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Revision: 1.64
Committed: Tue Dec 26 03:35:59 2006 UTC (17 years, 5 months ago) by root
Content type: text/plain
Branch: MAIN
Changes since 1.63: +0 -2 lines
Log Message:
un-goof

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