ViewVC Help
View File | Revision Log | Show Annotations | Download File
/cvs/deliantra/server/server/player.C
Revision: 1.63
Committed: Mon Dec 25 17:11:17 2006 UTC (17 years, 5 months ago) by root
Content type: text/plain
Branch: MAIN
Changes since 1.62: +4 -7 lines
Log Message:
- some fixes
- disable some refcounting again, not ready yet
- simplify save_object

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     //TODO: don't be so harsh and destroy :)
256 root 1.63 if (ns)
257     destroy ();
258 root 1.62 }
259    
260 root 1.54 // the need for this function can be explained
261     // by load_object not returning the object
262     void
263     player::set_object (object *op)
264     {
265     ob = op;
266     ob->contr = this; /* this aren't yet in archetype */
267 root 1.15
268 root 1.54 ob->speed_left = 0.5;
269     ob->speed = 1.0;
270     ob->direction = 5; /* So player faces south */
271     ob->stats.wc = 2;
272     ob->run_away = 25; /* Then we panick... */
273 root 1.15
274 root 1.54 set_first_map (ob);
275 root 1.15
276 root 1.54 ob->roll_stats ();
277     }
278 root 1.15
279 root 1.54 player::player ()
280     {
281     /* There are some elements we want initialized to non zero value -
282     * we deal with that below this point.
283     */
284     outputs_sync = 16; /* Every 2 seconds */
285     outputs_count = 8; /* Keeps present behaviour */
286     unapply = unapply_nochoice;
287    
288     assign (savebed_map, first_map_path); /* Init. respawn position */
289    
290     gen_sp_armour = 10;
291     last_speed = -1;
292     shoottype = range_none;
293     bowtype = bow_normal;
294     petmode = pet_normal;
295     listening = 10;
296     usekeys = containers;
297     last_weapon_sp = -1;
298     peaceful = 1; /* default peaceful */
299     do_los = 1;
300 root 1.15
301     /* we need to clear these to -1 and not zero - otherwise,
302     * if a player quits and starts a new character, we wont
303     * send new values to the client, as things like exp start
304     * at zero.
305     */
306 root 1.54 for (int i = 0; i < NUM_SKILLS; i++)
307     last_skill_exp[i] = -1;
308    
309     for (int i = 0; i < NROFATTACKS; i++)
310     last_resist[i] = -1;
311    
312     last_stats.exp = -1;
313     last_weight = (uint32) - 1;
314     }
315    
316 root 1.62 void
317     player::do_destroy ()
318 root 1.54 {
319 root 1.62 attachable::do_destroy ();
320    
321     disconnect ();
322    
323 root 1.54 terminate_all_pets (ob);
324    
325     if (first_player != this)
326 root 1.15 {
327 root 1.54 player *prev = first_player;
328    
329     while (prev && prev->next && prev->next != this)
330     prev = prev->next;
331 root 1.38
332 root 1.54 if (prev->next != this)
333     {
334     LOG (llevError, "Free_player: Can't find previous player.\n");
335     abort ();
336     }
337 root 1.38
338 root 1.54 prev->next = next;
339     }
340     else
341     first_player = next;
342 root 1.15
343 root 1.54 if (ob)
344 root 1.62 ob->destroy (true);
345 root 1.38
346 root 1.54 if (ns)
347     {
348 root 1.63 client *ns = this->ns;
349 root 1.54 ns->send_packet ("goodbye");
350     ns->flush ();
351     ns->pl = 0;
352 root 1.63 this->ns = 0;
353 root 1.54 ns->destroy ();
354     }
355 elmex 1.1
356 root 1.62 attachable::do_destroy ();
357     }
358    
359     player::~player ()
360     {
361 root 1.54 /* Clear item stack */
362     free (stack_items);
363 elmex 1.1 }
364    
365 root 1.54 /* Tries to add player on the connection passed in ns.
366 elmex 1.1 * All we can really get in this is some settings like host and display
367     * mode.
368     */
369 root 1.54 player *
370     player::create ()
371 root 1.18 {
372 root 1.54 player *pl = new player;
373 root 1.38
374 root 1.54 pl->set_object (arch_to_object (get_player_archetype (0)));
375 root 1.26
376 root 1.54 return pl;
377 elmex 1.1 }
378    
379     /*
380     * get_player_archetype() return next player archetype from archetype
381     * list. Not very efficient routine, but used only creating new players.
382     * Note: there MUST be at least one player archetype!
383     */
384 root 1.18 archetype *
385     get_player_archetype (archetype *at)
386 elmex 1.1 {
387 root 1.18 archetype *start = at;
388    
389     for (;;)
390     {
391     if (at == NULL || at->next == NULL)
392     at = first_archetype;
393     else
394     at = at->next;
395 root 1.46
396 root 1.18 if (at->clone.type == PLAYER)
397     return at;
398 root 1.46
399 root 1.18 if (at == start)
400     {
401     LOG (llevError, "No Player archetypes\n");
402     exit (-1);
403 root 1.11 }
404 elmex 1.1 }
405     }
406    
407 root 1.18 object *
408     get_nearest_player (object *mon)
409     {
410     object *op = NULL;
411     objectlink *ol;
412     unsigned lastdist;
413     rv_vector rv;
414    
415     for (ol = first_friendly_object, lastdist = 1000; ol != NULL; ol = ol->next)
416     {
417     /* We should not find free objects on this friendly list, but it
418     * does periodically happen. Given that, lets deal with it.
419     * While unlikely, it is possible the next object on the friendly
420     * list is also free, so encapsulate this in a while loop.
421     */
422     while (QUERY_FLAG (ol->ob, FLAG_FREED) || !QUERY_FLAG (ol->ob, FLAG_FRIENDLY))
423     {
424     object *tmp = ol->ob;
425    
426     /* Can't do much more other than log the fact, because the object
427     * itself will have been cleared.
428     */
429     LOG (llevDebug, "get_nearest_player: Found free/non friendly object on friendly list\n");
430     ol = ol->next;
431     remove_friendly_object (tmp);
432     if (!ol)
433     return op;
434     }
435 root 1.11
436 root 1.18 /* Remove special check for player from this. First, it looks to cause
437     * some crashes (ol->ob->contr not set properly?), but secondly, a more
438     * complicated method of state checking would be needed in any case -
439     * as it was, a clever player could type quit, and the function would
440     * skip them over while waiting for confirmation. Remove
441     * on_same_map check, as can_detect_enemy also does this
442     */
443     if (!can_detect_enemy (mon, ol->ob, &rv))
444     continue;
445 root 1.11
446 root 1.18 if (lastdist > rv.distance)
447     {
448     op = ol->ob;
449     lastdist = rv.distance;
450 root 1.11 }
451 elmex 1.1 }
452 root 1.61
453     for_all_players (pl)
454     if (can_detect_enemy (mon, pl->ob, &rv))
455     if (lastdist > rv.distance)
456 root 1.18 {
457 root 1.61 op = pl->ob;
458     lastdist = rv.distance;
459     }
460 elmex 1.1
461     #if 0
462 root 1.18 LOG (llevDebug, "get_nearest_player() finds player: %s\n", op ? &op->name : "(null)");
463 elmex 1.1 #endif
464 root 1.18 return op;
465 elmex 1.1 }
466    
467     /* I believe this can safely go to 2, 3 is questionable, 4 will likely
468     * result in a monster paths backtracking. It basically determines how large a
469     * detour a monster will take from the direction path when looking
470     * for a path to the player. The values are in the amount of direction
471     * the deviation is
472     */
473     #define DETOUR_AMOUNT 2
474    
475     /* This is used to prevent infinite loops. Consider a case where the
476     * player is in a chamber (with gate closed), and monsters are outside.
477     * with DETOUR_AMOUNT==2, the function will turn each corner, trying to
478     * find a path into the chamber. This is a good thing, but since there
479     * is no real path, it will just keep circling the chamber for
480     * ever (this could be a nice effect for monsters, but not for the function
481     * to get stuck in. I think for the monsters, if max is reached and
482     * we return the first direction the creature could move would result in the
483     * circling behaviour. Unfortunately, this function is also used to determined
484     * if the creature should cast a spell, so returning a direction in that case
485     * is probably not a good thing.
486     */
487     #define MAX_SPACES 50
488    
489     /*
490     * Returns the direction to the player, if valid. Returns 0 otherwise.
491     * modified to verify there is a path to the player. Does this by stepping towards
492     * player and if path is blocked then see if blockage is close enough to player that
493     * direction to player is changed (ie zig or zag). Continue zig zag until either
494     * reach player or path is blocked. Thus, will only return true if there is a free
495     * path to player. Though path may not be a straight line. Note that it will find
496     * player hiding along a corridor at right angles to the corridor with the monster.
497     *
498     * Modified by MSW 2001-08-06 to handle tiled maps. Various notes:
499     * 1) With DETOUR_AMOUNT being 2, it should still go and find players hiding
500     * down corriders.
501     * 2) I think the old code was broken if the first direction the monster
502     * should move was blocked - the code would store the first direction without
503     * verifying that the player can actually move in that direction. The new
504     * code does not store anything in firstdir until we have verified that the
505     * monster can in fact move one space in that direction.
506     * 3) I'm not sure how good this code will be for moving multipart monsters,
507     * since only simple checks to blocked are being called, which could mean the monster
508     * is blocking itself.
509     */
510 root 1.18 int
511     path_to_player (object *mon, object *pl, unsigned mindiff)
512     {
513     rv_vector rv;
514     sint16 x, y;
515     int lastx, lasty, dir, i, diff, firstdir = 0, lastdir, max = MAX_SPACES, mflags, blocked;
516 root 1.25 maptile *m, *lastmap;
517 root 1.18
518     get_rangevector (mon, pl, &rv, 0);
519    
520     if (rv.distance < mindiff)
521     return 0;
522    
523     x = mon->x;
524     y = mon->y;
525     m = mon->map;
526     dir = rv.direction;
527     lastdir = firstdir = rv.direction; /* perhaps we stand next to pl, init firstdir too */
528     diff = FABS (rv.distance_x) > FABS (rv.distance_y) ? FABS (rv.distance_x) : FABS (rv.distance_y);
529     /* If we can't solve it within the search distance, return now. */
530     if (diff > max)
531     return 0;
532     while (diff > 1 && max > 0)
533     {
534     lastx = x;
535     lasty = y;
536     lastmap = m;
537     x = lastx + freearr_x[dir];
538     y = lasty + freearr_y[dir];
539    
540     mflags = get_map_flags (m, &m, x, y, &x, &y);
541     blocked = (mflags & P_OUT_OF_MAP) ? MOVE_ALL : GET_MAP_MOVE_BLOCK (m, x, y);
542    
543     /* Space is blocked - try changing direction a little */
544     if ((mflags & P_OUT_OF_MAP) || ((OB_TYPE_MOVE_BLOCK (mon, blocked) || (mflags & P_BLOCKSVIEW))
545     && (m == mon->map && blocked_link (mon, m, x, y))))
546     {
547     /* recalculate direction from last good location. Possible
548     * we were not traversing ideal location before.
549     */
550     get_rangevector_from_mapcoord (lastmap, lastx, lasty, pl, &rv, 0);
551     if (rv.direction != dir)
552     {
553     /* OK - says direction should be different - lets reset the
554     * the values so it will try again.
555     */
556     x = lastx;
557     y = lasty;
558     m = lastmap;
559     dir = firstdir = rv.direction;
560     }
561     else
562     {
563     /* direct path is blocked - try taking a side step to
564     * either the left or right.
565     * Note increase the values in the loop below to be
566     * more than -1/1 respectively will mean the monster takes
567     * bigger detour. Have to be careful about these values getting
568     * too big (3 or maybe 4 or higher) as the monster may just try
569     * stepping back and forth
570     */
571     for (i = -DETOUR_AMOUNT; i <= DETOUR_AMOUNT; i++)
572     {
573     if (i == 0)
574     continue; /* already did this, so skip it */
575     /* Use lastdir here - otherwise,
576     * since the direction that the creature should move in
577     * may change, you could get infinite loops.
578     * ie, player is northwest, but monster can only
579     * move west, so it does that. It goes some distance,
580     * gets blocked, finds that it should move north,
581     * can't do that, but now finds it can move east, and
582     * gets back to its original point. lastdir contains
583     * the last direction the creature has successfully
584     * moved.
585     */
586    
587     x = lastx + freearr_x[absdir (lastdir + i)];
588     y = lasty + freearr_y[absdir (lastdir + i)];
589     m = lastmap;
590     mflags = get_map_flags (m, &m, x, y, &x, &y);
591     if (mflags & P_OUT_OF_MAP)
592     continue;
593     blocked = GET_MAP_MOVE_BLOCK (m, x, y);
594     if (OB_TYPE_MOVE_BLOCK (mon, blocked))
595     continue;
596     if (mflags & P_BLOCKSVIEW)
597     continue;
598    
599     if (m == mon->map && blocked_link (mon, m, x, y))
600     break;
601     }
602     /* go through entire loop without finding a valid
603     * sidestep to take - thus, no valid path.
604     */
605     if (i == (DETOUR_AMOUNT + 1))
606     return 0;
607     diff--;
608     lastdir = dir;
609     max--;
610     if (!firstdir)
611     firstdir = dir + i;
612     } /* else check alternate directions */
613     } /* if blocked */
614     else
615     {
616     /* we moved towards creature, so diff is less */
617     diff--;
618     max--;
619     lastdir = dir;
620     if (!firstdir)
621     firstdir = dir;
622     }
623     if (diff <= 1)
624     {
625     /* Recalculate diff (distance) because we may not have actually
626     * headed toward player for entire distance.
627     */
628     get_rangevector_from_mapcoord (m, x, y, pl, &rv, 0);
629     diff = FABS (rv.distance_x) > FABS (rv.distance_y) ? FABS (rv.distance_x) : FABS (rv.distance_y);
630     }
631     if (diff > max)
632     return 0;
633     }
634     /* If we reached the max, didn't find a direction in time */
635     if (!max)
636     return 0;
637    
638     return firstdir;
639     }
640    
641     void
642     give_initial_items (object *pl, treasurelist * items)
643     {
644     object *op, *next = NULL;
645    
646     if (pl->randomitems != NULL)
647     create_treasure (items, pl, GT_STARTEQUIP | GT_ONLY_GOOD, 1, 0);
648    
649     for (op = pl->inv; op; op = next)
650     {
651     next = op->below;
652    
653     /* Forces get applied per default, unless they have the
654     * flag "neutral" set. Sorry but I can't think of a better way
655     */
656     if (op->type == FORCE && !QUERY_FLAG (op, FLAG_NEUTRAL))
657     SET_FLAG (op, FLAG_APPLIED);
658    
659     /* we never give weapons/armour if these cannot be used
660     * by this player due to race restrictions
661     */
662     if (pl->type == PLAYER)
663     {
664     if ((!QUERY_FLAG (pl, FLAG_USE_ARMOUR) &&
665     (op->type == ARMOUR || op->type == BOOTS ||
666     op->type == CLOAK || op->type == HELMET ||
667     op->type == SHIELD || op->type == GLOVES ||
668     op->type == BRACERS || op->type == GIRDLE)) || (!QUERY_FLAG (pl, FLAG_USE_WEAPON) && op->type == WEAPON))
669     {
670 root 1.33 op->destroy ();
671 root 1.18 continue;
672     }
673 root 1.11 }
674    
675 root 1.18 /* This really needs to be better - we should really give
676     * a substitute spellbook. The problem is that we don't really
677     * have a good idea what to replace it with (need something like
678     * a first level treasurelist for each skill.)
679     * remove duplicate skills also
680     */
681     if (op->type == SPELLBOOK || op->type == SKILL)
682     {
683     object *tmp;
684 elmex 1.1
685 root 1.18 for (tmp = op->below; tmp; tmp = tmp->below)
686     if (tmp->type == op->type && tmp->name == op->name)
687     break;
688 root 1.11
689 root 1.18 if (tmp)
690     {
691 root 1.33 op->destroy ();
692 root 1.18 LOG (llevError, "give_initial_items: Removing duplicate object %s\n", &tmp->name);
693     continue;
694 root 1.11 }
695 root 1.33
696 root 1.18 if (op->nrof > 1)
697     op->nrof = 1;
698 root 1.11 }
699 elmex 1.1
700 root 1.18 if (op->type == SPELLBOOK && op->inv)
701     {
702     CLEAR_FLAG (op->inv, FLAG_STARTEQUIP);
703 root 1.11 }
704    
705 root 1.18 /* Give starting characters identified, uncursed, and undamned
706     * items. Just don't identify gold or silver, or it won't be
707     * merged properly.
708     */
709     if (need_identify (op))
710     {
711     SET_FLAG (op, FLAG_IDENTIFIED);
712     CLEAR_FLAG (op, FLAG_CURSED);
713     CLEAR_FLAG (op, FLAG_DAMNED);
714     }
715     if (op->type == SPELL)
716     {
717 root 1.33 op->destroy ();
718 root 1.18 continue;
719     }
720     else if (op->type == SKILL)
721     {
722     SET_FLAG (op, FLAG_CAN_USE_SKILL);
723     op->stats.exp = 0;
724     op->level = 1;
725 root 1.11 }
726 root 1.18 /* lock all 'normal items by default */
727     else
728     SET_FLAG (op, FLAG_INV_LOCKED);
729     } /* for loop of objects in player inv */
730    
731     /* Need to set up the skill pointers */
732     link_player_skills (pl);
733     }
734    
735     void
736     get_party_password (object *op, partylist *party)
737     {
738     if (party == NULL)
739     {
740     LOG (llevError, "get_party_password(): tried to make player %s join a NULL party", &op->name);
741     return;
742 elmex 1.1 }
743 root 1.54
744 root 1.18 op->contr->write_buf[0] = '\0';
745 root 1.52 op->contr->ns->state = ST_GET_PARTY_PASSWORD;
746 root 1.18 op->contr->party_to_join = party;
747 root 1.52 send_query (op->contr->ns, CS_QUERY_HIDEINPUT, "What is the password?\n:");
748 elmex 1.1 }
749    
750     /* This rolls four 1-6 rolls and sums the best 3 of the 4. */
751 root 1.54 static int
752 root 1.18 roll_stat (void)
753     {
754     int a[4], i, j, k;
755    
756     for (i = 0; i < 4; i++)
757     a[i] = (int) RANDOM () % 6 + 1;
758    
759     for (i = 0, j = 0, k = 7; i < 4; i++)
760     if (a[i] < k)
761     k = a[i], j = i;
762    
763     for (i = 0, k = 0; i < 4; i++)
764 root 1.54 if (i != j)
765     k += a[i];
766    
767 root 1.18 return k;
768     }
769    
770     void
771 root 1.54 object::roll_stats ()
772 root 1.18 {
773 root 1.54 int statsort [7];
774 root 1.18
775 root 1.54 for (;;)
776 root 1.18 {
777 root 1.54 int sum = 0;
778     for (int i = 7; i--; )
779     sum += statsort [i] = roll_stat ();
780    
781     if (sum >= 82 && sum <= 116)
782     break;
783 root 1.18 }
784    
785 root 1.54 // Sort the stats so that rerolling is easier...
786     std::sort (statsort, statsort + 7, std::greater<int>());
787 root 1.18
788 root 1.54 stats.Str = statsort[0];
789     stats.Dex = statsort[1];
790     stats.Con = statsort[2];
791     stats.Int = statsort[3];
792     stats.Wis = statsort[4];
793     stats.Pow = statsort[5];
794     stats.Cha = statsort[6];
795 root 1.18
796 root 1.54 stats.exp = 0;
797     stats.ac = 0;
798 root 1.18
799 root 1.54 stats.hp = stats.maxhp;
800     stats.sp = stats.maxsp;
801     stats.grace = stats.maxgrace;
802 root 1.18
803 root 1.54 if (contr)
804     {
805     contr->levhp[1] = 9;
806     contr->levsp[1] = 6;
807     contr->levgrace[1] = 3;
808 root 1.18
809 root 1.54 contr->orig_stats = stats;
810     }
811 root 1.18 }
812    
813     void
814 root 1.54 object::swap_stats (int a, int b)
815 root 1.18 {
816 root 1.54 int tmp = get_attr_value (&contr->orig_stats, a);
817     set_attr_value (&contr->orig_stats, a, get_attr_value (&contr->orig_stats, b));
818     set_attr_value (&contr->orig_stats, b, tmp);
819 elmex 1.1
820 root 1.54 stats.Str = contr->orig_stats.Str;
821     stats.Dex = contr->orig_stats.Dex;
822     stats.Con = contr->orig_stats.Con;
823     stats.Int = contr->orig_stats.Int;
824     stats.Wis = contr->orig_stats.Wis;
825     stats.Pow = contr->orig_stats.Pow;
826     stats.Cha = contr->orig_stats.Cha;
827 elmex 1.1
828 root 1.54 //TODO: the following code looks so borked and should, at the very least,
829     // be merged with the similar code in roll_stats
830     stats.ac = 0;
831 elmex 1.1
832 root 1.54 level = 1;
833     stats.exp = 0;
834     stats.ac = 0;
835 elmex 1.1
836 root 1.54 stats.hp = stats.maxhp;
837     stats.sp = stats.maxsp;
838     stats.grace = stats.maxgrace;
839 elmex 1.1
840 root 1.54 if (contr)
841 root 1.18 {
842 root 1.54 contr->levhp[1] = 9;
843     contr->levsp[1] = 6;
844     contr->levgrace[1] = 3;
845 root 1.18
846 root 1.54 contr->orig_stats = stats;
847 elmex 1.1 }
848     }
849    
850     /* This function takes the key that is passed, and does the
851     * appropriate action with it (change race, or other things).
852     * The function name is for historical reasons - now we have
853     * separate race and class; this actually changes the RACE,
854     * not the class.
855     */
856 root 1.18 int
857     key_change_class (object *op, char key)
858 elmex 1.1 {
859 root 1.18 int tmp_loop;
860 elmex 1.1
861 root 1.18 if (key == 'd' || key == 'D')
862     {
863     char buf[MAX_BUF];
864 elmex 1.1
865 root 1.18 /* this must before then initial items are given */
866     esrv_new_player (op->contr, op->weight + op->carrying);
867 elmex 1.36
868     treasurelist *tl = find_treasurelist ("starting_wealth");
869     if (tl)
870     create_treasure (tl, op, 0, 0, 0);
871 elmex 1.1
872 root 1.18 INVOKE_PLAYER (BIRTH, op->contr);
873     INVOKE_PLAYER (LOGIN, op->contr);
874 elmex 1.1
875 root 1.52 op->contr->ns->state = ST_PLAYING;
876 root 1.11
877 root 1.18 if (op->msg)
878     op->msg = NULL;
879 elmex 1.1
880 root 1.18 /* We create this now because some of the unique maps will need it
881     * to save here.
882     */
883     sprintf (buf, "%s/%s/%s", settings.localdir, settings.playerdir, &op->name);
884     make_path_to_file (buf);
885 elmex 1.1
886     #ifdef AUTOSAVE
887 root 1.18 op->contr->last_save_tick = pticks;
888 elmex 1.1 #endif
889 root 1.18 start_info (op);
890     CLEAR_FLAG (op, FLAG_WIZ);
891     give_initial_items (op, op->randomitems);
892     link_player_skills (op);
893     esrv_send_inventory (op, op);
894 root 1.54 op->update_stats ();
895 elmex 1.1
896 root 1.18 /* This moves the player to a different start map, if there
897     * is one for this race
898     */
899     if (*first_map_ext_path)
900     {
901     object *tmp;
902     char mapname[MAX_BUF];
903    
904     snprintf (mapname, MAX_BUF - 1, "%s/%s", first_map_ext_path, &op->arch->name);
905 root 1.33 tmp = object::create ();
906 root 1.18 EXIT_PATH (tmp) = mapname;
907     EXIT_X (tmp) = op->x;
908     EXIT_Y (tmp) = op->y;
909     enter_exit (op, tmp); /* we don't really care if it succeeded;
910 elmex 1.1 * if the map isn't there, then stay on the
911     * default initial map */
912 root 1.33 tmp->destroy ();
913 elmex 1.1 }
914 root 1.18 else
915 root 1.46 LOG (llevDebug, "first_map_ext_path not set\n");
916    
917 root 1.18 return 0;
918 elmex 1.1 }
919    
920 root 1.18 /* Following actually changes the race - this is the default command
921     * if we don't match with one of the options above.
922     */
923    
924     tmp_loop = 0;
925     while (!tmp_loop)
926     {
927     shstr name = op->name;
928     int x = op->x, y = op->y;
929    
930 root 1.54 op->remove_statbonus ();
931 root 1.32 op->remove ();
932 root 1.18 op->arch = get_player_archetype (op->arch);
933 root 1.33 op->arch->clone.copy_to (op);
934 root 1.18 op->instantiate ();
935     op->stats = op->contr->orig_stats;
936     op->name = op->name_pl = name;
937     op->x = x;
938     op->y = y;
939     SET_ANIMATION (op, 2); /* So player faces south */
940     insert_ob_in_map (op, op->map, op, 0);
941 root 1.21 assign (op->contr->title, op->arch->clone.name);
942 root 1.54 op->add_statbonus ();
943 root 1.18 tmp_loop = allowed_class (op);
944     }
945 root 1.19
946 root 1.18 update_object (op, UP_OBJ_FACE);
947     esrv_update_item (UPD_FACE, op, op);
948 root 1.54 op->update_stats ();
949 root 1.18 op->stats.hp = op->stats.maxhp;
950     op->stats.sp = op->stats.maxsp;
951     op->stats.grace = 0;
952 root 1.21
953 root 1.18 if (op->msg)
954     new_draw_info (NDI_BLUE, 0, op, op->msg);
955 root 1.21
956 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");
957 root 1.18 return 0;
958 elmex 1.1 }
959    
960 root 1.18 int
961     key_confirm_quit (object *op, char key)
962 elmex 1.1 {
963 root 1.18 if (key != 'y' && key != 'Y' && key != 'q' && key != 'Q')
964     {
965 root 1.52 op->contr->ns->state = ST_PLAYING;
966 root 1.18 new_draw_info (NDI_UNIQUE, 0, op, "OK, continuing to play.");
967     return 1;
968 elmex 1.1 }
969    
970 root 1.18 INVOKE_PLAYER (LOGOUT, op->contr);
971     INVOKE_PLAYER (QUIT, op->contr);
972 root 1.3
973 root 1.18 terminate_all_pets (op);
974     leave_map (op);
975     op->direction = 0;
976     new_draw_info_format (NDI_UNIQUE | NDI_ALL, 5, NULL, "%s quits the game.", &op->name);
977    
978     strcpy (op->contr->killer, "quit");
979     check_score (op);
980 root 1.54 op->contr->party = 0;
981     op->contr->own_title[0] = '\0';
982    
983     object_ptr ob = op;
984 root 1.18
985 root 1.54 delete ob->contr;
986    
987     /* We need to hunt for any per player unique maps in memory and
988     * get rid of them. The trailing slash in the path is intentional,
989     * so that players named 'Ab' won't match against players 'Abe' pathname
990     */
991     char buf[MAX_BUF];
992     sprintf (buf, "%s/%s/%s/", settings.localdir, settings.playerdir, &op->name);
993    
994     for (maptile *next, *mp = first_map; mp; mp = next)
995 root 1.18 {
996 root 1.54 next = mp->next;
997 root 1.18
998 root 1.54 if (!strncmp (mp->path, buf, strlen (buf)))
999     delete_map (mp);
1000     }
1001 root 1.18
1002 root 1.54 delete_character (ob->name, 1);
1003 root 1.19
1004 root 1.18 return 1;
1005 elmex 1.1 }
1006    
1007 root 1.18 void
1008     flee_player (object *op)
1009     {
1010     int dir, diff;
1011     rv_vector rv;
1012    
1013     if (op->stats.hp < 0)
1014     {
1015     LOG (llevDebug, "Fleeing player is dead.\n");
1016     CLEAR_FLAG (op, FLAG_SCARED);
1017     return;
1018 elmex 1.1 }
1019    
1020 root 1.18 if (op->enemy == NULL)
1021     {
1022     LOG (llevDebug, "Fleeing player had no enemy.\n");
1023     CLEAR_FLAG (op, FLAG_SCARED);
1024     return;
1025 elmex 1.1 }
1026    
1027 root 1.18 /* Seen some crashes here. Since we don't store an
1028     * op->enemy_count, it is possible that something destroys the
1029     * actual enemy, and the object is recycled.
1030     */
1031     if (op->enemy->map == NULL)
1032     {
1033     CLEAR_FLAG (op, FLAG_SCARED);
1034     op->enemy = NULL;
1035     return;
1036 elmex 1.1 }
1037    
1038 root 1.18 if (!(random_roll (0, 4, op, PREFER_LOW)) && did_make_save (op, op->level, 0))
1039     {
1040     op->enemy = NULL;
1041     CLEAR_FLAG (op, FLAG_SCARED);
1042     return;
1043 elmex 1.1 }
1044 root 1.49
1045 root 1.18 get_rangevector (op, op->enemy, &rv, 0);
1046    
1047     dir = absdir (4 + rv.direction);
1048     for (diff = 0; diff < 3; diff++)
1049     {
1050     int m = 1 - (RANDOM () & 2);
1051 elmex 1.1
1052 root 1.18 if (move_ob (op, absdir (dir + diff * m), op) || (diff == 0 && move_ob (op, absdir (dir - diff * m), op)))
1053 root 1.49 return;
1054 elmex 1.1 }
1055 root 1.49
1056 root 1.18 /* Cornered, get rid of scared */
1057     CLEAR_FLAG (op, FLAG_SCARED);
1058     op->enemy = NULL;
1059 elmex 1.1 }
1060    
1061    
1062     /* check_pick sees if there is stuff to be picked up/picks up stuff.
1063     * IT returns 1 if the player should keep on moving, 0 if he should
1064     * stop.
1065     */
1066 root 1.18 int
1067     check_pick (object *op)
1068     {
1069 elmex 1.1 object *tmp, *next;
1070     int stop = 0;
1071     int j, k, wvratio;
1072     char putstring[128], tmpstr[16];
1073    
1074     /* if you're flying, you cna't pick up anything */
1075     if (op->move_type & MOVE_FLYING)
1076     return 1;
1077    
1078     next = op->below;
1079    
1080     /* loop while there are items on the floor that are not marked as
1081     * destroyed */
1082 root 1.24 while (next && !next->destroyed ())
1083 root 1.18 {
1084     tmp = next;
1085     next = tmp->below;
1086 elmex 1.1
1087 root 1.24 if (op->destroyed ())
1088 elmex 1.1 return 0;
1089    
1090 root 1.18 if (!can_pick (op, tmp))
1091     continue;
1092 elmex 1.1
1093 root 1.18 if (op->contr->search_str[0] != '\0' && settings.search_items == TRUE)
1094     {
1095     if (item_matched_string (op, tmp, op->contr->search_str))
1096     pick_up (op, tmp);
1097     continue;
1098 root 1.11 }
1099    
1100 root 1.18 /* high not bit set? We're using the old autopickup model */
1101     if (!(op->contr->mode & PU_NEWMODE))
1102 root 1.11 {
1103 root 1.18 switch (op->contr->mode)
1104 root 1.11 {
1105 root 1.20 case 0:
1106     return 1; /* don't pick up */
1107     case 1:
1108     pick_up (op, tmp);
1109     return 1;
1110     case 2:
1111     pick_up (op, tmp);
1112     return 0;
1113     case 3:
1114     return 0; /* stop before pickup */
1115     case 4:
1116     pick_up (op, tmp);
1117     break;
1118     case 5:
1119     pick_up (op, tmp);
1120     stop = 1;
1121     break;
1122     case 6:
1123     if (QUERY_FLAG (tmp, FLAG_KNOWN_MAGICAL) && !QUERY_FLAG (tmp, FLAG_KNOWN_CURSED))
1124 root 1.18 pick_up (op, tmp);
1125 root 1.20 break;
1126    
1127     case 7:
1128     if (tmp->type == MONEY || tmp->type == GEM)
1129 root 1.18 pick_up (op, tmp);
1130 root 1.20 break;
1131    
1132     default:
1133     /* use value density */
1134     if (!QUERY_FLAG (tmp, FLAG_UNPAID)
1135     && (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1))) >= op->contr->mode)
1136 root 1.18 pick_up (op, tmp);
1137 root 1.11 }
1138     }
1139 root 1.18 else
1140     { /* old model */
1141     /* NEW pickup handling */
1142     if (op->contr->mode & PU_DEBUG)
1143     {
1144     /* some debugging code to figure out item information */
1145     if (tmp->name != NULL)
1146     sprintf (putstring, "item name: %s item type: %d weight/value: %d",
1147     &tmp->name, tmp->type, (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1))));
1148     else
1149     sprintf (putstring, "item name: %s item type: %d weight/value: %d",
1150     &tmp->arch->name, tmp->type, (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1))));
1151    
1152     new_draw_info (NDI_UNIQUE, 0, op, putstring);
1153 root 1.58 }
1154 elmex 1.1
1155 root 1.18 /* philosophy:
1156     * It's easy to grab an item type from a pile, as long as it's
1157     * generic. This takes no game-time. For more detailed pickups
1158 root 1.58 * and selections, select-items should be used. This is a
1159 root 1.18 * grab-as-you-run type mode that's really useful for arrows for
1160     * example.
1161     * The drawback: right now it has no frontend, so you need to
1162     * stick the bits you want into a calculator in hex mode and then
1163     * convert to decimal and then 'pickup <#>
1164     */
1165    
1166     /* the first two modes are exclusive: if NOTHING we return, if
1167     * STOP then we stop. All the rest are applied sequentially,
1168     * meaning if any test passes, the item gets picked up. */
1169    
1170     /* if mode is set to pick nothing up, return */
1171    
1172     if (op->contr->mode & PU_NOTHING)
1173     return 1;
1174    
1175     /* if mode is set to stop when encountering objects, return */
1176     /* take STOP before INHIBIT since it doesn't actually pick
1177     * anything up */
1178    
1179     if (op->contr->mode & PU_STOP)
1180     return 0;
1181    
1182     /* useful for going into stores and not losing your settings... */
1183     /* and for battles wher you don't want to get loaded down while
1184     * fighting */
1185     if (op->contr->mode & PU_INHIBIT)
1186     return 1;
1187    
1188     /* prevent us from turning into auto-thieves :) */
1189     if (QUERY_FLAG (tmp, FLAG_UNPAID))
1190     continue;
1191    
1192     /* ignore known cursed objects */
1193     if (QUERY_FLAG (tmp, FLAG_KNOWN_CURSED) && op->contr->mode & PU_NOT_CURSED)
1194     continue;
1195    
1196     /* all food and drink if desired */
1197     /* question: don't pick up known-poisonous stuff? */
1198     if (op->contr->mode & PU_FOOD)
1199     if (tmp->type == FOOD)
1200     {
1201     pick_up (op, tmp);
1202     continue;
1203     }
1204 root 1.29
1205 root 1.18 if (op->contr->mode & PU_DRINK)
1206     if (tmp->type == DRINK || (tmp->type == POISON && !QUERY_FLAG (tmp, FLAG_KNOWN_CURSED)))
1207     {
1208     pick_up (op, tmp);
1209     continue;
1210     }
1211    
1212     if (op->contr->mode & PU_POTION)
1213     if (tmp->type == POTION)
1214     {
1215     pick_up (op, tmp);
1216     continue;
1217     }
1218    
1219     /* spellbooks, skillscrolls and normal books/scrolls */
1220     if (op->contr->mode & PU_SPELLBOOK)
1221     if (tmp->type == SPELLBOOK)
1222     {
1223     pick_up (op, tmp);
1224     continue;
1225     }
1226 root 1.29
1227 root 1.18 if (op->contr->mode & PU_SKILLSCROLL)
1228     if (tmp->type == SKILLSCROLL)
1229     {
1230     pick_up (op, tmp);
1231     continue;
1232     }
1233 root 1.29
1234 root 1.18 if (op->contr->mode & PU_READABLES)
1235     if (tmp->type == BOOK || tmp->type == SCROLL)
1236     {
1237     pick_up (op, tmp);
1238     continue;
1239     }
1240    
1241     /* wands/staves/rods/horns */
1242     if (op->contr->mode & PU_MAGIC_DEVICE)
1243     if (tmp->type == WAND || tmp->type == ROD || tmp->type == HORN)
1244     {
1245     pick_up (op, tmp);
1246     continue;
1247     }
1248    
1249     /* pick up all magical items */
1250     if (op->contr->mode & PU_MAGICAL)
1251     if (QUERY_FLAG (tmp, FLAG_KNOWN_MAGICAL) && !QUERY_FLAG (tmp, FLAG_KNOWN_CURSED))
1252     {
1253     pick_up (op, tmp);
1254     continue;
1255     }
1256    
1257     if (op->contr->mode & PU_VALUABLES)
1258     {
1259     if (tmp->type == MONEY || tmp->type == GEM)
1260     {
1261     pick_up (op, tmp);
1262     continue;
1263     }
1264     }
1265    
1266     /* rings & amulets - talismans seems to be typed AMULET */
1267     if (op->contr->mode & PU_JEWELS)
1268     if (tmp->type == RING || tmp->type == AMULET)
1269     {
1270     pick_up (op, tmp);
1271 root 1.29 continue;
1272     }
1273    
1274     /* we don't forget dragon food */
1275     if (op->contr->mode & PU_FLESH)
1276     if (tmp->type == FLESH)
1277     {
1278     pick_up (op, tmp);
1279 root 1.18 continue;
1280     }
1281    
1282     /* bows and arrows. Bows are good for selling! */
1283     if (op->contr->mode & PU_BOW)
1284     if (tmp->type == BOW)
1285     {
1286     pick_up (op, tmp);
1287     continue;
1288     }
1289 root 1.29
1290 root 1.18 if (op->contr->mode & PU_ARROW)
1291     if (tmp->type == ARROW)
1292     {
1293     pick_up (op, tmp);
1294     continue;
1295     }
1296    
1297     /* all kinds of armor etc. */
1298     if (op->contr->mode & PU_ARMOUR)
1299     if (tmp->type == ARMOUR)
1300     {
1301     pick_up (op, tmp);
1302     continue;
1303     }
1304 root 1.29
1305 root 1.18 if (op->contr->mode & PU_HELMET)
1306     if (tmp->type == HELMET)
1307     {
1308     pick_up (op, tmp);
1309     continue;
1310     }
1311 root 1.29
1312 root 1.18 if (op->contr->mode & PU_SHIELD)
1313     if (tmp->type == SHIELD)
1314     {
1315     pick_up (op, tmp);
1316     continue;
1317     }
1318 root 1.29
1319 root 1.18 if (op->contr->mode & PU_BOOTS)
1320     if (tmp->type == BOOTS)
1321     {
1322     pick_up (op, tmp);
1323     continue;
1324     }
1325 root 1.29
1326 root 1.18 if (op->contr->mode & PU_GLOVES)
1327     if (tmp->type == GLOVES)
1328     {
1329     pick_up (op, tmp);
1330     continue;
1331     }
1332 root 1.29
1333 root 1.18 if (op->contr->mode & PU_CLOAK)
1334     if (tmp->type == CLOAK)
1335     {
1336     pick_up (op, tmp);
1337     continue;
1338     }
1339 elmex 1.1
1340 root 1.18 /* hoping to catch throwing daggers here */
1341     if (op->contr->mode & PU_MISSILEWEAPON)
1342     if (tmp->type == WEAPON && QUERY_FLAG (tmp, FLAG_IS_THROWN))
1343     {
1344     pick_up (op, tmp);
1345     continue;
1346     }
1347 elmex 1.1
1348 root 1.18 /* careful: chairs and tables are weapons! */
1349     if (op->contr->mode & PU_ALLWEAPON)
1350     {
1351     if (tmp->type == WEAPON && tmp->name != NULL)
1352     {
1353     if (strstr (tmp->name, "table") == NULL && strstr (tmp->arch->name, "table") == NULL &&
1354     strstr (tmp->name, "chair") && strstr (tmp->arch->name, "chair") == NULL)
1355     {
1356     pick_up (op, tmp);
1357     continue;
1358     }
1359     }
1360 root 1.29
1361 root 1.18 if (tmp->type == WEAPON && tmp->name == NULL)
1362     {
1363     if (strstr (tmp->arch->name, "table") == NULL && strstr (tmp->arch->name, "chair") == NULL)
1364     {
1365     pick_up (op, tmp);
1366     continue;
1367     }
1368     }
1369     }
1370 elmex 1.1
1371 root 1.18 /* misc stuff that's useful */
1372     if (op->contr->mode & PU_KEY)
1373     if (tmp->type == KEY || tmp->type == SPECIAL_KEY)
1374     {
1375     pick_up (op, tmp);
1376     continue;
1377     }
1378 elmex 1.1
1379 root 1.18 /* any of the last 4 bits set means we use the ratio for value
1380     * pickups */
1381     if (op->contr->mode & PU_RATIO)
1382     {
1383     /* use value density to decide what else to grab */
1384     /* >=7 was >= op->contr->mode */
1385     /* >=7 is the old standard setting. Now we take the last 4 bits
1386     * and multiply them by 5, giving 0..15*5== 5..75 */
1387     wvratio = (op->contr->mode & PU_RATIO) * 5;
1388     if ((query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1))) >= (unsigned int) wvratio)
1389     {
1390     pick_up (op, tmp);
1391 elmex 1.1 #if 0
1392 root 1.18 fprintf (stderr, "HIGH WEIGHT/VALUE [");
1393     if (tmp->name != NULL)
1394     {
1395     fprintf (stderr, "%s", tmp->name);
1396     }
1397     else
1398     fprintf (stderr, "%s", tmp->arch->name);
1399     fprintf (stderr, ",%d] = ", tmp->type);
1400     fprintf (stderr, "%d\n", (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1))));
1401 elmex 1.1 #endif
1402 root 1.18 continue;
1403     }
1404     }
1405     } /* the new pickup model */
1406     }
1407 root 1.29
1408 root 1.18 return !stop;
1409 elmex 1.1 }
1410    
1411     /*
1412     * Find an arrow in the inventory and after that
1413     * in the right type container (quiver). Pointer to the
1414     * found object is returned.
1415     */
1416 root 1.18 object *
1417     find_arrow (object *op, const char *type)
1418 elmex 1.1 {
1419 root 1.18 object *tmp = NULL;
1420 elmex 1.1
1421 root 1.18 for (op = op->inv; op; op = op->below)
1422     if (!tmp && op->type == CONTAINER && op->race == type && QUERY_FLAG (op, FLAG_APPLIED))
1423     tmp = find_arrow (op, type);
1424     else if (op->type == ARROW && op->race == type)
1425     return op;
1426     return tmp;
1427 elmex 1.1 }
1428    
1429     /*
1430     * Similar to find_arrow, but looks for (roughly) the best arrow to use
1431     * against the target. A full test is not performed, simply a basic test
1432     * of resistances. The archer is making a quick guess at what he sees down
1433     * the hall. Failing that it does it's best to pick the highest plus arrow.
1434     */
1435    
1436 root 1.18 object *
1437     find_better_arrow (object *op, object *target, const char *type, int *better)
1438 elmex 1.1 {
1439 root 1.18 object *tmp = NULL, *arrow, *ntmp;
1440     int attacknum, attacktype, betterby = 0, i;
1441 elmex 1.1
1442 root 1.18 if (!type)
1443     return NULL;
1444 elmex 1.1
1445 root 1.18 for (arrow = op->inv; arrow; arrow = arrow->below)
1446     {
1447     if (arrow->type == CONTAINER && arrow->race == type && QUERY_FLAG (arrow, FLAG_APPLIED))
1448     {
1449     i = 0;
1450     ntmp = find_better_arrow (arrow, target, type, &i);
1451     if (i > betterby)
1452     {
1453     tmp = ntmp;
1454     betterby = i;
1455     }
1456     }
1457     else if (arrow->type == ARROW && arrow->race == type)
1458     {
1459     /* allways prefer assasination/slaying */
1460     if (target->race != NULL && arrow->slaying != NULL && strstr (arrow->slaying, target->race))
1461     {
1462     if (arrow->attacktype & AT_DEATH)
1463     {
1464     *better = 100;
1465     return arrow;
1466     }
1467     else
1468     {
1469     tmp = arrow;
1470     betterby = (arrow->magic + arrow->stats.dam) * 2;
1471     }
1472     }
1473     else
1474     {
1475     for (attacknum = 0; attacknum < NROFATTACKS; attacknum++)
1476     {
1477     attacktype = 1 << attacknum;
1478     if ((arrow->attacktype & attacktype) && (target->arch->clone.resist[attacknum]) < 0)
1479     if (((arrow->magic + arrow->stats.dam) * (100 - target->arch->clone.resist[attacknum]) / 100) > betterby)
1480     {
1481     tmp = arrow;
1482     betterby = (arrow->magic + arrow->stats.dam) * (100 - target->arch->clone.resist[attacknum]) / 100;
1483     }
1484 root 1.11 }
1485 root 1.18 if ((2 + arrow->magic + arrow->stats.dam) > betterby)
1486     {
1487     tmp = arrow;
1488     betterby = 2 + arrow->magic + arrow->stats.dam;
1489 root 1.11 }
1490 root 1.18 if (arrow->title && (1 + arrow->magic + arrow->stats.dam) > betterby)
1491     {
1492     tmp = arrow;
1493     betterby = 1 + arrow->magic + arrow->stats.dam;
1494 root 1.11 }
1495     }
1496     }
1497 elmex 1.1 }
1498 root 1.18 if (tmp == NULL && arrow == NULL)
1499     return find_arrow (op, type);
1500 elmex 1.1
1501 root 1.18 *better = betterby;
1502     return tmp;
1503 elmex 1.1 }
1504    
1505     /* looks in a given direction, finds the first valid target, and calls
1506     * find_better_arrow to find a decent arrow to use.
1507     * op = the shooter
1508     * type = bow->race
1509     * dir = fire direction
1510     */
1511    
1512 root 1.18 object *
1513     pick_arrow_target (object *op, const char *type, int dir)
1514 elmex 1.1 {
1515 root 1.18 object *tmp = NULL;
1516 root 1.25 maptile *m;
1517 root 1.18 int i, mflags, found, number;
1518     sint16 x, y;
1519    
1520     if (op->map == NULL)
1521     return find_arrow (op, type);
1522    
1523     /* do a dex check */
1524     number = (die_roll (2, 40, op, PREFER_LOW) - 2) / 2;
1525     if (number > (op->stats.Dex + (op->chosen_skill ? op->chosen_skill->level : op->level)))
1526     return find_arrow (op, type);
1527    
1528     m = op->map;
1529     x = op->x;
1530     y = op->y;
1531    
1532     /* find the first target */
1533     for (i = 0, found = 0; i < 20; i++)
1534     {
1535     x += freearr_x[dir];
1536     y += freearr_y[dir];
1537     mflags = get_map_flags (m, &m, x, y, &x, &y);
1538     if (mflags & P_OUT_OF_MAP || mflags & P_BLOCKSVIEW)
1539     {
1540     tmp = NULL;
1541     break;
1542     }
1543     else if (GET_MAP_MOVE_BLOCK (m, x, y) == MOVE_FLY_LOW)
1544     {
1545     /* This block presumes arrows and the like are MOVE_FLY_SLOW -
1546     * perhaps a bad assumption.
1547     */
1548     tmp = NULL;
1549     break;
1550 root 1.11 }
1551 root 1.18 if (mflags & P_IS_ALIVE)
1552     {
1553     for (tmp = GET_MAP_OB (m, x, y); tmp; tmp = tmp->above)
1554     if (QUERY_FLAG (tmp, FLAG_ALIVE))
1555     {
1556     found++;
1557 root 1.11 break;
1558 root 1.18 }
1559     if (found)
1560     break;
1561 root 1.11 }
1562 elmex 1.1 }
1563 root 1.18 if (tmp == NULL)
1564     return find_arrow (op, type);
1565 elmex 1.1
1566 root 1.18 if (tmp->head)
1567     tmp = tmp->head;
1568 elmex 1.1
1569 root 1.18 return find_better_arrow (op, tmp, type, &i);
1570 elmex 1.1 }
1571    
1572     /*
1573     * Creature fires a bow - op can be monster or player. Returns
1574     * 1 if bow was actually fired, 0 otherwise.
1575     * op is the object firing the bow.
1576     * part is for multipart creatures - the part firing the bow.
1577     * dir is the direction of fire.
1578     * wc_mod is any special modifier to give (used in special player fire modes)
1579     * sx, sy are coordinates to fire arrow from - also used in some of the special
1580     * player fire modes.
1581     */
1582 root 1.18 int
1583     fire_bow (object *op, object *part, object *arrow, int dir, int wc_mod, sint16 sx, sint16 sy)
1584 elmex 1.1 {
1585 root 1.18 object *left, *bow;
1586     int bowspeed, mflags;
1587 root 1.25 maptile *m;
1588 elmex 1.1
1589 root 1.18 if (!dir)
1590     {
1591     new_draw_info (NDI_UNIQUE, 0, op, "You can't shoot yourself!");
1592     return 0;
1593 elmex 1.1 }
1594 root 1.48
1595 root 1.18 if (op->type == PLAYER)
1596     bow = op->contr->ranges[range_bow];
1597     else
1598     {
1599     for (bow = op->inv; bow; bow = bow->below)
1600     /* Don't check for applied - monsters don't apply bows - in that way, they
1601     * don't need to switch back and forth between bows and weapons.
1602     */
1603     if (bow->type == BOW)
1604     break;
1605 root 1.11
1606 root 1.18 if (!bow)
1607     {
1608     LOG (llevError, "Range: bow without activated bow (%s).\n", &op->name);
1609     return 0;
1610 root 1.11 }
1611 elmex 1.1 }
1612 root 1.48
1613 root 1.18 if (!bow->race || !bow->skill)
1614     {
1615     new_draw_info_format (NDI_UNIQUE, 0, op, "Your %s is broken.", &bow->name);
1616     return 0;
1617 elmex 1.1 }
1618    
1619 root 1.18 bowspeed = bow->stats.sp + dex_bonus[op->stats.Dex];
1620 elmex 1.1
1621 root 1.18 /* penalize ROF for bestarrow */
1622     if (op->type == PLAYER && op->contr->bowtype == bow_bestarrow)
1623     bowspeed -= dex_bonus[op->stats.Dex] + 5;
1624 root 1.48
1625 root 1.18 if (bowspeed < 1)
1626     bowspeed = 1;
1627    
1628     if (arrow == NULL)
1629     {
1630     if ((arrow = find_arrow (op, bow->race)) == NULL)
1631     {
1632     if (op->type == PLAYER)
1633     new_draw_info_format (NDI_UNIQUE, 0, op, "You have no %s left.", &bow->race);
1634     /* FLAG_READY_BOW will get reset if the monsters picks up some arrows */
1635     else
1636     CLEAR_FLAG (op, FLAG_READY_BOW);
1637     return 0;
1638 root 1.11 }
1639 elmex 1.1 }
1640 root 1.48
1641 root 1.18 mflags = get_map_flags (op->map, &m, sx, sy, &sx, &sy);
1642     if (mflags & P_OUT_OF_MAP)
1643 root 1.48 return 0;
1644    
1645 root 1.18 if (GET_MAP_MOVE_BLOCK (m, sx, sy) == MOVE_FLY_LOW)
1646     {
1647     new_draw_info (NDI_UNIQUE, 0, op, "Something is in the way.");
1648     return 0;
1649     }
1650    
1651     /* this should not happen, but sometimes does */
1652     if (arrow->nrof == 0)
1653     {
1654 root 1.33 arrow->destroy ();
1655 root 1.18 return 0;
1656     }
1657    
1658     left = arrow; /* these are arrows left to the player */
1659     arrow = get_split_ob (arrow, 1);
1660 root 1.48 if (!arrow)
1661 root 1.18 {
1662     new_draw_info_format (NDI_UNIQUE, 0, op, "You have no %s left.", &bow->race);
1663     return 0;
1664 elmex 1.1 }
1665 root 1.48
1666 root 1.34 arrow->set_owner (op);
1667 root 1.18 arrow->skill = bow->skill;
1668    
1669     arrow->direction = dir;
1670     arrow->x = sx;
1671     arrow->y = sy;
1672    
1673     if (op->type == PLAYER)
1674     {
1675     op->speed_left = 0.01 - (float) FABS (op->speed) * 100 / bowspeed;
1676 root 1.54 op->update_stats ();
1677 elmex 1.1 }
1678    
1679 root 1.18 SET_ANIMATION (arrow, arrow->direction);
1680     arrow->stats.sp = arrow->stats.wc; /* save original wc and dam */
1681     arrow->stats.hp = arrow->stats.dam;
1682     arrow->stats.grace = arrow->attacktype;
1683     if (arrow->slaying != NULL)
1684 root 1.40 arrow->spellarg = strdup (arrow->slaying);
1685 root 1.18
1686     /* Note that this was different for monsters - they got their level
1687     * added to the damage. I think the strength bonus is more proper.
1688     */
1689    
1690     arrow->stats.dam += (QUERY_FLAG (bow, FLAG_NO_STRENGTH) ? 0 : dam_bonus[op->stats.Str]) + bow->stats.dam + bow->magic + arrow->magic;
1691    
1692     /* update the speed */
1693     arrow->speed = (float) ((QUERY_FLAG (bow, FLAG_NO_STRENGTH) ?
1694     0 : dam_bonus[op->stats.Str]) + bow->magic + arrow->magic) / 5.0 + (float) bow->stats.dam / 7.0;
1695    
1696     if (arrow->speed < 1.0)
1697     arrow->speed = 1.0;
1698     update_ob_speed (arrow);
1699     arrow->speed_left = 0;
1700    
1701     if (op->type == PLAYER)
1702     {
1703     arrow->stats.wc = 20 - bow->magic - arrow->magic -
1704     (op->chosen_skill ? op->chosen_skill->level : op->level) -
1705     dex_bonus[op->stats.Dex] - thaco_bonus[op->stats.Str] - arrow->stats.wc - bow->stats.wc + wc_mod;
1706    
1707     arrow->level = op->chosen_skill ? op->chosen_skill->level : op->level;
1708 elmex 1.1 }
1709 root 1.18 else
1710     {
1711     arrow->stats.wc = op->stats.wc - bow->magic - arrow->magic - arrow->stats.wc + wc_mod;
1712     arrow->level = op->level;
1713 elmex 1.1 }
1714 root 1.24
1715 root 1.18 if (arrow->attacktype == AT_PHYSICAL)
1716     arrow->attacktype |= bow->attacktype;
1717 root 1.24
1718 root 1.48 if (bow->slaying)
1719 root 1.18 arrow->slaying = bow->slaying;
1720    
1721     arrow->map = m;
1722     arrow->move_type = MOVE_FLY_LOW;
1723     arrow->move_on = MOVE_FLY_LOW | MOVE_WALK;
1724    
1725     play_sound_map (op->map, op->x, op->y, SOUND_FIRE_ARROW);
1726     insert_ob_in_map (arrow, m, op, 0);
1727    
1728 root 1.24 if (!arrow->destroyed ())
1729 root 1.18 move_arrow (arrow);
1730 elmex 1.1
1731 root 1.18 if (op->type == PLAYER)
1732     {
1733 root 1.24 if (left->destroyed ())
1734     esrv_del_item (op->contr, left->count);
1735 root 1.18 else
1736     esrv_send_item (op, left);
1737 elmex 1.1 }
1738 root 1.24
1739 root 1.18 return 1;
1740 elmex 1.1 }
1741    
1742     /* Special fire code for players - this takes into
1743     * account the special fire modes players can have
1744     * but monsters can't. Putting that code here
1745     * makes the fire_bow code much cleaner.
1746     * this function should only be called if 'op' is a player,
1747     * hence the function name.
1748     */
1749 root 1.18 int
1750     player_fire_bow (object *op, int dir)
1751 elmex 1.1 {
1752 root 1.18 int ret = 0, wcmod = 0;
1753    
1754     if (op->contr->bowtype == bow_bestarrow)
1755     {
1756     ret = fire_bow (op, op, pick_arrow_target (op, op->contr->ranges[range_bow]->race, dir), dir, 0, op->x, op->y);
1757     }
1758     else if (op->contr->bowtype >= bow_n && op->contr->bowtype <= bow_nw)
1759     {
1760     if (!similar_direction (dir, op->contr->bowtype - bow_n + 1))
1761     wcmod = -1;
1762     ret = fire_bow (op, op, NULL, op->contr->bowtype - bow_n + 1, wcmod, op->x, op->y);
1763     }
1764     else if (op->contr->bowtype == bow_threewide)
1765     {
1766     ret = fire_bow (op, op, NULL, dir, 0, op->x, op->y);
1767     ret |= fire_bow (op, op, NULL, dir, -5, op->x + freearr_x[absdir (dir + 2)], op->y + freearr_y[absdir (dir + 2)]);
1768     ret |= fire_bow (op, op, NULL, dir, -5, op->x + freearr_x[absdir (dir - 2)], op->y + freearr_y[absdir (dir - 2)]);
1769     }
1770     else if (op->contr->bowtype == bow_spreadshot)
1771     {
1772     ret |= fire_bow (op, op, NULL, dir, 0, op->x, op->y);
1773     ret |= fire_bow (op, op, NULL, absdir (dir - 1), -5, op->x, op->y);
1774     ret |= fire_bow (op, op, NULL, absdir (dir + 1), -5, op->x, op->y);
1775 elmex 1.1
1776     }
1777 root 1.18 else
1778     {
1779     /* Simple case */
1780     ret = fire_bow (op, op, NULL, dir, 0, op->x, op->y);
1781     }
1782     return ret;
1783 elmex 1.1 }
1784    
1785    
1786     /* Fires a misc (wand/rod/horn) object in 'dir'.
1787     * Broken apart from 'fire' to keep it more readable.
1788     */
1789 root 1.18 void
1790     fire_misc_object (object *op, int dir)
1791 elmex 1.1 {
1792 root 1.18 object *item;
1793 elmex 1.1
1794 root 1.18 if (!op->contr->ranges[range_misc])
1795     {
1796     new_draw_info (NDI_UNIQUE, 0, op, "You have range item readied.");
1797     return;
1798 elmex 1.1 }
1799    
1800 root 1.18 item = op->contr->ranges[range_misc];
1801     if (!item->inv)
1802     {
1803     LOG (llevError, "Object %s lacks a spell\n", &item->name);
1804     return;
1805 elmex 1.1 }
1806 root 1.18 if (item->type == WAND)
1807     {
1808     if (item->stats.food <= 0)
1809     {
1810     play_sound_player_only (op->contr, SOUND_WAND_POOF, 0, 0);
1811     new_draw_info_format (NDI_UNIQUE, 0, op, "The %s goes poof.", query_base_name (item, 0));
1812     return;
1813 root 1.11 }
1814 root 1.18 }
1815     else if (item->type == ROD || item->type == HORN)
1816     {
1817     if (item->stats.hp < MAX (item->inv->stats.sp, item->inv->stats.grace))
1818     {
1819     play_sound_player_only (op->contr, SOUND_WAND_POOF, 0, 0);
1820     if (item->type == ROD)
1821     new_draw_info_format (NDI_UNIQUE, 0, op, "The %s whines for a while, but nothing happens.", query_base_name (item, 0));
1822     else
1823     new_draw_info_format (NDI_UNIQUE, 0, op, "The %s needs more time to charge.", query_base_name (item, 0));
1824     return;
1825 root 1.11 }
1826 elmex 1.1 }
1827    
1828 root 1.18 if (cast_spell (op, item, dir, item->inv, NULL))
1829     {
1830     SET_FLAG (op, FLAG_BEEN_APPLIED); /* You now know something about it */
1831     if (item->type == WAND)
1832     {
1833     if (!(--item->stats.food))
1834     {
1835     object *tmp;
1836    
1837     if (item->arch)
1838     {
1839     CLEAR_FLAG (item, FLAG_ANIMATE);
1840     item->face = item->arch->clone.face;
1841     item->speed = 0;
1842     update_ob_speed (item);
1843 root 1.11 }
1844 root 1.49 if ((tmp = item->in_player ()))
1845 root 1.18 esrv_update_item (UPD_ANIM, tmp, item);
1846 root 1.11 }
1847     }
1848 root 1.18 else if (item->type == ROD || item->type == HORN)
1849     {
1850     drain_rod_charge (item);
1851 root 1.11 }
1852 elmex 1.1 }
1853     }
1854    
1855     /* Received a fire command for the player - go and do it.
1856     */
1857 root 1.18 void
1858     fire (object *op, int dir)
1859     {
1860     int spellcost = 0;
1861 elmex 1.1
1862 root 1.18 /* check for loss of invisiblity/hide */
1863     if (action_makes_visible (op))
1864     make_visible (op);
1865 elmex 1.1
1866 root 1.18 switch (op->contr->shoottype)
1867     {
1868 root 1.20 case range_none:
1869     return;
1870 elmex 1.1
1871 root 1.20 case range_bow:
1872     player_fire_bow (op, dir);
1873     return;
1874 elmex 1.1
1875 root 1.20 case range_magic: /* Casting spells */
1876     spellcost = (cast_spell (op, op, dir, op->contr->ranges[range_magic], op->contr->spellparam[0] ? op->contr->spellparam : 0));
1877     return;
1878 elmex 1.1
1879 root 1.20 case range_misc:
1880     fire_misc_object (op, dir);
1881     return;
1882 root 1.11
1883 root 1.20 case range_golem: /* Control summoned monsters from scrolls */
1884 root 1.30 if (QUERY_FLAG (op->contr->ranges[range_golem], FLAG_REMOVED))
1885 root 1.20 {
1886 root 1.30 op->contr->ranges[range_golem] = 0;
1887 root 1.20 op->contr->shoottype = range_none;
1888     }
1889     else
1890     control_golem (op->contr->ranges[range_golem], dir);
1891     return;
1892 root 1.11
1893 root 1.20 case range_skill:
1894     if (!op->chosen_skill)
1895     {
1896     if (op->type == PLAYER)
1897     new_draw_info (NDI_UNIQUE, 0, op, "You have no applicable skill to use.");
1898     return;
1899     }
1900     (void) do_skill (op, op, op->chosen_skill, dir, NULL);
1901     return;
1902     case range_builder:
1903     apply_map_builder (op, dir);
1904     return;
1905     default:
1906     new_draw_info (NDI_UNIQUE, 0, op, "Illegal shoot type.");
1907     return;
1908 elmex 1.1 }
1909     }
1910    
1911    
1912    
1913     /* find_key
1914     * We try to find a key for the door as passed. If we find a key
1915     * and successfully use it, we return the key, otherwise NULL
1916     * This function merges both normal and locked door, since the logic
1917     * for both is the same - just the specific key is different.
1918     * pl is the player,
1919     * inv is the objects inventory to searched
1920     * door is the door we are trying to match against.
1921     * This function can be called recursively to search containers.
1922     */
1923    
1924 root 1.18 object *
1925     find_key (object *pl, object *container, object *door)
1926 elmex 1.1 {
1927 root 1.18 object *tmp, *key;
1928 elmex 1.1
1929 root 1.18 /* Should not happen, but sanity checking is never bad */
1930     if (container->inv == NULL)
1931     return NULL;
1932 elmex 1.1
1933 root 1.18 /* First, lets try to find a key in the top level inventory */
1934     for (tmp = container->inv; tmp != NULL; tmp = tmp->below)
1935     {
1936     if (door->type == DOOR && tmp->type == KEY)
1937     break;
1938     /* For sanity, we should really check door type, but other stuff
1939     * (like containers) can be locked with special keys
1940     */
1941     if (tmp->slaying && tmp->type == SPECIAL_KEY && tmp->slaying == door->slaying)
1942     break;
1943     }
1944     /* No key found - lets search inventories now */
1945     /* If we find and use a key in an inventory, return at that time.
1946     * otherwise, if we search all the inventories and still don't find
1947     * a key, return
1948     */
1949     if (!tmp)
1950     {
1951     for (tmp = container->inv; tmp != NULL; tmp = tmp->below)
1952     {
1953     /* No reason to search empty containers */
1954     if (tmp->type == CONTAINER && tmp->inv)
1955     {
1956     if ((key = find_key (pl, tmp, door)) != NULL)
1957     return key;
1958     }
1959     }
1960     if (!tmp)
1961     return NULL;
1962 elmex 1.1 }
1963 root 1.18 /* We get down here if we have found a key. Now if its in a container,
1964     * see if we actually want to use it
1965     */
1966     if (pl != container)
1967     {
1968     /* Only let players use keys in containers */
1969     if (!pl->contr)
1970     return NULL;
1971     /* cases where this fails:
1972     * If we only search the player inventory, return now since we
1973     * are not in the players inventory.
1974     * If the container is not active, return now since only active
1975     * containers can be used.
1976     * If we only search keyrings and the container does not have
1977     * a race/isn't a keyring.
1978     * No checking for all containers - to fall through past here,
1979     * inv must have been an container and must have been active.
1980     *
1981     * Change the color so that the message doesn't disappear with
1982     * all the others.
1983     */
1984     if (pl->contr->usekeys == key_inventory ||
1985     !QUERY_FLAG (container, FLAG_APPLIED) ||
1986     (pl->contr->usekeys == keyrings && (!container->race || strcmp (container->race, "keys"))))
1987     {
1988     new_draw_info_format (NDI_UNIQUE | NDI_BROWN, 0, pl,
1989     "The %s in your %s vibrates as you approach the door", query_name (tmp), query_name (container));
1990     return NULL;
1991 root 1.11 }
1992 elmex 1.1 }
1993 root 1.18 return tmp;
1994 elmex 1.1 }
1995    
1996     /* moved door processing out of move_player_attack.
1997     * returns 1 if player has opened the door with a key
1998     * such that the caller should not do anything more,
1999     * 0 otherwise
2000     */
2001 root 1.18 static int
2002     player_attack_door (object *op, object *door)
2003 elmex 1.1 {
2004 root 1.18 /* If its a door, try to find a use a key. If we do destroy the door,
2005     * might as well return immediately as there is nothing more to do -
2006     * otherwise, we fall through to the rest of the code.
2007     */
2008     object *key = find_key (op, op, door);
2009    
2010     /* IF we found a key, do some extra work */
2011     if (key)
2012     {
2013     object *container = key->env;
2014    
2015     play_sound_map (op->map, op->x, op->y, SOUND_OPEN_DOOR);
2016     if (action_makes_visible (op))
2017     make_visible (op);
2018     if (door->inv && (door->inv->type == RUNE || door->inv->type == TRAP))
2019     spring_trap (door->inv, op);
2020     if (door->type == DOOR)
2021     {
2022     hit_player (door, 9998, op, AT_PHYSICAL, 1); /* Break through the door */
2023     }
2024     else if (door->type == LOCKED_DOOR)
2025     {
2026     new_draw_info_format (NDI_UNIQUE, NDI_BROWN, op, "You open the door with the %s", query_short_name (key));
2027     remove_door2 (door); /* remove door without violence ;-) */
2028     }
2029     /* Do this after we print the message */
2030     decrease_ob (key); /* Use up one of the keys */
2031     /* Need to update the weight the container the key was in */
2032     if (container != op)
2033     esrv_update_item (UPD_WEIGHT, op, container);
2034     return 1; /* Nothing more to do below */
2035     }
2036     else if (door->type == LOCKED_DOOR)
2037     {
2038     /* Might as well return now - no other way to open this */
2039     new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, door->msg);
2040     return 1;
2041 elmex 1.1 }
2042 root 1.18 return 0;
2043 elmex 1.1 }
2044    
2045     /* This function is just part of a breakup from move_player.
2046     * It should keep the code cleaner.
2047     * When this is called, the players direction has been updated
2048     * (taking into account confusion.) The player is also actually
2049     * going to try and move (not fire weapons).
2050     */
2051 root 1.18 void
2052     move_player_attack (object *op, int dir)
2053 elmex 1.1 {
2054 root 1.18 object *tmp, *mon;
2055     sint16 nx, ny;
2056     int on_battleground;
2057 root 1.25 maptile *m;
2058 root 1.18
2059     nx = freearr_x[dir] + op->x;
2060     ny = freearr_y[dir] + op->y;
2061    
2062 root 1.49 on_battleground = op_on_battleground (op, 0, 0);
2063 root 1.18
2064     /* If braced, or can't move to the square, and it is not out of the
2065     * map, attack it. Note order of if statement is important - don't
2066     * want to be calling move_ob if braced, because move_ob will move the
2067     * player. This is a pretty nasty hack, because if we could
2068     * move to some space, it then means that if we are braced, we should
2069     * do nothing at all. As it is, if we are braced, we go through
2070     * quite a bit of processing. However, it probably is less than what
2071     * move_ob uses.
2072     */
2073     if ((op->contr->braced || !move_ob (op, dir, op)) && !out_of_map (op->map, nx, ny))
2074     {
2075     if (OUT_OF_REAL_MAP (op->map, nx, ny))
2076     {
2077     m = get_map_from_coord (op->map, &nx, &ny);
2078     if (!m)
2079     return; /* Don't think this should happen */
2080     }
2081     else
2082     m = op->map;
2083    
2084 root 1.49 if ((tmp = GET_MAP_OB (m, nx, ny)) == NULL)
2085 root 1.18 {
2086 root 1.49 /* LOG(llevError,"player_move_attack: GET_MAP_OB returns NULL, but player can not move there.\n"); */
2087 root 1.18 return;
2088 root 1.11 }
2089    
2090 root 1.49 mon = 0;
2091 root 1.18 /* Go through all the objects, and find ones of interest. Only stop if
2092     * we find a monster - that is something we know we want to attack.
2093     * if its a door or barrel (can roll) see if there may be monsters
2094     * on the space
2095     */
2096 root 1.49 while (tmp)
2097 root 1.18 {
2098     if (tmp == op)
2099     {
2100     tmp = tmp->above;
2101     continue;
2102 root 1.11 }
2103 root 1.27
2104 root 1.18 if (QUERY_FLAG (tmp, FLAG_ALIVE))
2105     {
2106     mon = tmp;
2107     break;
2108 root 1.11 }
2109 root 1.27
2110 root 1.18 if (tmp->type == LOCKED_DOOR || QUERY_FLAG (tmp, FLAG_CAN_ROLL))
2111     mon = tmp;
2112 root 1.27
2113 root 1.18 tmp = tmp->above;
2114     }
2115    
2116 root 1.49 if (!mon) /* This happens anytime the player tries to move */
2117 root 1.18 return; /* into a wall */
2118    
2119 root 1.49 if (mon->head)
2120 root 1.18 mon = mon->head;
2121    
2122     if ((mon->type == DOOR && mon->stats.hp >= 0) || (mon->type == LOCKED_DOOR))
2123     if (player_attack_door (op, mon))
2124     return;
2125    
2126     /* The following deals with possibly attacking peaceful
2127     * or frienddly creatures. Basically, all players are considered
2128     * unaggressive. If the moving player has peaceful set, then the
2129     * object should be pushed instead of attacked. It is assumed that
2130     * if you are braced, you will not attack friends accidently,
2131     * and thus will not push them.
2132     */
2133 root 1.11
2134 root 1.18 /* If the creature is a pet, push it even if the player is not
2135     * peaceful. Our assumption is the creature is a pet if the
2136     * player owns it and it is either friendly or unagressive.
2137     */
2138     if ((op->type == PLAYER)
2139 elmex 1.1 #if COZY_SERVER
2140 root 1.18 &&
2141 root 1.34 ((mon->owner && mon->owner->contr
2142     && same_party (mon->owner->contr->party, op->contr->party)) || mon->owner == op)
2143 elmex 1.1 #else
2144 root 1.34 && mon->owner == op
2145 elmex 1.1 #endif
2146 root 1.18 && (QUERY_FLAG (mon, FLAG_UNAGGRESSIVE) || QUERY_FLAG (mon, FLAG_FRIENDLY)))
2147 root 1.11 {
2148 root 1.18 /* If we're braced, we don't want to switch places with it */
2149     if (op->contr->braced)
2150 root 1.11 return;
2151 root 1.18 play_sound_map (op->map, op->x, op->y, SOUND_PUSH_PLAYER);
2152     (void) push_ob (mon, dir, op);
2153     if (op->contr->tmp_invis || op->hide)
2154     make_visible (op);
2155     return;
2156 root 1.11 }
2157    
2158 root 1.18 /* in certain circumstances, you shouldn't attack friendly
2159     * creatures. Note that if you are braced, you can't push
2160     * someone, but put it inside this loop so that you won't
2161     * attack them either.
2162     */
2163     if ((mon->type == PLAYER || mon->enemy != op) &&
2164     (mon->type == PLAYER || QUERY_FLAG (mon, FLAG_UNAGGRESSIVE) || QUERY_FLAG (mon, FLAG_FRIENDLY)) && (
2165 elmex 1.1 #ifdef PROHIBIT_PLAYERKILL
2166 root 1.49 (op->contr->peaceful
2167     || (mon->type == PLAYER
2168     && mon->contr->
2169     peaceful)) &&
2170 elmex 1.1 #else
2171 root 1.49 op->contr->peaceful &&
2172 elmex 1.1 #endif
2173 root 1.49 !on_battleground))
2174 root 1.18 {
2175     if (!op->contr->braced)
2176     {
2177     play_sound_map (op->map, op->x, op->y, SOUND_PUSH_PLAYER);
2178     (void) push_ob (mon, dir, op);
2179     }
2180     else
2181 root 1.49 new_draw_info (0, 0, op, "You withhold your attack");
2182    
2183 root 1.18 if (op->contr->tmp_invis || op->hide)
2184     make_visible (op);
2185 root 1.11 }
2186 elmex 1.1
2187 root 1.18 /* If the object is a boulder or other rollable object, then
2188     * roll it if not braced. You can't roll it if you are braced.
2189     */
2190     else if (QUERY_FLAG (mon, FLAG_CAN_ROLL) && (!op->contr->braced))
2191     {
2192     recursive_roll (mon, dir, op);
2193     if (action_makes_visible (op))
2194     make_visible (op);
2195 root 1.11 }
2196    
2197 root 1.18 /* Any generic living creature. Including things like doors.
2198     * Way it works is like this: First, it must have some hit points
2199     * and be living. Then, it must be one of the following:
2200     * 1) Not a player, 2) A player, but of a different party. Note
2201     * that party_number -1 is no party, so attacks can still happen.
2202     */
2203 root 1.11
2204 root 1.18 else if ((mon->stats.hp >= 0) && QUERY_FLAG (mon, FLAG_ALIVE) &&
2205     ((mon->type != PLAYER || op->contr->party == NULL || op->contr->party != mon->contr->party)))
2206     {
2207 elmex 1.1
2208 root 1.18 /* If the player hasn't hit something this tick, and does
2209     * so, give them speed boost based on weapon speed. Doing
2210     * it here is better than process_players2, which basically
2211     * incurred a 1 tick offset.
2212     */
2213     if (!op->contr->has_hit)
2214     {
2215     op->speed_left += op->speed / op->contr->weapon_sp;
2216 root 1.11
2217 root 1.18 op->contr->has_hit = 1; /* The last action was to hit, so use weapon_sp */
2218 root 1.11 }
2219    
2220 root 1.49 skill_attack (mon, op, 0, 0, 0);
2221 root 1.11
2222 root 1.18 /* If attacking another player, that player gets automatic
2223     * hitback, and doesn't loose luck either.
2224     * Disable hitback on the battleground or if the target is
2225     * the wiz.
2226     */
2227     if (mon->type == PLAYER && mon->stats.hp >= 0 && !mon->contr->has_hit && !on_battleground && !QUERY_FLAG (mon, FLAG_WIZ))
2228     {
2229     short luck = mon->stats.luck;
2230    
2231     mon->contr->has_hit = 1;
2232 root 1.49 skill_attack (op, mon, 0, 0, 0);
2233 root 1.18 mon->stats.luck = luck;
2234 root 1.11 }
2235 root 1.49
2236 root 1.18 if (action_makes_visible (op))
2237     make_visible (op);
2238 root 1.11 }
2239 root 1.18 } /* if player should attack something */
2240 elmex 1.1 }
2241    
2242 root 1.18 int
2243     move_player (object *op, int dir)
2244     {
2245     int pick;
2246 elmex 1.1
2247 root 1.18 if (op->map == NULL || op->map->in_memory != MAP_IN_MEMORY)
2248     return 0;
2249 elmex 1.1
2250 root 1.18 /* Sanity check: make sure dir is valid */
2251     if ((dir < 0) || (dir >= 9))
2252     {
2253     LOG (llevError, "move_player: invalid direction %d\n", dir);
2254     return 0;
2255 elmex 1.1 }
2256    
2257 root 1.18 /* peterm: added following line */
2258     if (QUERY_FLAG (op, FLAG_CONFUSED) && dir)
2259     dir = absdir (dir + RANDOM () % 3 + RANDOM () % 3 - 2);
2260    
2261     op->facing = dir;
2262    
2263     if (op->hide)
2264     do_hidden_move (op);
2265    
2266     if (INVOKE_PLAYER (MOVE, op->contr, ARG_INT (dir)))
2267     /*nop */ ;
2268     else if (op->contr->fire_on)
2269     fire (op, dir);
2270     else
2271     {
2272     move_player_attack (op, dir);
2273     pick = check_pick (op);
2274     }
2275 elmex 1.1
2276 root 1.18 /* Add special check for newcs players and fire on - this way, the
2277     * server can handle repeat firing.
2278     */
2279     if (op->contr->fire_on || (op->contr->run_on && pick != 0))
2280 root 1.49 op->direction = dir;
2281 root 1.18 else
2282 root 1.49 op->direction = 0;
2283    
2284 root 1.18 /* Update how the player looks. Use the facing, so direction may
2285     * get reset to zero. This allows for full animation capabilities
2286     * for players.
2287     */
2288     animate_object (op, op->facing);
2289     return 0;
2290 elmex 1.1 }
2291    
2292     /* This is similar to handle_player, below, but is only used by the
2293     * new client/server stuff.
2294     * This is sort of special, in that the new client/server actually uses
2295     * the new speed values for commands.
2296     *
2297     * Returns true if there are more actions we can do.
2298     */
2299 root 1.18 int
2300     handle_newcs_player (object *op)
2301 elmex 1.1 {
2302 root 1.18 if (op->contr->hidden)
2303     {
2304     op->invisible = 1000;
2305     /* the socket code flashes the player visible/invisible
2306     * depending on the value of invisible, so we need to
2307     * alternate it here for it to work correctly.
2308     */
2309     if (pticks & 2)
2310 root 1.11 op->invisible--;
2311 root 1.18 }
2312     else if (op->invisible && !(QUERY_FLAG (op, FLAG_MAKE_INVIS)))
2313     {
2314     op->invisible--;
2315     if (!op->invisible)
2316     {
2317     make_visible (op);
2318     new_draw_info (NDI_UNIQUE, 0, op, "Your invisibility spell runs out.");
2319 root 1.11 }
2320 elmex 1.1 }
2321    
2322 root 1.18 if (QUERY_FLAG (op, FLAG_SCARED))
2323     {
2324     flee_player (op);
2325     /* If player is still scared, that is his action for this tick */
2326     if (QUERY_FLAG (op, FLAG_SCARED))
2327     {
2328     op->speed_left--;
2329     return 0;
2330 root 1.11 }
2331 elmex 1.1 }
2332    
2333 root 1.18 /* I've been seeing crashes where the golem has been destroyed, but
2334     * the player object still points to the defunct golem. The code that
2335     * destroys the golem looks correct, and it doesn't always happen, so
2336     * put this in a a workaround to clean up the golem pointer.
2337     */
2338 root 1.30 if (op->contr->ranges[range_golem] && QUERY_FLAG (op->contr->ranges[range_golem], FLAG_REMOVED))
2339     op->contr->ranges[range_golem] = 0;
2340 root 1.18
2341     /* call this here - we also will call this in do_ericserver, but
2342     * the players time has been increased when doericserver has been
2343     * called, so we recheck it here.
2344     */
2345 root 1.47 //TODO: better than handling 8 commands, use some more intelligent rate-limiting
2346 root 1.52 for (int rep = 8; --rep && op->contr->ns->handle_command (); )
2347 root 1.47 ;
2348    
2349 root 1.18 if (op->speed_left < 0)
2350 elmex 1.1 return 0;
2351    
2352 root 1.18 if (op->direction && (op->contr->run_on || op->contr->fire_on))
2353     {
2354     /* All move commands take 1 tick, at least for now */
2355     op->speed_left--;
2356 elmex 1.1
2357 root 1.18 /* Instead of all the stuff below, let move_player take care
2358     * of it. Also, some of the skill stuff is only put in
2359     * there, as well as the confusion stuff.
2360     */
2361     move_player (op, op->direction);
2362     if (op->speed_left > 0)
2363     return 1;
2364     else
2365 root 1.11 return 0;
2366 root 1.18 }
2367 root 1.41
2368 root 1.18 return 0;
2369     }
2370    
2371     int
2372     save_life (object *op)
2373     {
2374     if (!QUERY_FLAG (op, FLAG_LIFESAVE))
2375 elmex 1.1 return 0;
2376 root 1.18
2377 root 1.41 for (object *tmp = op->inv; tmp; tmp = tmp->below)
2378 root 1.18 if (QUERY_FLAG (tmp, FLAG_APPLIED) && QUERY_FLAG (tmp, FLAG_LIFESAVE))
2379     {
2380     play_sound_map (op->map, op->x, op->y, SOUND_OB_EVAPORATE);
2381     new_draw_info_format (NDI_UNIQUE, 0, op, "Your %s vibrates violently, then evaporates.", query_name (tmp));
2382 root 1.33
2383 root 1.18 if (op->contr)
2384     esrv_del_item (op->contr, tmp->count);
2385 root 1.33
2386     tmp->destroy ();
2387 root 1.18 CLEAR_FLAG (op, FLAG_LIFESAVE);
2388 root 1.33
2389 root 1.18 if (op->stats.hp < 0)
2390     op->stats.hp = op->stats.maxhp;
2391 root 1.33
2392 root 1.18 if (op->stats.food < 0)
2393     op->stats.food = 999;
2394 root 1.33
2395 root 1.54 op->update_stats ();
2396 root 1.18 return 1;
2397     }
2398 root 1.41
2399 root 1.18 LOG (llevError, "Error: LIFESAVE set without applied object.\n");
2400     CLEAR_FLAG (op, FLAG_LIFESAVE);
2401     enter_player_savebed (op); /* bring him home. */
2402     return 0;
2403 elmex 1.1 }
2404    
2405     /* This goes throws the inventory and removes unpaid objects, and puts them
2406     * back in the map (location and map determined by values of env). This
2407     * function will descend into containers. op is the object to start the search
2408     * from.
2409     */
2410 root 1.18 void
2411     remove_unpaid_objects (object *op, object *env)
2412 elmex 1.1 {
2413 root 1.18 object *next;
2414 elmex 1.1
2415 root 1.18 while (op)
2416     {
2417     next = op->below; /* Make sure we have a good value, in case
2418     * we remove object 'op'
2419     */
2420     if (QUERY_FLAG (op, FLAG_UNPAID))
2421     {
2422 root 1.32 op->remove ();
2423 root 1.18 op->x = env->x;
2424     op->y = env->y;
2425     if (env->type == PLAYER)
2426     esrv_del_item (env->contr, op->count);
2427     insert_ob_in_map (op, env->map, NULL, 0);
2428     }
2429     else if (op->inv)
2430     remove_unpaid_objects (op->inv, env);
2431 root 1.41
2432 root 1.18 op = next;
2433 elmex 1.1 }
2434     }
2435    
2436     /*
2437     * Returns pointer a static string containing gravestone text
2438     * Moved from apply.c to player.c - player.c is what
2439     * actually uses this function. player.c may not be quite the
2440     * best, a misc file for object actions is probably better,
2441     * but there isn't one in the server directory.
2442     */
2443 root 1.18 char *
2444     gravestone_text (object *op)
2445 elmex 1.1 {
2446 root 1.18 static char buf2[MAX_BUF];
2447     char buf[MAX_BUF];
2448     time_t now = time (NULL);
2449    
2450     strcpy (buf2, " R.I.P.\n\n");
2451     if (op->type == PLAYER)
2452     sprintf (buf, "%s the %s\n", &op->name, op->contr->title);
2453     else
2454     sprintf (buf, "%s\n", &op->name);
2455 root 1.41
2456 root 1.18 strncat (buf2, " ", 20 - strlen (buf) / 2);
2457     strcat (buf2, buf);
2458     if (op->type == PLAYER)
2459     sprintf (buf, "who was in level %d when killed\n", op->level);
2460     else
2461     sprintf (buf, "who was in level %d when died.\n\n", op->level);
2462 root 1.41
2463 root 1.18 strncat (buf2, " ", 20 - strlen (buf) / 2);
2464     strcat (buf2, buf);
2465     if (op->type == PLAYER)
2466     {
2467     sprintf (buf, "by %s.\n\n", op->contr->killer);
2468     strncat (buf2, " ", 21 - strlen (buf) / 2);
2469     strcat (buf2, buf);
2470     }
2471 root 1.41
2472 root 1.18 strftime (buf, MAX_BUF, "%b %d %Y\n", localtime (&now));
2473     strncat (buf2, " ", 20 - strlen (buf) / 2);
2474     strcat (buf2, buf);
2475 root 1.41
2476 root 1.18 return buf2;
2477 elmex 1.1 }
2478    
2479 root 1.18 void
2480     do_some_living (object *op)
2481     {
2482     int last_food = op->stats.food;
2483 elmex 1.1 int gen_hp, gen_sp, gen_grace;
2484     int over_hp, over_sp, over_grace;
2485     int i;
2486     int rate_hp = 1200;
2487     int rate_sp = 2500;
2488     int rate_grace = 2000;
2489     const int max_hp = 1;
2490     const int max_sp = 1;
2491     const int max_grace = 1;
2492    
2493 pippijn 1.17 if (op->contr->outputs_sync)
2494 root 1.18 {
2495     for (i = 0; i < NUM_OUTPUT_BUFS; i++)
2496 root 1.55 if (op->contr->outputs[i].buf && (op->contr->outputs[i].first_update + op->contr->outputs_sync) < (uint16) pticks)
2497 root 1.18 flush_output_element (op, &op->contr->outputs[i]);
2498     }
2499    
2500 root 1.52 if (op->contr->ns->state == ST_PLAYING)
2501 root 1.18 {
2502     /* these next three if clauses make it possible to SLOW DOWN
2503     hp/grace/spellpoint regeneration. */
2504     if (op->contr->gen_hp >= 0)
2505     gen_hp = (op->contr->gen_hp + 1) * op->stats.maxhp;
2506     else
2507     {
2508     gen_hp = op->stats.maxhp;
2509     rate_hp -= rate_hp / 2 * op->contr->gen_hp;
2510     }
2511 root 1.55
2512 root 1.18 if (op->contr->gen_sp >= 0)
2513     gen_sp = (op->contr->gen_sp + 1) * op->stats.maxsp;
2514     else
2515     {
2516     gen_sp = op->stats.maxsp;
2517     rate_sp -= rate_sp / 2 * op->contr->gen_sp;
2518     }
2519 root 1.55
2520 root 1.18 if (op->contr->gen_grace >= 0)
2521     gen_grace = (op->contr->gen_grace + 1) * op->stats.maxgrace;
2522     else
2523     {
2524     gen_grace = op->stats.maxgrace;
2525     rate_grace -= rate_grace / 2 * op->contr->gen_grace;
2526     }
2527    
2528     /* Regenerate Spell Points */
2529     if (op->contr->ranges[range_golem] == NULL && --op->last_sp < 0)
2530     {
2531     gen_sp = gen_sp * 10 / (op->contr->gen_sp_armour < 10 ? 10 : op->contr->gen_sp_armour);
2532     if (op->stats.sp < op->stats.maxsp)
2533     {
2534     op->stats.sp++;
2535     /* dms do not consume food */
2536     if (!QUERY_FLAG (op, FLAG_WIZ))
2537     {
2538     op->stats.food--;
2539     if (op->contr->digestion < 0)
2540     op->stats.food += op->contr->digestion;
2541     else if (op->contr->digestion > 0 && random_roll (0, op->contr->digestion, op, PREFER_HIGH))
2542     op->stats.food = last_food;
2543     }
2544     }
2545 root 1.55
2546 root 1.18 if (max_sp > 1)
2547     {
2548     over_sp = (gen_sp + 10) / rate_sp;
2549     if (over_sp > 0)
2550     {
2551     if (op->stats.sp < op->stats.maxsp)
2552     {
2553     op->stats.sp += over_sp > max_sp ? max_sp : over_sp;
2554 root 1.55
2555 root 1.18 if (random_roll (0, rate_sp - 1, op, PREFER_LOW) > ((gen_sp + 10) % rate_sp))
2556     op->stats.sp--;
2557 root 1.55
2558 root 1.18 if (op->stats.sp > op->stats.maxsp)
2559     op->stats.sp = op->stats.maxsp;
2560     }
2561     op->last_sp = 0;
2562     }
2563     else
2564 root 1.55 op->last_sp = rate_sp / (gen_sp < 20 ? 30 : gen_sp + 10);
2565 root 1.18 }
2566     else
2567 root 1.55 op->last_sp = rate_sp / (gen_sp < 20 ? 30 : gen_sp + 10);
2568 root 1.18 }
2569    
2570     /* Regenerate Grace */
2571     /* I altered this a little - maximum grace is ony achieved through prayer -b.t. */
2572     if (--op->last_grace < 0)
2573     {
2574     if (op->stats.grace < op->stats.maxgrace / 2)
2575     op->stats.grace++; /* no penalty in food for regaining grace */
2576 root 1.55
2577 root 1.18 if (max_grace > 1)
2578     {
2579     over_grace = (gen_grace < 20 ? 30 : gen_grace + 10) / rate_grace;
2580     if (over_grace > 0)
2581     {
2582     op->stats.sp += over_grace
2583     + (random_roll (0, rate_grace - 1, op, PREFER_HIGH) > ((gen_grace < 20 ? 30 : gen_grace + 10) % rate_grace)) ? -1 : 0;
2584     op->last_grace = 0;
2585     }
2586     else
2587     {
2588     op->last_grace = rate_grace / (gen_grace < 20 ? 30 : gen_grace + 10);
2589     }
2590     }
2591     else
2592     {
2593     op->last_grace = rate_grace / (gen_grace < 20 ? 30 : gen_grace + 10);
2594     }
2595     /* wearing stuff doesn't detract from grace generation. */
2596     }
2597    
2598     /* Regenerate Hit Points */
2599     if (--op->last_heal < 0)
2600     {
2601     if (op->stats.hp < op->stats.maxhp)
2602     {
2603     op->stats.hp++;
2604     /* dms do not consume food */
2605     if (!QUERY_FLAG (op, FLAG_WIZ))
2606     {
2607     op->stats.food--;
2608     if (op->contr->digestion < 0)
2609     op->stats.food += op->contr->digestion;
2610     else if (op->contr->digestion > 0 && random_roll (0, op->contr->digestion, op, PREFER_HIGH))
2611     op->stats.food = last_food;
2612     }
2613     }
2614 root 1.55
2615 root 1.18 if (max_hp > 1)
2616     {
2617     over_hp = (gen_hp < 20 ? 30 : gen_hp + 10) / rate_hp;
2618     if (over_hp > 0)
2619     {
2620     op->stats.sp += over_hp + (RANDOM () % rate_hp > ((gen_hp < 20 ? 30 : gen_hp + 10) % rate_hp)) ? -1 : 0;
2621     op->last_heal = 0;
2622     }
2623     else
2624     {
2625     op->last_heal = rate_hp / (gen_hp < 20 ? 30 : gen_hp + 10);
2626     }
2627     }
2628     else
2629     {
2630     op->last_heal = rate_hp / (gen_hp < 20 ? 30 : gen_hp + 10);
2631     }
2632 root 1.11 }
2633 elmex 1.1
2634 root 1.18 /* Digestion */
2635     if (--op->last_eat < 0)
2636     {
2637     #ifdef COZY_SERVER
2638     int dg = op->contr->digestion >= 0 && op->contr->digestion < 2 ? 2 : op->contr->digestion;
2639     int bonus = dg > 0 ? dg : 0, penalty = dg < 0 ? -dg : 0;
2640     #else
2641     int bonus = op->contr->digestion > 0 ? op->contr->digestion : 0, penalty = op->contr->digestion < 0 ? -op->contr->digestion : 0;
2642     #endif
2643    
2644     if (op->contr->gen_hp > 0)
2645     op->last_eat = 25 * (1 + bonus) / (op->contr->gen_hp + penalty + 1);
2646     else
2647     op->last_eat = 25 * (1 + bonus) / (penalty + 1);
2648 root 1.55
2649 root 1.18 /* dms do not consume food */
2650     if (!QUERY_FLAG (op, FLAG_WIZ))
2651     op->stats.food--;
2652 root 1.11 }
2653 elmex 1.1
2654 root 1.55 if (op->stats.food < 0 && op->stats.hp >= 0)
2655     {
2656     object *tmp, *flesh = 0;
2657 root 1.18
2658 root 1.55 for (tmp = op->inv; tmp; tmp = tmp->below)
2659 root 1.18 {
2660 root 1.55 if (!QUERY_FLAG (tmp, FLAG_UNPAID))
2661 root 1.18 {
2662 root 1.55 if (tmp->type == FOOD || tmp->type == DRINK || tmp->type == POISON)
2663     {
2664     new_draw_info (NDI_UNIQUE, 0, op, "You blindly grab for a bite of food.");
2665     manual_apply (op, tmp, 0);
2666     if (op->stats.food >= 0 || op->stats.hp < 0)
2667     break;
2668     }
2669     else if (tmp->type == FLESH)
2670     flesh = tmp;
2671     } /* End if paid for object */
2672     } /* end of for loop */
2673    
2674     /* If player is still starving, it means they don't have any food, so
2675     * eat flesh instead.
2676     */
2677     if (op->stats.food < 0 && op->stats.hp >= 0 && flesh)
2678     {
2679     new_draw_info (NDI_UNIQUE, 0, op, "You blindly grab for a bite of food.");
2680     manual_apply (op, flesh, 0);
2681     }
2682 root 1.11 }
2683 elmex 1.1
2684 root 1.55 while (op->stats.food < 0 && op->stats.hp >= 0)
2685     op->stats.food++, op->stats.hp--;
2686 elmex 1.1
2687 root 1.55 if (op->stats.hp < 0 && !QUERY_FLAG (op, FLAG_WIZ))
2688     kill_player (op);
2689     }
2690 elmex 1.1 }
2691    
2692     /* If the player should die (lack of hp, food, etc), we call this.
2693     * op is the player in jeopardy. If the player can not be saved (not
2694     * permadeath, no lifesave), this will take care of removing the player
2695     * file.
2696     */
2697 root 1.18 void
2698     kill_player (object *op)
2699 elmex 1.1 {
2700 root 1.18 char buf[MAX_BUF];
2701     int x, y;
2702    
2703     //int i;
2704 root 1.25 maptile *map; /* this is for resurrection */
2705 root 1.18
2706     /* int z;
2707     int num_stats_lose;
2708     int lost_a_stat;
2709     int lose_this_stat;
2710     int this_stat; */
2711     int will_kill_again;
2712     archetype *at;
2713     object *tmp;
2714    
2715     if (save_life (op))
2716     return;
2717    
2718    
2719     /* If player dies on BATTLEGROUND, no stat/exp loss! For Combat-Arenas
2720     * in cities ONLY!!! It is very important that this doesn't get abused.
2721     * Look at op_on_battleground() for more info --AndreasV
2722     */
2723     if (op_on_battleground (op, &x, &y))
2724     {
2725     new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, "You have been defeated in combat!");
2726     new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, "Local medics have saved your life...");
2727    
2728     /* restore player */
2729 root 1.22 at = archetype::find ("poisoning");
2730 root 1.18 tmp = present_arch_in_ob (at, op);
2731     if (tmp)
2732     {
2733 root 1.33 tmp->destroy ();
2734 root 1.18 new_draw_info (NDI_UNIQUE, 0, op, "Your body feels cleansed");
2735     }
2736 elmex 1.1
2737 root 1.22 at = archetype::find ("confusion");
2738 root 1.18 tmp = present_arch_in_ob (at, op);
2739     if (tmp)
2740     {
2741 root 1.33 tmp->destroy ();
2742 root 1.18 new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer");
2743     }
2744    
2745     cure_disease (op, 0); /* remove any disease */
2746     op->stats.hp = op->stats.maxhp;
2747     if (op->stats.food <= 0)
2748     op->stats.food = 999;
2749 elmex 1.1
2750 root 1.18 /* create a bodypart-trophy to make the winner happy */
2751 root 1.22 tmp = arch_to_object (archetype::find ("finger"));
2752 root 1.18 if (tmp != NULL)
2753     {
2754     sprintf (buf, "%s's finger", &op->name);
2755     tmp->name = buf;
2756     sprintf (buf, " This finger has been cut off %s\n"
2757     " the %s, when he was defeated at\n level %d by %s.\n",
2758     &op->name, op->contr->title, (int) (op->level), op->contr->killer);
2759     tmp->msg = buf;
2760     tmp->value = 0, tmp->material = 0, tmp->type = 0;
2761     tmp->materialname = NULL;
2762     tmp->x = op->x, tmp->y = op->y;
2763     insert_ob_in_map (tmp, op->map, op, 0);
2764     }
2765 elmex 1.1
2766 root 1.18 /* teleport defeated player to new destination */
2767     transfer_ob (op, x, y, 0, NULL);
2768     op->contr->braced = 0;
2769     return;
2770 elmex 1.1 }
2771    
2772 root 1.18 INVOKE_PLAYER (DEATH, op->contr);
2773 root 1.3
2774 root 1.18 command_kill_pets (op, 0);
2775 elmex 1.1
2776 root 1.18 if (op->stats.food < 0)
2777     {
2778     if (op->contr->explore)
2779     {
2780     new_draw_info (NDI_UNIQUE, 0, op, "You would have starved, but you are");
2781     new_draw_info (NDI_UNIQUE, 0, op, "in explore mode, so...");
2782     op->stats.food = 999;
2783     return;
2784 root 1.11 }
2785 root 1.18 sprintf (buf, "%s starved to death.", &op->name);
2786     strcpy (op->contr->killer, "starvation");
2787 elmex 1.1 }
2788 root 1.18 else
2789     {
2790     if (op->contr->explore)
2791     {
2792     new_draw_info (NDI_UNIQUE, 0, op, "You would have died, but you are");
2793     new_draw_info (NDI_UNIQUE, 0, op, "in explore mode, so...");
2794     op->stats.hp = op->stats.maxhp;
2795     return;
2796 root 1.11 }
2797 root 1.18 sprintf (buf, "%s died.", &op->name);
2798 elmex 1.1 }
2799 root 1.18 play_sound_player_only (op->contr, SOUND_PLAYER_DIES, 0, 0);
2800 elmex 1.1
2801 root 1.18 /* save the map location for corpse, gravestone */
2802     x = op->x;
2803     y = op->y;
2804     map = op->map;
2805 elmex 1.1
2806    
2807 root 1.54 /* NOT_PERMADEATH code. This basically brings the character back to
2808     * life if they are dead - it takes some exp and a random stat.
2809     * See the config.h file for a little more in depth detail about this.
2810     */
2811    
2812     /* Basically two ways to go - remove a stat permanently, or just
2813     * make it depletion. This bunch of code deals with that aspect
2814     * of death.
2815     */
2816     #ifndef COZY_SERVER
2817     if (settings.balanced_stat_loss)
2818 root 1.18 {
2819 root 1.54 /* If stat loss is permanent, lose one stat only. */
2820     /* Lower level chars don't lose as many stats because they suffer
2821     more if they do. */
2822     /* Higher level characters can afford things such as potions of
2823     restoration, or better, stat potions. So we slug them that
2824     little bit harder. */
2825     /* GD */
2826     if (settings.stat_loss_on_death)
2827     num_stats_lose = 1;
2828     else
2829     num_stats_lose = 1 + op->level / BALSL_NUMBER_LOSSES_RATIO;
2830     }
2831     else
2832     {
2833     num_stats_lose = 1;
2834     }
2835     lost_a_stat = 0;
2836    
2837     for (z = 0; z < num_stats_lose; z++)
2838     {
2839     i = RANDOM () % NUM_STATS;
2840 root 1.11
2841 root 1.54 if (settings.stat_loss_on_death)
2842 root 1.18 {
2843 root 1.54 /* Pick a random stat and take a point off it. Tell the player
2844     * what he lost.
2845     */
2846     change_attr_value (&(op->stats), i, -1);
2847     check_stat_bounds (&(op->stats));
2848     change_attr_value (&(op->contr->orig_stats), i, -1);
2849     check_stat_bounds (&(op->contr->orig_stats));
2850     new_draw_info (NDI_UNIQUE, 0, op, lose_msg[i]);
2851     lost_a_stat = 1;
2852 root 1.18 }
2853     else
2854     {
2855 root 1.54 /* deplete a stat */
2856     archetype *deparch = archetype::find ("depletion");
2857     object *dep;
2858 root 1.11
2859 root 1.54 dep = present_arch_in_ob (deparch, op);
2860     if (!dep)
2861 root 1.18 {
2862 root 1.54 dep = arch_to_object (deparch);
2863     insert_ob_in_ob (dep, op);
2864 root 1.18 }
2865 root 1.54 lose_this_stat = 1;
2866     if (settings.balanced_stat_loss)
2867 root 1.18 {
2868 root 1.54 /* GD */
2869     /* Get the stat that we're about to deplete. */
2870     this_stat = get_attr_value (&(dep->stats), i);
2871     if (this_stat < 0)
2872     {
2873     int loss_chance = 1 + op->level / BALSL_LOSS_CHANCE_RATIO;
2874     int keep_chance = this_stat * this_stat;
2875 root 1.18
2876 root 1.54 /* Yes, I am paranoid. Sue me. */
2877     if (keep_chance < 1)
2878     keep_chance = 1;
2879 root 1.18
2880 root 1.54 /* There is a maximum depletion total per level. */
2881     if (this_stat < -1 - op->level / BALSL_MAX_LOSS_RATIO)
2882     {
2883     lose_this_stat = 0;
2884     /* Take loss chance vs keep chance to see if we
2885     retain the stat. */
2886     }
2887     else
2888     {
2889     if (random_roll (0, loss_chance + keep_chance - 1, op, PREFER_LOW) < keep_chance)
2890     lose_this_stat = 0;
2891     /* LOG(llevDebug, "Determining stat loss. Stat: %d Keep: %d Lose: %d Result: %s.\n",
2892     this_stat, keep_chance, loss_chance,
2893     lose_this_stat?"LOSE":"KEEP"); */
2894 root 1.11 }
2895     }
2896 root 1.54 }
2897 root 1.18
2898 root 1.54 if (lose_this_stat)
2899     {
2900     this_stat = get_attr_value (&(dep->stats), i);
2901     /* We could try to do something clever like find another
2902     * stat to reduce if this fails. But chances are, if
2903     * stats have been depleted to -50, all are pretty low
2904     * and should be roughly the same, so it shouldn't make a
2905     * difference.
2906     */
2907     if (this_stat >= -50)
2908 root 1.18 {
2909 root 1.54 change_attr_value (&(dep->stats), i, -1);
2910     SET_FLAG (dep, FLAG_APPLIED);
2911     new_draw_info (NDI_UNIQUE, 0, op, lose_msg[i]);
2912     op->update_stats ();
2913     lost_a_stat = 1;
2914 root 1.11 }
2915     }
2916     }
2917 root 1.54 }
2918     /* If no stat lost, tell the player. */
2919     if (!lost_a_stat)
2920     {
2921     /* determine_god() seems to not work sometimes... why is this?
2922     Should I be using something else? GD */
2923     const char *god = determine_god (op);
2924 root 1.18
2925 root 1.54 if (god && (strcmp (god, "none")))
2926     new_draw_info_format (NDI_UNIQUE, 0, op, "For a brief moment you feel the holy presence of %s protecting" " you.", god);
2927     else
2928     new_draw_info (NDI_UNIQUE, 0, op, "For a brief moment you feel a holy presence protecting you.");
2929     }
2930 root 1.28 #else
2931 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.");
2932 elmex 1.1 #endif
2933    
2934 root 1.54 /* Put a gravestone up where the character 'almost' died. List the
2935     * exp loss on the stone.
2936     */
2937     tmp = arch_to_object (archetype::find ("gravestone"));
2938     sprintf (buf, "%s's gravestone", &op->name);
2939     tmp->name = buf;
2940     sprintf (buf, "%s's gravestones", &op->name);
2941     tmp->name_pl = buf;
2942     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);
2943     tmp->msg = buf;
2944     tmp->x = op->x, tmp->y = op->y;
2945     insert_ob_in_map (tmp, op->map, NULL, 0);
2946    
2947     /**************************************/
2948     /* */
2949     /* Subtract the experience points, */
2950     /* if we died cause of food, give us */
2951     /* food, and reset HP's... */
2952     /* */
2953     /**************************************/
2954    
2955     /* remove any poisoning and confusion the character may be suffering. */
2956     /* restore player */
2957     at = archetype::find ("poisoning");
2958     tmp = present_arch_in_ob (at, op);
2959    
2960     if (tmp)
2961     {
2962     tmp->destroy ();
2963     new_draw_info (NDI_UNIQUE, 0, op, "Your body feels cleansed");
2964     }
2965    
2966     at = archetype::find ("confusion");
2967     tmp = present_arch_in_ob (at, op);
2968     if (tmp)
2969     {
2970     tmp->destroy ();
2971     new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer");
2972     }
2973    
2974     cure_disease (op, 0); /* remove any disease */
2975    
2976     /*add_exp(op, (op->stats.exp * -0.20)); */
2977     apply_death_exp_penalty (op);
2978     if (op->stats.food < 100)
2979     op->stats.food = 900;
2980     op->stats.hp = op->stats.maxhp;
2981     op->stats.sp = MAX (op->stats.sp, op->stats.maxsp);
2982     op->stats.grace = MAX (op->stats.grace, op->stats.maxgrace);
2983 root 1.11
2984 root 1.54 /*
2985     * Check to see if the player is in a shop. IF so, then check to see if
2986     * the player has any unpaid items. If so, remove them and put them back
2987     * in the map.
2988     */
2989 root 1.33
2990 root 1.54 if (is_in_shop (op))
2991     remove_unpaid_objects (op->inv, op);
2992 root 1.18
2993 root 1.54 /****************************************/
2994     /* */
2995     /* Move player to his current respawn- */
2996     /* position (usually last savebed) */
2997     /* */
2998     /****************************************/
2999 root 1.18
3000 root 1.54 enter_player_savebed (op);
3001 root 1.18
3002 root 1.54 /* Save the player before inserting the force to reduce
3003     * chance of abuse.
3004     */
3005     op->contr->braced = 0;
3006     op->contr->save ();
3007 root 1.11
3008 root 1.54 /* it is possible that the player has blown something up
3009     * at his savebed location, and that can have long lasting
3010     * spell effects. So first see if there is a spell effect
3011     * on the space that might harm the player.
3012     */
3013     will_kill_again = 0;
3014     for (tmp = GET_MAP_OB (op->map, op->x, op->y); tmp; tmp = tmp->above)
3015     if (tmp->type == SPELL_EFFECT)
3016     will_kill_again |= tmp->attacktype;
3017 elmex 1.1
3018 root 1.54 if (will_kill_again)
3019 root 1.18 {
3020 root 1.54 object *force;
3021     int at;
3022 root 1.18
3023 root 1.54 force = get_archetype (FORCE_NAME);
3024     /* 50 ticks should be enough time for the spell to abate */
3025     force->speed = 0.1;
3026     force->speed_left = -5.0;
3027     SET_FLAG (force, FLAG_APPLIED);
3028     for (at = 0; at < NROFATTACKS; at++)
3029     if (will_kill_again & (1 << at))
3030     force->resist[at] = 100;
3031 root 1.30
3032 root 1.54 insert_ob_in_ob (force, op);
3033     op->update_stats ();
3034 root 1.30
3035 root 1.54 }
3036 root 1.18
3037 root 1.54 new_draw_info (NDI_UNIQUE, 0, op, "YOU HAVE DIED.");
3038 elmex 1.1 }
3039    
3040 root 1.18 void
3041     loot_object (object *op)
3042     { /* Grab and destroy some treasure */
3043     object *tmp, *tmp2, *next;
3044 elmex 1.1
3045 root 1.18 if (op->container)
3046 root 1.54 esrv_apply_container (op, op->container); /* close open sack first */
3047 elmex 1.1
3048 root 1.54 for (tmp = op->inv; tmp; tmp = next)
3049 root 1.18 {
3050     next = tmp->below;
3051 root 1.54
3052 elmex 1.50 if (tmp->invisible)
3053 root 1.18 continue;
3054 root 1.54
3055 root 1.32 tmp->remove ();
3056 root 1.18 tmp->x = op->x, tmp->y = op->y;
3057     if (tmp->type == CONTAINER)
3058     { /* empty container to ground */
3059     loot_object (tmp);
3060     }
3061     if (!QUERY_FLAG (tmp, FLAG_UNIQUE) && (QUERY_FLAG (tmp, FLAG_STARTEQUIP) || QUERY_FLAG (tmp, FLAG_NO_DROP) || !(RANDOM () % 3)))
3062     {
3063     if (tmp->nrof > 1)
3064     {
3065     tmp2 = get_split_ob (tmp, 1 + RANDOM () % (tmp->nrof - 1));
3066 root 1.33 tmp2->destroy ();
3067 root 1.18 insert_ob_in_map (tmp, op->map, NULL, 0);
3068     }
3069     else
3070 root 1.33 tmp->destroy ();
3071 root 1.18 }
3072     else
3073     insert_ob_in_map (tmp, op->map, NULL, 0);
3074     }
3075 elmex 1.1 }
3076    
3077     /*
3078     * fix_weight(): Check recursively the weight of all players, and fix
3079     * what needs to be fixed. Refresh windows and fix speed if anything
3080     * was changed.
3081     */
3082    
3083 root 1.18 void
3084     fix_weight (void)
3085     {
3086 root 1.61 for_all_players (pl)
3087 root 1.18 {
3088     int old = pl->ob->carrying, sum = sum_weight (pl->ob);
3089    
3090     if (old == sum)
3091     continue;
3092 root 1.54 pl->ob->update_stats ();
3093 root 1.18 LOG (llevDebug, "Fixed inventory in %s (%d -> %d)\n", &pl->ob->name, old, sum);
3094     }
3095 elmex 1.1 }
3096    
3097 root 1.18 void
3098     fix_luck (void)
3099     {
3100 root 1.61 for_all_players (pl)
3101 root 1.52 if (!pl->ob->contr->ns->state)
3102 root 1.54 pl->ob->change_luck (0);
3103 elmex 1.1 }
3104    
3105     /* cast_dust() - handles op throwing objects of type 'DUST'.
3106     * This is much simpler in the new spell code - we basically
3107     * just treat this as any other spell casting object.
3108     */
3109 elmex 1.2 void
3110 root 1.18 cast_dust (object *op, object *throw_ob, int dir)
3111 elmex 1.2 {
3112     object *skop, *spob;
3113    
3114     skop = find_skill_by_name (op, throw_ob->skill);
3115    
3116     /* casting POTION 'dusts' is really a use_magic_item skill */
3117     if (op->type == PLAYER && throw_ob->type == POTION && !skop)
3118     {
3119 root 1.18 LOG (llevError, "Player %s lacks critical skill use_magic_item!\n", &op->name);
3120 elmex 1.2 return;
3121     }
3122    
3123     spob = throw_ob->inv;
3124    
3125     // elmex Tue Aug 15 17:19:46 CEST 2006: Added this check to
3126     // not pass NULL to cast_spell (which did indeed check itself, but
3127     // errors should be reported as early as possible IMHO)
3128     if (!spob)
3129     {
3130 root 1.18 LOG (llevError, "cast_dust: thrown object %s (by %s) had no spell in it!", &throw_ob->name, &op->name);
3131 elmex 1.2 return;
3132 elmex 1.1 }
3133    
3134 elmex 1.2 if (op->type == PLAYER)
3135 root 1.14 new_draw_info_format (NDI_UNIQUE, 0, op, "You cast %s.", &spob->name);
3136 elmex 1.2
3137     cast_spell (op, throw_ob, dir, spob, NULL);
3138    
3139 root 1.33 throw_ob->destroy ();
3140 elmex 1.1 }
3141    
3142 root 1.18 void
3143     make_visible (object *op)
3144     {
3145     op->hide = 0;
3146     op->invisible = 0;
3147     if (op->type == PLAYER)
3148     {
3149     op->contr->tmp_invis = 0;
3150     op->contr->invis_race = 0;
3151     }
3152     update_object (op, UP_OBJ_FACE);
3153     }
3154    
3155     int
3156     is_true_undead (object *op)
3157     {
3158     object *tmp = NULL;
3159    
3160     if (QUERY_FLAG (&op->arch->clone, FLAG_UNDEAD))
3161     return 1;
3162    
3163 elmex 1.1 return 0;
3164     }
3165    
3166     /* look at the surrounding terrain to determine
3167     * the hideability of this object. Positive levels
3168     * indicate greater hideability.
3169     */
3170    
3171 root 1.18 int
3172     hideability (object *ob)
3173     {
3174     int i, level = 0, mflag;
3175     sint16 x, y;
3176    
3177     if (!ob || !ob->map)
3178     return 0;
3179    
3180     /* so, on normal lighted maps, its hard to hide */
3181     level = ob->map->darkness - 2;
3182    
3183     /* this also picks up whether the object is glowing.
3184     * If you carry a light on a non-dark map, its not
3185     * as bad as carrying a light on a pitch dark map */
3186     if (has_carried_lights (ob))
3187     level = -(10 + (2 * ob->map->darkness));
3188    
3189     /* scan through all nearby squares for terrain to hide in */
3190     for (i = 0, x = ob->x, y = ob->y; i < 9; i++, x = ob->x + freearr_x[i], y = ob->y + freearr_y[i])
3191     {
3192     mflag = get_map_flags (ob->map, NULL, x, y, NULL, NULL);
3193     if (mflag & P_OUT_OF_MAP)
3194     {
3195     continue;
3196     }
3197     if (mflag & P_BLOCKSVIEW) /* something to hide near! */
3198     level += 2;
3199     else /* open terrain! */
3200     level -= 1;
3201 elmex 1.1 }
3202 root 1.18
3203 elmex 1.1 #if 0
3204 root 1.18 LOG (llevDebug, "hideability of %s is %d\n", ob->name, level);
3205 elmex 1.1 #endif
3206 root 1.18 return level;
3207 elmex 1.1 }
3208    
3209     /* For Hidden creatures - a chance of becoming 'unhidden'
3210     * every time they move - as we subtract off 'invisibility'
3211     * AND, for players, if they move into a ridiculously unhideable
3212     * spot (surrounded by clear terrain in broad daylight). -b.t.
3213     */
3214    
3215 root 1.18 void
3216     do_hidden_move (object *op)
3217     {
3218     int hide = 0, num = random_roll (0, 19, op, PREFER_LOW);
3219     object *skop;
3220    
3221     if (!op || !op->map)
3222     return;
3223    
3224     skop = find_obj_by_type_subtype (op, SKILL, SK_HIDING);
3225    
3226     /* its *extremely* hard to run and sneak/hide at the same time! */
3227     if (op->type == PLAYER && op->contr->run_on)
3228     {
3229     if (!skop || num >= skop->level)
3230     {
3231     new_draw_info (NDI_UNIQUE, 0, op, "You ran too much! You are no longer hidden!");
3232     make_visible (op);
3233     return;
3234     }
3235     else
3236     num += 20;
3237 elmex 1.1 }
3238 root 1.18 num += op->map->difficulty;
3239     hide = hideability (op); /* modify by terrain hidden level */
3240     num -= hide;
3241     if ((op->type == PLAYER && hide < -10) || ((op->invisible -= num) <= 0))
3242     {
3243     make_visible (op);
3244     if (op->type == PLAYER)
3245     new_draw_info (NDI_UNIQUE, 0, op, "You moved out of hiding! You are visible!");
3246 elmex 1.1 }
3247 root 1.18 else if (op->type == PLAYER && skop)
3248     {
3249     change_exp (op, calc_skill_exp (op, NULL, skop), skop->skill, 0);
3250 elmex 1.1 }
3251     }
3252    
3253     /* determine if who is standing near a hostile creature. */
3254    
3255 root 1.18 int
3256     stand_near_hostile (object *who)
3257     {
3258     object *tmp = NULL;
3259     int i, friendly = 0, player = 0, mflags;
3260 root 1.25 maptile *m;
3261 root 1.18 sint16 x, y;
3262    
3263     if (!who)
3264     return 0;
3265    
3266     if (who->type == PLAYER)
3267     player = 1;
3268    
3269     else
3270     friendly = QUERY_FLAG (who, FLAG_FRIENDLY);
3271    
3272     /* search adjacent squares */
3273     for (i = 1; i < 9; i++)
3274     {
3275     x = who->x + freearr_x[i];
3276     y = who->y + freearr_y[i];
3277     m = who->map;
3278     mflags = get_map_flags (m, &m, x, y, &x, &y);
3279     /* space must be blocked if there is a monster. If not
3280     * blocked, don't need to check this space.
3281     */
3282     if (mflags & P_OUT_OF_MAP)
3283     continue;
3284     if (OB_TYPE_MOVE_BLOCK (who, GET_MAP_MOVE_BLOCK (m, x, y)))
3285     continue;
3286    
3287 root 1.49 for (tmp = GET_MAP_OB (m, x, y); tmp; tmp = tmp->above)
3288 root 1.18 {
3289     if ((player ||friendly) &&QUERY_FLAG (tmp, FLAG_MONSTER) && !QUERY_FLAG (tmp, FLAG_UNAGGRESSIVE))
3290     return 1;
3291     else if (tmp->type == PLAYER)
3292     {
3293     /*don't let a hidden DM prevent you from hiding */
3294     if (!QUERY_FLAG (tmp, FLAG_WIZ) || tmp->contr->hidden == 0)
3295 root 1.11 return 1;
3296 root 1.18 }
3297 root 1.11 }
3298 elmex 1.1 }
3299 root 1.18 return 0;
3300 elmex 1.1 }
3301    
3302     /* check the player los field for viewability of the
3303     * object op. This function works fine for monsters,
3304     * but we dont worry if the object isnt the top one in
3305     * a pile (say a coin under a table would return "viewable"
3306     * by this routine). Another question, should we be
3307     * concerned with the direction the player is looking
3308     * in? Realistically, most of use cant see stuff behind
3309     * our backs...on the other hand, does the "facing" direction
3310     * imply the way your head, or body is facing? Its possible
3311     * for them to differ. Sigh, this fctn could get a bit more complex.
3312     * -b.t.
3313     * This function is now map tiling safe.
3314     */
3315    
3316 root 1.18 int
3317     player_can_view (object *pl, object *op)
3318     {
3319     rv_vector rv;
3320     int dx, dy;
3321    
3322     if (pl->type != PLAYER)
3323     {
3324     LOG (llevError, "player_can_view() called for non-player object\n");
3325     return -1;
3326 elmex 1.1 }
3327 root 1.18 if (!pl || !op)
3328 elmex 1.1 return 0;
3329 root 1.18
3330     if (op->head)
3331     {
3332     op = op->head;
3333     }
3334     get_rangevector (pl, op, &rv, 0x1);
3335    
3336     /* starting with the 'head' part, lets loop
3337     * through the object and find if it has any
3338     * part that is in the los array but isnt on
3339     * a blocked los square.
3340     * we use the archetype to figure out offsets.
3341     */
3342     while (op)
3343     {
3344     dx = rv.distance_x + op->arch->clone.x;
3345     dy = rv.distance_y + op->arch->clone.y;
3346    
3347     /* only the viewable area the player sees is updated by LOS
3348     * code, so we need to restrict ourselves to that range of values
3349     * for any meaningful values.
3350     */
3351 root 1.52 if (FABS (dx) <= (pl->contr->ns->mapx / 2) &&
3352     FABS (dy) <= (pl->contr->ns->mapy / 2) &&
3353     !pl->contr->blocked_los[dx + (pl->contr->ns->mapx / 2)][dy + (pl->contr->ns->mapy / 2)])
3354 root 1.18 return 1;
3355     op = op->more;
3356     }
3357     return 0;
3358 elmex 1.1 }
3359    
3360     /* routine for both players and monsters. We call this when
3361     * there is a possibility for our action distrubing our hiding
3362     * place or invisiblity spell. Artefact invisiblity is not
3363     * effected by this. If we arent invisible to begin with, we
3364     * return 0.
3365     */
3366 root 1.18 int
3367     action_makes_visible (object *op)
3368     {
3369    
3370     if (op->invisible && QUERY_FLAG (op, FLAG_ALIVE))
3371     {
3372     if (QUERY_FLAG (op, FLAG_MAKE_INVIS))
3373     return 0;
3374    
3375     if (op->contr && op->contr->tmp_invis == 0)
3376     return 0;
3377 elmex 1.1
3378 root 1.18 /* If monsters, they should become visible */
3379     if (op->hide || !op->contr || (op->contr && op->contr->tmp_invis))
3380     {
3381     new_draw_info_format (NDI_UNIQUE, 0, op, "You become %s!", op->hide ? "unhidden" : "visible");
3382     return 1;
3383 root 1.11 }
3384 elmex 1.1 }
3385 root 1.18 return 0;
3386 elmex 1.1 }
3387    
3388     /* op_on_battleground - checks if the given object op (usually
3389     * a player) is standing on a valid battleground-tile,
3390     * function returns TRUE/FALSE. If true x, y returns the battleground
3391     * -exit-coord. (and if x, y not NULL)
3392     * 19 March 2005 - josh@woosworld.net modifed to check if the battleground also has slaying, maxhp, and maxsp set
3393     * and if those are all set and the player has a marker that matches the slaying send them to a different x, y
3394     * Default is to do the same as before, so only people wanting to have different points need worry about this
3395     */
3396 root 1.18 int
3397     op_on_battleground (object *op, int *x, int *y)
3398     {
3399 elmex 1.1 object *tmp;
3400 root 1.18
3401 elmex 1.1 /* A battleground-tile needs the following attributes to be valid:
3402     * is_floor 1 (has to be the FIRST floor beneath the player's feet),
3403     * name="battleground", no_pick 1, type=58 (type BATTLEGROUND)
3404     * and the exit-coordinates sp/hp must both be > 0.
3405     * => The intention here is to prevent abuse of the battleground-
3406     * feature (like pickable or hidden battleground tiles). */
3407 root 1.18 for (tmp = op->below; tmp != NULL; tmp = tmp->below)
3408     {
3409     if (QUERY_FLAG (tmp, FLAG_IS_FLOOR))
3410     {
3411     if (QUERY_FLAG (tmp, FLAG_NO_PICK) &&
3412     strcmp (tmp->name, "battleground") == 0 && tmp->type == BATTLEGROUND && EXIT_X (tmp) && EXIT_Y (tmp))
3413     {
3414     /*before we assign the exit, check if this is a teambattle */
3415     if (EXIT_ALT_X (tmp) && EXIT_ALT_Y (tmp) && EXIT_PATH (tmp))
3416     {
3417     object *invtmp;
3418    
3419     for (invtmp = op->inv; invtmp != NULL; invtmp = invtmp->below)
3420     {
3421     if (invtmp->type == FORCE && invtmp->slaying && !strcmp (EXIT_PATH (tmp), invtmp->slaying))
3422     {
3423     if (x != NULL && y != NULL)
3424     *x = EXIT_ALT_X (tmp), *y = EXIT_ALT_Y (tmp);
3425     return 1;
3426     }
3427     }
3428     }
3429     if (x != NULL && y != NULL)
3430     *x = EXIT_X (tmp), *y = EXIT_Y (tmp);
3431     return 1;
3432     }
3433     }
3434 elmex 1.1 }
3435     /* If we got here, did not find a battleground */
3436     return 0;
3437     }
3438    
3439     /*
3440     * When a dragon-player gains a new stage of evolution,
3441     * he gets some treasure
3442     *
3443     * attributes:
3444     * object *who the dragon player
3445     * int atnr the attack-number of the ability focus
3446     * int level ability level
3447     */
3448 root 1.18 void
3449     dragon_ability_gain (object *who, int atnr, int level)
3450     {
3451     treasurelist *trlist = NULL; /* treasurelist */
3452     treasure *tr; /* treasure */
3453     object *tmp, *skop; /* tmp. object */
3454     object *item; /* treasure object */
3455     char buf[MAX_BUF]; /* tmp. string buffer */
3456     int i = 0, j = 0;
3457    
3458     /* get the appropriate treasurelist */
3459     if (atnr == ATNR_FIRE)
3460     trlist = find_treasurelist ("dragon_ability_fire");
3461     else if (atnr == ATNR_COLD)
3462     trlist = find_treasurelist ("dragon_ability_cold");
3463     else if (atnr == ATNR_ELECTRICITY)
3464     trlist = find_treasurelist ("dragon_ability_elec");
3465     else if (atnr == ATNR_POISON)
3466     trlist = find_treasurelist ("dragon_ability_poison");
3467    
3468     if (trlist == NULL || who->type != PLAYER)
3469     return;
3470    
3471     for (i = 0, tr = trlist->items; tr != NULL && i < level - 1; tr = tr->next, i++);
3472    
3473     if (tr == NULL || tr->item == NULL)
3474     {
3475     /* LOG(llevDebug, "-> no more treasure for %s\n", change_resist_msg[atnr]); */
3476     return;
3477 elmex 1.1 }
3478    
3479 root 1.18 /* everything seems okay - now bring on the gift: */
3480     item = &(tr->item->clone);
3481 elmex 1.1
3482 root 1.18 if (item->type == SPELL)
3483     {
3484     if (check_spell_known (who, item->name))
3485 root 1.11 return;
3486 root 1.18
3487     new_draw_info_format (NDI_UNIQUE | NDI_BLUE, 0, who, "You gained the ability of %s", &item->name);
3488     do_learn_spell (who, item, 0);
3489     return;
3490 elmex 1.1 }
3491    
3492 root 1.18 /* grant direct spell */
3493     if (item->type == SPELLBOOK)
3494     {
3495     if (!item->inv)
3496     {
3497     LOG (llevDebug, "dragon_ability_gain: Broken spellbook %s\n", &item->name);
3498     return;
3499     }
3500     if (check_spell_known (who, item->inv->name))
3501     return;
3502     if (item->invisible)
3503     {
3504     new_draw_info_format (NDI_UNIQUE | NDI_BLUE, 0, who, "You gained the ability of %s", &item->inv->name);
3505     do_learn_spell (who, item->inv, 0);
3506     return;
3507 root 1.11 }
3508 root 1.18 }
3509     else if (item->type == SKILL_TOOL && item->invisible)
3510     {
3511     if (item->subtype == SK_CLAWING && (skop = find_skill_by_name (who, item->skill)) != NULL)
3512     {
3513    
3514     /* should this perhaps be (skop->attackyp & item->attacktype)!=item->attacktype ...
3515     * in this way, if the player is missing any of the attacktypes, he gets
3516     * them. As it is now, if the player has any that match the granted skill,
3517     * but not all of them, he gets nothing.
3518     */
3519     if (!(skop->attacktype & item->attacktype))
3520     {
3521     /* Give new attacktype */
3522     skop->attacktype |= item->attacktype;
3523    
3524     /* always add physical if there's none */
3525     skop->attacktype |= AT_PHYSICAL;
3526    
3527     if (item->msg != NULL)
3528     new_draw_info (NDI_UNIQUE | NDI_BLUE, 0, who, item->msg);
3529    
3530     /* Give player new face */
3531     if (item->animation_id)
3532     {
3533     who->face = skop->face;
3534     who->animation_id = item->animation_id;
3535     who->anim_speed = item->anim_speed;
3536     who->last_anim = 0;
3537     who->state = 0;
3538     animate_object (who, who->direction);
3539     }
3540     }
3541 root 1.11 }
3542 elmex 1.1 }
3543 root 1.18 else if (item->type == FORCE)
3544     {
3545     /* forces in the treasurelist can alter the player's stats */
3546     object *skin;
3547 elmex 1.1
3548 root 1.18 /* first get the dragon skin force */
3549 root 1.52 shstr_cmp dragon_skin_force ("dragon_skin_force");
3550     for (skin = who->inv; skin && !(skin->arch->name == dragon_skin_force); skin = skin->below)
3551     ;
3552    
3553     if (!skin)
3554 root 1.18 return;
3555    
3556     /* adding new spellpath attunements */
3557     if (item->path_attuned > 0 && !(skin->path_attuned & item->path_attuned))
3558     {
3559     skin->path_attuned |= item->path_attuned; /* add attunement to skin */
3560    
3561     /* print message */
3562     sprintf (buf, "You feel attuned to ");
3563     for (i = 0, j = 0; i < NRSPELLPATHS; i++)
3564     {
3565     if (item->path_attuned & (1 << i))
3566     {
3567     if (j)
3568     strcat (buf, " and ");
3569     else
3570     j = 1;
3571     strcat (buf, spellpathnames[i]);
3572     }
3573     }
3574     strcat (buf, ".");
3575     new_draw_info (NDI_UNIQUE | NDI_BLUE, 0, who, buf);
3576     }
3577    
3578     /* evtl. adding flags: */
3579     if (QUERY_FLAG (item, FLAG_XRAYS))
3580     SET_FLAG (skin, FLAG_XRAYS);
3581     if (QUERY_FLAG (item, FLAG_STEALTH))
3582     SET_FLAG (skin, FLAG_STEALTH);
3583     if (QUERY_FLAG (item, FLAG_SEE_IN_DARK))
3584     SET_FLAG (skin, FLAG_SEE_IN_DARK);
3585    
3586     /* print message if there is one */
3587     if (item->msg != NULL)
3588     new_draw_info (NDI_UNIQUE | NDI_BLUE, 0, who, item->msg);
3589     }
3590     else
3591     {
3592     /* generate misc. treasure */
3593     tmp = arch_to_object (tr->item);
3594     new_draw_info_format (NDI_UNIQUE | NDI_BLUE, 0, who, "You gained %s", query_short_name (tmp));
3595     tmp = insert_ob_in_ob (tmp, who);
3596     if (who->type == PLAYER)
3597     esrv_send_item (who, tmp);
3598 elmex 1.1 }
3599     }
3600    
3601     /**
3602     * Unready an object for a player. This function does nothing if the object was
3603     * not readied.
3604     */
3605 root 1.18 void
3606     player_unready_range_ob (player *pl, object *ob)
3607     {
3608     rangetype i;
3609 elmex 1.1
3610 root 1.18 for (i = (rangetype) 0; i < range_size; i = (rangetype) ((int) i + 1))
3611     {
3612     if (pl->ranges[i] == ob)
3613     {
3614     pl->ranges[i] = NULL;
3615     if (pl->shoottype == i)
3616     {
3617     pl->shoottype = range_none;
3618 elmex 1.1 }
3619     }
3620     }
3621     }