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Revision: 1.62
Committed: Mon Dec 25 11:25:49 2006 UTC (17 years, 5 months ago) by root
Content type: text/plain
Branch: MAIN
Changes since 1.61: +25 -5 lines
Log Message:
- small, but subtle, rewrite of object management
- perl will now keep attachable objects alive
- objects are now refcounted
- refcouts need to be tested explicitly (refcnt_chk)
- explicit destroy is required current
- explicit destroy asks "nicely" for the object to self destruct, if possible
- refcounts will be used during mortal killing
- minor bugfixes, optimisations etc.
- some former hacks removed.

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 1.62 void
253     player::disconnect ()
254     {
255     if (!ns)
256     return;
257    
258     //TODO: don't be so harsh and destroy :)
259     destroy ();
260    
261     ns->pl = 0;
262     ns = 0;
263     }
264    
265 root 1.54 // the need for this function can be explained
266     // by load_object not returning the object
267     void
268     player::set_object (object *op)
269     {
270     ob = op;
271     ob->contr = this; /* this aren't yet in archetype */
272 root 1.15
273 root 1.54 ob->speed_left = 0.5;
274     ob->speed = 1.0;
275     ob->direction = 5; /* So player faces south */
276     ob->stats.wc = 2;
277     ob->run_away = 25; /* Then we panick... */
278 root 1.15
279 root 1.54 set_first_map (ob);
280 root 1.15
281 root 1.54 ob->roll_stats ();
282     }
283 root 1.15
284 root 1.54 player::player ()
285     {
286     /* There are some elements we want initialized to non zero value -
287     * we deal with that below this point.
288     */
289     outputs_sync = 16; /* Every 2 seconds */
290     outputs_count = 8; /* Keeps present behaviour */
291     unapply = unapply_nochoice;
292    
293     assign (savebed_map, first_map_path); /* Init. respawn position */
294    
295     gen_sp_armour = 10;
296     last_speed = -1;
297     shoottype = range_none;
298     bowtype = bow_normal;
299     petmode = pet_normal;
300     listening = 10;
301     usekeys = containers;
302     last_weapon_sp = -1;
303     peaceful = 1; /* default peaceful */
304     do_los = 1;
305 root 1.15
306     /* we need to clear these to -1 and not zero - otherwise,
307     * if a player quits and starts a new character, we wont
308     * send new values to the client, as things like exp start
309     * at zero.
310     */
311 root 1.54 for (int i = 0; i < NUM_SKILLS; i++)
312     last_skill_exp[i] = -1;
313    
314     for (int i = 0; i < NROFATTACKS; i++)
315     last_resist[i] = -1;
316    
317     last_stats.exp = -1;
318     last_weight = (uint32) - 1;
319     }
320    
321 root 1.62 void
322     player::do_destroy ()
323 root 1.54 {
324 root 1.62 attachable::do_destroy ();
325    
326     disconnect ();
327    
328 root 1.54 terminate_all_pets (ob);
329    
330     if (first_player != this)
331 root 1.15 {
332 root 1.54 player *prev = first_player;
333    
334     while (prev && prev->next && prev->next != this)
335     prev = prev->next;
336 root 1.38
337 root 1.54 if (prev->next != this)
338     {
339     LOG (llevError, "Free_player: Can't find previous player.\n");
340     abort ();
341     }
342 root 1.38
343 root 1.54 prev->next = next;
344     }
345     else
346     first_player = next;
347 root 1.15
348 root 1.54 if (ob)
349 root 1.62 ob->destroy (true);
350 root 1.38
351 root 1.54 if (ns)
352     {
353     ns->send_packet ("goodbye");
354     ns->flush ();
355     ns->pl = 0;
356     ns->destroy ();
357     }
358 elmex 1.1
359 root 1.62 attachable::do_destroy ();
360     }
361    
362     player::~player ()
363     {
364 root 1.54 /* Clear item stack */
365     free (stack_items);
366 elmex 1.1 }
367    
368 root 1.54 /* Tries to add player on the connection passed in ns.
369 elmex 1.1 * All we can really get in this is some settings like host and display
370     * mode.
371     */
372 root 1.54 player *
373     player::create ()
374 root 1.18 {
375 root 1.54 player *pl = new player;
376 root 1.38
377 root 1.54 pl->set_object (arch_to_object (get_player_archetype (0)));
378 root 1.26
379 root 1.54 return pl;
380 elmex 1.1 }
381    
382     /*
383     * get_player_archetype() return next player archetype from archetype
384     * list. Not very efficient routine, but used only creating new players.
385     * Note: there MUST be at least one player archetype!
386     */
387 root 1.18 archetype *
388     get_player_archetype (archetype *at)
389 elmex 1.1 {
390 root 1.18 archetype *start = at;
391    
392     for (;;)
393     {
394     if (at == NULL || at->next == NULL)
395     at = first_archetype;
396     else
397     at = at->next;
398 root 1.46
399 root 1.18 if (at->clone.type == PLAYER)
400     return at;
401 root 1.46
402 root 1.18 if (at == start)
403     {
404     LOG (llevError, "No Player archetypes\n");
405     exit (-1);
406 root 1.11 }
407 elmex 1.1 }
408     }
409    
410 root 1.18 object *
411     get_nearest_player (object *mon)
412     {
413     object *op = NULL;
414     objectlink *ol;
415     unsigned lastdist;
416     rv_vector rv;
417    
418     for (ol = first_friendly_object, lastdist = 1000; ol != NULL; ol = ol->next)
419     {
420     /* We should not find free objects on this friendly list, but it
421     * does periodically happen. Given that, lets deal with it.
422     * While unlikely, it is possible the next object on the friendly
423     * list is also free, so encapsulate this in a while loop.
424     */
425     while (QUERY_FLAG (ol->ob, FLAG_FREED) || !QUERY_FLAG (ol->ob, FLAG_FRIENDLY))
426     {
427     object *tmp = ol->ob;
428    
429     /* Can't do much more other than log the fact, because the object
430     * itself will have been cleared.
431     */
432     LOG (llevDebug, "get_nearest_player: Found free/non friendly object on friendly list\n");
433     ol = ol->next;
434     remove_friendly_object (tmp);
435     if (!ol)
436     return op;
437     }
438 root 1.11
439 root 1.18 /* Remove special check for player from this. First, it looks to cause
440     * some crashes (ol->ob->contr not set properly?), but secondly, a more
441     * complicated method of state checking would be needed in any case -
442     * as it was, a clever player could type quit, and the function would
443     * skip them over while waiting for confirmation. Remove
444     * on_same_map check, as can_detect_enemy also does this
445     */
446     if (!can_detect_enemy (mon, ol->ob, &rv))
447     continue;
448 root 1.11
449 root 1.18 if (lastdist > rv.distance)
450     {
451     op = ol->ob;
452     lastdist = rv.distance;
453 root 1.11 }
454 elmex 1.1 }
455 root 1.61
456     for_all_players (pl)
457     if (can_detect_enemy (mon, pl->ob, &rv))
458     if (lastdist > rv.distance)
459 root 1.18 {
460 root 1.61 op = pl->ob;
461     lastdist = rv.distance;
462     }
463 elmex 1.1
464     #if 0
465 root 1.18 LOG (llevDebug, "get_nearest_player() finds player: %s\n", op ? &op->name : "(null)");
466 elmex 1.1 #endif
467 root 1.18 return op;
468 elmex 1.1 }
469    
470     /* I believe this can safely go to 2, 3 is questionable, 4 will likely
471     * result in a monster paths backtracking. It basically determines how large a
472     * detour a monster will take from the direction path when looking
473     * for a path to the player. The values are in the amount of direction
474     * the deviation is
475     */
476     #define DETOUR_AMOUNT 2
477    
478     /* This is used to prevent infinite loops. Consider a case where the
479     * player is in a chamber (with gate closed), and monsters are outside.
480     * with DETOUR_AMOUNT==2, the function will turn each corner, trying to
481     * find a path into the chamber. This is a good thing, but since there
482     * is no real path, it will just keep circling the chamber for
483     * ever (this could be a nice effect for monsters, but not for the function
484     * to get stuck in. I think for the monsters, if max is reached and
485     * we return the first direction the creature could move would result in the
486     * circling behaviour. Unfortunately, this function is also used to determined
487     * if the creature should cast a spell, so returning a direction in that case
488     * is probably not a good thing.
489     */
490     #define MAX_SPACES 50
491    
492     /*
493     * Returns the direction to the player, if valid. Returns 0 otherwise.
494     * modified to verify there is a path to the player. Does this by stepping towards
495     * player and if path is blocked then see if blockage is close enough to player that
496     * direction to player is changed (ie zig or zag). Continue zig zag until either
497     * reach player or path is blocked. Thus, will only return true if there is a free
498     * path to player. Though path may not be a straight line. Note that it will find
499     * player hiding along a corridor at right angles to the corridor with the monster.
500     *
501     * Modified by MSW 2001-08-06 to handle tiled maps. Various notes:
502     * 1) With DETOUR_AMOUNT being 2, it should still go and find players hiding
503     * down corriders.
504     * 2) I think the old code was broken if the first direction the monster
505     * should move was blocked - the code would store the first direction without
506     * verifying that the player can actually move in that direction. The new
507     * code does not store anything in firstdir until we have verified that the
508     * monster can in fact move one space in that direction.
509     * 3) I'm not sure how good this code will be for moving multipart monsters,
510     * since only simple checks to blocked are being called, which could mean the monster
511     * is blocking itself.
512     */
513 root 1.18 int
514     path_to_player (object *mon, object *pl, unsigned mindiff)
515     {
516     rv_vector rv;
517     sint16 x, y;
518     int lastx, lasty, dir, i, diff, firstdir = 0, lastdir, max = MAX_SPACES, mflags, blocked;
519 root 1.25 maptile *m, *lastmap;
520 root 1.18
521     get_rangevector (mon, pl, &rv, 0);
522    
523     if (rv.distance < mindiff)
524     return 0;
525    
526     x = mon->x;
527     y = mon->y;
528     m = mon->map;
529     dir = rv.direction;
530     lastdir = firstdir = rv.direction; /* perhaps we stand next to pl, init firstdir too */
531     diff = FABS (rv.distance_x) > FABS (rv.distance_y) ? FABS (rv.distance_x) : FABS (rv.distance_y);
532     /* If we can't solve it within the search distance, return now. */
533     if (diff > max)
534     return 0;
535     while (diff > 1 && max > 0)
536     {
537     lastx = x;
538     lasty = y;
539     lastmap = m;
540     x = lastx + freearr_x[dir];
541     y = lasty + freearr_y[dir];
542    
543     mflags = get_map_flags (m, &m, x, y, &x, &y);
544     blocked = (mflags & P_OUT_OF_MAP) ? MOVE_ALL : GET_MAP_MOVE_BLOCK (m, x, y);
545    
546     /* Space is blocked - try changing direction a little */
547     if ((mflags & P_OUT_OF_MAP) || ((OB_TYPE_MOVE_BLOCK (mon, blocked) || (mflags & P_BLOCKSVIEW))
548     && (m == mon->map && blocked_link (mon, m, x, y))))
549     {
550     /* recalculate direction from last good location. Possible
551     * we were not traversing ideal location before.
552     */
553     get_rangevector_from_mapcoord (lastmap, lastx, lasty, pl, &rv, 0);
554     if (rv.direction != dir)
555     {
556     /* OK - says direction should be different - lets reset the
557     * the values so it will try again.
558     */
559     x = lastx;
560     y = lasty;
561     m = lastmap;
562     dir = firstdir = rv.direction;
563     }
564     else
565     {
566     /* direct path is blocked - try taking a side step to
567     * either the left or right.
568     * Note increase the values in the loop below to be
569     * more than -1/1 respectively will mean the monster takes
570     * bigger detour. Have to be careful about these values getting
571     * too big (3 or maybe 4 or higher) as the monster may just try
572     * stepping back and forth
573     */
574     for (i = -DETOUR_AMOUNT; i <= DETOUR_AMOUNT; i++)
575     {
576     if (i == 0)
577     continue; /* already did this, so skip it */
578     /* Use lastdir here - otherwise,
579     * since the direction that the creature should move in
580     * may change, you could get infinite loops.
581     * ie, player is northwest, but monster can only
582     * move west, so it does that. It goes some distance,
583     * gets blocked, finds that it should move north,
584     * can't do that, but now finds it can move east, and
585     * gets back to its original point. lastdir contains
586     * the last direction the creature has successfully
587     * moved.
588     */
589    
590     x = lastx + freearr_x[absdir (lastdir + i)];
591     y = lasty + freearr_y[absdir (lastdir + i)];
592     m = lastmap;
593     mflags = get_map_flags (m, &m, x, y, &x, &y);
594     if (mflags & P_OUT_OF_MAP)
595     continue;
596     blocked = GET_MAP_MOVE_BLOCK (m, x, y);
597     if (OB_TYPE_MOVE_BLOCK (mon, blocked))
598     continue;
599     if (mflags & P_BLOCKSVIEW)
600     continue;
601    
602     if (m == mon->map && blocked_link (mon, m, x, y))
603     break;
604     }
605     /* go through entire loop without finding a valid
606     * sidestep to take - thus, no valid path.
607     */
608     if (i == (DETOUR_AMOUNT + 1))
609     return 0;
610     diff--;
611     lastdir = dir;
612     max--;
613     if (!firstdir)
614     firstdir = dir + i;
615     } /* else check alternate directions */
616     } /* if blocked */
617     else
618     {
619     /* we moved towards creature, so diff is less */
620     diff--;
621     max--;
622     lastdir = dir;
623     if (!firstdir)
624     firstdir = dir;
625     }
626     if (diff <= 1)
627     {
628     /* Recalculate diff (distance) because we may not have actually
629     * headed toward player for entire distance.
630     */
631     get_rangevector_from_mapcoord (m, x, y, pl, &rv, 0);
632     diff = FABS (rv.distance_x) > FABS (rv.distance_y) ? FABS (rv.distance_x) : FABS (rv.distance_y);
633     }
634     if (diff > max)
635     return 0;
636     }
637     /* If we reached the max, didn't find a direction in time */
638     if (!max)
639     return 0;
640    
641     return firstdir;
642     }
643    
644     void
645     give_initial_items (object *pl, treasurelist * items)
646     {
647     object *op, *next = NULL;
648    
649     if (pl->randomitems != NULL)
650     create_treasure (items, pl, GT_STARTEQUIP | GT_ONLY_GOOD, 1, 0);
651    
652     for (op = pl->inv; op; op = next)
653     {
654     next = op->below;
655    
656     /* Forces get applied per default, unless they have the
657     * flag "neutral" set. Sorry but I can't think of a better way
658     */
659     if (op->type == FORCE && !QUERY_FLAG (op, FLAG_NEUTRAL))
660     SET_FLAG (op, FLAG_APPLIED);
661    
662     /* we never give weapons/armour if these cannot be used
663     * by this player due to race restrictions
664     */
665     if (pl->type == PLAYER)
666     {
667     if ((!QUERY_FLAG (pl, FLAG_USE_ARMOUR) &&
668     (op->type == ARMOUR || op->type == BOOTS ||
669     op->type == CLOAK || op->type == HELMET ||
670     op->type == SHIELD || op->type == GLOVES ||
671     op->type == BRACERS || op->type == GIRDLE)) || (!QUERY_FLAG (pl, FLAG_USE_WEAPON) && op->type == WEAPON))
672     {
673 root 1.33 op->destroy ();
674 root 1.18 continue;
675     }
676 root 1.11 }
677    
678 root 1.18 /* This really needs to be better - we should really give
679     * a substitute spellbook. The problem is that we don't really
680     * have a good idea what to replace it with (need something like
681     * a first level treasurelist for each skill.)
682     * remove duplicate skills also
683     */
684     if (op->type == SPELLBOOK || op->type == SKILL)
685     {
686     object *tmp;
687 elmex 1.1
688 root 1.18 for (tmp = op->below; tmp; tmp = tmp->below)
689     if (tmp->type == op->type && tmp->name == op->name)
690     break;
691 root 1.11
692 root 1.18 if (tmp)
693     {
694 root 1.33 op->destroy ();
695 root 1.18 LOG (llevError, "give_initial_items: Removing duplicate object %s\n", &tmp->name);
696     continue;
697 root 1.11 }
698 root 1.33
699 root 1.18 if (op->nrof > 1)
700     op->nrof = 1;
701 root 1.11 }
702 elmex 1.1
703 root 1.18 if (op->type == SPELLBOOK && op->inv)
704     {
705     CLEAR_FLAG (op->inv, FLAG_STARTEQUIP);
706 root 1.11 }
707    
708 root 1.18 /* Give starting characters identified, uncursed, and undamned
709     * items. Just don't identify gold or silver, or it won't be
710     * merged properly.
711     */
712     if (need_identify (op))
713     {
714     SET_FLAG (op, FLAG_IDENTIFIED);
715     CLEAR_FLAG (op, FLAG_CURSED);
716     CLEAR_FLAG (op, FLAG_DAMNED);
717     }
718     if (op->type == SPELL)
719     {
720 root 1.33 op->destroy ();
721 root 1.18 continue;
722     }
723     else if (op->type == SKILL)
724     {
725     SET_FLAG (op, FLAG_CAN_USE_SKILL);
726     op->stats.exp = 0;
727     op->level = 1;
728 root 1.11 }
729 root 1.18 /* lock all 'normal items by default */
730     else
731     SET_FLAG (op, FLAG_INV_LOCKED);
732     } /* for loop of objects in player inv */
733    
734     /* Need to set up the skill pointers */
735     link_player_skills (pl);
736     }
737    
738     void
739     get_party_password (object *op, partylist *party)
740     {
741     if (party == NULL)
742     {
743     LOG (llevError, "get_party_password(): tried to make player %s join a NULL party", &op->name);
744     return;
745 elmex 1.1 }
746 root 1.54
747 root 1.18 op->contr->write_buf[0] = '\0';
748 root 1.52 op->contr->ns->state = ST_GET_PARTY_PASSWORD;
749 root 1.18 op->contr->party_to_join = party;
750 root 1.52 send_query (op->contr->ns, CS_QUERY_HIDEINPUT, "What is the password?\n:");
751 elmex 1.1 }
752    
753     /* This rolls four 1-6 rolls and sums the best 3 of the 4. */
754 root 1.54 static int
755 root 1.18 roll_stat (void)
756     {
757     int a[4], i, j, k;
758    
759     for (i = 0; i < 4; i++)
760     a[i] = (int) RANDOM () % 6 + 1;
761    
762     for (i = 0, j = 0, k = 7; i < 4; i++)
763     if (a[i] < k)
764     k = a[i], j = i;
765    
766     for (i = 0, k = 0; i < 4; i++)
767 root 1.54 if (i != j)
768     k += a[i];
769    
770 root 1.18 return k;
771     }
772    
773     void
774 root 1.54 object::roll_stats ()
775 root 1.18 {
776 root 1.54 int statsort [7];
777 root 1.18
778 root 1.54 for (;;)
779 root 1.18 {
780 root 1.54 int sum = 0;
781     for (int i = 7; i--; )
782     sum += statsort [i] = roll_stat ();
783    
784     if (sum >= 82 && sum <= 116)
785     break;
786 root 1.18 }
787    
788 root 1.54 // Sort the stats so that rerolling is easier...
789     std::sort (statsort, statsort + 7, std::greater<int>());
790 root 1.18
791 root 1.54 stats.Str = statsort[0];
792     stats.Dex = statsort[1];
793     stats.Con = statsort[2];
794     stats.Int = statsort[3];
795     stats.Wis = statsort[4];
796     stats.Pow = statsort[5];
797     stats.Cha = statsort[6];
798 root 1.18
799 root 1.54 stats.exp = 0;
800     stats.ac = 0;
801 root 1.18
802 root 1.54 stats.hp = stats.maxhp;
803     stats.sp = stats.maxsp;
804     stats.grace = stats.maxgrace;
805 root 1.18
806 root 1.54 if (contr)
807     {
808     contr->levhp[1] = 9;
809     contr->levsp[1] = 6;
810     contr->levgrace[1] = 3;
811 root 1.18
812 root 1.54 contr->orig_stats = stats;
813     }
814 root 1.18 }
815    
816     void
817 root 1.54 object::swap_stats (int a, int b)
818 root 1.18 {
819 root 1.54 int tmp = get_attr_value (&contr->orig_stats, a);
820     set_attr_value (&contr->orig_stats, a, get_attr_value (&contr->orig_stats, b));
821     set_attr_value (&contr->orig_stats, b, tmp);
822 elmex 1.1
823 root 1.54 stats.Str = contr->orig_stats.Str;
824     stats.Dex = contr->orig_stats.Dex;
825     stats.Con = contr->orig_stats.Con;
826     stats.Int = contr->orig_stats.Int;
827     stats.Wis = contr->orig_stats.Wis;
828     stats.Pow = contr->orig_stats.Pow;
829     stats.Cha = contr->orig_stats.Cha;
830 elmex 1.1
831 root 1.54 //TODO: the following code looks so borked and should, at the very least,
832     // be merged with the similar code in roll_stats
833     stats.ac = 0;
834 elmex 1.1
835 root 1.54 level = 1;
836     stats.exp = 0;
837     stats.ac = 0;
838 elmex 1.1
839 root 1.54 stats.hp = stats.maxhp;
840     stats.sp = stats.maxsp;
841     stats.grace = stats.maxgrace;
842 elmex 1.1
843 root 1.54 if (contr)
844 root 1.18 {
845 root 1.54 contr->levhp[1] = 9;
846     contr->levsp[1] = 6;
847     contr->levgrace[1] = 3;
848 root 1.18
849 root 1.54 contr->orig_stats = stats;
850 elmex 1.1 }
851     }
852    
853     /* This function takes the key that is passed, and does the
854     * appropriate action with it (change race, or other things).
855     * The function name is for historical reasons - now we have
856     * separate race and class; this actually changes the RACE,
857     * not the class.
858     */
859 root 1.18 int
860     key_change_class (object *op, char key)
861 elmex 1.1 {
862 root 1.18 int tmp_loop;
863 elmex 1.1
864 root 1.18 if (key == 'd' || key == 'D')
865     {
866     char buf[MAX_BUF];
867 elmex 1.1
868 root 1.18 /* this must before then initial items are given */
869     esrv_new_player (op->contr, op->weight + op->carrying);
870 elmex 1.36
871     treasurelist *tl = find_treasurelist ("starting_wealth");
872     if (tl)
873     create_treasure (tl, op, 0, 0, 0);
874 elmex 1.1
875 root 1.18 INVOKE_PLAYER (BIRTH, op->contr);
876     INVOKE_PLAYER (LOGIN, op->contr);
877 elmex 1.1
878 root 1.52 op->contr->ns->state = ST_PLAYING;
879 root 1.11
880 root 1.18 if (op->msg)
881     op->msg = NULL;
882 elmex 1.1
883 root 1.18 /* We create this now because some of the unique maps will need it
884     * to save here.
885     */
886     sprintf (buf, "%s/%s/%s", settings.localdir, settings.playerdir, &op->name);
887     make_path_to_file (buf);
888 elmex 1.1
889     #ifdef AUTOSAVE
890 root 1.18 op->contr->last_save_tick = pticks;
891 elmex 1.1 #endif
892 root 1.18 start_info (op);
893     CLEAR_FLAG (op, FLAG_WIZ);
894     give_initial_items (op, op->randomitems);
895     link_player_skills (op);
896     esrv_send_inventory (op, op);
897 root 1.54 op->update_stats ();
898 elmex 1.1
899 root 1.18 /* This moves the player to a different start map, if there
900     * is one for this race
901     */
902     if (*first_map_ext_path)
903     {
904     object *tmp;
905     char mapname[MAX_BUF];
906    
907     snprintf (mapname, MAX_BUF - 1, "%s/%s", first_map_ext_path, &op->arch->name);
908 root 1.33 tmp = object::create ();
909 root 1.18 EXIT_PATH (tmp) = mapname;
910     EXIT_X (tmp) = op->x;
911     EXIT_Y (tmp) = op->y;
912     enter_exit (op, tmp); /* we don't really care if it succeeded;
913 elmex 1.1 * if the map isn't there, then stay on the
914     * default initial map */
915 root 1.33 tmp->destroy ();
916 elmex 1.1 }
917 root 1.18 else
918 root 1.46 LOG (llevDebug, "first_map_ext_path not set\n");
919    
920 root 1.18 return 0;
921 elmex 1.1 }
922    
923 root 1.18 /* Following actually changes the race - this is the default command
924     * if we don't match with one of the options above.
925     */
926    
927     tmp_loop = 0;
928     while (!tmp_loop)
929     {
930     shstr name = op->name;
931     int x = op->x, y = op->y;
932    
933 root 1.54 op->remove_statbonus ();
934 root 1.32 op->remove ();
935 root 1.18 op->arch = get_player_archetype (op->arch);
936 root 1.33 op->arch->clone.copy_to (op);
937 root 1.18 op->instantiate ();
938     op->stats = op->contr->orig_stats;
939     op->name = op->name_pl = name;
940     op->x = x;
941     op->y = y;
942     SET_ANIMATION (op, 2); /* So player faces south */
943     insert_ob_in_map (op, op->map, op, 0);
944 root 1.21 assign (op->contr->title, op->arch->clone.name);
945 root 1.54 op->add_statbonus ();
946 root 1.18 tmp_loop = allowed_class (op);
947     }
948 root 1.19
949 root 1.18 update_object (op, UP_OBJ_FACE);
950     esrv_update_item (UPD_FACE, op, op);
951 root 1.54 op->update_stats ();
952 root 1.18 op->stats.hp = op->stats.maxhp;
953     op->stats.sp = op->stats.maxsp;
954     op->stats.grace = 0;
955 root 1.21
956 root 1.18 if (op->msg)
957     new_draw_info (NDI_BLUE, 0, op, op->msg);
958 root 1.21
959 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");
960 root 1.18 return 0;
961 elmex 1.1 }
962    
963 root 1.18 int
964     key_confirm_quit (object *op, char key)
965 elmex 1.1 {
966 root 1.18 if (key != 'y' && key != 'Y' && key != 'q' && key != 'Q')
967     {
968 root 1.52 op->contr->ns->state = ST_PLAYING;
969 root 1.18 new_draw_info (NDI_UNIQUE, 0, op, "OK, continuing to play.");
970     return 1;
971 elmex 1.1 }
972    
973 root 1.18 INVOKE_PLAYER (LOGOUT, op->contr);
974     INVOKE_PLAYER (QUIT, op->contr);
975 root 1.3
976 root 1.18 terminate_all_pets (op);
977     leave_map (op);
978     op->direction = 0;
979     new_draw_info_format (NDI_UNIQUE | NDI_ALL, 5, NULL, "%s quits the game.", &op->name);
980    
981     strcpy (op->contr->killer, "quit");
982     check_score (op);
983 root 1.54 op->contr->party = 0;
984     op->contr->own_title[0] = '\0';
985    
986     object_ptr ob = op;
987 root 1.18
988 root 1.54 delete ob->contr;
989    
990     /* We need to hunt for any per player unique maps in memory and
991     * get rid of them. The trailing slash in the path is intentional,
992     * so that players named 'Ab' won't match against players 'Abe' pathname
993     */
994     char buf[MAX_BUF];
995     sprintf (buf, "%s/%s/%s/", settings.localdir, settings.playerdir, &op->name);
996    
997     for (maptile *next, *mp = first_map; mp; mp = next)
998 root 1.18 {
999 root 1.54 next = mp->next;
1000 root 1.18
1001 root 1.54 if (!strncmp (mp->path, buf, strlen (buf)))
1002     delete_map (mp);
1003     }
1004 root 1.18
1005 root 1.54 delete_character (ob->name, 1);
1006 root 1.19
1007 root 1.18 return 1;
1008 elmex 1.1 }
1009    
1010 root 1.18 void
1011     flee_player (object *op)
1012     {
1013     int dir, diff;
1014     rv_vector rv;
1015    
1016     if (op->stats.hp < 0)
1017     {
1018     LOG (llevDebug, "Fleeing player is dead.\n");
1019     CLEAR_FLAG (op, FLAG_SCARED);
1020     return;
1021 elmex 1.1 }
1022    
1023 root 1.18 if (op->enemy == NULL)
1024     {
1025     LOG (llevDebug, "Fleeing player had no enemy.\n");
1026     CLEAR_FLAG (op, FLAG_SCARED);
1027     return;
1028 elmex 1.1 }
1029    
1030 root 1.18 /* Seen some crashes here. Since we don't store an
1031     * op->enemy_count, it is possible that something destroys the
1032     * actual enemy, and the object is recycled.
1033     */
1034     if (op->enemy->map == NULL)
1035     {
1036     CLEAR_FLAG (op, FLAG_SCARED);
1037     op->enemy = NULL;
1038     return;
1039 elmex 1.1 }
1040    
1041 root 1.18 if (!(random_roll (0, 4, op, PREFER_LOW)) && did_make_save (op, op->level, 0))
1042     {
1043     op->enemy = NULL;
1044     CLEAR_FLAG (op, FLAG_SCARED);
1045     return;
1046 elmex 1.1 }
1047 root 1.49
1048 root 1.18 get_rangevector (op, op->enemy, &rv, 0);
1049    
1050     dir = absdir (4 + rv.direction);
1051     for (diff = 0; diff < 3; diff++)
1052     {
1053     int m = 1 - (RANDOM () & 2);
1054 elmex 1.1
1055 root 1.18 if (move_ob (op, absdir (dir + diff * m), op) || (diff == 0 && move_ob (op, absdir (dir - diff * m), op)))
1056 root 1.49 return;
1057 elmex 1.1 }
1058 root 1.49
1059 root 1.18 /* Cornered, get rid of scared */
1060     CLEAR_FLAG (op, FLAG_SCARED);
1061     op->enemy = NULL;
1062 elmex 1.1 }
1063    
1064    
1065     /* check_pick sees if there is stuff to be picked up/picks up stuff.
1066     * IT returns 1 if the player should keep on moving, 0 if he should
1067     * stop.
1068     */
1069 root 1.18 int
1070     check_pick (object *op)
1071     {
1072 elmex 1.1 object *tmp, *next;
1073     int stop = 0;
1074     int j, k, wvratio;
1075     char putstring[128], tmpstr[16];
1076    
1077     /* if you're flying, you cna't pick up anything */
1078     if (op->move_type & MOVE_FLYING)
1079     return 1;
1080    
1081     next = op->below;
1082    
1083     /* loop while there are items on the floor that are not marked as
1084     * destroyed */
1085 root 1.24 while (next && !next->destroyed ())
1086 root 1.18 {
1087     tmp = next;
1088     next = tmp->below;
1089 elmex 1.1
1090 root 1.24 if (op->destroyed ())
1091 elmex 1.1 return 0;
1092    
1093 root 1.18 if (!can_pick (op, tmp))
1094     continue;
1095 elmex 1.1
1096 root 1.18 if (op->contr->search_str[0] != '\0' && settings.search_items == TRUE)
1097     {
1098     if (item_matched_string (op, tmp, op->contr->search_str))
1099     pick_up (op, tmp);
1100     continue;
1101 root 1.11 }
1102    
1103 root 1.18 /* high not bit set? We're using the old autopickup model */
1104     if (!(op->contr->mode & PU_NEWMODE))
1105 root 1.11 {
1106 root 1.18 switch (op->contr->mode)
1107 root 1.11 {
1108 root 1.20 case 0:
1109     return 1; /* don't pick up */
1110     case 1:
1111     pick_up (op, tmp);
1112     return 1;
1113     case 2:
1114     pick_up (op, tmp);
1115     return 0;
1116     case 3:
1117     return 0; /* stop before pickup */
1118     case 4:
1119     pick_up (op, tmp);
1120     break;
1121     case 5:
1122     pick_up (op, tmp);
1123     stop = 1;
1124     break;
1125     case 6:
1126     if (QUERY_FLAG (tmp, FLAG_KNOWN_MAGICAL) && !QUERY_FLAG (tmp, FLAG_KNOWN_CURSED))
1127 root 1.18 pick_up (op, tmp);
1128 root 1.20 break;
1129    
1130     case 7:
1131     if (tmp->type == MONEY || tmp->type == GEM)
1132 root 1.18 pick_up (op, tmp);
1133 root 1.20 break;
1134    
1135     default:
1136     /* use value density */
1137     if (!QUERY_FLAG (tmp, FLAG_UNPAID)
1138     && (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1))) >= op->contr->mode)
1139 root 1.18 pick_up (op, tmp);
1140 root 1.11 }
1141     }
1142 root 1.18 else
1143     { /* old model */
1144     /* NEW pickup handling */
1145     if (op->contr->mode & PU_DEBUG)
1146     {
1147     /* some debugging code to figure out item information */
1148     if (tmp->name != NULL)
1149     sprintf (putstring, "item name: %s item type: %d weight/value: %d",
1150     &tmp->name, tmp->type, (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1))));
1151     else
1152     sprintf (putstring, "item name: %s item type: %d weight/value: %d",
1153     &tmp->arch->name, tmp->type, (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1))));
1154    
1155     new_draw_info (NDI_UNIQUE, 0, op, putstring);
1156 root 1.58 }
1157 elmex 1.1
1158 root 1.18 /* philosophy:
1159     * It's easy to grab an item type from a pile, as long as it's
1160     * generic. This takes no game-time. For more detailed pickups
1161 root 1.58 * and selections, select-items should be used. This is a
1162 root 1.18 * grab-as-you-run type mode that's really useful for arrows for
1163     * example.
1164     * The drawback: right now it has no frontend, so you need to
1165     * stick the bits you want into a calculator in hex mode and then
1166     * convert to decimal and then 'pickup <#>
1167     */
1168    
1169     /* the first two modes are exclusive: if NOTHING we return, if
1170     * STOP then we stop. All the rest are applied sequentially,
1171     * meaning if any test passes, the item gets picked up. */
1172    
1173     /* if mode is set to pick nothing up, return */
1174    
1175     if (op->contr->mode & PU_NOTHING)
1176     return 1;
1177    
1178     /* if mode is set to stop when encountering objects, return */
1179     /* take STOP before INHIBIT since it doesn't actually pick
1180     * anything up */
1181    
1182     if (op->contr->mode & PU_STOP)
1183     return 0;
1184    
1185     /* useful for going into stores and not losing your settings... */
1186     /* and for battles wher you don't want to get loaded down while
1187     * fighting */
1188     if (op->contr->mode & PU_INHIBIT)
1189     return 1;
1190    
1191     /* prevent us from turning into auto-thieves :) */
1192     if (QUERY_FLAG (tmp, FLAG_UNPAID))
1193     continue;
1194    
1195     /* ignore known cursed objects */
1196     if (QUERY_FLAG (tmp, FLAG_KNOWN_CURSED) && op->contr->mode & PU_NOT_CURSED)
1197     continue;
1198    
1199     /* all food and drink if desired */
1200     /* question: don't pick up known-poisonous stuff? */
1201     if (op->contr->mode & PU_FOOD)
1202     if (tmp->type == FOOD)
1203     {
1204     pick_up (op, tmp);
1205     continue;
1206     }
1207 root 1.29
1208 root 1.18 if (op->contr->mode & PU_DRINK)
1209     if (tmp->type == DRINK || (tmp->type == POISON && !QUERY_FLAG (tmp, FLAG_KNOWN_CURSED)))
1210     {
1211     pick_up (op, tmp);
1212     continue;
1213     }
1214    
1215     if (op->contr->mode & PU_POTION)
1216     if (tmp->type == POTION)
1217     {
1218     pick_up (op, tmp);
1219     continue;
1220     }
1221    
1222     /* spellbooks, skillscrolls and normal books/scrolls */
1223     if (op->contr->mode & PU_SPELLBOOK)
1224     if (tmp->type == SPELLBOOK)
1225     {
1226     pick_up (op, tmp);
1227     continue;
1228     }
1229 root 1.29
1230 root 1.18 if (op->contr->mode & PU_SKILLSCROLL)
1231     if (tmp->type == SKILLSCROLL)
1232     {
1233     pick_up (op, tmp);
1234     continue;
1235     }
1236 root 1.29
1237 root 1.18 if (op->contr->mode & PU_READABLES)
1238     if (tmp->type == BOOK || tmp->type == SCROLL)
1239     {
1240     pick_up (op, tmp);
1241     continue;
1242     }
1243    
1244     /* wands/staves/rods/horns */
1245     if (op->contr->mode & PU_MAGIC_DEVICE)
1246     if (tmp->type == WAND || tmp->type == ROD || tmp->type == HORN)
1247     {
1248     pick_up (op, tmp);
1249     continue;
1250     }
1251    
1252     /* pick up all magical items */
1253     if (op->contr->mode & PU_MAGICAL)
1254     if (QUERY_FLAG (tmp, FLAG_KNOWN_MAGICAL) && !QUERY_FLAG (tmp, FLAG_KNOWN_CURSED))
1255     {
1256     pick_up (op, tmp);
1257     continue;
1258     }
1259    
1260     if (op->contr->mode & PU_VALUABLES)
1261     {
1262     if (tmp->type == MONEY || tmp->type == GEM)
1263     {
1264     pick_up (op, tmp);
1265     continue;
1266     }
1267     }
1268    
1269     /* rings & amulets - talismans seems to be typed AMULET */
1270     if (op->contr->mode & PU_JEWELS)
1271     if (tmp->type == RING || tmp->type == AMULET)
1272     {
1273     pick_up (op, tmp);
1274 root 1.29 continue;
1275     }
1276    
1277     /* we don't forget dragon food */
1278     if (op->contr->mode & PU_FLESH)
1279     if (tmp->type == FLESH)
1280     {
1281     pick_up (op, tmp);
1282 root 1.18 continue;
1283     }
1284    
1285     /* bows and arrows. Bows are good for selling! */
1286     if (op->contr->mode & PU_BOW)
1287     if (tmp->type == BOW)
1288     {
1289     pick_up (op, tmp);
1290     continue;
1291     }
1292 root 1.29
1293 root 1.18 if (op->contr->mode & PU_ARROW)
1294     if (tmp->type == ARROW)
1295     {
1296     pick_up (op, tmp);
1297     continue;
1298     }
1299    
1300     /* all kinds of armor etc. */
1301     if (op->contr->mode & PU_ARMOUR)
1302     if (tmp->type == ARMOUR)
1303     {
1304     pick_up (op, tmp);
1305     continue;
1306     }
1307 root 1.29
1308 root 1.18 if (op->contr->mode & PU_HELMET)
1309     if (tmp->type == HELMET)
1310     {
1311     pick_up (op, tmp);
1312     continue;
1313     }
1314 root 1.29
1315 root 1.18 if (op->contr->mode & PU_SHIELD)
1316     if (tmp->type == SHIELD)
1317     {
1318     pick_up (op, tmp);
1319     continue;
1320     }
1321 root 1.29
1322 root 1.18 if (op->contr->mode & PU_BOOTS)
1323     if (tmp->type == BOOTS)
1324     {
1325     pick_up (op, tmp);
1326     continue;
1327     }
1328 root 1.29
1329 root 1.18 if (op->contr->mode & PU_GLOVES)
1330     if (tmp->type == GLOVES)
1331     {
1332     pick_up (op, tmp);
1333     continue;
1334     }
1335 root 1.29
1336 root 1.18 if (op->contr->mode & PU_CLOAK)
1337     if (tmp->type == CLOAK)
1338     {
1339     pick_up (op, tmp);
1340     continue;
1341     }
1342 elmex 1.1
1343 root 1.18 /* hoping to catch throwing daggers here */
1344     if (op->contr->mode & PU_MISSILEWEAPON)
1345     if (tmp->type == WEAPON && QUERY_FLAG (tmp, FLAG_IS_THROWN))
1346     {
1347     pick_up (op, tmp);
1348     continue;
1349     }
1350 elmex 1.1
1351 root 1.18 /* careful: chairs and tables are weapons! */
1352     if (op->contr->mode & PU_ALLWEAPON)
1353     {
1354     if (tmp->type == WEAPON && tmp->name != NULL)
1355     {
1356     if (strstr (tmp->name, "table") == NULL && strstr (tmp->arch->name, "table") == NULL &&
1357     strstr (tmp->name, "chair") && strstr (tmp->arch->name, "chair") == NULL)
1358     {
1359     pick_up (op, tmp);
1360     continue;
1361     }
1362     }
1363 root 1.29
1364 root 1.18 if (tmp->type == WEAPON && tmp->name == NULL)
1365     {
1366     if (strstr (tmp->arch->name, "table") == NULL && strstr (tmp->arch->name, "chair") == NULL)
1367     {
1368     pick_up (op, tmp);
1369     continue;
1370     }
1371     }
1372     }
1373 elmex 1.1
1374 root 1.18 /* misc stuff that's useful */
1375     if (op->contr->mode & PU_KEY)
1376     if (tmp->type == KEY || tmp->type == SPECIAL_KEY)
1377     {
1378     pick_up (op, tmp);
1379     continue;
1380     }
1381 elmex 1.1
1382 root 1.18 /* any of the last 4 bits set means we use the ratio for value
1383     * pickups */
1384     if (op->contr->mode & PU_RATIO)
1385     {
1386     /* use value density to decide what else to grab */
1387     /* >=7 was >= op->contr->mode */
1388     /* >=7 is the old standard setting. Now we take the last 4 bits
1389     * and multiply them by 5, giving 0..15*5== 5..75 */
1390     wvratio = (op->contr->mode & PU_RATIO) * 5;
1391     if ((query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1))) >= (unsigned int) wvratio)
1392     {
1393     pick_up (op, tmp);
1394 elmex 1.1 #if 0
1395 root 1.18 fprintf (stderr, "HIGH WEIGHT/VALUE [");
1396     if (tmp->name != NULL)
1397     {
1398     fprintf (stderr, "%s", tmp->name);
1399     }
1400     else
1401     fprintf (stderr, "%s", tmp->arch->name);
1402     fprintf (stderr, ",%d] = ", tmp->type);
1403     fprintf (stderr, "%d\n", (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1))));
1404 elmex 1.1 #endif
1405 root 1.18 continue;
1406     }
1407     }
1408     } /* the new pickup model */
1409     }
1410 root 1.29
1411 root 1.18 return !stop;
1412 elmex 1.1 }
1413    
1414     /*
1415     * Find an arrow in the inventory and after that
1416     * in the right type container (quiver). Pointer to the
1417     * found object is returned.
1418     */
1419 root 1.18 object *
1420     find_arrow (object *op, const char *type)
1421 elmex 1.1 {
1422 root 1.18 object *tmp = NULL;
1423 elmex 1.1
1424 root 1.18 for (op = op->inv; op; op = op->below)
1425     if (!tmp && op->type == CONTAINER && op->race == type && QUERY_FLAG (op, FLAG_APPLIED))
1426     tmp = find_arrow (op, type);
1427     else if (op->type == ARROW && op->race == type)
1428     return op;
1429     return tmp;
1430 elmex 1.1 }
1431    
1432     /*
1433     * Similar to find_arrow, but looks for (roughly) the best arrow to use
1434     * against the target. A full test is not performed, simply a basic test
1435     * of resistances. The archer is making a quick guess at what he sees down
1436     * the hall. Failing that it does it's best to pick the highest plus arrow.
1437     */
1438    
1439 root 1.18 object *
1440     find_better_arrow (object *op, object *target, const char *type, int *better)
1441 elmex 1.1 {
1442 root 1.18 object *tmp = NULL, *arrow, *ntmp;
1443     int attacknum, attacktype, betterby = 0, i;
1444 elmex 1.1
1445 root 1.18 if (!type)
1446     return NULL;
1447 elmex 1.1
1448 root 1.18 for (arrow = op->inv; arrow; arrow = arrow->below)
1449     {
1450     if (arrow->type == CONTAINER && arrow->race == type && QUERY_FLAG (arrow, FLAG_APPLIED))
1451     {
1452     i = 0;
1453     ntmp = find_better_arrow (arrow, target, type, &i);
1454     if (i > betterby)
1455     {
1456     tmp = ntmp;
1457     betterby = i;
1458     }
1459     }
1460     else if (arrow->type == ARROW && arrow->race == type)
1461     {
1462     /* allways prefer assasination/slaying */
1463     if (target->race != NULL && arrow->slaying != NULL && strstr (arrow->slaying, target->race))
1464     {
1465     if (arrow->attacktype & AT_DEATH)
1466     {
1467     *better = 100;
1468     return arrow;
1469     }
1470     else
1471     {
1472     tmp = arrow;
1473     betterby = (arrow->magic + arrow->stats.dam) * 2;
1474     }
1475     }
1476     else
1477     {
1478     for (attacknum = 0; attacknum < NROFATTACKS; attacknum++)
1479     {
1480     attacktype = 1 << attacknum;
1481     if ((arrow->attacktype & attacktype) && (target->arch->clone.resist[attacknum]) < 0)
1482     if (((arrow->magic + arrow->stats.dam) * (100 - target->arch->clone.resist[attacknum]) / 100) > betterby)
1483     {
1484     tmp = arrow;
1485     betterby = (arrow->magic + arrow->stats.dam) * (100 - target->arch->clone.resist[attacknum]) / 100;
1486     }
1487 root 1.11 }
1488 root 1.18 if ((2 + arrow->magic + arrow->stats.dam) > betterby)
1489     {
1490     tmp = arrow;
1491     betterby = 2 + arrow->magic + arrow->stats.dam;
1492 root 1.11 }
1493 root 1.18 if (arrow->title && (1 + arrow->magic + arrow->stats.dam) > betterby)
1494     {
1495     tmp = arrow;
1496     betterby = 1 + arrow->magic + arrow->stats.dam;
1497 root 1.11 }
1498     }
1499     }
1500 elmex 1.1 }
1501 root 1.18 if (tmp == NULL && arrow == NULL)
1502     return find_arrow (op, type);
1503 elmex 1.1
1504 root 1.18 *better = betterby;
1505     return tmp;
1506 elmex 1.1 }
1507    
1508     /* looks in a given direction, finds the first valid target, and calls
1509     * find_better_arrow to find a decent arrow to use.
1510     * op = the shooter
1511     * type = bow->race
1512     * dir = fire direction
1513     */
1514    
1515 root 1.18 object *
1516     pick_arrow_target (object *op, const char *type, int dir)
1517 elmex 1.1 {
1518 root 1.18 object *tmp = NULL;
1519 root 1.25 maptile *m;
1520 root 1.18 int i, mflags, found, number;
1521     sint16 x, y;
1522    
1523     if (op->map == NULL)
1524     return find_arrow (op, type);
1525    
1526     /* do a dex check */
1527     number = (die_roll (2, 40, op, PREFER_LOW) - 2) / 2;
1528     if (number > (op->stats.Dex + (op->chosen_skill ? op->chosen_skill->level : op->level)))
1529     return find_arrow (op, type);
1530    
1531     m = op->map;
1532     x = op->x;
1533     y = op->y;
1534    
1535     /* find the first target */
1536     for (i = 0, found = 0; i < 20; i++)
1537     {
1538     x += freearr_x[dir];
1539     y += freearr_y[dir];
1540     mflags = get_map_flags (m, &m, x, y, &x, &y);
1541     if (mflags & P_OUT_OF_MAP || mflags & P_BLOCKSVIEW)
1542     {
1543     tmp = NULL;
1544     break;
1545     }
1546     else if (GET_MAP_MOVE_BLOCK (m, x, y) == MOVE_FLY_LOW)
1547     {
1548     /* This block presumes arrows and the like are MOVE_FLY_SLOW -
1549     * perhaps a bad assumption.
1550     */
1551     tmp = NULL;
1552     break;
1553 root 1.11 }
1554 root 1.18 if (mflags & P_IS_ALIVE)
1555     {
1556     for (tmp = GET_MAP_OB (m, x, y); tmp; tmp = tmp->above)
1557     if (QUERY_FLAG (tmp, FLAG_ALIVE))
1558     {
1559     found++;
1560 root 1.11 break;
1561 root 1.18 }
1562     if (found)
1563     break;
1564 root 1.11 }
1565 elmex 1.1 }
1566 root 1.18 if (tmp == NULL)
1567     return find_arrow (op, type);
1568 elmex 1.1
1569 root 1.18 if (tmp->head)
1570     tmp = tmp->head;
1571 elmex 1.1
1572 root 1.18 return find_better_arrow (op, tmp, type, &i);
1573 elmex 1.1 }
1574    
1575     /*
1576     * Creature fires a bow - op can be monster or player. Returns
1577     * 1 if bow was actually fired, 0 otherwise.
1578     * op is the object firing the bow.
1579     * part is for multipart creatures - the part firing the bow.
1580     * dir is the direction of fire.
1581     * wc_mod is any special modifier to give (used in special player fire modes)
1582     * sx, sy are coordinates to fire arrow from - also used in some of the special
1583     * player fire modes.
1584     */
1585 root 1.18 int
1586     fire_bow (object *op, object *part, object *arrow, int dir, int wc_mod, sint16 sx, sint16 sy)
1587 elmex 1.1 {
1588 root 1.18 object *left, *bow;
1589     int bowspeed, mflags;
1590 root 1.25 maptile *m;
1591 elmex 1.1
1592 root 1.18 if (!dir)
1593     {
1594     new_draw_info (NDI_UNIQUE, 0, op, "You can't shoot yourself!");
1595     return 0;
1596 elmex 1.1 }
1597 root 1.48
1598 root 1.18 if (op->type == PLAYER)
1599     bow = op->contr->ranges[range_bow];
1600     else
1601     {
1602     for (bow = op->inv; bow; bow = bow->below)
1603     /* Don't check for applied - monsters don't apply bows - in that way, they
1604     * don't need to switch back and forth between bows and weapons.
1605     */
1606     if (bow->type == BOW)
1607     break;
1608 root 1.11
1609 root 1.18 if (!bow)
1610     {
1611     LOG (llevError, "Range: bow without activated bow (%s).\n", &op->name);
1612     return 0;
1613 root 1.11 }
1614 elmex 1.1 }
1615 root 1.48
1616 root 1.18 if (!bow->race || !bow->skill)
1617     {
1618     new_draw_info_format (NDI_UNIQUE, 0, op, "Your %s is broken.", &bow->name);
1619     return 0;
1620 elmex 1.1 }
1621    
1622 root 1.18 bowspeed = bow->stats.sp + dex_bonus[op->stats.Dex];
1623 elmex 1.1
1624 root 1.18 /* penalize ROF for bestarrow */
1625     if (op->type == PLAYER && op->contr->bowtype == bow_bestarrow)
1626     bowspeed -= dex_bonus[op->stats.Dex] + 5;
1627 root 1.48
1628 root 1.18 if (bowspeed < 1)
1629     bowspeed = 1;
1630    
1631     if (arrow == NULL)
1632     {
1633     if ((arrow = find_arrow (op, bow->race)) == NULL)
1634     {
1635     if (op->type == PLAYER)
1636     new_draw_info_format (NDI_UNIQUE, 0, op, "You have no %s left.", &bow->race);
1637     /* FLAG_READY_BOW will get reset if the monsters picks up some arrows */
1638     else
1639     CLEAR_FLAG (op, FLAG_READY_BOW);
1640     return 0;
1641 root 1.11 }
1642 elmex 1.1 }
1643 root 1.48
1644 root 1.18 mflags = get_map_flags (op->map, &m, sx, sy, &sx, &sy);
1645     if (mflags & P_OUT_OF_MAP)
1646 root 1.48 return 0;
1647    
1648 root 1.18 if (GET_MAP_MOVE_BLOCK (m, sx, sy) == MOVE_FLY_LOW)
1649     {
1650     new_draw_info (NDI_UNIQUE, 0, op, "Something is in the way.");
1651     return 0;
1652     }
1653    
1654     /* this should not happen, but sometimes does */
1655     if (arrow->nrof == 0)
1656     {
1657 root 1.33 arrow->destroy ();
1658 root 1.18 return 0;
1659     }
1660    
1661     left = arrow; /* these are arrows left to the player */
1662     arrow = get_split_ob (arrow, 1);
1663 root 1.48 if (!arrow)
1664 root 1.18 {
1665     new_draw_info_format (NDI_UNIQUE, 0, op, "You have no %s left.", &bow->race);
1666     return 0;
1667 elmex 1.1 }
1668 root 1.48
1669 root 1.34 arrow->set_owner (op);
1670 root 1.18 arrow->skill = bow->skill;
1671    
1672     arrow->direction = dir;
1673     arrow->x = sx;
1674     arrow->y = sy;
1675    
1676     if (op->type == PLAYER)
1677     {
1678     op->speed_left = 0.01 - (float) FABS (op->speed) * 100 / bowspeed;
1679 root 1.54 op->update_stats ();
1680 elmex 1.1 }
1681    
1682 root 1.18 SET_ANIMATION (arrow, arrow->direction);
1683     arrow->stats.sp = arrow->stats.wc; /* save original wc and dam */
1684     arrow->stats.hp = arrow->stats.dam;
1685     arrow->stats.grace = arrow->attacktype;
1686     if (arrow->slaying != NULL)
1687 root 1.40 arrow->spellarg = strdup (arrow->slaying);
1688 root 1.18
1689     /* Note that this was different for monsters - they got their level
1690     * added to the damage. I think the strength bonus is more proper.
1691     */
1692    
1693     arrow->stats.dam += (QUERY_FLAG (bow, FLAG_NO_STRENGTH) ? 0 : dam_bonus[op->stats.Str]) + bow->stats.dam + bow->magic + arrow->magic;
1694    
1695     /* update the speed */
1696     arrow->speed = (float) ((QUERY_FLAG (bow, FLAG_NO_STRENGTH) ?
1697     0 : dam_bonus[op->stats.Str]) + bow->magic + arrow->magic) / 5.0 + (float) bow->stats.dam / 7.0;
1698    
1699     if (arrow->speed < 1.0)
1700     arrow->speed = 1.0;
1701     update_ob_speed (arrow);
1702     arrow->speed_left = 0;
1703    
1704     if (op->type == PLAYER)
1705     {
1706     arrow->stats.wc = 20 - bow->magic - arrow->magic -
1707     (op->chosen_skill ? op->chosen_skill->level : op->level) -
1708     dex_bonus[op->stats.Dex] - thaco_bonus[op->stats.Str] - arrow->stats.wc - bow->stats.wc + wc_mod;
1709    
1710     arrow->level = op->chosen_skill ? op->chosen_skill->level : op->level;
1711 elmex 1.1 }
1712 root 1.18 else
1713     {
1714     arrow->stats.wc = op->stats.wc - bow->magic - arrow->magic - arrow->stats.wc + wc_mod;
1715     arrow->level = op->level;
1716 elmex 1.1 }
1717 root 1.24
1718 root 1.18 if (arrow->attacktype == AT_PHYSICAL)
1719     arrow->attacktype |= bow->attacktype;
1720 root 1.24
1721 root 1.48 if (bow->slaying)
1722 root 1.18 arrow->slaying = bow->slaying;
1723    
1724     arrow->map = m;
1725     arrow->move_type = MOVE_FLY_LOW;
1726     arrow->move_on = MOVE_FLY_LOW | MOVE_WALK;
1727    
1728     play_sound_map (op->map, op->x, op->y, SOUND_FIRE_ARROW);
1729     insert_ob_in_map (arrow, m, op, 0);
1730    
1731 root 1.24 if (!arrow->destroyed ())
1732 root 1.18 move_arrow (arrow);
1733 elmex 1.1
1734 root 1.18 if (op->type == PLAYER)
1735     {
1736 root 1.24 if (left->destroyed ())
1737     esrv_del_item (op->contr, left->count);
1738 root 1.18 else
1739     esrv_send_item (op, left);
1740 elmex 1.1 }
1741 root 1.24
1742 root 1.18 return 1;
1743 elmex 1.1 }
1744    
1745     /* Special fire code for players - this takes into
1746     * account the special fire modes players can have
1747     * but monsters can't. Putting that code here
1748     * makes the fire_bow code much cleaner.
1749     * this function should only be called if 'op' is a player,
1750     * hence the function name.
1751     */
1752 root 1.18 int
1753     player_fire_bow (object *op, int dir)
1754 elmex 1.1 {
1755 root 1.18 int ret = 0, wcmod = 0;
1756    
1757     if (op->contr->bowtype == bow_bestarrow)
1758     {
1759     ret = fire_bow (op, op, pick_arrow_target (op, op->contr->ranges[range_bow]->race, dir), dir, 0, op->x, op->y);
1760     }
1761     else if (op->contr->bowtype >= bow_n && op->contr->bowtype <= bow_nw)
1762     {
1763     if (!similar_direction (dir, op->contr->bowtype - bow_n + 1))
1764     wcmod = -1;
1765     ret = fire_bow (op, op, NULL, op->contr->bowtype - bow_n + 1, wcmod, op->x, op->y);
1766     }
1767     else if (op->contr->bowtype == bow_threewide)
1768     {
1769     ret = fire_bow (op, op, NULL, dir, 0, op->x, op->y);
1770     ret |= fire_bow (op, op, NULL, dir, -5, op->x + freearr_x[absdir (dir + 2)], op->y + freearr_y[absdir (dir + 2)]);
1771     ret |= fire_bow (op, op, NULL, dir, -5, op->x + freearr_x[absdir (dir - 2)], op->y + freearr_y[absdir (dir - 2)]);
1772     }
1773     else if (op->contr->bowtype == bow_spreadshot)
1774     {
1775     ret |= fire_bow (op, op, NULL, dir, 0, op->x, op->y);
1776     ret |= fire_bow (op, op, NULL, absdir (dir - 1), -5, op->x, op->y);
1777     ret |= fire_bow (op, op, NULL, absdir (dir + 1), -5, op->x, op->y);
1778 elmex 1.1
1779     }
1780 root 1.18 else
1781     {
1782     /* Simple case */
1783     ret = fire_bow (op, op, NULL, dir, 0, op->x, op->y);
1784     }
1785     return ret;
1786 elmex 1.1 }
1787    
1788    
1789     /* Fires a misc (wand/rod/horn) object in 'dir'.
1790     * Broken apart from 'fire' to keep it more readable.
1791     */
1792 root 1.18 void
1793     fire_misc_object (object *op, int dir)
1794 elmex 1.1 {
1795 root 1.18 object *item;
1796 elmex 1.1
1797 root 1.18 if (!op->contr->ranges[range_misc])
1798     {
1799     new_draw_info (NDI_UNIQUE, 0, op, "You have range item readied.");
1800     return;
1801 elmex 1.1 }
1802    
1803 root 1.18 item = op->contr->ranges[range_misc];
1804     if (!item->inv)
1805     {
1806     LOG (llevError, "Object %s lacks a spell\n", &item->name);
1807     return;
1808 elmex 1.1 }
1809 root 1.18 if (item->type == WAND)
1810     {
1811     if (item->stats.food <= 0)
1812     {
1813     play_sound_player_only (op->contr, SOUND_WAND_POOF, 0, 0);
1814     new_draw_info_format (NDI_UNIQUE, 0, op, "The %s goes poof.", query_base_name (item, 0));
1815     return;
1816 root 1.11 }
1817 root 1.18 }
1818     else if (item->type == ROD || item->type == HORN)
1819     {
1820     if (item->stats.hp < MAX (item->inv->stats.sp, item->inv->stats.grace))
1821     {
1822     play_sound_player_only (op->contr, SOUND_WAND_POOF, 0, 0);
1823     if (item->type == ROD)
1824     new_draw_info_format (NDI_UNIQUE, 0, op, "The %s whines for a while, but nothing happens.", query_base_name (item, 0));
1825     else
1826     new_draw_info_format (NDI_UNIQUE, 0, op, "The %s needs more time to charge.", query_base_name (item, 0));
1827     return;
1828 root 1.11 }
1829 elmex 1.1 }
1830    
1831 root 1.18 if (cast_spell (op, item, dir, item->inv, NULL))
1832     {
1833     SET_FLAG (op, FLAG_BEEN_APPLIED); /* You now know something about it */
1834     if (item->type == WAND)
1835     {
1836     if (!(--item->stats.food))
1837     {
1838     object *tmp;
1839    
1840     if (item->arch)
1841     {
1842     CLEAR_FLAG (item, FLAG_ANIMATE);
1843     item->face = item->arch->clone.face;
1844     item->speed = 0;
1845     update_ob_speed (item);
1846 root 1.11 }
1847 root 1.49 if ((tmp = item->in_player ()))
1848 root 1.18 esrv_update_item (UPD_ANIM, tmp, item);
1849 root 1.11 }
1850     }
1851 root 1.18 else if (item->type == ROD || item->type == HORN)
1852     {
1853     drain_rod_charge (item);
1854 root 1.11 }
1855 elmex 1.1 }
1856     }
1857    
1858     /* Received a fire command for the player - go and do it.
1859     */
1860 root 1.18 void
1861     fire (object *op, int dir)
1862     {
1863     int spellcost = 0;
1864 elmex 1.1
1865 root 1.18 /* check for loss of invisiblity/hide */
1866     if (action_makes_visible (op))
1867     make_visible (op);
1868 elmex 1.1
1869 root 1.18 switch (op->contr->shoottype)
1870     {
1871 root 1.20 case range_none:
1872     return;
1873 elmex 1.1
1874 root 1.20 case range_bow:
1875     player_fire_bow (op, dir);
1876     return;
1877 elmex 1.1
1878 root 1.20 case range_magic: /* Casting spells */
1879     spellcost = (cast_spell (op, op, dir, op->contr->ranges[range_magic], op->contr->spellparam[0] ? op->contr->spellparam : 0));
1880     return;
1881 elmex 1.1
1882 root 1.20 case range_misc:
1883     fire_misc_object (op, dir);
1884     return;
1885 root 1.11
1886 root 1.20 case range_golem: /* Control summoned monsters from scrolls */
1887 root 1.30 if (QUERY_FLAG (op->contr->ranges[range_golem], FLAG_REMOVED))
1888 root 1.20 {
1889 root 1.30 op->contr->ranges[range_golem] = 0;
1890 root 1.20 op->contr->shoottype = range_none;
1891     }
1892     else
1893     control_golem (op->contr->ranges[range_golem], dir);
1894     return;
1895 root 1.11
1896 root 1.20 case range_skill:
1897     if (!op->chosen_skill)
1898     {
1899     if (op->type == PLAYER)
1900     new_draw_info (NDI_UNIQUE, 0, op, "You have no applicable skill to use.");
1901     return;
1902     }
1903     (void) do_skill (op, op, op->chosen_skill, dir, NULL);
1904     return;
1905     case range_builder:
1906     apply_map_builder (op, dir);
1907     return;
1908     default:
1909     new_draw_info (NDI_UNIQUE, 0, op, "Illegal shoot type.");
1910     return;
1911 elmex 1.1 }
1912     }
1913    
1914    
1915    
1916     /* find_key
1917     * We try to find a key for the door as passed. If we find a key
1918     * and successfully use it, we return the key, otherwise NULL
1919     * This function merges both normal and locked door, since the logic
1920     * for both is the same - just the specific key is different.
1921     * pl is the player,
1922     * inv is the objects inventory to searched
1923     * door is the door we are trying to match against.
1924     * This function can be called recursively to search containers.
1925     */
1926    
1927 root 1.18 object *
1928     find_key (object *pl, object *container, object *door)
1929 elmex 1.1 {
1930 root 1.18 object *tmp, *key;
1931 elmex 1.1
1932 root 1.18 /* Should not happen, but sanity checking is never bad */
1933     if (container->inv == NULL)
1934     return NULL;
1935 elmex 1.1
1936 root 1.18 /* First, lets try to find a key in the top level inventory */
1937     for (tmp = container->inv; tmp != NULL; tmp = tmp->below)
1938     {
1939     if (door->type == DOOR && tmp->type == KEY)
1940     break;
1941     /* For sanity, we should really check door type, but other stuff
1942     * (like containers) can be locked with special keys
1943     */
1944     if (tmp->slaying && tmp->type == SPECIAL_KEY && tmp->slaying == door->slaying)
1945     break;
1946     }
1947     /* No key found - lets search inventories now */
1948     /* If we find and use a key in an inventory, return at that time.
1949     * otherwise, if we search all the inventories and still don't find
1950     * a key, return
1951     */
1952     if (!tmp)
1953     {
1954     for (tmp = container->inv; tmp != NULL; tmp = tmp->below)
1955     {
1956     /* No reason to search empty containers */
1957     if (tmp->type == CONTAINER && tmp->inv)
1958     {
1959     if ((key = find_key (pl, tmp, door)) != NULL)
1960     return key;
1961     }
1962     }
1963     if (!tmp)
1964     return NULL;
1965 elmex 1.1 }
1966 root 1.18 /* We get down here if we have found a key. Now if its in a container,
1967     * see if we actually want to use it
1968     */
1969     if (pl != container)
1970     {
1971     /* Only let players use keys in containers */
1972     if (!pl->contr)
1973     return NULL;
1974     /* cases where this fails:
1975     * If we only search the player inventory, return now since we
1976     * are not in the players inventory.
1977     * If the container is not active, return now since only active
1978     * containers can be used.
1979     * If we only search keyrings and the container does not have
1980     * a race/isn't a keyring.
1981     * No checking for all containers - to fall through past here,
1982     * inv must have been an container and must have been active.
1983     *
1984     * Change the color so that the message doesn't disappear with
1985     * all the others.
1986     */
1987     if (pl->contr->usekeys == key_inventory ||
1988     !QUERY_FLAG (container, FLAG_APPLIED) ||
1989     (pl->contr->usekeys == keyrings && (!container->race || strcmp (container->race, "keys"))))
1990     {
1991     new_draw_info_format (NDI_UNIQUE | NDI_BROWN, 0, pl,
1992     "The %s in your %s vibrates as you approach the door", query_name (tmp), query_name (container));
1993     return NULL;
1994 root 1.11 }
1995 elmex 1.1 }
1996 root 1.18 return tmp;
1997 elmex 1.1 }
1998    
1999     /* moved door processing out of move_player_attack.
2000     * returns 1 if player has opened the door with a key
2001     * such that the caller should not do anything more,
2002     * 0 otherwise
2003     */
2004 root 1.18 static int
2005     player_attack_door (object *op, object *door)
2006 elmex 1.1 {
2007 root 1.18 /* If its a door, try to find a use a key. If we do destroy the door,
2008     * might as well return immediately as there is nothing more to do -
2009     * otherwise, we fall through to the rest of the code.
2010     */
2011     object *key = find_key (op, op, door);
2012    
2013     /* IF we found a key, do some extra work */
2014     if (key)
2015     {
2016     object *container = key->env;
2017    
2018     play_sound_map (op->map, op->x, op->y, SOUND_OPEN_DOOR);
2019     if (action_makes_visible (op))
2020     make_visible (op);
2021     if (door->inv && (door->inv->type == RUNE || door->inv->type == TRAP))
2022     spring_trap (door->inv, op);
2023     if (door->type == DOOR)
2024     {
2025     hit_player (door, 9998, op, AT_PHYSICAL, 1); /* Break through the door */
2026     }
2027     else if (door->type == LOCKED_DOOR)
2028     {
2029     new_draw_info_format (NDI_UNIQUE, NDI_BROWN, op, "You open the door with the %s", query_short_name (key));
2030     remove_door2 (door); /* remove door without violence ;-) */
2031     }
2032     /* Do this after we print the message */
2033     decrease_ob (key); /* Use up one of the keys */
2034     /* Need to update the weight the container the key was in */
2035     if (container != op)
2036     esrv_update_item (UPD_WEIGHT, op, container);
2037     return 1; /* Nothing more to do below */
2038     }
2039     else if (door->type == LOCKED_DOOR)
2040     {
2041     /* Might as well return now - no other way to open this */
2042     new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, door->msg);
2043     return 1;
2044 elmex 1.1 }
2045 root 1.18 return 0;
2046 elmex 1.1 }
2047    
2048     /* This function is just part of a breakup from move_player.
2049     * It should keep the code cleaner.
2050     * When this is called, the players direction has been updated
2051     * (taking into account confusion.) The player is also actually
2052     * going to try and move (not fire weapons).
2053     */
2054 root 1.18 void
2055     move_player_attack (object *op, int dir)
2056 elmex 1.1 {
2057 root 1.18 object *tmp, *mon;
2058     sint16 nx, ny;
2059     int on_battleground;
2060 root 1.25 maptile *m;
2061 root 1.18
2062     nx = freearr_x[dir] + op->x;
2063     ny = freearr_y[dir] + op->y;
2064    
2065 root 1.49 on_battleground = op_on_battleground (op, 0, 0);
2066 root 1.18
2067     /* If braced, or can't move to the square, and it is not out of the
2068     * map, attack it. Note order of if statement is important - don't
2069     * want to be calling move_ob if braced, because move_ob will move the
2070     * player. This is a pretty nasty hack, because if we could
2071     * move to some space, it then means that if we are braced, we should
2072     * do nothing at all. As it is, if we are braced, we go through
2073     * quite a bit of processing. However, it probably is less than what
2074     * move_ob uses.
2075     */
2076     if ((op->contr->braced || !move_ob (op, dir, op)) && !out_of_map (op->map, nx, ny))
2077     {
2078     if (OUT_OF_REAL_MAP (op->map, nx, ny))
2079     {
2080     m = get_map_from_coord (op->map, &nx, &ny);
2081     if (!m)
2082     return; /* Don't think this should happen */
2083     }
2084     else
2085     m = op->map;
2086    
2087 root 1.49 if ((tmp = GET_MAP_OB (m, nx, ny)) == NULL)
2088 root 1.18 {
2089 root 1.49 /* LOG(llevError,"player_move_attack: GET_MAP_OB returns NULL, but player can not move there.\n"); */
2090 root 1.18 return;
2091 root 1.11 }
2092    
2093 root 1.49 mon = 0;
2094 root 1.18 /* Go through all the objects, and find ones of interest. Only stop if
2095     * we find a monster - that is something we know we want to attack.
2096     * if its a door or barrel (can roll) see if there may be monsters
2097     * on the space
2098     */
2099 root 1.49 while (tmp)
2100 root 1.18 {
2101     if (tmp == op)
2102     {
2103     tmp = tmp->above;
2104     continue;
2105 root 1.11 }
2106 root 1.27
2107 root 1.18 if (QUERY_FLAG (tmp, FLAG_ALIVE))
2108     {
2109     mon = tmp;
2110     break;
2111 root 1.11 }
2112 root 1.27
2113 root 1.18 if (tmp->type == LOCKED_DOOR || QUERY_FLAG (tmp, FLAG_CAN_ROLL))
2114     mon = tmp;
2115 root 1.27
2116 root 1.18 tmp = tmp->above;
2117     }
2118    
2119 root 1.49 if (!mon) /* This happens anytime the player tries to move */
2120 root 1.18 return; /* into a wall */
2121    
2122 root 1.49 if (mon->head)
2123 root 1.18 mon = mon->head;
2124    
2125     if ((mon->type == DOOR && mon->stats.hp >= 0) || (mon->type == LOCKED_DOOR))
2126     if (player_attack_door (op, mon))
2127     return;
2128    
2129     /* The following deals with possibly attacking peaceful
2130     * or frienddly creatures. Basically, all players are considered
2131     * unaggressive. If the moving player has peaceful set, then the
2132     * object should be pushed instead of attacked. It is assumed that
2133     * if you are braced, you will not attack friends accidently,
2134     * and thus will not push them.
2135     */
2136 root 1.11
2137 root 1.18 /* If the creature is a pet, push it even if the player is not
2138     * peaceful. Our assumption is the creature is a pet if the
2139     * player owns it and it is either friendly or unagressive.
2140     */
2141     if ((op->type == PLAYER)
2142 elmex 1.1 #if COZY_SERVER
2143 root 1.18 &&
2144 root 1.34 ((mon->owner && mon->owner->contr
2145     && same_party (mon->owner->contr->party, op->contr->party)) || mon->owner == op)
2146 elmex 1.1 #else
2147 root 1.34 && mon->owner == op
2148 elmex 1.1 #endif
2149 root 1.18 && (QUERY_FLAG (mon, FLAG_UNAGGRESSIVE) || QUERY_FLAG (mon, FLAG_FRIENDLY)))
2150 root 1.11 {
2151 root 1.18 /* If we're braced, we don't want to switch places with it */
2152     if (op->contr->braced)
2153 root 1.11 return;
2154 root 1.18 play_sound_map (op->map, op->x, op->y, SOUND_PUSH_PLAYER);
2155     (void) push_ob (mon, dir, op);
2156     if (op->contr->tmp_invis || op->hide)
2157     make_visible (op);
2158     return;
2159 root 1.11 }
2160    
2161 root 1.18 /* in certain circumstances, you shouldn't attack friendly
2162     * creatures. Note that if you are braced, you can't push
2163     * someone, but put it inside this loop so that you won't
2164     * attack them either.
2165     */
2166     if ((mon->type == PLAYER || mon->enemy != op) &&
2167     (mon->type == PLAYER || QUERY_FLAG (mon, FLAG_UNAGGRESSIVE) || QUERY_FLAG (mon, FLAG_FRIENDLY)) && (
2168 elmex 1.1 #ifdef PROHIBIT_PLAYERKILL
2169 root 1.49 (op->contr->peaceful
2170     || (mon->type == PLAYER
2171     && mon->contr->
2172     peaceful)) &&
2173 elmex 1.1 #else
2174 root 1.49 op->contr->peaceful &&
2175 elmex 1.1 #endif
2176 root 1.49 !on_battleground))
2177 root 1.18 {
2178     if (!op->contr->braced)
2179     {
2180     play_sound_map (op->map, op->x, op->y, SOUND_PUSH_PLAYER);
2181     (void) push_ob (mon, dir, op);
2182     }
2183     else
2184 root 1.49 new_draw_info (0, 0, op, "You withhold your attack");
2185    
2186 root 1.18 if (op->contr->tmp_invis || op->hide)
2187     make_visible (op);
2188 root 1.11 }
2189 elmex 1.1
2190 root 1.18 /* If the object is a boulder or other rollable object, then
2191     * roll it if not braced. You can't roll it if you are braced.
2192     */
2193     else if (QUERY_FLAG (mon, FLAG_CAN_ROLL) && (!op->contr->braced))
2194     {
2195     recursive_roll (mon, dir, op);
2196     if (action_makes_visible (op))
2197     make_visible (op);
2198 root 1.11 }
2199    
2200 root 1.18 /* Any generic living creature. Including things like doors.
2201     * Way it works is like this: First, it must have some hit points
2202     * and be living. Then, it must be one of the following:
2203     * 1) Not a player, 2) A player, but of a different party. Note
2204     * that party_number -1 is no party, so attacks can still happen.
2205     */
2206 root 1.11
2207 root 1.18 else if ((mon->stats.hp >= 0) && QUERY_FLAG (mon, FLAG_ALIVE) &&
2208     ((mon->type != PLAYER || op->contr->party == NULL || op->contr->party != mon->contr->party)))
2209     {
2210 elmex 1.1
2211 root 1.18 /* If the player hasn't hit something this tick, and does
2212     * so, give them speed boost based on weapon speed. Doing
2213     * it here is better than process_players2, which basically
2214     * incurred a 1 tick offset.
2215     */
2216     if (!op->contr->has_hit)
2217     {
2218     op->speed_left += op->speed / op->contr->weapon_sp;
2219 root 1.11
2220 root 1.18 op->contr->has_hit = 1; /* The last action was to hit, so use weapon_sp */
2221 root 1.11 }
2222    
2223 root 1.49 skill_attack (mon, op, 0, 0, 0);
2224 root 1.11
2225 root 1.18 /* If attacking another player, that player gets automatic
2226     * hitback, and doesn't loose luck either.
2227     * Disable hitback on the battleground or if the target is
2228     * the wiz.
2229     */
2230     if (mon->type == PLAYER && mon->stats.hp >= 0 && !mon->contr->has_hit && !on_battleground && !QUERY_FLAG (mon, FLAG_WIZ))
2231     {
2232     short luck = mon->stats.luck;
2233    
2234     mon->contr->has_hit = 1;
2235 root 1.49 skill_attack (op, mon, 0, 0, 0);
2236 root 1.18 mon->stats.luck = luck;
2237 root 1.11 }
2238 root 1.49
2239 root 1.18 if (action_makes_visible (op))
2240     make_visible (op);
2241 root 1.11 }
2242 root 1.18 } /* if player should attack something */
2243 elmex 1.1 }
2244    
2245 root 1.18 int
2246     move_player (object *op, int dir)
2247     {
2248     int pick;
2249 elmex 1.1
2250 root 1.18 if (op->map == NULL || op->map->in_memory != MAP_IN_MEMORY)
2251     return 0;
2252 elmex 1.1
2253 root 1.18 /* Sanity check: make sure dir is valid */
2254     if ((dir < 0) || (dir >= 9))
2255     {
2256     LOG (llevError, "move_player: invalid direction %d\n", dir);
2257     return 0;
2258 elmex 1.1 }
2259    
2260 root 1.18 /* peterm: added following line */
2261     if (QUERY_FLAG (op, FLAG_CONFUSED) && dir)
2262     dir = absdir (dir + RANDOM () % 3 + RANDOM () % 3 - 2);
2263    
2264     op->facing = dir;
2265    
2266     if (op->hide)
2267     do_hidden_move (op);
2268    
2269     if (INVOKE_PLAYER (MOVE, op->contr, ARG_INT (dir)))
2270     /*nop */ ;
2271     else if (op->contr->fire_on)
2272     fire (op, dir);
2273     else
2274     {
2275     move_player_attack (op, dir);
2276     pick = check_pick (op);
2277     }
2278 elmex 1.1
2279 root 1.18 /* Add special check for newcs players and fire on - this way, the
2280     * server can handle repeat firing.
2281     */
2282     if (op->contr->fire_on || (op->contr->run_on && pick != 0))
2283 root 1.49 op->direction = dir;
2284 root 1.18 else
2285 root 1.49 op->direction = 0;
2286    
2287 root 1.18 /* Update how the player looks. Use the facing, so direction may
2288     * get reset to zero. This allows for full animation capabilities
2289     * for players.
2290     */
2291     animate_object (op, op->facing);
2292     return 0;
2293 elmex 1.1 }
2294    
2295     /* This is similar to handle_player, below, but is only used by the
2296     * new client/server stuff.
2297     * This is sort of special, in that the new client/server actually uses
2298     * the new speed values for commands.
2299     *
2300     * Returns true if there are more actions we can do.
2301     */
2302 root 1.18 int
2303     handle_newcs_player (object *op)
2304 elmex 1.1 {
2305 root 1.18 if (op->contr->hidden)
2306     {
2307     op->invisible = 1000;
2308     /* the socket code flashes the player visible/invisible
2309     * depending on the value of invisible, so we need to
2310     * alternate it here for it to work correctly.
2311     */
2312     if (pticks & 2)
2313 root 1.11 op->invisible--;
2314 root 1.18 }
2315     else if (op->invisible && !(QUERY_FLAG (op, FLAG_MAKE_INVIS)))
2316     {
2317     op->invisible--;
2318     if (!op->invisible)
2319     {
2320     make_visible (op);
2321     new_draw_info (NDI_UNIQUE, 0, op, "Your invisibility spell runs out.");
2322 root 1.11 }
2323 elmex 1.1 }
2324    
2325 root 1.18 if (QUERY_FLAG (op, FLAG_SCARED))
2326     {
2327     flee_player (op);
2328     /* If player is still scared, that is his action for this tick */
2329     if (QUERY_FLAG (op, FLAG_SCARED))
2330     {
2331     op->speed_left--;
2332     return 0;
2333 root 1.11 }
2334 elmex 1.1 }
2335    
2336 root 1.18 /* I've been seeing crashes where the golem has been destroyed, but
2337     * the player object still points to the defunct golem. The code that
2338     * destroys the golem looks correct, and it doesn't always happen, so
2339     * put this in a a workaround to clean up the golem pointer.
2340     */
2341 root 1.30 if (op->contr->ranges[range_golem] && QUERY_FLAG (op->contr->ranges[range_golem], FLAG_REMOVED))
2342     op->contr->ranges[range_golem] = 0;
2343 root 1.18
2344     /* call this here - we also will call this in do_ericserver, but
2345     * the players time has been increased when doericserver has been
2346     * called, so we recheck it here.
2347     */
2348 root 1.47 //TODO: better than handling 8 commands, use some more intelligent rate-limiting
2349 root 1.52 for (int rep = 8; --rep && op->contr->ns->handle_command (); )
2350 root 1.47 ;
2351    
2352 root 1.18 if (op->speed_left < 0)
2353 elmex 1.1 return 0;
2354    
2355 root 1.18 if (op->direction && (op->contr->run_on || op->contr->fire_on))
2356     {
2357     /* All move commands take 1 tick, at least for now */
2358     op->speed_left--;
2359 elmex 1.1
2360 root 1.18 /* Instead of all the stuff below, let move_player take care
2361     * of it. Also, some of the skill stuff is only put in
2362     * there, as well as the confusion stuff.
2363     */
2364     move_player (op, op->direction);
2365     if (op->speed_left > 0)
2366     return 1;
2367     else
2368 root 1.11 return 0;
2369 root 1.18 }
2370 root 1.41
2371 root 1.18 return 0;
2372     }
2373    
2374     int
2375     save_life (object *op)
2376     {
2377     if (!QUERY_FLAG (op, FLAG_LIFESAVE))
2378 elmex 1.1 return 0;
2379 root 1.18
2380 root 1.41 for (object *tmp = op->inv; tmp; tmp = tmp->below)
2381 root 1.18 if (QUERY_FLAG (tmp, FLAG_APPLIED) && QUERY_FLAG (tmp, FLAG_LIFESAVE))
2382     {
2383     play_sound_map (op->map, op->x, op->y, SOUND_OB_EVAPORATE);
2384     new_draw_info_format (NDI_UNIQUE, 0, op, "Your %s vibrates violently, then evaporates.", query_name (tmp));
2385 root 1.33
2386 root 1.18 if (op->contr)
2387     esrv_del_item (op->contr, tmp->count);
2388 root 1.33
2389     tmp->destroy ();
2390 root 1.18 CLEAR_FLAG (op, FLAG_LIFESAVE);
2391 root 1.33
2392 root 1.18 if (op->stats.hp < 0)
2393     op->stats.hp = op->stats.maxhp;
2394 root 1.33
2395 root 1.18 if (op->stats.food < 0)
2396     op->stats.food = 999;
2397 root 1.33
2398 root 1.54 op->update_stats ();
2399 root 1.18 return 1;
2400     }
2401 root 1.41
2402 root 1.18 LOG (llevError, "Error: LIFESAVE set without applied object.\n");
2403     CLEAR_FLAG (op, FLAG_LIFESAVE);
2404     enter_player_savebed (op); /* bring him home. */
2405     return 0;
2406 elmex 1.1 }
2407    
2408     /* This goes throws the inventory and removes unpaid objects, and puts them
2409     * back in the map (location and map determined by values of env). This
2410     * function will descend into containers. op is the object to start the search
2411     * from.
2412     */
2413 root 1.18 void
2414     remove_unpaid_objects (object *op, object *env)
2415 elmex 1.1 {
2416 root 1.18 object *next;
2417 elmex 1.1
2418 root 1.18 while (op)
2419     {
2420     next = op->below; /* Make sure we have a good value, in case
2421     * we remove object 'op'
2422     */
2423     if (QUERY_FLAG (op, FLAG_UNPAID))
2424     {
2425 root 1.32 op->remove ();
2426 root 1.18 op->x = env->x;
2427     op->y = env->y;
2428     if (env->type == PLAYER)
2429     esrv_del_item (env->contr, op->count);
2430     insert_ob_in_map (op, env->map, NULL, 0);
2431     }
2432     else if (op->inv)
2433     remove_unpaid_objects (op->inv, env);
2434 root 1.41
2435 root 1.18 op = next;
2436 elmex 1.1 }
2437     }
2438    
2439     /*
2440     * Returns pointer a static string containing gravestone text
2441     * Moved from apply.c to player.c - player.c is what
2442     * actually uses this function. player.c may not be quite the
2443     * best, a misc file for object actions is probably better,
2444     * but there isn't one in the server directory.
2445     */
2446 root 1.18 char *
2447     gravestone_text (object *op)
2448 elmex 1.1 {
2449 root 1.18 static char buf2[MAX_BUF];
2450     char buf[MAX_BUF];
2451     time_t now = time (NULL);
2452    
2453     strcpy (buf2, " R.I.P.\n\n");
2454     if (op->type == PLAYER)
2455     sprintf (buf, "%s the %s\n", &op->name, op->contr->title);
2456     else
2457     sprintf (buf, "%s\n", &op->name);
2458 root 1.41
2459 root 1.18 strncat (buf2, " ", 20 - strlen (buf) / 2);
2460     strcat (buf2, buf);
2461     if (op->type == PLAYER)
2462     sprintf (buf, "who was in level %d when killed\n", op->level);
2463     else
2464     sprintf (buf, "who was in level %d when died.\n\n", op->level);
2465 root 1.41
2466 root 1.18 strncat (buf2, " ", 20 - strlen (buf) / 2);
2467     strcat (buf2, buf);
2468     if (op->type == PLAYER)
2469     {
2470     sprintf (buf, "by %s.\n\n", op->contr->killer);
2471     strncat (buf2, " ", 21 - strlen (buf) / 2);
2472     strcat (buf2, buf);
2473     }
2474 root 1.41
2475 root 1.18 strftime (buf, MAX_BUF, "%b %d %Y\n", localtime (&now));
2476     strncat (buf2, " ", 20 - strlen (buf) / 2);
2477     strcat (buf2, buf);
2478 root 1.41
2479 root 1.18 return buf2;
2480 elmex 1.1 }
2481    
2482 root 1.18 void
2483     do_some_living (object *op)
2484     {
2485     int last_food = op->stats.food;
2486 elmex 1.1 int gen_hp, gen_sp, gen_grace;
2487     int over_hp, over_sp, over_grace;
2488     int i;
2489     int rate_hp = 1200;
2490     int rate_sp = 2500;
2491     int rate_grace = 2000;
2492     const int max_hp = 1;
2493     const int max_sp = 1;
2494     const int max_grace = 1;
2495    
2496 pippijn 1.17 if (op->contr->outputs_sync)
2497 root 1.18 {
2498     for (i = 0; i < NUM_OUTPUT_BUFS; i++)
2499 root 1.55 if (op->contr->outputs[i].buf && (op->contr->outputs[i].first_update + op->contr->outputs_sync) < (uint16) pticks)
2500 root 1.18 flush_output_element (op, &op->contr->outputs[i]);
2501     }
2502    
2503 root 1.52 if (op->contr->ns->state == ST_PLAYING)
2504 root 1.18 {
2505     /* these next three if clauses make it possible to SLOW DOWN
2506     hp/grace/spellpoint regeneration. */
2507     if (op->contr->gen_hp >= 0)
2508     gen_hp = (op->contr->gen_hp + 1) * op->stats.maxhp;
2509     else
2510     {
2511     gen_hp = op->stats.maxhp;
2512     rate_hp -= rate_hp / 2 * op->contr->gen_hp;
2513     }
2514 root 1.55
2515 root 1.18 if (op->contr->gen_sp >= 0)
2516     gen_sp = (op->contr->gen_sp + 1) * op->stats.maxsp;
2517     else
2518     {
2519     gen_sp = op->stats.maxsp;
2520     rate_sp -= rate_sp / 2 * op->contr->gen_sp;
2521     }
2522 root 1.55
2523 root 1.18 if (op->contr->gen_grace >= 0)
2524     gen_grace = (op->contr->gen_grace + 1) * op->stats.maxgrace;
2525     else
2526     {
2527     gen_grace = op->stats.maxgrace;
2528     rate_grace -= rate_grace / 2 * op->contr->gen_grace;
2529     }
2530    
2531     /* Regenerate Spell Points */
2532     if (op->contr->ranges[range_golem] == NULL && --op->last_sp < 0)
2533     {
2534     gen_sp = gen_sp * 10 / (op->contr->gen_sp_armour < 10 ? 10 : op->contr->gen_sp_armour);
2535     if (op->stats.sp < op->stats.maxsp)
2536     {
2537     op->stats.sp++;
2538     /* dms do not consume food */
2539     if (!QUERY_FLAG (op, FLAG_WIZ))
2540     {
2541     op->stats.food--;
2542     if (op->contr->digestion < 0)
2543     op->stats.food += op->contr->digestion;
2544     else if (op->contr->digestion > 0 && random_roll (0, op->contr->digestion, op, PREFER_HIGH))
2545     op->stats.food = last_food;
2546     }
2547     }
2548 root 1.55
2549 root 1.18 if (max_sp > 1)
2550     {
2551     over_sp = (gen_sp + 10) / rate_sp;
2552     if (over_sp > 0)
2553     {
2554     if (op->stats.sp < op->stats.maxsp)
2555     {
2556     op->stats.sp += over_sp > max_sp ? max_sp : over_sp;
2557 root 1.55
2558 root 1.18 if (random_roll (0, rate_sp - 1, op, PREFER_LOW) > ((gen_sp + 10) % rate_sp))
2559     op->stats.sp--;
2560 root 1.55
2561 root 1.18 if (op->stats.sp > op->stats.maxsp)
2562     op->stats.sp = op->stats.maxsp;
2563     }
2564     op->last_sp = 0;
2565     }
2566     else
2567 root 1.55 op->last_sp = rate_sp / (gen_sp < 20 ? 30 : gen_sp + 10);
2568 root 1.18 }
2569     else
2570 root 1.55 op->last_sp = rate_sp / (gen_sp < 20 ? 30 : gen_sp + 10);
2571 root 1.18 }
2572    
2573     /* Regenerate Grace */
2574     /* I altered this a little - maximum grace is ony achieved through prayer -b.t. */
2575     if (--op->last_grace < 0)
2576     {
2577     if (op->stats.grace < op->stats.maxgrace / 2)
2578     op->stats.grace++; /* no penalty in food for regaining grace */
2579 root 1.55
2580 root 1.18 if (max_grace > 1)
2581     {
2582     over_grace = (gen_grace < 20 ? 30 : gen_grace + 10) / rate_grace;
2583     if (over_grace > 0)
2584     {
2585     op->stats.sp += over_grace
2586     + (random_roll (0, rate_grace - 1, op, PREFER_HIGH) > ((gen_grace < 20 ? 30 : gen_grace + 10) % rate_grace)) ? -1 : 0;
2587     op->last_grace = 0;
2588     }
2589     else
2590     {
2591     op->last_grace = rate_grace / (gen_grace < 20 ? 30 : gen_grace + 10);
2592     }
2593     }
2594     else
2595     {
2596     op->last_grace = rate_grace / (gen_grace < 20 ? 30 : gen_grace + 10);
2597     }
2598     /* wearing stuff doesn't detract from grace generation. */
2599     }
2600    
2601     /* Regenerate Hit Points */
2602     if (--op->last_heal < 0)
2603     {
2604     if (op->stats.hp < op->stats.maxhp)
2605     {
2606     op->stats.hp++;
2607     /* dms do not consume food */
2608     if (!QUERY_FLAG (op, FLAG_WIZ))
2609     {
2610     op->stats.food--;
2611     if (op->contr->digestion < 0)
2612     op->stats.food += op->contr->digestion;
2613     else if (op->contr->digestion > 0 && random_roll (0, op->contr->digestion, op, PREFER_HIGH))
2614     op->stats.food = last_food;
2615     }
2616     }
2617 root 1.55
2618 root 1.18 if (max_hp > 1)
2619     {
2620     over_hp = (gen_hp < 20 ? 30 : gen_hp + 10) / rate_hp;
2621     if (over_hp > 0)
2622     {
2623     op->stats.sp += over_hp + (RANDOM () % rate_hp > ((gen_hp < 20 ? 30 : gen_hp + 10) % rate_hp)) ? -1 : 0;
2624     op->last_heal = 0;
2625     }
2626     else
2627     {
2628     op->last_heal = rate_hp / (gen_hp < 20 ? 30 : gen_hp + 10);
2629     }
2630     }
2631     else
2632     {
2633     op->last_heal = rate_hp / (gen_hp < 20 ? 30 : gen_hp + 10);
2634     }
2635 root 1.11 }
2636 elmex 1.1
2637 root 1.18 /* Digestion */
2638     if (--op->last_eat < 0)
2639     {
2640     #ifdef COZY_SERVER
2641     int dg = op->contr->digestion >= 0 && op->contr->digestion < 2 ? 2 : op->contr->digestion;
2642     int bonus = dg > 0 ? dg : 0, penalty = dg < 0 ? -dg : 0;
2643     #else
2644     int bonus = op->contr->digestion > 0 ? op->contr->digestion : 0, penalty = op->contr->digestion < 0 ? -op->contr->digestion : 0;
2645     #endif
2646    
2647     if (op->contr->gen_hp > 0)
2648     op->last_eat = 25 * (1 + bonus) / (op->contr->gen_hp + penalty + 1);
2649     else
2650     op->last_eat = 25 * (1 + bonus) / (penalty + 1);
2651 root 1.55
2652 root 1.18 /* dms do not consume food */
2653     if (!QUERY_FLAG (op, FLAG_WIZ))
2654     op->stats.food--;
2655 root 1.11 }
2656 elmex 1.1
2657 root 1.55 if (op->stats.food < 0 && op->stats.hp >= 0)
2658     {
2659     object *tmp, *flesh = 0;
2660 root 1.18
2661 root 1.55 for (tmp = op->inv; tmp; tmp = tmp->below)
2662 root 1.18 {
2663 root 1.55 if (!QUERY_FLAG (tmp, FLAG_UNPAID))
2664 root 1.18 {
2665 root 1.55 if (tmp->type == FOOD || tmp->type == DRINK || tmp->type == POISON)
2666     {
2667     new_draw_info (NDI_UNIQUE, 0, op, "You blindly grab for a bite of food.");
2668     manual_apply (op, tmp, 0);
2669     if (op->stats.food >= 0 || op->stats.hp < 0)
2670     break;
2671     }
2672     else if (tmp->type == FLESH)
2673     flesh = tmp;
2674     } /* End if paid for object */
2675     } /* end of for loop */
2676    
2677     /* If player is still starving, it means they don't have any food, so
2678     * eat flesh instead.
2679     */
2680     if (op->stats.food < 0 && op->stats.hp >= 0 && flesh)
2681     {
2682     new_draw_info (NDI_UNIQUE, 0, op, "You blindly grab for a bite of food.");
2683     manual_apply (op, flesh, 0);
2684     }
2685 root 1.11 }
2686 elmex 1.1
2687 root 1.55 while (op->stats.food < 0 && op->stats.hp >= 0)
2688     op->stats.food++, op->stats.hp--;
2689 elmex 1.1
2690 root 1.55 if (op->stats.hp < 0 && !QUERY_FLAG (op, FLAG_WIZ))
2691     kill_player (op);
2692     }
2693 elmex 1.1 }
2694    
2695     /* If the player should die (lack of hp, food, etc), we call this.
2696     * op is the player in jeopardy. If the player can not be saved (not
2697     * permadeath, no lifesave), this will take care of removing the player
2698     * file.
2699     */
2700 root 1.18 void
2701     kill_player (object *op)
2702 elmex 1.1 {
2703 root 1.18 char buf[MAX_BUF];
2704     int x, y;
2705    
2706     //int i;
2707 root 1.25 maptile *map; /* this is for resurrection */
2708 root 1.18
2709     /* int z;
2710     int num_stats_lose;
2711     int lost_a_stat;
2712     int lose_this_stat;
2713     int this_stat; */
2714     int will_kill_again;
2715     archetype *at;
2716     object *tmp;
2717    
2718     if (save_life (op))
2719     return;
2720    
2721    
2722     /* If player dies on BATTLEGROUND, no stat/exp loss! For Combat-Arenas
2723     * in cities ONLY!!! It is very important that this doesn't get abused.
2724     * Look at op_on_battleground() for more info --AndreasV
2725     */
2726     if (op_on_battleground (op, &x, &y))
2727     {
2728     new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, "You have been defeated in combat!");
2729     new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, "Local medics have saved your life...");
2730    
2731     /* restore player */
2732 root 1.22 at = archetype::find ("poisoning");
2733 root 1.18 tmp = present_arch_in_ob (at, op);
2734     if (tmp)
2735     {
2736 root 1.33 tmp->destroy ();
2737 root 1.18 new_draw_info (NDI_UNIQUE, 0, op, "Your body feels cleansed");
2738     }
2739 elmex 1.1
2740 root 1.22 at = archetype::find ("confusion");
2741 root 1.18 tmp = present_arch_in_ob (at, op);
2742     if (tmp)
2743     {
2744 root 1.33 tmp->destroy ();
2745 root 1.18 new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer");
2746     }
2747    
2748     cure_disease (op, 0); /* remove any disease */
2749     op->stats.hp = op->stats.maxhp;
2750     if (op->stats.food <= 0)
2751     op->stats.food = 999;
2752 elmex 1.1
2753 root 1.18 /* create a bodypart-trophy to make the winner happy */
2754 root 1.22 tmp = arch_to_object (archetype::find ("finger"));
2755 root 1.18 if (tmp != NULL)
2756     {
2757     sprintf (buf, "%s's finger", &op->name);
2758     tmp->name = buf;
2759     sprintf (buf, " This finger has been cut off %s\n"
2760     " the %s, when he was defeated at\n level %d by %s.\n",
2761     &op->name, op->contr->title, (int) (op->level), op->contr->killer);
2762     tmp->msg = buf;
2763     tmp->value = 0, tmp->material = 0, tmp->type = 0;
2764     tmp->materialname = NULL;
2765     tmp->x = op->x, tmp->y = op->y;
2766     insert_ob_in_map (tmp, op->map, op, 0);
2767     }
2768 elmex 1.1
2769 root 1.18 /* teleport defeated player to new destination */
2770     transfer_ob (op, x, y, 0, NULL);
2771     op->contr->braced = 0;
2772     return;
2773 elmex 1.1 }
2774    
2775 root 1.18 INVOKE_PLAYER (DEATH, op->contr);
2776 root 1.3
2777 root 1.18 command_kill_pets (op, 0);
2778 elmex 1.1
2779 root 1.18 if (op->stats.food < 0)
2780     {
2781     if (op->contr->explore)
2782     {
2783     new_draw_info (NDI_UNIQUE, 0, op, "You would have starved, but you are");
2784     new_draw_info (NDI_UNIQUE, 0, op, "in explore mode, so...");
2785     op->stats.food = 999;
2786     return;
2787 root 1.11 }
2788 root 1.18 sprintf (buf, "%s starved to death.", &op->name);
2789     strcpy (op->contr->killer, "starvation");
2790 elmex 1.1 }
2791 root 1.18 else
2792     {
2793     if (op->contr->explore)
2794     {
2795     new_draw_info (NDI_UNIQUE, 0, op, "You would have died, but you are");
2796     new_draw_info (NDI_UNIQUE, 0, op, "in explore mode, so...");
2797     op->stats.hp = op->stats.maxhp;
2798     return;
2799 root 1.11 }
2800 root 1.18 sprintf (buf, "%s died.", &op->name);
2801 elmex 1.1 }
2802 root 1.18 play_sound_player_only (op->contr, SOUND_PLAYER_DIES, 0, 0);
2803 elmex 1.1
2804 root 1.18 /* save the map location for corpse, gravestone */
2805     x = op->x;
2806     y = op->y;
2807     map = op->map;
2808 elmex 1.1
2809    
2810 root 1.54 /* NOT_PERMADEATH code. This basically brings the character back to
2811     * life if they are dead - it takes some exp and a random stat.
2812     * See the config.h file for a little more in depth detail about this.
2813     */
2814    
2815     /* Basically two ways to go - remove a stat permanently, or just
2816     * make it depletion. This bunch of code deals with that aspect
2817     * of death.
2818     */
2819     #ifndef COZY_SERVER
2820     if (settings.balanced_stat_loss)
2821 root 1.18 {
2822 root 1.54 /* If stat loss is permanent, lose one stat only. */
2823     /* Lower level chars don't lose as many stats because they suffer
2824     more if they do. */
2825     /* Higher level characters can afford things such as potions of
2826     restoration, or better, stat potions. So we slug them that
2827     little bit harder. */
2828     /* GD */
2829     if (settings.stat_loss_on_death)
2830     num_stats_lose = 1;
2831     else
2832     num_stats_lose = 1 + op->level / BALSL_NUMBER_LOSSES_RATIO;
2833     }
2834     else
2835     {
2836     num_stats_lose = 1;
2837     }
2838     lost_a_stat = 0;
2839    
2840     for (z = 0; z < num_stats_lose; z++)
2841     {
2842     i = RANDOM () % NUM_STATS;
2843 root 1.11
2844 root 1.54 if (settings.stat_loss_on_death)
2845 root 1.18 {
2846 root 1.54 /* Pick a random stat and take a point off it. Tell the player
2847     * what he lost.
2848     */
2849     change_attr_value (&(op->stats), i, -1);
2850     check_stat_bounds (&(op->stats));
2851     change_attr_value (&(op->contr->orig_stats), i, -1);
2852     check_stat_bounds (&(op->contr->orig_stats));
2853     new_draw_info (NDI_UNIQUE, 0, op, lose_msg[i]);
2854     lost_a_stat = 1;
2855 root 1.18 }
2856     else
2857     {
2858 root 1.54 /* deplete a stat */
2859     archetype *deparch = archetype::find ("depletion");
2860     object *dep;
2861 root 1.11
2862 root 1.54 dep = present_arch_in_ob (deparch, op);
2863     if (!dep)
2864 root 1.18 {
2865 root 1.54 dep = arch_to_object (deparch);
2866     insert_ob_in_ob (dep, op);
2867 root 1.18 }
2868 root 1.54 lose_this_stat = 1;
2869     if (settings.balanced_stat_loss)
2870 root 1.18 {
2871 root 1.54 /* GD */
2872     /* Get the stat that we're about to deplete. */
2873     this_stat = get_attr_value (&(dep->stats), i);
2874     if (this_stat < 0)
2875     {
2876     int loss_chance = 1 + op->level / BALSL_LOSS_CHANCE_RATIO;
2877     int keep_chance = this_stat * this_stat;
2878 root 1.18
2879 root 1.54 /* Yes, I am paranoid. Sue me. */
2880     if (keep_chance < 1)
2881     keep_chance = 1;
2882 root 1.18
2883 root 1.54 /* There is a maximum depletion total per level. */
2884     if (this_stat < -1 - op->level / BALSL_MAX_LOSS_RATIO)
2885     {
2886     lose_this_stat = 0;
2887     /* Take loss chance vs keep chance to see if we
2888     retain the stat. */
2889     }
2890     else
2891     {
2892     if (random_roll (0, loss_chance + keep_chance - 1, op, PREFER_LOW) < keep_chance)
2893     lose_this_stat = 0;
2894     /* LOG(llevDebug, "Determining stat loss. Stat: %d Keep: %d Lose: %d Result: %s.\n",
2895     this_stat, keep_chance, loss_chance,
2896     lose_this_stat?"LOSE":"KEEP"); */
2897 root 1.11 }
2898     }
2899 root 1.54 }
2900 root 1.18
2901 root 1.54 if (lose_this_stat)
2902     {
2903     this_stat = get_attr_value (&(dep->stats), i);
2904     /* We could try to do something clever like find another
2905     * stat to reduce if this fails. But chances are, if
2906     * stats have been depleted to -50, all are pretty low
2907     * and should be roughly the same, so it shouldn't make a
2908     * difference.
2909     */
2910     if (this_stat >= -50)
2911 root 1.18 {
2912 root 1.54 change_attr_value (&(dep->stats), i, -1);
2913     SET_FLAG (dep, FLAG_APPLIED);
2914     new_draw_info (NDI_UNIQUE, 0, op, lose_msg[i]);
2915     op->update_stats ();
2916     lost_a_stat = 1;
2917 root 1.11 }
2918     }
2919     }
2920 root 1.54 }
2921     /* If no stat lost, tell the player. */
2922     if (!lost_a_stat)
2923     {
2924     /* determine_god() seems to not work sometimes... why is this?
2925     Should I be using something else? GD */
2926     const char *god = determine_god (op);
2927 root 1.18
2928 root 1.54 if (god && (strcmp (god, "none")))
2929     new_draw_info_format (NDI_UNIQUE, 0, op, "For a brief moment you feel the holy presence of %s protecting" " you.", god);
2930     else
2931     new_draw_info (NDI_UNIQUE, 0, op, "For a brief moment you feel a holy presence protecting you.");
2932     }
2933 root 1.28 #else
2934 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.");
2935 elmex 1.1 #endif
2936    
2937 root 1.54 /* Put a gravestone up where the character 'almost' died. List the
2938     * exp loss on the stone.
2939     */
2940     tmp = arch_to_object (archetype::find ("gravestone"));
2941     sprintf (buf, "%s's gravestone", &op->name);
2942     tmp->name = buf;
2943     sprintf (buf, "%s's gravestones", &op->name);
2944     tmp->name_pl = buf;
2945     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);
2946     tmp->msg = buf;
2947     tmp->x = op->x, tmp->y = op->y;
2948     insert_ob_in_map (tmp, op->map, NULL, 0);
2949    
2950     /**************************************/
2951     /* */
2952     /* Subtract the experience points, */
2953     /* if we died cause of food, give us */
2954     /* food, and reset HP's... */
2955     /* */
2956     /**************************************/
2957    
2958     /* remove any poisoning and confusion the character may be suffering. */
2959     /* restore player */
2960     at = archetype::find ("poisoning");
2961     tmp = present_arch_in_ob (at, op);
2962    
2963     if (tmp)
2964     {
2965     tmp->destroy ();
2966     new_draw_info (NDI_UNIQUE, 0, op, "Your body feels cleansed");
2967     }
2968    
2969     at = archetype::find ("confusion");
2970     tmp = present_arch_in_ob (at, op);
2971     if (tmp)
2972     {
2973     tmp->destroy ();
2974     new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer");
2975     }
2976    
2977     cure_disease (op, 0); /* remove any disease */
2978    
2979     /*add_exp(op, (op->stats.exp * -0.20)); */
2980     apply_death_exp_penalty (op);
2981     if (op->stats.food < 100)
2982     op->stats.food = 900;
2983     op->stats.hp = op->stats.maxhp;
2984     op->stats.sp = MAX (op->stats.sp, op->stats.maxsp);
2985     op->stats.grace = MAX (op->stats.grace, op->stats.maxgrace);
2986 root 1.11
2987 root 1.54 /*
2988     * Check to see if the player is in a shop. IF so, then check to see if
2989     * the player has any unpaid items. If so, remove them and put them back
2990     * in the map.
2991     */
2992 root 1.33
2993 root 1.54 if (is_in_shop (op))
2994     remove_unpaid_objects (op->inv, op);
2995 root 1.18
2996 root 1.54 /****************************************/
2997     /* */
2998     /* Move player to his current respawn- */
2999     /* position (usually last savebed) */
3000     /* */
3001     /****************************************/
3002 root 1.18
3003 root 1.54 enter_player_savebed (op);
3004 root 1.18
3005 root 1.54 /* Save the player before inserting the force to reduce
3006     * chance of abuse.
3007     */
3008     op->contr->braced = 0;
3009     op->contr->save ();
3010 root 1.11
3011 root 1.54 /* it is possible that the player has blown something up
3012     * at his savebed location, and that can have long lasting
3013     * spell effects. So first see if there is a spell effect
3014     * on the space that might harm the player.
3015     */
3016     will_kill_again = 0;
3017     for (tmp = GET_MAP_OB (op->map, op->x, op->y); tmp; tmp = tmp->above)
3018     if (tmp->type == SPELL_EFFECT)
3019     will_kill_again |= tmp->attacktype;
3020 elmex 1.1
3021 root 1.54 if (will_kill_again)
3022 root 1.18 {
3023 root 1.54 object *force;
3024     int at;
3025 root 1.18
3026 root 1.54 force = get_archetype (FORCE_NAME);
3027     /* 50 ticks should be enough time for the spell to abate */
3028     force->speed = 0.1;
3029     force->speed_left = -5.0;
3030     SET_FLAG (force, FLAG_APPLIED);
3031     for (at = 0; at < NROFATTACKS; at++)
3032     if (will_kill_again & (1 << at))
3033     force->resist[at] = 100;
3034 root 1.30
3035 root 1.54 insert_ob_in_ob (force, op);
3036     op->update_stats ();
3037 root 1.30
3038 root 1.54 }
3039 root 1.18
3040 root 1.54 new_draw_info (NDI_UNIQUE, 0, op, "YOU HAVE DIED.");
3041 elmex 1.1 }
3042    
3043 root 1.18 void
3044     loot_object (object *op)
3045     { /* Grab and destroy some treasure */
3046     object *tmp, *tmp2, *next;
3047 elmex 1.1
3048 root 1.18 if (op->container)
3049 root 1.54 esrv_apply_container (op, op->container); /* close open sack first */
3050 elmex 1.1
3051 root 1.54 for (tmp = op->inv; tmp; tmp = next)
3052 root 1.18 {
3053     next = tmp->below;
3054 root 1.54
3055 elmex 1.50 if (tmp->invisible)
3056 root 1.18 continue;
3057 root 1.54
3058 root 1.32 tmp->remove ();
3059 root 1.18 tmp->x = op->x, tmp->y = op->y;
3060     if (tmp->type == CONTAINER)
3061     { /* empty container to ground */
3062     loot_object (tmp);
3063     }
3064     if (!QUERY_FLAG (tmp, FLAG_UNIQUE) && (QUERY_FLAG (tmp, FLAG_STARTEQUIP) || QUERY_FLAG (tmp, FLAG_NO_DROP) || !(RANDOM () % 3)))
3065     {
3066     if (tmp->nrof > 1)
3067     {
3068     tmp2 = get_split_ob (tmp, 1 + RANDOM () % (tmp->nrof - 1));
3069 root 1.33 tmp2->destroy ();
3070 root 1.18 insert_ob_in_map (tmp, op->map, NULL, 0);
3071     }
3072     else
3073 root 1.33 tmp->destroy ();
3074 root 1.18 }
3075     else
3076     insert_ob_in_map (tmp, op->map, NULL, 0);
3077     }
3078 elmex 1.1 }
3079    
3080     /*
3081     * fix_weight(): Check recursively the weight of all players, and fix
3082     * what needs to be fixed. Refresh windows and fix speed if anything
3083     * was changed.
3084     */
3085    
3086 root 1.18 void
3087     fix_weight (void)
3088     {
3089 root 1.61 for_all_players (pl)
3090 root 1.18 {
3091     int old = pl->ob->carrying, sum = sum_weight (pl->ob);
3092    
3093     if (old == sum)
3094     continue;
3095 root 1.54 pl->ob->update_stats ();
3096 root 1.18 LOG (llevDebug, "Fixed inventory in %s (%d -> %d)\n", &pl->ob->name, old, sum);
3097     }
3098 elmex 1.1 }
3099    
3100 root 1.18 void
3101     fix_luck (void)
3102     {
3103 root 1.61 for_all_players (pl)
3104 root 1.52 if (!pl->ob->contr->ns->state)
3105 root 1.54 pl->ob->change_luck (0);
3106 elmex 1.1 }
3107    
3108     /* cast_dust() - handles op throwing objects of type 'DUST'.
3109     * This is much simpler in the new spell code - we basically
3110     * just treat this as any other spell casting object.
3111     */
3112 elmex 1.2 void
3113 root 1.18 cast_dust (object *op, object *throw_ob, int dir)
3114 elmex 1.2 {
3115     object *skop, *spob;
3116    
3117     skop = find_skill_by_name (op, throw_ob->skill);
3118    
3119     /* casting POTION 'dusts' is really a use_magic_item skill */
3120     if (op->type == PLAYER && throw_ob->type == POTION && !skop)
3121     {
3122 root 1.18 LOG (llevError, "Player %s lacks critical skill use_magic_item!\n", &op->name);
3123 elmex 1.2 return;
3124     }
3125    
3126     spob = throw_ob->inv;
3127    
3128     // elmex Tue Aug 15 17:19:46 CEST 2006: Added this check to
3129     // not pass NULL to cast_spell (which did indeed check itself, but
3130     // errors should be reported as early as possible IMHO)
3131     if (!spob)
3132     {
3133 root 1.18 LOG (llevError, "cast_dust: thrown object %s (by %s) had no spell in it!", &throw_ob->name, &op->name);
3134 elmex 1.2 return;
3135 elmex 1.1 }
3136    
3137 elmex 1.2 if (op->type == PLAYER)
3138 root 1.14 new_draw_info_format (NDI_UNIQUE, 0, op, "You cast %s.", &spob->name);
3139 elmex 1.2
3140     cast_spell (op, throw_ob, dir, spob, NULL);
3141    
3142 root 1.33 throw_ob->destroy ();
3143 elmex 1.1 }
3144    
3145 root 1.18 void
3146     make_visible (object *op)
3147     {
3148     op->hide = 0;
3149     op->invisible = 0;
3150     if (op->type == PLAYER)
3151     {
3152     op->contr->tmp_invis = 0;
3153     op->contr->invis_race = 0;
3154     }
3155     update_object (op, UP_OBJ_FACE);
3156     }
3157    
3158     int
3159     is_true_undead (object *op)
3160     {
3161     object *tmp = NULL;
3162    
3163     if (QUERY_FLAG (&op->arch->clone, FLAG_UNDEAD))
3164     return 1;
3165    
3166 elmex 1.1 return 0;
3167     }
3168    
3169     /* look at the surrounding terrain to determine
3170     * the hideability of this object. Positive levels
3171     * indicate greater hideability.
3172     */
3173    
3174 root 1.18 int
3175     hideability (object *ob)
3176     {
3177     int i, level = 0, mflag;
3178     sint16 x, y;
3179    
3180     if (!ob || !ob->map)
3181     return 0;
3182    
3183     /* so, on normal lighted maps, its hard to hide */
3184     level = ob->map->darkness - 2;
3185    
3186     /* this also picks up whether the object is glowing.
3187     * If you carry a light on a non-dark map, its not
3188     * as bad as carrying a light on a pitch dark map */
3189     if (has_carried_lights (ob))
3190     level = -(10 + (2 * ob->map->darkness));
3191    
3192     /* scan through all nearby squares for terrain to hide in */
3193     for (i = 0, x = ob->x, y = ob->y; i < 9; i++, x = ob->x + freearr_x[i], y = ob->y + freearr_y[i])
3194     {
3195     mflag = get_map_flags (ob->map, NULL, x, y, NULL, NULL);
3196     if (mflag & P_OUT_OF_MAP)
3197     {
3198     continue;
3199     }
3200     if (mflag & P_BLOCKSVIEW) /* something to hide near! */
3201     level += 2;
3202     else /* open terrain! */
3203     level -= 1;
3204 elmex 1.1 }
3205 root 1.18
3206 elmex 1.1 #if 0
3207 root 1.18 LOG (llevDebug, "hideability of %s is %d\n", ob->name, level);
3208 elmex 1.1 #endif
3209 root 1.18 return level;
3210 elmex 1.1 }
3211    
3212     /* For Hidden creatures - a chance of becoming 'unhidden'
3213     * every time they move - as we subtract off 'invisibility'
3214     * AND, for players, if they move into a ridiculously unhideable
3215     * spot (surrounded by clear terrain in broad daylight). -b.t.
3216     */
3217    
3218 root 1.18 void
3219     do_hidden_move (object *op)
3220     {
3221     int hide = 0, num = random_roll (0, 19, op, PREFER_LOW);
3222     object *skop;
3223    
3224     if (!op || !op->map)
3225     return;
3226    
3227     skop = find_obj_by_type_subtype (op, SKILL, SK_HIDING);
3228    
3229     /* its *extremely* hard to run and sneak/hide at the same time! */
3230     if (op->type == PLAYER && op->contr->run_on)
3231     {
3232     if (!skop || num >= skop->level)
3233     {
3234     new_draw_info (NDI_UNIQUE, 0, op, "You ran too much! You are no longer hidden!");
3235     make_visible (op);
3236     return;
3237     }
3238     else
3239     num += 20;
3240 elmex 1.1 }
3241 root 1.18 num += op->map->difficulty;
3242     hide = hideability (op); /* modify by terrain hidden level */
3243     num -= hide;
3244     if ((op->type == PLAYER && hide < -10) || ((op->invisible -= num) <= 0))
3245     {
3246     make_visible (op);
3247     if (op->type == PLAYER)
3248     new_draw_info (NDI_UNIQUE, 0, op, "You moved out of hiding! You are visible!");
3249 elmex 1.1 }
3250 root 1.18 else if (op->type == PLAYER && skop)
3251     {
3252     change_exp (op, calc_skill_exp (op, NULL, skop), skop->skill, 0);
3253 elmex 1.1 }
3254     }
3255    
3256     /* determine if who is standing near a hostile creature. */
3257    
3258 root 1.18 int
3259     stand_near_hostile (object *who)
3260     {
3261     object *tmp = NULL;
3262     int i, friendly = 0, player = 0, mflags;
3263 root 1.25 maptile *m;
3264 root 1.18 sint16 x, y;
3265    
3266     if (!who)
3267     return 0;
3268    
3269     if (who->type == PLAYER)
3270     player = 1;
3271    
3272     else
3273     friendly = QUERY_FLAG (who, FLAG_FRIENDLY);
3274    
3275     /* search adjacent squares */
3276     for (i = 1; i < 9; i++)
3277     {
3278     x = who->x + freearr_x[i];
3279     y = who->y + freearr_y[i];
3280     m = who->map;
3281     mflags = get_map_flags (m, &m, x, y, &x, &y);
3282     /* space must be blocked if there is a monster. If not
3283     * blocked, don't need to check this space.
3284     */
3285     if (mflags & P_OUT_OF_MAP)
3286     continue;
3287     if (OB_TYPE_MOVE_BLOCK (who, GET_MAP_MOVE_BLOCK (m, x, y)))
3288     continue;
3289    
3290 root 1.49 for (tmp = GET_MAP_OB (m, x, y); tmp; tmp = tmp->above)
3291 root 1.18 {
3292     if ((player ||friendly) &&QUERY_FLAG (tmp, FLAG_MONSTER) && !QUERY_FLAG (tmp, FLAG_UNAGGRESSIVE))
3293     return 1;
3294     else if (tmp->type == PLAYER)
3295     {
3296     /*don't let a hidden DM prevent you from hiding */
3297     if (!QUERY_FLAG (tmp, FLAG_WIZ) || tmp->contr->hidden == 0)
3298 root 1.11 return 1;
3299 root 1.18 }
3300 root 1.11 }
3301 elmex 1.1 }
3302 root 1.18 return 0;
3303 elmex 1.1 }
3304    
3305     /* check the player los field for viewability of the
3306     * object op. This function works fine for monsters,
3307     * but we dont worry if the object isnt the top one in
3308     * a pile (say a coin under a table would return "viewable"
3309     * by this routine). Another question, should we be
3310     * concerned with the direction the player is looking
3311     * in? Realistically, most of use cant see stuff behind
3312     * our backs...on the other hand, does the "facing" direction
3313     * imply the way your head, or body is facing? Its possible
3314     * for them to differ. Sigh, this fctn could get a bit more complex.
3315     * -b.t.
3316     * This function is now map tiling safe.
3317     */
3318    
3319 root 1.18 int
3320     player_can_view (object *pl, object *op)
3321     {
3322     rv_vector rv;
3323     int dx, dy;
3324    
3325     if (pl->type != PLAYER)
3326     {
3327     LOG (llevError, "player_can_view() called for non-player object\n");
3328     return -1;
3329 elmex 1.1 }
3330 root 1.18 if (!pl || !op)
3331 elmex 1.1 return 0;
3332 root 1.18
3333     if (op->head)
3334     {
3335     op = op->head;
3336     }
3337     get_rangevector (pl, op, &rv, 0x1);
3338    
3339     /* starting with the 'head' part, lets loop
3340     * through the object and find if it has any
3341     * part that is in the los array but isnt on
3342     * a blocked los square.
3343     * we use the archetype to figure out offsets.
3344     */
3345     while (op)
3346     {
3347     dx = rv.distance_x + op->arch->clone.x;
3348     dy = rv.distance_y + op->arch->clone.y;
3349    
3350     /* only the viewable area the player sees is updated by LOS
3351     * code, so we need to restrict ourselves to that range of values
3352     * for any meaningful values.
3353     */
3354 root 1.52 if (FABS (dx) <= (pl->contr->ns->mapx / 2) &&
3355     FABS (dy) <= (pl->contr->ns->mapy / 2) &&
3356     !pl->contr->blocked_los[dx + (pl->contr->ns->mapx / 2)][dy + (pl->contr->ns->mapy / 2)])
3357 root 1.18 return 1;
3358     op = op->more;
3359     }
3360     return 0;
3361 elmex 1.1 }
3362    
3363     /* routine for both players and monsters. We call this when
3364     * there is a possibility for our action distrubing our hiding
3365     * place or invisiblity spell. Artefact invisiblity is not
3366     * effected by this. If we arent invisible to begin with, we
3367     * return 0.
3368     */
3369 root 1.18 int
3370     action_makes_visible (object *op)
3371     {
3372    
3373     if (op->invisible && QUERY_FLAG (op, FLAG_ALIVE))
3374     {
3375     if (QUERY_FLAG (op, FLAG_MAKE_INVIS))
3376     return 0;
3377    
3378     if (op->contr && op->contr->tmp_invis == 0)
3379     return 0;
3380 elmex 1.1
3381 root 1.18 /* If monsters, they should become visible */
3382     if (op->hide || !op->contr || (op->contr && op->contr->tmp_invis))
3383     {
3384     new_draw_info_format (NDI_UNIQUE, 0, op, "You become %s!", op->hide ? "unhidden" : "visible");
3385     return 1;
3386 root 1.11 }
3387 elmex 1.1 }
3388 root 1.18 return 0;
3389 elmex 1.1 }
3390    
3391     /* op_on_battleground - checks if the given object op (usually
3392     * a player) is standing on a valid battleground-tile,
3393     * function returns TRUE/FALSE. If true x, y returns the battleground
3394     * -exit-coord. (and if x, y not NULL)
3395     * 19 March 2005 - josh@woosworld.net modifed to check if the battleground also has slaying, maxhp, and maxsp set
3396     * and if those are all set and the player has a marker that matches the slaying send them to a different x, y
3397     * Default is to do the same as before, so only people wanting to have different points need worry about this
3398     */
3399 root 1.18 int
3400     op_on_battleground (object *op, int *x, int *y)
3401     {
3402 elmex 1.1 object *tmp;
3403 root 1.18
3404 elmex 1.1 /* A battleground-tile needs the following attributes to be valid:
3405     * is_floor 1 (has to be the FIRST floor beneath the player's feet),
3406     * name="battleground", no_pick 1, type=58 (type BATTLEGROUND)
3407     * and the exit-coordinates sp/hp must both be > 0.
3408     * => The intention here is to prevent abuse of the battleground-
3409     * feature (like pickable or hidden battleground tiles). */
3410 root 1.18 for (tmp = op->below; tmp != NULL; tmp = tmp->below)
3411     {
3412     if (QUERY_FLAG (tmp, FLAG_IS_FLOOR))
3413     {
3414     if (QUERY_FLAG (tmp, FLAG_NO_PICK) &&
3415     strcmp (tmp->name, "battleground") == 0 && tmp->type == BATTLEGROUND && EXIT_X (tmp) && EXIT_Y (tmp))
3416     {
3417     /*before we assign the exit, check if this is a teambattle */
3418     if (EXIT_ALT_X (tmp) && EXIT_ALT_Y (tmp) && EXIT_PATH (tmp))
3419     {
3420     object *invtmp;
3421    
3422     for (invtmp = op->inv; invtmp != NULL; invtmp = invtmp->below)
3423     {
3424     if (invtmp->type == FORCE && invtmp->slaying && !strcmp (EXIT_PATH (tmp), invtmp->slaying))
3425     {
3426     if (x != NULL && y != NULL)
3427     *x = EXIT_ALT_X (tmp), *y = EXIT_ALT_Y (tmp);
3428     return 1;
3429     }
3430     }
3431     }
3432     if (x != NULL && y != NULL)
3433     *x = EXIT_X (tmp), *y = EXIT_Y (tmp);
3434     return 1;
3435     }
3436     }
3437 elmex 1.1 }
3438     /* If we got here, did not find a battleground */
3439     return 0;
3440     }
3441    
3442     /*
3443     * When a dragon-player gains a new stage of evolution,
3444     * he gets some treasure
3445     *
3446     * attributes:
3447     * object *who the dragon player
3448     * int atnr the attack-number of the ability focus
3449     * int level ability level
3450     */
3451 root 1.18 void
3452     dragon_ability_gain (object *who, int atnr, int level)
3453     {
3454     treasurelist *trlist = NULL; /* treasurelist */
3455     treasure *tr; /* treasure */
3456     object *tmp, *skop; /* tmp. object */
3457     object *item; /* treasure object */
3458     char buf[MAX_BUF]; /* tmp. string buffer */
3459     int i = 0, j = 0;
3460    
3461     /* get the appropriate treasurelist */
3462     if (atnr == ATNR_FIRE)
3463     trlist = find_treasurelist ("dragon_ability_fire");
3464     else if (atnr == ATNR_COLD)
3465     trlist = find_treasurelist ("dragon_ability_cold");
3466     else if (atnr == ATNR_ELECTRICITY)
3467     trlist = find_treasurelist ("dragon_ability_elec");
3468     else if (atnr == ATNR_POISON)
3469     trlist = find_treasurelist ("dragon_ability_poison");
3470    
3471     if (trlist == NULL || who->type != PLAYER)
3472     return;
3473    
3474     for (i = 0, tr = trlist->items; tr != NULL && i < level - 1; tr = tr->next, i++);
3475    
3476     if (tr == NULL || tr->item == NULL)
3477     {
3478     /* LOG(llevDebug, "-> no more treasure for %s\n", change_resist_msg[atnr]); */
3479     return;
3480 elmex 1.1 }
3481    
3482 root 1.18 /* everything seems okay - now bring on the gift: */
3483     item = &(tr->item->clone);
3484 elmex 1.1
3485 root 1.18 if (item->type == SPELL)
3486     {
3487     if (check_spell_known (who, item->name))
3488 root 1.11 return;
3489 root 1.18
3490     new_draw_info_format (NDI_UNIQUE | NDI_BLUE, 0, who, "You gained the ability of %s", &item->name);
3491     do_learn_spell (who, item, 0);
3492     return;
3493 elmex 1.1 }
3494    
3495 root 1.18 /* grant direct spell */
3496     if (item->type == SPELLBOOK)
3497     {
3498     if (!item->inv)
3499     {
3500     LOG (llevDebug, "dragon_ability_gain: Broken spellbook %s\n", &item->name);
3501     return;
3502     }
3503     if (check_spell_known (who, item->inv->name))
3504     return;
3505     if (item->invisible)
3506     {
3507     new_draw_info_format (NDI_UNIQUE | NDI_BLUE, 0, who, "You gained the ability of %s", &item->inv->name);
3508     do_learn_spell (who, item->inv, 0);
3509     return;
3510 root 1.11 }
3511 root 1.18 }
3512     else if (item->type == SKILL_TOOL && item->invisible)
3513     {
3514     if (item->subtype == SK_CLAWING && (skop = find_skill_by_name (who, item->skill)) != NULL)
3515     {
3516    
3517     /* should this perhaps be (skop->attackyp & item->attacktype)!=item->attacktype ...
3518     * in this way, if the player is missing any of the attacktypes, he gets
3519     * them. As it is now, if the player has any that match the granted skill,
3520     * but not all of them, he gets nothing.
3521     */
3522     if (!(skop->attacktype & item->attacktype))
3523     {
3524     /* Give new attacktype */
3525     skop->attacktype |= item->attacktype;
3526    
3527     /* always add physical if there's none */
3528     skop->attacktype |= AT_PHYSICAL;
3529    
3530     if (item->msg != NULL)
3531     new_draw_info (NDI_UNIQUE | NDI_BLUE, 0, who, item->msg);
3532    
3533     /* Give player new face */
3534     if (item->animation_id)
3535     {
3536     who->face = skop->face;
3537     who->animation_id = item->animation_id;
3538     who->anim_speed = item->anim_speed;
3539     who->last_anim = 0;
3540     who->state = 0;
3541     animate_object (who, who->direction);
3542     }
3543     }
3544 root 1.11 }
3545 elmex 1.1 }
3546 root 1.18 else if (item->type == FORCE)
3547     {
3548     /* forces in the treasurelist can alter the player's stats */
3549     object *skin;
3550 elmex 1.1
3551 root 1.18 /* first get the dragon skin force */
3552 root 1.52 shstr_cmp dragon_skin_force ("dragon_skin_force");
3553     for (skin = who->inv; skin && !(skin->arch->name == dragon_skin_force); skin = skin->below)
3554     ;
3555    
3556     if (!skin)
3557 root 1.18 return;
3558    
3559     /* adding new spellpath attunements */
3560     if (item->path_attuned > 0 && !(skin->path_attuned & item->path_attuned))
3561     {
3562     skin->path_attuned |= item->path_attuned; /* add attunement to skin */
3563    
3564     /* print message */
3565     sprintf (buf, "You feel attuned to ");
3566     for (i = 0, j = 0; i < NRSPELLPATHS; i++)
3567     {
3568     if (item->path_attuned & (1 << i))
3569     {
3570     if (j)
3571     strcat (buf, " and ");
3572     else
3573     j = 1;
3574     strcat (buf, spellpathnames[i]);
3575     }
3576     }
3577     strcat (buf, ".");
3578     new_draw_info (NDI_UNIQUE | NDI_BLUE, 0, who, buf);
3579     }
3580    
3581     /* evtl. adding flags: */
3582     if (QUERY_FLAG (item, FLAG_XRAYS))
3583     SET_FLAG (skin, FLAG_XRAYS);
3584     if (QUERY_FLAG (item, FLAG_STEALTH))
3585     SET_FLAG (skin, FLAG_STEALTH);
3586     if (QUERY_FLAG (item, FLAG_SEE_IN_DARK))
3587     SET_FLAG (skin, FLAG_SEE_IN_DARK);
3588    
3589     /* print message if there is one */
3590     if (item->msg != NULL)
3591     new_draw_info (NDI_UNIQUE | NDI_BLUE, 0, who, item->msg);
3592     }
3593     else
3594     {
3595     /* generate misc. treasure */
3596     tmp = arch_to_object (tr->item);
3597     new_draw_info_format (NDI_UNIQUE | NDI_BLUE, 0, who, "You gained %s", query_short_name (tmp));
3598     tmp = insert_ob_in_ob (tmp, who);
3599     if (who->type == PLAYER)
3600     esrv_send_item (who, tmp);
3601 elmex 1.1 }
3602     }
3603    
3604     /**
3605     * Unready an object for a player. This function does nothing if the object was
3606     * not readied.
3607     */
3608 root 1.18 void
3609     player_unready_range_ob (player *pl, object *ob)
3610     {
3611     rangetype i;
3612 elmex 1.1
3613 root 1.18 for (i = (rangetype) 0; i < range_size; i = (rangetype) ((int) i + 1))
3614     {
3615     if (pl->ranges[i] == ob)
3616     {
3617     pl->ranges[i] = NULL;
3618     if (pl->shoottype == i)
3619     {
3620     pl->shoottype = range_none;
3621 elmex 1.1 }
3622     }
3623     }
3624     }