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Revision: 1.60
Committed: Sat Dec 23 09:41:55 2006 UTC (17 years, 5 months ago) by root
Content type: text/plain
Branch: MAIN
Changes since 1.59: +3 -2 lines
Log Message:
- reorder stuff so that the endlessly sucky gcfclient doesn't get confused

File Contents

# User Rev Content
1 elmex 1.1 /*
2     CrossFire, A Multiplayer game for X-windows
3    
4     Copyright (C) 2002 Mark Wedel & Crossfire Development Team
5     Copyright (C) 1992 Frank Tore Johansen
6    
7     This program is free software; you can redistribute it and/or modify
8     it under the terms of the GNU General Public License as published by
9     the Free Software Foundation; either version 2 of the License, or
10     (at your option) any later version.
11    
12     This program is distributed in the hope that it will be useful,
13     but WITHOUT ANY WARRANTY; without even the implied warranty of
14     MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
15     GNU General Public License for more details.
16    
17     You should have received a copy of the GNU General Public License
18     along with this program; if not, write to the Free Software
19     Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA.
20    
21 root 1.23 The author can be reached via e-mail to <crossfire@schmorp.de>
22 elmex 1.1 */
23    
24     #include <global.h>
25 pippijn 1.31 #include <pwd.h>
26 root 1.38 #include <sproto.h>
27 elmex 1.1 #include <sounds.h>
28     #include <living.h>
29     #include <object.h>
30     #include <spells.h>
31     #include <skills.h>
32    
33 root 1.54 #include <algorithm>
34     #include <functional>
35 elmex 1.1
36 root 1.18 player *
37     find_player (const char *plname)
38 elmex 1.1 {
39     player *pl;
40 root 1.18
41 root 1.53 for (pl = first_player; pl; pl = pl->next)
42 root 1.54 if (pl->ob && !strcmp (query_name (pl->ob), plname))
43     return pl;
44 root 1.53
45     return 0;
46 elmex 1.1 }
47    
48 root 1.18 void
49     display_motd (const object *op)
50     {
51     char buf[MAX_BUF];
52     char motd[HUGE_BUF];
53     FILE *fp;
54     int comp;
55     int size;
56 elmex 1.1
57 root 1.18 sprintf (buf, "%s/%s", settings.confdir, settings.motd);
58     if ((fp = open_and_uncompress (buf, 0, &comp)) == NULL)
59 root 1.44 return;
60    
61 root 1.18 motd[0] = '\0';
62     size = 0;
63 root 1.44
64 root 1.53 while (fgets (buf, MAX_BUF, fp))
65 root 1.18 {
66     if (*buf == '#')
67     continue;
68 root 1.44
69 root 1.18 strncat (motd + size, buf, HUGE_BUF - size);
70     size += strlen (buf);
71 elmex 1.1 }
72 root 1.44
73 root 1.18 draw_ext_info (NDI_UNIQUE | NDI_GREEN, 0, op, MSG_TYPE_MOTD, MSG_SUBTYPE_NONE, motd, NULL);
74     close_and_delete (fp, comp);
75 elmex 1.1 }
76    
77 root 1.18 void
78     send_rules (const object *op)
79     {
80     char buf[MAX_BUF];
81     char rules[HUGE_BUF];
82     FILE *fp;
83     int comp;
84     int size;
85    
86     sprintf (buf, "%s/%s", settings.confdir, settings.rules);
87     if ((fp = open_and_uncompress (buf, 0, &comp)) == NULL)
88 root 1.44 return;
89    
90 root 1.18 rules[0] = '\0';
91     size = 0;
92 root 1.44
93 root 1.53 while (fgets (buf, MAX_BUF, fp))
94 root 1.18 {
95     if (*buf == '#')
96 elmex 1.1 continue;
97 root 1.44
98 root 1.18 if (size + strlen (buf) >= HUGE_BUF)
99     {
100     LOG (llevDebug, "Warning, rules size is > %d bytes.\n", HUGE_BUF);
101 elmex 1.1 break;
102 root 1.18 }
103 root 1.44
104 root 1.18 strncat (rules + size, buf, HUGE_BUF - size);
105     size += strlen (buf);
106 elmex 1.1 }
107 root 1.44
108 root 1.18 draw_ext_info (NDI_UNIQUE | NDI_GREEN, 0, op, MSG_TYPE_ADMIN, MSG_TYPE_ADMIN_RULES, rules, NULL);
109     close_and_delete (fp, comp);
110 elmex 1.1 }
111    
112 root 1.18 void
113     send_news (const object *op)
114     {
115     char buf[MAX_BUF];
116     char news[HUGE_BUF];
117     char subject[MAX_BUF];
118     FILE *fp;
119     int comp;
120     int size;
121    
122     sprintf (buf, "%s/%s", settings.confdir, settings.news);
123     if ((fp = open_and_uncompress (buf, 0, &comp)) == NULL)
124     return;
125 root 1.44
126 root 1.18 news[0] = '\0';
127     subject[0] = '\0';
128     size = 0;
129 root 1.44
130 root 1.18 while (fgets (buf, MAX_BUF, fp) != NULL)
131     {
132     if (*buf == '#')
133     continue;
134 root 1.44
135 root 1.18 if (*buf == '%')
136     { /* send one news */
137     if (size > 0)
138     draw_ext_info_format (NDI_UNIQUE | NDI_GREEN, 0, op, MSG_TYPE_ADMIN, MSG_TYPE_ADMIN_NEWS, "INFORMATION: %s\n%s", "%s\n%s", subject, news); /*send previously read news */
139     strcpy (subject, buf + 1);
140     strip_endline (subject);
141     size = 0;
142     news[0] = '\0';
143     }
144     else
145     {
146     if (size + strlen (buf) >= HUGE_BUF)
147     {
148     LOG (llevDebug, "Warning, one news item has size > %d bytes.\n", HUGE_BUF);
149 elmex 1.1 break;
150 root 1.18 }
151     strncat (news + size, buf, HUGE_BUF - size);
152     size += strlen (buf);
153     }
154 elmex 1.1 }
155 root 1.18
156     draw_ext_info_format (NDI_UNIQUE | NDI_GREEN, 0, op,
157     MSG_TYPE_ADMIN, MSG_TYPE_ADMIN_NEWS, "INFORMATION: %s\n%s\n", "%s\n%s", subject, news);
158     close_and_delete (fp, comp);
159 elmex 1.1 }
160    
161 root 1.54 /* This loads the first map an puts the player on it. */
162     static void
163     set_first_map (object *op)
164     {
165     strcpy (op->contr->maplevel, first_map_path);
166     op->x = -1;
167     op->y = -1;
168     enter_exit (op, 0);
169     }
170    
171 root 1.56 // connect the player with a specific client
172     // also changed, rationalises, and fixes some incorrect settings
173 root 1.54 void
174     player::connect (client *ns)
175 root 1.18 {
176 root 1.54 this->ns = ns;
177     ns->pl = this;
178    
179     next = first_player;
180     first_player = this;
181    
182     ns->update_look = 0;
183     ns->look_position = 0;
184    
185     clear_los (ob);
186    
187 root 1.57 /* make sure he's a player -- needed because of class change. */
188 root 1.54 ob->type = PLAYER; // we are paranoid
189     ob->race = ob->arch->clone.race;
190 elmex 1.1
191 root 1.56 if (!legal_range (ob, shoottype))
192     shoottype = range_none;
193 root 1.44
194 root 1.54 ob->carrying = sum_weight (ob);
195     link_player_skills (ob);
196 elmex 1.1
197 root 1.56 CLEAR_FLAG (ob, FLAG_NO_FIX_PLAYER);
198     update_ob_speed (ob);
199 elmex 1.1
200 root 1.54 assign (title, ob->arch->clone.name);
201 root 1.15
202 root 1.54 /* can_use_shield is a new flag. However, the can_use.. seems to largely come
203     * from the class, and not race. I don't see any way to get the class information
204     * to then update this. I don't think this will actually break anything - anyone
205     * that can use armour should be able to use a shield. What this may 'break'
206     * are features new characters get, eg, if someone starts up with a Q, they
207     * should be able to use a shield. However, old Q's won't get that advantage.
208 root 1.15 */
209 root 1.54 if (QUERY_FLAG (ob, FLAG_USE_ARMOUR))
210     SET_FLAG (ob, FLAG_USE_SHIELD);
211    
212     /* if it's a dragon player, set the correct title here */
213     if (is_dragon_pl (ob))
214     {
215     object *tmp, *abil = 0, *skin = 0;
216    
217     shstr_cmp dragon_ability_force ("dragon_ability_force");
218     shstr_cmp dragon_skin_force ("dragon_skin_force");
219    
220     for (tmp = ob->inv; tmp; tmp = tmp->below)
221     if (tmp->type == FORCE)
222     if (tmp->arch->name == dragon_ability_force)
223     abil = tmp;
224     else if (tmp->arch->name == dragon_skin_force)
225     skin = tmp;
226    
227     set_dragon_name (ob, abil, skin);
228     }
229    
230     CLEAR_FLAG (ob, FLAG_FRIENDLY);
231     add_friendly_object (ob);
232    
233     LOG (llevInfo, "LOGIN: Player named %s from ip %s\n", &ob->name, ns->host);
234 root 1.15
235 root 1.54 new_draw_info (NDI_UNIQUE, 0, ob, "Welcome Back!");
236     new_draw_info_format (NDI_UNIQUE | NDI_ALL | NDI_DK_ORANGE, 5, NULL, "%s has entered the game.", &ob->name);
237    
238 root 1.60 esrv_new_player (this, ob->weight + ob->carrying);
239    
240     ob->update_stats ();
241 root 1.54 ns->floorbox_update ();
242    
243     esrv_send_inventory (ob, ob);
244     esrv_add_spells (this, 0);
245    
246     enter_exit (ob, 0);
247    
248 root 1.59 send_rules (ob);
249     send_news (ob);
250     display_motd (ob);
251 root 1.54 INVOKE_PLAYER (LOGIN, this);
252     }
253 elmex 1.1
254 root 1.54 // the need for this function can be explained
255     // by load_object not returning the object
256     void
257     player::set_object (object *op)
258     {
259     ob = op;
260     ob->contr = this; /* this aren't yet in archetype */
261 root 1.15
262 root 1.54 ob->speed_left = 0.5;
263     ob->speed = 1.0;
264     ob->direction = 5; /* So player faces south */
265     ob->stats.wc = 2;
266     ob->run_away = 25; /* Then we panick... */
267 root 1.15
268 root 1.54 set_first_map (ob);
269 root 1.15
270 root 1.54 ob->roll_stats ();
271     }
272 root 1.15
273 root 1.54 player::player ()
274     {
275     /* There are some elements we want initialized to non zero value -
276     * we deal with that below this point.
277     */
278     outputs_sync = 16; /* Every 2 seconds */
279     outputs_count = 8; /* Keeps present behaviour */
280     unapply = unapply_nochoice;
281    
282     assign (savebed_map, first_map_path); /* Init. respawn position */
283    
284     gen_sp_armour = 10;
285     last_speed = -1;
286     shoottype = range_none;
287     bowtype = bow_normal;
288     petmode = pet_normal;
289     listening = 10;
290     usekeys = containers;
291     last_weapon_sp = -1;
292     peaceful = 1; /* default peaceful */
293     do_los = 1;
294 root 1.15
295     /* we need to clear these to -1 and not zero - otherwise,
296     * if a player quits and starts a new character, we wont
297     * send new values to the client, as things like exp start
298     * at zero.
299     */
300 root 1.54 for (int i = 0; i < NUM_SKILLS; i++)
301     last_skill_exp[i] = -1;
302    
303     for (int i = 0; i < NROFATTACKS; i++)
304     last_resist[i] = -1;
305    
306     last_stats.exp = -1;
307     last_weight = (uint32) - 1;
308     }
309    
310     player::~player ()
311     {
312     terminate_all_pets (ob);
313    
314     if (first_player != this)
315 root 1.15 {
316 root 1.54 player *prev = first_player;
317    
318     while (prev && prev->next && prev->next != this)
319     prev = prev->next;
320 root 1.38
321 root 1.54 if (prev->next != this)
322     {
323     LOG (llevError, "Free_player: Can't find previous player.\n");
324     abort ();
325     }
326 root 1.38
327 root 1.54 prev->next = next;
328     }
329     else
330     first_player = next;
331 root 1.15
332 root 1.54 if (ob)
333     {
334     ob->contr = 0;
335     ob->destroy (1);
336     }
337 root 1.38
338 root 1.54 if (ns)
339     {
340     ns->send_packet ("goodbye");
341     ns->flush ();
342     ns->pl = 0;
343     ns->destroy ();
344     }
345 elmex 1.1
346 root 1.54 /* Clear item stack */
347     free (stack_items);
348 elmex 1.1 }
349    
350 root 1.54 /* Tries to add player on the connection passed in ns.
351 elmex 1.1 * All we can really get in this is some settings like host and display
352     * mode.
353     */
354 root 1.54 player *
355     player::create ()
356 root 1.18 {
357 root 1.54 player *pl = new player;
358 root 1.38
359 root 1.54 pl->set_object (arch_to_object (get_player_archetype (0)));
360 root 1.26
361 root 1.54 return pl;
362 elmex 1.1 }
363    
364     /*
365     * get_player_archetype() return next player archetype from archetype
366     * list. Not very efficient routine, but used only creating new players.
367     * Note: there MUST be at least one player archetype!
368     */
369 root 1.18 archetype *
370     get_player_archetype (archetype *at)
371 elmex 1.1 {
372 root 1.18 archetype *start = at;
373    
374     for (;;)
375     {
376     if (at == NULL || at->next == NULL)
377     at = first_archetype;
378     else
379     at = at->next;
380 root 1.46
381 root 1.18 if (at->clone.type == PLAYER)
382     return at;
383 root 1.46
384 root 1.18 if (at == start)
385     {
386     LOG (llevError, "No Player archetypes\n");
387     exit (-1);
388 root 1.11 }
389 elmex 1.1 }
390     }
391    
392 root 1.18 object *
393     get_nearest_player (object *mon)
394     {
395     object *op = NULL;
396     player *pl = NULL;
397     objectlink *ol;
398     unsigned lastdist;
399     rv_vector rv;
400    
401     for (ol = first_friendly_object, lastdist = 1000; ol != NULL; ol = ol->next)
402     {
403     /* We should not find free objects on this friendly list, but it
404     * does periodically happen. Given that, lets deal with it.
405     * While unlikely, it is possible the next object on the friendly
406     * list is also free, so encapsulate this in a while loop.
407     */
408     while (QUERY_FLAG (ol->ob, FLAG_FREED) || !QUERY_FLAG (ol->ob, FLAG_FRIENDLY))
409     {
410     object *tmp = ol->ob;
411    
412     /* Can't do much more other than log the fact, because the object
413     * itself will have been cleared.
414     */
415     LOG (llevDebug, "get_nearest_player: Found free/non friendly object on friendly list\n");
416     ol = ol->next;
417     remove_friendly_object (tmp);
418     if (!ol)
419     return op;
420     }
421 root 1.11
422 root 1.18 /* Remove special check for player from this. First, it looks to cause
423     * some crashes (ol->ob->contr not set properly?), but secondly, a more
424     * complicated method of state checking would be needed in any case -
425     * as it was, a clever player could type quit, and the function would
426     * skip them over while waiting for confirmation. Remove
427     * on_same_map check, as can_detect_enemy also does this
428     */
429     if (!can_detect_enemy (mon, ol->ob, &rv))
430     continue;
431 root 1.11
432 root 1.18 if (lastdist > rv.distance)
433     {
434     op = ol->ob;
435     lastdist = rv.distance;
436 root 1.11 }
437 elmex 1.1 }
438 root 1.18 for (pl = first_player; pl != NULL; pl = pl->next)
439     {
440     if (can_detect_enemy (mon, pl->ob, &rv))
441     {
442 elmex 1.1
443 root 1.18 if (lastdist > rv.distance)
444     {
445     op = pl->ob;
446     lastdist = rv.distance;
447 root 1.11 }
448     }
449 elmex 1.1 }
450     #if 0
451 root 1.18 LOG (llevDebug, "get_nearest_player() finds player: %s\n", op ? &op->name : "(null)");
452 elmex 1.1 #endif
453 root 1.18 return op;
454 elmex 1.1 }
455    
456     /* I believe this can safely go to 2, 3 is questionable, 4 will likely
457     * result in a monster paths backtracking. It basically determines how large a
458     * detour a monster will take from the direction path when looking
459     * for a path to the player. The values are in the amount of direction
460     * the deviation is
461     */
462     #define DETOUR_AMOUNT 2
463    
464     /* This is used to prevent infinite loops. Consider a case where the
465     * player is in a chamber (with gate closed), and monsters are outside.
466     * with DETOUR_AMOUNT==2, the function will turn each corner, trying to
467     * find a path into the chamber. This is a good thing, but since there
468     * is no real path, it will just keep circling the chamber for
469     * ever (this could be a nice effect for monsters, but not for the function
470     * to get stuck in. I think for the monsters, if max is reached and
471     * we return the first direction the creature could move would result in the
472     * circling behaviour. Unfortunately, this function is also used to determined
473     * if the creature should cast a spell, so returning a direction in that case
474     * is probably not a good thing.
475     */
476     #define MAX_SPACES 50
477    
478     /*
479     * Returns the direction to the player, if valid. Returns 0 otherwise.
480     * modified to verify there is a path to the player. Does this by stepping towards
481     * player and if path is blocked then see if blockage is close enough to player that
482     * direction to player is changed (ie zig or zag). Continue zig zag until either
483     * reach player or path is blocked. Thus, will only return true if there is a free
484     * path to player. Though path may not be a straight line. Note that it will find
485     * player hiding along a corridor at right angles to the corridor with the monster.
486     *
487     * Modified by MSW 2001-08-06 to handle tiled maps. Various notes:
488     * 1) With DETOUR_AMOUNT being 2, it should still go and find players hiding
489     * down corriders.
490     * 2) I think the old code was broken if the first direction the monster
491     * should move was blocked - the code would store the first direction without
492     * verifying that the player can actually move in that direction. The new
493     * code does not store anything in firstdir until we have verified that the
494     * monster can in fact move one space in that direction.
495     * 3) I'm not sure how good this code will be for moving multipart monsters,
496     * since only simple checks to blocked are being called, which could mean the monster
497     * is blocking itself.
498     */
499 root 1.18 int
500     path_to_player (object *mon, object *pl, unsigned mindiff)
501     {
502     rv_vector rv;
503     sint16 x, y;
504     int lastx, lasty, dir, i, diff, firstdir = 0, lastdir, max = MAX_SPACES, mflags, blocked;
505 root 1.25 maptile *m, *lastmap;
506 root 1.18
507     get_rangevector (mon, pl, &rv, 0);
508    
509     if (rv.distance < mindiff)
510     return 0;
511    
512     x = mon->x;
513     y = mon->y;
514     m = mon->map;
515     dir = rv.direction;
516     lastdir = firstdir = rv.direction; /* perhaps we stand next to pl, init firstdir too */
517     diff = FABS (rv.distance_x) > FABS (rv.distance_y) ? FABS (rv.distance_x) : FABS (rv.distance_y);
518     /* If we can't solve it within the search distance, return now. */
519     if (diff > max)
520     return 0;
521     while (diff > 1 && max > 0)
522     {
523     lastx = x;
524     lasty = y;
525     lastmap = m;
526     x = lastx + freearr_x[dir];
527     y = lasty + freearr_y[dir];
528    
529     mflags = get_map_flags (m, &m, x, y, &x, &y);
530     blocked = (mflags & P_OUT_OF_MAP) ? MOVE_ALL : GET_MAP_MOVE_BLOCK (m, x, y);
531    
532     /* Space is blocked - try changing direction a little */
533     if ((mflags & P_OUT_OF_MAP) || ((OB_TYPE_MOVE_BLOCK (mon, blocked) || (mflags & P_BLOCKSVIEW))
534     && (m == mon->map && blocked_link (mon, m, x, y))))
535     {
536     /* recalculate direction from last good location. Possible
537     * we were not traversing ideal location before.
538     */
539     get_rangevector_from_mapcoord (lastmap, lastx, lasty, pl, &rv, 0);
540     if (rv.direction != dir)
541     {
542     /* OK - says direction should be different - lets reset the
543     * the values so it will try again.
544     */
545     x = lastx;
546     y = lasty;
547     m = lastmap;
548     dir = firstdir = rv.direction;
549     }
550     else
551     {
552     /* direct path is blocked - try taking a side step to
553     * either the left or right.
554     * Note increase the values in the loop below to be
555     * more than -1/1 respectively will mean the monster takes
556     * bigger detour. Have to be careful about these values getting
557     * too big (3 or maybe 4 or higher) as the monster may just try
558     * stepping back and forth
559     */
560     for (i = -DETOUR_AMOUNT; i <= DETOUR_AMOUNT; i++)
561     {
562     if (i == 0)
563     continue; /* already did this, so skip it */
564     /* Use lastdir here - otherwise,
565     * since the direction that the creature should move in
566     * may change, you could get infinite loops.
567     * ie, player is northwest, but monster can only
568     * move west, so it does that. It goes some distance,
569     * gets blocked, finds that it should move north,
570     * can't do that, but now finds it can move east, and
571     * gets back to its original point. lastdir contains
572     * the last direction the creature has successfully
573     * moved.
574     */
575    
576     x = lastx + freearr_x[absdir (lastdir + i)];
577     y = lasty + freearr_y[absdir (lastdir + i)];
578     m = lastmap;
579     mflags = get_map_flags (m, &m, x, y, &x, &y);
580     if (mflags & P_OUT_OF_MAP)
581     continue;
582     blocked = GET_MAP_MOVE_BLOCK (m, x, y);
583     if (OB_TYPE_MOVE_BLOCK (mon, blocked))
584     continue;
585     if (mflags & P_BLOCKSVIEW)
586     continue;
587    
588     if (m == mon->map && blocked_link (mon, m, x, y))
589     break;
590     }
591     /* go through entire loop without finding a valid
592     * sidestep to take - thus, no valid path.
593     */
594     if (i == (DETOUR_AMOUNT + 1))
595     return 0;
596     diff--;
597     lastdir = dir;
598     max--;
599     if (!firstdir)
600     firstdir = dir + i;
601     } /* else check alternate directions */
602     } /* if blocked */
603     else
604     {
605     /* we moved towards creature, so diff is less */
606     diff--;
607     max--;
608     lastdir = dir;
609     if (!firstdir)
610     firstdir = dir;
611     }
612     if (diff <= 1)
613     {
614     /* Recalculate diff (distance) because we may not have actually
615     * headed toward player for entire distance.
616     */
617     get_rangevector_from_mapcoord (m, x, y, pl, &rv, 0);
618     diff = FABS (rv.distance_x) > FABS (rv.distance_y) ? FABS (rv.distance_x) : FABS (rv.distance_y);
619     }
620     if (diff > max)
621     return 0;
622     }
623     /* If we reached the max, didn't find a direction in time */
624     if (!max)
625     return 0;
626    
627     return firstdir;
628     }
629    
630     void
631     give_initial_items (object *pl, treasurelist * items)
632     {
633     object *op, *next = NULL;
634    
635     if (pl->randomitems != NULL)
636     create_treasure (items, pl, GT_STARTEQUIP | GT_ONLY_GOOD, 1, 0);
637    
638     for (op = pl->inv; op; op = next)
639     {
640     next = op->below;
641    
642     /* Forces get applied per default, unless they have the
643     * flag "neutral" set. Sorry but I can't think of a better way
644     */
645     if (op->type == FORCE && !QUERY_FLAG (op, FLAG_NEUTRAL))
646     SET_FLAG (op, FLAG_APPLIED);
647    
648     /* we never give weapons/armour if these cannot be used
649     * by this player due to race restrictions
650     */
651     if (pl->type == PLAYER)
652     {
653     if ((!QUERY_FLAG (pl, FLAG_USE_ARMOUR) &&
654     (op->type == ARMOUR || op->type == BOOTS ||
655     op->type == CLOAK || op->type == HELMET ||
656     op->type == SHIELD || op->type == GLOVES ||
657     op->type == BRACERS || op->type == GIRDLE)) || (!QUERY_FLAG (pl, FLAG_USE_WEAPON) && op->type == WEAPON))
658     {
659 root 1.33 op->destroy ();
660 root 1.18 continue;
661     }
662 root 1.11 }
663    
664 root 1.18 /* This really needs to be better - we should really give
665     * a substitute spellbook. The problem is that we don't really
666     * have a good idea what to replace it with (need something like
667     * a first level treasurelist for each skill.)
668     * remove duplicate skills also
669     */
670     if (op->type == SPELLBOOK || op->type == SKILL)
671     {
672     object *tmp;
673 elmex 1.1
674 root 1.18 for (tmp = op->below; tmp; tmp = tmp->below)
675     if (tmp->type == op->type && tmp->name == op->name)
676     break;
677 root 1.11
678 root 1.18 if (tmp)
679     {
680 root 1.33 op->destroy ();
681 root 1.18 LOG (llevError, "give_initial_items: Removing duplicate object %s\n", &tmp->name);
682     continue;
683 root 1.11 }
684 root 1.33
685 root 1.18 if (op->nrof > 1)
686     op->nrof = 1;
687 root 1.11 }
688 elmex 1.1
689 root 1.18 if (op->type == SPELLBOOK && op->inv)
690     {
691     CLEAR_FLAG (op->inv, FLAG_STARTEQUIP);
692 root 1.11 }
693    
694 root 1.18 /* Give starting characters identified, uncursed, and undamned
695     * items. Just don't identify gold or silver, or it won't be
696     * merged properly.
697     */
698     if (need_identify (op))
699     {
700     SET_FLAG (op, FLAG_IDENTIFIED);
701     CLEAR_FLAG (op, FLAG_CURSED);
702     CLEAR_FLAG (op, FLAG_DAMNED);
703     }
704     if (op->type == SPELL)
705     {
706 root 1.33 op->destroy ();
707 root 1.18 continue;
708     }
709     else if (op->type == SKILL)
710     {
711     SET_FLAG (op, FLAG_CAN_USE_SKILL);
712     op->stats.exp = 0;
713     op->level = 1;
714 root 1.11 }
715 root 1.18 /* lock all 'normal items by default */
716     else
717     SET_FLAG (op, FLAG_INV_LOCKED);
718     } /* for loop of objects in player inv */
719    
720     /* Need to set up the skill pointers */
721     link_player_skills (pl);
722     }
723    
724     void
725     get_party_password (object *op, partylist *party)
726     {
727     if (party == NULL)
728     {
729     LOG (llevError, "get_party_password(): tried to make player %s join a NULL party", &op->name);
730     return;
731 elmex 1.1 }
732 root 1.54
733 root 1.18 op->contr->write_buf[0] = '\0';
734 root 1.52 op->contr->ns->state = ST_GET_PARTY_PASSWORD;
735 root 1.18 op->contr->party_to_join = party;
736 root 1.52 send_query (op->contr->ns, CS_QUERY_HIDEINPUT, "What is the password?\n:");
737 elmex 1.1 }
738    
739     /* This rolls four 1-6 rolls and sums the best 3 of the 4. */
740 root 1.54 static int
741 root 1.18 roll_stat (void)
742     {
743     int a[4], i, j, k;
744    
745     for (i = 0; i < 4; i++)
746     a[i] = (int) RANDOM () % 6 + 1;
747    
748     for (i = 0, j = 0, k = 7; i < 4; i++)
749     if (a[i] < k)
750     k = a[i], j = i;
751    
752     for (i = 0, k = 0; i < 4; i++)
753 root 1.54 if (i != j)
754     k += a[i];
755    
756 root 1.18 return k;
757     }
758    
759     void
760 root 1.54 object::roll_stats ()
761 root 1.18 {
762 root 1.54 int statsort [7];
763 root 1.18
764 root 1.54 for (;;)
765 root 1.18 {
766 root 1.54 int sum = 0;
767     for (int i = 7; i--; )
768     sum += statsort [i] = roll_stat ();
769    
770     if (sum >= 82 && sum <= 116)
771     break;
772 root 1.18 }
773    
774 root 1.54 // Sort the stats so that rerolling is easier...
775     std::sort (statsort, statsort + 7, std::greater<int>());
776 root 1.18
777 root 1.54 stats.Str = statsort[0];
778     stats.Dex = statsort[1];
779     stats.Con = statsort[2];
780     stats.Int = statsort[3];
781     stats.Wis = statsort[4];
782     stats.Pow = statsort[5];
783     stats.Cha = statsort[6];
784 root 1.18
785 root 1.54 stats.exp = 0;
786     stats.ac = 0;
787 root 1.18
788 root 1.54 stats.hp = stats.maxhp;
789     stats.sp = stats.maxsp;
790     stats.grace = stats.maxgrace;
791 root 1.18
792 root 1.54 if (contr)
793     {
794     contr->levhp[1] = 9;
795     contr->levsp[1] = 6;
796     contr->levgrace[1] = 3;
797 root 1.18
798 root 1.54 contr->orig_stats = stats;
799     }
800 root 1.18 }
801    
802     void
803 root 1.54 object::swap_stats (int a, int b)
804 root 1.18 {
805 root 1.54 int tmp = get_attr_value (&contr->orig_stats, a);
806     set_attr_value (&contr->orig_stats, a, get_attr_value (&contr->orig_stats, b));
807     set_attr_value (&contr->orig_stats, b, tmp);
808 elmex 1.1
809 root 1.54 stats.Str = contr->orig_stats.Str;
810     stats.Dex = contr->orig_stats.Dex;
811     stats.Con = contr->orig_stats.Con;
812     stats.Int = contr->orig_stats.Int;
813     stats.Wis = contr->orig_stats.Wis;
814     stats.Pow = contr->orig_stats.Pow;
815     stats.Cha = contr->orig_stats.Cha;
816 elmex 1.1
817 root 1.54 //TODO: the following code looks so borked and should, at the very least,
818     // be merged with the similar code in roll_stats
819     stats.ac = 0;
820 elmex 1.1
821 root 1.54 level = 1;
822     stats.exp = 0;
823     stats.ac = 0;
824 elmex 1.1
825 root 1.54 stats.hp = stats.maxhp;
826     stats.sp = stats.maxsp;
827     stats.grace = stats.maxgrace;
828 elmex 1.1
829 root 1.54 if (contr)
830 root 1.18 {
831 root 1.54 contr->levhp[1] = 9;
832     contr->levsp[1] = 6;
833     contr->levgrace[1] = 3;
834 root 1.18
835 root 1.54 contr->orig_stats = stats;
836 elmex 1.1 }
837     }
838    
839     /* This function takes the key that is passed, and does the
840     * appropriate action with it (change race, or other things).
841     * The function name is for historical reasons - now we have
842     * separate race and class; this actually changes the RACE,
843     * not the class.
844     */
845 root 1.18 int
846     key_change_class (object *op, char key)
847 elmex 1.1 {
848 root 1.18 int tmp_loop;
849 elmex 1.1
850 root 1.18 if (key == 'd' || key == 'D')
851     {
852     char buf[MAX_BUF];
853 elmex 1.1
854 root 1.18 /* this must before then initial items are given */
855     esrv_new_player (op->contr, op->weight + op->carrying);
856 elmex 1.36
857     treasurelist *tl = find_treasurelist ("starting_wealth");
858     if (tl)
859     create_treasure (tl, op, 0, 0, 0);
860 elmex 1.1
861 root 1.18 INVOKE_PLAYER (BIRTH, op->contr);
862     INVOKE_PLAYER (LOGIN, op->contr);
863 elmex 1.1
864 root 1.52 op->contr->ns->state = ST_PLAYING;
865 root 1.11
866 root 1.18 if (op->msg)
867     op->msg = NULL;
868 elmex 1.1
869 root 1.18 /* We create this now because some of the unique maps will need it
870     * to save here.
871     */
872     sprintf (buf, "%s/%s/%s", settings.localdir, settings.playerdir, &op->name);
873     make_path_to_file (buf);
874 elmex 1.1
875     #ifdef AUTOSAVE
876 root 1.18 op->contr->last_save_tick = pticks;
877 elmex 1.1 #endif
878 root 1.18 start_info (op);
879     CLEAR_FLAG (op, FLAG_WIZ);
880     give_initial_items (op, op->randomitems);
881     link_player_skills (op);
882     esrv_send_inventory (op, op);
883 root 1.54 op->update_stats ();
884 elmex 1.1
885 root 1.18 /* This moves the player to a different start map, if there
886     * is one for this race
887     */
888     if (*first_map_ext_path)
889     {
890     object *tmp;
891     char mapname[MAX_BUF];
892    
893     snprintf (mapname, MAX_BUF - 1, "%s/%s", first_map_ext_path, &op->arch->name);
894 root 1.33 tmp = object::create ();
895 root 1.18 EXIT_PATH (tmp) = mapname;
896     EXIT_X (tmp) = op->x;
897     EXIT_Y (tmp) = op->y;
898     enter_exit (op, tmp); /* we don't really care if it succeeded;
899 elmex 1.1 * if the map isn't there, then stay on the
900     * default initial map */
901 root 1.33 tmp->destroy ();
902 elmex 1.1 }
903 root 1.18 else
904 root 1.46 LOG (llevDebug, "first_map_ext_path not set\n");
905    
906 root 1.18 return 0;
907 elmex 1.1 }
908    
909 root 1.18 /* Following actually changes the race - this is the default command
910     * if we don't match with one of the options above.
911     */
912    
913     tmp_loop = 0;
914     while (!tmp_loop)
915     {
916     shstr name = op->name;
917     int x = op->x, y = op->y;
918    
919 root 1.54 op->remove_statbonus ();
920 root 1.32 op->remove ();
921 root 1.18 op->arch = get_player_archetype (op->arch);
922 root 1.33 op->arch->clone.copy_to (op);
923 root 1.18 op->instantiate ();
924     op->stats = op->contr->orig_stats;
925     op->name = op->name_pl = name;
926     op->x = x;
927     op->y = y;
928     SET_ANIMATION (op, 2); /* So player faces south */
929     insert_ob_in_map (op, op->map, op, 0);
930 root 1.21 assign (op->contr->title, op->arch->clone.name);
931 root 1.54 op->add_statbonus ();
932 root 1.18 tmp_loop = allowed_class (op);
933     }
934 root 1.19
935 root 1.18 update_object (op, UP_OBJ_FACE);
936     esrv_update_item (UPD_FACE, op, op);
937 root 1.54 op->update_stats ();
938 root 1.18 op->stats.hp = op->stats.maxhp;
939     op->stats.sp = op->stats.maxsp;
940     op->stats.grace = 0;
941 root 1.21
942 root 1.18 if (op->msg)
943     new_draw_info (NDI_BLUE, 0, op, op->msg);
944 root 1.21
945 root 1.52 send_query (op->contr->ns, CS_QUERY_SINGLECHAR, "Press any key for the next race.\nPress `d' to play this race.\n");
946 root 1.18 return 0;
947 elmex 1.1 }
948    
949 root 1.18 int
950     key_confirm_quit (object *op, char key)
951 elmex 1.1 {
952 root 1.18 if (key != 'y' && key != 'Y' && key != 'q' && key != 'Q')
953     {
954 root 1.52 op->contr->ns->state = ST_PLAYING;
955 root 1.18 new_draw_info (NDI_UNIQUE, 0, op, "OK, continuing to play.");
956     return 1;
957 elmex 1.1 }
958    
959 root 1.18 INVOKE_PLAYER (LOGOUT, op->contr);
960     INVOKE_PLAYER (QUIT, op->contr);
961 root 1.3
962 root 1.18 terminate_all_pets (op);
963     leave_map (op);
964     op->direction = 0;
965     new_draw_info_format (NDI_UNIQUE | NDI_ALL, 5, NULL, "%s quits the game.", &op->name);
966    
967     strcpy (op->contr->killer, "quit");
968     check_score (op);
969 root 1.54 op->contr->party = 0;
970     op->contr->own_title[0] = '\0';
971    
972     object_ptr ob = op;
973 root 1.18
974 root 1.54 delete ob->contr;
975    
976     /* We need to hunt for any per player unique maps in memory and
977     * get rid of them. The trailing slash in the path is intentional,
978     * so that players named 'Ab' won't match against players 'Abe' pathname
979     */
980     char buf[MAX_BUF];
981     sprintf (buf, "%s/%s/%s/", settings.localdir, settings.playerdir, &op->name);
982    
983     for (maptile *next, *mp = first_map; mp; mp = next)
984 root 1.18 {
985 root 1.54 next = mp->next;
986 root 1.18
987 root 1.54 if (!strncmp (mp->path, buf, strlen (buf)))
988     delete_map (mp);
989     }
990 root 1.18
991 root 1.54 delete_character (ob->name, 1);
992 root 1.19
993 root 1.18 return 1;
994 elmex 1.1 }
995    
996 root 1.18 void
997     flee_player (object *op)
998     {
999     int dir, diff;
1000     rv_vector rv;
1001    
1002     if (op->stats.hp < 0)
1003     {
1004     LOG (llevDebug, "Fleeing player is dead.\n");
1005     CLEAR_FLAG (op, FLAG_SCARED);
1006     return;
1007 elmex 1.1 }
1008    
1009 root 1.18 if (op->enemy == NULL)
1010     {
1011     LOG (llevDebug, "Fleeing player had no enemy.\n");
1012     CLEAR_FLAG (op, FLAG_SCARED);
1013     return;
1014 elmex 1.1 }
1015    
1016 root 1.18 /* Seen some crashes here. Since we don't store an
1017     * op->enemy_count, it is possible that something destroys the
1018     * actual enemy, and the object is recycled.
1019     */
1020     if (op->enemy->map == NULL)
1021     {
1022     CLEAR_FLAG (op, FLAG_SCARED);
1023     op->enemy = NULL;
1024     return;
1025 elmex 1.1 }
1026    
1027 root 1.18 if (!(random_roll (0, 4, op, PREFER_LOW)) && did_make_save (op, op->level, 0))
1028     {
1029     op->enemy = NULL;
1030     CLEAR_FLAG (op, FLAG_SCARED);
1031     return;
1032 elmex 1.1 }
1033 root 1.49
1034 root 1.18 get_rangevector (op, op->enemy, &rv, 0);
1035    
1036     dir = absdir (4 + rv.direction);
1037     for (diff = 0; diff < 3; diff++)
1038     {
1039     int m = 1 - (RANDOM () & 2);
1040 elmex 1.1
1041 root 1.18 if (move_ob (op, absdir (dir + diff * m), op) || (diff == 0 && move_ob (op, absdir (dir - diff * m), op)))
1042 root 1.49 return;
1043 elmex 1.1 }
1044 root 1.49
1045 root 1.18 /* Cornered, get rid of scared */
1046     CLEAR_FLAG (op, FLAG_SCARED);
1047     op->enemy = NULL;
1048 elmex 1.1 }
1049    
1050    
1051     /* check_pick sees if there is stuff to be picked up/picks up stuff.
1052     * IT returns 1 if the player should keep on moving, 0 if he should
1053     * stop.
1054     */
1055 root 1.18 int
1056     check_pick (object *op)
1057     {
1058 elmex 1.1 object *tmp, *next;
1059     int stop = 0;
1060     int j, k, wvratio;
1061     char putstring[128], tmpstr[16];
1062    
1063     /* if you're flying, you cna't pick up anything */
1064     if (op->move_type & MOVE_FLYING)
1065     return 1;
1066    
1067     next = op->below;
1068    
1069     /* loop while there are items on the floor that are not marked as
1070     * destroyed */
1071 root 1.24 while (next && !next->destroyed ())
1072 root 1.18 {
1073     tmp = next;
1074     next = tmp->below;
1075 elmex 1.1
1076 root 1.24 if (op->destroyed ())
1077 elmex 1.1 return 0;
1078    
1079 root 1.18 if (!can_pick (op, tmp))
1080     continue;
1081 elmex 1.1
1082 root 1.18 if (op->contr->search_str[0] != '\0' && settings.search_items == TRUE)
1083     {
1084     if (item_matched_string (op, tmp, op->contr->search_str))
1085     pick_up (op, tmp);
1086     continue;
1087 root 1.11 }
1088    
1089 root 1.18 /* high not bit set? We're using the old autopickup model */
1090     if (!(op->contr->mode & PU_NEWMODE))
1091 root 1.11 {
1092 root 1.18 switch (op->contr->mode)
1093 root 1.11 {
1094 root 1.20 case 0:
1095     return 1; /* don't pick up */
1096     case 1:
1097     pick_up (op, tmp);
1098     return 1;
1099     case 2:
1100     pick_up (op, tmp);
1101     return 0;
1102     case 3:
1103     return 0; /* stop before pickup */
1104     case 4:
1105     pick_up (op, tmp);
1106     break;
1107     case 5:
1108     pick_up (op, tmp);
1109     stop = 1;
1110     break;
1111     case 6:
1112     if (QUERY_FLAG (tmp, FLAG_KNOWN_MAGICAL) && !QUERY_FLAG (tmp, FLAG_KNOWN_CURSED))
1113 root 1.18 pick_up (op, tmp);
1114 root 1.20 break;
1115    
1116     case 7:
1117     if (tmp->type == MONEY || tmp->type == GEM)
1118 root 1.18 pick_up (op, tmp);
1119 root 1.20 break;
1120    
1121     default:
1122     /* use value density */
1123     if (!QUERY_FLAG (tmp, FLAG_UNPAID)
1124     && (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1))) >= op->contr->mode)
1125 root 1.18 pick_up (op, tmp);
1126 root 1.11 }
1127     }
1128 root 1.18 else
1129     { /* old model */
1130     /* NEW pickup handling */
1131     if (op->contr->mode & PU_DEBUG)
1132     {
1133     /* some debugging code to figure out item information */
1134     if (tmp->name != NULL)
1135     sprintf (putstring, "item name: %s item type: %d weight/value: %d",
1136     &tmp->name, tmp->type, (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1))));
1137     else
1138     sprintf (putstring, "item name: %s item type: %d weight/value: %d",
1139     &tmp->arch->name, tmp->type, (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1))));
1140    
1141     new_draw_info (NDI_UNIQUE, 0, op, putstring);
1142 root 1.58 }
1143 elmex 1.1
1144 root 1.18 /* philosophy:
1145     * It's easy to grab an item type from a pile, as long as it's
1146     * generic. This takes no game-time. For more detailed pickups
1147 root 1.58 * and selections, select-items should be used. This is a
1148 root 1.18 * grab-as-you-run type mode that's really useful for arrows for
1149     * example.
1150     * The drawback: right now it has no frontend, so you need to
1151     * stick the bits you want into a calculator in hex mode and then
1152     * convert to decimal and then 'pickup <#>
1153     */
1154    
1155     /* the first two modes are exclusive: if NOTHING we return, if
1156     * STOP then we stop. All the rest are applied sequentially,
1157     * meaning if any test passes, the item gets picked up. */
1158    
1159     /* if mode is set to pick nothing up, return */
1160    
1161     if (op->contr->mode & PU_NOTHING)
1162     return 1;
1163    
1164     /* if mode is set to stop when encountering objects, return */
1165     /* take STOP before INHIBIT since it doesn't actually pick
1166     * anything up */
1167    
1168     if (op->contr->mode & PU_STOP)
1169     return 0;
1170    
1171     /* useful for going into stores and not losing your settings... */
1172     /* and for battles wher you don't want to get loaded down while
1173     * fighting */
1174     if (op->contr->mode & PU_INHIBIT)
1175     return 1;
1176    
1177     /* prevent us from turning into auto-thieves :) */
1178     if (QUERY_FLAG (tmp, FLAG_UNPAID))
1179     continue;
1180    
1181     /* ignore known cursed objects */
1182     if (QUERY_FLAG (tmp, FLAG_KNOWN_CURSED) && op->contr->mode & PU_NOT_CURSED)
1183     continue;
1184    
1185     /* all food and drink if desired */
1186     /* question: don't pick up known-poisonous stuff? */
1187     if (op->contr->mode & PU_FOOD)
1188     if (tmp->type == FOOD)
1189     {
1190     pick_up (op, tmp);
1191     continue;
1192     }
1193 root 1.29
1194 root 1.18 if (op->contr->mode & PU_DRINK)
1195     if (tmp->type == DRINK || (tmp->type == POISON && !QUERY_FLAG (tmp, FLAG_KNOWN_CURSED)))
1196     {
1197     pick_up (op, tmp);
1198     continue;
1199     }
1200    
1201     if (op->contr->mode & PU_POTION)
1202     if (tmp->type == POTION)
1203     {
1204     pick_up (op, tmp);
1205     continue;
1206     }
1207    
1208     /* spellbooks, skillscrolls and normal books/scrolls */
1209     if (op->contr->mode & PU_SPELLBOOK)
1210     if (tmp->type == SPELLBOOK)
1211     {
1212     pick_up (op, tmp);
1213     continue;
1214     }
1215 root 1.29
1216 root 1.18 if (op->contr->mode & PU_SKILLSCROLL)
1217     if (tmp->type == SKILLSCROLL)
1218     {
1219     pick_up (op, tmp);
1220     continue;
1221     }
1222 root 1.29
1223 root 1.18 if (op->contr->mode & PU_READABLES)
1224     if (tmp->type == BOOK || tmp->type == SCROLL)
1225     {
1226     pick_up (op, tmp);
1227     continue;
1228     }
1229    
1230     /* wands/staves/rods/horns */
1231     if (op->contr->mode & PU_MAGIC_DEVICE)
1232     if (tmp->type == WAND || tmp->type == ROD || tmp->type == HORN)
1233     {
1234     pick_up (op, tmp);
1235     continue;
1236     }
1237    
1238     /* pick up all magical items */
1239     if (op->contr->mode & PU_MAGICAL)
1240     if (QUERY_FLAG (tmp, FLAG_KNOWN_MAGICAL) && !QUERY_FLAG (tmp, FLAG_KNOWN_CURSED))
1241     {
1242     pick_up (op, tmp);
1243     continue;
1244     }
1245    
1246     if (op->contr->mode & PU_VALUABLES)
1247     {
1248     if (tmp->type == MONEY || tmp->type == GEM)
1249     {
1250     pick_up (op, tmp);
1251     continue;
1252     }
1253     }
1254    
1255     /* rings & amulets - talismans seems to be typed AMULET */
1256     if (op->contr->mode & PU_JEWELS)
1257     if (tmp->type == RING || tmp->type == AMULET)
1258     {
1259     pick_up (op, tmp);
1260 root 1.29 continue;
1261     }
1262    
1263     /* we don't forget dragon food */
1264     if (op->contr->mode & PU_FLESH)
1265     if (tmp->type == FLESH)
1266     {
1267     pick_up (op, tmp);
1268 root 1.18 continue;
1269     }
1270    
1271     /* bows and arrows. Bows are good for selling! */
1272     if (op->contr->mode & PU_BOW)
1273     if (tmp->type == BOW)
1274     {
1275     pick_up (op, tmp);
1276     continue;
1277     }
1278 root 1.29
1279 root 1.18 if (op->contr->mode & PU_ARROW)
1280     if (tmp->type == ARROW)
1281     {
1282     pick_up (op, tmp);
1283     continue;
1284     }
1285    
1286     /* all kinds of armor etc. */
1287     if (op->contr->mode & PU_ARMOUR)
1288     if (tmp->type == ARMOUR)
1289     {
1290     pick_up (op, tmp);
1291     continue;
1292     }
1293 root 1.29
1294 root 1.18 if (op->contr->mode & PU_HELMET)
1295     if (tmp->type == HELMET)
1296     {
1297     pick_up (op, tmp);
1298     continue;
1299     }
1300 root 1.29
1301 root 1.18 if (op->contr->mode & PU_SHIELD)
1302     if (tmp->type == SHIELD)
1303     {
1304     pick_up (op, tmp);
1305     continue;
1306     }
1307 root 1.29
1308 root 1.18 if (op->contr->mode & PU_BOOTS)
1309     if (tmp->type == BOOTS)
1310     {
1311     pick_up (op, tmp);
1312     continue;
1313     }
1314 root 1.29
1315 root 1.18 if (op->contr->mode & PU_GLOVES)
1316     if (tmp->type == GLOVES)
1317     {
1318     pick_up (op, tmp);
1319     continue;
1320     }
1321 root 1.29
1322 root 1.18 if (op->contr->mode & PU_CLOAK)
1323     if (tmp->type == CLOAK)
1324     {
1325     pick_up (op, tmp);
1326     continue;
1327     }
1328 elmex 1.1
1329 root 1.18 /* hoping to catch throwing daggers here */
1330     if (op->contr->mode & PU_MISSILEWEAPON)
1331     if (tmp->type == WEAPON && QUERY_FLAG (tmp, FLAG_IS_THROWN))
1332     {
1333     pick_up (op, tmp);
1334     continue;
1335     }
1336 elmex 1.1
1337 root 1.18 /* careful: chairs and tables are weapons! */
1338     if (op->contr->mode & PU_ALLWEAPON)
1339     {
1340     if (tmp->type == WEAPON && tmp->name != NULL)
1341     {
1342     if (strstr (tmp->name, "table") == NULL && strstr (tmp->arch->name, "table") == NULL &&
1343     strstr (tmp->name, "chair") && strstr (tmp->arch->name, "chair") == NULL)
1344     {
1345     pick_up (op, tmp);
1346     continue;
1347     }
1348     }
1349 root 1.29
1350 root 1.18 if (tmp->type == WEAPON && tmp->name == NULL)
1351     {
1352     if (strstr (tmp->arch->name, "table") == NULL && strstr (tmp->arch->name, "chair") == NULL)
1353     {
1354     pick_up (op, tmp);
1355     continue;
1356     }
1357     }
1358     }
1359 elmex 1.1
1360 root 1.18 /* misc stuff that's useful */
1361     if (op->contr->mode & PU_KEY)
1362     if (tmp->type == KEY || tmp->type == SPECIAL_KEY)
1363     {
1364     pick_up (op, tmp);
1365     continue;
1366     }
1367 elmex 1.1
1368 root 1.18 /* any of the last 4 bits set means we use the ratio for value
1369     * pickups */
1370     if (op->contr->mode & PU_RATIO)
1371     {
1372     /* use value density to decide what else to grab */
1373     /* >=7 was >= op->contr->mode */
1374     /* >=7 is the old standard setting. Now we take the last 4 bits
1375     * and multiply them by 5, giving 0..15*5== 5..75 */
1376     wvratio = (op->contr->mode & PU_RATIO) * 5;
1377     if ((query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1))) >= (unsigned int) wvratio)
1378     {
1379     pick_up (op, tmp);
1380 elmex 1.1 #if 0
1381 root 1.18 fprintf (stderr, "HIGH WEIGHT/VALUE [");
1382     if (tmp->name != NULL)
1383     {
1384     fprintf (stderr, "%s", tmp->name);
1385     }
1386     else
1387     fprintf (stderr, "%s", tmp->arch->name);
1388     fprintf (stderr, ",%d] = ", tmp->type);
1389     fprintf (stderr, "%d\n", (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1))));
1390 elmex 1.1 #endif
1391 root 1.18 continue;
1392     }
1393     }
1394     } /* the new pickup model */
1395     }
1396 root 1.29
1397 root 1.18 return !stop;
1398 elmex 1.1 }
1399    
1400     /*
1401     * Find an arrow in the inventory and after that
1402     * in the right type container (quiver). Pointer to the
1403     * found object is returned.
1404     */
1405 root 1.18 object *
1406     find_arrow (object *op, const char *type)
1407 elmex 1.1 {
1408 root 1.18 object *tmp = NULL;
1409 elmex 1.1
1410 root 1.18 for (op = op->inv; op; op = op->below)
1411     if (!tmp && op->type == CONTAINER && op->race == type && QUERY_FLAG (op, FLAG_APPLIED))
1412     tmp = find_arrow (op, type);
1413     else if (op->type == ARROW && op->race == type)
1414     return op;
1415     return tmp;
1416 elmex 1.1 }
1417    
1418     /*
1419     * Similar to find_arrow, but looks for (roughly) the best arrow to use
1420     * against the target. A full test is not performed, simply a basic test
1421     * of resistances. The archer is making a quick guess at what he sees down
1422     * the hall. Failing that it does it's best to pick the highest plus arrow.
1423     */
1424    
1425 root 1.18 object *
1426     find_better_arrow (object *op, object *target, const char *type, int *better)
1427 elmex 1.1 {
1428 root 1.18 object *tmp = NULL, *arrow, *ntmp;
1429     int attacknum, attacktype, betterby = 0, i;
1430 elmex 1.1
1431 root 1.18 if (!type)
1432     return NULL;
1433 elmex 1.1
1434 root 1.18 for (arrow = op->inv; arrow; arrow = arrow->below)
1435     {
1436     if (arrow->type == CONTAINER && arrow->race == type && QUERY_FLAG (arrow, FLAG_APPLIED))
1437     {
1438     i = 0;
1439     ntmp = find_better_arrow (arrow, target, type, &i);
1440     if (i > betterby)
1441     {
1442     tmp = ntmp;
1443     betterby = i;
1444     }
1445     }
1446     else if (arrow->type == ARROW && arrow->race == type)
1447     {
1448     /* allways prefer assasination/slaying */
1449     if (target->race != NULL && arrow->slaying != NULL && strstr (arrow->slaying, target->race))
1450     {
1451     if (arrow->attacktype & AT_DEATH)
1452     {
1453     *better = 100;
1454     return arrow;
1455     }
1456     else
1457     {
1458     tmp = arrow;
1459     betterby = (arrow->magic + arrow->stats.dam) * 2;
1460     }
1461     }
1462     else
1463     {
1464     for (attacknum = 0; attacknum < NROFATTACKS; attacknum++)
1465     {
1466     attacktype = 1 << attacknum;
1467     if ((arrow->attacktype & attacktype) && (target->arch->clone.resist[attacknum]) < 0)
1468     if (((arrow->magic + arrow->stats.dam) * (100 - target->arch->clone.resist[attacknum]) / 100) > betterby)
1469     {
1470     tmp = arrow;
1471     betterby = (arrow->magic + arrow->stats.dam) * (100 - target->arch->clone.resist[attacknum]) / 100;
1472     }
1473 root 1.11 }
1474 root 1.18 if ((2 + arrow->magic + arrow->stats.dam) > betterby)
1475     {
1476     tmp = arrow;
1477     betterby = 2 + arrow->magic + arrow->stats.dam;
1478 root 1.11 }
1479 root 1.18 if (arrow->title && (1 + arrow->magic + arrow->stats.dam) > betterby)
1480     {
1481     tmp = arrow;
1482     betterby = 1 + arrow->magic + arrow->stats.dam;
1483 root 1.11 }
1484     }
1485     }
1486 elmex 1.1 }
1487 root 1.18 if (tmp == NULL && arrow == NULL)
1488     return find_arrow (op, type);
1489 elmex 1.1
1490 root 1.18 *better = betterby;
1491     return tmp;
1492 elmex 1.1 }
1493    
1494     /* looks in a given direction, finds the first valid target, and calls
1495     * find_better_arrow to find a decent arrow to use.
1496     * op = the shooter
1497     * type = bow->race
1498     * dir = fire direction
1499     */
1500    
1501 root 1.18 object *
1502     pick_arrow_target (object *op, const char *type, int dir)
1503 elmex 1.1 {
1504 root 1.18 object *tmp = NULL;
1505 root 1.25 maptile *m;
1506 root 1.18 int i, mflags, found, number;
1507     sint16 x, y;
1508    
1509     if (op->map == NULL)
1510     return find_arrow (op, type);
1511    
1512     /* do a dex check */
1513     number = (die_roll (2, 40, op, PREFER_LOW) - 2) / 2;
1514     if (number > (op->stats.Dex + (op->chosen_skill ? op->chosen_skill->level : op->level)))
1515     return find_arrow (op, type);
1516    
1517     m = op->map;
1518     x = op->x;
1519     y = op->y;
1520    
1521     /* find the first target */
1522     for (i = 0, found = 0; i < 20; i++)
1523     {
1524     x += freearr_x[dir];
1525     y += freearr_y[dir];
1526     mflags = get_map_flags (m, &m, x, y, &x, &y);
1527     if (mflags & P_OUT_OF_MAP || mflags & P_BLOCKSVIEW)
1528     {
1529     tmp = NULL;
1530     break;
1531     }
1532     else if (GET_MAP_MOVE_BLOCK (m, x, y) == MOVE_FLY_LOW)
1533     {
1534     /* This block presumes arrows and the like are MOVE_FLY_SLOW -
1535     * perhaps a bad assumption.
1536     */
1537     tmp = NULL;
1538     break;
1539 root 1.11 }
1540 root 1.18 if (mflags & P_IS_ALIVE)
1541     {
1542     for (tmp = GET_MAP_OB (m, x, y); tmp; tmp = tmp->above)
1543     if (QUERY_FLAG (tmp, FLAG_ALIVE))
1544     {
1545     found++;
1546 root 1.11 break;
1547 root 1.18 }
1548     if (found)
1549     break;
1550 root 1.11 }
1551 elmex 1.1 }
1552 root 1.18 if (tmp == NULL)
1553     return find_arrow (op, type);
1554 elmex 1.1
1555 root 1.18 if (tmp->head)
1556     tmp = tmp->head;
1557 elmex 1.1
1558 root 1.18 return find_better_arrow (op, tmp, type, &i);
1559 elmex 1.1 }
1560    
1561     /*
1562     * Creature fires a bow - op can be monster or player. Returns
1563     * 1 if bow was actually fired, 0 otherwise.
1564     * op is the object firing the bow.
1565     * part is for multipart creatures - the part firing the bow.
1566     * dir is the direction of fire.
1567     * wc_mod is any special modifier to give (used in special player fire modes)
1568     * sx, sy are coordinates to fire arrow from - also used in some of the special
1569     * player fire modes.
1570     */
1571 root 1.18 int
1572     fire_bow (object *op, object *part, object *arrow, int dir, int wc_mod, sint16 sx, sint16 sy)
1573 elmex 1.1 {
1574 root 1.18 object *left, *bow;
1575     int bowspeed, mflags;
1576 root 1.25 maptile *m;
1577 elmex 1.1
1578 root 1.18 if (!dir)
1579     {
1580     new_draw_info (NDI_UNIQUE, 0, op, "You can't shoot yourself!");
1581     return 0;
1582 elmex 1.1 }
1583 root 1.48
1584 root 1.18 if (op->type == PLAYER)
1585     bow = op->contr->ranges[range_bow];
1586     else
1587     {
1588     for (bow = op->inv; bow; bow = bow->below)
1589     /* Don't check for applied - monsters don't apply bows - in that way, they
1590     * don't need to switch back and forth between bows and weapons.
1591     */
1592     if (bow->type == BOW)
1593     break;
1594 root 1.11
1595 root 1.18 if (!bow)
1596     {
1597     LOG (llevError, "Range: bow without activated bow (%s).\n", &op->name);
1598     return 0;
1599 root 1.11 }
1600 elmex 1.1 }
1601 root 1.48
1602 root 1.18 if (!bow->race || !bow->skill)
1603     {
1604     new_draw_info_format (NDI_UNIQUE, 0, op, "Your %s is broken.", &bow->name);
1605     return 0;
1606 elmex 1.1 }
1607    
1608 root 1.18 bowspeed = bow->stats.sp + dex_bonus[op->stats.Dex];
1609 elmex 1.1
1610 root 1.18 /* penalize ROF for bestarrow */
1611     if (op->type == PLAYER && op->contr->bowtype == bow_bestarrow)
1612     bowspeed -= dex_bonus[op->stats.Dex] + 5;
1613 root 1.48
1614 root 1.18 if (bowspeed < 1)
1615     bowspeed = 1;
1616    
1617     if (arrow == NULL)
1618     {
1619     if ((arrow = find_arrow (op, bow->race)) == NULL)
1620     {
1621     if (op->type == PLAYER)
1622     new_draw_info_format (NDI_UNIQUE, 0, op, "You have no %s left.", &bow->race);
1623     /* FLAG_READY_BOW will get reset if the monsters picks up some arrows */
1624     else
1625     CLEAR_FLAG (op, FLAG_READY_BOW);
1626     return 0;
1627 root 1.11 }
1628 elmex 1.1 }
1629 root 1.48
1630 root 1.18 mflags = get_map_flags (op->map, &m, sx, sy, &sx, &sy);
1631     if (mflags & P_OUT_OF_MAP)
1632 root 1.48 return 0;
1633    
1634 root 1.18 if (GET_MAP_MOVE_BLOCK (m, sx, sy) == MOVE_FLY_LOW)
1635     {
1636     new_draw_info (NDI_UNIQUE, 0, op, "Something is in the way.");
1637     return 0;
1638     }
1639    
1640     /* this should not happen, but sometimes does */
1641     if (arrow->nrof == 0)
1642     {
1643 root 1.33 arrow->destroy ();
1644 root 1.18 return 0;
1645     }
1646    
1647     left = arrow; /* these are arrows left to the player */
1648     arrow = get_split_ob (arrow, 1);
1649 root 1.48 if (!arrow)
1650 root 1.18 {
1651     new_draw_info_format (NDI_UNIQUE, 0, op, "You have no %s left.", &bow->race);
1652     return 0;
1653 elmex 1.1 }
1654 root 1.48
1655 root 1.34 arrow->set_owner (op);
1656 root 1.18 arrow->skill = bow->skill;
1657    
1658     arrow->direction = dir;
1659     arrow->x = sx;
1660     arrow->y = sy;
1661    
1662     if (op->type == PLAYER)
1663     {
1664     op->speed_left = 0.01 - (float) FABS (op->speed) * 100 / bowspeed;
1665 root 1.54 op->update_stats ();
1666 elmex 1.1 }
1667    
1668 root 1.18 SET_ANIMATION (arrow, arrow->direction);
1669     arrow->stats.sp = arrow->stats.wc; /* save original wc and dam */
1670     arrow->stats.hp = arrow->stats.dam;
1671     arrow->stats.grace = arrow->attacktype;
1672     if (arrow->slaying != NULL)
1673 root 1.40 arrow->spellarg = strdup (arrow->slaying);
1674 root 1.18
1675     /* Note that this was different for monsters - they got their level
1676     * added to the damage. I think the strength bonus is more proper.
1677     */
1678    
1679     arrow->stats.dam += (QUERY_FLAG (bow, FLAG_NO_STRENGTH) ? 0 : dam_bonus[op->stats.Str]) + bow->stats.dam + bow->magic + arrow->magic;
1680    
1681     /* update the speed */
1682     arrow->speed = (float) ((QUERY_FLAG (bow, FLAG_NO_STRENGTH) ?
1683     0 : dam_bonus[op->stats.Str]) + bow->magic + arrow->magic) / 5.0 + (float) bow->stats.dam / 7.0;
1684    
1685     if (arrow->speed < 1.0)
1686     arrow->speed = 1.0;
1687     update_ob_speed (arrow);
1688     arrow->speed_left = 0;
1689    
1690     if (op->type == PLAYER)
1691     {
1692     arrow->stats.wc = 20 - bow->magic - arrow->magic -
1693     (op->chosen_skill ? op->chosen_skill->level : op->level) -
1694     dex_bonus[op->stats.Dex] - thaco_bonus[op->stats.Str] - arrow->stats.wc - bow->stats.wc + wc_mod;
1695    
1696     arrow->level = op->chosen_skill ? op->chosen_skill->level : op->level;
1697 elmex 1.1 }
1698 root 1.18 else
1699     {
1700     arrow->stats.wc = op->stats.wc - bow->magic - arrow->magic - arrow->stats.wc + wc_mod;
1701     arrow->level = op->level;
1702 elmex 1.1 }
1703 root 1.24
1704 root 1.18 if (arrow->attacktype == AT_PHYSICAL)
1705     arrow->attacktype |= bow->attacktype;
1706 root 1.24
1707 root 1.48 if (bow->slaying)
1708 root 1.18 arrow->slaying = bow->slaying;
1709    
1710     arrow->map = m;
1711     arrow->move_type = MOVE_FLY_LOW;
1712     arrow->move_on = MOVE_FLY_LOW | MOVE_WALK;
1713    
1714     play_sound_map (op->map, op->x, op->y, SOUND_FIRE_ARROW);
1715     insert_ob_in_map (arrow, m, op, 0);
1716    
1717 root 1.24 if (!arrow->destroyed ())
1718 root 1.18 move_arrow (arrow);
1719 elmex 1.1
1720 root 1.18 if (op->type == PLAYER)
1721     {
1722 root 1.24 if (left->destroyed ())
1723     esrv_del_item (op->contr, left->count);
1724 root 1.18 else
1725     esrv_send_item (op, left);
1726 elmex 1.1 }
1727 root 1.24
1728 root 1.18 return 1;
1729 elmex 1.1 }
1730    
1731     /* Special fire code for players - this takes into
1732     * account the special fire modes players can have
1733     * but monsters can't. Putting that code here
1734     * makes the fire_bow code much cleaner.
1735     * this function should only be called if 'op' is a player,
1736     * hence the function name.
1737     */
1738 root 1.18 int
1739     player_fire_bow (object *op, int dir)
1740 elmex 1.1 {
1741 root 1.18 int ret = 0, wcmod = 0;
1742    
1743     if (op->contr->bowtype == bow_bestarrow)
1744     {
1745     ret = fire_bow (op, op, pick_arrow_target (op, op->contr->ranges[range_bow]->race, dir), dir, 0, op->x, op->y);
1746     }
1747     else if (op->contr->bowtype >= bow_n && op->contr->bowtype <= bow_nw)
1748     {
1749     if (!similar_direction (dir, op->contr->bowtype - bow_n + 1))
1750     wcmod = -1;
1751     ret = fire_bow (op, op, NULL, op->contr->bowtype - bow_n + 1, wcmod, op->x, op->y);
1752     }
1753     else if (op->contr->bowtype == bow_threewide)
1754     {
1755     ret = fire_bow (op, op, NULL, dir, 0, op->x, op->y);
1756     ret |= fire_bow (op, op, NULL, dir, -5, op->x + freearr_x[absdir (dir + 2)], op->y + freearr_y[absdir (dir + 2)]);
1757     ret |= fire_bow (op, op, NULL, dir, -5, op->x + freearr_x[absdir (dir - 2)], op->y + freearr_y[absdir (dir - 2)]);
1758     }
1759     else if (op->contr->bowtype == bow_spreadshot)
1760     {
1761     ret |= fire_bow (op, op, NULL, dir, 0, op->x, op->y);
1762     ret |= fire_bow (op, op, NULL, absdir (dir - 1), -5, op->x, op->y);
1763     ret |= fire_bow (op, op, NULL, absdir (dir + 1), -5, op->x, op->y);
1764 elmex 1.1
1765     }
1766 root 1.18 else
1767     {
1768     /* Simple case */
1769     ret = fire_bow (op, op, NULL, dir, 0, op->x, op->y);
1770     }
1771     return ret;
1772 elmex 1.1 }
1773    
1774    
1775     /* Fires a misc (wand/rod/horn) object in 'dir'.
1776     * Broken apart from 'fire' to keep it more readable.
1777     */
1778 root 1.18 void
1779     fire_misc_object (object *op, int dir)
1780 elmex 1.1 {
1781 root 1.18 object *item;
1782 elmex 1.1
1783 root 1.18 if (!op->contr->ranges[range_misc])
1784     {
1785     new_draw_info (NDI_UNIQUE, 0, op, "You have range item readied.");
1786     return;
1787 elmex 1.1 }
1788    
1789 root 1.18 item = op->contr->ranges[range_misc];
1790     if (!item->inv)
1791     {
1792     LOG (llevError, "Object %s lacks a spell\n", &item->name);
1793     return;
1794 elmex 1.1 }
1795 root 1.18 if (item->type == WAND)
1796     {
1797     if (item->stats.food <= 0)
1798     {
1799     play_sound_player_only (op->contr, SOUND_WAND_POOF, 0, 0);
1800     new_draw_info_format (NDI_UNIQUE, 0, op, "The %s goes poof.", query_base_name (item, 0));
1801     return;
1802 root 1.11 }
1803 root 1.18 }
1804     else if (item->type == ROD || item->type == HORN)
1805     {
1806     if (item->stats.hp < MAX (item->inv->stats.sp, item->inv->stats.grace))
1807     {
1808     play_sound_player_only (op->contr, SOUND_WAND_POOF, 0, 0);
1809     if (item->type == ROD)
1810     new_draw_info_format (NDI_UNIQUE, 0, op, "The %s whines for a while, but nothing happens.", query_base_name (item, 0));
1811     else
1812     new_draw_info_format (NDI_UNIQUE, 0, op, "The %s needs more time to charge.", query_base_name (item, 0));
1813     return;
1814 root 1.11 }
1815 elmex 1.1 }
1816    
1817 root 1.18 if (cast_spell (op, item, dir, item->inv, NULL))
1818     {
1819     SET_FLAG (op, FLAG_BEEN_APPLIED); /* You now know something about it */
1820     if (item->type == WAND)
1821     {
1822     if (!(--item->stats.food))
1823     {
1824     object *tmp;
1825    
1826     if (item->arch)
1827     {
1828     CLEAR_FLAG (item, FLAG_ANIMATE);
1829     item->face = item->arch->clone.face;
1830     item->speed = 0;
1831     update_ob_speed (item);
1832 root 1.11 }
1833 root 1.49 if ((tmp = item->in_player ()))
1834 root 1.18 esrv_update_item (UPD_ANIM, tmp, item);
1835 root 1.11 }
1836     }
1837 root 1.18 else if (item->type == ROD || item->type == HORN)
1838     {
1839     drain_rod_charge (item);
1840 root 1.11 }
1841 elmex 1.1 }
1842     }
1843    
1844     /* Received a fire command for the player - go and do it.
1845     */
1846 root 1.18 void
1847     fire (object *op, int dir)
1848     {
1849     int spellcost = 0;
1850 elmex 1.1
1851 root 1.18 /* check for loss of invisiblity/hide */
1852     if (action_makes_visible (op))
1853     make_visible (op);
1854 elmex 1.1
1855 root 1.18 switch (op->contr->shoottype)
1856     {
1857 root 1.20 case range_none:
1858     return;
1859 elmex 1.1
1860 root 1.20 case range_bow:
1861     player_fire_bow (op, dir);
1862     return;
1863 elmex 1.1
1864 root 1.20 case range_magic: /* Casting spells */
1865     spellcost = (cast_spell (op, op, dir, op->contr->ranges[range_magic], op->contr->spellparam[0] ? op->contr->spellparam : 0));
1866     return;
1867 elmex 1.1
1868 root 1.20 case range_misc:
1869     fire_misc_object (op, dir);
1870     return;
1871 root 1.11
1872 root 1.20 case range_golem: /* Control summoned monsters from scrolls */
1873 root 1.30 if (QUERY_FLAG (op->contr->ranges[range_golem], FLAG_REMOVED))
1874 root 1.20 {
1875 root 1.30 op->contr->ranges[range_golem] = 0;
1876 root 1.20 op->contr->shoottype = range_none;
1877     }
1878     else
1879     control_golem (op->contr->ranges[range_golem], dir);
1880     return;
1881 root 1.11
1882 root 1.20 case range_skill:
1883     if (!op->chosen_skill)
1884     {
1885     if (op->type == PLAYER)
1886     new_draw_info (NDI_UNIQUE, 0, op, "You have no applicable skill to use.");
1887     return;
1888     }
1889     (void) do_skill (op, op, op->chosen_skill, dir, NULL);
1890     return;
1891     case range_builder:
1892     apply_map_builder (op, dir);
1893     return;
1894     default:
1895     new_draw_info (NDI_UNIQUE, 0, op, "Illegal shoot type.");
1896     return;
1897 elmex 1.1 }
1898     }
1899    
1900    
1901    
1902     /* find_key
1903     * We try to find a key for the door as passed. If we find a key
1904     * and successfully use it, we return the key, otherwise NULL
1905     * This function merges both normal and locked door, since the logic
1906     * for both is the same - just the specific key is different.
1907     * pl is the player,
1908     * inv is the objects inventory to searched
1909     * door is the door we are trying to match against.
1910     * This function can be called recursively to search containers.
1911     */
1912    
1913 root 1.18 object *
1914     find_key (object *pl, object *container, object *door)
1915 elmex 1.1 {
1916 root 1.18 object *tmp, *key;
1917 elmex 1.1
1918 root 1.18 /* Should not happen, but sanity checking is never bad */
1919     if (container->inv == NULL)
1920     return NULL;
1921 elmex 1.1
1922 root 1.18 /* First, lets try to find a key in the top level inventory */
1923     for (tmp = container->inv; tmp != NULL; tmp = tmp->below)
1924     {
1925     if (door->type == DOOR && tmp->type == KEY)
1926     break;
1927     /* For sanity, we should really check door type, but other stuff
1928     * (like containers) can be locked with special keys
1929     */
1930     if (tmp->slaying && tmp->type == SPECIAL_KEY && tmp->slaying == door->slaying)
1931     break;
1932     }
1933     /* No key found - lets search inventories now */
1934     /* If we find and use a key in an inventory, return at that time.
1935     * otherwise, if we search all the inventories and still don't find
1936     * a key, return
1937     */
1938     if (!tmp)
1939     {
1940     for (tmp = container->inv; tmp != NULL; tmp = tmp->below)
1941     {
1942     /* No reason to search empty containers */
1943     if (tmp->type == CONTAINER && tmp->inv)
1944     {
1945     if ((key = find_key (pl, tmp, door)) != NULL)
1946     return key;
1947     }
1948     }
1949     if (!tmp)
1950     return NULL;
1951 elmex 1.1 }
1952 root 1.18 /* We get down here if we have found a key. Now if its in a container,
1953     * see if we actually want to use it
1954     */
1955     if (pl != container)
1956     {
1957     /* Only let players use keys in containers */
1958     if (!pl->contr)
1959     return NULL;
1960     /* cases where this fails:
1961     * If we only search the player inventory, return now since we
1962     * are not in the players inventory.
1963     * If the container is not active, return now since only active
1964     * containers can be used.
1965     * If we only search keyrings and the container does not have
1966     * a race/isn't a keyring.
1967     * No checking for all containers - to fall through past here,
1968     * inv must have been an container and must have been active.
1969     *
1970     * Change the color so that the message doesn't disappear with
1971     * all the others.
1972     */
1973     if (pl->contr->usekeys == key_inventory ||
1974     !QUERY_FLAG (container, FLAG_APPLIED) ||
1975     (pl->contr->usekeys == keyrings && (!container->race || strcmp (container->race, "keys"))))
1976     {
1977     new_draw_info_format (NDI_UNIQUE | NDI_BROWN, 0, pl,
1978     "The %s in your %s vibrates as you approach the door", query_name (tmp), query_name (container));
1979     return NULL;
1980 root 1.11 }
1981 elmex 1.1 }
1982 root 1.18 return tmp;
1983 elmex 1.1 }
1984    
1985     /* moved door processing out of move_player_attack.
1986     * returns 1 if player has opened the door with a key
1987     * such that the caller should not do anything more,
1988     * 0 otherwise
1989     */
1990 root 1.18 static int
1991     player_attack_door (object *op, object *door)
1992 elmex 1.1 {
1993 root 1.18 /* If its a door, try to find a use a key. If we do destroy the door,
1994     * might as well return immediately as there is nothing more to do -
1995     * otherwise, we fall through to the rest of the code.
1996     */
1997     object *key = find_key (op, op, door);
1998    
1999     /* IF we found a key, do some extra work */
2000     if (key)
2001     {
2002     object *container = key->env;
2003    
2004     play_sound_map (op->map, op->x, op->y, SOUND_OPEN_DOOR);
2005     if (action_makes_visible (op))
2006     make_visible (op);
2007     if (door->inv && (door->inv->type == RUNE || door->inv->type == TRAP))
2008     spring_trap (door->inv, op);
2009     if (door->type == DOOR)
2010     {
2011     hit_player (door, 9998, op, AT_PHYSICAL, 1); /* Break through the door */
2012     }
2013     else if (door->type == LOCKED_DOOR)
2014     {
2015     new_draw_info_format (NDI_UNIQUE, NDI_BROWN, op, "You open the door with the %s", query_short_name (key));
2016     remove_door2 (door); /* remove door without violence ;-) */
2017     }
2018     /* Do this after we print the message */
2019     decrease_ob (key); /* Use up one of the keys */
2020     /* Need to update the weight the container the key was in */
2021     if (container != op)
2022     esrv_update_item (UPD_WEIGHT, op, container);
2023     return 1; /* Nothing more to do below */
2024     }
2025     else if (door->type == LOCKED_DOOR)
2026     {
2027     /* Might as well return now - no other way to open this */
2028     new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, door->msg);
2029     return 1;
2030 elmex 1.1 }
2031 root 1.18 return 0;
2032 elmex 1.1 }
2033    
2034     /* This function is just part of a breakup from move_player.
2035     * It should keep the code cleaner.
2036     * When this is called, the players direction has been updated
2037     * (taking into account confusion.) The player is also actually
2038     * going to try and move (not fire weapons).
2039     */
2040 root 1.18 void
2041     move_player_attack (object *op, int dir)
2042 elmex 1.1 {
2043 root 1.18 object *tmp, *mon;
2044     sint16 nx, ny;
2045     int on_battleground;
2046 root 1.25 maptile *m;
2047 root 1.18
2048     nx = freearr_x[dir] + op->x;
2049     ny = freearr_y[dir] + op->y;
2050    
2051 root 1.49 on_battleground = op_on_battleground (op, 0, 0);
2052 root 1.18
2053     /* If braced, or can't move to the square, and it is not out of the
2054     * map, attack it. Note order of if statement is important - don't
2055     * want to be calling move_ob if braced, because move_ob will move the
2056     * player. This is a pretty nasty hack, because if we could
2057     * move to some space, it then means that if we are braced, we should
2058     * do nothing at all. As it is, if we are braced, we go through
2059     * quite a bit of processing. However, it probably is less than what
2060     * move_ob uses.
2061     */
2062     if ((op->contr->braced || !move_ob (op, dir, op)) && !out_of_map (op->map, nx, ny))
2063     {
2064     if (OUT_OF_REAL_MAP (op->map, nx, ny))
2065     {
2066     m = get_map_from_coord (op->map, &nx, &ny);
2067     if (!m)
2068     return; /* Don't think this should happen */
2069     }
2070     else
2071     m = op->map;
2072    
2073 root 1.49 if ((tmp = GET_MAP_OB (m, nx, ny)) == NULL)
2074 root 1.18 {
2075 root 1.49 /* LOG(llevError,"player_move_attack: GET_MAP_OB returns NULL, but player can not move there.\n"); */
2076 root 1.18 return;
2077 root 1.11 }
2078    
2079 root 1.49 mon = 0;
2080 root 1.18 /* Go through all the objects, and find ones of interest. Only stop if
2081     * we find a monster - that is something we know we want to attack.
2082     * if its a door or barrel (can roll) see if there may be monsters
2083     * on the space
2084     */
2085 root 1.49 while (tmp)
2086 root 1.18 {
2087     if (tmp == op)
2088     {
2089     tmp = tmp->above;
2090     continue;
2091 root 1.11 }
2092 root 1.27
2093 root 1.18 if (QUERY_FLAG (tmp, FLAG_ALIVE))
2094     {
2095     mon = tmp;
2096     break;
2097 root 1.11 }
2098 root 1.27
2099 root 1.18 if (tmp->type == LOCKED_DOOR || QUERY_FLAG (tmp, FLAG_CAN_ROLL))
2100     mon = tmp;
2101 root 1.27
2102 root 1.18 tmp = tmp->above;
2103     }
2104    
2105 root 1.49 if (!mon) /* This happens anytime the player tries to move */
2106 root 1.18 return; /* into a wall */
2107    
2108 root 1.49 if (mon->head)
2109 root 1.18 mon = mon->head;
2110    
2111     if ((mon->type == DOOR && mon->stats.hp >= 0) || (mon->type == LOCKED_DOOR))
2112     if (player_attack_door (op, mon))
2113     return;
2114    
2115     /* The following deals with possibly attacking peaceful
2116     * or frienddly creatures. Basically, all players are considered
2117     * unaggressive. If the moving player has peaceful set, then the
2118     * object should be pushed instead of attacked. It is assumed that
2119     * if you are braced, you will not attack friends accidently,
2120     * and thus will not push them.
2121     */
2122 root 1.11
2123 root 1.18 /* If the creature is a pet, push it even if the player is not
2124     * peaceful. Our assumption is the creature is a pet if the
2125     * player owns it and it is either friendly or unagressive.
2126     */
2127     if ((op->type == PLAYER)
2128 elmex 1.1 #if COZY_SERVER
2129 root 1.18 &&
2130 root 1.34 ((mon->owner && mon->owner->contr
2131     && same_party (mon->owner->contr->party, op->contr->party)) || mon->owner == op)
2132 elmex 1.1 #else
2133 root 1.34 && mon->owner == op
2134 elmex 1.1 #endif
2135 root 1.18 && (QUERY_FLAG (mon, FLAG_UNAGGRESSIVE) || QUERY_FLAG (mon, FLAG_FRIENDLY)))
2136 root 1.11 {
2137 root 1.18 /* If we're braced, we don't want to switch places with it */
2138     if (op->contr->braced)
2139 root 1.11 return;
2140 root 1.18 play_sound_map (op->map, op->x, op->y, SOUND_PUSH_PLAYER);
2141     (void) push_ob (mon, dir, op);
2142     if (op->contr->tmp_invis || op->hide)
2143     make_visible (op);
2144     return;
2145 root 1.11 }
2146    
2147 root 1.18 /* in certain circumstances, you shouldn't attack friendly
2148     * creatures. Note that if you are braced, you can't push
2149     * someone, but put it inside this loop so that you won't
2150     * attack them either.
2151     */
2152     if ((mon->type == PLAYER || mon->enemy != op) &&
2153     (mon->type == PLAYER || QUERY_FLAG (mon, FLAG_UNAGGRESSIVE) || QUERY_FLAG (mon, FLAG_FRIENDLY)) && (
2154 elmex 1.1 #ifdef PROHIBIT_PLAYERKILL
2155 root 1.49 (op->contr->peaceful
2156     || (mon->type == PLAYER
2157     && mon->contr->
2158     peaceful)) &&
2159 elmex 1.1 #else
2160 root 1.49 op->contr->peaceful &&
2161 elmex 1.1 #endif
2162 root 1.49 !on_battleground))
2163 root 1.18 {
2164     if (!op->contr->braced)
2165     {
2166     play_sound_map (op->map, op->x, op->y, SOUND_PUSH_PLAYER);
2167     (void) push_ob (mon, dir, op);
2168     }
2169     else
2170 root 1.49 new_draw_info (0, 0, op, "You withhold your attack");
2171    
2172 root 1.18 if (op->contr->tmp_invis || op->hide)
2173     make_visible (op);
2174 root 1.11 }
2175 elmex 1.1
2176 root 1.18 /* If the object is a boulder or other rollable object, then
2177     * roll it if not braced. You can't roll it if you are braced.
2178     */
2179     else if (QUERY_FLAG (mon, FLAG_CAN_ROLL) && (!op->contr->braced))
2180     {
2181     recursive_roll (mon, dir, op);
2182     if (action_makes_visible (op))
2183     make_visible (op);
2184 root 1.11 }
2185    
2186 root 1.18 /* Any generic living creature. Including things like doors.
2187     * Way it works is like this: First, it must have some hit points
2188     * and be living. Then, it must be one of the following:
2189     * 1) Not a player, 2) A player, but of a different party. Note
2190     * that party_number -1 is no party, so attacks can still happen.
2191     */
2192 root 1.11
2193 root 1.18 else if ((mon->stats.hp >= 0) && QUERY_FLAG (mon, FLAG_ALIVE) &&
2194     ((mon->type != PLAYER || op->contr->party == NULL || op->contr->party != mon->contr->party)))
2195     {
2196 elmex 1.1
2197 root 1.18 /* If the player hasn't hit something this tick, and does
2198     * so, give them speed boost based on weapon speed. Doing
2199     * it here is better than process_players2, which basically
2200     * incurred a 1 tick offset.
2201     */
2202     if (!op->contr->has_hit)
2203     {
2204     op->speed_left += op->speed / op->contr->weapon_sp;
2205 root 1.11
2206 root 1.18 op->contr->has_hit = 1; /* The last action was to hit, so use weapon_sp */
2207 root 1.11 }
2208    
2209 root 1.49 skill_attack (mon, op, 0, 0, 0);
2210 root 1.11
2211 root 1.18 /* If attacking another player, that player gets automatic
2212     * hitback, and doesn't loose luck either.
2213     * Disable hitback on the battleground or if the target is
2214     * the wiz.
2215     */
2216     if (mon->type == PLAYER && mon->stats.hp >= 0 && !mon->contr->has_hit && !on_battleground && !QUERY_FLAG (mon, FLAG_WIZ))
2217     {
2218     short luck = mon->stats.luck;
2219    
2220     mon->contr->has_hit = 1;
2221 root 1.49 skill_attack (op, mon, 0, 0, 0);
2222 root 1.18 mon->stats.luck = luck;
2223 root 1.11 }
2224 root 1.49
2225 root 1.18 if (action_makes_visible (op))
2226     make_visible (op);
2227 root 1.11 }
2228 root 1.18 } /* if player should attack something */
2229 elmex 1.1 }
2230    
2231 root 1.18 int
2232     move_player (object *op, int dir)
2233     {
2234     int pick;
2235 elmex 1.1
2236 root 1.18 if (op->map == NULL || op->map->in_memory != MAP_IN_MEMORY)
2237     return 0;
2238 elmex 1.1
2239 root 1.18 /* Sanity check: make sure dir is valid */
2240     if ((dir < 0) || (dir >= 9))
2241     {
2242     LOG (llevError, "move_player: invalid direction %d\n", dir);
2243     return 0;
2244 elmex 1.1 }
2245    
2246 root 1.18 /* peterm: added following line */
2247     if (QUERY_FLAG (op, FLAG_CONFUSED) && dir)
2248     dir = absdir (dir + RANDOM () % 3 + RANDOM () % 3 - 2);
2249    
2250     op->facing = dir;
2251    
2252     if (op->hide)
2253     do_hidden_move (op);
2254    
2255     if (INVOKE_PLAYER (MOVE, op->contr, ARG_INT (dir)))
2256     /*nop */ ;
2257     else if (op->contr->fire_on)
2258     fire (op, dir);
2259     else
2260     {
2261     move_player_attack (op, dir);
2262     pick = check_pick (op);
2263     }
2264 elmex 1.1
2265 root 1.18 /* Add special check for newcs players and fire on - this way, the
2266     * server can handle repeat firing.
2267     */
2268     if (op->contr->fire_on || (op->contr->run_on && pick != 0))
2269 root 1.49 op->direction = dir;
2270 root 1.18 else
2271 root 1.49 op->direction = 0;
2272    
2273 root 1.18 /* Update how the player looks. Use the facing, so direction may
2274     * get reset to zero. This allows for full animation capabilities
2275     * for players.
2276     */
2277     animate_object (op, op->facing);
2278     return 0;
2279 elmex 1.1 }
2280    
2281     /* This is similar to handle_player, below, but is only used by the
2282     * new client/server stuff.
2283     * This is sort of special, in that the new client/server actually uses
2284     * the new speed values for commands.
2285     *
2286     * Returns true if there are more actions we can do.
2287     */
2288 root 1.18 int
2289     handle_newcs_player (object *op)
2290 elmex 1.1 {
2291 root 1.18 if (op->contr->hidden)
2292     {
2293     op->invisible = 1000;
2294     /* the socket code flashes the player visible/invisible
2295     * depending on the value of invisible, so we need to
2296     * alternate it here for it to work correctly.
2297     */
2298     if (pticks & 2)
2299 root 1.11 op->invisible--;
2300 root 1.18 }
2301     else if (op->invisible && !(QUERY_FLAG (op, FLAG_MAKE_INVIS)))
2302     {
2303     op->invisible--;
2304     if (!op->invisible)
2305     {
2306     make_visible (op);
2307     new_draw_info (NDI_UNIQUE, 0, op, "Your invisibility spell runs out.");
2308 root 1.11 }
2309 elmex 1.1 }
2310    
2311 root 1.18 if (QUERY_FLAG (op, FLAG_SCARED))
2312     {
2313     flee_player (op);
2314     /* If player is still scared, that is his action for this tick */
2315     if (QUERY_FLAG (op, FLAG_SCARED))
2316     {
2317     op->speed_left--;
2318     return 0;
2319 root 1.11 }
2320 elmex 1.1 }
2321    
2322 root 1.18 /* I've been seeing crashes where the golem has been destroyed, but
2323     * the player object still points to the defunct golem. The code that
2324     * destroys the golem looks correct, and it doesn't always happen, so
2325     * put this in a a workaround to clean up the golem pointer.
2326     */
2327 root 1.30 if (op->contr->ranges[range_golem] && QUERY_FLAG (op->contr->ranges[range_golem], FLAG_REMOVED))
2328     op->contr->ranges[range_golem] = 0;
2329 root 1.18
2330     /* call this here - we also will call this in do_ericserver, but
2331     * the players time has been increased when doericserver has been
2332     * called, so we recheck it here.
2333     */
2334 root 1.47 //TODO: better than handling 8 commands, use some more intelligent rate-limiting
2335 root 1.52 for (int rep = 8; --rep && op->contr->ns->handle_command (); )
2336 root 1.47 ;
2337    
2338 root 1.18 if (op->speed_left < 0)
2339 elmex 1.1 return 0;
2340    
2341 root 1.18 if (op->direction && (op->contr->run_on || op->contr->fire_on))
2342     {
2343     /* All move commands take 1 tick, at least for now */
2344     op->speed_left--;
2345 elmex 1.1
2346 root 1.18 /* Instead of all the stuff below, let move_player take care
2347     * of it. Also, some of the skill stuff is only put in
2348     * there, as well as the confusion stuff.
2349     */
2350     move_player (op, op->direction);
2351     if (op->speed_left > 0)
2352     return 1;
2353     else
2354 root 1.11 return 0;
2355 root 1.18 }
2356 root 1.41
2357 root 1.18 return 0;
2358     }
2359    
2360     int
2361     save_life (object *op)
2362     {
2363     if (!QUERY_FLAG (op, FLAG_LIFESAVE))
2364 elmex 1.1 return 0;
2365 root 1.18
2366 root 1.41 for (object *tmp = op->inv; tmp; tmp = tmp->below)
2367 root 1.18 if (QUERY_FLAG (tmp, FLAG_APPLIED) && QUERY_FLAG (tmp, FLAG_LIFESAVE))
2368     {
2369     play_sound_map (op->map, op->x, op->y, SOUND_OB_EVAPORATE);
2370     new_draw_info_format (NDI_UNIQUE, 0, op, "Your %s vibrates violently, then evaporates.", query_name (tmp));
2371 root 1.33
2372 root 1.18 if (op->contr)
2373     esrv_del_item (op->contr, tmp->count);
2374 root 1.33
2375     tmp->destroy ();
2376 root 1.18 CLEAR_FLAG (op, FLAG_LIFESAVE);
2377 root 1.33
2378 root 1.18 if (op->stats.hp < 0)
2379     op->stats.hp = op->stats.maxhp;
2380 root 1.33
2381 root 1.18 if (op->stats.food < 0)
2382     op->stats.food = 999;
2383 root 1.33
2384 root 1.54 op->update_stats ();
2385 root 1.18 return 1;
2386     }
2387 root 1.41
2388 root 1.18 LOG (llevError, "Error: LIFESAVE set without applied object.\n");
2389     CLEAR_FLAG (op, FLAG_LIFESAVE);
2390     enter_player_savebed (op); /* bring him home. */
2391     return 0;
2392 elmex 1.1 }
2393    
2394     /* This goes throws the inventory and removes unpaid objects, and puts them
2395     * back in the map (location and map determined by values of env). This
2396     * function will descend into containers. op is the object to start the search
2397     * from.
2398     */
2399 root 1.18 void
2400     remove_unpaid_objects (object *op, object *env)
2401 elmex 1.1 {
2402 root 1.18 object *next;
2403 elmex 1.1
2404 root 1.18 while (op)
2405     {
2406     next = op->below; /* Make sure we have a good value, in case
2407     * we remove object 'op'
2408     */
2409     if (QUERY_FLAG (op, FLAG_UNPAID))
2410     {
2411 root 1.32 op->remove ();
2412 root 1.18 op->x = env->x;
2413     op->y = env->y;
2414     if (env->type == PLAYER)
2415     esrv_del_item (env->contr, op->count);
2416     insert_ob_in_map (op, env->map, NULL, 0);
2417     }
2418     else if (op->inv)
2419     remove_unpaid_objects (op->inv, env);
2420 root 1.41
2421 root 1.18 op = next;
2422 elmex 1.1 }
2423     }
2424    
2425     /*
2426     * Returns pointer a static string containing gravestone text
2427     * Moved from apply.c to player.c - player.c is what
2428     * actually uses this function. player.c may not be quite the
2429     * best, a misc file for object actions is probably better,
2430     * but there isn't one in the server directory.
2431     */
2432 root 1.18 char *
2433     gravestone_text (object *op)
2434 elmex 1.1 {
2435 root 1.18 static char buf2[MAX_BUF];
2436     char buf[MAX_BUF];
2437     time_t now = time (NULL);
2438    
2439     strcpy (buf2, " R.I.P.\n\n");
2440     if (op->type == PLAYER)
2441     sprintf (buf, "%s the %s\n", &op->name, op->contr->title);
2442     else
2443     sprintf (buf, "%s\n", &op->name);
2444 root 1.41
2445 root 1.18 strncat (buf2, " ", 20 - strlen (buf) / 2);
2446     strcat (buf2, buf);
2447     if (op->type == PLAYER)
2448     sprintf (buf, "who was in level %d when killed\n", op->level);
2449     else
2450     sprintf (buf, "who was in level %d when died.\n\n", op->level);
2451 root 1.41
2452 root 1.18 strncat (buf2, " ", 20 - strlen (buf) / 2);
2453     strcat (buf2, buf);
2454     if (op->type == PLAYER)
2455     {
2456     sprintf (buf, "by %s.\n\n", op->contr->killer);
2457     strncat (buf2, " ", 21 - strlen (buf) / 2);
2458     strcat (buf2, buf);
2459     }
2460 root 1.41
2461 root 1.18 strftime (buf, MAX_BUF, "%b %d %Y\n", localtime (&now));
2462     strncat (buf2, " ", 20 - strlen (buf) / 2);
2463     strcat (buf2, buf);
2464 root 1.41
2465 root 1.18 return buf2;
2466 elmex 1.1 }
2467    
2468 root 1.18 void
2469     do_some_living (object *op)
2470     {
2471     int last_food = op->stats.food;
2472 elmex 1.1 int gen_hp, gen_sp, gen_grace;
2473     int over_hp, over_sp, over_grace;
2474     int i;
2475     int rate_hp = 1200;
2476     int rate_sp = 2500;
2477     int rate_grace = 2000;
2478     const int max_hp = 1;
2479     const int max_sp = 1;
2480     const int max_grace = 1;
2481    
2482 pippijn 1.17 if (op->contr->outputs_sync)
2483 root 1.18 {
2484     for (i = 0; i < NUM_OUTPUT_BUFS; i++)
2485 root 1.55 if (op->contr->outputs[i].buf && (op->contr->outputs[i].first_update + op->contr->outputs_sync) < (uint16) pticks)
2486 root 1.18 flush_output_element (op, &op->contr->outputs[i]);
2487     }
2488    
2489 root 1.52 if (op->contr->ns->state == ST_PLAYING)
2490 root 1.18 {
2491     /* these next three if clauses make it possible to SLOW DOWN
2492     hp/grace/spellpoint regeneration. */
2493     if (op->contr->gen_hp >= 0)
2494     gen_hp = (op->contr->gen_hp + 1) * op->stats.maxhp;
2495     else
2496     {
2497     gen_hp = op->stats.maxhp;
2498     rate_hp -= rate_hp / 2 * op->contr->gen_hp;
2499     }
2500 root 1.55
2501 root 1.18 if (op->contr->gen_sp >= 0)
2502     gen_sp = (op->contr->gen_sp + 1) * op->stats.maxsp;
2503     else
2504     {
2505     gen_sp = op->stats.maxsp;
2506     rate_sp -= rate_sp / 2 * op->contr->gen_sp;
2507     }
2508 root 1.55
2509 root 1.18 if (op->contr->gen_grace >= 0)
2510     gen_grace = (op->contr->gen_grace + 1) * op->stats.maxgrace;
2511     else
2512     {
2513     gen_grace = op->stats.maxgrace;
2514     rate_grace -= rate_grace / 2 * op->contr->gen_grace;
2515     }
2516    
2517     /* Regenerate Spell Points */
2518     if (op->contr->ranges[range_golem] == NULL && --op->last_sp < 0)
2519     {
2520     gen_sp = gen_sp * 10 / (op->contr->gen_sp_armour < 10 ? 10 : op->contr->gen_sp_armour);
2521     if (op->stats.sp < op->stats.maxsp)
2522     {
2523     op->stats.sp++;
2524     /* dms do not consume food */
2525     if (!QUERY_FLAG (op, FLAG_WIZ))
2526     {
2527     op->stats.food--;
2528     if (op->contr->digestion < 0)
2529     op->stats.food += op->contr->digestion;
2530     else if (op->contr->digestion > 0 && random_roll (0, op->contr->digestion, op, PREFER_HIGH))
2531     op->stats.food = last_food;
2532     }
2533     }
2534 root 1.55
2535 root 1.18 if (max_sp > 1)
2536     {
2537     over_sp = (gen_sp + 10) / rate_sp;
2538     if (over_sp > 0)
2539     {
2540     if (op->stats.sp < op->stats.maxsp)
2541     {
2542     op->stats.sp += over_sp > max_sp ? max_sp : over_sp;
2543 root 1.55
2544 root 1.18 if (random_roll (0, rate_sp - 1, op, PREFER_LOW) > ((gen_sp + 10) % rate_sp))
2545     op->stats.sp--;
2546 root 1.55
2547 root 1.18 if (op->stats.sp > op->stats.maxsp)
2548     op->stats.sp = op->stats.maxsp;
2549     }
2550     op->last_sp = 0;
2551     }
2552     else
2553 root 1.55 op->last_sp = rate_sp / (gen_sp < 20 ? 30 : gen_sp + 10);
2554 root 1.18 }
2555     else
2556 root 1.55 op->last_sp = rate_sp / (gen_sp < 20 ? 30 : gen_sp + 10);
2557 root 1.18 }
2558    
2559     /* Regenerate Grace */
2560     /* I altered this a little - maximum grace is ony achieved through prayer -b.t. */
2561     if (--op->last_grace < 0)
2562     {
2563     if (op->stats.grace < op->stats.maxgrace / 2)
2564     op->stats.grace++; /* no penalty in food for regaining grace */
2565 root 1.55
2566 root 1.18 if (max_grace > 1)
2567     {
2568     over_grace = (gen_grace < 20 ? 30 : gen_grace + 10) / rate_grace;
2569     if (over_grace > 0)
2570     {
2571     op->stats.sp += over_grace
2572     + (random_roll (0, rate_grace - 1, op, PREFER_HIGH) > ((gen_grace < 20 ? 30 : gen_grace + 10) % rate_grace)) ? -1 : 0;
2573     op->last_grace = 0;
2574     }
2575     else
2576     {
2577     op->last_grace = rate_grace / (gen_grace < 20 ? 30 : gen_grace + 10);
2578     }
2579     }
2580     else
2581     {
2582     op->last_grace = rate_grace / (gen_grace < 20 ? 30 : gen_grace + 10);
2583     }
2584     /* wearing stuff doesn't detract from grace generation. */
2585     }
2586    
2587     /* Regenerate Hit Points */
2588     if (--op->last_heal < 0)
2589     {
2590     if (op->stats.hp < op->stats.maxhp)
2591     {
2592     op->stats.hp++;
2593     /* dms do not consume food */
2594     if (!QUERY_FLAG (op, FLAG_WIZ))
2595     {
2596     op->stats.food--;
2597     if (op->contr->digestion < 0)
2598     op->stats.food += op->contr->digestion;
2599     else if (op->contr->digestion > 0 && random_roll (0, op->contr->digestion, op, PREFER_HIGH))
2600     op->stats.food = last_food;
2601     }
2602     }
2603 root 1.55
2604 root 1.18 if (max_hp > 1)
2605     {
2606     over_hp = (gen_hp < 20 ? 30 : gen_hp + 10) / rate_hp;
2607     if (over_hp > 0)
2608     {
2609     op->stats.sp += over_hp + (RANDOM () % rate_hp > ((gen_hp < 20 ? 30 : gen_hp + 10) % rate_hp)) ? -1 : 0;
2610     op->last_heal = 0;
2611     }
2612     else
2613     {
2614     op->last_heal = rate_hp / (gen_hp < 20 ? 30 : gen_hp + 10);
2615     }
2616     }
2617     else
2618     {
2619     op->last_heal = rate_hp / (gen_hp < 20 ? 30 : gen_hp + 10);
2620     }
2621 root 1.11 }
2622 elmex 1.1
2623 root 1.18 /* Digestion */
2624     if (--op->last_eat < 0)
2625     {
2626     #ifdef COZY_SERVER
2627     int dg = op->contr->digestion >= 0 && op->contr->digestion < 2 ? 2 : op->contr->digestion;
2628     int bonus = dg > 0 ? dg : 0, penalty = dg < 0 ? -dg : 0;
2629     #else
2630     int bonus = op->contr->digestion > 0 ? op->contr->digestion : 0, penalty = op->contr->digestion < 0 ? -op->contr->digestion : 0;
2631     #endif
2632    
2633     if (op->contr->gen_hp > 0)
2634     op->last_eat = 25 * (1 + bonus) / (op->contr->gen_hp + penalty + 1);
2635     else
2636     op->last_eat = 25 * (1 + bonus) / (penalty + 1);
2637 root 1.55
2638 root 1.18 /* dms do not consume food */
2639     if (!QUERY_FLAG (op, FLAG_WIZ))
2640     op->stats.food--;
2641 root 1.11 }
2642 elmex 1.1
2643 root 1.55 if (op->stats.food < 0 && op->stats.hp >= 0)
2644     {
2645     object *tmp, *flesh = 0;
2646 root 1.18
2647 root 1.55 for (tmp = op->inv; tmp; tmp = tmp->below)
2648 root 1.18 {
2649 root 1.55 if (!QUERY_FLAG (tmp, FLAG_UNPAID))
2650 root 1.18 {
2651 root 1.55 if (tmp->type == FOOD || tmp->type == DRINK || tmp->type == POISON)
2652     {
2653     new_draw_info (NDI_UNIQUE, 0, op, "You blindly grab for a bite of food.");
2654     manual_apply (op, tmp, 0);
2655     if (op->stats.food >= 0 || op->stats.hp < 0)
2656     break;
2657     }
2658     else if (tmp->type == FLESH)
2659     flesh = tmp;
2660     } /* End if paid for object */
2661     } /* end of for loop */
2662    
2663     /* If player is still starving, it means they don't have any food, so
2664     * eat flesh instead.
2665     */
2666     if (op->stats.food < 0 && op->stats.hp >= 0 && flesh)
2667     {
2668     new_draw_info (NDI_UNIQUE, 0, op, "You blindly grab for a bite of food.");
2669     manual_apply (op, flesh, 0);
2670     }
2671 root 1.11 }
2672 elmex 1.1
2673 root 1.55 while (op->stats.food < 0 && op->stats.hp >= 0)
2674     op->stats.food++, op->stats.hp--;
2675 elmex 1.1
2676 root 1.55 if (op->stats.hp < 0 && !QUERY_FLAG (op, FLAG_WIZ))
2677     kill_player (op);
2678     }
2679 elmex 1.1 }
2680    
2681     /* If the player should die (lack of hp, food, etc), we call this.
2682     * op is the player in jeopardy. If the player can not be saved (not
2683     * permadeath, no lifesave), this will take care of removing the player
2684     * file.
2685     */
2686 root 1.18 void
2687     kill_player (object *op)
2688 elmex 1.1 {
2689 root 1.18 char buf[MAX_BUF];
2690     int x, y;
2691    
2692     //int i;
2693 root 1.25 maptile *map; /* this is for resurrection */
2694 root 1.18
2695     /* int z;
2696     int num_stats_lose;
2697     int lost_a_stat;
2698     int lose_this_stat;
2699     int this_stat; */
2700     int will_kill_again;
2701     archetype *at;
2702     object *tmp;
2703    
2704     if (save_life (op))
2705     return;
2706    
2707    
2708     /* If player dies on BATTLEGROUND, no stat/exp loss! For Combat-Arenas
2709     * in cities ONLY!!! It is very important that this doesn't get abused.
2710     * Look at op_on_battleground() for more info --AndreasV
2711     */
2712     if (op_on_battleground (op, &x, &y))
2713     {
2714     new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, "You have been defeated in combat!");
2715     new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, "Local medics have saved your life...");
2716    
2717     /* restore player */
2718 root 1.22 at = archetype::find ("poisoning");
2719 root 1.18 tmp = present_arch_in_ob (at, op);
2720     if (tmp)
2721     {
2722 root 1.33 tmp->destroy ();
2723 root 1.18 new_draw_info (NDI_UNIQUE, 0, op, "Your body feels cleansed");
2724     }
2725 elmex 1.1
2726 root 1.22 at = archetype::find ("confusion");
2727 root 1.18 tmp = present_arch_in_ob (at, op);
2728     if (tmp)
2729     {
2730 root 1.33 tmp->destroy ();
2731 root 1.18 new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer");
2732     }
2733    
2734     cure_disease (op, 0); /* remove any disease */
2735     op->stats.hp = op->stats.maxhp;
2736     if (op->stats.food <= 0)
2737     op->stats.food = 999;
2738 elmex 1.1
2739 root 1.18 /* create a bodypart-trophy to make the winner happy */
2740 root 1.22 tmp = arch_to_object (archetype::find ("finger"));
2741 root 1.18 if (tmp != NULL)
2742     {
2743     sprintf (buf, "%s's finger", &op->name);
2744     tmp->name = buf;
2745     sprintf (buf, " This finger has been cut off %s\n"
2746     " the %s, when he was defeated at\n level %d by %s.\n",
2747     &op->name, op->contr->title, (int) (op->level), op->contr->killer);
2748     tmp->msg = buf;
2749     tmp->value = 0, tmp->material = 0, tmp->type = 0;
2750     tmp->materialname = NULL;
2751     tmp->x = op->x, tmp->y = op->y;
2752     insert_ob_in_map (tmp, op->map, op, 0);
2753     }
2754 elmex 1.1
2755 root 1.18 /* teleport defeated player to new destination */
2756     transfer_ob (op, x, y, 0, NULL);
2757     op->contr->braced = 0;
2758     return;
2759 elmex 1.1 }
2760    
2761 root 1.18 INVOKE_PLAYER (DEATH, op->contr);
2762 root 1.3
2763 root 1.18 command_kill_pets (op, 0);
2764 elmex 1.1
2765 root 1.18 if (op->stats.food < 0)
2766     {
2767     if (op->contr->explore)
2768     {
2769     new_draw_info (NDI_UNIQUE, 0, op, "You would have starved, but you are");
2770     new_draw_info (NDI_UNIQUE, 0, op, "in explore mode, so...");
2771     op->stats.food = 999;
2772     return;
2773 root 1.11 }
2774 root 1.18 sprintf (buf, "%s starved to death.", &op->name);
2775     strcpy (op->contr->killer, "starvation");
2776 elmex 1.1 }
2777 root 1.18 else
2778     {
2779     if (op->contr->explore)
2780     {
2781     new_draw_info (NDI_UNIQUE, 0, op, "You would have died, but you are");
2782     new_draw_info (NDI_UNIQUE, 0, op, "in explore mode, so...");
2783     op->stats.hp = op->stats.maxhp;
2784     return;
2785 root 1.11 }
2786 root 1.18 sprintf (buf, "%s died.", &op->name);
2787 elmex 1.1 }
2788 root 1.18 play_sound_player_only (op->contr, SOUND_PLAYER_DIES, 0, 0);
2789 elmex 1.1
2790 root 1.18 /* save the map location for corpse, gravestone */
2791     x = op->x;
2792     y = op->y;
2793     map = op->map;
2794 elmex 1.1
2795    
2796 root 1.54 /* NOT_PERMADEATH code. This basically brings the character back to
2797     * life if they are dead - it takes some exp and a random stat.
2798     * See the config.h file for a little more in depth detail about this.
2799     */
2800    
2801     /* Basically two ways to go - remove a stat permanently, or just
2802     * make it depletion. This bunch of code deals with that aspect
2803     * of death.
2804     */
2805     #ifndef COZY_SERVER
2806     if (settings.balanced_stat_loss)
2807 root 1.18 {
2808 root 1.54 /* If stat loss is permanent, lose one stat only. */
2809     /* Lower level chars don't lose as many stats because they suffer
2810     more if they do. */
2811     /* Higher level characters can afford things such as potions of
2812     restoration, or better, stat potions. So we slug them that
2813     little bit harder. */
2814     /* GD */
2815     if (settings.stat_loss_on_death)
2816     num_stats_lose = 1;
2817     else
2818     num_stats_lose = 1 + op->level / BALSL_NUMBER_LOSSES_RATIO;
2819     }
2820     else
2821     {
2822     num_stats_lose = 1;
2823     }
2824     lost_a_stat = 0;
2825    
2826     for (z = 0; z < num_stats_lose; z++)
2827     {
2828     i = RANDOM () % NUM_STATS;
2829 root 1.11
2830 root 1.54 if (settings.stat_loss_on_death)
2831 root 1.18 {
2832 root 1.54 /* Pick a random stat and take a point off it. Tell the player
2833     * what he lost.
2834     */
2835     change_attr_value (&(op->stats), i, -1);
2836     check_stat_bounds (&(op->stats));
2837     change_attr_value (&(op->contr->orig_stats), i, -1);
2838     check_stat_bounds (&(op->contr->orig_stats));
2839     new_draw_info (NDI_UNIQUE, 0, op, lose_msg[i]);
2840     lost_a_stat = 1;
2841 root 1.18 }
2842     else
2843     {
2844 root 1.54 /* deplete a stat */
2845     archetype *deparch = archetype::find ("depletion");
2846     object *dep;
2847 root 1.11
2848 root 1.54 dep = present_arch_in_ob (deparch, op);
2849     if (!dep)
2850 root 1.18 {
2851 root 1.54 dep = arch_to_object (deparch);
2852     insert_ob_in_ob (dep, op);
2853 root 1.18 }
2854 root 1.54 lose_this_stat = 1;
2855     if (settings.balanced_stat_loss)
2856 root 1.18 {
2857 root 1.54 /* GD */
2858     /* Get the stat that we're about to deplete. */
2859     this_stat = get_attr_value (&(dep->stats), i);
2860     if (this_stat < 0)
2861     {
2862     int loss_chance = 1 + op->level / BALSL_LOSS_CHANCE_RATIO;
2863     int keep_chance = this_stat * this_stat;
2864 root 1.18
2865 root 1.54 /* Yes, I am paranoid. Sue me. */
2866     if (keep_chance < 1)
2867     keep_chance = 1;
2868 root 1.18
2869 root 1.54 /* There is a maximum depletion total per level. */
2870     if (this_stat < -1 - op->level / BALSL_MAX_LOSS_RATIO)
2871     {
2872     lose_this_stat = 0;
2873     /* Take loss chance vs keep chance to see if we
2874     retain the stat. */
2875     }
2876     else
2877     {
2878     if (random_roll (0, loss_chance + keep_chance - 1, op, PREFER_LOW) < keep_chance)
2879     lose_this_stat = 0;
2880     /* LOG(llevDebug, "Determining stat loss. Stat: %d Keep: %d Lose: %d Result: %s.\n",
2881     this_stat, keep_chance, loss_chance,
2882     lose_this_stat?"LOSE":"KEEP"); */
2883 root 1.11 }
2884     }
2885 root 1.54 }
2886 root 1.18
2887 root 1.54 if (lose_this_stat)
2888     {
2889     this_stat = get_attr_value (&(dep->stats), i);
2890     /* We could try to do something clever like find another
2891     * stat to reduce if this fails. But chances are, if
2892     * stats have been depleted to -50, all are pretty low
2893     * and should be roughly the same, so it shouldn't make a
2894     * difference.
2895     */
2896     if (this_stat >= -50)
2897 root 1.18 {
2898 root 1.54 change_attr_value (&(dep->stats), i, -1);
2899     SET_FLAG (dep, FLAG_APPLIED);
2900     new_draw_info (NDI_UNIQUE, 0, op, lose_msg[i]);
2901     op->update_stats ();
2902     lost_a_stat = 1;
2903 root 1.11 }
2904     }
2905     }
2906 root 1.54 }
2907     /* If no stat lost, tell the player. */
2908     if (!lost_a_stat)
2909     {
2910     /* determine_god() seems to not work sometimes... why is this?
2911     Should I be using something else? GD */
2912     const char *god = determine_god (op);
2913 root 1.18
2914 root 1.54 if (god && (strcmp (god, "none")))
2915     new_draw_info_format (NDI_UNIQUE, 0, op, "For a brief moment you feel the holy presence of %s protecting" " you.", god);
2916     else
2917     new_draw_info (NDI_UNIQUE, 0, op, "For a brief moment you feel a holy presence protecting you.");
2918     }
2919 root 1.28 #else
2920 root 1.54 new_draw_info (NDI_UNIQUE, 0, op, "For a brief moment you" " feel a holy presence protecting you from losing yourself completely.");
2921 elmex 1.1 #endif
2922    
2923 root 1.54 /* Put a gravestone up where the character 'almost' died. List the
2924     * exp loss on the stone.
2925     */
2926     tmp = arch_to_object (archetype::find ("gravestone"));
2927     sprintf (buf, "%s's gravestone", &op->name);
2928     tmp->name = buf;
2929     sprintf (buf, "%s's gravestones", &op->name);
2930     tmp->name_pl = buf;
2931     sprintf (buf, "RIP\nHere rests the hero %s the %s,\n" "who was killed\n" "by %s.\n", &op->name, op->contr->title, op->contr->killer);
2932     tmp->msg = buf;
2933     tmp->x = op->x, tmp->y = op->y;
2934     insert_ob_in_map (tmp, op->map, NULL, 0);
2935    
2936     /**************************************/
2937     /* */
2938     /* Subtract the experience points, */
2939     /* if we died cause of food, give us */
2940     /* food, and reset HP's... */
2941     /* */
2942     /**************************************/
2943    
2944     /* remove any poisoning and confusion the character may be suffering. */
2945     /* restore player */
2946     at = archetype::find ("poisoning");
2947     tmp = present_arch_in_ob (at, op);
2948    
2949     if (tmp)
2950     {
2951     tmp->destroy ();
2952     new_draw_info (NDI_UNIQUE, 0, op, "Your body feels cleansed");
2953     }
2954    
2955     at = archetype::find ("confusion");
2956     tmp = present_arch_in_ob (at, op);
2957     if (tmp)
2958     {
2959     tmp->destroy ();
2960     new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer");
2961     }
2962    
2963     cure_disease (op, 0); /* remove any disease */
2964    
2965     /*add_exp(op, (op->stats.exp * -0.20)); */
2966     apply_death_exp_penalty (op);
2967     if (op->stats.food < 100)
2968     op->stats.food = 900;
2969     op->stats.hp = op->stats.maxhp;
2970     op->stats.sp = MAX (op->stats.sp, op->stats.maxsp);
2971     op->stats.grace = MAX (op->stats.grace, op->stats.maxgrace);
2972 root 1.11
2973 root 1.54 /*
2974     * Check to see if the player is in a shop. IF so, then check to see if
2975     * the player has any unpaid items. If so, remove them and put them back
2976     * in the map.
2977     */
2978 root 1.33
2979 root 1.54 if (is_in_shop (op))
2980     remove_unpaid_objects (op->inv, op);
2981 root 1.18
2982 root 1.54 /****************************************/
2983     /* */
2984     /* Move player to his current respawn- */
2985     /* position (usually last savebed) */
2986     /* */
2987     /****************************************/
2988 root 1.18
2989 root 1.54 enter_player_savebed (op);
2990 root 1.18
2991 root 1.54 /* Save the player before inserting the force to reduce
2992     * chance of abuse.
2993     */
2994     op->contr->braced = 0;
2995     op->contr->save ();
2996 root 1.11
2997 root 1.54 /* it is possible that the player has blown something up
2998     * at his savebed location, and that can have long lasting
2999     * spell effects. So first see if there is a spell effect
3000     * on the space that might harm the player.
3001     */
3002     will_kill_again = 0;
3003     for (tmp = GET_MAP_OB (op->map, op->x, op->y); tmp; tmp = tmp->above)
3004     if (tmp->type == SPELL_EFFECT)
3005     will_kill_again |= tmp->attacktype;
3006 elmex 1.1
3007 root 1.54 if (will_kill_again)
3008 root 1.18 {
3009 root 1.54 object *force;
3010     int at;
3011 root 1.18
3012 root 1.54 force = get_archetype (FORCE_NAME);
3013     /* 50 ticks should be enough time for the spell to abate */
3014     force->speed = 0.1;
3015     force->speed_left = -5.0;
3016     SET_FLAG (force, FLAG_APPLIED);
3017     for (at = 0; at < NROFATTACKS; at++)
3018     if (will_kill_again & (1 << at))
3019     force->resist[at] = 100;
3020 root 1.30
3021 root 1.54 insert_ob_in_ob (force, op);
3022     op->update_stats ();
3023 root 1.30
3024 root 1.54 }
3025 root 1.18
3026 root 1.54 new_draw_info (NDI_UNIQUE, 0, op, "YOU HAVE DIED.");
3027 elmex 1.1 }
3028    
3029 root 1.18 void
3030     loot_object (object *op)
3031     { /* Grab and destroy some treasure */
3032     object *tmp, *tmp2, *next;
3033 elmex 1.1
3034 root 1.18 if (op->container)
3035 root 1.54 esrv_apply_container (op, op->container); /* close open sack first */
3036 elmex 1.1
3037 root 1.54 for (tmp = op->inv; tmp; tmp = next)
3038 root 1.18 {
3039     next = tmp->below;
3040 root 1.54
3041 elmex 1.50 if (tmp->invisible)
3042 root 1.18 continue;
3043 root 1.54
3044 root 1.32 tmp->remove ();
3045 root 1.18 tmp->x = op->x, tmp->y = op->y;
3046     if (tmp->type == CONTAINER)
3047     { /* empty container to ground */
3048     loot_object (tmp);
3049     }
3050     if (!QUERY_FLAG (tmp, FLAG_UNIQUE) && (QUERY_FLAG (tmp, FLAG_STARTEQUIP) || QUERY_FLAG (tmp, FLAG_NO_DROP) || !(RANDOM () % 3)))
3051     {
3052     if (tmp->nrof > 1)
3053     {
3054     tmp2 = get_split_ob (tmp, 1 + RANDOM () % (tmp->nrof - 1));
3055 root 1.33 tmp2->destroy ();
3056 root 1.18 insert_ob_in_map (tmp, op->map, NULL, 0);
3057     }
3058     else
3059 root 1.33 tmp->destroy ();
3060 root 1.18 }
3061     else
3062     insert_ob_in_map (tmp, op->map, NULL, 0);
3063     }
3064 elmex 1.1 }
3065    
3066     /*
3067     * fix_weight(): Check recursively the weight of all players, and fix
3068     * what needs to be fixed. Refresh windows and fix speed if anything
3069     * was changed.
3070     */
3071    
3072 root 1.18 void
3073     fix_weight (void)
3074     {
3075 root 1.54 for (player *pl = first_player; pl; pl = pl->next)
3076 root 1.18 {
3077     int old = pl->ob->carrying, sum = sum_weight (pl->ob);
3078    
3079     if (old == sum)
3080     continue;
3081 root 1.54 pl->ob->update_stats ();
3082 root 1.18 LOG (llevDebug, "Fixed inventory in %s (%d -> %d)\n", &pl->ob->name, old, sum);
3083     }
3084 elmex 1.1 }
3085    
3086 root 1.18 void
3087     fix_luck (void)
3088     {
3089 root 1.54 for (player *pl = first_player; pl; pl = pl->next)
3090 root 1.52 if (!pl->ob->contr->ns->state)
3091 root 1.54 pl->ob->change_luck (0);
3092 elmex 1.1 }
3093    
3094     /* cast_dust() - handles op throwing objects of type 'DUST'.
3095     * This is much simpler in the new spell code - we basically
3096     * just treat this as any other spell casting object.
3097     */
3098 elmex 1.2 void
3099 root 1.18 cast_dust (object *op, object *throw_ob, int dir)
3100 elmex 1.2 {
3101     object *skop, *spob;
3102    
3103     skop = find_skill_by_name (op, throw_ob->skill);
3104    
3105     /* casting POTION 'dusts' is really a use_magic_item skill */
3106     if (op->type == PLAYER && throw_ob->type == POTION && !skop)
3107     {
3108 root 1.18 LOG (llevError, "Player %s lacks critical skill use_magic_item!\n", &op->name);
3109 elmex 1.2 return;
3110     }
3111    
3112     spob = throw_ob->inv;
3113    
3114     // elmex Tue Aug 15 17:19:46 CEST 2006: Added this check to
3115     // not pass NULL to cast_spell (which did indeed check itself, but
3116     // errors should be reported as early as possible IMHO)
3117     if (!spob)
3118     {
3119 root 1.18 LOG (llevError, "cast_dust: thrown object %s (by %s) had no spell in it!", &throw_ob->name, &op->name);
3120 elmex 1.2 return;
3121 elmex 1.1 }
3122    
3123 elmex 1.2 if (op->type == PLAYER)
3124 root 1.14 new_draw_info_format (NDI_UNIQUE, 0, op, "You cast %s.", &spob->name);
3125 elmex 1.2
3126     cast_spell (op, throw_ob, dir, spob, NULL);
3127    
3128 root 1.33 throw_ob->destroy ();
3129 elmex 1.1 }
3130    
3131 root 1.18 void
3132     make_visible (object *op)
3133     {
3134     op->hide = 0;
3135     op->invisible = 0;
3136     if (op->type == PLAYER)
3137     {
3138     op->contr->tmp_invis = 0;
3139     op->contr->invis_race = 0;
3140     }
3141     update_object (op, UP_OBJ_FACE);
3142     }
3143    
3144     int
3145     is_true_undead (object *op)
3146     {
3147     object *tmp = NULL;
3148    
3149     if (QUERY_FLAG (&op->arch->clone, FLAG_UNDEAD))
3150     return 1;
3151    
3152 elmex 1.1 return 0;
3153     }
3154    
3155     /* look at the surrounding terrain to determine
3156     * the hideability of this object. Positive levels
3157     * indicate greater hideability.
3158     */
3159    
3160 root 1.18 int
3161     hideability (object *ob)
3162     {
3163     int i, level = 0, mflag;
3164     sint16 x, y;
3165    
3166     if (!ob || !ob->map)
3167     return 0;
3168    
3169     /* so, on normal lighted maps, its hard to hide */
3170     level = ob->map->darkness - 2;
3171    
3172     /* this also picks up whether the object is glowing.
3173     * If you carry a light on a non-dark map, its not
3174     * as bad as carrying a light on a pitch dark map */
3175     if (has_carried_lights (ob))
3176     level = -(10 + (2 * ob->map->darkness));
3177    
3178     /* scan through all nearby squares for terrain to hide in */
3179     for (i = 0, x = ob->x, y = ob->y; i < 9; i++, x = ob->x + freearr_x[i], y = ob->y + freearr_y[i])
3180     {
3181     mflag = get_map_flags (ob->map, NULL, x, y, NULL, NULL);
3182     if (mflag & P_OUT_OF_MAP)
3183     {
3184     continue;
3185     }
3186     if (mflag & P_BLOCKSVIEW) /* something to hide near! */
3187     level += 2;
3188     else /* open terrain! */
3189     level -= 1;
3190 elmex 1.1 }
3191 root 1.18
3192 elmex 1.1 #if 0
3193 root 1.18 LOG (llevDebug, "hideability of %s is %d\n", ob->name, level);
3194 elmex 1.1 #endif
3195 root 1.18 return level;
3196 elmex 1.1 }
3197    
3198     /* For Hidden creatures - a chance of becoming 'unhidden'
3199     * every time they move - as we subtract off 'invisibility'
3200     * AND, for players, if they move into a ridiculously unhideable
3201     * spot (surrounded by clear terrain in broad daylight). -b.t.
3202     */
3203    
3204 root 1.18 void
3205     do_hidden_move (object *op)
3206     {
3207     int hide = 0, num = random_roll (0, 19, op, PREFER_LOW);
3208     object *skop;
3209    
3210     if (!op || !op->map)
3211     return;
3212    
3213     skop = find_obj_by_type_subtype (op, SKILL, SK_HIDING);
3214    
3215     /* its *extremely* hard to run and sneak/hide at the same time! */
3216     if (op->type == PLAYER && op->contr->run_on)
3217     {
3218     if (!skop || num >= skop->level)
3219     {
3220     new_draw_info (NDI_UNIQUE, 0, op, "You ran too much! You are no longer hidden!");
3221     make_visible (op);
3222     return;
3223     }
3224     else
3225     num += 20;
3226 elmex 1.1 }
3227 root 1.18 num += op->map->difficulty;
3228     hide = hideability (op); /* modify by terrain hidden level */
3229     num -= hide;
3230     if ((op->type == PLAYER && hide < -10) || ((op->invisible -= num) <= 0))
3231     {
3232     make_visible (op);
3233     if (op->type == PLAYER)
3234     new_draw_info (NDI_UNIQUE, 0, op, "You moved out of hiding! You are visible!");
3235 elmex 1.1 }
3236 root 1.18 else if (op->type == PLAYER && skop)
3237     {
3238     change_exp (op, calc_skill_exp (op, NULL, skop), skop->skill, 0);
3239 elmex 1.1 }
3240     }
3241    
3242     /* determine if who is standing near a hostile creature. */
3243    
3244 root 1.18 int
3245     stand_near_hostile (object *who)
3246     {
3247     object *tmp = NULL;
3248     int i, friendly = 0, player = 0, mflags;
3249 root 1.25 maptile *m;
3250 root 1.18 sint16 x, y;
3251    
3252     if (!who)
3253     return 0;
3254    
3255     if (who->type == PLAYER)
3256     player = 1;
3257    
3258     else
3259     friendly = QUERY_FLAG (who, FLAG_FRIENDLY);
3260    
3261     /* search adjacent squares */
3262     for (i = 1; i < 9; i++)
3263     {
3264     x = who->x + freearr_x[i];
3265     y = who->y + freearr_y[i];
3266     m = who->map;
3267     mflags = get_map_flags (m, &m, x, y, &x, &y);
3268     /* space must be blocked if there is a monster. If not
3269     * blocked, don't need to check this space.
3270     */
3271     if (mflags & P_OUT_OF_MAP)
3272     continue;
3273     if (OB_TYPE_MOVE_BLOCK (who, GET_MAP_MOVE_BLOCK (m, x, y)))
3274     continue;
3275    
3276 root 1.49 for (tmp = GET_MAP_OB (m, x, y); tmp; tmp = tmp->above)
3277 root 1.18 {
3278     if ((player ||friendly) &&QUERY_FLAG (tmp, FLAG_MONSTER) && !QUERY_FLAG (tmp, FLAG_UNAGGRESSIVE))
3279     return 1;
3280     else if (tmp->type == PLAYER)
3281     {
3282     /*don't let a hidden DM prevent you from hiding */
3283     if (!QUERY_FLAG (tmp, FLAG_WIZ) || tmp->contr->hidden == 0)
3284 root 1.11 return 1;
3285 root 1.18 }
3286 root 1.11 }
3287 elmex 1.1 }
3288 root 1.18 return 0;
3289 elmex 1.1 }
3290    
3291     /* check the player los field for viewability of the
3292     * object op. This function works fine for monsters,
3293     * but we dont worry if the object isnt the top one in
3294     * a pile (say a coin under a table would return "viewable"
3295     * by this routine). Another question, should we be
3296     * concerned with the direction the player is looking
3297     * in? Realistically, most of use cant see stuff behind
3298     * our backs...on the other hand, does the "facing" direction
3299     * imply the way your head, or body is facing? Its possible
3300     * for them to differ. Sigh, this fctn could get a bit more complex.
3301     * -b.t.
3302     * This function is now map tiling safe.
3303     */
3304    
3305 root 1.18 int
3306     player_can_view (object *pl, object *op)
3307     {
3308     rv_vector rv;
3309     int dx, dy;
3310    
3311     if (pl->type != PLAYER)
3312     {
3313     LOG (llevError, "player_can_view() called for non-player object\n");
3314     return -1;
3315 elmex 1.1 }
3316 root 1.18 if (!pl || !op)
3317 elmex 1.1 return 0;
3318 root 1.18
3319     if (op->head)
3320     {
3321     op = op->head;
3322     }
3323     get_rangevector (pl, op, &rv, 0x1);
3324    
3325     /* starting with the 'head' part, lets loop
3326     * through the object and find if it has any
3327     * part that is in the los array but isnt on
3328     * a blocked los square.
3329     * we use the archetype to figure out offsets.
3330     */
3331     while (op)
3332     {
3333     dx = rv.distance_x + op->arch->clone.x;
3334     dy = rv.distance_y + op->arch->clone.y;
3335    
3336     /* only the viewable area the player sees is updated by LOS
3337     * code, so we need to restrict ourselves to that range of values
3338     * for any meaningful values.
3339     */
3340 root 1.52 if (FABS (dx) <= (pl->contr->ns->mapx / 2) &&
3341     FABS (dy) <= (pl->contr->ns->mapy / 2) &&
3342     !pl->contr->blocked_los[dx + (pl->contr->ns->mapx / 2)][dy + (pl->contr->ns->mapy / 2)])
3343 root 1.18 return 1;
3344     op = op->more;
3345     }
3346     return 0;
3347 elmex 1.1 }
3348    
3349     /* routine for both players and monsters. We call this when
3350     * there is a possibility for our action distrubing our hiding
3351     * place or invisiblity spell. Artefact invisiblity is not
3352     * effected by this. If we arent invisible to begin with, we
3353     * return 0.
3354     */
3355 root 1.18 int
3356     action_makes_visible (object *op)
3357     {
3358    
3359     if (op->invisible && QUERY_FLAG (op, FLAG_ALIVE))
3360     {
3361     if (QUERY_FLAG (op, FLAG_MAKE_INVIS))
3362     return 0;
3363    
3364     if (op->contr && op->contr->tmp_invis == 0)
3365     return 0;
3366 elmex 1.1
3367 root 1.18 /* If monsters, they should become visible */
3368     if (op->hide || !op->contr || (op->contr && op->contr->tmp_invis))
3369     {
3370     new_draw_info_format (NDI_UNIQUE, 0, op, "You become %s!", op->hide ? "unhidden" : "visible");
3371     return 1;
3372 root 1.11 }
3373 elmex 1.1 }
3374 root 1.18 return 0;
3375 elmex 1.1 }
3376    
3377     /* op_on_battleground - checks if the given object op (usually
3378     * a player) is standing on a valid battleground-tile,
3379     * function returns TRUE/FALSE. If true x, y returns the battleground
3380     * -exit-coord. (and if x, y not NULL)
3381     * 19 March 2005 - josh@woosworld.net modifed to check if the battleground also has slaying, maxhp, and maxsp set
3382     * and if those are all set and the player has a marker that matches the slaying send them to a different x, y
3383     * Default is to do the same as before, so only people wanting to have different points need worry about this
3384     */
3385 root 1.18 int
3386     op_on_battleground (object *op, int *x, int *y)
3387     {
3388 elmex 1.1 object *tmp;
3389 root 1.18
3390 elmex 1.1 /* A battleground-tile needs the following attributes to be valid:
3391     * is_floor 1 (has to be the FIRST floor beneath the player's feet),
3392     * name="battleground", no_pick 1, type=58 (type BATTLEGROUND)
3393     * and the exit-coordinates sp/hp must both be > 0.
3394     * => The intention here is to prevent abuse of the battleground-
3395     * feature (like pickable or hidden battleground tiles). */
3396 root 1.18 for (tmp = op->below; tmp != NULL; tmp = tmp->below)
3397     {
3398     if (QUERY_FLAG (tmp, FLAG_IS_FLOOR))
3399     {
3400     if (QUERY_FLAG (tmp, FLAG_NO_PICK) &&
3401     strcmp (tmp->name, "battleground") == 0 && tmp->type == BATTLEGROUND && EXIT_X (tmp) && EXIT_Y (tmp))
3402     {
3403     /*before we assign the exit, check if this is a teambattle */
3404     if (EXIT_ALT_X (tmp) && EXIT_ALT_Y (tmp) && EXIT_PATH (tmp))
3405     {
3406     object *invtmp;
3407    
3408     for (invtmp = op->inv; invtmp != NULL; invtmp = invtmp->below)
3409     {
3410     if (invtmp->type == FORCE && invtmp->slaying && !strcmp (EXIT_PATH (tmp), invtmp->slaying))
3411     {
3412     if (x != NULL && y != NULL)
3413     *x = EXIT_ALT_X (tmp), *y = EXIT_ALT_Y (tmp);
3414     return 1;
3415     }
3416     }
3417     }
3418     if (x != NULL && y != NULL)
3419     *x = EXIT_X (tmp), *y = EXIT_Y (tmp);
3420     return 1;
3421     }
3422     }
3423 elmex 1.1 }
3424     /* If we got here, did not find a battleground */
3425     return 0;
3426     }
3427    
3428     /*
3429     * When a dragon-player gains a new stage of evolution,
3430     * he gets some treasure
3431     *
3432     * attributes:
3433     * object *who the dragon player
3434     * int atnr the attack-number of the ability focus
3435     * int level ability level
3436     */
3437 root 1.18 void
3438     dragon_ability_gain (object *who, int atnr, int level)
3439     {
3440     treasurelist *trlist = NULL; /* treasurelist */
3441     treasure *tr; /* treasure */
3442     object *tmp, *skop; /* tmp. object */
3443     object *item; /* treasure object */
3444     char buf[MAX_BUF]; /* tmp. string buffer */
3445     int i = 0, j = 0;
3446    
3447     /* get the appropriate treasurelist */
3448     if (atnr == ATNR_FIRE)
3449     trlist = find_treasurelist ("dragon_ability_fire");
3450     else if (atnr == ATNR_COLD)
3451     trlist = find_treasurelist ("dragon_ability_cold");
3452     else if (atnr == ATNR_ELECTRICITY)
3453     trlist = find_treasurelist ("dragon_ability_elec");
3454     else if (atnr == ATNR_POISON)
3455     trlist = find_treasurelist ("dragon_ability_poison");
3456    
3457     if (trlist == NULL || who->type != PLAYER)
3458     return;
3459    
3460     for (i = 0, tr = trlist->items; tr != NULL && i < level - 1; tr = tr->next, i++);
3461    
3462     if (tr == NULL || tr->item == NULL)
3463     {
3464     /* LOG(llevDebug, "-> no more treasure for %s\n", change_resist_msg[atnr]); */
3465     return;
3466 elmex 1.1 }
3467    
3468 root 1.18 /* everything seems okay - now bring on the gift: */
3469     item = &(tr->item->clone);
3470 elmex 1.1
3471 root 1.18 if (item->type == SPELL)
3472     {
3473     if (check_spell_known (who, item->name))
3474 root 1.11 return;
3475 root 1.18
3476     new_draw_info_format (NDI_UNIQUE | NDI_BLUE, 0, who, "You gained the ability of %s", &item->name);
3477     do_learn_spell (who, item, 0);
3478     return;
3479 elmex 1.1 }
3480    
3481 root 1.18 /* grant direct spell */
3482     if (item->type == SPELLBOOK)
3483     {
3484     if (!item->inv)
3485     {
3486     LOG (llevDebug, "dragon_ability_gain: Broken spellbook %s\n", &item->name);
3487     return;
3488     }
3489     if (check_spell_known (who, item->inv->name))
3490     return;
3491     if (item->invisible)
3492     {
3493     new_draw_info_format (NDI_UNIQUE | NDI_BLUE, 0, who, "You gained the ability of %s", &item->inv->name);
3494     do_learn_spell (who, item->inv, 0);
3495     return;
3496 root 1.11 }
3497 root 1.18 }
3498     else if (item->type == SKILL_TOOL && item->invisible)
3499     {
3500     if (item->subtype == SK_CLAWING && (skop = find_skill_by_name (who, item->skill)) != NULL)
3501     {
3502    
3503     /* should this perhaps be (skop->attackyp & item->attacktype)!=item->attacktype ...
3504     * in this way, if the player is missing any of the attacktypes, he gets
3505     * them. As it is now, if the player has any that match the granted skill,
3506     * but not all of them, he gets nothing.
3507     */
3508     if (!(skop->attacktype & item->attacktype))
3509     {
3510     /* Give new attacktype */
3511     skop->attacktype |= item->attacktype;
3512    
3513     /* always add physical if there's none */
3514     skop->attacktype |= AT_PHYSICAL;
3515    
3516     if (item->msg != NULL)
3517     new_draw_info (NDI_UNIQUE | NDI_BLUE, 0, who, item->msg);
3518    
3519     /* Give player new face */
3520     if (item->animation_id)
3521     {
3522     who->face = skop->face;
3523     who->animation_id = item->animation_id;
3524     who->anim_speed = item->anim_speed;
3525     who->last_anim = 0;
3526     who->state = 0;
3527     animate_object (who, who->direction);
3528     }
3529     }
3530 root 1.11 }
3531 elmex 1.1 }
3532 root 1.18 else if (item->type == FORCE)
3533     {
3534     /* forces in the treasurelist can alter the player's stats */
3535     object *skin;
3536 elmex 1.1
3537 root 1.18 /* first get the dragon skin force */
3538 root 1.52 shstr_cmp dragon_skin_force ("dragon_skin_force");
3539     for (skin = who->inv; skin && !(skin->arch->name == dragon_skin_force); skin = skin->below)
3540     ;
3541    
3542     if (!skin)
3543 root 1.18 return;
3544    
3545     /* adding new spellpath attunements */
3546     if (item->path_attuned > 0 && !(skin->path_attuned & item->path_attuned))
3547     {
3548     skin->path_attuned |= item->path_attuned; /* add attunement to skin */
3549    
3550     /* print message */
3551     sprintf (buf, "You feel attuned to ");
3552     for (i = 0, j = 0; i < NRSPELLPATHS; i++)
3553     {
3554     if (item->path_attuned & (1 << i))
3555     {
3556     if (j)
3557     strcat (buf, " and ");
3558     else
3559     j = 1;
3560     strcat (buf, spellpathnames[i]);
3561     }
3562     }
3563     strcat (buf, ".");
3564     new_draw_info (NDI_UNIQUE | NDI_BLUE, 0, who, buf);
3565     }
3566    
3567     /* evtl. adding flags: */
3568     if (QUERY_FLAG (item, FLAG_XRAYS))
3569     SET_FLAG (skin, FLAG_XRAYS);
3570     if (QUERY_FLAG (item, FLAG_STEALTH))
3571     SET_FLAG (skin, FLAG_STEALTH);
3572     if (QUERY_FLAG (item, FLAG_SEE_IN_DARK))
3573     SET_FLAG (skin, FLAG_SEE_IN_DARK);
3574    
3575     /* print message if there is one */
3576     if (item->msg != NULL)
3577     new_draw_info (NDI_UNIQUE | NDI_BLUE, 0, who, item->msg);
3578     }
3579     else
3580     {
3581     /* generate misc. treasure */
3582     tmp = arch_to_object (tr->item);
3583     new_draw_info_format (NDI_UNIQUE | NDI_BLUE, 0, who, "You gained %s", query_short_name (tmp));
3584     tmp = insert_ob_in_ob (tmp, who);
3585     if (who->type == PLAYER)
3586     esrv_send_item (who, tmp);
3587 elmex 1.1 }
3588     }
3589    
3590     /**
3591     * Unready an object for a player. This function does nothing if the object was
3592     * not readied.
3593     */
3594 root 1.18 void
3595     player_unready_range_ob (player *pl, object *ob)
3596     {
3597     rangetype i;
3598 elmex 1.1
3599 root 1.18 for (i = (rangetype) 0; i < range_size; i = (rangetype) ((int) i + 1))
3600     {
3601     if (pl->ranges[i] == ob)
3602     {
3603     pl->ranges[i] = NULL;
3604     if (pl->shoottype == i)
3605     {
3606     pl->shoottype = range_none;
3607 elmex 1.1 }
3608     }
3609     }
3610     }