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/cvs/deliantra/server/server/player.C
Revision: 1.6
Committed: Sat Aug 26 23:36:34 2006 UTC (17 years, 9 months ago) by root
Content type: text/plain
Branch: MAIN
Changes since 1.5: +2 -1 lines
Log Message:
intermediate check-in, per-object events work

File Contents

# User Rev Content
1 elmex 1.1 /*
2     * static char *rcsid_player_c =
3 root 1.6 * "$Id: player.C,v 1.5 2006-08-26 08:44:06 root Exp $";
4 elmex 1.1 */
5    
6     /*
7     CrossFire, A Multiplayer game for X-windows
8    
9     Copyright (C) 2002 Mark Wedel & Crossfire Development Team
10     Copyright (C) 1992 Frank Tore Johansen
11    
12     This program is free software; you can redistribute it and/or modify
13     it under the terms of the GNU General Public License as published by
14     the Free Software Foundation; either version 2 of the License, or
15     (at your option) any later version.
16    
17     This program is distributed in the hope that it will be useful,
18     but WITHOUT ANY WARRANTY; without even the implied warranty of
19     MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
20     GNU General Public License for more details.
21    
22     You should have received a copy of the GNU General Public License
23     along with this program; if not, write to the Free Software
24     Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA.
25    
26     The author can be reached via e-mail to crossfire-devel@real-time.com
27     */
28    
29     #include <global.h>
30     #ifndef WIN32 /* ---win32 remove headers */
31     #include <pwd.h>
32     #endif
33     #ifndef __CEXTRACT__
34     #include <sproto.h>
35     #endif
36     #include <sounds.h>
37     #include <living.h>
38     #include <object.h>
39     #include <spells.h>
40     #include <skills.h>
41     #include <newclient.h>
42    
43     #ifdef COZY_SERVER
44     extern int same_party (partylist *a, partylist *b);
45     #endif
46    
47     player *find_player(const char *plname)
48     {
49     player *pl;
50     for(pl=first_player;pl!=NULL;pl=pl->next)
51     {
52     if(pl->ob != NULL && !strcmp(query_name(pl->ob),plname))
53     return pl;
54     };
55     return NULL;
56     }
57    
58     player* find_player_partial_name( const char* plname )
59     {
60     player* pl;
61     player* found = NULL;
62     size_t namelen = strlen( plname );
63     for ( pl = first_player; pl != NULL; pl = pl->next )
64     {
65     if ( strlen( pl->ob->name ) < namelen )
66     continue;
67    
68     if ( !strcmp( pl->ob->name, plname) )
69     return pl;
70    
71     if ( !strncasecmp( pl->ob->name, plname, namelen ) )
72     {
73     if ( found )
74     return NULL;
75    
76     found = pl;
77     }
78     }
79     return found;
80     }
81    
82     void display_motd(const object *op) {
83     char buf[MAX_BUF];
84     char motd[HUGE_BUF];
85     FILE *fp;
86     int comp;
87     int size;
88    
89     sprintf(buf, "%s/%s", settings.confdir, settings.motd);
90     if ((fp=open_and_uncompress(buf, 0, &comp)) == NULL) {
91     return;
92     }
93     motd[0]='\0';
94     size=0;
95     while (fgets(buf, MAX_BUF, fp) != NULL) {
96     if( *buf == '#')
97     continue;
98     strncat(motd+size,buf,HUGE_BUF-size);
99     size+=strlen(buf);
100     }
101     draw_ext_info(NDI_UNIQUE | NDI_GREEN, 0, op, MSG_TYPE_MOTD, MSG_SUBTYPE_NONE, motd, NULL);
102     close_and_delete(fp, comp);
103     }
104    
105     void send_rules(const object *op) {
106     char buf[MAX_BUF];
107     char rules[HUGE_BUF];
108     FILE *fp;
109     int comp;
110     int size;
111    
112     sprintf(buf, "%s/%s", settings.confdir, settings.rules);
113     if ((fp=open_and_uncompress(buf, 0, &comp)) == NULL) {
114     return;
115     }
116     rules[0]='\0';
117     size=0;
118     while (fgets(buf, MAX_BUF, fp) != NULL) {
119     if( *buf == '#')
120     continue;
121     if (size + strlen(buf)>=HUGE_BUF)
122     {
123     LOG(llevDebug, "Warning, rules size is > %d bytes.\n", HUGE_BUF);
124     break;
125     }
126     strncat(rules+size,buf,HUGE_BUF-size);
127     size+=strlen(buf);
128     }
129     draw_ext_info(NDI_UNIQUE | NDI_GREEN, 0, op, MSG_TYPE_ADMIN, MSG_TYPE_ADMIN_RULES, rules, NULL);
130     close_and_delete(fp, comp);
131     }
132    
133     void send_news(const object *op) {
134     char buf[MAX_BUF];
135     char news[HUGE_BUF];
136     char subject[MAX_BUF];
137     FILE *fp;
138     int comp;
139     int size;
140    
141     sprintf(buf, "%s/%s", settings.confdir, settings.news);
142     if ((fp=open_and_uncompress(buf, 0, &comp)) == NULL)
143     return;
144     news[0]='\0';
145     subject[0]='\0';
146     size=0;
147     while (fgets(buf, MAX_BUF, fp) != NULL) {
148     if( *buf == '#')
149     continue;
150     if ( *buf =='%'){ /* send one news */
151     if (size>0)
152     draw_ext_info_format(NDI_UNIQUE | NDI_GREEN, 0, op,
153     MSG_TYPE_ADMIN, MSG_TYPE_ADMIN_NEWS,
154     "INFORMATION: %s\n%s",
155     "%s\n%s",
156     subject, news); /*send previously read news*/
157     strcpy(subject,buf+1);
158     strip_endline(subject);
159     size=0;
160     news[0]='\0';
161     }
162     else{
163     if (size + strlen(buf)>=HUGE_BUF)
164     {
165     LOG(llevDebug, "Warning, one news item has size > %d bytes.\n", HUGE_BUF);
166     break;
167     }
168     strncat(news+size,buf,HUGE_BUF-size);
169     size+=strlen(buf);
170     }
171     }
172    
173     draw_ext_info_format(NDI_UNIQUE | NDI_GREEN, 0, op,
174     MSG_TYPE_ADMIN, MSG_TYPE_ADMIN_NEWS,
175     "INFORMATION: %s\n%s\n",
176     "%s\n%s",
177     subject, news);
178     close_and_delete(fp, comp);
179     }
180    
181     int playername_ok(const char *cp) {
182     /* Don't allow - or _ as first character in the name */
183     if (*cp == '-' || *cp == '_') return 0;
184    
185     for(;*cp!='\0';cp++)
186     if(!((*cp>='a'&&*cp<='z')||(*cp>='A'&&*cp<='Z'))&&*cp!='-'&&*cp!='_')
187     return 0;
188     return 1;
189     }
190    
191     /* This no longer sets the player map. Also, it now updates
192     * all the pointers so the caller doesn't need to do that.
193     * Caller is responsible for setting the correct map.
194     */
195    
196     /* Redo this to do both get_player_ob and get_player.
197     * Hopefully this will be less bugfree and simpler.
198     * Returns the player structure. If 'p' is null,
199     * we create a new one. Otherwise, we recycle
200     * the one that is passed.
201     */
202     static player* get_player(player *p) {
203     object *op=arch_to_object(get_player_archetype(NULL));
204     int i;
205    
206     if (!p) {
207     player *tmp;
208    
209     p = (player *) malloc(sizeof(player));
210     if(p==NULL)
211     fatal(OUT_OF_MEMORY);
212    
213     /* This adds the player in the linked list. There is extra
214     * complexity here because we want to add the new player at the
215     * end of the list - there is in fact no compelling reason that
216     * that needs to be done except for things like output of
217     * 'who'.
218     */
219     tmp=first_player;
220     while(tmp!=NULL&&tmp->next!=NULL)
221     tmp=tmp->next;
222     if(tmp!=NULL)
223     tmp->next=p;
224     else
225     first_player=p;
226    
227     p->next = NULL;
228     }
229    
230     /* Clears basically the entire player structure except
231     * for next and socket.
232     */
233 root 1.5 memset (static_cast<player_memset *>(p), 0, sizeof (player_memset));
234 elmex 1.1
235     /* There are some elements we want initialized to non zero value -
236     * we deal with that below this point.
237     */
238     p->party=NULL;
239     p->outputs_sync=16; /* Every 2 seconds */
240     p->outputs_count=1; /* Keeps present behaviour */
241     p->unapply = unapply_nochoice;
242     p->Swap_First = -1;
243    
244     #ifdef AUTOSAVE
245     p->last_save_tick = 9999999;
246     #endif
247    
248     strcpy(p->savebed_map, first_map_path); /* Init. respawn position */
249    
250     op->contr=p; /* this aren't yet in archetype */
251     p->ob = op;
252     op->speed_left=0.5;
253     op->speed=1.0;
254     op->direction=5; /* So player faces south */
255     op->stats.wc=2;
256     op->run_away = 25; /* Then we panick... */
257     p->socket.monitor_spells = 0; /* Needed because esrv_update_spells( ) gets called by roll_stats */
258    
259     roll_stats(op);
260     p->state=ST_ROLL_STAT;
261     clear_los(op);
262    
263     p->gen_sp_armour=10;
264     p->last_speed= -1;
265     p->shoottype=range_none;
266     p->bowtype=bow_normal;
267     p->petmode=pet_normal;
268     p->listening=10;
269     p->usekeys=containers;
270     p->last_weapon_sp= -1;
271     p->peaceful=1; /* default peaceful */
272     p->do_los=1;
273     p->explore=0;
274     p->no_shout=0; /* default can shout */
275    
276     strncpy(p->title, op->arch->clone.name, sizeof(p->title)-1);
277     p->title[sizeof(p->title)-1] = '\0';
278     op->race = add_string (op->arch->clone.race);
279    
280     CLEAR_FLAG(op,FLAG_READY_SKILL);
281    
282     /* we need to clear these to -1 and not zero - otherwise,
283     * if a player quits and starts a new character, we wont
284     * send new values to the client, as things like exp start
285     * at zero.
286     */
287     for (i=0; i < NUM_SKILLS; i++) {
288     p->last_skill_exp[i] = -1;
289     p->last_skill_ob[i] = NULL;
290     }
291     for (i=0; i < NROFATTACKS; i++) {
292     p->last_resist[i] = -1;
293     }
294     p->last_stats.exp = -1;
295     p->last_weight = (uint32)-1;
296    
297     p->socket.update_look=0;
298     p->socket.look_position=0;
299     return p;
300     }
301    
302    
303     /* This loads the first map an puts the player on it. */
304     static void set_first_map(object *op)
305     {
306     strcpy(op->contr->maplevel, first_map_path);
307     op->x = -1;
308     op->y = -1;
309     enter_exit(op, NULL);
310     }
311    
312     /* Tries to add player on the connection passwd in ns.
313     * All we can really get in this is some settings like host and display
314     * mode.
315     */
316    
317     int add_player(NewSocket *ns) {
318     player *p;
319    
320     p=get_player(NULL);
321     p->socket = *ns;
322     p->socket.faces_sent = (uint8*) malloc(p->socket.faces_sent_len*sizeof(*p->socket.faces_sent));
323     if(p->socket.faces_sent == NULL)
324     fatal(OUT_OF_MEMORY);
325     memcpy(p->socket.faces_sent, ns->faces_sent, p->socket.faces_sent_len*sizeof(*p->socket.faces_sent));
326     /* Needed because the socket we just copied over needs to be cleared.
327     * Note that this can result in a client reset if there is partial data
328     * on the uncoming socket.
329     */
330     p->socket.inbuf.len = 0;
331     set_first_map(p->ob);
332    
333     CLEAR_FLAG(p->ob, FLAG_FRIENDLY);
334     add_friendly_object(p->ob);
335     send_rules(p->ob);
336     send_news(p->ob);
337     display_motd(p->ob);
338     get_name(p->ob);
339     return 0;
340     }
341    
342     /*
343     * get_player_archetype() return next player archetype from archetype
344     * list. Not very efficient routine, but used only creating new players.
345     * Note: there MUST be at least one player archetype!
346     */
347     archetype *get_player_archetype(archetype* at)
348     {
349     archetype *start = at;
350     for (;;) {
351     if (at==NULL || at->next==NULL)
352     at=first_archetype;
353     else
354     at=at->next;
355     if(at->clone.type==PLAYER)
356     return at;
357     if (at == start) {
358     LOG (llevError, "No Player archetypes\n");
359     exit (-1);
360     }
361     }
362     }
363    
364    
365     object *get_nearest_player(object *mon) {
366     object *op = NULL;
367     player *pl = NULL;
368     objectlink *ol;
369     unsigned lastdist;
370     rv_vector rv;
371    
372     for(ol=first_friendly_object,lastdist=1000;ol!=NULL;ol=ol->next) {
373     /* We should not find free objects on this friendly list, but it
374     * does periodically happen. Given that, lets deal with it.
375     * While unlikely, it is possible the next object on the friendly
376     * list is also free, so encapsulate this in a while loop.
377     */
378     while (QUERY_FLAG(ol->ob, FLAG_FREED) || !QUERY_FLAG(ol->ob, FLAG_FRIENDLY)) {
379     object *tmp=ol->ob;
380    
381     /* Can't do much more other than log the fact, because the object
382     * itself will have been cleared.
383     */
384     LOG(llevDebug,"get_nearest_player: Found free/non friendly object on friendly list\n");
385     ol = ol->next;
386     remove_friendly_object(tmp);
387     if (!ol) return op;
388     }
389    
390     /* Remove special check for player from this. First, it looks to cause
391     * some crashes (ol->ob->contr not set properly?), but secondly, a more
392     * complicated method of state checking would be needed in any case -
393     * as it was, a clever player could type quit, and the function would
394     * skip them over while waiting for confirmation. Remove
395     * on_same_map check, as can_detect_enemy also does this
396     */
397     if (!can_detect_enemy(mon,ol->ob,&rv))
398     continue;
399    
400     if(lastdist>rv.distance) {
401     op=ol->ob;
402     lastdist=rv.distance;
403     }
404     }
405     for (pl=first_player; pl != NULL; pl=pl->next) {
406     if (can_detect_enemy(mon, pl->ob,&rv)) {
407    
408     if(lastdist>rv.distance) {
409     op=pl->ob;
410     lastdist=rv.distance;
411     }
412     }
413     }
414     #if 0
415     LOG(llevDebug,"get_nearest_player() finds player: %s\n",op?op->name:"(null)");
416     #endif
417     return op;
418     }
419    
420     /* I believe this can safely go to 2, 3 is questionable, 4 will likely
421     * result in a monster paths backtracking. It basically determines how large a
422     * detour a monster will take from the direction path when looking
423     * for a path to the player. The values are in the amount of direction
424     * the deviation is
425     */
426     #define DETOUR_AMOUNT 2
427    
428     /* This is used to prevent infinite loops. Consider a case where the
429     * player is in a chamber (with gate closed), and monsters are outside.
430     * with DETOUR_AMOUNT==2, the function will turn each corner, trying to
431     * find a path into the chamber. This is a good thing, but since there
432     * is no real path, it will just keep circling the chamber for
433     * ever (this could be a nice effect for monsters, but not for the function
434     * to get stuck in. I think for the monsters, if max is reached and
435     * we return the first direction the creature could move would result in the
436     * circling behaviour. Unfortunately, this function is also used to determined
437     * if the creature should cast a spell, so returning a direction in that case
438     * is probably not a good thing.
439     */
440     #define MAX_SPACES 50
441    
442    
443     /*
444     * Returns the direction to the player, if valid. Returns 0 otherwise.
445     * modified to verify there is a path to the player. Does this by stepping towards
446     * player and if path is blocked then see if blockage is close enough to player that
447     * direction to player is changed (ie zig or zag). Continue zig zag until either
448     * reach player or path is blocked. Thus, will only return true if there is a free
449     * path to player. Though path may not be a straight line. Note that it will find
450     * player hiding along a corridor at right angles to the corridor with the monster.
451     *
452     * Modified by MSW 2001-08-06 to handle tiled maps. Various notes:
453     * 1) With DETOUR_AMOUNT being 2, it should still go and find players hiding
454     * down corriders.
455     * 2) I think the old code was broken if the first direction the monster
456     * should move was blocked - the code would store the first direction without
457     * verifying that the player can actually move in that direction. The new
458     * code does not store anything in firstdir until we have verified that the
459     * monster can in fact move one space in that direction.
460     * 3) I'm not sure how good this code will be for moving multipart monsters,
461     * since only simple checks to blocked are being called, which could mean the monster
462     * is blocking itself.
463     */
464     int path_to_player(object *mon, object *pl, unsigned mindiff) {
465     rv_vector rv;
466     sint16 x,y;
467     int lastx,lasty,dir,i,diff, firstdir=0,lastdir, max=MAX_SPACES, mflags, blocked;
468     mapstruct *m ,*lastmap;
469    
470     get_rangevector(mon, pl, &rv, 0);
471    
472     if (rv.distance<mindiff) return 0;
473    
474     x=mon->x;
475     y=mon->y;
476     m=mon->map;
477     dir = rv.direction;
478     lastdir = firstdir = rv.direction; /* perhaps we stand next to pl, init firstdir too */
479     diff = FABS(rv.distance_x)>FABS(rv.distance_y)?FABS(rv.distance_x):FABS(rv.distance_y);
480     /* If we can't solve it within the search distance, return now. */
481     if (diff>max) return 0;
482     while (diff >1 && max>0) {
483     lastx = x;
484     lasty = y;
485     lastmap = m;
486     x = lastx + freearr_x[dir];
487     y = lasty + freearr_y[dir];
488    
489     mflags = get_map_flags(m, &m, x, y, &x, &y);
490     blocked = (mflags & P_OUT_OF_MAP) ? MOVE_ALL : GET_MAP_MOVE_BLOCK(m, x, y);
491    
492     /* Space is blocked - try changing direction a little */
493     if ((mflags & P_OUT_OF_MAP) || ((OB_TYPE_MOVE_BLOCK(mon, blocked) || (mflags&P_BLOCKSVIEW))
494     && (m == mon->map && blocked_link(mon, m, x, y)))) {
495     /* recalculate direction from last good location. Possible
496     * we were not traversing ideal location before.
497     */
498     get_rangevector_from_mapcoord(lastmap, lastx, lasty, pl, &rv, 0);
499     if (rv.direction != dir) {
500     /* OK - says direction should be different - lets reset the
501     * the values so it will try again.
502     */
503     x = lastx;
504     y = lasty;
505     m = lastmap;
506     dir = firstdir = rv.direction;
507     } else {
508     /* direct path is blocked - try taking a side step to
509     * either the left or right.
510     * Note increase the values in the loop below to be
511     * more than -1/1 respectively will mean the monster takes
512     * bigger detour. Have to be careful about these values getting
513     * too big (3 or maybe 4 or higher) as the monster may just try
514     * stepping back and forth
515     */
516     for (i=-DETOUR_AMOUNT; i<=DETOUR_AMOUNT; i++) {
517     if (i==0) continue; /* already did this, so skip it */
518     /* Use lastdir here - otherwise,
519     * since the direction that the creature should move in
520     * may change, you could get infinite loops.
521     * ie, player is northwest, but monster can only
522     * move west, so it does that. It goes some distance,
523     * gets blocked, finds that it should move north,
524     * can't do that, but now finds it can move east, and
525     * gets back to its original point. lastdir contains
526     * the last direction the creature has successfully
527     * moved.
528     */
529    
530     x = lastx + freearr_x[absdir(lastdir+i)];
531     y = lasty + freearr_y[absdir(lastdir+i)];
532     m = lastmap;
533     mflags = get_map_flags(m, &m, x, y, &x, &y);
534     if (mflags & P_OUT_OF_MAP) continue;
535     blocked = GET_MAP_MOVE_BLOCK(m, x, y);
536     if (OB_TYPE_MOVE_BLOCK(mon, blocked)) continue;
537     if (mflags & P_BLOCKSVIEW) continue;
538    
539     if (m == mon->map && blocked_link(mon, m, x, y)) break;
540     }
541     /* go through entire loop without finding a valid
542     * sidestep to take - thus, no valid path.
543     */
544     if (i==(DETOUR_AMOUNT+1))
545     return 0;
546     diff--;
547     lastdir=dir;
548     max--;
549     if (!firstdir) firstdir = dir+i;
550     } /* else check alternate directions */
551     } /* if blocked */
552     else {
553     /* we moved towards creature, so diff is less */
554     diff--;
555     max--;
556     lastdir=dir;
557     if (!firstdir) firstdir = dir;
558     }
559     if (diff<=1) {
560     /* Recalculate diff (distance) because we may not have actually
561     * headed toward player for entire distance.
562     */
563     get_rangevector_from_mapcoord(m, x, y, pl, &rv, 0);
564     diff = FABS(rv.distance_x)>FABS(rv.distance_y)?FABS(rv.distance_x):FABS(rv.distance_y);
565     }
566     if (diff>max) return 0;
567     }
568     /* If we reached the max, didn't find a direction in time */
569     if (!max) return 0;
570    
571     return firstdir;
572     }
573    
574     void give_initial_items(object *pl,treasurelist *items) {
575     object *op,*next=NULL;
576    
577     if(pl->randomitems!=NULL)
578     create_treasure(items,pl,GT_STARTEQUIP | GT_ONLY_GOOD,1,0);
579    
580     for (op=pl->inv; op; op=next) {
581     next = op->below;
582    
583     /* Forces get applied per default, unless they have the
584     * flag "neutral" set. Sorry but I can't think of a better way
585     */
586     if(op->type==FORCE && !QUERY_FLAG(op, FLAG_NEUTRAL))
587     SET_FLAG(op,FLAG_APPLIED);
588    
589     /* we never give weapons/armour if these cannot be used
590     * by this player due to race restrictions
591     */
592     if (pl->type == PLAYER) {
593     if ((!QUERY_FLAG(pl, FLAG_USE_ARMOUR) &&
594     (op->type == ARMOUR || op->type == BOOTS ||
595     op->type == CLOAK || op->type == HELMET ||
596     op->type == SHIELD || op->type == GLOVES ||
597     op->type == BRACERS || op->type == GIRDLE)) ||
598     (!QUERY_FLAG(pl, FLAG_USE_WEAPON) && op->type == WEAPON)) {
599     remove_ob (op);
600     free_object (op);
601     continue;
602     }
603     }
604    
605     /* This really needs to be better - we should really give
606     * a substitute spellbook. The problem is that we don't really
607     * have a good idea what to replace it with (need something like
608     * a first level treasurelist for each skill.)
609     * remove duplicate skills also
610     */
611     if(op->type==SPELLBOOK || op->type == SKILL) {
612     object *tmp;
613    
614     for (tmp=op->below; tmp; tmp=tmp->below)
615     if (tmp->type == op->type && tmp->name == op->name) break;
616    
617     if (tmp) {
618     remove_ob(op);
619     free_object(op);
620     LOG(llevError,"give_initial_items: Removing duplicate object %s\n",
621     tmp->name);
622     continue;
623     }
624     if (op->nrof > 1) op->nrof = 1;
625     }
626    
627     if (op->type == SPELLBOOK && op->inv) {
628     CLEAR_FLAG(op->inv, FLAG_STARTEQUIP);
629     }
630    
631     /* Give starting characters identified, uncursed, and undamned
632     * items. Just don't identify gold or silver, or it won't be
633     * merged properly.
634     */
635     if (need_identify(op)) {
636     SET_FLAG(op, FLAG_IDENTIFIED);
637     CLEAR_FLAG(op, FLAG_CURSED);
638     CLEAR_FLAG(op, FLAG_DAMNED);
639     }
640     if(op->type==SPELL) {
641     remove_ob(op);
642     free_object(op);
643     continue;
644     }
645     else if(op->type==SKILL) {
646     SET_FLAG(op, FLAG_CAN_USE_SKILL);
647     op->stats.exp = 0;
648     op->level = 1;
649     }
650     /* lock all 'normal items by default */
651     else SET_FLAG(op, FLAG_INV_LOCKED);
652     } /* for loop of objects in player inv */
653    
654     /* Need to set up the skill pointers */
655     link_player_skills(pl);
656     }
657    
658     void get_name(object *op) {
659     op->contr->write_buf[0]='\0';
660     op->contr->state=ST_GET_NAME;
661     send_query(&op->contr->socket,0,"What is your name?\n:");
662     }
663    
664     void get_password(object *op) {
665     op->contr->write_buf[0]='\0';
666     op->contr->state=ST_GET_PASSWORD;
667     send_query(&op->contr->socket,CS_QUERY_HIDEINPUT, "What is your password?\n:");
668     }
669    
670     void play_again(object *op)
671     {
672     op->contr->state=ST_PLAY_AGAIN;
673     op->chosen_skill = NULL;
674     send_query(&op->contr->socket, CS_QUERY_SINGLECHAR, "Do you want to play again (a/q)?");
675     /* a bit of a hack, but there are various places early in th
676     * player creation process that a user can quit (eg, roll
677     * stats) that isn't removing the player. Taking a quick
678     * look, there are many places that call play_again without
679     * removing the player - it probably makes more sense
680     * to leave it to play_again to remove the object in all
681     * cases.
682     */
683     if (!QUERY_FLAG(op, FLAG_REMOVED))
684     remove_ob(op);
685     /* Need to set this to null - otherwise, it could point to garbage,
686     * and draw() doesn't check to see if the player is removed, only if
687     * the map is null or not swapped out.
688     */
689     op->map = NULL;
690     }
691    
692    
693     int receive_play_again(object *op, char key)
694     {
695     if(key=='q'||key=='Q') {
696     remove_friendly_object(op);
697     leave(op->contr,0); /* ericserver will draw the message */
698     return 2;
699     }
700     else if(key=='a'||key=='A') {
701     player *pl = op->contr;
702     const char *name = op->name;
703    
704     add_refcount(name);
705     remove_friendly_object(op);
706     free_object(op);
707     pl = get_player(pl);
708     op = pl->ob;
709     add_friendly_object(op);
710     op->contr->password[0]='~';
711     FREE_AND_CLEAR_STR(op->name);
712     FREE_AND_CLEAR_STR(op->name_pl);
713    
714     /* Lets put a space in here */
715     new_draw_info(NDI_UNIQUE, 0, op, "\n");
716     get_name(op);
717     op->name = name; /* Alrady added a refcount above */
718     op->name_pl = add_string(name);
719     set_first_map(op);
720     } else {
721     /* user pressed something else so just ask again... */
722     play_again(op);
723     }
724     return 0;
725     }
726    
727     void confirm_password(object *op) {
728    
729     op->contr->write_buf[0]='\0';
730     op->contr->state=ST_CONFIRM_PASSWORD;
731     send_query(&op->contr->socket, CS_QUERY_HIDEINPUT, "Please type your password again.\n:");
732     }
733    
734     void get_party_password(object *op, partylist *party) {
735     if (party == NULL) {
736     LOG(llevError, "get_party_password(): tried to make player %s join a NULL party", op->name);
737     return;
738     }
739     op->contr->write_buf[0]='\0';
740     op->contr->state=ST_GET_PARTY_PASSWORD;
741     op->contr->party_to_join = party;
742     send_query(&op->contr->socket, CS_QUERY_HIDEINPUT, "What is the password?\n:");
743     }
744    
745    
746     /* This rolls four 1-6 rolls and sums the best 3 of the 4. */
747     int roll_stat(void) {
748     int a[4],i,j,k;
749    
750     for(i=0;i<4;i++)
751     a[i]=(int)RANDOM()%6+1;
752    
753     for(i=0,j=0,k=7;i<4;i++)
754     if(a[i]<k)
755     k=a[i],j=i;
756    
757     for(i=0,k=0;i<4;i++) {
758     if(i!=j)
759     k+=a[i];
760     }
761     return k;
762     }
763    
764     void roll_stats(object *op) {
765     int sum=0;
766     int i = 0, j = 0;
767     int statsort[7];
768    
769     do {
770     op->stats.Str=roll_stat();
771     op->stats.Dex=roll_stat();
772     op->stats.Int=roll_stat();
773     op->stats.Con=roll_stat();
774     op->stats.Wis=roll_stat();
775     op->stats.Pow=roll_stat();
776     op->stats.Cha=roll_stat();
777     sum=op->stats.Str+op->stats.Dex+op->stats.Int+
778     op->stats.Con+op->stats.Wis+op->stats.Pow+
779     op->stats.Cha;
780     } while(sum<82||sum>116);
781    
782     /* Sort the stats so that rerolling is easier... */
783     statsort[0] = op->stats.Str;
784     statsort[1] = op->stats.Dex;
785     statsort[2] = op->stats.Int;
786     statsort[3] = op->stats.Con;
787     statsort[4] = op->stats.Wis;
788     statsort[5] = op->stats.Pow;
789     statsort[6] = op->stats.Cha;
790    
791     /* a quick and dirty bubblesort? */
792     do {
793     if (statsort[i] < statsort[i + 1]) {
794     j = statsort[i];
795     statsort[i] = statsort[i + 1];
796     statsort[i + 1] = j;
797     i = 0;
798     } else {
799     i++;
800     }
801     } while (i < 6);
802    
803     op->stats.Str = statsort[0];
804     op->stats.Dex = statsort[1];
805     op->stats.Con = statsort[2];
806     op->stats.Int = statsort[3];
807     op->stats.Wis = statsort[4];
808     op->stats.Pow = statsort[5];
809     op->stats.Cha = statsort[6];
810    
811    
812     op->contr->orig_stats.Str=op->stats.Str;
813     op->contr->orig_stats.Dex=op->stats.Dex;
814     op->contr->orig_stats.Int=op->stats.Int;
815     op->contr->orig_stats.Con=op->stats.Con;
816     op->contr->orig_stats.Wis=op->stats.Wis;
817     op->contr->orig_stats.Pow=op->stats.Pow;
818     op->contr->orig_stats.Cha=op->stats.Cha;
819    
820     op->level=1;
821     op->stats.exp=0;
822     op->stats.ac=0;
823    
824     op->contr->levhp[1] = 9;
825     op->contr->levsp[1] = 6;
826     op->contr->levgrace[1] = 3;
827    
828     fix_player(op);
829     op->stats.hp = op->stats.maxhp;
830     op->stats.sp = op->stats.maxsp;
831     op->stats.grace = op->stats.maxgrace;
832     op->contr->orig_stats=op->stats;
833     }
834    
835     void Roll_Again(object *op)
836     {
837     esrv_new_player(op->contr, 0);
838     send_query(&op->contr->socket,CS_QUERY_SINGLECHAR,"[y] to roll new stats [n] to use stats\n[1-7] [1-7] to swap stats.\nRoll again (y/n/1-7)? ");
839     }
840    
841     void Swap_Stat(object *op,int Swap_Second)
842     {
843     signed char tmp;
844     char buf[MAX_BUF];
845    
846     if ( op->contr->Swap_First == -1 ) {
847     new_draw_info(NDI_UNIQUE, 0,op,"How the hell did you get here?!?!!!");
848     new_draw_info(NDI_UNIQUE, 0,op,"Error in Swap_Stat code,");
849     new_draw_info(NDI_UNIQUE, 0,op,"mail korg@rdt.monash.edu.au");
850     return;
851     }
852    
853     tmp = get_attr_value(&op->contr->orig_stats, op->contr->Swap_First);
854    
855     set_attr_value(&op->contr->orig_stats, op->contr->Swap_First,
856     get_attr_value(&op->contr->orig_stats, Swap_Second));
857    
858     set_attr_value(&op->contr->orig_stats, Swap_Second, tmp);
859    
860     sprintf(buf,"%s done\n", short_stat_name[Swap_Second]);
861     new_draw_info(NDI_UNIQUE, 0,op, buf);
862     op->stats.Str = op->contr->orig_stats.Str;
863     op->stats.Dex = op->contr->orig_stats.Dex;
864     op->stats.Con = op->contr->orig_stats.Con;
865     op->stats.Int = op->contr->orig_stats.Int;
866     op->stats.Wis = op->contr->orig_stats.Wis;
867     op->stats.Pow = op->contr->orig_stats.Pow;
868     op->stats.Cha = op->contr->orig_stats.Cha;
869     op->stats.ac=0;
870    
871     op->level=1;
872     op->stats.exp=0;
873     op->stats.ac=0;
874    
875     op->contr->levhp[1] = 9;
876     op->contr->levsp[1] = 6;
877     op->contr->levgrace[1] = 3;
878    
879     fix_player(op);
880     op->stats.hp = op->stats.maxhp;
881     op->stats.sp = op->stats.maxsp;
882     op->stats.grace = op->stats.maxgrace;
883     op->contr->orig_stats=op->stats;
884     op->contr->Swap_First=-1;
885     }
886    
887    
888     /* This code has been greatly reduced, because with set_attr_value
889     * and get_attr_value, the stats can be accessed just numeric
890     * ids. stat_trans is a table that translate the number entered
891     * into the actual stat. It is needed because the order the stats
892     * are displayed in the stat window is not the same as how
893     * the number's access that stat. The table does that translation.
894     */
895     int key_roll_stat(object *op, char key)
896     {
897     int keynum = key -'0';
898     char buf[MAX_BUF];
899     static sint8 stat_trans[] = {-1, STR, DEX, CON, INT, WIS, POW, CHA};
900    
901     if (keynum>0 && keynum<=7) {
902     if (op->contr->Swap_First==-1) {
903     op->contr->Swap_First=stat_trans[keynum];
904     sprintf(buf,"%s ->", short_stat_name[stat_trans[keynum]]);
905     new_draw_info(NDI_UNIQUE, 0,op,buf);
906     }
907     else
908     Swap_Stat(op,stat_trans[keynum]);
909    
910     send_query(&op->contr->socket,CS_QUERY_SINGLECHAR,"");
911     return 1;
912     }
913     switch (key) {
914     case 'n':
915     case 'N': {
916     SET_FLAG(op, FLAG_WIZ);
917     if(op->map==NULL) {
918     LOG(llevError,"Map == NULL in state 2\n");
919     break;
920     }
921    
922     #if 0
923     /* So that enter_exit will put us at startx/starty */
924     op->x= -1;
925    
926     enter_exit(op,NULL);
927     #endif
928     SET_ANIMATION(op, 2); /* So player faces south */
929     /* Enter exit adds a player otherwise */
930     add_statbonus(op);
931     send_query(&op->contr->socket,CS_QUERY_SINGLECHAR,"Now choose a character.\nPress any key to change outlook.\nPress `d' when you're pleased.\n");
932     op->contr->state = ST_CHANGE_CLASS;
933     if (op->msg)
934     new_draw_info(NDI_BLUE, 0, op, op->msg);
935     return 0;
936     }
937     case 'y':
938     case 'Y':
939     roll_stats(op);
940     send_query(&op->contr->socket,CS_QUERY_SINGLECHAR,"");
941     return 1;
942    
943     case 'q':
944     case 'Q':
945     play_again(op);
946     return 1;
947    
948     default:
949     send_query(&op->contr->socket,CS_QUERY_SINGLECHAR,"Yes, No, Quit or 1-6. Roll again?");
950     return 0;
951     }
952     return 0;
953     }
954    
955     /* This function takes the key that is passed, and does the
956     * appropriate action with it (change race, or other things).
957     * The function name is for historical reasons - now we have
958     * separate race and class; this actually changes the RACE,
959     * not the class.
960     */
961    
962     int key_change_class(object *op, char key)
963     {
964     int tmp_loop;
965    
966     if(key=='q'||key=='Q') {
967     remove_ob(op);
968     play_again(op);
969     return 0;
970     }
971     if(key=='d'||key=='D') {
972     char buf[MAX_BUF];
973    
974     /* this must before then initial items are given */
975     esrv_new_player(op->contr, op->weight+op->carrying);
976     create_treasure(find_treasurelist("starting_wealth"),op, 0, 0, 0);
977    
978 root 1.3 INVOKE_PLAYER (BIRTH, op->contr);
979     INVOKE_PLAYER (LOGIN, op->contr);
980 elmex 1.1
981     op->contr->state=ST_PLAYING;
982    
983     if (op->msg) {
984     free_string(op->msg);
985     op->msg=NULL;
986     }
987    
988     /* We create this now because some of the unique maps will need it
989     * to save here.
990     */
991     sprintf(buf,"%s/%s/%s",settings.localdir,settings.playerdir,op->name);
992     make_path_to_file(buf);
993    
994     #ifdef AUTOSAVE
995     op->contr->last_save_tick = pticks;
996     #endif
997     start_info(op);
998     CLEAR_FLAG(op, FLAG_WIZ);
999     give_initial_items(op,op->randomitems);
1000     link_player_skills(op);
1001     esrv_send_inventory(op, op);
1002     fix_player(op);
1003    
1004     /* This moves the player to a different start map, if there
1005     * is one for this race
1006     */
1007     if(*first_map_ext_path) {
1008     object *tmp;
1009     mapstruct *oldmap = op->map;
1010     char mapname[MAX_BUF];
1011     snprintf(mapname, MAX_BUF-1, "%s/%s",
1012     first_map_ext_path, op->arch->name);
1013     tmp=get_object();
1014     EXIT_PATH(tmp) = add_string(mapname);
1015     EXIT_X(tmp) = op->x;
1016     EXIT_Y(tmp) = op->y;
1017     enter_exit(op,tmp); /* we don't really care if it succeeded;
1018     * if the map isn't there, then stay on the
1019     * default initial map */
1020     free_object(tmp);
1021     } else {
1022     LOG(llevDebug,"first_map_ext_path not set\n");
1023     }
1024     return 0;
1025     }
1026    
1027     /* Following actually changes the race - this is the default command
1028     * if we don't match with one of the options above.
1029     */
1030    
1031     tmp_loop = 0;
1032     while(!tmp_loop) {
1033     const char *name = add_string (op->name);
1034     int x = op->x, y = op->y;
1035     remove_statbonus(op);
1036     remove_ob (op);
1037     op->arch = get_player_archetype(op->arch);
1038     copy_object (&op->arch->clone, op);
1039 root 1.6 op->instantiate ();
1040 elmex 1.1 op->stats = op->contr->orig_stats;
1041     free_string (op->name);
1042     op->name = name;
1043     free_string(op->name_pl);
1044     op->name_pl = add_string(name);
1045     op->x = x;
1046     op->y = y;
1047     SET_ANIMATION(op, 2); /* So player faces south */
1048     insert_ob_in_map (op, op->map, op,0);
1049     strncpy(op->contr->title, op->arch->clone.name, sizeof(op->contr->title)-1);
1050     op->contr->title[sizeof(op->contr->title)-1] = '\0';
1051     add_statbonus(op);
1052     tmp_loop=allowed_class(op);
1053    
1054     if (!strncmp (op->msg, "Edit me", 7)) tmp_loop = 0; // pippijn fucked it up //D//TODO
1055     }
1056     update_object(op,UP_OBJ_FACE);
1057     esrv_update_item(UPD_FACE,op,op);
1058     fix_player(op);
1059     op->stats.hp=op->stats.maxhp;
1060     op->stats.sp=op->stats.maxsp;
1061     op->stats.grace=0;
1062     if (op->msg)
1063     new_draw_info(NDI_BLUE, 0, op, op->msg);
1064     send_query(&op->contr->socket,CS_QUERY_SINGLECHAR,"Press any key for the next race.\nPress `d' to play this race.\n");
1065     return 0;
1066     }
1067    
1068     int key_confirm_quit(object *op, char key)
1069     {
1070     char buf[MAX_BUF];
1071    
1072     if(key!='y'&&key!='Y'&&key!='q'&&key!='Q') {
1073     op->contr->state=ST_PLAYING;
1074     new_draw_info(NDI_UNIQUE, 0,op,"OK, continuing to play.");
1075     return 1;
1076     }
1077    
1078 root 1.3 INVOKE_PLAYER (LOGOUT, op->contr);
1079     INVOKE_PLAYER (QUIT , op->contr);
1080    
1081 elmex 1.1 terminate_all_pets(op);
1082     leave_map(op);
1083     op->direction=0;
1084     new_draw_info_format(NDI_UNIQUE | NDI_ALL, 5, NULL,
1085     "%s quits the game.",op->name);
1086    
1087     strcpy(op->contr->killer,"quit");
1088     check_score(op);
1089     op->contr->party=NULL;
1090     if (settings.set_title == TRUE)
1091     op->contr->own_title[0]='\0';
1092    
1093     if(!QUERY_FLAG(op,FLAG_WAS_WIZ)) {
1094     mapstruct *mp, *next;
1095    
1096     /* We need to hunt for any per player unique maps in memory and
1097     * get rid of them. The trailing slash in the path is intentional,
1098     * so that players named 'Ab' won't match against players 'Abe' pathname
1099     */
1100     sprintf(buf,"%s/%s/%s/", settings.localdir, settings.playerdir, op->name);
1101     for (mp=first_map; mp!=NULL; mp=next) {
1102     next = mp->next;
1103     if (!strncmp(mp->path, buf, strlen(buf)))
1104     delete_map(mp);
1105     }
1106    
1107     delete_character(op->name, 1);
1108     }
1109     play_again(op);
1110     return 1;
1111     }
1112    
1113     void flee_player(object *op) {
1114     int dir,diff;
1115     rv_vector rv;
1116    
1117     if(op->stats.hp < 0) {
1118     LOG(llevDebug, "Fleeing player is dead.\n");
1119     CLEAR_FLAG(op, FLAG_SCARED);
1120     return;
1121     }
1122    
1123     if(op->enemy==NULL) {
1124     LOG(llevDebug,"Fleeing player had no enemy.\n");
1125     CLEAR_FLAG(op, FLAG_SCARED);
1126     return;
1127     }
1128    
1129     /* Seen some crashes here. Since we don't store an
1130     * op->enemy_count, it is possible that something destroys the
1131     * actual enemy, and the object is recycled.
1132     */
1133     if (op->enemy->map == NULL) {
1134     CLEAR_FLAG(op, FLAG_SCARED);
1135     op->enemy=NULL;
1136     return;
1137     }
1138    
1139     if(!(random_roll(0, 4, op, PREFER_LOW)) && did_make_save(op, op->level, 0)) {
1140     op->enemy=NULL;
1141     CLEAR_FLAG(op, FLAG_SCARED);
1142     return;
1143     }
1144     get_rangevector(op, op->enemy, &rv, 0);
1145    
1146     dir=absdir(4+rv.direction);
1147     for(diff=0;diff<3;diff++) {
1148     int m=1-(RANDOM()&2);
1149     if(move_ob(op,absdir(dir+diff*m),op)||
1150     (diff==0 && move_ob(op,absdir(dir-diff*m),op))) {
1151     return;
1152     }
1153     }
1154     /* Cornered, get rid of scared */
1155     CLEAR_FLAG(op, FLAG_SCARED);
1156     op->enemy=NULL;
1157     }
1158    
1159    
1160     /* check_pick sees if there is stuff to be picked up/picks up stuff.
1161     * IT returns 1 if the player should keep on moving, 0 if he should
1162     * stop.
1163     */
1164     int check_pick(object *op) {
1165     object *tmp, *next;
1166     tag_t next_tag=0, op_tag;
1167     int stop = 0;
1168     int j, k, wvratio;
1169     char putstring[128], tmpstr[16];
1170    
1171    
1172     /* if you're flying, you cna't pick up anything */
1173     if (op->move_type & MOVE_FLYING)
1174     return 1;
1175    
1176     op_tag = op->count;
1177    
1178     next = op->below;
1179     if (next)
1180     next_tag = next->count;
1181    
1182     /* loop while there are items on the floor that are not marked as
1183     * destroyed */
1184     while (next && ! was_destroyed (next, next_tag))
1185     {
1186     tmp = next;
1187     next = tmp->below;
1188     if (next)
1189     next_tag = next->count;
1190    
1191     if (was_destroyed (op, op_tag))
1192     return 0;
1193    
1194     if ( ! can_pick (op, tmp))
1195     continue;
1196    
1197     if (op->contr->search_str[0]!='\0' && settings.search_items == TRUE)
1198     {
1199     if (item_matched_string (op, tmp, op->contr->search_str))
1200     pick_up (op, tmp);
1201     continue;
1202     }
1203    
1204     /* high not bit set? We're using the old autopickup model */
1205     if(!(op->contr->mode & PU_NEWMODE)) {
1206     switch (op->contr->mode) {
1207     case 0: return 1; /* don't pick up */
1208     case 1: pick_up (op, tmp);
1209     return 1;
1210     case 2: pick_up (op, tmp);
1211     return 0;
1212     case 3: return 0; /* stop before pickup */
1213     case 4: pick_up (op, tmp);
1214     break;
1215     case 5: pick_up (op, tmp);
1216     stop = 1;
1217     break;
1218     case 6:
1219     if (QUERY_FLAG (tmp, FLAG_KNOWN_MAGICAL) &&
1220     ! QUERY_FLAG(tmp, FLAG_KNOWN_CURSED))
1221     pick_up(op, tmp);
1222     break;
1223    
1224     case 7:
1225     if (tmp->type == MONEY || tmp->type == GEM)
1226     pick_up(op, tmp);
1227     break;
1228    
1229     default:
1230     /* use value density */
1231     if ( ! QUERY_FLAG (tmp, FLAG_UNPAID)
1232     && (query_cost (tmp, op, F_TRUE) * 100
1233     / (tmp->weight * MAX (tmp->nrof, 1)))
1234     >= op->contr->mode)
1235     pick_up(op,tmp);
1236     }
1237     }
1238     else { /* old model */
1239     /* NEW pickup handling */
1240     if(op->contr->mode & PU_DEBUG)
1241     {
1242     /* some debugging code to figure out item information */
1243     if(tmp->name!=NULL)
1244     sprintf(putstring,"item name: %s item type: %d weight/value: %d",
1245     tmp->name, tmp->type,
1246     (int)(query_cost(tmp, op, F_TRUE)*100 / (tmp->weight * MAX(tmp->nrof,1))));
1247     else
1248     sprintf(putstring,"item name: %s item type: %d weight/value: %d",
1249     tmp->arch->name, tmp->type,
1250     (int)(query_cost(tmp, op, F_TRUE)*100 / (tmp->weight * MAX(tmp->nrof,1))));
1251     new_draw_info(NDI_UNIQUE, 0,op,putstring);
1252    
1253     sprintf(putstring,"...flags: ");
1254     for(k=0;k<4;k++)
1255     {
1256     for(j=0;j<32;j++)
1257     {
1258     if((tmp->flags[k]>>j)&0x01)
1259     {
1260     sprintf(tmpstr,"%d ",k*32+j);
1261     strcat(putstring, tmpstr);
1262     }
1263     }
1264     }
1265     new_draw_info(NDI_UNIQUE, 0,op,putstring);
1266    
1267     #if 0
1268     /* print the flags too */
1269     for(k=0;k<4;k++)
1270     {
1271     fprintf(stderr,"%d [%d] ", k, k*32+31);
1272     for(j=0;j<32;j++)
1273     {
1274     fprintf(stderr,"%d",tmp->flags[k]>>(31-j)&0x01);
1275     if(!((j+1)%4))fprintf(stderr," ");
1276     }
1277     fprintf(stderr," [%d]\n", k*32);
1278     }
1279     #endif
1280     }
1281     /* philosophy:
1282     * It's easy to grab an item type from a pile, as long as it's
1283     * generic. This takes no game-time. For more detailed pickups
1284     * and selections, select-items shoul dbe used. This is a
1285     * grab-as-you-run type mode that's really useful for arrows for
1286     * example.
1287     * The drawback: right now it has no frontend, so you need to
1288     * stick the bits you want into a calculator in hex mode and then
1289     * convert to decimal and then 'pickup <#>
1290     */
1291    
1292     /* the first two modes are exclusive: if NOTHING we return, if
1293     * STOP then we stop. All the rest are applied sequentially,
1294     * meaning if any test passes, the item gets picked up. */
1295    
1296     /* if mode is set to pick nothing up, return */
1297    
1298     if(op->contr->mode & PU_NOTHING) return 1;
1299    
1300     /* if mode is set to stop when encountering objects, return */
1301     /* take STOP before INHIBIT since it doesn't actually pick
1302     * anything up */
1303    
1304     if(op->contr->mode & PU_STOP) return 0;
1305    
1306     /* useful for going into stores and not losing your settings... */
1307     /* and for battles wher you don't want to get loaded down while
1308     * fighting */
1309     if(op->contr->mode & PU_INHIBIT) return 1;
1310    
1311     /* prevent us from turning into auto-thieves :) */
1312     if (QUERY_FLAG (tmp, FLAG_UNPAID)) continue;
1313    
1314     /* ignore known cursed objects */
1315     if (QUERY_FLAG (tmp, FLAG_KNOWN_CURSED) && op->contr->mode & PU_NOT_CURSED) continue;
1316    
1317     /* all food and drink if desired */
1318     /* question: don't pick up known-poisonous stuff? */
1319     if(op->contr->mode & PU_FOOD)
1320     if (tmp->type == FOOD)
1321     { pick_up(op, tmp); if(0)fprintf(stderr,"FOOD\n"); continue; }
1322     if(op->contr->mode & PU_DRINK)
1323     if (tmp->type == DRINK || (tmp->type == POISON && !QUERY_FLAG(tmp, FLAG_KNOWN_CURSED)))
1324     { pick_up(op, tmp); if(0)fprintf(stderr,"DRINK\n"); continue; }
1325    
1326     if(op->contr->mode & PU_POTION)
1327     if (tmp->type == POTION)
1328     { pick_up(op, tmp); if(0)fprintf(stderr,"POTION\n"); continue; }
1329    
1330     /* spellbooks, skillscrolls and normal books/scrolls */
1331     if(op->contr->mode & PU_SPELLBOOK)
1332     if (tmp->type == SPELLBOOK)
1333     { pick_up(op, tmp); if(0)fprintf(stderr,"SPELLBOOK\n"); continue; }
1334     if(op->contr->mode & PU_SKILLSCROLL)
1335     if (tmp->type == SKILLSCROLL)
1336     { pick_up(op, tmp); if(0)fprintf(stderr,"SKILLSCROLL\n"); continue; }
1337     if(op->contr->mode & PU_READABLES)
1338     if (tmp->type == BOOK || tmp->type == SCROLL)
1339     { pick_up(op, tmp); if(0)fprintf(stderr,"READABLES\n"); continue; }
1340    
1341     /* wands/staves/rods/horns */
1342     if (op->contr->mode & PU_MAGIC_DEVICE)
1343     if (tmp->type == WAND || tmp->type == ROD || tmp->type == HORN)
1344     { pick_up(op, tmp); if(0)fprintf(stderr,"MAGIC_DEVICE\n"); continue; }
1345    
1346     /* pick up all magical items */
1347     if(op->contr->mode & PU_MAGICAL)
1348     if (QUERY_FLAG (tmp, FLAG_KNOWN_MAGICAL) && ! QUERY_FLAG(tmp, FLAG_KNOWN_CURSED))
1349     { pick_up(op, tmp); if(0)fprintf(stderr,"MAGICAL\n"); continue; }
1350    
1351     if(op->contr->mode & PU_VALUABLES)
1352     {
1353     if (tmp->type == MONEY || tmp->type == GEM)
1354     { pick_up(op, tmp); if(0)fprintf(stderr,"MONEY/GEM\n"); continue; }
1355     }
1356    
1357     /* rings & amulets - talismans seems to be typed AMULET */
1358     if(op->contr->mode & PU_JEWELS)
1359     if (tmp->type == RING || tmp->type == AMULET)
1360     { pick_up(op, tmp); if(0)fprintf(stderr,"JEWELS\n"); continue; }
1361    
1362     /* bows and arrows. Bows are good for selling! */
1363     if(op->contr->mode & PU_BOW)
1364     if (tmp->type == BOW)
1365     { pick_up(op, tmp); if(0)fprintf(stderr,"BOW\n"); continue; }
1366     if(op->contr->mode & PU_ARROW)
1367     if (tmp->type == ARROW)
1368     { pick_up(op, tmp); if(0)fprintf(stderr,"ARROW\n"); continue; }
1369    
1370     /* all kinds of armor etc. */
1371     if(op->contr->mode & PU_ARMOUR)
1372     if (tmp->type == ARMOUR)
1373     { pick_up(op, tmp); if(0)fprintf(stderr,"ARMOUR\n"); continue; }
1374     if(op->contr->mode & PU_HELMET)
1375     if (tmp->type == HELMET)
1376     { pick_up(op, tmp); if(0)fprintf(stderr,"HELMET\n"); continue; }
1377     if(op->contr->mode & PU_SHIELD)
1378     if (tmp->type == SHIELD)
1379     { pick_up(op, tmp); if(0)fprintf(stderr,"SHIELD\n"); continue; }
1380     if(op->contr->mode & PU_BOOTS)
1381     if (tmp->type == BOOTS)
1382     { pick_up(op, tmp); if(0)fprintf(stderr,"BOOTS\n"); continue; }
1383     if(op->contr->mode & PU_GLOVES)
1384     if (tmp->type == GLOVES)
1385     { pick_up(op, tmp); if(0)fprintf(stderr,"GLOVES\n"); continue; }
1386     if(op->contr->mode & PU_CLOAK)
1387     if (tmp->type == CLOAK)
1388     { pick_up(op, tmp); if(0)fprintf(stderr,"GLOVES\n"); continue; }
1389    
1390     /* hoping to catch throwing daggers here */
1391     if(op->contr->mode & PU_MISSILEWEAPON)
1392     if(tmp->type == WEAPON && QUERY_FLAG(tmp, FLAG_IS_THROWN))
1393     { pick_up(op, tmp); if(0)fprintf(stderr,"MISSILEWEAPON\n"); continue; }
1394    
1395     /* careful: chairs and tables are weapons! */
1396     if(op->contr->mode & PU_ALLWEAPON)
1397     {
1398     if(tmp->type == WEAPON && tmp->name!=NULL)
1399     {
1400     if(strstr(tmp->name,"table")==NULL && strstr(tmp->arch->name,"table")==NULL &&
1401     strstr(tmp->name,"chair") && strstr(tmp->arch->name,"chair")==NULL)
1402     { pick_up(op, tmp); if(0)fprintf(stderr,"WEAPON\n"); continue; }
1403     }
1404     if(tmp->type == WEAPON && tmp->name==NULL)
1405     {
1406     if(strstr(tmp->arch->name,"table")==NULL &&
1407     strstr(tmp->arch->name,"chair")==NULL)
1408     { pick_up(op, tmp); if(0)fprintf(stderr,"WEAPON\n"); continue; }
1409     }
1410     }
1411    
1412     /* misc stuff that's useful */
1413     if(op->contr->mode & PU_KEY)
1414     if (tmp->type == KEY || tmp->type == SPECIAL_KEY)
1415     { pick_up(op, tmp); if(0)fprintf(stderr,"KEY\n"); continue; }
1416    
1417     /* any of the last 4 bits set means we use the ratio for value
1418     * pickups */
1419     if(op->contr->mode & PU_RATIO)
1420     {
1421     /* use value density to decide what else to grab */
1422     /* >=7 was >= op->contr->mode */
1423     /* >=7 is the old standard setting. Now we take the last 4 bits
1424     * and multiply them by 5, giving 0..15*5== 5..75 */
1425     wvratio=(op->contr->mode & PU_RATIO) * 5;
1426     if ((query_cost(tmp, op, F_TRUE)*100 / (tmp->weight * MAX(tmp->nrof, 1))) >= wvratio)
1427     {
1428     pick_up(op, tmp);
1429     #if 0
1430     fprintf(stderr,"HIGH WEIGHT/VALUE [");
1431     if(tmp->name!=NULL) {
1432     fprintf(stderr,"%s", tmp->name);
1433     }
1434     else fprintf(stderr,"%s",tmp->arch->name);
1435     fprintf(stderr,",%d] = ", tmp->type);
1436     fprintf(stderr,"%d\n",(int)(query_cost(tmp,op,F_TRUE)*100 / (tmp->weight * MAX(tmp->nrof,1))));
1437     #endif
1438     continue;
1439     }
1440     }
1441     } /* the new pickup model */
1442     }
1443     return ! stop;
1444     }
1445    
1446     /*
1447     * Find an arrow in the inventory and after that
1448     * in the right type container (quiver). Pointer to the
1449     * found object is returned.
1450     */
1451     object *find_arrow(object *op, const char *type)
1452     {
1453     object *tmp = NULL;
1454    
1455     for(op=op->inv; op; op=op->below)
1456     if(!tmp && op->type==CONTAINER && op->race==type &&
1457     QUERY_FLAG(op,FLAG_APPLIED))
1458     tmp = find_arrow (op, type);
1459     else if (op->type==ARROW && op->race==type)
1460     return op;
1461     return tmp;
1462     }
1463    
1464     /*
1465     * Similar to find_arrow, but looks for (roughly) the best arrow to use
1466     * against the target. A full test is not performed, simply a basic test
1467     * of resistances. The archer is making a quick guess at what he sees down
1468     * the hall. Failing that it does it's best to pick the highest plus arrow.
1469     */
1470    
1471     object *find_better_arrow(object *op, object *target, const char *type, int *better)
1472     {
1473     object *tmp = NULL, *arrow, *ntmp;
1474     int attacknum, attacktype, betterby=0, i;
1475    
1476     if (!type)
1477     return NULL;
1478    
1479     for (arrow=op->inv; arrow; arrow=arrow->below) {
1480     if (arrow->type==CONTAINER && arrow->race==type &&
1481     QUERY_FLAG(arrow, FLAG_APPLIED)) {
1482     i = 0;
1483     ntmp = find_better_arrow(arrow, target, type, &i);
1484     if (i > betterby) {
1485     tmp = ntmp;
1486     betterby = i;
1487     }
1488     } else if (arrow->type==ARROW && arrow->race==type) {
1489     /* allways prefer assasination/slaying */
1490     if (target->race != NULL && arrow->slaying != NULL &&
1491     strstr(arrow->slaying, target->race)) {
1492     if (arrow->attacktype & AT_DEATH) {
1493     *better = 100;
1494     return arrow;
1495     } else {
1496     tmp = arrow;
1497     betterby = (arrow->magic + arrow->stats.dam) * 2;
1498     }
1499     } else {
1500     for (attacknum=0; attacknum < NROFATTACKS; attacknum++) {
1501     attacktype = 1<<attacknum;
1502     if ((arrow->attacktype & attacktype) && (target->arch->clone.resist[attacknum]) < 0)
1503     if (((arrow->magic + arrow->stats.dam)*(100-target->arch->clone.resist[attacknum])/100) > betterby) {
1504     tmp = arrow;
1505     betterby = (arrow->magic + arrow->stats.dam)*(100-target->arch->clone.resist[attacknum])/100;
1506     }
1507     }
1508     if ((2 + arrow->magic + arrow->stats.dam) > betterby) {
1509     tmp = arrow;
1510     betterby = 2 + arrow->magic + arrow->stats.dam;
1511     }
1512     if (arrow->title && (1 + arrow->magic + arrow->stats.dam) > betterby) {
1513     tmp = arrow;
1514     betterby = 1 + arrow->magic + arrow->stats.dam;
1515     }
1516     }
1517     }
1518     }
1519     if (tmp == NULL && arrow == NULL)
1520     return find_arrow(op, type);
1521    
1522     *better = betterby;
1523     return tmp;
1524     }
1525    
1526     /* looks in a given direction, finds the first valid target, and calls
1527     * find_better_arrow to find a decent arrow to use.
1528     * op = the shooter
1529     * type = bow->race
1530     * dir = fire direction
1531     */
1532    
1533     object *pick_arrow_target(object *op, const char *type, int dir)
1534     {
1535     object *tmp = NULL;
1536     mapstruct *m;
1537     int i, mflags, found, number;
1538     sint16 x, y;
1539    
1540     if (op->map == NULL)
1541     return find_arrow(op, type);
1542    
1543     /* do a dex check */
1544     number = (die_roll(2, 40, op, PREFER_LOW)-2)/2;
1545     if (number > (op->stats.Dex + (op->chosen_skill?op->chosen_skill->level:op->level)))
1546     return find_arrow(op, type);
1547    
1548     m = op->map;
1549     x = op->x;
1550     y = op->y;
1551    
1552     /* find the first target */
1553     for (i=0, found=0; i<20; i++) {
1554     x += freearr_x[dir];
1555     y += freearr_y[dir];
1556     mflags = get_map_flags(m, &m, x, y, &x, &y);
1557     if (mflags & P_OUT_OF_MAP || mflags & P_BLOCKSVIEW) {
1558     tmp = NULL;
1559     break;
1560     } else if (GET_MAP_MOVE_BLOCK(m, x, y) == MOVE_FLY_LOW) {
1561     /* This block presumes arrows and the like are MOVE_FLY_SLOW -
1562     * perhaps a bad assumption.
1563     */
1564     tmp = NULL;
1565     break;
1566     }
1567     if (mflags & P_IS_ALIVE) {
1568     for (tmp = GET_MAP_OB(m, x, y); tmp; tmp=tmp->above)
1569     if (QUERY_FLAG(tmp, FLAG_ALIVE)) {
1570     found++;
1571     break;
1572     }
1573     if (found)
1574     break;
1575     }
1576     }
1577     if (tmp == NULL)
1578     return find_arrow(op, type);
1579    
1580     if (tmp->head)
1581     tmp = tmp->head;
1582    
1583     return find_better_arrow(op, tmp, type, &i);
1584     }
1585    
1586     /*
1587     * Creature fires a bow - op can be monster or player. Returns
1588     * 1 if bow was actually fired, 0 otherwise.
1589     * op is the object firing the bow.
1590     * part is for multipart creatures - the part firing the bow.
1591     * dir is the direction of fire.
1592     * wc_mod is any special modifier to give (used in special player fire modes)
1593     * sx, sy are coordinates to fire arrow from - also used in some of the special
1594     * player fire modes.
1595     */
1596     int fire_bow(object *op, object *part, object *arrow, int dir, int wc_mod,
1597     sint16 sx, sint16 sy)
1598     {
1599     object *left, *bow;
1600     tag_t left_tag, tag;
1601     int bowspeed, mflags;
1602     mapstruct *m;
1603    
1604     if (!dir) {
1605     new_draw_info(NDI_UNIQUE, 0, op, "You can't shoot yourself!");
1606     return 0;
1607     }
1608     if (op->type == PLAYER)
1609     bow=op->contr->ranges[range_bow];
1610     else {
1611     for(bow=op->inv; bow; bow=bow->below)
1612     /* Don't check for applied - monsters don't apply bows - in that way, they
1613     * don't need to switch back and forth between bows and weapons.
1614     */
1615     if(bow->type==BOW)
1616     break;
1617    
1618     if (!bow) {
1619     LOG (llevError, "Range: bow without activated bow (%s).\n", op->name);
1620     return 0;
1621     }
1622     }
1623     if( !bow->race || !bow->skill) {
1624     new_draw_info_format(NDI_UNIQUE, 0, op, "Your %s is broken.", bow->name);
1625     return 0;
1626     }
1627    
1628     bowspeed = bow->stats.sp + dex_bonus[op->stats.Dex];
1629    
1630     /* penalize ROF for bestarrow */
1631     if (op->type == PLAYER && op->contr->bowtype == bow_bestarrow)
1632     bowspeed -= dex_bonus[op->stats.Dex] + 5;
1633     if (bowspeed < 1)
1634     bowspeed = 1;
1635    
1636     if (arrow == NULL) {
1637     if ((arrow=find_arrow(op, bow->race)) == NULL) {
1638     if (op->type == PLAYER)
1639     new_draw_info_format(NDI_UNIQUE, 0, op,
1640     "You have no %s left.", bow->race);
1641     /* FLAG_READY_BOW will get reset if the monsters picks up some arrows */
1642     else
1643     CLEAR_FLAG(op, FLAG_READY_BOW);
1644     return 0;
1645     }
1646     }
1647     mflags = get_map_flags(op->map, &m, sx, sy, &sx, &sy);
1648     if (mflags & P_OUT_OF_MAP) {
1649     return 0;
1650     }
1651     if (GET_MAP_MOVE_BLOCK(m, sx, sy) == MOVE_FLY_LOW) {
1652     new_draw_info(NDI_UNIQUE, 0,op,"Something is in the way.");
1653     return 0;
1654     }
1655    
1656     /* this should not happen, but sometimes does */
1657     if (arrow->nrof==0) {
1658     remove_ob(arrow);
1659     free_object(arrow);
1660     return 0;
1661     }
1662    
1663     left = arrow; /* these are arrows left to the player */
1664     left_tag = left->count;
1665     arrow = get_split_ob(arrow, 1);
1666     if (arrow == NULL) {
1667     new_draw_info_format(NDI_UNIQUE, 0, op, "You have no %s left.",
1668     bow->race);
1669     return 0;
1670     }
1671     set_owner(arrow, op);
1672     if (arrow->skill) free_string(arrow->skill);
1673     arrow->skill = add_refcount(bow->skill);
1674    
1675     arrow->direction=dir;
1676     arrow->x = sx;
1677     arrow->y = sy;
1678    
1679     if (op->type == PLAYER) {
1680     op->speed_left = 0.01 - (float)FABS(op->speed) * 100 / bowspeed;
1681     fix_player(op);
1682     }
1683    
1684     SET_ANIMATION(arrow, arrow->direction);
1685     arrow->stats.sp = arrow->stats.wc; /* save original wc and dam */
1686     arrow->stats.hp = arrow->stats.dam;
1687     arrow->stats.grace = arrow->attacktype;
1688     if (arrow->slaying != NULL)
1689     arrow->spellarg = strdup_local(arrow->slaying);
1690    
1691     /* Note that this was different for monsters - they got their level
1692     * added to the damage. I think the strength bonus is more proper.
1693     */
1694    
1695     arrow->stats.dam += (QUERY_FLAG(bow, FLAG_NO_STRENGTH) ?
1696     0 : dam_bonus[op->stats.Str]) +
1697     bow->stats.dam + bow->magic + arrow->magic;
1698    
1699     /* update the speed */
1700     arrow->speed = (float)((QUERY_FLAG(bow, FLAG_NO_STRENGTH) ?
1701     0 : dam_bonus[op->stats.Str]) +
1702     bow->magic + arrow->magic) / 5.0 +
1703     (float)bow->stats.dam / 7.0;
1704    
1705     if (arrow->speed < 1.0)
1706     arrow->speed = 1.0;
1707     update_ob_speed(arrow);
1708     arrow->speed_left = 0;
1709    
1710     if (op->type == PLAYER) {
1711     arrow->stats.wc = 20 - bow->magic - arrow->magic -
1712     (op->chosen_skill?op->chosen_skill->level:op->level) -
1713     dex_bonus[op->stats.Dex] - thaco_bonus[op->stats.Str] -
1714     arrow->stats.wc - bow->stats.wc + wc_mod;
1715    
1716     arrow->level = op->chosen_skill?op->chosen_skill->level:op->level;
1717     } else {
1718     arrow->stats.wc= op->stats.wc - bow->magic - arrow->magic -
1719     arrow->stats.wc + wc_mod;
1720    
1721     arrow->level = op->level;
1722     }
1723     if (arrow->attacktype == AT_PHYSICAL)
1724     arrow->attacktype |= bow->attacktype;
1725     if (bow->slaying != NULL)
1726     arrow->slaying = add_string(bow->slaying);
1727    
1728     arrow->map = m;
1729     arrow->move_type = MOVE_FLY_LOW;
1730     arrow->move_on = MOVE_FLY_LOW | MOVE_WALK;
1731    
1732     play_sound_map(op->map, op->x, op->y, SOUND_FIRE_ARROW);
1733     tag = arrow->count;
1734     insert_ob_in_map(arrow, m, op, 0);
1735    
1736     if (!was_destroyed(arrow, tag))
1737     move_arrow(arrow);
1738    
1739     if (op->type == PLAYER) {
1740     if (was_destroyed (left, left_tag))
1741     esrv_del_item(op->contr, left_tag);
1742     else
1743     esrv_send_item(op, left);
1744     }
1745     return 1;
1746     }
1747    
1748     /* Special fire code for players - this takes into
1749     * account the special fire modes players can have
1750     * but monsters can't. Putting that code here
1751     * makes the fire_bow code much cleaner.
1752     * this function should only be called if 'op' is a player,
1753     * hence the function name.
1754     */
1755     int player_fire_bow(object *op, int dir)
1756     {
1757     int ret=0, wcmod=0;
1758    
1759     if (op->contr->bowtype == bow_bestarrow) {
1760     ret = fire_bow(op, op,
1761     pick_arrow_target(op, op->contr->ranges[range_bow]->race, dir),
1762     dir, 0, op->x, op->y);
1763     } else if (op->contr->bowtype >= bow_n && op->contr->bowtype <= bow_nw) {
1764     if (!similar_direction(dir, op->contr->bowtype - bow_n + 1))
1765     wcmod =-1;
1766     ret = fire_bow(op, op, NULL, op->contr->bowtype - bow_n + 1, wcmod,
1767     op->x, op->y);
1768     } else if (op->contr->bowtype == bow_threewide) {
1769     ret = fire_bow(op, op, NULL, dir, 0, op->x, op->y);
1770     ret |= fire_bow(op, op, NULL, dir, -5, op->x + freearr_x[absdir(dir+2)], op->y + freearr_y[absdir(dir+2)]);
1771     ret |= fire_bow(op, op, NULL, dir, -5, op->x + freearr_x[absdir(dir-2)], op->y + freearr_y[absdir(dir-2)]);
1772     } else if (op->contr->bowtype == bow_spreadshot) {
1773     ret |= fire_bow(op, op, NULL, dir, 0, op->x, op->y);
1774     ret |= fire_bow(op, op, NULL, absdir(dir-1), -5, op->x, op->y);
1775     ret |= fire_bow(op, op, NULL, absdir(dir+1), -5, op->x, op->y);
1776    
1777     } else {
1778     /* Simple case */
1779     ret = fire_bow(op, op, NULL, dir, 0, op->x, op->y);
1780     }
1781     return ret;
1782     }
1783    
1784    
1785     /* Fires a misc (wand/rod/horn) object in 'dir'.
1786     * Broken apart from 'fire' to keep it more readable.
1787     */
1788     void fire_misc_object(object *op, int dir)
1789     {
1790     object *item;
1791    
1792     if (!op->contr->ranges[range_misc]) {
1793     new_draw_info(NDI_UNIQUE, 0,op,"You have range item readied.");
1794     return;
1795     }
1796    
1797     item = op->contr->ranges[range_misc];
1798     if (!item->inv) {
1799     LOG(llevError,"Object %s lacks a spell\n", item->name);
1800     return;
1801     }
1802     if (item->type == WAND) {
1803     if(item->stats.food<=0) {
1804     play_sound_player_only(op->contr, SOUND_WAND_POOF,0,0);
1805     new_draw_info_format(NDI_UNIQUE, 0,op,"The %s goes poof.", query_base_name(item, 0));
1806     return;
1807     }
1808     } else if (item->type == ROD || item->type==HORN) {
1809     if(item->stats.hp<MAX(item->inv->stats.sp, item->inv->stats.grace)) {
1810     play_sound_player_only(op->contr, SOUND_WAND_POOF,0,0);
1811     if (item->type== ROD)
1812     new_draw_info_format(NDI_UNIQUE, 0,op,
1813     "The %s whines for a while, but nothing happens.", query_base_name(item,0));
1814     else
1815     new_draw_info_format(NDI_UNIQUE, 0,op,
1816     "The %s needs more time to charge.", query_base_name(item,0));
1817     return;
1818     }
1819     }
1820    
1821     if(cast_spell(op,item,dir,item->inv,NULL)) {
1822     SET_FLAG(op, FLAG_BEEN_APPLIED); /* You now know something about it */
1823     if (item->type == WAND) {
1824     if (!(--item->stats.food)) {
1825     object *tmp;
1826     if (item->arch) {
1827     CLEAR_FLAG(item, FLAG_ANIMATE);
1828     item->face = item->arch->clone.face;
1829     item->speed = 0;
1830     update_ob_speed(item);
1831     }
1832     if ((tmp=is_player_inv(item)))
1833     esrv_update_item(UPD_ANIM, tmp, item);
1834     }
1835     }
1836     else if (item->type == ROD || item->type==HORN) {
1837     drain_rod_charge(item);
1838     }
1839     }
1840     }
1841    
1842     /* Received a fire command for the player - go and do it.
1843     */
1844     void fire(object *op,int dir) {
1845     int spellcost=0;
1846    
1847     /* check for loss of invisiblity/hide */
1848     if (action_makes_visible(op)) make_visible(op);
1849    
1850     switch(op->contr->shoottype) {
1851     case range_none:
1852     return;
1853    
1854     case range_bow:
1855     player_fire_bow(op, dir);
1856     return;
1857    
1858     case range_magic: /* Casting spells */
1859     spellcost=(cast_spell(op,op,dir,op->contr->ranges[range_magic],op->contr->spellparam[0]?op->contr->spellparam:NULL));
1860     return;
1861    
1862     case range_misc:
1863     fire_misc_object(op, dir);
1864     return;
1865    
1866     case range_golem: /* Control summoned monsters from scrolls */
1867     if(op->contr->ranges[range_golem]==NULL ||
1868     op->contr->golem_count != op->contr->ranges[range_golem]->count) {
1869     op->contr->ranges[range_golem] = NULL;
1870     op->contr->shoottype=range_none;
1871     op->contr->golem_count = 0;
1872     }
1873     else
1874     control_golem(op->contr->ranges[range_golem], dir);
1875     return;
1876    
1877     case range_skill:
1878     if(!op->chosen_skill) {
1879     if(op->type==PLAYER)
1880     new_draw_info(NDI_UNIQUE, 0,op,"You have no applicable skill to use.");
1881     return;
1882     }
1883     (void) do_skill(op,op,op->chosen_skill,dir,NULL);
1884     return;
1885     case range_builder:
1886     apply_map_builder( op, dir );
1887     return;
1888     default:
1889     new_draw_info(NDI_UNIQUE, 0,op,"Illegal shoot type.");
1890     return;
1891     }
1892     }
1893    
1894    
1895    
1896     /* find_key
1897     * We try to find a key for the door as passed. If we find a key
1898     * and successfully use it, we return the key, otherwise NULL
1899     * This function merges both normal and locked door, since the logic
1900     * for both is the same - just the specific key is different.
1901     * pl is the player,
1902     * inv is the objects inventory to searched
1903     * door is the door we are trying to match against.
1904     * This function can be called recursively to search containers.
1905     */
1906    
1907     object * find_key(object *pl, object *container, object *door)
1908     {
1909     object *tmp,*key;
1910    
1911     /* Should not happen, but sanity checking is never bad */
1912     if (container->inv == NULL) return NULL;
1913    
1914     /* First, lets try to find a key in the top level inventory */
1915     for (tmp=container->inv; tmp!=NULL; tmp=tmp->below) {
1916     if (door->type==DOOR && tmp->type==KEY) break;
1917     /* For sanity, we should really check door type, but other stuff
1918     * (like containers) can be locked with special keys
1919     */
1920     if (tmp->slaying && tmp->type==SPECIAL_KEY &&
1921     tmp->slaying==door->slaying) break;
1922     }
1923     /* No key found - lets search inventories now */
1924     /* If we find and use a key in an inventory, return at that time.
1925     * otherwise, if we search all the inventories and still don't find
1926     * a key, return
1927     */
1928     if (!tmp) {
1929     for (tmp=container->inv; tmp!=NULL; tmp=tmp->below) {
1930     /* No reason to search empty containers */
1931     if (tmp->type==CONTAINER && tmp->inv) {
1932     if ((key=find_key(pl, tmp, door))!=NULL) return key;
1933     }
1934     }
1935     if (!tmp) return NULL;
1936     }
1937     /* We get down here if we have found a key. Now if its in a container,
1938     * see if we actually want to use it
1939     */
1940     if (pl!=container) {
1941     /* Only let players use keys in containers */
1942     if (!pl->contr) return NULL;
1943     /* cases where this fails:
1944     * If we only search the player inventory, return now since we
1945     * are not in the players inventory.
1946     * If the container is not active, return now since only active
1947     * containers can be used.
1948     * If we only search keyrings and the container does not have
1949     * a race/isn't a keyring.
1950     * No checking for all containers - to fall through past here,
1951     * inv must have been an container and must have been active.
1952     *
1953     * Change the color so that the message doesn't disappear with
1954     * all the others.
1955     */
1956     if (pl->contr->usekeys == key_inventory ||
1957     !QUERY_FLAG(container, FLAG_APPLIED) ||
1958     (pl->contr->usekeys == keyrings &&
1959     (!container->race || strcmp(container->race, "keys")))
1960     ) {
1961     new_draw_info_format(NDI_UNIQUE|NDI_BROWN, 0, pl,
1962     "The %s in your %s vibrates as you approach the door",
1963     query_name(tmp), query_name(container));
1964     return NULL;
1965     }
1966     }
1967     return tmp;
1968     }
1969    
1970     /* moved door processing out of move_player_attack.
1971     * returns 1 if player has opened the door with a key
1972     * such that the caller should not do anything more,
1973     * 0 otherwise
1974     */
1975     static int player_attack_door(object *op, object *door)
1976     {
1977    
1978     /* If its a door, try to find a use a key. If we do destroy the door,
1979     * might as well return immediately as there is nothing more to do -
1980     * otherwise, we fall through to the rest of the code.
1981     */
1982     object *key=find_key(op, op, door);
1983    
1984     /* IF we found a key, do some extra work */
1985     if (key) {
1986     object *container=key->env;
1987    
1988     play_sound_map(op->map, op->x, op->y, SOUND_OPEN_DOOR);
1989     if(action_makes_visible(op)) make_visible(op);
1990     if(door->inv &&(door->inv->type ==RUNE || door->inv->type ==TRAP)) spring_trap(door->inv,op);
1991     if (door->type == DOOR) {
1992     hit_player(door,9998,op,AT_PHYSICAL,1); /* Break through the door */
1993     }
1994     else if(door->type==LOCKED_DOOR) {
1995     new_draw_info_format(NDI_UNIQUE, NDI_BROWN, op,
1996     "You open the door with the %s", query_short_name(key));
1997     remove_door2(door); /* remove door without violence ;-) */
1998     }
1999     /* Do this after we print the message */
2000     decrease_ob(key); /* Use up one of the keys */
2001     /* Need to update the weight the container the key was in */
2002     if (container != op)
2003     esrv_update_item(UPD_WEIGHT, op, container);
2004     return 1; /* Nothing more to do below */
2005     } else if (door->type==LOCKED_DOOR) {
2006     /* Might as well return now - no other way to open this */
2007     new_draw_info(NDI_UNIQUE | NDI_NAVY, 0, op, door->msg);
2008     return 1;
2009     }
2010     return 0;
2011     }
2012    
2013     /* This function is just part of a breakup from move_player.
2014     * It should keep the code cleaner.
2015     * When this is called, the players direction has been updated
2016     * (taking into account confusion.) The player is also actually
2017     * going to try and move (not fire weapons).
2018     */
2019    
2020     void move_player_attack(object *op, int dir)
2021     {
2022     object *tmp, *mon, *tpl;
2023     sint16 nx, ny;
2024     int on_battleground;
2025     mapstruct *m;
2026    
2027     if (op->contr->transport) tpl = op->contr->transport;
2028     else tpl = op;
2029     nx=freearr_x[dir]+tpl->x;
2030     ny=freearr_y[dir]+tpl->y;
2031    
2032     on_battleground = op_on_battleground(tpl, NULL, NULL);
2033    
2034     /* If braced, or can't move to the square, and it is not out of the
2035     * map, attack it. Note order of if statement is important - don't
2036     * want to be calling move_ob if braced, because move_ob will move the
2037     * player. This is a pretty nasty hack, because if we could
2038     * move to some space, it then means that if we are braced, we should
2039     * do nothing at all. As it is, if we are braced, we go through
2040     * quite a bit of processing. However, it probably is less than what
2041     * move_ob uses.
2042     */
2043     if ((op->contr->braced || !move_ob(tpl,dir,tpl)) && !out_of_map(tpl->map,nx,ny)) {
2044     if (OUT_OF_REAL_MAP(tpl->map, nx, ny)) {
2045     m = get_map_from_coord(tpl->map, &nx, &ny);
2046     if (!m) return; /* Don't think this should happen */
2047     }
2048     else m =tpl->map;
2049    
2050     if ((tmp=get_map_ob(m,nx,ny))==NULL) {
2051     /* LOG(llevError,"player_move_attack: get_map_ob returns NULL, but player can not more there.\n");*/
2052     return;
2053     }
2054    
2055     mon = NULL;
2056     /* Go through all the objects, and find ones of interest. Only stop if
2057     * we find a monster - that is something we know we want to attack.
2058     * if its a door or barrel (can roll) see if there may be monsters
2059     * on the space
2060     */
2061     while (tmp!=NULL) {
2062     if (tmp == op) {
2063     tmp=tmp->above;
2064     continue;
2065     }
2066     if (QUERY_FLAG(tmp,FLAG_ALIVE)) {
2067     mon = tmp;
2068     break;
2069     }
2070     if (tmp->type==LOCKED_DOOR || QUERY_FLAG(tmp,FLAG_CAN_ROLL))
2071     mon = tmp;
2072     tmp=tmp->above;
2073     }
2074    
2075     if (mon==NULL) /* This happens anytime the player tries to move */
2076     return; /* into a wall */
2077    
2078     if(mon->head != NULL)
2079     mon = mon->head;
2080    
2081     if ((mon->type==DOOR && mon->stats.hp>=0) || (mon->type==LOCKED_DOOR))
2082     if (player_attack_door(op, mon)) return;
2083    
2084     /* The following deals with possibly attacking peaceful
2085     * or frienddly creatures. Basically, all players are considered
2086     * unaggressive. If the moving player has peaceful set, then the
2087     * object should be pushed instead of attacked. It is assumed that
2088     * if you are braced, you will not attack friends accidently,
2089     * and thus will not push them.
2090     */
2091    
2092     /* If the creature is a pet, push it even if the player is not
2093     * peaceful. Our assumption is the creature is a pet if the
2094     * player owns it and it is either friendly or unagressive.
2095     */
2096     if ((op->type==PLAYER)
2097     #if COZY_SERVER
2098     &&
2099     (
2100     (get_owner(mon) && get_owner(mon)->contr
2101     && same_party (get_owner(mon)->contr->party, op->contr->party))
2102     || get_owner(mon) == op
2103     )
2104     #else
2105     && get_owner(mon)==op
2106     #endif
2107     && (QUERY_FLAG(mon,FLAG_UNAGGRESSIVE) || QUERY_FLAG(mon, FLAG_FRIENDLY)))
2108     {
2109     /* If we're braced, we don't want to switch places with it */
2110     if (op->contr->braced) return;
2111     play_sound_map(tpl->map, tpl->x, tpl->y, SOUND_PUSH_PLAYER);
2112     (void) push_ob(mon,dir,op);
2113     if(op->contr->tmp_invis||op->hide) make_visible(op);
2114     return;
2115     }
2116    
2117     /* in certain circumstances, you shouldn't attack friendly
2118     * creatures. Note that if you are braced, you can't push
2119     * someone, but put it inside this loop so that you won't
2120     * attack them either.
2121     */
2122     if ((mon->type==PLAYER || mon->enemy != op) &&
2123     (mon->type==PLAYER || QUERY_FLAG(mon,FLAG_UNAGGRESSIVE) || QUERY_FLAG(mon, FLAG_FRIENDLY)) &&
2124     (
2125     #ifdef PROHIBIT_PLAYERKILL
2126     (op->contr->peaceful || (mon->type == PLAYER && mon->contr->peaceful)) &&
2127     #else
2128     op->contr->peaceful &&
2129     #endif
2130     !on_battleground
2131     )) {
2132     if (!op->contr->braced) {
2133     play_sound_map(tpl->map, tpl->x, tpl->y, SOUND_PUSH_PLAYER);
2134     (void) push_ob(mon,dir,op);
2135     } else {
2136     new_draw_info(0, 0,op,"You withhold your attack");
2137     }
2138     if(op->contr->tmp_invis||op->hide) make_visible(op);
2139     }
2140    
2141     /* If the object is a boulder or other rollable object, then
2142     * roll it if not braced. You can't roll it if you are braced.
2143     */
2144     else if(QUERY_FLAG(mon,FLAG_CAN_ROLL)&&(!op->contr->braced)) {
2145     recursive_roll(mon,dir,op);
2146     if(action_makes_visible(op)) make_visible(op);
2147     }
2148    
2149     /* Any generic living creature. Including things like doors.
2150     * Way it works is like this: First, it must have some hit points
2151     * and be living. Then, it must be one of the following:
2152     * 1) Not a player, 2) A player, but of a different party. Note
2153     * that party_number -1 is no party, so attacks can still happen.
2154     */
2155    
2156     else if ((mon->stats.hp>=0) && QUERY_FLAG(mon, FLAG_ALIVE) &&
2157     ((mon->type!=PLAYER || op->contr->party==NULL ||
2158     op->contr->party!=mon->contr->party))) {
2159    
2160     /* If the player hasn't hit something this tick, and does
2161     * so, give them speed boost based on weapon speed. Doing
2162     * it here is better than process_players2, which basically
2163     * incurred a 1 tick offset.
2164     */
2165     if (!op->contr->has_hit) {
2166     op->speed_left += op->speed / op->contr->weapon_sp;
2167    
2168     op->contr->has_hit = 1; /* The last action was to hit, so use weapon_sp */
2169     }
2170    
2171     skill_attack(mon, op, 0, NULL, NULL);
2172    
2173     /* If attacking another player, that player gets automatic
2174     * hitback, and doesn't loose luck either.
2175     * Disable hitback on the battleground or if the target is
2176     * the wiz.
2177     */
2178     if (mon->type == PLAYER && mon->stats.hp >= 0 && !mon->contr->has_hit &&
2179     !on_battleground && !QUERY_FLAG(mon, FLAG_WIZ)) {
2180     short luck = mon->stats.luck;
2181     mon->contr->has_hit = 1;
2182     skill_attack(op, mon, 0, NULL, NULL);
2183     mon->stats.luck = luck;
2184     }
2185     if(action_makes_visible(op)) make_visible(op);
2186     }
2187     } /* if player should attack something */
2188     }
2189    
2190     int move_player(object *op,int dir) {
2191     int pick;
2192     object *transport = op->contr->transport;
2193    
2194     if(!transport && (op->map == NULL || op->map->in_memory != MAP_IN_MEMORY))
2195     return 0;
2196    
2197     /* Sanity check: make sure dir is valid */
2198     if ( ( dir < 0 ) || ( dir >= 9 ) ) {
2199     LOG( llevError, "move_player: invalid direction %d\n", dir);
2200     return 0;
2201     }
2202    
2203     /* peterm: added following line */
2204     if(QUERY_FLAG(op,FLAG_CONFUSED) && dir)
2205     dir = absdir(dir + RANDOM()%3 + RANDOM()%3 - 2);
2206    
2207     op->facing = dir;
2208    
2209     if(!transport && op->hide) do_hidden_move(op);
2210    
2211     if (transport) {
2212     /* transport->contr is set up for the person in charge of the boat.
2213     * if that isn't this person, he can't steer it, etc
2214     */
2215     if (transport->contr != op->contr) return 0;
2216    
2217     /* Transport can't move. But update dir so it at least
2218     * will point in the same direction if player is running.
2219     */
2220     if (transport->speed_left < 0.0) {
2221     transport->direction = dir;
2222     op->direction = dir;
2223     return 0;
2224     }
2225     /* Remove transport speed. Give player just a little speed -
2226     * enough so that they will get an action again quickly.
2227     *
2228     */
2229     transport->speed_left -= 1.0;
2230     if (op->speed_left < 0.0) op->speed_left = -0.01;
2231    
2232     }
2233    
2234     if(op->contr->fire_on) {
2235     fire(op,dir);
2236     }
2237     else move_player_attack(op,dir);
2238    
2239     pick = check_pick(op);
2240    
2241    
2242     /* Add special check for newcs players and fire on - this way, the
2243     * server can handle repeat firing.
2244     */
2245     if (op->contr->fire_on || (op->contr->run_on && pick!=0)) {
2246     op->direction = dir;
2247     } else {
2248     op->direction=0;
2249     }
2250     /* Update how the player looks. Use the facing, so direction may
2251     * get reset to zero. This allows for full animation capabilities
2252     * for players.
2253     */
2254     if (!transport) animate_object(op, op->facing);
2255     return 0;
2256     }
2257    
2258     /* This is similar to handle_player, below, but is only used by the
2259     * new client/server stuff.
2260     * This is sort of special, in that the new client/server actually uses
2261     * the new speed values for commands.
2262     *
2263     * Returns true if there are more actions we can do.
2264     */
2265     int handle_newcs_player(object *op)
2266     {
2267     if (op->contr->hidden) {
2268     op->invisible = 1000;
2269     /* the socket code flashes the player visible/invisible
2270     * depending on the value of invisible, so we need to
2271     * alternate it here for it to work correctly.
2272     */
2273     if (pticks & 2) op->invisible--;
2274     }
2275     else if(op->invisible&&!(QUERY_FLAG(op,FLAG_MAKE_INVIS))) {
2276     op->invisible--;
2277     if(!op->invisible) {
2278     make_visible(op);
2279     new_draw_info(NDI_UNIQUE, 0, op, "Your invisibility spell runs out.");
2280     }
2281     }
2282    
2283     if (QUERY_FLAG(op, FLAG_SCARED)) {
2284     flee_player(op);
2285     /* If player is still scared, that is his action for this tick */
2286     if (QUERY_FLAG(op, FLAG_SCARED)) {
2287     op->speed_left--;
2288     return 0;
2289     }
2290     }
2291    
2292     /* I've been seeing crashes where the golem has been destroyed, but
2293     * the player object still points to the defunct golem. The code that
2294     * destroys the golem looks correct, and it doesn't always happen, so
2295     * put this in a a workaround to clean up the golem pointer.
2296     */
2297     if (op->contr->ranges[range_golem] &&
2298     ((op->contr->golem_count != op->contr->ranges[range_golem]->count) ||
2299     QUERY_FLAG(op->contr->ranges[range_golem], FLAG_REMOVED))) {
2300     op->contr->ranges[range_golem] = NULL;
2301     op->contr->golem_count = 0;
2302     }
2303    
2304     /* call this here - we also will call this in do_ericserver, but
2305     * the players time has been increased when doericserver has been
2306     * called, so we recheck it here.
2307     */
2308     HandleClient(&op->contr->socket, op->contr);
2309     if (op->speed_left<0) return 0;
2310    
2311     if(op->direction && (op->contr->run_on || op->contr->fire_on)) {
2312     /* All move commands take 1 tick, at least for now */
2313     op->speed_left--;
2314    
2315     /* Instead of all the stuff below, let move_player take care
2316     * of it. Also, some of the skill stuff is only put in
2317     * there, as well as the confusion stuff.
2318     */
2319     move_player(op, op->direction);
2320     if (op->speed_left>0) return 1;
2321     else return 0;
2322     }
2323     return 0;
2324     }
2325    
2326     int save_life(object *op) {
2327     object *tmp;
2328    
2329     if(!QUERY_FLAG(op,FLAG_LIFESAVE))
2330     return 0;
2331    
2332     for(tmp=op->inv;tmp!=NULL;tmp=tmp->below)
2333     if(QUERY_FLAG(tmp, FLAG_APPLIED)&&QUERY_FLAG(tmp,FLAG_LIFESAVE)) {
2334     play_sound_map(op->map, op->x, op->y, SOUND_OB_EVAPORATE);
2335     new_draw_info_format(NDI_UNIQUE, 0,op,
2336     "Your %s vibrates violently, then evaporates.",
2337     query_name(tmp));
2338     if (op->contr)
2339     esrv_del_item(op->contr, tmp->count);
2340     remove_ob(tmp);
2341     free_object(tmp);
2342     CLEAR_FLAG(op, FLAG_LIFESAVE);
2343     if(op->stats.hp<0)
2344     op->stats.hp = op->stats.maxhp;
2345     if(op->stats.food<0)
2346     op->stats.food = 999;
2347     fix_player(op);
2348     return 1;
2349     }
2350     LOG(llevError,"Error: LIFESAVE set without applied object.\n");
2351     CLEAR_FLAG(op, FLAG_LIFESAVE);
2352     enter_player_savebed(op); /* bring him home. */
2353     return 0;
2354     }
2355    
2356     /* This goes throws the inventory and removes unpaid objects, and puts them
2357     * back in the map (location and map determined by values of env). This
2358     * function will descend into containers. op is the object to start the search
2359     * from.
2360     */
2361     void remove_unpaid_objects(object *op, object *env)
2362     {
2363     object *next;
2364    
2365     while (op) {
2366     next=op->below; /* Make sure we have a good value, in case
2367     * we remove object 'op'
2368     */
2369     if (QUERY_FLAG(op, FLAG_UNPAID)) {
2370     remove_ob(op);
2371     op->x = env->x;
2372     op->y = env->y;
2373     if (env->type == PLAYER)
2374     esrv_del_item(env->contr, op->count);
2375     insert_ob_in_map(op, env->map, NULL,0);
2376     }
2377     else if (op->inv) remove_unpaid_objects(op->inv, env);
2378     op=next;
2379     }
2380     }
2381    
2382    
2383     /*
2384     * Returns pointer a static string containing gravestone text
2385     * Moved from apply.c to player.c - player.c is what
2386     * actually uses this function. player.c may not be quite the
2387     * best, a misc file for object actions is probably better,
2388     * but there isn't one in the server directory.
2389     */
2390     char *gravestone_text (object *op)
2391     {
2392     static char buf2[MAX_BUF];
2393     char buf[MAX_BUF];
2394     time_t now = time (NULL);
2395    
2396     strcpy (buf2, " R.I.P.\n\n");
2397     if (op->type == PLAYER)
2398     sprintf (buf, "%s the %s\n", op->name, op->contr->title);
2399     else
2400     sprintf (buf, "%s\n", op->name);
2401     strncat (buf2, " ", 20 - strlen (buf) / 2);
2402     strcat (buf2, buf);
2403     if (op->type == PLAYER)
2404     sprintf (buf, "who was in level %d when killed\n", op->level);
2405     else
2406     sprintf (buf, "who was in level %d when died.\n\n", op->level);
2407     strncat (buf2, " ", 20 - strlen (buf) / 2);
2408     strcat (buf2, buf);
2409     if (op->type == PLAYER) {
2410     sprintf (buf, "by %s.\n\n", op->contr->killer);
2411     strncat (buf2, " ", 21 - strlen (buf) / 2);
2412     strcat (buf2, buf);
2413     }
2414     strftime (buf, MAX_BUF, "%b %d %Y\n", localtime (&now));
2415     strncat (buf2, " ", 20 - strlen (buf) / 2);
2416     strcat (buf2, buf);
2417     return buf2;
2418     }
2419    
2420    
2421    
2422     void do_some_living(object *op) {
2423     int last_food=op->stats.food;
2424     int gen_hp, gen_sp, gen_grace;
2425     int over_hp, over_sp, over_grace;
2426     int i;
2427     int rate_hp = 1200;
2428     int rate_sp = 2500;
2429     int rate_grace = 2000;
2430     const int max_hp = 1;
2431     const int max_sp = 1;
2432     const int max_grace = 1;
2433    
2434     if (op->contr->outputs_sync) {
2435     for (i=0; i<NUM_OUTPUT_BUFS; i++)
2436     if (op->contr->outputs[i].buf!=NULL &&
2437     (op->contr->outputs[i].first_update+op->contr->outputs_sync)<pticks)
2438     flush_output_element(op, &op->contr->outputs[i]);
2439     }
2440    
2441     if(op->contr->state==ST_PLAYING) {
2442    
2443     /* these next three if clauses make it possible to SLOW DOWN
2444     hp/grace/spellpoint regeneration. */
2445     if(op->contr->gen_hp >= 0 )
2446     gen_hp=(op->contr->gen_hp+1)*op->stats.maxhp;
2447     else {
2448     gen_hp = op->stats.maxhp;
2449     rate_hp -= rate_hp/2 * op->contr->gen_hp;
2450     }
2451     if(op->contr->gen_sp >= 0 )
2452     gen_sp=(op->contr->gen_sp+1)*op->stats.maxsp;
2453     else {
2454     gen_sp = op->stats.maxsp;
2455     rate_sp -= rate_sp/2 * op->contr->gen_sp;
2456     }
2457     if(op->contr->gen_grace >= 0)
2458     gen_grace=(op->contr->gen_grace+1)*op->stats.maxgrace;
2459     else {
2460     gen_grace = op->stats.maxgrace;
2461     rate_grace -= rate_grace/2 * op->contr->gen_grace;
2462     }
2463    
2464     /* Regenerate Spell Points */
2465     if(op->contr->ranges[range_golem]==NULL && --op->last_sp<0) {
2466     gen_sp = gen_sp * 10 / (op->contr->gen_sp_armour < 10? 10 : op->contr->gen_sp_armour);
2467     if(op->stats.sp<op->stats.maxsp) {
2468     op->stats.sp++;
2469     /* dms do not consume food */
2470     if (!QUERY_FLAG(op,FLAG_WIZ)) {
2471     op->stats.food--;
2472     if(op->contr->digestion<0)
2473     op->stats.food+=op->contr->digestion;
2474     else if(op->contr->digestion>0 &&
2475     random_roll(0, op->contr->digestion, op, PREFER_HIGH))
2476     op->stats.food=last_food;
2477     }
2478     }
2479     if (max_sp>1) {
2480     over_sp = (gen_sp+10)/rate_sp;
2481     if (over_sp > 0) {
2482     if(op->stats.sp<op->stats.maxsp) {
2483     op->stats.sp += over_sp>max_sp ? max_sp : over_sp;
2484     if(random_roll(0, rate_sp-1, op, PREFER_LOW) > ((gen_sp+10)%rate_sp))
2485     op->stats.sp--;
2486     if(op->stats.sp>op->stats.maxsp)
2487     op->stats.sp=op->stats.maxsp;
2488     }
2489     op->last_sp=0;
2490     } else {
2491     op->last_sp=rate_sp/(gen_sp<20 ? 30 : gen_sp+10);
2492     }
2493     } else {
2494     op->last_sp=rate_sp/(gen_sp<20 ? 30 : gen_sp+10);
2495     }
2496     }
2497    
2498     /* Regenerate Grace */
2499     /* I altered this a little - maximum grace is ony achieved through prayer -b.t.*/
2500     if(--op->last_grace<0) {
2501     if(op->stats.grace<op->stats.maxgrace/2)
2502     op->stats.grace++; /* no penalty in food for regaining grace */
2503     if(max_grace>1) {
2504     over_grace = (gen_grace<20 ? 30 : gen_grace+10)/rate_grace;
2505     if (over_grace > 0) {
2506     op->stats.sp += over_grace
2507     + (random_roll(0, rate_grace-1, op, PREFER_HIGH) > ((gen_grace<20 ? 30 : gen_grace+10)%rate_grace))? -1 : 0;
2508     op->last_grace=0;
2509     } else {
2510     op->last_grace=rate_grace/(gen_grace<20 ? 30 : gen_grace+10);
2511     }
2512     } else {
2513     op->last_grace=rate_grace/(gen_grace<20 ? 30 : gen_grace+10);
2514     }
2515     /* wearing stuff doesn't detract from grace generation. */
2516     }
2517    
2518     /* Regenerate Hit Points */
2519     if(--op->last_heal<0) {
2520     if(op->stats.hp<op->stats.maxhp) {
2521     op->stats.hp++;
2522     /* dms do not consume food */
2523     if (!QUERY_FLAG(op,FLAG_WIZ)) {
2524     op->stats.food--;
2525     if(op->contr->digestion<0)
2526     op->stats.food+=op->contr->digestion;
2527     else if(op->contr->digestion>0 &&
2528     random_roll(0, op->contr->digestion, op, PREFER_HIGH))
2529     op->stats.food=last_food;
2530     }
2531     }
2532     if(max_hp>1) {
2533     over_hp = (gen_hp<20 ? 30 : gen_hp+10)/rate_hp;
2534     if (over_hp > 0) {
2535     op->stats.sp += over_hp
2536     + (RANDOM()%rate_hp > ((gen_hp<20 ? 30 : gen_hp+10)%rate_hp))? -1 : 0;
2537     op->last_heal=0;
2538     } else {
2539     op->last_heal=rate_hp/(gen_hp<20 ? 30 : gen_hp+10);
2540     }
2541     } else {
2542     op->last_heal=rate_hp/(gen_hp<20 ? 30 : gen_hp+10);
2543     }
2544     }
2545    
2546     /* Digestion */
2547     if(--op->last_eat<0) {
2548     #ifdef COZY_SERVER
2549     int dg = op->contr->digestion>=0 && op->contr->digestion<2 ? 2 : op->contr->digestion;
2550     int bonus=dg>0?dg:0,
2551     penalty=dg<0?-dg:0;
2552     #else
2553     int bonus=op->contr->digestion>0?op->contr->digestion:0,
2554     penalty=op->contr->digestion<0?-op->contr->digestion:0;
2555     #endif
2556    
2557     if(op->contr->gen_hp > 0)
2558     op->last_eat=25*(1+bonus)/(op->contr->gen_hp+penalty+1);
2559     else
2560     op->last_eat=25*(1+bonus)/(penalty +1);
2561     /* dms do not consume food */
2562     if (!QUERY_FLAG(op,FLAG_WIZ)) op->stats.food--;
2563     }
2564     }
2565    
2566     if(op->contr->state==ST_PLAYING&&op->stats.food<0&&op->stats.hp>=0) {
2567     object *tmp, *flesh=NULL;
2568    
2569     for(tmp=op->inv;tmp!=NULL;tmp=tmp->below) {
2570     if(!QUERY_FLAG(tmp, FLAG_UNPAID)) {
2571     if (tmp->type==FOOD || tmp->type==DRINK || tmp->type==POISON) {
2572     new_draw_info(NDI_UNIQUE, 0,op,"You blindly grab for a bite of food.");
2573     manual_apply(op,tmp,0);
2574     if(op->stats.food>=0||op->stats.hp<0)
2575     break;
2576     }
2577     else if (tmp->type==FLESH) flesh=tmp;
2578     } /* End if paid for object */
2579     } /* end of for loop */
2580     /* If player is still starving, it means they don't have any food, so
2581     * eat flesh instead.
2582     */
2583     if (op->stats.food<0 && op->stats.hp>=0 && flesh) {
2584     new_draw_info(NDI_UNIQUE, 0,op,"You blindly grab for a bite of food.");
2585     manual_apply(op,flesh,0);
2586     }
2587     } /* end if player is starving */
2588    
2589     while(op->stats.food<0&&op->stats.hp>0)
2590     op->stats.food++,op->stats.hp--;
2591    
2592     if (!op->contr->state&&!QUERY_FLAG(op,FLAG_WIZ)&&(op->stats.hp<0||op->stats.food<0))
2593     kill_player(op);
2594     }
2595    
2596    
2597    
2598     /* If the player should die (lack of hp, food, etc), we call this.
2599     * op is the player in jeopardy. If the player can not be saved (not
2600     * permadeath, no lifesave), this will take care of removing the player
2601     * file.
2602     */
2603     void kill_player(object *op)
2604     {
2605     char buf[MAX_BUF];
2606     int x,y,i;
2607     mapstruct *map; /* this is for resurrection */
2608     int z;
2609     int num_stats_lose;
2610     int lost_a_stat;
2611     int lose_this_stat;
2612     int this_stat;
2613     int will_kill_again;
2614     archetype *at;
2615     object *tmp;
2616    
2617     if(save_life(op))
2618     return;
2619    
2620    
2621     /* If player dies on BATTLEGROUND, no stat/exp loss! For Combat-Arenas
2622     * in cities ONLY!!! It is very important that this doesn't get abused.
2623     * Look at op_on_battleground() for more info --AndreasV
2624     */
2625     if (op_on_battleground(op, &x, &y)) {
2626     new_draw_info(NDI_UNIQUE | NDI_NAVY, 0,op,
2627     "You have been defeated in combat!");
2628     new_draw_info(NDI_UNIQUE | NDI_NAVY, 0,op,
2629     "Local medics have saved your life...");
2630    
2631     /* restore player */
2632     at = find_archetype("poisoning");
2633     tmp=present_arch_in_ob(at,op);
2634     if (tmp) {
2635     remove_ob(tmp);
2636     free_object(tmp);
2637     new_draw_info(NDI_UNIQUE, 0,op, "Your body feels cleansed");
2638     }
2639    
2640     at = find_archetype("confusion");
2641     tmp=present_arch_in_ob(at,op);
2642     if (tmp) {
2643     remove_ob(tmp);
2644     free_object(tmp);
2645     new_draw_info(NDI_UNIQUE, 0,tmp, "Your mind feels clearer");
2646     }
2647    
2648     cure_disease(op,0); /* remove any disease */
2649     op->stats.hp=op->stats.maxhp;
2650     if (op->stats.food<=0) op->stats.food=999;
2651    
2652     /* create a bodypart-trophy to make the winner happy */
2653     tmp=arch_to_object(find_archetype("finger"));
2654     if (tmp != NULL)
2655     {
2656     sprintf(buf,"%s's finger",op->name);
2657     tmp->name = add_string(buf);
2658     sprintf(buf," This finger has been cut off %s\n"
2659     " the %s, when he was defeated at\n level %d by %s.\n",
2660     op->name, op->contr->title, (int)(op->level),
2661     op->contr->killer);
2662     tmp->msg=add_string(buf);
2663     tmp->value=0, tmp->material=0, tmp->type=0;
2664     tmp->materialname = NULL;
2665     tmp->x = op->x, tmp->y = op->y;
2666     insert_ob_in_map(tmp,op->map,op,0);
2667     }
2668    
2669     /* teleport defeated player to new destination*/
2670     transfer_ob(op, x, y, 0, NULL);
2671     op->contr->braced=0;
2672     return;
2673     }
2674    
2675 root 1.3 INVOKE_PLAYER (DEATH, op->contr);
2676    
2677 elmex 1.1 command_kill_pets (op, 0);
2678    
2679     if(op->stats.food<0) {
2680     if (op->contr->explore) {
2681     new_draw_info(NDI_UNIQUE, 0,op,"You would have starved, but you are");
2682     new_draw_info(NDI_UNIQUE, 0,op,"in explore mode, so...");
2683     op->stats.food=999;
2684     return;
2685     }
2686     sprintf(buf,"%s starved to death.",op->name);
2687     strcpy(op->contr->killer,"starvation");
2688     }
2689     else {
2690     if (op->contr->explore) {
2691     new_draw_info(NDI_UNIQUE, 0,op,"You would have died, but you are");
2692     new_draw_info(NDI_UNIQUE, 0,op,"in explore mode, so...");
2693     op->stats.hp=op->stats.maxhp;
2694     return;
2695     }
2696     sprintf(buf,"%s died.",op->name);
2697     }
2698     play_sound_player_only(op->contr, SOUND_PLAYER_DIES,0,0);
2699    
2700     /* save the map location for corpse, gravestone*/
2701     x=op->x;y=op->y;map=op->map;
2702    
2703    
2704     if (settings.not_permadeth == TRUE) {
2705     /* NOT_PERMADEATH code. This basically brings the character back to
2706     * life if they are dead - it takes some exp and a random stat.
2707     * See the config.h file for a little more in depth detail about this.
2708     */
2709    
2710     /* Basically two ways to go - remove a stat permanently, or just
2711     * make it depletion. This bunch of code deals with that aspect
2712     * of death.
2713     */
2714     #ifndef COZY_SERVER
2715     if (settings.balanced_stat_loss) {
2716     /* If stat loss is permanent, lose one stat only. */
2717     /* Lower level chars don't lose as many stats because they suffer
2718     more if they do. */
2719     /* Higher level characters can afford things such as potions of
2720     restoration, or better, stat potions. So we slug them that
2721     little bit harder. */
2722     /* GD */
2723     if (settings.stat_loss_on_death)
2724     num_stats_lose = 1;
2725     else
2726     num_stats_lose = 1 + op->level/BALSL_NUMBER_LOSSES_RATIO;
2727     } else {
2728     num_stats_lose = 1;
2729     }
2730     lost_a_stat = 0;
2731    
2732     for (z=0; z<num_stats_lose; z++) {
2733     i = RANDOM() % NUM_STATS;
2734    
2735     if (settings.stat_loss_on_death) {
2736     /* Pick a random stat and take a point off it. Tell the player
2737     * what he lost.
2738     */
2739     change_attr_value(&(op->stats), i,-1);
2740     check_stat_bounds(&(op->stats));
2741     change_attr_value(&(op->contr->orig_stats), i,-1);
2742     check_stat_bounds(&(op->contr->orig_stats));
2743     new_draw_info(NDI_UNIQUE, 0,op, lose_msg[i]);
2744     lost_a_stat = 1;
2745     } else {
2746     /* deplete a stat */
2747     archetype *deparch=find_archetype("depletion");
2748     object *dep;
2749    
2750     dep = present_arch_in_ob(deparch,op);
2751     if(!dep) {
2752     dep = arch_to_object(deparch);
2753     insert_ob_in_ob(dep, op);
2754     }
2755     lose_this_stat = 1;
2756     if (settings.balanced_stat_loss) {
2757     /* GD */
2758     /* Get the stat that we're about to deplete. */
2759     this_stat = get_attr_value(&(dep->stats), i);
2760     if (this_stat < 0) {
2761     int loss_chance = 1 + op->level/BALSL_LOSS_CHANCE_RATIO;
2762     int keep_chance = this_stat * this_stat;
2763     /* Yes, I am paranoid. Sue me. */
2764     if (keep_chance < 1)
2765     keep_chance = 1;
2766    
2767     /* There is a maximum depletion total per level. */
2768     if (this_stat < -1 - op->level/BALSL_MAX_LOSS_RATIO) {
2769     lose_this_stat = 0;
2770     /* Take loss chance vs keep chance to see if we
2771     retain the stat. */
2772     } else {
2773     if (random_roll(0, loss_chance + keep_chance-1,
2774     op, PREFER_LOW) < keep_chance)
2775     lose_this_stat = 0;
2776     /* LOG(llevDebug, "Determining stat loss. Stat: %d Keep: %d Lose: %d Result: %s.\n",
2777     this_stat, keep_chance, loss_chance,
2778     lose_this_stat?"LOSE":"KEEP"); */
2779     }
2780     }
2781     }
2782    
2783     if (lose_this_stat) {
2784     this_stat = get_attr_value(&(dep->stats), i);
2785     /* We could try to do something clever like find another
2786     * stat to reduce if this fails. But chances are, if
2787     * stats have been depleted to -50, all are pretty low
2788     * and should be roughly the same, so it shouldn't make a
2789     * difference.
2790     */
2791     if (this_stat>=-50) {
2792     change_attr_value(&(dep->stats), i, -1);
2793     SET_FLAG(dep, FLAG_APPLIED);
2794     new_draw_info(NDI_UNIQUE, 0,op, lose_msg[i]);
2795     fix_player(op);
2796     lost_a_stat = 1;
2797     }
2798     }
2799     }
2800     }
2801     /* If no stat lost, tell the player. */
2802     if (!lost_a_stat)
2803     {
2804     /* determine_god() seems to not work sometimes... why is this?
2805     Should I be using something else? GD */
2806     const char *god = determine_god(op);
2807     if (god && (strcmp(god, "none")))
2808     new_draw_info_format(NDI_UNIQUE, 0, op, "For a brief "
2809     "moment you feel the holy presence of %s protecting"
2810     " you.", god);
2811     else
2812     new_draw_info(NDI_UNIQUE, 0, op, "For a brief moment you"
2813     " feel a holy presence protecting you.");
2814     }
2815     #endif
2816     new_draw_info(NDI_UNIQUE, 0, op, "For a brief moment you"
2817     " feel a holy presence protecting you from losing yourself completely.");
2818    
2819     /* Put a gravestone up where the character 'almost' died. List the
2820     * exp loss on the stone.
2821     */
2822     tmp=arch_to_object(find_archetype("gravestone"));
2823     sprintf(buf,"%s's gravestone",op->name);
2824     FREE_AND_COPY(tmp->name, buf);
2825     sprintf(buf,"%s's gravestones",op->name);
2826     FREE_AND_COPY(tmp->name_pl, buf);
2827     sprintf(buf,"RIP\nHere rests the hero %s the %s,\n"
2828     "who was killed\n"
2829     "by %s.\n",
2830     op->name, op->contr->title,
2831     op->contr->killer);
2832     tmp->msg = add_string(buf);
2833     tmp->x=op->x,tmp->y=op->y;
2834     insert_ob_in_map (tmp, op->map, NULL,0);
2835    
2836     /**************************************/
2837     /* */
2838     /* Subtract the experience points, */
2839     /* if we died cause of food, give us */
2840     /* food, and reset HP's... */
2841     /* */
2842     /**************************************/
2843    
2844     /* remove any poisoning and confusion the character may be suffering.*/
2845     /* restore player */
2846     at = find_archetype("poisoning");
2847     tmp=present_arch_in_ob(at,op);
2848     if (tmp) {
2849     remove_ob(tmp);
2850     free_object(tmp);
2851     new_draw_info(NDI_UNIQUE, 0,op, "Your body feels cleansed");
2852     }
2853    
2854     at = find_archetype("confusion");
2855     tmp=present_arch_in_ob(at,op);
2856     if (tmp) {
2857     remove_ob(tmp);
2858     free_object(tmp);
2859     new_draw_info(NDI_UNIQUE, 0,tmp, "Your mind feels clearer");
2860     }
2861     cure_disease(op,0); /* remove any disease */
2862    
2863     /*add_exp(op, (op->stats.exp * -0.20)); */
2864     apply_death_exp_penalty(op);
2865     if(op->stats.food < 100) op->stats.food = 900;
2866     op->stats.hp = op->stats.maxhp;
2867     op->stats.sp = MAX(op->stats.sp, op->stats.maxsp);
2868     op->stats.grace = MAX(op->stats.grace, op->stats.maxgrace);
2869    
2870     /*
2871     * Check to see if the player is in a shop. IF so, then check to see if
2872     * the player has any unpaid items. If so, remove them and put them back
2873     * in the map.
2874     */
2875    
2876     for (tmp= get_map_ob(op->map, op->x, op->y); tmp; tmp=tmp->above) {
2877     if (tmp->type == SHOP_FLOOR) {
2878     remove_unpaid_objects(op->inv, op);
2879     break;
2880     }
2881     }
2882    
2883    
2884     /****************************************/
2885     /* */
2886     /* Move player to his current respawn- */
2887     /* position (usually last savebed) */
2888     /* */
2889     /****************************************/
2890    
2891     enter_player_savebed(op);
2892    
2893     /* Save the player before inserting the force to reduce
2894     * chance of abuse.
2895     */
2896     op->contr->braced=0;
2897     save_player(op,1);
2898    
2899     /* it is possible that the player has blown something up
2900     * at his savebed location, and that can have long lasting
2901     * spell effects. So first see if there is a spell effect
2902     * on the space that might harm the player.
2903     */
2904     will_kill_again=0;
2905     for (tmp= get_map_ob(op->map, op->x, op->y); tmp; tmp=tmp->above) {
2906     if (tmp->type ==SPELL_EFFECT)
2907     will_kill_again|=tmp->attacktype;
2908     }
2909     if (will_kill_again) {
2910     object *force;
2911     int at;
2912    
2913     force=get_archetype(FORCE_NAME);
2914     /* 50 ticks should be enough time for the spell to abate */
2915     force->speed=0.1;
2916     force->speed_left=-5.0;
2917     SET_FLAG(force, FLAG_APPLIED);
2918     for (at=0; at<NROFATTACKS; at++) {
2919     if (will_kill_again & (1 << at))
2920     force->resist[at] = 100;
2921     }
2922     insert_ob_in_ob(force, op);
2923     fix_player(op);
2924    
2925     }
2926     /**************************************/
2927     /* */
2928     /* Repaint the characters inv, and */
2929     /* stats, and show a nasty message ;) */
2930     /* */
2931     /**************************************/
2932    
2933     new_draw_info(NDI_UNIQUE, 0,op,"YOU HAVE DIED.");
2934     return;
2935     } /* NOT_PERMADETH */
2936     else {
2937     /* If NOT_PERMADETH is set, then the rest of this is not reachable. This
2938     * should probably be embedded in an else statement.
2939     */
2940    
2941     op->contr->party=NULL;
2942     if (settings.set_title == TRUE)
2943     op->contr->own_title[0]='\0';
2944     new_draw_info(NDI_UNIQUE|NDI_ALL, 0,NULL, buf);
2945     check_score(op);
2946     if(op->contr->ranges[range_golem]!=NULL) {
2947     remove_friendly_object(op->contr->ranges[range_golem]);
2948     remove_ob(op->contr->ranges[range_golem]);
2949     free_object(op->contr->ranges[range_golem]);
2950     op->contr->ranges[range_golem]=NULL;
2951     op->contr->golem_count=0;
2952     }
2953     loot_object(op); /* Remove some of the items for good */
2954     remove_ob(op);
2955     op->direction=0;
2956    
2957     if(!QUERY_FLAG(op,FLAG_WAS_WIZ)&&op->stats.exp) {
2958     delete_character(op->name,0);
2959     if (settings.resurrection == TRUE) {
2960     /* save playerfile sans equipment when player dies
2961     ** then save it as player.pl.dead so that future resurrection
2962     ** type spells will work on them nicely
2963     */
2964     delete_character(op->name,0);
2965     op->stats.hp = op->stats.maxhp;
2966     op->stats.food = 999;
2967    
2968     /* set the location of where the person will reappear when */
2969     /* maybe resurrection code should fix map also */
2970     strcpy(op->contr->maplevel, settings.emergency_mapname);
2971     if(op->map!=NULL)
2972     op->map = NULL;
2973     op->x = settings.emergency_x;
2974     op->y = settings.emergency_y;
2975     save_player(op,0);
2976     op->map = map;
2977     /* please see resurrection.c: peterm */
2978     dead_player(op);
2979     } else {
2980     delete_character(op->name,1);
2981     }
2982     }
2983     play_again(op);
2984    
2985     /* peterm: added to create a corpse at deathsite. */
2986     tmp=arch_to_object(find_archetype("corpse_pl"));
2987     sprintf(buf,"%s", op->name);
2988     FREE_AND_COPY(tmp->name, buf);
2989     FREE_AND_COPY(tmp->name_pl, buf);
2990     tmp->level=op->level;
2991     tmp->x=x;tmp->y=y;
2992     if (tmp->msg)
2993     free_string(tmp->msg);
2994     tmp->msg = add_string (gravestone_text(op));
2995     SET_FLAG (tmp, FLAG_UNIQUE);
2996     insert_ob_in_map (tmp, map, NULL,0);
2997     }
2998     }
2999    
3000    
3001     void loot_object(object *op) { /* Grab and destroy some treasure */
3002     object *tmp,*tmp2,*next;
3003    
3004     if (op->container) { /* close open sack first */
3005     esrv_apply_container (op, op->container);
3006     }
3007    
3008     for(tmp=op->inv;tmp!=NULL;tmp=next) {
3009     next=tmp->below;
3010     if (tmp->type==EXPERIENCE || tmp->invisible) continue;
3011     remove_ob(tmp);
3012     tmp->x=op->x,tmp->y=op->y;
3013     if (tmp->type == CONTAINER) { /* empty container to ground */
3014     loot_object(tmp);
3015     }
3016     if(!QUERY_FLAG(tmp, FLAG_UNIQUE) && (QUERY_FLAG(tmp, FLAG_STARTEQUIP)
3017     || QUERY_FLAG(tmp,FLAG_NO_DROP) || !(RANDOM()%3))) {
3018     if(tmp->nrof>1) {
3019     tmp2=get_split_ob(tmp,1+RANDOM()%(tmp->nrof-1));
3020     free_object(tmp2);
3021     insert_ob_in_map(tmp,op->map,NULL,0);
3022     } else
3023     free_object(tmp);
3024     } else
3025     insert_ob_in_map(tmp,op->map,NULL,0);
3026     }
3027     }
3028    
3029     /*
3030     * fix_weight(): Check recursively the weight of all players, and fix
3031     * what needs to be fixed. Refresh windows and fix speed if anything
3032     * was changed.
3033     */
3034    
3035     void fix_weight(void) {
3036     player *pl;
3037     for (pl = first_player; pl != NULL; pl = pl->next) {
3038     int old = pl->ob->carrying, sum = sum_weight(pl->ob);
3039     if(old == sum)
3040     continue;
3041     fix_player(pl->ob);
3042     LOG(llevDebug,"Fixed inventory in %s (%d -> %d)\n",
3043     pl->ob->name, old, sum);
3044     }
3045     }
3046    
3047     void fix_luck(void) {
3048     player *pl;
3049     for (pl = first_player; pl != NULL; pl = pl->next)
3050     if (!pl->ob->contr->state)
3051     change_luck(pl->ob, 0);
3052     }
3053    
3054    
3055     /* cast_dust() - handles op throwing objects of type 'DUST'.
3056     * This is much simpler in the new spell code - we basically
3057     * just treat this as any other spell casting object.
3058     */
3059    
3060 elmex 1.2 void
3061     cast_dust (object * op, object * throw_ob, int dir)
3062     {
3063     object *skop, *spob;
3064    
3065     skop = find_skill_by_name (op, throw_ob->skill);
3066    
3067     /* casting POTION 'dusts' is really a use_magic_item skill */
3068     if (op->type == PLAYER && throw_ob->type == POTION && !skop)
3069     {
3070     LOG (llevError, "Player %s lacks critical skill use_magic_item!\n",
3071     op->name);
3072     return;
3073     }
3074    
3075     spob = throw_ob->inv;
3076    
3077     // elmex Tue Aug 15 17:19:46 CEST 2006: Added this check to
3078     // not pass NULL to cast_spell (which did indeed check itself, but
3079     // errors should be reported as early as possible IMHO)
3080     if (!spob)
3081     {
3082     LOG (llevError, "cast_dust: thrown object %s (by %s) had no spell in it!",
3083     throw_ob->name, op->name);
3084     return;
3085 elmex 1.1 }
3086    
3087 elmex 1.2 if (op->type == PLAYER)
3088     new_draw_info_format (NDI_UNIQUE, 0, op, "You cast %s.", spob->name);
3089    
3090     cast_spell (op, throw_ob, dir, spob, NULL);
3091    
3092     if (!QUERY_FLAG (throw_ob, FLAG_REMOVED))
3093     remove_ob (throw_ob);
3094     free_object (throw_ob);
3095 elmex 1.1 }
3096    
3097     void make_visible (object *op) {
3098     op->hide = 0;
3099     op->invisible = 0;
3100     if(op->type==PLAYER) {
3101     op->contr->tmp_invis = 0;
3102     if (op->contr->invis_race) FREE_AND_CLEAR_STR(op->contr->invis_race);
3103     }
3104     update_object(op,UP_OBJ_FACE);
3105     }
3106    
3107     int is_true_undead(object *op) {
3108     object *tmp=NULL;
3109    
3110     if(QUERY_FLAG(&op->arch->clone,FLAG_UNDEAD)) return 1;
3111    
3112     if(op->type==PLAYER)
3113     for(tmp=op->inv;tmp;tmp=tmp->below)
3114     if(tmp->type==EXPERIENCE && tmp->stats.Wis)
3115     if(QUERY_FLAG(tmp,FLAG_UNDEAD)) return 1;
3116     return 0;
3117     }
3118    
3119     /* look at the surrounding terrain to determine
3120     * the hideability of this object. Positive levels
3121     * indicate greater hideability.
3122     */
3123    
3124     int hideability(object *ob) {
3125     int i,level=0, mflag;
3126     sint16 x,y;
3127    
3128     if(!ob||!ob->map) return 0;
3129    
3130     /* so, on normal lighted maps, its hard to hide */
3131     level=ob->map->darkness - 2;
3132    
3133     /* this also picks up whether the object is glowing.
3134     * If you carry a light on a non-dark map, its not
3135     * as bad as carrying a light on a pitch dark map */
3136     if(has_carried_lights(ob)) level =- (10 + (2*ob->map->darkness));
3137    
3138     /* scan through all nearby squares for terrain to hide in */
3139     for(i=0,x=ob->x,y=ob->y;i<9;i++,x=ob->x+freearr_x[i],y=ob->y+freearr_y[i]) {
3140     mflag = get_map_flags(ob->map, NULL, x, y, NULL, NULL);
3141     if (mflag & P_OUT_OF_MAP) { continue; }
3142     if(mflag & P_BLOCKSVIEW) /* something to hide near! */
3143     level += 2;
3144     else /* open terrain! */
3145     level -= 1;
3146     }
3147    
3148     #if 0
3149     LOG(llevDebug,"hideability of %s is %d\n",ob->name,level);
3150     #endif
3151     return level;
3152     }
3153    
3154     /* For Hidden creatures - a chance of becoming 'unhidden'
3155     * every time they move - as we subtract off 'invisibility'
3156     * AND, for players, if they move into a ridiculously unhideable
3157     * spot (surrounded by clear terrain in broad daylight). -b.t.
3158     */
3159    
3160     void do_hidden_move (object *op) {
3161     int hide=0, num=random_roll(0, 19, op, PREFER_LOW);
3162     object *skop;
3163    
3164     if(!op || !op->map) return;
3165    
3166     skop = find_obj_by_type_subtype(op, SKILL, SK_HIDING);
3167    
3168     /* its *extremely* hard to run and sneak/hide at the same time! */
3169     if(op->type==PLAYER && op->contr->run_on) {
3170     if(!skop || num >= skop->level) {
3171     new_draw_info(NDI_UNIQUE,0,op,"You ran too much! You are no longer hidden!");
3172     make_visible(op);
3173     return;
3174     } else num += 20;
3175     }
3176     num += op->map->difficulty;
3177     hide = hideability(op); /* modify by terrain hidden level */
3178     num -= hide;
3179     if((op->type==PLAYER && hide<-10) || ((op->invisible-=num)<=0)) {
3180     make_visible(op);
3181     if(op->type==PLAYER) new_draw_info(NDI_UNIQUE, 0,op,
3182     "You moved out of hiding! You are visible!");
3183     }
3184     else if (op->type == PLAYER && skop) {
3185     change_exp(op, calc_skill_exp(op, NULL, skop), skop->skill, 0);
3186     }
3187     }
3188    
3189     /* determine if who is standing near a hostile creature. */
3190    
3191     int stand_near_hostile( object *who ) {
3192     object *tmp=NULL;
3193     int i,friendly=0,player=0, mflags;
3194     mapstruct *m;
3195     sint16 x,y;
3196    
3197     if(!who) return 0;
3198    
3199     if(who->type==PLAYER) player=1;
3200     else friendly = QUERY_FLAG(who,FLAG_FRIENDLY);
3201    
3202     /* search adjacent squares */
3203     for(i=1;i<9;i++) {
3204     x = who->x+freearr_x[i];
3205     y = who->y+freearr_y[i];
3206     m = who->map;
3207     mflags = get_map_flags(m, &m, x, y, &x, &y);
3208     /* space must be blocked if there is a monster. If not
3209     * blocked, don't need to check this space.
3210     */
3211     if (mflags & P_OUT_OF_MAP) continue;
3212     if (OB_TYPE_MOVE_BLOCK(who, GET_MAP_MOVE_BLOCK(m, x, y))) continue;
3213    
3214     for(tmp=get_map_ob(m,x,y);tmp;tmp=tmp->above) {
3215     if((player||friendly)
3216     &&QUERY_FLAG(tmp,FLAG_MONSTER)&&!QUERY_FLAG(tmp,FLAG_UNAGGRESSIVE))
3217     return 1;
3218     else if(tmp->type==PLAYER)
3219     {
3220     /*don't let a hidden DM prevent you from hiding*/
3221     if(!QUERY_FLAG(tmp, FLAG_WIZ) || tmp->contr->hidden == 0)
3222     return 1;
3223     }
3224     }
3225     }
3226     return 0;
3227     }
3228    
3229     /* check the player los field for viewability of the
3230     * object op. This function works fine for monsters,
3231     * but we dont worry if the object isnt the top one in
3232     * a pile (say a coin under a table would return "viewable"
3233     * by this routine). Another question, should we be
3234     * concerned with the direction the player is looking
3235     * in? Realistically, most of use cant see stuff behind
3236     * our backs...on the other hand, does the "facing" direction
3237     * imply the way your head, or body is facing? Its possible
3238     * for them to differ. Sigh, this fctn could get a bit more complex.
3239     * -b.t.
3240     * This function is now map tiling safe.
3241     */
3242    
3243     int player_can_view (object *pl,object *op) {
3244     rv_vector rv;
3245     int dx,dy;
3246    
3247     if(pl->type!=PLAYER) {
3248     LOG(llevError,"player_can_view() called for non-player object\n");
3249     return -1;
3250     }
3251     if (!pl || !op) return 0;
3252    
3253     if(op->head) { op = op->head; }
3254     get_rangevector(pl, op, &rv, 0x1);
3255    
3256     /* starting with the 'head' part, lets loop
3257     * through the object and find if it has any
3258     * part that is in the los array but isnt on
3259     * a blocked los square.
3260     * we use the archetype to figure out offsets.
3261     */
3262     while(op) {
3263     dx = rv.distance_x + op->arch->clone.x;
3264     dy = rv.distance_y + op->arch->clone.y;
3265    
3266     /* only the viewable area the player sees is updated by LOS
3267     * code, so we need to restrict ourselves to that range of values
3268     * for any meaningful values.
3269     */
3270     if (FABS(dx) <= (pl->contr->socket.mapx/2) &&
3271     FABS(dy) <= (pl->contr->socket.mapy/2) &&
3272     !pl->contr->blocked_los[dx + (pl->contr->socket.mapx/2)][dy+(pl->contr->socket.mapy/2)] )
3273     return 1;
3274     op = op->more;
3275     }
3276     return 0;
3277     }
3278    
3279     /* routine for both players and monsters. We call this when
3280     * there is a possibility for our action distrubing our hiding
3281     * place or invisiblity spell. Artefact invisiblity is not
3282     * effected by this. If we arent invisible to begin with, we
3283     * return 0.
3284     */
3285     int action_makes_visible (object *op) {
3286    
3287     if(op->invisible && QUERY_FLAG(op,FLAG_ALIVE)) {
3288     if(QUERY_FLAG(op,FLAG_MAKE_INVIS))
3289     return 0;
3290    
3291     if (op->contr && op->contr->tmp_invis == 0) return 0;
3292    
3293     /* If monsters, they should become visible */
3294     if(op->hide || !op->contr || (op->contr && op->contr->tmp_invis)) {
3295     new_draw_info_format(NDI_UNIQUE, 0,op,"You become %s!",op->hide?"unhidden":"visible");
3296     return 1;
3297     }
3298     }
3299     return 0;
3300     }
3301    
3302     /* op_on_battleground - checks if the given object op (usually
3303     * a player) is standing on a valid battleground-tile,
3304     * function returns TRUE/FALSE. If true x, y returns the battleground
3305     * -exit-coord. (and if x, y not NULL)
3306     * 19 March 2005 - josh@woosworld.net modifed to check if the battleground also has slaying, maxhp, and maxsp set
3307     * and if those are all set and the player has a marker that matches the slaying send them to a different x, y
3308     * Default is to do the same as before, so only people wanting to have different points need worry about this
3309     */
3310     int op_on_battleground (object *op, int *x, int *y) {
3311     object *tmp;
3312    
3313     /* A battleground-tile needs the following attributes to be valid:
3314     * is_floor 1 (has to be the FIRST floor beneath the player's feet),
3315     * name="battleground", no_pick 1, type=58 (type BATTLEGROUND)
3316     * and the exit-coordinates sp/hp must both be > 0.
3317     * => The intention here is to prevent abuse of the battleground-
3318     * feature (like pickable or hidden battleground tiles). */
3319     for (tmp=op->below; tmp!=NULL; tmp=tmp->below) {
3320     if (QUERY_FLAG (tmp, FLAG_IS_FLOOR)) {
3321     if (QUERY_FLAG (tmp, FLAG_NO_PICK) &&
3322     strcmp(tmp->name, "battleground")==0 &&
3323     tmp->type == BATTLEGROUND && EXIT_X(tmp) && EXIT_Y(tmp)) {
3324     /*before we assign the exit, check if this is a teambattle*/
3325     if ( EXIT_ALT_X(tmp) && EXIT_ALT_Y(tmp) && EXIT_PATH(tmp) ){
3326     object *invtmp;
3327     for(invtmp=op->inv; invtmp != NULL; invtmp=invtmp->below) {
3328     if(invtmp->type==FORCE && invtmp->slaying &&
3329     !strcmp(EXIT_PATH(tmp), invtmp->slaying)){
3330     if (x != NULL && y != NULL)
3331     *x=EXIT_ALT_X(tmp), *y=EXIT_ALT_Y(tmp);
3332     return 1;
3333     }
3334     }
3335     }
3336     if (x != NULL && y != NULL)
3337     *x=EXIT_X(tmp), *y=EXIT_Y(tmp);
3338     return 1;
3339     }
3340     }
3341     }
3342     /* If we got here, did not find a battleground */
3343     return 0;
3344     }
3345    
3346     /*
3347     * When a dragon-player gains a new stage of evolution,
3348     * he gets some treasure
3349     *
3350     * attributes:
3351     * object *who the dragon player
3352     * int atnr the attack-number of the ability focus
3353     * int level ability level
3354     */
3355     void dragon_ability_gain(object *who, int atnr, int level) {
3356     treasurelist *trlist = NULL; /* treasurelist */
3357     treasure *tr; /* treasure */
3358     object *tmp,*skop; /* tmp. object */
3359     object *item; /* treasure object */
3360     char buf[MAX_BUF]; /* tmp. string buffer */
3361     int i=0, j=0;
3362    
3363     /* get the appropriate treasurelist */
3364     if (atnr == ATNR_FIRE)
3365     trlist = find_treasurelist("dragon_ability_fire");
3366     else if (atnr == ATNR_COLD)
3367     trlist = find_treasurelist("dragon_ability_cold");
3368     else if (atnr == ATNR_ELECTRICITY)
3369     trlist = find_treasurelist("dragon_ability_elec");
3370     else if (atnr == ATNR_POISON)
3371     trlist = find_treasurelist("dragon_ability_poison");
3372    
3373     if (trlist == NULL || who->type != PLAYER)
3374     return;
3375    
3376     for (i=0, tr = trlist->items; tr != NULL && i<level-1;
3377     tr = tr->next, i++);
3378    
3379     if (tr == NULL || tr->item == NULL) {
3380     /* LOG(llevDebug, "-> no more treasure for %s\n", change_resist_msg[atnr]); */
3381     return;
3382     }
3383    
3384     /* everything seems okay - now bring on the gift: */
3385     item = &(tr->item->clone);
3386    
3387     if (item->type == SPELL) {
3388     if (check_spell_known (who, item->name))
3389     return;
3390    
3391     new_draw_info_format(NDI_UNIQUE|NDI_BLUE, 0, who, "You gained the ability of %s", item->name);
3392     do_learn_spell (who, item, 0);
3393     return;
3394     }
3395    
3396     /* grant direct spell */
3397     if (item->type == SPELLBOOK) {
3398     if (!item->inv) {
3399     LOG(llevDebug,"dragon_ability_gain: Broken spellbook %s\n",
3400     item->name);
3401     return;
3402     }
3403     if (check_spell_known (who, item->inv->name))
3404     return;
3405     if (item->invisible) {
3406     new_draw_info_format(NDI_UNIQUE|NDI_BLUE, 0, who, "You gained the ability of %s", item->inv->name);
3407     do_learn_spell (who, item->inv, 0);
3408     return;
3409     }
3410     }
3411     else if (item->type == SKILL_TOOL && item->invisible) {
3412     if (item->subtype == SK_CLAWING && (skop=find_skill_by_name(who, item->skill))!=NULL) {
3413    
3414     /* should this perhaps be (skop->attackyp & item->attacktype)!=item->attacktype ...
3415     * in this way, if the player is missing any of the attacktypes, he gets
3416     * them. As it is now, if the player has any that match the granted skill,
3417     * but not all of them, he gets nothing.
3418     */
3419     if (!(skop->attacktype & item->attacktype)) {
3420     /* Give new attacktype */
3421     skop->attacktype |= item->attacktype;
3422    
3423     /* always add physical if there's none */
3424     skop->attacktype |= AT_PHYSICAL;
3425    
3426     if (item->msg != NULL)
3427     new_draw_info(NDI_UNIQUE|NDI_BLUE, 0, who, item->msg);
3428    
3429     /* Give player new face */
3430     if (item->animation_id) {
3431     who->face = skop->face;
3432     who->animation_id = item->animation_id;
3433     who->anim_speed = item->anim_speed;
3434     who->last_anim = 0;
3435     who->state = 0;
3436     animate_object(who, who->direction);
3437     }
3438     }
3439     }
3440     }
3441     else if (item->type == FORCE) {
3442     /* forces in the treasurelist can alter the player's stats */
3443     object *skin;
3444     /* first get the dragon skin force */
3445     for (skin=who->inv; skin!=NULL && strcmp(skin->arch->name, "dragon_skin_force")!=0;
3446     skin=skin->below);
3447     if (skin == NULL) return;
3448    
3449     /* adding new spellpath attunements */
3450     if (item->path_attuned > 0 && !(skin->path_attuned & item->path_attuned)) {
3451     skin->path_attuned |= item->path_attuned; /* add attunement to skin */
3452    
3453     /* print message */
3454     sprintf(buf, "You feel attuned to ");
3455     for(i=0, j=0; i<NRSPELLPATHS; i++) {
3456     if(item->path_attuned & (1<<i)) {
3457     if (j)
3458     strcat(buf," and ");
3459     else
3460     j = 1;
3461     strcat(buf, spellpathnames[i]);
3462     }
3463     }
3464     strcat(buf,".");
3465     new_draw_info(NDI_UNIQUE|NDI_BLUE, 0, who, buf);
3466     }
3467    
3468     /* evtl. adding flags: */
3469     if(QUERY_FLAG(item, FLAG_XRAYS))
3470     SET_FLAG(skin, FLAG_XRAYS);
3471     if(QUERY_FLAG(item, FLAG_STEALTH))
3472     SET_FLAG(skin, FLAG_STEALTH);
3473     if(QUERY_FLAG(item, FLAG_SEE_IN_DARK))
3474     SET_FLAG(skin, FLAG_SEE_IN_DARK);
3475    
3476     /* print message if there is one */
3477     if (item->msg != NULL)
3478     new_draw_info(NDI_UNIQUE|NDI_BLUE, 0, who, item->msg);
3479     }
3480     else {
3481     /* generate misc. treasure */
3482     tmp = arch_to_object (tr->item);
3483     new_draw_info_format(NDI_UNIQUE|NDI_BLUE, 0, who, "You gained %s", query_short_name(tmp));
3484     tmp = insert_ob_in_ob (tmp, who);
3485     if (who->type == PLAYER)
3486     esrv_send_item(who, tmp);
3487     }
3488     }
3489    
3490     /**
3491     * Unready an object for a player. This function does nothing if the object was
3492     * not readied.
3493     */
3494     void player_unready_range_ob(player *pl, object *ob) {
3495     rangetype i;
3496    
3497     for (i = (rangetype)0; i < range_size; i = (rangetype) ((int)i + 1)) {
3498     if (pl->ranges[i] == ob) {
3499     pl->ranges[i] = NULL;
3500     if (pl->shoottype == i) {
3501     pl->shoottype = range_none;
3502     }
3503     }
3504     }
3505     }