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Revision: 1.54
Committed: Fri Dec 22 16:34:00 2006 UTC (17 years, 5 months ago) by root
Content type: text/plain
Branch: MAIN
Changes since 1.53: +457 -736 lines
Log Message:
- preliminary check in, stuff is rudimentarily working
- moved most of the player creation process into a perl coroutine
- changed internal design of player management to not reuse
  and morph the object in funny ways. should be safer and much
  nicer to handle.
- got rid of some annoying hacks, such as clear()
  (TODO: get rid of player_pod and other stuff now unnecessary?)

File Contents

# User Rev Content
1 elmex 1.1 /*
2     CrossFire, A Multiplayer game for X-windows
3    
4     Copyright (C) 2002 Mark Wedel & Crossfire Development Team
5     Copyright (C) 1992 Frank Tore Johansen
6    
7     This program is free software; you can redistribute it and/or modify
8     it under the terms of the GNU General Public License as published by
9     the Free Software Foundation; either version 2 of the License, or
10     (at your option) any later version.
11    
12     This program is distributed in the hope that it will be useful,
13     but WITHOUT ANY WARRANTY; without even the implied warranty of
14     MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
15     GNU General Public License for more details.
16    
17     You should have received a copy of the GNU General Public License
18     along with this program; if not, write to the Free Software
19     Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA.
20    
21 root 1.23 The author can be reached via e-mail to <crossfire@schmorp.de>
22 elmex 1.1 */
23    
24     #include <global.h>
25 pippijn 1.31 #include <pwd.h>
26 root 1.38 #include <sproto.h>
27 elmex 1.1 #include <sounds.h>
28     #include <living.h>
29     #include <object.h>
30     #include <spells.h>
31     #include <skills.h>
32    
33 root 1.54 #include <algorithm>
34     #include <functional>
35 elmex 1.1
36 root 1.18 player *
37     find_player (const char *plname)
38 elmex 1.1 {
39     player *pl;
40 root 1.18
41 root 1.53 for (pl = first_player; pl; pl = pl->next)
42 root 1.54 if (pl->ob && !strcmp (query_name (pl->ob), plname))
43     return pl;
44 root 1.53
45     return 0;
46 elmex 1.1 }
47    
48 root 1.18 void
49     display_motd (const object *op)
50     {
51     char buf[MAX_BUF];
52     char motd[HUGE_BUF];
53     FILE *fp;
54     int comp;
55     int size;
56 elmex 1.1
57 root 1.18 sprintf (buf, "%s/%s", settings.confdir, settings.motd);
58     if ((fp = open_and_uncompress (buf, 0, &comp)) == NULL)
59 root 1.44 return;
60    
61 root 1.18 motd[0] = '\0';
62     size = 0;
63 root 1.44
64 root 1.53 while (fgets (buf, MAX_BUF, fp))
65 root 1.18 {
66     if (*buf == '#')
67     continue;
68 root 1.44
69 root 1.18 strncat (motd + size, buf, HUGE_BUF - size);
70     size += strlen (buf);
71 elmex 1.1 }
72 root 1.44
73 root 1.18 draw_ext_info (NDI_UNIQUE | NDI_GREEN, 0, op, MSG_TYPE_MOTD, MSG_SUBTYPE_NONE, motd, NULL);
74     close_and_delete (fp, comp);
75 elmex 1.1 }
76    
77 root 1.18 void
78     send_rules (const object *op)
79     {
80     char buf[MAX_BUF];
81     char rules[HUGE_BUF];
82     FILE *fp;
83     int comp;
84     int size;
85    
86     sprintf (buf, "%s/%s", settings.confdir, settings.rules);
87     if ((fp = open_and_uncompress (buf, 0, &comp)) == NULL)
88 root 1.44 return;
89    
90 root 1.18 rules[0] = '\0';
91     size = 0;
92 root 1.44
93 root 1.53 while (fgets (buf, MAX_BUF, fp))
94 root 1.18 {
95     if (*buf == '#')
96 elmex 1.1 continue;
97 root 1.44
98 root 1.18 if (size + strlen (buf) >= HUGE_BUF)
99     {
100     LOG (llevDebug, "Warning, rules size is > %d bytes.\n", HUGE_BUF);
101 elmex 1.1 break;
102 root 1.18 }
103 root 1.44
104 root 1.18 strncat (rules + size, buf, HUGE_BUF - size);
105     size += strlen (buf);
106 elmex 1.1 }
107 root 1.44
108 root 1.18 draw_ext_info (NDI_UNIQUE | NDI_GREEN, 0, op, MSG_TYPE_ADMIN, MSG_TYPE_ADMIN_RULES, rules, NULL);
109     close_and_delete (fp, comp);
110 elmex 1.1 }
111    
112 root 1.18 void
113     send_news (const object *op)
114     {
115     char buf[MAX_BUF];
116     char news[HUGE_BUF];
117     char subject[MAX_BUF];
118     FILE *fp;
119     int comp;
120     int size;
121    
122     sprintf (buf, "%s/%s", settings.confdir, settings.news);
123     if ((fp = open_and_uncompress (buf, 0, &comp)) == NULL)
124     return;
125 root 1.44
126 root 1.18 news[0] = '\0';
127     subject[0] = '\0';
128     size = 0;
129 root 1.44
130 root 1.18 while (fgets (buf, MAX_BUF, fp) != NULL)
131     {
132     if (*buf == '#')
133     continue;
134 root 1.44
135 root 1.18 if (*buf == '%')
136     { /* send one news */
137     if (size > 0)
138     draw_ext_info_format (NDI_UNIQUE | NDI_GREEN, 0, op, MSG_TYPE_ADMIN, MSG_TYPE_ADMIN_NEWS, "INFORMATION: %s\n%s", "%s\n%s", subject, news); /*send previously read news */
139     strcpy (subject, buf + 1);
140     strip_endline (subject);
141     size = 0;
142     news[0] = '\0';
143     }
144     else
145     {
146     if (size + strlen (buf) >= HUGE_BUF)
147     {
148     LOG (llevDebug, "Warning, one news item has size > %d bytes.\n", HUGE_BUF);
149 elmex 1.1 break;
150 root 1.18 }
151     strncat (news + size, buf, HUGE_BUF - size);
152     size += strlen (buf);
153     }
154 elmex 1.1 }
155 root 1.18
156     draw_ext_info_format (NDI_UNIQUE | NDI_GREEN, 0, op,
157     MSG_TYPE_ADMIN, MSG_TYPE_ADMIN_NEWS, "INFORMATION: %s\n%s\n", "%s\n%s", subject, news);
158     close_and_delete (fp, comp);
159 elmex 1.1 }
160    
161 root 1.54 /* This loads the first map an puts the player on it. */
162     static void
163     set_first_map (object *op)
164     {
165     strcpy (op->contr->maplevel, first_map_path);
166     op->x = -1;
167     op->y = -1;
168     enter_exit (op, 0);
169     }
170    
171     void
172     player::connect (client *ns)
173 root 1.18 {
174 root 1.54 this->ns = ns;
175     ns->pl = this;
176    
177     next = first_player;
178     first_player = this;
179    
180     ns->update_look = 0;
181     ns->look_position = 0;
182    
183     clear_los (ob);
184    
185     ob->type = PLAYER; // we are paranoid
186     ob->race = ob->arch->clone.race;
187 elmex 1.1
188 root 1.54 CLEAR_FLAG (ob, FLAG_NO_FIX_PLAYER);
189     ob->update_stats ();
190     update_ob_speed (ob);
191 root 1.44
192 root 1.54 ob->carrying = sum_weight (ob);
193     link_player_skills (ob);
194 elmex 1.1
195 root 1.54 if (!legal_range (ob, shoottype))
196     shoottype = range_none;
197 elmex 1.1
198 root 1.54 assign (title, ob->arch->clone.name);
199 root 1.15
200 root 1.54 /* can_use_shield is a new flag. However, the can_use.. seems to largely come
201     * from the class, and not race. I don't see any way to get the class information
202     * to then update this. I don't think this will actually break anything - anyone
203     * that can use armour should be able to use a shield. What this may 'break'
204     * are features new characters get, eg, if someone starts up with a Q, they
205     * should be able to use a shield. However, old Q's won't get that advantage.
206 root 1.15 */
207 root 1.54 if (QUERY_FLAG (ob, FLAG_USE_ARMOUR))
208     SET_FLAG (ob, FLAG_USE_SHIELD);
209    
210     /* if it's a dragon player, set the correct title here */
211     if (is_dragon_pl (ob))
212     {
213     object *tmp, *abil = 0, *skin = 0;
214    
215     shstr_cmp dragon_ability_force ("dragon_ability_force");
216     shstr_cmp dragon_skin_force ("dragon_skin_force");
217    
218     for (tmp = ob->inv; tmp; tmp = tmp->below)
219     if (tmp->type == FORCE)
220     if (tmp->arch->name == dragon_ability_force)
221     abil = tmp;
222     else if (tmp->arch->name == dragon_skin_force)
223     skin = tmp;
224    
225     set_dragon_name (ob, abil, skin);
226     }
227    
228     CLEAR_FLAG (ob, FLAG_FRIENDLY);
229     add_friendly_object (ob);
230    
231     LOG (llevInfo, "LOGIN: Player named %s from ip %s\n", &ob->name, ns->host);
232 root 1.15
233 root 1.54 new_draw_info (NDI_UNIQUE, 0, ob, "Welcome Back!");
234     new_draw_info_format (NDI_UNIQUE | NDI_ALL | NDI_DK_ORANGE, 5, NULL, "%s has entered the game.", &ob->name);
235    
236     ns->floorbox_update ();
237    
238     esrv_new_player (this, ob->weight + ob->carrying);
239     esrv_send_inventory (ob, ob);
240     esrv_add_spells (this, 0);
241    
242     enter_exit (ob, 0);
243    
244     // send_rules (ob);//TODO
245     // send_news (ob);//TODO
246     // display_motd (ob);//TODO
247     INVOKE_PLAYER (LOGIN, this);
248     }
249 elmex 1.1
250 root 1.54 // the need for this function can be explained
251     // by load_object not returning the object
252     void
253     player::set_object (object *op)
254     {
255     ob = op;
256     ob->contr = this; /* this aren't yet in archetype */
257 root 1.15
258 root 1.54 ob->speed_left = 0.5;
259     ob->speed = 1.0;
260     ob->direction = 5; /* So player faces south */
261     ob->stats.wc = 2;
262     ob->run_away = 25; /* Then we panick... */
263 root 1.15
264 root 1.54 set_first_map (ob);
265 root 1.15
266 root 1.54 ob->roll_stats ();
267     }
268 root 1.15
269 root 1.54 player::player ()
270     {
271     /* There are some elements we want initialized to non zero value -
272     * we deal with that below this point.
273     */
274     outputs_sync = 16; /* Every 2 seconds */
275     outputs_count = 8; /* Keeps present behaviour */
276     unapply = unapply_nochoice;
277    
278     assign (savebed_map, first_map_path); /* Init. respawn position */
279    
280     gen_sp_armour = 10;
281     last_speed = -1;
282     shoottype = range_none;
283     bowtype = bow_normal;
284     petmode = pet_normal;
285     listening = 10;
286     usekeys = containers;
287     last_weapon_sp = -1;
288     peaceful = 1; /* default peaceful */
289     do_los = 1;
290 root 1.15
291     /* we need to clear these to -1 and not zero - otherwise,
292     * if a player quits and starts a new character, we wont
293     * send new values to the client, as things like exp start
294     * at zero.
295     */
296 root 1.54 for (int i = 0; i < NUM_SKILLS; i++)
297     last_skill_exp[i] = -1;
298    
299     for (int i = 0; i < NROFATTACKS; i++)
300     last_resist[i] = -1;
301    
302     last_stats.exp = -1;
303     last_weight = (uint32) - 1;
304     }
305    
306     player::~player ()
307     {
308     terminate_all_pets (ob);
309    
310     if (first_player != this)
311 root 1.15 {
312 root 1.54 player *prev = first_player;
313    
314     while (prev && prev->next && prev->next != this)
315     prev = prev->next;
316 root 1.38
317 root 1.54 if (prev->next != this)
318     {
319     LOG (llevError, "Free_player: Can't find previous player.\n");
320     abort ();
321     }
322 root 1.38
323 root 1.54 prev->next = next;
324     }
325     else
326     first_player = next;
327 root 1.15
328 root 1.54 if (ob)
329     {
330     ob->contr = 0;
331     ob->destroy (1);
332     }
333 root 1.38
334 root 1.54 if (ns)
335     {
336     ns->send_packet ("goodbye");
337     ns->flush ();
338     ns->pl = 0;
339     ns->destroy ();
340     }
341 elmex 1.1
342 root 1.54 /* Clear item stack */
343     free (stack_items);
344 elmex 1.1 }
345    
346 root 1.54 /* Tries to add player on the connection passed in ns.
347 elmex 1.1 * All we can really get in this is some settings like host and display
348     * mode.
349     */
350 root 1.54 player *
351     player::create ()
352 root 1.18 {
353 root 1.54 player *pl = new player;
354 root 1.38
355 root 1.54 pl->set_object (arch_to_object (get_player_archetype (0)));
356 root 1.26
357 root 1.54 return pl;
358 elmex 1.1 }
359    
360     /*
361     * get_player_archetype() return next player archetype from archetype
362     * list. Not very efficient routine, but used only creating new players.
363     * Note: there MUST be at least one player archetype!
364     */
365 root 1.18 archetype *
366     get_player_archetype (archetype *at)
367 elmex 1.1 {
368 root 1.18 archetype *start = at;
369    
370     for (;;)
371     {
372     if (at == NULL || at->next == NULL)
373     at = first_archetype;
374     else
375     at = at->next;
376 root 1.46
377 root 1.18 if (at->clone.type == PLAYER)
378     return at;
379 root 1.46
380 root 1.18 if (at == start)
381     {
382     LOG (llevError, "No Player archetypes\n");
383     exit (-1);
384 root 1.11 }
385 elmex 1.1 }
386     }
387    
388 root 1.18 object *
389     get_nearest_player (object *mon)
390     {
391     object *op = NULL;
392     player *pl = NULL;
393     objectlink *ol;
394     unsigned lastdist;
395     rv_vector rv;
396    
397     for (ol = first_friendly_object, lastdist = 1000; ol != NULL; ol = ol->next)
398     {
399     /* We should not find free objects on this friendly list, but it
400     * does periodically happen. Given that, lets deal with it.
401     * While unlikely, it is possible the next object on the friendly
402     * list is also free, so encapsulate this in a while loop.
403     */
404     while (QUERY_FLAG (ol->ob, FLAG_FREED) || !QUERY_FLAG (ol->ob, FLAG_FRIENDLY))
405     {
406     object *tmp = ol->ob;
407    
408     /* Can't do much more other than log the fact, because the object
409     * itself will have been cleared.
410     */
411     LOG (llevDebug, "get_nearest_player: Found free/non friendly object on friendly list\n");
412     ol = ol->next;
413     remove_friendly_object (tmp);
414     if (!ol)
415     return op;
416     }
417 root 1.11
418 root 1.18 /* Remove special check for player from this. First, it looks to cause
419     * some crashes (ol->ob->contr not set properly?), but secondly, a more
420     * complicated method of state checking would be needed in any case -
421     * as it was, a clever player could type quit, and the function would
422     * skip them over while waiting for confirmation. Remove
423     * on_same_map check, as can_detect_enemy also does this
424     */
425     if (!can_detect_enemy (mon, ol->ob, &rv))
426     continue;
427 root 1.11
428 root 1.18 if (lastdist > rv.distance)
429     {
430     op = ol->ob;
431     lastdist = rv.distance;
432 root 1.11 }
433 elmex 1.1 }
434 root 1.18 for (pl = first_player; pl != NULL; pl = pl->next)
435     {
436     if (can_detect_enemy (mon, pl->ob, &rv))
437     {
438 elmex 1.1
439 root 1.18 if (lastdist > rv.distance)
440     {
441     op = pl->ob;
442     lastdist = rv.distance;
443 root 1.11 }
444     }
445 elmex 1.1 }
446     #if 0
447 root 1.18 LOG (llevDebug, "get_nearest_player() finds player: %s\n", op ? &op->name : "(null)");
448 elmex 1.1 #endif
449 root 1.18 return op;
450 elmex 1.1 }
451    
452     /* I believe this can safely go to 2, 3 is questionable, 4 will likely
453     * result in a monster paths backtracking. It basically determines how large a
454     * detour a monster will take from the direction path when looking
455     * for a path to the player. The values are in the amount of direction
456     * the deviation is
457     */
458     #define DETOUR_AMOUNT 2
459    
460     /* This is used to prevent infinite loops. Consider a case where the
461     * player is in a chamber (with gate closed), and monsters are outside.
462     * with DETOUR_AMOUNT==2, the function will turn each corner, trying to
463     * find a path into the chamber. This is a good thing, but since there
464     * is no real path, it will just keep circling the chamber for
465     * ever (this could be a nice effect for monsters, but not for the function
466     * to get stuck in. I think for the monsters, if max is reached and
467     * we return the first direction the creature could move would result in the
468     * circling behaviour. Unfortunately, this function is also used to determined
469     * if the creature should cast a spell, so returning a direction in that case
470     * is probably not a good thing.
471     */
472     #define MAX_SPACES 50
473    
474     /*
475     * Returns the direction to the player, if valid. Returns 0 otherwise.
476     * modified to verify there is a path to the player. Does this by stepping towards
477     * player and if path is blocked then see if blockage is close enough to player that
478     * direction to player is changed (ie zig or zag). Continue zig zag until either
479     * reach player or path is blocked. Thus, will only return true if there is a free
480     * path to player. Though path may not be a straight line. Note that it will find
481     * player hiding along a corridor at right angles to the corridor with the monster.
482     *
483     * Modified by MSW 2001-08-06 to handle tiled maps. Various notes:
484     * 1) With DETOUR_AMOUNT being 2, it should still go and find players hiding
485     * down corriders.
486     * 2) I think the old code was broken if the first direction the monster
487     * should move was blocked - the code would store the first direction without
488     * verifying that the player can actually move in that direction. The new
489     * code does not store anything in firstdir until we have verified that the
490     * monster can in fact move one space in that direction.
491     * 3) I'm not sure how good this code will be for moving multipart monsters,
492     * since only simple checks to blocked are being called, which could mean the monster
493     * is blocking itself.
494     */
495 root 1.18 int
496     path_to_player (object *mon, object *pl, unsigned mindiff)
497     {
498     rv_vector rv;
499     sint16 x, y;
500     int lastx, lasty, dir, i, diff, firstdir = 0, lastdir, max = MAX_SPACES, mflags, blocked;
501 root 1.25 maptile *m, *lastmap;
502 root 1.18
503     get_rangevector (mon, pl, &rv, 0);
504    
505     if (rv.distance < mindiff)
506     return 0;
507    
508     x = mon->x;
509     y = mon->y;
510     m = mon->map;
511     dir = rv.direction;
512     lastdir = firstdir = rv.direction; /* perhaps we stand next to pl, init firstdir too */
513     diff = FABS (rv.distance_x) > FABS (rv.distance_y) ? FABS (rv.distance_x) : FABS (rv.distance_y);
514     /* If we can't solve it within the search distance, return now. */
515     if (diff > max)
516     return 0;
517     while (diff > 1 && max > 0)
518     {
519     lastx = x;
520     lasty = y;
521     lastmap = m;
522     x = lastx + freearr_x[dir];
523     y = lasty + freearr_y[dir];
524    
525     mflags = get_map_flags (m, &m, x, y, &x, &y);
526     blocked = (mflags & P_OUT_OF_MAP) ? MOVE_ALL : GET_MAP_MOVE_BLOCK (m, x, y);
527    
528     /* Space is blocked - try changing direction a little */
529     if ((mflags & P_OUT_OF_MAP) || ((OB_TYPE_MOVE_BLOCK (mon, blocked) || (mflags & P_BLOCKSVIEW))
530     && (m == mon->map && blocked_link (mon, m, x, y))))
531     {
532     /* recalculate direction from last good location. Possible
533     * we were not traversing ideal location before.
534     */
535     get_rangevector_from_mapcoord (lastmap, lastx, lasty, pl, &rv, 0);
536     if (rv.direction != dir)
537     {
538     /* OK - says direction should be different - lets reset the
539     * the values so it will try again.
540     */
541     x = lastx;
542     y = lasty;
543     m = lastmap;
544     dir = firstdir = rv.direction;
545     }
546     else
547     {
548     /* direct path is blocked - try taking a side step to
549     * either the left or right.
550     * Note increase the values in the loop below to be
551     * more than -1/1 respectively will mean the monster takes
552     * bigger detour. Have to be careful about these values getting
553     * too big (3 or maybe 4 or higher) as the monster may just try
554     * stepping back and forth
555     */
556     for (i = -DETOUR_AMOUNT; i <= DETOUR_AMOUNT; i++)
557     {
558     if (i == 0)
559     continue; /* already did this, so skip it */
560     /* Use lastdir here - otherwise,
561     * since the direction that the creature should move in
562     * may change, you could get infinite loops.
563     * ie, player is northwest, but monster can only
564     * move west, so it does that. It goes some distance,
565     * gets blocked, finds that it should move north,
566     * can't do that, but now finds it can move east, and
567     * gets back to its original point. lastdir contains
568     * the last direction the creature has successfully
569     * moved.
570     */
571    
572     x = lastx + freearr_x[absdir (lastdir + i)];
573     y = lasty + freearr_y[absdir (lastdir + i)];
574     m = lastmap;
575     mflags = get_map_flags (m, &m, x, y, &x, &y);
576     if (mflags & P_OUT_OF_MAP)
577     continue;
578     blocked = GET_MAP_MOVE_BLOCK (m, x, y);
579     if (OB_TYPE_MOVE_BLOCK (mon, blocked))
580     continue;
581     if (mflags & P_BLOCKSVIEW)
582     continue;
583    
584     if (m == mon->map && blocked_link (mon, m, x, y))
585     break;
586     }
587     /* go through entire loop without finding a valid
588     * sidestep to take - thus, no valid path.
589     */
590     if (i == (DETOUR_AMOUNT + 1))
591     return 0;
592     diff--;
593     lastdir = dir;
594     max--;
595     if (!firstdir)
596     firstdir = dir + i;
597     } /* else check alternate directions */
598     } /* if blocked */
599     else
600     {
601     /* we moved towards creature, so diff is less */
602     diff--;
603     max--;
604     lastdir = dir;
605     if (!firstdir)
606     firstdir = dir;
607     }
608     if (diff <= 1)
609     {
610     /* Recalculate diff (distance) because we may not have actually
611     * headed toward player for entire distance.
612     */
613     get_rangevector_from_mapcoord (m, x, y, pl, &rv, 0);
614     diff = FABS (rv.distance_x) > FABS (rv.distance_y) ? FABS (rv.distance_x) : FABS (rv.distance_y);
615     }
616     if (diff > max)
617     return 0;
618     }
619     /* If we reached the max, didn't find a direction in time */
620     if (!max)
621     return 0;
622    
623     return firstdir;
624     }
625    
626     void
627     give_initial_items (object *pl, treasurelist * items)
628     {
629     object *op, *next = NULL;
630    
631     if (pl->randomitems != NULL)
632     create_treasure (items, pl, GT_STARTEQUIP | GT_ONLY_GOOD, 1, 0);
633    
634     for (op = pl->inv; op; op = next)
635     {
636     next = op->below;
637    
638     /* Forces get applied per default, unless they have the
639     * flag "neutral" set. Sorry but I can't think of a better way
640     */
641     if (op->type == FORCE && !QUERY_FLAG (op, FLAG_NEUTRAL))
642     SET_FLAG (op, FLAG_APPLIED);
643    
644     /* we never give weapons/armour if these cannot be used
645     * by this player due to race restrictions
646     */
647     if (pl->type == PLAYER)
648     {
649     if ((!QUERY_FLAG (pl, FLAG_USE_ARMOUR) &&
650     (op->type == ARMOUR || op->type == BOOTS ||
651     op->type == CLOAK || op->type == HELMET ||
652     op->type == SHIELD || op->type == GLOVES ||
653     op->type == BRACERS || op->type == GIRDLE)) || (!QUERY_FLAG (pl, FLAG_USE_WEAPON) && op->type == WEAPON))
654     {
655 root 1.33 op->destroy ();
656 root 1.18 continue;
657     }
658 root 1.11 }
659    
660 root 1.18 /* This really needs to be better - we should really give
661     * a substitute spellbook. The problem is that we don't really
662     * have a good idea what to replace it with (need something like
663     * a first level treasurelist for each skill.)
664     * remove duplicate skills also
665     */
666     if (op->type == SPELLBOOK || op->type == SKILL)
667     {
668     object *tmp;
669 elmex 1.1
670 root 1.18 for (tmp = op->below; tmp; tmp = tmp->below)
671     if (tmp->type == op->type && tmp->name == op->name)
672     break;
673 root 1.11
674 root 1.18 if (tmp)
675     {
676 root 1.33 op->destroy ();
677 root 1.18 LOG (llevError, "give_initial_items: Removing duplicate object %s\n", &tmp->name);
678     continue;
679 root 1.11 }
680 root 1.33
681 root 1.18 if (op->nrof > 1)
682     op->nrof = 1;
683 root 1.11 }
684 elmex 1.1
685 root 1.18 if (op->type == SPELLBOOK && op->inv)
686     {
687     CLEAR_FLAG (op->inv, FLAG_STARTEQUIP);
688 root 1.11 }
689    
690 root 1.18 /* Give starting characters identified, uncursed, and undamned
691     * items. Just don't identify gold or silver, or it won't be
692     * merged properly.
693     */
694     if (need_identify (op))
695     {
696     SET_FLAG (op, FLAG_IDENTIFIED);
697     CLEAR_FLAG (op, FLAG_CURSED);
698     CLEAR_FLAG (op, FLAG_DAMNED);
699     }
700     if (op->type == SPELL)
701     {
702 root 1.33 op->destroy ();
703 root 1.18 continue;
704     }
705     else if (op->type == SKILL)
706     {
707     SET_FLAG (op, FLAG_CAN_USE_SKILL);
708     op->stats.exp = 0;
709     op->level = 1;
710 root 1.11 }
711 root 1.18 /* lock all 'normal items by default */
712     else
713     SET_FLAG (op, FLAG_INV_LOCKED);
714     } /* for loop of objects in player inv */
715    
716     /* Need to set up the skill pointers */
717     link_player_skills (pl);
718     }
719    
720     void
721     get_party_password (object *op, partylist *party)
722     {
723     if (party == NULL)
724     {
725     LOG (llevError, "get_party_password(): tried to make player %s join a NULL party", &op->name);
726     return;
727 elmex 1.1 }
728 root 1.54
729 root 1.18 op->contr->write_buf[0] = '\0';
730 root 1.52 op->contr->ns->state = ST_GET_PARTY_PASSWORD;
731 root 1.18 op->contr->party_to_join = party;
732 root 1.52 send_query (op->contr->ns, CS_QUERY_HIDEINPUT, "What is the password?\n:");
733 elmex 1.1 }
734    
735     /* This rolls four 1-6 rolls and sums the best 3 of the 4. */
736 root 1.54 static int
737 root 1.18 roll_stat (void)
738     {
739     int a[4], i, j, k;
740    
741     for (i = 0; i < 4; i++)
742     a[i] = (int) RANDOM () % 6 + 1;
743    
744     for (i = 0, j = 0, k = 7; i < 4; i++)
745     if (a[i] < k)
746     k = a[i], j = i;
747    
748     for (i = 0, k = 0; i < 4; i++)
749 root 1.54 if (i != j)
750     k += a[i];
751    
752 root 1.18 return k;
753     }
754    
755     void
756 root 1.54 object::roll_stats ()
757 root 1.18 {
758 root 1.54 int statsort [7];
759 root 1.18
760 root 1.54 for (;;)
761 root 1.18 {
762 root 1.54 int sum = 0;
763     for (int i = 7; i--; )
764     sum += statsort [i] = roll_stat ();
765    
766     if (sum >= 82 && sum <= 116)
767     break;
768 root 1.18 }
769    
770 root 1.54 // Sort the stats so that rerolling is easier...
771     std::sort (statsort, statsort + 7, std::greater<int>());
772 root 1.18
773 root 1.54 stats.Str = statsort[0];
774     stats.Dex = statsort[1];
775     stats.Con = statsort[2];
776     stats.Int = statsort[3];
777     stats.Wis = statsort[4];
778     stats.Pow = statsort[5];
779     stats.Cha = statsort[6];
780 root 1.18
781 root 1.54 stats.exp = 0;
782     stats.ac = 0;
783 root 1.18
784 root 1.54 stats.hp = stats.maxhp;
785     stats.sp = stats.maxsp;
786     stats.grace = stats.maxgrace;
787 root 1.18
788 root 1.54 if (contr)
789     {
790     contr->levhp[1] = 9;
791     contr->levsp[1] = 6;
792     contr->levgrace[1] = 3;
793 root 1.18
794 root 1.54 contr->orig_stats = stats;
795     }
796 root 1.18 }
797    
798     void
799 root 1.54 object::swap_stats (int a, int b)
800 root 1.18 {
801 root 1.54 int tmp = get_attr_value (&contr->orig_stats, a);
802     set_attr_value (&contr->orig_stats, a, get_attr_value (&contr->orig_stats, b));
803     set_attr_value (&contr->orig_stats, b, tmp);
804 elmex 1.1
805 root 1.54 stats.Str = contr->orig_stats.Str;
806     stats.Dex = contr->orig_stats.Dex;
807     stats.Con = contr->orig_stats.Con;
808     stats.Int = contr->orig_stats.Int;
809     stats.Wis = contr->orig_stats.Wis;
810     stats.Pow = contr->orig_stats.Pow;
811     stats.Cha = contr->orig_stats.Cha;
812 elmex 1.1
813 root 1.54 //TODO: the following code looks so borked and should, at the very least,
814     // be merged with the similar code in roll_stats
815     stats.ac = 0;
816 elmex 1.1
817 root 1.54 level = 1;
818     stats.exp = 0;
819     stats.ac = 0;
820 elmex 1.1
821 root 1.54 stats.hp = stats.maxhp;
822     stats.sp = stats.maxsp;
823     stats.grace = stats.maxgrace;
824 elmex 1.1
825 root 1.54 if (contr)
826 root 1.18 {
827 root 1.54 contr->levhp[1] = 9;
828     contr->levsp[1] = 6;
829     contr->levgrace[1] = 3;
830 root 1.18
831 root 1.54 contr->orig_stats = stats;
832 elmex 1.1 }
833     }
834    
835     /* This function takes the key that is passed, and does the
836     * appropriate action with it (change race, or other things).
837     * The function name is for historical reasons - now we have
838     * separate race and class; this actually changes the RACE,
839     * not the class.
840     */
841 root 1.18 int
842     key_change_class (object *op, char key)
843 elmex 1.1 {
844 root 1.18 int tmp_loop;
845 elmex 1.1
846 root 1.18 if (key == 'd' || key == 'D')
847     {
848     char buf[MAX_BUF];
849 elmex 1.1
850 root 1.18 /* this must before then initial items are given */
851     esrv_new_player (op->contr, op->weight + op->carrying);
852 elmex 1.36
853     treasurelist *tl = find_treasurelist ("starting_wealth");
854     if (tl)
855     create_treasure (tl, op, 0, 0, 0);
856 elmex 1.1
857 root 1.18 INVOKE_PLAYER (BIRTH, op->contr);
858     INVOKE_PLAYER (LOGIN, op->contr);
859 elmex 1.1
860 root 1.52 op->contr->ns->state = ST_PLAYING;
861 root 1.11
862 root 1.18 if (op->msg)
863     op->msg = NULL;
864 elmex 1.1
865 root 1.18 /* We create this now because some of the unique maps will need it
866     * to save here.
867     */
868     sprintf (buf, "%s/%s/%s", settings.localdir, settings.playerdir, &op->name);
869     make_path_to_file (buf);
870 elmex 1.1
871     #ifdef AUTOSAVE
872 root 1.18 op->contr->last_save_tick = pticks;
873 elmex 1.1 #endif
874 root 1.18 start_info (op);
875     CLEAR_FLAG (op, FLAG_WIZ);
876     give_initial_items (op, op->randomitems);
877     link_player_skills (op);
878     esrv_send_inventory (op, op);
879 root 1.54 op->update_stats ();
880 elmex 1.1
881 root 1.18 /* This moves the player to a different start map, if there
882     * is one for this race
883     */
884     if (*first_map_ext_path)
885     {
886     object *tmp;
887     char mapname[MAX_BUF];
888    
889     snprintf (mapname, MAX_BUF - 1, "%s/%s", first_map_ext_path, &op->arch->name);
890 root 1.33 tmp = object::create ();
891 root 1.18 EXIT_PATH (tmp) = mapname;
892     EXIT_X (tmp) = op->x;
893     EXIT_Y (tmp) = op->y;
894     enter_exit (op, tmp); /* we don't really care if it succeeded;
895 elmex 1.1 * if the map isn't there, then stay on the
896     * default initial map */
897 root 1.33 tmp->destroy ();
898 elmex 1.1 }
899 root 1.18 else
900 root 1.46 LOG (llevDebug, "first_map_ext_path not set\n");
901    
902 root 1.18 return 0;
903 elmex 1.1 }
904    
905 root 1.18 /* Following actually changes the race - this is the default command
906     * if we don't match with one of the options above.
907     */
908    
909     tmp_loop = 0;
910     while (!tmp_loop)
911     {
912     shstr name = op->name;
913     int x = op->x, y = op->y;
914    
915 root 1.54 op->remove_statbonus ();
916 root 1.32 op->remove ();
917 root 1.18 op->arch = get_player_archetype (op->arch);
918 root 1.33 op->arch->clone.copy_to (op);
919 root 1.18 op->instantiate ();
920     op->stats = op->contr->orig_stats;
921     op->name = op->name_pl = name;
922     op->x = x;
923     op->y = y;
924     SET_ANIMATION (op, 2); /* So player faces south */
925     insert_ob_in_map (op, op->map, op, 0);
926 root 1.21 assign (op->contr->title, op->arch->clone.name);
927 root 1.54 op->add_statbonus ();
928 root 1.18 tmp_loop = allowed_class (op);
929     }
930 root 1.19
931 root 1.18 update_object (op, UP_OBJ_FACE);
932     esrv_update_item (UPD_FACE, op, op);
933 root 1.54 op->update_stats ();
934 root 1.18 op->stats.hp = op->stats.maxhp;
935     op->stats.sp = op->stats.maxsp;
936     op->stats.grace = 0;
937 root 1.21
938 root 1.18 if (op->msg)
939     new_draw_info (NDI_BLUE, 0, op, op->msg);
940 root 1.21
941 root 1.52 send_query (op->contr->ns, CS_QUERY_SINGLECHAR, "Press any key for the next race.\nPress `d' to play this race.\n");
942 root 1.18 return 0;
943 elmex 1.1 }
944    
945 root 1.18 int
946     key_confirm_quit (object *op, char key)
947 elmex 1.1 {
948 root 1.18 if (key != 'y' && key != 'Y' && key != 'q' && key != 'Q')
949     {
950 root 1.52 op->contr->ns->state = ST_PLAYING;
951 root 1.18 new_draw_info (NDI_UNIQUE, 0, op, "OK, continuing to play.");
952     return 1;
953 elmex 1.1 }
954    
955 root 1.18 INVOKE_PLAYER (LOGOUT, op->contr);
956     INVOKE_PLAYER (QUIT, op->contr);
957 root 1.3
958 root 1.18 terminate_all_pets (op);
959     leave_map (op);
960     op->direction = 0;
961     new_draw_info_format (NDI_UNIQUE | NDI_ALL, 5, NULL, "%s quits the game.", &op->name);
962    
963     strcpy (op->contr->killer, "quit");
964     check_score (op);
965 root 1.54 op->contr->party = 0;
966     op->contr->own_title[0] = '\0';
967    
968     object_ptr ob = op;
969 root 1.18
970 root 1.54 delete ob->contr;
971    
972     /* We need to hunt for any per player unique maps in memory and
973     * get rid of them. The trailing slash in the path is intentional,
974     * so that players named 'Ab' won't match against players 'Abe' pathname
975     */
976     char buf[MAX_BUF];
977     sprintf (buf, "%s/%s/%s/", settings.localdir, settings.playerdir, &op->name);
978    
979     for (maptile *next, *mp = first_map; mp; mp = next)
980 root 1.18 {
981 root 1.54 next = mp->next;
982 root 1.18
983 root 1.54 if (!strncmp (mp->path, buf, strlen (buf)))
984     delete_map (mp);
985     }
986 root 1.18
987 root 1.54 delete_character (ob->name, 1);
988 root 1.19
989 root 1.18 return 1;
990 elmex 1.1 }
991    
992 root 1.18 void
993     flee_player (object *op)
994     {
995     int dir, diff;
996     rv_vector rv;
997    
998     if (op->stats.hp < 0)
999     {
1000     LOG (llevDebug, "Fleeing player is dead.\n");
1001     CLEAR_FLAG (op, FLAG_SCARED);
1002     return;
1003 elmex 1.1 }
1004    
1005 root 1.18 if (op->enemy == NULL)
1006     {
1007     LOG (llevDebug, "Fleeing player had no enemy.\n");
1008     CLEAR_FLAG (op, FLAG_SCARED);
1009     return;
1010 elmex 1.1 }
1011    
1012 root 1.18 /* Seen some crashes here. Since we don't store an
1013     * op->enemy_count, it is possible that something destroys the
1014     * actual enemy, and the object is recycled.
1015     */
1016     if (op->enemy->map == NULL)
1017     {
1018     CLEAR_FLAG (op, FLAG_SCARED);
1019     op->enemy = NULL;
1020     return;
1021 elmex 1.1 }
1022    
1023 root 1.18 if (!(random_roll (0, 4, op, PREFER_LOW)) && did_make_save (op, op->level, 0))
1024     {
1025     op->enemy = NULL;
1026     CLEAR_FLAG (op, FLAG_SCARED);
1027     return;
1028 elmex 1.1 }
1029 root 1.49
1030 root 1.18 get_rangevector (op, op->enemy, &rv, 0);
1031    
1032     dir = absdir (4 + rv.direction);
1033     for (diff = 0; diff < 3; diff++)
1034     {
1035     int m = 1 - (RANDOM () & 2);
1036 elmex 1.1
1037 root 1.18 if (move_ob (op, absdir (dir + diff * m), op) || (diff == 0 && move_ob (op, absdir (dir - diff * m), op)))
1038 root 1.49 return;
1039 elmex 1.1 }
1040 root 1.49
1041 root 1.18 /* Cornered, get rid of scared */
1042     CLEAR_FLAG (op, FLAG_SCARED);
1043     op->enemy = NULL;
1044 elmex 1.1 }
1045    
1046    
1047     /* check_pick sees if there is stuff to be picked up/picks up stuff.
1048     * IT returns 1 if the player should keep on moving, 0 if he should
1049     * stop.
1050     */
1051 root 1.18 int
1052     check_pick (object *op)
1053     {
1054 elmex 1.1 object *tmp, *next;
1055     int stop = 0;
1056     int j, k, wvratio;
1057     char putstring[128], tmpstr[16];
1058    
1059     /* if you're flying, you cna't pick up anything */
1060     if (op->move_type & MOVE_FLYING)
1061     return 1;
1062    
1063     next = op->below;
1064    
1065     /* loop while there are items on the floor that are not marked as
1066     * destroyed */
1067 root 1.24 while (next && !next->destroyed ())
1068 root 1.18 {
1069     tmp = next;
1070     next = tmp->below;
1071 elmex 1.1
1072 root 1.24 if (op->destroyed ())
1073 elmex 1.1 return 0;
1074    
1075 root 1.18 if (!can_pick (op, tmp))
1076     continue;
1077 elmex 1.1
1078 root 1.18 if (op->contr->search_str[0] != '\0' && settings.search_items == TRUE)
1079     {
1080     if (item_matched_string (op, tmp, op->contr->search_str))
1081     pick_up (op, tmp);
1082     continue;
1083 root 1.11 }
1084    
1085 root 1.18 /* high not bit set? We're using the old autopickup model */
1086     if (!(op->contr->mode & PU_NEWMODE))
1087 root 1.11 {
1088 root 1.18 switch (op->contr->mode)
1089 root 1.11 {
1090 root 1.20 case 0:
1091     return 1; /* don't pick up */
1092     case 1:
1093     pick_up (op, tmp);
1094     return 1;
1095     case 2:
1096     pick_up (op, tmp);
1097     return 0;
1098     case 3:
1099     return 0; /* stop before pickup */
1100     case 4:
1101     pick_up (op, tmp);
1102     break;
1103     case 5:
1104     pick_up (op, tmp);
1105     stop = 1;
1106     break;
1107     case 6:
1108     if (QUERY_FLAG (tmp, FLAG_KNOWN_MAGICAL) && !QUERY_FLAG (tmp, FLAG_KNOWN_CURSED))
1109 root 1.18 pick_up (op, tmp);
1110 root 1.20 break;
1111    
1112     case 7:
1113     if (tmp->type == MONEY || tmp->type == GEM)
1114 root 1.18 pick_up (op, tmp);
1115 root 1.20 break;
1116    
1117     default:
1118     /* use value density */
1119     if (!QUERY_FLAG (tmp, FLAG_UNPAID)
1120     && (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1))) >= op->contr->mode)
1121 root 1.18 pick_up (op, tmp);
1122 root 1.11 }
1123     }
1124 root 1.18 else
1125     { /* old model */
1126     /* NEW pickup handling */
1127     if (op->contr->mode & PU_DEBUG)
1128     {
1129     /* some debugging code to figure out item information */
1130     if (tmp->name != NULL)
1131     sprintf (putstring, "item name: %s item type: %d weight/value: %d",
1132     &tmp->name, tmp->type, (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1))));
1133     else
1134     sprintf (putstring, "item name: %s item type: %d weight/value: %d",
1135     &tmp->arch->name, tmp->type, (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1))));
1136     new_draw_info (NDI_UNIQUE, 0, op, putstring);
1137    
1138     sprintf (putstring, "...flags: ");
1139     for (k = 0; k < 4; k++)
1140     {
1141     for (j = 0; j < 32; j++)
1142     {
1143     if ((tmp->flags[k] >> j) & 0x01)
1144     {
1145     sprintf (tmpstr, "%d ", k * 32 + j);
1146     strcat (putstring, tmpstr);
1147     }
1148     }
1149     }
1150     new_draw_info (NDI_UNIQUE, 0, op, putstring);
1151 elmex 1.1
1152     #if 0
1153 root 1.18 /* print the flags too */
1154     for (k = 0; k < 4; k++)
1155     {
1156     fprintf (stderr, "%d [%d] ", k, k * 32 + 31);
1157     for (j = 0; j < 32; j++)
1158     {
1159     fprintf (stderr, "%d", tmp->flags[k] >> (31 - j) & 0x01);
1160     if (!((j + 1) % 4))
1161     fprintf (stderr, " ");
1162     }
1163     fprintf (stderr, " [%d]\n", k * 32);
1164     }
1165 elmex 1.1 #endif
1166 root 1.18 }
1167     /* philosophy:
1168     * It's easy to grab an item type from a pile, as long as it's
1169     * generic. This takes no game-time. For more detailed pickups
1170     * and selections, select-items shoul dbe used. This is a
1171     * grab-as-you-run type mode that's really useful for arrows for
1172     * example.
1173     * The drawback: right now it has no frontend, so you need to
1174     * stick the bits you want into a calculator in hex mode and then
1175     * convert to decimal and then 'pickup <#>
1176     */
1177    
1178     /* the first two modes are exclusive: if NOTHING we return, if
1179     * STOP then we stop. All the rest are applied sequentially,
1180     * meaning if any test passes, the item gets picked up. */
1181    
1182     /* if mode is set to pick nothing up, return */
1183    
1184     if (op->contr->mode & PU_NOTHING)
1185     return 1;
1186    
1187     /* if mode is set to stop when encountering objects, return */
1188     /* take STOP before INHIBIT since it doesn't actually pick
1189     * anything up */
1190    
1191     if (op->contr->mode & PU_STOP)
1192     return 0;
1193    
1194     /* useful for going into stores and not losing your settings... */
1195     /* and for battles wher you don't want to get loaded down while
1196     * fighting */
1197     if (op->contr->mode & PU_INHIBIT)
1198     return 1;
1199    
1200     /* prevent us from turning into auto-thieves :) */
1201     if (QUERY_FLAG (tmp, FLAG_UNPAID))
1202     continue;
1203    
1204     /* ignore known cursed objects */
1205     if (QUERY_FLAG (tmp, FLAG_KNOWN_CURSED) && op->contr->mode & PU_NOT_CURSED)
1206     continue;
1207    
1208     /* all food and drink if desired */
1209     /* question: don't pick up known-poisonous stuff? */
1210     if (op->contr->mode & PU_FOOD)
1211     if (tmp->type == FOOD)
1212     {
1213     pick_up (op, tmp);
1214     continue;
1215     }
1216 root 1.29
1217 root 1.18 if (op->contr->mode & PU_DRINK)
1218     if (tmp->type == DRINK || (tmp->type == POISON && !QUERY_FLAG (tmp, FLAG_KNOWN_CURSED)))
1219     {
1220     pick_up (op, tmp);
1221     continue;
1222     }
1223    
1224     if (op->contr->mode & PU_POTION)
1225     if (tmp->type == POTION)
1226     {
1227     pick_up (op, tmp);
1228     continue;
1229     }
1230    
1231     /* spellbooks, skillscrolls and normal books/scrolls */
1232     if (op->contr->mode & PU_SPELLBOOK)
1233     if (tmp->type == SPELLBOOK)
1234     {
1235     pick_up (op, tmp);
1236     continue;
1237     }
1238 root 1.29
1239 root 1.18 if (op->contr->mode & PU_SKILLSCROLL)
1240     if (tmp->type == SKILLSCROLL)
1241     {
1242     pick_up (op, tmp);
1243     continue;
1244     }
1245 root 1.29
1246 root 1.18 if (op->contr->mode & PU_READABLES)
1247     if (tmp->type == BOOK || tmp->type == SCROLL)
1248     {
1249     pick_up (op, tmp);
1250     continue;
1251     }
1252    
1253     /* wands/staves/rods/horns */
1254     if (op->contr->mode & PU_MAGIC_DEVICE)
1255     if (tmp->type == WAND || tmp->type == ROD || tmp->type == HORN)
1256     {
1257     pick_up (op, tmp);
1258     continue;
1259     }
1260    
1261     /* pick up all magical items */
1262     if (op->contr->mode & PU_MAGICAL)
1263     if (QUERY_FLAG (tmp, FLAG_KNOWN_MAGICAL) && !QUERY_FLAG (tmp, FLAG_KNOWN_CURSED))
1264     {
1265     pick_up (op, tmp);
1266     continue;
1267     }
1268    
1269     if (op->contr->mode & PU_VALUABLES)
1270     {
1271     if (tmp->type == MONEY || tmp->type == GEM)
1272     {
1273     pick_up (op, tmp);
1274     continue;
1275     }
1276     }
1277    
1278     /* rings & amulets - talismans seems to be typed AMULET */
1279     if (op->contr->mode & PU_JEWELS)
1280     if (tmp->type == RING || tmp->type == AMULET)
1281     {
1282     pick_up (op, tmp);
1283 root 1.29 continue;
1284     }
1285    
1286     /* we don't forget dragon food */
1287     if (op->contr->mode & PU_FLESH)
1288     if (tmp->type == FLESH)
1289     {
1290     pick_up (op, tmp);
1291 root 1.18 continue;
1292     }
1293    
1294     /* bows and arrows. Bows are good for selling! */
1295     if (op->contr->mode & PU_BOW)
1296     if (tmp->type == BOW)
1297     {
1298     pick_up (op, tmp);
1299     continue;
1300     }
1301 root 1.29
1302 root 1.18 if (op->contr->mode & PU_ARROW)
1303     if (tmp->type == ARROW)
1304     {
1305     pick_up (op, tmp);
1306     continue;
1307     }
1308    
1309     /* all kinds of armor etc. */
1310     if (op->contr->mode & PU_ARMOUR)
1311     if (tmp->type == ARMOUR)
1312     {
1313     pick_up (op, tmp);
1314     continue;
1315     }
1316 root 1.29
1317 root 1.18 if (op->contr->mode & PU_HELMET)
1318     if (tmp->type == HELMET)
1319     {
1320     pick_up (op, tmp);
1321     continue;
1322     }
1323 root 1.29
1324 root 1.18 if (op->contr->mode & PU_SHIELD)
1325     if (tmp->type == SHIELD)
1326     {
1327     pick_up (op, tmp);
1328     continue;
1329     }
1330 root 1.29
1331 root 1.18 if (op->contr->mode & PU_BOOTS)
1332     if (tmp->type == BOOTS)
1333     {
1334     pick_up (op, tmp);
1335     continue;
1336     }
1337 root 1.29
1338 root 1.18 if (op->contr->mode & PU_GLOVES)
1339     if (tmp->type == GLOVES)
1340     {
1341     pick_up (op, tmp);
1342     continue;
1343     }
1344 root 1.29
1345 root 1.18 if (op->contr->mode & PU_CLOAK)
1346     if (tmp->type == CLOAK)
1347     {
1348     pick_up (op, tmp);
1349     continue;
1350     }
1351 elmex 1.1
1352 root 1.18 /* hoping to catch throwing daggers here */
1353     if (op->contr->mode & PU_MISSILEWEAPON)
1354     if (tmp->type == WEAPON && QUERY_FLAG (tmp, FLAG_IS_THROWN))
1355     {
1356     pick_up (op, tmp);
1357     continue;
1358     }
1359 elmex 1.1
1360 root 1.18 /* careful: chairs and tables are weapons! */
1361     if (op->contr->mode & PU_ALLWEAPON)
1362     {
1363     if (tmp->type == WEAPON && tmp->name != NULL)
1364     {
1365     if (strstr (tmp->name, "table") == NULL && strstr (tmp->arch->name, "table") == NULL &&
1366     strstr (tmp->name, "chair") && strstr (tmp->arch->name, "chair") == NULL)
1367     {
1368     pick_up (op, tmp);
1369     continue;
1370     }
1371     }
1372 root 1.29
1373 root 1.18 if (tmp->type == WEAPON && tmp->name == NULL)
1374     {
1375     if (strstr (tmp->arch->name, "table") == NULL && strstr (tmp->arch->name, "chair") == NULL)
1376     {
1377     pick_up (op, tmp);
1378     continue;
1379     }
1380     }
1381     }
1382 elmex 1.1
1383 root 1.18 /* misc stuff that's useful */
1384     if (op->contr->mode & PU_KEY)
1385     if (tmp->type == KEY || tmp->type == SPECIAL_KEY)
1386     {
1387     pick_up (op, tmp);
1388     continue;
1389     }
1390 elmex 1.1
1391 root 1.18 /* any of the last 4 bits set means we use the ratio for value
1392     * pickups */
1393     if (op->contr->mode & PU_RATIO)
1394     {
1395     /* use value density to decide what else to grab */
1396     /* >=7 was >= op->contr->mode */
1397     /* >=7 is the old standard setting. Now we take the last 4 bits
1398     * and multiply them by 5, giving 0..15*5== 5..75 */
1399     wvratio = (op->contr->mode & PU_RATIO) * 5;
1400     if ((query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1))) >= (unsigned int) wvratio)
1401     {
1402     pick_up (op, tmp);
1403 elmex 1.1 #if 0
1404 root 1.18 fprintf (stderr, "HIGH WEIGHT/VALUE [");
1405     if (tmp->name != NULL)
1406     {
1407     fprintf (stderr, "%s", tmp->name);
1408     }
1409     else
1410     fprintf (stderr, "%s", tmp->arch->name);
1411     fprintf (stderr, ",%d] = ", tmp->type);
1412     fprintf (stderr, "%d\n", (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1))));
1413 elmex 1.1 #endif
1414 root 1.18 continue;
1415     }
1416     }
1417     } /* the new pickup model */
1418     }
1419 root 1.29
1420 root 1.18 return !stop;
1421 elmex 1.1 }
1422    
1423     /*
1424     * Find an arrow in the inventory and after that
1425     * in the right type container (quiver). Pointer to the
1426     * found object is returned.
1427     */
1428 root 1.18 object *
1429     find_arrow (object *op, const char *type)
1430 elmex 1.1 {
1431 root 1.18 object *tmp = NULL;
1432 elmex 1.1
1433 root 1.18 for (op = op->inv; op; op = op->below)
1434     if (!tmp && op->type == CONTAINER && op->race == type && QUERY_FLAG (op, FLAG_APPLIED))
1435     tmp = find_arrow (op, type);
1436     else if (op->type == ARROW && op->race == type)
1437     return op;
1438     return tmp;
1439 elmex 1.1 }
1440    
1441     /*
1442     * Similar to find_arrow, but looks for (roughly) the best arrow to use
1443     * against the target. A full test is not performed, simply a basic test
1444     * of resistances. The archer is making a quick guess at what he sees down
1445     * the hall. Failing that it does it's best to pick the highest plus arrow.
1446     */
1447    
1448 root 1.18 object *
1449     find_better_arrow (object *op, object *target, const char *type, int *better)
1450 elmex 1.1 {
1451 root 1.18 object *tmp = NULL, *arrow, *ntmp;
1452     int attacknum, attacktype, betterby = 0, i;
1453 elmex 1.1
1454 root 1.18 if (!type)
1455     return NULL;
1456 elmex 1.1
1457 root 1.18 for (arrow = op->inv; arrow; arrow = arrow->below)
1458     {
1459     if (arrow->type == CONTAINER && arrow->race == type && QUERY_FLAG (arrow, FLAG_APPLIED))
1460     {
1461     i = 0;
1462     ntmp = find_better_arrow (arrow, target, type, &i);
1463     if (i > betterby)
1464     {
1465     tmp = ntmp;
1466     betterby = i;
1467     }
1468     }
1469     else if (arrow->type == ARROW && arrow->race == type)
1470     {
1471     /* allways prefer assasination/slaying */
1472     if (target->race != NULL && arrow->slaying != NULL && strstr (arrow->slaying, target->race))
1473     {
1474     if (arrow->attacktype & AT_DEATH)
1475     {
1476     *better = 100;
1477     return arrow;
1478     }
1479     else
1480     {
1481     tmp = arrow;
1482     betterby = (arrow->magic + arrow->stats.dam) * 2;
1483     }
1484     }
1485     else
1486     {
1487     for (attacknum = 0; attacknum < NROFATTACKS; attacknum++)
1488     {
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     {
1493     tmp = arrow;
1494     betterby = (arrow->magic + arrow->stats.dam) * (100 - target->arch->clone.resist[attacknum]) / 100;
1495     }
1496 root 1.11 }
1497 root 1.18 if ((2 + arrow->magic + arrow->stats.dam) > betterby)
1498     {
1499     tmp = arrow;
1500     betterby = 2 + arrow->magic + arrow->stats.dam;
1501 root 1.11 }
1502 root 1.18 if (arrow->title && (1 + arrow->magic + arrow->stats.dam) > betterby)
1503     {
1504     tmp = arrow;
1505     betterby = 1 + arrow->magic + arrow->stats.dam;
1506 root 1.11 }
1507     }
1508     }
1509 elmex 1.1 }
1510 root 1.18 if (tmp == NULL && arrow == NULL)
1511     return find_arrow (op, type);
1512 elmex 1.1
1513 root 1.18 *better = betterby;
1514     return tmp;
1515 elmex 1.1 }
1516    
1517     /* looks in a given direction, finds the first valid target, and calls
1518     * find_better_arrow to find a decent arrow to use.
1519     * op = the shooter
1520     * type = bow->race
1521     * dir = fire direction
1522     */
1523    
1524 root 1.18 object *
1525     pick_arrow_target (object *op, const char *type, int dir)
1526 elmex 1.1 {
1527 root 1.18 object *tmp = NULL;
1528 root 1.25 maptile *m;
1529 root 1.18 int i, mflags, found, number;
1530     sint16 x, y;
1531    
1532     if (op->map == NULL)
1533     return find_arrow (op, type);
1534    
1535     /* do a dex check */
1536     number = (die_roll (2, 40, op, PREFER_LOW) - 2) / 2;
1537     if (number > (op->stats.Dex + (op->chosen_skill ? op->chosen_skill->level : op->level)))
1538     return find_arrow (op, type);
1539    
1540     m = op->map;
1541     x = op->x;
1542     y = op->y;
1543    
1544     /* find the first target */
1545     for (i = 0, found = 0; i < 20; i++)
1546     {
1547     x += freearr_x[dir];
1548     y += freearr_y[dir];
1549     mflags = get_map_flags (m, &m, x, y, &x, &y);
1550     if (mflags & P_OUT_OF_MAP || mflags & P_BLOCKSVIEW)
1551     {
1552     tmp = NULL;
1553     break;
1554     }
1555     else if (GET_MAP_MOVE_BLOCK (m, x, y) == MOVE_FLY_LOW)
1556     {
1557     /* This block presumes arrows and the like are MOVE_FLY_SLOW -
1558     * perhaps a bad assumption.
1559     */
1560     tmp = NULL;
1561     break;
1562 root 1.11 }
1563 root 1.18 if (mflags & P_IS_ALIVE)
1564     {
1565     for (tmp = GET_MAP_OB (m, x, y); tmp; tmp = tmp->above)
1566     if (QUERY_FLAG (tmp, FLAG_ALIVE))
1567     {
1568     found++;
1569 root 1.11 break;
1570 root 1.18 }
1571     if (found)
1572     break;
1573 root 1.11 }
1574 elmex 1.1 }
1575 root 1.18 if (tmp == NULL)
1576     return find_arrow (op, type);
1577 elmex 1.1
1578 root 1.18 if (tmp->head)
1579     tmp = tmp->head;
1580 elmex 1.1
1581 root 1.18 return find_better_arrow (op, tmp, type, &i);
1582 elmex 1.1 }
1583    
1584     /*
1585     * Creature fires a bow - op can be monster or player. Returns
1586     * 1 if bow was actually fired, 0 otherwise.
1587     * op is the object firing the bow.
1588     * part is for multipart creatures - the part firing the bow.
1589     * dir is the direction of fire.
1590     * wc_mod is any special modifier to give (used in special player fire modes)
1591     * sx, sy are coordinates to fire arrow from - also used in some of the special
1592     * player fire modes.
1593     */
1594 root 1.18 int
1595     fire_bow (object *op, object *part, object *arrow, int dir, int wc_mod, sint16 sx, sint16 sy)
1596 elmex 1.1 {
1597 root 1.18 object *left, *bow;
1598     int bowspeed, mflags;
1599 root 1.25 maptile *m;
1600 elmex 1.1
1601 root 1.18 if (!dir)
1602     {
1603     new_draw_info (NDI_UNIQUE, 0, op, "You can't shoot yourself!");
1604     return 0;
1605 elmex 1.1 }
1606 root 1.48
1607 root 1.18 if (op->type == PLAYER)
1608     bow = op->contr->ranges[range_bow];
1609     else
1610     {
1611     for (bow = op->inv; bow; bow = bow->below)
1612     /* Don't check for applied - monsters don't apply bows - in that way, they
1613     * don't need to switch back and forth between bows and weapons.
1614     */
1615     if (bow->type == BOW)
1616     break;
1617 root 1.11
1618 root 1.18 if (!bow)
1619     {
1620     LOG (llevError, "Range: bow without activated bow (%s).\n", &op->name);
1621     return 0;
1622 root 1.11 }
1623 elmex 1.1 }
1624 root 1.48
1625 root 1.18 if (!bow->race || !bow->skill)
1626     {
1627     new_draw_info_format (NDI_UNIQUE, 0, op, "Your %s is broken.", &bow->name);
1628     return 0;
1629 elmex 1.1 }
1630    
1631 root 1.18 bowspeed = bow->stats.sp + dex_bonus[op->stats.Dex];
1632 elmex 1.1
1633 root 1.18 /* penalize ROF for bestarrow */
1634     if (op->type == PLAYER && op->contr->bowtype == bow_bestarrow)
1635     bowspeed -= dex_bonus[op->stats.Dex] + 5;
1636 root 1.48
1637 root 1.18 if (bowspeed < 1)
1638     bowspeed = 1;
1639    
1640     if (arrow == NULL)
1641     {
1642     if ((arrow = find_arrow (op, bow->race)) == NULL)
1643     {
1644     if (op->type == PLAYER)
1645     new_draw_info_format (NDI_UNIQUE, 0, op, "You have no %s left.", &bow->race);
1646     /* FLAG_READY_BOW will get reset if the monsters picks up some arrows */
1647     else
1648     CLEAR_FLAG (op, FLAG_READY_BOW);
1649     return 0;
1650 root 1.11 }
1651 elmex 1.1 }
1652 root 1.48
1653 root 1.18 mflags = get_map_flags (op->map, &m, sx, sy, &sx, &sy);
1654     if (mflags & P_OUT_OF_MAP)
1655 root 1.48 return 0;
1656    
1657 root 1.18 if (GET_MAP_MOVE_BLOCK (m, sx, sy) == MOVE_FLY_LOW)
1658     {
1659     new_draw_info (NDI_UNIQUE, 0, op, "Something is in the way.");
1660     return 0;
1661     }
1662    
1663     /* this should not happen, but sometimes does */
1664     if (arrow->nrof == 0)
1665     {
1666 root 1.33 arrow->destroy ();
1667 root 1.18 return 0;
1668     }
1669    
1670     left = arrow; /* these are arrows left to the player */
1671     arrow = get_split_ob (arrow, 1);
1672 root 1.48 if (!arrow)
1673 root 1.18 {
1674     new_draw_info_format (NDI_UNIQUE, 0, op, "You have no %s left.", &bow->race);
1675     return 0;
1676 elmex 1.1 }
1677 root 1.48
1678 root 1.34 arrow->set_owner (op);
1679 root 1.18 arrow->skill = bow->skill;
1680    
1681     arrow->direction = dir;
1682     arrow->x = sx;
1683     arrow->y = sy;
1684    
1685     if (op->type == PLAYER)
1686     {
1687     op->speed_left = 0.01 - (float) FABS (op->speed) * 100 / bowspeed;
1688 root 1.54 op->update_stats ();
1689 elmex 1.1 }
1690    
1691 root 1.18 SET_ANIMATION (arrow, arrow->direction);
1692     arrow->stats.sp = arrow->stats.wc; /* save original wc and dam */
1693     arrow->stats.hp = arrow->stats.dam;
1694     arrow->stats.grace = arrow->attacktype;
1695     if (arrow->slaying != NULL)
1696 root 1.40 arrow->spellarg = strdup (arrow->slaying);
1697 root 1.18
1698     /* Note that this was different for monsters - they got their level
1699     * added to the damage. I think the strength bonus is more proper.
1700     */
1701    
1702     arrow->stats.dam += (QUERY_FLAG (bow, FLAG_NO_STRENGTH) ? 0 : dam_bonus[op->stats.Str]) + bow->stats.dam + bow->magic + arrow->magic;
1703    
1704     /* update the speed */
1705     arrow->speed = (float) ((QUERY_FLAG (bow, FLAG_NO_STRENGTH) ?
1706     0 : dam_bonus[op->stats.Str]) + bow->magic + arrow->magic) / 5.0 + (float) bow->stats.dam / 7.0;
1707    
1708     if (arrow->speed < 1.0)
1709     arrow->speed = 1.0;
1710     update_ob_speed (arrow);
1711     arrow->speed_left = 0;
1712    
1713     if (op->type == PLAYER)
1714     {
1715     arrow->stats.wc = 20 - bow->magic - arrow->magic -
1716     (op->chosen_skill ? op->chosen_skill->level : op->level) -
1717     dex_bonus[op->stats.Dex] - thaco_bonus[op->stats.Str] - arrow->stats.wc - bow->stats.wc + wc_mod;
1718    
1719     arrow->level = op->chosen_skill ? op->chosen_skill->level : op->level;
1720 elmex 1.1 }
1721 root 1.18 else
1722     {
1723     arrow->stats.wc = op->stats.wc - bow->magic - arrow->magic - arrow->stats.wc + wc_mod;
1724     arrow->level = op->level;
1725 elmex 1.1 }
1726 root 1.24
1727 root 1.18 if (arrow->attacktype == AT_PHYSICAL)
1728     arrow->attacktype |= bow->attacktype;
1729 root 1.24
1730 root 1.48 if (bow->slaying)
1731 root 1.18 arrow->slaying = bow->slaying;
1732    
1733     arrow->map = m;
1734     arrow->move_type = MOVE_FLY_LOW;
1735     arrow->move_on = MOVE_FLY_LOW | MOVE_WALK;
1736    
1737     play_sound_map (op->map, op->x, op->y, SOUND_FIRE_ARROW);
1738     insert_ob_in_map (arrow, m, op, 0);
1739    
1740 root 1.24 if (!arrow->destroyed ())
1741 root 1.18 move_arrow (arrow);
1742 elmex 1.1
1743 root 1.18 if (op->type == PLAYER)
1744     {
1745 root 1.24 if (left->destroyed ())
1746     esrv_del_item (op->contr, left->count);
1747 root 1.18 else
1748     esrv_send_item (op, left);
1749 elmex 1.1 }
1750 root 1.24
1751 root 1.18 return 1;
1752 elmex 1.1 }
1753    
1754     /* Special fire code for players - this takes into
1755     * account the special fire modes players can have
1756     * but monsters can't. Putting that code here
1757     * makes the fire_bow code much cleaner.
1758     * this function should only be called if 'op' is a player,
1759     * hence the function name.
1760     */
1761 root 1.18 int
1762     player_fire_bow (object *op, int dir)
1763 elmex 1.1 {
1764 root 1.18 int ret = 0, wcmod = 0;
1765    
1766     if (op->contr->bowtype == bow_bestarrow)
1767     {
1768     ret = fire_bow (op, op, pick_arrow_target (op, op->contr->ranges[range_bow]->race, dir), dir, 0, op->x, op->y);
1769     }
1770     else if (op->contr->bowtype >= bow_n && op->contr->bowtype <= bow_nw)
1771     {
1772     if (!similar_direction (dir, op->contr->bowtype - bow_n + 1))
1773     wcmod = -1;
1774     ret = fire_bow (op, op, NULL, op->contr->bowtype - bow_n + 1, wcmod, op->x, op->y);
1775     }
1776     else if (op->contr->bowtype == bow_threewide)
1777     {
1778     ret = fire_bow (op, op, NULL, dir, 0, op->x, op->y);
1779     ret |= fire_bow (op, op, NULL, dir, -5, op->x + freearr_x[absdir (dir + 2)], op->y + freearr_y[absdir (dir + 2)]);
1780     ret |= fire_bow (op, op, NULL, dir, -5, op->x + freearr_x[absdir (dir - 2)], op->y + freearr_y[absdir (dir - 2)]);
1781     }
1782     else if (op->contr->bowtype == bow_spreadshot)
1783     {
1784     ret |= fire_bow (op, op, NULL, dir, 0, op->x, op->y);
1785     ret |= fire_bow (op, op, NULL, absdir (dir - 1), -5, op->x, op->y);
1786     ret |= fire_bow (op, op, NULL, absdir (dir + 1), -5, op->x, op->y);
1787 elmex 1.1
1788     }
1789 root 1.18 else
1790     {
1791     /* Simple case */
1792     ret = fire_bow (op, op, NULL, dir, 0, op->x, op->y);
1793     }
1794     return ret;
1795 elmex 1.1 }
1796    
1797    
1798     /* Fires a misc (wand/rod/horn) object in 'dir'.
1799     * Broken apart from 'fire' to keep it more readable.
1800     */
1801 root 1.18 void
1802     fire_misc_object (object *op, int dir)
1803 elmex 1.1 {
1804 root 1.18 object *item;
1805 elmex 1.1
1806 root 1.18 if (!op->contr->ranges[range_misc])
1807     {
1808     new_draw_info (NDI_UNIQUE, 0, op, "You have range item readied.");
1809     return;
1810 elmex 1.1 }
1811    
1812 root 1.18 item = op->contr->ranges[range_misc];
1813     if (!item->inv)
1814     {
1815     LOG (llevError, "Object %s lacks a spell\n", &item->name);
1816     return;
1817 elmex 1.1 }
1818 root 1.18 if (item->type == WAND)
1819     {
1820     if (item->stats.food <= 0)
1821     {
1822     play_sound_player_only (op->contr, SOUND_WAND_POOF, 0, 0);
1823     new_draw_info_format (NDI_UNIQUE, 0, op, "The %s goes poof.", query_base_name (item, 0));
1824     return;
1825 root 1.11 }
1826 root 1.18 }
1827     else if (item->type == ROD || item->type == HORN)
1828     {
1829     if (item->stats.hp < MAX (item->inv->stats.sp, item->inv->stats.grace))
1830     {
1831     play_sound_player_only (op->contr, SOUND_WAND_POOF, 0, 0);
1832     if (item->type == ROD)
1833     new_draw_info_format (NDI_UNIQUE, 0, op, "The %s whines for a while, but nothing happens.", query_base_name (item, 0));
1834     else
1835     new_draw_info_format (NDI_UNIQUE, 0, op, "The %s needs more time to charge.", query_base_name (item, 0));
1836     return;
1837 root 1.11 }
1838 elmex 1.1 }
1839    
1840 root 1.18 if (cast_spell (op, item, dir, item->inv, NULL))
1841     {
1842     SET_FLAG (op, FLAG_BEEN_APPLIED); /* You now know something about it */
1843     if (item->type == WAND)
1844     {
1845     if (!(--item->stats.food))
1846     {
1847     object *tmp;
1848    
1849     if (item->arch)
1850     {
1851     CLEAR_FLAG (item, FLAG_ANIMATE);
1852     item->face = item->arch->clone.face;
1853     item->speed = 0;
1854     update_ob_speed (item);
1855 root 1.11 }
1856 root 1.49 if ((tmp = item->in_player ()))
1857 root 1.18 esrv_update_item (UPD_ANIM, tmp, item);
1858 root 1.11 }
1859     }
1860 root 1.18 else if (item->type == ROD || item->type == HORN)
1861     {
1862     drain_rod_charge (item);
1863 root 1.11 }
1864 elmex 1.1 }
1865     }
1866    
1867     /* Received a fire command for the player - go and do it.
1868     */
1869 root 1.18 void
1870     fire (object *op, int dir)
1871     {
1872     int spellcost = 0;
1873 elmex 1.1
1874 root 1.18 /* check for loss of invisiblity/hide */
1875     if (action_makes_visible (op))
1876     make_visible (op);
1877 elmex 1.1
1878 root 1.18 switch (op->contr->shoottype)
1879     {
1880 root 1.20 case range_none:
1881     return;
1882 elmex 1.1
1883 root 1.20 case range_bow:
1884     player_fire_bow (op, dir);
1885     return;
1886 elmex 1.1
1887 root 1.20 case range_magic: /* Casting spells */
1888     spellcost = (cast_spell (op, op, dir, op->contr->ranges[range_magic], op->contr->spellparam[0] ? op->contr->spellparam : 0));
1889     return;
1890 elmex 1.1
1891 root 1.20 case range_misc:
1892     fire_misc_object (op, dir);
1893     return;
1894 root 1.11
1895 root 1.20 case range_golem: /* Control summoned monsters from scrolls */
1896 root 1.30 if (QUERY_FLAG (op->contr->ranges[range_golem], FLAG_REMOVED))
1897 root 1.20 {
1898 root 1.30 op->contr->ranges[range_golem] = 0;
1899 root 1.20 op->contr->shoottype = range_none;
1900     }
1901     else
1902     control_golem (op->contr->ranges[range_golem], dir);
1903     return;
1904 root 1.11
1905 root 1.20 case range_skill:
1906     if (!op->chosen_skill)
1907     {
1908     if (op->type == PLAYER)
1909     new_draw_info (NDI_UNIQUE, 0, op, "You have no applicable skill to use.");
1910     return;
1911     }
1912     (void) do_skill (op, op, op->chosen_skill, dir, NULL);
1913     return;
1914     case range_builder:
1915     apply_map_builder (op, dir);
1916     return;
1917     default:
1918     new_draw_info (NDI_UNIQUE, 0, op, "Illegal shoot type.");
1919     return;
1920 elmex 1.1 }
1921     }
1922    
1923    
1924    
1925     /* find_key
1926     * We try to find a key for the door as passed. If we find a key
1927     * and successfully use it, we return the key, otherwise NULL
1928     * This function merges both normal and locked door, since the logic
1929     * for both is the same - just the specific key is different.
1930     * pl is the player,
1931     * inv is the objects inventory to searched
1932     * door is the door we are trying to match against.
1933     * This function can be called recursively to search containers.
1934     */
1935    
1936 root 1.18 object *
1937     find_key (object *pl, object *container, object *door)
1938 elmex 1.1 {
1939 root 1.18 object *tmp, *key;
1940 elmex 1.1
1941 root 1.18 /* Should not happen, but sanity checking is never bad */
1942     if (container->inv == NULL)
1943     return NULL;
1944 elmex 1.1
1945 root 1.18 /* First, lets try to find a key in the top level inventory */
1946     for (tmp = container->inv; tmp != NULL; tmp = tmp->below)
1947     {
1948     if (door->type == DOOR && tmp->type == KEY)
1949     break;
1950     /* For sanity, we should really check door type, but other stuff
1951     * (like containers) can be locked with special keys
1952     */
1953     if (tmp->slaying && tmp->type == SPECIAL_KEY && tmp->slaying == door->slaying)
1954     break;
1955     }
1956     /* No key found - lets search inventories now */
1957     /* If we find and use a key in an inventory, return at that time.
1958     * otherwise, if we search all the inventories and still don't find
1959     * a key, return
1960     */
1961     if (!tmp)
1962     {
1963     for (tmp = container->inv; tmp != NULL; tmp = tmp->below)
1964     {
1965     /* No reason to search empty containers */
1966     if (tmp->type == CONTAINER && tmp->inv)
1967     {
1968     if ((key = find_key (pl, tmp, door)) != NULL)
1969     return key;
1970     }
1971     }
1972     if (!tmp)
1973     return NULL;
1974 elmex 1.1 }
1975 root 1.18 /* We get down here if we have found a key. Now if its in a container,
1976     * see if we actually want to use it
1977     */
1978     if (pl != container)
1979     {
1980     /* Only let players use keys in containers */
1981     if (!pl->contr)
1982     return NULL;
1983     /* cases where this fails:
1984     * If we only search the player inventory, return now since we
1985     * are not in the players inventory.
1986     * If the container is not active, return now since only active
1987     * containers can be used.
1988     * If we only search keyrings and the container does not have
1989     * a race/isn't a keyring.
1990     * No checking for all containers - to fall through past here,
1991     * inv must have been an container and must have been active.
1992     *
1993     * Change the color so that the message doesn't disappear with
1994     * all the others.
1995     */
1996     if (pl->contr->usekeys == key_inventory ||
1997     !QUERY_FLAG (container, FLAG_APPLIED) ||
1998     (pl->contr->usekeys == keyrings && (!container->race || strcmp (container->race, "keys"))))
1999     {
2000     new_draw_info_format (NDI_UNIQUE | NDI_BROWN, 0, pl,
2001     "The %s in your %s vibrates as you approach the door", query_name (tmp), query_name (container));
2002     return NULL;
2003 root 1.11 }
2004 elmex 1.1 }
2005 root 1.18 return tmp;
2006 elmex 1.1 }
2007    
2008     /* moved door processing out of move_player_attack.
2009     * returns 1 if player has opened the door with a key
2010     * such that the caller should not do anything more,
2011     * 0 otherwise
2012     */
2013 root 1.18 static int
2014     player_attack_door (object *op, object *door)
2015 elmex 1.1 {
2016 root 1.18 /* If its a door, try to find a use a key. If we do destroy the door,
2017     * might as well return immediately as there is nothing more to do -
2018     * otherwise, we fall through to the rest of the code.
2019     */
2020     object *key = find_key (op, op, door);
2021    
2022     /* IF we found a key, do some extra work */
2023     if (key)
2024     {
2025     object *container = key->env;
2026    
2027     play_sound_map (op->map, op->x, op->y, SOUND_OPEN_DOOR);
2028     if (action_makes_visible (op))
2029     make_visible (op);
2030     if (door->inv && (door->inv->type == RUNE || door->inv->type == TRAP))
2031     spring_trap (door->inv, op);
2032     if (door->type == DOOR)
2033     {
2034     hit_player (door, 9998, op, AT_PHYSICAL, 1); /* Break through the door */
2035     }
2036     else if (door->type == LOCKED_DOOR)
2037     {
2038     new_draw_info_format (NDI_UNIQUE, NDI_BROWN, op, "You open the door with the %s", query_short_name (key));
2039     remove_door2 (door); /* remove door without violence ;-) */
2040     }
2041     /* Do this after we print the message */
2042     decrease_ob (key); /* Use up one of the keys */
2043     /* Need to update the weight the container the key was in */
2044     if (container != op)
2045     esrv_update_item (UPD_WEIGHT, op, container);
2046     return 1; /* Nothing more to do below */
2047     }
2048     else if (door->type == LOCKED_DOOR)
2049     {
2050     /* Might as well return now - no other way to open this */
2051     new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, door->msg);
2052     return 1;
2053 elmex 1.1 }
2054 root 1.18 return 0;
2055 elmex 1.1 }
2056    
2057     /* This function is just part of a breakup from move_player.
2058     * It should keep the code cleaner.
2059     * When this is called, the players direction has been updated
2060     * (taking into account confusion.) The player is also actually
2061     * going to try and move (not fire weapons).
2062     */
2063 root 1.18 void
2064     move_player_attack (object *op, int dir)
2065 elmex 1.1 {
2066 root 1.18 object *tmp, *mon;
2067     sint16 nx, ny;
2068     int on_battleground;
2069 root 1.25 maptile *m;
2070 root 1.18
2071     nx = freearr_x[dir] + op->x;
2072     ny = freearr_y[dir] + op->y;
2073    
2074 root 1.49 on_battleground = op_on_battleground (op, 0, 0);
2075 root 1.18
2076     /* If braced, or can't move to the square, and it is not out of the
2077     * map, attack it. Note order of if statement is important - don't
2078     * want to be calling move_ob if braced, because move_ob will move the
2079     * player. This is a pretty nasty hack, because if we could
2080     * move to some space, it then means that if we are braced, we should
2081     * do nothing at all. As it is, if we are braced, we go through
2082     * quite a bit of processing. However, it probably is less than what
2083     * move_ob uses.
2084     */
2085     if ((op->contr->braced || !move_ob (op, dir, op)) && !out_of_map (op->map, nx, ny))
2086     {
2087     if (OUT_OF_REAL_MAP (op->map, nx, ny))
2088     {
2089     m = get_map_from_coord (op->map, &nx, &ny);
2090     if (!m)
2091     return; /* Don't think this should happen */
2092     }
2093     else
2094     m = op->map;
2095    
2096 root 1.49 if ((tmp = GET_MAP_OB (m, nx, ny)) == NULL)
2097 root 1.18 {
2098 root 1.49 /* LOG(llevError,"player_move_attack: GET_MAP_OB returns NULL, but player can not move there.\n"); */
2099 root 1.18 return;
2100 root 1.11 }
2101    
2102 root 1.49 mon = 0;
2103 root 1.18 /* Go through all the objects, and find ones of interest. Only stop if
2104     * we find a monster - that is something we know we want to attack.
2105     * if its a door or barrel (can roll) see if there may be monsters
2106     * on the space
2107     */
2108 root 1.49 while (tmp)
2109 root 1.18 {
2110     if (tmp == op)
2111     {
2112     tmp = tmp->above;
2113     continue;
2114 root 1.11 }
2115 root 1.27
2116 root 1.18 if (QUERY_FLAG (tmp, FLAG_ALIVE))
2117     {
2118     mon = tmp;
2119     break;
2120 root 1.11 }
2121 root 1.27
2122 root 1.18 if (tmp->type == LOCKED_DOOR || QUERY_FLAG (tmp, FLAG_CAN_ROLL))
2123     mon = tmp;
2124 root 1.27
2125 root 1.18 tmp = tmp->above;
2126     }
2127    
2128 root 1.49 if (!mon) /* This happens anytime the player tries to move */
2129 root 1.18 return; /* into a wall */
2130    
2131 root 1.49 if (mon->head)
2132 root 1.18 mon = mon->head;
2133    
2134     if ((mon->type == DOOR && mon->stats.hp >= 0) || (mon->type == LOCKED_DOOR))
2135     if (player_attack_door (op, mon))
2136     return;
2137    
2138     /* The following deals with possibly attacking peaceful
2139     * or frienddly creatures. Basically, all players are considered
2140     * unaggressive. If the moving player has peaceful set, then the
2141     * object should be pushed instead of attacked. It is assumed that
2142     * if you are braced, you will not attack friends accidently,
2143     * and thus will not push them.
2144     */
2145 root 1.11
2146 root 1.18 /* If the creature is a pet, push it even if the player is not
2147     * peaceful. Our assumption is the creature is a pet if the
2148     * player owns it and it is either friendly or unagressive.
2149     */
2150     if ((op->type == PLAYER)
2151 elmex 1.1 #if COZY_SERVER
2152 root 1.18 &&
2153 root 1.34 ((mon->owner && mon->owner->contr
2154     && same_party (mon->owner->contr->party, op->contr->party)) || mon->owner == op)
2155 elmex 1.1 #else
2156 root 1.34 && mon->owner == op
2157 elmex 1.1 #endif
2158 root 1.18 && (QUERY_FLAG (mon, FLAG_UNAGGRESSIVE) || QUERY_FLAG (mon, FLAG_FRIENDLY)))
2159 root 1.11 {
2160 root 1.18 /* If we're braced, we don't want to switch places with it */
2161     if (op->contr->braced)
2162 root 1.11 return;
2163 root 1.18 play_sound_map (op->map, op->x, op->y, SOUND_PUSH_PLAYER);
2164     (void) push_ob (mon, dir, op);
2165     if (op->contr->tmp_invis || op->hide)
2166     make_visible (op);
2167     return;
2168 root 1.11 }
2169    
2170 root 1.18 /* in certain circumstances, you shouldn't attack friendly
2171     * creatures. Note that if you are braced, you can't push
2172     * someone, but put it inside this loop so that you won't
2173     * attack them either.
2174     */
2175     if ((mon->type == PLAYER || mon->enemy != op) &&
2176     (mon->type == PLAYER || QUERY_FLAG (mon, FLAG_UNAGGRESSIVE) || QUERY_FLAG (mon, FLAG_FRIENDLY)) && (
2177 elmex 1.1 #ifdef PROHIBIT_PLAYERKILL
2178 root 1.49 (op->contr->peaceful
2179     || (mon->type == PLAYER
2180     && mon->contr->
2181     peaceful)) &&
2182 elmex 1.1 #else
2183 root 1.49 op->contr->peaceful &&
2184 elmex 1.1 #endif
2185 root 1.49 !on_battleground))
2186 root 1.18 {
2187     if (!op->contr->braced)
2188     {
2189     play_sound_map (op->map, op->x, op->y, SOUND_PUSH_PLAYER);
2190     (void) push_ob (mon, dir, op);
2191     }
2192     else
2193 root 1.49 new_draw_info (0, 0, op, "You withhold your attack");
2194    
2195 root 1.18 if (op->contr->tmp_invis || op->hide)
2196     make_visible (op);
2197 root 1.11 }
2198 elmex 1.1
2199 root 1.18 /* If the object is a boulder or other rollable object, then
2200     * roll it if not braced. You can't roll it if you are braced.
2201     */
2202     else if (QUERY_FLAG (mon, FLAG_CAN_ROLL) && (!op->contr->braced))
2203     {
2204     recursive_roll (mon, dir, op);
2205     if (action_makes_visible (op))
2206     make_visible (op);
2207 root 1.11 }
2208    
2209 root 1.18 /* Any generic living creature. Including things like doors.
2210     * Way it works is like this: First, it must have some hit points
2211     * and be living. Then, it must be one of the following:
2212     * 1) Not a player, 2) A player, but of a different party. Note
2213     * that party_number -1 is no party, so attacks can still happen.
2214     */
2215 root 1.11
2216 root 1.18 else if ((mon->stats.hp >= 0) && QUERY_FLAG (mon, FLAG_ALIVE) &&
2217     ((mon->type != PLAYER || op->contr->party == NULL || op->contr->party != mon->contr->party)))
2218     {
2219 elmex 1.1
2220 root 1.18 /* If the player hasn't hit something this tick, and does
2221     * so, give them speed boost based on weapon speed. Doing
2222     * it here is better than process_players2, which basically
2223     * incurred a 1 tick offset.
2224     */
2225     if (!op->contr->has_hit)
2226     {
2227     op->speed_left += op->speed / op->contr->weapon_sp;
2228 root 1.11
2229 root 1.18 op->contr->has_hit = 1; /* The last action was to hit, so use weapon_sp */
2230 root 1.11 }
2231    
2232 root 1.49 skill_attack (mon, op, 0, 0, 0);
2233 root 1.11
2234 root 1.18 /* If attacking another player, that player gets automatic
2235     * hitback, and doesn't loose luck either.
2236     * Disable hitback on the battleground or if the target is
2237     * the wiz.
2238     */
2239     if (mon->type == PLAYER && mon->stats.hp >= 0 && !mon->contr->has_hit && !on_battleground && !QUERY_FLAG (mon, FLAG_WIZ))
2240     {
2241     short luck = mon->stats.luck;
2242    
2243     mon->contr->has_hit = 1;
2244 root 1.49 skill_attack (op, mon, 0, 0, 0);
2245 root 1.18 mon->stats.luck = luck;
2246 root 1.11 }
2247 root 1.49
2248 root 1.18 if (action_makes_visible (op))
2249     make_visible (op);
2250 root 1.11 }
2251 root 1.18 } /* if player should attack something */
2252 elmex 1.1 }
2253    
2254 root 1.18 int
2255     move_player (object *op, int dir)
2256     {
2257     int pick;
2258 elmex 1.1
2259 root 1.18 if (op->map == NULL || op->map->in_memory != MAP_IN_MEMORY)
2260     return 0;
2261 elmex 1.1
2262 root 1.18 /* Sanity check: make sure dir is valid */
2263     if ((dir < 0) || (dir >= 9))
2264     {
2265     LOG (llevError, "move_player: invalid direction %d\n", dir);
2266     return 0;
2267 elmex 1.1 }
2268    
2269 root 1.18 /* peterm: added following line */
2270     if (QUERY_FLAG (op, FLAG_CONFUSED) && dir)
2271     dir = absdir (dir + RANDOM () % 3 + RANDOM () % 3 - 2);
2272    
2273     op->facing = dir;
2274    
2275     if (op->hide)
2276     do_hidden_move (op);
2277    
2278     if (INVOKE_PLAYER (MOVE, op->contr, ARG_INT (dir)))
2279     /*nop */ ;
2280     else if (op->contr->fire_on)
2281     fire (op, dir);
2282     else
2283     {
2284     move_player_attack (op, dir);
2285     pick = check_pick (op);
2286     }
2287 elmex 1.1
2288 root 1.18 /* Add special check for newcs players and fire on - this way, the
2289     * server can handle repeat firing.
2290     */
2291     if (op->contr->fire_on || (op->contr->run_on && pick != 0))
2292 root 1.49 op->direction = dir;
2293 root 1.18 else
2294 root 1.49 op->direction = 0;
2295    
2296 root 1.18 /* Update how the player looks. Use the facing, so direction may
2297     * get reset to zero. This allows for full animation capabilities
2298     * for players.
2299     */
2300     animate_object (op, op->facing);
2301     return 0;
2302 elmex 1.1 }
2303    
2304     /* This is similar to handle_player, below, but is only used by the
2305     * new client/server stuff.
2306     * This is sort of special, in that the new client/server actually uses
2307     * the new speed values for commands.
2308     *
2309     * Returns true if there are more actions we can do.
2310     */
2311 root 1.18 int
2312     handle_newcs_player (object *op)
2313 elmex 1.1 {
2314 root 1.18 if (op->contr->hidden)
2315     {
2316     op->invisible = 1000;
2317     /* the socket code flashes the player visible/invisible
2318     * depending on the value of invisible, so we need to
2319     * alternate it here for it to work correctly.
2320     */
2321     if (pticks & 2)
2322 root 1.11 op->invisible--;
2323 root 1.18 }
2324     else if (op->invisible && !(QUERY_FLAG (op, FLAG_MAKE_INVIS)))
2325     {
2326     op->invisible--;
2327     if (!op->invisible)
2328     {
2329     make_visible (op);
2330     new_draw_info (NDI_UNIQUE, 0, op, "Your invisibility spell runs out.");
2331 root 1.11 }
2332 elmex 1.1 }
2333    
2334 root 1.18 if (QUERY_FLAG (op, FLAG_SCARED))
2335     {
2336     flee_player (op);
2337     /* If player is still scared, that is his action for this tick */
2338     if (QUERY_FLAG (op, FLAG_SCARED))
2339     {
2340     op->speed_left--;
2341     return 0;
2342 root 1.11 }
2343 elmex 1.1 }
2344    
2345 root 1.18 /* I've been seeing crashes where the golem has been destroyed, but
2346     * the player object still points to the defunct golem. The code that
2347     * destroys the golem looks correct, and it doesn't always happen, so
2348     * put this in a a workaround to clean up the golem pointer.
2349     */
2350 root 1.30 if (op->contr->ranges[range_golem] && QUERY_FLAG (op->contr->ranges[range_golem], FLAG_REMOVED))
2351     op->contr->ranges[range_golem] = 0;
2352 root 1.18
2353     /* call this here - we also will call this in do_ericserver, but
2354     * the players time has been increased when doericserver has been
2355     * called, so we recheck it here.
2356     */
2357 root 1.47 //TODO: better than handling 8 commands, use some more intelligent rate-limiting
2358 root 1.52 for (int rep = 8; --rep && op->contr->ns->handle_command (); )
2359 root 1.47 ;
2360    
2361 root 1.18 if (op->speed_left < 0)
2362 elmex 1.1 return 0;
2363    
2364 root 1.18 if (op->direction && (op->contr->run_on || op->contr->fire_on))
2365     {
2366     /* All move commands take 1 tick, at least for now */
2367     op->speed_left--;
2368 elmex 1.1
2369 root 1.18 /* Instead of all the stuff below, let move_player take care
2370     * of it. Also, some of the skill stuff is only put in
2371     * there, as well as the confusion stuff.
2372     */
2373     move_player (op, op->direction);
2374     if (op->speed_left > 0)
2375     return 1;
2376     else
2377 root 1.11 return 0;
2378 root 1.18 }
2379 root 1.41
2380 root 1.18 return 0;
2381     }
2382    
2383     int
2384     save_life (object *op)
2385     {
2386     if (!QUERY_FLAG (op, FLAG_LIFESAVE))
2387 elmex 1.1 return 0;
2388 root 1.18
2389 root 1.41 for (object *tmp = op->inv; tmp; tmp = tmp->below)
2390 root 1.18 if (QUERY_FLAG (tmp, FLAG_APPLIED) && QUERY_FLAG (tmp, FLAG_LIFESAVE))
2391     {
2392     play_sound_map (op->map, op->x, op->y, SOUND_OB_EVAPORATE);
2393     new_draw_info_format (NDI_UNIQUE, 0, op, "Your %s vibrates violently, then evaporates.", query_name (tmp));
2394 root 1.33
2395 root 1.18 if (op->contr)
2396     esrv_del_item (op->contr, tmp->count);
2397 root 1.33
2398     tmp->destroy ();
2399 root 1.18 CLEAR_FLAG (op, FLAG_LIFESAVE);
2400 root 1.33
2401 root 1.18 if (op->stats.hp < 0)
2402     op->stats.hp = op->stats.maxhp;
2403 root 1.33
2404 root 1.18 if (op->stats.food < 0)
2405     op->stats.food = 999;
2406 root 1.33
2407 root 1.54 op->update_stats ();
2408 root 1.18 return 1;
2409     }
2410 root 1.41
2411 root 1.18 LOG (llevError, "Error: LIFESAVE set without applied object.\n");
2412     CLEAR_FLAG (op, FLAG_LIFESAVE);
2413     enter_player_savebed (op); /* bring him home. */
2414     return 0;
2415 elmex 1.1 }
2416    
2417     /* This goes throws the inventory and removes unpaid objects, and puts them
2418     * back in the map (location and map determined by values of env). This
2419     * function will descend into containers. op is the object to start the search
2420     * from.
2421     */
2422 root 1.18 void
2423     remove_unpaid_objects (object *op, object *env)
2424 elmex 1.1 {
2425 root 1.18 object *next;
2426 elmex 1.1
2427 root 1.18 while (op)
2428     {
2429     next = op->below; /* Make sure we have a good value, in case
2430     * we remove object 'op'
2431     */
2432     if (QUERY_FLAG (op, FLAG_UNPAID))
2433     {
2434 root 1.32 op->remove ();
2435 root 1.18 op->x = env->x;
2436     op->y = env->y;
2437     if (env->type == PLAYER)
2438     esrv_del_item (env->contr, op->count);
2439     insert_ob_in_map (op, env->map, NULL, 0);
2440     }
2441     else if (op->inv)
2442     remove_unpaid_objects (op->inv, env);
2443 root 1.41
2444 root 1.18 op = next;
2445 elmex 1.1 }
2446     }
2447    
2448    
2449     /*
2450     * Returns pointer a static string containing gravestone text
2451     * Moved from apply.c to player.c - player.c is what
2452     * actually uses this function. player.c may not be quite the
2453     * best, a misc file for object actions is probably better,
2454     * but there isn't one in the server directory.
2455     */
2456 root 1.18 char *
2457     gravestone_text (object *op)
2458 elmex 1.1 {
2459 root 1.18 static char buf2[MAX_BUF];
2460     char buf[MAX_BUF];
2461     time_t now = time (NULL);
2462    
2463     strcpy (buf2, " R.I.P.\n\n");
2464     if (op->type == PLAYER)
2465     sprintf (buf, "%s the %s\n", &op->name, op->contr->title);
2466     else
2467     sprintf (buf, "%s\n", &op->name);
2468 root 1.41
2469 root 1.18 strncat (buf2, " ", 20 - strlen (buf) / 2);
2470     strcat (buf2, buf);
2471     if (op->type == PLAYER)
2472     sprintf (buf, "who was in level %d when killed\n", op->level);
2473     else
2474     sprintf (buf, "who was in level %d when died.\n\n", op->level);
2475 root 1.41
2476 root 1.18 strncat (buf2, " ", 20 - strlen (buf) / 2);
2477     strcat (buf2, buf);
2478     if (op->type == PLAYER)
2479     {
2480     sprintf (buf, "by %s.\n\n", op->contr->killer);
2481     strncat (buf2, " ", 21 - strlen (buf) / 2);
2482     strcat (buf2, buf);
2483     }
2484 root 1.41
2485 root 1.18 strftime (buf, MAX_BUF, "%b %d %Y\n", localtime (&now));
2486     strncat (buf2, " ", 20 - strlen (buf) / 2);
2487     strcat (buf2, buf);
2488 root 1.41
2489 root 1.18 return buf2;
2490 elmex 1.1 }
2491    
2492    
2493    
2494 root 1.18 void
2495     do_some_living (object *op)
2496     {
2497     int last_food = op->stats.food;
2498 elmex 1.1 int gen_hp, gen_sp, gen_grace;
2499     int over_hp, over_sp, over_grace;
2500     int i;
2501     int rate_hp = 1200;
2502     int rate_sp = 2500;
2503     int rate_grace = 2000;
2504     const int max_hp = 1;
2505     const int max_sp = 1;
2506     const int max_grace = 1;
2507    
2508 pippijn 1.17 if (op->contr->outputs_sync)
2509 root 1.18 {
2510     for (i = 0; i < NUM_OUTPUT_BUFS; i++)
2511     if (op->contr->outputs[i].buf != NULL && (op->contr->outputs[i].first_update + op->contr->outputs_sync) < (uint16) pticks)
2512     flush_output_element (op, &op->contr->outputs[i]);
2513     }
2514    
2515 root 1.52 if (op->contr->ns->state == ST_PLAYING)
2516 root 1.18 {
2517    
2518     /* these next three if clauses make it possible to SLOW DOWN
2519     hp/grace/spellpoint regeneration. */
2520     if (op->contr->gen_hp >= 0)
2521     gen_hp = (op->contr->gen_hp + 1) * op->stats.maxhp;
2522     else
2523     {
2524     gen_hp = op->stats.maxhp;
2525     rate_hp -= rate_hp / 2 * op->contr->gen_hp;
2526     }
2527     if (op->contr->gen_sp >= 0)
2528     gen_sp = (op->contr->gen_sp + 1) * op->stats.maxsp;
2529     else
2530     {
2531     gen_sp = op->stats.maxsp;
2532     rate_sp -= rate_sp / 2 * op->contr->gen_sp;
2533     }
2534     if (op->contr->gen_grace >= 0)
2535     gen_grace = (op->contr->gen_grace + 1) * op->stats.maxgrace;
2536     else
2537     {
2538     gen_grace = op->stats.maxgrace;
2539     rate_grace -= rate_grace / 2 * op->contr->gen_grace;
2540     }
2541    
2542     /* Regenerate Spell Points */
2543     if (op->contr->ranges[range_golem] == NULL && --op->last_sp < 0)
2544     {
2545     gen_sp = gen_sp * 10 / (op->contr->gen_sp_armour < 10 ? 10 : op->contr->gen_sp_armour);
2546     if (op->stats.sp < op->stats.maxsp)
2547     {
2548     op->stats.sp++;
2549     /* dms do not consume food */
2550     if (!QUERY_FLAG (op, FLAG_WIZ))
2551     {
2552     op->stats.food--;
2553     if (op->contr->digestion < 0)
2554     op->stats.food += op->contr->digestion;
2555     else if (op->contr->digestion > 0 && random_roll (0, op->contr->digestion, op, PREFER_HIGH))
2556     op->stats.food = last_food;
2557     }
2558     }
2559     if (max_sp > 1)
2560     {
2561     over_sp = (gen_sp + 10) / rate_sp;
2562     if (over_sp > 0)
2563     {
2564     if (op->stats.sp < op->stats.maxsp)
2565     {
2566     op->stats.sp += over_sp > max_sp ? max_sp : over_sp;
2567     if (random_roll (0, rate_sp - 1, op, PREFER_LOW) > ((gen_sp + 10) % rate_sp))
2568     op->stats.sp--;
2569     if (op->stats.sp > op->stats.maxsp)
2570     op->stats.sp = op->stats.maxsp;
2571     }
2572     op->last_sp = 0;
2573     }
2574     else
2575     {
2576     op->last_sp = rate_sp / (gen_sp < 20 ? 30 : gen_sp + 10);
2577     }
2578     }
2579     else
2580     {
2581     op->last_sp = rate_sp / (gen_sp < 20 ? 30 : gen_sp + 10);
2582     }
2583     }
2584    
2585     /* Regenerate Grace */
2586     /* I altered this a little - maximum grace is ony achieved through prayer -b.t. */
2587     if (--op->last_grace < 0)
2588     {
2589     if (op->stats.grace < op->stats.maxgrace / 2)
2590     op->stats.grace++; /* no penalty in food for regaining grace */
2591     if (max_grace > 1)
2592     {
2593     over_grace = (gen_grace < 20 ? 30 : gen_grace + 10) / rate_grace;
2594     if (over_grace > 0)
2595     {
2596     op->stats.sp += over_grace
2597     + (random_roll (0, rate_grace - 1, op, PREFER_HIGH) > ((gen_grace < 20 ? 30 : gen_grace + 10) % rate_grace)) ? -1 : 0;
2598     op->last_grace = 0;
2599     }
2600     else
2601     {
2602     op->last_grace = rate_grace / (gen_grace < 20 ? 30 : gen_grace + 10);
2603     }
2604     }
2605     else
2606     {
2607     op->last_grace = rate_grace / (gen_grace < 20 ? 30 : gen_grace + 10);
2608     }
2609     /* wearing stuff doesn't detract from grace generation. */
2610     }
2611    
2612     /* Regenerate Hit Points */
2613     if (--op->last_heal < 0)
2614     {
2615     if (op->stats.hp < op->stats.maxhp)
2616     {
2617     op->stats.hp++;
2618     /* dms do not consume food */
2619     if (!QUERY_FLAG (op, FLAG_WIZ))
2620     {
2621     op->stats.food--;
2622     if (op->contr->digestion < 0)
2623     op->stats.food += op->contr->digestion;
2624     else if (op->contr->digestion > 0 && random_roll (0, op->contr->digestion, op, PREFER_HIGH))
2625     op->stats.food = last_food;
2626     }
2627     }
2628     if (max_hp > 1)
2629     {
2630     over_hp = (gen_hp < 20 ? 30 : gen_hp + 10) / rate_hp;
2631     if (over_hp > 0)
2632     {
2633     op->stats.sp += over_hp + (RANDOM () % rate_hp > ((gen_hp < 20 ? 30 : gen_hp + 10) % rate_hp)) ? -1 : 0;
2634     op->last_heal = 0;
2635     }
2636     else
2637     {
2638     op->last_heal = rate_hp / (gen_hp < 20 ? 30 : gen_hp + 10);
2639     }
2640     }
2641     else
2642     {
2643     op->last_heal = rate_hp / (gen_hp < 20 ? 30 : gen_hp + 10);
2644     }
2645 root 1.11 }
2646 elmex 1.1
2647 root 1.18 /* Digestion */
2648     if (--op->last_eat < 0)
2649     {
2650     #ifdef COZY_SERVER
2651     int dg = op->contr->digestion >= 0 && op->contr->digestion < 2 ? 2 : op->contr->digestion;
2652     int bonus = dg > 0 ? dg : 0, penalty = dg < 0 ? -dg : 0;
2653     #else
2654     int bonus = op->contr->digestion > 0 ? op->contr->digestion : 0, penalty = op->contr->digestion < 0 ? -op->contr->digestion : 0;
2655     #endif
2656    
2657     if (op->contr->gen_hp > 0)
2658     op->last_eat = 25 * (1 + bonus) / (op->contr->gen_hp + penalty + 1);
2659     else
2660     op->last_eat = 25 * (1 + bonus) / (penalty + 1);
2661     /* dms do not consume food */
2662     if (!QUERY_FLAG (op, FLAG_WIZ))
2663     op->stats.food--;
2664 root 1.11 }
2665 elmex 1.1 }
2666    
2667 root 1.52 if (op->contr->ns->state == ST_PLAYING && op->stats.food < 0 && op->stats.hp >= 0)
2668 root 1.18 {
2669     object *tmp, *flesh = NULL;
2670    
2671     for (tmp = op->inv; tmp != NULL; tmp = tmp->below)
2672     {
2673     if (!QUERY_FLAG (tmp, FLAG_UNPAID))
2674     {
2675     if (tmp->type == FOOD || tmp->type == DRINK || tmp->type == POISON)
2676     {
2677     new_draw_info (NDI_UNIQUE, 0, op, "You blindly grab for a bite of food.");
2678     manual_apply (op, tmp, 0);
2679     if (op->stats.food >= 0 || op->stats.hp < 0)
2680     break;
2681     }
2682     else if (tmp->type == FLESH)
2683     flesh = tmp;
2684     } /* End if paid for object */
2685     } /* end of for loop */
2686     /* If player is still starving, it means they don't have any food, so
2687     * eat flesh instead.
2688     */
2689     if (op->stats.food < 0 && op->stats.hp >= 0 && flesh)
2690     {
2691     new_draw_info (NDI_UNIQUE, 0, op, "You blindly grab for a bite of food.");
2692     manual_apply (op, flesh, 0);
2693 root 1.11 }
2694 root 1.18 } /* end if player is starving */
2695 elmex 1.1
2696 root 1.18 while (op->stats.food < 0 && op->stats.hp > 0)
2697     op->stats.food++, op->stats.hp--;
2698 elmex 1.1
2699 root 1.52 if (!op->contr->ns->state && !QUERY_FLAG (op, FLAG_WIZ) && (op->stats.hp < 0 || op->stats.food < 0))
2700 root 1.18 kill_player (op);
2701 elmex 1.1 }
2702    
2703 root 1.18
2704 elmex 1.1
2705     /* If the player should die (lack of hp, food, etc), we call this.
2706     * op is the player in jeopardy. If the player can not be saved (not
2707     * permadeath, no lifesave), this will take care of removing the player
2708     * file.
2709     */
2710 root 1.18 void
2711     kill_player (object *op)
2712 elmex 1.1 {
2713 root 1.18 char buf[MAX_BUF];
2714     int x, y;
2715    
2716     //int i;
2717 root 1.25 maptile *map; /* this is for resurrection */
2718 root 1.18
2719     /* int z;
2720     int num_stats_lose;
2721     int lost_a_stat;
2722     int lose_this_stat;
2723     int this_stat; */
2724     int will_kill_again;
2725     archetype *at;
2726     object *tmp;
2727    
2728     if (save_life (op))
2729     return;
2730    
2731    
2732     /* If player dies on BATTLEGROUND, no stat/exp loss! For Combat-Arenas
2733     * in cities ONLY!!! It is very important that this doesn't get abused.
2734     * Look at op_on_battleground() for more info --AndreasV
2735     */
2736     if (op_on_battleground (op, &x, &y))
2737     {
2738     new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, "You have been defeated in combat!");
2739     new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, "Local medics have saved your life...");
2740    
2741     /* restore player */
2742 root 1.22 at = archetype::find ("poisoning");
2743 root 1.18 tmp = present_arch_in_ob (at, op);
2744     if (tmp)
2745     {
2746 root 1.33 tmp->destroy ();
2747 root 1.18 new_draw_info (NDI_UNIQUE, 0, op, "Your body feels cleansed");
2748     }
2749 elmex 1.1
2750 root 1.22 at = archetype::find ("confusion");
2751 root 1.18 tmp = present_arch_in_ob (at, op);
2752     if (tmp)
2753     {
2754 root 1.33 tmp->destroy ();
2755 root 1.18 new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer");
2756     }
2757    
2758     cure_disease (op, 0); /* remove any disease */
2759     op->stats.hp = op->stats.maxhp;
2760     if (op->stats.food <= 0)
2761     op->stats.food = 999;
2762 elmex 1.1
2763 root 1.18 /* create a bodypart-trophy to make the winner happy */
2764 root 1.22 tmp = arch_to_object (archetype::find ("finger"));
2765 root 1.18 if (tmp != NULL)
2766     {
2767     sprintf (buf, "%s's finger", &op->name);
2768     tmp->name = buf;
2769     sprintf (buf, " This finger has been cut off %s\n"
2770     " the %s, when he was defeated at\n level %d by %s.\n",
2771     &op->name, op->contr->title, (int) (op->level), op->contr->killer);
2772     tmp->msg = buf;
2773     tmp->value = 0, tmp->material = 0, tmp->type = 0;
2774     tmp->materialname = NULL;
2775     tmp->x = op->x, tmp->y = op->y;
2776     insert_ob_in_map (tmp, op->map, op, 0);
2777     }
2778 elmex 1.1
2779 root 1.18 /* teleport defeated player to new destination */
2780     transfer_ob (op, x, y, 0, NULL);
2781     op->contr->braced = 0;
2782     return;
2783 elmex 1.1 }
2784    
2785 root 1.18 INVOKE_PLAYER (DEATH, op->contr);
2786 root 1.3
2787 root 1.18 command_kill_pets (op, 0);
2788 elmex 1.1
2789 root 1.18 if (op->stats.food < 0)
2790     {
2791     if (op->contr->explore)
2792     {
2793     new_draw_info (NDI_UNIQUE, 0, op, "You would have starved, but you are");
2794     new_draw_info (NDI_UNIQUE, 0, op, "in explore mode, so...");
2795     op->stats.food = 999;
2796     return;
2797 root 1.11 }
2798 root 1.18 sprintf (buf, "%s starved to death.", &op->name);
2799     strcpy (op->contr->killer, "starvation");
2800 elmex 1.1 }
2801 root 1.18 else
2802     {
2803     if (op->contr->explore)
2804     {
2805     new_draw_info (NDI_UNIQUE, 0, op, "You would have died, but you are");
2806     new_draw_info (NDI_UNIQUE, 0, op, "in explore mode, so...");
2807     op->stats.hp = op->stats.maxhp;
2808     return;
2809 root 1.11 }
2810 root 1.18 sprintf (buf, "%s died.", &op->name);
2811 elmex 1.1 }
2812 root 1.18 play_sound_player_only (op->contr, SOUND_PLAYER_DIES, 0, 0);
2813 elmex 1.1
2814 root 1.18 /* save the map location for corpse, gravestone */
2815     x = op->x;
2816     y = op->y;
2817     map = op->map;
2818 elmex 1.1
2819    
2820 root 1.54 /* NOT_PERMADEATH code. This basically brings the character back to
2821     * life if they are dead - it takes some exp and a random stat.
2822     * See the config.h file for a little more in depth detail about this.
2823     */
2824    
2825     /* Basically two ways to go - remove a stat permanently, or just
2826     * make it depletion. This bunch of code deals with that aspect
2827     * of death.
2828     */
2829     #ifndef COZY_SERVER
2830     if (settings.balanced_stat_loss)
2831 root 1.18 {
2832 root 1.54 /* If stat loss is permanent, lose one stat only. */
2833     /* Lower level chars don't lose as many stats because they suffer
2834     more if they do. */
2835     /* Higher level characters can afford things such as potions of
2836     restoration, or better, stat potions. So we slug them that
2837     little bit harder. */
2838     /* GD */
2839     if (settings.stat_loss_on_death)
2840     num_stats_lose = 1;
2841     else
2842     num_stats_lose = 1 + op->level / BALSL_NUMBER_LOSSES_RATIO;
2843     }
2844     else
2845     {
2846     num_stats_lose = 1;
2847     }
2848     lost_a_stat = 0;
2849    
2850     for (z = 0; z < num_stats_lose; z++)
2851     {
2852     i = RANDOM () % NUM_STATS;
2853 root 1.11
2854 root 1.54 if (settings.stat_loss_on_death)
2855 root 1.18 {
2856 root 1.54 /* Pick a random stat and take a point off it. Tell the player
2857     * what he lost.
2858     */
2859     change_attr_value (&(op->stats), i, -1);
2860     check_stat_bounds (&(op->stats));
2861     change_attr_value (&(op->contr->orig_stats), i, -1);
2862     check_stat_bounds (&(op->contr->orig_stats));
2863     new_draw_info (NDI_UNIQUE, 0, op, lose_msg[i]);
2864     lost_a_stat = 1;
2865 root 1.18 }
2866     else
2867     {
2868 root 1.54 /* deplete a stat */
2869     archetype *deparch = archetype::find ("depletion");
2870     object *dep;
2871 root 1.11
2872 root 1.54 dep = present_arch_in_ob (deparch, op);
2873     if (!dep)
2874 root 1.18 {
2875 root 1.54 dep = arch_to_object (deparch);
2876     insert_ob_in_ob (dep, op);
2877 root 1.18 }
2878 root 1.54 lose_this_stat = 1;
2879     if (settings.balanced_stat_loss)
2880 root 1.18 {
2881 root 1.54 /* GD */
2882     /* Get the stat that we're about to deplete. */
2883     this_stat = get_attr_value (&(dep->stats), i);
2884     if (this_stat < 0)
2885     {
2886     int loss_chance = 1 + op->level / BALSL_LOSS_CHANCE_RATIO;
2887     int keep_chance = this_stat * this_stat;
2888 root 1.18
2889 root 1.54 /* Yes, I am paranoid. Sue me. */
2890     if (keep_chance < 1)
2891     keep_chance = 1;
2892 root 1.18
2893 root 1.54 /* There is a maximum depletion total per level. */
2894     if (this_stat < -1 - op->level / BALSL_MAX_LOSS_RATIO)
2895     {
2896     lose_this_stat = 0;
2897     /* Take loss chance vs keep chance to see if we
2898     retain the stat. */
2899     }
2900     else
2901     {
2902     if (random_roll (0, loss_chance + keep_chance - 1, op, PREFER_LOW) < keep_chance)
2903     lose_this_stat = 0;
2904     /* LOG(llevDebug, "Determining stat loss. Stat: %d Keep: %d Lose: %d Result: %s.\n",
2905     this_stat, keep_chance, loss_chance,
2906     lose_this_stat?"LOSE":"KEEP"); */
2907 root 1.11 }
2908     }
2909 root 1.54 }
2910 root 1.18
2911 root 1.54 if (lose_this_stat)
2912     {
2913     this_stat = get_attr_value (&(dep->stats), i);
2914     /* We could try to do something clever like find another
2915     * stat to reduce if this fails. But chances are, if
2916     * stats have been depleted to -50, all are pretty low
2917     * and should be roughly the same, so it shouldn't make a
2918     * difference.
2919     */
2920     if (this_stat >= -50)
2921 root 1.18 {
2922 root 1.54 change_attr_value (&(dep->stats), i, -1);
2923     SET_FLAG (dep, FLAG_APPLIED);
2924     new_draw_info (NDI_UNIQUE, 0, op, lose_msg[i]);
2925     op->update_stats ();
2926     lost_a_stat = 1;
2927 root 1.11 }
2928     }
2929     }
2930 root 1.54 }
2931     /* If no stat lost, tell the player. */
2932     if (!lost_a_stat)
2933     {
2934     /* determine_god() seems to not work sometimes... why is this?
2935     Should I be using something else? GD */
2936     const char *god = determine_god (op);
2937 root 1.18
2938 root 1.54 if (god && (strcmp (god, "none")))
2939     new_draw_info_format (NDI_UNIQUE, 0, op, "For a brief moment you feel the holy presence of %s protecting" " you.", god);
2940     else
2941     new_draw_info (NDI_UNIQUE, 0, op, "For a brief moment you feel a holy presence protecting you.");
2942     }
2943 root 1.28 #else
2944 root 1.54 new_draw_info (NDI_UNIQUE, 0, op, "For a brief moment you" " feel a holy presence protecting you from losing yourself completely.");
2945 elmex 1.1 #endif
2946    
2947 root 1.54 /* Put a gravestone up where the character 'almost' died. List the
2948     * exp loss on the stone.
2949     */
2950     tmp = arch_to_object (archetype::find ("gravestone"));
2951     sprintf (buf, "%s's gravestone", &op->name);
2952     tmp->name = buf;
2953     sprintf (buf, "%s's gravestones", &op->name);
2954     tmp->name_pl = buf;
2955     sprintf (buf, "RIP\nHere rests the hero %s the %s,\n" "who was killed\n" "by %s.\n", &op->name, op->contr->title, op->contr->killer);
2956     tmp->msg = buf;
2957     tmp->x = op->x, tmp->y = op->y;
2958     insert_ob_in_map (tmp, op->map, NULL, 0);
2959    
2960     /**************************************/
2961     /* */
2962     /* Subtract the experience points, */
2963     /* if we died cause of food, give us */
2964     /* food, and reset HP's... */
2965     /* */
2966     /**************************************/
2967    
2968     /* remove any poisoning and confusion the character may be suffering. */
2969     /* restore player */
2970     at = archetype::find ("poisoning");
2971     tmp = present_arch_in_ob (at, op);
2972    
2973     if (tmp)
2974     {
2975     tmp->destroy ();
2976     new_draw_info (NDI_UNIQUE, 0, op, "Your body feels cleansed");
2977     }
2978    
2979     at = archetype::find ("confusion");
2980     tmp = present_arch_in_ob (at, op);
2981     if (tmp)
2982     {
2983     tmp->destroy ();
2984     new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer");
2985     }
2986    
2987     cure_disease (op, 0); /* remove any disease */
2988    
2989     /*add_exp(op, (op->stats.exp * -0.20)); */
2990     apply_death_exp_penalty (op);
2991     if (op->stats.food < 100)
2992     op->stats.food = 900;
2993     op->stats.hp = op->stats.maxhp;
2994     op->stats.sp = MAX (op->stats.sp, op->stats.maxsp);
2995     op->stats.grace = MAX (op->stats.grace, op->stats.maxgrace);
2996 root 1.11
2997 root 1.54 /*
2998     * Check to see if the player is in a shop. IF so, then check to see if
2999     * the player has any unpaid items. If so, remove them and put them back
3000     * in the map.
3001     */
3002 root 1.33
3003 root 1.54 if (is_in_shop (op))
3004     remove_unpaid_objects (op->inv, op);
3005 root 1.18
3006 root 1.54 /****************************************/
3007     /* */
3008     /* Move player to his current respawn- */
3009     /* position (usually last savebed) */
3010     /* */
3011     /****************************************/
3012 root 1.18
3013 root 1.54 enter_player_savebed (op);
3014 root 1.18
3015 root 1.54 /* Save the player before inserting the force to reduce
3016     * chance of abuse.
3017     */
3018     op->contr->braced = 0;
3019     op->contr->save ();
3020 root 1.11
3021 root 1.54 /* it is possible that the player has blown something up
3022     * at his savebed location, and that can have long lasting
3023     * spell effects. So first see if there is a spell effect
3024     * on the space that might harm the player.
3025     */
3026     will_kill_again = 0;
3027     for (tmp = GET_MAP_OB (op->map, op->x, op->y); tmp; tmp = tmp->above)
3028     if (tmp->type == SPELL_EFFECT)
3029     will_kill_again |= tmp->attacktype;
3030 elmex 1.1
3031 root 1.54 if (will_kill_again)
3032 root 1.18 {
3033 root 1.54 object *force;
3034     int at;
3035 root 1.18
3036 root 1.54 force = get_archetype (FORCE_NAME);
3037     /* 50 ticks should be enough time for the spell to abate */
3038     force->speed = 0.1;
3039     force->speed_left = -5.0;
3040     SET_FLAG (force, FLAG_APPLIED);
3041     for (at = 0; at < NROFATTACKS; at++)
3042     if (will_kill_again & (1 << at))
3043     force->resist[at] = 100;
3044 root 1.30
3045 root 1.54 insert_ob_in_ob (force, op);
3046     op->update_stats ();
3047 root 1.30
3048 root 1.54 }
3049 root 1.18
3050 root 1.54 new_draw_info (NDI_UNIQUE, 0, op, "YOU HAVE DIED.");
3051 elmex 1.1 }
3052    
3053 root 1.18 void
3054     loot_object (object *op)
3055     { /* Grab and destroy some treasure */
3056     object *tmp, *tmp2, *next;
3057 elmex 1.1
3058 root 1.18 if (op->container)
3059 root 1.54 esrv_apply_container (op, op->container); /* close open sack first */
3060 elmex 1.1
3061 root 1.54 for (tmp = op->inv; tmp; tmp = next)
3062 root 1.18 {
3063     next = tmp->below;
3064 root 1.54
3065 elmex 1.50 if (tmp->invisible)
3066 root 1.18 continue;
3067 root 1.54
3068 root 1.32 tmp->remove ();
3069 root 1.18 tmp->x = op->x, tmp->y = op->y;
3070     if (tmp->type == CONTAINER)
3071     { /* empty container to ground */
3072     loot_object (tmp);
3073     }
3074     if (!QUERY_FLAG (tmp, FLAG_UNIQUE) && (QUERY_FLAG (tmp, FLAG_STARTEQUIP) || QUERY_FLAG (tmp, FLAG_NO_DROP) || !(RANDOM () % 3)))
3075     {
3076     if (tmp->nrof > 1)
3077     {
3078     tmp2 = get_split_ob (tmp, 1 + RANDOM () % (tmp->nrof - 1));
3079 root 1.33 tmp2->destroy ();
3080 root 1.18 insert_ob_in_map (tmp, op->map, NULL, 0);
3081     }
3082     else
3083 root 1.33 tmp->destroy ();
3084 root 1.18 }
3085     else
3086     insert_ob_in_map (tmp, op->map, NULL, 0);
3087     }
3088 elmex 1.1 }
3089    
3090     /*
3091     * fix_weight(): Check recursively the weight of all players, and fix
3092     * what needs to be fixed. Refresh windows and fix speed if anything
3093     * was changed.
3094     */
3095    
3096 root 1.18 void
3097     fix_weight (void)
3098     {
3099 root 1.54 for (player *pl = first_player; pl; pl = pl->next)
3100 root 1.18 {
3101     int old = pl->ob->carrying, sum = sum_weight (pl->ob);
3102    
3103     if (old == sum)
3104     continue;
3105 root 1.54 pl->ob->update_stats ();
3106 root 1.18 LOG (llevDebug, "Fixed inventory in %s (%d -> %d)\n", &pl->ob->name, old, sum);
3107     }
3108 elmex 1.1 }
3109    
3110 root 1.18 void
3111     fix_luck (void)
3112     {
3113 root 1.54 for (player *pl = first_player; pl; pl = pl->next)
3114 root 1.52 if (!pl->ob->contr->ns->state)
3115 root 1.54 pl->ob->change_luck (0);
3116 elmex 1.1 }
3117    
3118     /* cast_dust() - handles op throwing objects of type 'DUST'.
3119     * This is much simpler in the new spell code - we basically
3120     * just treat this as any other spell casting object.
3121     */
3122 elmex 1.2 void
3123 root 1.18 cast_dust (object *op, object *throw_ob, int dir)
3124 elmex 1.2 {
3125     object *skop, *spob;
3126    
3127     skop = find_skill_by_name (op, throw_ob->skill);
3128    
3129     /* casting POTION 'dusts' is really a use_magic_item skill */
3130     if (op->type == PLAYER && throw_ob->type == POTION && !skop)
3131     {
3132 root 1.18 LOG (llevError, "Player %s lacks critical skill use_magic_item!\n", &op->name);
3133 elmex 1.2 return;
3134     }
3135    
3136     spob = throw_ob->inv;
3137    
3138     // elmex Tue Aug 15 17:19:46 CEST 2006: Added this check to
3139     // not pass NULL to cast_spell (which did indeed check itself, but
3140     // errors should be reported as early as possible IMHO)
3141     if (!spob)
3142     {
3143 root 1.18 LOG (llevError, "cast_dust: thrown object %s (by %s) had no spell in it!", &throw_ob->name, &op->name);
3144 elmex 1.2 return;
3145 elmex 1.1 }
3146    
3147 elmex 1.2 if (op->type == PLAYER)
3148 root 1.14 new_draw_info_format (NDI_UNIQUE, 0, op, "You cast %s.", &spob->name);
3149 elmex 1.2
3150     cast_spell (op, throw_ob, dir, spob, NULL);
3151    
3152 root 1.33 throw_ob->destroy ();
3153 elmex 1.1 }
3154    
3155 root 1.18 void
3156     make_visible (object *op)
3157     {
3158     op->hide = 0;
3159     op->invisible = 0;
3160     if (op->type == PLAYER)
3161     {
3162     op->contr->tmp_invis = 0;
3163     op->contr->invis_race = 0;
3164     }
3165     update_object (op, UP_OBJ_FACE);
3166     }
3167    
3168     int
3169     is_true_undead (object *op)
3170     {
3171     object *tmp = NULL;
3172    
3173     if (QUERY_FLAG (&op->arch->clone, FLAG_UNDEAD))
3174     return 1;
3175    
3176 elmex 1.1 return 0;
3177     }
3178    
3179     /* look at the surrounding terrain to determine
3180     * the hideability of this object. Positive levels
3181     * indicate greater hideability.
3182     */
3183    
3184 root 1.18 int
3185     hideability (object *ob)
3186     {
3187     int i, level = 0, mflag;
3188     sint16 x, y;
3189    
3190     if (!ob || !ob->map)
3191     return 0;
3192    
3193     /* so, on normal lighted maps, its hard to hide */
3194     level = ob->map->darkness - 2;
3195    
3196     /* this also picks up whether the object is glowing.
3197     * If you carry a light on a non-dark map, its not
3198     * as bad as carrying a light on a pitch dark map */
3199     if (has_carried_lights (ob))
3200     level = -(10 + (2 * ob->map->darkness));
3201    
3202     /* scan through all nearby squares for terrain to hide in */
3203     for (i = 0, x = ob->x, y = ob->y; i < 9; i++, x = ob->x + freearr_x[i], y = ob->y + freearr_y[i])
3204     {
3205     mflag = get_map_flags (ob->map, NULL, x, y, NULL, NULL);
3206     if (mflag & P_OUT_OF_MAP)
3207     {
3208     continue;
3209     }
3210     if (mflag & P_BLOCKSVIEW) /* something to hide near! */
3211     level += 2;
3212     else /* open terrain! */
3213     level -= 1;
3214 elmex 1.1 }
3215 root 1.18
3216 elmex 1.1 #if 0
3217 root 1.18 LOG (llevDebug, "hideability of %s is %d\n", ob->name, level);
3218 elmex 1.1 #endif
3219 root 1.18 return level;
3220 elmex 1.1 }
3221    
3222     /* For Hidden creatures - a chance of becoming 'unhidden'
3223     * every time they move - as we subtract off 'invisibility'
3224     * AND, for players, if they move into a ridiculously unhideable
3225     * spot (surrounded by clear terrain in broad daylight). -b.t.
3226     */
3227    
3228 root 1.18 void
3229     do_hidden_move (object *op)
3230     {
3231     int hide = 0, num = random_roll (0, 19, op, PREFER_LOW);
3232     object *skop;
3233    
3234     if (!op || !op->map)
3235     return;
3236    
3237     skop = find_obj_by_type_subtype (op, SKILL, SK_HIDING);
3238    
3239     /* its *extremely* hard to run and sneak/hide at the same time! */
3240     if (op->type == PLAYER && op->contr->run_on)
3241     {
3242     if (!skop || num >= skop->level)
3243     {
3244     new_draw_info (NDI_UNIQUE, 0, op, "You ran too much! You are no longer hidden!");
3245     make_visible (op);
3246     return;
3247     }
3248     else
3249     num += 20;
3250 elmex 1.1 }
3251 root 1.18 num += op->map->difficulty;
3252     hide = hideability (op); /* modify by terrain hidden level */
3253     num -= hide;
3254     if ((op->type == PLAYER && hide < -10) || ((op->invisible -= num) <= 0))
3255     {
3256     make_visible (op);
3257     if (op->type == PLAYER)
3258     new_draw_info (NDI_UNIQUE, 0, op, "You moved out of hiding! You are visible!");
3259 elmex 1.1 }
3260 root 1.18 else if (op->type == PLAYER && skop)
3261     {
3262     change_exp (op, calc_skill_exp (op, NULL, skop), skop->skill, 0);
3263 elmex 1.1 }
3264     }
3265    
3266     /* determine if who is standing near a hostile creature. */
3267    
3268 root 1.18 int
3269     stand_near_hostile (object *who)
3270     {
3271     object *tmp = NULL;
3272     int i, friendly = 0, player = 0, mflags;
3273 root 1.25 maptile *m;
3274 root 1.18 sint16 x, y;
3275    
3276     if (!who)
3277     return 0;
3278    
3279     if (who->type == PLAYER)
3280     player = 1;
3281    
3282     else
3283     friendly = QUERY_FLAG (who, FLAG_FRIENDLY);
3284    
3285     /* search adjacent squares */
3286     for (i = 1; i < 9; i++)
3287     {
3288     x = who->x + freearr_x[i];
3289     y = who->y + freearr_y[i];
3290     m = who->map;
3291     mflags = get_map_flags (m, &m, x, y, &x, &y);
3292     /* space must be blocked if there is a monster. If not
3293     * blocked, don't need to check this space.
3294     */
3295     if (mflags & P_OUT_OF_MAP)
3296     continue;
3297     if (OB_TYPE_MOVE_BLOCK (who, GET_MAP_MOVE_BLOCK (m, x, y)))
3298     continue;
3299    
3300 root 1.49 for (tmp = GET_MAP_OB (m, x, y); tmp; tmp = tmp->above)
3301 root 1.18 {
3302     if ((player ||friendly) &&QUERY_FLAG (tmp, FLAG_MONSTER) && !QUERY_FLAG (tmp, FLAG_UNAGGRESSIVE))
3303     return 1;
3304     else if (tmp->type == PLAYER)
3305     {
3306     /*don't let a hidden DM prevent you from hiding */
3307     if (!QUERY_FLAG (tmp, FLAG_WIZ) || tmp->contr->hidden == 0)
3308 root 1.11 return 1;
3309 root 1.18 }
3310 root 1.11 }
3311 elmex 1.1 }
3312 root 1.18 return 0;
3313 elmex 1.1 }
3314    
3315     /* check the player los field for viewability of the
3316     * object op. This function works fine for monsters,
3317     * but we dont worry if the object isnt the top one in
3318     * a pile (say a coin under a table would return "viewable"
3319     * by this routine). Another question, should we be
3320     * concerned with the direction the player is looking
3321     * in? Realistically, most of use cant see stuff behind
3322     * our backs...on the other hand, does the "facing" direction
3323     * imply the way your head, or body is facing? Its possible
3324     * for them to differ. Sigh, this fctn could get a bit more complex.
3325     * -b.t.
3326     * This function is now map tiling safe.
3327     */
3328    
3329 root 1.18 int
3330     player_can_view (object *pl, object *op)
3331     {
3332     rv_vector rv;
3333     int dx, dy;
3334    
3335     if (pl->type != PLAYER)
3336     {
3337     LOG (llevError, "player_can_view() called for non-player object\n");
3338     return -1;
3339 elmex 1.1 }
3340 root 1.18 if (!pl || !op)
3341 elmex 1.1 return 0;
3342 root 1.18
3343     if (op->head)
3344     {
3345     op = op->head;
3346     }
3347     get_rangevector (pl, op, &rv, 0x1);
3348    
3349     /* starting with the 'head' part, lets loop
3350     * through the object and find if it has any
3351     * part that is in the los array but isnt on
3352     * a blocked los square.
3353     * we use the archetype to figure out offsets.
3354     */
3355     while (op)
3356     {
3357     dx = rv.distance_x + op->arch->clone.x;
3358     dy = rv.distance_y + op->arch->clone.y;
3359    
3360     /* only the viewable area the player sees is updated by LOS
3361     * code, so we need to restrict ourselves to that range of values
3362     * for any meaningful values.
3363     */
3364 root 1.52 if (FABS (dx) <= (pl->contr->ns->mapx / 2) &&
3365     FABS (dy) <= (pl->contr->ns->mapy / 2) &&
3366     !pl->contr->blocked_los[dx + (pl->contr->ns->mapx / 2)][dy + (pl->contr->ns->mapy / 2)])
3367 root 1.18 return 1;
3368     op = op->more;
3369     }
3370     return 0;
3371 elmex 1.1 }
3372    
3373     /* routine for both players and monsters. We call this when
3374     * there is a possibility for our action distrubing our hiding
3375     * place or invisiblity spell. Artefact invisiblity is not
3376     * effected by this. If we arent invisible to begin with, we
3377     * return 0.
3378     */
3379 root 1.18 int
3380     action_makes_visible (object *op)
3381     {
3382    
3383     if (op->invisible && QUERY_FLAG (op, FLAG_ALIVE))
3384     {
3385     if (QUERY_FLAG (op, FLAG_MAKE_INVIS))
3386     return 0;
3387    
3388     if (op->contr && op->contr->tmp_invis == 0)
3389     return 0;
3390 elmex 1.1
3391 root 1.18 /* If monsters, they should become visible */
3392     if (op->hide || !op->contr || (op->contr && op->contr->tmp_invis))
3393     {
3394     new_draw_info_format (NDI_UNIQUE, 0, op, "You become %s!", op->hide ? "unhidden" : "visible");
3395     return 1;
3396 root 1.11 }
3397 elmex 1.1 }
3398 root 1.18 return 0;
3399 elmex 1.1 }
3400    
3401     /* op_on_battleground - checks if the given object op (usually
3402     * a player) is standing on a valid battleground-tile,
3403     * function returns TRUE/FALSE. If true x, y returns the battleground
3404     * -exit-coord. (and if x, y not NULL)
3405     * 19 March 2005 - josh@woosworld.net modifed to check if the battleground also has slaying, maxhp, and maxsp set
3406     * and if those are all set and the player has a marker that matches the slaying send them to a different x, y
3407     * Default is to do the same as before, so only people wanting to have different points need worry about this
3408     */
3409 root 1.18 int
3410     op_on_battleground (object *op, int *x, int *y)
3411     {
3412 elmex 1.1 object *tmp;
3413 root 1.18
3414 elmex 1.1 /* A battleground-tile needs the following attributes to be valid:
3415     * is_floor 1 (has to be the FIRST floor beneath the player's feet),
3416     * name="battleground", no_pick 1, type=58 (type BATTLEGROUND)
3417     * and the exit-coordinates sp/hp must both be > 0.
3418     * => The intention here is to prevent abuse of the battleground-
3419     * feature (like pickable or hidden battleground tiles). */
3420 root 1.18 for (tmp = op->below; tmp != NULL; tmp = tmp->below)
3421     {
3422     if (QUERY_FLAG (tmp, FLAG_IS_FLOOR))
3423     {
3424     if (QUERY_FLAG (tmp, FLAG_NO_PICK) &&
3425     strcmp (tmp->name, "battleground") == 0 && tmp->type == BATTLEGROUND && EXIT_X (tmp) && EXIT_Y (tmp))
3426     {
3427     /*before we assign the exit, check if this is a teambattle */
3428     if (EXIT_ALT_X (tmp) && EXIT_ALT_Y (tmp) && EXIT_PATH (tmp))
3429     {
3430     object *invtmp;
3431    
3432     for (invtmp = op->inv; invtmp != NULL; invtmp = invtmp->below)
3433     {
3434     if (invtmp->type == FORCE && invtmp->slaying && !strcmp (EXIT_PATH (tmp), invtmp->slaying))
3435     {
3436     if (x != NULL && y != NULL)
3437     *x = EXIT_ALT_X (tmp), *y = EXIT_ALT_Y (tmp);
3438     return 1;
3439     }
3440     }
3441     }
3442     if (x != NULL && y != NULL)
3443     *x = EXIT_X (tmp), *y = EXIT_Y (tmp);
3444     return 1;
3445     }
3446     }
3447 elmex 1.1 }
3448     /* If we got here, did not find a battleground */
3449     return 0;
3450     }
3451    
3452     /*
3453     * When a dragon-player gains a new stage of evolution,
3454     * he gets some treasure
3455     *
3456     * attributes:
3457     * object *who the dragon player
3458     * int atnr the attack-number of the ability focus
3459     * int level ability level
3460     */
3461 root 1.18 void
3462     dragon_ability_gain (object *who, int atnr, int level)
3463     {
3464     treasurelist *trlist = NULL; /* treasurelist */
3465     treasure *tr; /* treasure */
3466     object *tmp, *skop; /* tmp. object */
3467     object *item; /* treasure object */
3468     char buf[MAX_BUF]; /* tmp. string buffer */
3469     int i = 0, j = 0;
3470    
3471     /* get the appropriate treasurelist */
3472     if (atnr == ATNR_FIRE)
3473     trlist = find_treasurelist ("dragon_ability_fire");
3474     else if (atnr == ATNR_COLD)
3475     trlist = find_treasurelist ("dragon_ability_cold");
3476     else if (atnr == ATNR_ELECTRICITY)
3477     trlist = find_treasurelist ("dragon_ability_elec");
3478     else if (atnr == ATNR_POISON)
3479     trlist = find_treasurelist ("dragon_ability_poison");
3480    
3481     if (trlist == NULL || who->type != PLAYER)
3482     return;
3483    
3484     for (i = 0, tr = trlist->items; tr != NULL && i < level - 1; tr = tr->next, i++);
3485    
3486     if (tr == NULL || tr->item == NULL)
3487     {
3488     /* LOG(llevDebug, "-> no more treasure for %s\n", change_resist_msg[atnr]); */
3489     return;
3490 elmex 1.1 }
3491    
3492 root 1.18 /* everything seems okay - now bring on the gift: */
3493     item = &(tr->item->clone);
3494 elmex 1.1
3495 root 1.18 if (item->type == SPELL)
3496     {
3497     if (check_spell_known (who, item->name))
3498 root 1.11 return;
3499 root 1.18
3500     new_draw_info_format (NDI_UNIQUE | NDI_BLUE, 0, who, "You gained the ability of %s", &item->name);
3501     do_learn_spell (who, item, 0);
3502     return;
3503 elmex 1.1 }
3504    
3505 root 1.18 /* grant direct spell */
3506     if (item->type == SPELLBOOK)
3507     {
3508     if (!item->inv)
3509     {
3510     LOG (llevDebug, "dragon_ability_gain: Broken spellbook %s\n", &item->name);
3511     return;
3512     }
3513     if (check_spell_known (who, item->inv->name))
3514     return;
3515     if (item->invisible)
3516     {
3517     new_draw_info_format (NDI_UNIQUE | NDI_BLUE, 0, who, "You gained the ability of %s", &item->inv->name);
3518     do_learn_spell (who, item->inv, 0);
3519     return;
3520 root 1.11 }
3521 root 1.18 }
3522     else if (item->type == SKILL_TOOL && item->invisible)
3523     {
3524     if (item->subtype == SK_CLAWING && (skop = find_skill_by_name (who, item->skill)) != NULL)
3525     {
3526    
3527     /* should this perhaps be (skop->attackyp & item->attacktype)!=item->attacktype ...
3528     * in this way, if the player is missing any of the attacktypes, he gets
3529     * them. As it is now, if the player has any that match the granted skill,
3530     * but not all of them, he gets nothing.
3531     */
3532     if (!(skop->attacktype & item->attacktype))
3533     {
3534     /* Give new attacktype */
3535     skop->attacktype |= item->attacktype;
3536    
3537     /* always add physical if there's none */
3538     skop->attacktype |= AT_PHYSICAL;
3539    
3540     if (item->msg != NULL)
3541     new_draw_info (NDI_UNIQUE | NDI_BLUE, 0, who, item->msg);
3542    
3543     /* Give player new face */
3544     if (item->animation_id)
3545     {
3546     who->face = skop->face;
3547     who->animation_id = item->animation_id;
3548     who->anim_speed = item->anim_speed;
3549     who->last_anim = 0;
3550     who->state = 0;
3551     animate_object (who, who->direction);
3552     }
3553     }
3554 root 1.11 }
3555 elmex 1.1 }
3556 root 1.18 else if (item->type == FORCE)
3557     {
3558     /* forces in the treasurelist can alter the player's stats */
3559     object *skin;
3560 elmex 1.1
3561 root 1.18 /* first get the dragon skin force */
3562 root 1.52 shstr_cmp dragon_skin_force ("dragon_skin_force");
3563     for (skin = who->inv; skin && !(skin->arch->name == dragon_skin_force); skin = skin->below)
3564     ;
3565    
3566     if (!skin)
3567 root 1.18 return;
3568    
3569     /* adding new spellpath attunements */
3570     if (item->path_attuned > 0 && !(skin->path_attuned & item->path_attuned))
3571     {
3572     skin->path_attuned |= item->path_attuned; /* add attunement to skin */
3573    
3574     /* print message */
3575     sprintf (buf, "You feel attuned to ");
3576     for (i = 0, j = 0; i < NRSPELLPATHS; i++)
3577     {
3578     if (item->path_attuned & (1 << i))
3579     {
3580     if (j)
3581     strcat (buf, " and ");
3582     else
3583     j = 1;
3584     strcat (buf, spellpathnames[i]);
3585     }
3586     }
3587     strcat (buf, ".");
3588     new_draw_info (NDI_UNIQUE | NDI_BLUE, 0, who, buf);
3589     }
3590    
3591     /* evtl. adding flags: */
3592     if (QUERY_FLAG (item, FLAG_XRAYS))
3593     SET_FLAG (skin, FLAG_XRAYS);
3594     if (QUERY_FLAG (item, FLAG_STEALTH))
3595     SET_FLAG (skin, FLAG_STEALTH);
3596     if (QUERY_FLAG (item, FLAG_SEE_IN_DARK))
3597     SET_FLAG (skin, FLAG_SEE_IN_DARK);
3598    
3599     /* print message if there is one */
3600     if (item->msg != NULL)
3601     new_draw_info (NDI_UNIQUE | NDI_BLUE, 0, who, item->msg);
3602     }
3603     else
3604     {
3605     /* generate misc. treasure */
3606     tmp = arch_to_object (tr->item);
3607     new_draw_info_format (NDI_UNIQUE | NDI_BLUE, 0, who, "You gained %s", query_short_name (tmp));
3608     tmp = insert_ob_in_ob (tmp, who);
3609     if (who->type == PLAYER)
3610     esrv_send_item (who, tmp);
3611 elmex 1.1 }
3612     }
3613    
3614     /**
3615     * Unready an object for a player. This function does nothing if the object was
3616     * not readied.
3617     */
3618 root 1.18 void
3619     player_unready_range_ob (player *pl, object *ob)
3620     {
3621     rangetype i;
3622 elmex 1.1
3623 root 1.18 for (i = (rangetype) 0; i < range_size; i = (rangetype) ((int) i + 1))
3624     {
3625     if (pl->ranges[i] == ob)
3626     {
3627     pl->ranges[i] = NULL;
3628     if (pl->shoottype == i)
3629     {
3630     pl->shoottype = range_none;
3631 elmex 1.1 }
3632     }
3633     }
3634     }