ViewVC Help
View File | Revision Log | Show Annotations | Download File
/cvs/deliantra/server/server/player.C
Revision: 1.57
Committed: Sat Dec 23 06:21:02 2006 UTC (17 years, 5 months ago) by root
Content type: text/plain
Branch: MAIN
Changes since 1.56: +1 -0 lines
Log Message:
- improved login code
- removed some cruft code and (finally), the player_pod hack

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 root 1.57 /* make sure he's a player -- needed because of class change. */
188 root 1.54 ob->type = PLAYER; // we are paranoid
189     ob->race = ob->arch->clone.race;
190 elmex 1.1
191 root 1.56 if (!legal_range (ob, shoottype))
192     shoottype = range_none;
193 root 1.44
194 root 1.54 ob->carrying = sum_weight (ob);
195     link_player_skills (ob);
196 elmex 1.1
197 root 1.56 CLEAR_FLAG (ob, FLAG_NO_FIX_PLAYER);
198     ob->update_stats ();
199     update_ob_speed (ob);
200 elmex 1.1
201 root 1.54 assign (title, ob->arch->clone.name);
202 root 1.15
203 root 1.54 /* can_use_shield is a new flag. However, the can_use.. seems to largely come
204     * from the class, and not race. I don't see any way to get the class information
205     * to then update this. I don't think this will actually break anything - anyone
206     * that can use armour should be able to use a shield. What this may 'break'
207     * are features new characters get, eg, if someone starts up with a Q, they
208     * should be able to use a shield. However, old Q's won't get that advantage.
209 root 1.15 */
210 root 1.54 if (QUERY_FLAG (ob, FLAG_USE_ARMOUR))
211     SET_FLAG (ob, FLAG_USE_SHIELD);
212    
213     /* if it's a dragon player, set the correct title here */
214     if (is_dragon_pl (ob))
215     {
216     object *tmp, *abil = 0, *skin = 0;
217    
218     shstr_cmp dragon_ability_force ("dragon_ability_force");
219     shstr_cmp dragon_skin_force ("dragon_skin_force");
220    
221     for (tmp = ob->inv; tmp; tmp = tmp->below)
222     if (tmp->type == FORCE)
223     if (tmp->arch->name == dragon_ability_force)
224     abil = tmp;
225     else if (tmp->arch->name == dragon_skin_force)
226     skin = tmp;
227    
228     set_dragon_name (ob, abil, skin);
229     }
230    
231     CLEAR_FLAG (ob, FLAG_FRIENDLY);
232     add_friendly_object (ob);
233    
234     LOG (llevInfo, "LOGIN: Player named %s from ip %s\n", &ob->name, ns->host);
235 root 1.15
236 root 1.54 new_draw_info (NDI_UNIQUE, 0, ob, "Welcome Back!");
237     new_draw_info_format (NDI_UNIQUE | NDI_ALL | NDI_DK_ORANGE, 5, NULL, "%s has entered the game.", &ob->name);
238    
239     ns->floorbox_update ();
240    
241     esrv_new_player (this, ob->weight + ob->carrying);
242     esrv_send_inventory (ob, ob);
243     esrv_add_spells (this, 0);
244    
245     enter_exit (ob, 0);
246    
247     // send_rules (ob);//TODO
248     // send_news (ob);//TODO
249     // display_motd (ob);//TODO
250     INVOKE_PLAYER (LOGIN, this);
251     }
252 elmex 1.1
253 root 1.54 // the need for this function can be explained
254     // by load_object not returning the object
255     void
256     player::set_object (object *op)
257     {
258     ob = op;
259     ob->contr = this; /* this aren't yet in archetype */
260 root 1.15
261 root 1.54 ob->speed_left = 0.5;
262     ob->speed = 1.0;
263     ob->direction = 5; /* So player faces south */
264     ob->stats.wc = 2;
265     ob->run_away = 25; /* Then we panick... */
266 root 1.15
267 root 1.54 set_first_map (ob);
268 root 1.15
269 root 1.54 ob->roll_stats ();
270     }
271 root 1.15
272 root 1.54 player::player ()
273     {
274     /* There are some elements we want initialized to non zero value -
275     * we deal with that below this point.
276     */
277     outputs_sync = 16; /* Every 2 seconds */
278     outputs_count = 8; /* Keeps present behaviour */
279     unapply = unapply_nochoice;
280    
281     assign (savebed_map, first_map_path); /* Init. respawn position */
282    
283     gen_sp_armour = 10;
284     last_speed = -1;
285     shoottype = range_none;
286     bowtype = bow_normal;
287     petmode = pet_normal;
288     listening = 10;
289     usekeys = containers;
290     last_weapon_sp = -1;
291     peaceful = 1; /* default peaceful */
292     do_los = 1;
293 root 1.15
294     /* we need to clear these to -1 and not zero - otherwise,
295     * if a player quits and starts a new character, we wont
296     * send new values to the client, as things like exp start
297     * at zero.
298     */
299 root 1.54 for (int i = 0; i < NUM_SKILLS; i++)
300     last_skill_exp[i] = -1;
301    
302     for (int i = 0; i < NROFATTACKS; i++)
303     last_resist[i] = -1;
304    
305     last_stats.exp = -1;
306     last_weight = (uint32) - 1;
307     }
308    
309     player::~player ()
310     {
311     terminate_all_pets (ob);
312    
313     if (first_player != this)
314 root 1.15 {
315 root 1.54 player *prev = first_player;
316    
317     while (prev && prev->next && prev->next != this)
318     prev = prev->next;
319 root 1.38
320 root 1.54 if (prev->next != this)
321     {
322     LOG (llevError, "Free_player: Can't find previous player.\n");
323     abort ();
324     }
325 root 1.38
326 root 1.54 prev->next = next;
327     }
328     else
329     first_player = next;
330 root 1.15
331 root 1.54 if (ob)
332     {
333     ob->contr = 0;
334     ob->destroy (1);
335     }
336 root 1.38
337 root 1.54 if (ns)
338     {
339     ns->send_packet ("goodbye");
340     ns->flush ();
341     ns->pl = 0;
342     ns->destroy ();
343     }
344 elmex 1.1
345 root 1.54 /* Clear item stack */
346     free (stack_items);
347 elmex 1.1 }
348    
349 root 1.54 /* Tries to add player on the connection passed in ns.
350 elmex 1.1 * All we can really get in this is some settings like host and display
351     * mode.
352     */
353 root 1.54 player *
354     player::create ()
355 root 1.18 {
356 root 1.54 player *pl = new player;
357 root 1.38
358 root 1.54 pl->set_object (arch_to_object (get_player_archetype (0)));
359 root 1.26
360 root 1.54 return pl;
361 elmex 1.1 }
362    
363     /*
364     * get_player_archetype() return next player archetype from archetype
365     * list. Not very efficient routine, but used only creating new players.
366     * Note: there MUST be at least one player archetype!
367     */
368 root 1.18 archetype *
369     get_player_archetype (archetype *at)
370 elmex 1.1 {
371 root 1.18 archetype *start = at;
372    
373     for (;;)
374     {
375     if (at == NULL || at->next == NULL)
376     at = first_archetype;
377     else
378     at = at->next;
379 root 1.46
380 root 1.18 if (at->clone.type == PLAYER)
381     return at;
382 root 1.46
383 root 1.18 if (at == start)
384     {
385     LOG (llevError, "No Player archetypes\n");
386     exit (-1);
387 root 1.11 }
388 elmex 1.1 }
389     }
390    
391 root 1.18 object *
392     get_nearest_player (object *mon)
393     {
394     object *op = NULL;
395     player *pl = NULL;
396     objectlink *ol;
397     unsigned lastdist;
398     rv_vector rv;
399    
400     for (ol = first_friendly_object, lastdist = 1000; ol != NULL; ol = ol->next)
401     {
402     /* We should not find free objects on this friendly list, but it
403     * does periodically happen. Given that, lets deal with it.
404     * While unlikely, it is possible the next object on the friendly
405     * list is also free, so encapsulate this in a while loop.
406     */
407     while (QUERY_FLAG (ol->ob, FLAG_FREED) || !QUERY_FLAG (ol->ob, FLAG_FRIENDLY))
408     {
409     object *tmp = ol->ob;
410    
411     /* Can't do much more other than log the fact, because the object
412     * itself will have been cleared.
413     */
414     LOG (llevDebug, "get_nearest_player: Found free/non friendly object on friendly list\n");
415     ol = ol->next;
416     remove_friendly_object (tmp);
417     if (!ol)
418     return op;
419     }
420 root 1.11
421 root 1.18 /* Remove special check for player from this. First, it looks to cause
422     * some crashes (ol->ob->contr not set properly?), but secondly, a more
423     * complicated method of state checking would be needed in any case -
424     * as it was, a clever player could type quit, and the function would
425     * skip them over while waiting for confirmation. Remove
426     * on_same_map check, as can_detect_enemy also does this
427     */
428     if (!can_detect_enemy (mon, ol->ob, &rv))
429     continue;
430 root 1.11
431 root 1.18 if (lastdist > rv.distance)
432     {
433     op = ol->ob;
434     lastdist = rv.distance;
435 root 1.11 }
436 elmex 1.1 }
437 root 1.18 for (pl = first_player; pl != NULL; pl = pl->next)
438     {
439     if (can_detect_enemy (mon, pl->ob, &rv))
440     {
441 elmex 1.1
442 root 1.18 if (lastdist > rv.distance)
443     {
444     op = pl->ob;
445     lastdist = rv.distance;
446 root 1.11 }
447     }
448 elmex 1.1 }
449     #if 0
450 root 1.18 LOG (llevDebug, "get_nearest_player() finds player: %s\n", op ? &op->name : "(null)");
451 elmex 1.1 #endif
452 root 1.18 return op;
453 elmex 1.1 }
454    
455     /* I believe this can safely go to 2, 3 is questionable, 4 will likely
456     * result in a monster paths backtracking. It basically determines how large a
457     * detour a monster will take from the direction path when looking
458     * for a path to the player. The values are in the amount of direction
459     * the deviation is
460     */
461     #define DETOUR_AMOUNT 2
462    
463     /* This is used to prevent infinite loops. Consider a case where the
464     * player is in a chamber (with gate closed), and monsters are outside.
465     * with DETOUR_AMOUNT==2, the function will turn each corner, trying to
466     * find a path into the chamber. This is a good thing, but since there
467     * is no real path, it will just keep circling the chamber for
468     * ever (this could be a nice effect for monsters, but not for the function
469     * to get stuck in. I think for the monsters, if max is reached and
470     * we return the first direction the creature could move would result in the
471     * circling behaviour. Unfortunately, this function is also used to determined
472     * if the creature should cast a spell, so returning a direction in that case
473     * is probably not a good thing.
474     */
475     #define MAX_SPACES 50
476    
477     /*
478     * Returns the direction to the player, if valid. Returns 0 otherwise.
479     * modified to verify there is a path to the player. Does this by stepping towards
480     * player and if path is blocked then see if blockage is close enough to player that
481     * direction to player is changed (ie zig or zag). Continue zig zag until either
482     * reach player or path is blocked. Thus, will only return true if there is a free
483     * path to player. Though path may not be a straight line. Note that it will find
484     * player hiding along a corridor at right angles to the corridor with the monster.
485     *
486     * Modified by MSW 2001-08-06 to handle tiled maps. Various notes:
487     * 1) With DETOUR_AMOUNT being 2, it should still go and find players hiding
488     * down corriders.
489     * 2) I think the old code was broken if the first direction the monster
490     * should move was blocked - the code would store the first direction without
491     * verifying that the player can actually move in that direction. The new
492     * code does not store anything in firstdir until we have verified that the
493     * monster can in fact move one space in that direction.
494     * 3) I'm not sure how good this code will be for moving multipart monsters,
495     * since only simple checks to blocked are being called, which could mean the monster
496     * is blocking itself.
497     */
498 root 1.18 int
499     path_to_player (object *mon, object *pl, unsigned mindiff)
500     {
501     rv_vector rv;
502     sint16 x, y;
503     int lastx, lasty, dir, i, diff, firstdir = 0, lastdir, max = MAX_SPACES, mflags, blocked;
504 root 1.25 maptile *m, *lastmap;
505 root 1.18
506     get_rangevector (mon, pl, &rv, 0);
507    
508     if (rv.distance < mindiff)
509     return 0;
510    
511     x = mon->x;
512     y = mon->y;
513     m = mon->map;
514     dir = rv.direction;
515     lastdir = firstdir = rv.direction; /* perhaps we stand next to pl, init firstdir too */
516     diff = FABS (rv.distance_x) > FABS (rv.distance_y) ? FABS (rv.distance_x) : FABS (rv.distance_y);
517     /* If we can't solve it within the search distance, return now. */
518     if (diff > max)
519     return 0;
520     while (diff > 1 && max > 0)
521     {
522     lastx = x;
523     lasty = y;
524     lastmap = m;
525     x = lastx + freearr_x[dir];
526     y = lasty + freearr_y[dir];
527    
528     mflags = get_map_flags (m, &m, x, y, &x, &y);
529     blocked = (mflags & P_OUT_OF_MAP) ? MOVE_ALL : GET_MAP_MOVE_BLOCK (m, x, y);
530    
531     /* Space is blocked - try changing direction a little */
532     if ((mflags & P_OUT_OF_MAP) || ((OB_TYPE_MOVE_BLOCK (mon, blocked) || (mflags & P_BLOCKSVIEW))
533     && (m == mon->map && blocked_link (mon, m, x, y))))
534     {
535     /* recalculate direction from last good location. Possible
536     * we were not traversing ideal location before.
537     */
538     get_rangevector_from_mapcoord (lastmap, lastx, lasty, pl, &rv, 0);
539     if (rv.direction != dir)
540     {
541     /* OK - says direction should be different - lets reset the
542     * the values so it will try again.
543     */
544     x = lastx;
545     y = lasty;
546     m = lastmap;
547     dir = firstdir = rv.direction;
548     }
549     else
550     {
551     /* direct path is blocked - try taking a side step to
552     * either the left or right.
553     * Note increase the values in the loop below to be
554     * more than -1/1 respectively will mean the monster takes
555     * bigger detour. Have to be careful about these values getting
556     * too big (3 or maybe 4 or higher) as the monster may just try
557     * stepping back and forth
558     */
559     for (i = -DETOUR_AMOUNT; i <= DETOUR_AMOUNT; i++)
560     {
561     if (i == 0)
562     continue; /* already did this, so skip it */
563     /* Use lastdir here - otherwise,
564     * since the direction that the creature should move in
565     * may change, you could get infinite loops.
566     * ie, player is northwest, but monster can only
567     * move west, so it does that. It goes some distance,
568     * gets blocked, finds that it should move north,
569     * can't do that, but now finds it can move east, and
570     * gets back to its original point. lastdir contains
571     * the last direction the creature has successfully
572     * moved.
573     */
574    
575     x = lastx + freearr_x[absdir (lastdir + i)];
576     y = lasty + freearr_y[absdir (lastdir + i)];
577     m = lastmap;
578     mflags = get_map_flags (m, &m, x, y, &x, &y);
579     if (mflags & P_OUT_OF_MAP)
580     continue;
581     blocked = GET_MAP_MOVE_BLOCK (m, x, y);
582     if (OB_TYPE_MOVE_BLOCK (mon, blocked))
583     continue;
584     if (mflags & P_BLOCKSVIEW)
585     continue;
586    
587     if (m == mon->map && blocked_link (mon, m, x, y))
588     break;
589     }
590     /* go through entire loop without finding a valid
591     * sidestep to take - thus, no valid path.
592     */
593     if (i == (DETOUR_AMOUNT + 1))
594     return 0;
595     diff--;
596     lastdir = dir;
597     max--;
598     if (!firstdir)
599     firstdir = dir + i;
600     } /* else check alternate directions */
601     } /* if blocked */
602     else
603     {
604     /* we moved towards creature, so diff is less */
605     diff--;
606     max--;
607     lastdir = dir;
608     if (!firstdir)
609     firstdir = dir;
610     }
611     if (diff <= 1)
612     {
613     /* Recalculate diff (distance) because we may not have actually
614     * headed toward player for entire distance.
615     */
616     get_rangevector_from_mapcoord (m, x, y, pl, &rv, 0);
617     diff = FABS (rv.distance_x) > FABS (rv.distance_y) ? FABS (rv.distance_x) : FABS (rv.distance_y);
618     }
619     if (diff > max)
620     return 0;
621     }
622     /* If we reached the max, didn't find a direction in time */
623     if (!max)
624     return 0;
625    
626     return firstdir;
627     }
628    
629     void
630     give_initial_items (object *pl, treasurelist * items)
631     {
632     object *op, *next = NULL;
633    
634     if (pl->randomitems != NULL)
635     create_treasure (items, pl, GT_STARTEQUIP | GT_ONLY_GOOD, 1, 0);
636    
637     for (op = pl->inv; op; op = next)
638     {
639     next = op->below;
640    
641     /* Forces get applied per default, unless they have the
642     * flag "neutral" set. Sorry but I can't think of a better way
643     */
644     if (op->type == FORCE && !QUERY_FLAG (op, FLAG_NEUTRAL))
645     SET_FLAG (op, FLAG_APPLIED);
646    
647     /* we never give weapons/armour if these cannot be used
648     * by this player due to race restrictions
649     */
650     if (pl->type == PLAYER)
651     {
652     if ((!QUERY_FLAG (pl, FLAG_USE_ARMOUR) &&
653     (op->type == ARMOUR || op->type == BOOTS ||
654     op->type == CLOAK || op->type == HELMET ||
655     op->type == SHIELD || op->type == GLOVES ||
656     op->type == BRACERS || op->type == GIRDLE)) || (!QUERY_FLAG (pl, FLAG_USE_WEAPON) && op->type == WEAPON))
657     {
658 root 1.33 op->destroy ();
659 root 1.18 continue;
660     }
661 root 1.11 }
662    
663 root 1.18 /* This really needs to be better - we should really give
664     * a substitute spellbook. The problem is that we don't really
665     * have a good idea what to replace it with (need something like
666     * a first level treasurelist for each skill.)
667     * remove duplicate skills also
668     */
669     if (op->type == SPELLBOOK || op->type == SKILL)
670     {
671     object *tmp;
672 elmex 1.1
673 root 1.18 for (tmp = op->below; tmp; tmp = tmp->below)
674     if (tmp->type == op->type && tmp->name == op->name)
675     break;
676 root 1.11
677 root 1.18 if (tmp)
678     {
679 root 1.33 op->destroy ();
680 root 1.18 LOG (llevError, "give_initial_items: Removing duplicate object %s\n", &tmp->name);
681     continue;
682 root 1.11 }
683 root 1.33
684 root 1.18 if (op->nrof > 1)
685     op->nrof = 1;
686 root 1.11 }
687 elmex 1.1
688 root 1.18 if (op->type == SPELLBOOK && op->inv)
689     {
690     CLEAR_FLAG (op->inv, FLAG_STARTEQUIP);
691 root 1.11 }
692    
693 root 1.18 /* Give starting characters identified, uncursed, and undamned
694     * items. Just don't identify gold or silver, or it won't be
695     * merged properly.
696     */
697     if (need_identify (op))
698     {
699     SET_FLAG (op, FLAG_IDENTIFIED);
700     CLEAR_FLAG (op, FLAG_CURSED);
701     CLEAR_FLAG (op, FLAG_DAMNED);
702     }
703     if (op->type == SPELL)
704     {
705 root 1.33 op->destroy ();
706 root 1.18 continue;
707     }
708     else if (op->type == SKILL)
709     {
710     SET_FLAG (op, FLAG_CAN_USE_SKILL);
711     op->stats.exp = 0;
712     op->level = 1;
713 root 1.11 }
714 root 1.18 /* lock all 'normal items by default */
715     else
716     SET_FLAG (op, FLAG_INV_LOCKED);
717     } /* for loop of objects in player inv */
718    
719     /* Need to set up the skill pointers */
720     link_player_skills (pl);
721     }
722    
723     void
724     get_party_password (object *op, partylist *party)
725     {
726     if (party == NULL)
727     {
728     LOG (llevError, "get_party_password(): tried to make player %s join a NULL party", &op->name);
729     return;
730 elmex 1.1 }
731 root 1.54
732 root 1.18 op->contr->write_buf[0] = '\0';
733 root 1.52 op->contr->ns->state = ST_GET_PARTY_PASSWORD;
734 root 1.18 op->contr->party_to_join = party;
735 root 1.52 send_query (op->contr->ns, CS_QUERY_HIDEINPUT, "What is the password?\n:");
736 elmex 1.1 }
737    
738     /* This rolls four 1-6 rolls and sums the best 3 of the 4. */
739 root 1.54 static int
740 root 1.18 roll_stat (void)
741     {
742     int a[4], i, j, k;
743    
744     for (i = 0; i < 4; i++)
745     a[i] = (int) RANDOM () % 6 + 1;
746    
747     for (i = 0, j = 0, k = 7; i < 4; i++)
748     if (a[i] < k)
749     k = a[i], j = i;
750    
751     for (i = 0, k = 0; i < 4; i++)
752 root 1.54 if (i != j)
753     k += a[i];
754    
755 root 1.18 return k;
756     }
757    
758     void
759 root 1.54 object::roll_stats ()
760 root 1.18 {
761 root 1.54 int statsort [7];
762 root 1.18
763 root 1.54 for (;;)
764 root 1.18 {
765 root 1.54 int sum = 0;
766     for (int i = 7; i--; )
767     sum += statsort [i] = roll_stat ();
768    
769     if (sum >= 82 && sum <= 116)
770     break;
771 root 1.18 }
772    
773 root 1.54 // Sort the stats so that rerolling is easier...
774     std::sort (statsort, statsort + 7, std::greater<int>());
775 root 1.18
776 root 1.54 stats.Str = statsort[0];
777     stats.Dex = statsort[1];
778     stats.Con = statsort[2];
779     stats.Int = statsort[3];
780     stats.Wis = statsort[4];
781     stats.Pow = statsort[5];
782     stats.Cha = statsort[6];
783 root 1.18
784 root 1.54 stats.exp = 0;
785     stats.ac = 0;
786 root 1.18
787 root 1.54 stats.hp = stats.maxhp;
788     stats.sp = stats.maxsp;
789     stats.grace = stats.maxgrace;
790 root 1.18
791 root 1.54 if (contr)
792     {
793     contr->levhp[1] = 9;
794     contr->levsp[1] = 6;
795     contr->levgrace[1] = 3;
796 root 1.18
797 root 1.54 contr->orig_stats = stats;
798     }
799 root 1.18 }
800    
801     void
802 root 1.54 object::swap_stats (int a, int b)
803 root 1.18 {
804 root 1.54 int tmp = get_attr_value (&contr->orig_stats, a);
805     set_attr_value (&contr->orig_stats, a, get_attr_value (&contr->orig_stats, b));
806     set_attr_value (&contr->orig_stats, b, tmp);
807 elmex 1.1
808 root 1.54 stats.Str = contr->orig_stats.Str;
809     stats.Dex = contr->orig_stats.Dex;
810     stats.Con = contr->orig_stats.Con;
811     stats.Int = contr->orig_stats.Int;
812     stats.Wis = contr->orig_stats.Wis;
813     stats.Pow = contr->orig_stats.Pow;
814     stats.Cha = contr->orig_stats.Cha;
815 elmex 1.1
816 root 1.54 //TODO: the following code looks so borked and should, at the very least,
817     // be merged with the similar code in roll_stats
818     stats.ac = 0;
819 elmex 1.1
820 root 1.54 level = 1;
821     stats.exp = 0;
822     stats.ac = 0;
823 elmex 1.1
824 root 1.54 stats.hp = stats.maxhp;
825     stats.sp = stats.maxsp;
826     stats.grace = stats.maxgrace;
827 elmex 1.1
828 root 1.54 if (contr)
829 root 1.18 {
830 root 1.54 contr->levhp[1] = 9;
831     contr->levsp[1] = 6;
832     contr->levgrace[1] = 3;
833 root 1.18
834 root 1.54 contr->orig_stats = stats;
835 elmex 1.1 }
836     }
837    
838     /* This function takes the key that is passed, and does the
839     * appropriate action with it (change race, or other things).
840     * The function name is for historical reasons - now we have
841     * separate race and class; this actually changes the RACE,
842     * not the class.
843     */
844 root 1.18 int
845     key_change_class (object *op, char key)
846 elmex 1.1 {
847 root 1.18 int tmp_loop;
848 elmex 1.1
849 root 1.18 if (key == 'd' || key == 'D')
850     {
851     char buf[MAX_BUF];
852 elmex 1.1
853 root 1.18 /* this must before then initial items are given */
854     esrv_new_player (op->contr, op->weight + op->carrying);
855 elmex 1.36
856     treasurelist *tl = find_treasurelist ("starting_wealth");
857     if (tl)
858     create_treasure (tl, op, 0, 0, 0);
859 elmex 1.1
860 root 1.18 INVOKE_PLAYER (BIRTH, op->contr);
861     INVOKE_PLAYER (LOGIN, op->contr);
862 elmex 1.1
863 root 1.52 op->contr->ns->state = ST_PLAYING;
864 root 1.11
865 root 1.18 if (op->msg)
866     op->msg = NULL;
867 elmex 1.1
868 root 1.18 /* We create this now because some of the unique maps will need it
869     * to save here.
870     */
871     sprintf (buf, "%s/%s/%s", settings.localdir, settings.playerdir, &op->name);
872     make_path_to_file (buf);
873 elmex 1.1
874     #ifdef AUTOSAVE
875 root 1.18 op->contr->last_save_tick = pticks;
876 elmex 1.1 #endif
877 root 1.18 start_info (op);
878     CLEAR_FLAG (op, FLAG_WIZ);
879     give_initial_items (op, op->randomitems);
880     link_player_skills (op);
881     esrv_send_inventory (op, op);
882 root 1.54 op->update_stats ();
883 elmex 1.1
884 root 1.18 /* This moves the player to a different start map, if there
885     * is one for this race
886     */
887     if (*first_map_ext_path)
888     {
889     object *tmp;
890     char mapname[MAX_BUF];
891    
892     snprintf (mapname, MAX_BUF - 1, "%s/%s", first_map_ext_path, &op->arch->name);
893 root 1.33 tmp = object::create ();
894 root 1.18 EXIT_PATH (tmp) = mapname;
895     EXIT_X (tmp) = op->x;
896     EXIT_Y (tmp) = op->y;
897     enter_exit (op, tmp); /* we don't really care if it succeeded;
898 elmex 1.1 * if the map isn't there, then stay on the
899     * default initial map */
900 root 1.33 tmp->destroy ();
901 elmex 1.1 }
902 root 1.18 else
903 root 1.46 LOG (llevDebug, "first_map_ext_path not set\n");
904    
905 root 1.18 return 0;
906 elmex 1.1 }
907    
908 root 1.18 /* Following actually changes the race - this is the default command
909     * if we don't match with one of the options above.
910     */
911    
912     tmp_loop = 0;
913     while (!tmp_loop)
914     {
915     shstr name = op->name;
916     int x = op->x, y = op->y;
917    
918 root 1.54 op->remove_statbonus ();
919 root 1.32 op->remove ();
920 root 1.18 op->arch = get_player_archetype (op->arch);
921 root 1.33 op->arch->clone.copy_to (op);
922 root 1.18 op->instantiate ();
923     op->stats = op->contr->orig_stats;
924     op->name = op->name_pl = name;
925     op->x = x;
926     op->y = y;
927     SET_ANIMATION (op, 2); /* So player faces south */
928     insert_ob_in_map (op, op->map, op, 0);
929 root 1.21 assign (op->contr->title, op->arch->clone.name);
930 root 1.54 op->add_statbonus ();
931 root 1.18 tmp_loop = allowed_class (op);
932     }
933 root 1.19
934 root 1.18 update_object (op, UP_OBJ_FACE);
935     esrv_update_item (UPD_FACE, op, op);
936 root 1.54 op->update_stats ();
937 root 1.18 op->stats.hp = op->stats.maxhp;
938     op->stats.sp = op->stats.maxsp;
939     op->stats.grace = 0;
940 root 1.21
941 root 1.18 if (op->msg)
942     new_draw_info (NDI_BLUE, 0, op, op->msg);
943 root 1.21
944 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");
945 root 1.18 return 0;
946 elmex 1.1 }
947    
948 root 1.18 int
949     key_confirm_quit (object *op, char key)
950 elmex 1.1 {
951 root 1.18 if (key != 'y' && key != 'Y' && key != 'q' && key != 'Q')
952     {
953 root 1.52 op->contr->ns->state = ST_PLAYING;
954 root 1.18 new_draw_info (NDI_UNIQUE, 0, op, "OK, continuing to play.");
955     return 1;
956 elmex 1.1 }
957    
958 root 1.18 INVOKE_PLAYER (LOGOUT, op->contr);
959     INVOKE_PLAYER (QUIT, op->contr);
960 root 1.3
961 root 1.18 terminate_all_pets (op);
962     leave_map (op);
963     op->direction = 0;
964     new_draw_info_format (NDI_UNIQUE | NDI_ALL, 5, NULL, "%s quits the game.", &op->name);
965    
966     strcpy (op->contr->killer, "quit");
967     check_score (op);
968 root 1.54 op->contr->party = 0;
969     op->contr->own_title[0] = '\0';
970    
971     object_ptr ob = op;
972 root 1.18
973 root 1.54 delete ob->contr;
974    
975     /* We need to hunt for any per player unique maps in memory and
976     * get rid of them. The trailing slash in the path is intentional,
977     * so that players named 'Ab' won't match against players 'Abe' pathname
978     */
979     char buf[MAX_BUF];
980     sprintf (buf, "%s/%s/%s/", settings.localdir, settings.playerdir, &op->name);
981    
982     for (maptile *next, *mp = first_map; mp; mp = next)
983 root 1.18 {
984 root 1.54 next = mp->next;
985 root 1.18
986 root 1.54 if (!strncmp (mp->path, buf, strlen (buf)))
987     delete_map (mp);
988     }
989 root 1.18
990 root 1.54 delete_character (ob->name, 1);
991 root 1.19
992 root 1.18 return 1;
993 elmex 1.1 }
994    
995 root 1.18 void
996     flee_player (object *op)
997     {
998     int dir, diff;
999     rv_vector rv;
1000    
1001     if (op->stats.hp < 0)
1002     {
1003     LOG (llevDebug, "Fleeing player is dead.\n");
1004     CLEAR_FLAG (op, FLAG_SCARED);
1005     return;
1006 elmex 1.1 }
1007    
1008 root 1.18 if (op->enemy == NULL)
1009     {
1010     LOG (llevDebug, "Fleeing player had no enemy.\n");
1011     CLEAR_FLAG (op, FLAG_SCARED);
1012     return;
1013 elmex 1.1 }
1014    
1015 root 1.18 /* Seen some crashes here. Since we don't store an
1016     * op->enemy_count, it is possible that something destroys the
1017     * actual enemy, and the object is recycled.
1018     */
1019     if (op->enemy->map == NULL)
1020     {
1021     CLEAR_FLAG (op, FLAG_SCARED);
1022     op->enemy = NULL;
1023     return;
1024 elmex 1.1 }
1025    
1026 root 1.18 if (!(random_roll (0, 4, op, PREFER_LOW)) && did_make_save (op, op->level, 0))
1027     {
1028     op->enemy = NULL;
1029     CLEAR_FLAG (op, FLAG_SCARED);
1030     return;
1031 elmex 1.1 }
1032 root 1.49
1033 root 1.18 get_rangevector (op, op->enemy, &rv, 0);
1034    
1035     dir = absdir (4 + rv.direction);
1036     for (diff = 0; diff < 3; diff++)
1037     {
1038     int m = 1 - (RANDOM () & 2);
1039 elmex 1.1
1040 root 1.18 if (move_ob (op, absdir (dir + diff * m), op) || (diff == 0 && move_ob (op, absdir (dir - diff * m), op)))
1041 root 1.49 return;
1042 elmex 1.1 }
1043 root 1.49
1044 root 1.18 /* Cornered, get rid of scared */
1045     CLEAR_FLAG (op, FLAG_SCARED);
1046     op->enemy = NULL;
1047 elmex 1.1 }
1048    
1049    
1050     /* check_pick sees if there is stuff to be picked up/picks up stuff.
1051     * IT returns 1 if the player should keep on moving, 0 if he should
1052     * stop.
1053     */
1054 root 1.18 int
1055     check_pick (object *op)
1056     {
1057 elmex 1.1 object *tmp, *next;
1058     int stop = 0;
1059     int j, k, wvratio;
1060     char putstring[128], tmpstr[16];
1061    
1062     /* if you're flying, you cna't pick up anything */
1063     if (op->move_type & MOVE_FLYING)
1064     return 1;
1065    
1066     next = op->below;
1067    
1068     /* loop while there are items on the floor that are not marked as
1069     * destroyed */
1070 root 1.24 while (next && !next->destroyed ())
1071 root 1.18 {
1072     tmp = next;
1073     next = tmp->below;
1074 elmex 1.1
1075 root 1.24 if (op->destroyed ())
1076 elmex 1.1 return 0;
1077    
1078 root 1.18 if (!can_pick (op, tmp))
1079     continue;
1080 elmex 1.1
1081 root 1.18 if (op->contr->search_str[0] != '\0' && settings.search_items == TRUE)
1082     {
1083     if (item_matched_string (op, tmp, op->contr->search_str))
1084     pick_up (op, tmp);
1085     continue;
1086 root 1.11 }
1087    
1088 root 1.18 /* high not bit set? We're using the old autopickup model */
1089     if (!(op->contr->mode & PU_NEWMODE))
1090 root 1.11 {
1091 root 1.18 switch (op->contr->mode)
1092 root 1.11 {
1093 root 1.20 case 0:
1094     return 1; /* don't pick up */
1095     case 1:
1096     pick_up (op, tmp);
1097     return 1;
1098     case 2:
1099     pick_up (op, tmp);
1100     return 0;
1101     case 3:
1102     return 0; /* stop before pickup */
1103     case 4:
1104     pick_up (op, tmp);
1105     break;
1106     case 5:
1107     pick_up (op, tmp);
1108     stop = 1;
1109     break;
1110     case 6:
1111     if (QUERY_FLAG (tmp, FLAG_KNOWN_MAGICAL) && !QUERY_FLAG (tmp, FLAG_KNOWN_CURSED))
1112 root 1.18 pick_up (op, tmp);
1113 root 1.20 break;
1114    
1115     case 7:
1116     if (tmp->type == MONEY || tmp->type == GEM)
1117 root 1.18 pick_up (op, tmp);
1118 root 1.20 break;
1119    
1120     default:
1121     /* use value density */
1122     if (!QUERY_FLAG (tmp, FLAG_UNPAID)
1123     && (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1))) >= op->contr->mode)
1124 root 1.18 pick_up (op, tmp);
1125 root 1.11 }
1126     }
1127 root 1.18 else
1128     { /* old model */
1129     /* NEW pickup handling */
1130     if (op->contr->mode & PU_DEBUG)
1131     {
1132     /* some debugging code to figure out item information */
1133     if (tmp->name != NULL)
1134     sprintf (putstring, "item name: %s item type: %d weight/value: %d",
1135     &tmp->name, tmp->type, (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1))));
1136     else
1137     sprintf (putstring, "item name: %s item type: %d weight/value: %d",
1138     &tmp->arch->name, tmp->type, (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1))));
1139     new_draw_info (NDI_UNIQUE, 0, op, putstring);
1140    
1141     sprintf (putstring, "...flags: ");
1142     for (k = 0; k < 4; k++)
1143     {
1144     for (j = 0; j < 32; j++)
1145     {
1146     if ((tmp->flags[k] >> j) & 0x01)
1147     {
1148     sprintf (tmpstr, "%d ", k * 32 + j);
1149     strcat (putstring, tmpstr);
1150     }
1151     }
1152     }
1153     new_draw_info (NDI_UNIQUE, 0, op, putstring);
1154 elmex 1.1
1155     #if 0
1156 root 1.18 /* print the flags too */
1157     for (k = 0; k < 4; k++)
1158     {
1159     fprintf (stderr, "%d [%d] ", k, k * 32 + 31);
1160     for (j = 0; j < 32; j++)
1161     {
1162     fprintf (stderr, "%d", tmp->flags[k] >> (31 - j) & 0x01);
1163     if (!((j + 1) % 4))
1164     fprintf (stderr, " ");
1165     }
1166     fprintf (stderr, " [%d]\n", k * 32);
1167     }
1168 elmex 1.1 #endif
1169 root 1.18 }
1170     /* philosophy:
1171     * It's easy to grab an item type from a pile, as long as it's
1172     * generic. This takes no game-time. For more detailed pickups
1173     * and selections, select-items shoul dbe used. This is a
1174     * grab-as-you-run type mode that's really useful for arrows for
1175     * example.
1176     * The drawback: right now it has no frontend, so you need to
1177     * stick the bits you want into a calculator in hex mode and then
1178     * convert to decimal and then 'pickup <#>
1179     */
1180    
1181     /* the first two modes are exclusive: if NOTHING we return, if
1182     * STOP then we stop. All the rest are applied sequentially,
1183     * meaning if any test passes, the item gets picked up. */
1184    
1185     /* if mode is set to pick nothing up, return */
1186    
1187     if (op->contr->mode & PU_NOTHING)
1188     return 1;
1189    
1190     /* if mode is set to stop when encountering objects, return */
1191     /* take STOP before INHIBIT since it doesn't actually pick
1192     * anything up */
1193    
1194     if (op->contr->mode & PU_STOP)
1195     return 0;
1196    
1197     /* useful for going into stores and not losing your settings... */
1198     /* and for battles wher you don't want to get loaded down while
1199     * fighting */
1200     if (op->contr->mode & PU_INHIBIT)
1201     return 1;
1202    
1203     /* prevent us from turning into auto-thieves :) */
1204     if (QUERY_FLAG (tmp, FLAG_UNPAID))
1205     continue;
1206    
1207     /* ignore known cursed objects */
1208     if (QUERY_FLAG (tmp, FLAG_KNOWN_CURSED) && op->contr->mode & PU_NOT_CURSED)
1209     continue;
1210    
1211     /* all food and drink if desired */
1212     /* question: don't pick up known-poisonous stuff? */
1213     if (op->contr->mode & PU_FOOD)
1214     if (tmp->type == FOOD)
1215     {
1216     pick_up (op, tmp);
1217     continue;
1218     }
1219 root 1.29
1220 root 1.18 if (op->contr->mode & PU_DRINK)
1221     if (tmp->type == DRINK || (tmp->type == POISON && !QUERY_FLAG (tmp, FLAG_KNOWN_CURSED)))
1222     {
1223     pick_up (op, tmp);
1224     continue;
1225     }
1226    
1227     if (op->contr->mode & PU_POTION)
1228     if (tmp->type == POTION)
1229     {
1230     pick_up (op, tmp);
1231     continue;
1232     }
1233    
1234     /* spellbooks, skillscrolls and normal books/scrolls */
1235     if (op->contr->mode & PU_SPELLBOOK)
1236     if (tmp->type == SPELLBOOK)
1237     {
1238     pick_up (op, tmp);
1239     continue;
1240     }
1241 root 1.29
1242 root 1.18 if (op->contr->mode & PU_SKILLSCROLL)
1243     if (tmp->type == SKILLSCROLL)
1244     {
1245     pick_up (op, tmp);
1246     continue;
1247     }
1248 root 1.29
1249 root 1.18 if (op->contr->mode & PU_READABLES)
1250     if (tmp->type == BOOK || tmp->type == SCROLL)
1251     {
1252     pick_up (op, tmp);
1253     continue;
1254     }
1255    
1256     /* wands/staves/rods/horns */
1257     if (op->contr->mode & PU_MAGIC_DEVICE)
1258     if (tmp->type == WAND || tmp->type == ROD || tmp->type == HORN)
1259     {
1260     pick_up (op, tmp);
1261     continue;
1262     }
1263    
1264     /* pick up all magical items */
1265     if (op->contr->mode & PU_MAGICAL)
1266     if (QUERY_FLAG (tmp, FLAG_KNOWN_MAGICAL) && !QUERY_FLAG (tmp, FLAG_KNOWN_CURSED))
1267     {
1268     pick_up (op, tmp);
1269     continue;
1270     }
1271    
1272     if (op->contr->mode & PU_VALUABLES)
1273     {
1274     if (tmp->type == MONEY || tmp->type == GEM)
1275     {
1276     pick_up (op, tmp);
1277     continue;
1278     }
1279     }
1280    
1281     /* rings & amulets - talismans seems to be typed AMULET */
1282     if (op->contr->mode & PU_JEWELS)
1283     if (tmp->type == RING || tmp->type == AMULET)
1284     {
1285     pick_up (op, tmp);
1286 root 1.29 continue;
1287     }
1288    
1289     /* we don't forget dragon food */
1290     if (op->contr->mode & PU_FLESH)
1291     if (tmp->type == FLESH)
1292     {
1293     pick_up (op, tmp);
1294 root 1.18 continue;
1295     }
1296    
1297     /* bows and arrows. Bows are good for selling! */
1298     if (op->contr->mode & PU_BOW)
1299     if (tmp->type == BOW)
1300     {
1301     pick_up (op, tmp);
1302     continue;
1303     }
1304 root 1.29
1305 root 1.18 if (op->contr->mode & PU_ARROW)
1306     if (tmp->type == ARROW)
1307     {
1308     pick_up (op, tmp);
1309     continue;
1310     }
1311    
1312     /* all kinds of armor etc. */
1313     if (op->contr->mode & PU_ARMOUR)
1314     if (tmp->type == ARMOUR)
1315     {
1316     pick_up (op, tmp);
1317     continue;
1318     }
1319 root 1.29
1320 root 1.18 if (op->contr->mode & PU_HELMET)
1321     if (tmp->type == HELMET)
1322     {
1323     pick_up (op, tmp);
1324     continue;
1325     }
1326 root 1.29
1327 root 1.18 if (op->contr->mode & PU_SHIELD)
1328     if (tmp->type == SHIELD)
1329     {
1330     pick_up (op, tmp);
1331     continue;
1332     }
1333 root 1.29
1334 root 1.18 if (op->contr->mode & PU_BOOTS)
1335     if (tmp->type == BOOTS)
1336     {
1337     pick_up (op, tmp);
1338     continue;
1339     }
1340 root 1.29
1341 root 1.18 if (op->contr->mode & PU_GLOVES)
1342     if (tmp->type == GLOVES)
1343     {
1344     pick_up (op, tmp);
1345     continue;
1346     }
1347 root 1.29
1348 root 1.18 if (op->contr->mode & PU_CLOAK)
1349     if (tmp->type == CLOAK)
1350     {
1351     pick_up (op, tmp);
1352     continue;
1353     }
1354 elmex 1.1
1355 root 1.18 /* hoping to catch throwing daggers here */
1356     if (op->contr->mode & PU_MISSILEWEAPON)
1357     if (tmp->type == WEAPON && QUERY_FLAG (tmp, FLAG_IS_THROWN))
1358     {
1359     pick_up (op, tmp);
1360     continue;
1361     }
1362 elmex 1.1
1363 root 1.18 /* careful: chairs and tables are weapons! */
1364     if (op->contr->mode & PU_ALLWEAPON)
1365     {
1366     if (tmp->type == WEAPON && tmp->name != NULL)
1367     {
1368     if (strstr (tmp->name, "table") == NULL && strstr (tmp->arch->name, "table") == NULL &&
1369     strstr (tmp->name, "chair") && strstr (tmp->arch->name, "chair") == NULL)
1370     {
1371     pick_up (op, tmp);
1372     continue;
1373     }
1374     }
1375 root 1.29
1376 root 1.18 if (tmp->type == WEAPON && tmp->name == NULL)
1377     {
1378     if (strstr (tmp->arch->name, "table") == NULL && strstr (tmp->arch->name, "chair") == NULL)
1379     {
1380     pick_up (op, tmp);
1381     continue;
1382     }
1383     }
1384     }
1385 elmex 1.1
1386 root 1.18 /* misc stuff that's useful */
1387     if (op->contr->mode & PU_KEY)
1388     if (tmp->type == KEY || tmp->type == SPECIAL_KEY)
1389     {
1390     pick_up (op, tmp);
1391     continue;
1392     }
1393 elmex 1.1
1394 root 1.18 /* any of the last 4 bits set means we use the ratio for value
1395     * pickups */
1396     if (op->contr->mode & PU_RATIO)
1397     {
1398     /* use value density to decide what else to grab */
1399     /* >=7 was >= op->contr->mode */
1400     /* >=7 is the old standard setting. Now we take the last 4 bits
1401     * and multiply them by 5, giving 0..15*5== 5..75 */
1402     wvratio = (op->contr->mode & PU_RATIO) * 5;
1403     if ((query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1))) >= (unsigned int) wvratio)
1404     {
1405     pick_up (op, tmp);
1406 elmex 1.1 #if 0
1407 root 1.18 fprintf (stderr, "HIGH WEIGHT/VALUE [");
1408     if (tmp->name != NULL)
1409     {
1410     fprintf (stderr, "%s", tmp->name);
1411     }
1412     else
1413     fprintf (stderr, "%s", tmp->arch->name);
1414     fprintf (stderr, ",%d] = ", tmp->type);
1415     fprintf (stderr, "%d\n", (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1))));
1416 elmex 1.1 #endif
1417 root 1.18 continue;
1418     }
1419     }
1420     } /* the new pickup model */
1421     }
1422 root 1.29
1423 root 1.18 return !stop;
1424 elmex 1.1 }
1425    
1426     /*
1427     * Find an arrow in the inventory and after that
1428     * in the right type container (quiver). Pointer to the
1429     * found object is returned.
1430     */
1431 root 1.18 object *
1432     find_arrow (object *op, const char *type)
1433 elmex 1.1 {
1434 root 1.18 object *tmp = NULL;
1435 elmex 1.1
1436 root 1.18 for (op = op->inv; op; op = op->below)
1437     if (!tmp && op->type == CONTAINER && op->race == type && QUERY_FLAG (op, FLAG_APPLIED))
1438     tmp = find_arrow (op, type);
1439     else if (op->type == ARROW && op->race == type)
1440     return op;
1441     return tmp;
1442 elmex 1.1 }
1443    
1444     /*
1445     * Similar to find_arrow, but looks for (roughly) the best arrow to use
1446     * against the target. A full test is not performed, simply a basic test
1447     * of resistances. The archer is making a quick guess at what he sees down
1448     * the hall. Failing that it does it's best to pick the highest plus arrow.
1449     */
1450    
1451 root 1.18 object *
1452     find_better_arrow (object *op, object *target, const char *type, int *better)
1453 elmex 1.1 {
1454 root 1.18 object *tmp = NULL, *arrow, *ntmp;
1455     int attacknum, attacktype, betterby = 0, i;
1456 elmex 1.1
1457 root 1.18 if (!type)
1458     return NULL;
1459 elmex 1.1
1460 root 1.18 for (arrow = op->inv; arrow; arrow = arrow->below)
1461     {
1462     if (arrow->type == CONTAINER && arrow->race == type && QUERY_FLAG (arrow, FLAG_APPLIED))
1463     {
1464     i = 0;
1465     ntmp = find_better_arrow (arrow, target, type, &i);
1466     if (i > betterby)
1467     {
1468     tmp = ntmp;
1469     betterby = i;
1470     }
1471     }
1472     else if (arrow->type == ARROW && arrow->race == type)
1473     {
1474     /* allways prefer assasination/slaying */
1475     if (target->race != NULL && arrow->slaying != NULL && strstr (arrow->slaying, target->race))
1476     {
1477     if (arrow->attacktype & AT_DEATH)
1478     {
1479     *better = 100;
1480     return arrow;
1481     }
1482     else
1483     {
1484     tmp = arrow;
1485     betterby = (arrow->magic + arrow->stats.dam) * 2;
1486     }
1487     }
1488     else
1489     {
1490     for (attacknum = 0; attacknum < NROFATTACKS; attacknum++)
1491     {
1492     attacktype = 1 << attacknum;
1493     if ((arrow->attacktype & attacktype) && (target->arch->clone.resist[attacknum]) < 0)
1494     if (((arrow->magic + arrow->stats.dam) * (100 - target->arch->clone.resist[attacknum]) / 100) > betterby)
1495     {
1496     tmp = arrow;
1497     betterby = (arrow->magic + arrow->stats.dam) * (100 - target->arch->clone.resist[attacknum]) / 100;
1498     }
1499 root 1.11 }
1500 root 1.18 if ((2 + arrow->magic + arrow->stats.dam) > betterby)
1501     {
1502     tmp = arrow;
1503     betterby = 2 + arrow->magic + arrow->stats.dam;
1504 root 1.11 }
1505 root 1.18 if (arrow->title && (1 + arrow->magic + arrow->stats.dam) > betterby)
1506     {
1507     tmp = arrow;
1508     betterby = 1 + arrow->magic + arrow->stats.dam;
1509 root 1.11 }
1510     }
1511     }
1512 elmex 1.1 }
1513 root 1.18 if (tmp == NULL && arrow == NULL)
1514     return find_arrow (op, type);
1515 elmex 1.1
1516 root 1.18 *better = betterby;
1517     return tmp;
1518 elmex 1.1 }
1519    
1520     /* looks in a given direction, finds the first valid target, and calls
1521     * find_better_arrow to find a decent arrow to use.
1522     * op = the shooter
1523     * type = bow->race
1524     * dir = fire direction
1525     */
1526    
1527 root 1.18 object *
1528     pick_arrow_target (object *op, const char *type, int dir)
1529 elmex 1.1 {
1530 root 1.18 object *tmp = NULL;
1531 root 1.25 maptile *m;
1532 root 1.18 int i, mflags, found, number;
1533     sint16 x, y;
1534    
1535     if (op->map == NULL)
1536     return find_arrow (op, type);
1537    
1538     /* do a dex check */
1539     number = (die_roll (2, 40, op, PREFER_LOW) - 2) / 2;
1540     if (number > (op->stats.Dex + (op->chosen_skill ? op->chosen_skill->level : op->level)))
1541     return find_arrow (op, type);
1542    
1543     m = op->map;
1544     x = op->x;
1545     y = op->y;
1546    
1547     /* find the first target */
1548     for (i = 0, found = 0; i < 20; i++)
1549     {
1550     x += freearr_x[dir];
1551     y += freearr_y[dir];
1552     mflags = get_map_flags (m, &m, x, y, &x, &y);
1553     if (mflags & P_OUT_OF_MAP || mflags & P_BLOCKSVIEW)
1554     {
1555     tmp = NULL;
1556     break;
1557     }
1558     else if (GET_MAP_MOVE_BLOCK (m, x, y) == MOVE_FLY_LOW)
1559     {
1560     /* This block presumes arrows and the like are MOVE_FLY_SLOW -
1561     * perhaps a bad assumption.
1562     */
1563     tmp = NULL;
1564     break;
1565 root 1.11 }
1566 root 1.18 if (mflags & P_IS_ALIVE)
1567     {
1568     for (tmp = GET_MAP_OB (m, x, y); tmp; tmp = tmp->above)
1569     if (QUERY_FLAG (tmp, FLAG_ALIVE))
1570     {
1571     found++;
1572 root 1.11 break;
1573 root 1.18 }
1574     if (found)
1575     break;
1576 root 1.11 }
1577 elmex 1.1 }
1578 root 1.18 if (tmp == NULL)
1579     return find_arrow (op, type);
1580 elmex 1.1
1581 root 1.18 if (tmp->head)
1582     tmp = tmp->head;
1583 elmex 1.1
1584 root 1.18 return find_better_arrow (op, tmp, type, &i);
1585 elmex 1.1 }
1586    
1587     /*
1588     * Creature fires a bow - op can be monster or player. Returns
1589     * 1 if bow was actually fired, 0 otherwise.
1590     * op is the object firing the bow.
1591     * part is for multipart creatures - the part firing the bow.
1592     * dir is the direction of fire.
1593     * wc_mod is any special modifier to give (used in special player fire modes)
1594     * sx, sy are coordinates to fire arrow from - also used in some of the special
1595     * player fire modes.
1596     */
1597 root 1.18 int
1598     fire_bow (object *op, object *part, object *arrow, int dir, int wc_mod, sint16 sx, sint16 sy)
1599 elmex 1.1 {
1600 root 1.18 object *left, *bow;
1601     int bowspeed, mflags;
1602 root 1.25 maptile *m;
1603 elmex 1.1
1604 root 1.18 if (!dir)
1605     {
1606     new_draw_info (NDI_UNIQUE, 0, op, "You can't shoot yourself!");
1607     return 0;
1608 elmex 1.1 }
1609 root 1.48
1610 root 1.18 if (op->type == PLAYER)
1611     bow = op->contr->ranges[range_bow];
1612     else
1613     {
1614     for (bow = op->inv; bow; bow = bow->below)
1615     /* Don't check for applied - monsters don't apply bows - in that way, they
1616     * don't need to switch back and forth between bows and weapons.
1617     */
1618     if (bow->type == BOW)
1619     break;
1620 root 1.11
1621 root 1.18 if (!bow)
1622     {
1623     LOG (llevError, "Range: bow without activated bow (%s).\n", &op->name);
1624     return 0;
1625 root 1.11 }
1626 elmex 1.1 }
1627 root 1.48
1628 root 1.18 if (!bow->race || !bow->skill)
1629     {
1630     new_draw_info_format (NDI_UNIQUE, 0, op, "Your %s is broken.", &bow->name);
1631     return 0;
1632 elmex 1.1 }
1633    
1634 root 1.18 bowspeed = bow->stats.sp + dex_bonus[op->stats.Dex];
1635 elmex 1.1
1636 root 1.18 /* penalize ROF for bestarrow */
1637     if (op->type == PLAYER && op->contr->bowtype == bow_bestarrow)
1638     bowspeed -= dex_bonus[op->stats.Dex] + 5;
1639 root 1.48
1640 root 1.18 if (bowspeed < 1)
1641     bowspeed = 1;
1642    
1643     if (arrow == NULL)
1644     {
1645     if ((arrow = find_arrow (op, bow->race)) == NULL)
1646     {
1647     if (op->type == PLAYER)
1648     new_draw_info_format (NDI_UNIQUE, 0, op, "You have no %s left.", &bow->race);
1649     /* FLAG_READY_BOW will get reset if the monsters picks up some arrows */
1650     else
1651     CLEAR_FLAG (op, FLAG_READY_BOW);
1652     return 0;
1653 root 1.11 }
1654 elmex 1.1 }
1655 root 1.48
1656 root 1.18 mflags = get_map_flags (op->map, &m, sx, sy, &sx, &sy);
1657     if (mflags & P_OUT_OF_MAP)
1658 root 1.48 return 0;
1659    
1660 root 1.18 if (GET_MAP_MOVE_BLOCK (m, sx, sy) == MOVE_FLY_LOW)
1661     {
1662     new_draw_info (NDI_UNIQUE, 0, op, "Something is in the way.");
1663     return 0;
1664     }
1665    
1666     /* this should not happen, but sometimes does */
1667     if (arrow->nrof == 0)
1668     {
1669 root 1.33 arrow->destroy ();
1670 root 1.18 return 0;
1671     }
1672    
1673     left = arrow; /* these are arrows left to the player */
1674     arrow = get_split_ob (arrow, 1);
1675 root 1.48 if (!arrow)
1676 root 1.18 {
1677     new_draw_info_format (NDI_UNIQUE, 0, op, "You have no %s left.", &bow->race);
1678     return 0;
1679 elmex 1.1 }
1680 root 1.48
1681 root 1.34 arrow->set_owner (op);
1682 root 1.18 arrow->skill = bow->skill;
1683    
1684     arrow->direction = dir;
1685     arrow->x = sx;
1686     arrow->y = sy;
1687    
1688     if (op->type == PLAYER)
1689     {
1690     op->speed_left = 0.01 - (float) FABS (op->speed) * 100 / bowspeed;
1691 root 1.54 op->update_stats ();
1692 elmex 1.1 }
1693    
1694 root 1.18 SET_ANIMATION (arrow, arrow->direction);
1695     arrow->stats.sp = arrow->stats.wc; /* save original wc and dam */
1696     arrow->stats.hp = arrow->stats.dam;
1697     arrow->stats.grace = arrow->attacktype;
1698     if (arrow->slaying != NULL)
1699 root 1.40 arrow->spellarg = strdup (arrow->slaying);
1700 root 1.18
1701     /* Note that this was different for monsters - they got their level
1702     * added to the damage. I think the strength bonus is more proper.
1703     */
1704    
1705     arrow->stats.dam += (QUERY_FLAG (bow, FLAG_NO_STRENGTH) ? 0 : dam_bonus[op->stats.Str]) + bow->stats.dam + bow->magic + arrow->magic;
1706    
1707     /* update the speed */
1708     arrow->speed = (float) ((QUERY_FLAG (bow, FLAG_NO_STRENGTH) ?
1709     0 : dam_bonus[op->stats.Str]) + bow->magic + arrow->magic) / 5.0 + (float) bow->stats.dam / 7.0;
1710    
1711     if (arrow->speed < 1.0)
1712     arrow->speed = 1.0;
1713     update_ob_speed (arrow);
1714     arrow->speed_left = 0;
1715    
1716     if (op->type == PLAYER)
1717     {
1718     arrow->stats.wc = 20 - bow->magic - arrow->magic -
1719     (op->chosen_skill ? op->chosen_skill->level : op->level) -
1720     dex_bonus[op->stats.Dex] - thaco_bonus[op->stats.Str] - arrow->stats.wc - bow->stats.wc + wc_mod;
1721    
1722     arrow->level = op->chosen_skill ? op->chosen_skill->level : op->level;
1723 elmex 1.1 }
1724 root 1.18 else
1725     {
1726     arrow->stats.wc = op->stats.wc - bow->magic - arrow->magic - arrow->stats.wc + wc_mod;
1727     arrow->level = op->level;
1728 elmex 1.1 }
1729 root 1.24
1730 root 1.18 if (arrow->attacktype == AT_PHYSICAL)
1731     arrow->attacktype |= bow->attacktype;
1732 root 1.24
1733 root 1.48 if (bow->slaying)
1734 root 1.18 arrow->slaying = bow->slaying;
1735    
1736     arrow->map = m;
1737     arrow->move_type = MOVE_FLY_LOW;
1738     arrow->move_on = MOVE_FLY_LOW | MOVE_WALK;
1739    
1740     play_sound_map (op->map, op->x, op->y, SOUND_FIRE_ARROW);
1741     insert_ob_in_map (arrow, m, op, 0);
1742    
1743 root 1.24 if (!arrow->destroyed ())
1744 root 1.18 move_arrow (arrow);
1745 elmex 1.1
1746 root 1.18 if (op->type == PLAYER)
1747     {
1748 root 1.24 if (left->destroyed ())
1749     esrv_del_item (op->contr, left->count);
1750 root 1.18 else
1751     esrv_send_item (op, left);
1752 elmex 1.1 }
1753 root 1.24
1754 root 1.18 return 1;
1755 elmex 1.1 }
1756    
1757     /* Special fire code for players - this takes into
1758     * account the special fire modes players can have
1759     * but monsters can't. Putting that code here
1760     * makes the fire_bow code much cleaner.
1761     * this function should only be called if 'op' is a player,
1762     * hence the function name.
1763     */
1764 root 1.18 int
1765     player_fire_bow (object *op, int dir)
1766 elmex 1.1 {
1767 root 1.18 int ret = 0, wcmod = 0;
1768    
1769     if (op->contr->bowtype == bow_bestarrow)
1770     {
1771     ret = fire_bow (op, op, pick_arrow_target (op, op->contr->ranges[range_bow]->race, dir), dir, 0, op->x, op->y);
1772     }
1773     else if (op->contr->bowtype >= bow_n && op->contr->bowtype <= bow_nw)
1774     {
1775     if (!similar_direction (dir, op->contr->bowtype - bow_n + 1))
1776     wcmod = -1;
1777     ret = fire_bow (op, op, NULL, op->contr->bowtype - bow_n + 1, wcmod, op->x, op->y);
1778     }
1779     else if (op->contr->bowtype == bow_threewide)
1780     {
1781     ret = fire_bow (op, op, NULL, dir, 0, op->x, op->y);
1782     ret |= fire_bow (op, op, NULL, dir, -5, op->x + freearr_x[absdir (dir + 2)], op->y + freearr_y[absdir (dir + 2)]);
1783     ret |= fire_bow (op, op, NULL, dir, -5, op->x + freearr_x[absdir (dir - 2)], op->y + freearr_y[absdir (dir - 2)]);
1784     }
1785     else if (op->contr->bowtype == bow_spreadshot)
1786     {
1787     ret |= fire_bow (op, op, NULL, dir, 0, op->x, op->y);
1788     ret |= fire_bow (op, op, NULL, absdir (dir - 1), -5, op->x, op->y);
1789     ret |= fire_bow (op, op, NULL, absdir (dir + 1), -5, op->x, op->y);
1790 elmex 1.1
1791     }
1792 root 1.18 else
1793     {
1794     /* Simple case */
1795     ret = fire_bow (op, op, NULL, dir, 0, op->x, op->y);
1796     }
1797     return ret;
1798 elmex 1.1 }
1799    
1800    
1801     /* Fires a misc (wand/rod/horn) object in 'dir'.
1802     * Broken apart from 'fire' to keep it more readable.
1803     */
1804 root 1.18 void
1805     fire_misc_object (object *op, int dir)
1806 elmex 1.1 {
1807 root 1.18 object *item;
1808 elmex 1.1
1809 root 1.18 if (!op->contr->ranges[range_misc])
1810     {
1811     new_draw_info (NDI_UNIQUE, 0, op, "You have range item readied.");
1812     return;
1813 elmex 1.1 }
1814    
1815 root 1.18 item = op->contr->ranges[range_misc];
1816     if (!item->inv)
1817     {
1818     LOG (llevError, "Object %s lacks a spell\n", &item->name);
1819     return;
1820 elmex 1.1 }
1821 root 1.18 if (item->type == WAND)
1822     {
1823     if (item->stats.food <= 0)
1824     {
1825     play_sound_player_only (op->contr, SOUND_WAND_POOF, 0, 0);
1826     new_draw_info_format (NDI_UNIQUE, 0, op, "The %s goes poof.", query_base_name (item, 0));
1827     return;
1828 root 1.11 }
1829 root 1.18 }
1830     else if (item->type == ROD || item->type == HORN)
1831     {
1832     if (item->stats.hp < MAX (item->inv->stats.sp, item->inv->stats.grace))
1833     {
1834     play_sound_player_only (op->contr, SOUND_WAND_POOF, 0, 0);
1835     if (item->type == ROD)
1836     new_draw_info_format (NDI_UNIQUE, 0, op, "The %s whines for a while, but nothing happens.", query_base_name (item, 0));
1837     else
1838     new_draw_info_format (NDI_UNIQUE, 0, op, "The %s needs more time to charge.", query_base_name (item, 0));
1839     return;
1840 root 1.11 }
1841 elmex 1.1 }
1842    
1843 root 1.18 if (cast_spell (op, item, dir, item->inv, NULL))
1844     {
1845     SET_FLAG (op, FLAG_BEEN_APPLIED); /* You now know something about it */
1846     if (item->type == WAND)
1847     {
1848     if (!(--item->stats.food))
1849     {
1850     object *tmp;
1851    
1852     if (item->arch)
1853     {
1854     CLEAR_FLAG (item, FLAG_ANIMATE);
1855     item->face = item->arch->clone.face;
1856     item->speed = 0;
1857     update_ob_speed (item);
1858 root 1.11 }
1859 root 1.49 if ((tmp = item->in_player ()))
1860 root 1.18 esrv_update_item (UPD_ANIM, tmp, item);
1861 root 1.11 }
1862     }
1863 root 1.18 else if (item->type == ROD || item->type == HORN)
1864     {
1865     drain_rod_charge (item);
1866 root 1.11 }
1867 elmex 1.1 }
1868     }
1869    
1870     /* Received a fire command for the player - go and do it.
1871     */
1872 root 1.18 void
1873     fire (object *op, int dir)
1874     {
1875     int spellcost = 0;
1876 elmex 1.1
1877 root 1.18 /* check for loss of invisiblity/hide */
1878     if (action_makes_visible (op))
1879     make_visible (op);
1880 elmex 1.1
1881 root 1.18 switch (op->contr->shoottype)
1882     {
1883 root 1.20 case range_none:
1884     return;
1885 elmex 1.1
1886 root 1.20 case range_bow:
1887     player_fire_bow (op, dir);
1888     return;
1889 elmex 1.1
1890 root 1.20 case range_magic: /* Casting spells */
1891     spellcost = (cast_spell (op, op, dir, op->contr->ranges[range_magic], op->contr->spellparam[0] ? op->contr->spellparam : 0));
1892     return;
1893 elmex 1.1
1894 root 1.20 case range_misc:
1895     fire_misc_object (op, dir);
1896     return;
1897 root 1.11
1898 root 1.20 case range_golem: /* Control summoned monsters from scrolls */
1899 root 1.30 if (QUERY_FLAG (op->contr->ranges[range_golem], FLAG_REMOVED))
1900 root 1.20 {
1901 root 1.30 op->contr->ranges[range_golem] = 0;
1902 root 1.20 op->contr->shoottype = range_none;
1903     }
1904     else
1905     control_golem (op->contr->ranges[range_golem], dir);
1906     return;
1907 root 1.11
1908 root 1.20 case range_skill:
1909     if (!op->chosen_skill)
1910     {
1911     if (op->type == PLAYER)
1912     new_draw_info (NDI_UNIQUE, 0, op, "You have no applicable skill to use.");
1913     return;
1914     }
1915     (void) do_skill (op, op, op->chosen_skill, dir, NULL);
1916     return;
1917     case range_builder:
1918     apply_map_builder (op, dir);
1919     return;
1920     default:
1921     new_draw_info (NDI_UNIQUE, 0, op, "Illegal shoot type.");
1922     return;
1923 elmex 1.1 }
1924     }
1925    
1926    
1927    
1928     /* find_key
1929     * We try to find a key for the door as passed. If we find a key
1930     * and successfully use it, we return the key, otherwise NULL
1931     * This function merges both normal and locked door, since the logic
1932     * for both is the same - just the specific key is different.
1933     * pl is the player,
1934     * inv is the objects inventory to searched
1935     * door is the door we are trying to match against.
1936     * This function can be called recursively to search containers.
1937     */
1938    
1939 root 1.18 object *
1940     find_key (object *pl, object *container, object *door)
1941 elmex 1.1 {
1942 root 1.18 object *tmp, *key;
1943 elmex 1.1
1944 root 1.18 /* Should not happen, but sanity checking is never bad */
1945     if (container->inv == NULL)
1946     return NULL;
1947 elmex 1.1
1948 root 1.18 /* First, lets try to find a key in the top level inventory */
1949     for (tmp = container->inv; tmp != NULL; tmp = tmp->below)
1950     {
1951     if (door->type == DOOR && tmp->type == KEY)
1952     break;
1953     /* For sanity, we should really check door type, but other stuff
1954     * (like containers) can be locked with special keys
1955     */
1956     if (tmp->slaying && tmp->type == SPECIAL_KEY && tmp->slaying == door->slaying)
1957     break;
1958     }
1959     /* No key found - lets search inventories now */
1960     /* If we find and use a key in an inventory, return at that time.
1961     * otherwise, if we search all the inventories and still don't find
1962     * a key, return
1963     */
1964     if (!tmp)
1965     {
1966     for (tmp = container->inv; tmp != NULL; tmp = tmp->below)
1967     {
1968     /* No reason to search empty containers */
1969     if (tmp->type == CONTAINER && tmp->inv)
1970     {
1971     if ((key = find_key (pl, tmp, door)) != NULL)
1972     return key;
1973     }
1974     }
1975     if (!tmp)
1976     return NULL;
1977 elmex 1.1 }
1978 root 1.18 /* We get down here if we have found a key. Now if its in a container,
1979     * see if we actually want to use it
1980     */
1981     if (pl != container)
1982     {
1983     /* Only let players use keys in containers */
1984     if (!pl->contr)
1985     return NULL;
1986     /* cases where this fails:
1987     * If we only search the player inventory, return now since we
1988     * are not in the players inventory.
1989     * If the container is not active, return now since only active
1990     * containers can be used.
1991     * If we only search keyrings and the container does not have
1992     * a race/isn't a keyring.
1993     * No checking for all containers - to fall through past here,
1994     * inv must have been an container and must have been active.
1995     *
1996     * Change the color so that the message doesn't disappear with
1997     * all the others.
1998     */
1999     if (pl->contr->usekeys == key_inventory ||
2000     !QUERY_FLAG (container, FLAG_APPLIED) ||
2001     (pl->contr->usekeys == keyrings && (!container->race || strcmp (container->race, "keys"))))
2002     {
2003     new_draw_info_format (NDI_UNIQUE | NDI_BROWN, 0, pl,
2004     "The %s in your %s vibrates as you approach the door", query_name (tmp), query_name (container));
2005     return NULL;
2006 root 1.11 }
2007 elmex 1.1 }
2008 root 1.18 return tmp;
2009 elmex 1.1 }
2010    
2011     /* moved door processing out of move_player_attack.
2012     * returns 1 if player has opened the door with a key
2013     * such that the caller should not do anything more,
2014     * 0 otherwise
2015     */
2016 root 1.18 static int
2017     player_attack_door (object *op, object *door)
2018 elmex 1.1 {
2019 root 1.18 /* If its a door, try to find a use a key. If we do destroy the door,
2020     * might as well return immediately as there is nothing more to do -
2021     * otherwise, we fall through to the rest of the code.
2022     */
2023     object *key = find_key (op, op, door);
2024    
2025     /* IF we found a key, do some extra work */
2026     if (key)
2027     {
2028     object *container = key->env;
2029    
2030     play_sound_map (op->map, op->x, op->y, SOUND_OPEN_DOOR);
2031     if (action_makes_visible (op))
2032     make_visible (op);
2033     if (door->inv && (door->inv->type == RUNE || door->inv->type == TRAP))
2034     spring_trap (door->inv, op);
2035     if (door->type == DOOR)
2036     {
2037     hit_player (door, 9998, op, AT_PHYSICAL, 1); /* Break through the door */
2038     }
2039     else if (door->type == LOCKED_DOOR)
2040     {
2041     new_draw_info_format (NDI_UNIQUE, NDI_BROWN, op, "You open the door with the %s", query_short_name (key));
2042     remove_door2 (door); /* remove door without violence ;-) */
2043     }
2044     /* Do this after we print the message */
2045     decrease_ob (key); /* Use up one of the keys */
2046     /* Need to update the weight the container the key was in */
2047     if (container != op)
2048     esrv_update_item (UPD_WEIGHT, op, container);
2049     return 1; /* Nothing more to do below */
2050     }
2051     else if (door->type == LOCKED_DOOR)
2052     {
2053     /* Might as well return now - no other way to open this */
2054     new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, door->msg);
2055     return 1;
2056 elmex 1.1 }
2057 root 1.18 return 0;
2058 elmex 1.1 }
2059    
2060     /* This function is just part of a breakup from move_player.
2061     * It should keep the code cleaner.
2062     * When this is called, the players direction has been updated
2063     * (taking into account confusion.) The player is also actually
2064     * going to try and move (not fire weapons).
2065     */
2066 root 1.18 void
2067     move_player_attack (object *op, int dir)
2068 elmex 1.1 {
2069 root 1.18 object *tmp, *mon;
2070     sint16 nx, ny;
2071     int on_battleground;
2072 root 1.25 maptile *m;
2073 root 1.18
2074     nx = freearr_x[dir] + op->x;
2075     ny = freearr_y[dir] + op->y;
2076    
2077 root 1.49 on_battleground = op_on_battleground (op, 0, 0);
2078 root 1.18
2079     /* If braced, or can't move to the square, and it is not out of the
2080     * map, attack it. Note order of if statement is important - don't
2081     * want to be calling move_ob if braced, because move_ob will move the
2082     * player. This is a pretty nasty hack, because if we could
2083     * move to some space, it then means that if we are braced, we should
2084     * do nothing at all. As it is, if we are braced, we go through
2085     * quite a bit of processing. However, it probably is less than what
2086     * move_ob uses.
2087     */
2088     if ((op->contr->braced || !move_ob (op, dir, op)) && !out_of_map (op->map, nx, ny))
2089     {
2090     if (OUT_OF_REAL_MAP (op->map, nx, ny))
2091     {
2092     m = get_map_from_coord (op->map, &nx, &ny);
2093     if (!m)
2094     return; /* Don't think this should happen */
2095     }
2096     else
2097     m = op->map;
2098    
2099 root 1.49 if ((tmp = GET_MAP_OB (m, nx, ny)) == NULL)
2100 root 1.18 {
2101 root 1.49 /* LOG(llevError,"player_move_attack: GET_MAP_OB returns NULL, but player can not move there.\n"); */
2102 root 1.18 return;
2103 root 1.11 }
2104    
2105 root 1.49 mon = 0;
2106 root 1.18 /* Go through all the objects, and find ones of interest. Only stop if
2107     * we find a monster - that is something we know we want to attack.
2108     * if its a door or barrel (can roll) see if there may be monsters
2109     * on the space
2110     */
2111 root 1.49 while (tmp)
2112 root 1.18 {
2113     if (tmp == op)
2114     {
2115     tmp = tmp->above;
2116     continue;
2117 root 1.11 }
2118 root 1.27
2119 root 1.18 if (QUERY_FLAG (tmp, FLAG_ALIVE))
2120     {
2121     mon = tmp;
2122     break;
2123 root 1.11 }
2124 root 1.27
2125 root 1.18 if (tmp->type == LOCKED_DOOR || QUERY_FLAG (tmp, FLAG_CAN_ROLL))
2126     mon = tmp;
2127 root 1.27
2128 root 1.18 tmp = tmp->above;
2129     }
2130    
2131 root 1.49 if (!mon) /* This happens anytime the player tries to move */
2132 root 1.18 return; /* into a wall */
2133    
2134 root 1.49 if (mon->head)
2135 root 1.18 mon = mon->head;
2136    
2137     if ((mon->type == DOOR && mon->stats.hp >= 0) || (mon->type == LOCKED_DOOR))
2138     if (player_attack_door (op, mon))
2139     return;
2140    
2141     /* The following deals with possibly attacking peaceful
2142     * or frienddly creatures. Basically, all players are considered
2143     * unaggressive. If the moving player has peaceful set, then the
2144     * object should be pushed instead of attacked. It is assumed that
2145     * if you are braced, you will not attack friends accidently,
2146     * and thus will not push them.
2147     */
2148 root 1.11
2149 root 1.18 /* If the creature is a pet, push it even if the player is not
2150     * peaceful. Our assumption is the creature is a pet if the
2151     * player owns it and it is either friendly or unagressive.
2152     */
2153     if ((op->type == PLAYER)
2154 elmex 1.1 #if COZY_SERVER
2155 root 1.18 &&
2156 root 1.34 ((mon->owner && mon->owner->contr
2157     && same_party (mon->owner->contr->party, op->contr->party)) || mon->owner == op)
2158 elmex 1.1 #else
2159 root 1.34 && mon->owner == op
2160 elmex 1.1 #endif
2161 root 1.18 && (QUERY_FLAG (mon, FLAG_UNAGGRESSIVE) || QUERY_FLAG (mon, FLAG_FRIENDLY)))
2162 root 1.11 {
2163 root 1.18 /* If we're braced, we don't want to switch places with it */
2164     if (op->contr->braced)
2165 root 1.11 return;
2166 root 1.18 play_sound_map (op->map, op->x, op->y, SOUND_PUSH_PLAYER);
2167     (void) push_ob (mon, dir, op);
2168     if (op->contr->tmp_invis || op->hide)
2169     make_visible (op);
2170     return;
2171 root 1.11 }
2172    
2173 root 1.18 /* in certain circumstances, you shouldn't attack friendly
2174     * creatures. Note that if you are braced, you can't push
2175     * someone, but put it inside this loop so that you won't
2176     * attack them either.
2177     */
2178     if ((mon->type == PLAYER || mon->enemy != op) &&
2179     (mon->type == PLAYER || QUERY_FLAG (mon, FLAG_UNAGGRESSIVE) || QUERY_FLAG (mon, FLAG_FRIENDLY)) && (
2180 elmex 1.1 #ifdef PROHIBIT_PLAYERKILL
2181 root 1.49 (op->contr->peaceful
2182     || (mon->type == PLAYER
2183     && mon->contr->
2184     peaceful)) &&
2185 elmex 1.1 #else
2186 root 1.49 op->contr->peaceful &&
2187 elmex 1.1 #endif
2188 root 1.49 !on_battleground))
2189 root 1.18 {
2190     if (!op->contr->braced)
2191     {
2192     play_sound_map (op->map, op->x, op->y, SOUND_PUSH_PLAYER);
2193     (void) push_ob (mon, dir, op);
2194     }
2195     else
2196 root 1.49 new_draw_info (0, 0, op, "You withhold your attack");
2197    
2198 root 1.18 if (op->contr->tmp_invis || op->hide)
2199     make_visible (op);
2200 root 1.11 }
2201 elmex 1.1
2202 root 1.18 /* If the object is a boulder or other rollable object, then
2203     * roll it if not braced. You can't roll it if you are braced.
2204     */
2205     else if (QUERY_FLAG (mon, FLAG_CAN_ROLL) && (!op->contr->braced))
2206     {
2207     recursive_roll (mon, dir, op);
2208     if (action_makes_visible (op))
2209     make_visible (op);
2210 root 1.11 }
2211    
2212 root 1.18 /* Any generic living creature. Including things like doors.
2213     * Way it works is like this: First, it must have some hit points
2214     * and be living. Then, it must be one of the following:
2215     * 1) Not a player, 2) A player, but of a different party. Note
2216     * that party_number -1 is no party, so attacks can still happen.
2217     */
2218 root 1.11
2219 root 1.18 else if ((mon->stats.hp >= 0) && QUERY_FLAG (mon, FLAG_ALIVE) &&
2220     ((mon->type != PLAYER || op->contr->party == NULL || op->contr->party != mon->contr->party)))
2221     {
2222 elmex 1.1
2223 root 1.18 /* If the player hasn't hit something this tick, and does
2224     * so, give them speed boost based on weapon speed. Doing
2225     * it here is better than process_players2, which basically
2226     * incurred a 1 tick offset.
2227     */
2228     if (!op->contr->has_hit)
2229     {
2230     op->speed_left += op->speed / op->contr->weapon_sp;
2231 root 1.11
2232 root 1.18 op->contr->has_hit = 1; /* The last action was to hit, so use weapon_sp */
2233 root 1.11 }
2234    
2235 root 1.49 skill_attack (mon, op, 0, 0, 0);
2236 root 1.11
2237 root 1.18 /* If attacking another player, that player gets automatic
2238     * hitback, and doesn't loose luck either.
2239     * Disable hitback on the battleground or if the target is
2240     * the wiz.
2241     */
2242     if (mon->type == PLAYER && mon->stats.hp >= 0 && !mon->contr->has_hit && !on_battleground && !QUERY_FLAG (mon, FLAG_WIZ))
2243     {
2244     short luck = mon->stats.luck;
2245    
2246     mon->contr->has_hit = 1;
2247 root 1.49 skill_attack (op, mon, 0, 0, 0);
2248 root 1.18 mon->stats.luck = luck;
2249 root 1.11 }
2250 root 1.49
2251 root 1.18 if (action_makes_visible (op))
2252     make_visible (op);
2253 root 1.11 }
2254 root 1.18 } /* if player should attack something */
2255 elmex 1.1 }
2256    
2257 root 1.18 int
2258     move_player (object *op, int dir)
2259     {
2260     int pick;
2261 elmex 1.1
2262 root 1.18 if (op->map == NULL || op->map->in_memory != MAP_IN_MEMORY)
2263     return 0;
2264 elmex 1.1
2265 root 1.18 /* Sanity check: make sure dir is valid */
2266     if ((dir < 0) || (dir >= 9))
2267     {
2268     LOG (llevError, "move_player: invalid direction %d\n", dir);
2269     return 0;
2270 elmex 1.1 }
2271    
2272 root 1.18 /* peterm: added following line */
2273     if (QUERY_FLAG (op, FLAG_CONFUSED) && dir)
2274     dir = absdir (dir + RANDOM () % 3 + RANDOM () % 3 - 2);
2275    
2276     op->facing = dir;
2277    
2278     if (op->hide)
2279     do_hidden_move (op);
2280    
2281     if (INVOKE_PLAYER (MOVE, op->contr, ARG_INT (dir)))
2282     /*nop */ ;
2283     else if (op->contr->fire_on)
2284     fire (op, dir);
2285     else
2286     {
2287     move_player_attack (op, dir);
2288     pick = check_pick (op);
2289     }
2290 elmex 1.1
2291 root 1.18 /* Add special check for newcs players and fire on - this way, the
2292     * server can handle repeat firing.
2293     */
2294     if (op->contr->fire_on || (op->contr->run_on && pick != 0))
2295 root 1.49 op->direction = dir;
2296 root 1.18 else
2297 root 1.49 op->direction = 0;
2298    
2299 root 1.18 /* Update how the player looks. Use the facing, so direction may
2300     * get reset to zero. This allows for full animation capabilities
2301     * for players.
2302     */
2303     animate_object (op, op->facing);
2304     return 0;
2305 elmex 1.1 }
2306    
2307     /* This is similar to handle_player, below, but is only used by the
2308     * new client/server stuff.
2309     * This is sort of special, in that the new client/server actually uses
2310     * the new speed values for commands.
2311     *
2312     * Returns true if there are more actions we can do.
2313     */
2314 root 1.18 int
2315     handle_newcs_player (object *op)
2316 elmex 1.1 {
2317 root 1.18 if (op->contr->hidden)
2318     {
2319     op->invisible = 1000;
2320     /* the socket code flashes the player visible/invisible
2321     * depending on the value of invisible, so we need to
2322     * alternate it here for it to work correctly.
2323     */
2324     if (pticks & 2)
2325 root 1.11 op->invisible--;
2326 root 1.18 }
2327     else if (op->invisible && !(QUERY_FLAG (op, FLAG_MAKE_INVIS)))
2328     {
2329     op->invisible--;
2330     if (!op->invisible)
2331     {
2332     make_visible (op);
2333     new_draw_info (NDI_UNIQUE, 0, op, "Your invisibility spell runs out.");
2334 root 1.11 }
2335 elmex 1.1 }
2336    
2337 root 1.18 if (QUERY_FLAG (op, FLAG_SCARED))
2338     {
2339     flee_player (op);
2340     /* If player is still scared, that is his action for this tick */
2341     if (QUERY_FLAG (op, FLAG_SCARED))
2342     {
2343     op->speed_left--;
2344     return 0;
2345 root 1.11 }
2346 elmex 1.1 }
2347    
2348 root 1.18 /* I've been seeing crashes where the golem has been destroyed, but
2349     * the player object still points to the defunct golem. The code that
2350     * destroys the golem looks correct, and it doesn't always happen, so
2351     * put this in a a workaround to clean up the golem pointer.
2352     */
2353 root 1.30 if (op->contr->ranges[range_golem] && QUERY_FLAG (op->contr->ranges[range_golem], FLAG_REMOVED))
2354     op->contr->ranges[range_golem] = 0;
2355 root 1.18
2356     /* call this here - we also will call this in do_ericserver, but
2357     * the players time has been increased when doericserver has been
2358     * called, so we recheck it here.
2359     */
2360 root 1.47 //TODO: better than handling 8 commands, use some more intelligent rate-limiting
2361 root 1.52 for (int rep = 8; --rep && op->contr->ns->handle_command (); )
2362 root 1.47 ;
2363    
2364 root 1.18 if (op->speed_left < 0)
2365 elmex 1.1 return 0;
2366    
2367 root 1.18 if (op->direction && (op->contr->run_on || op->contr->fire_on))
2368     {
2369     /* All move commands take 1 tick, at least for now */
2370     op->speed_left--;
2371 elmex 1.1
2372 root 1.18 /* Instead of all the stuff below, let move_player take care
2373     * of it. Also, some of the skill stuff is only put in
2374     * there, as well as the confusion stuff.
2375     */
2376     move_player (op, op->direction);
2377     if (op->speed_left > 0)
2378     return 1;
2379     else
2380 root 1.11 return 0;
2381 root 1.18 }
2382 root 1.41
2383 root 1.18 return 0;
2384     }
2385    
2386     int
2387     save_life (object *op)
2388     {
2389     if (!QUERY_FLAG (op, FLAG_LIFESAVE))
2390 elmex 1.1 return 0;
2391 root 1.18
2392 root 1.41 for (object *tmp = op->inv; tmp; tmp = tmp->below)
2393 root 1.18 if (QUERY_FLAG (tmp, FLAG_APPLIED) && QUERY_FLAG (tmp, FLAG_LIFESAVE))
2394     {
2395     play_sound_map (op->map, op->x, op->y, SOUND_OB_EVAPORATE);
2396     new_draw_info_format (NDI_UNIQUE, 0, op, "Your %s vibrates violently, then evaporates.", query_name (tmp));
2397 root 1.33
2398 root 1.18 if (op->contr)
2399     esrv_del_item (op->contr, tmp->count);
2400 root 1.33
2401     tmp->destroy ();
2402 root 1.18 CLEAR_FLAG (op, FLAG_LIFESAVE);
2403 root 1.33
2404 root 1.18 if (op->stats.hp < 0)
2405     op->stats.hp = op->stats.maxhp;
2406 root 1.33
2407 root 1.18 if (op->stats.food < 0)
2408     op->stats.food = 999;
2409 root 1.33
2410 root 1.54 op->update_stats ();
2411 root 1.18 return 1;
2412     }
2413 root 1.41
2414 root 1.18 LOG (llevError, "Error: LIFESAVE set without applied object.\n");
2415     CLEAR_FLAG (op, FLAG_LIFESAVE);
2416     enter_player_savebed (op); /* bring him home. */
2417     return 0;
2418 elmex 1.1 }
2419    
2420     /* This goes throws the inventory and removes unpaid objects, and puts them
2421     * back in the map (location and map determined by values of env). This
2422     * function will descend into containers. op is the object to start the search
2423     * from.
2424     */
2425 root 1.18 void
2426     remove_unpaid_objects (object *op, object *env)
2427 elmex 1.1 {
2428 root 1.18 object *next;
2429 elmex 1.1
2430 root 1.18 while (op)
2431     {
2432     next = op->below; /* Make sure we have a good value, in case
2433     * we remove object 'op'
2434     */
2435     if (QUERY_FLAG (op, FLAG_UNPAID))
2436     {
2437 root 1.32 op->remove ();
2438 root 1.18 op->x = env->x;
2439     op->y = env->y;
2440     if (env->type == PLAYER)
2441     esrv_del_item (env->contr, op->count);
2442     insert_ob_in_map (op, env->map, NULL, 0);
2443     }
2444     else if (op->inv)
2445     remove_unpaid_objects (op->inv, env);
2446 root 1.41
2447 root 1.18 op = next;
2448 elmex 1.1 }
2449     }
2450    
2451     /*
2452     * Returns pointer a static string containing gravestone text
2453     * Moved from apply.c to player.c - player.c is what
2454     * actually uses this function. player.c may not be quite the
2455     * best, a misc file for object actions is probably better,
2456     * but there isn't one in the server directory.
2457     */
2458 root 1.18 char *
2459     gravestone_text (object *op)
2460 elmex 1.1 {
2461 root 1.18 static char buf2[MAX_BUF];
2462     char buf[MAX_BUF];
2463     time_t now = time (NULL);
2464    
2465     strcpy (buf2, " R.I.P.\n\n");
2466     if (op->type == PLAYER)
2467     sprintf (buf, "%s the %s\n", &op->name, op->contr->title);
2468     else
2469     sprintf (buf, "%s\n", &op->name);
2470 root 1.41
2471 root 1.18 strncat (buf2, " ", 20 - strlen (buf) / 2);
2472     strcat (buf2, buf);
2473     if (op->type == PLAYER)
2474     sprintf (buf, "who was in level %d when killed\n", op->level);
2475     else
2476     sprintf (buf, "who was in level %d when died.\n\n", op->level);
2477 root 1.41
2478 root 1.18 strncat (buf2, " ", 20 - strlen (buf) / 2);
2479     strcat (buf2, buf);
2480     if (op->type == PLAYER)
2481     {
2482     sprintf (buf, "by %s.\n\n", op->contr->killer);
2483     strncat (buf2, " ", 21 - strlen (buf) / 2);
2484     strcat (buf2, buf);
2485     }
2486 root 1.41
2487 root 1.18 strftime (buf, MAX_BUF, "%b %d %Y\n", localtime (&now));
2488     strncat (buf2, " ", 20 - strlen (buf) / 2);
2489     strcat (buf2, buf);
2490 root 1.41
2491 root 1.18 return buf2;
2492 elmex 1.1 }
2493    
2494 root 1.18 void
2495     do_some_living (object *op)
2496     {
2497     int last_food = op->stats.food;
2498 elmex 1.1 int gen_hp, gen_sp, gen_grace;
2499     int over_hp, over_sp, over_grace;
2500     int i;
2501     int rate_hp = 1200;
2502     int rate_sp = 2500;
2503     int rate_grace = 2000;
2504     const int max_hp = 1;
2505     const int max_sp = 1;
2506     const int max_grace = 1;
2507    
2508 pippijn 1.17 if (op->contr->outputs_sync)
2509 root 1.18 {
2510     for (i = 0; i < NUM_OUTPUT_BUFS; i++)
2511 root 1.55 if (op->contr->outputs[i].buf && (op->contr->outputs[i].first_update + op->contr->outputs_sync) < (uint16) pticks)
2512 root 1.18 flush_output_element (op, &op->contr->outputs[i]);
2513     }
2514    
2515 root 1.52 if (op->contr->ns->state == ST_PLAYING)
2516 root 1.18 {
2517     /* these next three if clauses make it possible to SLOW DOWN
2518     hp/grace/spellpoint regeneration. */
2519     if (op->contr->gen_hp >= 0)
2520     gen_hp = (op->contr->gen_hp + 1) * op->stats.maxhp;
2521     else
2522     {
2523     gen_hp = op->stats.maxhp;
2524     rate_hp -= rate_hp / 2 * op->contr->gen_hp;
2525     }
2526 root 1.55
2527 root 1.18 if (op->contr->gen_sp >= 0)
2528     gen_sp = (op->contr->gen_sp + 1) * op->stats.maxsp;
2529     else
2530     {
2531     gen_sp = op->stats.maxsp;
2532     rate_sp -= rate_sp / 2 * op->contr->gen_sp;
2533     }
2534 root 1.55
2535 root 1.18 if (op->contr->gen_grace >= 0)
2536     gen_grace = (op->contr->gen_grace + 1) * op->stats.maxgrace;
2537     else
2538     {
2539     gen_grace = op->stats.maxgrace;
2540     rate_grace -= rate_grace / 2 * op->contr->gen_grace;
2541     }
2542    
2543     /* Regenerate Spell Points */
2544     if (op->contr->ranges[range_golem] == NULL && --op->last_sp < 0)
2545     {
2546     gen_sp = gen_sp * 10 / (op->contr->gen_sp_armour < 10 ? 10 : op->contr->gen_sp_armour);
2547     if (op->stats.sp < op->stats.maxsp)
2548     {
2549     op->stats.sp++;
2550     /* dms do not consume food */
2551     if (!QUERY_FLAG (op, FLAG_WIZ))
2552     {
2553     op->stats.food--;
2554     if (op->contr->digestion < 0)
2555     op->stats.food += op->contr->digestion;
2556     else if (op->contr->digestion > 0 && random_roll (0, op->contr->digestion, op, PREFER_HIGH))
2557     op->stats.food = last_food;
2558     }
2559     }
2560 root 1.55
2561 root 1.18 if (max_sp > 1)
2562     {
2563     over_sp = (gen_sp + 10) / rate_sp;
2564     if (over_sp > 0)
2565     {
2566     if (op->stats.sp < op->stats.maxsp)
2567     {
2568     op->stats.sp += over_sp > max_sp ? max_sp : over_sp;
2569 root 1.55
2570 root 1.18 if (random_roll (0, rate_sp - 1, op, PREFER_LOW) > ((gen_sp + 10) % rate_sp))
2571     op->stats.sp--;
2572 root 1.55
2573 root 1.18 if (op->stats.sp > op->stats.maxsp)
2574     op->stats.sp = op->stats.maxsp;
2575     }
2576     op->last_sp = 0;
2577     }
2578     else
2579 root 1.55 op->last_sp = rate_sp / (gen_sp < 20 ? 30 : gen_sp + 10);
2580 root 1.18 }
2581     else
2582 root 1.55 op->last_sp = rate_sp / (gen_sp < 20 ? 30 : gen_sp + 10);
2583 root 1.18 }
2584    
2585     /* Regenerate Grace */
2586     /* I altered this a little - maximum grace is ony achieved through prayer -b.t. */
2587     if (--op->last_grace < 0)
2588     {
2589     if (op->stats.grace < op->stats.maxgrace / 2)
2590     op->stats.grace++; /* no penalty in food for regaining grace */
2591 root 1.55
2592 root 1.18 if (max_grace > 1)
2593     {
2594     over_grace = (gen_grace < 20 ? 30 : gen_grace + 10) / rate_grace;
2595     if (over_grace > 0)
2596     {
2597     op->stats.sp += over_grace
2598     + (random_roll (0, rate_grace - 1, op, PREFER_HIGH) > ((gen_grace < 20 ? 30 : gen_grace + 10) % rate_grace)) ? -1 : 0;
2599     op->last_grace = 0;
2600     }
2601     else
2602     {
2603     op->last_grace = rate_grace / (gen_grace < 20 ? 30 : gen_grace + 10);
2604     }
2605     }
2606     else
2607     {
2608     op->last_grace = rate_grace / (gen_grace < 20 ? 30 : gen_grace + 10);
2609     }
2610     /* wearing stuff doesn't detract from grace generation. */
2611     }
2612    
2613     /* Regenerate Hit Points */
2614     if (--op->last_heal < 0)
2615     {
2616     if (op->stats.hp < op->stats.maxhp)
2617     {
2618     op->stats.hp++;
2619     /* dms do not consume food */
2620     if (!QUERY_FLAG (op, FLAG_WIZ))
2621     {
2622     op->stats.food--;
2623     if (op->contr->digestion < 0)
2624     op->stats.food += op->contr->digestion;
2625     else if (op->contr->digestion > 0 && random_roll (0, op->contr->digestion, op, PREFER_HIGH))
2626     op->stats.food = last_food;
2627     }
2628     }
2629 root 1.55
2630 root 1.18 if (max_hp > 1)
2631     {
2632     over_hp = (gen_hp < 20 ? 30 : gen_hp + 10) / rate_hp;
2633     if (over_hp > 0)
2634     {
2635     op->stats.sp += over_hp + (RANDOM () % rate_hp > ((gen_hp < 20 ? 30 : gen_hp + 10) % rate_hp)) ? -1 : 0;
2636     op->last_heal = 0;
2637     }
2638     else
2639     {
2640     op->last_heal = rate_hp / (gen_hp < 20 ? 30 : gen_hp + 10);
2641     }
2642     }
2643     else
2644     {
2645     op->last_heal = rate_hp / (gen_hp < 20 ? 30 : gen_hp + 10);
2646     }
2647 root 1.11 }
2648 elmex 1.1
2649 root 1.18 /* Digestion */
2650     if (--op->last_eat < 0)
2651     {
2652     #ifdef COZY_SERVER
2653     int dg = op->contr->digestion >= 0 && op->contr->digestion < 2 ? 2 : op->contr->digestion;
2654     int bonus = dg > 0 ? dg : 0, penalty = dg < 0 ? -dg : 0;
2655     #else
2656     int bonus = op->contr->digestion > 0 ? op->contr->digestion : 0, penalty = op->contr->digestion < 0 ? -op->contr->digestion : 0;
2657     #endif
2658    
2659     if (op->contr->gen_hp > 0)
2660     op->last_eat = 25 * (1 + bonus) / (op->contr->gen_hp + penalty + 1);
2661     else
2662     op->last_eat = 25 * (1 + bonus) / (penalty + 1);
2663 root 1.55
2664 root 1.18 /* dms do not consume food */
2665     if (!QUERY_FLAG (op, FLAG_WIZ))
2666     op->stats.food--;
2667 root 1.11 }
2668 elmex 1.1
2669 root 1.55 if (op->stats.food < 0 && op->stats.hp >= 0)
2670     {
2671     object *tmp, *flesh = 0;
2672 root 1.18
2673 root 1.55 for (tmp = op->inv; tmp; tmp = tmp->below)
2674 root 1.18 {
2675 root 1.55 if (!QUERY_FLAG (tmp, FLAG_UNPAID))
2676 root 1.18 {
2677 root 1.55 if (tmp->type == FOOD || tmp->type == DRINK || tmp->type == POISON)
2678     {
2679     new_draw_info (NDI_UNIQUE, 0, op, "You blindly grab for a bite of food.");
2680     manual_apply (op, tmp, 0);
2681     if (op->stats.food >= 0 || op->stats.hp < 0)
2682     break;
2683     }
2684     else if (tmp->type == FLESH)
2685     flesh = tmp;
2686     } /* End if paid for object */
2687     } /* end of for loop */
2688    
2689     /* If player is still starving, it means they don't have any food, so
2690     * eat flesh instead.
2691     */
2692     if (op->stats.food < 0 && op->stats.hp >= 0 && flesh)
2693     {
2694     new_draw_info (NDI_UNIQUE, 0, op, "You blindly grab for a bite of food.");
2695     manual_apply (op, flesh, 0);
2696     }
2697 root 1.11 }
2698 elmex 1.1
2699 root 1.55 while (op->stats.food < 0 && op->stats.hp >= 0)
2700     op->stats.food++, op->stats.hp--;
2701 elmex 1.1
2702 root 1.55 if (op->stats.hp < 0 && !QUERY_FLAG (op, FLAG_WIZ))
2703     kill_player (op);
2704     }
2705 elmex 1.1 }
2706    
2707     /* If the player should die (lack of hp, food, etc), we call this.
2708     * op is the player in jeopardy. If the player can not be saved (not
2709     * permadeath, no lifesave), this will take care of removing the player
2710     * file.
2711     */
2712 root 1.18 void
2713     kill_player (object *op)
2714 elmex 1.1 {
2715 root 1.18 char buf[MAX_BUF];
2716     int x, y;
2717    
2718     //int i;
2719 root 1.25 maptile *map; /* this is for resurrection */
2720 root 1.18
2721     /* int z;
2722     int num_stats_lose;
2723     int lost_a_stat;
2724     int lose_this_stat;
2725     int this_stat; */
2726     int will_kill_again;
2727     archetype *at;
2728     object *tmp;
2729    
2730     if (save_life (op))
2731     return;
2732    
2733    
2734     /* If player dies on BATTLEGROUND, no stat/exp loss! For Combat-Arenas
2735     * in cities ONLY!!! It is very important that this doesn't get abused.
2736     * Look at op_on_battleground() for more info --AndreasV
2737     */
2738     if (op_on_battleground (op, &x, &y))
2739     {
2740     new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, "You have been defeated in combat!");
2741     new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, "Local medics have saved your life...");
2742    
2743     /* restore player */
2744 root 1.22 at = archetype::find ("poisoning");
2745 root 1.18 tmp = present_arch_in_ob (at, op);
2746     if (tmp)
2747     {
2748 root 1.33 tmp->destroy ();
2749 root 1.18 new_draw_info (NDI_UNIQUE, 0, op, "Your body feels cleansed");
2750     }
2751 elmex 1.1
2752 root 1.22 at = archetype::find ("confusion");
2753 root 1.18 tmp = present_arch_in_ob (at, op);
2754     if (tmp)
2755     {
2756 root 1.33 tmp->destroy ();
2757 root 1.18 new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer");
2758     }
2759    
2760     cure_disease (op, 0); /* remove any disease */
2761     op->stats.hp = op->stats.maxhp;
2762     if (op->stats.food <= 0)
2763     op->stats.food = 999;
2764 elmex 1.1
2765 root 1.18 /* create a bodypart-trophy to make the winner happy */
2766 root 1.22 tmp = arch_to_object (archetype::find ("finger"));
2767 root 1.18 if (tmp != NULL)
2768     {
2769     sprintf (buf, "%s's finger", &op->name);
2770     tmp->name = buf;
2771     sprintf (buf, " This finger has been cut off %s\n"
2772     " the %s, when he was defeated at\n level %d by %s.\n",
2773     &op->name, op->contr->title, (int) (op->level), op->contr->killer);
2774     tmp->msg = buf;
2775     tmp->value = 0, tmp->material = 0, tmp->type = 0;
2776     tmp->materialname = NULL;
2777     tmp->x = op->x, tmp->y = op->y;
2778     insert_ob_in_map (tmp, op->map, op, 0);
2779     }
2780 elmex 1.1
2781 root 1.18 /* teleport defeated player to new destination */
2782     transfer_ob (op, x, y, 0, NULL);
2783     op->contr->braced = 0;
2784     return;
2785 elmex 1.1 }
2786    
2787 root 1.18 INVOKE_PLAYER (DEATH, op->contr);
2788 root 1.3
2789 root 1.18 command_kill_pets (op, 0);
2790 elmex 1.1
2791 root 1.18 if (op->stats.food < 0)
2792     {
2793     if (op->contr->explore)
2794     {
2795     new_draw_info (NDI_UNIQUE, 0, op, "You would have starved, but you are");
2796     new_draw_info (NDI_UNIQUE, 0, op, "in explore mode, so...");
2797     op->stats.food = 999;
2798     return;
2799 root 1.11 }
2800 root 1.18 sprintf (buf, "%s starved to death.", &op->name);
2801     strcpy (op->contr->killer, "starvation");
2802 elmex 1.1 }
2803 root 1.18 else
2804     {
2805     if (op->contr->explore)
2806     {
2807     new_draw_info (NDI_UNIQUE, 0, op, "You would have died, but you are");
2808     new_draw_info (NDI_UNIQUE, 0, op, "in explore mode, so...");
2809     op->stats.hp = op->stats.maxhp;
2810     return;
2811 root 1.11 }
2812 root 1.18 sprintf (buf, "%s died.", &op->name);
2813 elmex 1.1 }
2814 root 1.18 play_sound_player_only (op->contr, SOUND_PLAYER_DIES, 0, 0);
2815 elmex 1.1
2816 root 1.18 /* save the map location for corpse, gravestone */
2817     x = op->x;
2818     y = op->y;
2819     map = op->map;
2820 elmex 1.1
2821    
2822 root 1.54 /* NOT_PERMADEATH code. This basically brings the character back to
2823     * life if they are dead - it takes some exp and a random stat.
2824     * See the config.h file for a little more in depth detail about this.
2825     */
2826    
2827     /* Basically two ways to go - remove a stat permanently, or just
2828     * make it depletion. This bunch of code deals with that aspect
2829     * of death.
2830     */
2831     #ifndef COZY_SERVER
2832     if (settings.balanced_stat_loss)
2833 root 1.18 {
2834 root 1.54 /* If stat loss is permanent, lose one stat only. */
2835     /* Lower level chars don't lose as many stats because they suffer
2836     more if they do. */
2837     /* Higher level characters can afford things such as potions of
2838     restoration, or better, stat potions. So we slug them that
2839     little bit harder. */
2840     /* GD */
2841     if (settings.stat_loss_on_death)
2842     num_stats_lose = 1;
2843     else
2844     num_stats_lose = 1 + op->level / BALSL_NUMBER_LOSSES_RATIO;
2845     }
2846     else
2847     {
2848     num_stats_lose = 1;
2849     }
2850     lost_a_stat = 0;
2851    
2852     for (z = 0; z < num_stats_lose; z++)
2853     {
2854     i = RANDOM () % NUM_STATS;
2855 root 1.11
2856 root 1.54 if (settings.stat_loss_on_death)
2857 root 1.18 {
2858 root 1.54 /* Pick a random stat and take a point off it. Tell the player
2859     * what he lost.
2860     */
2861     change_attr_value (&(op->stats), i, -1);
2862     check_stat_bounds (&(op->stats));
2863     change_attr_value (&(op->contr->orig_stats), i, -1);
2864     check_stat_bounds (&(op->contr->orig_stats));
2865     new_draw_info (NDI_UNIQUE, 0, op, lose_msg[i]);
2866     lost_a_stat = 1;
2867 root 1.18 }
2868     else
2869     {
2870 root 1.54 /* deplete a stat */
2871     archetype *deparch = archetype::find ("depletion");
2872     object *dep;
2873 root 1.11
2874 root 1.54 dep = present_arch_in_ob (deparch, op);
2875     if (!dep)
2876 root 1.18 {
2877 root 1.54 dep = arch_to_object (deparch);
2878     insert_ob_in_ob (dep, op);
2879 root 1.18 }
2880 root 1.54 lose_this_stat = 1;
2881     if (settings.balanced_stat_loss)
2882 root 1.18 {
2883 root 1.54 /* GD */
2884     /* Get the stat that we're about to deplete. */
2885     this_stat = get_attr_value (&(dep->stats), i);
2886     if (this_stat < 0)
2887     {
2888     int loss_chance = 1 + op->level / BALSL_LOSS_CHANCE_RATIO;
2889     int keep_chance = this_stat * this_stat;
2890 root 1.18
2891 root 1.54 /* Yes, I am paranoid. Sue me. */
2892     if (keep_chance < 1)
2893     keep_chance = 1;
2894 root 1.18
2895 root 1.54 /* There is a maximum depletion total per level. */
2896     if (this_stat < -1 - op->level / BALSL_MAX_LOSS_RATIO)
2897     {
2898     lose_this_stat = 0;
2899     /* Take loss chance vs keep chance to see if we
2900     retain the stat. */
2901     }
2902     else
2903     {
2904     if (random_roll (0, loss_chance + keep_chance - 1, op, PREFER_LOW) < keep_chance)
2905     lose_this_stat = 0;
2906     /* LOG(llevDebug, "Determining stat loss. Stat: %d Keep: %d Lose: %d Result: %s.\n",
2907     this_stat, keep_chance, loss_chance,
2908     lose_this_stat?"LOSE":"KEEP"); */
2909 root 1.11 }
2910     }
2911 root 1.54 }
2912 root 1.18
2913 root 1.54 if (lose_this_stat)
2914     {
2915     this_stat = get_attr_value (&(dep->stats), i);
2916     /* We could try to do something clever like find another
2917     * stat to reduce if this fails. But chances are, if
2918     * stats have been depleted to -50, all are pretty low
2919     * and should be roughly the same, so it shouldn't make a
2920     * difference.
2921     */
2922     if (this_stat >= -50)
2923 root 1.18 {
2924 root 1.54 change_attr_value (&(dep->stats), i, -1);
2925     SET_FLAG (dep, FLAG_APPLIED);
2926     new_draw_info (NDI_UNIQUE, 0, op, lose_msg[i]);
2927     op->update_stats ();
2928     lost_a_stat = 1;
2929 root 1.11 }
2930     }
2931     }
2932 root 1.54 }
2933     /* If no stat lost, tell the player. */
2934     if (!lost_a_stat)
2935     {
2936     /* determine_god() seems to not work sometimes... why is this?
2937     Should I be using something else? GD */
2938     const char *god = determine_god (op);
2939 root 1.18
2940 root 1.54 if (god && (strcmp (god, "none")))
2941     new_draw_info_format (NDI_UNIQUE, 0, op, "For a brief moment you feel the holy presence of %s protecting" " you.", god);
2942     else
2943     new_draw_info (NDI_UNIQUE, 0, op, "For a brief moment you feel a holy presence protecting you.");
2944     }
2945 root 1.28 #else
2946 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.");
2947 elmex 1.1 #endif
2948    
2949 root 1.54 /* Put a gravestone up where the character 'almost' died. List the
2950     * exp loss on the stone.
2951     */
2952     tmp = arch_to_object (archetype::find ("gravestone"));
2953     sprintf (buf, "%s's gravestone", &op->name);
2954     tmp->name = buf;
2955     sprintf (buf, "%s's gravestones", &op->name);
2956     tmp->name_pl = buf;
2957     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);
2958     tmp->msg = buf;
2959     tmp->x = op->x, tmp->y = op->y;
2960     insert_ob_in_map (tmp, op->map, NULL, 0);
2961    
2962     /**************************************/
2963     /* */
2964     /* Subtract the experience points, */
2965     /* if we died cause of food, give us */
2966     /* food, and reset HP's... */
2967     /* */
2968     /**************************************/
2969    
2970     /* remove any poisoning and confusion the character may be suffering. */
2971     /* restore player */
2972     at = archetype::find ("poisoning");
2973     tmp = present_arch_in_ob (at, op);
2974    
2975     if (tmp)
2976     {
2977     tmp->destroy ();
2978     new_draw_info (NDI_UNIQUE, 0, op, "Your body feels cleansed");
2979     }
2980    
2981     at = archetype::find ("confusion");
2982     tmp = present_arch_in_ob (at, op);
2983     if (tmp)
2984     {
2985     tmp->destroy ();
2986     new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer");
2987     }
2988    
2989     cure_disease (op, 0); /* remove any disease */
2990    
2991     /*add_exp(op, (op->stats.exp * -0.20)); */
2992     apply_death_exp_penalty (op);
2993     if (op->stats.food < 100)
2994     op->stats.food = 900;
2995     op->stats.hp = op->stats.maxhp;
2996     op->stats.sp = MAX (op->stats.sp, op->stats.maxsp);
2997     op->stats.grace = MAX (op->stats.grace, op->stats.maxgrace);
2998 root 1.11
2999 root 1.54 /*
3000     * Check to see if the player is in a shop. IF so, then check to see if
3001     * the player has any unpaid items. If so, remove them and put them back
3002     * in the map.
3003     */
3004 root 1.33
3005 root 1.54 if (is_in_shop (op))
3006     remove_unpaid_objects (op->inv, op);
3007 root 1.18
3008 root 1.54 /****************************************/
3009     /* */
3010     /* Move player to his current respawn- */
3011     /* position (usually last savebed) */
3012     /* */
3013     /****************************************/
3014 root 1.18
3015 root 1.54 enter_player_savebed (op);
3016 root 1.18
3017 root 1.54 /* Save the player before inserting the force to reduce
3018     * chance of abuse.
3019     */
3020     op->contr->braced = 0;
3021     op->contr->save ();
3022 root 1.11
3023 root 1.54 /* it is possible that the player has blown something up
3024     * at his savebed location, and that can have long lasting
3025     * spell effects. So first see if there is a spell effect
3026     * on the space that might harm the player.
3027     */
3028     will_kill_again = 0;
3029     for (tmp = GET_MAP_OB (op->map, op->x, op->y); tmp; tmp = tmp->above)
3030     if (tmp->type == SPELL_EFFECT)
3031     will_kill_again |= tmp->attacktype;
3032 elmex 1.1
3033 root 1.54 if (will_kill_again)
3034 root 1.18 {
3035 root 1.54 object *force;
3036     int at;
3037 root 1.18
3038 root 1.54 force = get_archetype (FORCE_NAME);
3039     /* 50 ticks should be enough time for the spell to abate */
3040     force->speed = 0.1;
3041     force->speed_left = -5.0;
3042     SET_FLAG (force, FLAG_APPLIED);
3043     for (at = 0; at < NROFATTACKS; at++)
3044     if (will_kill_again & (1 << at))
3045     force->resist[at] = 100;
3046 root 1.30
3047 root 1.54 insert_ob_in_ob (force, op);
3048     op->update_stats ();
3049 root 1.30
3050 root 1.54 }
3051 root 1.18
3052 root 1.54 new_draw_info (NDI_UNIQUE, 0, op, "YOU HAVE DIED.");
3053 elmex 1.1 }
3054    
3055 root 1.18 void
3056     loot_object (object *op)
3057     { /* Grab and destroy some treasure */
3058     object *tmp, *tmp2, *next;
3059 elmex 1.1
3060 root 1.18 if (op->container)
3061 root 1.54 esrv_apply_container (op, op->container); /* close open sack first */
3062 elmex 1.1
3063 root 1.54 for (tmp = op->inv; tmp; tmp = next)
3064 root 1.18 {
3065     next = tmp->below;
3066 root 1.54
3067 elmex 1.50 if (tmp->invisible)
3068 root 1.18 continue;
3069 root 1.54
3070 root 1.32 tmp->remove ();
3071 root 1.18 tmp->x = op->x, tmp->y = op->y;
3072     if (tmp->type == CONTAINER)
3073     { /* empty container to ground */
3074     loot_object (tmp);
3075     }
3076     if (!QUERY_FLAG (tmp, FLAG_UNIQUE) && (QUERY_FLAG (tmp, FLAG_STARTEQUIP) || QUERY_FLAG (tmp, FLAG_NO_DROP) || !(RANDOM () % 3)))
3077     {
3078     if (tmp->nrof > 1)
3079     {
3080     tmp2 = get_split_ob (tmp, 1 + RANDOM () % (tmp->nrof - 1));
3081 root 1.33 tmp2->destroy ();
3082 root 1.18 insert_ob_in_map (tmp, op->map, NULL, 0);
3083     }
3084     else
3085 root 1.33 tmp->destroy ();
3086 root 1.18 }
3087     else
3088     insert_ob_in_map (tmp, op->map, NULL, 0);
3089     }
3090 elmex 1.1 }
3091    
3092     /*
3093     * fix_weight(): Check recursively the weight of all players, and fix
3094     * what needs to be fixed. Refresh windows and fix speed if anything
3095     * was changed.
3096     */
3097    
3098 root 1.18 void
3099     fix_weight (void)
3100     {
3101 root 1.54 for (player *pl = first_player; pl; pl = pl->next)
3102 root 1.18 {
3103     int old = pl->ob->carrying, sum = sum_weight (pl->ob);
3104    
3105     if (old == sum)
3106     continue;
3107 root 1.54 pl->ob->update_stats ();
3108 root 1.18 LOG (llevDebug, "Fixed inventory in %s (%d -> %d)\n", &pl->ob->name, old, sum);
3109     }
3110 elmex 1.1 }
3111    
3112 root 1.18 void
3113     fix_luck (void)
3114     {
3115 root 1.54 for (player *pl = first_player; pl; pl = pl->next)
3116 root 1.52 if (!pl->ob->contr->ns->state)
3117 root 1.54 pl->ob->change_luck (0);
3118 elmex 1.1 }
3119    
3120     /* cast_dust() - handles op throwing objects of type 'DUST'.
3121     * This is much simpler in the new spell code - we basically
3122     * just treat this as any other spell casting object.
3123     */
3124 elmex 1.2 void
3125 root 1.18 cast_dust (object *op, object *throw_ob, int dir)
3126 elmex 1.2 {
3127     object *skop, *spob;
3128    
3129     skop = find_skill_by_name (op, throw_ob->skill);
3130    
3131     /* casting POTION 'dusts' is really a use_magic_item skill */
3132     if (op->type == PLAYER && throw_ob->type == POTION && !skop)
3133     {
3134 root 1.18 LOG (llevError, "Player %s lacks critical skill use_magic_item!\n", &op->name);
3135 elmex 1.2 return;
3136     }
3137    
3138     spob = throw_ob->inv;
3139    
3140     // elmex Tue Aug 15 17:19:46 CEST 2006: Added this check to
3141     // not pass NULL to cast_spell (which did indeed check itself, but
3142     // errors should be reported as early as possible IMHO)
3143     if (!spob)
3144     {
3145 root 1.18 LOG (llevError, "cast_dust: thrown object %s (by %s) had no spell in it!", &throw_ob->name, &op->name);
3146 elmex 1.2 return;
3147 elmex 1.1 }
3148    
3149 elmex 1.2 if (op->type == PLAYER)
3150 root 1.14 new_draw_info_format (NDI_UNIQUE, 0, op, "You cast %s.", &spob->name);
3151 elmex 1.2
3152     cast_spell (op, throw_ob, dir, spob, NULL);
3153    
3154 root 1.33 throw_ob->destroy ();
3155 elmex 1.1 }
3156    
3157 root 1.18 void
3158     make_visible (object *op)
3159     {
3160     op->hide = 0;
3161     op->invisible = 0;
3162     if (op->type == PLAYER)
3163     {
3164     op->contr->tmp_invis = 0;
3165     op->contr->invis_race = 0;
3166     }
3167     update_object (op, UP_OBJ_FACE);
3168     }
3169    
3170     int
3171     is_true_undead (object *op)
3172     {
3173     object *tmp = NULL;
3174    
3175     if (QUERY_FLAG (&op->arch->clone, FLAG_UNDEAD))
3176     return 1;
3177    
3178 elmex 1.1 return 0;
3179     }
3180    
3181     /* look at the surrounding terrain to determine
3182     * the hideability of this object. Positive levels
3183     * indicate greater hideability.
3184     */
3185    
3186 root 1.18 int
3187     hideability (object *ob)
3188     {
3189     int i, level = 0, mflag;
3190     sint16 x, y;
3191    
3192     if (!ob || !ob->map)
3193     return 0;
3194    
3195     /* so, on normal lighted maps, its hard to hide */
3196     level = ob->map->darkness - 2;
3197    
3198     /* this also picks up whether the object is glowing.
3199     * If you carry a light on a non-dark map, its not
3200     * as bad as carrying a light on a pitch dark map */
3201     if (has_carried_lights (ob))
3202     level = -(10 + (2 * ob->map->darkness));
3203    
3204     /* scan through all nearby squares for terrain to hide in */
3205     for (i = 0, x = ob->x, y = ob->y; i < 9; i++, x = ob->x + freearr_x[i], y = ob->y + freearr_y[i])
3206     {
3207     mflag = get_map_flags (ob->map, NULL, x, y, NULL, NULL);
3208     if (mflag & P_OUT_OF_MAP)
3209     {
3210     continue;
3211     }
3212     if (mflag & P_BLOCKSVIEW) /* something to hide near! */
3213     level += 2;
3214     else /* open terrain! */
3215     level -= 1;
3216 elmex 1.1 }
3217 root 1.18
3218 elmex 1.1 #if 0
3219 root 1.18 LOG (llevDebug, "hideability of %s is %d\n", ob->name, level);
3220 elmex 1.1 #endif
3221 root 1.18 return level;
3222 elmex 1.1 }
3223    
3224     /* For Hidden creatures - a chance of becoming 'unhidden'
3225     * every time they move - as we subtract off 'invisibility'
3226     * AND, for players, if they move into a ridiculously unhideable
3227     * spot (surrounded by clear terrain in broad daylight). -b.t.
3228     */
3229    
3230 root 1.18 void
3231     do_hidden_move (object *op)
3232     {
3233     int hide = 0, num = random_roll (0, 19, op, PREFER_LOW);
3234     object *skop;
3235    
3236     if (!op || !op->map)
3237     return;
3238    
3239     skop = find_obj_by_type_subtype (op, SKILL, SK_HIDING);
3240    
3241     /* its *extremely* hard to run and sneak/hide at the same time! */
3242     if (op->type == PLAYER && op->contr->run_on)
3243     {
3244     if (!skop || num >= skop->level)
3245     {
3246     new_draw_info (NDI_UNIQUE, 0, op, "You ran too much! You are no longer hidden!");
3247     make_visible (op);
3248     return;
3249     }
3250     else
3251     num += 20;
3252 elmex 1.1 }
3253 root 1.18 num += op->map->difficulty;
3254     hide = hideability (op); /* modify by terrain hidden level */
3255     num -= hide;
3256     if ((op->type == PLAYER && hide < -10) || ((op->invisible -= num) <= 0))
3257     {
3258     make_visible (op);
3259     if (op->type == PLAYER)
3260     new_draw_info (NDI_UNIQUE, 0, op, "You moved out of hiding! You are visible!");
3261 elmex 1.1 }
3262 root 1.18 else if (op->type == PLAYER && skop)
3263     {
3264     change_exp (op, calc_skill_exp (op, NULL, skop), skop->skill, 0);
3265 elmex 1.1 }
3266     }
3267    
3268     /* determine if who is standing near a hostile creature. */
3269    
3270 root 1.18 int
3271     stand_near_hostile (object *who)
3272     {
3273     object *tmp = NULL;
3274     int i, friendly = 0, player = 0, mflags;
3275 root 1.25 maptile *m;
3276 root 1.18 sint16 x, y;
3277    
3278     if (!who)
3279     return 0;
3280    
3281     if (who->type == PLAYER)
3282     player = 1;
3283    
3284     else
3285     friendly = QUERY_FLAG (who, FLAG_FRIENDLY);
3286    
3287     /* search adjacent squares */
3288     for (i = 1; i < 9; i++)
3289     {
3290     x = who->x + freearr_x[i];
3291     y = who->y + freearr_y[i];
3292     m = who->map;
3293     mflags = get_map_flags (m, &m, x, y, &x, &y);
3294     /* space must be blocked if there is a monster. If not
3295     * blocked, don't need to check this space.
3296     */
3297     if (mflags & P_OUT_OF_MAP)
3298     continue;
3299     if (OB_TYPE_MOVE_BLOCK (who, GET_MAP_MOVE_BLOCK (m, x, y)))
3300     continue;
3301    
3302 root 1.49 for (tmp = GET_MAP_OB (m, x, y); tmp; tmp = tmp->above)
3303 root 1.18 {
3304     if ((player ||friendly) &&QUERY_FLAG (tmp, FLAG_MONSTER) && !QUERY_FLAG (tmp, FLAG_UNAGGRESSIVE))
3305     return 1;
3306     else if (tmp->type == PLAYER)
3307     {
3308     /*don't let a hidden DM prevent you from hiding */
3309     if (!QUERY_FLAG (tmp, FLAG_WIZ) || tmp->contr->hidden == 0)
3310 root 1.11 return 1;
3311 root 1.18 }
3312 root 1.11 }
3313 elmex 1.1 }
3314 root 1.18 return 0;
3315 elmex 1.1 }
3316    
3317     /* check the player los field for viewability of the
3318     * object op. This function works fine for monsters,
3319     * but we dont worry if the object isnt the top one in
3320     * a pile (say a coin under a table would return "viewable"
3321     * by this routine). Another question, should we be
3322     * concerned with the direction the player is looking
3323     * in? Realistically, most of use cant see stuff behind
3324     * our backs...on the other hand, does the "facing" direction
3325     * imply the way your head, or body is facing? Its possible
3326     * for them to differ. Sigh, this fctn could get a bit more complex.
3327     * -b.t.
3328     * This function is now map tiling safe.
3329     */
3330    
3331 root 1.18 int
3332     player_can_view (object *pl, object *op)
3333     {
3334     rv_vector rv;
3335     int dx, dy;
3336    
3337     if (pl->type != PLAYER)
3338     {
3339     LOG (llevError, "player_can_view() called for non-player object\n");
3340     return -1;
3341 elmex 1.1 }
3342 root 1.18 if (!pl || !op)
3343 elmex 1.1 return 0;
3344 root 1.18
3345     if (op->head)
3346     {
3347     op = op->head;
3348     }
3349     get_rangevector (pl, op, &rv, 0x1);
3350    
3351     /* starting with the 'head' part, lets loop
3352     * through the object and find if it has any
3353     * part that is in the los array but isnt on
3354     * a blocked los square.
3355     * we use the archetype to figure out offsets.
3356     */
3357     while (op)
3358     {
3359     dx = rv.distance_x + op->arch->clone.x;
3360     dy = rv.distance_y + op->arch->clone.y;
3361    
3362     /* only the viewable area the player sees is updated by LOS
3363     * code, so we need to restrict ourselves to that range of values
3364     * for any meaningful values.
3365     */
3366 root 1.52 if (FABS (dx) <= (pl->contr->ns->mapx / 2) &&
3367     FABS (dy) <= (pl->contr->ns->mapy / 2) &&
3368     !pl->contr->blocked_los[dx + (pl->contr->ns->mapx / 2)][dy + (pl->contr->ns->mapy / 2)])
3369 root 1.18 return 1;
3370     op = op->more;
3371     }
3372     return 0;
3373 elmex 1.1 }
3374    
3375     /* routine for both players and monsters. We call this when
3376     * there is a possibility for our action distrubing our hiding
3377     * place or invisiblity spell. Artefact invisiblity is not
3378     * effected by this. If we arent invisible to begin with, we
3379     * return 0.
3380     */
3381 root 1.18 int
3382     action_makes_visible (object *op)
3383     {
3384    
3385     if (op->invisible && QUERY_FLAG (op, FLAG_ALIVE))
3386     {
3387     if (QUERY_FLAG (op, FLAG_MAKE_INVIS))
3388     return 0;
3389    
3390     if (op->contr && op->contr->tmp_invis == 0)
3391     return 0;
3392 elmex 1.1
3393 root 1.18 /* If monsters, they should become visible */
3394     if (op->hide || !op->contr || (op->contr && op->contr->tmp_invis))
3395     {
3396     new_draw_info_format (NDI_UNIQUE, 0, op, "You become %s!", op->hide ? "unhidden" : "visible");
3397     return 1;
3398 root 1.11 }
3399 elmex 1.1 }
3400 root 1.18 return 0;
3401 elmex 1.1 }
3402    
3403     /* op_on_battleground - checks if the given object op (usually
3404     * a player) is standing on a valid battleground-tile,
3405     * function returns TRUE/FALSE. If true x, y returns the battleground
3406     * -exit-coord. (and if x, y not NULL)
3407     * 19 March 2005 - josh@woosworld.net modifed to check if the battleground also has slaying, maxhp, and maxsp set
3408     * and if those are all set and the player has a marker that matches the slaying send them to a different x, y
3409     * Default is to do the same as before, so only people wanting to have different points need worry about this
3410     */
3411 root 1.18 int
3412     op_on_battleground (object *op, int *x, int *y)
3413     {
3414 elmex 1.1 object *tmp;
3415 root 1.18
3416 elmex 1.1 /* A battleground-tile needs the following attributes to be valid:
3417     * is_floor 1 (has to be the FIRST floor beneath the player's feet),
3418     * name="battleground", no_pick 1, type=58 (type BATTLEGROUND)
3419     * and the exit-coordinates sp/hp must both be > 0.
3420     * => The intention here is to prevent abuse of the battleground-
3421     * feature (like pickable or hidden battleground tiles). */
3422 root 1.18 for (tmp = op->below; tmp != NULL; tmp = tmp->below)
3423     {
3424     if (QUERY_FLAG (tmp, FLAG_IS_FLOOR))
3425     {
3426     if (QUERY_FLAG (tmp, FLAG_NO_PICK) &&
3427     strcmp (tmp->name, "battleground") == 0 && tmp->type == BATTLEGROUND && EXIT_X (tmp) && EXIT_Y (tmp))
3428     {
3429     /*before we assign the exit, check if this is a teambattle */
3430     if (EXIT_ALT_X (tmp) && EXIT_ALT_Y (tmp) && EXIT_PATH (tmp))
3431     {
3432     object *invtmp;
3433    
3434     for (invtmp = op->inv; invtmp != NULL; invtmp = invtmp->below)
3435     {
3436     if (invtmp->type == FORCE && invtmp->slaying && !strcmp (EXIT_PATH (tmp), invtmp->slaying))
3437     {
3438     if (x != NULL && y != NULL)
3439     *x = EXIT_ALT_X (tmp), *y = EXIT_ALT_Y (tmp);
3440     return 1;
3441     }
3442     }
3443     }
3444     if (x != NULL && y != NULL)
3445     *x = EXIT_X (tmp), *y = EXIT_Y (tmp);
3446     return 1;
3447     }
3448     }
3449 elmex 1.1 }
3450     /* If we got here, did not find a battleground */
3451     return 0;
3452     }
3453    
3454     /*
3455     * When a dragon-player gains a new stage of evolution,
3456     * he gets some treasure
3457     *
3458     * attributes:
3459     * object *who the dragon player
3460     * int atnr the attack-number of the ability focus
3461     * int level ability level
3462     */
3463 root 1.18 void
3464     dragon_ability_gain (object *who, int atnr, int level)
3465     {
3466     treasurelist *trlist = NULL; /* treasurelist */
3467     treasure *tr; /* treasure */
3468     object *tmp, *skop; /* tmp. object */
3469     object *item; /* treasure object */
3470     char buf[MAX_BUF]; /* tmp. string buffer */
3471     int i = 0, j = 0;
3472    
3473     /* get the appropriate treasurelist */
3474     if (atnr == ATNR_FIRE)
3475     trlist = find_treasurelist ("dragon_ability_fire");
3476     else if (atnr == ATNR_COLD)
3477     trlist = find_treasurelist ("dragon_ability_cold");
3478     else if (atnr == ATNR_ELECTRICITY)
3479     trlist = find_treasurelist ("dragon_ability_elec");
3480     else if (atnr == ATNR_POISON)
3481     trlist = find_treasurelist ("dragon_ability_poison");
3482    
3483     if (trlist == NULL || who->type != PLAYER)
3484     return;
3485    
3486     for (i = 0, tr = trlist->items; tr != NULL && i < level - 1; tr = tr->next, i++);
3487    
3488     if (tr == NULL || tr->item == NULL)
3489     {
3490     /* LOG(llevDebug, "-> no more treasure for %s\n", change_resist_msg[atnr]); */
3491     return;
3492 elmex 1.1 }
3493    
3494 root 1.18 /* everything seems okay - now bring on the gift: */
3495     item = &(tr->item->clone);
3496 elmex 1.1
3497 root 1.18 if (item->type == SPELL)
3498     {
3499     if (check_spell_known (who, item->name))
3500 root 1.11 return;
3501 root 1.18
3502     new_draw_info_format (NDI_UNIQUE | NDI_BLUE, 0, who, "You gained the ability of %s", &item->name);
3503     do_learn_spell (who, item, 0);
3504     return;
3505 elmex 1.1 }
3506    
3507 root 1.18 /* grant direct spell */
3508     if (item->type == SPELLBOOK)
3509     {
3510     if (!item->inv)
3511     {
3512     LOG (llevDebug, "dragon_ability_gain: Broken spellbook %s\n", &item->name);
3513     return;
3514     }
3515     if (check_spell_known (who, item->inv->name))
3516     return;
3517     if (item->invisible)
3518     {
3519     new_draw_info_format (NDI_UNIQUE | NDI_BLUE, 0, who, "You gained the ability of %s", &item->inv->name);
3520     do_learn_spell (who, item->inv, 0);
3521     return;
3522 root 1.11 }
3523 root 1.18 }
3524     else if (item->type == SKILL_TOOL && item->invisible)
3525     {
3526     if (item->subtype == SK_CLAWING && (skop = find_skill_by_name (who, item->skill)) != NULL)
3527     {
3528    
3529     /* should this perhaps be (skop->attackyp & item->attacktype)!=item->attacktype ...
3530     * in this way, if the player is missing any of the attacktypes, he gets
3531     * them. As it is now, if the player has any that match the granted skill,
3532     * but not all of them, he gets nothing.
3533     */
3534     if (!(skop->attacktype & item->attacktype))
3535     {
3536     /* Give new attacktype */
3537     skop->attacktype |= item->attacktype;
3538    
3539     /* always add physical if there's none */
3540     skop->attacktype |= AT_PHYSICAL;
3541    
3542     if (item->msg != NULL)
3543     new_draw_info (NDI_UNIQUE | NDI_BLUE, 0, who, item->msg);
3544    
3545     /* Give player new face */
3546     if (item->animation_id)
3547     {
3548     who->face = skop->face;
3549     who->animation_id = item->animation_id;
3550     who->anim_speed = item->anim_speed;
3551     who->last_anim = 0;
3552     who->state = 0;
3553     animate_object (who, who->direction);
3554     }
3555     }
3556 root 1.11 }
3557 elmex 1.1 }
3558 root 1.18 else if (item->type == FORCE)
3559     {
3560     /* forces in the treasurelist can alter the player's stats */
3561     object *skin;
3562 elmex 1.1
3563 root 1.18 /* first get the dragon skin force */
3564 root 1.52 shstr_cmp dragon_skin_force ("dragon_skin_force");
3565     for (skin = who->inv; skin && !(skin->arch->name == dragon_skin_force); skin = skin->below)
3566     ;
3567    
3568     if (!skin)
3569 root 1.18 return;
3570    
3571     /* adding new spellpath attunements */
3572     if (item->path_attuned > 0 && !(skin->path_attuned & item->path_attuned))
3573     {
3574     skin->path_attuned |= item->path_attuned; /* add attunement to skin */
3575    
3576     /* print message */
3577     sprintf (buf, "You feel attuned to ");
3578     for (i = 0, j = 0; i < NRSPELLPATHS; i++)
3579     {
3580     if (item->path_attuned & (1 << i))
3581     {
3582     if (j)
3583     strcat (buf, " and ");
3584     else
3585     j = 1;
3586     strcat (buf, spellpathnames[i]);
3587     }
3588     }
3589     strcat (buf, ".");
3590     new_draw_info (NDI_UNIQUE | NDI_BLUE, 0, who, buf);
3591     }
3592    
3593     /* evtl. adding flags: */
3594     if (QUERY_FLAG (item, FLAG_XRAYS))
3595     SET_FLAG (skin, FLAG_XRAYS);
3596     if (QUERY_FLAG (item, FLAG_STEALTH))
3597     SET_FLAG (skin, FLAG_STEALTH);
3598     if (QUERY_FLAG (item, FLAG_SEE_IN_DARK))
3599     SET_FLAG (skin, FLAG_SEE_IN_DARK);
3600    
3601     /* print message if there is one */
3602     if (item->msg != NULL)
3603     new_draw_info (NDI_UNIQUE | NDI_BLUE, 0, who, item->msg);
3604     }
3605     else
3606     {
3607     /* generate misc. treasure */
3608     tmp = arch_to_object (tr->item);
3609     new_draw_info_format (NDI_UNIQUE | NDI_BLUE, 0, who, "You gained %s", query_short_name (tmp));
3610     tmp = insert_ob_in_ob (tmp, who);
3611     if (who->type == PLAYER)
3612     esrv_send_item (who, tmp);
3613 elmex 1.1 }
3614     }
3615    
3616     /**
3617     * Unready an object for a player. This function does nothing if the object was
3618     * not readied.
3619     */
3620 root 1.18 void
3621     player_unready_range_ob (player *pl, object *ob)
3622     {
3623     rangetype i;
3624 elmex 1.1
3625 root 1.18 for (i = (rangetype) 0; i < range_size; i = (rangetype) ((int) i + 1))
3626     {
3627     if (pl->ranges[i] == ob)
3628     {
3629     pl->ranges[i] = NULL;
3630     if (pl->shoottype == i)
3631     {
3632     pl->shoottype = range_none;
3633 elmex 1.1 }
3634     }
3635     }
3636     }