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Revision: 1.61
Committed: Sat Dec 23 13:56:25 2006 UTC (17 years, 5 months ago) by root
Content type: text/plain
Branch: MAIN
Changes since 1.60: +10 -16 lines
Log Message:
an experiment

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 root 1.61 for_all_players (pl)
40 root 1.54 if (pl->ob && !strcmp (query_name (pl->ob), plname))
41     return pl;
42 root 1.53
43     return 0;
44 elmex 1.1 }
45    
46 root 1.18 void
47     display_motd (const object *op)
48     {
49     char buf[MAX_BUF];
50     char motd[HUGE_BUF];
51     FILE *fp;
52     int comp;
53     int size;
54 elmex 1.1
55 root 1.18 sprintf (buf, "%s/%s", settings.confdir, settings.motd);
56     if ((fp = open_and_uncompress (buf, 0, &comp)) == NULL)
57 root 1.44 return;
58    
59 root 1.18 motd[0] = '\0';
60     size = 0;
61 root 1.44
62 root 1.53 while (fgets (buf, MAX_BUF, fp))
63 root 1.18 {
64     if (*buf == '#')
65     continue;
66 root 1.44
67 root 1.18 strncat (motd + size, buf, HUGE_BUF - size);
68     size += strlen (buf);
69 elmex 1.1 }
70 root 1.44
71 root 1.18 draw_ext_info (NDI_UNIQUE | NDI_GREEN, 0, op, MSG_TYPE_MOTD, MSG_SUBTYPE_NONE, motd, NULL);
72     close_and_delete (fp, comp);
73 elmex 1.1 }
74    
75 root 1.18 void
76     send_rules (const object *op)
77     {
78     char buf[MAX_BUF];
79     char rules[HUGE_BUF];
80     FILE *fp;
81     int comp;
82     int size;
83    
84     sprintf (buf, "%s/%s", settings.confdir, settings.rules);
85     if ((fp = open_and_uncompress (buf, 0, &comp)) == NULL)
86 root 1.44 return;
87    
88 root 1.18 rules[0] = '\0';
89     size = 0;
90 root 1.44
91 root 1.53 while (fgets (buf, MAX_BUF, fp))
92 root 1.18 {
93     if (*buf == '#')
94 elmex 1.1 continue;
95 root 1.44
96 root 1.18 if (size + strlen (buf) >= HUGE_BUF)
97     {
98     LOG (llevDebug, "Warning, rules size is > %d bytes.\n", HUGE_BUF);
99 elmex 1.1 break;
100 root 1.18 }
101 root 1.44
102 root 1.18 strncat (rules + size, buf, HUGE_BUF - size);
103     size += strlen (buf);
104 elmex 1.1 }
105 root 1.44
106 root 1.18 draw_ext_info (NDI_UNIQUE | NDI_GREEN, 0, op, MSG_TYPE_ADMIN, MSG_TYPE_ADMIN_RULES, rules, NULL);
107     close_and_delete (fp, comp);
108 elmex 1.1 }
109    
110 root 1.18 void
111     send_news (const object *op)
112     {
113     char buf[MAX_BUF];
114     char news[HUGE_BUF];
115     char subject[MAX_BUF];
116     FILE *fp;
117     int comp;
118     int size;
119    
120     sprintf (buf, "%s/%s", settings.confdir, settings.news);
121     if ((fp = open_and_uncompress (buf, 0, &comp)) == NULL)
122     return;
123 root 1.44
124 root 1.18 news[0] = '\0';
125     subject[0] = '\0';
126     size = 0;
127 root 1.44
128 root 1.18 while (fgets (buf, MAX_BUF, fp) != NULL)
129     {
130     if (*buf == '#')
131     continue;
132 root 1.44
133 root 1.18 if (*buf == '%')
134     { /* send one news */
135     if (size > 0)
136     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 */
137     strcpy (subject, buf + 1);
138     strip_endline (subject);
139     size = 0;
140     news[0] = '\0';
141     }
142     else
143     {
144     if (size + strlen (buf) >= HUGE_BUF)
145     {
146     LOG (llevDebug, "Warning, one news item has size > %d bytes.\n", HUGE_BUF);
147 elmex 1.1 break;
148 root 1.18 }
149     strncat (news + size, buf, HUGE_BUF - size);
150     size += strlen (buf);
151     }
152 elmex 1.1 }
153 root 1.18
154     draw_ext_info_format (NDI_UNIQUE | NDI_GREEN, 0, op,
155     MSG_TYPE_ADMIN, MSG_TYPE_ADMIN_NEWS, "INFORMATION: %s\n%s\n", "%s\n%s", subject, news);
156     close_and_delete (fp, comp);
157 elmex 1.1 }
158    
159 root 1.54 /* This loads the first map an puts the player on it. */
160     static void
161     set_first_map (object *op)
162     {
163     strcpy (op->contr->maplevel, first_map_path);
164     op->x = -1;
165     op->y = -1;
166     enter_exit (op, 0);
167     }
168    
169 root 1.56 // connect the player with a specific client
170     // also changed, rationalises, and fixes some incorrect settings
171 root 1.54 void
172     player::connect (client *ns)
173 root 1.18 {
174 root 1.54 this->ns = ns;
175     ns->pl = this;
176    
177     next = first_player;
178     first_player = this;
179    
180     ns->update_look = 0;
181     ns->look_position = 0;
182    
183     clear_los (ob);
184    
185 root 1.57 /* make sure he's a player -- needed because of class change. */
186 root 1.54 ob->type = PLAYER; // we are paranoid
187     ob->race = ob->arch->clone.race;
188 elmex 1.1
189 root 1.56 if (!legal_range (ob, shoottype))
190     shoottype = range_none;
191 root 1.44
192 root 1.54 ob->carrying = sum_weight (ob);
193     link_player_skills (ob);
194 elmex 1.1
195 root 1.56 CLEAR_FLAG (ob, FLAG_NO_FIX_PLAYER);
196     update_ob_speed (ob);
197 elmex 1.1
198 root 1.54 assign (title, ob->arch->clone.name);
199 root 1.15
200 root 1.54 /* can_use_shield is a new flag. However, the can_use.. seems to largely come
201     * from the class, and not race. I don't see any way to get the class information
202     * to then update this. I don't think this will actually break anything - anyone
203     * that can use armour should be able to use a shield. What this may 'break'
204     * are features new characters get, eg, if someone starts up with a Q, they
205     * should be able to use a shield. However, old Q's won't get that advantage.
206 root 1.15 */
207 root 1.54 if (QUERY_FLAG (ob, FLAG_USE_ARMOUR))
208     SET_FLAG (ob, FLAG_USE_SHIELD);
209    
210     /* if it's a dragon player, set the correct title here */
211     if (is_dragon_pl (ob))
212     {
213     object *tmp, *abil = 0, *skin = 0;
214    
215     shstr_cmp dragon_ability_force ("dragon_ability_force");
216     shstr_cmp dragon_skin_force ("dragon_skin_force");
217    
218     for (tmp = ob->inv; tmp; tmp = tmp->below)
219     if (tmp->type == FORCE)
220     if (tmp->arch->name == dragon_ability_force)
221     abil = tmp;
222     else if (tmp->arch->name == dragon_skin_force)
223     skin = tmp;
224    
225     set_dragon_name (ob, abil, skin);
226     }
227    
228     CLEAR_FLAG (ob, FLAG_FRIENDLY);
229     add_friendly_object (ob);
230    
231     LOG (llevInfo, "LOGIN: Player named %s from ip %s\n", &ob->name, ns->host);
232 root 1.15
233 root 1.54 new_draw_info (NDI_UNIQUE, 0, ob, "Welcome Back!");
234     new_draw_info_format (NDI_UNIQUE | NDI_ALL | NDI_DK_ORANGE, 5, NULL, "%s has entered the game.", &ob->name);
235    
236 root 1.60 esrv_new_player (this, ob->weight + ob->carrying);
237    
238     ob->update_stats ();
239 root 1.54 ns->floorbox_update ();
240    
241     esrv_send_inventory (ob, ob);
242     esrv_add_spells (this, 0);
243    
244     enter_exit (ob, 0);
245    
246 root 1.59 send_rules (ob);
247     send_news (ob);
248     display_motd (ob);
249 root 1.54 INVOKE_PLAYER (LOGIN, this);
250     }
251 elmex 1.1
252 root 1.54 // the need for this function can be explained
253     // by load_object not returning the object
254     void
255     player::set_object (object *op)
256     {
257     ob = op;
258     ob->contr = this; /* this aren't yet in archetype */
259 root 1.15
260 root 1.54 ob->speed_left = 0.5;
261     ob->speed = 1.0;
262     ob->direction = 5; /* So player faces south */
263     ob->stats.wc = 2;
264     ob->run_away = 25; /* Then we panick... */
265 root 1.15
266 root 1.54 set_first_map (ob);
267 root 1.15
268 root 1.54 ob->roll_stats ();
269     }
270 root 1.15
271 root 1.54 player::player ()
272     {
273     /* There are some elements we want initialized to non zero value -
274     * we deal with that below this point.
275     */
276     outputs_sync = 16; /* Every 2 seconds */
277     outputs_count = 8; /* Keeps present behaviour */
278     unapply = unapply_nochoice;
279    
280     assign (savebed_map, first_map_path); /* Init. respawn position */
281    
282     gen_sp_armour = 10;
283     last_speed = -1;
284     shoottype = range_none;
285     bowtype = bow_normal;
286     petmode = pet_normal;
287     listening = 10;
288     usekeys = containers;
289     last_weapon_sp = -1;
290     peaceful = 1; /* default peaceful */
291     do_los = 1;
292 root 1.15
293     /* we need to clear these to -1 and not zero - otherwise,
294     * if a player quits and starts a new character, we wont
295     * send new values to the client, as things like exp start
296     * at zero.
297     */
298 root 1.54 for (int i = 0; i < NUM_SKILLS; i++)
299     last_skill_exp[i] = -1;
300    
301     for (int i = 0; i < NROFATTACKS; i++)
302     last_resist[i] = -1;
303    
304     last_stats.exp = -1;
305     last_weight = (uint32) - 1;
306     }
307    
308     player::~player ()
309     {
310     terminate_all_pets (ob);
311    
312     if (first_player != this)
313 root 1.15 {
314 root 1.54 player *prev = first_player;
315    
316     while (prev && prev->next && prev->next != this)
317     prev = prev->next;
318 root 1.38
319 root 1.54 if (prev->next != this)
320     {
321     LOG (llevError, "Free_player: Can't find previous player.\n");
322     abort ();
323     }
324 root 1.38
325 root 1.54 prev->next = next;
326     }
327     else
328     first_player = next;
329 root 1.15
330 root 1.54 if (ob)
331     {
332     ob->contr = 0;
333     ob->destroy (1);
334     }
335 root 1.38
336 root 1.54 if (ns)
337     {
338     ns->send_packet ("goodbye");
339     ns->flush ();
340     ns->pl = 0;
341     ns->destroy ();
342     }
343 elmex 1.1
344 root 1.54 /* Clear item stack */
345     free (stack_items);
346 elmex 1.1 }
347    
348 root 1.54 /* Tries to add player on the connection passed in ns.
349 elmex 1.1 * All we can really get in this is some settings like host and display
350     * mode.
351     */
352 root 1.54 player *
353     player::create ()
354 root 1.18 {
355 root 1.54 player *pl = new player;
356 root 1.38
357 root 1.54 pl->set_object (arch_to_object (get_player_archetype (0)));
358 root 1.26
359 root 1.54 return pl;
360 elmex 1.1 }
361    
362     /*
363     * get_player_archetype() return next player archetype from archetype
364     * list. Not very efficient routine, but used only creating new players.
365     * Note: there MUST be at least one player archetype!
366     */
367 root 1.18 archetype *
368     get_player_archetype (archetype *at)
369 elmex 1.1 {
370 root 1.18 archetype *start = at;
371    
372     for (;;)
373     {
374     if (at == NULL || at->next == NULL)
375     at = first_archetype;
376     else
377     at = at->next;
378 root 1.46
379 root 1.18 if (at->clone.type == PLAYER)
380     return at;
381 root 1.46
382 root 1.18 if (at == start)
383     {
384     LOG (llevError, "No Player archetypes\n");
385     exit (-1);
386 root 1.11 }
387 elmex 1.1 }
388     }
389    
390 root 1.18 object *
391     get_nearest_player (object *mon)
392     {
393     object *op = NULL;
394     objectlink *ol;
395     unsigned lastdist;
396     rv_vector rv;
397    
398     for (ol = first_friendly_object, lastdist = 1000; ol != NULL; ol = ol->next)
399     {
400     /* We should not find free objects on this friendly list, but it
401     * does periodically happen. Given that, lets deal with it.
402     * While unlikely, it is possible the next object on the friendly
403     * list is also free, so encapsulate this in a while loop.
404     */
405     while (QUERY_FLAG (ol->ob, FLAG_FREED) || !QUERY_FLAG (ol->ob, FLAG_FRIENDLY))
406     {
407     object *tmp = ol->ob;
408    
409     /* Can't do much more other than log the fact, because the object
410     * itself will have been cleared.
411     */
412     LOG (llevDebug, "get_nearest_player: Found free/non friendly object on friendly list\n");
413     ol = ol->next;
414     remove_friendly_object (tmp);
415     if (!ol)
416     return op;
417     }
418 root 1.11
419 root 1.18 /* Remove special check for player from this. First, it looks to cause
420     * some crashes (ol->ob->contr not set properly?), but secondly, a more
421     * complicated method of state checking would be needed in any case -
422     * as it was, a clever player could type quit, and the function would
423     * skip them over while waiting for confirmation. Remove
424     * on_same_map check, as can_detect_enemy also does this
425     */
426     if (!can_detect_enemy (mon, ol->ob, &rv))
427     continue;
428 root 1.11
429 root 1.18 if (lastdist > rv.distance)
430     {
431     op = ol->ob;
432     lastdist = rv.distance;
433 root 1.11 }
434 elmex 1.1 }
435 root 1.61
436     for_all_players (pl)
437     if (can_detect_enemy (mon, pl->ob, &rv))
438     if (lastdist > rv.distance)
439 root 1.18 {
440 root 1.61 op = pl->ob;
441     lastdist = rv.distance;
442     }
443 elmex 1.1
444     #if 0
445 root 1.18 LOG (llevDebug, "get_nearest_player() finds player: %s\n", op ? &op->name : "(null)");
446 elmex 1.1 #endif
447 root 1.18 return op;
448 elmex 1.1 }
449    
450     /* I believe this can safely go to 2, 3 is questionable, 4 will likely
451     * result in a monster paths backtracking. It basically determines how large a
452     * detour a monster will take from the direction path when looking
453     * for a path to the player. The values are in the amount of direction
454     * the deviation is
455     */
456     #define DETOUR_AMOUNT 2
457    
458     /* This is used to prevent infinite loops. Consider a case where the
459     * player is in a chamber (with gate closed), and monsters are outside.
460     * with DETOUR_AMOUNT==2, the function will turn each corner, trying to
461     * find a path into the chamber. This is a good thing, but since there
462     * is no real path, it will just keep circling the chamber for
463     * ever (this could be a nice effect for monsters, but not for the function
464     * to get stuck in. I think for the monsters, if max is reached and
465     * we return the first direction the creature could move would result in the
466     * circling behaviour. Unfortunately, this function is also used to determined
467     * if the creature should cast a spell, so returning a direction in that case
468     * is probably not a good thing.
469     */
470     #define MAX_SPACES 50
471    
472     /*
473     * Returns the direction to the player, if valid. Returns 0 otherwise.
474     * modified to verify there is a path to the player. Does this by stepping towards
475     * player and if path is blocked then see if blockage is close enough to player that
476     * direction to player is changed (ie zig or zag). Continue zig zag until either
477     * reach player or path is blocked. Thus, will only return true if there is a free
478     * path to player. Though path may not be a straight line. Note that it will find
479     * player hiding along a corridor at right angles to the corridor with the monster.
480     *
481     * Modified by MSW 2001-08-06 to handle tiled maps. Various notes:
482     * 1) With DETOUR_AMOUNT being 2, it should still go and find players hiding
483     * down corriders.
484     * 2) I think the old code was broken if the first direction the monster
485     * should move was blocked - the code would store the first direction without
486     * verifying that the player can actually move in that direction. The new
487     * code does not store anything in firstdir until we have verified that the
488     * monster can in fact move one space in that direction.
489     * 3) I'm not sure how good this code will be for moving multipart monsters,
490     * since only simple checks to blocked are being called, which could mean the monster
491     * is blocking itself.
492     */
493 root 1.18 int
494     path_to_player (object *mon, object *pl, unsigned mindiff)
495     {
496     rv_vector rv;
497     sint16 x, y;
498     int lastx, lasty, dir, i, diff, firstdir = 0, lastdir, max = MAX_SPACES, mflags, blocked;
499 root 1.25 maptile *m, *lastmap;
500 root 1.18
501     get_rangevector (mon, pl, &rv, 0);
502    
503     if (rv.distance < mindiff)
504     return 0;
505    
506     x = mon->x;
507     y = mon->y;
508     m = mon->map;
509     dir = rv.direction;
510     lastdir = firstdir = rv.direction; /* perhaps we stand next to pl, init firstdir too */
511     diff = FABS (rv.distance_x) > FABS (rv.distance_y) ? FABS (rv.distance_x) : FABS (rv.distance_y);
512     /* If we can't solve it within the search distance, return now. */
513     if (diff > max)
514     return 0;
515     while (diff > 1 && max > 0)
516     {
517     lastx = x;
518     lasty = y;
519     lastmap = m;
520     x = lastx + freearr_x[dir];
521     y = lasty + freearr_y[dir];
522    
523     mflags = get_map_flags (m, &m, x, y, &x, &y);
524     blocked = (mflags & P_OUT_OF_MAP) ? MOVE_ALL : GET_MAP_MOVE_BLOCK (m, x, y);
525    
526     /* Space is blocked - try changing direction a little */
527     if ((mflags & P_OUT_OF_MAP) || ((OB_TYPE_MOVE_BLOCK (mon, blocked) || (mflags & P_BLOCKSVIEW))
528     && (m == mon->map && blocked_link (mon, m, x, y))))
529     {
530     /* recalculate direction from last good location. Possible
531     * we were not traversing ideal location before.
532     */
533     get_rangevector_from_mapcoord (lastmap, lastx, lasty, pl, &rv, 0);
534     if (rv.direction != dir)
535     {
536     /* OK - says direction should be different - lets reset the
537     * the values so it will try again.
538     */
539     x = lastx;
540     y = lasty;
541     m = lastmap;
542     dir = firstdir = rv.direction;
543     }
544     else
545     {
546     /* direct path is blocked - try taking a side step to
547     * either the left or right.
548     * Note increase the values in the loop below to be
549     * more than -1/1 respectively will mean the monster takes
550     * bigger detour. Have to be careful about these values getting
551     * too big (3 or maybe 4 or higher) as the monster may just try
552     * stepping back and forth
553     */
554     for (i = -DETOUR_AMOUNT; i <= DETOUR_AMOUNT; i++)
555     {
556     if (i == 0)
557     continue; /* already did this, so skip it */
558     /* Use lastdir here - otherwise,
559     * since the direction that the creature should move in
560     * may change, you could get infinite loops.
561     * ie, player is northwest, but monster can only
562     * move west, so it does that. It goes some distance,
563     * gets blocked, finds that it should move north,
564     * can't do that, but now finds it can move east, and
565     * gets back to its original point. lastdir contains
566     * the last direction the creature has successfully
567     * moved.
568     */
569    
570     x = lastx + freearr_x[absdir (lastdir + i)];
571     y = lasty + freearr_y[absdir (lastdir + i)];
572     m = lastmap;
573     mflags = get_map_flags (m, &m, x, y, &x, &y);
574     if (mflags & P_OUT_OF_MAP)
575     continue;
576     blocked = GET_MAP_MOVE_BLOCK (m, x, y);
577     if (OB_TYPE_MOVE_BLOCK (mon, blocked))
578     continue;
579     if (mflags & P_BLOCKSVIEW)
580     continue;
581    
582     if (m == mon->map && blocked_link (mon, m, x, y))
583     break;
584     }
585     /* go through entire loop without finding a valid
586     * sidestep to take - thus, no valid path.
587     */
588     if (i == (DETOUR_AMOUNT + 1))
589     return 0;
590     diff--;
591     lastdir = dir;
592     max--;
593     if (!firstdir)
594     firstdir = dir + i;
595     } /* else check alternate directions */
596     } /* if blocked */
597     else
598     {
599     /* we moved towards creature, so diff is less */
600     diff--;
601     max--;
602     lastdir = dir;
603     if (!firstdir)
604     firstdir = dir;
605     }
606     if (diff <= 1)
607     {
608     /* Recalculate diff (distance) because we may not have actually
609     * headed toward player for entire distance.
610     */
611     get_rangevector_from_mapcoord (m, x, y, pl, &rv, 0);
612     diff = FABS (rv.distance_x) > FABS (rv.distance_y) ? FABS (rv.distance_x) : FABS (rv.distance_y);
613     }
614     if (diff > max)
615     return 0;
616     }
617     /* If we reached the max, didn't find a direction in time */
618     if (!max)
619     return 0;
620    
621     return firstdir;
622     }
623    
624     void
625     give_initial_items (object *pl, treasurelist * items)
626     {
627     object *op, *next = NULL;
628    
629     if (pl->randomitems != NULL)
630     create_treasure (items, pl, GT_STARTEQUIP | GT_ONLY_GOOD, 1, 0);
631    
632     for (op = pl->inv; op; op = next)
633     {
634     next = op->below;
635    
636     /* Forces get applied per default, unless they have the
637     * flag "neutral" set. Sorry but I can't think of a better way
638     */
639     if (op->type == FORCE && !QUERY_FLAG (op, FLAG_NEUTRAL))
640     SET_FLAG (op, FLAG_APPLIED);
641    
642     /* we never give weapons/armour if these cannot be used
643     * by this player due to race restrictions
644     */
645     if (pl->type == PLAYER)
646     {
647     if ((!QUERY_FLAG (pl, FLAG_USE_ARMOUR) &&
648     (op->type == ARMOUR || op->type == BOOTS ||
649     op->type == CLOAK || op->type == HELMET ||
650     op->type == SHIELD || op->type == GLOVES ||
651     op->type == BRACERS || op->type == GIRDLE)) || (!QUERY_FLAG (pl, FLAG_USE_WEAPON) && op->type == WEAPON))
652     {
653 root 1.33 op->destroy ();
654 root 1.18 continue;
655     }
656 root 1.11 }
657    
658 root 1.18 /* This really needs to be better - we should really give
659     * a substitute spellbook. The problem is that we don't really
660     * have a good idea what to replace it with (need something like
661     * a first level treasurelist for each skill.)
662     * remove duplicate skills also
663     */
664     if (op->type == SPELLBOOK || op->type == SKILL)
665     {
666     object *tmp;
667 elmex 1.1
668 root 1.18 for (tmp = op->below; tmp; tmp = tmp->below)
669     if (tmp->type == op->type && tmp->name == op->name)
670     break;
671 root 1.11
672 root 1.18 if (tmp)
673     {
674 root 1.33 op->destroy ();
675 root 1.18 LOG (llevError, "give_initial_items: Removing duplicate object %s\n", &tmp->name);
676     continue;
677 root 1.11 }
678 root 1.33
679 root 1.18 if (op->nrof > 1)
680     op->nrof = 1;
681 root 1.11 }
682 elmex 1.1
683 root 1.18 if (op->type == SPELLBOOK && op->inv)
684     {
685     CLEAR_FLAG (op->inv, FLAG_STARTEQUIP);
686 root 1.11 }
687    
688 root 1.18 /* Give starting characters identified, uncursed, and undamned
689     * items. Just don't identify gold or silver, or it won't be
690     * merged properly.
691     */
692     if (need_identify (op))
693     {
694     SET_FLAG (op, FLAG_IDENTIFIED);
695     CLEAR_FLAG (op, FLAG_CURSED);
696     CLEAR_FLAG (op, FLAG_DAMNED);
697     }
698     if (op->type == SPELL)
699     {
700 root 1.33 op->destroy ();
701 root 1.18 continue;
702     }
703     else if (op->type == SKILL)
704     {
705     SET_FLAG (op, FLAG_CAN_USE_SKILL);
706     op->stats.exp = 0;
707     op->level = 1;
708 root 1.11 }
709 root 1.18 /* lock all 'normal items by default */
710     else
711     SET_FLAG (op, FLAG_INV_LOCKED);
712     } /* for loop of objects in player inv */
713    
714     /* Need to set up the skill pointers */
715     link_player_skills (pl);
716     }
717    
718     void
719     get_party_password (object *op, partylist *party)
720     {
721     if (party == NULL)
722     {
723     LOG (llevError, "get_party_password(): tried to make player %s join a NULL party", &op->name);
724     return;
725 elmex 1.1 }
726 root 1.54
727 root 1.18 op->contr->write_buf[0] = '\0';
728 root 1.52 op->contr->ns->state = ST_GET_PARTY_PASSWORD;
729 root 1.18 op->contr->party_to_join = party;
730 root 1.52 send_query (op->contr->ns, CS_QUERY_HIDEINPUT, "What is the password?\n:");
731 elmex 1.1 }
732    
733     /* This rolls four 1-6 rolls and sums the best 3 of the 4. */
734 root 1.54 static int
735 root 1.18 roll_stat (void)
736     {
737     int a[4], i, j, k;
738    
739     for (i = 0; i < 4; i++)
740     a[i] = (int) RANDOM () % 6 + 1;
741    
742     for (i = 0, j = 0, k = 7; i < 4; i++)
743     if (a[i] < k)
744     k = a[i], j = i;
745    
746     for (i = 0, k = 0; i < 4; i++)
747 root 1.54 if (i != j)
748     k += a[i];
749    
750 root 1.18 return k;
751     }
752    
753     void
754 root 1.54 object::roll_stats ()
755 root 1.18 {
756 root 1.54 int statsort [7];
757 root 1.18
758 root 1.54 for (;;)
759 root 1.18 {
760 root 1.54 int sum = 0;
761     for (int i = 7; i--; )
762     sum += statsort [i] = roll_stat ();
763    
764     if (sum >= 82 && sum <= 116)
765     break;
766 root 1.18 }
767    
768 root 1.54 // Sort the stats so that rerolling is easier...
769     std::sort (statsort, statsort + 7, std::greater<int>());
770 root 1.18
771 root 1.54 stats.Str = statsort[0];
772     stats.Dex = statsort[1];
773     stats.Con = statsort[2];
774     stats.Int = statsort[3];
775     stats.Wis = statsort[4];
776     stats.Pow = statsort[5];
777     stats.Cha = statsort[6];
778 root 1.18
779 root 1.54 stats.exp = 0;
780     stats.ac = 0;
781 root 1.18
782 root 1.54 stats.hp = stats.maxhp;
783     stats.sp = stats.maxsp;
784     stats.grace = stats.maxgrace;
785 root 1.18
786 root 1.54 if (contr)
787     {
788     contr->levhp[1] = 9;
789     contr->levsp[1] = 6;
790     contr->levgrace[1] = 3;
791 root 1.18
792 root 1.54 contr->orig_stats = stats;
793     }
794 root 1.18 }
795    
796     void
797 root 1.54 object::swap_stats (int a, int b)
798 root 1.18 {
799 root 1.54 int tmp = get_attr_value (&contr->orig_stats, a);
800     set_attr_value (&contr->orig_stats, a, get_attr_value (&contr->orig_stats, b));
801     set_attr_value (&contr->orig_stats, b, tmp);
802 elmex 1.1
803 root 1.54 stats.Str = contr->orig_stats.Str;
804     stats.Dex = contr->orig_stats.Dex;
805     stats.Con = contr->orig_stats.Con;
806     stats.Int = contr->orig_stats.Int;
807     stats.Wis = contr->orig_stats.Wis;
808     stats.Pow = contr->orig_stats.Pow;
809     stats.Cha = contr->orig_stats.Cha;
810 elmex 1.1
811 root 1.54 //TODO: the following code looks so borked and should, at the very least,
812     // be merged with the similar code in roll_stats
813     stats.ac = 0;
814 elmex 1.1
815 root 1.54 level = 1;
816     stats.exp = 0;
817     stats.ac = 0;
818 elmex 1.1
819 root 1.54 stats.hp = stats.maxhp;
820     stats.sp = stats.maxsp;
821     stats.grace = stats.maxgrace;
822 elmex 1.1
823 root 1.54 if (contr)
824 root 1.18 {
825 root 1.54 contr->levhp[1] = 9;
826     contr->levsp[1] = 6;
827     contr->levgrace[1] = 3;
828 root 1.18
829 root 1.54 contr->orig_stats = stats;
830 elmex 1.1 }
831     }
832    
833     /* This function takes the key that is passed, and does the
834     * appropriate action with it (change race, or other things).
835     * The function name is for historical reasons - now we have
836     * separate race and class; this actually changes the RACE,
837     * not the class.
838     */
839 root 1.18 int
840     key_change_class (object *op, char key)
841 elmex 1.1 {
842 root 1.18 int tmp_loop;
843 elmex 1.1
844 root 1.18 if (key == 'd' || key == 'D')
845     {
846     char buf[MAX_BUF];
847 elmex 1.1
848 root 1.18 /* this must before then initial items are given */
849     esrv_new_player (op->contr, op->weight + op->carrying);
850 elmex 1.36
851     treasurelist *tl = find_treasurelist ("starting_wealth");
852     if (tl)
853     create_treasure (tl, op, 0, 0, 0);
854 elmex 1.1
855 root 1.18 INVOKE_PLAYER (BIRTH, op->contr);
856     INVOKE_PLAYER (LOGIN, op->contr);
857 elmex 1.1
858 root 1.52 op->contr->ns->state = ST_PLAYING;
859 root 1.11
860 root 1.18 if (op->msg)
861     op->msg = NULL;
862 elmex 1.1
863 root 1.18 /* We create this now because some of the unique maps will need it
864     * to save here.
865     */
866     sprintf (buf, "%s/%s/%s", settings.localdir, settings.playerdir, &op->name);
867     make_path_to_file (buf);
868 elmex 1.1
869     #ifdef AUTOSAVE
870 root 1.18 op->contr->last_save_tick = pticks;
871 elmex 1.1 #endif
872 root 1.18 start_info (op);
873     CLEAR_FLAG (op, FLAG_WIZ);
874     give_initial_items (op, op->randomitems);
875     link_player_skills (op);
876     esrv_send_inventory (op, op);
877 root 1.54 op->update_stats ();
878 elmex 1.1
879 root 1.18 /* This moves the player to a different start map, if there
880     * is one for this race
881     */
882     if (*first_map_ext_path)
883     {
884     object *tmp;
885     char mapname[MAX_BUF];
886    
887     snprintf (mapname, MAX_BUF - 1, "%s/%s", first_map_ext_path, &op->arch->name);
888 root 1.33 tmp = object::create ();
889 root 1.18 EXIT_PATH (tmp) = mapname;
890     EXIT_X (tmp) = op->x;
891     EXIT_Y (tmp) = op->y;
892     enter_exit (op, tmp); /* we don't really care if it succeeded;
893 elmex 1.1 * if the map isn't there, then stay on the
894     * default initial map */
895 root 1.33 tmp->destroy ();
896 elmex 1.1 }
897 root 1.18 else
898 root 1.46 LOG (llevDebug, "first_map_ext_path not set\n");
899    
900 root 1.18 return 0;
901 elmex 1.1 }
902    
903 root 1.18 /* Following actually changes the race - this is the default command
904     * if we don't match with one of the options above.
905     */
906    
907     tmp_loop = 0;
908     while (!tmp_loop)
909     {
910     shstr name = op->name;
911     int x = op->x, y = op->y;
912    
913 root 1.54 op->remove_statbonus ();
914 root 1.32 op->remove ();
915 root 1.18 op->arch = get_player_archetype (op->arch);
916 root 1.33 op->arch->clone.copy_to (op);
917 root 1.18 op->instantiate ();
918     op->stats = op->contr->orig_stats;
919     op->name = op->name_pl = name;
920     op->x = x;
921     op->y = y;
922     SET_ANIMATION (op, 2); /* So player faces south */
923     insert_ob_in_map (op, op->map, op, 0);
924 root 1.21 assign (op->contr->title, op->arch->clone.name);
925 root 1.54 op->add_statbonus ();
926 root 1.18 tmp_loop = allowed_class (op);
927     }
928 root 1.19
929 root 1.18 update_object (op, UP_OBJ_FACE);
930     esrv_update_item (UPD_FACE, op, op);
931 root 1.54 op->update_stats ();
932 root 1.18 op->stats.hp = op->stats.maxhp;
933     op->stats.sp = op->stats.maxsp;
934     op->stats.grace = 0;
935 root 1.21
936 root 1.18 if (op->msg)
937     new_draw_info (NDI_BLUE, 0, op, op->msg);
938 root 1.21
939 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");
940 root 1.18 return 0;
941 elmex 1.1 }
942    
943 root 1.18 int
944     key_confirm_quit (object *op, char key)
945 elmex 1.1 {
946 root 1.18 if (key != 'y' && key != 'Y' && key != 'q' && key != 'Q')
947     {
948 root 1.52 op->contr->ns->state = ST_PLAYING;
949 root 1.18 new_draw_info (NDI_UNIQUE, 0, op, "OK, continuing to play.");
950     return 1;
951 elmex 1.1 }
952    
953 root 1.18 INVOKE_PLAYER (LOGOUT, op->contr);
954     INVOKE_PLAYER (QUIT, op->contr);
955 root 1.3
956 root 1.18 terminate_all_pets (op);
957     leave_map (op);
958     op->direction = 0;
959     new_draw_info_format (NDI_UNIQUE | NDI_ALL, 5, NULL, "%s quits the game.", &op->name);
960    
961     strcpy (op->contr->killer, "quit");
962     check_score (op);
963 root 1.54 op->contr->party = 0;
964     op->contr->own_title[0] = '\0';
965    
966     object_ptr ob = op;
967 root 1.18
968 root 1.54 delete ob->contr;
969    
970     /* We need to hunt for any per player unique maps in memory and
971     * get rid of them. The trailing slash in the path is intentional,
972     * so that players named 'Ab' won't match against players 'Abe' pathname
973     */
974     char buf[MAX_BUF];
975     sprintf (buf, "%s/%s/%s/", settings.localdir, settings.playerdir, &op->name);
976    
977     for (maptile *next, *mp = first_map; mp; mp = next)
978 root 1.18 {
979 root 1.54 next = mp->next;
980 root 1.18
981 root 1.54 if (!strncmp (mp->path, buf, strlen (buf)))
982     delete_map (mp);
983     }
984 root 1.18
985 root 1.54 delete_character (ob->name, 1);
986 root 1.19
987 root 1.18 return 1;
988 elmex 1.1 }
989    
990 root 1.18 void
991     flee_player (object *op)
992     {
993     int dir, diff;
994     rv_vector rv;
995    
996     if (op->stats.hp < 0)
997     {
998     LOG (llevDebug, "Fleeing player is dead.\n");
999     CLEAR_FLAG (op, FLAG_SCARED);
1000     return;
1001 elmex 1.1 }
1002    
1003 root 1.18 if (op->enemy == NULL)
1004     {
1005     LOG (llevDebug, "Fleeing player had no enemy.\n");
1006     CLEAR_FLAG (op, FLAG_SCARED);
1007     return;
1008 elmex 1.1 }
1009    
1010 root 1.18 /* Seen some crashes here. Since we don't store an
1011     * op->enemy_count, it is possible that something destroys the
1012     * actual enemy, and the object is recycled.
1013     */
1014     if (op->enemy->map == NULL)
1015     {
1016     CLEAR_FLAG (op, FLAG_SCARED);
1017     op->enemy = NULL;
1018     return;
1019 elmex 1.1 }
1020    
1021 root 1.18 if (!(random_roll (0, 4, op, PREFER_LOW)) && did_make_save (op, op->level, 0))
1022     {
1023     op->enemy = NULL;
1024     CLEAR_FLAG (op, FLAG_SCARED);
1025     return;
1026 elmex 1.1 }
1027 root 1.49
1028 root 1.18 get_rangevector (op, op->enemy, &rv, 0);
1029    
1030     dir = absdir (4 + rv.direction);
1031     for (diff = 0; diff < 3; diff++)
1032     {
1033     int m = 1 - (RANDOM () & 2);
1034 elmex 1.1
1035 root 1.18 if (move_ob (op, absdir (dir + diff * m), op) || (diff == 0 && move_ob (op, absdir (dir - diff * m), op)))
1036 root 1.49 return;
1037 elmex 1.1 }
1038 root 1.49
1039 root 1.18 /* Cornered, get rid of scared */
1040     CLEAR_FLAG (op, FLAG_SCARED);
1041     op->enemy = NULL;
1042 elmex 1.1 }
1043    
1044    
1045     /* check_pick sees if there is stuff to be picked up/picks up stuff.
1046     * IT returns 1 if the player should keep on moving, 0 if he should
1047     * stop.
1048     */
1049 root 1.18 int
1050     check_pick (object *op)
1051     {
1052 elmex 1.1 object *tmp, *next;
1053     int stop = 0;
1054     int j, k, wvratio;
1055     char putstring[128], tmpstr[16];
1056    
1057     /* if you're flying, you cna't pick up anything */
1058     if (op->move_type & MOVE_FLYING)
1059     return 1;
1060    
1061     next = op->below;
1062    
1063     /* loop while there are items on the floor that are not marked as
1064     * destroyed */
1065 root 1.24 while (next && !next->destroyed ())
1066 root 1.18 {
1067     tmp = next;
1068     next = tmp->below;
1069 elmex 1.1
1070 root 1.24 if (op->destroyed ())
1071 elmex 1.1 return 0;
1072    
1073 root 1.18 if (!can_pick (op, tmp))
1074     continue;
1075 elmex 1.1
1076 root 1.18 if (op->contr->search_str[0] != '\0' && settings.search_items == TRUE)
1077     {
1078     if (item_matched_string (op, tmp, op->contr->search_str))
1079     pick_up (op, tmp);
1080     continue;
1081 root 1.11 }
1082    
1083 root 1.18 /* high not bit set? We're using the old autopickup model */
1084     if (!(op->contr->mode & PU_NEWMODE))
1085 root 1.11 {
1086 root 1.18 switch (op->contr->mode)
1087 root 1.11 {
1088 root 1.20 case 0:
1089     return 1; /* don't pick up */
1090     case 1:
1091     pick_up (op, tmp);
1092     return 1;
1093     case 2:
1094     pick_up (op, tmp);
1095     return 0;
1096     case 3:
1097     return 0; /* stop before pickup */
1098     case 4:
1099     pick_up (op, tmp);
1100     break;
1101     case 5:
1102     pick_up (op, tmp);
1103     stop = 1;
1104     break;
1105     case 6:
1106     if (QUERY_FLAG (tmp, FLAG_KNOWN_MAGICAL) && !QUERY_FLAG (tmp, FLAG_KNOWN_CURSED))
1107 root 1.18 pick_up (op, tmp);
1108 root 1.20 break;
1109    
1110     case 7:
1111     if (tmp->type == MONEY || tmp->type == GEM)
1112 root 1.18 pick_up (op, tmp);
1113 root 1.20 break;
1114    
1115     default:
1116     /* use value density */
1117     if (!QUERY_FLAG (tmp, FLAG_UNPAID)
1118     && (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1))) >= op->contr->mode)
1119 root 1.18 pick_up (op, tmp);
1120 root 1.11 }
1121     }
1122 root 1.18 else
1123     { /* old model */
1124     /* NEW pickup handling */
1125     if (op->contr->mode & PU_DEBUG)
1126     {
1127     /* some debugging code to figure out item information */
1128     if (tmp->name != NULL)
1129     sprintf (putstring, "item name: %s item type: %d weight/value: %d",
1130     &tmp->name, tmp->type, (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1))));
1131     else
1132     sprintf (putstring, "item name: %s item type: %d weight/value: %d",
1133     &tmp->arch->name, tmp->type, (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1))));
1134    
1135     new_draw_info (NDI_UNIQUE, 0, op, putstring);
1136 root 1.58 }
1137 elmex 1.1
1138 root 1.18 /* philosophy:
1139     * It's easy to grab an item type from a pile, as long as it's
1140     * generic. This takes no game-time. For more detailed pickups
1141 root 1.58 * and selections, select-items should be used. This is a
1142 root 1.18 * grab-as-you-run type mode that's really useful for arrows for
1143     * example.
1144     * The drawback: right now it has no frontend, so you need to
1145     * stick the bits you want into a calculator in hex mode and then
1146     * convert to decimal and then 'pickup <#>
1147     */
1148    
1149     /* the first two modes are exclusive: if NOTHING we return, if
1150     * STOP then we stop. All the rest are applied sequentially,
1151     * meaning if any test passes, the item gets picked up. */
1152    
1153     /* if mode is set to pick nothing up, return */
1154    
1155     if (op->contr->mode & PU_NOTHING)
1156     return 1;
1157    
1158     /* if mode is set to stop when encountering objects, return */
1159     /* take STOP before INHIBIT since it doesn't actually pick
1160     * anything up */
1161    
1162     if (op->contr->mode & PU_STOP)
1163     return 0;
1164    
1165     /* useful for going into stores and not losing your settings... */
1166     /* and for battles wher you don't want to get loaded down while
1167     * fighting */
1168     if (op->contr->mode & PU_INHIBIT)
1169     return 1;
1170    
1171     /* prevent us from turning into auto-thieves :) */
1172     if (QUERY_FLAG (tmp, FLAG_UNPAID))
1173     continue;
1174    
1175     /* ignore known cursed objects */
1176     if (QUERY_FLAG (tmp, FLAG_KNOWN_CURSED) && op->contr->mode & PU_NOT_CURSED)
1177     continue;
1178    
1179     /* all food and drink if desired */
1180     /* question: don't pick up known-poisonous stuff? */
1181     if (op->contr->mode & PU_FOOD)
1182     if (tmp->type == FOOD)
1183     {
1184     pick_up (op, tmp);
1185     continue;
1186     }
1187 root 1.29
1188 root 1.18 if (op->contr->mode & PU_DRINK)
1189     if (tmp->type == DRINK || (tmp->type == POISON && !QUERY_FLAG (tmp, FLAG_KNOWN_CURSED)))
1190     {
1191     pick_up (op, tmp);
1192     continue;
1193     }
1194    
1195     if (op->contr->mode & PU_POTION)
1196     if (tmp->type == POTION)
1197     {
1198     pick_up (op, tmp);
1199     continue;
1200     }
1201    
1202     /* spellbooks, skillscrolls and normal books/scrolls */
1203     if (op->contr->mode & PU_SPELLBOOK)
1204     if (tmp->type == SPELLBOOK)
1205     {
1206     pick_up (op, tmp);
1207     continue;
1208     }
1209 root 1.29
1210 root 1.18 if (op->contr->mode & PU_SKILLSCROLL)
1211     if (tmp->type == SKILLSCROLL)
1212     {
1213     pick_up (op, tmp);
1214     continue;
1215     }
1216 root 1.29
1217 root 1.18 if (op->contr->mode & PU_READABLES)
1218     if (tmp->type == BOOK || tmp->type == SCROLL)
1219     {
1220     pick_up (op, tmp);
1221     continue;
1222     }
1223    
1224     /* wands/staves/rods/horns */
1225     if (op->contr->mode & PU_MAGIC_DEVICE)
1226     if (tmp->type == WAND || tmp->type == ROD || tmp->type == HORN)
1227     {
1228     pick_up (op, tmp);
1229     continue;
1230     }
1231    
1232     /* pick up all magical items */
1233     if (op->contr->mode & PU_MAGICAL)
1234     if (QUERY_FLAG (tmp, FLAG_KNOWN_MAGICAL) && !QUERY_FLAG (tmp, FLAG_KNOWN_CURSED))
1235     {
1236     pick_up (op, tmp);
1237     continue;
1238     }
1239    
1240     if (op->contr->mode & PU_VALUABLES)
1241     {
1242     if (tmp->type == MONEY || tmp->type == GEM)
1243     {
1244     pick_up (op, tmp);
1245     continue;
1246     }
1247     }
1248    
1249     /* rings & amulets - talismans seems to be typed AMULET */
1250     if (op->contr->mode & PU_JEWELS)
1251     if (tmp->type == RING || tmp->type == AMULET)
1252     {
1253     pick_up (op, tmp);
1254 root 1.29 continue;
1255     }
1256    
1257     /* we don't forget dragon food */
1258     if (op->contr->mode & PU_FLESH)
1259     if (tmp->type == FLESH)
1260     {
1261     pick_up (op, tmp);
1262 root 1.18 continue;
1263     }
1264    
1265     /* bows and arrows. Bows are good for selling! */
1266     if (op->contr->mode & PU_BOW)
1267     if (tmp->type == BOW)
1268     {
1269     pick_up (op, tmp);
1270     continue;
1271     }
1272 root 1.29
1273 root 1.18 if (op->contr->mode & PU_ARROW)
1274     if (tmp->type == ARROW)
1275     {
1276     pick_up (op, tmp);
1277     continue;
1278     }
1279    
1280     /* all kinds of armor etc. */
1281     if (op->contr->mode & PU_ARMOUR)
1282     if (tmp->type == ARMOUR)
1283     {
1284     pick_up (op, tmp);
1285     continue;
1286     }
1287 root 1.29
1288 root 1.18 if (op->contr->mode & PU_HELMET)
1289     if (tmp->type == HELMET)
1290     {
1291     pick_up (op, tmp);
1292     continue;
1293     }
1294 root 1.29
1295 root 1.18 if (op->contr->mode & PU_SHIELD)
1296     if (tmp->type == SHIELD)
1297     {
1298     pick_up (op, tmp);
1299     continue;
1300     }
1301 root 1.29
1302 root 1.18 if (op->contr->mode & PU_BOOTS)
1303     if (tmp->type == BOOTS)
1304     {
1305     pick_up (op, tmp);
1306     continue;
1307     }
1308 root 1.29
1309 root 1.18 if (op->contr->mode & PU_GLOVES)
1310     if (tmp->type == GLOVES)
1311     {
1312     pick_up (op, tmp);
1313     continue;
1314     }
1315 root 1.29
1316 root 1.18 if (op->contr->mode & PU_CLOAK)
1317     if (tmp->type == CLOAK)
1318     {
1319     pick_up (op, tmp);
1320     continue;
1321     }
1322 elmex 1.1
1323 root 1.18 /* hoping to catch throwing daggers here */
1324     if (op->contr->mode & PU_MISSILEWEAPON)
1325     if (tmp->type == WEAPON && QUERY_FLAG (tmp, FLAG_IS_THROWN))
1326     {
1327     pick_up (op, tmp);
1328     continue;
1329     }
1330 elmex 1.1
1331 root 1.18 /* careful: chairs and tables are weapons! */
1332     if (op->contr->mode & PU_ALLWEAPON)
1333     {
1334     if (tmp->type == WEAPON && tmp->name != NULL)
1335     {
1336     if (strstr (tmp->name, "table") == NULL && strstr (tmp->arch->name, "table") == NULL &&
1337     strstr (tmp->name, "chair") && strstr (tmp->arch->name, "chair") == NULL)
1338     {
1339     pick_up (op, tmp);
1340     continue;
1341     }
1342     }
1343 root 1.29
1344 root 1.18 if (tmp->type == WEAPON && tmp->name == NULL)
1345     {
1346     if (strstr (tmp->arch->name, "table") == NULL && strstr (tmp->arch->name, "chair") == NULL)
1347     {
1348     pick_up (op, tmp);
1349     continue;
1350     }
1351     }
1352     }
1353 elmex 1.1
1354 root 1.18 /* misc stuff that's useful */
1355     if (op->contr->mode & PU_KEY)
1356     if (tmp->type == KEY || tmp->type == SPECIAL_KEY)
1357     {
1358     pick_up (op, tmp);
1359     continue;
1360     }
1361 elmex 1.1
1362 root 1.18 /* any of the last 4 bits set means we use the ratio for value
1363     * pickups */
1364     if (op->contr->mode & PU_RATIO)
1365     {
1366     /* use value density to decide what else to grab */
1367     /* >=7 was >= op->contr->mode */
1368     /* >=7 is the old standard setting. Now we take the last 4 bits
1369     * and multiply them by 5, giving 0..15*5== 5..75 */
1370     wvratio = (op->contr->mode & PU_RATIO) * 5;
1371     if ((query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1))) >= (unsigned int) wvratio)
1372     {
1373     pick_up (op, tmp);
1374 elmex 1.1 #if 0
1375 root 1.18 fprintf (stderr, "HIGH WEIGHT/VALUE [");
1376     if (tmp->name != NULL)
1377     {
1378     fprintf (stderr, "%s", tmp->name);
1379     }
1380     else
1381     fprintf (stderr, "%s", tmp->arch->name);
1382     fprintf (stderr, ",%d] = ", tmp->type);
1383     fprintf (stderr, "%d\n", (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1))));
1384 elmex 1.1 #endif
1385 root 1.18 continue;
1386     }
1387     }
1388     } /* the new pickup model */
1389     }
1390 root 1.29
1391 root 1.18 return !stop;
1392 elmex 1.1 }
1393    
1394     /*
1395     * Find an arrow in the inventory and after that
1396     * in the right type container (quiver). Pointer to the
1397     * found object is returned.
1398     */
1399 root 1.18 object *
1400     find_arrow (object *op, const char *type)
1401 elmex 1.1 {
1402 root 1.18 object *tmp = NULL;
1403 elmex 1.1
1404 root 1.18 for (op = op->inv; op; op = op->below)
1405     if (!tmp && op->type == CONTAINER && op->race == type && QUERY_FLAG (op, FLAG_APPLIED))
1406     tmp = find_arrow (op, type);
1407     else if (op->type == ARROW && op->race == type)
1408     return op;
1409     return tmp;
1410 elmex 1.1 }
1411    
1412     /*
1413     * Similar to find_arrow, but looks for (roughly) the best arrow to use
1414     * against the target. A full test is not performed, simply a basic test
1415     * of resistances. The archer is making a quick guess at what he sees down
1416     * the hall. Failing that it does it's best to pick the highest plus arrow.
1417     */
1418    
1419 root 1.18 object *
1420     find_better_arrow (object *op, object *target, const char *type, int *better)
1421 elmex 1.1 {
1422 root 1.18 object *tmp = NULL, *arrow, *ntmp;
1423     int attacknum, attacktype, betterby = 0, i;
1424 elmex 1.1
1425 root 1.18 if (!type)
1426     return NULL;
1427 elmex 1.1
1428 root 1.18 for (arrow = op->inv; arrow; arrow = arrow->below)
1429     {
1430     if (arrow->type == CONTAINER && arrow->race == type && QUERY_FLAG (arrow, FLAG_APPLIED))
1431     {
1432     i = 0;
1433     ntmp = find_better_arrow (arrow, target, type, &i);
1434     if (i > betterby)
1435     {
1436     tmp = ntmp;
1437     betterby = i;
1438     }
1439     }
1440     else if (arrow->type == ARROW && arrow->race == type)
1441     {
1442     /* allways prefer assasination/slaying */
1443     if (target->race != NULL && arrow->slaying != NULL && strstr (arrow->slaying, target->race))
1444     {
1445     if (arrow->attacktype & AT_DEATH)
1446     {
1447     *better = 100;
1448     return arrow;
1449     }
1450     else
1451     {
1452     tmp = arrow;
1453     betterby = (arrow->magic + arrow->stats.dam) * 2;
1454     }
1455     }
1456     else
1457     {
1458     for (attacknum = 0; attacknum < NROFATTACKS; attacknum++)
1459     {
1460     attacktype = 1 << attacknum;
1461     if ((arrow->attacktype & attacktype) && (target->arch->clone.resist[attacknum]) < 0)
1462     if (((arrow->magic + arrow->stats.dam) * (100 - target->arch->clone.resist[attacknum]) / 100) > betterby)
1463     {
1464     tmp = arrow;
1465     betterby = (arrow->magic + arrow->stats.dam) * (100 - target->arch->clone.resist[attacknum]) / 100;
1466     }
1467 root 1.11 }
1468 root 1.18 if ((2 + arrow->magic + arrow->stats.dam) > betterby)
1469     {
1470     tmp = arrow;
1471     betterby = 2 + arrow->magic + arrow->stats.dam;
1472 root 1.11 }
1473 root 1.18 if (arrow->title && (1 + arrow->magic + arrow->stats.dam) > betterby)
1474     {
1475     tmp = arrow;
1476     betterby = 1 + arrow->magic + arrow->stats.dam;
1477 root 1.11 }
1478     }
1479     }
1480 elmex 1.1 }
1481 root 1.18 if (tmp == NULL && arrow == NULL)
1482     return find_arrow (op, type);
1483 elmex 1.1
1484 root 1.18 *better = betterby;
1485     return tmp;
1486 elmex 1.1 }
1487    
1488     /* looks in a given direction, finds the first valid target, and calls
1489     * find_better_arrow to find a decent arrow to use.
1490     * op = the shooter
1491     * type = bow->race
1492     * dir = fire direction
1493     */
1494    
1495 root 1.18 object *
1496     pick_arrow_target (object *op, const char *type, int dir)
1497 elmex 1.1 {
1498 root 1.18 object *tmp = NULL;
1499 root 1.25 maptile *m;
1500 root 1.18 int i, mflags, found, number;
1501     sint16 x, y;
1502    
1503     if (op->map == NULL)
1504     return find_arrow (op, type);
1505    
1506     /* do a dex check */
1507     number = (die_roll (2, 40, op, PREFER_LOW) - 2) / 2;
1508     if (number > (op->stats.Dex + (op->chosen_skill ? op->chosen_skill->level : op->level)))
1509     return find_arrow (op, type);
1510    
1511     m = op->map;
1512     x = op->x;
1513     y = op->y;
1514    
1515     /* find the first target */
1516     for (i = 0, found = 0; i < 20; i++)
1517     {
1518     x += freearr_x[dir];
1519     y += freearr_y[dir];
1520     mflags = get_map_flags (m, &m, x, y, &x, &y);
1521     if (mflags & P_OUT_OF_MAP || mflags & P_BLOCKSVIEW)
1522     {
1523     tmp = NULL;
1524     break;
1525     }
1526     else if (GET_MAP_MOVE_BLOCK (m, x, y) == MOVE_FLY_LOW)
1527     {
1528     /* This block presumes arrows and the like are MOVE_FLY_SLOW -
1529     * perhaps a bad assumption.
1530     */
1531     tmp = NULL;
1532     break;
1533 root 1.11 }
1534 root 1.18 if (mflags & P_IS_ALIVE)
1535     {
1536     for (tmp = GET_MAP_OB (m, x, y); tmp; tmp = tmp->above)
1537     if (QUERY_FLAG (tmp, FLAG_ALIVE))
1538     {
1539     found++;
1540 root 1.11 break;
1541 root 1.18 }
1542     if (found)
1543     break;
1544 root 1.11 }
1545 elmex 1.1 }
1546 root 1.18 if (tmp == NULL)
1547     return find_arrow (op, type);
1548 elmex 1.1
1549 root 1.18 if (tmp->head)
1550     tmp = tmp->head;
1551 elmex 1.1
1552 root 1.18 return find_better_arrow (op, tmp, type, &i);
1553 elmex 1.1 }
1554    
1555     /*
1556     * Creature fires a bow - op can be monster or player. Returns
1557     * 1 if bow was actually fired, 0 otherwise.
1558     * op is the object firing the bow.
1559     * part is for multipart creatures - the part firing the bow.
1560     * dir is the direction of fire.
1561     * wc_mod is any special modifier to give (used in special player fire modes)
1562     * sx, sy are coordinates to fire arrow from - also used in some of the special
1563     * player fire modes.
1564     */
1565 root 1.18 int
1566     fire_bow (object *op, object *part, object *arrow, int dir, int wc_mod, sint16 sx, sint16 sy)
1567 elmex 1.1 {
1568 root 1.18 object *left, *bow;
1569     int bowspeed, mflags;
1570 root 1.25 maptile *m;
1571 elmex 1.1
1572 root 1.18 if (!dir)
1573     {
1574     new_draw_info (NDI_UNIQUE, 0, op, "You can't shoot yourself!");
1575     return 0;
1576 elmex 1.1 }
1577 root 1.48
1578 root 1.18 if (op->type == PLAYER)
1579     bow = op->contr->ranges[range_bow];
1580     else
1581     {
1582     for (bow = op->inv; bow; bow = bow->below)
1583     /* Don't check for applied - monsters don't apply bows - in that way, they
1584     * don't need to switch back and forth between bows and weapons.
1585     */
1586     if (bow->type == BOW)
1587     break;
1588 root 1.11
1589 root 1.18 if (!bow)
1590     {
1591     LOG (llevError, "Range: bow without activated bow (%s).\n", &op->name);
1592     return 0;
1593 root 1.11 }
1594 elmex 1.1 }
1595 root 1.48
1596 root 1.18 if (!bow->race || !bow->skill)
1597     {
1598     new_draw_info_format (NDI_UNIQUE, 0, op, "Your %s is broken.", &bow->name);
1599     return 0;
1600 elmex 1.1 }
1601    
1602 root 1.18 bowspeed = bow->stats.sp + dex_bonus[op->stats.Dex];
1603 elmex 1.1
1604 root 1.18 /* penalize ROF for bestarrow */
1605     if (op->type == PLAYER && op->contr->bowtype == bow_bestarrow)
1606     bowspeed -= dex_bonus[op->stats.Dex] + 5;
1607 root 1.48
1608 root 1.18 if (bowspeed < 1)
1609     bowspeed = 1;
1610    
1611     if (arrow == NULL)
1612     {
1613     if ((arrow = find_arrow (op, bow->race)) == NULL)
1614     {
1615     if (op->type == PLAYER)
1616     new_draw_info_format (NDI_UNIQUE, 0, op, "You have no %s left.", &bow->race);
1617     /* FLAG_READY_BOW will get reset if the monsters picks up some arrows */
1618     else
1619     CLEAR_FLAG (op, FLAG_READY_BOW);
1620     return 0;
1621 root 1.11 }
1622 elmex 1.1 }
1623 root 1.48
1624 root 1.18 mflags = get_map_flags (op->map, &m, sx, sy, &sx, &sy);
1625     if (mflags & P_OUT_OF_MAP)
1626 root 1.48 return 0;
1627    
1628 root 1.18 if (GET_MAP_MOVE_BLOCK (m, sx, sy) == MOVE_FLY_LOW)
1629     {
1630     new_draw_info (NDI_UNIQUE, 0, op, "Something is in the way.");
1631     return 0;
1632     }
1633    
1634     /* this should not happen, but sometimes does */
1635     if (arrow->nrof == 0)
1636     {
1637 root 1.33 arrow->destroy ();
1638 root 1.18 return 0;
1639     }
1640    
1641     left = arrow; /* these are arrows left to the player */
1642     arrow = get_split_ob (arrow, 1);
1643 root 1.48 if (!arrow)
1644 root 1.18 {
1645     new_draw_info_format (NDI_UNIQUE, 0, op, "You have no %s left.", &bow->race);
1646     return 0;
1647 elmex 1.1 }
1648 root 1.48
1649 root 1.34 arrow->set_owner (op);
1650 root 1.18 arrow->skill = bow->skill;
1651    
1652     arrow->direction = dir;
1653     arrow->x = sx;
1654     arrow->y = sy;
1655    
1656     if (op->type == PLAYER)
1657     {
1658     op->speed_left = 0.01 - (float) FABS (op->speed) * 100 / bowspeed;
1659 root 1.54 op->update_stats ();
1660 elmex 1.1 }
1661    
1662 root 1.18 SET_ANIMATION (arrow, arrow->direction);
1663     arrow->stats.sp = arrow->stats.wc; /* save original wc and dam */
1664     arrow->stats.hp = arrow->stats.dam;
1665     arrow->stats.grace = arrow->attacktype;
1666     if (arrow->slaying != NULL)
1667 root 1.40 arrow->spellarg = strdup (arrow->slaying);
1668 root 1.18
1669     /* Note that this was different for monsters - they got their level
1670     * added to the damage. I think the strength bonus is more proper.
1671     */
1672    
1673     arrow->stats.dam += (QUERY_FLAG (bow, FLAG_NO_STRENGTH) ? 0 : dam_bonus[op->stats.Str]) + bow->stats.dam + bow->magic + arrow->magic;
1674    
1675     /* update the speed */
1676     arrow->speed = (float) ((QUERY_FLAG (bow, FLAG_NO_STRENGTH) ?
1677     0 : dam_bonus[op->stats.Str]) + bow->magic + arrow->magic) / 5.0 + (float) bow->stats.dam / 7.0;
1678    
1679     if (arrow->speed < 1.0)
1680     arrow->speed = 1.0;
1681     update_ob_speed (arrow);
1682     arrow->speed_left = 0;
1683    
1684     if (op->type == PLAYER)
1685     {
1686     arrow->stats.wc = 20 - bow->magic - arrow->magic -
1687     (op->chosen_skill ? op->chosen_skill->level : op->level) -
1688     dex_bonus[op->stats.Dex] - thaco_bonus[op->stats.Str] - arrow->stats.wc - bow->stats.wc + wc_mod;
1689    
1690     arrow->level = op->chosen_skill ? op->chosen_skill->level : op->level;
1691 elmex 1.1 }
1692 root 1.18 else
1693     {
1694     arrow->stats.wc = op->stats.wc - bow->magic - arrow->magic - arrow->stats.wc + wc_mod;
1695     arrow->level = op->level;
1696 elmex 1.1 }
1697 root 1.24
1698 root 1.18 if (arrow->attacktype == AT_PHYSICAL)
1699     arrow->attacktype |= bow->attacktype;
1700 root 1.24
1701 root 1.48 if (bow->slaying)
1702 root 1.18 arrow->slaying = bow->slaying;
1703    
1704     arrow->map = m;
1705     arrow->move_type = MOVE_FLY_LOW;
1706     arrow->move_on = MOVE_FLY_LOW | MOVE_WALK;
1707    
1708     play_sound_map (op->map, op->x, op->y, SOUND_FIRE_ARROW);
1709     insert_ob_in_map (arrow, m, op, 0);
1710    
1711 root 1.24 if (!arrow->destroyed ())
1712 root 1.18 move_arrow (arrow);
1713 elmex 1.1
1714 root 1.18 if (op->type == PLAYER)
1715     {
1716 root 1.24 if (left->destroyed ())
1717     esrv_del_item (op->contr, left->count);
1718 root 1.18 else
1719     esrv_send_item (op, left);
1720 elmex 1.1 }
1721 root 1.24
1722 root 1.18 return 1;
1723 elmex 1.1 }
1724    
1725     /* Special fire code for players - this takes into
1726     * account the special fire modes players can have
1727     * but monsters can't. Putting that code here
1728     * makes the fire_bow code much cleaner.
1729     * this function should only be called if 'op' is a player,
1730     * hence the function name.
1731     */
1732 root 1.18 int
1733     player_fire_bow (object *op, int dir)
1734 elmex 1.1 {
1735 root 1.18 int ret = 0, wcmod = 0;
1736    
1737     if (op->contr->bowtype == bow_bestarrow)
1738     {
1739     ret = fire_bow (op, op, pick_arrow_target (op, op->contr->ranges[range_bow]->race, dir), dir, 0, op->x, op->y);
1740     }
1741     else if (op->contr->bowtype >= bow_n && op->contr->bowtype <= bow_nw)
1742     {
1743     if (!similar_direction (dir, op->contr->bowtype - bow_n + 1))
1744     wcmod = -1;
1745     ret = fire_bow (op, op, NULL, op->contr->bowtype - bow_n + 1, wcmod, op->x, op->y);
1746     }
1747     else if (op->contr->bowtype == bow_threewide)
1748     {
1749     ret = fire_bow (op, op, NULL, dir, 0, op->x, op->y);
1750     ret |= fire_bow (op, op, NULL, dir, -5, op->x + freearr_x[absdir (dir + 2)], op->y + freearr_y[absdir (dir + 2)]);
1751     ret |= fire_bow (op, op, NULL, dir, -5, op->x + freearr_x[absdir (dir - 2)], op->y + freearr_y[absdir (dir - 2)]);
1752     }
1753     else if (op->contr->bowtype == bow_spreadshot)
1754     {
1755     ret |= fire_bow (op, op, NULL, dir, 0, op->x, op->y);
1756     ret |= fire_bow (op, op, NULL, absdir (dir - 1), -5, op->x, op->y);
1757     ret |= fire_bow (op, op, NULL, absdir (dir + 1), -5, op->x, op->y);
1758 elmex 1.1
1759     }
1760 root 1.18 else
1761     {
1762     /* Simple case */
1763     ret = fire_bow (op, op, NULL, dir, 0, op->x, op->y);
1764     }
1765     return ret;
1766 elmex 1.1 }
1767    
1768    
1769     /* Fires a misc (wand/rod/horn) object in 'dir'.
1770     * Broken apart from 'fire' to keep it more readable.
1771     */
1772 root 1.18 void
1773     fire_misc_object (object *op, int dir)
1774 elmex 1.1 {
1775 root 1.18 object *item;
1776 elmex 1.1
1777 root 1.18 if (!op->contr->ranges[range_misc])
1778     {
1779     new_draw_info (NDI_UNIQUE, 0, op, "You have range item readied.");
1780     return;
1781 elmex 1.1 }
1782    
1783 root 1.18 item = op->contr->ranges[range_misc];
1784     if (!item->inv)
1785     {
1786     LOG (llevError, "Object %s lacks a spell\n", &item->name);
1787     return;
1788 elmex 1.1 }
1789 root 1.18 if (item->type == WAND)
1790     {
1791     if (item->stats.food <= 0)
1792     {
1793     play_sound_player_only (op->contr, SOUND_WAND_POOF, 0, 0);
1794     new_draw_info_format (NDI_UNIQUE, 0, op, "The %s goes poof.", query_base_name (item, 0));
1795     return;
1796 root 1.11 }
1797 root 1.18 }
1798     else if (item->type == ROD || item->type == HORN)
1799     {
1800     if (item->stats.hp < MAX (item->inv->stats.sp, item->inv->stats.grace))
1801     {
1802     play_sound_player_only (op->contr, SOUND_WAND_POOF, 0, 0);
1803     if (item->type == ROD)
1804     new_draw_info_format (NDI_UNIQUE, 0, op, "The %s whines for a while, but nothing happens.", query_base_name (item, 0));
1805     else
1806     new_draw_info_format (NDI_UNIQUE, 0, op, "The %s needs more time to charge.", query_base_name (item, 0));
1807     return;
1808 root 1.11 }
1809 elmex 1.1 }
1810    
1811 root 1.18 if (cast_spell (op, item, dir, item->inv, NULL))
1812     {
1813     SET_FLAG (op, FLAG_BEEN_APPLIED); /* You now know something about it */
1814     if (item->type == WAND)
1815     {
1816     if (!(--item->stats.food))
1817     {
1818     object *tmp;
1819    
1820     if (item->arch)
1821     {
1822     CLEAR_FLAG (item, FLAG_ANIMATE);
1823     item->face = item->arch->clone.face;
1824     item->speed = 0;
1825     update_ob_speed (item);
1826 root 1.11 }
1827 root 1.49 if ((tmp = item->in_player ()))
1828 root 1.18 esrv_update_item (UPD_ANIM, tmp, item);
1829 root 1.11 }
1830     }
1831 root 1.18 else if (item->type == ROD || item->type == HORN)
1832     {
1833     drain_rod_charge (item);
1834 root 1.11 }
1835 elmex 1.1 }
1836     }
1837    
1838     /* Received a fire command for the player - go and do it.
1839     */
1840 root 1.18 void
1841     fire (object *op, int dir)
1842     {
1843     int spellcost = 0;
1844 elmex 1.1
1845 root 1.18 /* check for loss of invisiblity/hide */
1846     if (action_makes_visible (op))
1847     make_visible (op);
1848 elmex 1.1
1849 root 1.18 switch (op->contr->shoottype)
1850     {
1851 root 1.20 case range_none:
1852     return;
1853 elmex 1.1
1854 root 1.20 case range_bow:
1855     player_fire_bow (op, dir);
1856     return;
1857 elmex 1.1
1858 root 1.20 case range_magic: /* Casting spells */
1859     spellcost = (cast_spell (op, op, dir, op->contr->ranges[range_magic], op->contr->spellparam[0] ? op->contr->spellparam : 0));
1860     return;
1861 elmex 1.1
1862 root 1.20 case range_misc:
1863     fire_misc_object (op, dir);
1864     return;
1865 root 1.11
1866 root 1.20 case range_golem: /* Control summoned monsters from scrolls */
1867 root 1.30 if (QUERY_FLAG (op->contr->ranges[range_golem], FLAG_REMOVED))
1868 root 1.20 {
1869 root 1.30 op->contr->ranges[range_golem] = 0;
1870 root 1.20 op->contr->shoottype = range_none;
1871     }
1872     else
1873     control_golem (op->contr->ranges[range_golem], dir);
1874     return;
1875 root 1.11
1876 root 1.20 case range_skill:
1877     if (!op->chosen_skill)
1878     {
1879     if (op->type == PLAYER)
1880     new_draw_info (NDI_UNIQUE, 0, op, "You have no applicable skill to use.");
1881     return;
1882     }
1883     (void) do_skill (op, op, op->chosen_skill, dir, NULL);
1884     return;
1885     case range_builder:
1886     apply_map_builder (op, dir);
1887     return;
1888     default:
1889     new_draw_info (NDI_UNIQUE, 0, op, "Illegal shoot type.");
1890     return;
1891 elmex 1.1 }
1892     }
1893    
1894    
1895    
1896     /* find_key
1897     * We try to find a key for the door as passed. If we find a key
1898     * and successfully use it, we return the key, otherwise NULL
1899     * This function merges both normal and locked door, since the logic
1900     * for both is the same - just the specific key is different.
1901     * pl is the player,
1902     * inv is the objects inventory to searched
1903     * door is the door we are trying to match against.
1904     * This function can be called recursively to search containers.
1905     */
1906    
1907 root 1.18 object *
1908     find_key (object *pl, object *container, object *door)
1909 elmex 1.1 {
1910 root 1.18 object *tmp, *key;
1911 elmex 1.1
1912 root 1.18 /* Should not happen, but sanity checking is never bad */
1913     if (container->inv == NULL)
1914     return NULL;
1915 elmex 1.1
1916 root 1.18 /* First, lets try to find a key in the top level inventory */
1917     for (tmp = container->inv; tmp != NULL; tmp = tmp->below)
1918     {
1919     if (door->type == DOOR && tmp->type == KEY)
1920     break;
1921     /* For sanity, we should really check door type, but other stuff
1922     * (like containers) can be locked with special keys
1923     */
1924     if (tmp->slaying && tmp->type == SPECIAL_KEY && tmp->slaying == door->slaying)
1925     break;
1926     }
1927     /* No key found - lets search inventories now */
1928     /* If we find and use a key in an inventory, return at that time.
1929     * otherwise, if we search all the inventories and still don't find
1930     * a key, return
1931     */
1932     if (!tmp)
1933     {
1934     for (tmp = container->inv; tmp != NULL; tmp = tmp->below)
1935     {
1936     /* No reason to search empty containers */
1937     if (tmp->type == CONTAINER && tmp->inv)
1938     {
1939     if ((key = find_key (pl, tmp, door)) != NULL)
1940     return key;
1941     }
1942     }
1943     if (!tmp)
1944     return NULL;
1945 elmex 1.1 }
1946 root 1.18 /* We get down here if we have found a key. Now if its in a container,
1947     * see if we actually want to use it
1948     */
1949     if (pl != container)
1950     {
1951     /* Only let players use keys in containers */
1952     if (!pl->contr)
1953     return NULL;
1954     /* cases where this fails:
1955     * If we only search the player inventory, return now since we
1956     * are not in the players inventory.
1957     * If the container is not active, return now since only active
1958     * containers can be used.
1959     * If we only search keyrings and the container does not have
1960     * a race/isn't a keyring.
1961     * No checking for all containers - to fall through past here,
1962     * inv must have been an container and must have been active.
1963     *
1964     * Change the color so that the message doesn't disappear with
1965     * all the others.
1966     */
1967     if (pl->contr->usekeys == key_inventory ||
1968     !QUERY_FLAG (container, FLAG_APPLIED) ||
1969     (pl->contr->usekeys == keyrings && (!container->race || strcmp (container->race, "keys"))))
1970     {
1971     new_draw_info_format (NDI_UNIQUE | NDI_BROWN, 0, pl,
1972     "The %s in your %s vibrates as you approach the door", query_name (tmp), query_name (container));
1973     return NULL;
1974 root 1.11 }
1975 elmex 1.1 }
1976 root 1.18 return tmp;
1977 elmex 1.1 }
1978    
1979     /* moved door processing out of move_player_attack.
1980     * returns 1 if player has opened the door with a key
1981     * such that the caller should not do anything more,
1982     * 0 otherwise
1983     */
1984 root 1.18 static int
1985     player_attack_door (object *op, object *door)
1986 elmex 1.1 {
1987 root 1.18 /* If its a door, try to find a use a key. If we do destroy the door,
1988     * might as well return immediately as there is nothing more to do -
1989     * otherwise, we fall through to the rest of the code.
1990     */
1991     object *key = find_key (op, op, door);
1992    
1993     /* IF we found a key, do some extra work */
1994     if (key)
1995     {
1996     object *container = key->env;
1997    
1998     play_sound_map (op->map, op->x, op->y, SOUND_OPEN_DOOR);
1999     if (action_makes_visible (op))
2000     make_visible (op);
2001     if (door->inv && (door->inv->type == RUNE || door->inv->type == TRAP))
2002     spring_trap (door->inv, op);
2003     if (door->type == DOOR)
2004     {
2005     hit_player (door, 9998, op, AT_PHYSICAL, 1); /* Break through the door */
2006     }
2007     else if (door->type == LOCKED_DOOR)
2008     {
2009     new_draw_info_format (NDI_UNIQUE, NDI_BROWN, op, "You open the door with the %s", query_short_name (key));
2010     remove_door2 (door); /* remove door without violence ;-) */
2011     }
2012     /* Do this after we print the message */
2013     decrease_ob (key); /* Use up one of the keys */
2014     /* Need to update the weight the container the key was in */
2015     if (container != op)
2016     esrv_update_item (UPD_WEIGHT, op, container);
2017     return 1; /* Nothing more to do below */
2018     }
2019     else if (door->type == LOCKED_DOOR)
2020     {
2021     /* Might as well return now - no other way to open this */
2022     new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, door->msg);
2023     return 1;
2024 elmex 1.1 }
2025 root 1.18 return 0;
2026 elmex 1.1 }
2027    
2028     /* This function is just part of a breakup from move_player.
2029     * It should keep the code cleaner.
2030     * When this is called, the players direction has been updated
2031     * (taking into account confusion.) The player is also actually
2032     * going to try and move (not fire weapons).
2033     */
2034 root 1.18 void
2035     move_player_attack (object *op, int dir)
2036 elmex 1.1 {
2037 root 1.18 object *tmp, *mon;
2038     sint16 nx, ny;
2039     int on_battleground;
2040 root 1.25 maptile *m;
2041 root 1.18
2042     nx = freearr_x[dir] + op->x;
2043     ny = freearr_y[dir] + op->y;
2044    
2045 root 1.49 on_battleground = op_on_battleground (op, 0, 0);
2046 root 1.18
2047     /* If braced, or can't move to the square, and it is not out of the
2048     * map, attack it. Note order of if statement is important - don't
2049     * want to be calling move_ob if braced, because move_ob will move the
2050     * player. This is a pretty nasty hack, because if we could
2051     * move to some space, it then means that if we are braced, we should
2052     * do nothing at all. As it is, if we are braced, we go through
2053     * quite a bit of processing. However, it probably is less than what
2054     * move_ob uses.
2055     */
2056     if ((op->contr->braced || !move_ob (op, dir, op)) && !out_of_map (op->map, nx, ny))
2057     {
2058     if (OUT_OF_REAL_MAP (op->map, nx, ny))
2059     {
2060     m = get_map_from_coord (op->map, &nx, &ny);
2061     if (!m)
2062     return; /* Don't think this should happen */
2063     }
2064     else
2065     m = op->map;
2066    
2067 root 1.49 if ((tmp = GET_MAP_OB (m, nx, ny)) == NULL)
2068 root 1.18 {
2069 root 1.49 /* LOG(llevError,"player_move_attack: GET_MAP_OB returns NULL, but player can not move there.\n"); */
2070 root 1.18 return;
2071 root 1.11 }
2072    
2073 root 1.49 mon = 0;
2074 root 1.18 /* Go through all the objects, and find ones of interest. Only stop if
2075     * we find a monster - that is something we know we want to attack.
2076     * if its a door or barrel (can roll) see if there may be monsters
2077     * on the space
2078     */
2079 root 1.49 while (tmp)
2080 root 1.18 {
2081     if (tmp == op)
2082     {
2083     tmp = tmp->above;
2084     continue;
2085 root 1.11 }
2086 root 1.27
2087 root 1.18 if (QUERY_FLAG (tmp, FLAG_ALIVE))
2088     {
2089     mon = tmp;
2090     break;
2091 root 1.11 }
2092 root 1.27
2093 root 1.18 if (tmp->type == LOCKED_DOOR || QUERY_FLAG (tmp, FLAG_CAN_ROLL))
2094     mon = tmp;
2095 root 1.27
2096 root 1.18 tmp = tmp->above;
2097     }
2098    
2099 root 1.49 if (!mon) /* This happens anytime the player tries to move */
2100 root 1.18 return; /* into a wall */
2101    
2102 root 1.49 if (mon->head)
2103 root 1.18 mon = mon->head;
2104    
2105     if ((mon->type == DOOR && mon->stats.hp >= 0) || (mon->type == LOCKED_DOOR))
2106     if (player_attack_door (op, mon))
2107     return;
2108    
2109     /* The following deals with possibly attacking peaceful
2110     * or frienddly creatures. Basically, all players are considered
2111     * unaggressive. If the moving player has peaceful set, then the
2112     * object should be pushed instead of attacked. It is assumed that
2113     * if you are braced, you will not attack friends accidently,
2114     * and thus will not push them.
2115     */
2116 root 1.11
2117 root 1.18 /* If the creature is a pet, push it even if the player is not
2118     * peaceful. Our assumption is the creature is a pet if the
2119     * player owns it and it is either friendly or unagressive.
2120     */
2121     if ((op->type == PLAYER)
2122 elmex 1.1 #if COZY_SERVER
2123 root 1.18 &&
2124 root 1.34 ((mon->owner && mon->owner->contr
2125     && same_party (mon->owner->contr->party, op->contr->party)) || mon->owner == op)
2126 elmex 1.1 #else
2127 root 1.34 && mon->owner == op
2128 elmex 1.1 #endif
2129 root 1.18 && (QUERY_FLAG (mon, FLAG_UNAGGRESSIVE) || QUERY_FLAG (mon, FLAG_FRIENDLY)))
2130 root 1.11 {
2131 root 1.18 /* If we're braced, we don't want to switch places with it */
2132     if (op->contr->braced)
2133 root 1.11 return;
2134 root 1.18 play_sound_map (op->map, op->x, op->y, SOUND_PUSH_PLAYER);
2135     (void) push_ob (mon, dir, op);
2136     if (op->contr->tmp_invis || op->hide)
2137     make_visible (op);
2138     return;
2139 root 1.11 }
2140    
2141 root 1.18 /* in certain circumstances, you shouldn't attack friendly
2142     * creatures. Note that if you are braced, you can't push
2143     * someone, but put it inside this loop so that you won't
2144     * attack them either.
2145     */
2146     if ((mon->type == PLAYER || mon->enemy != op) &&
2147     (mon->type == PLAYER || QUERY_FLAG (mon, FLAG_UNAGGRESSIVE) || QUERY_FLAG (mon, FLAG_FRIENDLY)) && (
2148 elmex 1.1 #ifdef PROHIBIT_PLAYERKILL
2149 root 1.49 (op->contr->peaceful
2150     || (mon->type == PLAYER
2151     && mon->contr->
2152     peaceful)) &&
2153 elmex 1.1 #else
2154 root 1.49 op->contr->peaceful &&
2155 elmex 1.1 #endif
2156 root 1.49 !on_battleground))
2157 root 1.18 {
2158     if (!op->contr->braced)
2159     {
2160     play_sound_map (op->map, op->x, op->y, SOUND_PUSH_PLAYER);
2161     (void) push_ob (mon, dir, op);
2162     }
2163     else
2164 root 1.49 new_draw_info (0, 0, op, "You withhold your attack");
2165    
2166 root 1.18 if (op->contr->tmp_invis || op->hide)
2167     make_visible (op);
2168 root 1.11 }
2169 elmex 1.1
2170 root 1.18 /* If the object is a boulder or other rollable object, then
2171     * roll it if not braced. You can't roll it if you are braced.
2172     */
2173     else if (QUERY_FLAG (mon, FLAG_CAN_ROLL) && (!op->contr->braced))
2174     {
2175     recursive_roll (mon, dir, op);
2176     if (action_makes_visible (op))
2177     make_visible (op);
2178 root 1.11 }
2179    
2180 root 1.18 /* Any generic living creature. Including things like doors.
2181     * Way it works is like this: First, it must have some hit points
2182     * and be living. Then, it must be one of the following:
2183     * 1) Not a player, 2) A player, but of a different party. Note
2184     * that party_number -1 is no party, so attacks can still happen.
2185     */
2186 root 1.11
2187 root 1.18 else if ((mon->stats.hp >= 0) && QUERY_FLAG (mon, FLAG_ALIVE) &&
2188     ((mon->type != PLAYER || op->contr->party == NULL || op->contr->party != mon->contr->party)))
2189     {
2190 elmex 1.1
2191 root 1.18 /* If the player hasn't hit something this tick, and does
2192     * so, give them speed boost based on weapon speed. Doing
2193     * it here is better than process_players2, which basically
2194     * incurred a 1 tick offset.
2195     */
2196     if (!op->contr->has_hit)
2197     {
2198     op->speed_left += op->speed / op->contr->weapon_sp;
2199 root 1.11
2200 root 1.18 op->contr->has_hit = 1; /* The last action was to hit, so use weapon_sp */
2201 root 1.11 }
2202    
2203 root 1.49 skill_attack (mon, op, 0, 0, 0);
2204 root 1.11
2205 root 1.18 /* If attacking another player, that player gets automatic
2206     * hitback, and doesn't loose luck either.
2207     * Disable hitback on the battleground or if the target is
2208     * the wiz.
2209     */
2210     if (mon->type == PLAYER && mon->stats.hp >= 0 && !mon->contr->has_hit && !on_battleground && !QUERY_FLAG (mon, FLAG_WIZ))
2211     {
2212     short luck = mon->stats.luck;
2213    
2214     mon->contr->has_hit = 1;
2215 root 1.49 skill_attack (op, mon, 0, 0, 0);
2216 root 1.18 mon->stats.luck = luck;
2217 root 1.11 }
2218 root 1.49
2219 root 1.18 if (action_makes_visible (op))
2220     make_visible (op);
2221 root 1.11 }
2222 root 1.18 } /* if player should attack something */
2223 elmex 1.1 }
2224    
2225 root 1.18 int
2226     move_player (object *op, int dir)
2227     {
2228     int pick;
2229 elmex 1.1
2230 root 1.18 if (op->map == NULL || op->map->in_memory != MAP_IN_MEMORY)
2231     return 0;
2232 elmex 1.1
2233 root 1.18 /* Sanity check: make sure dir is valid */
2234     if ((dir < 0) || (dir >= 9))
2235     {
2236     LOG (llevError, "move_player: invalid direction %d\n", dir);
2237     return 0;
2238 elmex 1.1 }
2239    
2240 root 1.18 /* peterm: added following line */
2241     if (QUERY_FLAG (op, FLAG_CONFUSED) && dir)
2242     dir = absdir (dir + RANDOM () % 3 + RANDOM () % 3 - 2);
2243    
2244     op->facing = dir;
2245    
2246     if (op->hide)
2247     do_hidden_move (op);
2248    
2249     if (INVOKE_PLAYER (MOVE, op->contr, ARG_INT (dir)))
2250     /*nop */ ;
2251     else if (op->contr->fire_on)
2252     fire (op, dir);
2253     else
2254     {
2255     move_player_attack (op, dir);
2256     pick = check_pick (op);
2257     }
2258 elmex 1.1
2259 root 1.18 /* Add special check for newcs players and fire on - this way, the
2260     * server can handle repeat firing.
2261     */
2262     if (op->contr->fire_on || (op->contr->run_on && pick != 0))
2263 root 1.49 op->direction = dir;
2264 root 1.18 else
2265 root 1.49 op->direction = 0;
2266    
2267 root 1.18 /* Update how the player looks. Use the facing, so direction may
2268     * get reset to zero. This allows for full animation capabilities
2269     * for players.
2270     */
2271     animate_object (op, op->facing);
2272     return 0;
2273 elmex 1.1 }
2274    
2275     /* This is similar to handle_player, below, but is only used by the
2276     * new client/server stuff.
2277     * This is sort of special, in that the new client/server actually uses
2278     * the new speed values for commands.
2279     *
2280     * Returns true if there are more actions we can do.
2281     */
2282 root 1.18 int
2283     handle_newcs_player (object *op)
2284 elmex 1.1 {
2285 root 1.18 if (op->contr->hidden)
2286     {
2287     op->invisible = 1000;
2288     /* the socket code flashes the player visible/invisible
2289     * depending on the value of invisible, so we need to
2290     * alternate it here for it to work correctly.
2291     */
2292     if (pticks & 2)
2293 root 1.11 op->invisible--;
2294 root 1.18 }
2295     else if (op->invisible && !(QUERY_FLAG (op, FLAG_MAKE_INVIS)))
2296     {
2297     op->invisible--;
2298     if (!op->invisible)
2299     {
2300     make_visible (op);
2301     new_draw_info (NDI_UNIQUE, 0, op, "Your invisibility spell runs out.");
2302 root 1.11 }
2303 elmex 1.1 }
2304    
2305 root 1.18 if (QUERY_FLAG (op, FLAG_SCARED))
2306     {
2307     flee_player (op);
2308     /* If player is still scared, that is his action for this tick */
2309     if (QUERY_FLAG (op, FLAG_SCARED))
2310     {
2311     op->speed_left--;
2312     return 0;
2313 root 1.11 }
2314 elmex 1.1 }
2315    
2316 root 1.18 /* I've been seeing crashes where the golem has been destroyed, but
2317     * the player object still points to the defunct golem. The code that
2318     * destroys the golem looks correct, and it doesn't always happen, so
2319     * put this in a a workaround to clean up the golem pointer.
2320     */
2321 root 1.30 if (op->contr->ranges[range_golem] && QUERY_FLAG (op->contr->ranges[range_golem], FLAG_REMOVED))
2322     op->contr->ranges[range_golem] = 0;
2323 root 1.18
2324     /* call this here - we also will call this in do_ericserver, but
2325     * the players time has been increased when doericserver has been
2326     * called, so we recheck it here.
2327     */
2328 root 1.47 //TODO: better than handling 8 commands, use some more intelligent rate-limiting
2329 root 1.52 for (int rep = 8; --rep && op->contr->ns->handle_command (); )
2330 root 1.47 ;
2331    
2332 root 1.18 if (op->speed_left < 0)
2333 elmex 1.1 return 0;
2334    
2335 root 1.18 if (op->direction && (op->contr->run_on || op->contr->fire_on))
2336     {
2337     /* All move commands take 1 tick, at least for now */
2338     op->speed_left--;
2339 elmex 1.1
2340 root 1.18 /* Instead of all the stuff below, let move_player take care
2341     * of it. Also, some of the skill stuff is only put in
2342     * there, as well as the confusion stuff.
2343     */
2344     move_player (op, op->direction);
2345     if (op->speed_left > 0)
2346     return 1;
2347     else
2348 root 1.11 return 0;
2349 root 1.18 }
2350 root 1.41
2351 root 1.18 return 0;
2352     }
2353    
2354     int
2355     save_life (object *op)
2356     {
2357     if (!QUERY_FLAG (op, FLAG_LIFESAVE))
2358 elmex 1.1 return 0;
2359 root 1.18
2360 root 1.41 for (object *tmp = op->inv; tmp; tmp = tmp->below)
2361 root 1.18 if (QUERY_FLAG (tmp, FLAG_APPLIED) && QUERY_FLAG (tmp, FLAG_LIFESAVE))
2362     {
2363     play_sound_map (op->map, op->x, op->y, SOUND_OB_EVAPORATE);
2364     new_draw_info_format (NDI_UNIQUE, 0, op, "Your %s vibrates violently, then evaporates.", query_name (tmp));
2365 root 1.33
2366 root 1.18 if (op->contr)
2367     esrv_del_item (op->contr, tmp->count);
2368 root 1.33
2369     tmp->destroy ();
2370 root 1.18 CLEAR_FLAG (op, FLAG_LIFESAVE);
2371 root 1.33
2372 root 1.18 if (op->stats.hp < 0)
2373     op->stats.hp = op->stats.maxhp;
2374 root 1.33
2375 root 1.18 if (op->stats.food < 0)
2376     op->stats.food = 999;
2377 root 1.33
2378 root 1.54 op->update_stats ();
2379 root 1.18 return 1;
2380     }
2381 root 1.41
2382 root 1.18 LOG (llevError, "Error: LIFESAVE set without applied object.\n");
2383     CLEAR_FLAG (op, FLAG_LIFESAVE);
2384     enter_player_savebed (op); /* bring him home. */
2385     return 0;
2386 elmex 1.1 }
2387    
2388     /* This goes throws the inventory and removes unpaid objects, and puts them
2389     * back in the map (location and map determined by values of env). This
2390     * function will descend into containers. op is the object to start the search
2391     * from.
2392     */
2393 root 1.18 void
2394     remove_unpaid_objects (object *op, object *env)
2395 elmex 1.1 {
2396 root 1.18 object *next;
2397 elmex 1.1
2398 root 1.18 while (op)
2399     {
2400     next = op->below; /* Make sure we have a good value, in case
2401     * we remove object 'op'
2402     */
2403     if (QUERY_FLAG (op, FLAG_UNPAID))
2404     {
2405 root 1.32 op->remove ();
2406 root 1.18 op->x = env->x;
2407     op->y = env->y;
2408     if (env->type == PLAYER)
2409     esrv_del_item (env->contr, op->count);
2410     insert_ob_in_map (op, env->map, NULL, 0);
2411     }
2412     else if (op->inv)
2413     remove_unpaid_objects (op->inv, env);
2414 root 1.41
2415 root 1.18 op = next;
2416 elmex 1.1 }
2417     }
2418    
2419     /*
2420     * Returns pointer a static string containing gravestone text
2421     * Moved from apply.c to player.c - player.c is what
2422     * actually uses this function. player.c may not be quite the
2423     * best, a misc file for object actions is probably better,
2424     * but there isn't one in the server directory.
2425     */
2426 root 1.18 char *
2427     gravestone_text (object *op)
2428 elmex 1.1 {
2429 root 1.18 static char buf2[MAX_BUF];
2430     char buf[MAX_BUF];
2431     time_t now = time (NULL);
2432    
2433     strcpy (buf2, " R.I.P.\n\n");
2434     if (op->type == PLAYER)
2435     sprintf (buf, "%s the %s\n", &op->name, op->contr->title);
2436     else
2437     sprintf (buf, "%s\n", &op->name);
2438 root 1.41
2439 root 1.18 strncat (buf2, " ", 20 - strlen (buf) / 2);
2440     strcat (buf2, buf);
2441     if (op->type == PLAYER)
2442     sprintf (buf, "who was in level %d when killed\n", op->level);
2443     else
2444     sprintf (buf, "who was in level %d when died.\n\n", op->level);
2445 root 1.41
2446 root 1.18 strncat (buf2, " ", 20 - strlen (buf) / 2);
2447     strcat (buf2, buf);
2448     if (op->type == PLAYER)
2449     {
2450     sprintf (buf, "by %s.\n\n", op->contr->killer);
2451     strncat (buf2, " ", 21 - strlen (buf) / 2);
2452     strcat (buf2, buf);
2453     }
2454 root 1.41
2455 root 1.18 strftime (buf, MAX_BUF, "%b %d %Y\n", localtime (&now));
2456     strncat (buf2, " ", 20 - strlen (buf) / 2);
2457     strcat (buf2, buf);
2458 root 1.41
2459 root 1.18 return buf2;
2460 elmex 1.1 }
2461    
2462 root 1.18 void
2463     do_some_living (object *op)
2464     {
2465     int last_food = op->stats.food;
2466 elmex 1.1 int gen_hp, gen_sp, gen_grace;
2467     int over_hp, over_sp, over_grace;
2468     int i;
2469     int rate_hp = 1200;
2470     int rate_sp = 2500;
2471     int rate_grace = 2000;
2472     const int max_hp = 1;
2473     const int max_sp = 1;
2474     const int max_grace = 1;
2475    
2476 pippijn 1.17 if (op->contr->outputs_sync)
2477 root 1.18 {
2478     for (i = 0; i < NUM_OUTPUT_BUFS; i++)
2479 root 1.55 if (op->contr->outputs[i].buf && (op->contr->outputs[i].first_update + op->contr->outputs_sync) < (uint16) pticks)
2480 root 1.18 flush_output_element (op, &op->contr->outputs[i]);
2481     }
2482    
2483 root 1.52 if (op->contr->ns->state == ST_PLAYING)
2484 root 1.18 {
2485     /* these next three if clauses make it possible to SLOW DOWN
2486     hp/grace/spellpoint regeneration. */
2487     if (op->contr->gen_hp >= 0)
2488     gen_hp = (op->contr->gen_hp + 1) * op->stats.maxhp;
2489     else
2490     {
2491     gen_hp = op->stats.maxhp;
2492     rate_hp -= rate_hp / 2 * op->contr->gen_hp;
2493     }
2494 root 1.55
2495 root 1.18 if (op->contr->gen_sp >= 0)
2496     gen_sp = (op->contr->gen_sp + 1) * op->stats.maxsp;
2497     else
2498     {
2499     gen_sp = op->stats.maxsp;
2500     rate_sp -= rate_sp / 2 * op->contr->gen_sp;
2501     }
2502 root 1.55
2503 root 1.18 if (op->contr->gen_grace >= 0)
2504     gen_grace = (op->contr->gen_grace + 1) * op->stats.maxgrace;
2505     else
2506     {
2507     gen_grace = op->stats.maxgrace;
2508     rate_grace -= rate_grace / 2 * op->contr->gen_grace;
2509     }
2510    
2511     /* Regenerate Spell Points */
2512     if (op->contr->ranges[range_golem] == NULL && --op->last_sp < 0)
2513     {
2514     gen_sp = gen_sp * 10 / (op->contr->gen_sp_armour < 10 ? 10 : op->contr->gen_sp_armour);
2515     if (op->stats.sp < op->stats.maxsp)
2516     {
2517     op->stats.sp++;
2518     /* dms do not consume food */
2519     if (!QUERY_FLAG (op, FLAG_WIZ))
2520     {
2521     op->stats.food--;
2522     if (op->contr->digestion < 0)
2523     op->stats.food += op->contr->digestion;
2524     else if (op->contr->digestion > 0 && random_roll (0, op->contr->digestion, op, PREFER_HIGH))
2525     op->stats.food = last_food;
2526     }
2527     }
2528 root 1.55
2529 root 1.18 if (max_sp > 1)
2530     {
2531     over_sp = (gen_sp + 10) / rate_sp;
2532     if (over_sp > 0)
2533     {
2534     if (op->stats.sp < op->stats.maxsp)
2535     {
2536     op->stats.sp += over_sp > max_sp ? max_sp : over_sp;
2537 root 1.55
2538 root 1.18 if (random_roll (0, rate_sp - 1, op, PREFER_LOW) > ((gen_sp + 10) % rate_sp))
2539     op->stats.sp--;
2540 root 1.55
2541 root 1.18 if (op->stats.sp > op->stats.maxsp)
2542     op->stats.sp = op->stats.maxsp;
2543     }
2544     op->last_sp = 0;
2545     }
2546     else
2547 root 1.55 op->last_sp = rate_sp / (gen_sp < 20 ? 30 : gen_sp + 10);
2548 root 1.18 }
2549     else
2550 root 1.55 op->last_sp = rate_sp / (gen_sp < 20 ? 30 : gen_sp + 10);
2551 root 1.18 }
2552    
2553     /* Regenerate Grace */
2554     /* I altered this a little - maximum grace is ony achieved through prayer -b.t. */
2555     if (--op->last_grace < 0)
2556     {
2557     if (op->stats.grace < op->stats.maxgrace / 2)
2558     op->stats.grace++; /* no penalty in food for regaining grace */
2559 root 1.55
2560 root 1.18 if (max_grace > 1)
2561     {
2562     over_grace = (gen_grace < 20 ? 30 : gen_grace + 10) / rate_grace;
2563     if (over_grace > 0)
2564     {
2565     op->stats.sp += over_grace
2566     + (random_roll (0, rate_grace - 1, op, PREFER_HIGH) > ((gen_grace < 20 ? 30 : gen_grace + 10) % rate_grace)) ? -1 : 0;
2567     op->last_grace = 0;
2568     }
2569     else
2570     {
2571     op->last_grace = rate_grace / (gen_grace < 20 ? 30 : gen_grace + 10);
2572     }
2573     }
2574     else
2575     {
2576     op->last_grace = rate_grace / (gen_grace < 20 ? 30 : gen_grace + 10);
2577     }
2578     /* wearing stuff doesn't detract from grace generation. */
2579     }
2580    
2581     /* Regenerate Hit Points */
2582     if (--op->last_heal < 0)
2583     {
2584     if (op->stats.hp < op->stats.maxhp)
2585     {
2586     op->stats.hp++;
2587     /* dms do not consume food */
2588     if (!QUERY_FLAG (op, FLAG_WIZ))
2589     {
2590     op->stats.food--;
2591     if (op->contr->digestion < 0)
2592     op->stats.food += op->contr->digestion;
2593     else if (op->contr->digestion > 0 && random_roll (0, op->contr->digestion, op, PREFER_HIGH))
2594     op->stats.food = last_food;
2595     }
2596     }
2597 root 1.55
2598 root 1.18 if (max_hp > 1)
2599     {
2600     over_hp = (gen_hp < 20 ? 30 : gen_hp + 10) / rate_hp;
2601     if (over_hp > 0)
2602     {
2603     op->stats.sp += over_hp + (RANDOM () % rate_hp > ((gen_hp < 20 ? 30 : gen_hp + 10) % rate_hp)) ? -1 : 0;
2604     op->last_heal = 0;
2605     }
2606     else
2607     {
2608     op->last_heal = rate_hp / (gen_hp < 20 ? 30 : gen_hp + 10);
2609     }
2610     }
2611     else
2612     {
2613     op->last_heal = rate_hp / (gen_hp < 20 ? 30 : gen_hp + 10);
2614     }
2615 root 1.11 }
2616 elmex 1.1
2617 root 1.18 /* Digestion */
2618     if (--op->last_eat < 0)
2619     {
2620     #ifdef COZY_SERVER
2621     int dg = op->contr->digestion >= 0 && op->contr->digestion < 2 ? 2 : op->contr->digestion;
2622     int bonus = dg > 0 ? dg : 0, penalty = dg < 0 ? -dg : 0;
2623     #else
2624     int bonus = op->contr->digestion > 0 ? op->contr->digestion : 0, penalty = op->contr->digestion < 0 ? -op->contr->digestion : 0;
2625     #endif
2626    
2627     if (op->contr->gen_hp > 0)
2628     op->last_eat = 25 * (1 + bonus) / (op->contr->gen_hp + penalty + 1);
2629     else
2630     op->last_eat = 25 * (1 + bonus) / (penalty + 1);
2631 root 1.55
2632 root 1.18 /* dms do not consume food */
2633     if (!QUERY_FLAG (op, FLAG_WIZ))
2634     op->stats.food--;
2635 root 1.11 }
2636 elmex 1.1
2637 root 1.55 if (op->stats.food < 0 && op->stats.hp >= 0)
2638     {
2639     object *tmp, *flesh = 0;
2640 root 1.18
2641 root 1.55 for (tmp = op->inv; tmp; tmp = tmp->below)
2642 root 1.18 {
2643 root 1.55 if (!QUERY_FLAG (tmp, FLAG_UNPAID))
2644 root 1.18 {
2645 root 1.55 if (tmp->type == FOOD || tmp->type == DRINK || tmp->type == POISON)
2646     {
2647     new_draw_info (NDI_UNIQUE, 0, op, "You blindly grab for a bite of food.");
2648     manual_apply (op, tmp, 0);
2649     if (op->stats.food >= 0 || op->stats.hp < 0)
2650     break;
2651     }
2652     else if (tmp->type == FLESH)
2653     flesh = tmp;
2654     } /* End if paid for object */
2655     } /* end of for loop */
2656    
2657     /* If player is still starving, it means they don't have any food, so
2658     * eat flesh instead.
2659     */
2660     if (op->stats.food < 0 && op->stats.hp >= 0 && flesh)
2661     {
2662     new_draw_info (NDI_UNIQUE, 0, op, "You blindly grab for a bite of food.");
2663     manual_apply (op, flesh, 0);
2664     }
2665 root 1.11 }
2666 elmex 1.1
2667 root 1.55 while (op->stats.food < 0 && op->stats.hp >= 0)
2668     op->stats.food++, op->stats.hp--;
2669 elmex 1.1
2670 root 1.55 if (op->stats.hp < 0 && !QUERY_FLAG (op, FLAG_WIZ))
2671     kill_player (op);
2672     }
2673 elmex 1.1 }
2674    
2675     /* If the player should die (lack of hp, food, etc), we call this.
2676     * op is the player in jeopardy. If the player can not be saved (not
2677     * permadeath, no lifesave), this will take care of removing the player
2678     * file.
2679     */
2680 root 1.18 void
2681     kill_player (object *op)
2682 elmex 1.1 {
2683 root 1.18 char buf[MAX_BUF];
2684     int x, y;
2685    
2686     //int i;
2687 root 1.25 maptile *map; /* this is for resurrection */
2688 root 1.18
2689     /* int z;
2690     int num_stats_lose;
2691     int lost_a_stat;
2692     int lose_this_stat;
2693     int this_stat; */
2694     int will_kill_again;
2695     archetype *at;
2696     object *tmp;
2697    
2698     if (save_life (op))
2699     return;
2700    
2701    
2702     /* If player dies on BATTLEGROUND, no stat/exp loss! For Combat-Arenas
2703     * in cities ONLY!!! It is very important that this doesn't get abused.
2704     * Look at op_on_battleground() for more info --AndreasV
2705     */
2706     if (op_on_battleground (op, &x, &y))
2707     {
2708     new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, "You have been defeated in combat!");
2709     new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, "Local medics have saved your life...");
2710    
2711     /* restore player */
2712 root 1.22 at = archetype::find ("poisoning");
2713 root 1.18 tmp = present_arch_in_ob (at, op);
2714     if (tmp)
2715     {
2716 root 1.33 tmp->destroy ();
2717 root 1.18 new_draw_info (NDI_UNIQUE, 0, op, "Your body feels cleansed");
2718     }
2719 elmex 1.1
2720 root 1.22 at = archetype::find ("confusion");
2721 root 1.18 tmp = present_arch_in_ob (at, op);
2722     if (tmp)
2723     {
2724 root 1.33 tmp->destroy ();
2725 root 1.18 new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer");
2726     }
2727    
2728     cure_disease (op, 0); /* remove any disease */
2729     op->stats.hp = op->stats.maxhp;
2730     if (op->stats.food <= 0)
2731     op->stats.food = 999;
2732 elmex 1.1
2733 root 1.18 /* create a bodypart-trophy to make the winner happy */
2734 root 1.22 tmp = arch_to_object (archetype::find ("finger"));
2735 root 1.18 if (tmp != NULL)
2736     {
2737     sprintf (buf, "%s's finger", &op->name);
2738     tmp->name = buf;
2739     sprintf (buf, " This finger has been cut off %s\n"
2740     " the %s, when he was defeated at\n level %d by %s.\n",
2741     &op->name, op->contr->title, (int) (op->level), op->contr->killer);
2742     tmp->msg = buf;
2743     tmp->value = 0, tmp->material = 0, tmp->type = 0;
2744     tmp->materialname = NULL;
2745     tmp->x = op->x, tmp->y = op->y;
2746     insert_ob_in_map (tmp, op->map, op, 0);
2747     }
2748 elmex 1.1
2749 root 1.18 /* teleport defeated player to new destination */
2750     transfer_ob (op, x, y, 0, NULL);
2751     op->contr->braced = 0;
2752     return;
2753 elmex 1.1 }
2754    
2755 root 1.18 INVOKE_PLAYER (DEATH, op->contr);
2756 root 1.3
2757 root 1.18 command_kill_pets (op, 0);
2758 elmex 1.1
2759 root 1.18 if (op->stats.food < 0)
2760     {
2761     if (op->contr->explore)
2762     {
2763     new_draw_info (NDI_UNIQUE, 0, op, "You would have starved, but you are");
2764     new_draw_info (NDI_UNIQUE, 0, op, "in explore mode, so...");
2765     op->stats.food = 999;
2766     return;
2767 root 1.11 }
2768 root 1.18 sprintf (buf, "%s starved to death.", &op->name);
2769     strcpy (op->contr->killer, "starvation");
2770 elmex 1.1 }
2771 root 1.18 else
2772     {
2773     if (op->contr->explore)
2774     {
2775     new_draw_info (NDI_UNIQUE, 0, op, "You would have died, but you are");
2776     new_draw_info (NDI_UNIQUE, 0, op, "in explore mode, so...");
2777     op->stats.hp = op->stats.maxhp;
2778     return;
2779 root 1.11 }
2780 root 1.18 sprintf (buf, "%s died.", &op->name);
2781 elmex 1.1 }
2782 root 1.18 play_sound_player_only (op->contr, SOUND_PLAYER_DIES, 0, 0);
2783 elmex 1.1
2784 root 1.18 /* save the map location for corpse, gravestone */
2785     x = op->x;
2786     y = op->y;
2787     map = op->map;
2788 elmex 1.1
2789    
2790 root 1.54 /* NOT_PERMADEATH code. This basically brings the character back to
2791     * life if they are dead - it takes some exp and a random stat.
2792     * See the config.h file for a little more in depth detail about this.
2793     */
2794    
2795     /* Basically two ways to go - remove a stat permanently, or just
2796     * make it depletion. This bunch of code deals with that aspect
2797     * of death.
2798     */
2799     #ifndef COZY_SERVER
2800     if (settings.balanced_stat_loss)
2801 root 1.18 {
2802 root 1.54 /* If stat loss is permanent, lose one stat only. */
2803     /* Lower level chars don't lose as many stats because they suffer
2804     more if they do. */
2805     /* Higher level characters can afford things such as potions of
2806     restoration, or better, stat potions. So we slug them that
2807     little bit harder. */
2808     /* GD */
2809     if (settings.stat_loss_on_death)
2810     num_stats_lose = 1;
2811     else
2812     num_stats_lose = 1 + op->level / BALSL_NUMBER_LOSSES_RATIO;
2813     }
2814     else
2815     {
2816     num_stats_lose = 1;
2817     }
2818     lost_a_stat = 0;
2819    
2820     for (z = 0; z < num_stats_lose; z++)
2821     {
2822     i = RANDOM () % NUM_STATS;
2823 root 1.11
2824 root 1.54 if (settings.stat_loss_on_death)
2825 root 1.18 {
2826 root 1.54 /* Pick a random stat and take a point off it. Tell the player
2827     * what he lost.
2828     */
2829     change_attr_value (&(op->stats), i, -1);
2830     check_stat_bounds (&(op->stats));
2831     change_attr_value (&(op->contr->orig_stats), i, -1);
2832     check_stat_bounds (&(op->contr->orig_stats));
2833     new_draw_info (NDI_UNIQUE, 0, op, lose_msg[i]);
2834     lost_a_stat = 1;
2835 root 1.18 }
2836     else
2837     {
2838 root 1.54 /* deplete a stat */
2839     archetype *deparch = archetype::find ("depletion");
2840     object *dep;
2841 root 1.11
2842 root 1.54 dep = present_arch_in_ob (deparch, op);
2843     if (!dep)
2844 root 1.18 {
2845 root 1.54 dep = arch_to_object (deparch);
2846     insert_ob_in_ob (dep, op);
2847 root 1.18 }
2848 root 1.54 lose_this_stat = 1;
2849     if (settings.balanced_stat_loss)
2850 root 1.18 {
2851 root 1.54 /* GD */
2852     /* Get the stat that we're about to deplete. */
2853     this_stat = get_attr_value (&(dep->stats), i);
2854     if (this_stat < 0)
2855     {
2856     int loss_chance = 1 + op->level / BALSL_LOSS_CHANCE_RATIO;
2857     int keep_chance = this_stat * this_stat;
2858 root 1.18
2859 root 1.54 /* Yes, I am paranoid. Sue me. */
2860     if (keep_chance < 1)
2861     keep_chance = 1;
2862 root 1.18
2863 root 1.54 /* There is a maximum depletion total per level. */
2864     if (this_stat < -1 - op->level / BALSL_MAX_LOSS_RATIO)
2865     {
2866     lose_this_stat = 0;
2867     /* Take loss chance vs keep chance to see if we
2868     retain the stat. */
2869     }
2870     else
2871     {
2872     if (random_roll (0, loss_chance + keep_chance - 1, op, PREFER_LOW) < keep_chance)
2873     lose_this_stat = 0;
2874     /* LOG(llevDebug, "Determining stat loss. Stat: %d Keep: %d Lose: %d Result: %s.\n",
2875     this_stat, keep_chance, loss_chance,
2876     lose_this_stat?"LOSE":"KEEP"); */
2877 root 1.11 }
2878     }
2879 root 1.54 }
2880 root 1.18
2881 root 1.54 if (lose_this_stat)
2882     {
2883     this_stat = get_attr_value (&(dep->stats), i);
2884     /* We could try to do something clever like find another
2885     * stat to reduce if this fails. But chances are, if
2886     * stats have been depleted to -50, all are pretty low
2887     * and should be roughly the same, so it shouldn't make a
2888     * difference.
2889     */
2890     if (this_stat >= -50)
2891 root 1.18 {
2892 root 1.54 change_attr_value (&(dep->stats), i, -1);
2893     SET_FLAG (dep, FLAG_APPLIED);
2894     new_draw_info (NDI_UNIQUE, 0, op, lose_msg[i]);
2895     op->update_stats ();
2896     lost_a_stat = 1;
2897 root 1.11 }
2898     }
2899     }
2900 root 1.54 }
2901     /* If no stat lost, tell the player. */
2902     if (!lost_a_stat)
2903     {
2904     /* determine_god() seems to not work sometimes... why is this?
2905     Should I be using something else? GD */
2906     const char *god = determine_god (op);
2907 root 1.18
2908 root 1.54 if (god && (strcmp (god, "none")))
2909     new_draw_info_format (NDI_UNIQUE, 0, op, "For a brief moment you feel the holy presence of %s protecting" " you.", god);
2910     else
2911     new_draw_info (NDI_UNIQUE, 0, op, "For a brief moment you feel a holy presence protecting you.");
2912     }
2913 root 1.28 #else
2914 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.");
2915 elmex 1.1 #endif
2916    
2917 root 1.54 /* Put a gravestone up where the character 'almost' died. List the
2918     * exp loss on the stone.
2919     */
2920     tmp = arch_to_object (archetype::find ("gravestone"));
2921     sprintf (buf, "%s's gravestone", &op->name);
2922     tmp->name = buf;
2923     sprintf (buf, "%s's gravestones", &op->name);
2924     tmp->name_pl = buf;
2925     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);
2926     tmp->msg = buf;
2927     tmp->x = op->x, tmp->y = op->y;
2928     insert_ob_in_map (tmp, op->map, NULL, 0);
2929    
2930     /**************************************/
2931     /* */
2932     /* Subtract the experience points, */
2933     /* if we died cause of food, give us */
2934     /* food, and reset HP's... */
2935     /* */
2936     /**************************************/
2937    
2938     /* remove any poisoning and confusion the character may be suffering. */
2939     /* restore player */
2940     at = archetype::find ("poisoning");
2941     tmp = present_arch_in_ob (at, op);
2942    
2943     if (tmp)
2944     {
2945     tmp->destroy ();
2946     new_draw_info (NDI_UNIQUE, 0, op, "Your body feels cleansed");
2947     }
2948    
2949     at = archetype::find ("confusion");
2950     tmp = present_arch_in_ob (at, op);
2951     if (tmp)
2952     {
2953     tmp->destroy ();
2954     new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer");
2955     }
2956    
2957     cure_disease (op, 0); /* remove any disease */
2958    
2959     /*add_exp(op, (op->stats.exp * -0.20)); */
2960     apply_death_exp_penalty (op);
2961     if (op->stats.food < 100)
2962     op->stats.food = 900;
2963     op->stats.hp = op->stats.maxhp;
2964     op->stats.sp = MAX (op->stats.sp, op->stats.maxsp);
2965     op->stats.grace = MAX (op->stats.grace, op->stats.maxgrace);
2966 root 1.11
2967 root 1.54 /*
2968     * Check to see if the player is in a shop. IF so, then check to see if
2969     * the player has any unpaid items. If so, remove them and put them back
2970     * in the map.
2971     */
2972 root 1.33
2973 root 1.54 if (is_in_shop (op))
2974     remove_unpaid_objects (op->inv, op);
2975 root 1.18
2976 root 1.54 /****************************************/
2977     /* */
2978     /* Move player to his current respawn- */
2979     /* position (usually last savebed) */
2980     /* */
2981     /****************************************/
2982 root 1.18
2983 root 1.54 enter_player_savebed (op);
2984 root 1.18
2985 root 1.54 /* Save the player before inserting the force to reduce
2986     * chance of abuse.
2987     */
2988     op->contr->braced = 0;
2989     op->contr->save ();
2990 root 1.11
2991 root 1.54 /* it is possible that the player has blown something up
2992     * at his savebed location, and that can have long lasting
2993     * spell effects. So first see if there is a spell effect
2994     * on the space that might harm the player.
2995     */
2996     will_kill_again = 0;
2997     for (tmp = GET_MAP_OB (op->map, op->x, op->y); tmp; tmp = tmp->above)
2998     if (tmp->type == SPELL_EFFECT)
2999     will_kill_again |= tmp->attacktype;
3000 elmex 1.1
3001 root 1.54 if (will_kill_again)
3002 root 1.18 {
3003 root 1.54 object *force;
3004     int at;
3005 root 1.18
3006 root 1.54 force = get_archetype (FORCE_NAME);
3007     /* 50 ticks should be enough time for the spell to abate */
3008     force->speed = 0.1;
3009     force->speed_left = -5.0;
3010     SET_FLAG (force, FLAG_APPLIED);
3011     for (at = 0; at < NROFATTACKS; at++)
3012     if (will_kill_again & (1 << at))
3013     force->resist[at] = 100;
3014 root 1.30
3015 root 1.54 insert_ob_in_ob (force, op);
3016     op->update_stats ();
3017 root 1.30
3018 root 1.54 }
3019 root 1.18
3020 root 1.54 new_draw_info (NDI_UNIQUE, 0, op, "YOU HAVE DIED.");
3021 elmex 1.1 }
3022    
3023 root 1.18 void
3024     loot_object (object *op)
3025     { /* Grab and destroy some treasure */
3026     object *tmp, *tmp2, *next;
3027 elmex 1.1
3028 root 1.18 if (op->container)
3029 root 1.54 esrv_apply_container (op, op->container); /* close open sack first */
3030 elmex 1.1
3031 root 1.54 for (tmp = op->inv; tmp; tmp = next)
3032 root 1.18 {
3033     next = tmp->below;
3034 root 1.54
3035 elmex 1.50 if (tmp->invisible)
3036 root 1.18 continue;
3037 root 1.54
3038 root 1.32 tmp->remove ();
3039 root 1.18 tmp->x = op->x, tmp->y = op->y;
3040     if (tmp->type == CONTAINER)
3041     { /* empty container to ground */
3042     loot_object (tmp);
3043     }
3044     if (!QUERY_FLAG (tmp, FLAG_UNIQUE) && (QUERY_FLAG (tmp, FLAG_STARTEQUIP) || QUERY_FLAG (tmp, FLAG_NO_DROP) || !(RANDOM () % 3)))
3045     {
3046     if (tmp->nrof > 1)
3047     {
3048     tmp2 = get_split_ob (tmp, 1 + RANDOM () % (tmp->nrof - 1));
3049 root 1.33 tmp2->destroy ();
3050 root 1.18 insert_ob_in_map (tmp, op->map, NULL, 0);
3051     }
3052     else
3053 root 1.33 tmp->destroy ();
3054 root 1.18 }
3055     else
3056     insert_ob_in_map (tmp, op->map, NULL, 0);
3057     }
3058 elmex 1.1 }
3059    
3060     /*
3061     * fix_weight(): Check recursively the weight of all players, and fix
3062     * what needs to be fixed. Refresh windows and fix speed if anything
3063     * was changed.
3064     */
3065    
3066 root 1.18 void
3067     fix_weight (void)
3068     {
3069 root 1.61 for_all_players (pl)
3070 root 1.18 {
3071     int old = pl->ob->carrying, sum = sum_weight (pl->ob);
3072    
3073     if (old == sum)
3074     continue;
3075 root 1.54 pl->ob->update_stats ();
3076 root 1.18 LOG (llevDebug, "Fixed inventory in %s (%d -> %d)\n", &pl->ob->name, old, sum);
3077     }
3078 elmex 1.1 }
3079    
3080 root 1.18 void
3081     fix_luck (void)
3082     {
3083 root 1.61 for_all_players (pl)
3084 root 1.52 if (!pl->ob->contr->ns->state)
3085 root 1.54 pl->ob->change_luck (0);
3086 elmex 1.1 }
3087    
3088     /* cast_dust() - handles op throwing objects of type 'DUST'.
3089     * This is much simpler in the new spell code - we basically
3090     * just treat this as any other spell casting object.
3091     */
3092 elmex 1.2 void
3093 root 1.18 cast_dust (object *op, object *throw_ob, int dir)
3094 elmex 1.2 {
3095     object *skop, *spob;
3096    
3097     skop = find_skill_by_name (op, throw_ob->skill);
3098    
3099     /* casting POTION 'dusts' is really a use_magic_item skill */
3100     if (op->type == PLAYER && throw_ob->type == POTION && !skop)
3101     {
3102 root 1.18 LOG (llevError, "Player %s lacks critical skill use_magic_item!\n", &op->name);
3103 elmex 1.2 return;
3104     }
3105    
3106     spob = throw_ob->inv;
3107    
3108     // elmex Tue Aug 15 17:19:46 CEST 2006: Added this check to
3109     // not pass NULL to cast_spell (which did indeed check itself, but
3110     // errors should be reported as early as possible IMHO)
3111     if (!spob)
3112     {
3113 root 1.18 LOG (llevError, "cast_dust: thrown object %s (by %s) had no spell in it!", &throw_ob->name, &op->name);
3114 elmex 1.2 return;
3115 elmex 1.1 }
3116    
3117 elmex 1.2 if (op->type == PLAYER)
3118 root 1.14 new_draw_info_format (NDI_UNIQUE, 0, op, "You cast %s.", &spob->name);
3119 elmex 1.2
3120     cast_spell (op, throw_ob, dir, spob, NULL);
3121    
3122 root 1.33 throw_ob->destroy ();
3123 elmex 1.1 }
3124    
3125 root 1.18 void
3126     make_visible (object *op)
3127     {
3128     op->hide = 0;
3129     op->invisible = 0;
3130     if (op->type == PLAYER)
3131     {
3132     op->contr->tmp_invis = 0;
3133     op->contr->invis_race = 0;
3134     }
3135     update_object (op, UP_OBJ_FACE);
3136     }
3137    
3138     int
3139     is_true_undead (object *op)
3140     {
3141     object *tmp = NULL;
3142    
3143     if (QUERY_FLAG (&op->arch->clone, FLAG_UNDEAD))
3144     return 1;
3145    
3146 elmex 1.1 return 0;
3147     }
3148    
3149     /* look at the surrounding terrain to determine
3150     * the hideability of this object. Positive levels
3151     * indicate greater hideability.
3152     */
3153    
3154 root 1.18 int
3155     hideability (object *ob)
3156     {
3157     int i, level = 0, mflag;
3158     sint16 x, y;
3159    
3160     if (!ob || !ob->map)
3161     return 0;
3162    
3163     /* so, on normal lighted maps, its hard to hide */
3164     level = ob->map->darkness - 2;
3165    
3166     /* this also picks up whether the object is glowing.
3167     * If you carry a light on a non-dark map, its not
3168     * as bad as carrying a light on a pitch dark map */
3169     if (has_carried_lights (ob))
3170     level = -(10 + (2 * ob->map->darkness));
3171    
3172     /* scan through all nearby squares for terrain to hide in */
3173     for (i = 0, x = ob->x, y = ob->y; i < 9; i++, x = ob->x + freearr_x[i], y = ob->y + freearr_y[i])
3174     {
3175     mflag = get_map_flags (ob->map, NULL, x, y, NULL, NULL);
3176     if (mflag & P_OUT_OF_MAP)
3177     {
3178     continue;
3179     }
3180     if (mflag & P_BLOCKSVIEW) /* something to hide near! */
3181     level += 2;
3182     else /* open terrain! */
3183     level -= 1;
3184 elmex 1.1 }
3185 root 1.18
3186 elmex 1.1 #if 0
3187 root 1.18 LOG (llevDebug, "hideability of %s is %d\n", ob->name, level);
3188 elmex 1.1 #endif
3189 root 1.18 return level;
3190 elmex 1.1 }
3191    
3192     /* For Hidden creatures - a chance of becoming 'unhidden'
3193     * every time they move - as we subtract off 'invisibility'
3194     * AND, for players, if they move into a ridiculously unhideable
3195     * spot (surrounded by clear terrain in broad daylight). -b.t.
3196     */
3197    
3198 root 1.18 void
3199     do_hidden_move (object *op)
3200     {
3201     int hide = 0, num = random_roll (0, 19, op, PREFER_LOW);
3202     object *skop;
3203    
3204     if (!op || !op->map)
3205     return;
3206    
3207     skop = find_obj_by_type_subtype (op, SKILL, SK_HIDING);
3208    
3209     /* its *extremely* hard to run and sneak/hide at the same time! */
3210     if (op->type == PLAYER && op->contr->run_on)
3211     {
3212     if (!skop || num >= skop->level)
3213     {
3214     new_draw_info (NDI_UNIQUE, 0, op, "You ran too much! You are no longer hidden!");
3215     make_visible (op);
3216     return;
3217     }
3218     else
3219     num += 20;
3220 elmex 1.1 }
3221 root 1.18 num += op->map->difficulty;
3222     hide = hideability (op); /* modify by terrain hidden level */
3223     num -= hide;
3224     if ((op->type == PLAYER && hide < -10) || ((op->invisible -= num) <= 0))
3225     {
3226     make_visible (op);
3227     if (op->type == PLAYER)
3228     new_draw_info (NDI_UNIQUE, 0, op, "You moved out of hiding! You are visible!");
3229 elmex 1.1 }
3230 root 1.18 else if (op->type == PLAYER && skop)
3231     {
3232     change_exp (op, calc_skill_exp (op, NULL, skop), skop->skill, 0);
3233 elmex 1.1 }
3234     }
3235    
3236     /* determine if who is standing near a hostile creature. */
3237    
3238 root 1.18 int
3239     stand_near_hostile (object *who)
3240     {
3241     object *tmp = NULL;
3242     int i, friendly = 0, player = 0, mflags;
3243 root 1.25 maptile *m;
3244 root 1.18 sint16 x, y;
3245    
3246     if (!who)
3247     return 0;
3248    
3249     if (who->type == PLAYER)
3250     player = 1;
3251    
3252     else
3253     friendly = QUERY_FLAG (who, FLAG_FRIENDLY);
3254    
3255     /* search adjacent squares */
3256     for (i = 1; i < 9; i++)
3257     {
3258     x = who->x + freearr_x[i];
3259     y = who->y + freearr_y[i];
3260     m = who->map;
3261     mflags = get_map_flags (m, &m, x, y, &x, &y);
3262     /* space must be blocked if there is a monster. If not
3263     * blocked, don't need to check this space.
3264     */
3265     if (mflags & P_OUT_OF_MAP)
3266     continue;
3267     if (OB_TYPE_MOVE_BLOCK (who, GET_MAP_MOVE_BLOCK (m, x, y)))
3268     continue;
3269    
3270 root 1.49 for (tmp = GET_MAP_OB (m, x, y); tmp; tmp = tmp->above)
3271 root 1.18 {
3272     if ((player ||friendly) &&QUERY_FLAG (tmp, FLAG_MONSTER) && !QUERY_FLAG (tmp, FLAG_UNAGGRESSIVE))
3273     return 1;
3274     else if (tmp->type == PLAYER)
3275     {
3276     /*don't let a hidden DM prevent you from hiding */
3277     if (!QUERY_FLAG (tmp, FLAG_WIZ) || tmp->contr->hidden == 0)
3278 root 1.11 return 1;
3279 root 1.18 }
3280 root 1.11 }
3281 elmex 1.1 }
3282 root 1.18 return 0;
3283 elmex 1.1 }
3284    
3285     /* check the player los field for viewability of the
3286     * object op. This function works fine for monsters,
3287     * but we dont worry if the object isnt the top one in
3288     * a pile (say a coin under a table would return "viewable"
3289     * by this routine). Another question, should we be
3290     * concerned with the direction the player is looking
3291     * in? Realistically, most of use cant see stuff behind
3292     * our backs...on the other hand, does the "facing" direction
3293     * imply the way your head, or body is facing? Its possible
3294     * for them to differ. Sigh, this fctn could get a bit more complex.
3295     * -b.t.
3296     * This function is now map tiling safe.
3297     */
3298    
3299 root 1.18 int
3300     player_can_view (object *pl, object *op)
3301     {
3302     rv_vector rv;
3303     int dx, dy;
3304    
3305     if (pl->type != PLAYER)
3306     {
3307     LOG (llevError, "player_can_view() called for non-player object\n");
3308     return -1;
3309 elmex 1.1 }
3310 root 1.18 if (!pl || !op)
3311 elmex 1.1 return 0;
3312 root 1.18
3313     if (op->head)
3314     {
3315     op = op->head;
3316     }
3317     get_rangevector (pl, op, &rv, 0x1);
3318    
3319     /* starting with the 'head' part, lets loop
3320     * through the object and find if it has any
3321     * part that is in the los array but isnt on
3322     * a blocked los square.
3323     * we use the archetype to figure out offsets.
3324     */
3325     while (op)
3326     {
3327     dx = rv.distance_x + op->arch->clone.x;
3328     dy = rv.distance_y + op->arch->clone.y;
3329    
3330     /* only the viewable area the player sees is updated by LOS
3331     * code, so we need to restrict ourselves to that range of values
3332     * for any meaningful values.
3333     */
3334 root 1.52 if (FABS (dx) <= (pl->contr->ns->mapx / 2) &&
3335     FABS (dy) <= (pl->contr->ns->mapy / 2) &&
3336     !pl->contr->blocked_los[dx + (pl->contr->ns->mapx / 2)][dy + (pl->contr->ns->mapy / 2)])
3337 root 1.18 return 1;
3338     op = op->more;
3339     }
3340     return 0;
3341 elmex 1.1 }
3342    
3343     /* routine for both players and monsters. We call this when
3344     * there is a possibility for our action distrubing our hiding
3345     * place or invisiblity spell. Artefact invisiblity is not
3346     * effected by this. If we arent invisible to begin with, we
3347     * return 0.
3348     */
3349 root 1.18 int
3350     action_makes_visible (object *op)
3351     {
3352    
3353     if (op->invisible && QUERY_FLAG (op, FLAG_ALIVE))
3354     {
3355     if (QUERY_FLAG (op, FLAG_MAKE_INVIS))
3356     return 0;
3357    
3358     if (op->contr && op->contr->tmp_invis == 0)
3359     return 0;
3360 elmex 1.1
3361 root 1.18 /* If monsters, they should become visible */
3362     if (op->hide || !op->contr || (op->contr && op->contr->tmp_invis))
3363     {
3364     new_draw_info_format (NDI_UNIQUE, 0, op, "You become %s!", op->hide ? "unhidden" : "visible");
3365     return 1;
3366 root 1.11 }
3367 elmex 1.1 }
3368 root 1.18 return 0;
3369 elmex 1.1 }
3370    
3371     /* op_on_battleground - checks if the given object op (usually
3372     * a player) is standing on a valid battleground-tile,
3373     * function returns TRUE/FALSE. If true x, y returns the battleground
3374     * -exit-coord. (and if x, y not NULL)
3375     * 19 March 2005 - josh@woosworld.net modifed to check if the battleground also has slaying, maxhp, and maxsp set
3376     * and if those are all set and the player has a marker that matches the slaying send them to a different x, y
3377     * Default is to do the same as before, so only people wanting to have different points need worry about this
3378     */
3379 root 1.18 int
3380     op_on_battleground (object *op, int *x, int *y)
3381     {
3382 elmex 1.1 object *tmp;
3383 root 1.18
3384 elmex 1.1 /* A battleground-tile needs the following attributes to be valid:
3385     * is_floor 1 (has to be the FIRST floor beneath the player's feet),
3386     * name="battleground", no_pick 1, type=58 (type BATTLEGROUND)
3387     * and the exit-coordinates sp/hp must both be > 0.
3388     * => The intention here is to prevent abuse of the battleground-
3389     * feature (like pickable or hidden battleground tiles). */
3390 root 1.18 for (tmp = op->below; tmp != NULL; tmp = tmp->below)
3391     {
3392     if (QUERY_FLAG (tmp, FLAG_IS_FLOOR))
3393     {
3394     if (QUERY_FLAG (tmp, FLAG_NO_PICK) &&
3395     strcmp (tmp->name, "battleground") == 0 && tmp->type == BATTLEGROUND && EXIT_X (tmp) && EXIT_Y (tmp))
3396     {
3397     /*before we assign the exit, check if this is a teambattle */
3398     if (EXIT_ALT_X (tmp) && EXIT_ALT_Y (tmp) && EXIT_PATH (tmp))
3399     {
3400     object *invtmp;
3401    
3402     for (invtmp = op->inv; invtmp != NULL; invtmp = invtmp->below)
3403     {
3404     if (invtmp->type == FORCE && invtmp->slaying && !strcmp (EXIT_PATH (tmp), invtmp->slaying))
3405     {
3406     if (x != NULL && y != NULL)
3407     *x = EXIT_ALT_X (tmp), *y = EXIT_ALT_Y (tmp);
3408     return 1;
3409     }
3410     }
3411     }
3412     if (x != NULL && y != NULL)
3413     *x = EXIT_X (tmp), *y = EXIT_Y (tmp);
3414     return 1;
3415     }
3416     }
3417 elmex 1.1 }
3418     /* If we got here, did not find a battleground */
3419     return 0;
3420     }
3421    
3422     /*
3423     * When a dragon-player gains a new stage of evolution,
3424     * he gets some treasure
3425     *
3426     * attributes:
3427     * object *who the dragon player
3428     * int atnr the attack-number of the ability focus
3429     * int level ability level
3430     */
3431 root 1.18 void
3432     dragon_ability_gain (object *who, int atnr, int level)
3433     {
3434     treasurelist *trlist = NULL; /* treasurelist */
3435     treasure *tr; /* treasure */
3436     object *tmp, *skop; /* tmp. object */
3437     object *item; /* treasure object */
3438     char buf[MAX_BUF]; /* tmp. string buffer */
3439     int i = 0, j = 0;
3440    
3441     /* get the appropriate treasurelist */
3442     if (atnr == ATNR_FIRE)
3443     trlist = find_treasurelist ("dragon_ability_fire");
3444     else if (atnr == ATNR_COLD)
3445     trlist = find_treasurelist ("dragon_ability_cold");
3446     else if (atnr == ATNR_ELECTRICITY)
3447     trlist = find_treasurelist ("dragon_ability_elec");
3448     else if (atnr == ATNR_POISON)
3449     trlist = find_treasurelist ("dragon_ability_poison");
3450    
3451     if (trlist == NULL || who->type != PLAYER)
3452     return;
3453    
3454     for (i = 0, tr = trlist->items; tr != NULL && i < level - 1; tr = tr->next, i++);
3455    
3456     if (tr == NULL || tr->item == NULL)
3457     {
3458     /* LOG(llevDebug, "-> no more treasure for %s\n", change_resist_msg[atnr]); */
3459     return;
3460 elmex 1.1 }
3461    
3462 root 1.18 /* everything seems okay - now bring on the gift: */
3463     item = &(tr->item->clone);
3464 elmex 1.1
3465 root 1.18 if (item->type == SPELL)
3466     {
3467     if (check_spell_known (who, item->name))
3468 root 1.11 return;
3469 root 1.18
3470     new_draw_info_format (NDI_UNIQUE | NDI_BLUE, 0, who, "You gained the ability of %s", &item->name);
3471     do_learn_spell (who, item, 0);
3472     return;
3473 elmex 1.1 }
3474    
3475 root 1.18 /* grant direct spell */
3476     if (item->type == SPELLBOOK)
3477     {
3478     if (!item->inv)
3479     {
3480     LOG (llevDebug, "dragon_ability_gain: Broken spellbook %s\n", &item->name);
3481     return;
3482     }
3483     if (check_spell_known (who, item->inv->name))
3484     return;
3485     if (item->invisible)
3486     {
3487     new_draw_info_format (NDI_UNIQUE | NDI_BLUE, 0, who, "You gained the ability of %s", &item->inv->name);
3488     do_learn_spell (who, item->inv, 0);
3489     return;
3490 root 1.11 }
3491 root 1.18 }
3492     else if (item->type == SKILL_TOOL && item->invisible)
3493     {
3494     if (item->subtype == SK_CLAWING && (skop = find_skill_by_name (who, item->skill)) != NULL)
3495     {
3496    
3497     /* should this perhaps be (skop->attackyp & item->attacktype)!=item->attacktype ...
3498     * in this way, if the player is missing any of the attacktypes, he gets
3499     * them. As it is now, if the player has any that match the granted skill,
3500     * but not all of them, he gets nothing.
3501     */
3502     if (!(skop->attacktype & item->attacktype))
3503     {
3504     /* Give new attacktype */
3505     skop->attacktype |= item->attacktype;
3506    
3507     /* always add physical if there's none */
3508     skop->attacktype |= AT_PHYSICAL;
3509    
3510     if (item->msg != NULL)
3511     new_draw_info (NDI_UNIQUE | NDI_BLUE, 0, who, item->msg);
3512    
3513     /* Give player new face */
3514     if (item->animation_id)
3515     {
3516     who->face = skop->face;
3517     who->animation_id = item->animation_id;
3518     who->anim_speed = item->anim_speed;
3519     who->last_anim = 0;
3520     who->state = 0;
3521     animate_object (who, who->direction);
3522     }
3523     }
3524 root 1.11 }
3525 elmex 1.1 }
3526 root 1.18 else if (item->type == FORCE)
3527     {
3528     /* forces in the treasurelist can alter the player's stats */
3529     object *skin;
3530 elmex 1.1
3531 root 1.18 /* first get the dragon skin force */
3532 root 1.52 shstr_cmp dragon_skin_force ("dragon_skin_force");
3533     for (skin = who->inv; skin && !(skin->arch->name == dragon_skin_force); skin = skin->below)
3534     ;
3535    
3536     if (!skin)
3537 root 1.18 return;
3538    
3539     /* adding new spellpath attunements */
3540     if (item->path_attuned > 0 && !(skin->path_attuned & item->path_attuned))
3541     {
3542     skin->path_attuned |= item->path_attuned; /* add attunement to skin */
3543    
3544     /* print message */
3545     sprintf (buf, "You feel attuned to ");
3546     for (i = 0, j = 0; i < NRSPELLPATHS; i++)
3547     {
3548     if (item->path_attuned & (1 << i))
3549     {
3550     if (j)
3551     strcat (buf, " and ");
3552     else
3553     j = 1;
3554     strcat (buf, spellpathnames[i]);
3555     }
3556     }
3557     strcat (buf, ".");
3558     new_draw_info (NDI_UNIQUE | NDI_BLUE, 0, who, buf);
3559     }
3560    
3561     /* evtl. adding flags: */
3562     if (QUERY_FLAG (item, FLAG_XRAYS))
3563     SET_FLAG (skin, FLAG_XRAYS);
3564     if (QUERY_FLAG (item, FLAG_STEALTH))
3565     SET_FLAG (skin, FLAG_STEALTH);
3566     if (QUERY_FLAG (item, FLAG_SEE_IN_DARK))
3567     SET_FLAG (skin, FLAG_SEE_IN_DARK);
3568    
3569     /* print message if there is one */
3570     if (item->msg != NULL)
3571     new_draw_info (NDI_UNIQUE | NDI_BLUE, 0, who, item->msg);
3572     }
3573     else
3574     {
3575     /* generate misc. treasure */
3576     tmp = arch_to_object (tr->item);
3577     new_draw_info_format (NDI_UNIQUE | NDI_BLUE, 0, who, "You gained %s", query_short_name (tmp));
3578     tmp = insert_ob_in_ob (tmp, who);
3579     if (who->type == PLAYER)
3580     esrv_send_item (who, tmp);
3581 elmex 1.1 }
3582     }
3583    
3584     /**
3585     * Unready an object for a player. This function does nothing if the object was
3586     * not readied.
3587     */
3588 root 1.18 void
3589     player_unready_range_ob (player *pl, object *ob)
3590     {
3591     rangetype i;
3592 elmex 1.1
3593 root 1.18 for (i = (rangetype) 0; i < range_size; i = (rangetype) ((int) i + 1))
3594     {
3595     if (pl->ranges[i] == ob)
3596     {
3597     pl->ranges[i] = NULL;
3598     if (pl->shoottype == i)
3599     {
3600     pl->shoottype = range_none;
3601 elmex 1.1 }
3602     }
3603     }
3604     }