ViewVC Help
View File | Revision Log | Show Annotations | Download File
/cvs/deliantra/server/server/player.C
Revision: 1.65
Committed: Tue Dec 26 04:05:56 2006 UTC (17 years, 5 months ago) by root
Content type: text/plain
Branch: MAIN
Changes since 1.64: +3 -2 lines
Log Message:
fix player quitting

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 1.65 op->contr->enable_save = false;
972    
973 root 1.18 terminate_all_pets (op);
974     leave_map (op);
975     op->direction = 0;
976     new_draw_info_format (NDI_UNIQUE | NDI_ALL, 5, NULL, "%s quits the game.", &op->name);
977    
978     strcpy (op->contr->killer, "quit");
979     check_score (op);
980 root 1.54 op->contr->party = 0;
981     op->contr->own_title[0] = '\0';
982    
983     object_ptr ob = op;
984 root 1.18
985 root 1.54 /* 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 1.65 ob->contr->destroy ();
1002 root 1.19
1003 root 1.18 return 1;
1004 elmex 1.1 }
1005    
1006 root 1.18 void
1007     flee_player (object *op)
1008     {
1009     int dir, diff;
1010     rv_vector rv;
1011    
1012     if (op->stats.hp < 0)
1013     {
1014     LOG (llevDebug, "Fleeing player is dead.\n");
1015     CLEAR_FLAG (op, FLAG_SCARED);
1016     return;
1017 elmex 1.1 }
1018    
1019 root 1.18 if (op->enemy == NULL)
1020     {
1021     LOG (llevDebug, "Fleeing player had no enemy.\n");
1022     CLEAR_FLAG (op, FLAG_SCARED);
1023     return;
1024 elmex 1.1 }
1025    
1026 root 1.18 /* Seen some crashes here. Since we don't store an
1027     * op->enemy_count, it is possible that something destroys the
1028     * actual enemy, and the object is recycled.
1029     */
1030     if (op->enemy->map == NULL)
1031     {
1032     CLEAR_FLAG (op, FLAG_SCARED);
1033     op->enemy = NULL;
1034     return;
1035 elmex 1.1 }
1036    
1037 root 1.18 if (!(random_roll (0, 4, op, PREFER_LOW)) && did_make_save (op, op->level, 0))
1038     {
1039     op->enemy = NULL;
1040     CLEAR_FLAG (op, FLAG_SCARED);
1041     return;
1042 elmex 1.1 }
1043 root 1.49
1044 root 1.18 get_rangevector (op, op->enemy, &rv, 0);
1045    
1046     dir = absdir (4 + rv.direction);
1047     for (diff = 0; diff < 3; diff++)
1048     {
1049     int m = 1 - (RANDOM () & 2);
1050 elmex 1.1
1051 root 1.18 if (move_ob (op, absdir (dir + diff * m), op) || (diff == 0 && move_ob (op, absdir (dir - diff * m), op)))
1052 root 1.49 return;
1053 elmex 1.1 }
1054 root 1.49
1055 root 1.18 /* Cornered, get rid of scared */
1056     CLEAR_FLAG (op, FLAG_SCARED);
1057     op->enemy = NULL;
1058 elmex 1.1 }
1059    
1060    
1061     /* check_pick sees if there is stuff to be picked up/picks up stuff.
1062     * IT returns 1 if the player should keep on moving, 0 if he should
1063     * stop.
1064     */
1065 root 1.18 int
1066     check_pick (object *op)
1067     {
1068 elmex 1.1 object *tmp, *next;
1069     int stop = 0;
1070     int j, k, wvratio;
1071     char putstring[128], tmpstr[16];
1072    
1073     /* if you're flying, you cna't pick up anything */
1074     if (op->move_type & MOVE_FLYING)
1075     return 1;
1076    
1077     next = op->below;
1078    
1079     /* loop while there are items on the floor that are not marked as
1080     * destroyed */
1081 root 1.24 while (next && !next->destroyed ())
1082 root 1.18 {
1083     tmp = next;
1084     next = tmp->below;
1085 elmex 1.1
1086 root 1.24 if (op->destroyed ())
1087 elmex 1.1 return 0;
1088    
1089 root 1.18 if (!can_pick (op, tmp))
1090     continue;
1091 elmex 1.1
1092 root 1.18 if (op->contr->search_str[0] != '\0' && settings.search_items == TRUE)
1093     {
1094     if (item_matched_string (op, tmp, op->contr->search_str))
1095     pick_up (op, tmp);
1096     continue;
1097 root 1.11 }
1098    
1099 root 1.18 /* high not bit set? We're using the old autopickup model */
1100     if (!(op->contr->mode & PU_NEWMODE))
1101 root 1.11 {
1102 root 1.18 switch (op->contr->mode)
1103 root 1.11 {
1104 root 1.20 case 0:
1105     return 1; /* don't pick up */
1106     case 1:
1107     pick_up (op, tmp);
1108     return 1;
1109     case 2:
1110     pick_up (op, tmp);
1111     return 0;
1112     case 3:
1113     return 0; /* stop before pickup */
1114     case 4:
1115     pick_up (op, tmp);
1116     break;
1117     case 5:
1118     pick_up (op, tmp);
1119     stop = 1;
1120     break;
1121     case 6:
1122     if (QUERY_FLAG (tmp, FLAG_KNOWN_MAGICAL) && !QUERY_FLAG (tmp, FLAG_KNOWN_CURSED))
1123 root 1.18 pick_up (op, tmp);
1124 root 1.20 break;
1125    
1126     case 7:
1127     if (tmp->type == MONEY || tmp->type == GEM)
1128 root 1.18 pick_up (op, tmp);
1129 root 1.20 break;
1130    
1131     default:
1132     /* use value density */
1133     if (!QUERY_FLAG (tmp, FLAG_UNPAID)
1134     && (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1))) >= op->contr->mode)
1135 root 1.18 pick_up (op, tmp);
1136 root 1.11 }
1137     }
1138 root 1.18 else
1139     { /* old model */
1140     /* NEW pickup handling */
1141     if (op->contr->mode & PU_DEBUG)
1142     {
1143     /* some debugging code to figure out item information */
1144     if (tmp->name != NULL)
1145     sprintf (putstring, "item name: %s item type: %d weight/value: %d",
1146     &tmp->name, tmp->type, (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1))));
1147     else
1148     sprintf (putstring, "item name: %s item type: %d weight/value: %d",
1149     &tmp->arch->name, tmp->type, (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1))));
1150    
1151     new_draw_info (NDI_UNIQUE, 0, op, putstring);
1152 root 1.58 }
1153 elmex 1.1
1154 root 1.18 /* philosophy:
1155     * It's easy to grab an item type from a pile, as long as it's
1156     * generic. This takes no game-time. For more detailed pickups
1157 root 1.58 * and selections, select-items should be used. This is a
1158 root 1.18 * grab-as-you-run type mode that's really useful for arrows for
1159     * example.
1160     * The drawback: right now it has no frontend, so you need to
1161     * stick the bits you want into a calculator in hex mode and then
1162     * convert to decimal and then 'pickup <#>
1163     */
1164    
1165     /* the first two modes are exclusive: if NOTHING we return, if
1166     * STOP then we stop. All the rest are applied sequentially,
1167     * meaning if any test passes, the item gets picked up. */
1168    
1169     /* if mode is set to pick nothing up, return */
1170    
1171     if (op->contr->mode & PU_NOTHING)
1172     return 1;
1173    
1174     /* if mode is set to stop when encountering objects, return */
1175     /* take STOP before INHIBIT since it doesn't actually pick
1176     * anything up */
1177    
1178     if (op->contr->mode & PU_STOP)
1179     return 0;
1180    
1181     /* useful for going into stores and not losing your settings... */
1182     /* and for battles wher you don't want to get loaded down while
1183     * fighting */
1184     if (op->contr->mode & PU_INHIBIT)
1185     return 1;
1186    
1187     /* prevent us from turning into auto-thieves :) */
1188     if (QUERY_FLAG (tmp, FLAG_UNPAID))
1189     continue;
1190    
1191     /* ignore known cursed objects */
1192     if (QUERY_FLAG (tmp, FLAG_KNOWN_CURSED) && op->contr->mode & PU_NOT_CURSED)
1193     continue;
1194    
1195     /* all food and drink if desired */
1196     /* question: don't pick up known-poisonous stuff? */
1197     if (op->contr->mode & PU_FOOD)
1198     if (tmp->type == FOOD)
1199     {
1200     pick_up (op, tmp);
1201     continue;
1202     }
1203 root 1.29
1204 root 1.18 if (op->contr->mode & PU_DRINK)
1205     if (tmp->type == DRINK || (tmp->type == POISON && !QUERY_FLAG (tmp, FLAG_KNOWN_CURSED)))
1206     {
1207     pick_up (op, tmp);
1208     continue;
1209     }
1210    
1211     if (op->contr->mode & PU_POTION)
1212     if (tmp->type == POTION)
1213     {
1214     pick_up (op, tmp);
1215     continue;
1216     }
1217    
1218     /* spellbooks, skillscrolls and normal books/scrolls */
1219     if (op->contr->mode & PU_SPELLBOOK)
1220     if (tmp->type == SPELLBOOK)
1221     {
1222     pick_up (op, tmp);
1223     continue;
1224     }
1225 root 1.29
1226 root 1.18 if (op->contr->mode & PU_SKILLSCROLL)
1227     if (tmp->type == SKILLSCROLL)
1228     {
1229     pick_up (op, tmp);
1230     continue;
1231     }
1232 root 1.29
1233 root 1.18 if (op->contr->mode & PU_READABLES)
1234     if (tmp->type == BOOK || tmp->type == SCROLL)
1235     {
1236     pick_up (op, tmp);
1237     continue;
1238     }
1239    
1240     /* wands/staves/rods/horns */
1241     if (op->contr->mode & PU_MAGIC_DEVICE)
1242     if (tmp->type == WAND || tmp->type == ROD || tmp->type == HORN)
1243     {
1244     pick_up (op, tmp);
1245     continue;
1246     }
1247    
1248     /* pick up all magical items */
1249     if (op->contr->mode & PU_MAGICAL)
1250     if (QUERY_FLAG (tmp, FLAG_KNOWN_MAGICAL) && !QUERY_FLAG (tmp, FLAG_KNOWN_CURSED))
1251     {
1252     pick_up (op, tmp);
1253     continue;
1254     }
1255    
1256     if (op->contr->mode & PU_VALUABLES)
1257     {
1258     if (tmp->type == MONEY || tmp->type == GEM)
1259     {
1260     pick_up (op, tmp);
1261     continue;
1262     }
1263     }
1264    
1265     /* rings & amulets - talismans seems to be typed AMULET */
1266     if (op->contr->mode & PU_JEWELS)
1267     if (tmp->type == RING || tmp->type == AMULET)
1268     {
1269     pick_up (op, tmp);
1270 root 1.29 continue;
1271     }
1272    
1273     /* we don't forget dragon food */
1274     if (op->contr->mode & PU_FLESH)
1275     if (tmp->type == FLESH)
1276     {
1277     pick_up (op, tmp);
1278 root 1.18 continue;
1279     }
1280    
1281     /* bows and arrows. Bows are good for selling! */
1282     if (op->contr->mode & PU_BOW)
1283     if (tmp->type == BOW)
1284     {
1285     pick_up (op, tmp);
1286     continue;
1287     }
1288 root 1.29
1289 root 1.18 if (op->contr->mode & PU_ARROW)
1290     if (tmp->type == ARROW)
1291     {
1292     pick_up (op, tmp);
1293     continue;
1294     }
1295    
1296     /* all kinds of armor etc. */
1297     if (op->contr->mode & PU_ARMOUR)
1298     if (tmp->type == ARMOUR)
1299     {
1300     pick_up (op, tmp);
1301     continue;
1302     }
1303 root 1.29
1304 root 1.18 if (op->contr->mode & PU_HELMET)
1305     if (tmp->type == HELMET)
1306     {
1307     pick_up (op, tmp);
1308     continue;
1309     }
1310 root 1.29
1311 root 1.18 if (op->contr->mode & PU_SHIELD)
1312     if (tmp->type == SHIELD)
1313     {
1314     pick_up (op, tmp);
1315     continue;
1316     }
1317 root 1.29
1318 root 1.18 if (op->contr->mode & PU_BOOTS)
1319     if (tmp->type == BOOTS)
1320     {
1321     pick_up (op, tmp);
1322     continue;
1323     }
1324 root 1.29
1325 root 1.18 if (op->contr->mode & PU_GLOVES)
1326     if (tmp->type == GLOVES)
1327     {
1328     pick_up (op, tmp);
1329     continue;
1330     }
1331 root 1.29
1332 root 1.18 if (op->contr->mode & PU_CLOAK)
1333     if (tmp->type == CLOAK)
1334     {
1335     pick_up (op, tmp);
1336     continue;
1337     }
1338 elmex 1.1
1339 root 1.18 /* hoping to catch throwing daggers here */
1340     if (op->contr->mode & PU_MISSILEWEAPON)
1341     if (tmp->type == WEAPON && QUERY_FLAG (tmp, FLAG_IS_THROWN))
1342     {
1343     pick_up (op, tmp);
1344     continue;
1345     }
1346 elmex 1.1
1347 root 1.18 /* careful: chairs and tables are weapons! */
1348     if (op->contr->mode & PU_ALLWEAPON)
1349     {
1350     if (tmp->type == WEAPON && tmp->name != NULL)
1351     {
1352     if (strstr (tmp->name, "table") == NULL && strstr (tmp->arch->name, "table") == NULL &&
1353     strstr (tmp->name, "chair") && strstr (tmp->arch->name, "chair") == NULL)
1354     {
1355     pick_up (op, tmp);
1356     continue;
1357     }
1358     }
1359 root 1.29
1360 root 1.18 if (tmp->type == WEAPON && tmp->name == NULL)
1361     {
1362     if (strstr (tmp->arch->name, "table") == NULL && strstr (tmp->arch->name, "chair") == NULL)
1363     {
1364     pick_up (op, tmp);
1365     continue;
1366     }
1367     }
1368     }
1369 elmex 1.1
1370 root 1.18 /* misc stuff that's useful */
1371     if (op->contr->mode & PU_KEY)
1372     if (tmp->type == KEY || tmp->type == SPECIAL_KEY)
1373     {
1374     pick_up (op, tmp);
1375     continue;
1376     }
1377 elmex 1.1
1378 root 1.18 /* any of the last 4 bits set means we use the ratio for value
1379     * pickups */
1380     if (op->contr->mode & PU_RATIO)
1381     {
1382     /* use value density to decide what else to grab */
1383     /* >=7 was >= op->contr->mode */
1384     /* >=7 is the old standard setting. Now we take the last 4 bits
1385     * and multiply them by 5, giving 0..15*5== 5..75 */
1386     wvratio = (op->contr->mode & PU_RATIO) * 5;
1387     if ((query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1))) >= (unsigned int) wvratio)
1388     {
1389     pick_up (op, tmp);
1390 elmex 1.1 #if 0
1391 root 1.18 fprintf (stderr, "HIGH WEIGHT/VALUE [");
1392     if (tmp->name != NULL)
1393     {
1394     fprintf (stderr, "%s", tmp->name);
1395     }
1396     else
1397     fprintf (stderr, "%s", tmp->arch->name);
1398     fprintf (stderr, ",%d] = ", tmp->type);
1399     fprintf (stderr, "%d\n", (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1))));
1400 elmex 1.1 #endif
1401 root 1.18 continue;
1402     }
1403     }
1404     } /* the new pickup model */
1405     }
1406 root 1.29
1407 root 1.18 return !stop;
1408 elmex 1.1 }
1409    
1410     /*
1411     * Find an arrow in the inventory and after that
1412     * in the right type container (quiver). Pointer to the
1413     * found object is returned.
1414     */
1415 root 1.18 object *
1416     find_arrow (object *op, const char *type)
1417 elmex 1.1 {
1418 root 1.18 object *tmp = NULL;
1419 elmex 1.1
1420 root 1.18 for (op = op->inv; op; op = op->below)
1421     if (!tmp && op->type == CONTAINER && op->race == type && QUERY_FLAG (op, FLAG_APPLIED))
1422     tmp = find_arrow (op, type);
1423     else if (op->type == ARROW && op->race == type)
1424     return op;
1425     return tmp;
1426 elmex 1.1 }
1427    
1428     /*
1429     * Similar to find_arrow, but looks for (roughly) the best arrow to use
1430     * against the target. A full test is not performed, simply a basic test
1431     * of resistances. The archer is making a quick guess at what he sees down
1432     * the hall. Failing that it does it's best to pick the highest plus arrow.
1433     */
1434    
1435 root 1.18 object *
1436     find_better_arrow (object *op, object *target, const char *type, int *better)
1437 elmex 1.1 {
1438 root 1.18 object *tmp = NULL, *arrow, *ntmp;
1439     int attacknum, attacktype, betterby = 0, i;
1440 elmex 1.1
1441 root 1.18 if (!type)
1442     return NULL;
1443 elmex 1.1
1444 root 1.18 for (arrow = op->inv; arrow; arrow = arrow->below)
1445     {
1446     if (arrow->type == CONTAINER && arrow->race == type && QUERY_FLAG (arrow, FLAG_APPLIED))
1447     {
1448     i = 0;
1449     ntmp = find_better_arrow (arrow, target, type, &i);
1450     if (i > betterby)
1451     {
1452     tmp = ntmp;
1453     betterby = i;
1454     }
1455     }
1456     else if (arrow->type == ARROW && arrow->race == type)
1457     {
1458     /* allways prefer assasination/slaying */
1459     if (target->race != NULL && arrow->slaying != NULL && strstr (arrow->slaying, target->race))
1460     {
1461     if (arrow->attacktype & AT_DEATH)
1462     {
1463     *better = 100;
1464     return arrow;
1465     }
1466     else
1467     {
1468     tmp = arrow;
1469     betterby = (arrow->magic + arrow->stats.dam) * 2;
1470     }
1471     }
1472     else
1473     {
1474     for (attacknum = 0; attacknum < NROFATTACKS; attacknum++)
1475     {
1476     attacktype = 1 << attacknum;
1477     if ((arrow->attacktype & attacktype) && (target->arch->clone.resist[attacknum]) < 0)
1478     if (((arrow->magic + arrow->stats.dam) * (100 - target->arch->clone.resist[attacknum]) / 100) > betterby)
1479     {
1480     tmp = arrow;
1481     betterby = (arrow->magic + arrow->stats.dam) * (100 - target->arch->clone.resist[attacknum]) / 100;
1482     }
1483 root 1.11 }
1484 root 1.18 if ((2 + arrow->magic + arrow->stats.dam) > betterby)
1485     {
1486     tmp = arrow;
1487     betterby = 2 + arrow->magic + arrow->stats.dam;
1488 root 1.11 }
1489 root 1.18 if (arrow->title && (1 + arrow->magic + arrow->stats.dam) > betterby)
1490     {
1491     tmp = arrow;
1492     betterby = 1 + arrow->magic + arrow->stats.dam;
1493 root 1.11 }
1494     }
1495     }
1496 elmex 1.1 }
1497 root 1.18 if (tmp == NULL && arrow == NULL)
1498     return find_arrow (op, type);
1499 elmex 1.1
1500 root 1.18 *better = betterby;
1501     return tmp;
1502 elmex 1.1 }
1503    
1504     /* looks in a given direction, finds the first valid target, and calls
1505     * find_better_arrow to find a decent arrow to use.
1506     * op = the shooter
1507     * type = bow->race
1508     * dir = fire direction
1509     */
1510    
1511 root 1.18 object *
1512     pick_arrow_target (object *op, const char *type, int dir)
1513 elmex 1.1 {
1514 root 1.18 object *tmp = NULL;
1515 root 1.25 maptile *m;
1516 root 1.18 int i, mflags, found, number;
1517     sint16 x, y;
1518    
1519     if (op->map == NULL)
1520     return find_arrow (op, type);
1521    
1522     /* do a dex check */
1523     number = (die_roll (2, 40, op, PREFER_LOW) - 2) / 2;
1524     if (number > (op->stats.Dex + (op->chosen_skill ? op->chosen_skill->level : op->level)))
1525     return find_arrow (op, type);
1526    
1527     m = op->map;
1528     x = op->x;
1529     y = op->y;
1530    
1531     /* find the first target */
1532     for (i = 0, found = 0; i < 20; i++)
1533     {
1534     x += freearr_x[dir];
1535     y += freearr_y[dir];
1536     mflags = get_map_flags (m, &m, x, y, &x, &y);
1537     if (mflags & P_OUT_OF_MAP || mflags & P_BLOCKSVIEW)
1538     {
1539     tmp = NULL;
1540     break;
1541     }
1542     else if (GET_MAP_MOVE_BLOCK (m, x, y) == MOVE_FLY_LOW)
1543     {
1544     /* This block presumes arrows and the like are MOVE_FLY_SLOW -
1545     * perhaps a bad assumption.
1546     */
1547     tmp = NULL;
1548     break;
1549 root 1.11 }
1550 root 1.18 if (mflags & P_IS_ALIVE)
1551     {
1552     for (tmp = GET_MAP_OB (m, x, y); tmp; tmp = tmp->above)
1553     if (QUERY_FLAG (tmp, FLAG_ALIVE))
1554     {
1555     found++;
1556 root 1.11 break;
1557 root 1.18 }
1558     if (found)
1559     break;
1560 root 1.11 }
1561 elmex 1.1 }
1562 root 1.18 if (tmp == NULL)
1563     return find_arrow (op, type);
1564 elmex 1.1
1565 root 1.18 if (tmp->head)
1566     tmp = tmp->head;
1567 elmex 1.1
1568 root 1.18 return find_better_arrow (op, tmp, type, &i);
1569 elmex 1.1 }
1570    
1571     /*
1572     * Creature fires a bow - op can be monster or player. Returns
1573     * 1 if bow was actually fired, 0 otherwise.
1574     * op is the object firing the bow.
1575     * part is for multipart creatures - the part firing the bow.
1576     * dir is the direction of fire.
1577     * wc_mod is any special modifier to give (used in special player fire modes)
1578     * sx, sy are coordinates to fire arrow from - also used in some of the special
1579     * player fire modes.
1580     */
1581 root 1.18 int
1582     fire_bow (object *op, object *part, object *arrow, int dir, int wc_mod, sint16 sx, sint16 sy)
1583 elmex 1.1 {
1584 root 1.18 object *left, *bow;
1585     int bowspeed, mflags;
1586 root 1.25 maptile *m;
1587 elmex 1.1
1588 root 1.18 if (!dir)
1589     {
1590     new_draw_info (NDI_UNIQUE, 0, op, "You can't shoot yourself!");
1591     return 0;
1592 elmex 1.1 }
1593 root 1.48
1594 root 1.18 if (op->type == PLAYER)
1595     bow = op->contr->ranges[range_bow];
1596     else
1597     {
1598     for (bow = op->inv; bow; bow = bow->below)
1599     /* Don't check for applied - monsters don't apply bows - in that way, they
1600     * don't need to switch back and forth between bows and weapons.
1601     */
1602     if (bow->type == BOW)
1603     break;
1604 root 1.11
1605 root 1.18 if (!bow)
1606     {
1607     LOG (llevError, "Range: bow without activated bow (%s).\n", &op->name);
1608     return 0;
1609 root 1.11 }
1610 elmex 1.1 }
1611 root 1.48
1612 root 1.18 if (!bow->race || !bow->skill)
1613     {
1614     new_draw_info_format (NDI_UNIQUE, 0, op, "Your %s is broken.", &bow->name);
1615     return 0;
1616 elmex 1.1 }
1617    
1618 root 1.18 bowspeed = bow->stats.sp + dex_bonus[op->stats.Dex];
1619 elmex 1.1
1620 root 1.18 /* penalize ROF for bestarrow */
1621     if (op->type == PLAYER && op->contr->bowtype == bow_bestarrow)
1622     bowspeed -= dex_bonus[op->stats.Dex] + 5;
1623 root 1.48
1624 root 1.18 if (bowspeed < 1)
1625     bowspeed = 1;
1626    
1627     if (arrow == NULL)
1628     {
1629     if ((arrow = find_arrow (op, bow->race)) == NULL)
1630     {
1631     if (op->type == PLAYER)
1632     new_draw_info_format (NDI_UNIQUE, 0, op, "You have no %s left.", &bow->race);
1633     /* FLAG_READY_BOW will get reset if the monsters picks up some arrows */
1634     else
1635     CLEAR_FLAG (op, FLAG_READY_BOW);
1636     return 0;
1637 root 1.11 }
1638 elmex 1.1 }
1639 root 1.48
1640 root 1.18 mflags = get_map_flags (op->map, &m, sx, sy, &sx, &sy);
1641     if (mflags & P_OUT_OF_MAP)
1642 root 1.48 return 0;
1643    
1644 root 1.18 if (GET_MAP_MOVE_BLOCK (m, sx, sy) == MOVE_FLY_LOW)
1645     {
1646     new_draw_info (NDI_UNIQUE, 0, op, "Something is in the way.");
1647     return 0;
1648     }
1649    
1650     /* this should not happen, but sometimes does */
1651     if (arrow->nrof == 0)
1652     {
1653 root 1.33 arrow->destroy ();
1654 root 1.18 return 0;
1655     }
1656    
1657     left = arrow; /* these are arrows left to the player */
1658     arrow = get_split_ob (arrow, 1);
1659 root 1.48 if (!arrow)
1660 root 1.18 {
1661     new_draw_info_format (NDI_UNIQUE, 0, op, "You have no %s left.", &bow->race);
1662     return 0;
1663 elmex 1.1 }
1664 root 1.48
1665 root 1.34 arrow->set_owner (op);
1666 root 1.18 arrow->skill = bow->skill;
1667    
1668     arrow->direction = dir;
1669     arrow->x = sx;
1670     arrow->y = sy;
1671    
1672     if (op->type == PLAYER)
1673     {
1674     op->speed_left = 0.01 - (float) FABS (op->speed) * 100 / bowspeed;
1675 root 1.54 op->update_stats ();
1676 elmex 1.1 }
1677    
1678 root 1.18 SET_ANIMATION (arrow, arrow->direction);
1679     arrow->stats.sp = arrow->stats.wc; /* save original wc and dam */
1680     arrow->stats.hp = arrow->stats.dam;
1681     arrow->stats.grace = arrow->attacktype;
1682     if (arrow->slaying != NULL)
1683 root 1.40 arrow->spellarg = strdup (arrow->slaying);
1684 root 1.18
1685     /* Note that this was different for monsters - they got their level
1686     * added to the damage. I think the strength bonus is more proper.
1687     */
1688    
1689     arrow->stats.dam += (QUERY_FLAG (bow, FLAG_NO_STRENGTH) ? 0 : dam_bonus[op->stats.Str]) + bow->stats.dam + bow->magic + arrow->magic;
1690    
1691     /* update the speed */
1692     arrow->speed = (float) ((QUERY_FLAG (bow, FLAG_NO_STRENGTH) ?
1693     0 : dam_bonus[op->stats.Str]) + bow->magic + arrow->magic) / 5.0 + (float) bow->stats.dam / 7.0;
1694    
1695     if (arrow->speed < 1.0)
1696     arrow->speed = 1.0;
1697     update_ob_speed (arrow);
1698     arrow->speed_left = 0;
1699    
1700     if (op->type == PLAYER)
1701     {
1702     arrow->stats.wc = 20 - bow->magic - arrow->magic -
1703     (op->chosen_skill ? op->chosen_skill->level : op->level) -
1704     dex_bonus[op->stats.Dex] - thaco_bonus[op->stats.Str] - arrow->stats.wc - bow->stats.wc + wc_mod;
1705    
1706     arrow->level = op->chosen_skill ? op->chosen_skill->level : op->level;
1707 elmex 1.1 }
1708 root 1.18 else
1709     {
1710     arrow->stats.wc = op->stats.wc - bow->magic - arrow->magic - arrow->stats.wc + wc_mod;
1711     arrow->level = op->level;
1712 elmex 1.1 }
1713 root 1.24
1714 root 1.18 if (arrow->attacktype == AT_PHYSICAL)
1715     arrow->attacktype |= bow->attacktype;
1716 root 1.24
1717 root 1.48 if (bow->slaying)
1718 root 1.18 arrow->slaying = bow->slaying;
1719    
1720     arrow->map = m;
1721     arrow->move_type = MOVE_FLY_LOW;
1722     arrow->move_on = MOVE_FLY_LOW | MOVE_WALK;
1723    
1724     play_sound_map (op->map, op->x, op->y, SOUND_FIRE_ARROW);
1725     insert_ob_in_map (arrow, m, op, 0);
1726    
1727 root 1.24 if (!arrow->destroyed ())
1728 root 1.18 move_arrow (arrow);
1729 elmex 1.1
1730 root 1.18 if (op->type == PLAYER)
1731     {
1732 root 1.24 if (left->destroyed ())
1733     esrv_del_item (op->contr, left->count);
1734 root 1.18 else
1735     esrv_send_item (op, left);
1736 elmex 1.1 }
1737 root 1.24
1738 root 1.18 return 1;
1739 elmex 1.1 }
1740    
1741     /* Special fire code for players - this takes into
1742     * account the special fire modes players can have
1743     * but monsters can't. Putting that code here
1744     * makes the fire_bow code much cleaner.
1745     * this function should only be called if 'op' is a player,
1746     * hence the function name.
1747     */
1748 root 1.18 int
1749     player_fire_bow (object *op, int dir)
1750 elmex 1.1 {
1751 root 1.18 int ret = 0, wcmod = 0;
1752    
1753     if (op->contr->bowtype == bow_bestarrow)
1754     {
1755     ret = fire_bow (op, op, pick_arrow_target (op, op->contr->ranges[range_bow]->race, dir), dir, 0, op->x, op->y);
1756     }
1757     else if (op->contr->bowtype >= bow_n && op->contr->bowtype <= bow_nw)
1758     {
1759     if (!similar_direction (dir, op->contr->bowtype - bow_n + 1))
1760     wcmod = -1;
1761     ret = fire_bow (op, op, NULL, op->contr->bowtype - bow_n + 1, wcmod, op->x, op->y);
1762     }
1763     else if (op->contr->bowtype == bow_threewide)
1764     {
1765     ret = fire_bow (op, op, NULL, dir, 0, op->x, op->y);
1766     ret |= fire_bow (op, op, NULL, dir, -5, op->x + freearr_x[absdir (dir + 2)], op->y + freearr_y[absdir (dir + 2)]);
1767     ret |= fire_bow (op, op, NULL, dir, -5, op->x + freearr_x[absdir (dir - 2)], op->y + freearr_y[absdir (dir - 2)]);
1768     }
1769     else if (op->contr->bowtype == bow_spreadshot)
1770     {
1771     ret |= fire_bow (op, op, NULL, dir, 0, op->x, op->y);
1772     ret |= fire_bow (op, op, NULL, absdir (dir - 1), -5, op->x, op->y);
1773     ret |= fire_bow (op, op, NULL, absdir (dir + 1), -5, op->x, op->y);
1774 elmex 1.1
1775     }
1776 root 1.18 else
1777     {
1778     /* Simple case */
1779     ret = fire_bow (op, op, NULL, dir, 0, op->x, op->y);
1780     }
1781     return ret;
1782 elmex 1.1 }
1783    
1784    
1785     /* Fires a misc (wand/rod/horn) object in 'dir'.
1786     * Broken apart from 'fire' to keep it more readable.
1787     */
1788 root 1.18 void
1789     fire_misc_object (object *op, int dir)
1790 elmex 1.1 {
1791 root 1.18 object *item;
1792 elmex 1.1
1793 root 1.18 if (!op->contr->ranges[range_misc])
1794     {
1795     new_draw_info (NDI_UNIQUE, 0, op, "You have range item readied.");
1796     return;
1797 elmex 1.1 }
1798    
1799 root 1.18 item = op->contr->ranges[range_misc];
1800     if (!item->inv)
1801     {
1802     LOG (llevError, "Object %s lacks a spell\n", &item->name);
1803     return;
1804 elmex 1.1 }
1805 root 1.18 if (item->type == WAND)
1806     {
1807     if (item->stats.food <= 0)
1808     {
1809     play_sound_player_only (op->contr, SOUND_WAND_POOF, 0, 0);
1810     new_draw_info_format (NDI_UNIQUE, 0, op, "The %s goes poof.", query_base_name (item, 0));
1811     return;
1812 root 1.11 }
1813 root 1.18 }
1814     else if (item->type == ROD || item->type == HORN)
1815     {
1816     if (item->stats.hp < MAX (item->inv->stats.sp, item->inv->stats.grace))
1817     {
1818     play_sound_player_only (op->contr, SOUND_WAND_POOF, 0, 0);
1819     if (item->type == ROD)
1820     new_draw_info_format (NDI_UNIQUE, 0, op, "The %s whines for a while, but nothing happens.", query_base_name (item, 0));
1821     else
1822     new_draw_info_format (NDI_UNIQUE, 0, op, "The %s needs more time to charge.", query_base_name (item, 0));
1823     return;
1824 root 1.11 }
1825 elmex 1.1 }
1826    
1827 root 1.18 if (cast_spell (op, item, dir, item->inv, NULL))
1828     {
1829     SET_FLAG (op, FLAG_BEEN_APPLIED); /* You now know something about it */
1830     if (item->type == WAND)
1831     {
1832     if (!(--item->stats.food))
1833     {
1834     object *tmp;
1835    
1836     if (item->arch)
1837     {
1838     CLEAR_FLAG (item, FLAG_ANIMATE);
1839     item->face = item->arch->clone.face;
1840     item->speed = 0;
1841     update_ob_speed (item);
1842 root 1.11 }
1843 root 1.49 if ((tmp = item->in_player ()))
1844 root 1.18 esrv_update_item (UPD_ANIM, tmp, item);
1845 root 1.11 }
1846     }
1847 root 1.18 else if (item->type == ROD || item->type == HORN)
1848     {
1849     drain_rod_charge (item);
1850 root 1.11 }
1851 elmex 1.1 }
1852     }
1853    
1854     /* Received a fire command for the player - go and do it.
1855     */
1856 root 1.18 void
1857     fire (object *op, int dir)
1858     {
1859     int spellcost = 0;
1860 elmex 1.1
1861 root 1.18 /* check for loss of invisiblity/hide */
1862     if (action_makes_visible (op))
1863     make_visible (op);
1864 elmex 1.1
1865 root 1.18 switch (op->contr->shoottype)
1866     {
1867 root 1.20 case range_none:
1868     return;
1869 elmex 1.1
1870 root 1.20 case range_bow:
1871     player_fire_bow (op, dir);
1872     return;
1873 elmex 1.1
1874 root 1.20 case range_magic: /* Casting spells */
1875     spellcost = (cast_spell (op, op, dir, op->contr->ranges[range_magic], op->contr->spellparam[0] ? op->contr->spellparam : 0));
1876     return;
1877 elmex 1.1
1878 root 1.20 case range_misc:
1879     fire_misc_object (op, dir);
1880     return;
1881 root 1.11
1882 root 1.20 case range_golem: /* Control summoned monsters from scrolls */
1883 root 1.30 if (QUERY_FLAG (op->contr->ranges[range_golem], FLAG_REMOVED))
1884 root 1.20 {
1885 root 1.30 op->contr->ranges[range_golem] = 0;
1886 root 1.20 op->contr->shoottype = range_none;
1887     }
1888     else
1889     control_golem (op->contr->ranges[range_golem], dir);
1890     return;
1891 root 1.11
1892 root 1.20 case range_skill:
1893     if (!op->chosen_skill)
1894     {
1895     if (op->type == PLAYER)
1896     new_draw_info (NDI_UNIQUE, 0, op, "You have no applicable skill to use.");
1897     return;
1898     }
1899     (void) do_skill (op, op, op->chosen_skill, dir, NULL);
1900     return;
1901     case range_builder:
1902     apply_map_builder (op, dir);
1903     return;
1904     default:
1905     new_draw_info (NDI_UNIQUE, 0, op, "Illegal shoot type.");
1906     return;
1907 elmex 1.1 }
1908     }
1909    
1910    
1911    
1912     /* find_key
1913     * We try to find a key for the door as passed. If we find a key
1914     * and successfully use it, we return the key, otherwise NULL
1915     * This function merges both normal and locked door, since the logic
1916     * for both is the same - just the specific key is different.
1917     * pl is the player,
1918     * inv is the objects inventory to searched
1919     * door is the door we are trying to match against.
1920     * This function can be called recursively to search containers.
1921     */
1922    
1923 root 1.18 object *
1924     find_key (object *pl, object *container, object *door)
1925 elmex 1.1 {
1926 root 1.18 object *tmp, *key;
1927 elmex 1.1
1928 root 1.18 /* Should not happen, but sanity checking is never bad */
1929     if (container->inv == NULL)
1930     return NULL;
1931 elmex 1.1
1932 root 1.18 /* First, lets try to find a key in the top level inventory */
1933     for (tmp = container->inv; tmp != NULL; tmp = tmp->below)
1934     {
1935     if (door->type == DOOR && tmp->type == KEY)
1936     break;
1937     /* For sanity, we should really check door type, but other stuff
1938     * (like containers) can be locked with special keys
1939     */
1940     if (tmp->slaying && tmp->type == SPECIAL_KEY && tmp->slaying == door->slaying)
1941     break;
1942     }
1943     /* No key found - lets search inventories now */
1944     /* If we find and use a key in an inventory, return at that time.
1945     * otherwise, if we search all the inventories and still don't find
1946     * a key, return
1947     */
1948     if (!tmp)
1949     {
1950     for (tmp = container->inv; tmp != NULL; tmp = tmp->below)
1951     {
1952     /* No reason to search empty containers */
1953     if (tmp->type == CONTAINER && tmp->inv)
1954     {
1955     if ((key = find_key (pl, tmp, door)) != NULL)
1956     return key;
1957     }
1958     }
1959     if (!tmp)
1960     return NULL;
1961 elmex 1.1 }
1962 root 1.18 /* We get down here if we have found a key. Now if its in a container,
1963     * see if we actually want to use it
1964     */
1965     if (pl != container)
1966     {
1967     /* Only let players use keys in containers */
1968     if (!pl->contr)
1969     return NULL;
1970     /* cases where this fails:
1971     * If we only search the player inventory, return now since we
1972     * are not in the players inventory.
1973     * If the container is not active, return now since only active
1974     * containers can be used.
1975     * If we only search keyrings and the container does not have
1976     * a race/isn't a keyring.
1977     * No checking for all containers - to fall through past here,
1978     * inv must have been an container and must have been active.
1979     *
1980     * Change the color so that the message doesn't disappear with
1981     * all the others.
1982     */
1983     if (pl->contr->usekeys == key_inventory ||
1984     !QUERY_FLAG (container, FLAG_APPLIED) ||
1985     (pl->contr->usekeys == keyrings && (!container->race || strcmp (container->race, "keys"))))
1986     {
1987     new_draw_info_format (NDI_UNIQUE | NDI_BROWN, 0, pl,
1988     "The %s in your %s vibrates as you approach the door", query_name (tmp), query_name (container));
1989     return NULL;
1990 root 1.11 }
1991 elmex 1.1 }
1992 root 1.18 return tmp;
1993 elmex 1.1 }
1994    
1995     /* moved door processing out of move_player_attack.
1996     * returns 1 if player has opened the door with a key
1997     * such that the caller should not do anything more,
1998     * 0 otherwise
1999     */
2000 root 1.18 static int
2001     player_attack_door (object *op, object *door)
2002 elmex 1.1 {
2003 root 1.18 /* If its a door, try to find a use a key. If we do destroy the door,
2004     * might as well return immediately as there is nothing more to do -
2005     * otherwise, we fall through to the rest of the code.
2006     */
2007     object *key = find_key (op, op, door);
2008    
2009     /* IF we found a key, do some extra work */
2010     if (key)
2011     {
2012     object *container = key->env;
2013    
2014     play_sound_map (op->map, op->x, op->y, SOUND_OPEN_DOOR);
2015     if (action_makes_visible (op))
2016     make_visible (op);
2017     if (door->inv && (door->inv->type == RUNE || door->inv->type == TRAP))
2018     spring_trap (door->inv, op);
2019     if (door->type == DOOR)
2020     {
2021     hit_player (door, 9998, op, AT_PHYSICAL, 1); /* Break through the door */
2022     }
2023     else if (door->type == LOCKED_DOOR)
2024     {
2025     new_draw_info_format (NDI_UNIQUE, NDI_BROWN, op, "You open the door with the %s", query_short_name (key));
2026     remove_door2 (door); /* remove door without violence ;-) */
2027     }
2028     /* Do this after we print the message */
2029     decrease_ob (key); /* Use up one of the keys */
2030     /* Need to update the weight the container the key was in */
2031     if (container != op)
2032     esrv_update_item (UPD_WEIGHT, op, container);
2033     return 1; /* Nothing more to do below */
2034     }
2035     else if (door->type == LOCKED_DOOR)
2036     {
2037     /* Might as well return now - no other way to open this */
2038     new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, door->msg);
2039     return 1;
2040 elmex 1.1 }
2041 root 1.18 return 0;
2042 elmex 1.1 }
2043    
2044     /* This function is just part of a breakup from move_player.
2045     * It should keep the code cleaner.
2046     * When this is called, the players direction has been updated
2047     * (taking into account confusion.) The player is also actually
2048     * going to try and move (not fire weapons).
2049     */
2050 root 1.18 void
2051     move_player_attack (object *op, int dir)
2052 elmex 1.1 {
2053 root 1.18 object *tmp, *mon;
2054     sint16 nx, ny;
2055     int on_battleground;
2056 root 1.25 maptile *m;
2057 root 1.18
2058     nx = freearr_x[dir] + op->x;
2059     ny = freearr_y[dir] + op->y;
2060    
2061 root 1.49 on_battleground = op_on_battleground (op, 0, 0);
2062 root 1.18
2063     /* If braced, or can't move to the square, and it is not out of the
2064     * map, attack it. Note order of if statement is important - don't
2065     * want to be calling move_ob if braced, because move_ob will move the
2066     * player. This is a pretty nasty hack, because if we could
2067     * move to some space, it then means that if we are braced, we should
2068     * do nothing at all. As it is, if we are braced, we go through
2069     * quite a bit of processing. However, it probably is less than what
2070     * move_ob uses.
2071     */
2072     if ((op->contr->braced || !move_ob (op, dir, op)) && !out_of_map (op->map, nx, ny))
2073     {
2074     if (OUT_OF_REAL_MAP (op->map, nx, ny))
2075     {
2076     m = get_map_from_coord (op->map, &nx, &ny);
2077     if (!m)
2078     return; /* Don't think this should happen */
2079     }
2080     else
2081     m = op->map;
2082    
2083 root 1.49 if ((tmp = GET_MAP_OB (m, nx, ny)) == NULL)
2084 root 1.18 {
2085 root 1.49 /* LOG(llevError,"player_move_attack: GET_MAP_OB returns NULL, but player can not move there.\n"); */
2086 root 1.18 return;
2087 root 1.11 }
2088    
2089 root 1.49 mon = 0;
2090 root 1.18 /* Go through all the objects, and find ones of interest. Only stop if
2091     * we find a monster - that is something we know we want to attack.
2092     * if its a door or barrel (can roll) see if there may be monsters
2093     * on the space
2094     */
2095 root 1.49 while (tmp)
2096 root 1.18 {
2097     if (tmp == op)
2098     {
2099     tmp = tmp->above;
2100     continue;
2101 root 1.11 }
2102 root 1.27
2103 root 1.18 if (QUERY_FLAG (tmp, FLAG_ALIVE))
2104     {
2105     mon = tmp;
2106     break;
2107 root 1.11 }
2108 root 1.27
2109 root 1.18 if (tmp->type == LOCKED_DOOR || QUERY_FLAG (tmp, FLAG_CAN_ROLL))
2110     mon = tmp;
2111 root 1.27
2112 root 1.18 tmp = tmp->above;
2113     }
2114    
2115 root 1.49 if (!mon) /* This happens anytime the player tries to move */
2116 root 1.18 return; /* into a wall */
2117    
2118 root 1.49 if (mon->head)
2119 root 1.18 mon = mon->head;
2120    
2121     if ((mon->type == DOOR && mon->stats.hp >= 0) || (mon->type == LOCKED_DOOR))
2122     if (player_attack_door (op, mon))
2123     return;
2124    
2125     /* The following deals with possibly attacking peaceful
2126     * or frienddly creatures. Basically, all players are considered
2127     * unaggressive. If the moving player has peaceful set, then the
2128     * object should be pushed instead of attacked. It is assumed that
2129     * if you are braced, you will not attack friends accidently,
2130     * and thus will not push them.
2131     */
2132 root 1.11
2133 root 1.18 /* If the creature is a pet, push it even if the player is not
2134     * peaceful. Our assumption is the creature is a pet if the
2135     * player owns it and it is either friendly or unagressive.
2136     */
2137     if ((op->type == PLAYER)
2138 elmex 1.1 #if COZY_SERVER
2139 root 1.18 &&
2140 root 1.34 ((mon->owner && mon->owner->contr
2141     && same_party (mon->owner->contr->party, op->contr->party)) || mon->owner == op)
2142 elmex 1.1 #else
2143 root 1.34 && mon->owner == op
2144 elmex 1.1 #endif
2145 root 1.18 && (QUERY_FLAG (mon, FLAG_UNAGGRESSIVE) || QUERY_FLAG (mon, FLAG_FRIENDLY)))
2146 root 1.11 {
2147 root 1.18 /* If we're braced, we don't want to switch places with it */
2148     if (op->contr->braced)
2149 root 1.11 return;
2150 root 1.18 play_sound_map (op->map, op->x, op->y, SOUND_PUSH_PLAYER);
2151     (void) push_ob (mon, dir, op);
2152     if (op->contr->tmp_invis || op->hide)
2153     make_visible (op);
2154     return;
2155 root 1.11 }
2156    
2157 root 1.18 /* in certain circumstances, you shouldn't attack friendly
2158     * creatures. Note that if you are braced, you can't push
2159     * someone, but put it inside this loop so that you won't
2160     * attack them either.
2161     */
2162     if ((mon->type == PLAYER || mon->enemy != op) &&
2163     (mon->type == PLAYER || QUERY_FLAG (mon, FLAG_UNAGGRESSIVE) || QUERY_FLAG (mon, FLAG_FRIENDLY)) && (
2164 elmex 1.1 #ifdef PROHIBIT_PLAYERKILL
2165 root 1.49 (op->contr->peaceful
2166     || (mon->type == PLAYER
2167     && mon->contr->
2168     peaceful)) &&
2169 elmex 1.1 #else
2170 root 1.49 op->contr->peaceful &&
2171 elmex 1.1 #endif
2172 root 1.49 !on_battleground))
2173 root 1.18 {
2174     if (!op->contr->braced)
2175     {
2176     play_sound_map (op->map, op->x, op->y, SOUND_PUSH_PLAYER);
2177     (void) push_ob (mon, dir, op);
2178     }
2179     else
2180 root 1.49 new_draw_info (0, 0, op, "You withhold your attack");
2181    
2182 root 1.18 if (op->contr->tmp_invis || op->hide)
2183     make_visible (op);
2184 root 1.11 }
2185 elmex 1.1
2186 root 1.18 /* If the object is a boulder or other rollable object, then
2187     * roll it if not braced. You can't roll it if you are braced.
2188     */
2189     else if (QUERY_FLAG (mon, FLAG_CAN_ROLL) && (!op->contr->braced))
2190     {
2191     recursive_roll (mon, dir, op);
2192     if (action_makes_visible (op))
2193     make_visible (op);
2194 root 1.11 }
2195    
2196 root 1.18 /* Any generic living creature. Including things like doors.
2197     * Way it works is like this: First, it must have some hit points
2198     * and be living. Then, it must be one of the following:
2199     * 1) Not a player, 2) A player, but of a different party. Note
2200     * that party_number -1 is no party, so attacks can still happen.
2201     */
2202 root 1.11
2203 root 1.18 else if ((mon->stats.hp >= 0) && QUERY_FLAG (mon, FLAG_ALIVE) &&
2204     ((mon->type != PLAYER || op->contr->party == NULL || op->contr->party != mon->contr->party)))
2205     {
2206 elmex 1.1
2207 root 1.18 /* If the player hasn't hit something this tick, and does
2208     * so, give them speed boost based on weapon speed. Doing
2209     * it here is better than process_players2, which basically
2210     * incurred a 1 tick offset.
2211     */
2212     if (!op->contr->has_hit)
2213     {
2214     op->speed_left += op->speed / op->contr->weapon_sp;
2215 root 1.11
2216 root 1.18 op->contr->has_hit = 1; /* The last action was to hit, so use weapon_sp */
2217 root 1.11 }
2218    
2219 root 1.49 skill_attack (mon, op, 0, 0, 0);
2220 root 1.11
2221 root 1.18 /* If attacking another player, that player gets automatic
2222     * hitback, and doesn't loose luck either.
2223     * Disable hitback on the battleground or if the target is
2224     * the wiz.
2225     */
2226     if (mon->type == PLAYER && mon->stats.hp >= 0 && !mon->contr->has_hit && !on_battleground && !QUERY_FLAG (mon, FLAG_WIZ))
2227     {
2228     short luck = mon->stats.luck;
2229    
2230     mon->contr->has_hit = 1;
2231 root 1.49 skill_attack (op, mon, 0, 0, 0);
2232 root 1.18 mon->stats.luck = luck;
2233 root 1.11 }
2234 root 1.49
2235 root 1.18 if (action_makes_visible (op))
2236     make_visible (op);
2237 root 1.11 }
2238 root 1.18 } /* if player should attack something */
2239 elmex 1.1 }
2240    
2241 root 1.18 int
2242     move_player (object *op, int dir)
2243     {
2244     int pick;
2245 elmex 1.1
2246 root 1.18 if (op->map == NULL || op->map->in_memory != MAP_IN_MEMORY)
2247     return 0;
2248 elmex 1.1
2249 root 1.18 /* Sanity check: make sure dir is valid */
2250     if ((dir < 0) || (dir >= 9))
2251     {
2252     LOG (llevError, "move_player: invalid direction %d\n", dir);
2253     return 0;
2254 elmex 1.1 }
2255    
2256 root 1.18 /* peterm: added following line */
2257     if (QUERY_FLAG (op, FLAG_CONFUSED) && dir)
2258     dir = absdir (dir + RANDOM () % 3 + RANDOM () % 3 - 2);
2259    
2260     op->facing = dir;
2261    
2262     if (op->hide)
2263     do_hidden_move (op);
2264    
2265     if (INVOKE_PLAYER (MOVE, op->contr, ARG_INT (dir)))
2266     /*nop */ ;
2267     else if (op->contr->fire_on)
2268     fire (op, dir);
2269     else
2270     {
2271     move_player_attack (op, dir);
2272     pick = check_pick (op);
2273     }
2274 elmex 1.1
2275 root 1.18 /* Add special check for newcs players and fire on - this way, the
2276     * server can handle repeat firing.
2277     */
2278     if (op->contr->fire_on || (op->contr->run_on && pick != 0))
2279 root 1.49 op->direction = dir;
2280 root 1.18 else
2281 root 1.49 op->direction = 0;
2282    
2283 root 1.18 /* Update how the player looks. Use the facing, so direction may
2284     * get reset to zero. This allows for full animation capabilities
2285     * for players.
2286     */
2287     animate_object (op, op->facing);
2288     return 0;
2289 elmex 1.1 }
2290    
2291     /* This is similar to handle_player, below, but is only used by the
2292     * new client/server stuff.
2293     * This is sort of special, in that the new client/server actually uses
2294     * the new speed values for commands.
2295     *
2296     * Returns true if there are more actions we can do.
2297     */
2298 root 1.18 int
2299     handle_newcs_player (object *op)
2300 elmex 1.1 {
2301 root 1.18 if (op->contr->hidden)
2302     {
2303     op->invisible = 1000;
2304     /* the socket code flashes the player visible/invisible
2305     * depending on the value of invisible, so we need to
2306     * alternate it here for it to work correctly.
2307     */
2308     if (pticks & 2)
2309 root 1.11 op->invisible--;
2310 root 1.18 }
2311     else if (op->invisible && !(QUERY_FLAG (op, FLAG_MAKE_INVIS)))
2312     {
2313     op->invisible--;
2314     if (!op->invisible)
2315     {
2316     make_visible (op);
2317     new_draw_info (NDI_UNIQUE, 0, op, "Your invisibility spell runs out.");
2318 root 1.11 }
2319 elmex 1.1 }
2320    
2321 root 1.18 if (QUERY_FLAG (op, FLAG_SCARED))
2322     {
2323     flee_player (op);
2324     /* If player is still scared, that is his action for this tick */
2325     if (QUERY_FLAG (op, FLAG_SCARED))
2326     {
2327     op->speed_left--;
2328     return 0;
2329 root 1.11 }
2330 elmex 1.1 }
2331    
2332 root 1.18 /* I've been seeing crashes where the golem has been destroyed, but
2333     * the player object still points to the defunct golem. The code that
2334     * destroys the golem looks correct, and it doesn't always happen, so
2335     * put this in a a workaround to clean up the golem pointer.
2336     */
2337 root 1.30 if (op->contr->ranges[range_golem] && QUERY_FLAG (op->contr->ranges[range_golem], FLAG_REMOVED))
2338     op->contr->ranges[range_golem] = 0;
2339 root 1.18
2340     /* call this here - we also will call this in do_ericserver, but
2341     * the players time has been increased when doericserver has been
2342     * called, so we recheck it here.
2343     */
2344 root 1.47 //TODO: better than handling 8 commands, use some more intelligent rate-limiting
2345 root 1.52 for (int rep = 8; --rep && op->contr->ns->handle_command (); )
2346 root 1.47 ;
2347    
2348 root 1.18 if (op->speed_left < 0)
2349 elmex 1.1 return 0;
2350    
2351 root 1.18 if (op->direction && (op->contr->run_on || op->contr->fire_on))
2352     {
2353     /* All move commands take 1 tick, at least for now */
2354     op->speed_left--;
2355 elmex 1.1
2356 root 1.18 /* Instead of all the stuff below, let move_player take care
2357     * of it. Also, some of the skill stuff is only put in
2358     * there, as well as the confusion stuff.
2359     */
2360     move_player (op, op->direction);
2361     if (op->speed_left > 0)
2362     return 1;
2363     else
2364 root 1.11 return 0;
2365 root 1.18 }
2366 root 1.41
2367 root 1.18 return 0;
2368     }
2369    
2370     int
2371     save_life (object *op)
2372     {
2373     if (!QUERY_FLAG (op, FLAG_LIFESAVE))
2374 elmex 1.1 return 0;
2375 root 1.18
2376 root 1.41 for (object *tmp = op->inv; tmp; tmp = tmp->below)
2377 root 1.18 if (QUERY_FLAG (tmp, FLAG_APPLIED) && QUERY_FLAG (tmp, FLAG_LIFESAVE))
2378     {
2379     play_sound_map (op->map, op->x, op->y, SOUND_OB_EVAPORATE);
2380     new_draw_info_format (NDI_UNIQUE, 0, op, "Your %s vibrates violently, then evaporates.", query_name (tmp));
2381 root 1.33
2382 root 1.18 if (op->contr)
2383     esrv_del_item (op->contr, tmp->count);
2384 root 1.33
2385     tmp->destroy ();
2386 root 1.18 CLEAR_FLAG (op, FLAG_LIFESAVE);
2387 root 1.33
2388 root 1.18 if (op->stats.hp < 0)
2389     op->stats.hp = op->stats.maxhp;
2390 root 1.33
2391 root 1.18 if (op->stats.food < 0)
2392     op->stats.food = 999;
2393 root 1.33
2394 root 1.54 op->update_stats ();
2395 root 1.18 return 1;
2396     }
2397 root 1.41
2398 root 1.18 LOG (llevError, "Error: LIFESAVE set without applied object.\n");
2399     CLEAR_FLAG (op, FLAG_LIFESAVE);
2400     enter_player_savebed (op); /* bring him home. */
2401     return 0;
2402 elmex 1.1 }
2403    
2404     /* This goes throws the inventory and removes unpaid objects, and puts them
2405     * back in the map (location and map determined by values of env). This
2406     * function will descend into containers. op is the object to start the search
2407     * from.
2408     */
2409 root 1.18 void
2410     remove_unpaid_objects (object *op, object *env)
2411 elmex 1.1 {
2412 root 1.18 object *next;
2413 elmex 1.1
2414 root 1.18 while (op)
2415     {
2416     next = op->below; /* Make sure we have a good value, in case
2417     * we remove object 'op'
2418     */
2419     if (QUERY_FLAG (op, FLAG_UNPAID))
2420     {
2421 root 1.32 op->remove ();
2422 root 1.18 op->x = env->x;
2423     op->y = env->y;
2424     if (env->type == PLAYER)
2425     esrv_del_item (env->contr, op->count);
2426     insert_ob_in_map (op, env->map, NULL, 0);
2427     }
2428     else if (op->inv)
2429     remove_unpaid_objects (op->inv, env);
2430 root 1.41
2431 root 1.18 op = next;
2432 elmex 1.1 }
2433     }
2434    
2435     /*
2436     * Returns pointer a static string containing gravestone text
2437     * Moved from apply.c to player.c - player.c is what
2438     * actually uses this function. player.c may not be quite the
2439     * best, a misc file for object actions is probably better,
2440     * but there isn't one in the server directory.
2441     */
2442 root 1.18 char *
2443     gravestone_text (object *op)
2444 elmex 1.1 {
2445 root 1.18 static char buf2[MAX_BUF];
2446     char buf[MAX_BUF];
2447     time_t now = time (NULL);
2448    
2449     strcpy (buf2, " R.I.P.\n\n");
2450     if (op->type == PLAYER)
2451     sprintf (buf, "%s the %s\n", &op->name, op->contr->title);
2452     else
2453     sprintf (buf, "%s\n", &op->name);
2454 root 1.41
2455 root 1.18 strncat (buf2, " ", 20 - strlen (buf) / 2);
2456     strcat (buf2, buf);
2457     if (op->type == PLAYER)
2458     sprintf (buf, "who was in level %d when killed\n", op->level);
2459     else
2460     sprintf (buf, "who was in level %d when died.\n\n", op->level);
2461 root 1.41
2462 root 1.18 strncat (buf2, " ", 20 - strlen (buf) / 2);
2463     strcat (buf2, buf);
2464     if (op->type == PLAYER)
2465     {
2466     sprintf (buf, "by %s.\n\n", op->contr->killer);
2467     strncat (buf2, " ", 21 - strlen (buf) / 2);
2468     strcat (buf2, buf);
2469     }
2470 root 1.41
2471 root 1.18 strftime (buf, MAX_BUF, "%b %d %Y\n", localtime (&now));
2472     strncat (buf2, " ", 20 - strlen (buf) / 2);
2473     strcat (buf2, buf);
2474 root 1.41
2475 root 1.18 return buf2;
2476 elmex 1.1 }
2477    
2478 root 1.18 void
2479     do_some_living (object *op)
2480     {
2481     int last_food = op->stats.food;
2482 elmex 1.1 int gen_hp, gen_sp, gen_grace;
2483     int over_hp, over_sp, over_grace;
2484     int i;
2485     int rate_hp = 1200;
2486     int rate_sp = 2500;
2487     int rate_grace = 2000;
2488     const int max_hp = 1;
2489     const int max_sp = 1;
2490     const int max_grace = 1;
2491    
2492 pippijn 1.17 if (op->contr->outputs_sync)
2493 root 1.18 {
2494     for (i = 0; i < NUM_OUTPUT_BUFS; i++)
2495 root 1.55 if (op->contr->outputs[i].buf && (op->contr->outputs[i].first_update + op->contr->outputs_sync) < (uint16) pticks)
2496 root 1.18 flush_output_element (op, &op->contr->outputs[i]);
2497     }
2498    
2499 root 1.52 if (op->contr->ns->state == ST_PLAYING)
2500 root 1.18 {
2501     /* these next three if clauses make it possible to SLOW DOWN
2502     hp/grace/spellpoint regeneration. */
2503     if (op->contr->gen_hp >= 0)
2504     gen_hp = (op->contr->gen_hp + 1) * op->stats.maxhp;
2505     else
2506     {
2507     gen_hp = op->stats.maxhp;
2508     rate_hp -= rate_hp / 2 * op->contr->gen_hp;
2509     }
2510 root 1.55
2511 root 1.18 if (op->contr->gen_sp >= 0)
2512     gen_sp = (op->contr->gen_sp + 1) * op->stats.maxsp;
2513     else
2514     {
2515     gen_sp = op->stats.maxsp;
2516     rate_sp -= rate_sp / 2 * op->contr->gen_sp;
2517     }
2518 root 1.55
2519 root 1.18 if (op->contr->gen_grace >= 0)
2520     gen_grace = (op->contr->gen_grace + 1) * op->stats.maxgrace;
2521     else
2522     {
2523     gen_grace = op->stats.maxgrace;
2524     rate_grace -= rate_grace / 2 * op->contr->gen_grace;
2525     }
2526    
2527     /* Regenerate Spell Points */
2528     if (op->contr->ranges[range_golem] == NULL && --op->last_sp < 0)
2529     {
2530     gen_sp = gen_sp * 10 / (op->contr->gen_sp_armour < 10 ? 10 : op->contr->gen_sp_armour);
2531     if (op->stats.sp < op->stats.maxsp)
2532     {
2533     op->stats.sp++;
2534     /* dms do not consume food */
2535     if (!QUERY_FLAG (op, FLAG_WIZ))
2536     {
2537     op->stats.food--;
2538     if (op->contr->digestion < 0)
2539     op->stats.food += op->contr->digestion;
2540     else if (op->contr->digestion > 0 && random_roll (0, op->contr->digestion, op, PREFER_HIGH))
2541     op->stats.food = last_food;
2542     }
2543     }
2544 root 1.55
2545 root 1.18 if (max_sp > 1)
2546     {
2547     over_sp = (gen_sp + 10) / rate_sp;
2548     if (over_sp > 0)
2549     {
2550     if (op->stats.sp < op->stats.maxsp)
2551     {
2552     op->stats.sp += over_sp > max_sp ? max_sp : over_sp;
2553 root 1.55
2554 root 1.18 if (random_roll (0, rate_sp - 1, op, PREFER_LOW) > ((gen_sp + 10) % rate_sp))
2555     op->stats.sp--;
2556 root 1.55
2557 root 1.18 if (op->stats.sp > op->stats.maxsp)
2558     op->stats.sp = op->stats.maxsp;
2559     }
2560     op->last_sp = 0;
2561     }
2562     else
2563 root 1.55 op->last_sp = rate_sp / (gen_sp < 20 ? 30 : gen_sp + 10);
2564 root 1.18 }
2565     else
2566 root 1.55 op->last_sp = rate_sp / (gen_sp < 20 ? 30 : gen_sp + 10);
2567 root 1.18 }
2568    
2569     /* Regenerate Grace */
2570     /* I altered this a little - maximum grace is ony achieved through prayer -b.t. */
2571     if (--op->last_grace < 0)
2572     {
2573     if (op->stats.grace < op->stats.maxgrace / 2)
2574     op->stats.grace++; /* no penalty in food for regaining grace */
2575 root 1.55
2576 root 1.18 if (max_grace > 1)
2577     {
2578     over_grace = (gen_grace < 20 ? 30 : gen_grace + 10) / rate_grace;
2579     if (over_grace > 0)
2580     {
2581     op->stats.sp += over_grace
2582     + (random_roll (0, rate_grace - 1, op, PREFER_HIGH) > ((gen_grace < 20 ? 30 : gen_grace + 10) % rate_grace)) ? -1 : 0;
2583     op->last_grace = 0;
2584     }
2585     else
2586     {
2587     op->last_grace = rate_grace / (gen_grace < 20 ? 30 : gen_grace + 10);
2588     }
2589     }
2590     else
2591     {
2592     op->last_grace = rate_grace / (gen_grace < 20 ? 30 : gen_grace + 10);
2593     }
2594     /* wearing stuff doesn't detract from grace generation. */
2595     }
2596    
2597     /* Regenerate Hit Points */
2598     if (--op->last_heal < 0)
2599     {
2600     if (op->stats.hp < op->stats.maxhp)
2601     {
2602     op->stats.hp++;
2603     /* dms do not consume food */
2604     if (!QUERY_FLAG (op, FLAG_WIZ))
2605     {
2606     op->stats.food--;
2607     if (op->contr->digestion < 0)
2608     op->stats.food += op->contr->digestion;
2609     else if (op->contr->digestion > 0 && random_roll (0, op->contr->digestion, op, PREFER_HIGH))
2610     op->stats.food = last_food;
2611     }
2612     }
2613 root 1.55
2614 root 1.18 if (max_hp > 1)
2615     {
2616     over_hp = (gen_hp < 20 ? 30 : gen_hp + 10) / rate_hp;
2617     if (over_hp > 0)
2618     {
2619     op->stats.sp += over_hp + (RANDOM () % rate_hp > ((gen_hp < 20 ? 30 : gen_hp + 10) % rate_hp)) ? -1 : 0;
2620     op->last_heal = 0;
2621     }
2622     else
2623     {
2624     op->last_heal = rate_hp / (gen_hp < 20 ? 30 : gen_hp + 10);
2625     }
2626     }
2627     else
2628     {
2629     op->last_heal = rate_hp / (gen_hp < 20 ? 30 : gen_hp + 10);
2630     }
2631 root 1.11 }
2632 elmex 1.1
2633 root 1.18 /* Digestion */
2634     if (--op->last_eat < 0)
2635     {
2636     #ifdef COZY_SERVER
2637     int dg = op->contr->digestion >= 0 && op->contr->digestion < 2 ? 2 : op->contr->digestion;
2638     int bonus = dg > 0 ? dg : 0, penalty = dg < 0 ? -dg : 0;
2639     #else
2640     int bonus = op->contr->digestion > 0 ? op->contr->digestion : 0, penalty = op->contr->digestion < 0 ? -op->contr->digestion : 0;
2641     #endif
2642    
2643     if (op->contr->gen_hp > 0)
2644     op->last_eat = 25 * (1 + bonus) / (op->contr->gen_hp + penalty + 1);
2645     else
2646     op->last_eat = 25 * (1 + bonus) / (penalty + 1);
2647 root 1.55
2648 root 1.18 /* dms do not consume food */
2649     if (!QUERY_FLAG (op, FLAG_WIZ))
2650     op->stats.food--;
2651 root 1.11 }
2652 elmex 1.1
2653 root 1.55 if (op->stats.food < 0 && op->stats.hp >= 0)
2654     {
2655     object *tmp, *flesh = 0;
2656 root 1.18
2657 root 1.55 for (tmp = op->inv; tmp; tmp = tmp->below)
2658 root 1.18 {
2659 root 1.55 if (!QUERY_FLAG (tmp, FLAG_UNPAID))
2660 root 1.18 {
2661 root 1.55 if (tmp->type == FOOD || tmp->type == DRINK || tmp->type == POISON)
2662     {
2663     new_draw_info (NDI_UNIQUE, 0, op, "You blindly grab for a bite of food.");
2664     manual_apply (op, tmp, 0);
2665     if (op->stats.food >= 0 || op->stats.hp < 0)
2666     break;
2667     }
2668     else if (tmp->type == FLESH)
2669     flesh = tmp;
2670     } /* End if paid for object */
2671     } /* end of for loop */
2672    
2673     /* If player is still starving, it means they don't have any food, so
2674     * eat flesh instead.
2675     */
2676     if (op->stats.food < 0 && op->stats.hp >= 0 && flesh)
2677     {
2678     new_draw_info (NDI_UNIQUE, 0, op, "You blindly grab for a bite of food.");
2679     manual_apply (op, flesh, 0);
2680     }
2681 root 1.11 }
2682 elmex 1.1
2683 root 1.55 while (op->stats.food < 0 && op->stats.hp >= 0)
2684     op->stats.food++, op->stats.hp--;
2685 elmex 1.1
2686 root 1.55 if (op->stats.hp < 0 && !QUERY_FLAG (op, FLAG_WIZ))
2687     kill_player (op);
2688     }
2689 elmex 1.1 }
2690    
2691     /* If the player should die (lack of hp, food, etc), we call this.
2692     * op is the player in jeopardy. If the player can not be saved (not
2693     * permadeath, no lifesave), this will take care of removing the player
2694     * file.
2695     */
2696 root 1.18 void
2697     kill_player (object *op)
2698 elmex 1.1 {
2699 root 1.18 char buf[MAX_BUF];
2700     int x, y;
2701    
2702     //int i;
2703 root 1.25 maptile *map; /* this is for resurrection */
2704 root 1.18
2705     /* int z;
2706     int num_stats_lose;
2707     int lost_a_stat;
2708     int lose_this_stat;
2709     int this_stat; */
2710     int will_kill_again;
2711     archetype *at;
2712     object *tmp;
2713    
2714     if (save_life (op))
2715     return;
2716    
2717    
2718     /* If player dies on BATTLEGROUND, no stat/exp loss! For Combat-Arenas
2719     * in cities ONLY!!! It is very important that this doesn't get abused.
2720     * Look at op_on_battleground() for more info --AndreasV
2721     */
2722     if (op_on_battleground (op, &x, &y))
2723     {
2724     new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, "You have been defeated in combat!");
2725     new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, "Local medics have saved your life...");
2726    
2727     /* restore player */
2728 root 1.22 at = archetype::find ("poisoning");
2729 root 1.18 tmp = present_arch_in_ob (at, op);
2730     if (tmp)
2731     {
2732 root 1.33 tmp->destroy ();
2733 root 1.18 new_draw_info (NDI_UNIQUE, 0, op, "Your body feels cleansed");
2734     }
2735 elmex 1.1
2736 root 1.22 at = archetype::find ("confusion");
2737 root 1.18 tmp = present_arch_in_ob (at, op);
2738     if (tmp)
2739     {
2740 root 1.33 tmp->destroy ();
2741 root 1.18 new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer");
2742     }
2743    
2744     cure_disease (op, 0); /* remove any disease */
2745     op->stats.hp = op->stats.maxhp;
2746     if (op->stats.food <= 0)
2747     op->stats.food = 999;
2748 elmex 1.1
2749 root 1.18 /* create a bodypart-trophy to make the winner happy */
2750 root 1.22 tmp = arch_to_object (archetype::find ("finger"));
2751 root 1.18 if (tmp != NULL)
2752     {
2753     sprintf (buf, "%s's finger", &op->name);
2754     tmp->name = buf;
2755     sprintf (buf, " This finger has been cut off %s\n"
2756     " the %s, when he was defeated at\n level %d by %s.\n",
2757     &op->name, op->contr->title, (int) (op->level), op->contr->killer);
2758     tmp->msg = buf;
2759     tmp->value = 0, tmp->material = 0, tmp->type = 0;
2760     tmp->materialname = NULL;
2761     tmp->x = op->x, tmp->y = op->y;
2762     insert_ob_in_map (tmp, op->map, op, 0);
2763     }
2764 elmex 1.1
2765 root 1.18 /* teleport defeated player to new destination */
2766     transfer_ob (op, x, y, 0, NULL);
2767     op->contr->braced = 0;
2768     return;
2769 elmex 1.1 }
2770    
2771 root 1.18 INVOKE_PLAYER (DEATH, op->contr);
2772 root 1.3
2773 root 1.18 command_kill_pets (op, 0);
2774 elmex 1.1
2775 root 1.18 if (op->stats.food < 0)
2776     {
2777     if (op->contr->explore)
2778     {
2779     new_draw_info (NDI_UNIQUE, 0, op, "You would have starved, but you are");
2780     new_draw_info (NDI_UNIQUE, 0, op, "in explore mode, so...");
2781     op->stats.food = 999;
2782     return;
2783 root 1.11 }
2784 root 1.18 sprintf (buf, "%s starved to death.", &op->name);
2785     strcpy (op->contr->killer, "starvation");
2786 elmex 1.1 }
2787 root 1.18 else
2788     {
2789     if (op->contr->explore)
2790     {
2791     new_draw_info (NDI_UNIQUE, 0, op, "You would have died, but you are");
2792     new_draw_info (NDI_UNIQUE, 0, op, "in explore mode, so...");
2793     op->stats.hp = op->stats.maxhp;
2794     return;
2795 root 1.11 }
2796 root 1.18 sprintf (buf, "%s died.", &op->name);
2797 elmex 1.1 }
2798 root 1.18 play_sound_player_only (op->contr, SOUND_PLAYER_DIES, 0, 0);
2799 elmex 1.1
2800 root 1.18 /* save the map location for corpse, gravestone */
2801     x = op->x;
2802     y = op->y;
2803     map = op->map;
2804 elmex 1.1
2805    
2806 root 1.54 /* NOT_PERMADEATH code. This basically brings the character back to
2807     * life if they are dead - it takes some exp and a random stat.
2808     * See the config.h file for a little more in depth detail about this.
2809     */
2810    
2811     /* Basically two ways to go - remove a stat permanently, or just
2812     * make it depletion. This bunch of code deals with that aspect
2813     * of death.
2814     */
2815     #ifndef COZY_SERVER
2816     if (settings.balanced_stat_loss)
2817 root 1.18 {
2818 root 1.54 /* If stat loss is permanent, lose one stat only. */
2819     /* Lower level chars don't lose as many stats because they suffer
2820     more if they do. */
2821     /* Higher level characters can afford things such as potions of
2822     restoration, or better, stat potions. So we slug them that
2823     little bit harder. */
2824     /* GD */
2825     if (settings.stat_loss_on_death)
2826     num_stats_lose = 1;
2827     else
2828     num_stats_lose = 1 + op->level / BALSL_NUMBER_LOSSES_RATIO;
2829     }
2830     else
2831     {
2832     num_stats_lose = 1;
2833     }
2834     lost_a_stat = 0;
2835    
2836     for (z = 0; z < num_stats_lose; z++)
2837     {
2838     i = RANDOM () % NUM_STATS;
2839 root 1.11
2840 root 1.54 if (settings.stat_loss_on_death)
2841 root 1.18 {
2842 root 1.54 /* Pick a random stat and take a point off it. Tell the player
2843     * what he lost.
2844     */
2845     change_attr_value (&(op->stats), i, -1);
2846     check_stat_bounds (&(op->stats));
2847     change_attr_value (&(op->contr->orig_stats), i, -1);
2848     check_stat_bounds (&(op->contr->orig_stats));
2849     new_draw_info (NDI_UNIQUE, 0, op, lose_msg[i]);
2850     lost_a_stat = 1;
2851 root 1.18 }
2852     else
2853     {
2854 root 1.54 /* deplete a stat */
2855     archetype *deparch = archetype::find ("depletion");
2856     object *dep;
2857 root 1.11
2858 root 1.54 dep = present_arch_in_ob (deparch, op);
2859     if (!dep)
2860 root 1.18 {
2861 root 1.54 dep = arch_to_object (deparch);
2862     insert_ob_in_ob (dep, op);
2863 root 1.18 }
2864 root 1.54 lose_this_stat = 1;
2865     if (settings.balanced_stat_loss)
2866 root 1.18 {
2867 root 1.54 /* GD */
2868     /* Get the stat that we're about to deplete. */
2869     this_stat = get_attr_value (&(dep->stats), i);
2870     if (this_stat < 0)
2871     {
2872     int loss_chance = 1 + op->level / BALSL_LOSS_CHANCE_RATIO;
2873     int keep_chance = this_stat * this_stat;
2874 root 1.18
2875 root 1.54 /* Yes, I am paranoid. Sue me. */
2876     if (keep_chance < 1)
2877     keep_chance = 1;
2878 root 1.18
2879 root 1.54 /* There is a maximum depletion total per level. */
2880     if (this_stat < -1 - op->level / BALSL_MAX_LOSS_RATIO)
2881     {
2882     lose_this_stat = 0;
2883     /* Take loss chance vs keep chance to see if we
2884     retain the stat. */
2885     }
2886     else
2887     {
2888     if (random_roll (0, loss_chance + keep_chance - 1, op, PREFER_LOW) < keep_chance)
2889     lose_this_stat = 0;
2890     /* LOG(llevDebug, "Determining stat loss. Stat: %d Keep: %d Lose: %d Result: %s.\n",
2891     this_stat, keep_chance, loss_chance,
2892     lose_this_stat?"LOSE":"KEEP"); */
2893 root 1.11 }
2894     }
2895 root 1.54 }
2896 root 1.18
2897 root 1.54 if (lose_this_stat)
2898     {
2899     this_stat = get_attr_value (&(dep->stats), i);
2900     /* We could try to do something clever like find another
2901     * stat to reduce if this fails. But chances are, if
2902     * stats have been depleted to -50, all are pretty low
2903     * and should be roughly the same, so it shouldn't make a
2904     * difference.
2905     */
2906     if (this_stat >= -50)
2907 root 1.18 {
2908 root 1.54 change_attr_value (&(dep->stats), i, -1);
2909     SET_FLAG (dep, FLAG_APPLIED);
2910     new_draw_info (NDI_UNIQUE, 0, op, lose_msg[i]);
2911     op->update_stats ();
2912     lost_a_stat = 1;
2913 root 1.11 }
2914     }
2915     }
2916 root 1.54 }
2917     /* If no stat lost, tell the player. */
2918     if (!lost_a_stat)
2919     {
2920     /* determine_god() seems to not work sometimes... why is this?
2921     Should I be using something else? GD */
2922     const char *god = determine_god (op);
2923 root 1.18
2924 root 1.54 if (god && (strcmp (god, "none")))
2925     new_draw_info_format (NDI_UNIQUE, 0, op, "For a brief moment you feel the holy presence of %s protecting" " you.", god);
2926     else
2927     new_draw_info (NDI_UNIQUE, 0, op, "For a brief moment you feel a holy presence protecting you.");
2928     }
2929 root 1.28 #else
2930 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.");
2931 elmex 1.1 #endif
2932    
2933 root 1.54 /* Put a gravestone up where the character 'almost' died. List the
2934     * exp loss on the stone.
2935     */
2936     tmp = arch_to_object (archetype::find ("gravestone"));
2937     sprintf (buf, "%s's gravestone", &op->name);
2938     tmp->name = buf;
2939     sprintf (buf, "%s's gravestones", &op->name);
2940     tmp->name_pl = buf;
2941     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);
2942     tmp->msg = buf;
2943     tmp->x = op->x, tmp->y = op->y;
2944     insert_ob_in_map (tmp, op->map, NULL, 0);
2945    
2946     /**************************************/
2947     /* */
2948     /* Subtract the experience points, */
2949     /* if we died cause of food, give us */
2950     /* food, and reset HP's... */
2951     /* */
2952     /**************************************/
2953    
2954     /* remove any poisoning and confusion the character may be suffering. */
2955     /* restore player */
2956     at = archetype::find ("poisoning");
2957     tmp = present_arch_in_ob (at, op);
2958    
2959     if (tmp)
2960     {
2961     tmp->destroy ();
2962     new_draw_info (NDI_UNIQUE, 0, op, "Your body feels cleansed");
2963     }
2964    
2965     at = archetype::find ("confusion");
2966     tmp = present_arch_in_ob (at, op);
2967     if (tmp)
2968     {
2969     tmp->destroy ();
2970     new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer");
2971     }
2972    
2973     cure_disease (op, 0); /* remove any disease */
2974    
2975     /*add_exp(op, (op->stats.exp * -0.20)); */
2976     apply_death_exp_penalty (op);
2977     if (op->stats.food < 100)
2978     op->stats.food = 900;
2979     op->stats.hp = op->stats.maxhp;
2980     op->stats.sp = MAX (op->stats.sp, op->stats.maxsp);
2981     op->stats.grace = MAX (op->stats.grace, op->stats.maxgrace);
2982 root 1.11
2983 root 1.54 /*
2984     * Check to see if the player is in a shop. IF so, then check to see if
2985     * the player has any unpaid items. If so, remove them and put them back
2986     * in the map.
2987     */
2988 root 1.33
2989 root 1.54 if (is_in_shop (op))
2990     remove_unpaid_objects (op->inv, op);
2991 root 1.18
2992 root 1.54 /****************************************/
2993     /* */
2994     /* Move player to his current respawn- */
2995     /* position (usually last savebed) */
2996     /* */
2997     /****************************************/
2998 root 1.18
2999 root 1.54 enter_player_savebed (op);
3000 root 1.18
3001 root 1.54 /* Save the player before inserting the force to reduce
3002     * chance of abuse.
3003     */
3004     op->contr->braced = 0;
3005     op->contr->save ();
3006 root 1.11
3007 root 1.54 /* it is possible that the player has blown something up
3008     * at his savebed location, and that can have long lasting
3009     * spell effects. So first see if there is a spell effect
3010     * on the space that might harm the player.
3011     */
3012     will_kill_again = 0;
3013     for (tmp = GET_MAP_OB (op->map, op->x, op->y); tmp; tmp = tmp->above)
3014     if (tmp->type == SPELL_EFFECT)
3015     will_kill_again |= tmp->attacktype;
3016 elmex 1.1
3017 root 1.54 if (will_kill_again)
3018 root 1.18 {
3019 root 1.54 object *force;
3020     int at;
3021 root 1.18
3022 root 1.54 force = get_archetype (FORCE_NAME);
3023     /* 50 ticks should be enough time for the spell to abate */
3024     force->speed = 0.1;
3025     force->speed_left = -5.0;
3026     SET_FLAG (force, FLAG_APPLIED);
3027     for (at = 0; at < NROFATTACKS; at++)
3028     if (will_kill_again & (1 << at))
3029     force->resist[at] = 100;
3030 root 1.30
3031 root 1.54 insert_ob_in_ob (force, op);
3032     op->update_stats ();
3033 root 1.30
3034 root 1.54 }
3035 root 1.18
3036 root 1.54 new_draw_info (NDI_UNIQUE, 0, op, "YOU HAVE DIED.");
3037 elmex 1.1 }
3038    
3039 root 1.18 void
3040     loot_object (object *op)
3041     { /* Grab and destroy some treasure */
3042     object *tmp, *tmp2, *next;
3043 elmex 1.1
3044 root 1.18 if (op->container)
3045 root 1.54 esrv_apply_container (op, op->container); /* close open sack first */
3046 elmex 1.1
3047 root 1.54 for (tmp = op->inv; tmp; tmp = next)
3048 root 1.18 {
3049     next = tmp->below;
3050 root 1.54
3051 elmex 1.50 if (tmp->invisible)
3052 root 1.18 continue;
3053 root 1.54
3054 root 1.32 tmp->remove ();
3055 root 1.18 tmp->x = op->x, tmp->y = op->y;
3056     if (tmp->type == CONTAINER)
3057     { /* empty container to ground */
3058     loot_object (tmp);
3059     }
3060     if (!QUERY_FLAG (tmp, FLAG_UNIQUE) && (QUERY_FLAG (tmp, FLAG_STARTEQUIP) || QUERY_FLAG (tmp, FLAG_NO_DROP) || !(RANDOM () % 3)))
3061     {
3062     if (tmp->nrof > 1)
3063     {
3064     tmp2 = get_split_ob (tmp, 1 + RANDOM () % (tmp->nrof - 1));
3065 root 1.33 tmp2->destroy ();
3066 root 1.18 insert_ob_in_map (tmp, op->map, NULL, 0);
3067     }
3068     else
3069 root 1.33 tmp->destroy ();
3070 root 1.18 }
3071     else
3072     insert_ob_in_map (tmp, op->map, NULL, 0);
3073     }
3074 elmex 1.1 }
3075    
3076     /*
3077     * fix_weight(): Check recursively the weight of all players, and fix
3078     * what needs to be fixed. Refresh windows and fix speed if anything
3079     * was changed.
3080     */
3081    
3082 root 1.18 void
3083     fix_weight (void)
3084     {
3085 root 1.61 for_all_players (pl)
3086 root 1.18 {
3087     int old = pl->ob->carrying, sum = sum_weight (pl->ob);
3088    
3089     if (old == sum)
3090     continue;
3091 root 1.54 pl->ob->update_stats ();
3092 root 1.18 LOG (llevDebug, "Fixed inventory in %s (%d -> %d)\n", &pl->ob->name, old, sum);
3093     }
3094 elmex 1.1 }
3095    
3096 root 1.18 void
3097     fix_luck (void)
3098     {
3099 root 1.61 for_all_players (pl)
3100 root 1.52 if (!pl->ob->contr->ns->state)
3101 root 1.54 pl->ob->change_luck (0);
3102 elmex 1.1 }
3103    
3104     /* cast_dust() - handles op throwing objects of type 'DUST'.
3105     * This is much simpler in the new spell code - we basically
3106     * just treat this as any other spell casting object.
3107     */
3108 elmex 1.2 void
3109 root 1.18 cast_dust (object *op, object *throw_ob, int dir)
3110 elmex 1.2 {
3111     object *skop, *spob;
3112    
3113     skop = find_skill_by_name (op, throw_ob->skill);
3114    
3115     /* casting POTION 'dusts' is really a use_magic_item skill */
3116     if (op->type == PLAYER && throw_ob->type == POTION && !skop)
3117     {
3118 root 1.18 LOG (llevError, "Player %s lacks critical skill use_magic_item!\n", &op->name);
3119 elmex 1.2 return;
3120     }
3121    
3122     spob = throw_ob->inv;
3123    
3124     // elmex Tue Aug 15 17:19:46 CEST 2006: Added this check to
3125     // not pass NULL to cast_spell (which did indeed check itself, but
3126     // errors should be reported as early as possible IMHO)
3127     if (!spob)
3128     {
3129 root 1.18 LOG (llevError, "cast_dust: thrown object %s (by %s) had no spell in it!", &throw_ob->name, &op->name);
3130 elmex 1.2 return;
3131 elmex 1.1 }
3132    
3133 elmex 1.2 if (op->type == PLAYER)
3134 root 1.14 new_draw_info_format (NDI_UNIQUE, 0, op, "You cast %s.", &spob->name);
3135 elmex 1.2
3136     cast_spell (op, throw_ob, dir, spob, NULL);
3137    
3138 root 1.33 throw_ob->destroy ();
3139 elmex 1.1 }
3140    
3141 root 1.18 void
3142     make_visible (object *op)
3143     {
3144     op->hide = 0;
3145     op->invisible = 0;
3146     if (op->type == PLAYER)
3147     {
3148     op->contr->tmp_invis = 0;
3149     op->contr->invis_race = 0;
3150     }
3151     update_object (op, UP_OBJ_FACE);
3152     }
3153    
3154     int
3155     is_true_undead (object *op)
3156     {
3157     object *tmp = NULL;
3158    
3159     if (QUERY_FLAG (&op->arch->clone, FLAG_UNDEAD))
3160     return 1;
3161    
3162 elmex 1.1 return 0;
3163     }
3164    
3165     /* look at the surrounding terrain to determine
3166     * the hideability of this object. Positive levels
3167     * indicate greater hideability.
3168     */
3169    
3170 root 1.18 int
3171     hideability (object *ob)
3172     {
3173     int i, level = 0, mflag;
3174     sint16 x, y;
3175    
3176     if (!ob || !ob->map)
3177     return 0;
3178    
3179     /* so, on normal lighted maps, its hard to hide */
3180     level = ob->map->darkness - 2;
3181    
3182     /* this also picks up whether the object is glowing.
3183     * If you carry a light on a non-dark map, its not
3184     * as bad as carrying a light on a pitch dark map */
3185     if (has_carried_lights (ob))
3186     level = -(10 + (2 * ob->map->darkness));
3187    
3188     /* scan through all nearby squares for terrain to hide in */
3189     for (i = 0, x = ob->x, y = ob->y; i < 9; i++, x = ob->x + freearr_x[i], y = ob->y + freearr_y[i])
3190     {
3191     mflag = get_map_flags (ob->map, NULL, x, y, NULL, NULL);
3192     if (mflag & P_OUT_OF_MAP)
3193     {
3194     continue;
3195     }
3196     if (mflag & P_BLOCKSVIEW) /* something to hide near! */
3197     level += 2;
3198     else /* open terrain! */
3199     level -= 1;
3200 elmex 1.1 }
3201 root 1.18
3202 elmex 1.1 #if 0
3203 root 1.18 LOG (llevDebug, "hideability of %s is %d\n", ob->name, level);
3204 elmex 1.1 #endif
3205 root 1.18 return level;
3206 elmex 1.1 }
3207    
3208     /* For Hidden creatures - a chance of becoming 'unhidden'
3209     * every time they move - as we subtract off 'invisibility'
3210     * AND, for players, if they move into a ridiculously unhideable
3211     * spot (surrounded by clear terrain in broad daylight). -b.t.
3212     */
3213    
3214 root 1.18 void
3215     do_hidden_move (object *op)
3216     {
3217     int hide = 0, num = random_roll (0, 19, op, PREFER_LOW);
3218     object *skop;
3219    
3220     if (!op || !op->map)
3221     return;
3222    
3223     skop = find_obj_by_type_subtype (op, SKILL, SK_HIDING);
3224    
3225     /* its *extremely* hard to run and sneak/hide at the same time! */
3226     if (op->type == PLAYER && op->contr->run_on)
3227     {
3228     if (!skop || num >= skop->level)
3229     {
3230     new_draw_info (NDI_UNIQUE, 0, op, "You ran too much! You are no longer hidden!");
3231     make_visible (op);
3232     return;
3233     }
3234     else
3235     num += 20;
3236 elmex 1.1 }
3237 root 1.18 num += op->map->difficulty;
3238     hide = hideability (op); /* modify by terrain hidden level */
3239     num -= hide;
3240     if ((op->type == PLAYER && hide < -10) || ((op->invisible -= num) <= 0))
3241     {
3242     make_visible (op);
3243     if (op->type == PLAYER)
3244     new_draw_info (NDI_UNIQUE, 0, op, "You moved out of hiding! You are visible!");
3245 elmex 1.1 }
3246 root 1.18 else if (op->type == PLAYER && skop)
3247     {
3248     change_exp (op, calc_skill_exp (op, NULL, skop), skop->skill, 0);
3249 elmex 1.1 }
3250     }
3251    
3252     /* determine if who is standing near a hostile creature. */
3253    
3254 root 1.18 int
3255     stand_near_hostile (object *who)
3256     {
3257     object *tmp = NULL;
3258     int i, friendly = 0, player = 0, mflags;
3259 root 1.25 maptile *m;
3260 root 1.18 sint16 x, y;
3261    
3262     if (!who)
3263     return 0;
3264    
3265     if (who->type == PLAYER)
3266     player = 1;
3267    
3268     else
3269     friendly = QUERY_FLAG (who, FLAG_FRIENDLY);
3270    
3271     /* search adjacent squares */
3272     for (i = 1; i < 9; i++)
3273     {
3274     x = who->x + freearr_x[i];
3275     y = who->y + freearr_y[i];
3276     m = who->map;
3277     mflags = get_map_flags (m, &m, x, y, &x, &y);
3278     /* space must be blocked if there is a monster. If not
3279     * blocked, don't need to check this space.
3280     */
3281     if (mflags & P_OUT_OF_MAP)
3282     continue;
3283     if (OB_TYPE_MOVE_BLOCK (who, GET_MAP_MOVE_BLOCK (m, x, y)))
3284     continue;
3285    
3286 root 1.49 for (tmp = GET_MAP_OB (m, x, y); tmp; tmp = tmp->above)
3287 root 1.18 {
3288     if ((player ||friendly) &&QUERY_FLAG (tmp, FLAG_MONSTER) && !QUERY_FLAG (tmp, FLAG_UNAGGRESSIVE))
3289     return 1;
3290     else if (tmp->type == PLAYER)
3291     {
3292     /*don't let a hidden DM prevent you from hiding */
3293     if (!QUERY_FLAG (tmp, FLAG_WIZ) || tmp->contr->hidden == 0)
3294 root 1.11 return 1;
3295 root 1.18 }
3296 root 1.11 }
3297 elmex 1.1 }
3298 root 1.18 return 0;
3299 elmex 1.1 }
3300    
3301     /* check the player los field for viewability of the
3302     * object op. This function works fine for monsters,
3303     * but we dont worry if the object isnt the top one in
3304     * a pile (say a coin under a table would return "viewable"
3305     * by this routine). Another question, should we be
3306     * concerned with the direction the player is looking
3307     * in? Realistically, most of use cant see stuff behind
3308     * our backs...on the other hand, does the "facing" direction
3309     * imply the way your head, or body is facing? Its possible
3310     * for them to differ. Sigh, this fctn could get a bit more complex.
3311     * -b.t.
3312     * This function is now map tiling safe.
3313     */
3314    
3315 root 1.18 int
3316     player_can_view (object *pl, object *op)
3317     {
3318     rv_vector rv;
3319     int dx, dy;
3320    
3321     if (pl->type != PLAYER)
3322     {
3323     LOG (llevError, "player_can_view() called for non-player object\n");
3324     return -1;
3325 elmex 1.1 }
3326 root 1.18 if (!pl || !op)
3327 elmex 1.1 return 0;
3328 root 1.18
3329     if (op->head)
3330     {
3331     op = op->head;
3332     }
3333     get_rangevector (pl, op, &rv, 0x1);
3334    
3335     /* starting with the 'head' part, lets loop
3336     * through the object and find if it has any
3337     * part that is in the los array but isnt on
3338     * a blocked los square.
3339     * we use the archetype to figure out offsets.
3340     */
3341     while (op)
3342     {
3343     dx = rv.distance_x + op->arch->clone.x;
3344     dy = rv.distance_y + op->arch->clone.y;
3345    
3346     /* only the viewable area the player sees is updated by LOS
3347     * code, so we need to restrict ourselves to that range of values
3348     * for any meaningful values.
3349     */
3350 root 1.52 if (FABS (dx) <= (pl->contr->ns->mapx / 2) &&
3351     FABS (dy) <= (pl->contr->ns->mapy / 2) &&
3352     !pl->contr->blocked_los[dx + (pl->contr->ns->mapx / 2)][dy + (pl->contr->ns->mapy / 2)])
3353 root 1.18 return 1;
3354     op = op->more;
3355     }
3356     return 0;
3357 elmex 1.1 }
3358    
3359     /* routine for both players and monsters. We call this when
3360     * there is a possibility for our action distrubing our hiding
3361     * place or invisiblity spell. Artefact invisiblity is not
3362     * effected by this. If we arent invisible to begin with, we
3363     * return 0.
3364     */
3365 root 1.18 int
3366     action_makes_visible (object *op)
3367     {
3368    
3369     if (op->invisible && QUERY_FLAG (op, FLAG_ALIVE))
3370     {
3371     if (QUERY_FLAG (op, FLAG_MAKE_INVIS))
3372     return 0;
3373    
3374     if (op->contr && op->contr->tmp_invis == 0)
3375     return 0;
3376 elmex 1.1
3377 root 1.18 /* If monsters, they should become visible */
3378     if (op->hide || !op->contr || (op->contr && op->contr->tmp_invis))
3379     {
3380     new_draw_info_format (NDI_UNIQUE, 0, op, "You become %s!", op->hide ? "unhidden" : "visible");
3381     return 1;
3382 root 1.11 }
3383 elmex 1.1 }
3384 root 1.18 return 0;
3385 elmex 1.1 }
3386    
3387     /* op_on_battleground - checks if the given object op (usually
3388     * a player) is standing on a valid battleground-tile,
3389     * function returns TRUE/FALSE. If true x, y returns the battleground
3390     * -exit-coord. (and if x, y not NULL)
3391     * 19 March 2005 - josh@woosworld.net modifed to check if the battleground also has slaying, maxhp, and maxsp set
3392     * and if those are all set and the player has a marker that matches the slaying send them to a different x, y
3393     * Default is to do the same as before, so only people wanting to have different points need worry about this
3394     */
3395 root 1.18 int
3396     op_on_battleground (object *op, int *x, int *y)
3397     {
3398 elmex 1.1 object *tmp;
3399 root 1.18
3400 elmex 1.1 /* A battleground-tile needs the following attributes to be valid:
3401     * is_floor 1 (has to be the FIRST floor beneath the player's feet),
3402     * name="battleground", no_pick 1, type=58 (type BATTLEGROUND)
3403     * and the exit-coordinates sp/hp must both be > 0.
3404     * => The intention here is to prevent abuse of the battleground-
3405     * feature (like pickable or hidden battleground tiles). */
3406 root 1.18 for (tmp = op->below; tmp != NULL; tmp = tmp->below)
3407     {
3408     if (QUERY_FLAG (tmp, FLAG_IS_FLOOR))
3409     {
3410     if (QUERY_FLAG (tmp, FLAG_NO_PICK) &&
3411     strcmp (tmp->name, "battleground") == 0 && tmp->type == BATTLEGROUND && EXIT_X (tmp) && EXIT_Y (tmp))
3412     {
3413     /*before we assign the exit, check if this is a teambattle */
3414     if (EXIT_ALT_X (tmp) && EXIT_ALT_Y (tmp) && EXIT_PATH (tmp))
3415     {
3416     object *invtmp;
3417    
3418     for (invtmp = op->inv; invtmp != NULL; invtmp = invtmp->below)
3419     {
3420     if (invtmp->type == FORCE && invtmp->slaying && !strcmp (EXIT_PATH (tmp), invtmp->slaying))
3421     {
3422     if (x != NULL && y != NULL)
3423     *x = EXIT_ALT_X (tmp), *y = EXIT_ALT_Y (tmp);
3424     return 1;
3425     }
3426     }
3427     }
3428     if (x != NULL && y != NULL)
3429     *x = EXIT_X (tmp), *y = EXIT_Y (tmp);
3430     return 1;
3431     }
3432     }
3433 elmex 1.1 }
3434     /* If we got here, did not find a battleground */
3435     return 0;
3436     }
3437    
3438     /*
3439     * When a dragon-player gains a new stage of evolution,
3440     * he gets some treasure
3441     *
3442     * attributes:
3443     * object *who the dragon player
3444     * int atnr the attack-number of the ability focus
3445     * int level ability level
3446     */
3447 root 1.18 void
3448     dragon_ability_gain (object *who, int atnr, int level)
3449     {
3450     treasurelist *trlist = NULL; /* treasurelist */
3451     treasure *tr; /* treasure */
3452     object *tmp, *skop; /* tmp. object */
3453     object *item; /* treasure object */
3454     char buf[MAX_BUF]; /* tmp. string buffer */
3455     int i = 0, j = 0;
3456    
3457     /* get the appropriate treasurelist */
3458     if (atnr == ATNR_FIRE)
3459     trlist = find_treasurelist ("dragon_ability_fire");
3460     else if (atnr == ATNR_COLD)
3461     trlist = find_treasurelist ("dragon_ability_cold");
3462     else if (atnr == ATNR_ELECTRICITY)
3463     trlist = find_treasurelist ("dragon_ability_elec");
3464     else if (atnr == ATNR_POISON)
3465     trlist = find_treasurelist ("dragon_ability_poison");
3466    
3467     if (trlist == NULL || who->type != PLAYER)
3468     return;
3469    
3470     for (i = 0, tr = trlist->items; tr != NULL && i < level - 1; tr = tr->next, i++);
3471    
3472     if (tr == NULL || tr->item == NULL)
3473     {
3474     /* LOG(llevDebug, "-> no more treasure for %s\n", change_resist_msg[atnr]); */
3475     return;
3476 elmex 1.1 }
3477    
3478 root 1.18 /* everything seems okay - now bring on the gift: */
3479     item = &(tr->item->clone);
3480 elmex 1.1
3481 root 1.18 if (item->type == SPELL)
3482     {
3483     if (check_spell_known (who, item->name))
3484 root 1.11 return;
3485 root 1.18
3486     new_draw_info_format (NDI_UNIQUE | NDI_BLUE, 0, who, "You gained the ability of %s", &item->name);
3487     do_learn_spell (who, item, 0);
3488     return;
3489 elmex 1.1 }
3490    
3491 root 1.18 /* grant direct spell */
3492     if (item->type == SPELLBOOK)
3493     {
3494     if (!item->inv)
3495     {
3496     LOG (llevDebug, "dragon_ability_gain: Broken spellbook %s\n", &item->name);
3497     return;
3498     }
3499     if (check_spell_known (who, item->inv->name))
3500     return;
3501     if (item->invisible)
3502     {
3503     new_draw_info_format (NDI_UNIQUE | NDI_BLUE, 0, who, "You gained the ability of %s", &item->inv->name);
3504     do_learn_spell (who, item->inv, 0);
3505     return;
3506 root 1.11 }
3507 root 1.18 }
3508     else if (item->type == SKILL_TOOL && item->invisible)
3509     {
3510     if (item->subtype == SK_CLAWING && (skop = find_skill_by_name (who, item->skill)) != NULL)
3511     {
3512    
3513     /* should this perhaps be (skop->attackyp & item->attacktype)!=item->attacktype ...
3514     * in this way, if the player is missing any of the attacktypes, he gets
3515     * them. As it is now, if the player has any that match the granted skill,
3516     * but not all of them, he gets nothing.
3517     */
3518     if (!(skop->attacktype & item->attacktype))
3519     {
3520     /* Give new attacktype */
3521     skop->attacktype |= item->attacktype;
3522    
3523     /* always add physical if there's none */
3524     skop->attacktype |= AT_PHYSICAL;
3525    
3526     if (item->msg != NULL)
3527     new_draw_info (NDI_UNIQUE | NDI_BLUE, 0, who, item->msg);
3528    
3529     /* Give player new face */
3530     if (item->animation_id)
3531     {
3532     who->face = skop->face;
3533     who->animation_id = item->animation_id;
3534     who->anim_speed = item->anim_speed;
3535     who->last_anim = 0;
3536     who->state = 0;
3537     animate_object (who, who->direction);
3538     }
3539     }
3540 root 1.11 }
3541 elmex 1.1 }
3542 root 1.18 else if (item->type == FORCE)
3543     {
3544     /* forces in the treasurelist can alter the player's stats */
3545     object *skin;
3546 elmex 1.1
3547 root 1.18 /* first get the dragon skin force */
3548 root 1.52 shstr_cmp dragon_skin_force ("dragon_skin_force");
3549     for (skin = who->inv; skin && !(skin->arch->name == dragon_skin_force); skin = skin->below)
3550     ;
3551    
3552     if (!skin)
3553 root 1.18 return;
3554    
3555     /* adding new spellpath attunements */
3556     if (item->path_attuned > 0 && !(skin->path_attuned & item->path_attuned))
3557     {
3558     skin->path_attuned |= item->path_attuned; /* add attunement to skin */
3559    
3560     /* print message */
3561     sprintf (buf, "You feel attuned to ");
3562     for (i = 0, j = 0; i < NRSPELLPATHS; i++)
3563     {
3564     if (item->path_attuned & (1 << i))
3565     {
3566     if (j)
3567     strcat (buf, " and ");
3568     else
3569     j = 1;
3570     strcat (buf, spellpathnames[i]);
3571     }
3572     }
3573     strcat (buf, ".");
3574     new_draw_info (NDI_UNIQUE | NDI_BLUE, 0, who, buf);
3575     }
3576    
3577     /* evtl. adding flags: */
3578     if (QUERY_FLAG (item, FLAG_XRAYS))
3579     SET_FLAG (skin, FLAG_XRAYS);
3580     if (QUERY_FLAG (item, FLAG_STEALTH))
3581     SET_FLAG (skin, FLAG_STEALTH);
3582     if (QUERY_FLAG (item, FLAG_SEE_IN_DARK))
3583     SET_FLAG (skin, FLAG_SEE_IN_DARK);
3584    
3585     /* print message if there is one */
3586     if (item->msg != NULL)
3587     new_draw_info (NDI_UNIQUE | NDI_BLUE, 0, who, item->msg);
3588     }
3589     else
3590     {
3591     /* generate misc. treasure */
3592     tmp = arch_to_object (tr->item);
3593     new_draw_info_format (NDI_UNIQUE | NDI_BLUE, 0, who, "You gained %s", query_short_name (tmp));
3594     tmp = insert_ob_in_ob (tmp, who);
3595     if (who->type == PLAYER)
3596     esrv_send_item (who, tmp);
3597 elmex 1.1 }
3598     }
3599    
3600     /**
3601     * Unready an object for a player. This function does nothing if the object was
3602     * not readied.
3603     */
3604 root 1.18 void
3605     player_unready_range_ob (player *pl, object *ob)
3606     {
3607     rangetype i;
3608 elmex 1.1
3609 root 1.18 for (i = (rangetype) 0; i < range_size; i = (rangetype) ((int) i + 1))
3610     {
3611     if (pl->ranges[i] == ob)
3612     {
3613     pl->ranges[i] = NULL;
3614     if (pl->shoottype == i)
3615     {
3616     pl->shoottype = range_none;
3617 elmex 1.1 }
3618     }
3619     }
3620     }