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/cvs/deliantra/server/server/player.C
Revision: 1.17
Committed: Thu Sep 7 10:01:58 2006 UTC (17 years, 9 months ago) by pippijn
Content type: text/plain
Branch: MAIN
Changes since 1.16: +13 -12 lines
Log Message:
Some cleanups.

File Contents

# User Rev Content
1 elmex 1.1 /*
2     * static char *rcsid_player_c =
3 pippijn 1.17 * "$Id: player.C,v 1.16 2006-09-05 18:18:09 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 pippijn 1.17 if ( (size_t) strlen( pl->ob->name ) < namelen )
66 elmex 1.1 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     char mapname[MAX_BUF];
1004     snprintf(mapname, MAX_BUF-1, "%s/%s",
1005 root 1.14 first_map_ext_path, &op->arch->name);
1006 elmex 1.1 tmp=get_object();
1007 root 1.14 EXIT_PATH(tmp) = mapname;
1008 elmex 1.1 EXIT_X(tmp) = op->x;
1009     EXIT_Y(tmp) = op->y;
1010     enter_exit(op,tmp); /* we don't really care if it succeeded;
1011     * if the map isn't there, then stay on the
1012     * default initial map */
1013     free_object(tmp);
1014     } else {
1015     LOG(llevDebug,"first_map_ext_path not set\n");
1016     }
1017 root 1.11 return 0;
1018 elmex 1.1 }
1019    
1020     /* Following actually changes the race - this is the default command
1021     * if we don't match with one of the options above.
1022     */
1023    
1024     tmp_loop = 0;
1025     while(!tmp_loop) {
1026 root 1.14 shstr name = op->name;
1027 root 1.11 int x = op->x, y = op->y;
1028     remove_statbonus(op);
1029     remove_ob (op);
1030     op->arch = get_player_archetype(op->arch);
1031     copy_object (&op->arch->clone, op);
1032 root 1.6 op->instantiate ();
1033 root 1.11 op->stats = op->contr->orig_stats;
1034 root 1.14 op->name = op->name_pl = name;
1035 root 1.11 op->x = x;
1036     op->y = y;
1037     SET_ANIMATION(op, 2); /* So player faces south */
1038     insert_ob_in_map (op, op->map, op,0);
1039     strncpy(op->contr->title, op->arch->clone.name, sizeof(op->contr->title)-1);
1040     op->contr->title[sizeof(op->contr->title)-1] = '\0';
1041     add_statbonus(op);
1042     tmp_loop=allowed_class(op);
1043 elmex 1.1 }
1044     update_object(op,UP_OBJ_FACE);
1045     esrv_update_item(UPD_FACE,op,op);
1046     fix_player(op);
1047     op->stats.hp=op->stats.maxhp;
1048     op->stats.sp=op->stats.maxsp;
1049     op->stats.grace=0;
1050     if (op->msg)
1051 root 1.11 new_draw_info(NDI_BLUE, 0, op, op->msg);
1052 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");
1053     return 0;
1054     }
1055    
1056     int key_confirm_quit(object *op, char key)
1057     {
1058     char buf[MAX_BUF];
1059    
1060     if(key!='y'&&key!='Y'&&key!='q'&&key!='Q') {
1061 root 1.11 op->contr->state=ST_PLAYING;
1062     new_draw_info(NDI_UNIQUE, 0,op,"OK, continuing to play.");
1063     return 1;
1064 elmex 1.1 }
1065    
1066 root 1.3 INVOKE_PLAYER (LOGOUT, op->contr);
1067     INVOKE_PLAYER (QUIT , op->contr);
1068    
1069 elmex 1.1 terminate_all_pets(op);
1070     leave_map(op);
1071     op->direction=0;
1072     new_draw_info_format(NDI_UNIQUE | NDI_ALL, 5, NULL,
1073 root 1.14 "%s quits the game.", &op->name);
1074 elmex 1.1
1075     strcpy(op->contr->killer,"quit");
1076     check_score(op);
1077     op->contr->party=NULL;
1078     if (settings.set_title == TRUE)
1079 root 1.11 op->contr->own_title[0]='\0';
1080 elmex 1.1
1081     if(!QUERY_FLAG(op,FLAG_WAS_WIZ)) {
1082 root 1.11 mapstruct *mp, *next;
1083 elmex 1.1
1084 root 1.11 /* We need to hunt for any per player unique maps in memory and
1085     * get rid of them. The trailing slash in the path is intentional,
1086     * so that players named 'Ab' won't match against players 'Abe' pathname
1087     */
1088 root 1.14 sprintf(buf,"%s/%s/%s/", settings.localdir, settings.playerdir, &op->name);
1089 root 1.11 for (mp=first_map; mp!=NULL; mp=next) {
1090     next = mp->next;
1091     if (!strncmp(mp->path, buf, strlen(buf)))
1092     delete_map(mp);
1093     }
1094    
1095     delete_character(op->name, 1);
1096 elmex 1.1 }
1097     play_again(op);
1098     return 1;
1099     }
1100    
1101     void flee_player(object *op) {
1102     int dir,diff;
1103     rv_vector rv;
1104    
1105     if(op->stats.hp < 0) {
1106 root 1.11 LOG(llevDebug, "Fleeing player is dead.\n");
1107     CLEAR_FLAG(op, FLAG_SCARED);
1108     return;
1109 elmex 1.1 }
1110    
1111     if(op->enemy==NULL) {
1112 root 1.11 LOG(llevDebug,"Fleeing player had no enemy.\n");
1113     CLEAR_FLAG(op, FLAG_SCARED);
1114     return;
1115 elmex 1.1 }
1116    
1117     /* Seen some crashes here. Since we don't store an
1118     * op->enemy_count, it is possible that something destroys the
1119     * actual enemy, and the object is recycled.
1120     */
1121     if (op->enemy->map == NULL) {
1122 root 1.11 CLEAR_FLAG(op, FLAG_SCARED);
1123     op->enemy=NULL;
1124     return;
1125 elmex 1.1 }
1126    
1127     if(!(random_roll(0, 4, op, PREFER_LOW)) && did_make_save(op, op->level, 0)) {
1128 root 1.11 op->enemy=NULL;
1129     CLEAR_FLAG(op, FLAG_SCARED);
1130     return;
1131 elmex 1.1 }
1132     get_rangevector(op, op->enemy, &rv, 0);
1133    
1134     dir=absdir(4+rv.direction);
1135     for(diff=0;diff<3;diff++) {
1136 root 1.11 int m=1-(RANDOM()&2);
1137     if(move_ob(op,absdir(dir+diff*m),op)||
1138     (diff==0 && move_ob(op,absdir(dir-diff*m),op))) {
1139     return;
1140     }
1141 elmex 1.1 }
1142     /* Cornered, get rid of scared */
1143     CLEAR_FLAG(op, FLAG_SCARED);
1144     op->enemy=NULL;
1145     }
1146    
1147    
1148     /* check_pick sees if there is stuff to be picked up/picks up stuff.
1149     * IT returns 1 if the player should keep on moving, 0 if he should
1150     * stop.
1151     */
1152     int check_pick(object *op) {
1153     object *tmp, *next;
1154     tag_t next_tag=0, op_tag;
1155     int stop = 0;
1156     int j, k, wvratio;
1157     char putstring[128], tmpstr[16];
1158    
1159    
1160     /* if you're flying, you cna't pick up anything */
1161     if (op->move_type & MOVE_FLYING)
1162     return 1;
1163    
1164     op_tag = op->count;
1165    
1166     next = op->below;
1167     if (next)
1168     next_tag = next->count;
1169    
1170     /* loop while there are items on the floor that are not marked as
1171     * destroyed */
1172     while (next && ! was_destroyed (next, next_tag))
1173     {
1174     tmp = next;
1175     next = tmp->below;
1176     if (next)
1177     next_tag = next->count;
1178    
1179     if (was_destroyed (op, op_tag))
1180     return 0;
1181    
1182     if ( ! can_pick (op, tmp))
1183     continue;
1184    
1185     if (op->contr->search_str[0]!='\0' && settings.search_items == TRUE)
1186     {
1187     if (item_matched_string (op, tmp, op->contr->search_str))
1188     pick_up (op, tmp);
1189     continue;
1190     }
1191    
1192     /* high not bit set? We're using the old autopickup model */
1193     if(!(op->contr->mode & PU_NEWMODE)) {
1194 root 1.11 switch (op->contr->mode) {
1195     case 0: return 1; /* don't pick up */
1196     case 1: pick_up (op, tmp);
1197     return 1;
1198     case 2: pick_up (op, tmp);
1199     return 0;
1200     case 3: return 0; /* stop before pickup */
1201     case 4: pick_up (op, tmp);
1202     break;
1203     case 5: pick_up (op, tmp);
1204     stop = 1;
1205     break;
1206     case 6:
1207     if (QUERY_FLAG (tmp, FLAG_KNOWN_MAGICAL) &&
1208     ! QUERY_FLAG(tmp, FLAG_KNOWN_CURSED))
1209     pick_up(op, tmp);
1210     break;
1211    
1212     case 7:
1213     if (tmp->type == MONEY || tmp->type == GEM)
1214     pick_up(op, tmp);
1215     break;
1216    
1217     default:
1218     /* use value density */
1219     if ( ! QUERY_FLAG (tmp, FLAG_UNPAID)
1220     && (query_cost (tmp, op, F_TRUE) * 100
1221     / (tmp->weight * MAX (tmp->nrof, 1)))
1222 elmex 1.1 >= op->contr->mode)
1223 root 1.11 pick_up(op,tmp);
1224     }
1225 elmex 1.1 }
1226     else { /* old model */
1227     /* NEW pickup handling */
1228     if(op->contr->mode & PU_DEBUG)
1229     {
1230 root 1.11 /* some debugging code to figure out item information */
1231     if(tmp->name!=NULL)
1232     sprintf(putstring,"item name: %s item type: %d weight/value: %d",
1233 root 1.14 &tmp->name, tmp->type,
1234 root 1.11 (int)(query_cost(tmp, op, F_TRUE)*100 / (tmp->weight * MAX(tmp->nrof,1))));
1235     else
1236     sprintf(putstring,"item name: %s item type: %d weight/value: %d",
1237 root 1.14 &tmp->arch->name, tmp->type,
1238 root 1.11 (int)(query_cost(tmp, op, F_TRUE)*100 / (tmp->weight * MAX(tmp->nrof,1))));
1239     new_draw_info(NDI_UNIQUE, 0,op,putstring);
1240    
1241     sprintf(putstring,"...flags: ");
1242     for(k=0;k<4;k++)
1243     {
1244     for(j=0;j<32;j++)
1245     {
1246     if((tmp->flags[k]>>j)&0x01)
1247     {
1248     sprintf(tmpstr,"%d ",k*32+j);
1249     strcat(putstring, tmpstr);
1250     }
1251     }
1252     }
1253     new_draw_info(NDI_UNIQUE, 0,op,putstring);
1254 elmex 1.1
1255     #if 0
1256 root 1.11 /* print the flags too */
1257     for(k=0;k<4;k++)
1258     {
1259     fprintf(stderr,"%d [%d] ", k, k*32+31);
1260     for(j=0;j<32;j++)
1261     {
1262     fprintf(stderr,"%d",tmp->flags[k]>>(31-j)&0x01);
1263     if(!((j+1)%4))fprintf(stderr," ");
1264     }
1265     fprintf(stderr," [%d]\n", k*32);
1266     }
1267 elmex 1.1 #endif
1268     }
1269     /* philosophy:
1270     * It's easy to grab an item type from a pile, as long as it's
1271     * generic. This takes no game-time. For more detailed pickups
1272     * and selections, select-items shoul dbe used. This is a
1273     * grab-as-you-run type mode that's really useful for arrows for
1274     * example.
1275     * The drawback: right now it has no frontend, so you need to
1276     * stick the bits you want into a calculator in hex mode and then
1277     * convert to decimal and then 'pickup <#>
1278     */
1279    
1280     /* the first two modes are exclusive: if NOTHING we return, if
1281     * STOP then we stop. All the rest are applied sequentially,
1282     * meaning if any test passes, the item gets picked up. */
1283    
1284     /* if mode is set to pick nothing up, return */
1285    
1286     if(op->contr->mode & PU_NOTHING) return 1;
1287    
1288     /* if mode is set to stop when encountering objects, return */
1289     /* take STOP before INHIBIT since it doesn't actually pick
1290     * anything up */
1291    
1292     if(op->contr->mode & PU_STOP) return 0;
1293    
1294     /* useful for going into stores and not losing your settings... */
1295     /* and for battles wher you don't want to get loaded down while
1296     * fighting */
1297     if(op->contr->mode & PU_INHIBIT) return 1;
1298    
1299     /* prevent us from turning into auto-thieves :) */
1300     if (QUERY_FLAG (tmp, FLAG_UNPAID)) continue;
1301    
1302     /* ignore known cursed objects */
1303     if (QUERY_FLAG (tmp, FLAG_KNOWN_CURSED) && op->contr->mode & PU_NOT_CURSED) continue;
1304    
1305     /* all food and drink if desired */
1306     /* question: don't pick up known-poisonous stuff? */
1307     if(op->contr->mode & PU_FOOD)
1308 root 1.11 if (tmp->type == FOOD)
1309     { pick_up(op, tmp); if(0)fprintf(stderr,"FOOD\n"); continue; }
1310 elmex 1.1 if(op->contr->mode & PU_DRINK)
1311 root 1.11 if (tmp->type == DRINK || (tmp->type == POISON && !QUERY_FLAG(tmp, FLAG_KNOWN_CURSED)))
1312     { pick_up(op, tmp); if(0)fprintf(stderr,"DRINK\n"); continue; }
1313 elmex 1.1
1314     if(op->contr->mode & PU_POTION)
1315 root 1.11 if (tmp->type == POTION)
1316     { pick_up(op, tmp); if(0)fprintf(stderr,"POTION\n"); continue; }
1317 elmex 1.1
1318     /* spellbooks, skillscrolls and normal books/scrolls */
1319     if(op->contr->mode & PU_SPELLBOOK)
1320 root 1.11 if (tmp->type == SPELLBOOK)
1321     { pick_up(op, tmp); if(0)fprintf(stderr,"SPELLBOOK\n"); continue; }
1322 elmex 1.1 if(op->contr->mode & PU_SKILLSCROLL)
1323 root 1.11 if (tmp->type == SKILLSCROLL)
1324     { pick_up(op, tmp); if(0)fprintf(stderr,"SKILLSCROLL\n"); continue; }
1325 elmex 1.1 if(op->contr->mode & PU_READABLES)
1326 root 1.11 if (tmp->type == BOOK || tmp->type == SCROLL)
1327     { pick_up(op, tmp); if(0)fprintf(stderr,"READABLES\n"); continue; }
1328 elmex 1.1
1329     /* wands/staves/rods/horns */
1330     if (op->contr->mode & PU_MAGIC_DEVICE)
1331 root 1.11 if (tmp->type == WAND || tmp->type == ROD || tmp->type == HORN)
1332     { pick_up(op, tmp); if(0)fprintf(stderr,"MAGIC_DEVICE\n"); continue; }
1333 elmex 1.1
1334     /* pick up all magical items */
1335     if(op->contr->mode & PU_MAGICAL)
1336 root 1.11 if (QUERY_FLAG (tmp, FLAG_KNOWN_MAGICAL) && ! QUERY_FLAG(tmp, FLAG_KNOWN_CURSED))
1337     { pick_up(op, tmp); if(0)fprintf(stderr,"MAGICAL\n"); continue; }
1338 elmex 1.1
1339     if(op->contr->mode & PU_VALUABLES)
1340     {
1341 root 1.11 if (tmp->type == MONEY || tmp->type == GEM)
1342     { pick_up(op, tmp); if(0)fprintf(stderr,"MONEY/GEM\n"); continue; }
1343 elmex 1.1 }
1344    
1345     /* rings & amulets - talismans seems to be typed AMULET */
1346     if(op->contr->mode & PU_JEWELS)
1347     if (tmp->type == RING || tmp->type == AMULET)
1348     { pick_up(op, tmp); if(0)fprintf(stderr,"JEWELS\n"); continue; }
1349    
1350     /* bows and arrows. Bows are good for selling! */
1351     if(op->contr->mode & PU_BOW)
1352 root 1.11 if (tmp->type == BOW)
1353     { pick_up(op, tmp); if(0)fprintf(stderr,"BOW\n"); continue; }
1354 elmex 1.1 if(op->contr->mode & PU_ARROW)
1355 root 1.11 if (tmp->type == ARROW)
1356     { pick_up(op, tmp); if(0)fprintf(stderr,"ARROW\n"); continue; }
1357 elmex 1.1
1358     /* all kinds of armor etc. */
1359     if(op->contr->mode & PU_ARMOUR)
1360 root 1.11 if (tmp->type == ARMOUR)
1361     { pick_up(op, tmp); if(0)fprintf(stderr,"ARMOUR\n"); continue; }
1362 elmex 1.1 if(op->contr->mode & PU_HELMET)
1363 root 1.11 if (tmp->type == HELMET)
1364     { pick_up(op, tmp); if(0)fprintf(stderr,"HELMET\n"); continue; }
1365 elmex 1.1 if(op->contr->mode & PU_SHIELD)
1366 root 1.11 if (tmp->type == SHIELD)
1367     { pick_up(op, tmp); if(0)fprintf(stderr,"SHIELD\n"); continue; }
1368 elmex 1.1 if(op->contr->mode & PU_BOOTS)
1369 root 1.11 if (tmp->type == BOOTS)
1370     { pick_up(op, tmp); if(0)fprintf(stderr,"BOOTS\n"); continue; }
1371 elmex 1.1 if(op->contr->mode & PU_GLOVES)
1372 root 1.11 if (tmp->type == GLOVES)
1373     { pick_up(op, tmp); if(0)fprintf(stderr,"GLOVES\n"); continue; }
1374 elmex 1.1 if(op->contr->mode & PU_CLOAK)
1375 root 1.11 if (tmp->type == CLOAK)
1376     { pick_up(op, tmp); if(0)fprintf(stderr,"GLOVES\n"); continue; }
1377 elmex 1.1
1378     /* hoping to catch throwing daggers here */
1379     if(op->contr->mode & PU_MISSILEWEAPON)
1380 root 1.11 if(tmp->type == WEAPON && QUERY_FLAG(tmp, FLAG_IS_THROWN))
1381     { pick_up(op, tmp); if(0)fprintf(stderr,"MISSILEWEAPON\n"); continue; }
1382 elmex 1.1
1383     /* careful: chairs and tables are weapons! */
1384     if(op->contr->mode & PU_ALLWEAPON)
1385     {
1386 root 1.11 if(tmp->type == WEAPON && tmp->name!=NULL)
1387     {
1388     if(strstr(tmp->name,"table")==NULL && strstr(tmp->arch->name,"table")==NULL &&
1389     strstr(tmp->name,"chair") && strstr(tmp->arch->name,"chair")==NULL)
1390     { pick_up(op, tmp); if(0)fprintf(stderr,"WEAPON\n"); continue; }
1391     }
1392     if(tmp->type == WEAPON && tmp->name==NULL)
1393     {
1394     if(strstr(tmp->arch->name,"table")==NULL &&
1395     strstr(tmp->arch->name,"chair")==NULL)
1396     { pick_up(op, tmp); if(0)fprintf(stderr,"WEAPON\n"); continue; }
1397     }
1398 elmex 1.1 }
1399    
1400     /* misc stuff that's useful */
1401     if(op->contr->mode & PU_KEY)
1402 root 1.11 if (tmp->type == KEY || tmp->type == SPECIAL_KEY)
1403     { pick_up(op, tmp); if(0)fprintf(stderr,"KEY\n"); continue; }
1404 elmex 1.1
1405     /* any of the last 4 bits set means we use the ratio for value
1406     * pickups */
1407     if(op->contr->mode & PU_RATIO)
1408     {
1409 root 1.11 /* use value density to decide what else to grab */
1410     /* >=7 was >= op->contr->mode */
1411     /* >=7 is the old standard setting. Now we take the last 4 bits
1412     * and multiply them by 5, giving 0..15*5== 5..75 */
1413 pippijn 1.17 wvratio = (op->contr->mode & PU_RATIO) * 5;
1414     if ((query_cost(tmp, op, F_TRUE) * 100 / (tmp->weight * MAX(tmp->nrof, 1))) >= (unsigned int) wvratio)
1415 root 1.11 {
1416     pick_up(op, tmp);
1417 elmex 1.1 #if 0
1418 root 1.11 fprintf(stderr,"HIGH WEIGHT/VALUE [");
1419     if(tmp->name!=NULL) {
1420     fprintf(stderr,"%s", tmp->name);
1421     }
1422     else fprintf(stderr,"%s",tmp->arch->name);
1423     fprintf(stderr,",%d] = ", tmp->type);
1424     fprintf(stderr,"%d\n",(int)(query_cost(tmp,op,F_TRUE)*100 / (tmp->weight * MAX(tmp->nrof,1))));
1425 elmex 1.1 #endif
1426 root 1.11 continue;
1427     }
1428 elmex 1.1 }
1429     } /* the new pickup model */
1430     }
1431     return ! stop;
1432     }
1433    
1434     /*
1435     * Find an arrow in the inventory and after that
1436     * in the right type container (quiver). Pointer to the
1437     * found object is returned.
1438     */
1439     object *find_arrow(object *op, const char *type)
1440     {
1441     object *tmp = NULL;
1442    
1443     for(op=op->inv; op; op=op->below)
1444 root 1.11 if(!tmp && op->type==CONTAINER && op->race==type &&
1445     QUERY_FLAG(op,FLAG_APPLIED))
1446     tmp = find_arrow (op, type);
1447     else if (op->type==ARROW && op->race==type)
1448     return op;
1449 elmex 1.1 return tmp;
1450     }
1451    
1452     /*
1453     * Similar to find_arrow, but looks for (roughly) the best arrow to use
1454     * against the target. A full test is not performed, simply a basic test
1455     * of resistances. The archer is making a quick guess at what he sees down
1456     * the hall. Failing that it does it's best to pick the highest plus arrow.
1457     */
1458    
1459     object *find_better_arrow(object *op, object *target, const char *type, int *better)
1460     {
1461     object *tmp = NULL, *arrow, *ntmp;
1462     int attacknum, attacktype, betterby=0, i;
1463    
1464     if (!type)
1465 root 1.11 return NULL;
1466 elmex 1.1
1467     for (arrow=op->inv; arrow; arrow=arrow->below) {
1468 root 1.11 if (arrow->type==CONTAINER && arrow->race==type &&
1469     QUERY_FLAG(arrow, FLAG_APPLIED)) {
1470     i = 0;
1471     ntmp = find_better_arrow(arrow, target, type, &i);
1472     if (i > betterby) {
1473     tmp = ntmp;
1474     betterby = i;
1475     }
1476     } else if (arrow->type==ARROW && arrow->race==type) {
1477     /* allways prefer assasination/slaying */
1478     if (target->race != NULL && arrow->slaying != NULL &&
1479     strstr(arrow->slaying, target->race)) {
1480     if (arrow->attacktype & AT_DEATH) {
1481     *better = 100;
1482     return arrow;
1483     } else {
1484     tmp = arrow;
1485     betterby = (arrow->magic + arrow->stats.dam) * 2;
1486     }
1487     } else {
1488     for (attacknum=0; attacknum < NROFATTACKS; attacknum++) {
1489     attacktype = 1<<attacknum;
1490     if ((arrow->attacktype & attacktype) && (target->arch->clone.resist[attacknum]) < 0)
1491     if (((arrow->magic + arrow->stats.dam)*(100-target->arch->clone.resist[attacknum])/100) > betterby) {
1492     tmp = arrow;
1493     betterby = (arrow->magic + arrow->stats.dam)*(100-target->arch->clone.resist[attacknum])/100;
1494     }
1495     }
1496     if ((2 + arrow->magic + arrow->stats.dam) > betterby) {
1497     tmp = arrow;
1498     betterby = 2 + arrow->magic + arrow->stats.dam;
1499     }
1500     if (arrow->title && (1 + arrow->magic + arrow->stats.dam) > betterby) {
1501     tmp = arrow;
1502     betterby = 1 + arrow->magic + arrow->stats.dam;
1503     }
1504     }
1505     }
1506 elmex 1.1 }
1507     if (tmp == NULL && arrow == NULL)
1508 root 1.11 return find_arrow(op, type);
1509 elmex 1.1
1510     *better = betterby;
1511     return tmp;
1512     }
1513    
1514     /* looks in a given direction, finds the first valid target, and calls
1515     * find_better_arrow to find a decent arrow to use.
1516     * op = the shooter
1517     * type = bow->race
1518     * dir = fire direction
1519     */
1520    
1521     object *pick_arrow_target(object *op, const char *type, int dir)
1522     {
1523     object *tmp = NULL;
1524     mapstruct *m;
1525     int i, mflags, found, number;
1526     sint16 x, y;
1527    
1528     if (op->map == NULL)
1529 root 1.11 return find_arrow(op, type);
1530 elmex 1.1
1531     /* do a dex check */
1532     number = (die_roll(2, 40, op, PREFER_LOW)-2)/2;
1533     if (number > (op->stats.Dex + (op->chosen_skill?op->chosen_skill->level:op->level)))
1534 root 1.11 return find_arrow(op, type);
1535 elmex 1.1
1536     m = op->map;
1537     x = op->x;
1538     y = op->y;
1539    
1540     /* find the first target */
1541     for (i=0, found=0; i<20; i++) {
1542 root 1.11 x += freearr_x[dir];
1543     y += freearr_y[dir];
1544     mflags = get_map_flags(m, &m, x, y, &x, &y);
1545     if (mflags & P_OUT_OF_MAP || mflags & P_BLOCKSVIEW) {
1546     tmp = NULL;
1547     break;
1548     } else if (GET_MAP_MOVE_BLOCK(m, x, y) == MOVE_FLY_LOW) {
1549     /* This block presumes arrows and the like are MOVE_FLY_SLOW -
1550     * perhaps a bad assumption.
1551     */
1552     tmp = NULL;
1553     break;
1554     }
1555     if (mflags & P_IS_ALIVE) {
1556     for (tmp = GET_MAP_OB(m, x, y); tmp; tmp=tmp->above)
1557     if (QUERY_FLAG(tmp, FLAG_ALIVE)) {
1558     found++;
1559     break;
1560     }
1561     if (found)
1562     break;
1563     }
1564 elmex 1.1 }
1565     if (tmp == NULL)
1566 root 1.11 return find_arrow(op, type);
1567 elmex 1.1
1568     if (tmp->head)
1569 root 1.11 tmp = tmp->head;
1570 elmex 1.1
1571     return find_better_arrow(op, tmp, type, &i);
1572     }
1573    
1574     /*
1575     * Creature fires a bow - op can be monster or player. Returns
1576     * 1 if bow was actually fired, 0 otherwise.
1577     * op is the object firing the bow.
1578     * part is for multipart creatures - the part firing the bow.
1579     * dir is the direction of fire.
1580     * wc_mod is any special modifier to give (used in special player fire modes)
1581     * sx, sy are coordinates to fire arrow from - also used in some of the special
1582     * player fire modes.
1583     */
1584     int fire_bow(object *op, object *part, object *arrow, int dir, int wc_mod,
1585     sint16 sx, sint16 sy)
1586     {
1587     object *left, *bow;
1588     tag_t left_tag, tag;
1589     int bowspeed, mflags;
1590     mapstruct *m;
1591    
1592     if (!dir) {
1593 root 1.11 new_draw_info(NDI_UNIQUE, 0, op, "You can't shoot yourself!");
1594     return 0;
1595 elmex 1.1 }
1596     if (op->type == PLAYER)
1597 root 1.11 bow=op->contr->ranges[range_bow];
1598 elmex 1.1 else {
1599 root 1.11 for(bow=op->inv; bow; bow=bow->below)
1600     /* Don't check for applied - monsters don't apply bows - in that way, they
1601     * don't need to switch back and forth between bows and weapons.
1602     */
1603     if(bow->type==BOW)
1604     break;
1605    
1606     if (!bow) {
1607 root 1.14 LOG (llevError, "Range: bow without activated bow (%s).\n", &op->name);
1608 root 1.11 return 0;
1609     }
1610 elmex 1.1 }
1611     if( !bow->race || !bow->skill) {
1612 root 1.14 new_draw_info_format(NDI_UNIQUE, 0, op, "Your %s is broken.", &bow->name);
1613 root 1.11 return 0;
1614 elmex 1.1 }
1615    
1616     bowspeed = bow->stats.sp + dex_bonus[op->stats.Dex];
1617    
1618     /* penalize ROF for bestarrow */
1619     if (op->type == PLAYER && op->contr->bowtype == bow_bestarrow)
1620 root 1.11 bowspeed -= dex_bonus[op->stats.Dex] + 5;
1621 elmex 1.1 if (bowspeed < 1)
1622 root 1.11 bowspeed = 1;
1623 elmex 1.1
1624     if (arrow == NULL) {
1625 root 1.11 if ((arrow=find_arrow(op, bow->race)) == NULL) {
1626     if (op->type == PLAYER)
1627     new_draw_info_format(NDI_UNIQUE, 0, op,
1628 root 1.14 "You have no %s left.", &bow->race);
1629 elmex 1.1 /* FLAG_READY_BOW will get reset if the monsters picks up some arrows */
1630 root 1.11 else
1631     CLEAR_FLAG(op, FLAG_READY_BOW);
1632     return 0;
1633     }
1634 elmex 1.1 }
1635     mflags = get_map_flags(op->map, &m, sx, sy, &sx, &sy);
1636     if (mflags & P_OUT_OF_MAP) {
1637 root 1.11 return 0;
1638 elmex 1.1 }
1639     if (GET_MAP_MOVE_BLOCK(m, sx, sy) == MOVE_FLY_LOW) {
1640 root 1.11 new_draw_info(NDI_UNIQUE, 0,op,"Something is in the way.");
1641     return 0;
1642 elmex 1.1 }
1643    
1644     /* this should not happen, but sometimes does */
1645     if (arrow->nrof==0) {
1646 root 1.11 remove_ob(arrow);
1647     free_object(arrow);
1648     return 0;
1649 elmex 1.1 }
1650    
1651     left = arrow; /* these are arrows left to the player */
1652     left_tag = left->count;
1653     arrow = get_split_ob(arrow, 1);
1654     if (arrow == NULL) {
1655 root 1.14 new_draw_info_format(NDI_UNIQUE, 0, op, "You have no %s left.", &bow->race);
1656 root 1.11 return 0;
1657 elmex 1.1 }
1658     set_owner(arrow, op);
1659 root 1.14 arrow->skill = bow->skill;
1660 elmex 1.1
1661     arrow->direction=dir;
1662     arrow->x = sx;
1663     arrow->y = sy;
1664    
1665     if (op->type == PLAYER) {
1666 root 1.11 op->speed_left = 0.01 - (float)FABS(op->speed) * 100 / bowspeed;
1667     fix_player(op);
1668 elmex 1.1 }
1669    
1670     SET_ANIMATION(arrow, arrow->direction);
1671     arrow->stats.sp = arrow->stats.wc; /* save original wc and dam */
1672     arrow->stats.hp = arrow->stats.dam;
1673     arrow->stats.grace = arrow->attacktype;
1674     if (arrow->slaying != NULL)
1675 root 1.11 arrow->spellarg = strdup_local(arrow->slaying);
1676 elmex 1.1
1677     /* Note that this was different for monsters - they got their level
1678     * added to the damage. I think the strength bonus is more proper.
1679     */
1680    
1681     arrow->stats.dam += (QUERY_FLAG(bow, FLAG_NO_STRENGTH) ?
1682 root 1.11 0 : dam_bonus[op->stats.Str]) +
1683     bow->stats.dam + bow->magic + arrow->magic;
1684 elmex 1.1
1685     /* update the speed */
1686     arrow->speed = (float)((QUERY_FLAG(bow, FLAG_NO_STRENGTH) ?
1687 root 1.11 0 : dam_bonus[op->stats.Str]) +
1688     bow->magic + arrow->magic) / 5.0 +
1689     (float)bow->stats.dam / 7.0;
1690 elmex 1.1
1691     if (arrow->speed < 1.0)
1692 root 1.11 arrow->speed = 1.0;
1693 elmex 1.1 update_ob_speed(arrow);
1694     arrow->speed_left = 0;
1695    
1696     if (op->type == PLAYER) {
1697 root 1.11 arrow->stats.wc = 20 - bow->magic - arrow->magic -
1698     (op->chosen_skill?op->chosen_skill->level:op->level) -
1699     dex_bonus[op->stats.Dex] - thaco_bonus[op->stats.Str] -
1700     arrow->stats.wc - bow->stats.wc + wc_mod;
1701 elmex 1.1
1702 root 1.11 arrow->level = op->chosen_skill?op->chosen_skill->level:op->level;
1703 elmex 1.1 } else {
1704 root 1.11 arrow->stats.wc= op->stats.wc - bow->magic - arrow->magic -
1705     arrow->stats.wc + wc_mod;
1706 elmex 1.1
1707 root 1.11 arrow->level = op->level;
1708 elmex 1.1 }
1709     if (arrow->attacktype == AT_PHYSICAL)
1710 root 1.11 arrow->attacktype |= bow->attacktype;
1711 elmex 1.1 if (bow->slaying != NULL)
1712 root 1.14 arrow->slaying = bow->slaying;
1713 elmex 1.1
1714     arrow->map = m;
1715     arrow->move_type = MOVE_FLY_LOW;
1716     arrow->move_on = MOVE_FLY_LOW | MOVE_WALK;
1717    
1718     play_sound_map(op->map, op->x, op->y, SOUND_FIRE_ARROW);
1719     tag = arrow->count;
1720     insert_ob_in_map(arrow, m, op, 0);
1721    
1722     if (!was_destroyed(arrow, tag))
1723 root 1.11 move_arrow(arrow);
1724 elmex 1.1
1725     if (op->type == PLAYER) {
1726 root 1.11 if (was_destroyed (left, left_tag))
1727     esrv_del_item(op->contr, left_tag);
1728     else
1729     esrv_send_item(op, left);
1730 elmex 1.1 }
1731     return 1;
1732     }
1733    
1734     /* Special fire code for players - this takes into
1735     * account the special fire modes players can have
1736     * but monsters can't. Putting that code here
1737     * makes the fire_bow code much cleaner.
1738     * this function should only be called if 'op' is a player,
1739     * hence the function name.
1740     */
1741     int player_fire_bow(object *op, int dir)
1742     {
1743     int ret=0, wcmod=0;
1744    
1745     if (op->contr->bowtype == bow_bestarrow) {
1746 root 1.11 ret = fire_bow(op, op,
1747     pick_arrow_target(op, op->contr->ranges[range_bow]->race, dir),
1748     dir, 0, op->x, op->y);
1749 elmex 1.1 } else if (op->contr->bowtype >= bow_n && op->contr->bowtype <= bow_nw) {
1750 root 1.11 if (!similar_direction(dir, op->contr->bowtype - bow_n + 1))
1751     wcmod =-1;
1752     ret = fire_bow(op, op, NULL, op->contr->bowtype - bow_n + 1, wcmod,
1753     op->x, op->y);
1754 elmex 1.1 } else if (op->contr->bowtype == bow_threewide) {
1755 root 1.11 ret = fire_bow(op, op, NULL, dir, 0, op->x, op->y);
1756     ret |= fire_bow(op, op, NULL, dir, -5, op->x + freearr_x[absdir(dir+2)], op->y + freearr_y[absdir(dir+2)]);
1757     ret |= fire_bow(op, op, NULL, dir, -5, op->x + freearr_x[absdir(dir-2)], op->y + freearr_y[absdir(dir-2)]);
1758 elmex 1.1 } else if (op->contr->bowtype == bow_spreadshot) {
1759 root 1.11 ret |= fire_bow(op, op, NULL, dir, 0, op->x, op->y);
1760     ret |= fire_bow(op, op, NULL, absdir(dir-1), -5, op->x, op->y);
1761     ret |= fire_bow(op, op, NULL, absdir(dir+1), -5, op->x, op->y);
1762 elmex 1.1
1763     } else {
1764 root 1.11 /* Simple case */
1765     ret = fire_bow(op, op, NULL, dir, 0, op->x, op->y);
1766 elmex 1.1 }
1767     return ret;
1768     }
1769    
1770    
1771     /* Fires a misc (wand/rod/horn) object in 'dir'.
1772     * Broken apart from 'fire' to keep it more readable.
1773     */
1774     void fire_misc_object(object *op, int dir)
1775     {
1776     object *item;
1777    
1778     if (!op->contr->ranges[range_misc]) {
1779 root 1.11 new_draw_info(NDI_UNIQUE, 0,op,"You have range item readied.");
1780     return;
1781 elmex 1.1 }
1782    
1783     item = op->contr->ranges[range_misc];
1784     if (!item->inv) {
1785 root 1.14 LOG(llevError,"Object %s lacks a spell\n", &item->name);
1786 root 1.11 return;
1787 elmex 1.1 }
1788     if (item->type == WAND) {
1789 root 1.11 if(item->stats.food<=0) {
1790     play_sound_player_only(op->contr, SOUND_WAND_POOF,0,0);
1791     new_draw_info_format(NDI_UNIQUE, 0,op,"The %s goes poof.", query_base_name(item, 0));
1792     return;
1793     }
1794 elmex 1.1 } else if (item->type == ROD || item->type==HORN) {
1795 root 1.11 if(item->stats.hp<MAX(item->inv->stats.sp, item->inv->stats.grace)) {
1796     play_sound_player_only(op->contr, SOUND_WAND_POOF,0,0);
1797     if (item->type== ROD)
1798     new_draw_info_format(NDI_UNIQUE, 0,op,
1799     "The %s whines for a while, but nothing happens.", query_base_name(item,0));
1800     else
1801     new_draw_info_format(NDI_UNIQUE, 0,op,
1802     "The %s needs more time to charge.", query_base_name(item,0));
1803     return;
1804     }
1805 elmex 1.1 }
1806    
1807     if(cast_spell(op,item,dir,item->inv,NULL)) {
1808 root 1.11 SET_FLAG(op, FLAG_BEEN_APPLIED); /* You now know something about it */
1809     if (item->type == WAND) {
1810     if (!(--item->stats.food)) {
1811     object *tmp;
1812     if (item->arch) {
1813     CLEAR_FLAG(item, FLAG_ANIMATE);
1814     item->face = item->arch->clone.face;
1815     item->speed = 0;
1816     update_ob_speed(item);
1817     }
1818     if ((tmp=is_player_inv(item)))
1819     esrv_update_item(UPD_ANIM, tmp, item);
1820     }
1821     }
1822     else if (item->type == ROD || item->type==HORN) {
1823     drain_rod_charge(item);
1824     }
1825 elmex 1.1 }
1826     }
1827    
1828     /* Received a fire command for the player - go and do it.
1829     */
1830     void fire(object *op,int dir) {
1831     int spellcost=0;
1832    
1833     /* check for loss of invisiblity/hide */
1834     if (action_makes_visible(op)) make_visible(op);
1835    
1836     switch(op->contr->shoottype) {
1837 root 1.11 case range_none:
1838     return;
1839 elmex 1.1
1840 root 1.11 case range_bow:
1841     player_fire_bow(op, dir);
1842     return;
1843 elmex 1.1
1844 root 1.11 case range_magic: /* Casting spells */
1845 elmex 1.1 spellcost=(cast_spell(op,op,dir,op->contr->ranges[range_magic],op->contr->spellparam[0]?op->contr->spellparam:NULL));
1846 root 1.11 return;
1847 elmex 1.1
1848 root 1.11 case range_misc:
1849     fire_misc_object(op, dir);
1850     return;
1851    
1852     case range_golem: /* Control summoned monsters from scrolls */
1853     if(op->contr->ranges[range_golem]==NULL ||
1854     op->contr->golem_count != op->contr->ranges[range_golem]->count) {
1855     op->contr->ranges[range_golem] = NULL;
1856     op->contr->shoottype=range_none;
1857     op->contr->golem_count = 0;
1858     }
1859     else
1860     control_golem(op->contr->ranges[range_golem], dir);
1861     return;
1862    
1863     case range_skill:
1864     if(!op->chosen_skill) {
1865     if(op->type==PLAYER)
1866     new_draw_info(NDI_UNIQUE, 0,op,"You have no applicable skill to use.");
1867     return;
1868     }
1869     (void) do_skill(op,op,op->chosen_skill,dir,NULL);
1870     return;
1871 elmex 1.1 case range_builder:
1872     apply_map_builder( op, dir );
1873     return;
1874 root 1.11 default:
1875     new_draw_info(NDI_UNIQUE, 0,op,"Illegal shoot type.");
1876     return;
1877 elmex 1.1 }
1878     }
1879    
1880    
1881    
1882     /* find_key
1883     * We try to find a key for the door as passed. If we find a key
1884     * and successfully use it, we return the key, otherwise NULL
1885     * This function merges both normal and locked door, since the logic
1886     * for both is the same - just the specific key is different.
1887     * pl is the player,
1888     * inv is the objects inventory to searched
1889     * door is the door we are trying to match against.
1890     * This function can be called recursively to search containers.
1891     */
1892    
1893     object * find_key(object *pl, object *container, object *door)
1894     {
1895     object *tmp,*key;
1896    
1897     /* Should not happen, but sanity checking is never bad */
1898     if (container->inv == NULL) return NULL;
1899    
1900     /* First, lets try to find a key in the top level inventory */
1901     for (tmp=container->inv; tmp!=NULL; tmp=tmp->below) {
1902 root 1.11 if (door->type==DOOR && tmp->type==KEY) break;
1903     /* For sanity, we should really check door type, but other stuff
1904     * (like containers) can be locked with special keys
1905     */
1906     if (tmp->slaying && tmp->type==SPECIAL_KEY &&
1907     tmp->slaying==door->slaying) break;
1908 elmex 1.1 }
1909     /* No key found - lets search inventories now */
1910     /* If we find and use a key in an inventory, return at that time.
1911     * otherwise, if we search all the inventories and still don't find
1912     * a key, return
1913     */
1914     if (!tmp) {
1915 root 1.11 for (tmp=container->inv; tmp!=NULL; tmp=tmp->below) {
1916     /* No reason to search empty containers */
1917     if (tmp->type==CONTAINER && tmp->inv) {
1918     if ((key=find_key(pl, tmp, door))!=NULL) return key;
1919     }
1920     }
1921     if (!tmp) return NULL;
1922 elmex 1.1 }
1923     /* We get down here if we have found a key. Now if its in a container,
1924     * see if we actually want to use it
1925     */
1926     if (pl!=container) {
1927 root 1.11 /* Only let players use keys in containers */
1928     if (!pl->contr) return NULL;
1929     /* cases where this fails:
1930     * If we only search the player inventory, return now since we
1931     * are not in the players inventory.
1932     * If the container is not active, return now since only active
1933     * containers can be used.
1934     * If we only search keyrings and the container does not have
1935     * a race/isn't a keyring.
1936     * No checking for all containers - to fall through past here,
1937     * inv must have been an container and must have been active.
1938     *
1939     * Change the color so that the message doesn't disappear with
1940     * all the others.
1941     */
1942     if (pl->contr->usekeys == key_inventory ||
1943     !QUERY_FLAG(container, FLAG_APPLIED) ||
1944     (pl->contr->usekeys == keyrings &&
1945     (!container->race || strcmp(container->race, "keys")))
1946     ) {
1947     new_draw_info_format(NDI_UNIQUE|NDI_BROWN, 0, pl,
1948     "The %s in your %s vibrates as you approach the door",
1949     query_name(tmp), query_name(container));
1950     return NULL;
1951     }
1952 elmex 1.1 }
1953     return tmp;
1954     }
1955    
1956     /* moved door processing out of move_player_attack.
1957     * returns 1 if player has opened the door with a key
1958     * such that the caller should not do anything more,
1959     * 0 otherwise
1960     */
1961     static int player_attack_door(object *op, object *door)
1962     {
1963    
1964     /* If its a door, try to find a use a key. If we do destroy the door,
1965     * might as well return immediately as there is nothing more to do -
1966     * otherwise, we fall through to the rest of the code.
1967     */
1968     object *key=find_key(op, op, door);
1969    
1970     /* IF we found a key, do some extra work */
1971     if (key) {
1972 root 1.11 object *container=key->env;
1973 elmex 1.1
1974 root 1.11 play_sound_map(op->map, op->x, op->y, SOUND_OPEN_DOOR);
1975     if(action_makes_visible(op)) make_visible(op);
1976     if(door->inv &&(door->inv->type ==RUNE || door->inv->type ==TRAP)) spring_trap(door->inv,op);
1977     if (door->type == DOOR) {
1978     hit_player(door,9998,op,AT_PHYSICAL,1); /* Break through the door */
1979     }
1980     else if(door->type==LOCKED_DOOR) {
1981     new_draw_info_format(NDI_UNIQUE, NDI_BROWN, op,
1982     "You open the door with the %s", query_short_name(key));
1983     remove_door2(door); /* remove door without violence ;-) */
1984     }
1985     /* Do this after we print the message */
1986     decrease_ob(key); /* Use up one of the keys */
1987     /* Need to update the weight the container the key was in */
1988     if (container != op)
1989     esrv_update_item(UPD_WEIGHT, op, container);
1990     return 1; /* Nothing more to do below */
1991 elmex 1.1 } else if (door->type==LOCKED_DOOR) {
1992 root 1.11 /* Might as well return now - no other way to open this */
1993     new_draw_info(NDI_UNIQUE | NDI_NAVY, 0, op, door->msg);
1994     return 1;
1995 elmex 1.1 }
1996     return 0;
1997     }
1998    
1999     /* This function is just part of a breakup from move_player.
2000     * It should keep the code cleaner.
2001     * When this is called, the players direction has been updated
2002     * (taking into account confusion.) The player is also actually
2003     * going to try and move (not fire weapons).
2004     */
2005    
2006     void move_player_attack(object *op, int dir)
2007     {
2008 root 1.9 object *tmp, *mon;
2009 elmex 1.1 sint16 nx, ny;
2010     int on_battleground;
2011     mapstruct *m;
2012    
2013 root 1.9 nx=freearr_x[dir]+op->x;
2014     ny=freearr_y[dir]+op->y;
2015 elmex 1.1
2016 root 1.9 on_battleground = op_on_battleground(op, NULL, NULL);
2017 elmex 1.1
2018     /* If braced, or can't move to the square, and it is not out of the
2019     * map, attack it. Note order of if statement is important - don't
2020     * want to be calling move_ob if braced, because move_ob will move the
2021     * player. This is a pretty nasty hack, because if we could
2022     * move to some space, it then means that if we are braced, we should
2023     * do nothing at all. As it is, if we are braced, we go through
2024     * quite a bit of processing. However, it probably is less than what
2025     * move_ob uses.
2026     */
2027 root 1.9 if ((op->contr->braced || !move_ob(op,dir,op)) && !out_of_map(op->map,nx,ny)) {
2028 root 1.11 if (OUT_OF_REAL_MAP(op->map, nx, ny)) {
2029     m = get_map_from_coord(op->map, &nx, &ny);
2030     if (!m) return; /* Don't think this should happen */
2031     }
2032     else m =op->map;
2033 elmex 1.1
2034 root 1.11 if ((tmp=get_map_ob(m,nx,ny))==NULL) {
2035     /* LOG(llevError,"player_move_attack: get_map_ob returns NULL, but player can not more there.\n");*/
2036     return;
2037     }
2038    
2039     mon = NULL;
2040     /* Go through all the objects, and find ones of interest. Only stop if
2041     * we find a monster - that is something we know we want to attack.
2042     * if its a door or barrel (can roll) see if there may be monsters
2043     * on the space
2044     */
2045     while (tmp!=NULL) {
2046     if (tmp == op) {
2047     tmp=tmp->above;
2048     continue;
2049     }
2050     if (QUERY_FLAG(tmp,FLAG_ALIVE)) {
2051     mon = tmp;
2052     break;
2053     }
2054     if (tmp->type==LOCKED_DOOR || QUERY_FLAG(tmp,FLAG_CAN_ROLL))
2055     mon = tmp;
2056     tmp=tmp->above;
2057     }
2058 elmex 1.1
2059 root 1.11 if (mon==NULL) /* This happens anytime the player tries to move */
2060     return; /* into a wall */
2061 elmex 1.1
2062 root 1.11 if(mon->head != NULL)
2063     mon = mon->head;
2064 elmex 1.1
2065 root 1.11 if ((mon->type==DOOR && mon->stats.hp>=0) || (mon->type==LOCKED_DOOR))
2066     if (player_attack_door(op, mon)) return;
2067 elmex 1.1
2068 root 1.11 /* The following deals with possibly attacking peaceful
2069     * or frienddly creatures. Basically, all players are considered
2070     * unaggressive. If the moving player has peaceful set, then the
2071     * object should be pushed instead of attacked. It is assumed that
2072     * if you are braced, you will not attack friends accidently,
2073     * and thus will not push them.
2074     */
2075    
2076     /* If the creature is a pet, push it even if the player is not
2077     * peaceful. Our assumption is the creature is a pet if the
2078     * player owns it and it is either friendly or unagressive.
2079     */
2080     if ((op->type==PLAYER)
2081 elmex 1.1 #if COZY_SERVER
2082     &&
2083     (
2084     (get_owner(mon) && get_owner(mon)->contr
2085     && same_party (get_owner(mon)->contr->party, op->contr->party))
2086     || get_owner(mon) == op
2087     )
2088     #else
2089     && get_owner(mon)==op
2090     #endif
2091     && (QUERY_FLAG(mon,FLAG_UNAGGRESSIVE) || QUERY_FLAG(mon, FLAG_FRIENDLY)))
2092 root 1.11 {
2093     /* If we're braced, we don't want to switch places with it */
2094     if (op->contr->braced) return;
2095     play_sound_map(op->map, op->x, op->y, SOUND_PUSH_PLAYER);
2096     (void) push_ob(mon,dir,op);
2097     if(op->contr->tmp_invis||op->hide) make_visible(op);
2098     return;
2099     }
2100    
2101     /* in certain circumstances, you shouldn't attack friendly
2102     * creatures. Note that if you are braced, you can't push
2103     * someone, but put it inside this loop so that you won't
2104     * attack them either.
2105     */
2106     if ((mon->type==PLAYER || mon->enemy != op) &&
2107     (mon->type==PLAYER || QUERY_FLAG(mon,FLAG_UNAGGRESSIVE) || QUERY_FLAG(mon, FLAG_FRIENDLY)) &&
2108 elmex 1.1 (
2109     #ifdef PROHIBIT_PLAYERKILL
2110     (op->contr->peaceful || (mon->type == PLAYER && mon->contr->peaceful)) &&
2111     #else
2112     op->contr->peaceful &&
2113     #endif
2114     !on_battleground
2115     )) {
2116 root 1.11 if (!op->contr->braced) {
2117     play_sound_map(op->map, op->x, op->y, SOUND_PUSH_PLAYER);
2118     (void) push_ob(mon,dir,op);
2119     } else {
2120     new_draw_info(0, 0,op,"You withhold your attack");
2121     }
2122     if(op->contr->tmp_invis||op->hide) make_visible(op);
2123     }
2124 elmex 1.1
2125 root 1.11 /* If the object is a boulder or other rollable object, then
2126     * roll it if not braced. You can't roll it if you are braced.
2127     */
2128     else if(QUERY_FLAG(mon,FLAG_CAN_ROLL)&&(!op->contr->braced)) {
2129     recursive_roll(mon,dir,op);
2130     if(action_makes_visible(op)) make_visible(op);
2131     }
2132    
2133     /* Any generic living creature. Including things like doors.
2134     * Way it works is like this: First, it must have some hit points
2135     * and be living. Then, it must be one of the following:
2136     * 1) Not a player, 2) A player, but of a different party. Note
2137     * that party_number -1 is no party, so attacks can still happen.
2138     */
2139    
2140     else if ((mon->stats.hp>=0) && QUERY_FLAG(mon, FLAG_ALIVE) &&
2141 elmex 1.1 ((mon->type!=PLAYER || op->contr->party==NULL ||
2142     op->contr->party!=mon->contr->party))) {
2143    
2144 root 1.11 /* If the player hasn't hit something this tick, and does
2145     * so, give them speed boost based on weapon speed. Doing
2146     * it here is better than process_players2, which basically
2147     * incurred a 1 tick offset.
2148     */
2149     if (!op->contr->has_hit) {
2150     op->speed_left += op->speed / op->contr->weapon_sp;
2151    
2152     op->contr->has_hit = 1; /* The last action was to hit, so use weapon_sp */
2153     }
2154    
2155     skill_attack(mon, op, 0, NULL, NULL);
2156    
2157     /* If attacking another player, that player gets automatic
2158     * hitback, and doesn't loose luck either.
2159     * Disable hitback on the battleground or if the target is
2160     * the wiz.
2161     */
2162     if (mon->type == PLAYER && mon->stats.hp >= 0 && !mon->contr->has_hit &&
2163     !on_battleground && !QUERY_FLAG(mon, FLAG_WIZ)) {
2164     short luck = mon->stats.luck;
2165     mon->contr->has_hit = 1;
2166     skill_attack(op, mon, 0, NULL, NULL);
2167     mon->stats.luck = luck;
2168     }
2169     if(action_makes_visible(op)) make_visible(op);
2170     }
2171 elmex 1.1 } /* if player should attack something */
2172     }
2173    
2174     int move_player(object *op,int dir) {
2175     int pick;
2176    
2177 root 1.9 if(op->map == NULL || op->map->in_memory != MAP_IN_MEMORY)
2178 root 1.11 return 0;
2179 elmex 1.1
2180     /* Sanity check: make sure dir is valid */
2181     if ( ( dir < 0 ) || ( dir >= 9 ) ) {
2182     LOG( llevError, "move_player: invalid direction %d\n", dir);
2183     return 0;
2184     }
2185    
2186     /* peterm: added following line */
2187     if(QUERY_FLAG(op,FLAG_CONFUSED) && dir)
2188 root 1.11 dir = absdir(dir + RANDOM()%3 + RANDOM()%3 - 2);
2189 elmex 1.1
2190     op->facing = dir;
2191    
2192 root 1.9 if(op->hide) do_hidden_move(op);
2193 elmex 1.1
2194 root 1.10 if (INVOKE_PLAYER (MOVE, op->contr, ARG_INT (dir)))
2195     /*nop*/;
2196     else if (op->contr->fire_on)
2197     fire (op, dir);
2198     else
2199     {
2200     move_player_attack (op, dir);
2201     pick = check_pick(op);
2202     }
2203 elmex 1.1
2204     /* Add special check for newcs players and fire on - this way, the
2205     * server can handle repeat firing.
2206     */
2207     if (op->contr->fire_on || (op->contr->run_on && pick!=0)) {
2208 root 1.11 op->direction = dir;
2209 elmex 1.1 } else {
2210 root 1.11 op->direction=0;
2211 elmex 1.1 }
2212     /* Update how the player looks. Use the facing, so direction may
2213     * get reset to zero. This allows for full animation capabilities
2214     * for players.
2215     */
2216 root 1.9 animate_object(op, op->facing);
2217 elmex 1.1 return 0;
2218     }
2219    
2220     /* This is similar to handle_player, below, but is only used by the
2221     * new client/server stuff.
2222     * This is sort of special, in that the new client/server actually uses
2223     * the new speed values for commands.
2224     *
2225     * Returns true if there are more actions we can do.
2226     */
2227     int handle_newcs_player(object *op)
2228     {
2229     if (op->contr->hidden) {
2230 root 1.11 op->invisible = 1000;
2231     /* the socket code flashes the player visible/invisible
2232     * depending on the value of invisible, so we need to
2233     * alternate it here for it to work correctly.
2234     */
2235     if (pticks & 2) op->invisible--;
2236 elmex 1.1 }
2237     else if(op->invisible&&!(QUERY_FLAG(op,FLAG_MAKE_INVIS))) {
2238 root 1.11 op->invisible--;
2239     if(!op->invisible) {
2240     make_visible(op);
2241     new_draw_info(NDI_UNIQUE, 0, op, "Your invisibility spell runs out.");
2242     }
2243 elmex 1.1 }
2244    
2245     if (QUERY_FLAG(op, FLAG_SCARED)) {
2246 root 1.11 flee_player(op);
2247     /* If player is still scared, that is his action for this tick */
2248     if (QUERY_FLAG(op, FLAG_SCARED)) {
2249     op->speed_left--;
2250     return 0;
2251     }
2252 elmex 1.1 }
2253    
2254     /* I've been seeing crashes where the golem has been destroyed, but
2255     * the player object still points to the defunct golem. The code that
2256     * destroys the golem looks correct, and it doesn't always happen, so
2257     * put this in a a workaround to clean up the golem pointer.
2258     */
2259     if (op->contr->ranges[range_golem] &&
2260 root 1.11 ((op->contr->golem_count != op->contr->ranges[range_golem]->count) ||
2261     QUERY_FLAG(op->contr->ranges[range_golem], FLAG_REMOVED))) {
2262     op->contr->ranges[range_golem] = NULL;
2263     op->contr->golem_count = 0;
2264 elmex 1.1 }
2265    
2266     /* call this here - we also will call this in do_ericserver, but
2267     * the players time has been increased when doericserver has been
2268     * called, so we recheck it here.
2269     */
2270     HandleClient(&op->contr->socket, op->contr);
2271     if (op->speed_left<0) return 0;
2272    
2273     if(op->direction && (op->contr->run_on || op->contr->fire_on)) {
2274 root 1.11 /* All move commands take 1 tick, at least for now */
2275     op->speed_left--;
2276 elmex 1.1
2277 root 1.11 /* Instead of all the stuff below, let move_player take care
2278     * of it. Also, some of the skill stuff is only put in
2279     * there, as well as the confusion stuff.
2280     */
2281     move_player(op, op->direction);
2282     if (op->speed_left>0) return 1;
2283     else return 0;
2284 elmex 1.1 }
2285     return 0;
2286     }
2287    
2288     int save_life(object *op) {
2289     object *tmp;
2290    
2291     if(!QUERY_FLAG(op,FLAG_LIFESAVE))
2292 root 1.11 return 0;
2293 elmex 1.1
2294     for(tmp=op->inv;tmp!=NULL;tmp=tmp->below)
2295 root 1.11 if(QUERY_FLAG(tmp, FLAG_APPLIED)&&QUERY_FLAG(tmp,FLAG_LIFESAVE)) {
2296     play_sound_map(op->map, op->x, op->y, SOUND_OB_EVAPORATE);
2297     new_draw_info_format(NDI_UNIQUE, 0,op,
2298     "Your %s vibrates violently, then evaporates.",
2299     query_name(tmp));
2300     if (op->contr)
2301     esrv_del_item(op->contr, tmp->count);
2302     remove_ob(tmp);
2303     free_object(tmp);
2304     CLEAR_FLAG(op, FLAG_LIFESAVE);
2305     if(op->stats.hp<0)
2306     op->stats.hp = op->stats.maxhp;
2307     if(op->stats.food<0)
2308     op->stats.food = 999;
2309     fix_player(op);
2310     return 1;
2311     }
2312 elmex 1.1 LOG(llevError,"Error: LIFESAVE set without applied object.\n");
2313     CLEAR_FLAG(op, FLAG_LIFESAVE);
2314     enter_player_savebed(op); /* bring him home. */
2315     return 0;
2316     }
2317    
2318     /* This goes throws the inventory and removes unpaid objects, and puts them
2319     * back in the map (location and map determined by values of env). This
2320     * function will descend into containers. op is the object to start the search
2321     * from.
2322     */
2323     void remove_unpaid_objects(object *op, object *env)
2324     {
2325     object *next;
2326    
2327     while (op) {
2328 root 1.11 next=op->below; /* Make sure we have a good value, in case
2329     * we remove object 'op'
2330     */
2331     if (QUERY_FLAG(op, FLAG_UNPAID)) {
2332     remove_ob(op);
2333     op->x = env->x;
2334     op->y = env->y;
2335     if (env->type == PLAYER)
2336     esrv_del_item(env->contr, op->count);
2337     insert_ob_in_map(op, env->map, NULL,0);
2338     }
2339     else if (op->inv) remove_unpaid_objects(op->inv, env);
2340     op=next;
2341 elmex 1.1 }
2342     }
2343    
2344    
2345     /*
2346     * Returns pointer a static string containing gravestone text
2347     * Moved from apply.c to player.c - player.c is what
2348     * actually uses this function. player.c may not be quite the
2349     * best, a misc file for object actions is probably better,
2350     * but there isn't one in the server directory.
2351     */
2352     char *gravestone_text (object *op)
2353     {
2354     static char buf2[MAX_BUF];
2355     char buf[MAX_BUF];
2356     time_t now = time (NULL);
2357    
2358     strcpy (buf2, " R.I.P.\n\n");
2359     if (op->type == PLAYER)
2360 root 1.14 sprintf (buf, "%s the %s\n", &op->name, op->contr->title);
2361 elmex 1.1 else
2362 root 1.14 sprintf (buf, "%s\n", &op->name);
2363 elmex 1.1 strncat (buf2, " ", 20 - strlen (buf) / 2);
2364     strcat (buf2, buf);
2365     if (op->type == PLAYER)
2366     sprintf (buf, "who was in level %d when killed\n", op->level);
2367     else
2368     sprintf (buf, "who was in level %d when died.\n\n", op->level);
2369     strncat (buf2, " ", 20 - strlen (buf) / 2);
2370     strcat (buf2, buf);
2371     if (op->type == PLAYER) {
2372     sprintf (buf, "by %s.\n\n", op->contr->killer);
2373     strncat (buf2, " ", 21 - strlen (buf) / 2);
2374     strcat (buf2, buf);
2375     }
2376     strftime (buf, MAX_BUF, "%b %d %Y\n", localtime (&now));
2377     strncat (buf2, " ", 20 - strlen (buf) / 2);
2378     strcat (buf2, buf);
2379     return buf2;
2380     }
2381    
2382    
2383    
2384     void do_some_living(object *op) {
2385     int last_food=op->stats.food;
2386     int gen_hp, gen_sp, gen_grace;
2387     int over_hp, over_sp, over_grace;
2388     int i;
2389     int rate_hp = 1200;
2390     int rate_sp = 2500;
2391     int rate_grace = 2000;
2392     const int max_hp = 1;
2393     const int max_sp = 1;
2394     const int max_grace = 1;
2395    
2396 pippijn 1.17 if (op->contr->outputs_sync)
2397     {
2398 elmex 1.1 for (i=0; i<NUM_OUTPUT_BUFS; i++)
2399     if (op->contr->outputs[i].buf!=NULL &&
2400 pippijn 1.17 (op->contr->outputs[i].first_update + op->contr->outputs_sync) < (uint16) pticks)
2401     flush_output_element(op, &op->contr->outputs[i]);
2402     }
2403 elmex 1.1
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 pippijn 1.17 int x, y;
2570     //int i;
2571 elmex 1.1 mapstruct *map; /* this is for resurrection */
2572 pippijn 1.17 /* int z;
2573 elmex 1.1 int num_stats_lose;
2574     int lost_a_stat;
2575     int lose_this_stat;
2576 pippijn 1.17 int this_stat; */
2577 elmex 1.1 int will_kill_again;
2578     archetype *at;
2579     object *tmp;
2580    
2581     if(save_life(op))
2582 root 1.11 return;
2583 elmex 1.1
2584    
2585     /* If player dies on BATTLEGROUND, no stat/exp loss! For Combat-Arenas
2586     * in cities ONLY!!! It is very important that this doesn't get abused.
2587     * Look at op_on_battleground() for more info --AndreasV
2588     */
2589     if (op_on_battleground(op, &x, &y)) {
2590 root 1.11 new_draw_info(NDI_UNIQUE | NDI_NAVY, 0,op,
2591     "You have been defeated in combat!");
2592     new_draw_info(NDI_UNIQUE | NDI_NAVY, 0,op,
2593     "Local medics have saved your life...");
2594 elmex 1.1
2595 root 1.11 /* restore player */
2596     at = find_archetype("poisoning");
2597 elmex 1.1 tmp=present_arch_in_ob(at,op);
2598 root 1.11 if (tmp) {
2599     remove_ob(tmp);
2600     free_object(tmp);
2601     new_draw_info(NDI_UNIQUE, 0,op, "Your body feels cleansed");
2602     }
2603 elmex 1.1
2604 root 1.11 at = find_archetype("confusion");
2605 elmex 1.1 tmp=present_arch_in_ob(at,op);
2606 root 1.11 if (tmp) {
2607     remove_ob(tmp);
2608     free_object(tmp);
2609 elmex 1.1 new_draw_info(NDI_UNIQUE, 0,tmp, "Your mind feels clearer");
2610 root 1.11 }
2611 elmex 1.1
2612 root 1.11 cure_disease(op,0); /* remove any disease */
2613     op->stats.hp=op->stats.maxhp;
2614     if (op->stats.food<=0) op->stats.food=999;
2615 elmex 1.1
2616 root 1.11 /* create a bodypart-trophy to make the winner happy */
2617     tmp=arch_to_object(find_archetype("finger"));
2618 elmex 1.1 if (tmp != NULL)
2619     {
2620 root 1.14 sprintf(buf,"%s's finger", &op->name);
2621     tmp->name = buf;
2622 root 1.11 sprintf(buf," This finger has been cut off %s\n"
2623     " the %s, when he was defeated at\n level %d by %s.\n",
2624 root 1.14 &op->name, op->contr->title, (int)(op->level),
2625 root 1.11 op->contr->killer);
2626 root 1.14 tmp->msg=buf;
2627 root 1.11 tmp->value=0, tmp->material=0, tmp->type=0;
2628     tmp->materialname = NULL;
2629     tmp->x = op->x, tmp->y = op->y;
2630     insert_ob_in_map(tmp,op->map,op,0);
2631     }
2632 elmex 1.1
2633 root 1.11 /* teleport defeated player to new destination*/
2634     transfer_ob(op, x, y, 0, NULL);
2635     op->contr->braced=0;
2636     return;
2637 elmex 1.1 }
2638    
2639 root 1.3 INVOKE_PLAYER (DEATH, op->contr);
2640    
2641 elmex 1.1 command_kill_pets (op, 0);
2642    
2643     if(op->stats.food<0) {
2644 root 1.11 if (op->contr->explore) {
2645     new_draw_info(NDI_UNIQUE, 0,op,"You would have starved, but you are");
2646     new_draw_info(NDI_UNIQUE, 0,op,"in explore mode, so...");
2647     op->stats.food=999;
2648     return;
2649     }
2650 root 1.14 sprintf(buf,"%s starved to death.",&op->name);
2651 root 1.11 strcpy(op->contr->killer,"starvation");
2652 elmex 1.1 }
2653     else {
2654 root 1.11 if (op->contr->explore) {
2655     new_draw_info(NDI_UNIQUE, 0,op,"You would have died, but you are");
2656     new_draw_info(NDI_UNIQUE, 0,op,"in explore mode, so...");
2657     op->stats.hp=op->stats.maxhp;
2658     return;
2659     }
2660 root 1.14 sprintf(buf,"%s died.", &op->name);
2661 elmex 1.1 }
2662     play_sound_player_only(op->contr, SOUND_PLAYER_DIES,0,0);
2663    
2664     /* save the map location for corpse, gravestone*/
2665     x=op->x;y=op->y;map=op->map;
2666    
2667    
2668     if (settings.not_permadeth == TRUE) {
2669 root 1.11 /* NOT_PERMADEATH code. This basically brings the character back to
2670     * life if they are dead - it takes some exp and a random stat.
2671     * See the config.h file for a little more in depth detail about this.
2672     */
2673    
2674     /* Basically two ways to go - remove a stat permanently, or just
2675     * make it depletion. This bunch of code deals with that aspect
2676     * of death.
2677     */
2678 elmex 1.1 #ifndef COZY_SERVER
2679 root 1.11 if (settings.balanced_stat_loss) {
2680     /* If stat loss is permanent, lose one stat only. */
2681     /* Lower level chars don't lose as many stats because they suffer
2682     more if they do. */
2683     /* Higher level characters can afford things such as potions of
2684     restoration, or better, stat potions. So we slug them that
2685     little bit harder. */
2686     /* GD */
2687     if (settings.stat_loss_on_death)
2688     num_stats_lose = 1;
2689     else
2690     num_stats_lose = 1 + op->level/BALSL_NUMBER_LOSSES_RATIO;
2691     } else {
2692     num_stats_lose = 1;
2693     }
2694     lost_a_stat = 0;
2695    
2696     for (z=0; z<num_stats_lose; z++) {
2697     i = RANDOM() % NUM_STATS;
2698    
2699     if (settings.stat_loss_on_death) {
2700     /* Pick a random stat and take a point off it. Tell the player
2701     * what he lost.
2702     */
2703     change_attr_value(&(op->stats), i,-1);
2704     check_stat_bounds(&(op->stats));
2705     change_attr_value(&(op->contr->orig_stats), i,-1);
2706     check_stat_bounds(&(op->contr->orig_stats));
2707     new_draw_info(NDI_UNIQUE, 0,op, lose_msg[i]);
2708     lost_a_stat = 1;
2709     } else {
2710     /* deplete a stat */
2711     archetype *deparch=find_archetype("depletion");
2712     object *dep;
2713 elmex 1.1
2714 root 1.11 dep = present_arch_in_ob(deparch,op);
2715     if(!dep) {
2716     dep = arch_to_object(deparch);
2717     insert_ob_in_ob(dep, op);
2718     }
2719     lose_this_stat = 1;
2720     if (settings.balanced_stat_loss) {
2721     /* GD */
2722     /* Get the stat that we're about to deplete. */
2723     this_stat = get_attr_value(&(dep->stats), i);
2724     if (this_stat < 0) {
2725     int loss_chance = 1 + op->level/BALSL_LOSS_CHANCE_RATIO;
2726     int keep_chance = this_stat * this_stat;
2727     /* Yes, I am paranoid. Sue me. */
2728     if (keep_chance < 1)
2729     keep_chance = 1;
2730    
2731     /* There is a maximum depletion total per level. */
2732     if (this_stat < -1 - op->level/BALSL_MAX_LOSS_RATIO) {
2733     lose_this_stat = 0;
2734     /* Take loss chance vs keep chance to see if we
2735     retain the stat. */
2736     } else {
2737     if (random_roll(0, loss_chance + keep_chance-1,
2738     op, PREFER_LOW) < keep_chance)
2739     lose_this_stat = 0;
2740     /* LOG(llevDebug, "Determining stat loss. Stat: %d Keep: %d Lose: %d Result: %s.\n",
2741     this_stat, keep_chance, loss_chance,
2742     lose_this_stat?"LOSE":"KEEP"); */
2743     }
2744     }
2745     }
2746 elmex 1.1
2747 root 1.11 if (lose_this_stat) {
2748     this_stat = get_attr_value(&(dep->stats), i);
2749     /* We could try to do something clever like find another
2750     * stat to reduce if this fails. But chances are, if
2751     * stats have been depleted to -50, all are pretty low
2752     * and should be roughly the same, so it shouldn't make a
2753     * difference.
2754     */
2755     if (this_stat>=-50) {
2756     change_attr_value(&(dep->stats), i, -1);
2757     SET_FLAG(dep, FLAG_APPLIED);
2758     new_draw_info(NDI_UNIQUE, 0,op, lose_msg[i]);
2759     fix_player(op);
2760     lost_a_stat = 1;
2761     }
2762     }
2763     }
2764     }
2765     /* If no stat lost, tell the player. */
2766     if (!lost_a_stat)
2767     {
2768     /* determine_god() seems to not work sometimes... why is this?
2769     Should I be using something else? GD */
2770     const char *god = determine_god(op);
2771     if (god && (strcmp(god, "none")))
2772     new_draw_info_format(NDI_UNIQUE, 0, op, "For a brief "
2773     "moment you feel the holy presence of %s protecting"
2774     " you.", god);
2775     else
2776     new_draw_info(NDI_UNIQUE, 0, op, "For a brief moment you"
2777     " feel a holy presence protecting you.");
2778     }
2779 elmex 1.1 #endif
2780     new_draw_info(NDI_UNIQUE, 0, op, "For a brief moment you"
2781     " feel a holy presence protecting you from losing yourself completely.");
2782    
2783 root 1.11 /* Put a gravestone up where the character 'almost' died. List the
2784     * exp loss on the stone.
2785     */
2786     tmp=arch_to_object(find_archetype("gravestone"));
2787 root 1.14 sprintf(buf,"%s's gravestone",&op->name); tmp->name = buf;
2788     sprintf(buf,"%s's gravestones",&op->name); tmp->name_pl = buf;
2789 root 1.11 sprintf(buf,"RIP\nHere rests the hero %s the %s,\n"
2790     "who was killed\n"
2791     "by %s.\n",
2792 root 1.14 &op->name, op->contr->title,
2793 root 1.11 op->contr->killer);
2794 root 1.14 tmp->msg = buf;
2795 root 1.11 tmp->x=op->x,tmp->y=op->y;
2796     insert_ob_in_map (tmp, op->map, NULL,0);
2797    
2798     /**************************************/
2799     /* */
2800     /* Subtract the experience points, */
2801     /* if we died cause of food, give us */
2802     /* food, and reset HP's... */
2803     /* */
2804     /**************************************/
2805    
2806     /* remove any poisoning and confusion the character may be suffering.*/
2807     /* restore player */
2808     at = find_archetype("poisoning");
2809 elmex 1.1 tmp=present_arch_in_ob(at,op);
2810 root 1.11 if (tmp) {
2811     remove_ob(tmp);
2812     free_object(tmp);
2813     new_draw_info(NDI_UNIQUE, 0,op, "Your body feels cleansed");
2814     }
2815 elmex 1.1
2816 root 1.11 at = find_archetype("confusion");
2817 elmex 1.1 tmp=present_arch_in_ob(at,op);
2818 root 1.11 if (tmp) {
2819     remove_ob(tmp);
2820     free_object(tmp);
2821 elmex 1.1 new_draw_info(NDI_UNIQUE, 0,tmp, "Your mind feels clearer");
2822 root 1.11 }
2823     cure_disease(op,0); /* remove any disease */
2824    
2825     /*add_exp(op, (op->stats.exp * -0.20)); */
2826     apply_death_exp_penalty(op);
2827     if(op->stats.food < 100) op->stats.food = 900;
2828     op->stats.hp = op->stats.maxhp;
2829     op->stats.sp = MAX(op->stats.sp, op->stats.maxsp);
2830     op->stats.grace = MAX(op->stats.grace, op->stats.maxgrace);
2831    
2832     /*
2833     * Check to see if the player is in a shop. IF so, then check to see if
2834     * the player has any unpaid items. If so, remove them and put them back
2835     * in the map.
2836     */
2837    
2838 elmex 1.12 if (is_in_shop (op))
2839     remove_unpaid_objects(op->inv, op);
2840 elmex 1.1
2841 root 1.11 /****************************************/
2842     /* */
2843     /* Move player to his current respawn- */
2844     /* position (usually last savebed) */
2845     /* */
2846     /****************************************/
2847    
2848     enter_player_savebed(op);
2849    
2850     /* Save the player before inserting the force to reduce
2851     * chance of abuse.
2852     */
2853     op->contr->braced=0;
2854     save_player(op,1);
2855 elmex 1.1
2856 root 1.11 /* it is possible that the player has blown something up
2857     * at his savebed location, and that can have long lasting
2858     * spell effects. So first see if there is a spell effect
2859     * on the space that might harm the player.
2860     */
2861     will_kill_again=0;
2862     for (tmp= get_map_ob(op->map, op->x, op->y); tmp; tmp=tmp->above) {
2863     if (tmp->type ==SPELL_EFFECT)
2864     will_kill_again|=tmp->attacktype;
2865     }
2866     if (will_kill_again) {
2867     object *force;
2868     int at;
2869    
2870     force=get_archetype(FORCE_NAME);
2871     /* 50 ticks should be enough time for the spell to abate */
2872     force->speed=0.1;
2873     force->speed_left=-5.0;
2874     SET_FLAG(force, FLAG_APPLIED);
2875     for (at=0; at<NROFATTACKS; at++) {
2876     if (will_kill_again & (1 << at))
2877     force->resist[at] = 100;
2878     }
2879     insert_ob_in_ob(force, op);
2880     fix_player(op);
2881    
2882     }
2883     /**************************************/
2884     /* */
2885     /* Repaint the characters inv, and */
2886     /* stats, and show a nasty message ;) */
2887     /* */
2888     /**************************************/
2889    
2890     new_draw_info(NDI_UNIQUE, 0,op,"YOU HAVE DIED.");
2891     return;
2892 elmex 1.1 } /* NOT_PERMADETH */
2893     else {
2894 root 1.11 /* If NOT_PERMADETH is set, then the rest of this is not reachable. This
2895     * should probably be embedded in an else statement.
2896     */
2897    
2898     op->contr->party=NULL;
2899     if (settings.set_title == TRUE)
2900     op->contr->own_title[0]='\0';
2901     new_draw_info(NDI_UNIQUE|NDI_ALL, 0,NULL, buf);
2902     check_score(op);
2903     if(op->contr->ranges[range_golem]!=NULL) {
2904     remove_friendly_object(op->contr->ranges[range_golem]);
2905     remove_ob(op->contr->ranges[range_golem]);
2906     free_object(op->contr->ranges[range_golem]);
2907     op->contr->ranges[range_golem]=NULL;
2908     op->contr->golem_count=0;
2909     }
2910     loot_object(op); /* Remove some of the items for good */
2911     remove_ob(op);
2912     op->direction=0;
2913    
2914     if(!QUERY_FLAG(op,FLAG_WAS_WIZ)&&op->stats.exp) {
2915     delete_character(op->name,0);
2916     if (settings.resurrection == TRUE) {
2917     /* save playerfile sans equipment when player dies
2918     ** then save it as player.pl.dead so that future resurrection
2919     ** type spells will work on them nicely
2920     */
2921     delete_character(op->name,0);
2922     op->stats.hp = op->stats.maxhp;
2923     op->stats.food = 999;
2924    
2925     /* set the location of where the person will reappear when */
2926     /* maybe resurrection code should fix map also */
2927     strcpy(op->contr->maplevel, settings.emergency_mapname);
2928     if(op->map!=NULL)
2929     op->map = NULL;
2930     op->x = settings.emergency_x;
2931     op->y = settings.emergency_y;
2932     save_player(op,0);
2933     op->map = map;
2934     /* please see resurrection.c: peterm */
2935     dead_player(op);
2936     } else {
2937     delete_character(op->name,1);
2938     }
2939     }
2940     play_again(op);
2941    
2942     /* peterm: added to create a corpse at deathsite. */
2943     tmp=arch_to_object(find_archetype("corpse_pl"));
2944 root 1.14 sprintf(buf,"%s", &op->name);
2945     tmp->name = tmp->name_pl = buf;
2946 root 1.11 tmp->level=op->level;
2947     tmp->x=x;tmp->y=y;
2948 root 1.14 tmp->msg = gravestone_text(op);
2949 root 1.11 SET_FLAG (tmp, FLAG_UNIQUE);
2950     insert_ob_in_map (tmp, map, NULL,0);
2951 elmex 1.1 }
2952     }
2953    
2954    
2955     void loot_object(object *op) { /* Grab and destroy some treasure */
2956     object *tmp,*tmp2,*next;
2957    
2958     if (op->container) { /* close open sack first */
2959     esrv_apply_container (op, op->container);
2960     }
2961    
2962     for(tmp=op->inv;tmp!=NULL;tmp=next) {
2963     next=tmp->below;
2964     if (tmp->type==EXPERIENCE || tmp->invisible) continue;
2965     remove_ob(tmp);
2966     tmp->x=op->x,tmp->y=op->y;
2967     if (tmp->type == CONTAINER) { /* empty container to ground */
2968 root 1.11 loot_object(tmp);
2969 elmex 1.1 }
2970     if(!QUERY_FLAG(tmp, FLAG_UNIQUE) && (QUERY_FLAG(tmp, FLAG_STARTEQUIP)
2971     || QUERY_FLAG(tmp,FLAG_NO_DROP) || !(RANDOM()%3))) {
2972     if(tmp->nrof>1) {
2973 root 1.11 tmp2=get_split_ob(tmp,1+RANDOM()%(tmp->nrof-1));
2974     free_object(tmp2);
2975     insert_ob_in_map(tmp,op->map,NULL,0);
2976 elmex 1.1 } else
2977 root 1.11 free_object(tmp);
2978 elmex 1.1 } else
2979     insert_ob_in_map(tmp,op->map,NULL,0);
2980     }
2981     }
2982    
2983     /*
2984     * fix_weight(): Check recursively the weight of all players, and fix
2985     * what needs to be fixed. Refresh windows and fix speed if anything
2986     * was changed.
2987     */
2988    
2989     void fix_weight(void) {
2990     player *pl;
2991     for (pl = first_player; pl != NULL; pl = pl->next) {
2992     int old = pl->ob->carrying, sum = sum_weight(pl->ob);
2993     if(old == sum)
2994     continue;
2995     fix_player(pl->ob);
2996     LOG(llevDebug,"Fixed inventory in %s (%d -> %d)\n",
2997 root 1.14 &pl->ob->name, old, sum);
2998 elmex 1.1 }
2999     }
3000    
3001     void fix_luck(void) {
3002     player *pl;
3003     for (pl = first_player; pl != NULL; pl = pl->next)
3004     if (!pl->ob->contr->state)
3005     change_luck(pl->ob, 0);
3006     }
3007    
3008    
3009     /* cast_dust() - handles op throwing objects of type 'DUST'.
3010     * This is much simpler in the new spell code - we basically
3011     * just treat this as any other spell casting object.
3012     */
3013    
3014 elmex 1.2 void
3015     cast_dust (object * op, object * throw_ob, int dir)
3016     {
3017     object *skop, *spob;
3018    
3019     skop = find_skill_by_name (op, throw_ob->skill);
3020    
3021     /* casting POTION 'dusts' is really a use_magic_item skill */
3022     if (op->type == PLAYER && throw_ob->type == POTION && !skop)
3023     {
3024     LOG (llevError, "Player %s lacks critical skill use_magic_item!\n",
3025 root 1.14 &op->name);
3026 elmex 1.2 return;
3027     }
3028    
3029     spob = throw_ob->inv;
3030    
3031     // elmex Tue Aug 15 17:19:46 CEST 2006: Added this check to
3032     // not pass NULL to cast_spell (which did indeed check itself, but
3033     // errors should be reported as early as possible IMHO)
3034     if (!spob)
3035     {
3036     LOG (llevError, "cast_dust: thrown object %s (by %s) had no spell in it!",
3037 root 1.14 &throw_ob->name, &op->name);
3038 elmex 1.2 return;
3039 elmex 1.1 }
3040    
3041 elmex 1.2 if (op->type == PLAYER)
3042 root 1.14 new_draw_info_format (NDI_UNIQUE, 0, op, "You cast %s.", &spob->name);
3043 elmex 1.2
3044     cast_spell (op, throw_ob, dir, spob, NULL);
3045    
3046     if (!QUERY_FLAG (throw_ob, FLAG_REMOVED))
3047     remove_ob (throw_ob);
3048     free_object (throw_ob);
3049 elmex 1.1 }
3050    
3051     void make_visible (object *op) {
3052     op->hide = 0;
3053     op->invisible = 0;
3054     if(op->type==PLAYER) {
3055 root 1.11 op->contr->tmp_invis = 0;
3056 root 1.14 op->contr->invis_race = 0;
3057 elmex 1.1 }
3058     update_object(op,UP_OBJ_FACE);
3059     }
3060    
3061     int is_true_undead(object *op) {
3062     object *tmp=NULL;
3063    
3064     if(QUERY_FLAG(&op->arch->clone,FLAG_UNDEAD)) return 1;
3065    
3066     if(op->type==PLAYER)
3067     for(tmp=op->inv;tmp;tmp=tmp->below)
3068     if(tmp->type==EXPERIENCE && tmp->stats.Wis)
3069 root 1.11 if(QUERY_FLAG(tmp,FLAG_UNDEAD)) return 1;
3070 elmex 1.1 return 0;
3071     }
3072    
3073     /* look at the surrounding terrain to determine
3074     * the hideability of this object. Positive levels
3075     * indicate greater hideability.
3076     */
3077    
3078     int hideability(object *ob) {
3079     int i,level=0, mflag;
3080     sint16 x,y;
3081    
3082     if(!ob||!ob->map) return 0;
3083    
3084     /* so, on normal lighted maps, its hard to hide */
3085     level=ob->map->darkness - 2;
3086    
3087     /* this also picks up whether the object is glowing.
3088     * If you carry a light on a non-dark map, its not
3089     * as bad as carrying a light on a pitch dark map */
3090     if(has_carried_lights(ob)) level =- (10 + (2*ob->map->darkness));
3091    
3092     /* scan through all nearby squares for terrain to hide in */
3093     for(i=0,x=ob->x,y=ob->y;i<9;i++,x=ob->x+freearr_x[i],y=ob->y+freearr_y[i]) {
3094 root 1.11 mflag = get_map_flags(ob->map, NULL, x, y, NULL, NULL);
3095     if (mflag & P_OUT_OF_MAP) { continue; }
3096     if(mflag & P_BLOCKSVIEW) /* something to hide near! */
3097     level += 2;
3098     else /* open terrain! */
3099     level -= 1;
3100 elmex 1.1 }
3101    
3102     #if 0
3103     LOG(llevDebug,"hideability of %s is %d\n",ob->name,level);
3104     #endif
3105     return level;
3106     }
3107    
3108     /* For Hidden creatures - a chance of becoming 'unhidden'
3109     * every time they move - as we subtract off 'invisibility'
3110     * AND, for players, if they move into a ridiculously unhideable
3111     * spot (surrounded by clear terrain in broad daylight). -b.t.
3112     */
3113    
3114     void do_hidden_move (object *op) {
3115     int hide=0, num=random_roll(0, 19, op, PREFER_LOW);
3116     object *skop;
3117    
3118     if(!op || !op->map) return;
3119    
3120     skop = find_obj_by_type_subtype(op, SKILL, SK_HIDING);
3121    
3122     /* its *extremely* hard to run and sneak/hide at the same time! */
3123     if(op->type==PLAYER && op->contr->run_on) {
3124 root 1.11 if(!skop || num >= skop->level) {
3125     new_draw_info(NDI_UNIQUE,0,op,"You ran too much! You are no longer hidden!");
3126     make_visible(op);
3127     return;
3128     } else num += 20;
3129 elmex 1.1 }
3130     num += op->map->difficulty;
3131     hide = hideability(op); /* modify by terrain hidden level */
3132     num -= hide;
3133     if((op->type==PLAYER && hide<-10) || ((op->invisible-=num)<=0)) {
3134 root 1.11 make_visible(op);
3135     if(op->type==PLAYER) new_draw_info(NDI_UNIQUE, 0,op,
3136     "You moved out of hiding! You are visible!");
3137 elmex 1.1 }
3138     else if (op->type == PLAYER && skop) {
3139 root 1.11 change_exp(op, calc_skill_exp(op, NULL, skop), skop->skill, 0);
3140 elmex 1.1 }
3141     }
3142    
3143     /* determine if who is standing near a hostile creature. */
3144    
3145     int stand_near_hostile( object *who ) {
3146     object *tmp=NULL;
3147     int i,friendly=0,player=0, mflags;
3148     mapstruct *m;
3149     sint16 x,y;
3150    
3151     if(!who) return 0;
3152    
3153     if(who->type==PLAYER) player=1;
3154     else friendly = QUERY_FLAG(who,FLAG_FRIENDLY);
3155    
3156     /* search adjacent squares */
3157     for(i=1;i<9;i++) {
3158 root 1.11 x = who->x+freearr_x[i];
3159     y = who->y+freearr_y[i];
3160     m = who->map;
3161     mflags = get_map_flags(m, &m, x, y, &x, &y);
3162     /* space must be blocked if there is a monster. If not
3163     * blocked, don't need to check this space.
3164     */
3165     if (mflags & P_OUT_OF_MAP) continue;
3166     if (OB_TYPE_MOVE_BLOCK(who, GET_MAP_MOVE_BLOCK(m, x, y))) continue;
3167 elmex 1.1
3168 root 1.11 for(tmp=get_map_ob(m,x,y);tmp;tmp=tmp->above) {
3169     if((player||friendly)
3170     &&QUERY_FLAG(tmp,FLAG_MONSTER)&&!QUERY_FLAG(tmp,FLAG_UNAGGRESSIVE))
3171     return 1;
3172     else if(tmp->type==PLAYER)
3173     {
3174     /*don't let a hidden DM prevent you from hiding*/
3175     if(!QUERY_FLAG(tmp, FLAG_WIZ) || tmp->contr->hidden == 0)
3176     return 1;
3177     }
3178     }
3179 elmex 1.1 }
3180     return 0;
3181     }
3182    
3183     /* check the player los field for viewability of the
3184     * object op. This function works fine for monsters,
3185     * but we dont worry if the object isnt the top one in
3186     * a pile (say a coin under a table would return "viewable"
3187     * by this routine). Another question, should we be
3188     * concerned with the direction the player is looking
3189     * in? Realistically, most of use cant see stuff behind
3190     * our backs...on the other hand, does the "facing" direction
3191     * imply the way your head, or body is facing? Its possible
3192     * for them to differ. Sigh, this fctn could get a bit more complex.
3193     * -b.t.
3194     * This function is now map tiling safe.
3195     */
3196    
3197     int player_can_view (object *pl,object *op) {
3198     rv_vector rv;
3199     int dx,dy;
3200    
3201     if(pl->type!=PLAYER) {
3202 root 1.11 LOG(llevError,"player_can_view() called for non-player object\n");
3203     return -1;
3204 elmex 1.1 }
3205     if (!pl || !op) return 0;
3206    
3207     if(op->head) { op = op->head; }
3208     get_rangevector(pl, op, &rv, 0x1);
3209    
3210     /* starting with the 'head' part, lets loop
3211     * through the object and find if it has any
3212     * part that is in the los array but isnt on
3213     * a blocked los square.
3214     * we use the archetype to figure out offsets.
3215     */
3216     while(op) {
3217 root 1.11 dx = rv.distance_x + op->arch->clone.x;
3218     dy = rv.distance_y + op->arch->clone.y;
3219 elmex 1.1
3220 root 1.11 /* only the viewable area the player sees is updated by LOS
3221     * code, so we need to restrict ourselves to that range of values
3222     * for any meaningful values.
3223     */
3224     if (FABS(dx) <= (pl->contr->socket.mapx/2) &&
3225     FABS(dy) <= (pl->contr->socket.mapy/2) &&
3226     !pl->contr->blocked_los[dx + (pl->contr->socket.mapx/2)][dy+(pl->contr->socket.mapy/2)] )
3227     return 1;
3228     op = op->more;
3229 elmex 1.1 }
3230     return 0;
3231     }
3232    
3233     /* routine for both players and monsters. We call this when
3234     * there is a possibility for our action distrubing our hiding
3235     * place or invisiblity spell. Artefact invisiblity is not
3236     * effected by this. If we arent invisible to begin with, we
3237     * return 0.
3238     */
3239     int action_makes_visible (object *op) {
3240    
3241     if(op->invisible && QUERY_FLAG(op,FLAG_ALIVE)) {
3242 root 1.11 if(QUERY_FLAG(op,FLAG_MAKE_INVIS))
3243     return 0;
3244 elmex 1.1
3245 root 1.11 if (op->contr && op->contr->tmp_invis == 0) return 0;
3246 elmex 1.1
3247 root 1.11 /* If monsters, they should become visible */
3248     if(op->hide || !op->contr || (op->contr && op->contr->tmp_invis)) {
3249     new_draw_info_format(NDI_UNIQUE, 0,op,"You become %s!",op->hide?"unhidden":"visible");
3250     return 1;
3251     }
3252 elmex 1.1 }
3253     return 0;
3254     }
3255    
3256     /* op_on_battleground - checks if the given object op (usually
3257     * a player) is standing on a valid battleground-tile,
3258     * function returns TRUE/FALSE. If true x, y returns the battleground
3259     * -exit-coord. (and if x, y not NULL)
3260     * 19 March 2005 - josh@woosworld.net modifed to check if the battleground also has slaying, maxhp, and maxsp set
3261     * and if those are all set and the player has a marker that matches the slaying send them to a different x, y
3262     * Default is to do the same as before, so only people wanting to have different points need worry about this
3263     */
3264     int op_on_battleground (object *op, int *x, int *y) {
3265     object *tmp;
3266    
3267     /* A battleground-tile needs the following attributes to be valid:
3268     * is_floor 1 (has to be the FIRST floor beneath the player's feet),
3269     * name="battleground", no_pick 1, type=58 (type BATTLEGROUND)
3270     * and the exit-coordinates sp/hp must both be > 0.
3271     * => The intention here is to prevent abuse of the battleground-
3272     * feature (like pickable or hidden battleground tiles). */
3273     for (tmp=op->below; tmp!=NULL; tmp=tmp->below) {
3274     if (QUERY_FLAG (tmp, FLAG_IS_FLOOR)) {
3275     if (QUERY_FLAG (tmp, FLAG_NO_PICK) &&
3276 root 1.11 strcmp(tmp->name, "battleground")==0 &&
3277     tmp->type == BATTLEGROUND && EXIT_X(tmp) && EXIT_Y(tmp)) {
3278     /*before we assign the exit, check if this is a teambattle*/
3279     if ( EXIT_ALT_X(tmp) && EXIT_ALT_Y(tmp) && EXIT_PATH(tmp) ){
3280     object *invtmp;
3281     for(invtmp=op->inv; invtmp != NULL; invtmp=invtmp->below) {
3282     if(invtmp->type==FORCE && invtmp->slaying &&
3283     !strcmp(EXIT_PATH(tmp), invtmp->slaying)){
3284     if (x != NULL && y != NULL)
3285     *x=EXIT_ALT_X(tmp), *y=EXIT_ALT_Y(tmp);
3286     return 1;
3287     }
3288     }
3289     }
3290     if (x != NULL && y != NULL)
3291     *x=EXIT_X(tmp), *y=EXIT_Y(tmp);
3292     return 1;
3293 elmex 1.1 }
3294     }
3295     }
3296     /* If we got here, did not find a battleground */
3297     return 0;
3298     }
3299    
3300     /*
3301     * When a dragon-player gains a new stage of evolution,
3302     * he gets some treasure
3303     *
3304     * attributes:
3305     * object *who the dragon player
3306     * int atnr the attack-number of the ability focus
3307     * int level ability level
3308     */
3309     void dragon_ability_gain(object *who, int atnr, int level) {
3310     treasurelist *trlist = NULL; /* treasurelist */
3311     treasure *tr; /* treasure */
3312     object *tmp,*skop; /* tmp. object */
3313     object *item; /* treasure object */
3314     char buf[MAX_BUF]; /* tmp. string buffer */
3315     int i=0, j=0;
3316    
3317     /* get the appropriate treasurelist */
3318     if (atnr == ATNR_FIRE)
3319 root 1.11 trlist = find_treasurelist("dragon_ability_fire");
3320 elmex 1.1 else if (atnr == ATNR_COLD)
3321 root 1.11 trlist = find_treasurelist("dragon_ability_cold");
3322 elmex 1.1 else if (atnr == ATNR_ELECTRICITY)
3323 root 1.11 trlist = find_treasurelist("dragon_ability_elec");
3324 elmex 1.1 else if (atnr == ATNR_POISON)
3325 root 1.11 trlist = find_treasurelist("dragon_ability_poison");
3326 elmex 1.1
3327     if (trlist == NULL || who->type != PLAYER)
3328 root 1.11 return;
3329 elmex 1.1
3330     for (i=0, tr = trlist->items; tr != NULL && i<level-1;
3331 root 1.11 tr = tr->next, i++);
3332 elmex 1.1
3333     if (tr == NULL || tr->item == NULL) {
3334 root 1.11 /* LOG(llevDebug, "-> no more treasure for %s\n", change_resist_msg[atnr]); */
3335     return;
3336 elmex 1.1 }
3337    
3338     /* everything seems okay - now bring on the gift: */
3339     item = &(tr->item->clone);
3340    
3341     if (item->type == SPELL) {
3342 root 1.11 if (check_spell_known (who, item->name))
3343     return;
3344 elmex 1.1
3345 root 1.14 new_draw_info_format(NDI_UNIQUE|NDI_BLUE, 0, who, "You gained the ability of %s", &item->name);
3346 root 1.11 do_learn_spell (who, item, 0);
3347     return;
3348 elmex 1.1 }
3349    
3350     /* grant direct spell */
3351     if (item->type == SPELLBOOK) {
3352 root 1.11 if (!item->inv) {
3353 root 1.14 LOG(llevDebug,"dragon_ability_gain: Broken spellbook %s\n", &item->name);
3354 root 1.11 return;
3355     }
3356     if (check_spell_known (who, item->inv->name))
3357     return;
3358     if (item->invisible) {
3359 root 1.14 new_draw_info_format(NDI_UNIQUE|NDI_BLUE, 0, who, "You gained the ability of %s", &item->inv->name);
3360 root 1.11 do_learn_spell (who, item->inv, 0);
3361     return;
3362     }
3363 elmex 1.1 }
3364     else if (item->type == SKILL_TOOL && item->invisible) {
3365 root 1.11 if (item->subtype == SK_CLAWING && (skop=find_skill_by_name(who, item->skill))!=NULL) {
3366 elmex 1.1
3367 root 1.11 /* should this perhaps be (skop->attackyp & item->attacktype)!=item->attacktype ...
3368     * in this way, if the player is missing any of the attacktypes, he gets
3369     * them. As it is now, if the player has any that match the granted skill,
3370     * but not all of them, he gets nothing.
3371     */
3372     if (!(skop->attacktype & item->attacktype)) {
3373     /* Give new attacktype */
3374     skop->attacktype |= item->attacktype;
3375    
3376     /* always add physical if there's none */
3377     skop->attacktype |= AT_PHYSICAL;
3378    
3379     if (item->msg != NULL)
3380     new_draw_info(NDI_UNIQUE|NDI_BLUE, 0, who, item->msg);
3381    
3382     /* Give player new face */
3383     if (item->animation_id) {
3384     who->face = skop->face;
3385     who->animation_id = item->animation_id;
3386     who->anim_speed = item->anim_speed;
3387     who->last_anim = 0;
3388     who->state = 0;
3389     animate_object(who, who->direction);
3390     }
3391     }
3392     }
3393 elmex 1.1 }
3394     else if (item->type == FORCE) {
3395 root 1.11 /* forces in the treasurelist can alter the player's stats */
3396     object *skin;
3397     /* first get the dragon skin force */
3398     for (skin=who->inv; skin!=NULL && strcmp(skin->arch->name, "dragon_skin_force")!=0;
3399     skin=skin->below);
3400     if (skin == NULL) return;
3401 elmex 1.1
3402 root 1.11 /* adding new spellpath attunements */
3403     if (item->path_attuned > 0 && !(skin->path_attuned & item->path_attuned)) {
3404     skin->path_attuned |= item->path_attuned; /* add attunement to skin */
3405 elmex 1.1
3406 root 1.11 /* print message */
3407     sprintf(buf, "You feel attuned to ");
3408     for(i=0, j=0; i<NRSPELLPATHS; i++) {
3409     if(item->path_attuned & (1<<i)) {
3410     if (j)
3411     strcat(buf," and ");
3412     else
3413     j = 1;
3414     strcat(buf, spellpathnames[i]);
3415     }
3416     }
3417     strcat(buf,".");
3418     new_draw_info(NDI_UNIQUE|NDI_BLUE, 0, who, buf);
3419     }
3420 elmex 1.1
3421 root 1.11 /* evtl. adding flags: */
3422     if(QUERY_FLAG(item, FLAG_XRAYS))
3423     SET_FLAG(skin, FLAG_XRAYS);
3424     if(QUERY_FLAG(item, FLAG_STEALTH))
3425     SET_FLAG(skin, FLAG_STEALTH);
3426     if(QUERY_FLAG(item, FLAG_SEE_IN_DARK))
3427     SET_FLAG(skin, FLAG_SEE_IN_DARK);
3428 elmex 1.1
3429 root 1.11 /* print message if there is one */
3430     if (item->msg != NULL)
3431     new_draw_info(NDI_UNIQUE|NDI_BLUE, 0, who, item->msg);
3432 elmex 1.1 }
3433     else {
3434 root 1.11 /* generate misc. treasure */
3435     tmp = arch_to_object (tr->item);
3436     new_draw_info_format(NDI_UNIQUE|NDI_BLUE, 0, who, "You gained %s", query_short_name(tmp));
3437     tmp = insert_ob_in_ob (tmp, who);
3438     if (who->type == PLAYER)
3439     esrv_send_item(who, tmp);
3440 elmex 1.1 }
3441     }
3442    
3443     /**
3444     * Unready an object for a player. This function does nothing if the object was
3445     * not readied.
3446     */
3447     void player_unready_range_ob(player *pl, object *ob) {
3448     rangetype i;
3449    
3450     for (i = (rangetype)0; i < range_size; i = (rangetype) ((int)i + 1)) {
3451     if (pl->ranges[i] == ob) {
3452     pl->ranges[i] = NULL;
3453     if (pl->shoottype == i) {
3454     pl->shoottype = range_none;
3455     }
3456     }
3457     }
3458     }