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/cvs/deliantra/server/server/player.C
Revision: 1.56
Committed: Sat Dec 23 05:25:18 2006 UTC (17 years, 5 months ago) by root
Content type: text/plain
Branch: MAIN
Changes since 1.55: +7 -5 lines
Log Message:
- fix ordering in player::connect, avoiding a crash on invalid range slots
- this is now online, and seems reasonably stable
- IO::AIO 2.3 is *required* due to a bugfix in it.

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 root 1.56 // connect the player with a specific client
172     // also changed, rationalises, and fixes some incorrect settings
173 root 1.54 void
174     player::connect (client *ns)
175 root 1.18 {
176 root 1.54 this->ns = ns;
177     ns->pl = this;
178    
179     next = first_player;
180     first_player = this;
181    
182     ns->update_look = 0;
183     ns->look_position = 0;
184    
185     clear_los (ob);
186    
187     ob->type = PLAYER; // we are paranoid
188     ob->race = ob->arch->clone.race;
189 elmex 1.1
190 root 1.56 if (!legal_range (ob, shoottype))
191     shoottype = range_none;
192 root 1.44
193 root 1.54 ob->carrying = sum_weight (ob);
194     link_player_skills (ob);
195 elmex 1.1
196 root 1.56 CLEAR_FLAG (ob, FLAG_NO_FIX_PLAYER);
197     ob->update_stats ();
198     update_ob_speed (ob);
199 elmex 1.1
200 root 1.54 assign (title, ob->arch->clone.name);
201 root 1.15
202 root 1.54 /* can_use_shield is a new flag. However, the can_use.. seems to largely come
203     * from the class, and not race. I don't see any way to get the class information
204     * to then update this. I don't think this will actually break anything - anyone
205     * that can use armour should be able to use a shield. What this may 'break'
206     * are features new characters get, eg, if someone starts up with a Q, they
207     * should be able to use a shield. However, old Q's won't get that advantage.
208 root 1.15 */
209 root 1.54 if (QUERY_FLAG (ob, FLAG_USE_ARMOUR))
210     SET_FLAG (ob, FLAG_USE_SHIELD);
211    
212     /* if it's a dragon player, set the correct title here */
213     if (is_dragon_pl (ob))
214     {
215     object *tmp, *abil = 0, *skin = 0;
216    
217     shstr_cmp dragon_ability_force ("dragon_ability_force");
218     shstr_cmp dragon_skin_force ("dragon_skin_force");
219    
220     for (tmp = ob->inv; tmp; tmp = tmp->below)
221     if (tmp->type == FORCE)
222     if (tmp->arch->name == dragon_ability_force)
223     abil = tmp;
224     else if (tmp->arch->name == dragon_skin_force)
225     skin = tmp;
226    
227     set_dragon_name (ob, abil, skin);
228     }
229    
230     CLEAR_FLAG (ob, FLAG_FRIENDLY);
231     add_friendly_object (ob);
232    
233     LOG (llevInfo, "LOGIN: Player named %s from ip %s\n", &ob->name, ns->host);
234 root 1.15
235 root 1.54 new_draw_info (NDI_UNIQUE, 0, ob, "Welcome Back!");
236     new_draw_info_format (NDI_UNIQUE | NDI_ALL | NDI_DK_ORANGE, 5, NULL, "%s has entered the game.", &ob->name);
237    
238     ns->floorbox_update ();
239    
240     esrv_new_player (this, ob->weight + ob->carrying);
241     esrv_send_inventory (ob, ob);
242     esrv_add_spells (this, 0);
243    
244     enter_exit (ob, 0);
245    
246     // send_rules (ob);//TODO
247     // send_news (ob);//TODO
248     // display_motd (ob);//TODO
249     INVOKE_PLAYER (LOGIN, this);
250     }
251 elmex 1.1
252 root 1.54 // the need for this function can be explained
253     // by load_object not returning the object
254     void
255     player::set_object (object *op)
256     {
257     ob = op;
258     ob->contr = this; /* this aren't yet in archetype */
259 root 1.15
260 root 1.54 ob->speed_left = 0.5;
261     ob->speed = 1.0;
262     ob->direction = 5; /* So player faces south */
263     ob->stats.wc = 2;
264     ob->run_away = 25; /* Then we panick... */
265 root 1.15
266 root 1.54 set_first_map (ob);
267 root 1.15
268 root 1.54 ob->roll_stats ();
269     }
270 root 1.15
271 root 1.54 player::player ()
272     {
273     /* There are some elements we want initialized to non zero value -
274     * we deal with that below this point.
275     */
276     outputs_sync = 16; /* Every 2 seconds */
277     outputs_count = 8; /* Keeps present behaviour */
278     unapply = unapply_nochoice;
279    
280     assign (savebed_map, first_map_path); /* Init. respawn position */
281    
282     gen_sp_armour = 10;
283     last_speed = -1;
284     shoottype = range_none;
285     bowtype = bow_normal;
286     petmode = pet_normal;
287     listening = 10;
288     usekeys = containers;
289     last_weapon_sp = -1;
290     peaceful = 1; /* default peaceful */
291     do_los = 1;
292 root 1.15
293     /* we need to clear these to -1 and not zero - otherwise,
294     * if a player quits and starts a new character, we wont
295     * send new values to the client, as things like exp start
296     * at zero.
297     */
298 root 1.54 for (int i = 0; i < NUM_SKILLS; i++)
299     last_skill_exp[i] = -1;
300    
301     for (int i = 0; i < NROFATTACKS; i++)
302     last_resist[i] = -1;
303    
304     last_stats.exp = -1;
305     last_weight = (uint32) - 1;
306     }
307    
308     player::~player ()
309     {
310     terminate_all_pets (ob);
311    
312     if (first_player != this)
313 root 1.15 {
314 root 1.54 player *prev = first_player;
315    
316     while (prev && prev->next && prev->next != this)
317     prev = prev->next;
318 root 1.38
319 root 1.54 if (prev->next != this)
320     {
321     LOG (llevError, "Free_player: Can't find previous player.\n");
322     abort ();
323     }
324 root 1.38
325 root 1.54 prev->next = next;
326     }
327     else
328     first_player = next;
329 root 1.15
330 root 1.54 if (ob)
331     {
332     ob->contr = 0;
333     ob->destroy (1);
334     }
335 root 1.38
336 root 1.54 if (ns)
337     {
338     ns->send_packet ("goodbye");
339     ns->flush ();
340     ns->pl = 0;
341     ns->destroy ();
342     }
343 elmex 1.1
344 root 1.54 /* Clear item stack */
345     free (stack_items);
346 elmex 1.1 }
347    
348 root 1.54 /* Tries to add player on the connection passed in ns.
349 elmex 1.1 * All we can really get in this is some settings like host and display
350     * mode.
351     */
352 root 1.54 player *
353     player::create ()
354 root 1.18 {
355 root 1.54 player *pl = new player;
356 root 1.38
357 root 1.54 pl->set_object (arch_to_object (get_player_archetype (0)));
358 root 1.26
359 root 1.54 return pl;
360 elmex 1.1 }
361    
362     /*
363     * get_player_archetype() return next player archetype from archetype
364     * list. Not very efficient routine, but used only creating new players.
365     * Note: there MUST be at least one player archetype!
366     */
367 root 1.18 archetype *
368     get_player_archetype (archetype *at)
369 elmex 1.1 {
370 root 1.18 archetype *start = at;
371    
372     for (;;)
373     {
374     if (at == NULL || at->next == NULL)
375     at = first_archetype;
376     else
377     at = at->next;
378 root 1.46
379 root 1.18 if (at->clone.type == PLAYER)
380     return at;
381 root 1.46
382 root 1.18 if (at == start)
383     {
384     LOG (llevError, "No Player archetypes\n");
385     exit (-1);
386 root 1.11 }
387 elmex 1.1 }
388     }
389    
390 root 1.18 object *
391     get_nearest_player (object *mon)
392     {
393     object *op = NULL;
394     player *pl = NULL;
395     objectlink *ol;
396     unsigned lastdist;
397     rv_vector rv;
398    
399     for (ol = first_friendly_object, lastdist = 1000; ol != NULL; ol = ol->next)
400     {
401     /* We should not find free objects on this friendly list, but it
402     * does periodically happen. Given that, lets deal with it.
403     * While unlikely, it is possible the next object on the friendly
404     * list is also free, so encapsulate this in a while loop.
405     */
406     while (QUERY_FLAG (ol->ob, FLAG_FREED) || !QUERY_FLAG (ol->ob, FLAG_FRIENDLY))
407     {
408     object *tmp = ol->ob;
409    
410     /* Can't do much more other than log the fact, because the object
411     * itself will have been cleared.
412     */
413     LOG (llevDebug, "get_nearest_player: Found free/non friendly object on friendly list\n");
414     ol = ol->next;
415     remove_friendly_object (tmp);
416     if (!ol)
417     return op;
418     }
419 root 1.11
420 root 1.18 /* Remove special check for player from this. First, it looks to cause
421     * some crashes (ol->ob->contr not set properly?), but secondly, a more
422     * complicated method of state checking would be needed in any case -
423     * as it was, a clever player could type quit, and the function would
424     * skip them over while waiting for confirmation. Remove
425     * on_same_map check, as can_detect_enemy also does this
426     */
427     if (!can_detect_enemy (mon, ol->ob, &rv))
428     continue;
429 root 1.11
430 root 1.18 if (lastdist > rv.distance)
431     {
432     op = ol->ob;
433     lastdist = rv.distance;
434 root 1.11 }
435 elmex 1.1 }
436 root 1.18 for (pl = first_player; pl != NULL; pl = pl->next)
437     {
438     if (can_detect_enemy (mon, pl->ob, &rv))
439     {
440 elmex 1.1
441 root 1.18 if (lastdist > rv.distance)
442     {
443     op = pl->ob;
444     lastdist = rv.distance;
445 root 1.11 }
446     }
447 elmex 1.1 }
448     #if 0
449 root 1.18 LOG (llevDebug, "get_nearest_player() finds player: %s\n", op ? &op->name : "(null)");
450 elmex 1.1 #endif
451 root 1.18 return op;
452 elmex 1.1 }
453    
454     /* I believe this can safely go to 2, 3 is questionable, 4 will likely
455     * result in a monster paths backtracking. It basically determines how large a
456     * detour a monster will take from the direction path when looking
457     * for a path to the player. The values are in the amount of direction
458     * the deviation is
459     */
460     #define DETOUR_AMOUNT 2
461    
462     /* This is used to prevent infinite loops. Consider a case where the
463     * player is in a chamber (with gate closed), and monsters are outside.
464     * with DETOUR_AMOUNT==2, the function will turn each corner, trying to
465     * find a path into the chamber. This is a good thing, but since there
466     * is no real path, it will just keep circling the chamber for
467     * ever (this could be a nice effect for monsters, but not for the function
468     * to get stuck in. I think for the monsters, if max is reached and
469     * we return the first direction the creature could move would result in the
470     * circling behaviour. Unfortunately, this function is also used to determined
471     * if the creature should cast a spell, so returning a direction in that case
472     * is probably not a good thing.
473     */
474     #define MAX_SPACES 50
475    
476     /*
477     * Returns the direction to the player, if valid. Returns 0 otherwise.
478     * modified to verify there is a path to the player. Does this by stepping towards
479     * player and if path is blocked then see if blockage is close enough to player that
480     * direction to player is changed (ie zig or zag). Continue zig zag until either
481     * reach player or path is blocked. Thus, will only return true if there is a free
482     * path to player. Though path may not be a straight line. Note that it will find
483     * player hiding along a corridor at right angles to the corridor with the monster.
484     *
485     * Modified by MSW 2001-08-06 to handle tiled maps. Various notes:
486     * 1) With DETOUR_AMOUNT being 2, it should still go and find players hiding
487     * down corriders.
488     * 2) I think the old code was broken if the first direction the monster
489     * should move was blocked - the code would store the first direction without
490     * verifying that the player can actually move in that direction. The new
491     * code does not store anything in firstdir until we have verified that the
492     * monster can in fact move one space in that direction.
493     * 3) I'm not sure how good this code will be for moving multipart monsters,
494     * since only simple checks to blocked are being called, which could mean the monster
495     * is blocking itself.
496     */
497 root 1.18 int
498     path_to_player (object *mon, object *pl, unsigned mindiff)
499     {
500     rv_vector rv;
501     sint16 x, y;
502     int lastx, lasty, dir, i, diff, firstdir = 0, lastdir, max = MAX_SPACES, mflags, blocked;
503 root 1.25 maptile *m, *lastmap;
504 root 1.18
505     get_rangevector (mon, pl, &rv, 0);
506    
507     if (rv.distance < mindiff)
508     return 0;
509    
510     x = mon->x;
511     y = mon->y;
512     m = mon->map;
513     dir = rv.direction;
514     lastdir = firstdir = rv.direction; /* perhaps we stand next to pl, init firstdir too */
515     diff = FABS (rv.distance_x) > FABS (rv.distance_y) ? FABS (rv.distance_x) : FABS (rv.distance_y);
516     /* If we can't solve it within the search distance, return now. */
517     if (diff > max)
518     return 0;
519     while (diff > 1 && max > 0)
520     {
521     lastx = x;
522     lasty = y;
523     lastmap = m;
524     x = lastx + freearr_x[dir];
525     y = lasty + freearr_y[dir];
526    
527     mflags = get_map_flags (m, &m, x, y, &x, &y);
528     blocked = (mflags & P_OUT_OF_MAP) ? MOVE_ALL : GET_MAP_MOVE_BLOCK (m, x, y);
529    
530     /* Space is blocked - try changing direction a little */
531     if ((mflags & P_OUT_OF_MAP) || ((OB_TYPE_MOVE_BLOCK (mon, blocked) || (mflags & P_BLOCKSVIEW))
532     && (m == mon->map && blocked_link (mon, m, x, y))))
533     {
534     /* recalculate direction from last good location. Possible
535     * we were not traversing ideal location before.
536     */
537     get_rangevector_from_mapcoord (lastmap, lastx, lasty, pl, &rv, 0);
538     if (rv.direction != dir)
539     {
540     /* OK - says direction should be different - lets reset the
541     * the values so it will try again.
542     */
543     x = lastx;
544     y = lasty;
545     m = lastmap;
546     dir = firstdir = rv.direction;
547     }
548     else
549     {
550     /* direct path is blocked - try taking a side step to
551     * either the left or right.
552     * Note increase the values in the loop below to be
553     * more than -1/1 respectively will mean the monster takes
554     * bigger detour. Have to be careful about these values getting
555     * too big (3 or maybe 4 or higher) as the monster may just try
556     * stepping back and forth
557     */
558     for (i = -DETOUR_AMOUNT; i <= DETOUR_AMOUNT; i++)
559     {
560     if (i == 0)
561     continue; /* already did this, so skip it */
562     /* Use lastdir here - otherwise,
563     * since the direction that the creature should move in
564     * may change, you could get infinite loops.
565     * ie, player is northwest, but monster can only
566     * move west, so it does that. It goes some distance,
567     * gets blocked, finds that it should move north,
568     * can't do that, but now finds it can move east, and
569     * gets back to its original point. lastdir contains
570     * the last direction the creature has successfully
571     * moved.
572     */
573    
574     x = lastx + freearr_x[absdir (lastdir + i)];
575     y = lasty + freearr_y[absdir (lastdir + i)];
576     m = lastmap;
577     mflags = get_map_flags (m, &m, x, y, &x, &y);
578     if (mflags & P_OUT_OF_MAP)
579     continue;
580     blocked = GET_MAP_MOVE_BLOCK (m, x, y);
581     if (OB_TYPE_MOVE_BLOCK (mon, blocked))
582     continue;
583     if (mflags & P_BLOCKSVIEW)
584     continue;
585    
586     if (m == mon->map && blocked_link (mon, m, x, y))
587     break;
588     }
589     /* go through entire loop without finding a valid
590     * sidestep to take - thus, no valid path.
591     */
592     if (i == (DETOUR_AMOUNT + 1))
593     return 0;
594     diff--;
595     lastdir = dir;
596     max--;
597     if (!firstdir)
598     firstdir = dir + i;
599     } /* else check alternate directions */
600     } /* if blocked */
601     else
602     {
603     /* we moved towards creature, so diff is less */
604     diff--;
605     max--;
606     lastdir = dir;
607     if (!firstdir)
608     firstdir = dir;
609     }
610     if (diff <= 1)
611     {
612     /* Recalculate diff (distance) because we may not have actually
613     * headed toward player for entire distance.
614     */
615     get_rangevector_from_mapcoord (m, x, y, pl, &rv, 0);
616     diff = FABS (rv.distance_x) > FABS (rv.distance_y) ? FABS (rv.distance_x) : FABS (rv.distance_y);
617     }
618     if (diff > max)
619     return 0;
620     }
621     /* If we reached the max, didn't find a direction in time */
622     if (!max)
623     return 0;
624    
625     return firstdir;
626     }
627    
628     void
629     give_initial_items (object *pl, treasurelist * items)
630     {
631     object *op, *next = NULL;
632    
633     if (pl->randomitems != NULL)
634     create_treasure (items, pl, GT_STARTEQUIP | GT_ONLY_GOOD, 1, 0);
635    
636     for (op = pl->inv; op; op = next)
637     {
638     next = op->below;
639    
640     /* Forces get applied per default, unless they have the
641     * flag "neutral" set. Sorry but I can't think of a better way
642     */
643     if (op->type == FORCE && !QUERY_FLAG (op, FLAG_NEUTRAL))
644     SET_FLAG (op, FLAG_APPLIED);
645    
646     /* we never give weapons/armour if these cannot be used
647     * by this player due to race restrictions
648     */
649     if (pl->type == PLAYER)
650     {
651     if ((!QUERY_FLAG (pl, FLAG_USE_ARMOUR) &&
652     (op->type == ARMOUR || op->type == BOOTS ||
653     op->type == CLOAK || op->type == HELMET ||
654     op->type == SHIELD || op->type == GLOVES ||
655     op->type == BRACERS || op->type == GIRDLE)) || (!QUERY_FLAG (pl, FLAG_USE_WEAPON) && op->type == WEAPON))
656     {
657 root 1.33 op->destroy ();
658 root 1.18 continue;
659     }
660 root 1.11 }
661    
662 root 1.18 /* This really needs to be better - we should really give
663     * a substitute spellbook. The problem is that we don't really
664     * have a good idea what to replace it with (need something like
665     * a first level treasurelist for each skill.)
666     * remove duplicate skills also
667     */
668     if (op->type == SPELLBOOK || op->type == SKILL)
669     {
670     object *tmp;
671 elmex 1.1
672 root 1.18 for (tmp = op->below; tmp; tmp = tmp->below)
673     if (tmp->type == op->type && tmp->name == op->name)
674     break;
675 root 1.11
676 root 1.18 if (tmp)
677     {
678 root 1.33 op->destroy ();
679 root 1.18 LOG (llevError, "give_initial_items: Removing duplicate object %s\n", &tmp->name);
680     continue;
681 root 1.11 }
682 root 1.33
683 root 1.18 if (op->nrof > 1)
684     op->nrof = 1;
685 root 1.11 }
686 elmex 1.1
687 root 1.18 if (op->type == SPELLBOOK && op->inv)
688     {
689     CLEAR_FLAG (op->inv, FLAG_STARTEQUIP);
690 root 1.11 }
691    
692 root 1.18 /* Give starting characters identified, uncursed, and undamned
693     * items. Just don't identify gold or silver, or it won't be
694     * merged properly.
695     */
696     if (need_identify (op))
697     {
698     SET_FLAG (op, FLAG_IDENTIFIED);
699     CLEAR_FLAG (op, FLAG_CURSED);
700     CLEAR_FLAG (op, FLAG_DAMNED);
701     }
702     if (op->type == SPELL)
703     {
704 root 1.33 op->destroy ();
705 root 1.18 continue;
706     }
707     else if (op->type == SKILL)
708     {
709     SET_FLAG (op, FLAG_CAN_USE_SKILL);
710     op->stats.exp = 0;
711     op->level = 1;
712 root 1.11 }
713 root 1.18 /* lock all 'normal items by default */
714     else
715     SET_FLAG (op, FLAG_INV_LOCKED);
716     } /* for loop of objects in player inv */
717    
718     /* Need to set up the skill pointers */
719     link_player_skills (pl);
720     }
721    
722     void
723     get_party_password (object *op, partylist *party)
724     {
725     if (party == NULL)
726     {
727     LOG (llevError, "get_party_password(): tried to make player %s join a NULL party", &op->name);
728     return;
729 elmex 1.1 }
730 root 1.54
731 root 1.18 op->contr->write_buf[0] = '\0';
732 root 1.52 op->contr->ns->state = ST_GET_PARTY_PASSWORD;
733 root 1.18 op->contr->party_to_join = party;
734 root 1.52 send_query (op->contr->ns, CS_QUERY_HIDEINPUT, "What is the password?\n:");
735 elmex 1.1 }
736    
737     /* This rolls four 1-6 rolls and sums the best 3 of the 4. */
738 root 1.54 static int
739 root 1.18 roll_stat (void)
740     {
741     int a[4], i, j, k;
742    
743     for (i = 0; i < 4; i++)
744     a[i] = (int) RANDOM () % 6 + 1;
745    
746     for (i = 0, j = 0, k = 7; i < 4; i++)
747     if (a[i] < k)
748     k = a[i], j = i;
749    
750     for (i = 0, k = 0; i < 4; i++)
751 root 1.54 if (i != j)
752     k += a[i];
753    
754 root 1.18 return k;
755     }
756    
757     void
758 root 1.54 object::roll_stats ()
759 root 1.18 {
760 root 1.54 int statsort [7];
761 root 1.18
762 root 1.54 for (;;)
763 root 1.18 {
764 root 1.54 int sum = 0;
765     for (int i = 7; i--; )
766     sum += statsort [i] = roll_stat ();
767    
768     if (sum >= 82 && sum <= 116)
769     break;
770 root 1.18 }
771    
772 root 1.54 // Sort the stats so that rerolling is easier...
773     std::sort (statsort, statsort + 7, std::greater<int>());
774 root 1.18
775 root 1.54 stats.Str = statsort[0];
776     stats.Dex = statsort[1];
777     stats.Con = statsort[2];
778     stats.Int = statsort[3];
779     stats.Wis = statsort[4];
780     stats.Pow = statsort[5];
781     stats.Cha = statsort[6];
782 root 1.18
783 root 1.54 stats.exp = 0;
784     stats.ac = 0;
785 root 1.18
786 root 1.54 stats.hp = stats.maxhp;
787     stats.sp = stats.maxsp;
788     stats.grace = stats.maxgrace;
789 root 1.18
790 root 1.54 if (contr)
791     {
792     contr->levhp[1] = 9;
793     contr->levsp[1] = 6;
794     contr->levgrace[1] = 3;
795 root 1.18
796 root 1.54 contr->orig_stats = stats;
797     }
798 root 1.18 }
799    
800     void
801 root 1.54 object::swap_stats (int a, int b)
802 root 1.18 {
803 root 1.54 int tmp = get_attr_value (&contr->orig_stats, a);
804     set_attr_value (&contr->orig_stats, a, get_attr_value (&contr->orig_stats, b));
805     set_attr_value (&contr->orig_stats, b, tmp);
806 elmex 1.1
807 root 1.54 stats.Str = contr->orig_stats.Str;
808     stats.Dex = contr->orig_stats.Dex;
809     stats.Con = contr->orig_stats.Con;
810     stats.Int = contr->orig_stats.Int;
811     stats.Wis = contr->orig_stats.Wis;
812     stats.Pow = contr->orig_stats.Pow;
813     stats.Cha = contr->orig_stats.Cha;
814 elmex 1.1
815 root 1.54 //TODO: the following code looks so borked and should, at the very least,
816     // be merged with the similar code in roll_stats
817     stats.ac = 0;
818 elmex 1.1
819 root 1.54 level = 1;
820     stats.exp = 0;
821     stats.ac = 0;
822 elmex 1.1
823 root 1.54 stats.hp = stats.maxhp;
824     stats.sp = stats.maxsp;
825     stats.grace = stats.maxgrace;
826 elmex 1.1
827 root 1.54 if (contr)
828 root 1.18 {
829 root 1.54 contr->levhp[1] = 9;
830     contr->levsp[1] = 6;
831     contr->levgrace[1] = 3;
832 root 1.18
833 root 1.54 contr->orig_stats = stats;
834 elmex 1.1 }
835     }
836    
837     /* This function takes the key that is passed, and does the
838     * appropriate action with it (change race, or other things).
839     * The function name is for historical reasons - now we have
840     * separate race and class; this actually changes the RACE,
841     * not the class.
842     */
843 root 1.18 int
844     key_change_class (object *op, char key)
845 elmex 1.1 {
846 root 1.18 int tmp_loop;
847 elmex 1.1
848 root 1.18 if (key == 'd' || key == 'D')
849     {
850     char buf[MAX_BUF];
851 elmex 1.1
852 root 1.18 /* this must before then initial items are given */
853     esrv_new_player (op->contr, op->weight + op->carrying);
854 elmex 1.36
855     treasurelist *tl = find_treasurelist ("starting_wealth");
856     if (tl)
857     create_treasure (tl, op, 0, 0, 0);
858 elmex 1.1
859 root 1.18 INVOKE_PLAYER (BIRTH, op->contr);
860     INVOKE_PLAYER (LOGIN, op->contr);
861 elmex 1.1
862 root 1.52 op->contr->ns->state = ST_PLAYING;
863 root 1.11
864 root 1.18 if (op->msg)
865     op->msg = NULL;
866 elmex 1.1
867 root 1.18 /* We create this now because some of the unique maps will need it
868     * to save here.
869     */
870     sprintf (buf, "%s/%s/%s", settings.localdir, settings.playerdir, &op->name);
871     make_path_to_file (buf);
872 elmex 1.1
873     #ifdef AUTOSAVE
874 root 1.18 op->contr->last_save_tick = pticks;
875 elmex 1.1 #endif
876 root 1.18 start_info (op);
877     CLEAR_FLAG (op, FLAG_WIZ);
878     give_initial_items (op, op->randomitems);
879     link_player_skills (op);
880     esrv_send_inventory (op, op);
881 root 1.54 op->update_stats ();
882 elmex 1.1
883 root 1.18 /* This moves the player to a different start map, if there
884     * is one for this race
885     */
886     if (*first_map_ext_path)
887     {
888     object *tmp;
889     char mapname[MAX_BUF];
890    
891     snprintf (mapname, MAX_BUF - 1, "%s/%s", first_map_ext_path, &op->arch->name);
892 root 1.33 tmp = object::create ();
893 root 1.18 EXIT_PATH (tmp) = mapname;
894     EXIT_X (tmp) = op->x;
895     EXIT_Y (tmp) = op->y;
896     enter_exit (op, tmp); /* we don't really care if it succeeded;
897 elmex 1.1 * if the map isn't there, then stay on the
898     * default initial map */
899 root 1.33 tmp->destroy ();
900 elmex 1.1 }
901 root 1.18 else
902 root 1.46 LOG (llevDebug, "first_map_ext_path not set\n");
903    
904 root 1.18 return 0;
905 elmex 1.1 }
906    
907 root 1.18 /* Following actually changes the race - this is the default command
908     * if we don't match with one of the options above.
909     */
910    
911     tmp_loop = 0;
912     while (!tmp_loop)
913     {
914     shstr name = op->name;
915     int x = op->x, y = op->y;
916    
917 root 1.54 op->remove_statbonus ();
918 root 1.32 op->remove ();
919 root 1.18 op->arch = get_player_archetype (op->arch);
920 root 1.33 op->arch->clone.copy_to (op);
921 root 1.18 op->instantiate ();
922     op->stats = op->contr->orig_stats;
923     op->name = op->name_pl = name;
924     op->x = x;
925     op->y = y;
926     SET_ANIMATION (op, 2); /* So player faces south */
927     insert_ob_in_map (op, op->map, op, 0);
928 root 1.21 assign (op->contr->title, op->arch->clone.name);
929 root 1.54 op->add_statbonus ();
930 root 1.18 tmp_loop = allowed_class (op);
931     }
932 root 1.19
933 root 1.18 update_object (op, UP_OBJ_FACE);
934     esrv_update_item (UPD_FACE, op, op);
935 root 1.54 op->update_stats ();
936 root 1.18 op->stats.hp = op->stats.maxhp;
937     op->stats.sp = op->stats.maxsp;
938     op->stats.grace = 0;
939 root 1.21
940 root 1.18 if (op->msg)
941     new_draw_info (NDI_BLUE, 0, op, op->msg);
942 root 1.21
943 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");
944 root 1.18 return 0;
945 elmex 1.1 }
946    
947 root 1.18 int
948     key_confirm_quit (object *op, char key)
949 elmex 1.1 {
950 root 1.18 if (key != 'y' && key != 'Y' && key != 'q' && key != 'Q')
951     {
952 root 1.52 op->contr->ns->state = ST_PLAYING;
953 root 1.18 new_draw_info (NDI_UNIQUE, 0, op, "OK, continuing to play.");
954     return 1;
955 elmex 1.1 }
956    
957 root 1.18 INVOKE_PLAYER (LOGOUT, op->contr);
958     INVOKE_PLAYER (QUIT, op->contr);
959 root 1.3
960 root 1.18 terminate_all_pets (op);
961     leave_map (op);
962     op->direction = 0;
963     new_draw_info_format (NDI_UNIQUE | NDI_ALL, 5, NULL, "%s quits the game.", &op->name);
964    
965     strcpy (op->contr->killer, "quit");
966     check_score (op);
967 root 1.54 op->contr->party = 0;
968     op->contr->own_title[0] = '\0';
969    
970     object_ptr ob = op;
971 root 1.18
972 root 1.54 delete ob->contr;
973    
974     /* We need to hunt for any per player unique maps in memory and
975     * get rid of them. The trailing slash in the path is intentional,
976     * so that players named 'Ab' won't match against players 'Abe' pathname
977     */
978     char buf[MAX_BUF];
979     sprintf (buf, "%s/%s/%s/", settings.localdir, settings.playerdir, &op->name);
980    
981     for (maptile *next, *mp = first_map; mp; mp = next)
982 root 1.18 {
983 root 1.54 next = mp->next;
984 root 1.18
985 root 1.54 if (!strncmp (mp->path, buf, strlen (buf)))
986     delete_map (mp);
987     }
988 root 1.18
989 root 1.54 delete_character (ob->name, 1);
990 root 1.19
991 root 1.18 return 1;
992 elmex 1.1 }
993    
994 root 1.18 void
995     flee_player (object *op)
996     {
997     int dir, diff;
998     rv_vector rv;
999    
1000     if (op->stats.hp < 0)
1001     {
1002     LOG (llevDebug, "Fleeing player is dead.\n");
1003     CLEAR_FLAG (op, FLAG_SCARED);
1004     return;
1005 elmex 1.1 }
1006    
1007 root 1.18 if (op->enemy == NULL)
1008     {
1009     LOG (llevDebug, "Fleeing player had no enemy.\n");
1010     CLEAR_FLAG (op, FLAG_SCARED);
1011     return;
1012 elmex 1.1 }
1013    
1014 root 1.18 /* Seen some crashes here. Since we don't store an
1015     * op->enemy_count, it is possible that something destroys the
1016     * actual enemy, and the object is recycled.
1017     */
1018     if (op->enemy->map == NULL)
1019     {
1020     CLEAR_FLAG (op, FLAG_SCARED);
1021     op->enemy = NULL;
1022     return;
1023 elmex 1.1 }
1024    
1025 root 1.18 if (!(random_roll (0, 4, op, PREFER_LOW)) && did_make_save (op, op->level, 0))
1026     {
1027     op->enemy = NULL;
1028     CLEAR_FLAG (op, FLAG_SCARED);
1029     return;
1030 elmex 1.1 }
1031 root 1.49
1032 root 1.18 get_rangevector (op, op->enemy, &rv, 0);
1033    
1034     dir = absdir (4 + rv.direction);
1035     for (diff = 0; diff < 3; diff++)
1036     {
1037     int m = 1 - (RANDOM () & 2);
1038 elmex 1.1
1039 root 1.18 if (move_ob (op, absdir (dir + diff * m), op) || (diff == 0 && move_ob (op, absdir (dir - diff * m), op)))
1040 root 1.49 return;
1041 elmex 1.1 }
1042 root 1.49
1043 root 1.18 /* Cornered, get rid of scared */
1044     CLEAR_FLAG (op, FLAG_SCARED);
1045     op->enemy = NULL;
1046 elmex 1.1 }
1047    
1048    
1049     /* check_pick sees if there is stuff to be picked up/picks up stuff.
1050     * IT returns 1 if the player should keep on moving, 0 if he should
1051     * stop.
1052     */
1053 root 1.18 int
1054     check_pick (object *op)
1055     {
1056 elmex 1.1 object *tmp, *next;
1057     int stop = 0;
1058     int j, k, wvratio;
1059     char putstring[128], tmpstr[16];
1060    
1061     /* if you're flying, you cna't pick up anything */
1062     if (op->move_type & MOVE_FLYING)
1063     return 1;
1064    
1065     next = op->below;
1066    
1067     /* loop while there are items on the floor that are not marked as
1068     * destroyed */
1069 root 1.24 while (next && !next->destroyed ())
1070 root 1.18 {
1071     tmp = next;
1072     next = tmp->below;
1073 elmex 1.1
1074 root 1.24 if (op->destroyed ())
1075 elmex 1.1 return 0;
1076    
1077 root 1.18 if (!can_pick (op, tmp))
1078     continue;
1079 elmex 1.1
1080 root 1.18 if (op->contr->search_str[0] != '\0' && settings.search_items == TRUE)
1081     {
1082     if (item_matched_string (op, tmp, op->contr->search_str))
1083     pick_up (op, tmp);
1084     continue;
1085 root 1.11 }
1086    
1087 root 1.18 /* high not bit set? We're using the old autopickup model */
1088     if (!(op->contr->mode & PU_NEWMODE))
1089 root 1.11 {
1090 root 1.18 switch (op->contr->mode)
1091 root 1.11 {
1092 root 1.20 case 0:
1093     return 1; /* don't pick up */
1094     case 1:
1095     pick_up (op, tmp);
1096     return 1;
1097     case 2:
1098     pick_up (op, tmp);
1099     return 0;
1100     case 3:
1101     return 0; /* stop before pickup */
1102     case 4:
1103     pick_up (op, tmp);
1104     break;
1105     case 5:
1106     pick_up (op, tmp);
1107     stop = 1;
1108     break;
1109     case 6:
1110     if (QUERY_FLAG (tmp, FLAG_KNOWN_MAGICAL) && !QUERY_FLAG (tmp, FLAG_KNOWN_CURSED))
1111 root 1.18 pick_up (op, tmp);
1112 root 1.20 break;
1113    
1114     case 7:
1115     if (tmp->type == MONEY || tmp->type == GEM)
1116 root 1.18 pick_up (op, tmp);
1117 root 1.20 break;
1118    
1119     default:
1120     /* use value density */
1121     if (!QUERY_FLAG (tmp, FLAG_UNPAID)
1122     && (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1))) >= op->contr->mode)
1123 root 1.18 pick_up (op, tmp);
1124 root 1.11 }
1125     }
1126 root 1.18 else
1127     { /* old model */
1128     /* NEW pickup handling */
1129     if (op->contr->mode & PU_DEBUG)
1130     {
1131     /* some debugging code to figure out item information */
1132     if (tmp->name != NULL)
1133     sprintf (putstring, "item name: %s item type: %d weight/value: %d",
1134     &tmp->name, tmp->type, (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1))));
1135     else
1136     sprintf (putstring, "item name: %s item type: %d weight/value: %d",
1137     &tmp->arch->name, tmp->type, (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1))));
1138     new_draw_info (NDI_UNIQUE, 0, op, putstring);
1139    
1140     sprintf (putstring, "...flags: ");
1141     for (k = 0; k < 4; k++)
1142     {
1143     for (j = 0; j < 32; j++)
1144     {
1145     if ((tmp->flags[k] >> j) & 0x01)
1146     {
1147     sprintf (tmpstr, "%d ", k * 32 + j);
1148     strcat (putstring, tmpstr);
1149     }
1150     }
1151     }
1152     new_draw_info (NDI_UNIQUE, 0, op, putstring);
1153 elmex 1.1
1154     #if 0
1155 root 1.18 /* print the flags too */
1156     for (k = 0; k < 4; k++)
1157     {
1158     fprintf (stderr, "%d [%d] ", k, k * 32 + 31);
1159     for (j = 0; j < 32; j++)
1160     {
1161     fprintf (stderr, "%d", tmp->flags[k] >> (31 - j) & 0x01);
1162     if (!((j + 1) % 4))
1163     fprintf (stderr, " ");
1164     }
1165     fprintf (stderr, " [%d]\n", k * 32);
1166     }
1167 elmex 1.1 #endif
1168 root 1.18 }
1169     /* philosophy:
1170     * It's easy to grab an item type from a pile, as long as it's
1171     * generic. This takes no game-time. For more detailed pickups
1172     * and selections, select-items shoul dbe used. This is a
1173     * grab-as-you-run type mode that's really useful for arrows for
1174     * example.
1175     * The drawback: right now it has no frontend, so you need to
1176     * stick the bits you want into a calculator in hex mode and then
1177     * convert to decimal and then 'pickup <#>
1178     */
1179    
1180     /* the first two modes are exclusive: if NOTHING we return, if
1181     * STOP then we stop. All the rest are applied sequentially,
1182     * meaning if any test passes, the item gets picked up. */
1183    
1184     /* if mode is set to pick nothing up, return */
1185    
1186     if (op->contr->mode & PU_NOTHING)
1187     return 1;
1188    
1189     /* if mode is set to stop when encountering objects, return */
1190     /* take STOP before INHIBIT since it doesn't actually pick
1191     * anything up */
1192    
1193     if (op->contr->mode & PU_STOP)
1194     return 0;
1195    
1196     /* useful for going into stores and not losing your settings... */
1197     /* and for battles wher you don't want to get loaded down while
1198     * fighting */
1199     if (op->contr->mode & PU_INHIBIT)
1200     return 1;
1201    
1202     /* prevent us from turning into auto-thieves :) */
1203     if (QUERY_FLAG (tmp, FLAG_UNPAID))
1204     continue;
1205    
1206     /* ignore known cursed objects */
1207     if (QUERY_FLAG (tmp, FLAG_KNOWN_CURSED) && op->contr->mode & PU_NOT_CURSED)
1208     continue;
1209    
1210     /* all food and drink if desired */
1211     /* question: don't pick up known-poisonous stuff? */
1212     if (op->contr->mode & PU_FOOD)
1213     if (tmp->type == FOOD)
1214     {
1215     pick_up (op, tmp);
1216     continue;
1217     }
1218 root 1.29
1219 root 1.18 if (op->contr->mode & PU_DRINK)
1220     if (tmp->type == DRINK || (tmp->type == POISON && !QUERY_FLAG (tmp, FLAG_KNOWN_CURSED)))
1221     {
1222     pick_up (op, tmp);
1223     continue;
1224     }
1225    
1226     if (op->contr->mode & PU_POTION)
1227     if (tmp->type == POTION)
1228     {
1229     pick_up (op, tmp);
1230     continue;
1231     }
1232    
1233     /* spellbooks, skillscrolls and normal books/scrolls */
1234     if (op->contr->mode & PU_SPELLBOOK)
1235     if (tmp->type == SPELLBOOK)
1236     {
1237     pick_up (op, tmp);
1238     continue;
1239     }
1240 root 1.29
1241 root 1.18 if (op->contr->mode & PU_SKILLSCROLL)
1242     if (tmp->type == SKILLSCROLL)
1243     {
1244     pick_up (op, tmp);
1245     continue;
1246     }
1247 root 1.29
1248 root 1.18 if (op->contr->mode & PU_READABLES)
1249     if (tmp->type == BOOK || tmp->type == SCROLL)
1250     {
1251     pick_up (op, tmp);
1252     continue;
1253     }
1254    
1255     /* wands/staves/rods/horns */
1256     if (op->contr->mode & PU_MAGIC_DEVICE)
1257     if (tmp->type == WAND || tmp->type == ROD || tmp->type == HORN)
1258     {
1259     pick_up (op, tmp);
1260     continue;
1261     }
1262    
1263     /* pick up all magical items */
1264     if (op->contr->mode & PU_MAGICAL)
1265     if (QUERY_FLAG (tmp, FLAG_KNOWN_MAGICAL) && !QUERY_FLAG (tmp, FLAG_KNOWN_CURSED))
1266     {
1267     pick_up (op, tmp);
1268     continue;
1269     }
1270    
1271     if (op->contr->mode & PU_VALUABLES)
1272     {
1273     if (tmp->type == MONEY || tmp->type == GEM)
1274     {
1275     pick_up (op, tmp);
1276     continue;
1277     }
1278     }
1279    
1280     /* rings & amulets - talismans seems to be typed AMULET */
1281     if (op->contr->mode & PU_JEWELS)
1282     if (tmp->type == RING || tmp->type == AMULET)
1283     {
1284     pick_up (op, tmp);
1285 root 1.29 continue;
1286     }
1287    
1288     /* we don't forget dragon food */
1289     if (op->contr->mode & PU_FLESH)
1290     if (tmp->type == FLESH)
1291     {
1292     pick_up (op, tmp);
1293 root 1.18 continue;
1294     }
1295    
1296     /* bows and arrows. Bows are good for selling! */
1297     if (op->contr->mode & PU_BOW)
1298     if (tmp->type == BOW)
1299     {
1300     pick_up (op, tmp);
1301     continue;
1302     }
1303 root 1.29
1304 root 1.18 if (op->contr->mode & PU_ARROW)
1305     if (tmp->type == ARROW)
1306     {
1307     pick_up (op, tmp);
1308     continue;
1309     }
1310    
1311     /* all kinds of armor etc. */
1312     if (op->contr->mode & PU_ARMOUR)
1313     if (tmp->type == ARMOUR)
1314     {
1315     pick_up (op, tmp);
1316     continue;
1317     }
1318 root 1.29
1319 root 1.18 if (op->contr->mode & PU_HELMET)
1320     if (tmp->type == HELMET)
1321     {
1322     pick_up (op, tmp);
1323     continue;
1324     }
1325 root 1.29
1326 root 1.18 if (op->contr->mode & PU_SHIELD)
1327     if (tmp->type == SHIELD)
1328     {
1329     pick_up (op, tmp);
1330     continue;
1331     }
1332 root 1.29
1333 root 1.18 if (op->contr->mode & PU_BOOTS)
1334     if (tmp->type == BOOTS)
1335     {
1336     pick_up (op, tmp);
1337     continue;
1338     }
1339 root 1.29
1340 root 1.18 if (op->contr->mode & PU_GLOVES)
1341     if (tmp->type == GLOVES)
1342     {
1343     pick_up (op, tmp);
1344     continue;
1345     }
1346 root 1.29
1347 root 1.18 if (op->contr->mode & PU_CLOAK)
1348     if (tmp->type == CLOAK)
1349     {
1350     pick_up (op, tmp);
1351     continue;
1352     }
1353 elmex 1.1
1354 root 1.18 /* hoping to catch throwing daggers here */
1355     if (op->contr->mode & PU_MISSILEWEAPON)
1356     if (tmp->type == WEAPON && QUERY_FLAG (tmp, FLAG_IS_THROWN))
1357     {
1358     pick_up (op, tmp);
1359     continue;
1360     }
1361 elmex 1.1
1362 root 1.18 /* careful: chairs and tables are weapons! */
1363     if (op->contr->mode & PU_ALLWEAPON)
1364     {
1365     if (tmp->type == WEAPON && tmp->name != NULL)
1366     {
1367     if (strstr (tmp->name, "table") == NULL && strstr (tmp->arch->name, "table") == NULL &&
1368     strstr (tmp->name, "chair") && strstr (tmp->arch->name, "chair") == NULL)
1369     {
1370     pick_up (op, tmp);
1371     continue;
1372     }
1373     }
1374 root 1.29
1375 root 1.18 if (tmp->type == WEAPON && tmp->name == NULL)
1376     {
1377     if (strstr (tmp->arch->name, "table") == NULL && strstr (tmp->arch->name, "chair") == NULL)
1378     {
1379     pick_up (op, tmp);
1380     continue;
1381     }
1382     }
1383     }
1384 elmex 1.1
1385 root 1.18 /* misc stuff that's useful */
1386     if (op->contr->mode & PU_KEY)
1387     if (tmp->type == KEY || tmp->type == SPECIAL_KEY)
1388     {
1389     pick_up (op, tmp);
1390     continue;
1391     }
1392 elmex 1.1
1393 root 1.18 /* any of the last 4 bits set means we use the ratio for value
1394     * pickups */
1395     if (op->contr->mode & PU_RATIO)
1396     {
1397     /* use value density to decide what else to grab */
1398     /* >=7 was >= op->contr->mode */
1399     /* >=7 is the old standard setting. Now we take the last 4 bits
1400     * and multiply them by 5, giving 0..15*5== 5..75 */
1401     wvratio = (op->contr->mode & PU_RATIO) * 5;
1402     if ((query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1))) >= (unsigned int) wvratio)
1403     {
1404     pick_up (op, tmp);
1405 elmex 1.1 #if 0
1406 root 1.18 fprintf (stderr, "HIGH WEIGHT/VALUE [");
1407     if (tmp->name != NULL)
1408     {
1409     fprintf (stderr, "%s", tmp->name);
1410     }
1411     else
1412     fprintf (stderr, "%s", tmp->arch->name);
1413     fprintf (stderr, ",%d] = ", tmp->type);
1414     fprintf (stderr, "%d\n", (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1))));
1415 elmex 1.1 #endif
1416 root 1.18 continue;
1417     }
1418     }
1419     } /* the new pickup model */
1420     }
1421 root 1.29
1422 root 1.18 return !stop;
1423 elmex 1.1 }
1424    
1425     /*
1426     * Find an arrow in the inventory and after that
1427     * in the right type container (quiver). Pointer to the
1428     * found object is returned.
1429     */
1430 root 1.18 object *
1431     find_arrow (object *op, const char *type)
1432 elmex 1.1 {
1433 root 1.18 object *tmp = NULL;
1434 elmex 1.1
1435 root 1.18 for (op = op->inv; op; op = op->below)
1436     if (!tmp && op->type == CONTAINER && op->race == type && QUERY_FLAG (op, FLAG_APPLIED))
1437     tmp = find_arrow (op, type);
1438     else if (op->type == ARROW && op->race == type)
1439     return op;
1440     return tmp;
1441 elmex 1.1 }
1442    
1443     /*
1444     * Similar to find_arrow, but looks for (roughly) the best arrow to use
1445     * against the target. A full test is not performed, simply a basic test
1446     * of resistances. The archer is making a quick guess at what he sees down
1447     * the hall. Failing that it does it's best to pick the highest plus arrow.
1448     */
1449    
1450 root 1.18 object *
1451     find_better_arrow (object *op, object *target, const char *type, int *better)
1452 elmex 1.1 {
1453 root 1.18 object *tmp = NULL, *arrow, *ntmp;
1454     int attacknum, attacktype, betterby = 0, i;
1455 elmex 1.1
1456 root 1.18 if (!type)
1457     return NULL;
1458 elmex 1.1
1459 root 1.18 for (arrow = op->inv; arrow; arrow = arrow->below)
1460     {
1461     if (arrow->type == CONTAINER && arrow->race == type && QUERY_FLAG (arrow, FLAG_APPLIED))
1462     {
1463     i = 0;
1464     ntmp = find_better_arrow (arrow, target, type, &i);
1465     if (i > betterby)
1466     {
1467     tmp = ntmp;
1468     betterby = i;
1469     }
1470     }
1471     else if (arrow->type == ARROW && arrow->race == type)
1472     {
1473     /* allways prefer assasination/slaying */
1474     if (target->race != NULL && arrow->slaying != NULL && strstr (arrow->slaying, target->race))
1475     {
1476     if (arrow->attacktype & AT_DEATH)
1477     {
1478     *better = 100;
1479     return arrow;
1480     }
1481     else
1482     {
1483     tmp = arrow;
1484     betterby = (arrow->magic + arrow->stats.dam) * 2;
1485     }
1486     }
1487     else
1488     {
1489     for (attacknum = 0; attacknum < NROFATTACKS; attacknum++)
1490     {
1491     attacktype = 1 << attacknum;
1492     if ((arrow->attacktype & attacktype) && (target->arch->clone.resist[attacknum]) < 0)
1493     if (((arrow->magic + arrow->stats.dam) * (100 - target->arch->clone.resist[attacknum]) / 100) > betterby)
1494     {
1495     tmp = arrow;
1496     betterby = (arrow->magic + arrow->stats.dam) * (100 - target->arch->clone.resist[attacknum]) / 100;
1497     }
1498 root 1.11 }
1499 root 1.18 if ((2 + arrow->magic + arrow->stats.dam) > betterby)
1500     {
1501     tmp = arrow;
1502     betterby = 2 + arrow->magic + arrow->stats.dam;
1503 root 1.11 }
1504 root 1.18 if (arrow->title && (1 + arrow->magic + arrow->stats.dam) > betterby)
1505     {
1506     tmp = arrow;
1507     betterby = 1 + arrow->magic + arrow->stats.dam;
1508 root 1.11 }
1509     }
1510     }
1511 elmex 1.1 }
1512 root 1.18 if (tmp == NULL && arrow == NULL)
1513     return find_arrow (op, type);
1514 elmex 1.1
1515 root 1.18 *better = betterby;
1516     return tmp;
1517 elmex 1.1 }
1518    
1519     /* looks in a given direction, finds the first valid target, and calls
1520     * find_better_arrow to find a decent arrow to use.
1521     * op = the shooter
1522     * type = bow->race
1523     * dir = fire direction
1524     */
1525    
1526 root 1.18 object *
1527     pick_arrow_target (object *op, const char *type, int dir)
1528 elmex 1.1 {
1529 root 1.18 object *tmp = NULL;
1530 root 1.25 maptile *m;
1531 root 1.18 int i, mflags, found, number;
1532     sint16 x, y;
1533    
1534     if (op->map == NULL)
1535     return find_arrow (op, type);
1536    
1537     /* do a dex check */
1538     number = (die_roll (2, 40, op, PREFER_LOW) - 2) / 2;
1539     if (number > (op->stats.Dex + (op->chosen_skill ? op->chosen_skill->level : op->level)))
1540     return find_arrow (op, type);
1541    
1542     m = op->map;
1543     x = op->x;
1544     y = op->y;
1545    
1546     /* find the first target */
1547     for (i = 0, found = 0; i < 20; i++)
1548     {
1549     x += freearr_x[dir];
1550     y += freearr_y[dir];
1551     mflags = get_map_flags (m, &m, x, y, &x, &y);
1552     if (mflags & P_OUT_OF_MAP || mflags & P_BLOCKSVIEW)
1553     {
1554     tmp = NULL;
1555     break;
1556     }
1557     else if (GET_MAP_MOVE_BLOCK (m, x, y) == MOVE_FLY_LOW)
1558     {
1559     /* This block presumes arrows and the like are MOVE_FLY_SLOW -
1560     * perhaps a bad assumption.
1561     */
1562     tmp = NULL;
1563     break;
1564 root 1.11 }
1565 root 1.18 if (mflags & P_IS_ALIVE)
1566     {
1567     for (tmp = GET_MAP_OB (m, x, y); tmp; tmp = tmp->above)
1568     if (QUERY_FLAG (tmp, FLAG_ALIVE))
1569     {
1570     found++;
1571 root 1.11 break;
1572 root 1.18 }
1573     if (found)
1574     break;
1575 root 1.11 }
1576 elmex 1.1 }
1577 root 1.18 if (tmp == NULL)
1578     return find_arrow (op, type);
1579 elmex 1.1
1580 root 1.18 if (tmp->head)
1581     tmp = tmp->head;
1582 elmex 1.1
1583 root 1.18 return find_better_arrow (op, tmp, type, &i);
1584 elmex 1.1 }
1585    
1586     /*
1587     * Creature fires a bow - op can be monster or player. Returns
1588     * 1 if bow was actually fired, 0 otherwise.
1589     * op is the object firing the bow.
1590     * part is for multipart creatures - the part firing the bow.
1591     * dir is the direction of fire.
1592     * wc_mod is any special modifier to give (used in special player fire modes)
1593     * sx, sy are coordinates to fire arrow from - also used in some of the special
1594     * player fire modes.
1595     */
1596 root 1.18 int
1597     fire_bow (object *op, object *part, object *arrow, int dir, int wc_mod, sint16 sx, sint16 sy)
1598 elmex 1.1 {
1599 root 1.18 object *left, *bow;
1600     int bowspeed, mflags;
1601 root 1.25 maptile *m;
1602 elmex 1.1
1603 root 1.18 if (!dir)
1604     {
1605     new_draw_info (NDI_UNIQUE, 0, op, "You can't shoot yourself!");
1606     return 0;
1607 elmex 1.1 }
1608 root 1.48
1609 root 1.18 if (op->type == PLAYER)
1610     bow = op->contr->ranges[range_bow];
1611     else
1612     {
1613     for (bow = op->inv; bow; bow = bow->below)
1614     /* Don't check for applied - monsters don't apply bows - in that way, they
1615     * don't need to switch back and forth between bows and weapons.
1616     */
1617     if (bow->type == BOW)
1618     break;
1619 root 1.11
1620 root 1.18 if (!bow)
1621     {
1622     LOG (llevError, "Range: bow without activated bow (%s).\n", &op->name);
1623     return 0;
1624 root 1.11 }
1625 elmex 1.1 }
1626 root 1.48
1627 root 1.18 if (!bow->race || !bow->skill)
1628     {
1629     new_draw_info_format (NDI_UNIQUE, 0, op, "Your %s is broken.", &bow->name);
1630     return 0;
1631 elmex 1.1 }
1632    
1633 root 1.18 bowspeed = bow->stats.sp + dex_bonus[op->stats.Dex];
1634 elmex 1.1
1635 root 1.18 /* penalize ROF for bestarrow */
1636     if (op->type == PLAYER && op->contr->bowtype == bow_bestarrow)
1637     bowspeed -= dex_bonus[op->stats.Dex] + 5;
1638 root 1.48
1639 root 1.18 if (bowspeed < 1)
1640     bowspeed = 1;
1641    
1642     if (arrow == NULL)
1643     {
1644     if ((arrow = find_arrow (op, bow->race)) == NULL)
1645     {
1646     if (op->type == PLAYER)
1647     new_draw_info_format (NDI_UNIQUE, 0, op, "You have no %s left.", &bow->race);
1648     /* FLAG_READY_BOW will get reset if the monsters picks up some arrows */
1649     else
1650     CLEAR_FLAG (op, FLAG_READY_BOW);
1651     return 0;
1652 root 1.11 }
1653 elmex 1.1 }
1654 root 1.48
1655 root 1.18 mflags = get_map_flags (op->map, &m, sx, sy, &sx, &sy);
1656     if (mflags & P_OUT_OF_MAP)
1657 root 1.48 return 0;
1658    
1659 root 1.18 if (GET_MAP_MOVE_BLOCK (m, sx, sy) == MOVE_FLY_LOW)
1660     {
1661     new_draw_info (NDI_UNIQUE, 0, op, "Something is in the way.");
1662     return 0;
1663     }
1664    
1665     /* this should not happen, but sometimes does */
1666     if (arrow->nrof == 0)
1667     {
1668 root 1.33 arrow->destroy ();
1669 root 1.18 return 0;
1670     }
1671    
1672     left = arrow; /* these are arrows left to the player */
1673     arrow = get_split_ob (arrow, 1);
1674 root 1.48 if (!arrow)
1675 root 1.18 {
1676     new_draw_info_format (NDI_UNIQUE, 0, op, "You have no %s left.", &bow->race);
1677     return 0;
1678 elmex 1.1 }
1679 root 1.48
1680 root 1.34 arrow->set_owner (op);
1681 root 1.18 arrow->skill = bow->skill;
1682    
1683     arrow->direction = dir;
1684     arrow->x = sx;
1685     arrow->y = sy;
1686    
1687     if (op->type == PLAYER)
1688     {
1689     op->speed_left = 0.01 - (float) FABS (op->speed) * 100 / bowspeed;
1690 root 1.54 op->update_stats ();
1691 elmex 1.1 }
1692    
1693 root 1.18 SET_ANIMATION (arrow, arrow->direction);
1694     arrow->stats.sp = arrow->stats.wc; /* save original wc and dam */
1695     arrow->stats.hp = arrow->stats.dam;
1696     arrow->stats.grace = arrow->attacktype;
1697     if (arrow->slaying != NULL)
1698 root 1.40 arrow->spellarg = strdup (arrow->slaying);
1699 root 1.18
1700     /* Note that this was different for monsters - they got their level
1701     * added to the damage. I think the strength bonus is more proper.
1702     */
1703    
1704     arrow->stats.dam += (QUERY_FLAG (bow, FLAG_NO_STRENGTH) ? 0 : dam_bonus[op->stats.Str]) + bow->stats.dam + bow->magic + arrow->magic;
1705    
1706     /* update the speed */
1707     arrow->speed = (float) ((QUERY_FLAG (bow, FLAG_NO_STRENGTH) ?
1708     0 : dam_bonus[op->stats.Str]) + bow->magic + arrow->magic) / 5.0 + (float) bow->stats.dam / 7.0;
1709    
1710     if (arrow->speed < 1.0)
1711     arrow->speed = 1.0;
1712     update_ob_speed (arrow);
1713     arrow->speed_left = 0;
1714    
1715     if (op->type == PLAYER)
1716     {
1717     arrow->stats.wc = 20 - bow->magic - arrow->magic -
1718     (op->chosen_skill ? op->chosen_skill->level : op->level) -
1719     dex_bonus[op->stats.Dex] - thaco_bonus[op->stats.Str] - arrow->stats.wc - bow->stats.wc + wc_mod;
1720    
1721     arrow->level = op->chosen_skill ? op->chosen_skill->level : op->level;
1722 elmex 1.1 }
1723 root 1.18 else
1724     {
1725     arrow->stats.wc = op->stats.wc - bow->magic - arrow->magic - arrow->stats.wc + wc_mod;
1726     arrow->level = op->level;
1727 elmex 1.1 }
1728 root 1.24
1729 root 1.18 if (arrow->attacktype == AT_PHYSICAL)
1730     arrow->attacktype |= bow->attacktype;
1731 root 1.24
1732 root 1.48 if (bow->slaying)
1733 root 1.18 arrow->slaying = bow->slaying;
1734    
1735     arrow->map = m;
1736     arrow->move_type = MOVE_FLY_LOW;
1737     arrow->move_on = MOVE_FLY_LOW | MOVE_WALK;
1738    
1739     play_sound_map (op->map, op->x, op->y, SOUND_FIRE_ARROW);
1740     insert_ob_in_map (arrow, m, op, 0);
1741    
1742 root 1.24 if (!arrow->destroyed ())
1743 root 1.18 move_arrow (arrow);
1744 elmex 1.1
1745 root 1.18 if (op->type == PLAYER)
1746     {
1747 root 1.24 if (left->destroyed ())
1748     esrv_del_item (op->contr, left->count);
1749 root 1.18 else
1750     esrv_send_item (op, left);
1751 elmex 1.1 }
1752 root 1.24
1753 root 1.18 return 1;
1754 elmex 1.1 }
1755    
1756     /* Special fire code for players - this takes into
1757     * account the special fire modes players can have
1758     * but monsters can't. Putting that code here
1759     * makes the fire_bow code much cleaner.
1760     * this function should only be called if 'op' is a player,
1761     * hence the function name.
1762     */
1763 root 1.18 int
1764     player_fire_bow (object *op, int dir)
1765 elmex 1.1 {
1766 root 1.18 int ret = 0, wcmod = 0;
1767    
1768     if (op->contr->bowtype == bow_bestarrow)
1769     {
1770     ret = fire_bow (op, op, pick_arrow_target (op, op->contr->ranges[range_bow]->race, dir), dir, 0, op->x, op->y);
1771     }
1772     else if (op->contr->bowtype >= bow_n && op->contr->bowtype <= bow_nw)
1773     {
1774     if (!similar_direction (dir, op->contr->bowtype - bow_n + 1))
1775     wcmod = -1;
1776     ret = fire_bow (op, op, NULL, op->contr->bowtype - bow_n + 1, wcmod, op->x, op->y);
1777     }
1778     else if (op->contr->bowtype == bow_threewide)
1779     {
1780     ret = fire_bow (op, op, NULL, dir, 0, op->x, op->y);
1781     ret |= fire_bow (op, op, NULL, dir, -5, op->x + freearr_x[absdir (dir + 2)], op->y + freearr_y[absdir (dir + 2)]);
1782     ret |= fire_bow (op, op, NULL, dir, -5, op->x + freearr_x[absdir (dir - 2)], op->y + freearr_y[absdir (dir - 2)]);
1783     }
1784     else if (op->contr->bowtype == bow_spreadshot)
1785     {
1786     ret |= fire_bow (op, op, NULL, dir, 0, op->x, op->y);
1787     ret |= fire_bow (op, op, NULL, absdir (dir - 1), -5, op->x, op->y);
1788     ret |= fire_bow (op, op, NULL, absdir (dir + 1), -5, op->x, op->y);
1789 elmex 1.1
1790     }
1791 root 1.18 else
1792     {
1793     /* Simple case */
1794     ret = fire_bow (op, op, NULL, dir, 0, op->x, op->y);
1795     }
1796     return ret;
1797 elmex 1.1 }
1798    
1799    
1800     /* Fires a misc (wand/rod/horn) object in 'dir'.
1801     * Broken apart from 'fire' to keep it more readable.
1802     */
1803 root 1.18 void
1804     fire_misc_object (object *op, int dir)
1805 elmex 1.1 {
1806 root 1.18 object *item;
1807 elmex 1.1
1808 root 1.18 if (!op->contr->ranges[range_misc])
1809     {
1810     new_draw_info (NDI_UNIQUE, 0, op, "You have range item readied.");
1811     return;
1812 elmex 1.1 }
1813    
1814 root 1.18 item = op->contr->ranges[range_misc];
1815     if (!item->inv)
1816     {
1817     LOG (llevError, "Object %s lacks a spell\n", &item->name);
1818     return;
1819 elmex 1.1 }
1820 root 1.18 if (item->type == WAND)
1821     {
1822     if (item->stats.food <= 0)
1823     {
1824     play_sound_player_only (op->contr, SOUND_WAND_POOF, 0, 0);
1825     new_draw_info_format (NDI_UNIQUE, 0, op, "The %s goes poof.", query_base_name (item, 0));
1826     return;
1827 root 1.11 }
1828 root 1.18 }
1829     else if (item->type == ROD || item->type == HORN)
1830     {
1831     if (item->stats.hp < MAX (item->inv->stats.sp, item->inv->stats.grace))
1832     {
1833     play_sound_player_only (op->contr, SOUND_WAND_POOF, 0, 0);
1834     if (item->type == ROD)
1835     new_draw_info_format (NDI_UNIQUE, 0, op, "The %s whines for a while, but nothing happens.", query_base_name (item, 0));
1836     else
1837     new_draw_info_format (NDI_UNIQUE, 0, op, "The %s needs more time to charge.", query_base_name (item, 0));
1838     return;
1839 root 1.11 }
1840 elmex 1.1 }
1841    
1842 root 1.18 if (cast_spell (op, item, dir, item->inv, NULL))
1843     {
1844     SET_FLAG (op, FLAG_BEEN_APPLIED); /* You now know something about it */
1845     if (item->type == WAND)
1846     {
1847     if (!(--item->stats.food))
1848     {
1849     object *tmp;
1850    
1851     if (item->arch)
1852     {
1853     CLEAR_FLAG (item, FLAG_ANIMATE);
1854     item->face = item->arch->clone.face;
1855     item->speed = 0;
1856     update_ob_speed (item);
1857 root 1.11 }
1858 root 1.49 if ((tmp = item->in_player ()))
1859 root 1.18 esrv_update_item (UPD_ANIM, tmp, item);
1860 root 1.11 }
1861     }
1862 root 1.18 else if (item->type == ROD || item->type == HORN)
1863     {
1864     drain_rod_charge (item);
1865 root 1.11 }
1866 elmex 1.1 }
1867     }
1868    
1869     /* Received a fire command for the player - go and do it.
1870     */
1871 root 1.18 void
1872     fire (object *op, int dir)
1873     {
1874     int spellcost = 0;
1875 elmex 1.1
1876 root 1.18 /* check for loss of invisiblity/hide */
1877     if (action_makes_visible (op))
1878     make_visible (op);
1879 elmex 1.1
1880 root 1.18 switch (op->contr->shoottype)
1881     {
1882 root 1.20 case range_none:
1883     return;
1884 elmex 1.1
1885 root 1.20 case range_bow:
1886     player_fire_bow (op, dir);
1887     return;
1888 elmex 1.1
1889 root 1.20 case range_magic: /* Casting spells */
1890     spellcost = (cast_spell (op, op, dir, op->contr->ranges[range_magic], op->contr->spellparam[0] ? op->contr->spellparam : 0));
1891     return;
1892 elmex 1.1
1893 root 1.20 case range_misc:
1894     fire_misc_object (op, dir);
1895     return;
1896 root 1.11
1897 root 1.20 case range_golem: /* Control summoned monsters from scrolls */
1898 root 1.30 if (QUERY_FLAG (op->contr->ranges[range_golem], FLAG_REMOVED))
1899 root 1.20 {
1900 root 1.30 op->contr->ranges[range_golem] = 0;
1901 root 1.20 op->contr->shoottype = range_none;
1902     }
1903     else
1904     control_golem (op->contr->ranges[range_golem], dir);
1905     return;
1906 root 1.11
1907 root 1.20 case range_skill:
1908     if (!op->chosen_skill)
1909     {
1910     if (op->type == PLAYER)
1911     new_draw_info (NDI_UNIQUE, 0, op, "You have no applicable skill to use.");
1912     return;
1913     }
1914     (void) do_skill (op, op, op->chosen_skill, dir, NULL);
1915     return;
1916     case range_builder:
1917     apply_map_builder (op, dir);
1918     return;
1919     default:
1920     new_draw_info (NDI_UNIQUE, 0, op, "Illegal shoot type.");
1921     return;
1922 elmex 1.1 }
1923     }
1924    
1925    
1926    
1927     /* find_key
1928     * We try to find a key for the door as passed. If we find a key
1929     * and successfully use it, we return the key, otherwise NULL
1930     * This function merges both normal and locked door, since the logic
1931     * for both is the same - just the specific key is different.
1932     * pl is the player,
1933     * inv is the objects inventory to searched
1934     * door is the door we are trying to match against.
1935     * This function can be called recursively to search containers.
1936     */
1937    
1938 root 1.18 object *
1939     find_key (object *pl, object *container, object *door)
1940 elmex 1.1 {
1941 root 1.18 object *tmp, *key;
1942 elmex 1.1
1943 root 1.18 /* Should not happen, but sanity checking is never bad */
1944     if (container->inv == NULL)
1945     return NULL;
1946 elmex 1.1
1947 root 1.18 /* First, lets try to find a key in the top level inventory */
1948     for (tmp = container->inv; tmp != NULL; tmp = tmp->below)
1949     {
1950     if (door->type == DOOR && tmp->type == KEY)
1951     break;
1952     /* For sanity, we should really check door type, but other stuff
1953     * (like containers) can be locked with special keys
1954     */
1955     if (tmp->slaying && tmp->type == SPECIAL_KEY && tmp->slaying == door->slaying)
1956     break;
1957     }
1958     /* No key found - lets search inventories now */
1959     /* If we find and use a key in an inventory, return at that time.
1960     * otherwise, if we search all the inventories and still don't find
1961     * a key, return
1962     */
1963     if (!tmp)
1964     {
1965     for (tmp = container->inv; tmp != NULL; tmp = tmp->below)
1966     {
1967     /* No reason to search empty containers */
1968     if (tmp->type == CONTAINER && tmp->inv)
1969     {
1970     if ((key = find_key (pl, tmp, door)) != NULL)
1971     return key;
1972     }
1973     }
1974     if (!tmp)
1975     return NULL;
1976 elmex 1.1 }
1977 root 1.18 /* We get down here if we have found a key. Now if its in a container,
1978     * see if we actually want to use it
1979     */
1980     if (pl != container)
1981     {
1982     /* Only let players use keys in containers */
1983     if (!pl->contr)
1984     return NULL;
1985     /* cases where this fails:
1986     * If we only search the player inventory, return now since we
1987     * are not in the players inventory.
1988     * If the container is not active, return now since only active
1989     * containers can be used.
1990     * If we only search keyrings and the container does not have
1991     * a race/isn't a keyring.
1992     * No checking for all containers - to fall through past here,
1993     * inv must have been an container and must have been active.
1994     *
1995     * Change the color so that the message doesn't disappear with
1996     * all the others.
1997     */
1998     if (pl->contr->usekeys == key_inventory ||
1999     !QUERY_FLAG (container, FLAG_APPLIED) ||
2000     (pl->contr->usekeys == keyrings && (!container->race || strcmp (container->race, "keys"))))
2001     {
2002     new_draw_info_format (NDI_UNIQUE | NDI_BROWN, 0, pl,
2003     "The %s in your %s vibrates as you approach the door", query_name (tmp), query_name (container));
2004     return NULL;
2005 root 1.11 }
2006 elmex 1.1 }
2007 root 1.18 return tmp;
2008 elmex 1.1 }
2009    
2010     /* moved door processing out of move_player_attack.
2011     * returns 1 if player has opened the door with a key
2012     * such that the caller should not do anything more,
2013     * 0 otherwise
2014     */
2015 root 1.18 static int
2016     player_attack_door (object *op, object *door)
2017 elmex 1.1 {
2018 root 1.18 /* If its a door, try to find a use a key. If we do destroy the door,
2019     * might as well return immediately as there is nothing more to do -
2020     * otherwise, we fall through to the rest of the code.
2021     */
2022     object *key = find_key (op, op, door);
2023    
2024     /* IF we found a key, do some extra work */
2025     if (key)
2026     {
2027     object *container = key->env;
2028    
2029     play_sound_map (op->map, op->x, op->y, SOUND_OPEN_DOOR);
2030     if (action_makes_visible (op))
2031     make_visible (op);
2032     if (door->inv && (door->inv->type == RUNE || door->inv->type == TRAP))
2033     spring_trap (door->inv, op);
2034     if (door->type == DOOR)
2035     {
2036     hit_player (door, 9998, op, AT_PHYSICAL, 1); /* Break through the door */
2037     }
2038     else if (door->type == LOCKED_DOOR)
2039     {
2040     new_draw_info_format (NDI_UNIQUE, NDI_BROWN, op, "You open the door with the %s", query_short_name (key));
2041     remove_door2 (door); /* remove door without violence ;-) */
2042     }
2043     /* Do this after we print the message */
2044     decrease_ob (key); /* Use up one of the keys */
2045     /* Need to update the weight the container the key was in */
2046     if (container != op)
2047     esrv_update_item (UPD_WEIGHT, op, container);
2048     return 1; /* Nothing more to do below */
2049     }
2050     else if (door->type == LOCKED_DOOR)
2051     {
2052     /* Might as well return now - no other way to open this */
2053     new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, door->msg);
2054     return 1;
2055 elmex 1.1 }
2056 root 1.18 return 0;
2057 elmex 1.1 }
2058    
2059     /* This function is just part of a breakup from move_player.
2060     * It should keep the code cleaner.
2061     * When this is called, the players direction has been updated
2062     * (taking into account confusion.) The player is also actually
2063     * going to try and move (not fire weapons).
2064     */
2065 root 1.18 void
2066     move_player_attack (object *op, int dir)
2067 elmex 1.1 {
2068 root 1.18 object *tmp, *mon;
2069     sint16 nx, ny;
2070     int on_battleground;
2071 root 1.25 maptile *m;
2072 root 1.18
2073     nx = freearr_x[dir] + op->x;
2074     ny = freearr_y[dir] + op->y;
2075    
2076 root 1.49 on_battleground = op_on_battleground (op, 0, 0);
2077 root 1.18
2078     /* If braced, or can't move to the square, and it is not out of the
2079     * map, attack it. Note order of if statement is important - don't
2080     * want to be calling move_ob if braced, because move_ob will move the
2081     * player. This is a pretty nasty hack, because if we could
2082     * move to some space, it then means that if we are braced, we should
2083     * do nothing at all. As it is, if we are braced, we go through
2084     * quite a bit of processing. However, it probably is less than what
2085     * move_ob uses.
2086     */
2087     if ((op->contr->braced || !move_ob (op, dir, op)) && !out_of_map (op->map, nx, ny))
2088     {
2089     if (OUT_OF_REAL_MAP (op->map, nx, ny))
2090     {
2091     m = get_map_from_coord (op->map, &nx, &ny);
2092     if (!m)
2093     return; /* Don't think this should happen */
2094     }
2095     else
2096     m = op->map;
2097    
2098 root 1.49 if ((tmp = GET_MAP_OB (m, nx, ny)) == NULL)
2099 root 1.18 {
2100 root 1.49 /* LOG(llevError,"player_move_attack: GET_MAP_OB returns NULL, but player can not move there.\n"); */
2101 root 1.18 return;
2102 root 1.11 }
2103    
2104 root 1.49 mon = 0;
2105 root 1.18 /* Go through all the objects, and find ones of interest. Only stop if
2106     * we find a monster - that is something we know we want to attack.
2107     * if its a door or barrel (can roll) see if there may be monsters
2108     * on the space
2109     */
2110 root 1.49 while (tmp)
2111 root 1.18 {
2112     if (tmp == op)
2113     {
2114     tmp = tmp->above;
2115     continue;
2116 root 1.11 }
2117 root 1.27
2118 root 1.18 if (QUERY_FLAG (tmp, FLAG_ALIVE))
2119     {
2120     mon = tmp;
2121     break;
2122 root 1.11 }
2123 root 1.27
2124 root 1.18 if (tmp->type == LOCKED_DOOR || QUERY_FLAG (tmp, FLAG_CAN_ROLL))
2125     mon = tmp;
2126 root 1.27
2127 root 1.18 tmp = tmp->above;
2128     }
2129    
2130 root 1.49 if (!mon) /* This happens anytime the player tries to move */
2131 root 1.18 return; /* into a wall */
2132    
2133 root 1.49 if (mon->head)
2134 root 1.18 mon = mon->head;
2135    
2136     if ((mon->type == DOOR && mon->stats.hp >= 0) || (mon->type == LOCKED_DOOR))
2137     if (player_attack_door (op, mon))
2138     return;
2139    
2140     /* The following deals with possibly attacking peaceful
2141     * or frienddly creatures. Basically, all players are considered
2142     * unaggressive. If the moving player has peaceful set, then the
2143     * object should be pushed instead of attacked. It is assumed that
2144     * if you are braced, you will not attack friends accidently,
2145     * and thus will not push them.
2146     */
2147 root 1.11
2148 root 1.18 /* If the creature is a pet, push it even if the player is not
2149     * peaceful. Our assumption is the creature is a pet if the
2150     * player owns it and it is either friendly or unagressive.
2151     */
2152     if ((op->type == PLAYER)
2153 elmex 1.1 #if COZY_SERVER
2154 root 1.18 &&
2155 root 1.34 ((mon->owner && mon->owner->contr
2156     && same_party (mon->owner->contr->party, op->contr->party)) || mon->owner == op)
2157 elmex 1.1 #else
2158 root 1.34 && mon->owner == op
2159 elmex 1.1 #endif
2160 root 1.18 && (QUERY_FLAG (mon, FLAG_UNAGGRESSIVE) || QUERY_FLAG (mon, FLAG_FRIENDLY)))
2161 root 1.11 {
2162 root 1.18 /* If we're braced, we don't want to switch places with it */
2163     if (op->contr->braced)
2164 root 1.11 return;
2165 root 1.18 play_sound_map (op->map, op->x, op->y, SOUND_PUSH_PLAYER);
2166     (void) push_ob (mon, dir, op);
2167     if (op->contr->tmp_invis || op->hide)
2168     make_visible (op);
2169     return;
2170 root 1.11 }
2171    
2172 root 1.18 /* in certain circumstances, you shouldn't attack friendly
2173     * creatures. Note that if you are braced, you can't push
2174     * someone, but put it inside this loop so that you won't
2175     * attack them either.
2176     */
2177     if ((mon->type == PLAYER || mon->enemy != op) &&
2178     (mon->type == PLAYER || QUERY_FLAG (mon, FLAG_UNAGGRESSIVE) || QUERY_FLAG (mon, FLAG_FRIENDLY)) && (
2179 elmex 1.1 #ifdef PROHIBIT_PLAYERKILL
2180 root 1.49 (op->contr->peaceful
2181     || (mon->type == PLAYER
2182     && mon->contr->
2183     peaceful)) &&
2184 elmex 1.1 #else
2185 root 1.49 op->contr->peaceful &&
2186 elmex 1.1 #endif
2187 root 1.49 !on_battleground))
2188 root 1.18 {
2189     if (!op->contr->braced)
2190     {
2191     play_sound_map (op->map, op->x, op->y, SOUND_PUSH_PLAYER);
2192     (void) push_ob (mon, dir, op);
2193     }
2194     else
2195 root 1.49 new_draw_info (0, 0, op, "You withhold your attack");
2196    
2197 root 1.18 if (op->contr->tmp_invis || op->hide)
2198     make_visible (op);
2199 root 1.11 }
2200 elmex 1.1
2201 root 1.18 /* If the object is a boulder or other rollable object, then
2202     * roll it if not braced. You can't roll it if you are braced.
2203     */
2204     else if (QUERY_FLAG (mon, FLAG_CAN_ROLL) && (!op->contr->braced))
2205     {
2206     recursive_roll (mon, dir, op);
2207     if (action_makes_visible (op))
2208     make_visible (op);
2209 root 1.11 }
2210    
2211 root 1.18 /* Any generic living creature. Including things like doors.
2212     * Way it works is like this: First, it must have some hit points
2213     * and be living. Then, it must be one of the following:
2214     * 1) Not a player, 2) A player, but of a different party. Note
2215     * that party_number -1 is no party, so attacks can still happen.
2216     */
2217 root 1.11
2218 root 1.18 else if ((mon->stats.hp >= 0) && QUERY_FLAG (mon, FLAG_ALIVE) &&
2219     ((mon->type != PLAYER || op->contr->party == NULL || op->contr->party != mon->contr->party)))
2220     {
2221 elmex 1.1
2222 root 1.18 /* If the player hasn't hit something this tick, and does
2223     * so, give them speed boost based on weapon speed. Doing
2224     * it here is better than process_players2, which basically
2225     * incurred a 1 tick offset.
2226     */
2227     if (!op->contr->has_hit)
2228     {
2229     op->speed_left += op->speed / op->contr->weapon_sp;
2230 root 1.11
2231 root 1.18 op->contr->has_hit = 1; /* The last action was to hit, so use weapon_sp */
2232 root 1.11 }
2233    
2234 root 1.49 skill_attack (mon, op, 0, 0, 0);
2235 root 1.11
2236 root 1.18 /* If attacking another player, that player gets automatic
2237     * hitback, and doesn't loose luck either.
2238     * Disable hitback on the battleground or if the target is
2239     * the wiz.
2240     */
2241     if (mon->type == PLAYER && mon->stats.hp >= 0 && !mon->contr->has_hit && !on_battleground && !QUERY_FLAG (mon, FLAG_WIZ))
2242     {
2243     short luck = mon->stats.luck;
2244    
2245     mon->contr->has_hit = 1;
2246 root 1.49 skill_attack (op, mon, 0, 0, 0);
2247 root 1.18 mon->stats.luck = luck;
2248 root 1.11 }
2249 root 1.49
2250 root 1.18 if (action_makes_visible (op))
2251     make_visible (op);
2252 root 1.11 }
2253 root 1.18 } /* if player should attack something */
2254 elmex 1.1 }
2255    
2256 root 1.18 int
2257     move_player (object *op, int dir)
2258     {
2259     int pick;
2260 elmex 1.1
2261 root 1.18 if (op->map == NULL || op->map->in_memory != MAP_IN_MEMORY)
2262     return 0;
2263 elmex 1.1
2264 root 1.18 /* Sanity check: make sure dir is valid */
2265     if ((dir < 0) || (dir >= 9))
2266     {
2267     LOG (llevError, "move_player: invalid direction %d\n", dir);
2268     return 0;
2269 elmex 1.1 }
2270    
2271 root 1.18 /* peterm: added following line */
2272     if (QUERY_FLAG (op, FLAG_CONFUSED) && dir)
2273     dir = absdir (dir + RANDOM () % 3 + RANDOM () % 3 - 2);
2274    
2275     op->facing = dir;
2276    
2277     if (op->hide)
2278     do_hidden_move (op);
2279    
2280     if (INVOKE_PLAYER (MOVE, op->contr, ARG_INT (dir)))
2281     /*nop */ ;
2282     else if (op->contr->fire_on)
2283     fire (op, dir);
2284     else
2285     {
2286     move_player_attack (op, dir);
2287     pick = check_pick (op);
2288     }
2289 elmex 1.1
2290 root 1.18 /* Add special check for newcs players and fire on - this way, the
2291     * server can handle repeat firing.
2292     */
2293     if (op->contr->fire_on || (op->contr->run_on && pick != 0))
2294 root 1.49 op->direction = dir;
2295 root 1.18 else
2296 root 1.49 op->direction = 0;
2297    
2298 root 1.18 /* Update how the player looks. Use the facing, so direction may
2299     * get reset to zero. This allows for full animation capabilities
2300     * for players.
2301     */
2302     animate_object (op, op->facing);
2303     return 0;
2304 elmex 1.1 }
2305    
2306     /* This is similar to handle_player, below, but is only used by the
2307     * new client/server stuff.
2308     * This is sort of special, in that the new client/server actually uses
2309     * the new speed values for commands.
2310     *
2311     * Returns true if there are more actions we can do.
2312     */
2313 root 1.18 int
2314     handle_newcs_player (object *op)
2315 elmex 1.1 {
2316 root 1.18 if (op->contr->hidden)
2317     {
2318     op->invisible = 1000;
2319     /* the socket code flashes the player visible/invisible
2320     * depending on the value of invisible, so we need to
2321     * alternate it here for it to work correctly.
2322     */
2323     if (pticks & 2)
2324 root 1.11 op->invisible--;
2325 root 1.18 }
2326     else if (op->invisible && !(QUERY_FLAG (op, FLAG_MAKE_INVIS)))
2327     {
2328     op->invisible--;
2329     if (!op->invisible)
2330     {
2331     make_visible (op);
2332     new_draw_info (NDI_UNIQUE, 0, op, "Your invisibility spell runs out.");
2333 root 1.11 }
2334 elmex 1.1 }
2335    
2336 root 1.18 if (QUERY_FLAG (op, FLAG_SCARED))
2337     {
2338     flee_player (op);
2339     /* If player is still scared, that is his action for this tick */
2340     if (QUERY_FLAG (op, FLAG_SCARED))
2341     {
2342     op->speed_left--;
2343     return 0;
2344 root 1.11 }
2345 elmex 1.1 }
2346    
2347 root 1.18 /* I've been seeing crashes where the golem has been destroyed, but
2348     * the player object still points to the defunct golem. The code that
2349     * destroys the golem looks correct, and it doesn't always happen, so
2350     * put this in a a workaround to clean up the golem pointer.
2351     */
2352 root 1.30 if (op->contr->ranges[range_golem] && QUERY_FLAG (op->contr->ranges[range_golem], FLAG_REMOVED))
2353     op->contr->ranges[range_golem] = 0;
2354 root 1.18
2355     /* call this here - we also will call this in do_ericserver, but
2356     * the players time has been increased when doericserver has been
2357     * called, so we recheck it here.
2358     */
2359 root 1.47 //TODO: better than handling 8 commands, use some more intelligent rate-limiting
2360 root 1.52 for (int rep = 8; --rep && op->contr->ns->handle_command (); )
2361 root 1.47 ;
2362    
2363 root 1.18 if (op->speed_left < 0)
2364 elmex 1.1 return 0;
2365    
2366 root 1.18 if (op->direction && (op->contr->run_on || op->contr->fire_on))
2367     {
2368     /* All move commands take 1 tick, at least for now */
2369     op->speed_left--;
2370 elmex 1.1
2371 root 1.18 /* Instead of all the stuff below, let move_player take care
2372     * of it. Also, some of the skill stuff is only put in
2373     * there, as well as the confusion stuff.
2374     */
2375     move_player (op, op->direction);
2376     if (op->speed_left > 0)
2377     return 1;
2378     else
2379 root 1.11 return 0;
2380 root 1.18 }
2381 root 1.41
2382 root 1.18 return 0;
2383     }
2384    
2385     int
2386     save_life (object *op)
2387     {
2388     if (!QUERY_FLAG (op, FLAG_LIFESAVE))
2389 elmex 1.1 return 0;
2390 root 1.18
2391 root 1.41 for (object *tmp = op->inv; tmp; tmp = tmp->below)
2392 root 1.18 if (QUERY_FLAG (tmp, FLAG_APPLIED) && QUERY_FLAG (tmp, FLAG_LIFESAVE))
2393     {
2394     play_sound_map (op->map, op->x, op->y, SOUND_OB_EVAPORATE);
2395     new_draw_info_format (NDI_UNIQUE, 0, op, "Your %s vibrates violently, then evaporates.", query_name (tmp));
2396 root 1.33
2397 root 1.18 if (op->contr)
2398     esrv_del_item (op->contr, tmp->count);
2399 root 1.33
2400     tmp->destroy ();
2401 root 1.18 CLEAR_FLAG (op, FLAG_LIFESAVE);
2402 root 1.33
2403 root 1.18 if (op->stats.hp < 0)
2404     op->stats.hp = op->stats.maxhp;
2405 root 1.33
2406 root 1.18 if (op->stats.food < 0)
2407     op->stats.food = 999;
2408 root 1.33
2409 root 1.54 op->update_stats ();
2410 root 1.18 return 1;
2411     }
2412 root 1.41
2413 root 1.18 LOG (llevError, "Error: LIFESAVE set without applied object.\n");
2414     CLEAR_FLAG (op, FLAG_LIFESAVE);
2415     enter_player_savebed (op); /* bring him home. */
2416     return 0;
2417 elmex 1.1 }
2418    
2419     /* This goes throws the inventory and removes unpaid objects, and puts them
2420     * back in the map (location and map determined by values of env). This
2421     * function will descend into containers. op is the object to start the search
2422     * from.
2423     */
2424 root 1.18 void
2425     remove_unpaid_objects (object *op, object *env)
2426 elmex 1.1 {
2427 root 1.18 object *next;
2428 elmex 1.1
2429 root 1.18 while (op)
2430     {
2431     next = op->below; /* Make sure we have a good value, in case
2432     * we remove object 'op'
2433     */
2434     if (QUERY_FLAG (op, FLAG_UNPAID))
2435     {
2436 root 1.32 op->remove ();
2437 root 1.18 op->x = env->x;
2438     op->y = env->y;
2439     if (env->type == PLAYER)
2440     esrv_del_item (env->contr, op->count);
2441     insert_ob_in_map (op, env->map, NULL, 0);
2442     }
2443     else if (op->inv)
2444     remove_unpaid_objects (op->inv, env);
2445 root 1.41
2446 root 1.18 op = next;
2447 elmex 1.1 }
2448     }
2449    
2450     /*
2451     * Returns pointer a static string containing gravestone text
2452     * Moved from apply.c to player.c - player.c is what
2453     * actually uses this function. player.c may not be quite the
2454     * best, a misc file for object actions is probably better,
2455     * but there isn't one in the server directory.
2456     */
2457 root 1.18 char *
2458     gravestone_text (object *op)
2459 elmex 1.1 {
2460 root 1.18 static char buf2[MAX_BUF];
2461     char buf[MAX_BUF];
2462     time_t now = time (NULL);
2463    
2464     strcpy (buf2, " R.I.P.\n\n");
2465     if (op->type == PLAYER)
2466     sprintf (buf, "%s the %s\n", &op->name, op->contr->title);
2467     else
2468     sprintf (buf, "%s\n", &op->name);
2469 root 1.41
2470 root 1.18 strncat (buf2, " ", 20 - strlen (buf) / 2);
2471     strcat (buf2, buf);
2472     if (op->type == PLAYER)
2473     sprintf (buf, "who was in level %d when killed\n", op->level);
2474     else
2475     sprintf (buf, "who was in level %d when died.\n\n", op->level);
2476 root 1.41
2477 root 1.18 strncat (buf2, " ", 20 - strlen (buf) / 2);
2478     strcat (buf2, buf);
2479     if (op->type == PLAYER)
2480     {
2481     sprintf (buf, "by %s.\n\n", op->contr->killer);
2482     strncat (buf2, " ", 21 - strlen (buf) / 2);
2483     strcat (buf2, buf);
2484     }
2485 root 1.41
2486 root 1.18 strftime (buf, MAX_BUF, "%b %d %Y\n", localtime (&now));
2487     strncat (buf2, " ", 20 - strlen (buf) / 2);
2488     strcat (buf2, buf);
2489 root 1.41
2490 root 1.18 return buf2;
2491 elmex 1.1 }
2492    
2493 root 1.18 void
2494     do_some_living (object *op)
2495     {
2496     int last_food = op->stats.food;
2497 elmex 1.1 int gen_hp, gen_sp, gen_grace;
2498     int over_hp, over_sp, over_grace;
2499     int i;
2500     int rate_hp = 1200;
2501     int rate_sp = 2500;
2502     int rate_grace = 2000;
2503     const int max_hp = 1;
2504     const int max_sp = 1;
2505     const int max_grace = 1;
2506    
2507 pippijn 1.17 if (op->contr->outputs_sync)
2508 root 1.18 {
2509     for (i = 0; i < NUM_OUTPUT_BUFS; i++)
2510 root 1.55 if (op->contr->outputs[i].buf && (op->contr->outputs[i].first_update + op->contr->outputs_sync) < (uint16) pticks)
2511 root 1.18 flush_output_element (op, &op->contr->outputs[i]);
2512     }
2513    
2514 root 1.52 if (op->contr->ns->state == ST_PLAYING)
2515 root 1.18 {
2516     /* these next three if clauses make it possible to SLOW DOWN
2517     hp/grace/spellpoint regeneration. */
2518     if (op->contr->gen_hp >= 0)
2519     gen_hp = (op->contr->gen_hp + 1) * op->stats.maxhp;
2520     else
2521     {
2522     gen_hp = op->stats.maxhp;
2523     rate_hp -= rate_hp / 2 * op->contr->gen_hp;
2524     }
2525 root 1.55
2526 root 1.18 if (op->contr->gen_sp >= 0)
2527     gen_sp = (op->contr->gen_sp + 1) * op->stats.maxsp;
2528     else
2529     {
2530     gen_sp = op->stats.maxsp;
2531     rate_sp -= rate_sp / 2 * op->contr->gen_sp;
2532     }
2533 root 1.55
2534 root 1.18 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 root 1.55
2560 root 1.18 if (max_sp > 1)
2561     {
2562     over_sp = (gen_sp + 10) / rate_sp;
2563     if (over_sp > 0)
2564     {
2565     if (op->stats.sp < op->stats.maxsp)
2566     {
2567     op->stats.sp += over_sp > max_sp ? max_sp : over_sp;
2568 root 1.55
2569 root 1.18 if (random_roll (0, rate_sp - 1, op, PREFER_LOW) > ((gen_sp + 10) % rate_sp))
2570     op->stats.sp--;
2571 root 1.55
2572 root 1.18 if (op->stats.sp > op->stats.maxsp)
2573     op->stats.sp = op->stats.maxsp;
2574     }
2575     op->last_sp = 0;
2576     }
2577     else
2578 root 1.55 op->last_sp = rate_sp / (gen_sp < 20 ? 30 : gen_sp + 10);
2579 root 1.18 }
2580     else
2581 root 1.55 op->last_sp = rate_sp / (gen_sp < 20 ? 30 : gen_sp + 10);
2582 root 1.18 }
2583    
2584     /* Regenerate Grace */
2585     /* I altered this a little - maximum grace is ony achieved through prayer -b.t. */
2586     if (--op->last_grace < 0)
2587     {
2588     if (op->stats.grace < op->stats.maxgrace / 2)
2589     op->stats.grace++; /* no penalty in food for regaining grace */
2590 root 1.55
2591 root 1.18 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 root 1.55
2629 root 1.18 if (max_hp > 1)
2630     {
2631     over_hp = (gen_hp < 20 ? 30 : gen_hp + 10) / rate_hp;
2632     if (over_hp > 0)
2633     {
2634     op->stats.sp += over_hp + (RANDOM () % rate_hp > ((gen_hp < 20 ? 30 : gen_hp + 10) % rate_hp)) ? -1 : 0;
2635     op->last_heal = 0;
2636     }
2637     else
2638     {
2639     op->last_heal = rate_hp / (gen_hp < 20 ? 30 : gen_hp + 10);
2640     }
2641     }
2642     else
2643     {
2644     op->last_heal = rate_hp / (gen_hp < 20 ? 30 : gen_hp + 10);
2645     }
2646 root 1.11 }
2647 elmex 1.1
2648 root 1.18 /* Digestion */
2649     if (--op->last_eat < 0)
2650     {
2651     #ifdef COZY_SERVER
2652     int dg = op->contr->digestion >= 0 && op->contr->digestion < 2 ? 2 : op->contr->digestion;
2653     int bonus = dg > 0 ? dg : 0, penalty = dg < 0 ? -dg : 0;
2654     #else
2655     int bonus = op->contr->digestion > 0 ? op->contr->digestion : 0, penalty = op->contr->digestion < 0 ? -op->contr->digestion : 0;
2656     #endif
2657    
2658     if (op->contr->gen_hp > 0)
2659     op->last_eat = 25 * (1 + bonus) / (op->contr->gen_hp + penalty + 1);
2660     else
2661     op->last_eat = 25 * (1 + bonus) / (penalty + 1);
2662 root 1.55
2663 root 1.18 /* dms do not consume food */
2664     if (!QUERY_FLAG (op, FLAG_WIZ))
2665     op->stats.food--;
2666 root 1.11 }
2667 elmex 1.1
2668 root 1.55 if (op->stats.food < 0 && op->stats.hp >= 0)
2669     {
2670     object *tmp, *flesh = 0;
2671 root 1.18
2672 root 1.55 for (tmp = op->inv; tmp; tmp = tmp->below)
2673 root 1.18 {
2674 root 1.55 if (!QUERY_FLAG (tmp, FLAG_UNPAID))
2675 root 1.18 {
2676 root 1.55 if (tmp->type == FOOD || tmp->type == DRINK || tmp->type == POISON)
2677     {
2678     new_draw_info (NDI_UNIQUE, 0, op, "You blindly grab for a bite of food.");
2679     manual_apply (op, tmp, 0);
2680     if (op->stats.food >= 0 || op->stats.hp < 0)
2681     break;
2682     }
2683     else if (tmp->type == FLESH)
2684     flesh = tmp;
2685     } /* End if paid for object */
2686     } /* end of for loop */
2687    
2688     /* If player is still starving, it means they don't have any food, so
2689     * eat flesh instead.
2690     */
2691     if (op->stats.food < 0 && op->stats.hp >= 0 && flesh)
2692     {
2693     new_draw_info (NDI_UNIQUE, 0, op, "You blindly grab for a bite of food.");
2694     manual_apply (op, flesh, 0);
2695     }
2696 root 1.11 }
2697 elmex 1.1
2698 root 1.55 while (op->stats.food < 0 && op->stats.hp >= 0)
2699     op->stats.food++, op->stats.hp--;
2700 elmex 1.1
2701 root 1.55 if (op->stats.hp < 0 && !QUERY_FLAG (op, FLAG_WIZ))
2702     kill_player (op);
2703     }
2704 elmex 1.1 }
2705    
2706     /* If the player should die (lack of hp, food, etc), we call this.
2707     * op is the player in jeopardy. If the player can not be saved (not
2708     * permadeath, no lifesave), this will take care of removing the player
2709     * file.
2710     */
2711 root 1.18 void
2712     kill_player (object *op)
2713 elmex 1.1 {
2714 root 1.18 char buf[MAX_BUF];
2715     int x, y;
2716    
2717     //int i;
2718 root 1.25 maptile *map; /* this is for resurrection */
2719 root 1.18
2720     /* int z;
2721     int num_stats_lose;
2722     int lost_a_stat;
2723     int lose_this_stat;
2724     int this_stat; */
2725     int will_kill_again;
2726     archetype *at;
2727     object *tmp;
2728    
2729     if (save_life (op))
2730     return;
2731    
2732    
2733     /* If player dies on BATTLEGROUND, no stat/exp loss! For Combat-Arenas
2734     * in cities ONLY!!! It is very important that this doesn't get abused.
2735     * Look at op_on_battleground() for more info --AndreasV
2736     */
2737     if (op_on_battleground (op, &x, &y))
2738     {
2739     new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, "You have been defeated in combat!");
2740     new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, "Local medics have saved your life...");
2741    
2742     /* restore player */
2743 root 1.22 at = archetype::find ("poisoning");
2744 root 1.18 tmp = present_arch_in_ob (at, op);
2745     if (tmp)
2746     {
2747 root 1.33 tmp->destroy ();
2748 root 1.18 new_draw_info (NDI_UNIQUE, 0, op, "Your body feels cleansed");
2749     }
2750 elmex 1.1
2751 root 1.22 at = archetype::find ("confusion");
2752 root 1.18 tmp = present_arch_in_ob (at, op);
2753     if (tmp)
2754     {
2755 root 1.33 tmp->destroy ();
2756 root 1.18 new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer");
2757     }
2758    
2759     cure_disease (op, 0); /* remove any disease */
2760     op->stats.hp = op->stats.maxhp;
2761     if (op->stats.food <= 0)
2762     op->stats.food = 999;
2763 elmex 1.1
2764 root 1.18 /* create a bodypart-trophy to make the winner happy */
2765 root 1.22 tmp = arch_to_object (archetype::find ("finger"));
2766 root 1.18 if (tmp != NULL)
2767     {
2768     sprintf (buf, "%s's finger", &op->name);
2769     tmp->name = buf;
2770     sprintf (buf, " This finger has been cut off %s\n"
2771     " the %s, when he was defeated at\n level %d by %s.\n",
2772     &op->name, op->contr->title, (int) (op->level), op->contr->killer);
2773     tmp->msg = buf;
2774     tmp->value = 0, tmp->material = 0, tmp->type = 0;
2775     tmp->materialname = NULL;
2776     tmp->x = op->x, tmp->y = op->y;
2777     insert_ob_in_map (tmp, op->map, op, 0);
2778     }
2779 elmex 1.1
2780 root 1.18 /* teleport defeated player to new destination */
2781     transfer_ob (op, x, y, 0, NULL);
2782     op->contr->braced = 0;
2783     return;
2784 elmex 1.1 }
2785    
2786 root 1.18 INVOKE_PLAYER (DEATH, op->contr);
2787 root 1.3
2788 root 1.18 command_kill_pets (op, 0);
2789 elmex 1.1
2790 root 1.18 if (op->stats.food < 0)
2791     {
2792     if (op->contr->explore)
2793     {
2794     new_draw_info (NDI_UNIQUE, 0, op, "You would have starved, but you are");
2795     new_draw_info (NDI_UNIQUE, 0, op, "in explore mode, so...");
2796     op->stats.food = 999;
2797     return;
2798 root 1.11 }
2799 root 1.18 sprintf (buf, "%s starved to death.", &op->name);
2800     strcpy (op->contr->killer, "starvation");
2801 elmex 1.1 }
2802 root 1.18 else
2803     {
2804     if (op->contr->explore)
2805     {
2806     new_draw_info (NDI_UNIQUE, 0, op, "You would have died, but you are");
2807     new_draw_info (NDI_UNIQUE, 0, op, "in explore mode, so...");
2808     op->stats.hp = op->stats.maxhp;
2809     return;
2810 root 1.11 }
2811 root 1.18 sprintf (buf, "%s died.", &op->name);
2812 elmex 1.1 }
2813 root 1.18 play_sound_player_only (op->contr, SOUND_PLAYER_DIES, 0, 0);
2814 elmex 1.1
2815 root 1.18 /* save the map location for corpse, gravestone */
2816     x = op->x;
2817     y = op->y;
2818     map = op->map;
2819 elmex 1.1
2820    
2821 root 1.54 /* NOT_PERMADEATH code. This basically brings the character back to
2822     * life if they are dead - it takes some exp and a random stat.
2823     * See the config.h file for a little more in depth detail about this.
2824     */
2825    
2826     /* Basically two ways to go - remove a stat permanently, or just
2827     * make it depletion. This bunch of code deals with that aspect
2828     * of death.
2829     */
2830     #ifndef COZY_SERVER
2831     if (settings.balanced_stat_loss)
2832 root 1.18 {
2833 root 1.54 /* If stat loss is permanent, lose one stat only. */
2834     /* Lower level chars don't lose as many stats because they suffer
2835     more if they do. */
2836     /* Higher level characters can afford things such as potions of
2837     restoration, or better, stat potions. So we slug them that
2838     little bit harder. */
2839     /* GD */
2840     if (settings.stat_loss_on_death)
2841     num_stats_lose = 1;
2842     else
2843     num_stats_lose = 1 + op->level / BALSL_NUMBER_LOSSES_RATIO;
2844     }
2845     else
2846     {
2847     num_stats_lose = 1;
2848     }
2849     lost_a_stat = 0;
2850    
2851     for (z = 0; z < num_stats_lose; z++)
2852     {
2853     i = RANDOM () % NUM_STATS;
2854 root 1.11
2855 root 1.54 if (settings.stat_loss_on_death)
2856 root 1.18 {
2857 root 1.54 /* Pick a random stat and take a point off it. Tell the player
2858     * what he lost.
2859     */
2860     change_attr_value (&(op->stats), i, -1);
2861     check_stat_bounds (&(op->stats));
2862     change_attr_value (&(op->contr->orig_stats), i, -1);
2863     check_stat_bounds (&(op->contr->orig_stats));
2864     new_draw_info (NDI_UNIQUE, 0, op, lose_msg[i]);
2865     lost_a_stat = 1;
2866 root 1.18 }
2867     else
2868     {
2869 root 1.54 /* deplete a stat */
2870     archetype *deparch = archetype::find ("depletion");
2871     object *dep;
2872 root 1.11
2873 root 1.54 dep = present_arch_in_ob (deparch, op);
2874     if (!dep)
2875 root 1.18 {
2876 root 1.54 dep = arch_to_object (deparch);
2877     insert_ob_in_ob (dep, op);
2878 root 1.18 }
2879 root 1.54 lose_this_stat = 1;
2880     if (settings.balanced_stat_loss)
2881 root 1.18 {
2882 root 1.54 /* GD */
2883     /* Get the stat that we're about to deplete. */
2884     this_stat = get_attr_value (&(dep->stats), i);
2885     if (this_stat < 0)
2886     {
2887     int loss_chance = 1 + op->level / BALSL_LOSS_CHANCE_RATIO;
2888     int keep_chance = this_stat * this_stat;
2889 root 1.18
2890 root 1.54 /* Yes, I am paranoid. Sue me. */
2891     if (keep_chance < 1)
2892     keep_chance = 1;
2893 root 1.18
2894 root 1.54 /* There is a maximum depletion total per level. */
2895     if (this_stat < -1 - op->level / BALSL_MAX_LOSS_RATIO)
2896     {
2897     lose_this_stat = 0;
2898     /* Take loss chance vs keep chance to see if we
2899     retain the stat. */
2900     }
2901     else
2902     {
2903     if (random_roll (0, loss_chance + keep_chance - 1, op, PREFER_LOW) < keep_chance)
2904     lose_this_stat = 0;
2905     /* LOG(llevDebug, "Determining stat loss. Stat: %d Keep: %d Lose: %d Result: %s.\n",
2906     this_stat, keep_chance, loss_chance,
2907     lose_this_stat?"LOSE":"KEEP"); */
2908 root 1.11 }
2909     }
2910 root 1.54 }
2911 root 1.18
2912 root 1.54 if (lose_this_stat)
2913     {
2914     this_stat = get_attr_value (&(dep->stats), i);
2915     /* We could try to do something clever like find another
2916     * stat to reduce if this fails. But chances are, if
2917     * stats have been depleted to -50, all are pretty low
2918     * and should be roughly the same, so it shouldn't make a
2919     * difference.
2920     */
2921     if (this_stat >= -50)
2922 root 1.18 {
2923 root 1.54 change_attr_value (&(dep->stats), i, -1);
2924     SET_FLAG (dep, FLAG_APPLIED);
2925     new_draw_info (NDI_UNIQUE, 0, op, lose_msg[i]);
2926     op->update_stats ();
2927     lost_a_stat = 1;
2928 root 1.11 }
2929     }
2930     }
2931 root 1.54 }
2932     /* If no stat lost, tell the player. */
2933     if (!lost_a_stat)
2934     {
2935     /* determine_god() seems to not work sometimes... why is this?
2936     Should I be using something else? GD */
2937     const char *god = determine_god (op);
2938 root 1.18
2939 root 1.54 if (god && (strcmp (god, "none")))
2940     new_draw_info_format (NDI_UNIQUE, 0, op, "For a brief moment you feel the holy presence of %s protecting" " you.", god);
2941     else
2942     new_draw_info (NDI_UNIQUE, 0, op, "For a brief moment you feel a holy presence protecting you.");
2943     }
2944 root 1.28 #else
2945 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.");
2946 elmex 1.1 #endif
2947    
2948 root 1.54 /* Put a gravestone up where the character 'almost' died. List the
2949     * exp loss on the stone.
2950     */
2951     tmp = arch_to_object (archetype::find ("gravestone"));
2952     sprintf (buf, "%s's gravestone", &op->name);
2953     tmp->name = buf;
2954     sprintf (buf, "%s's gravestones", &op->name);
2955     tmp->name_pl = buf;
2956     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);
2957     tmp->msg = buf;
2958     tmp->x = op->x, tmp->y = op->y;
2959     insert_ob_in_map (tmp, op->map, NULL, 0);
2960    
2961     /**************************************/
2962     /* */
2963     /* Subtract the experience points, */
2964     /* if we died cause of food, give us */
2965     /* food, and reset HP's... */
2966     /* */
2967     /**************************************/
2968    
2969     /* remove any poisoning and confusion the character may be suffering. */
2970     /* restore player */
2971     at = archetype::find ("poisoning");
2972     tmp = present_arch_in_ob (at, op);
2973    
2974     if (tmp)
2975     {
2976     tmp->destroy ();
2977     new_draw_info (NDI_UNIQUE, 0, op, "Your body feels cleansed");
2978     }
2979    
2980     at = archetype::find ("confusion");
2981     tmp = present_arch_in_ob (at, op);
2982     if (tmp)
2983     {
2984     tmp->destroy ();
2985     new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer");
2986     }
2987    
2988     cure_disease (op, 0); /* remove any disease */
2989    
2990     /*add_exp(op, (op->stats.exp * -0.20)); */
2991     apply_death_exp_penalty (op);
2992     if (op->stats.food < 100)
2993     op->stats.food = 900;
2994     op->stats.hp = op->stats.maxhp;
2995     op->stats.sp = MAX (op->stats.sp, op->stats.maxsp);
2996     op->stats.grace = MAX (op->stats.grace, op->stats.maxgrace);
2997 root 1.11
2998 root 1.54 /*
2999     * Check to see if the player is in a shop. IF so, then check to see if
3000     * the player has any unpaid items. If so, remove them and put them back
3001     * in the map.
3002     */
3003 root 1.33
3004 root 1.54 if (is_in_shop (op))
3005     remove_unpaid_objects (op->inv, op);
3006 root 1.18
3007 root 1.54 /****************************************/
3008     /* */
3009     /* Move player to his current respawn- */
3010     /* position (usually last savebed) */
3011     /* */
3012     /****************************************/
3013 root 1.18
3014 root 1.54 enter_player_savebed (op);
3015 root 1.18
3016 root 1.54 /* Save the player before inserting the force to reduce
3017     * chance of abuse.
3018     */
3019     op->contr->braced = 0;
3020     op->contr->save ();
3021 root 1.11
3022 root 1.54 /* it is possible that the player has blown something up
3023     * at his savebed location, and that can have long lasting
3024     * spell effects. So first see if there is a spell effect
3025     * on the space that might harm the player.
3026     */
3027     will_kill_again = 0;
3028     for (tmp = GET_MAP_OB (op->map, op->x, op->y); tmp; tmp = tmp->above)
3029     if (tmp->type == SPELL_EFFECT)
3030     will_kill_again |= tmp->attacktype;
3031 elmex 1.1
3032 root 1.54 if (will_kill_again)
3033 root 1.18 {
3034 root 1.54 object *force;
3035     int at;
3036 root 1.18
3037 root 1.54 force = get_archetype (FORCE_NAME);
3038     /* 50 ticks should be enough time for the spell to abate */
3039     force->speed = 0.1;
3040     force->speed_left = -5.0;
3041     SET_FLAG (force, FLAG_APPLIED);
3042     for (at = 0; at < NROFATTACKS; at++)
3043     if (will_kill_again & (1 << at))
3044     force->resist[at] = 100;
3045 root 1.30
3046 root 1.54 insert_ob_in_ob (force, op);
3047     op->update_stats ();
3048 root 1.30
3049 root 1.54 }
3050 root 1.18
3051 root 1.54 new_draw_info (NDI_UNIQUE, 0, op, "YOU HAVE DIED.");
3052 elmex 1.1 }
3053    
3054 root 1.18 void
3055     loot_object (object *op)
3056     { /* Grab and destroy some treasure */
3057     object *tmp, *tmp2, *next;
3058 elmex 1.1
3059 root 1.18 if (op->container)
3060 root 1.54 esrv_apply_container (op, op->container); /* close open sack first */
3061 elmex 1.1
3062 root 1.54 for (tmp = op->inv; tmp; tmp = next)
3063 root 1.18 {
3064     next = tmp->below;
3065 root 1.54
3066 elmex 1.50 if (tmp->invisible)
3067 root 1.18 continue;
3068 root 1.54
3069 root 1.32 tmp->remove ();
3070 root 1.18 tmp->x = op->x, tmp->y = op->y;
3071     if (tmp->type == CONTAINER)
3072     { /* empty container to ground */
3073     loot_object (tmp);
3074     }
3075     if (!QUERY_FLAG (tmp, FLAG_UNIQUE) && (QUERY_FLAG (tmp, FLAG_STARTEQUIP) || QUERY_FLAG (tmp, FLAG_NO_DROP) || !(RANDOM () % 3)))
3076     {
3077     if (tmp->nrof > 1)
3078     {
3079     tmp2 = get_split_ob (tmp, 1 + RANDOM () % (tmp->nrof - 1));
3080 root 1.33 tmp2->destroy ();
3081 root 1.18 insert_ob_in_map (tmp, op->map, NULL, 0);
3082     }
3083     else
3084 root 1.33 tmp->destroy ();
3085 root 1.18 }
3086     else
3087     insert_ob_in_map (tmp, op->map, NULL, 0);
3088     }
3089 elmex 1.1 }
3090    
3091     /*
3092     * fix_weight(): Check recursively the weight of all players, and fix
3093     * what needs to be fixed. Refresh windows and fix speed if anything
3094     * was changed.
3095     */
3096    
3097 root 1.18 void
3098     fix_weight (void)
3099     {
3100 root 1.54 for (player *pl = first_player; pl; pl = pl->next)
3101 root 1.18 {
3102     int old = pl->ob->carrying, sum = sum_weight (pl->ob);
3103    
3104     if (old == sum)
3105     continue;
3106 root 1.54 pl->ob->update_stats ();
3107 root 1.18 LOG (llevDebug, "Fixed inventory in %s (%d -> %d)\n", &pl->ob->name, old, sum);
3108     }
3109 elmex 1.1 }
3110    
3111 root 1.18 void
3112     fix_luck (void)
3113     {
3114 root 1.54 for (player *pl = first_player; pl; pl = pl->next)
3115 root 1.52 if (!pl->ob->contr->ns->state)
3116 root 1.54 pl->ob->change_luck (0);
3117 elmex 1.1 }
3118    
3119     /* cast_dust() - handles op throwing objects of type 'DUST'.
3120     * This is much simpler in the new spell code - we basically
3121     * just treat this as any other spell casting object.
3122     */
3123 elmex 1.2 void
3124 root 1.18 cast_dust (object *op, object *throw_ob, int dir)
3125 elmex 1.2 {
3126     object *skop, *spob;
3127    
3128     skop = find_skill_by_name (op, throw_ob->skill);
3129    
3130     /* casting POTION 'dusts' is really a use_magic_item skill */
3131     if (op->type == PLAYER && throw_ob->type == POTION && !skop)
3132     {
3133 root 1.18 LOG (llevError, "Player %s lacks critical skill use_magic_item!\n", &op->name);
3134 elmex 1.2 return;
3135     }
3136    
3137     spob = throw_ob->inv;
3138    
3139     // elmex Tue Aug 15 17:19:46 CEST 2006: Added this check to
3140     // not pass NULL to cast_spell (which did indeed check itself, but
3141     // errors should be reported as early as possible IMHO)
3142     if (!spob)
3143     {
3144 root 1.18 LOG (llevError, "cast_dust: thrown object %s (by %s) had no spell in it!", &throw_ob->name, &op->name);
3145 elmex 1.2 return;
3146 elmex 1.1 }
3147    
3148 elmex 1.2 if (op->type == PLAYER)
3149 root 1.14 new_draw_info_format (NDI_UNIQUE, 0, op, "You cast %s.", &spob->name);
3150 elmex 1.2
3151     cast_spell (op, throw_ob, dir, spob, NULL);
3152    
3153 root 1.33 throw_ob->destroy ();
3154 elmex 1.1 }
3155    
3156 root 1.18 void
3157     make_visible (object *op)
3158     {
3159     op->hide = 0;
3160     op->invisible = 0;
3161     if (op->type == PLAYER)
3162     {
3163     op->contr->tmp_invis = 0;
3164     op->contr->invis_race = 0;
3165     }
3166     update_object (op, UP_OBJ_FACE);
3167     }
3168    
3169     int
3170     is_true_undead (object *op)
3171     {
3172     object *tmp = NULL;
3173    
3174     if (QUERY_FLAG (&op->arch->clone, FLAG_UNDEAD))
3175     return 1;
3176    
3177 elmex 1.1 return 0;
3178     }
3179    
3180     /* look at the surrounding terrain to determine
3181     * the hideability of this object. Positive levels
3182     * indicate greater hideability.
3183     */
3184    
3185 root 1.18 int
3186     hideability (object *ob)
3187     {
3188     int i, level = 0, mflag;
3189     sint16 x, y;
3190    
3191     if (!ob || !ob->map)
3192     return 0;
3193    
3194     /* so, on normal lighted maps, its hard to hide */
3195     level = ob->map->darkness - 2;
3196    
3197     /* this also picks up whether the object is glowing.
3198     * If you carry a light on a non-dark map, its not
3199     * as bad as carrying a light on a pitch dark map */
3200     if (has_carried_lights (ob))
3201     level = -(10 + (2 * ob->map->darkness));
3202    
3203     /* scan through all nearby squares for terrain to hide in */
3204     for (i = 0, x = ob->x, y = ob->y; i < 9; i++, x = ob->x + freearr_x[i], y = ob->y + freearr_y[i])
3205     {
3206     mflag = get_map_flags (ob->map, NULL, x, y, NULL, NULL);
3207     if (mflag & P_OUT_OF_MAP)
3208     {
3209     continue;
3210     }
3211     if (mflag & P_BLOCKSVIEW) /* something to hide near! */
3212     level += 2;
3213     else /* open terrain! */
3214     level -= 1;
3215 elmex 1.1 }
3216 root 1.18
3217 elmex 1.1 #if 0
3218 root 1.18 LOG (llevDebug, "hideability of %s is %d\n", ob->name, level);
3219 elmex 1.1 #endif
3220 root 1.18 return level;
3221 elmex 1.1 }
3222    
3223     /* For Hidden creatures - a chance of becoming 'unhidden'
3224     * every time they move - as we subtract off 'invisibility'
3225     * AND, for players, if they move into a ridiculously unhideable
3226     * spot (surrounded by clear terrain in broad daylight). -b.t.
3227     */
3228    
3229 root 1.18 void
3230     do_hidden_move (object *op)
3231     {
3232     int hide = 0, num = random_roll (0, 19, op, PREFER_LOW);
3233     object *skop;
3234    
3235     if (!op || !op->map)
3236     return;
3237    
3238     skop = find_obj_by_type_subtype (op, SKILL, SK_HIDING);
3239    
3240     /* its *extremely* hard to run and sneak/hide at the same time! */
3241     if (op->type == PLAYER && op->contr->run_on)
3242     {
3243     if (!skop || num >= skop->level)
3244     {
3245     new_draw_info (NDI_UNIQUE, 0, op, "You ran too much! You are no longer hidden!");
3246     make_visible (op);
3247     return;
3248     }
3249     else
3250     num += 20;
3251 elmex 1.1 }
3252 root 1.18 num += op->map->difficulty;
3253     hide = hideability (op); /* modify by terrain hidden level */
3254     num -= hide;
3255     if ((op->type == PLAYER && hide < -10) || ((op->invisible -= num) <= 0))
3256     {
3257     make_visible (op);
3258     if (op->type == PLAYER)
3259     new_draw_info (NDI_UNIQUE, 0, op, "You moved out of hiding! You are visible!");
3260 elmex 1.1 }
3261 root 1.18 else if (op->type == PLAYER && skop)
3262     {
3263     change_exp (op, calc_skill_exp (op, NULL, skop), skop->skill, 0);
3264 elmex 1.1 }
3265     }
3266    
3267     /* determine if who is standing near a hostile creature. */
3268    
3269 root 1.18 int
3270     stand_near_hostile (object *who)
3271     {
3272     object *tmp = NULL;
3273     int i, friendly = 0, player = 0, mflags;
3274 root 1.25 maptile *m;
3275 root 1.18 sint16 x, y;
3276    
3277     if (!who)
3278     return 0;
3279    
3280     if (who->type == PLAYER)
3281     player = 1;
3282    
3283     else
3284     friendly = QUERY_FLAG (who, FLAG_FRIENDLY);
3285    
3286     /* search adjacent squares */
3287     for (i = 1; i < 9; i++)
3288     {
3289     x = who->x + freearr_x[i];
3290     y = who->y + freearr_y[i];
3291     m = who->map;
3292     mflags = get_map_flags (m, &m, x, y, &x, &y);
3293     /* space must be blocked if there is a monster. If not
3294     * blocked, don't need to check this space.
3295     */
3296     if (mflags & P_OUT_OF_MAP)
3297     continue;
3298     if (OB_TYPE_MOVE_BLOCK (who, GET_MAP_MOVE_BLOCK (m, x, y)))
3299     continue;
3300    
3301 root 1.49 for (tmp = GET_MAP_OB (m, x, y); tmp; tmp = tmp->above)
3302 root 1.18 {
3303     if ((player ||friendly) &&QUERY_FLAG (tmp, FLAG_MONSTER) && !QUERY_FLAG (tmp, FLAG_UNAGGRESSIVE))
3304     return 1;
3305     else if (tmp->type == PLAYER)
3306     {
3307     /*don't let a hidden DM prevent you from hiding */
3308     if (!QUERY_FLAG (tmp, FLAG_WIZ) || tmp->contr->hidden == 0)
3309 root 1.11 return 1;
3310 root 1.18 }
3311 root 1.11 }
3312 elmex 1.1 }
3313 root 1.18 return 0;
3314 elmex 1.1 }
3315    
3316     /* check the player los field for viewability of the
3317     * object op. This function works fine for monsters,
3318     * but we dont worry if the object isnt the top one in
3319     * a pile (say a coin under a table would return "viewable"
3320     * by this routine). Another question, should we be
3321     * concerned with the direction the player is looking
3322     * in? Realistically, most of use cant see stuff behind
3323     * our backs...on the other hand, does the "facing" direction
3324     * imply the way your head, or body is facing? Its possible
3325     * for them to differ. Sigh, this fctn could get a bit more complex.
3326     * -b.t.
3327     * This function is now map tiling safe.
3328     */
3329    
3330 root 1.18 int
3331     player_can_view (object *pl, object *op)
3332     {
3333     rv_vector rv;
3334     int dx, dy;
3335    
3336     if (pl->type != PLAYER)
3337     {
3338     LOG (llevError, "player_can_view() called for non-player object\n");
3339     return -1;
3340 elmex 1.1 }
3341 root 1.18 if (!pl || !op)
3342 elmex 1.1 return 0;
3343 root 1.18
3344     if (op->head)
3345     {
3346     op = op->head;
3347     }
3348     get_rangevector (pl, op, &rv, 0x1);
3349    
3350     /* starting with the 'head' part, lets loop
3351     * through the object and find if it has any
3352     * part that is in the los array but isnt on
3353     * a blocked los square.
3354     * we use the archetype to figure out offsets.
3355     */
3356     while (op)
3357     {
3358     dx = rv.distance_x + op->arch->clone.x;
3359     dy = rv.distance_y + op->arch->clone.y;
3360    
3361     /* only the viewable area the player sees is updated by LOS
3362     * code, so we need to restrict ourselves to that range of values
3363     * for any meaningful values.
3364     */
3365 root 1.52 if (FABS (dx) <= (pl->contr->ns->mapx / 2) &&
3366     FABS (dy) <= (pl->contr->ns->mapy / 2) &&
3367     !pl->contr->blocked_los[dx + (pl->contr->ns->mapx / 2)][dy + (pl->contr->ns->mapy / 2)])
3368 root 1.18 return 1;
3369     op = op->more;
3370     }
3371     return 0;
3372 elmex 1.1 }
3373    
3374     /* routine for both players and monsters. We call this when
3375     * there is a possibility for our action distrubing our hiding
3376     * place or invisiblity spell. Artefact invisiblity is not
3377     * effected by this. If we arent invisible to begin with, we
3378     * return 0.
3379     */
3380 root 1.18 int
3381     action_makes_visible (object *op)
3382     {
3383    
3384     if (op->invisible && QUERY_FLAG (op, FLAG_ALIVE))
3385     {
3386     if (QUERY_FLAG (op, FLAG_MAKE_INVIS))
3387     return 0;
3388    
3389     if (op->contr && op->contr->tmp_invis == 0)
3390     return 0;
3391 elmex 1.1
3392 root 1.18 /* If monsters, they should become visible */
3393     if (op->hide || !op->contr || (op->contr && op->contr->tmp_invis))
3394     {
3395     new_draw_info_format (NDI_UNIQUE, 0, op, "You become %s!", op->hide ? "unhidden" : "visible");
3396     return 1;
3397 root 1.11 }
3398 elmex 1.1 }
3399 root 1.18 return 0;
3400 elmex 1.1 }
3401    
3402     /* op_on_battleground - checks if the given object op (usually
3403     * a player) is standing on a valid battleground-tile,
3404     * function returns TRUE/FALSE. If true x, y returns the battleground
3405     * -exit-coord. (and if x, y not NULL)
3406     * 19 March 2005 - josh@woosworld.net modifed to check if the battleground also has slaying, maxhp, and maxsp set
3407     * and if those are all set and the player has a marker that matches the slaying send them to a different x, y
3408     * Default is to do the same as before, so only people wanting to have different points need worry about this
3409     */
3410 root 1.18 int
3411     op_on_battleground (object *op, int *x, int *y)
3412     {
3413 elmex 1.1 object *tmp;
3414 root 1.18
3415 elmex 1.1 /* A battleground-tile needs the following attributes to be valid:
3416     * is_floor 1 (has to be the FIRST floor beneath the player's feet),
3417     * name="battleground", no_pick 1, type=58 (type BATTLEGROUND)
3418     * and the exit-coordinates sp/hp must both be > 0.
3419     * => The intention here is to prevent abuse of the battleground-
3420     * feature (like pickable or hidden battleground tiles). */
3421 root 1.18 for (tmp = op->below; tmp != NULL; tmp = tmp->below)
3422     {
3423     if (QUERY_FLAG (tmp, FLAG_IS_FLOOR))
3424     {
3425     if (QUERY_FLAG (tmp, FLAG_NO_PICK) &&
3426     strcmp (tmp->name, "battleground") == 0 && tmp->type == BATTLEGROUND && EXIT_X (tmp) && EXIT_Y (tmp))
3427     {
3428     /*before we assign the exit, check if this is a teambattle */
3429     if (EXIT_ALT_X (tmp) && EXIT_ALT_Y (tmp) && EXIT_PATH (tmp))
3430     {
3431     object *invtmp;
3432    
3433     for (invtmp = op->inv; invtmp != NULL; invtmp = invtmp->below)
3434     {
3435     if (invtmp->type == FORCE && invtmp->slaying && !strcmp (EXIT_PATH (tmp), invtmp->slaying))
3436     {
3437     if (x != NULL && y != NULL)
3438     *x = EXIT_ALT_X (tmp), *y = EXIT_ALT_Y (tmp);
3439     return 1;
3440     }
3441     }
3442     }
3443     if (x != NULL && y != NULL)
3444     *x = EXIT_X (tmp), *y = EXIT_Y (tmp);
3445     return 1;
3446     }
3447     }
3448 elmex 1.1 }
3449     /* If we got here, did not find a battleground */
3450     return 0;
3451     }
3452    
3453     /*
3454     * When a dragon-player gains a new stage of evolution,
3455     * he gets some treasure
3456     *
3457     * attributes:
3458     * object *who the dragon player
3459     * int atnr the attack-number of the ability focus
3460     * int level ability level
3461     */
3462 root 1.18 void
3463     dragon_ability_gain (object *who, int atnr, int level)
3464     {
3465     treasurelist *trlist = NULL; /* treasurelist */
3466     treasure *tr; /* treasure */
3467     object *tmp, *skop; /* tmp. object */
3468     object *item; /* treasure object */
3469     char buf[MAX_BUF]; /* tmp. string buffer */
3470     int i = 0, j = 0;
3471    
3472     /* get the appropriate treasurelist */
3473     if (atnr == ATNR_FIRE)
3474     trlist = find_treasurelist ("dragon_ability_fire");
3475     else if (atnr == ATNR_COLD)
3476     trlist = find_treasurelist ("dragon_ability_cold");
3477     else if (atnr == ATNR_ELECTRICITY)
3478     trlist = find_treasurelist ("dragon_ability_elec");
3479     else if (atnr == ATNR_POISON)
3480     trlist = find_treasurelist ("dragon_ability_poison");
3481    
3482     if (trlist == NULL || who->type != PLAYER)
3483     return;
3484    
3485     for (i = 0, tr = trlist->items; tr != NULL && i < level - 1; tr = tr->next, i++);
3486    
3487     if (tr == NULL || tr->item == NULL)
3488     {
3489     /* LOG(llevDebug, "-> no more treasure for %s\n", change_resist_msg[atnr]); */
3490     return;
3491 elmex 1.1 }
3492    
3493 root 1.18 /* everything seems okay - now bring on the gift: */
3494     item = &(tr->item->clone);
3495 elmex 1.1
3496 root 1.18 if (item->type == SPELL)
3497     {
3498     if (check_spell_known (who, item->name))
3499 root 1.11 return;
3500 root 1.18
3501     new_draw_info_format (NDI_UNIQUE | NDI_BLUE, 0, who, "You gained the ability of %s", &item->name);
3502     do_learn_spell (who, item, 0);
3503     return;
3504 elmex 1.1 }
3505    
3506 root 1.18 /* grant direct spell */
3507     if (item->type == SPELLBOOK)
3508     {
3509     if (!item->inv)
3510     {
3511     LOG (llevDebug, "dragon_ability_gain: Broken spellbook %s\n", &item->name);
3512     return;
3513     }
3514     if (check_spell_known (who, item->inv->name))
3515     return;
3516     if (item->invisible)
3517     {
3518     new_draw_info_format (NDI_UNIQUE | NDI_BLUE, 0, who, "You gained the ability of %s", &item->inv->name);
3519     do_learn_spell (who, item->inv, 0);
3520     return;
3521 root 1.11 }
3522 root 1.18 }
3523     else if (item->type == SKILL_TOOL && item->invisible)
3524     {
3525     if (item->subtype == SK_CLAWING && (skop = find_skill_by_name (who, item->skill)) != NULL)
3526     {
3527    
3528     /* should this perhaps be (skop->attackyp & item->attacktype)!=item->attacktype ...
3529     * in this way, if the player is missing any of the attacktypes, he gets
3530     * them. As it is now, if the player has any that match the granted skill,
3531     * but not all of them, he gets nothing.
3532     */
3533     if (!(skop->attacktype & item->attacktype))
3534     {
3535     /* Give new attacktype */
3536     skop->attacktype |= item->attacktype;
3537    
3538     /* always add physical if there's none */
3539     skop->attacktype |= AT_PHYSICAL;
3540    
3541     if (item->msg != NULL)
3542     new_draw_info (NDI_UNIQUE | NDI_BLUE, 0, who, item->msg);
3543    
3544     /* Give player new face */
3545     if (item->animation_id)
3546     {
3547     who->face = skop->face;
3548     who->animation_id = item->animation_id;
3549     who->anim_speed = item->anim_speed;
3550     who->last_anim = 0;
3551     who->state = 0;
3552     animate_object (who, who->direction);
3553     }
3554     }
3555 root 1.11 }
3556 elmex 1.1 }
3557 root 1.18 else if (item->type == FORCE)
3558     {
3559     /* forces in the treasurelist can alter the player's stats */
3560     object *skin;
3561 elmex 1.1
3562 root 1.18 /* first get the dragon skin force */
3563 root 1.52 shstr_cmp dragon_skin_force ("dragon_skin_force");
3564     for (skin = who->inv; skin && !(skin->arch->name == dragon_skin_force); skin = skin->below)
3565     ;
3566    
3567     if (!skin)
3568 root 1.18 return;
3569    
3570     /* adding new spellpath attunements */
3571     if (item->path_attuned > 0 && !(skin->path_attuned & item->path_attuned))
3572     {
3573     skin->path_attuned |= item->path_attuned; /* add attunement to skin */
3574    
3575     /* print message */
3576     sprintf (buf, "You feel attuned to ");
3577     for (i = 0, j = 0; i < NRSPELLPATHS; i++)
3578     {
3579     if (item->path_attuned & (1 << i))
3580     {
3581     if (j)
3582     strcat (buf, " and ");
3583     else
3584     j = 1;
3585     strcat (buf, spellpathnames[i]);
3586     }
3587     }
3588     strcat (buf, ".");
3589     new_draw_info (NDI_UNIQUE | NDI_BLUE, 0, who, buf);
3590     }
3591    
3592     /* evtl. adding flags: */
3593     if (QUERY_FLAG (item, FLAG_XRAYS))
3594     SET_FLAG (skin, FLAG_XRAYS);
3595     if (QUERY_FLAG (item, FLAG_STEALTH))
3596     SET_FLAG (skin, FLAG_STEALTH);
3597     if (QUERY_FLAG (item, FLAG_SEE_IN_DARK))
3598     SET_FLAG (skin, FLAG_SEE_IN_DARK);
3599    
3600     /* print message if there is one */
3601     if (item->msg != NULL)
3602     new_draw_info (NDI_UNIQUE | NDI_BLUE, 0, who, item->msg);
3603     }
3604     else
3605     {
3606     /* generate misc. treasure */
3607     tmp = arch_to_object (tr->item);
3608     new_draw_info_format (NDI_UNIQUE | NDI_BLUE, 0, who, "You gained %s", query_short_name (tmp));
3609     tmp = insert_ob_in_ob (tmp, who);
3610     if (who->type == PLAYER)
3611     esrv_send_item (who, tmp);
3612 elmex 1.1 }
3613     }
3614    
3615     /**
3616     * Unready an object for a player. This function does nothing if the object was
3617     * not readied.
3618     */
3619 root 1.18 void
3620     player_unready_range_ob (player *pl, object *ob)
3621     {
3622     rangetype i;
3623 elmex 1.1
3624 root 1.18 for (i = (rangetype) 0; i < range_size; i = (rangetype) ((int) i + 1))
3625     {
3626     if (pl->ranges[i] == ob)
3627     {
3628     pl->ranges[i] = NULL;
3629     if (pl->shoottype == i)
3630     {
3631     pl->shoottype = range_none;
3632 elmex 1.1 }
3633     }
3634     }
3635     }