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Revision: 1.58
Committed: Sat Dec 23 06:41:39 2006 UTC (17 years, 5 months ago) by root
Content type: text/plain
Branch: MAIN
Changes since 1.57: +2 -29 lines
Log Message:
- rename flags => flag (because its rpedominantly used singular),
- remove remaining use of the flags array semantics

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    
1140     new_draw_info (NDI_UNIQUE, 0, op, putstring);
1141 root 1.58 }
1142 elmex 1.1
1143 root 1.18 /* philosophy:
1144     * It's easy to grab an item type from a pile, as long as it's
1145     * generic. This takes no game-time. For more detailed pickups
1146 root 1.58 * and selections, select-items should be used. This is a
1147 root 1.18 * grab-as-you-run type mode that's really useful for arrows for
1148     * example.
1149     * The drawback: right now it has no frontend, so you need to
1150     * stick the bits you want into a calculator in hex mode and then
1151     * convert to decimal and then 'pickup <#>
1152     */
1153    
1154     /* the first two modes are exclusive: if NOTHING we return, if
1155     * STOP then we stop. All the rest are applied sequentially,
1156     * meaning if any test passes, the item gets picked up. */
1157    
1158     /* if mode is set to pick nothing up, return */
1159    
1160     if (op->contr->mode & PU_NOTHING)
1161     return 1;
1162    
1163     /* if mode is set to stop when encountering objects, return */
1164     /* take STOP before INHIBIT since it doesn't actually pick
1165     * anything up */
1166    
1167     if (op->contr->mode & PU_STOP)
1168     return 0;
1169    
1170     /* useful for going into stores and not losing your settings... */
1171     /* and for battles wher you don't want to get loaded down while
1172     * fighting */
1173     if (op->contr->mode & PU_INHIBIT)
1174     return 1;
1175    
1176     /* prevent us from turning into auto-thieves :) */
1177     if (QUERY_FLAG (tmp, FLAG_UNPAID))
1178     continue;
1179    
1180     /* ignore known cursed objects */
1181     if (QUERY_FLAG (tmp, FLAG_KNOWN_CURSED) && op->contr->mode & PU_NOT_CURSED)
1182     continue;
1183    
1184     /* all food and drink if desired */
1185     /* question: don't pick up known-poisonous stuff? */
1186     if (op->contr->mode & PU_FOOD)
1187     if (tmp->type == FOOD)
1188     {
1189     pick_up (op, tmp);
1190     continue;
1191     }
1192 root 1.29
1193 root 1.18 if (op->contr->mode & PU_DRINK)
1194     if (tmp->type == DRINK || (tmp->type == POISON && !QUERY_FLAG (tmp, FLAG_KNOWN_CURSED)))
1195     {
1196     pick_up (op, tmp);
1197     continue;
1198     }
1199    
1200     if (op->contr->mode & PU_POTION)
1201     if (tmp->type == POTION)
1202     {
1203     pick_up (op, tmp);
1204     continue;
1205     }
1206    
1207     /* spellbooks, skillscrolls and normal books/scrolls */
1208     if (op->contr->mode & PU_SPELLBOOK)
1209     if (tmp->type == SPELLBOOK)
1210     {
1211     pick_up (op, tmp);
1212     continue;
1213     }
1214 root 1.29
1215 root 1.18 if (op->contr->mode & PU_SKILLSCROLL)
1216     if (tmp->type == SKILLSCROLL)
1217     {
1218     pick_up (op, tmp);
1219     continue;
1220     }
1221 root 1.29
1222 root 1.18 if (op->contr->mode & PU_READABLES)
1223     if (tmp->type == BOOK || tmp->type == SCROLL)
1224     {
1225     pick_up (op, tmp);
1226     continue;
1227     }
1228    
1229     /* wands/staves/rods/horns */
1230     if (op->contr->mode & PU_MAGIC_DEVICE)
1231     if (tmp->type == WAND || tmp->type == ROD || tmp->type == HORN)
1232     {
1233     pick_up (op, tmp);
1234     continue;
1235     }
1236    
1237     /* pick up all magical items */
1238     if (op->contr->mode & PU_MAGICAL)
1239     if (QUERY_FLAG (tmp, FLAG_KNOWN_MAGICAL) && !QUERY_FLAG (tmp, FLAG_KNOWN_CURSED))
1240     {
1241     pick_up (op, tmp);
1242     continue;
1243     }
1244    
1245     if (op->contr->mode & PU_VALUABLES)
1246     {
1247     if (tmp->type == MONEY || tmp->type == GEM)
1248     {
1249     pick_up (op, tmp);
1250     continue;
1251     }
1252     }
1253    
1254     /* rings & amulets - talismans seems to be typed AMULET */
1255     if (op->contr->mode & PU_JEWELS)
1256     if (tmp->type == RING || tmp->type == AMULET)
1257     {
1258     pick_up (op, tmp);
1259 root 1.29 continue;
1260     }
1261    
1262     /* we don't forget dragon food */
1263     if (op->contr->mode & PU_FLESH)
1264     if (tmp->type == FLESH)
1265     {
1266     pick_up (op, tmp);
1267 root 1.18 continue;
1268     }
1269    
1270     /* bows and arrows. Bows are good for selling! */
1271     if (op->contr->mode & PU_BOW)
1272     if (tmp->type == BOW)
1273     {
1274     pick_up (op, tmp);
1275     continue;
1276     }
1277 root 1.29
1278 root 1.18 if (op->contr->mode & PU_ARROW)
1279     if (tmp->type == ARROW)
1280     {
1281     pick_up (op, tmp);
1282     continue;
1283     }
1284    
1285     /* all kinds of armor etc. */
1286     if (op->contr->mode & PU_ARMOUR)
1287     if (tmp->type == ARMOUR)
1288     {
1289     pick_up (op, tmp);
1290     continue;
1291     }
1292 root 1.29
1293 root 1.18 if (op->contr->mode & PU_HELMET)
1294     if (tmp->type == HELMET)
1295     {
1296     pick_up (op, tmp);
1297     continue;
1298     }
1299 root 1.29
1300 root 1.18 if (op->contr->mode & PU_SHIELD)
1301     if (tmp->type == SHIELD)
1302     {
1303     pick_up (op, tmp);
1304     continue;
1305     }
1306 root 1.29
1307 root 1.18 if (op->contr->mode & PU_BOOTS)
1308     if (tmp->type == BOOTS)
1309     {
1310     pick_up (op, tmp);
1311     continue;
1312     }
1313 root 1.29
1314 root 1.18 if (op->contr->mode & PU_GLOVES)
1315     if (tmp->type == GLOVES)
1316     {
1317     pick_up (op, tmp);
1318     continue;
1319     }
1320 root 1.29
1321 root 1.18 if (op->contr->mode & PU_CLOAK)
1322     if (tmp->type == CLOAK)
1323     {
1324     pick_up (op, tmp);
1325     continue;
1326     }
1327 elmex 1.1
1328 root 1.18 /* hoping to catch throwing daggers here */
1329     if (op->contr->mode & PU_MISSILEWEAPON)
1330     if (tmp->type == WEAPON && QUERY_FLAG (tmp, FLAG_IS_THROWN))
1331     {
1332     pick_up (op, tmp);
1333     continue;
1334     }
1335 elmex 1.1
1336 root 1.18 /* careful: chairs and tables are weapons! */
1337     if (op->contr->mode & PU_ALLWEAPON)
1338     {
1339     if (tmp->type == WEAPON && tmp->name != NULL)
1340     {
1341     if (strstr (tmp->name, "table") == NULL && strstr (tmp->arch->name, "table") == NULL &&
1342     strstr (tmp->name, "chair") && strstr (tmp->arch->name, "chair") == NULL)
1343     {
1344     pick_up (op, tmp);
1345     continue;
1346     }
1347     }
1348 root 1.29
1349 root 1.18 if (tmp->type == WEAPON && tmp->name == NULL)
1350     {
1351     if (strstr (tmp->arch->name, "table") == NULL && strstr (tmp->arch->name, "chair") == NULL)
1352     {
1353     pick_up (op, tmp);
1354     continue;
1355     }
1356     }
1357     }
1358 elmex 1.1
1359 root 1.18 /* misc stuff that's useful */
1360     if (op->contr->mode & PU_KEY)
1361     if (tmp->type == KEY || tmp->type == SPECIAL_KEY)
1362     {
1363     pick_up (op, tmp);
1364     continue;
1365     }
1366 elmex 1.1
1367 root 1.18 /* any of the last 4 bits set means we use the ratio for value
1368     * pickups */
1369     if (op->contr->mode & PU_RATIO)
1370     {
1371     /* use value density to decide what else to grab */
1372     /* >=7 was >= op->contr->mode */
1373     /* >=7 is the old standard setting. Now we take the last 4 bits
1374     * and multiply them by 5, giving 0..15*5== 5..75 */
1375     wvratio = (op->contr->mode & PU_RATIO) * 5;
1376     if ((query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1))) >= (unsigned int) wvratio)
1377     {
1378     pick_up (op, tmp);
1379 elmex 1.1 #if 0
1380 root 1.18 fprintf (stderr, "HIGH WEIGHT/VALUE [");
1381     if (tmp->name != NULL)
1382     {
1383     fprintf (stderr, "%s", tmp->name);
1384     }
1385     else
1386     fprintf (stderr, "%s", tmp->arch->name);
1387     fprintf (stderr, ",%d] = ", tmp->type);
1388     fprintf (stderr, "%d\n", (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1))));
1389 elmex 1.1 #endif
1390 root 1.18 continue;
1391     }
1392     }
1393     } /* the new pickup model */
1394     }
1395 root 1.29
1396 root 1.18 return !stop;
1397 elmex 1.1 }
1398    
1399     /*
1400     * Find an arrow in the inventory and after that
1401     * in the right type container (quiver). Pointer to the
1402     * found object is returned.
1403     */
1404 root 1.18 object *
1405     find_arrow (object *op, const char *type)
1406 elmex 1.1 {
1407 root 1.18 object *tmp = NULL;
1408 elmex 1.1
1409 root 1.18 for (op = op->inv; op; op = op->below)
1410     if (!tmp && op->type == CONTAINER && op->race == type && QUERY_FLAG (op, FLAG_APPLIED))
1411     tmp = find_arrow (op, type);
1412     else if (op->type == ARROW && op->race == type)
1413     return op;
1414     return tmp;
1415 elmex 1.1 }
1416    
1417     /*
1418     * Similar to find_arrow, but looks for (roughly) the best arrow to use
1419     * against the target. A full test is not performed, simply a basic test
1420     * of resistances. The archer is making a quick guess at what he sees down
1421     * the hall. Failing that it does it's best to pick the highest plus arrow.
1422     */
1423    
1424 root 1.18 object *
1425     find_better_arrow (object *op, object *target, const char *type, int *better)
1426 elmex 1.1 {
1427 root 1.18 object *tmp = NULL, *arrow, *ntmp;
1428     int attacknum, attacktype, betterby = 0, i;
1429 elmex 1.1
1430 root 1.18 if (!type)
1431     return NULL;
1432 elmex 1.1
1433 root 1.18 for (arrow = op->inv; arrow; arrow = arrow->below)
1434     {
1435     if (arrow->type == CONTAINER && arrow->race == type && QUERY_FLAG (arrow, FLAG_APPLIED))
1436     {
1437     i = 0;
1438     ntmp = find_better_arrow (arrow, target, type, &i);
1439     if (i > betterby)
1440     {
1441     tmp = ntmp;
1442     betterby = i;
1443     }
1444     }
1445     else if (arrow->type == ARROW && arrow->race == type)
1446     {
1447     /* allways prefer assasination/slaying */
1448     if (target->race != NULL && arrow->slaying != NULL && strstr (arrow->slaying, target->race))
1449     {
1450     if (arrow->attacktype & AT_DEATH)
1451     {
1452     *better = 100;
1453     return arrow;
1454     }
1455     else
1456     {
1457     tmp = arrow;
1458     betterby = (arrow->magic + arrow->stats.dam) * 2;
1459     }
1460     }
1461     else
1462     {
1463     for (attacknum = 0; attacknum < NROFATTACKS; attacknum++)
1464     {
1465     attacktype = 1 << attacknum;
1466     if ((arrow->attacktype & attacktype) && (target->arch->clone.resist[attacknum]) < 0)
1467     if (((arrow->magic + arrow->stats.dam) * (100 - target->arch->clone.resist[attacknum]) / 100) > betterby)
1468     {
1469     tmp = arrow;
1470     betterby = (arrow->magic + arrow->stats.dam) * (100 - target->arch->clone.resist[attacknum]) / 100;
1471     }
1472 root 1.11 }
1473 root 1.18 if ((2 + arrow->magic + arrow->stats.dam) > betterby)
1474     {
1475     tmp = arrow;
1476     betterby = 2 + arrow->magic + arrow->stats.dam;
1477 root 1.11 }
1478 root 1.18 if (arrow->title && (1 + arrow->magic + arrow->stats.dam) > betterby)
1479     {
1480     tmp = arrow;
1481     betterby = 1 + arrow->magic + arrow->stats.dam;
1482 root 1.11 }
1483     }
1484     }
1485 elmex 1.1 }
1486 root 1.18 if (tmp == NULL && arrow == NULL)
1487     return find_arrow (op, type);
1488 elmex 1.1
1489 root 1.18 *better = betterby;
1490     return tmp;
1491 elmex 1.1 }
1492    
1493     /* looks in a given direction, finds the first valid target, and calls
1494     * find_better_arrow to find a decent arrow to use.
1495     * op = the shooter
1496     * type = bow->race
1497     * dir = fire direction
1498     */
1499    
1500 root 1.18 object *
1501     pick_arrow_target (object *op, const char *type, int dir)
1502 elmex 1.1 {
1503 root 1.18 object *tmp = NULL;
1504 root 1.25 maptile *m;
1505 root 1.18 int i, mflags, found, number;
1506     sint16 x, y;
1507    
1508     if (op->map == NULL)
1509     return find_arrow (op, type);
1510    
1511     /* do a dex check */
1512     number = (die_roll (2, 40, op, PREFER_LOW) - 2) / 2;
1513     if (number > (op->stats.Dex + (op->chosen_skill ? op->chosen_skill->level : op->level)))
1514     return find_arrow (op, type);
1515    
1516     m = op->map;
1517     x = op->x;
1518     y = op->y;
1519    
1520     /* find the first target */
1521     for (i = 0, found = 0; i < 20; i++)
1522     {
1523     x += freearr_x[dir];
1524     y += freearr_y[dir];
1525     mflags = get_map_flags (m, &m, x, y, &x, &y);
1526     if (mflags & P_OUT_OF_MAP || mflags & P_BLOCKSVIEW)
1527     {
1528     tmp = NULL;
1529     break;
1530     }
1531     else if (GET_MAP_MOVE_BLOCK (m, x, y) == MOVE_FLY_LOW)
1532     {
1533     /* This block presumes arrows and the like are MOVE_FLY_SLOW -
1534     * perhaps a bad assumption.
1535     */
1536     tmp = NULL;
1537     break;
1538 root 1.11 }
1539 root 1.18 if (mflags & P_IS_ALIVE)
1540     {
1541     for (tmp = GET_MAP_OB (m, x, y); tmp; tmp = tmp->above)
1542     if (QUERY_FLAG (tmp, FLAG_ALIVE))
1543     {
1544     found++;
1545 root 1.11 break;
1546 root 1.18 }
1547     if (found)
1548     break;
1549 root 1.11 }
1550 elmex 1.1 }
1551 root 1.18 if (tmp == NULL)
1552     return find_arrow (op, type);
1553 elmex 1.1
1554 root 1.18 if (tmp->head)
1555     tmp = tmp->head;
1556 elmex 1.1
1557 root 1.18 return find_better_arrow (op, tmp, type, &i);
1558 elmex 1.1 }
1559    
1560     /*
1561     * Creature fires a bow - op can be monster or player. Returns
1562     * 1 if bow was actually fired, 0 otherwise.
1563     * op is the object firing the bow.
1564     * part is for multipart creatures - the part firing the bow.
1565     * dir is the direction of fire.
1566     * wc_mod is any special modifier to give (used in special player fire modes)
1567     * sx, sy are coordinates to fire arrow from - also used in some of the special
1568     * player fire modes.
1569     */
1570 root 1.18 int
1571     fire_bow (object *op, object *part, object *arrow, int dir, int wc_mod, sint16 sx, sint16 sy)
1572 elmex 1.1 {
1573 root 1.18 object *left, *bow;
1574     int bowspeed, mflags;
1575 root 1.25 maptile *m;
1576 elmex 1.1
1577 root 1.18 if (!dir)
1578     {
1579     new_draw_info (NDI_UNIQUE, 0, op, "You can't shoot yourself!");
1580     return 0;
1581 elmex 1.1 }
1582 root 1.48
1583 root 1.18 if (op->type == PLAYER)
1584     bow = op->contr->ranges[range_bow];
1585     else
1586     {
1587     for (bow = op->inv; bow; bow = bow->below)
1588     /* Don't check for applied - monsters don't apply bows - in that way, they
1589     * don't need to switch back and forth between bows and weapons.
1590     */
1591     if (bow->type == BOW)
1592     break;
1593 root 1.11
1594 root 1.18 if (!bow)
1595     {
1596     LOG (llevError, "Range: bow without activated bow (%s).\n", &op->name);
1597     return 0;
1598 root 1.11 }
1599 elmex 1.1 }
1600 root 1.48
1601 root 1.18 if (!bow->race || !bow->skill)
1602     {
1603     new_draw_info_format (NDI_UNIQUE, 0, op, "Your %s is broken.", &bow->name);
1604     return 0;
1605 elmex 1.1 }
1606    
1607 root 1.18 bowspeed = bow->stats.sp + dex_bonus[op->stats.Dex];
1608 elmex 1.1
1609 root 1.18 /* penalize ROF for bestarrow */
1610     if (op->type == PLAYER && op->contr->bowtype == bow_bestarrow)
1611     bowspeed -= dex_bonus[op->stats.Dex] + 5;
1612 root 1.48
1613 root 1.18 if (bowspeed < 1)
1614     bowspeed = 1;
1615    
1616     if (arrow == NULL)
1617     {
1618     if ((arrow = find_arrow (op, bow->race)) == NULL)
1619     {
1620     if (op->type == PLAYER)
1621     new_draw_info_format (NDI_UNIQUE, 0, op, "You have no %s left.", &bow->race);
1622     /* FLAG_READY_BOW will get reset if the monsters picks up some arrows */
1623     else
1624     CLEAR_FLAG (op, FLAG_READY_BOW);
1625     return 0;
1626 root 1.11 }
1627 elmex 1.1 }
1628 root 1.48
1629 root 1.18 mflags = get_map_flags (op->map, &m, sx, sy, &sx, &sy);
1630     if (mflags & P_OUT_OF_MAP)
1631 root 1.48 return 0;
1632    
1633 root 1.18 if (GET_MAP_MOVE_BLOCK (m, sx, sy) == MOVE_FLY_LOW)
1634     {
1635     new_draw_info (NDI_UNIQUE, 0, op, "Something is in the way.");
1636     return 0;
1637     }
1638    
1639     /* this should not happen, but sometimes does */
1640     if (arrow->nrof == 0)
1641     {
1642 root 1.33 arrow->destroy ();
1643 root 1.18 return 0;
1644     }
1645    
1646     left = arrow; /* these are arrows left to the player */
1647     arrow = get_split_ob (arrow, 1);
1648 root 1.48 if (!arrow)
1649 root 1.18 {
1650     new_draw_info_format (NDI_UNIQUE, 0, op, "You have no %s left.", &bow->race);
1651     return 0;
1652 elmex 1.1 }
1653 root 1.48
1654 root 1.34 arrow->set_owner (op);
1655 root 1.18 arrow->skill = bow->skill;
1656    
1657     arrow->direction = dir;
1658     arrow->x = sx;
1659     arrow->y = sy;
1660    
1661     if (op->type == PLAYER)
1662     {
1663     op->speed_left = 0.01 - (float) FABS (op->speed) * 100 / bowspeed;
1664 root 1.54 op->update_stats ();
1665 elmex 1.1 }
1666    
1667 root 1.18 SET_ANIMATION (arrow, arrow->direction);
1668     arrow->stats.sp = arrow->stats.wc; /* save original wc and dam */
1669     arrow->stats.hp = arrow->stats.dam;
1670     arrow->stats.grace = arrow->attacktype;
1671     if (arrow->slaying != NULL)
1672 root 1.40 arrow->spellarg = strdup (arrow->slaying);
1673 root 1.18
1674     /* Note that this was different for monsters - they got their level
1675     * added to the damage. I think the strength bonus is more proper.
1676     */
1677    
1678     arrow->stats.dam += (QUERY_FLAG (bow, FLAG_NO_STRENGTH) ? 0 : dam_bonus[op->stats.Str]) + bow->stats.dam + bow->magic + arrow->magic;
1679    
1680     /* update the speed */
1681     arrow->speed = (float) ((QUERY_FLAG (bow, FLAG_NO_STRENGTH) ?
1682     0 : dam_bonus[op->stats.Str]) + bow->magic + arrow->magic) / 5.0 + (float) bow->stats.dam / 7.0;
1683    
1684     if (arrow->speed < 1.0)
1685     arrow->speed = 1.0;
1686     update_ob_speed (arrow);
1687     arrow->speed_left = 0;
1688    
1689     if (op->type == PLAYER)
1690     {
1691     arrow->stats.wc = 20 - bow->magic - arrow->magic -
1692     (op->chosen_skill ? op->chosen_skill->level : op->level) -
1693     dex_bonus[op->stats.Dex] - thaco_bonus[op->stats.Str] - arrow->stats.wc - bow->stats.wc + wc_mod;
1694    
1695     arrow->level = op->chosen_skill ? op->chosen_skill->level : op->level;
1696 elmex 1.1 }
1697 root 1.18 else
1698     {
1699     arrow->stats.wc = op->stats.wc - bow->magic - arrow->magic - arrow->stats.wc + wc_mod;
1700     arrow->level = op->level;
1701 elmex 1.1 }
1702 root 1.24
1703 root 1.18 if (arrow->attacktype == AT_PHYSICAL)
1704     arrow->attacktype |= bow->attacktype;
1705 root 1.24
1706 root 1.48 if (bow->slaying)
1707 root 1.18 arrow->slaying = bow->slaying;
1708    
1709     arrow->map = m;
1710     arrow->move_type = MOVE_FLY_LOW;
1711     arrow->move_on = MOVE_FLY_LOW | MOVE_WALK;
1712    
1713     play_sound_map (op->map, op->x, op->y, SOUND_FIRE_ARROW);
1714     insert_ob_in_map (arrow, m, op, 0);
1715    
1716 root 1.24 if (!arrow->destroyed ())
1717 root 1.18 move_arrow (arrow);
1718 elmex 1.1
1719 root 1.18 if (op->type == PLAYER)
1720     {
1721 root 1.24 if (left->destroyed ())
1722     esrv_del_item (op->contr, left->count);
1723 root 1.18 else
1724     esrv_send_item (op, left);
1725 elmex 1.1 }
1726 root 1.24
1727 root 1.18 return 1;
1728 elmex 1.1 }
1729    
1730     /* Special fire code for players - this takes into
1731     * account the special fire modes players can have
1732     * but monsters can't. Putting that code here
1733     * makes the fire_bow code much cleaner.
1734     * this function should only be called if 'op' is a player,
1735     * hence the function name.
1736     */
1737 root 1.18 int
1738     player_fire_bow (object *op, int dir)
1739 elmex 1.1 {
1740 root 1.18 int ret = 0, wcmod = 0;
1741    
1742     if (op->contr->bowtype == bow_bestarrow)
1743     {
1744     ret = fire_bow (op, op, pick_arrow_target (op, op->contr->ranges[range_bow]->race, dir), dir, 0, op->x, op->y);
1745     }
1746     else if (op->contr->bowtype >= bow_n && op->contr->bowtype <= bow_nw)
1747     {
1748     if (!similar_direction (dir, op->contr->bowtype - bow_n + 1))
1749     wcmod = -1;
1750     ret = fire_bow (op, op, NULL, op->contr->bowtype - bow_n + 1, wcmod, op->x, op->y);
1751     }
1752     else if (op->contr->bowtype == bow_threewide)
1753     {
1754     ret = fire_bow (op, op, NULL, dir, 0, op->x, op->y);
1755     ret |= fire_bow (op, op, NULL, dir, -5, op->x + freearr_x[absdir (dir + 2)], op->y + freearr_y[absdir (dir + 2)]);
1756     ret |= fire_bow (op, op, NULL, dir, -5, op->x + freearr_x[absdir (dir - 2)], op->y + freearr_y[absdir (dir - 2)]);
1757     }
1758     else if (op->contr->bowtype == bow_spreadshot)
1759     {
1760     ret |= fire_bow (op, op, NULL, dir, 0, op->x, op->y);
1761     ret |= fire_bow (op, op, NULL, absdir (dir - 1), -5, op->x, op->y);
1762     ret |= fire_bow (op, op, NULL, absdir (dir + 1), -5, op->x, op->y);
1763 elmex 1.1
1764     }
1765 root 1.18 else
1766     {
1767     /* Simple case */
1768     ret = fire_bow (op, op, NULL, dir, 0, op->x, op->y);
1769     }
1770     return ret;
1771 elmex 1.1 }
1772    
1773    
1774     /* Fires a misc (wand/rod/horn) object in 'dir'.
1775     * Broken apart from 'fire' to keep it more readable.
1776     */
1777 root 1.18 void
1778     fire_misc_object (object *op, int dir)
1779 elmex 1.1 {
1780 root 1.18 object *item;
1781 elmex 1.1
1782 root 1.18 if (!op->contr->ranges[range_misc])
1783     {
1784     new_draw_info (NDI_UNIQUE, 0, op, "You have range item readied.");
1785     return;
1786 elmex 1.1 }
1787    
1788 root 1.18 item = op->contr->ranges[range_misc];
1789     if (!item->inv)
1790     {
1791     LOG (llevError, "Object %s lacks a spell\n", &item->name);
1792     return;
1793 elmex 1.1 }
1794 root 1.18 if (item->type == WAND)
1795     {
1796     if (item->stats.food <= 0)
1797     {
1798     play_sound_player_only (op->contr, SOUND_WAND_POOF, 0, 0);
1799     new_draw_info_format (NDI_UNIQUE, 0, op, "The %s goes poof.", query_base_name (item, 0));
1800     return;
1801 root 1.11 }
1802 root 1.18 }
1803     else if (item->type == ROD || item->type == HORN)
1804     {
1805     if (item->stats.hp < MAX (item->inv->stats.sp, item->inv->stats.grace))
1806     {
1807     play_sound_player_only (op->contr, SOUND_WAND_POOF, 0, 0);
1808     if (item->type == ROD)
1809     new_draw_info_format (NDI_UNIQUE, 0, op, "The %s whines for a while, but nothing happens.", query_base_name (item, 0));
1810     else
1811     new_draw_info_format (NDI_UNIQUE, 0, op, "The %s needs more time to charge.", query_base_name (item, 0));
1812     return;
1813 root 1.11 }
1814 elmex 1.1 }
1815    
1816 root 1.18 if (cast_spell (op, item, dir, item->inv, NULL))
1817     {
1818     SET_FLAG (op, FLAG_BEEN_APPLIED); /* You now know something about it */
1819     if (item->type == WAND)
1820     {
1821     if (!(--item->stats.food))
1822     {
1823     object *tmp;
1824    
1825     if (item->arch)
1826     {
1827     CLEAR_FLAG (item, FLAG_ANIMATE);
1828     item->face = item->arch->clone.face;
1829     item->speed = 0;
1830     update_ob_speed (item);
1831 root 1.11 }
1832 root 1.49 if ((tmp = item->in_player ()))
1833 root 1.18 esrv_update_item (UPD_ANIM, tmp, item);
1834 root 1.11 }
1835     }
1836 root 1.18 else if (item->type == ROD || item->type == HORN)
1837     {
1838     drain_rod_charge (item);
1839 root 1.11 }
1840 elmex 1.1 }
1841     }
1842    
1843     /* Received a fire command for the player - go and do it.
1844     */
1845 root 1.18 void
1846     fire (object *op, int dir)
1847     {
1848     int spellcost = 0;
1849 elmex 1.1
1850 root 1.18 /* check for loss of invisiblity/hide */
1851     if (action_makes_visible (op))
1852     make_visible (op);
1853 elmex 1.1
1854 root 1.18 switch (op->contr->shoottype)
1855     {
1856 root 1.20 case range_none:
1857     return;
1858 elmex 1.1
1859 root 1.20 case range_bow:
1860     player_fire_bow (op, dir);
1861     return;
1862 elmex 1.1
1863 root 1.20 case range_magic: /* Casting spells */
1864     spellcost = (cast_spell (op, op, dir, op->contr->ranges[range_magic], op->contr->spellparam[0] ? op->contr->spellparam : 0));
1865     return;
1866 elmex 1.1
1867 root 1.20 case range_misc:
1868     fire_misc_object (op, dir);
1869     return;
1870 root 1.11
1871 root 1.20 case range_golem: /* Control summoned monsters from scrolls */
1872 root 1.30 if (QUERY_FLAG (op->contr->ranges[range_golem], FLAG_REMOVED))
1873 root 1.20 {
1874 root 1.30 op->contr->ranges[range_golem] = 0;
1875 root 1.20 op->contr->shoottype = range_none;
1876     }
1877     else
1878     control_golem (op->contr->ranges[range_golem], dir);
1879     return;
1880 root 1.11
1881 root 1.20 case range_skill:
1882     if (!op->chosen_skill)
1883     {
1884     if (op->type == PLAYER)
1885     new_draw_info (NDI_UNIQUE, 0, op, "You have no applicable skill to use.");
1886     return;
1887     }
1888     (void) do_skill (op, op, op->chosen_skill, dir, NULL);
1889     return;
1890     case range_builder:
1891     apply_map_builder (op, dir);
1892     return;
1893     default:
1894     new_draw_info (NDI_UNIQUE, 0, op, "Illegal shoot type.");
1895     return;
1896 elmex 1.1 }
1897     }
1898    
1899    
1900    
1901     /* find_key
1902     * We try to find a key for the door as passed. If we find a key
1903     * and successfully use it, we return the key, otherwise NULL
1904     * This function merges both normal and locked door, since the logic
1905     * for both is the same - just the specific key is different.
1906     * pl is the player,
1907     * inv is the objects inventory to searched
1908     * door is the door we are trying to match against.
1909     * This function can be called recursively to search containers.
1910     */
1911    
1912 root 1.18 object *
1913     find_key (object *pl, object *container, object *door)
1914 elmex 1.1 {
1915 root 1.18 object *tmp, *key;
1916 elmex 1.1
1917 root 1.18 /* Should not happen, but sanity checking is never bad */
1918     if (container->inv == NULL)
1919     return NULL;
1920 elmex 1.1
1921 root 1.18 /* First, lets try to find a key in the top level inventory */
1922     for (tmp = container->inv; tmp != NULL; tmp = tmp->below)
1923     {
1924     if (door->type == DOOR && tmp->type == KEY)
1925     break;
1926     /* For sanity, we should really check door type, but other stuff
1927     * (like containers) can be locked with special keys
1928     */
1929     if (tmp->slaying && tmp->type == SPECIAL_KEY && tmp->slaying == door->slaying)
1930     break;
1931     }
1932     /* No key found - lets search inventories now */
1933     /* If we find and use a key in an inventory, return at that time.
1934     * otherwise, if we search all the inventories and still don't find
1935     * a key, return
1936     */
1937     if (!tmp)
1938     {
1939     for (tmp = container->inv; tmp != NULL; tmp = tmp->below)
1940     {
1941     /* No reason to search empty containers */
1942     if (tmp->type == CONTAINER && tmp->inv)
1943     {
1944     if ((key = find_key (pl, tmp, door)) != NULL)
1945     return key;
1946     }
1947     }
1948     if (!tmp)
1949     return NULL;
1950 elmex 1.1 }
1951 root 1.18 /* We get down here if we have found a key. Now if its in a container,
1952     * see if we actually want to use it
1953     */
1954     if (pl != container)
1955     {
1956     /* Only let players use keys in containers */
1957     if (!pl->contr)
1958     return NULL;
1959     /* cases where this fails:
1960     * If we only search the player inventory, return now since we
1961     * are not in the players inventory.
1962     * If the container is not active, return now since only active
1963     * containers can be used.
1964     * If we only search keyrings and the container does not have
1965     * a race/isn't a keyring.
1966     * No checking for all containers - to fall through past here,
1967     * inv must have been an container and must have been active.
1968     *
1969     * Change the color so that the message doesn't disappear with
1970     * all the others.
1971     */
1972     if (pl->contr->usekeys == key_inventory ||
1973     !QUERY_FLAG (container, FLAG_APPLIED) ||
1974     (pl->contr->usekeys == keyrings && (!container->race || strcmp (container->race, "keys"))))
1975     {
1976     new_draw_info_format (NDI_UNIQUE | NDI_BROWN, 0, pl,
1977     "The %s in your %s vibrates as you approach the door", query_name (tmp), query_name (container));
1978     return NULL;
1979 root 1.11 }
1980 elmex 1.1 }
1981 root 1.18 return tmp;
1982 elmex 1.1 }
1983    
1984     /* moved door processing out of move_player_attack.
1985     * returns 1 if player has opened the door with a key
1986     * such that the caller should not do anything more,
1987     * 0 otherwise
1988     */
1989 root 1.18 static int
1990     player_attack_door (object *op, object *door)
1991 elmex 1.1 {
1992 root 1.18 /* If its a door, try to find a use a key. If we do destroy the door,
1993     * might as well return immediately as there is nothing more to do -
1994     * otherwise, we fall through to the rest of the code.
1995     */
1996     object *key = find_key (op, op, door);
1997    
1998     /* IF we found a key, do some extra work */
1999     if (key)
2000     {
2001     object *container = key->env;
2002    
2003     play_sound_map (op->map, op->x, op->y, SOUND_OPEN_DOOR);
2004     if (action_makes_visible (op))
2005     make_visible (op);
2006     if (door->inv && (door->inv->type == RUNE || door->inv->type == TRAP))
2007     spring_trap (door->inv, op);
2008     if (door->type == DOOR)
2009     {
2010     hit_player (door, 9998, op, AT_PHYSICAL, 1); /* Break through the door */
2011     }
2012     else if (door->type == LOCKED_DOOR)
2013     {
2014     new_draw_info_format (NDI_UNIQUE, NDI_BROWN, op, "You open the door with the %s", query_short_name (key));
2015     remove_door2 (door); /* remove door without violence ;-) */
2016     }
2017     /* Do this after we print the message */
2018     decrease_ob (key); /* Use up one of the keys */
2019     /* Need to update the weight the container the key was in */
2020     if (container != op)
2021     esrv_update_item (UPD_WEIGHT, op, container);
2022     return 1; /* Nothing more to do below */
2023     }
2024     else if (door->type == LOCKED_DOOR)
2025     {
2026     /* Might as well return now - no other way to open this */
2027     new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, door->msg);
2028     return 1;
2029 elmex 1.1 }
2030 root 1.18 return 0;
2031 elmex 1.1 }
2032    
2033     /* This function is just part of a breakup from move_player.
2034     * It should keep the code cleaner.
2035     * When this is called, the players direction has been updated
2036     * (taking into account confusion.) The player is also actually
2037     * going to try and move (not fire weapons).
2038     */
2039 root 1.18 void
2040     move_player_attack (object *op, int dir)
2041 elmex 1.1 {
2042 root 1.18 object *tmp, *mon;
2043     sint16 nx, ny;
2044     int on_battleground;
2045 root 1.25 maptile *m;
2046 root 1.18
2047     nx = freearr_x[dir] + op->x;
2048     ny = freearr_y[dir] + op->y;
2049    
2050 root 1.49 on_battleground = op_on_battleground (op, 0, 0);
2051 root 1.18
2052     /* If braced, or can't move to the square, and it is not out of the
2053     * map, attack it. Note order of if statement is important - don't
2054     * want to be calling move_ob if braced, because move_ob will move the
2055     * player. This is a pretty nasty hack, because if we could
2056     * move to some space, it then means that if we are braced, we should
2057     * do nothing at all. As it is, if we are braced, we go through
2058     * quite a bit of processing. However, it probably is less than what
2059     * move_ob uses.
2060     */
2061     if ((op->contr->braced || !move_ob (op, dir, op)) && !out_of_map (op->map, nx, ny))
2062     {
2063     if (OUT_OF_REAL_MAP (op->map, nx, ny))
2064     {
2065     m = get_map_from_coord (op->map, &nx, &ny);
2066     if (!m)
2067     return; /* Don't think this should happen */
2068     }
2069     else
2070     m = op->map;
2071    
2072 root 1.49 if ((tmp = GET_MAP_OB (m, nx, ny)) == NULL)
2073 root 1.18 {
2074 root 1.49 /* LOG(llevError,"player_move_attack: GET_MAP_OB returns NULL, but player can not move there.\n"); */
2075 root 1.18 return;
2076 root 1.11 }
2077    
2078 root 1.49 mon = 0;
2079 root 1.18 /* Go through all the objects, and find ones of interest. Only stop if
2080     * we find a monster - that is something we know we want to attack.
2081     * if its a door or barrel (can roll) see if there may be monsters
2082     * on the space
2083     */
2084 root 1.49 while (tmp)
2085 root 1.18 {
2086     if (tmp == op)
2087     {
2088     tmp = tmp->above;
2089     continue;
2090 root 1.11 }
2091 root 1.27
2092 root 1.18 if (QUERY_FLAG (tmp, FLAG_ALIVE))
2093     {
2094     mon = tmp;
2095     break;
2096 root 1.11 }
2097 root 1.27
2098 root 1.18 if (tmp->type == LOCKED_DOOR || QUERY_FLAG (tmp, FLAG_CAN_ROLL))
2099     mon = tmp;
2100 root 1.27
2101 root 1.18 tmp = tmp->above;
2102     }
2103    
2104 root 1.49 if (!mon) /* This happens anytime the player tries to move */
2105 root 1.18 return; /* into a wall */
2106    
2107 root 1.49 if (mon->head)
2108 root 1.18 mon = mon->head;
2109    
2110     if ((mon->type == DOOR && mon->stats.hp >= 0) || (mon->type == LOCKED_DOOR))
2111     if (player_attack_door (op, mon))
2112     return;
2113    
2114     /* The following deals with possibly attacking peaceful
2115     * or frienddly creatures. Basically, all players are considered
2116     * unaggressive. If the moving player has peaceful set, then the
2117     * object should be pushed instead of attacked. It is assumed that
2118     * if you are braced, you will not attack friends accidently,
2119     * and thus will not push them.
2120     */
2121 root 1.11
2122 root 1.18 /* If the creature is a pet, push it even if the player is not
2123     * peaceful. Our assumption is the creature is a pet if the
2124     * player owns it and it is either friendly or unagressive.
2125     */
2126     if ((op->type == PLAYER)
2127 elmex 1.1 #if COZY_SERVER
2128 root 1.18 &&
2129 root 1.34 ((mon->owner && mon->owner->contr
2130     && same_party (mon->owner->contr->party, op->contr->party)) || mon->owner == op)
2131 elmex 1.1 #else
2132 root 1.34 && mon->owner == op
2133 elmex 1.1 #endif
2134 root 1.18 && (QUERY_FLAG (mon, FLAG_UNAGGRESSIVE) || QUERY_FLAG (mon, FLAG_FRIENDLY)))
2135 root 1.11 {
2136 root 1.18 /* If we're braced, we don't want to switch places with it */
2137     if (op->contr->braced)
2138 root 1.11 return;
2139 root 1.18 play_sound_map (op->map, op->x, op->y, SOUND_PUSH_PLAYER);
2140     (void) push_ob (mon, dir, op);
2141     if (op->contr->tmp_invis || op->hide)
2142     make_visible (op);
2143     return;
2144 root 1.11 }
2145    
2146 root 1.18 /* in certain circumstances, you shouldn't attack friendly
2147     * creatures. Note that if you are braced, you can't push
2148     * someone, but put it inside this loop so that you won't
2149     * attack them either.
2150     */
2151     if ((mon->type == PLAYER || mon->enemy != op) &&
2152     (mon->type == PLAYER || QUERY_FLAG (mon, FLAG_UNAGGRESSIVE) || QUERY_FLAG (mon, FLAG_FRIENDLY)) && (
2153 elmex 1.1 #ifdef PROHIBIT_PLAYERKILL
2154 root 1.49 (op->contr->peaceful
2155     || (mon->type == PLAYER
2156     && mon->contr->
2157     peaceful)) &&
2158 elmex 1.1 #else
2159 root 1.49 op->contr->peaceful &&
2160 elmex 1.1 #endif
2161 root 1.49 !on_battleground))
2162 root 1.18 {
2163     if (!op->contr->braced)
2164     {
2165     play_sound_map (op->map, op->x, op->y, SOUND_PUSH_PLAYER);
2166     (void) push_ob (mon, dir, op);
2167     }
2168     else
2169 root 1.49 new_draw_info (0, 0, op, "You withhold your attack");
2170    
2171 root 1.18 if (op->contr->tmp_invis || op->hide)
2172     make_visible (op);
2173 root 1.11 }
2174 elmex 1.1
2175 root 1.18 /* If the object is a boulder or other rollable object, then
2176     * roll it if not braced. You can't roll it if you are braced.
2177     */
2178     else if (QUERY_FLAG (mon, FLAG_CAN_ROLL) && (!op->contr->braced))
2179     {
2180     recursive_roll (mon, dir, op);
2181     if (action_makes_visible (op))
2182     make_visible (op);
2183 root 1.11 }
2184    
2185 root 1.18 /* Any generic living creature. Including things like doors.
2186     * Way it works is like this: First, it must have some hit points
2187     * and be living. Then, it must be one of the following:
2188     * 1) Not a player, 2) A player, but of a different party. Note
2189     * that party_number -1 is no party, so attacks can still happen.
2190     */
2191 root 1.11
2192 root 1.18 else if ((mon->stats.hp >= 0) && QUERY_FLAG (mon, FLAG_ALIVE) &&
2193     ((mon->type != PLAYER || op->contr->party == NULL || op->contr->party != mon->contr->party)))
2194     {
2195 elmex 1.1
2196 root 1.18 /* If the player hasn't hit something this tick, and does
2197     * so, give them speed boost based on weapon speed. Doing
2198     * it here is better than process_players2, which basically
2199     * incurred a 1 tick offset.
2200     */
2201     if (!op->contr->has_hit)
2202     {
2203     op->speed_left += op->speed / op->contr->weapon_sp;
2204 root 1.11
2205 root 1.18 op->contr->has_hit = 1; /* The last action was to hit, so use weapon_sp */
2206 root 1.11 }
2207    
2208 root 1.49 skill_attack (mon, op, 0, 0, 0);
2209 root 1.11
2210 root 1.18 /* If attacking another player, that player gets automatic
2211     * hitback, and doesn't loose luck either.
2212     * Disable hitback on the battleground or if the target is
2213     * the wiz.
2214     */
2215     if (mon->type == PLAYER && mon->stats.hp >= 0 && !mon->contr->has_hit && !on_battleground && !QUERY_FLAG (mon, FLAG_WIZ))
2216     {
2217     short luck = mon->stats.luck;
2218    
2219     mon->contr->has_hit = 1;
2220 root 1.49 skill_attack (op, mon, 0, 0, 0);
2221 root 1.18 mon->stats.luck = luck;
2222 root 1.11 }
2223 root 1.49
2224 root 1.18 if (action_makes_visible (op))
2225     make_visible (op);
2226 root 1.11 }
2227 root 1.18 } /* if player should attack something */
2228 elmex 1.1 }
2229    
2230 root 1.18 int
2231     move_player (object *op, int dir)
2232     {
2233     int pick;
2234 elmex 1.1
2235 root 1.18 if (op->map == NULL || op->map->in_memory != MAP_IN_MEMORY)
2236     return 0;
2237 elmex 1.1
2238 root 1.18 /* Sanity check: make sure dir is valid */
2239     if ((dir < 0) || (dir >= 9))
2240     {
2241     LOG (llevError, "move_player: invalid direction %d\n", dir);
2242     return 0;
2243 elmex 1.1 }
2244    
2245 root 1.18 /* peterm: added following line */
2246     if (QUERY_FLAG (op, FLAG_CONFUSED) && dir)
2247     dir = absdir (dir + RANDOM () % 3 + RANDOM () % 3 - 2);
2248    
2249     op->facing = dir;
2250    
2251     if (op->hide)
2252     do_hidden_move (op);
2253    
2254     if (INVOKE_PLAYER (MOVE, op->contr, ARG_INT (dir)))
2255     /*nop */ ;
2256     else if (op->contr->fire_on)
2257     fire (op, dir);
2258     else
2259     {
2260     move_player_attack (op, dir);
2261     pick = check_pick (op);
2262     }
2263 elmex 1.1
2264 root 1.18 /* Add special check for newcs players and fire on - this way, the
2265     * server can handle repeat firing.
2266     */
2267     if (op->contr->fire_on || (op->contr->run_on && pick != 0))
2268 root 1.49 op->direction = dir;
2269 root 1.18 else
2270 root 1.49 op->direction = 0;
2271    
2272 root 1.18 /* Update how the player looks. Use the facing, so direction may
2273     * get reset to zero. This allows for full animation capabilities
2274     * for players.
2275     */
2276     animate_object (op, op->facing);
2277     return 0;
2278 elmex 1.1 }
2279    
2280     /* This is similar to handle_player, below, but is only used by the
2281     * new client/server stuff.
2282     * This is sort of special, in that the new client/server actually uses
2283     * the new speed values for commands.
2284     *
2285     * Returns true if there are more actions we can do.
2286     */
2287 root 1.18 int
2288     handle_newcs_player (object *op)
2289 elmex 1.1 {
2290 root 1.18 if (op->contr->hidden)
2291     {
2292     op->invisible = 1000;
2293     /* the socket code flashes the player visible/invisible
2294     * depending on the value of invisible, so we need to
2295     * alternate it here for it to work correctly.
2296     */
2297     if (pticks & 2)
2298 root 1.11 op->invisible--;
2299 root 1.18 }
2300     else if (op->invisible && !(QUERY_FLAG (op, FLAG_MAKE_INVIS)))
2301     {
2302     op->invisible--;
2303     if (!op->invisible)
2304     {
2305     make_visible (op);
2306     new_draw_info (NDI_UNIQUE, 0, op, "Your invisibility spell runs out.");
2307 root 1.11 }
2308 elmex 1.1 }
2309    
2310 root 1.18 if (QUERY_FLAG (op, FLAG_SCARED))
2311     {
2312     flee_player (op);
2313     /* If player is still scared, that is his action for this tick */
2314     if (QUERY_FLAG (op, FLAG_SCARED))
2315     {
2316     op->speed_left--;
2317     return 0;
2318 root 1.11 }
2319 elmex 1.1 }
2320    
2321 root 1.18 /* I've been seeing crashes where the golem has been destroyed, but
2322     * the player object still points to the defunct golem. The code that
2323     * destroys the golem looks correct, and it doesn't always happen, so
2324     * put this in a a workaround to clean up the golem pointer.
2325     */
2326 root 1.30 if (op->contr->ranges[range_golem] && QUERY_FLAG (op->contr->ranges[range_golem], FLAG_REMOVED))
2327     op->contr->ranges[range_golem] = 0;
2328 root 1.18
2329     /* call this here - we also will call this in do_ericserver, but
2330     * the players time has been increased when doericserver has been
2331     * called, so we recheck it here.
2332     */
2333 root 1.47 //TODO: better than handling 8 commands, use some more intelligent rate-limiting
2334 root 1.52 for (int rep = 8; --rep && op->contr->ns->handle_command (); )
2335 root 1.47 ;
2336    
2337 root 1.18 if (op->speed_left < 0)
2338 elmex 1.1 return 0;
2339    
2340 root 1.18 if (op->direction && (op->contr->run_on || op->contr->fire_on))
2341     {
2342     /* All move commands take 1 tick, at least for now */
2343     op->speed_left--;
2344 elmex 1.1
2345 root 1.18 /* Instead of all the stuff below, let move_player take care
2346     * of it. Also, some of the skill stuff is only put in
2347     * there, as well as the confusion stuff.
2348     */
2349     move_player (op, op->direction);
2350     if (op->speed_left > 0)
2351     return 1;
2352     else
2353 root 1.11 return 0;
2354 root 1.18 }
2355 root 1.41
2356 root 1.18 return 0;
2357     }
2358    
2359     int
2360     save_life (object *op)
2361     {
2362     if (!QUERY_FLAG (op, FLAG_LIFESAVE))
2363 elmex 1.1 return 0;
2364 root 1.18
2365 root 1.41 for (object *tmp = op->inv; tmp; tmp = tmp->below)
2366 root 1.18 if (QUERY_FLAG (tmp, FLAG_APPLIED) && QUERY_FLAG (tmp, FLAG_LIFESAVE))
2367     {
2368     play_sound_map (op->map, op->x, op->y, SOUND_OB_EVAPORATE);
2369     new_draw_info_format (NDI_UNIQUE, 0, op, "Your %s vibrates violently, then evaporates.", query_name (tmp));
2370 root 1.33
2371 root 1.18 if (op->contr)
2372     esrv_del_item (op->contr, tmp->count);
2373 root 1.33
2374     tmp->destroy ();
2375 root 1.18 CLEAR_FLAG (op, FLAG_LIFESAVE);
2376 root 1.33
2377 root 1.18 if (op->stats.hp < 0)
2378     op->stats.hp = op->stats.maxhp;
2379 root 1.33
2380 root 1.18 if (op->stats.food < 0)
2381     op->stats.food = 999;
2382 root 1.33
2383 root 1.54 op->update_stats ();
2384 root 1.18 return 1;
2385     }
2386 root 1.41
2387 root 1.18 LOG (llevError, "Error: LIFESAVE set without applied object.\n");
2388     CLEAR_FLAG (op, FLAG_LIFESAVE);
2389     enter_player_savebed (op); /* bring him home. */
2390     return 0;
2391 elmex 1.1 }
2392    
2393     /* This goes throws the inventory and removes unpaid objects, and puts them
2394     * back in the map (location and map determined by values of env). This
2395     * function will descend into containers. op is the object to start the search
2396     * from.
2397     */
2398 root 1.18 void
2399     remove_unpaid_objects (object *op, object *env)
2400 elmex 1.1 {
2401 root 1.18 object *next;
2402 elmex 1.1
2403 root 1.18 while (op)
2404     {
2405     next = op->below; /* Make sure we have a good value, in case
2406     * we remove object 'op'
2407     */
2408     if (QUERY_FLAG (op, FLAG_UNPAID))
2409     {
2410 root 1.32 op->remove ();
2411 root 1.18 op->x = env->x;
2412     op->y = env->y;
2413     if (env->type == PLAYER)
2414     esrv_del_item (env->contr, op->count);
2415     insert_ob_in_map (op, env->map, NULL, 0);
2416     }
2417     else if (op->inv)
2418     remove_unpaid_objects (op->inv, env);
2419 root 1.41
2420 root 1.18 op = next;
2421 elmex 1.1 }
2422     }
2423    
2424     /*
2425     * Returns pointer a static string containing gravestone text
2426     * Moved from apply.c to player.c - player.c is what
2427     * actually uses this function. player.c may not be quite the
2428     * best, a misc file for object actions is probably better,
2429     * but there isn't one in the server directory.
2430     */
2431 root 1.18 char *
2432     gravestone_text (object *op)
2433 elmex 1.1 {
2434 root 1.18 static char buf2[MAX_BUF];
2435     char buf[MAX_BUF];
2436     time_t now = time (NULL);
2437    
2438     strcpy (buf2, " R.I.P.\n\n");
2439     if (op->type == PLAYER)
2440     sprintf (buf, "%s the %s\n", &op->name, op->contr->title);
2441     else
2442     sprintf (buf, "%s\n", &op->name);
2443 root 1.41
2444 root 1.18 strncat (buf2, " ", 20 - strlen (buf) / 2);
2445     strcat (buf2, buf);
2446     if (op->type == PLAYER)
2447     sprintf (buf, "who was in level %d when killed\n", op->level);
2448     else
2449     sprintf (buf, "who was in level %d when died.\n\n", op->level);
2450 root 1.41
2451 root 1.18 strncat (buf2, " ", 20 - strlen (buf) / 2);
2452     strcat (buf2, buf);
2453     if (op->type == PLAYER)
2454     {
2455     sprintf (buf, "by %s.\n\n", op->contr->killer);
2456     strncat (buf2, " ", 21 - strlen (buf) / 2);
2457     strcat (buf2, buf);
2458     }
2459 root 1.41
2460 root 1.18 strftime (buf, MAX_BUF, "%b %d %Y\n", localtime (&now));
2461     strncat (buf2, " ", 20 - strlen (buf) / 2);
2462     strcat (buf2, buf);
2463 root 1.41
2464 root 1.18 return buf2;
2465 elmex 1.1 }
2466    
2467 root 1.18 void
2468     do_some_living (object *op)
2469     {
2470     int last_food = op->stats.food;
2471 elmex 1.1 int gen_hp, gen_sp, gen_grace;
2472     int over_hp, over_sp, over_grace;
2473     int i;
2474     int rate_hp = 1200;
2475     int rate_sp = 2500;
2476     int rate_grace = 2000;
2477     const int max_hp = 1;
2478     const int max_sp = 1;
2479     const int max_grace = 1;
2480    
2481 pippijn 1.17 if (op->contr->outputs_sync)
2482 root 1.18 {
2483     for (i = 0; i < NUM_OUTPUT_BUFS; i++)
2484 root 1.55 if (op->contr->outputs[i].buf && (op->contr->outputs[i].first_update + op->contr->outputs_sync) < (uint16) pticks)
2485 root 1.18 flush_output_element (op, &op->contr->outputs[i]);
2486     }
2487    
2488 root 1.52 if (op->contr->ns->state == ST_PLAYING)
2489 root 1.18 {
2490     /* these next three if clauses make it possible to SLOW DOWN
2491     hp/grace/spellpoint regeneration. */
2492     if (op->contr->gen_hp >= 0)
2493     gen_hp = (op->contr->gen_hp + 1) * op->stats.maxhp;
2494     else
2495     {
2496     gen_hp = op->stats.maxhp;
2497     rate_hp -= rate_hp / 2 * op->contr->gen_hp;
2498     }
2499 root 1.55
2500 root 1.18 if (op->contr->gen_sp >= 0)
2501     gen_sp = (op->contr->gen_sp + 1) * op->stats.maxsp;
2502     else
2503     {
2504     gen_sp = op->stats.maxsp;
2505     rate_sp -= rate_sp / 2 * op->contr->gen_sp;
2506     }
2507 root 1.55
2508 root 1.18 if (op->contr->gen_grace >= 0)
2509     gen_grace = (op->contr->gen_grace + 1) * op->stats.maxgrace;
2510     else
2511     {
2512     gen_grace = op->stats.maxgrace;
2513     rate_grace -= rate_grace / 2 * op->contr->gen_grace;
2514     }
2515    
2516     /* Regenerate Spell Points */
2517     if (op->contr->ranges[range_golem] == NULL && --op->last_sp < 0)
2518     {
2519     gen_sp = gen_sp * 10 / (op->contr->gen_sp_armour < 10 ? 10 : op->contr->gen_sp_armour);
2520     if (op->stats.sp < op->stats.maxsp)
2521     {
2522     op->stats.sp++;
2523     /* dms do not consume food */
2524     if (!QUERY_FLAG (op, FLAG_WIZ))
2525     {
2526     op->stats.food--;
2527     if (op->contr->digestion < 0)
2528     op->stats.food += op->contr->digestion;
2529     else if (op->contr->digestion > 0 && random_roll (0, op->contr->digestion, op, PREFER_HIGH))
2530     op->stats.food = last_food;
2531     }
2532     }
2533 root 1.55
2534 root 1.18 if (max_sp > 1)
2535     {
2536     over_sp = (gen_sp + 10) / rate_sp;
2537     if (over_sp > 0)
2538     {
2539     if (op->stats.sp < op->stats.maxsp)
2540     {
2541     op->stats.sp += over_sp > max_sp ? max_sp : over_sp;
2542 root 1.55
2543 root 1.18 if (random_roll (0, rate_sp - 1, op, PREFER_LOW) > ((gen_sp + 10) % rate_sp))
2544     op->stats.sp--;
2545 root 1.55
2546 root 1.18 if (op->stats.sp > op->stats.maxsp)
2547     op->stats.sp = op->stats.maxsp;
2548     }
2549     op->last_sp = 0;
2550     }
2551     else
2552 root 1.55 op->last_sp = rate_sp / (gen_sp < 20 ? 30 : gen_sp + 10);
2553 root 1.18 }
2554     else
2555 root 1.55 op->last_sp = rate_sp / (gen_sp < 20 ? 30 : gen_sp + 10);
2556 root 1.18 }
2557    
2558     /* Regenerate Grace */
2559     /* I altered this a little - maximum grace is ony achieved through prayer -b.t. */
2560     if (--op->last_grace < 0)
2561     {
2562     if (op->stats.grace < op->stats.maxgrace / 2)
2563     op->stats.grace++; /* no penalty in food for regaining grace */
2564 root 1.55
2565 root 1.18 if (max_grace > 1)
2566     {
2567     over_grace = (gen_grace < 20 ? 30 : gen_grace + 10) / rate_grace;
2568     if (over_grace > 0)
2569     {
2570     op->stats.sp += over_grace
2571     + (random_roll (0, rate_grace - 1, op, PREFER_HIGH) > ((gen_grace < 20 ? 30 : gen_grace + 10) % rate_grace)) ? -1 : 0;
2572     op->last_grace = 0;
2573     }
2574     else
2575     {
2576     op->last_grace = rate_grace / (gen_grace < 20 ? 30 : gen_grace + 10);
2577     }
2578     }
2579     else
2580     {
2581     op->last_grace = rate_grace / (gen_grace < 20 ? 30 : gen_grace + 10);
2582     }
2583     /* wearing stuff doesn't detract from grace generation. */
2584     }
2585    
2586     /* Regenerate Hit Points */
2587     if (--op->last_heal < 0)
2588     {
2589     if (op->stats.hp < op->stats.maxhp)
2590     {
2591     op->stats.hp++;
2592     /* dms do not consume food */
2593     if (!QUERY_FLAG (op, FLAG_WIZ))
2594     {
2595     op->stats.food--;
2596     if (op->contr->digestion < 0)
2597     op->stats.food += op->contr->digestion;
2598     else if (op->contr->digestion > 0 && random_roll (0, op->contr->digestion, op, PREFER_HIGH))
2599     op->stats.food = last_food;
2600     }
2601     }
2602 root 1.55
2603 root 1.18 if (max_hp > 1)
2604     {
2605     over_hp = (gen_hp < 20 ? 30 : gen_hp + 10) / rate_hp;
2606     if (over_hp > 0)
2607     {
2608     op->stats.sp += over_hp + (RANDOM () % rate_hp > ((gen_hp < 20 ? 30 : gen_hp + 10) % rate_hp)) ? -1 : 0;
2609     op->last_heal = 0;
2610     }
2611     else
2612     {
2613     op->last_heal = rate_hp / (gen_hp < 20 ? 30 : gen_hp + 10);
2614     }
2615     }
2616     else
2617     {
2618     op->last_heal = rate_hp / (gen_hp < 20 ? 30 : gen_hp + 10);
2619     }
2620 root 1.11 }
2621 elmex 1.1
2622 root 1.18 /* Digestion */
2623     if (--op->last_eat < 0)
2624     {
2625     #ifdef COZY_SERVER
2626     int dg = op->contr->digestion >= 0 && op->contr->digestion < 2 ? 2 : op->contr->digestion;
2627     int bonus = dg > 0 ? dg : 0, penalty = dg < 0 ? -dg : 0;
2628     #else
2629     int bonus = op->contr->digestion > 0 ? op->contr->digestion : 0, penalty = op->contr->digestion < 0 ? -op->contr->digestion : 0;
2630     #endif
2631    
2632     if (op->contr->gen_hp > 0)
2633     op->last_eat = 25 * (1 + bonus) / (op->contr->gen_hp + penalty + 1);
2634     else
2635     op->last_eat = 25 * (1 + bonus) / (penalty + 1);
2636 root 1.55
2637 root 1.18 /* dms do not consume food */
2638     if (!QUERY_FLAG (op, FLAG_WIZ))
2639     op->stats.food--;
2640 root 1.11 }
2641 elmex 1.1
2642 root 1.55 if (op->stats.food < 0 && op->stats.hp >= 0)
2643     {
2644     object *tmp, *flesh = 0;
2645 root 1.18
2646 root 1.55 for (tmp = op->inv; tmp; tmp = tmp->below)
2647 root 1.18 {
2648 root 1.55 if (!QUERY_FLAG (tmp, FLAG_UNPAID))
2649 root 1.18 {
2650 root 1.55 if (tmp->type == FOOD || tmp->type == DRINK || tmp->type == POISON)
2651     {
2652     new_draw_info (NDI_UNIQUE, 0, op, "You blindly grab for a bite of food.");
2653     manual_apply (op, tmp, 0);
2654     if (op->stats.food >= 0 || op->stats.hp < 0)
2655     break;
2656     }
2657     else if (tmp->type == FLESH)
2658     flesh = tmp;
2659     } /* End if paid for object */
2660     } /* end of for loop */
2661    
2662     /* If player is still starving, it means they don't have any food, so
2663     * eat flesh instead.
2664     */
2665     if (op->stats.food < 0 && op->stats.hp >= 0 && flesh)
2666     {
2667     new_draw_info (NDI_UNIQUE, 0, op, "You blindly grab for a bite of food.");
2668     manual_apply (op, flesh, 0);
2669     }
2670 root 1.11 }
2671 elmex 1.1
2672 root 1.55 while (op->stats.food < 0 && op->stats.hp >= 0)
2673     op->stats.food++, op->stats.hp--;
2674 elmex 1.1
2675 root 1.55 if (op->stats.hp < 0 && !QUERY_FLAG (op, FLAG_WIZ))
2676     kill_player (op);
2677     }
2678 elmex 1.1 }
2679    
2680     /* If the player should die (lack of hp, food, etc), we call this.
2681     * op is the player in jeopardy. If the player can not be saved (not
2682     * permadeath, no lifesave), this will take care of removing the player
2683     * file.
2684     */
2685 root 1.18 void
2686     kill_player (object *op)
2687 elmex 1.1 {
2688 root 1.18 char buf[MAX_BUF];
2689     int x, y;
2690    
2691     //int i;
2692 root 1.25 maptile *map; /* this is for resurrection */
2693 root 1.18
2694     /* int z;
2695     int num_stats_lose;
2696     int lost_a_stat;
2697     int lose_this_stat;
2698     int this_stat; */
2699     int will_kill_again;
2700     archetype *at;
2701     object *tmp;
2702    
2703     if (save_life (op))
2704     return;
2705    
2706    
2707     /* If player dies on BATTLEGROUND, no stat/exp loss! For Combat-Arenas
2708     * in cities ONLY!!! It is very important that this doesn't get abused.
2709     * Look at op_on_battleground() for more info --AndreasV
2710     */
2711     if (op_on_battleground (op, &x, &y))
2712     {
2713     new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, "You have been defeated in combat!");
2714     new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, "Local medics have saved your life...");
2715    
2716     /* restore player */
2717 root 1.22 at = archetype::find ("poisoning");
2718 root 1.18 tmp = present_arch_in_ob (at, op);
2719     if (tmp)
2720     {
2721 root 1.33 tmp->destroy ();
2722 root 1.18 new_draw_info (NDI_UNIQUE, 0, op, "Your body feels cleansed");
2723     }
2724 elmex 1.1
2725 root 1.22 at = archetype::find ("confusion");
2726 root 1.18 tmp = present_arch_in_ob (at, op);
2727     if (tmp)
2728     {
2729 root 1.33 tmp->destroy ();
2730 root 1.18 new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer");
2731     }
2732    
2733     cure_disease (op, 0); /* remove any disease */
2734     op->stats.hp = op->stats.maxhp;
2735     if (op->stats.food <= 0)
2736     op->stats.food = 999;
2737 elmex 1.1
2738 root 1.18 /* create a bodypart-trophy to make the winner happy */
2739 root 1.22 tmp = arch_to_object (archetype::find ("finger"));
2740 root 1.18 if (tmp != NULL)
2741     {
2742     sprintf (buf, "%s's finger", &op->name);
2743     tmp->name = buf;
2744     sprintf (buf, " This finger has been cut off %s\n"
2745     " the %s, when he was defeated at\n level %d by %s.\n",
2746     &op->name, op->contr->title, (int) (op->level), op->contr->killer);
2747     tmp->msg = buf;
2748     tmp->value = 0, tmp->material = 0, tmp->type = 0;
2749     tmp->materialname = NULL;
2750     tmp->x = op->x, tmp->y = op->y;
2751     insert_ob_in_map (tmp, op->map, op, 0);
2752     }
2753 elmex 1.1
2754 root 1.18 /* teleport defeated player to new destination */
2755     transfer_ob (op, x, y, 0, NULL);
2756     op->contr->braced = 0;
2757     return;
2758 elmex 1.1 }
2759    
2760 root 1.18 INVOKE_PLAYER (DEATH, op->contr);
2761 root 1.3
2762 root 1.18 command_kill_pets (op, 0);
2763 elmex 1.1
2764 root 1.18 if (op->stats.food < 0)
2765     {
2766     if (op->contr->explore)
2767     {
2768     new_draw_info (NDI_UNIQUE, 0, op, "You would have starved, but you are");
2769     new_draw_info (NDI_UNIQUE, 0, op, "in explore mode, so...");
2770     op->stats.food = 999;
2771     return;
2772 root 1.11 }
2773 root 1.18 sprintf (buf, "%s starved to death.", &op->name);
2774     strcpy (op->contr->killer, "starvation");
2775 elmex 1.1 }
2776 root 1.18 else
2777     {
2778     if (op->contr->explore)
2779     {
2780     new_draw_info (NDI_UNIQUE, 0, op, "You would have died, but you are");
2781     new_draw_info (NDI_UNIQUE, 0, op, "in explore mode, so...");
2782     op->stats.hp = op->stats.maxhp;
2783     return;
2784 root 1.11 }
2785 root 1.18 sprintf (buf, "%s died.", &op->name);
2786 elmex 1.1 }
2787 root 1.18 play_sound_player_only (op->contr, SOUND_PLAYER_DIES, 0, 0);
2788 elmex 1.1
2789 root 1.18 /* save the map location for corpse, gravestone */
2790     x = op->x;
2791     y = op->y;
2792     map = op->map;
2793 elmex 1.1
2794    
2795 root 1.54 /* NOT_PERMADEATH code. This basically brings the character back to
2796     * life if they are dead - it takes some exp and a random stat.
2797     * See the config.h file for a little more in depth detail about this.
2798     */
2799    
2800     /* Basically two ways to go - remove a stat permanently, or just
2801     * make it depletion. This bunch of code deals with that aspect
2802     * of death.
2803     */
2804     #ifndef COZY_SERVER
2805     if (settings.balanced_stat_loss)
2806 root 1.18 {
2807 root 1.54 /* If stat loss is permanent, lose one stat only. */
2808     /* Lower level chars don't lose as many stats because they suffer
2809     more if they do. */
2810     /* Higher level characters can afford things such as potions of
2811     restoration, or better, stat potions. So we slug them that
2812     little bit harder. */
2813     /* GD */
2814     if (settings.stat_loss_on_death)
2815     num_stats_lose = 1;
2816     else
2817     num_stats_lose = 1 + op->level / BALSL_NUMBER_LOSSES_RATIO;
2818     }
2819     else
2820     {
2821     num_stats_lose = 1;
2822     }
2823     lost_a_stat = 0;
2824    
2825     for (z = 0; z < num_stats_lose; z++)
2826     {
2827     i = RANDOM () % NUM_STATS;
2828 root 1.11
2829 root 1.54 if (settings.stat_loss_on_death)
2830 root 1.18 {
2831 root 1.54 /* Pick a random stat and take a point off it. Tell the player
2832     * what he lost.
2833     */
2834     change_attr_value (&(op->stats), i, -1);
2835     check_stat_bounds (&(op->stats));
2836     change_attr_value (&(op->contr->orig_stats), i, -1);
2837     check_stat_bounds (&(op->contr->orig_stats));
2838     new_draw_info (NDI_UNIQUE, 0, op, lose_msg[i]);
2839     lost_a_stat = 1;
2840 root 1.18 }
2841     else
2842     {
2843 root 1.54 /* deplete a stat */
2844     archetype *deparch = archetype::find ("depletion");
2845     object *dep;
2846 root 1.11
2847 root 1.54 dep = present_arch_in_ob (deparch, op);
2848     if (!dep)
2849 root 1.18 {
2850 root 1.54 dep = arch_to_object (deparch);
2851     insert_ob_in_ob (dep, op);
2852 root 1.18 }
2853 root 1.54 lose_this_stat = 1;
2854     if (settings.balanced_stat_loss)
2855 root 1.18 {
2856 root 1.54 /* GD */
2857     /* Get the stat that we're about to deplete. */
2858     this_stat = get_attr_value (&(dep->stats), i);
2859     if (this_stat < 0)
2860     {
2861     int loss_chance = 1 + op->level / BALSL_LOSS_CHANCE_RATIO;
2862     int keep_chance = this_stat * this_stat;
2863 root 1.18
2864 root 1.54 /* Yes, I am paranoid. Sue me. */
2865     if (keep_chance < 1)
2866     keep_chance = 1;
2867 root 1.18
2868 root 1.54 /* There is a maximum depletion total per level. */
2869     if (this_stat < -1 - op->level / BALSL_MAX_LOSS_RATIO)
2870     {
2871     lose_this_stat = 0;
2872     /* Take loss chance vs keep chance to see if we
2873     retain the stat. */
2874     }
2875     else
2876     {
2877     if (random_roll (0, loss_chance + keep_chance - 1, op, PREFER_LOW) < keep_chance)
2878     lose_this_stat = 0;
2879     /* LOG(llevDebug, "Determining stat loss. Stat: %d Keep: %d Lose: %d Result: %s.\n",
2880     this_stat, keep_chance, loss_chance,
2881     lose_this_stat?"LOSE":"KEEP"); */
2882 root 1.11 }
2883     }
2884 root 1.54 }
2885 root 1.18
2886 root 1.54 if (lose_this_stat)
2887     {
2888     this_stat = get_attr_value (&(dep->stats), i);
2889     /* We could try to do something clever like find another
2890     * stat to reduce if this fails. But chances are, if
2891     * stats have been depleted to -50, all are pretty low
2892     * and should be roughly the same, so it shouldn't make a
2893     * difference.
2894     */
2895     if (this_stat >= -50)
2896 root 1.18 {
2897 root 1.54 change_attr_value (&(dep->stats), i, -1);
2898     SET_FLAG (dep, FLAG_APPLIED);
2899     new_draw_info (NDI_UNIQUE, 0, op, lose_msg[i]);
2900     op->update_stats ();
2901     lost_a_stat = 1;
2902 root 1.11 }
2903     }
2904     }
2905 root 1.54 }
2906     /* If no stat lost, tell the player. */
2907     if (!lost_a_stat)
2908     {
2909     /* determine_god() seems to not work sometimes... why is this?
2910     Should I be using something else? GD */
2911     const char *god = determine_god (op);
2912 root 1.18
2913 root 1.54 if (god && (strcmp (god, "none")))
2914     new_draw_info_format (NDI_UNIQUE, 0, op, "For a brief moment you feel the holy presence of %s protecting" " you.", god);
2915     else
2916     new_draw_info (NDI_UNIQUE, 0, op, "For a brief moment you feel a holy presence protecting you.");
2917     }
2918 root 1.28 #else
2919 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.");
2920 elmex 1.1 #endif
2921    
2922 root 1.54 /* Put a gravestone up where the character 'almost' died. List the
2923     * exp loss on the stone.
2924     */
2925     tmp = arch_to_object (archetype::find ("gravestone"));
2926     sprintf (buf, "%s's gravestone", &op->name);
2927     tmp->name = buf;
2928     sprintf (buf, "%s's gravestones", &op->name);
2929     tmp->name_pl = buf;
2930     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);
2931     tmp->msg = buf;
2932     tmp->x = op->x, tmp->y = op->y;
2933     insert_ob_in_map (tmp, op->map, NULL, 0);
2934    
2935     /**************************************/
2936     /* */
2937     /* Subtract the experience points, */
2938     /* if we died cause of food, give us */
2939     /* food, and reset HP's... */
2940     /* */
2941     /**************************************/
2942    
2943     /* remove any poisoning and confusion the character may be suffering. */
2944     /* restore player */
2945     at = archetype::find ("poisoning");
2946     tmp = present_arch_in_ob (at, op);
2947    
2948     if (tmp)
2949     {
2950     tmp->destroy ();
2951     new_draw_info (NDI_UNIQUE, 0, op, "Your body feels cleansed");
2952     }
2953    
2954     at = archetype::find ("confusion");
2955     tmp = present_arch_in_ob (at, op);
2956     if (tmp)
2957     {
2958     tmp->destroy ();
2959     new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer");
2960     }
2961    
2962     cure_disease (op, 0); /* remove any disease */
2963    
2964     /*add_exp(op, (op->stats.exp * -0.20)); */
2965     apply_death_exp_penalty (op);
2966     if (op->stats.food < 100)
2967     op->stats.food = 900;
2968     op->stats.hp = op->stats.maxhp;
2969     op->stats.sp = MAX (op->stats.sp, op->stats.maxsp);
2970     op->stats.grace = MAX (op->stats.grace, op->stats.maxgrace);
2971 root 1.11
2972 root 1.54 /*
2973     * Check to see if the player is in a shop. IF so, then check to see if
2974     * the player has any unpaid items. If so, remove them and put them back
2975     * in the map.
2976     */
2977 root 1.33
2978 root 1.54 if (is_in_shop (op))
2979     remove_unpaid_objects (op->inv, op);
2980 root 1.18
2981 root 1.54 /****************************************/
2982     /* */
2983     /* Move player to his current respawn- */
2984     /* position (usually last savebed) */
2985     /* */
2986     /****************************************/
2987 root 1.18
2988 root 1.54 enter_player_savebed (op);
2989 root 1.18
2990 root 1.54 /* Save the player before inserting the force to reduce
2991     * chance of abuse.
2992     */
2993     op->contr->braced = 0;
2994     op->contr->save ();
2995 root 1.11
2996 root 1.54 /* it is possible that the player has blown something up
2997     * at his savebed location, and that can have long lasting
2998     * spell effects. So first see if there is a spell effect
2999     * on the space that might harm the player.
3000     */
3001     will_kill_again = 0;
3002     for (tmp = GET_MAP_OB (op->map, op->x, op->y); tmp; tmp = tmp->above)
3003     if (tmp->type == SPELL_EFFECT)
3004     will_kill_again |= tmp->attacktype;
3005 elmex 1.1
3006 root 1.54 if (will_kill_again)
3007 root 1.18 {
3008 root 1.54 object *force;
3009     int at;
3010 root 1.18
3011 root 1.54 force = get_archetype (FORCE_NAME);
3012     /* 50 ticks should be enough time for the spell to abate */
3013     force->speed = 0.1;
3014     force->speed_left = -5.0;
3015     SET_FLAG (force, FLAG_APPLIED);
3016     for (at = 0; at < NROFATTACKS; at++)
3017     if (will_kill_again & (1 << at))
3018     force->resist[at] = 100;
3019 root 1.30
3020 root 1.54 insert_ob_in_ob (force, op);
3021     op->update_stats ();
3022 root 1.30
3023 root 1.54 }
3024 root 1.18
3025 root 1.54 new_draw_info (NDI_UNIQUE, 0, op, "YOU HAVE DIED.");
3026 elmex 1.1 }
3027    
3028 root 1.18 void
3029     loot_object (object *op)
3030     { /* Grab and destroy some treasure */
3031     object *tmp, *tmp2, *next;
3032 elmex 1.1
3033 root 1.18 if (op->container)
3034 root 1.54 esrv_apply_container (op, op->container); /* close open sack first */
3035 elmex 1.1
3036 root 1.54 for (tmp = op->inv; tmp; tmp = next)
3037 root 1.18 {
3038     next = tmp->below;
3039 root 1.54
3040 elmex 1.50 if (tmp->invisible)
3041 root 1.18 continue;
3042 root 1.54
3043 root 1.32 tmp->remove ();
3044 root 1.18 tmp->x = op->x, tmp->y = op->y;
3045     if (tmp->type == CONTAINER)
3046     { /* empty container to ground */
3047     loot_object (tmp);
3048     }
3049     if (!QUERY_FLAG (tmp, FLAG_UNIQUE) && (QUERY_FLAG (tmp, FLAG_STARTEQUIP) || QUERY_FLAG (tmp, FLAG_NO_DROP) || !(RANDOM () % 3)))
3050     {
3051     if (tmp->nrof > 1)
3052     {
3053     tmp2 = get_split_ob (tmp, 1 + RANDOM () % (tmp->nrof - 1));
3054 root 1.33 tmp2->destroy ();
3055 root 1.18 insert_ob_in_map (tmp, op->map, NULL, 0);
3056     }
3057     else
3058 root 1.33 tmp->destroy ();
3059 root 1.18 }
3060     else
3061     insert_ob_in_map (tmp, op->map, NULL, 0);
3062     }
3063 elmex 1.1 }
3064    
3065     /*
3066     * fix_weight(): Check recursively the weight of all players, and fix
3067     * what needs to be fixed. Refresh windows and fix speed if anything
3068     * was changed.
3069     */
3070    
3071 root 1.18 void
3072     fix_weight (void)
3073     {
3074 root 1.54 for (player *pl = first_player; pl; pl = pl->next)
3075 root 1.18 {
3076     int old = pl->ob->carrying, sum = sum_weight (pl->ob);
3077    
3078     if (old == sum)
3079     continue;
3080 root 1.54 pl->ob->update_stats ();
3081 root 1.18 LOG (llevDebug, "Fixed inventory in %s (%d -> %d)\n", &pl->ob->name, old, sum);
3082     }
3083 elmex 1.1 }
3084    
3085 root 1.18 void
3086     fix_luck (void)
3087     {
3088 root 1.54 for (player *pl = first_player; pl; pl = pl->next)
3089 root 1.52 if (!pl->ob->contr->ns->state)
3090 root 1.54 pl->ob->change_luck (0);
3091 elmex 1.1 }
3092    
3093     /* cast_dust() - handles op throwing objects of type 'DUST'.
3094     * This is much simpler in the new spell code - we basically
3095     * just treat this as any other spell casting object.
3096     */
3097 elmex 1.2 void
3098 root 1.18 cast_dust (object *op, object *throw_ob, int dir)
3099 elmex 1.2 {
3100     object *skop, *spob;
3101    
3102     skop = find_skill_by_name (op, throw_ob->skill);
3103    
3104     /* casting POTION 'dusts' is really a use_magic_item skill */
3105     if (op->type == PLAYER && throw_ob->type == POTION && !skop)
3106     {
3107 root 1.18 LOG (llevError, "Player %s lacks critical skill use_magic_item!\n", &op->name);
3108 elmex 1.2 return;
3109     }
3110    
3111     spob = throw_ob->inv;
3112    
3113     // elmex Tue Aug 15 17:19:46 CEST 2006: Added this check to
3114     // not pass NULL to cast_spell (which did indeed check itself, but
3115     // errors should be reported as early as possible IMHO)
3116     if (!spob)
3117     {
3118 root 1.18 LOG (llevError, "cast_dust: thrown object %s (by %s) had no spell in it!", &throw_ob->name, &op->name);
3119 elmex 1.2 return;
3120 elmex 1.1 }
3121    
3122 elmex 1.2 if (op->type == PLAYER)
3123 root 1.14 new_draw_info_format (NDI_UNIQUE, 0, op, "You cast %s.", &spob->name);
3124 elmex 1.2
3125     cast_spell (op, throw_ob, dir, spob, NULL);
3126    
3127 root 1.33 throw_ob->destroy ();
3128 elmex 1.1 }
3129    
3130 root 1.18 void
3131     make_visible (object *op)
3132     {
3133     op->hide = 0;
3134     op->invisible = 0;
3135     if (op->type == PLAYER)
3136     {
3137     op->contr->tmp_invis = 0;
3138     op->contr->invis_race = 0;
3139     }
3140     update_object (op, UP_OBJ_FACE);
3141     }
3142    
3143     int
3144     is_true_undead (object *op)
3145     {
3146     object *tmp = NULL;
3147    
3148     if (QUERY_FLAG (&op->arch->clone, FLAG_UNDEAD))
3149     return 1;
3150    
3151 elmex 1.1 return 0;
3152     }
3153    
3154     /* look at the surrounding terrain to determine
3155     * the hideability of this object. Positive levels
3156     * indicate greater hideability.
3157     */
3158    
3159 root 1.18 int
3160     hideability (object *ob)
3161     {
3162     int i, level = 0, mflag;
3163     sint16 x, y;
3164    
3165     if (!ob || !ob->map)
3166     return 0;
3167    
3168     /* so, on normal lighted maps, its hard to hide */
3169     level = ob->map->darkness - 2;
3170    
3171     /* this also picks up whether the object is glowing.
3172     * If you carry a light on a non-dark map, its not
3173     * as bad as carrying a light on a pitch dark map */
3174     if (has_carried_lights (ob))
3175     level = -(10 + (2 * ob->map->darkness));
3176    
3177     /* scan through all nearby squares for terrain to hide in */
3178     for (i = 0, x = ob->x, y = ob->y; i < 9; i++, x = ob->x + freearr_x[i], y = ob->y + freearr_y[i])
3179     {
3180     mflag = get_map_flags (ob->map, NULL, x, y, NULL, NULL);
3181     if (mflag & P_OUT_OF_MAP)
3182     {
3183     continue;
3184     }
3185     if (mflag & P_BLOCKSVIEW) /* something to hide near! */
3186     level += 2;
3187     else /* open terrain! */
3188     level -= 1;
3189 elmex 1.1 }
3190 root 1.18
3191 elmex 1.1 #if 0
3192 root 1.18 LOG (llevDebug, "hideability of %s is %d\n", ob->name, level);
3193 elmex 1.1 #endif
3194 root 1.18 return level;
3195 elmex 1.1 }
3196    
3197     /* For Hidden creatures - a chance of becoming 'unhidden'
3198     * every time they move - as we subtract off 'invisibility'
3199     * AND, for players, if they move into a ridiculously unhideable
3200     * spot (surrounded by clear terrain in broad daylight). -b.t.
3201     */
3202    
3203 root 1.18 void
3204     do_hidden_move (object *op)
3205     {
3206     int hide = 0, num = random_roll (0, 19, op, PREFER_LOW);
3207     object *skop;
3208    
3209     if (!op || !op->map)
3210     return;
3211    
3212     skop = find_obj_by_type_subtype (op, SKILL, SK_HIDING);
3213    
3214     /* its *extremely* hard to run and sneak/hide at the same time! */
3215     if (op->type == PLAYER && op->contr->run_on)
3216     {
3217     if (!skop || num >= skop->level)
3218     {
3219     new_draw_info (NDI_UNIQUE, 0, op, "You ran too much! You are no longer hidden!");
3220     make_visible (op);
3221     return;
3222     }
3223     else
3224     num += 20;
3225 elmex 1.1 }
3226 root 1.18 num += op->map->difficulty;
3227     hide = hideability (op); /* modify by terrain hidden level */
3228     num -= hide;
3229     if ((op->type == PLAYER && hide < -10) || ((op->invisible -= num) <= 0))
3230     {
3231     make_visible (op);
3232     if (op->type == PLAYER)
3233     new_draw_info (NDI_UNIQUE, 0, op, "You moved out of hiding! You are visible!");
3234 elmex 1.1 }
3235 root 1.18 else if (op->type == PLAYER && skop)
3236     {
3237     change_exp (op, calc_skill_exp (op, NULL, skop), skop->skill, 0);
3238 elmex 1.1 }
3239     }
3240    
3241     /* determine if who is standing near a hostile creature. */
3242    
3243 root 1.18 int
3244     stand_near_hostile (object *who)
3245     {
3246     object *tmp = NULL;
3247     int i, friendly = 0, player = 0, mflags;
3248 root 1.25 maptile *m;
3249 root 1.18 sint16 x, y;
3250    
3251     if (!who)
3252     return 0;
3253    
3254     if (who->type == PLAYER)
3255     player = 1;
3256    
3257     else
3258     friendly = QUERY_FLAG (who, FLAG_FRIENDLY);
3259    
3260     /* search adjacent squares */
3261     for (i = 1; i < 9; i++)
3262     {
3263     x = who->x + freearr_x[i];
3264     y = who->y + freearr_y[i];
3265     m = who->map;
3266     mflags = get_map_flags (m, &m, x, y, &x, &y);
3267     /* space must be blocked if there is a monster. If not
3268     * blocked, don't need to check this space.
3269     */
3270     if (mflags & P_OUT_OF_MAP)
3271     continue;
3272     if (OB_TYPE_MOVE_BLOCK (who, GET_MAP_MOVE_BLOCK (m, x, y)))
3273     continue;
3274    
3275 root 1.49 for (tmp = GET_MAP_OB (m, x, y); tmp; tmp = tmp->above)
3276 root 1.18 {
3277     if ((player ||friendly) &&QUERY_FLAG (tmp, FLAG_MONSTER) && !QUERY_FLAG (tmp, FLAG_UNAGGRESSIVE))
3278     return 1;
3279     else if (tmp->type == PLAYER)
3280     {
3281     /*don't let a hidden DM prevent you from hiding */
3282     if (!QUERY_FLAG (tmp, FLAG_WIZ) || tmp->contr->hidden == 0)
3283 root 1.11 return 1;
3284 root 1.18 }
3285 root 1.11 }
3286 elmex 1.1 }
3287 root 1.18 return 0;
3288 elmex 1.1 }
3289    
3290     /* check the player los field for viewability of the
3291     * object op. This function works fine for monsters,
3292     * but we dont worry if the object isnt the top one in
3293     * a pile (say a coin under a table would return "viewable"
3294     * by this routine). Another question, should we be
3295     * concerned with the direction the player is looking
3296     * in? Realistically, most of use cant see stuff behind
3297     * our backs...on the other hand, does the "facing" direction
3298     * imply the way your head, or body is facing? Its possible
3299     * for them to differ. Sigh, this fctn could get a bit more complex.
3300     * -b.t.
3301     * This function is now map tiling safe.
3302     */
3303    
3304 root 1.18 int
3305     player_can_view (object *pl, object *op)
3306     {
3307     rv_vector rv;
3308     int dx, dy;
3309    
3310     if (pl->type != PLAYER)
3311     {
3312     LOG (llevError, "player_can_view() called for non-player object\n");
3313     return -1;
3314 elmex 1.1 }
3315 root 1.18 if (!pl || !op)
3316 elmex 1.1 return 0;
3317 root 1.18
3318     if (op->head)
3319     {
3320     op = op->head;
3321     }
3322     get_rangevector (pl, op, &rv, 0x1);
3323    
3324     /* starting with the 'head' part, lets loop
3325     * through the object and find if it has any
3326     * part that is in the los array but isnt on
3327     * a blocked los square.
3328     * we use the archetype to figure out offsets.
3329     */
3330     while (op)
3331     {
3332     dx = rv.distance_x + op->arch->clone.x;
3333     dy = rv.distance_y + op->arch->clone.y;
3334    
3335     /* only the viewable area the player sees is updated by LOS
3336     * code, so we need to restrict ourselves to that range of values
3337     * for any meaningful values.
3338     */
3339 root 1.52 if (FABS (dx) <= (pl->contr->ns->mapx / 2) &&
3340     FABS (dy) <= (pl->contr->ns->mapy / 2) &&
3341     !pl->contr->blocked_los[dx + (pl->contr->ns->mapx / 2)][dy + (pl->contr->ns->mapy / 2)])
3342 root 1.18 return 1;
3343     op = op->more;
3344     }
3345     return 0;
3346 elmex 1.1 }
3347    
3348     /* routine for both players and monsters. We call this when
3349     * there is a possibility for our action distrubing our hiding
3350     * place or invisiblity spell. Artefact invisiblity is not
3351     * effected by this. If we arent invisible to begin with, we
3352     * return 0.
3353     */
3354 root 1.18 int
3355     action_makes_visible (object *op)
3356     {
3357    
3358     if (op->invisible && QUERY_FLAG (op, FLAG_ALIVE))
3359     {
3360     if (QUERY_FLAG (op, FLAG_MAKE_INVIS))
3361     return 0;
3362    
3363     if (op->contr && op->contr->tmp_invis == 0)
3364     return 0;
3365 elmex 1.1
3366 root 1.18 /* If monsters, they should become visible */
3367     if (op->hide || !op->contr || (op->contr && op->contr->tmp_invis))
3368     {
3369     new_draw_info_format (NDI_UNIQUE, 0, op, "You become %s!", op->hide ? "unhidden" : "visible");
3370     return 1;
3371 root 1.11 }
3372 elmex 1.1 }
3373 root 1.18 return 0;
3374 elmex 1.1 }
3375    
3376     /* op_on_battleground - checks if the given object op (usually
3377     * a player) is standing on a valid battleground-tile,
3378     * function returns TRUE/FALSE. If true x, y returns the battleground
3379     * -exit-coord. (and if x, y not NULL)
3380     * 19 March 2005 - josh@woosworld.net modifed to check if the battleground also has slaying, maxhp, and maxsp set
3381     * and if those are all set and the player has a marker that matches the slaying send them to a different x, y
3382     * Default is to do the same as before, so only people wanting to have different points need worry about this
3383     */
3384 root 1.18 int
3385     op_on_battleground (object *op, int *x, int *y)
3386     {
3387 elmex 1.1 object *tmp;
3388 root 1.18
3389 elmex 1.1 /* A battleground-tile needs the following attributes to be valid:
3390     * is_floor 1 (has to be the FIRST floor beneath the player's feet),
3391     * name="battleground", no_pick 1, type=58 (type BATTLEGROUND)
3392     * and the exit-coordinates sp/hp must both be > 0.
3393     * => The intention here is to prevent abuse of the battleground-
3394     * feature (like pickable or hidden battleground tiles). */
3395 root 1.18 for (tmp = op->below; tmp != NULL; tmp = tmp->below)
3396     {
3397     if (QUERY_FLAG (tmp, FLAG_IS_FLOOR))
3398     {
3399     if (QUERY_FLAG (tmp, FLAG_NO_PICK) &&
3400     strcmp (tmp->name, "battleground") == 0 && tmp->type == BATTLEGROUND && EXIT_X (tmp) && EXIT_Y (tmp))
3401     {
3402     /*before we assign the exit, check if this is a teambattle */
3403     if (EXIT_ALT_X (tmp) && EXIT_ALT_Y (tmp) && EXIT_PATH (tmp))
3404     {
3405     object *invtmp;
3406    
3407     for (invtmp = op->inv; invtmp != NULL; invtmp = invtmp->below)
3408     {
3409     if (invtmp->type == FORCE && invtmp->slaying && !strcmp (EXIT_PATH (tmp), invtmp->slaying))
3410     {
3411     if (x != NULL && y != NULL)
3412     *x = EXIT_ALT_X (tmp), *y = EXIT_ALT_Y (tmp);
3413     return 1;
3414     }
3415     }
3416     }
3417     if (x != NULL && y != NULL)
3418     *x = EXIT_X (tmp), *y = EXIT_Y (tmp);
3419     return 1;
3420     }
3421     }
3422 elmex 1.1 }
3423     /* If we got here, did not find a battleground */
3424     return 0;
3425     }
3426    
3427     /*
3428     * When a dragon-player gains a new stage of evolution,
3429     * he gets some treasure
3430     *
3431     * attributes:
3432     * object *who the dragon player
3433     * int atnr the attack-number of the ability focus
3434     * int level ability level
3435     */
3436 root 1.18 void
3437     dragon_ability_gain (object *who, int atnr, int level)
3438     {
3439     treasurelist *trlist = NULL; /* treasurelist */
3440     treasure *tr; /* treasure */
3441     object *tmp, *skop; /* tmp. object */
3442     object *item; /* treasure object */
3443     char buf[MAX_BUF]; /* tmp. string buffer */
3444     int i = 0, j = 0;
3445    
3446     /* get the appropriate treasurelist */
3447     if (atnr == ATNR_FIRE)
3448     trlist = find_treasurelist ("dragon_ability_fire");
3449     else if (atnr == ATNR_COLD)
3450     trlist = find_treasurelist ("dragon_ability_cold");
3451     else if (atnr == ATNR_ELECTRICITY)
3452     trlist = find_treasurelist ("dragon_ability_elec");
3453     else if (atnr == ATNR_POISON)
3454     trlist = find_treasurelist ("dragon_ability_poison");
3455    
3456     if (trlist == NULL || who->type != PLAYER)
3457     return;
3458    
3459     for (i = 0, tr = trlist->items; tr != NULL && i < level - 1; tr = tr->next, i++);
3460    
3461     if (tr == NULL || tr->item == NULL)
3462     {
3463     /* LOG(llevDebug, "-> no more treasure for %s\n", change_resist_msg[atnr]); */
3464     return;
3465 elmex 1.1 }
3466    
3467 root 1.18 /* everything seems okay - now bring on the gift: */
3468     item = &(tr->item->clone);
3469 elmex 1.1
3470 root 1.18 if (item->type == SPELL)
3471     {
3472     if (check_spell_known (who, item->name))
3473 root 1.11 return;
3474 root 1.18
3475     new_draw_info_format (NDI_UNIQUE | NDI_BLUE, 0, who, "You gained the ability of %s", &item->name);
3476     do_learn_spell (who, item, 0);
3477     return;
3478 elmex 1.1 }
3479    
3480 root 1.18 /* grant direct spell */
3481     if (item->type == SPELLBOOK)
3482     {
3483     if (!item->inv)
3484     {
3485     LOG (llevDebug, "dragon_ability_gain: Broken spellbook %s\n", &item->name);
3486     return;
3487     }
3488     if (check_spell_known (who, item->inv->name))
3489     return;
3490     if (item->invisible)
3491     {
3492     new_draw_info_format (NDI_UNIQUE | NDI_BLUE, 0, who, "You gained the ability of %s", &item->inv->name);
3493     do_learn_spell (who, item->inv, 0);
3494     return;
3495 root 1.11 }
3496 root 1.18 }
3497     else if (item->type == SKILL_TOOL && item->invisible)
3498     {
3499     if (item->subtype == SK_CLAWING && (skop = find_skill_by_name (who, item->skill)) != NULL)
3500     {
3501    
3502     /* should this perhaps be (skop->attackyp & item->attacktype)!=item->attacktype ...
3503     * in this way, if the player is missing any of the attacktypes, he gets
3504     * them. As it is now, if the player has any that match the granted skill,
3505     * but not all of them, he gets nothing.
3506     */
3507     if (!(skop->attacktype & item->attacktype))
3508     {
3509     /* Give new attacktype */
3510     skop->attacktype |= item->attacktype;
3511    
3512     /* always add physical if there's none */
3513     skop->attacktype |= AT_PHYSICAL;
3514    
3515     if (item->msg != NULL)
3516     new_draw_info (NDI_UNIQUE | NDI_BLUE, 0, who, item->msg);
3517    
3518     /* Give player new face */
3519     if (item->animation_id)
3520     {
3521     who->face = skop->face;
3522     who->animation_id = item->animation_id;
3523     who->anim_speed = item->anim_speed;
3524     who->last_anim = 0;
3525     who->state = 0;
3526     animate_object (who, who->direction);
3527     }
3528     }
3529 root 1.11 }
3530 elmex 1.1 }
3531 root 1.18 else if (item->type == FORCE)
3532     {
3533     /* forces in the treasurelist can alter the player's stats */
3534     object *skin;
3535 elmex 1.1
3536 root 1.18 /* first get the dragon skin force */
3537 root 1.52 shstr_cmp dragon_skin_force ("dragon_skin_force");
3538     for (skin = who->inv; skin && !(skin->arch->name == dragon_skin_force); skin = skin->below)
3539     ;
3540    
3541     if (!skin)
3542 root 1.18 return;
3543    
3544     /* adding new spellpath attunements */
3545     if (item->path_attuned > 0 && !(skin->path_attuned & item->path_attuned))
3546     {
3547     skin->path_attuned |= item->path_attuned; /* add attunement to skin */
3548    
3549     /* print message */
3550     sprintf (buf, "You feel attuned to ");
3551     for (i = 0, j = 0; i < NRSPELLPATHS; i++)
3552     {
3553     if (item->path_attuned & (1 << i))
3554     {
3555     if (j)
3556     strcat (buf, " and ");
3557     else
3558     j = 1;
3559     strcat (buf, spellpathnames[i]);
3560     }
3561     }
3562     strcat (buf, ".");
3563     new_draw_info (NDI_UNIQUE | NDI_BLUE, 0, who, buf);
3564     }
3565    
3566     /* evtl. adding flags: */
3567     if (QUERY_FLAG (item, FLAG_XRAYS))
3568     SET_FLAG (skin, FLAG_XRAYS);
3569     if (QUERY_FLAG (item, FLAG_STEALTH))
3570     SET_FLAG (skin, FLAG_STEALTH);
3571     if (QUERY_FLAG (item, FLAG_SEE_IN_DARK))
3572     SET_FLAG (skin, FLAG_SEE_IN_DARK);
3573    
3574     /* print message if there is one */
3575     if (item->msg != NULL)
3576     new_draw_info (NDI_UNIQUE | NDI_BLUE, 0, who, item->msg);
3577     }
3578     else
3579     {
3580     /* generate misc. treasure */
3581     tmp = arch_to_object (tr->item);
3582     new_draw_info_format (NDI_UNIQUE | NDI_BLUE, 0, who, "You gained %s", query_short_name (tmp));
3583     tmp = insert_ob_in_ob (tmp, who);
3584     if (who->type == PLAYER)
3585     esrv_send_item (who, tmp);
3586 elmex 1.1 }
3587     }
3588    
3589     /**
3590     * Unready an object for a player. This function does nothing if the object was
3591     * not readied.
3592     */
3593 root 1.18 void
3594     player_unready_range_ob (player *pl, object *ob)
3595     {
3596     rangetype i;
3597 elmex 1.1
3598 root 1.18 for (i = (rangetype) 0; i < range_size; i = (rangetype) ((int) i + 1))
3599     {
3600     if (pl->ranges[i] == ob)
3601     {
3602     pl->ranges[i] = NULL;
3603     if (pl->shoottype == i)
3604     {
3605     pl->shoottype = range_none;
3606 elmex 1.1 }
3607     }
3608     }
3609     }