == MOVE_FLY_LOW) {
1641 root 1.11 new_draw_info(NDI_UNIQUE, 0,op,"Something is in the way.");
1642     return 0;
1643 elmex 1.1 }
1644    
1645     /* this should not happen, but sometimes does */
1646     if (arrow->nrof==0) {
1647 root 1.11 remove_ob(arrow);
1648     free_object(arrow);
1649     return 0;
1650 elmex 1.1 }
1651    
1652     left = arrow; /* these are arrows left to the player */
1653     left_tag = left->count;
1654     arrow = get_split_ob(arrow, 1);
1655     if (arrow == NULL) {
1656 root 1.14 new_draw_info_format(NDI_UNIQUE, 0, op, "You have no %s left.", &bow->race);
1657 root 1.11 return 0;
1658 elmex 1.1 }
1659     set_owner(arrow, op);
1660 root 1.14 arrow->skill = bow->skill;
1661 elmex 1.1
1662     arrow->direction=dir;
1663     arrow->x = sx;
1664     arrow->y = sy;
1665    
1666     if (op->type == PLAYER) {
1667 root 1.11 op->speed_left = 0.01 - (float)FABS(op->speed) * 100 / bowspeed;
1668     fix_player(op);
1669 elmex 1.1 }
1670    
1671     SET_ANIMATION(arrow, arrow->direction);
1672     arrow->stats.sp = arrow->stats.wc; /* save original wc and dam */
1673     arrow->stats.hp = arrow->stats.dam;
1674     arrow->stats.grace = arrow->attacktype;
1675     if (arrow->slaying != NULL)
1676 root 1.11 arrow->spellarg = strdup_local(arrow->slaying);
1677 elmex 1.1
1678     /* Note that this was different for monsters - they got their level
1679     * added to the damage. I think the strength bonus is more proper.
1680     */
1681    
1682     arrow->stats.dam += (QUERY_FLAG(bow, FLAG_NO_STRENGTH) ?
1683 root 1.11 0 : dam_bonus[op->stats.Str]) +
1684     bow->stats.dam + bow->magic + arrow->magic;
1685 elmex 1.1
1686     /* update the speed */
1687     arrow->speed = (float)((QUERY_FLAG(bow, FLAG_NO_STRENGTH) ?
1688 root 1.11 0 : dam_bonus[op->stats.Str]) +
1689     bow->magic + arrow->magic) / 5.0 +
1690     (float)bow->stats.dam / 7.0;
1691 elmex 1.1
1692     if (arrow->speed < 1.0)
1693 root 1.11 arrow->speed = 1.0;
1694 elmex 1.1 update_ob_speed(arrow);
1695     arrow->speed_left = 0;
1696    
1697     if (op->type == PLAYER) {
1698 root 1.11 arrow->stats.wc = 20 - bow->magic - arrow->magic -
1699     (op->chosen_skill?op->chosen_skill->level:op->level) -
1700     dex_bonus[op->stats.Dex] - thaco_bonus[op->stats.Str] -
1701     arrow->stats.wc - bow->stats.wc + wc_mod;
1702 elmex 1.1
1703 root 1.11 arrow->level = op->chosen_skill?op->chosen_skill->level:op->level;
1704 elmex 1.1 } else {
1705 root 1.11 arrow->stats.wc= op->stats.wc - bow->magic - arrow->magic -
1706     arrow->stats.wc + wc_mod;
1707 elmex 1.1
1708 root 1.11 arrow->level = op->level;
1709 elmex 1.1 }
1710     if (arrow->attacktype == AT_PHYSICAL)
1711 root 1.11 arrow->attacktype |= bow->attacktype;
1712 elmex 1.1 if (bow->slaying != NULL)
1713 root 1.14 arrow->slaying = bow->slaying;
1714 elmex 1.1
1715     arrow->map = m;
1716     arrow->move_type = MOVE_FLY_LOW;
1717     arrow->move_on = MOVE_FLY_LOW | MOVE_WALK;
1718    
1719     play_sound_map(op->map, op->x, op->y, SOUND_FIRE_ARROW);
1720     tag = arrow->count;
1721     insert_ob_in_map(arrow, m, op, 0);
1722    
1723     if (!was_destroyed(arrow, tag))
1724 root 1.11 move_arrow(arrow);
1725 elmex 1.1
1726     if (op->type == PLAYER) {
1727 root 1.11 if (was_destroyed (left, left_tag))
1728     esrv_del_item(op->contr, left_tag);
1729     else
1730     esrv_send_item(op, left);
1731 elmex 1.1 }
1732     return 1;
1733     }
1734    
1735     /* Special fire code for players - this takes into
1736     * account the special fire modes players can have
1737     * but monsters can't. Putting that code here
1738     * makes the fire_bow code much cleaner.
1739     * this function should only be called if 'op' is a player,
1740     * hence the function name.
1741     */
1742     int player_fire_bow(object *op, int dir)
1743     {
1744     int ret=0, wcmod=0;
1745    
1746     if (op->contr->bowtype == bow_bestarrow) {
1747 root 1.11 ret = fire_bow(op, op,
1748     pick_arrow_target(op, op->contr->ranges[range_bow]->race, dir),
1749     dir, 0, op->x, op->y);
1750 elmex 1.1 } else if (op->contr->bowtype >= bow_n && op->contr->bowtype <= bow_nw) {
1751 root 1.11 if (!similar_direction(dir, op->contr->bowtype - bow_n + 1))
1752     wcmod =-1;
1753     ret = fire_bow(op, op, NULL, op->contr->bowtype - bow_n + 1, wcmod,
1754     op->x, op->y);
1755 elmex 1.1 } else if (op->contr->bowtype == bow_threewide) {
1756 root 1.11 ret = fire_bow(op, op, NULL, dir, 0, op->x, op->y);
1757     ret |= fire_bow(op, op, NULL, dir, -5, op->x + freearr_x[absdir(dir+2)], op->y + freearr_y[absdir(dir+2)]);
1758     ret |= fire_bow(op, op, NULL, dir, -5, op->x + freearr_x[absdir(dir-2)], op->y + freearr_y[absdir(dir-2)]);
1759 elmex 1.1 } else if (op->contr->bowtype == bow_spreadshot) {
1760 root 1.11 ret |= fire_bow(op, op, NULL, dir, 0, op->x, op->y);
1761     ret |= fire_bow(op, op, NULL, absdir(dir-1), -5, op->x, op->y);
1762     ret |= fire_bow(op, op, NULL, absdir(dir+1), -5, op->x, op->y);
1763 elmex 1.1
1764     } else {
1765 root 1.11 /* Simple case */
1766     ret = fire_bow(op, op, NULL, dir, 0, op->x, op->y);
1767 elmex 1.1 }
1768     return ret;
1769     }
1770    
1771    
1772     /* Fires a misc (wand/rod/horn) object in 'dir'.
1773     * Broken apart from 'fire' to keep it more readable.
1774     */
1775     void fire_misc_object(object *op, int dir)
1776     {
1777     object *item;
1778    
1779     if (!op->contr->ranges[range_misc]) {
1780 root 1.11 new_draw_info(NDI_UNIQUE, 0,op,"You have range item readied.");
1781     return;
1782 elmex 1.1 }
1783    
1784     item = op->contr->ranges[range_misc];
1785     if (!item->inv) {
1786 root 1.14 LOG(llevError,"Object %s lacks a spell\n", &item->name);
1787 root 1.11 return;
1788 elmex 1.1 }
1789     if (item->type == WAND) {
1790 root 1.11 if(item->stats.food<=0) {
1791     play_sound_player_only(op->contr, SOUND_WAND_POOF,0,0);
1792     new_draw_info_format(NDI_UNIQUE, 0,op,"The %s goes poof.", query_base_name(item, 0));
1793     return;
1794     }
1795 elmex 1.1 } else if (item->type == ROD || item->type==HORN) {
1796 root 1.11 if(item->stats.hp<MAX(item->inv->stats.sp, item->inv->stats.grace)) {
1797     play_sound_player_only(op->contr, SOUND_WAND_POOF,0,0);
1798     if (item->type== ROD)
1799     new_draw_info_format(NDI_UNIQUE, 0,op,
1800     "The %s whines for a while, but nothing happens.", query_base_name(item,0));
1801     else
1802     new_draw_info_format(NDI_UNIQUE, 0,op,
1803     "The %s needs more time to charge.", query_base_name(item,0));
1804     return;
1805     }
1806 elmex 1.1 }
1807    
1808     if(cast_spell(op,item,dir,item->inv,NULL)) {
1809 root 1.11 SET_FLAG(op, FLAG_BEEN_APPLIED); /* You now know something about it */
1810     if (item->type == WAND) {
1811     if (!(--item->stats.food)) {
1812     object *tmp;
1813     if (item->arch) {
1814     CLEAR_FLAG(item, FLAG_ANIMATE);
1815     item->face = item->arch->clone.face;
1816     item->speed = 0;
1817     update_ob_speed(item);
1818     }
1819     if ((tmp=is_player_inv(item)))
1820     esrv_update_item(UPD_ANIM, tmp, item);
1821     }
1822     }
1823     else if (item->type == ROD || item->type==HORN) {
1824     drain_rod_charge(item);
1825     }
1826 elmex 1.1 }
1827     }
1828    
1829     /* Received a fire command for the player - go and do it.
1830     */
1831     void fire(object *op,int dir) {
1832     int spellcost=0;
1833    
1834     /* check for loss of invisiblity/hide */
1835     if (action_makes_visible(op)) make_visible(op);
1836    
1837     switch(op->contr->shoottype) {
1838 root 1.11 case range_none:
1839     return;
1840 elmex 1.1
1841 root 1.11 case range_bow:
1842     player_fire_bow(op, dir);
1843     return;
1844 elmex 1.1
1845 root 1.11 case range_magic: /* Casting spells */
1846 elmex 1.1 spellcost=(cast_spell(op,op,dir,op->contr->ranges[range_magic],op->contr->spellparam[0]?op->contr->spellparam:NULL));
1847 root 1.11 return;
1848 elmex 1.1
1849 root 1.11 case range_misc:
1850     fire_misc_object(op, dir);
1851     return;
1852    
1853     case range_golem: /* Control summoned monsters from scrolls */
1854     if(op->contr->ranges[range_golem]==NULL ||
1855     op->contr->golem_count != op->contr->ranges[range_golem]->count) {
1856     op->contr->ranges[range_golem] = NULL;
1857     op->contr->shoottype=range_none;
1858     op->contr->golem_count = 0;
1859     }
1860     else
1861     control_golem(op->contr->ranges[range_golem], dir);
1862     return;
1863    
1864     case range_skill:
1865     if(!op->chosen_skill) {
1866     if(op->type==PLAYER)
1867     new_draw_info(NDI_UNIQUE, 0,op,"You have no applicable skill to use.");
1868     return;
1869     }
1870     (void) do_skill(op,op,op->chosen_skill,dir,NULL);
1871     return;
1872 elmex 1.1 case range_builder:
1873     apply_map_builder( op, dir );
1874     return;
1875 root 1.11 default:
1876     new_draw_info(NDI_UNIQUE, 0,op,"Illegal shoot type.");
1877     return;
1878 elmex 1.1 }
1879     }
1880    
1881    
1882    
1883     /* find_key
1884     * We try to find a key for the door as passed. If we find a key
1885     * and successfully use it, we return the key, otherwise NULL
1886     * This function merges both normal and locked door, since the logic
1887     * for both is the same - just the specific key is different.
1888     * pl is the player,
1889     * inv is the objects inventory to searched
1890     * door is the door we are trying to match against.
1891     * This function can be called recursively to search containers.
1892     */
1893    
1894     object * find_key(object *pl, object *container, object *door)
1895     {
1896     object *tmp,*key;
1897    
1898     /* Should not happen, but sanity checking is never bad */
1899     if (container->inv == NULL) return NULL;
1900    
1901     /* First, lets try to find a key in the top level inventory */
1902     for (tmp=container->inv; tmp!=NULL; tmp=tmp->below) {
1903 root 1.11 if (door->type==DOOR && tmp->type==KEY) break;
1904     /* For sanity, we should really check door type, but other stuff
1905     * (like containers) can be locked with special keys
1906     */
1907     if (tmp->slaying && tmp->type==SPECIAL_KEY &&
1908     tmp->slaying==door->slaying) break;
1909 elmex 1.1 }
1910     /* No key found - lets search inventories now */
1911     /* If we find and use a key in an inventory, return at that time.
1912     * otherwise, if we search all the inventories and still don't find
1913     * a key, return
1914     */
1915     if (!tmp) {
1916 root 1.11 for (tmp=container->inv; tmp!=NULL; tmp=tmp->below) {
1917     /* No reason to search empty containers */
1918     if (tmp->type==CONTAINER && tmp->inv) {
1919     if ((key=find_key(pl, tmp, door))!=NULL) return key;
1920     }
1921     }
1922     if (!tmp) return NULL;
1923 elmex 1.1 }
1924     /* We get down here if we have found a key. Now if its in a container,
1925     * see if we actually want to use it
1926     */
1927     if (pl!=container) {
1928 root 1.11 /* Only let players use keys in containers */
1929     if (!pl->contr) return NULL;
1930     /* cases where this fails:
1931     * If we only search the player inventory, return now since we
1932     * are not in the players inventory.
1933     * If the container is not active, return now since only active
1934     * containers can be used.
1935     * If we only search keyrings and the container does not have
1936     * a race/isn't a keyring.
1937     * No checking for all containers - to fall through past here,
1938     * inv must have been an container and must have been active.
1939     *
1940     * Change the color so that the message doesn't disappear with
1941     * all the others.
1942     */
1943     if (pl->contr->usekeys == key_inventory ||
1944     !QUERY_FLAG(container, FLAG_APPLIED) ||
1945     (pl->contr->usekeys == keyrings &&
1946     (!container->race || strcmp(container->race, "keys")))
1947     ) {
1948     new_draw_info_format(NDI_UNIQUE|NDI_BROWN, 0, pl,
1949     "The %s in your %s vibrates as you approach the door",
1950     query_name(tmp), query_name(container));
1951     return NULL;
1952     }
1953 elmex 1.1 }
1954     return tmp;
1955     }
1956    
1957     /* moved door processing out of move_player_attack.
1958     * returns 1 if player has opened the door with a key
1959     * such that the caller should not do anything more,
1960     * 0 otherwise
1961     */
1962     static int player_attack_door(object *op, object *door)
1963     {
1964    
1965     /* If its a door, try to find a use a key. If we do destroy the door,
1966     * might as well return immediately as there is nothing more to do -
1967     * otherwise, we fall through to the rest of the code.
1968     */
1969     object *key=find_key(op, op, door);
1970    
1971     /* IF we found a key, do some extra work */
1972     if (key) {
1973 root 1.11 object *container=key->env;
1974 elmex 1.1
1975 root 1.11 play_sound_map(op->map, op->x, op->y, SOUND_OPEN_DOOR);
1976     if(action_makes_visible(op)) make_visible(op);
1977     if(door->inv &&(door->inv->type ==RUNE || door->inv->type ==TRAP)) spring_trap(door->inv,op);
1978     if (door->type == DOOR) {
1979     hit_player(door,9998,op,AT_PHYSICAL,1); /* Break through the door */
1980     }
1981     else if(door->type==LOCKED_DOOR) {
1982     new_draw_info_format(NDI_UNIQUE, NDI_BROWN, op,
1983     "You open the door with the %s", query_short_name(key));
1984     remove_door2(door); /* remove door without violence ;-) */
1985     }
1986     /* Do this after we print the message */
1987     decrease_ob(key); /* Use up one of the keys */
1988     /* Need to update the weight the container the key was in */
1989     if (container != op)
1990     esrv_update_item(UPD_WEIGHT, op, container);
1991     return 1; /* Nothing more to do below */
1992 elmex 1.1 } else if (door->type==LOCKED_DOOR) {
1993 root 1.11 /* Might as well return now - no other way to open this */
1994     new_draw_info(NDI_UNIQUE | NDI_NAVY, 0, op, door->msg);
1995     return 1;
1996 elmex 1.1 }
1997     return 0;
1998     }
1999    
2000     /* This function is just part of a breakup from move_player.
2001     * It should keep the code cleaner.
2002     * When this is called, the players direction has been updated
2003     * (taking into account confusion.) The player is also actually
2004     * going to try and move (not fire weapons).
2005     */
2006    
2007     void move_player_attack(object *op, int dir)
2008     {
2009 root 1.9 object *tmp, *mon;
2010 elmex 1.1 sint16 nx, ny;
2011     int on_battleground;
2012     mapstruct *m;
2013    
2014 root 1.9 nx=freearr_x[dir]+op->x;
2015     ny=freearr_y[dir]+op->y;
2016 elmex 1.1
2017 root 1.9 on_battleground = op_on_battleground(op, NULL, NULL);
2018 elmex 1.1
2019     /* If braced, or can't move to the square, and it is not out of the
2020     * map, attack it. Note order of if statement is important - don't
2021     * want to be calling move_ob if braced, because move_ob will move the
2022     * player. This is a pretty nasty hack, because if we could
2023     * move to some space, it then means that if we are braced, we should
2024     * do nothing at all. As it is, if we are braced, we go through
2025     * quite a bit of processing. However, it probably is less than what
2026     * move_ob uses.
2027     */
2028 root 1.9 if ((op->contr->braced || !move_ob(op,dir,op)) && !out_of_map(op->map,nx,ny)) {
2029 root 1.11 if (OUT_OF_REAL_MAP(op->map, nx, ny)) {
2030     m = get_map_from_coord(op->map, &nx, &ny);
2031     if (!m) return; /* Don't think this should happen */
2032     }
2033     else m =op->map;
2034 elmex 1.1
2035 root 1.11 if ((tmp=get_map_ob(m,nx,ny))==NULL) {
2036     /* LOG(llevError,"player_move_attack: get_map_ob returns NULL, but player can not more there.\n");*/
2037     return;
2038     }
2039    
2040     mon = NULL;
2041     /* Go through all the objects, and find ones of interest. Only stop if
2042     * we find a monster - that is something we know we want to attack.
2043     * if its a door or barrel (can roll) see if there may be monsters
2044     * on the space
2045     */
2046     while (tmp!=NULL) {
2047     if (tmp == op) {
2048     tmp=tmp->above;
2049     continue;
2050     }
2051     if (QUERY_FLAG(tmp,FLAG_ALIVE)) {
2052     mon = tmp;
2053     break;
2054     }
2055     if (tmp->type==LOCKED_DOOR || QUERY_FLAG(tmp,FLAG_CAN_ROLL))
2056     mon = tmp;
2057     tmp=tmp->above;
2058     }
2059 elmex 1.1
2060 root 1.11 if (mon==NULL) /* This happens anytime the player tries to move */
2061     return; /* into a wall */
2062 elmex 1.1
2063 root 1.11 if(mon->head != NULL)
2064     mon = mon->head;
2065 elmex 1.1
2066 root 1.11 if ((mon->type==DOOR && mon->stats.hp>=0) || (mon->type==LOCKED_DOOR))
2067     if (player_attack_door(op, mon)) return;
2068 elmex 1.1
2069 root 1.11 /* The following deals with possibly attacking peaceful
2070     * or frienddly creatures. Basically, all players are considered
2071     * unaggressive. If the moving player has peaceful set, then the
2072     * object should be pushed instead of attacked. It is assumed that
2073     * if you are braced, you will not attack friends accidently,
2074     * and thus will not push them.
2075     */
2076    
2077     /* If the creature is a pet, push it even if the player is not
2078     * peaceful. Our assumption is the creature is a pet if the
2079     * player owns it and it is either friendly or unagressive.
2080     */
2081     if ((op->type==PLAYER)
2082 elmex 1.1 #if COZY_SERVER
2083     &&
2084     (
2085     (get_owner(mon) && get_owner(mon)->contr
2086     && same_party (get_owner(mon)->contr->party, op->contr->party))
2087     || get_owner(mon) == op
2088     )
2089     #else
2090     && get_owner(mon)==op
2091     #endif
2092     && (QUERY_FLAG(mon,FLAG_UNAGGRESSIVE) || QUERY_FLAG(mon, FLAG_FRIENDLY)))
2093 root 1.11 {
2094     /* If we're braced, we don't want to switch places with it */
2095     if (op->contr->braced) return;
2096     play_sound_map(op->map, op->x, op->y, SOUND_PUSH_PLAYER);
2097     (void) push_ob(mon,dir,op);
2098     if(op->contr->tmp_invis||op->hide) make_visible(op);
2099     return;
2100     }
2101    
2102     /* in certain circumstances, you shouldn't attack friendly
2103     * creatures. Note that if you are braced, you can't push
2104     * someone, but put it inside this loop so that you won't
2105     * attack them either.
2106     */
2107     if ((mon->type==PLAYER || mon->enemy != op) &&
2108     (mon->type==PLAYER || QUERY_FLAG(mon,FLAG_UNAGGRESSIVE) || QUERY_FLAG(mon, FLAG_FRIENDLY)) &&
2109 elmex 1.1 (
2110     #ifdef PROHIBIT_PLAYERKILL
2111     (op->contr->peaceful || (mon->type == PLAYER && mon->contr->peaceful)) &&
2112     #else
2113     op->contr->peaceful &&
2114     #endif
2115     !on_battleground
2116     )) {
2117 root 1.11 if (!op->contr->braced) {
2118     play_sound_map(op->map, op->x, op->y, SOUND_PUSH_PLAYER);
2119     (void) push_ob(mon,dir,op);
2120     } else {
2121     new_draw_info(0, 0,op,"You withhold your attack");
2122     }
2123     if(op->contr->tmp_invis||op->hide) make_visible(op);
2124     }
2125 elmex 1.1
2126 root 1.11 /* If the object is a boulder or other rollable object, then
2127     * roll it if not braced. You can't roll it if you are braced.
2128     */
2129     else if(QUERY_FLAG(mon,FLAG_CAN_ROLL)&&(!op->contr->braced)) {
2130     recursive_roll(mon,dir,op);
2131     if(action_makes_visible(op)) make_visible(op);
2132     }
2133    
2134     /* Any generic living creature. Including things like doors.
2135     * Way it works is like this: First, it must have some hit points
2136     * and be living. Then, it must be one of the following:
2137     * 1) Not a player, 2) A player, but of a different party. Note
2138     * that party_number -1 is no party, so attacks can still happen.
2139     */
2140    
2141     else if ((mon->stats.hp>=0) && QUERY_FLAG(mon, FLAG_ALIVE) &&
2142 elmex 1.1 ((mon->type!=PLAYER || op->contr->party==NULL ||
2143     op->contr->party!=mon->contr->party))) {
2144    
2145 root 1.11 /* If the player hasn't hit something this tick, and does
2146     * so, give them speed boost based on weapon speed. Doing
2147     * it here is better than process_players2, which basically
2148     * incurred a 1 tick offset.
2149     */
2150     if (!op->contr->has_hit) {
2151     op->speed_left += op->speed / op->contr->weapon_sp;
2152    
2153     op->contr->has_hit = 1; /* The last action was to hit, so use weapon_sp */
2154     }
2155    
2156     skill_attack(mon, op, 0, NULL, NULL);
2157    
2158     /* If attacking another player, that player gets automatic
2159     * hitback, and doesn't loose luck either.
2160     * Disable hitback on the battleground or if the target is
2161     * the wiz.
2162     */
2163     if (mon->type == PLAYER && mon->stats.hp >= 0 && !mon->contr->has_hit &&
2164     !on_battleground && !QUERY_FLAG(mon, FLAG_WIZ)) {
2165     short luck = mon->stats.luck;
2166     mon->contr->has_hit = 1;
2167     skill_attack(op, mon, 0, NULL, NULL);
2168     mon->stats.luck = luck;
2169     }
2170     if(action_makes_visible(op)) make_visible(op);
2171     }
2172 elmex 1.1 } /* if player should attack something */
2173     }
2174    
2175     int move_player(object *op,int dir) {
2176     int pick;
2177    
2178 root 1.9 if(op->map == NULL || op->map->in_memory != MAP_IN_MEMORY)
2179 root 1.11 return 0;
2180 elmex 1.1
2181     /* Sanity check: make sure dir is valid */
2182     if ( ( dir < 0 ) || ( dir >= 9 ) ) {
2183     LOG( llevError, "move_player: invalid direction %d\n", dir);
2184     return 0;
2185     }
2186    
2187     /* peterm: added following line */
2188     if(QUERY_FLAG(op,FLAG_CONFUSED) && dir)
2189 root 1.11 dir = absdir(dir + RANDOM()%3 + RANDOM()%3 - 2);
2190 elmex 1.1
2191     op->facing = dir;
2192    
2193 root 1.9 if(op->hide) do_hidden_move(op);
2194 elmex 1.1
2195 root 1.10 if (INVOKE_PLAYER (MOVE, op->contr, ARG_INT (dir)))
2196     /*nop*/;
2197     else if (op->contr->fire_on)
2198     fire (op, dir);
2199     else
2200     {
2201     move_player_attack (op, dir);
2202     pick = check_pick(op);
2203     }
2204 elmex 1.1
2205     /* Add special check for newcs players and fire on - this way, the
2206     * server can handle repeat firing.
2207     */
2208     if (op->contr->fire_on || (op->contr->run_on && pick!=0)) {
2209 root 1.11 op->direction = dir;
2210 elmex 1.1 } else {
2211 root 1.11 op->direction=0;
2212 elmex 1.1 }
2213     /* Update how the player looks. Use the facing, so direction may
2214     * get reset to zero. This allows for full animation capabilities
2215     * for players.
2216     */
2217 root 1.9 animate_object(op, op->facing);
2218 elmex 1.1 return 0;
2219     }
2220    
2221     /* This is similar to handle_player, below, but is only used by the
2222     * new client/server stuff.
2223     * This is sort of special, in that the new client/server actually uses
2224     * the new speed values for commands.
2225     *
2226     * Returns true if there are more actions we can do.
2227     */
2228     int handle_newcs_player(object *op)
2229     {
2230     if (op->contr->hidden) {
2231 root 1.11 op->invisible = 1000;
2232     /* the socket code flashes the player visible/invisible
2233     * depending on the value of invisible, so we need to
2234     * alternate it here for it to work correctly.
2235     */
2236     if (pticks & 2) op->invisible--;
2237 elmex 1.1 }
2238     else if(op->invisible&&!(QUERY_FLAG(op,FLAG_MAKE_INVIS))) {
2239 root 1.11 op->invisible--;
2240     if(!op->invisible) {
2241     make_visible(op);
2242     new_draw_info(NDI_UNIQUE, 0, op, "Your invisibility spell runs out.");
2243     }
2244 elmex 1.1 }
2245    
2246     if (QUERY_FLAG(op, FLAG_SCARED)) {
2247 root 1.11 flee_player(op);
2248     /* If player is still scared, that is his action for this tick */
2249     if (QUERY_FLAG(op, FLAG_SCARED)) {
2250     op->speed_left--;
2251     return 0;
2252     }
2253 elmex 1.1 }
2254    
2255     /* I've been seeing crashes where the golem has been destroyed, but
2256     * the player object still points to the defunct golem. The code that
2257     * destroys the golem looks correct, and it doesn't always happen, so
2258     * put this in a a workaround to clean up the golem pointer.
2259     */
2260     if (op->contr->ranges[range_golem] &&
2261 root 1.11 ((op->contr->golem_count != op->contr->ranges[range_golem]->count) ||
2262     QUERY_FLAG(op->contr->ranges[range_golem], FLAG_REMOVED))) {
2263     op->contr->ranges[range_golem] = NULL;
2264     op->contr->golem_count = 0;
2265 elmex 1.1 }
2266    
2267     /* call this here - we also will call this in do_ericserver, but
2268     * the players time has been increased when doericserver has been
2269     * called, so we recheck it here.
2270     */
2271     HandleClient(&op->contr->socket, op->contr);
2272     if (op->speed_left<0) return 0;
2273    
2274     if(op->direction && (op->contr->run_on || op->contr->fire_on)) {
2275 root 1.11 /* All move commands take 1 tick, at least for now */
2276     op->speed_left--;
2277 elmex 1.1
2278 root 1.11 /* Instead of all the stuff below, let move_player take care
2279     * of it. Also, some of the skill stuff is only put in
2280     * there, as well as the confusion stuff.
2281     */
2282     move_player(op, op->direction);
2283     if (op->speed_left>0) return 1;
2284     else return 0;
2285 elmex 1.1 }
2286     return 0;
2287     }
2288    
2289     int save_life(object *op) {
2290     object *tmp;
2291    
2292     if(!QUERY_FLAG(op,FLAG_LIFESAVE))
2293 root 1.11 return 0;
2294 elmex 1.1
2295     for(tmp=op->inv;tmp!=NULL;tmp=tmp->below)
2296 root 1.11 if(QUERY_FLAG(tmp, FLAG_APPLIED)&&QUERY_FLAG(tmp,FLAG_LIFESAVE)) {
2297     play_sound_map(op->map, op->x, op->y, SOUND_OB_EVAPORATE);
2298     new_draw_info_format(NDI_UNIQUE, 0,op,
2299     "Your %s vibrates violently, then evaporates.",
2300     query_name(tmp));
2301     if (op->contr)
2302     esrv_del_item(op->contr, tmp->count);
2303     remove_ob(tmp);
2304     free_object(tmp);
2305     CLEAR_FLAG(op, FLAG_LIFESAVE);
2306     if(op->stats.hp<0)
2307     op->stats.hp = op->stats.maxhp;
2308     if(op->stats.food<0)
2309     op->stats.food = 999;
2310     fix_player(op);
2311     return 1;
2312     }
2313 elmex 1.1 LOG(llevError,"Error: LIFESAVE set without applied object.\n");
2314     CLEAR_FLAG(op, FLAG_LIFESAVE);
2315     enter_player_savebed(op); /* bring him home. */
2316     return 0;
2317     }
2318    
2319     /* This goes throws the inventory and removes unpaid objects, and puts them
2320     * back in the map (location and map determined by values of env). This
2321     * function will descend into containers. op is the object to start the search
2322     * from.
2323     */
2324     void remove_unpaid_objects(object *op, object *env)
2325     {
2326     object *next;
2327    
2328     while (op) {
2329 root 1.11 next=op->below; /* Make sure we have a good value, in case
2330     * we remove object 'op'
2331     */
2332     if (QUERY_FLAG(op, FLAG_UNPAID)) {
2333     remove_ob(op);
2334     op->x = env->x;
2335     op->y = env->y;
2336     if (env->type == PLAYER)
2337     esrv_del_item(env->contr, op->count);
2338     insert_ob_in_map(op, env->map, NULL,0);
2339     }
2340     else if (op->inv) remove_unpaid_objects(op->inv, env);
2341     op=next;
2342 elmex 1.1 }
2343     }
2344    
2345    
2346     /*
2347     * Returns pointer a static string containing gravestone text
2348     * Moved from apply.c to player.c - player.c is what
2349     * actually uses this function. player.c may not be quite the
2350     * best, a misc file for object actions is probably better,
2351     * but there isn't one in the server directory.
2352     */
2353     char *gravestone_text (object *op)
2354     {
2355     static char buf2[MAX_BUF];
2356     char buf[MAX_BUF];
2357     time_t now = time (NULL);
2358    
2359     strcpy (buf2, " R.I.P.\n\n");
2360     if (op->type == PLAYER)
2361 root 1.14 sprintf (buf, "%s the %s\n", &op->name, op->contr->title);
2362 elmex 1.1 else
2363 root 1.14 sprintf (buf, "%s\n", &op->name);
2364 elmex 1.1 strncat (buf2, " ", 20 - strlen (buf) / 2);
2365     strcat (buf2, buf);
2366     if (op->type == PLAYER)
2367     sprintf (buf, "who was in level %d when killed\n", op->level);
2368     else
2369     sprintf (buf, "who was in level %d when died.\n\n", op->level);
2370     strncat (buf2, " ", 20 - strlen (buf) / 2);
2371     strcat (buf2, buf);
2372     if (op->type == PLAYER) {
2373     sprintf (buf, "by %s.\n\n", op->contr->killer);
2374     strncat (buf2, " ", 21 - strlen (buf) / 2);
2375     strcat (buf2, buf);
2376     }
2377     strftime (buf, MAX_BUF, "%b %d %Y\n", localtime (&now));
2378     strncat (buf2, " ", 20 - strlen (buf) / 2);
2379     strcat (buf2, buf);
2380     return buf2;
2381     }
2382    
2383    
2384    
2385     void do_some_living(object *op) {
2386     int last_food=op->stats.food;
2387     int gen_hp, gen_sp, gen_grace;
2388     int over_hp, over_sp, over_grace;
2389     int i;
2390     int rate_hp = 1200;
2391     int rate_sp = 2500;
2392     int rate_grace = 2000;
2393     const int max_hp = 1;
2394     const int max_sp = 1;
2395     const int max_grace = 1;
2396    
2397     if (op->contr->outputs_sync) {
2398     for (i=0; i<NUM_OUTPUT_BUFS; i++)
2399     if (op->contr->outputs[i].buf!=NULL &&
2400 root 1.11 (op->contr->outputs[i].first_update+op->contr->outputs_sync)<pticks)
2401     flush_output_element(op, &op->contr->outputs[i]);
2402 elmex 1.1 }
2403    
2404     if(op->contr->state==ST_PLAYING) {
2405    
2406     /* these next three if clauses make it possible to SLOW DOWN
2407     hp/grace/spellpoint regeneration. */
2408     if(op->contr->gen_hp >= 0 )
2409     gen_hp=(op->contr->gen_hp+1)*op->stats.maxhp;
2410     else {
2411     gen_hp = op->stats.maxhp;
2412     rate_hp -= rate_hp/2 * op->contr->gen_hp;
2413     }
2414     if(op->contr->gen_sp >= 0 )
2415     gen_sp=(op->contr->gen_sp+1)*op->stats.maxsp;
2416     else {
2417     gen_sp = op->stats.maxsp;
2418     rate_sp -= rate_sp/2 * op->contr->gen_sp;
2419     }
2420     if(op->contr->gen_grace >= 0)
2421     gen_grace=(op->contr->gen_grace+1)*op->stats.maxgrace;
2422     else {
2423     gen_grace = op->stats.maxgrace;
2424     rate_grace -= rate_grace/2 * op->contr->gen_grace;
2425     }
2426    
2427     /* Regenerate Spell Points */
2428     if(op->contr->ranges[range_golem]==NULL && --op->last_sp<0) {
2429     gen_sp = gen_sp * 10 / (op->contr->gen_sp_armour < 10? 10 : op->contr->gen_sp_armour);
2430     if(op->stats.sp<op->stats.maxsp) {
2431 root 1.11 op->stats.sp++;
2432 elmex 1.1 /* dms do not consume food */
2433     if (!QUERY_FLAG(op,FLAG_WIZ)) {
2434     op->stats.food--;
2435     if(op->contr->digestion<0)
2436     op->stats.food+=op->contr->digestion;
2437     else if(op->contr->digestion>0 &&
2438     random_roll(0, op->contr->digestion, op, PREFER_HIGH))
2439     op->stats.food=last_food;
2440     }
2441     }
2442     if (max_sp>1) {
2443 root 1.11 over_sp = (gen_sp+10)/rate_sp;
2444     if (over_sp > 0) {
2445     if(op->stats.sp<op->stats.maxsp) {
2446     op->stats.sp += over_sp>max_sp ? max_sp : over_sp;
2447     if(random_roll(0, rate_sp-1, op, PREFER_LOW) > ((gen_sp+10)%rate_sp))
2448     op->stats.sp--;
2449     if(op->stats.sp>op->stats.maxsp)
2450     op->stats.sp=op->stats.maxsp;
2451     }
2452     op->last_sp=0;
2453     } else {
2454     op->last_sp=rate_sp/(gen_sp<20 ? 30 : gen_sp+10);
2455     }
2456 elmex 1.1 } else {
2457 root 1.11 op->last_sp=rate_sp/(gen_sp<20 ? 30 : gen_sp+10);
2458 elmex 1.1 }
2459     }
2460    
2461     /* Regenerate Grace */
2462     /* I altered this a little - maximum grace is ony achieved through prayer -b.t.*/
2463     if(--op->last_grace<0) {
2464 root 1.11 if(op->stats.grace<op->stats.maxgrace/2)
2465     op->stats.grace++; /* no penalty in food for regaining grace */
2466     if(max_grace>1) {
2467     over_grace = (gen_grace<20 ? 30 : gen_grace+10)/rate_grace;
2468     if (over_grace > 0) {
2469     op->stats.sp += over_grace
2470     + (random_roll(0, rate_grace-1, op, PREFER_HIGH) > ((gen_grace<20 ? 30 : gen_grace+10)%rate_grace))? -1 : 0;
2471     op->last_grace=0;
2472     } else {
2473     op->last_grace=rate_grace/(gen_grace<20 ? 30 : gen_grace+10);
2474     }
2475     } else {
2476     op->last_grace=rate_grace/(gen_grace<20 ? 30 : gen_grace+10);
2477     }
2478 elmex 1.1 /* wearing stuff doesn't detract from grace generation. */
2479     }
2480    
2481     /* Regenerate Hit Points */
2482     if(--op->last_heal<0) {
2483     if(op->stats.hp<op->stats.maxhp) {
2484 root 1.11 op->stats.hp++;
2485 elmex 1.1 /* dms do not consume food */
2486     if (!QUERY_FLAG(op,FLAG_WIZ)) {
2487     op->stats.food--;
2488     if(op->contr->digestion<0)
2489     op->stats.food+=op->contr->digestion;
2490     else if(op->contr->digestion>0 &&
2491     random_roll(0, op->contr->digestion, op, PREFER_HIGH))
2492     op->stats.food=last_food;
2493     }
2494     }
2495     if(max_hp>1) {
2496 root 1.11 over_hp = (gen_hp<20 ? 30 : gen_hp+10)/rate_hp;
2497     if (over_hp > 0) {
2498     op->stats.sp += over_hp
2499     + (RANDOM()%rate_hp > ((gen_hp<20 ? 30 : gen_hp+10)%rate_hp))? -1 : 0;
2500     op->last_heal=0;
2501     } else {
2502     op->last_heal=rate_hp/(gen_hp<20 ? 30 : gen_hp+10);
2503     }
2504 elmex 1.1 } else {
2505 root 1.11 op->last_heal=rate_hp/(gen_hp<20 ? 30 : gen_hp+10);
2506 elmex 1.1 }
2507     }
2508    
2509     /* Digestion */
2510     if(--op->last_eat<0) {
2511     #ifdef COZY_SERVER
2512     int dg = op->contr->digestion>=0 && op->contr->digestion<2 ? 2 : op->contr->digestion;
2513     int bonus=dg>0?dg:0,
2514 root 1.11 penalty=dg<0?-dg:0;
2515 elmex 1.1 #else
2516     int bonus=op->contr->digestion>0?op->contr->digestion:0,
2517     penalty=op->contr->digestion<0?-op->contr->digestion:0;
2518     #endif
2519    
2520     if(op->contr->gen_hp > 0)
2521 root 1.11 op->last_eat=25*(1+bonus)/(op->contr->gen_hp+penalty+1);
2522 elmex 1.1 else
2523 root 1.11 op->last_eat=25*(1+bonus)/(penalty +1);
2524 elmex 1.1 /* dms do not consume food */
2525     if (!QUERY_FLAG(op,FLAG_WIZ)) op->stats.food--;
2526     }
2527     }
2528    
2529     if(op->contr->state==ST_PLAYING&&op->stats.food<0&&op->stats.hp>=0) {
2530 root 1.11 object *tmp, *flesh=NULL;
2531 elmex 1.1
2532 root 1.11 for(tmp=op->inv;tmp!=NULL;tmp=tmp->below) {
2533     if(!QUERY_FLAG(tmp, FLAG_UNPAID)) {
2534     if (tmp->type==FOOD || tmp->type==DRINK || tmp->type==POISON) {
2535     new_draw_info(NDI_UNIQUE, 0,op,"You blindly grab for a bite of food.");
2536     manual_apply(op,tmp,0);
2537     if(op->stats.food>=0||op->stats.hp<0)
2538     break;
2539     }
2540     else if (tmp->type==FLESH) flesh=tmp;
2541     } /* End if paid for object */
2542     } /* end of for loop */
2543     /* If player is still starving, it means they don't have any food, so
2544     * eat flesh instead.
2545     */
2546     if (op->stats.food<0 && op->stats.hp>=0 && flesh) {
2547     new_draw_info(NDI_UNIQUE, 0,op,"You blindly grab for a bite of food.");
2548     manual_apply(op,flesh,0);
2549     }
2550 elmex 1.1 } /* end if player is starving */
2551    
2552     while(op->stats.food<0&&op->stats.hp>0)
2553 root 1.11 op->stats.food++,op->stats.hp--;
2554 elmex 1.1
2555     if (!op->contr->state&&!QUERY_FLAG(op,FLAG_WIZ)&&(op->stats.hp<0||op->stats.food<0))
2556 root 1.11 kill_player(op);
2557 elmex 1.1 }
2558    
2559    
2560    
2561     /* If the player should die (lack of hp, food, etc), we call this.
2562     * op is the player in jeopardy. If the player can not be saved (not
2563     * permadeath, no lifesave), this will take care of removing the player
2564     * file.
2565     */
2566     void kill_player(object *op)
2567     {
2568     char buf[MAX_BUF];
2569     int x,y,i;
2570     mapstruct *map; /* this is for resurrection */
2571     int z;
2572     int num_stats_lose;
2573     int lost_a_stat;
2574     int lose_this_stat;
2575     int this_stat;
2576     int will_kill_again;
2577     archetype *at;
2578     object *tmp;
2579    
2580     if(save_life(op))
2581 root 1.11 return;
2582 elmex 1.1
2583    
2584     /* If player dies on BATTLEGROUND, no stat/exp loss! For Combat-Arenas
2585     * in cities ONLY!!! It is very important that this doesn't get abused.
2586     * Look at op_on_battleground() for more info --AndreasV
2587     */
2588     if (op_on_battleground(op, &x, &y)) {
2589 root 1.11 new_draw_info(NDI_UNIQUE | NDI_NAVY, 0,op,
2590     "You have been defeated in combat!");
2591     new_draw_info(NDI_UNIQUE | NDI_NAVY, 0,op,
2592     "Local medics have saved your life...");
2593 elmex 1.1
2594 root 1.11 /* restore player */
2595     at = find_archetype("poisoning");
2596 elmex 1.1 tmp=present_arch_in_ob(at,op);
2597 root 1.11 if (tmp) {
2598     remove_ob(tmp);
2599     free_object(tmp);
2600     new_draw_info(NDI_UNIQUE, 0,op, "Your body feels cleansed");
2601     }
2602 elmex 1.1
2603 root 1.11 at = find_archetype("confusion");
2604 elmex 1.1 tmp=present_arch_in_ob(at,op);
2605 root 1.11 if (tmp) {
2606     remove_ob(tmp);
2607     free_object(tmp);
2608 elmex 1.1 new_draw_info(NDI_UNIQUE, 0,tmp, "Your mind feels clearer");
2609 root 1.11 }
2610 elmex 1.1
2611 root 1.11 cure_disease(op,0); /* remove any disease */
2612     op->stats.hp=op->stats.maxhp;
2613     if (op->stats.food<=0) op->stats.food=999;
2614 elmex 1.1
2615 root 1.11 /* create a bodypart-trophy to make the winner happy */
2616     tmp=arch_to_object(find_archetype("finger"));
2617 elmex 1.1 if (tmp != NULL)
2618     {
2619 root 1.14 sprintf(buf,"%s's finger", &op->name);
2620     tmp->name = buf;
2621 root 1.11 sprintf(buf," This finger has been cut off %s\n"
2622     " the %s, when he was defeated at\n level %d by %s.\n",
2623 root 1.14 &op->name, op->contr->title, (int)(op->level),
2624 root 1.11 op->contr->killer);
2625 root 1.14 tmp->msg=buf;
2626 root 1.11 tmp->value=0, tmp->material=0, tmp->type=0;
2627     tmp->materialname = NULL;
2628     tmp->x = op->x, tmp->y = op->y;
2629     insert_ob_in_map(tmp,op->map,op,0);
2630     }
2631 elmex 1.1
2632 root 1.11 /* teleport defeated player to new destination*/
2633     transfer_ob(op, x, y, 0, NULL);
2634     op->contr->braced=0;
2635     return;
2636 elmex 1.1 }
2637    
2638 root 1.3 INVOKE_PLAYER (DEATH, op->contr);
2639    
2640 elmex 1.1 command_kill_pets (op, 0);
2641    
2642     if(op->stats.food<0) {
2643 root 1.11 if (op->contr->explore) {
2644     new_draw_info(NDI_UNIQUE, 0,op,"You would have starved, but you are");
2645     new_draw_info(NDI_UNIQUE, 0,op,"in explore mode, so...");
2646     op->stats.food=999;
2647     return;
2648     }
2649 root 1.14 sprintf(buf,"%s starved to death.",&op->name);
2650 root 1.11 strcpy(op->contr->killer,"starvation");
2651 elmex 1.1 }
2652     else {
2653 root 1.11 if (op->contr->explore) {
2654     new_draw_info(NDI_UNIQUE, 0,op,"You would have died, but you are");
2655     new_draw_info(NDI_UNIQUE, 0,op,"in explore mode, so...");
2656     op->stats.hp=op->stats.maxhp;
2657     return;
2658     }
2659 root 1.14 sprintf(buf,"%s died.", &op->name);
2660 elmex 1.1 }
2661     play_sound_player_only(op->contr, SOUND_PLAYER_DIES,0,0);
2662    
2663     /* save the map location for corpse, gravestone*/
2664     x=op->x;y=op->y;map=op->map;
2665    
2666    
2667     if (settings.not_permadeth == TRUE) {
2668 root 1.11 /* NOT_PERMADEATH code. This basically brings the character back to
2669     * life if they are dead - it takes some exp and a random stat.
2670     * See the config.h file for a little more in depth detail about this.
2671     */
2672    
2673     /* Basically two ways to go - remove a stat permanently, or just
2674     * make it depletion. This bunch of code deals with that aspect
2675     * of death.
2676     */
2677 elmex 1.1 #ifndef COZY_SERVER
2678 root 1.11 if (settings.balanced_stat_loss) {
2679     /* If stat loss is permanent, lose one stat only. */
2680     /* Lower level chars don't lose as many stats because they suffer
2681     more if they do. */
2682     /* Higher level characters can afford things such as potions of
2683     restoration, or better, stat potions. So we slug them that
2684     little bit harder. */
2685     /* GD */
2686     if (settings.stat_loss_on_death)
2687     num_stats_lose = 1;
2688     else
2689     num_stats_lose = 1 + op->level/BALSL_NUMBER_LOSSES_RATIO;
2690     } else {
2691     num_stats_lose = 1;
2692     }
2693     lost_a_stat = 0;
2694    
2695     for (z=0; z<num_stats_lose; z++) {
2696     i = RANDOM() % NUM_STATS;
2697    
2698     if (settings.stat_loss_on_death) {
2699     /* Pick a random stat and take a point off it. Tell the player
2700     * what he lost.
2701     */
2702     change_attr_value(&(op->stats), i,-1);
2703     check_stat_bounds(&(op->stats));
2704     change_attr_value(&(op->contr->orig_stats), i,-1);
2705     check_stat_bounds(&(op->contr->orig_stats));
2706     new_draw_info(NDI_UNIQUE, 0,op, lose_msg[i]);
2707     lost_a_stat = 1;
2708     } else {
2709     /* deplete a stat */
2710     archetype *deparch=find_archetype("depletion");
2711     object *dep;
2712 elmex 1.1
2713 root 1.11 dep = present_arch_in_ob(deparch,op);
2714     if(!dep) {
2715     dep = arch_to_object(deparch);
2716     insert_ob_in_ob(dep, op);
2717     }
2718     lose_this_stat = 1;
2719     if (settings.balanced_stat_loss) {
2720     /* GD */
2721     /* Get the stat that we're about to deplete. */
2722     this_stat = get_attr_value(&(dep->stats), i);
2723     if (this_stat < 0) {
2724     int loss_chance = 1 + op->level/BALSL_LOSS_CHANCE_RATIO;
2725     int keep_chance = this_stat * this_stat;
2726     /* Yes, I am paranoid. Sue me. */
2727     if (keep_chance < 1)
2728     keep_chance = 1;
2729    
2730     /* There is a maximum depletion total per level. */
2731     if (this_stat < -1 - op->level/BALSL_MAX_LOSS_RATIO) {
2732     lose_this_stat = 0;
2733     /* Take loss chance vs keep chance to see if we
2734     retain the stat. */
2735     } else {
2736     if (random_roll(0, loss_chance + keep_chance-1,
2737     op, PREFER_LOW) < keep_chance)
2738     lose_this_stat = 0;
2739     /* LOG(llevDebug, "Determining stat loss. Stat: %d Keep: %d Lose: %d Result: %s.\n",
2740     this_stat, keep_chance, loss_chance,
2741     lose_this_stat?"LOSE":"KEEP"); */
2742     }
2743     }
2744     }
2745 elmex 1.1
2746 root 1.11 if (lose_this_stat) {
2747     this_stat = get_attr_value(&(dep->stats), i);
2748     /* We could try to do something clever like find another
2749     * stat to reduce if this fails. But chances are, if
2750     * stats have been depleted to -50, all are pretty low
2751     * and should be roughly the same, so it shouldn't make a
2752     * difference.
2753     */
2754     if (this_stat>=-50) {
2755     change_attr_value(&(dep->stats), i, -1);
2756     SET_FLAG(dep, FLAG_APPLIED);
2757     new_draw_info(NDI_UNIQUE, 0,op, lose_msg[i]);
2758     fix_player(op);
2759     lost_a_stat = 1;
2760     }
2761     }
2762     }
2763     }
2764     /* If no stat lost, tell the player. */
2765     if (!lost_a_stat)
2766     {
2767     /* determine_god() seems to not work sometimes... why is this?
2768     Should I be using something else? GD */
2769     const char *god = determine_god(op);
2770     if (god && (strcmp(god, "none")))
2771     new_draw_info_format(NDI_UNIQUE, 0, op, "For a brief "
2772     "moment you feel the holy presence of %s protecting"
2773     " you.", god);
2774     else
2775     new_draw_info(NDI_UNIQUE, 0, op, "For a brief moment you"
2776     " feel a holy presence protecting you.");
2777     }
2778 elmex 1.1 #endif
2779     new_draw_info(NDI_UNIQUE, 0, op, "For a brief moment you"
2780     " feel a holy presence protecting you from losing yourself completely.");
2781    
2782 root 1.11 /* Put a gravestone up where the character 'almost' died. List the
2783     * exp loss on the stone.
2784     */
2785     tmp=arch_to_object(find_archetype("gravestone"));
2786 root 1.14 sprintf(buf,"%s's gravestone",&op->name); tmp->name = buf;
2787     sprintf(buf,"%s's gravestones",&op->name); tmp->name_pl = buf;
2788 root 1.11 sprintf(buf,"RIP\nHere rests the hero %s the %s,\n"
2789     "who was killed\n"
2790     "by %s.\n",
2791 root 1.14 &op->name, op->contr->title,
2792 root 1.11 op->contr->killer);
2793 root 1.14 tmp->msg = buf;
2794 root 1.11 tmp->x=op->x,tmp->y=op->y;
2795     insert_ob_in_map (tmp, op->map, NULL,0);
2796    
2797     /**************************************/
2798     /* */
2799     /* Subtract the experience points, */
2800     /* if we died cause of food, give us */
2801     /* food, and reset HP's... */
2802     /* */
2803     /**************************************/
2804    
2805     /* remove any poisoning and confusion the character may be suffering.*/
2806     /* restore player */
2807     at = find_archetype("poisoning");
2808 elmex 1.1 tmp=present_arch_in_ob(at,op);
2809 root 1.11 if (tmp) {
2810     remove_ob(tmp);
2811     free_object(tmp);
2812     new_draw_info(NDI_UNIQUE, 0,op, "Your body feels cleansed");
2813     }
2814 elmex 1.1
2815 root 1.11 at = find_archetype("confusion");
2816 elmex 1.1 tmp=present_arch_in_ob(at,op);
2817 root 1.11 if (tmp) {
2818     remove_ob(tmp);
2819     free_object(tmp);
2820 elmex 1.1 new_draw_info(NDI_UNIQUE, 0,tmp, "Your mind feels clearer");
2821 root 1.11 }
2822     cure_disease(op,0); /* remove any disease */
2823    
2824     /*add_exp(op, (op->stats.exp * -0.20)); */
2825     apply_death_exp_penalty(op);
2826     if(op->stats.food < 100) op->stats.food = 900;
2827     op->stats.hp = op->stats.maxhp;
2828     op->stats.sp = MAX(op->stats.sp, op->stats.maxsp);
2829     op->stats.grace = MAX(op->stats.grace, op->stats.maxgrace);
2830    
2831     /*
2832     * Check to see if the player is in a shop. IF so, then check to see if
2833     * the player has any unpaid items. If so, remove them and put them back
2834     * in the map.
2835     */
2836    
2837 elmex 1.12 if (is_in_shop (op))
2838     remove_unpaid_objects(op->inv, op);
2839 elmex 1.1
2840 root 1.11 /****************************************/
2841     /* */
2842     /* Move player to his current respawn- */
2843     /* position (usually last savebed) */
2844     /* */
2845     /****************************************/
2846    
2847     enter_player_savebed(op);
2848    
2849     /* Save the player before inserting the force to reduce
2850     * chance of abuse.
2851     */
2852     op->contr->braced=0;
2853     save_player(op,1);
2854 elmex 1.1
2855 root 1.11 /* it is possible that the player has blown something up
2856     * at his savebed location, and that can have long lasting
2857     * spell effects. So first see if there is a spell effect
2858     * on the space that might harm the player.
2859     */
2860     will_kill_again=0;
2861     for (tmp= get_map_ob(op->map, op->x, op->y); tmp; tmp=tmp->above) {
2862     if (tmp->type ==SPELL_EFFECT)
2863     will_kill_again|=tmp->attacktype;
2864     }
2865     if (will_kill_again) {
2866     object *force;
2867     int at;
2868    
2869     force=get_archetype(FORCE_NAME);
2870     /* 50 ticks should be enough time for the spell to abate */
2871     force->speed=0.1;
2872     force->speed_left=-5.0;
2873     SET_FLAG(force, FLAG_APPLIED);
2874     for (at=0; at<NROFATTACKS; at++) {
2875     if (will_kill_again & (1 << at))
2876     force->resist[at] = 100;
2877     }
2878     insert_ob_in_ob(force, op);
2879     fix_player(op);
2880    
2881     }
2882     /**************************************/
2883     /* */
2884     /* Repaint the characters inv, and */
2885     /* stats, and show a nasty message ;) */
2886     /* */
2887     /**************************************/
2888    
2889     new_draw_info(NDI_UNIQUE, 0,op,"YOU HAVE DIED.");
2890     return;
2891 elmex 1.1 } /* NOT_PERMADETH */
2892     else {
2893 root 1.11 /* If NOT_PERMADETH is set, then the rest of this is not reachable. This
2894     * should probably be embedded in an else statement.
2895     */
2896    
2897     op->contr->party=NULL;
2898     if (settings.set_title == TRUE)
2899     op->contr->own_title[0]='\0';
2900     new_draw_info(NDI_UNIQUE|NDI_ALL, 0,NULL, buf);
2901     check_score(op);
2902     if(op->contr->ranges[range_golem]!=NULL) {
2903     remove_friendly_object(op->contr->ranges[range_golem]);
2904     remove_ob(op->contr->ranges[range_golem]);
2905     free_object(op->contr->ranges[range_golem]);
2906     op->contr->ranges[range_golem]=NULL;
2907     op->contr->golem_count=0;
2908     }
2909     loot_object(op); /* Remove some of the items for good */
2910     remove_ob(op);
2911     op->direction=0;
2912    
2913     if(!QUERY_FLAG(op,FLAG_WAS_WIZ)&&op->stats.exp) {
2914     delete_character(op->name,0);
2915     if (settings.resurrection == TRUE) {
2916     /* save playerfile sans equipment when player dies
2917     ** then save it as player.pl.dead so that future resurrection
2918     ** type spells will work on them nicely
2919     */
2920     delete_character(op->name,0);
2921     op->stats.hp = op->stats.maxhp;
2922     op->stats.food = 999;
2923    
2924     /* set the location of where the person will reappear when */
2925     /* maybe resurrection code should fix map also */
2926     strcpy(op->contr->maplevel, settings.emergency_mapname);
2927     if(op->map!=NULL)
2928     op->map = NULL;
2929     op->x = settings.emergency_x;
2930     op->y = settings.emergency_y;
2931     save_player(op,0);
2932     op->map = map;
2933     /* please see resurrection.c: peterm */
2934     dead_player(op);
2935     } else {
2936     delete_character(op->name,1);
2937     }
2938     }
2939     play_again(op);
2940    
2941     /* peterm: added to create a corpse at deathsite. */
2942     tmp=arch_to_object(find_archetype("corpse_pl"));
2943 root 1.14 sprintf(buf,"%s", &op->name);
2944     tmp->name = tmp->name_pl = buf;
2945 root 1.11 tmp->level=op->level;
2946     tmp->x=x;tmp->y=y;
2947 root 1.14 tmp->msg = gravestone_text(op);
2948 root 1.11 SET_FLAG (tmp, FLAG_UNIQUE);
2949     insert_ob_in_map (tmp, map, NULL,0);
2950 elmex 1.1 }
2951     }
2952    
2953    
2954     void loot_object(object *op) { /* Grab and destroy some treasure */
2955     object *tmp,*tmp2,*next;
2956    
2957     if (op->container) { /* close open sack first */
2958     esrv_apply_container (op, op->container);
2959     }
2960    
2961     for(tmp=op->inv;tmp!=NULL;tmp=next) {
2962     next=tmp->below;
2963     if (tmp->type==EXPERIENCE || tmp->invisible) continue;
2964     remove_ob(tmp);
2965     tmp->x=op->x,tmp->y=op->y;
2966     if (tmp->type == CONTAINER) { /* empty container to ground */
2967 root 1.11 loot_object(tmp);
2968 elmex 1.1 }
2969     if(!QUERY_FLAG(tmp, FLAG_UNIQUE) && (QUERY_FLAG(tmp, FLAG_STARTEQUIP)
2970     || QUERY_FLAG(tmp,FLAG_NO_DROP) || !(RANDOM()%3))) {
2971     if(tmp->nrof>1) {
2972 root 1.11 tmp2=get_split_ob(tmp,1+RANDOM()%(tmp->nrof-1));
2973     free_object(tmp2);
2974     insert_ob_in_map(tmp,op->map,NULL,0);
2975 elmex 1.1 } else
2976 root 1.11 free_object(tmp);
2977 elmex 1.1 } else
2978     insert_ob_in_map(tmp,op->map,NULL,0);
2979     }
2980     }
2981    
2982     /*
2983     * fix_weight(): Check recursively the weight of all players, and fix
2984     * what needs to be fixed. Refresh windows and fix speed if anything
2985     * was changed.
2986     */
2987    
2988     void fix_weight(void) {
2989     player *pl;
2990     for (pl = first_player; pl != NULL; pl = pl->next) {
2991     int old = pl->ob->carrying, sum = sum_weight(pl->ob);
2992     if(old == sum)
2993     continue;
2994     fix_player(pl->ob);
2995     LOG(llevDebug,"Fixed inventory in %s (%d -> %d)\n",
2996 root 1.14 &pl->ob->name, old, sum);
2997 elmex 1.1 }
2998     }
2999    
3000     void fix_luck(void) {
3001     player *pl;
3002     for (pl = first_player; pl != NULL; pl = pl->next)
3003     if (!pl->ob->contr->state)
3004     change_luck(pl->ob, 0);
3005     }
3006    
3007    
3008     /* cast_dust() - handles op throwing objects of type 'DUST'.
3009     * This is much simpler in the new spell code - we basically
3010     * just treat this as any other spell casting object.
3011     */
3012    
3013 elmex 1.2 void
3014     cast_dust (object * op, object * throw_ob, int dir)
3015     {
3016     object *skop, *spob;
3017    
3018     skop = find_skill_by_name (op, throw_ob->skill);
3019    
3020     /* casting POTION 'dusts' is really a use_magic_item skill */
3021     if (op->type == PLAYER && throw_ob->type == POTION && !skop)
3022     {
3023     LOG (llevError, "Player %s lacks critical skill use_magic_item!\n",
3024 root 1.14 &op->name);
3025 elmex 1.2 return;
3026     }
3027    
3028     spob = throw_ob->inv;
3029    
3030     // elmex Tue Aug 15 17:19:46 CEST 2006: Added this check to
3031     // not pass NULL to cast_spell (which did indeed check itself, but
3032     // errors should be reported as early as possible IMHO)
3033     if (!spob)
3034     {
3035     LOG (llevError, "cast_dust: thrown object %s (by %s) had no spell in it!",
3036 root 1.14 &throw_ob->name, &op->name);
3037 elmex 1.2 return;
3038 elmex 1.1 }
3039    
3040 elmex 1.2 if (op->type == PLAYER)
3041 root 1.14 new_draw_info_format (NDI_UNIQUE, 0, op, "You cast %s.", &spob->name);
3042 elmex 1.2
3043     cast_spell (op, throw_ob, dir, spob, NULL);
3044    
3045     if (!QUERY_FLAG (throw_ob, FLAG_REMOVED))
3046     remove_ob (throw_ob);
3047     free_object (throw_ob);
3048 elmex 1.1 }
3049    
3050     void make_visible (object *op) {
3051     op->hide = 0;
3052     op->invisible = 0;
3053     if(op->type==PLAYER) {
3054 root 1.11 op->contr->tmp_invis = 0;
3055 root 1.14 op->contr->invis_race = 0;
3056 elmex 1.1 }
3057     update_object(op,UP_OBJ_FACE);
3058     }
3059    
3060     int is_true_undead(object *op) {
3061     object *tmp=NULL;
3062    
3063     if(QUERY_FLAG(&op->arch->clone,FLAG_UNDEAD)) return 1;
3064    
3065     if(op->type==PLAYER)
3066     for(tmp=op->inv;tmp;tmp=tmp->below)
3067     if(tmp->type==EXPERIENCE && tmp->stats.Wis)
3068 root 1.11 if(QUERY_FLAG(tmp,FLAG_UNDEAD)) return 1;
3069 elmex 1.1 return 0;
3070     }
3071    
3072     /* look at the surrounding terrain to determine
3073     * the hideability of this object. Positive levels
3074     * indicate greater hideability.
3075     */
3076    
3077     int hideability(object *ob) {
3078     int i,level=0, mflag;
3079     sint16 x,y;
3080    
3081     if(!ob||!ob->map) return 0;
3082    
3083     /* so, on normal lighted maps, its hard to hide */
3084     level=ob->map->darkness - 2;
3085    
3086     /* this also picks up whether the object is glowing.
3087     * If you carry a light on a non-dark map, its not
3088     * as bad as carrying a light on a pitch dark map */
3089     if(has_carried_lights(ob)) level =- (10 + (2*ob->map->darkness));
3090    
3091     /* scan through all nearby squares for terrain to hide in */
3092     for(i=0,x=ob->x,y=ob->y;i<9;i++,x=ob->x+freearr_x[i],y=ob->y+freearr_y[i]) {
3093 root 1.11 mflag = get_map_flags(ob->map, NULL, x, y, NULL, NULL);
3094     if (mflag & P_OUT_OF_MAP) { continue; }
3095     if(mflag & P_BLOCKSVIEW) /* something to hide near! */
3096     level += 2;
3097     else /* open terrain! */
3098     level -= 1;
3099 elmex 1.1 }
3100    
3101     #if 0
3102     LOG(llevDebug,"hideability of %s is %d\n",ob->name,level);
3103     #endif
3104     return level;
3105     }
3106    
3107     /* For Hidden creatures - a chance of becoming 'unhidden'
3108     * every time they move - as we subtract off 'invisibility'
3109     * AND, for players, if they move into a ridiculously unhideable
3110     * spot (surrounded by clear terrain in broad daylight). -b.t.
3111     */
3112    
3113     void do_hidden_move (object *op) {
3114     int hide=0, num=random_roll(0, 19, op, PREFER_LOW);
3115     object *skop;
3116    
3117     if(!op || !op->map) return;
3118    
3119     skop = find_obj_by_type_subtype(op, SKILL, SK_HIDING);
3120    
3121     /* its *extremely* hard to run and sneak/hide at the same time! */
3122     if(op->type==PLAYER && op->contr->run_on) {
3123 root 1.11 if(!skop || num >= skop->level) {
3124     new_draw_info(NDI_UNIQUE,0,op,"You ran too much! You are no longer hidden!");
3125     make_visible(op);
3126     return;
3127     } else num += 20;
3128 elmex 1.1 }
3129     num += op->map->difficulty;
3130     hide = hideability(op); /* modify by terrain hidden level */
3131     num -= hide;
3132     if((op->type==PLAYER && hide<-10) || ((op->invisible-=num)<=0)) {
3133 root 1.11 make_visible(op);
3134     if(op->type==PLAYER) new_draw_info(NDI_UNIQUE, 0,op,
3135     "You moved out of hiding! You are visible!");
3136 elmex 1.1 }
3137     else if (op->type == PLAYER && skop) {
3138 root 1.11 change_exp(op, calc_skill_exp(op, NULL, skop), skop->skill, 0);
3139 elmex 1.1 }
3140     }
3141    
3142     /* determine if who is standing near a hostile creature. */
3143    
3144     int stand_near_hostile( object *who ) {
3145     object *tmp=NULL;
3146     int i,friendly=0,player=0, mflags;
3147     mapstruct *m;
3148     sint16 x,y;
3149    
3150     if(!who) return 0;
3151    
3152     if(who->type==PLAYER) player=1;
3153     else friendly = QUERY_FLAG(who,FLAG_FRIENDLY);
3154    
3155     /* search adjacent squares */
3156     for(i=1;i<9;i++) {
3157 root 1.11 x = who->x+freearr_x[i];
3158     y = who->y+freearr_y[i];
3159     m = who->map;
3160     mflags = get_map_flags(m, &m, x, y, &x, &y);
3161     /* space must be blocked if there is a monster. If not
3162     * blocked, don't need to check this space.
3163     */
3164     if (mflags & P_OUT_OF_MAP) continue;
3165     if (OB_TYPE_MOVE_BLOCK(who, GET_MAP_MOVE_BLOCK(m, x, y))) continue;
3166 elmex 1.1
3167 root 1.11 for(tmp=get_map_ob(m,x,y);tmp;tmp=tmp->above) {
3168     if((player||friendly)
3169     &&QUERY_FLAG(tmp,FLAG_MONSTER)&&!QUERY_FLAG(tmp,FLAG_UNAGGRESSIVE))
3170     return 1;
3171     else if(tmp->type==PLAYER)
3172     {
3173     /*don't let a hidden DM prevent you from hiding*/
3174     if(!QUERY_FLAG(tmp, FLAG_WIZ) || tmp->contr->hidden == 0)
3175     return 1;
3176     }
3177     }
3178 elmex 1.1 }
3179     return 0;
3180     }
3181    
3182     /* check the player los field for viewability of the
3183     * object op. This function works fine for monsters,
3184     * but we dont worry if the object isnt the top one in
3185     * a pile (say a coin under a table would return "viewable"
3186     * by this routine). Another question, should we be
3187     * concerned with the direction the player is looking
3188     * in? Realistically, most of use cant see stuff behind
3189     * our backs...on the other hand, does the "facing" direction
3190     * imply the way your head, or body is facing? Its possible
3191     * for them to differ. Sigh, this fctn could get a bit more complex.
3192     * -b.t.
3193     * This function is now map tiling safe.
3194     */
3195    
3196     int player_can_view (object *pl,object *op) {
3197     rv_vector rv;
3198     int dx,dy;
3199    
3200     if(pl->type!=PLAYER) {
3201 root 1.11 LOG(llevError,"player_can_view() called for non-player object\n");
3202     return -1;
3203 elmex 1.1 }
3204     if (!pl || !op) return 0;
3205    
3206     if(op->head) { op = op->head; }
3207     get_rangevector(pl, op, &rv, 0x1);
3208    
3209     /* starting with the 'head' part, lets loop
3210     * through the object and find if it has any
3211     * part that is in the los array but isnt on
3212     * a blocked los square.
3213     * we use the archetype to figure out offsets.
3214     */
3215     while(op) {
3216 root 1.11 dx = rv.distance_x + op->arch->clone.x;
3217     dy = rv.distance_y + op->arch->clone.y;
3218 elmex 1.1
3219 root 1.11 /* only the viewable area the player sees is updated by LOS
3220     * code, so we need to restrict ourselves to that range of values
3221     * for any meaningful values.
3222     */
3223     if (FABS(dx) <= (pl->contr->socket.mapx/2) &&
3224     FABS(dy) <= (pl->contr->socket.mapy/2) &&
3225     !pl->contr->blocked_los[dx + (pl->contr->socket.mapx/2)][dy+(pl->contr->socket.mapy/2)] )
3226     return 1;
3227     op = op->more;
3228 elmex 1.1 }
3229     return 0;
3230     }
3231    
3232     /* routine for both players and monsters. We call this when
3233     * there is a possibility for our action distrubing our hiding
3234     * place or invisiblity spell. Artefact invisiblity is not
3235     * effected by this. If we arent invisible to begin with, we
3236     * return 0.
3237     */
3238     int action_makes_visible (object *op) {
3239    
3240     if(op->invisible && QUERY_FLAG(op,FLAG_ALIVE)) {
3241 root 1.11 if(QUERY_FLAG(op,FLAG_MAKE_INVIS))
3242     return 0;
3243 elmex 1.1
3244 root 1.11 if (op->contr && op->contr->tmp_invis == 0) return 0;
3245 elmex 1.1
3246 root 1.11 /* If monsters, they should become visible */
3247     if(op->hide || !op->contr || (op->contr && op->contr->tmp_invis)) {
3248     new_draw_info_format(NDI_UNIQUE, 0,op,"You become %s!",op->hide?"unhidden":"visible");
3249     return 1;
3250     }
3251 elmex 1.1 }
3252     return 0;
3253     }
3254    
3255     /* op_on_battleground - checks if the given object op (usually
3256     * a player) is standing on a valid battleground-tile,
3257     * function returns TRUE/FALSE. If true x, y returns the battleground
3258     * -exit-coord. (and if x, y not NULL)
3259     * 19 March 2005 - josh@woosworld.net modifed to check if the battleground also has slaying, maxhp, and maxsp set
3260     * and if those are all set and the player has a marker that matches the slaying send them to a different x, y
3261     * Default is to do the same as before, so only people wanting to have different points need worry about this
3262     */
3263     int op_on_battleground (object *op, int *x, int *y) {
3264     object *tmp;
3265    
3266     /* A battleground-tile needs the following attributes to be valid:
3267     * is_floor 1 (has to be the FIRST floor beneath the player's feet),
3268     * name="battleground", no_pick 1, type=58 (type BATTLEGROUND)
3269     * and the exit-coordinates sp/hp must both be > 0.
3270     * => The intention here is to prevent abuse of the battleground-
3271     * feature (like pickable or hidden battleground tiles). */
3272     for (tmp=op->below; tmp!=NULL; tmp=tmp->below) {
3273     if (QUERY_FLAG (tmp, FLAG_IS_FLOOR)) {
3274     if (QUERY_FLAG (tmp, FLAG_NO_PICK) &&
3275 root 1.11 strcmp(tmp->name, "battleground")==0 &&
3276     tmp->type == BATTLEGROUND && EXIT_X(tmp) && EXIT_Y(tmp)) {
3277     /*before we assign the exit, check if this is a teambattle*/
3278     if ( EXIT_ALT_X(tmp) && EXIT_ALT_Y(tmp) && EXIT_PATH(tmp) ){
3279     object *invtmp;
3280     for(invtmp=op->inv; invtmp != NULL; invtmp=invtmp->below) {
3281     if(invtmp->type==FORCE && invtmp->slaying &&
3282     !strcmp(EXIT_PATH(tmp), invtmp->slaying)){
3283     if (x != NULL && y != NULL)
3284     *x=EXIT_ALT_X(tmp), *y=EXIT_ALT_Y(tmp);
3285     return 1;
3286     }
3287     }
3288     }
3289     if (x != NULL && y != NULL)
3290     *x=EXIT_X(tmp), *y=EXIT_Y(tmp);
3291     return 1;
3292 elmex 1.1 }
3293     }
3294     }
3295     /* If we got here, did not find a battleground */
3296     return 0;
3297     }
3298    
3299     /*
3300     * When a dragon-player gains a new stage of evolution,
3301     * he gets some treasure
3302     *
3303     * attributes:
3304     * object *who the dragon player
3305     * int atnr the attack-number of the ability focus
3306     * int level ability level
3307     */
3308     void dragon_ability_gain(object *who, int atnr, int level) {
3309     treasurelist *trlist = NULL; /* treasurelist */
3310     treasure *tr; /* treasure */
3311     object *tmp,*skop; /* tmp. object */
3312     object *item; /* treasure object */
3313     char buf[MAX_BUF]; /* tmp. string buffer */
3314     int i=0, j=0;
3315    
3316     /* get the appropriate treasurelist */
3317     if (atnr == ATNR_FIRE)
3318 root 1.11 trlist = find_treasurelist("dragon_ability_fire");
3319 elmex 1.1 else if (atnr == ATNR_COLD)
3320 root 1.11 trlist = find_treasurelist("dragon_ability_cold");
3321 elmex 1.1 else if (atnr == ATNR_ELECTRICITY)
3322 root 1.11 trlist = find_treasurelist("dragon_ability_elec");
3323 elmex 1.1 else if (atnr == ATNR_POISON)
3324 root 1.11 trlist = find_treasurelist("dragon_ability_poison");
3325 elmex 1.1
3326     if (trlist == NULL || who->type != PLAYER)
3327 root 1.11 return;
3328 elmex 1.1
3329     for (i=0, tr = trlist->items; tr != NULL && i<level-1;
3330 root 1.11 tr = tr->next, i++);
3331 elmex 1.1
3332     if (tr == NULL || tr->item == NULL) {
3333 root 1.11 /* LOG(llevDebug, "-> no more treasure for %s\n", change_resist_msg[atnr]); */
3334     return;
3335 elmex 1.1 }
3336    
3337     /* everything seems okay - now bring on the gift: */
3338     item = &(tr->item->clone);
3339    
3340     if (item->type == SPELL) {
3341 root 1.11 if (check_spell_known (who, item->name))
3342     return;
3343 elmex 1.1
3344 root 1.14 new_draw_info_format(NDI_UNIQUE|NDI_BLUE, 0, who, "You gained the ability of %s", &item->name);
3345 root 1.11 do_learn_spell (who, item, 0);
3346     return;
3347 elmex 1.1 }
3348    
3349     /* grant direct spell */
3350     if (item->type == SPELLBOOK) {
3351 root 1.11 if (!item->inv) {
3352 root 1.14 LOG(llevDebug,"dragon_ability_gain: Broken spellbook %s\n", &item->name);
3353 root 1.11 return;
3354     }
3355     if (check_spell_known (who, item->inv->name))
3356     return;
3357     if (item->invisible) {
3358 root 1.14 new_draw_info_format(NDI_UNIQUE|NDI_BLUE, 0, who, "You gained the ability of %s", &item->inv->name);
3359 root 1.11 do_learn_spell (who, item->inv, 0);
3360     return;
3361     }
3362 elmex 1.1 }
3363     else if (item->type == SKILL_TOOL && item->invisible) {
3364 root 1.11 if (item->subtype == SK_CLAWING && (skop=find_skill_by_name(who, item->skill))!=NULL) {
3365 elmex 1.1
3366 root 1.11 /* should this perhaps be (skop->attackyp & item->attacktype)!=item->attacktype ...
3367     * in this way, if the player is missing any of the attacktypes, he gets
3368     * them. As it is now, if the player has any that match the granted skill,
3369     * but not all of them, he gets nothing.
3370     */
3371     if (!(skop->attacktype & item->attacktype)) {
3372     /* Give new attacktype */
3373     skop->attacktype |= item->attacktype;
3374    
3375     /* always add physical if there's none */
3376     skop->attacktype |= AT_PHYSICAL;
3377    
3378     if (item->msg != NULL)
3379     new_draw_info(NDI_UNIQUE|NDI_BLUE, 0, who, item->msg);
3380    
3381     /* Give player new face */
3382     if (item->animation_id) {
3383     who->face = skop->face;
3384     who->animation_id = item->animation_id;
3385     who->anim_speed = item->anim_speed;
3386     who->last_anim = 0;
3387     who->state = 0;
3388     animate_object(who, who->direction);
3389     }
3390     }
3391     }
3392 elmex 1.1 }
3393     else if (item->type == FORCE) {
3394 root 1.11 /* forces in the treasurelist can alter the player's stats */
3395     object *skin;
3396     /* first get the dragon skin force */
3397     for (skin=who->inv; skin!=NULL && strcmp(skin->arch->name, "dragon_skin_force")!=0;
3398     skin=skin->below);
3399     if (skin == NULL) return;
3400 elmex 1.1
3401 root 1.11 /* adding new spellpath attunements */
3402     if (item->path_attuned > 0 && !(skin->path_attuned & item->path_attuned)) {
3403     skin->path_attuned |= item->path_attuned; /* add attunement to skin */
3404 elmex 1.1
3405 root 1.11 /* print message */
3406     sprintf(buf, "You feel attuned to ");
3407     for(i=0, j=0; i<NRSPELLPATHS; i++) {
3408     if(item->path_attuned & (1<<i)) {
3409     if (j)
3410     strcat(buf," and ");
3411     else
3412     j = 1;
3413     strcat(buf, spellpathnames[i]);
3414     }
3415     }
3416     strcat(buf,".");
3417     new_draw_info(NDI_UNIQUE|NDI_BLUE, 0, who, buf);
3418     }
3419 elmex 1.1
3420 root 1.11 /* evtl. adding flags: */
3421     if(QUERY_FLAG(item, FLAG_XRAYS))
3422     SET_FLAG(skin, FLAG_XRAYS);
3423     if(QUERY_FLAG(item, FLAG_STEALTH))
3424     SET_FLAG(skin, FLAG_STEALTH);
3425     if(QUERY_FLAG(item, FLAG_SEE_IN_DARK))
3426     SET_FLAG(skin, FLAG_SEE_IN_DARK);
3427 elmex 1.1
3428 root 1.11 /* print message if there is one */
3429     if (item->msg != NULL)
3430     new_draw_info(NDI_UNIQUE|NDI_BLUE, 0, who, item->msg);
3431 elmex 1.1 }
3432     else {
3433 root 1.11 /* generate misc. treasure */
3434     tmp = arch_to_object (tr->item);
3435     new_draw_info_format(NDI_UNIQUE|NDI_BLUE, 0, who, "You gained %s", query_short_name(tmp));
3436     tmp = insert_ob_in_ob (tmp, who);
3437     if (who->type == PLAYER)
3438     esrv_send_item(who, tmp);
3439 elmex 1.1 }
3440     }
3441    
3442     /**
3443     * Unready an object for a player. This function does nothing if the object was
3444     * not readied.
3445     */
3446     void player_unready_range_ob(player *pl, object *ob) {
3447     rangetype i;
3448    
3449     for (i = (rangetype)0; i < range_size; i = (rangetype) ((int)i + 1)) {
3450     if (pl->ranges[i] == ob) {
3451     pl->ranges[i] = NULL;
3452     if (pl->shoottype == i) {
3453     pl->shoottype = range_none;
3454     }
3455     }
3456     }
3457     }