ViewVC Help
View File | Revision Log | Show Annotations | Download File
/cvs/deliantra/server/server/player.C
Revision: 1.68
Committed: Tue Dec 26 09:52:40 2006 UTC (17 years, 5 months ago) by root
Content type: text/plain
Branch: MAIN
Changes since 1.67: +1 -4 lines
Log Message:
more cleanups and bugfixes, we are reaching a local peak of stability now

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 root 1.67 ob->set_speed (ob->speed);
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 root 1.66 save (false);
322     enable_save = false;
323    
324 root 1.62 disconnect ();
325    
326 root 1.54 terminate_all_pets (ob);
327    
328     if (first_player != this)
329 root 1.15 {
330 root 1.54 player *prev = first_player;
331    
332     while (prev && prev->next && prev->next != this)
333     prev = prev->next;
334 root 1.38
335 root 1.54 if (prev->next != this)
336     {
337     LOG (llevError, "Free_player: Can't find previous player.\n");
338     abort ();
339     }
340 root 1.38
341 root 1.54 prev->next = next;
342     }
343     else
344     first_player = next;
345 root 1.15
346 root 1.54 if (ob)
347 root 1.68 ob->destroy ();
348 root 1.38
349 root 1.54 if (ns)
350     {
351 root 1.63 client *ns = this->ns;
352 root 1.54 ns->send_packet ("goodbye");
353     ns->flush ();
354     ns->pl = 0;
355 root 1.63 this->ns = 0;
356 root 1.54 ns->destroy ();
357     }
358 root 1.62 }
359    
360     player::~player ()
361     {
362 root 1.54 /* Clear item stack */
363     free (stack_items);
364 elmex 1.1 }
365    
366 root 1.54 /* Tries to add player on the connection passed in ns.
367 elmex 1.1 * All we can really get in this is some settings like host and display
368     * mode.
369     */
370 root 1.54 player *
371     player::create ()
372 root 1.18 {
373 root 1.54 player *pl = new player;
374 root 1.38
375 root 1.54 pl->set_object (arch_to_object (get_player_archetype (0)));
376 root 1.26
377 root 1.54 return pl;
378 elmex 1.1 }
379    
380     /*
381     * get_player_archetype() return next player archetype from archetype
382     * list. Not very efficient routine, but used only creating new players.
383     * Note: there MUST be at least one player archetype!
384     */
385 root 1.18 archetype *
386     get_player_archetype (archetype *at)
387 elmex 1.1 {
388 root 1.18 archetype *start = at;
389    
390     for (;;)
391     {
392     if (at == NULL || at->next == NULL)
393     at = first_archetype;
394     else
395     at = at->next;
396 root 1.46
397 root 1.18 if (at->clone.type == PLAYER)
398     return at;
399 root 1.46
400 root 1.18 if (at == start)
401     {
402     LOG (llevError, "No Player archetypes\n");
403     exit (-1);
404 root 1.11 }
405 elmex 1.1 }
406     }
407    
408 root 1.18 object *
409     get_nearest_player (object *mon)
410     {
411     object *op = NULL;
412     objectlink *ol;
413     unsigned lastdist;
414     rv_vector rv;
415    
416     for (ol = first_friendly_object, lastdist = 1000; ol != NULL; ol = ol->next)
417     {
418     /* We should not find free objects on this friendly list, but it
419     * does periodically happen. Given that, lets deal with it.
420     * While unlikely, it is possible the next object on the friendly
421     * list is also free, so encapsulate this in a while loop.
422     */
423     while (QUERY_FLAG (ol->ob, FLAG_FREED) || !QUERY_FLAG (ol->ob, FLAG_FRIENDLY))
424     {
425     object *tmp = ol->ob;
426    
427     /* Can't do much more other than log the fact, because the object
428     * itself will have been cleared.
429     */
430     LOG (llevDebug, "get_nearest_player: Found free/non friendly object on friendly list\n");
431     ol = ol->next;
432     remove_friendly_object (tmp);
433     if (!ol)
434     return op;
435     }
436 root 1.11
437 root 1.18 /* Remove special check for player from this. First, it looks to cause
438     * some crashes (ol->ob->contr not set properly?), but secondly, a more
439     * complicated method of state checking would be needed in any case -
440     * as it was, a clever player could type quit, and the function would
441     * skip them over while waiting for confirmation. Remove
442     * on_same_map check, as can_detect_enemy also does this
443     */
444     if (!can_detect_enemy (mon, ol->ob, &rv))
445     continue;
446 root 1.11
447 root 1.18 if (lastdist > rv.distance)
448     {
449     op = ol->ob;
450     lastdist = rv.distance;
451 root 1.11 }
452 elmex 1.1 }
453 root 1.61
454     for_all_players (pl)
455     if (can_detect_enemy (mon, pl->ob, &rv))
456     if (lastdist > rv.distance)
457 root 1.18 {
458 root 1.61 op = pl->ob;
459     lastdist = rv.distance;
460     }
461 elmex 1.1
462     #if 0
463 root 1.18 LOG (llevDebug, "get_nearest_player() finds player: %s\n", op ? &op->name : "(null)");
464 elmex 1.1 #endif
465 root 1.18 return op;
466 elmex 1.1 }
467    
468     /* I believe this can safely go to 2, 3 is questionable, 4 will likely
469     * result in a monster paths backtracking. It basically determines how large a
470     * detour a monster will take from the direction path when looking
471     * for a path to the player. The values are in the amount of direction
472     * the deviation is
473     */
474     #define DETOUR_AMOUNT 2
475    
476     /* This is used to prevent infinite loops. Consider a case where the
477     * player is in a chamber (with gate closed), and monsters are outside.
478     * with DETOUR_AMOUNT==2, the function will turn each corner, trying to
479     * find a path into the chamber. This is a good thing, but since there
480     * is no real path, it will just keep circling the chamber for
481     * ever (this could be a nice effect for monsters, but not for the function
482     * to get stuck in. I think for the monsters, if max is reached and
483     * we return the first direction the creature could move would result in the
484     * circling behaviour. Unfortunately, this function is also used to determined
485     * if the creature should cast a spell, so returning a direction in that case
486     * is probably not a good thing.
487     */
488     #define MAX_SPACES 50
489    
490     /*
491     * Returns the direction to the player, if valid. Returns 0 otherwise.
492     * modified to verify there is a path to the player. Does this by stepping towards
493     * player and if path is blocked then see if blockage is close enough to player that
494     * direction to player is changed (ie zig or zag). Continue zig zag until either
495     * reach player or path is blocked. Thus, will only return true if there is a free
496     * path to player. Though path may not be a straight line. Note that it will find
497     * player hiding along a corridor at right angles to the corridor with the monster.
498     *
499     * Modified by MSW 2001-08-06 to handle tiled maps. Various notes:
500     * 1) With DETOUR_AMOUNT being 2, it should still go and find players hiding
501     * down corriders.
502     * 2) I think the old code was broken if the first direction the monster
503     * should move was blocked - the code would store the first direction without
504     * verifying that the player can actually move in that direction. The new
505     * code does not store anything in firstdir until we have verified that the
506     * monster can in fact move one space in that direction.
507     * 3) I'm not sure how good this code will be for moving multipart monsters,
508     * since only simple checks to blocked are being called, which could mean the monster
509     * is blocking itself.
510     */
511 root 1.18 int
512     path_to_player (object *mon, object *pl, unsigned mindiff)
513     {
514     rv_vector rv;
515     sint16 x, y;
516     int lastx, lasty, dir, i, diff, firstdir = 0, lastdir, max = MAX_SPACES, mflags, blocked;
517 root 1.25 maptile *m, *lastmap;
518 root 1.18
519     get_rangevector (mon, pl, &rv, 0);
520    
521     if (rv.distance < mindiff)
522     return 0;
523    
524     x = mon->x;
525     y = mon->y;
526     m = mon->map;
527     dir = rv.direction;
528     lastdir = firstdir = rv.direction; /* perhaps we stand next to pl, init firstdir too */
529     diff = FABS (rv.distance_x) > FABS (rv.distance_y) ? FABS (rv.distance_x) : FABS (rv.distance_y);
530     /* If we can't solve it within the search distance, return now. */
531     if (diff > max)
532     return 0;
533     while (diff > 1 && max > 0)
534     {
535     lastx = x;
536     lasty = y;
537     lastmap = m;
538     x = lastx + freearr_x[dir];
539     y = lasty + freearr_y[dir];
540    
541     mflags = get_map_flags (m, &m, x, y, &x, &y);
542     blocked = (mflags & P_OUT_OF_MAP) ? MOVE_ALL : GET_MAP_MOVE_BLOCK (m, x, y);
543    
544     /* Space is blocked - try changing direction a little */
545     if ((mflags & P_OUT_OF_MAP) || ((OB_TYPE_MOVE_BLOCK (mon, blocked) || (mflags & P_BLOCKSVIEW))
546     && (m == mon->map && blocked_link (mon, m, x, y))))
547     {
548     /* recalculate direction from last good location. Possible
549     * we were not traversing ideal location before.
550     */
551     get_rangevector_from_mapcoord (lastmap, lastx, lasty, pl, &rv, 0);
552     if (rv.direction != dir)
553     {
554     /* OK - says direction should be different - lets reset the
555     * the values so it will try again.
556     */
557     x = lastx;
558     y = lasty;
559     m = lastmap;
560     dir = firstdir = rv.direction;
561     }
562     else
563     {
564     /* direct path is blocked - try taking a side step to
565     * either the left or right.
566     * Note increase the values in the loop below to be
567     * more than -1/1 respectively will mean the monster takes
568     * bigger detour. Have to be careful about these values getting
569     * too big (3 or maybe 4 or higher) as the monster may just try
570     * stepping back and forth
571     */
572     for (i = -DETOUR_AMOUNT; i <= DETOUR_AMOUNT; i++)
573     {
574     if (i == 0)
575     continue; /* already did this, so skip it */
576     /* Use lastdir here - otherwise,
577     * since the direction that the creature should move in
578     * may change, you could get infinite loops.
579     * ie, player is northwest, but monster can only
580     * move west, so it does that. It goes some distance,
581     * gets blocked, finds that it should move north,
582     * can't do that, but now finds it can move east, and
583     * gets back to its original point. lastdir contains
584     * the last direction the creature has successfully
585     * moved.
586     */
587    
588     x = lastx + freearr_x[absdir (lastdir + i)];
589     y = lasty + freearr_y[absdir (lastdir + i)];
590     m = lastmap;
591     mflags = get_map_flags (m, &m, x, y, &x, &y);
592     if (mflags & P_OUT_OF_MAP)
593     continue;
594     blocked = GET_MAP_MOVE_BLOCK (m, x, y);
595     if (OB_TYPE_MOVE_BLOCK (mon, blocked))
596     continue;
597     if (mflags & P_BLOCKSVIEW)
598     continue;
599    
600     if (m == mon->map && blocked_link (mon, m, x, y))
601     break;
602     }
603     /* go through entire loop without finding a valid
604     * sidestep to take - thus, no valid path.
605     */
606     if (i == (DETOUR_AMOUNT + 1))
607     return 0;
608     diff--;
609     lastdir = dir;
610     max--;
611     if (!firstdir)
612     firstdir = dir + i;
613     } /* else check alternate directions */
614     } /* if blocked */
615     else
616     {
617     /* we moved towards creature, so diff is less */
618     diff--;
619     max--;
620     lastdir = dir;
621     if (!firstdir)
622     firstdir = dir;
623     }
624     if (diff <= 1)
625     {
626     /* Recalculate diff (distance) because we may not have actually
627     * headed toward player for entire distance.
628     */
629     get_rangevector_from_mapcoord (m, x, y, pl, &rv, 0);
630     diff = FABS (rv.distance_x) > FABS (rv.distance_y) ? FABS (rv.distance_x) : FABS (rv.distance_y);
631     }
632     if (diff > max)
633     return 0;
634     }
635     /* If we reached the max, didn't find a direction in time */
636     if (!max)
637     return 0;
638    
639     return firstdir;
640     }
641    
642     void
643     give_initial_items (object *pl, treasurelist * items)
644     {
645     object *op, *next = NULL;
646    
647     if (pl->randomitems != NULL)
648     create_treasure (items, pl, GT_STARTEQUIP | GT_ONLY_GOOD, 1, 0);
649    
650     for (op = pl->inv; op; op = next)
651     {
652     next = op->below;
653    
654     /* Forces get applied per default, unless they have the
655     * flag "neutral" set. Sorry but I can't think of a better way
656     */
657     if (op->type == FORCE && !QUERY_FLAG (op, FLAG_NEUTRAL))
658     SET_FLAG (op, FLAG_APPLIED);
659    
660     /* we never give weapons/armour if these cannot be used
661     * by this player due to race restrictions
662     */
663     if (pl->type == PLAYER)
664     {
665     if ((!QUERY_FLAG (pl, FLAG_USE_ARMOUR) &&
666     (op->type == ARMOUR || op->type == BOOTS ||
667     op->type == CLOAK || op->type == HELMET ||
668     op->type == SHIELD || op->type == GLOVES ||
669     op->type == BRACERS || op->type == GIRDLE)) || (!QUERY_FLAG (pl, FLAG_USE_WEAPON) && op->type == WEAPON))
670     {
671 root 1.33 op->destroy ();
672 root 1.18 continue;
673     }
674 root 1.11 }
675    
676 root 1.18 /* This really needs to be better - we should really give
677     * a substitute spellbook. The problem is that we don't really
678     * have a good idea what to replace it with (need something like
679     * a first level treasurelist for each skill.)
680     * remove duplicate skills also
681     */
682     if (op->type == SPELLBOOK || op->type == SKILL)
683     {
684     object *tmp;
685 elmex 1.1
686 root 1.18 for (tmp = op->below; tmp; tmp = tmp->below)
687     if (tmp->type == op->type && tmp->name == op->name)
688     break;
689 root 1.11
690 root 1.18 if (tmp)
691     {
692 root 1.33 op->destroy ();
693 root 1.18 LOG (llevError, "give_initial_items: Removing duplicate object %s\n", &tmp->name);
694     continue;
695 root 1.11 }
696 root 1.33
697 root 1.18 if (op->nrof > 1)
698     op->nrof = 1;
699 root 1.11 }
700 elmex 1.1
701 root 1.18 if (op->type == SPELLBOOK && op->inv)
702     {
703     CLEAR_FLAG (op->inv, FLAG_STARTEQUIP);
704 root 1.11 }
705    
706 root 1.18 /* Give starting characters identified, uncursed, and undamned
707     * items. Just don't identify gold or silver, or it won't be
708     * merged properly.
709     */
710     if (need_identify (op))
711     {
712     SET_FLAG (op, FLAG_IDENTIFIED);
713     CLEAR_FLAG (op, FLAG_CURSED);
714     CLEAR_FLAG (op, FLAG_DAMNED);
715     }
716     if (op->type == SPELL)
717     {
718 root 1.33 op->destroy ();
719 root 1.18 continue;
720     }
721     else if (op->type == SKILL)
722     {
723     SET_FLAG (op, FLAG_CAN_USE_SKILL);
724     op->stats.exp = 0;
725     op->level = 1;
726 root 1.11 }
727 root 1.18 /* lock all 'normal items by default */
728     else
729     SET_FLAG (op, FLAG_INV_LOCKED);
730     } /* for loop of objects in player inv */
731    
732     /* Need to set up the skill pointers */
733     link_player_skills (pl);
734     }
735    
736     void
737     get_party_password (object *op, partylist *party)
738     {
739     if (party == NULL)
740     {
741     LOG (llevError, "get_party_password(): tried to make player %s join a NULL party", &op->name);
742     return;
743 elmex 1.1 }
744 root 1.54
745 root 1.18 op->contr->write_buf[0] = '\0';
746 root 1.52 op->contr->ns->state = ST_GET_PARTY_PASSWORD;
747 root 1.18 op->contr->party_to_join = party;
748 root 1.52 send_query (op->contr->ns, CS_QUERY_HIDEINPUT, "What is the password?\n:");
749 elmex 1.1 }
750    
751     /* This rolls four 1-6 rolls and sums the best 3 of the 4. */
752 root 1.54 static int
753 root 1.18 roll_stat (void)
754     {
755     int a[4], i, j, k;
756    
757     for (i = 0; i < 4; i++)
758     a[i] = (int) RANDOM () % 6 + 1;
759    
760     for (i = 0, j = 0, k = 7; i < 4; i++)
761     if (a[i] < k)
762     k = a[i], j = i;
763    
764     for (i = 0, k = 0; i < 4; i++)
765 root 1.54 if (i != j)
766     k += a[i];
767    
768 root 1.18 return k;
769     }
770    
771     void
772 root 1.54 object::roll_stats ()
773 root 1.18 {
774 root 1.54 int statsort [7];
775 root 1.18
776 root 1.54 for (;;)
777 root 1.18 {
778 root 1.54 int sum = 0;
779     for (int i = 7; i--; )
780     sum += statsort [i] = roll_stat ();
781    
782     if (sum >= 82 && sum <= 116)
783     break;
784 root 1.18 }
785    
786 root 1.54 // Sort the stats so that rerolling is easier...
787     std::sort (statsort, statsort + 7, std::greater<int>());
788 root 1.18
789 root 1.54 stats.Str = statsort[0];
790     stats.Dex = statsort[1];
791     stats.Con = statsort[2];
792     stats.Int = statsort[3];
793     stats.Wis = statsort[4];
794     stats.Pow = statsort[5];
795     stats.Cha = statsort[6];
796 root 1.18
797 root 1.54 stats.exp = 0;
798     stats.ac = 0;
799 root 1.18
800 root 1.54 stats.hp = stats.maxhp;
801     stats.sp = stats.maxsp;
802     stats.grace = stats.maxgrace;
803 root 1.18
804 root 1.54 if (contr)
805     {
806     contr->levhp[1] = 9;
807     contr->levsp[1] = 6;
808     contr->levgrace[1] = 3;
809 root 1.18
810 root 1.54 contr->orig_stats = stats;
811     }
812 root 1.18 }
813    
814     void
815 root 1.54 object::swap_stats (int a, int b)
816 root 1.18 {
817 root 1.54 int tmp = get_attr_value (&contr->orig_stats, a);
818     set_attr_value (&contr->orig_stats, a, get_attr_value (&contr->orig_stats, b));
819     set_attr_value (&contr->orig_stats, b, tmp);
820 elmex 1.1
821 root 1.54 stats.Str = contr->orig_stats.Str;
822     stats.Dex = contr->orig_stats.Dex;
823     stats.Con = contr->orig_stats.Con;
824     stats.Int = contr->orig_stats.Int;
825     stats.Wis = contr->orig_stats.Wis;
826     stats.Pow = contr->orig_stats.Pow;
827     stats.Cha = contr->orig_stats.Cha;
828 elmex 1.1
829 root 1.54 //TODO: the following code looks so borked and should, at the very least,
830     // be merged with the similar code in roll_stats
831     stats.ac = 0;
832 elmex 1.1
833 root 1.54 level = 1;
834     stats.exp = 0;
835     stats.ac = 0;
836 elmex 1.1
837 root 1.54 stats.hp = stats.maxhp;
838     stats.sp = stats.maxsp;
839     stats.grace = stats.maxgrace;
840 elmex 1.1
841 root 1.54 if (contr)
842 root 1.18 {
843 root 1.54 contr->levhp[1] = 9;
844     contr->levsp[1] = 6;
845     contr->levgrace[1] = 3;
846 root 1.18
847 root 1.54 contr->orig_stats = stats;
848 elmex 1.1 }
849     }
850    
851     /* This function takes the key that is passed, and does the
852     * appropriate action with it (change race, or other things).
853     * The function name is for historical reasons - now we have
854     * separate race and class; this actually changes the RACE,
855     * not the class.
856     */
857 root 1.18 int
858     key_change_class (object *op, char key)
859 elmex 1.1 {
860 root 1.18 int tmp_loop;
861 elmex 1.1
862 root 1.18 if (key == 'd' || key == 'D')
863     {
864     char buf[MAX_BUF];
865 elmex 1.1
866 root 1.18 /* this must before then initial items are given */
867     esrv_new_player (op->contr, op->weight + op->carrying);
868 elmex 1.36
869     treasurelist *tl = find_treasurelist ("starting_wealth");
870     if (tl)
871     create_treasure (tl, op, 0, 0, 0);
872 elmex 1.1
873 root 1.18 INVOKE_PLAYER (BIRTH, op->contr);
874     INVOKE_PLAYER (LOGIN, op->contr);
875 elmex 1.1
876 root 1.52 op->contr->ns->state = ST_PLAYING;
877 root 1.11
878 root 1.18 if (op->msg)
879     op->msg = NULL;
880 elmex 1.1
881 root 1.18 /* We create this now because some of the unique maps will need it
882     * to save here.
883     */
884     sprintf (buf, "%s/%s/%s", settings.localdir, settings.playerdir, &op->name);
885     make_path_to_file (buf);
886 elmex 1.1
887     #ifdef AUTOSAVE
888 root 1.18 op->contr->last_save_tick = pticks;
889 elmex 1.1 #endif
890 root 1.18 start_info (op);
891     CLEAR_FLAG (op, FLAG_WIZ);
892     give_initial_items (op, op->randomitems);
893     link_player_skills (op);
894     esrv_send_inventory (op, op);
895 root 1.54 op->update_stats ();
896 elmex 1.1
897 root 1.18 /* This moves the player to a different start map, if there
898     * is one for this race
899     */
900     if (*first_map_ext_path)
901     {
902     object *tmp;
903     char mapname[MAX_BUF];
904    
905     snprintf (mapname, MAX_BUF - 1, "%s/%s", first_map_ext_path, &op->arch->name);
906 root 1.33 tmp = object::create ();
907 root 1.18 EXIT_PATH (tmp) = mapname;
908     EXIT_X (tmp) = op->x;
909     EXIT_Y (tmp) = op->y;
910     enter_exit (op, tmp); /* we don't really care if it succeeded;
911 elmex 1.1 * if the map isn't there, then stay on the
912     * default initial map */
913 root 1.33 tmp->destroy ();
914 elmex 1.1 }
915 root 1.18 else
916 root 1.46 LOG (llevDebug, "first_map_ext_path not set\n");
917    
918 root 1.18 return 0;
919 elmex 1.1 }
920    
921 root 1.18 /* Following actually changes the race - this is the default command
922     * if we don't match with one of the options above.
923     */
924    
925     tmp_loop = 0;
926     while (!tmp_loop)
927     {
928     shstr name = op->name;
929     int x = op->x, y = op->y;
930    
931 root 1.54 op->remove_statbonus ();
932 root 1.32 op->remove ();
933 root 1.18 op->arch = get_player_archetype (op->arch);
934 root 1.33 op->arch->clone.copy_to (op);
935 root 1.18 op->instantiate ();
936     op->stats = op->contr->orig_stats;
937     op->name = op->name_pl = name;
938     op->x = x;
939     op->y = y;
940     SET_ANIMATION (op, 2); /* So player faces south */
941     insert_ob_in_map (op, op->map, op, 0);
942 root 1.21 assign (op->contr->title, op->arch->clone.name);
943 root 1.54 op->add_statbonus ();
944 root 1.18 tmp_loop = allowed_class (op);
945     }
946 root 1.19
947 root 1.18 update_object (op, UP_OBJ_FACE);
948     esrv_update_item (UPD_FACE, op, op);
949 root 1.54 op->update_stats ();
950 root 1.18 op->stats.hp = op->stats.maxhp;
951     op->stats.sp = op->stats.maxsp;
952     op->stats.grace = 0;
953 root 1.21
954 root 1.18 if (op->msg)
955     new_draw_info (NDI_BLUE, 0, op, op->msg);
956 root 1.21
957 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");
958 root 1.18 return 0;
959 elmex 1.1 }
960    
961 root 1.18 int
962     key_confirm_quit (object *op, char key)
963 elmex 1.1 {
964 root 1.18 if (key != 'y' && key != 'Y' && key != 'q' && key != 'Q')
965     {
966 root 1.52 op->contr->ns->state = ST_PLAYING;
967 root 1.18 new_draw_info (NDI_UNIQUE, 0, op, "OK, continuing to play.");
968     return 1;
969 elmex 1.1 }
970    
971 root 1.18 INVOKE_PLAYER (LOGOUT, op->contr);
972     INVOKE_PLAYER (QUIT, op->contr);
973 root 1.3
974 root 1.65 op->contr->enable_save = false;
975    
976 root 1.18 terminate_all_pets (op);
977     leave_map (op);
978     op->direction = 0;
979     new_draw_info_format (NDI_UNIQUE | NDI_ALL, 5, NULL, "%s quits the game.", &op->name);
980    
981     strcpy (op->contr->killer, "quit");
982     check_score (op);
983 root 1.54 op->contr->party = 0;
984     op->contr->own_title[0] = '\0';
985    
986     object_ptr ob = op;
987 root 1.18
988 root 1.54 /* We need to hunt for any per player unique maps in memory and
989     * get rid of them. The trailing slash in the path is intentional,
990     * so that players named 'Ab' won't match against players 'Abe' pathname
991     */
992     char buf[MAX_BUF];
993     sprintf (buf, "%s/%s/%s/", settings.localdir, settings.playerdir, &op->name);
994    
995     for (maptile *next, *mp = first_map; mp; mp = next)
996 root 1.18 {
997 root 1.54 next = mp->next;
998 root 1.18
999 root 1.54 if (!strncmp (mp->path, buf, strlen (buf)))
1000     delete_map (mp);
1001     }
1002 root 1.18
1003 root 1.54 delete_character (ob->name, 1);
1004 root 1.65 ob->contr->destroy ();
1005 root 1.19
1006 root 1.18 return 1;
1007 elmex 1.1 }
1008    
1009 root 1.18 void
1010     flee_player (object *op)
1011     {
1012     int dir, diff;
1013     rv_vector rv;
1014    
1015     if (op->stats.hp < 0)
1016     {
1017     LOG (llevDebug, "Fleeing player is dead.\n");
1018     CLEAR_FLAG (op, FLAG_SCARED);
1019     return;
1020 elmex 1.1 }
1021    
1022 root 1.18 if (op->enemy == NULL)
1023     {
1024     LOG (llevDebug, "Fleeing player had no enemy.\n");
1025     CLEAR_FLAG (op, FLAG_SCARED);
1026     return;
1027 elmex 1.1 }
1028    
1029 root 1.18 /* Seen some crashes here. Since we don't store an
1030     * op->enemy_count, it is possible that something destroys the
1031     * actual enemy, and the object is recycled.
1032     */
1033     if (op->enemy->map == NULL)
1034     {
1035     CLEAR_FLAG (op, FLAG_SCARED);
1036     op->enemy = NULL;
1037     return;
1038 elmex 1.1 }
1039    
1040 root 1.18 if (!(random_roll (0, 4, op, PREFER_LOW)) && did_make_save (op, op->level, 0))
1041     {
1042     op->enemy = NULL;
1043     CLEAR_FLAG (op, FLAG_SCARED);
1044     return;
1045 elmex 1.1 }
1046 root 1.49
1047 root 1.18 get_rangevector (op, op->enemy, &rv, 0);
1048    
1049     dir = absdir (4 + rv.direction);
1050     for (diff = 0; diff < 3; diff++)
1051     {
1052     int m = 1 - (RANDOM () & 2);
1053 elmex 1.1
1054 root 1.18 if (move_ob (op, absdir (dir + diff * m), op) || (diff == 0 && move_ob (op, absdir (dir - diff * m), op)))
1055 root 1.49 return;
1056 elmex 1.1 }
1057 root 1.49
1058 root 1.18 /* Cornered, get rid of scared */
1059     CLEAR_FLAG (op, FLAG_SCARED);
1060     op->enemy = NULL;
1061 elmex 1.1 }
1062    
1063    
1064     /* check_pick sees if there is stuff to be picked up/picks up stuff.
1065     * IT returns 1 if the player should keep on moving, 0 if he should
1066     * stop.
1067     */
1068 root 1.18 int
1069     check_pick (object *op)
1070     {
1071 elmex 1.1 object *tmp, *next;
1072     int stop = 0;
1073     int j, k, wvratio;
1074     char putstring[128], tmpstr[16];
1075    
1076     /* if you're flying, you cna't pick up anything */
1077     if (op->move_type & MOVE_FLYING)
1078     return 1;
1079    
1080     next = op->below;
1081    
1082     /* loop while there are items on the floor that are not marked as
1083     * destroyed */
1084 root 1.24 while (next && !next->destroyed ())
1085 root 1.18 {
1086     tmp = next;
1087     next = tmp->below;
1088 elmex 1.1
1089 root 1.24 if (op->destroyed ())
1090 elmex 1.1 return 0;
1091    
1092 root 1.18 if (!can_pick (op, tmp))
1093     continue;
1094 elmex 1.1
1095 root 1.18 if (op->contr->search_str[0] != '\0' && settings.search_items == TRUE)
1096     {
1097     if (item_matched_string (op, tmp, op->contr->search_str))
1098     pick_up (op, tmp);
1099     continue;
1100 root 1.11 }
1101    
1102 root 1.18 /* high not bit set? We're using the old autopickup model */
1103     if (!(op->contr->mode & PU_NEWMODE))
1104 root 1.11 {
1105 root 1.18 switch (op->contr->mode)
1106 root 1.11 {
1107 root 1.20 case 0:
1108     return 1; /* don't pick up */
1109     case 1:
1110     pick_up (op, tmp);
1111     return 1;
1112     case 2:
1113     pick_up (op, tmp);
1114     return 0;
1115     case 3:
1116     return 0; /* stop before pickup */
1117     case 4:
1118     pick_up (op, tmp);
1119     break;
1120     case 5:
1121     pick_up (op, tmp);
1122     stop = 1;
1123     break;
1124     case 6:
1125     if (QUERY_FLAG (tmp, FLAG_KNOWN_MAGICAL) && !QUERY_FLAG (tmp, FLAG_KNOWN_CURSED))
1126 root 1.18 pick_up (op, tmp);
1127 root 1.20 break;
1128    
1129     case 7:
1130     if (tmp->type == MONEY || tmp->type == GEM)
1131 root 1.18 pick_up (op, tmp);
1132 root 1.20 break;
1133    
1134     default:
1135     /* use value density */
1136     if (!QUERY_FLAG (tmp, FLAG_UNPAID)
1137     && (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1))) >= op->contr->mode)
1138 root 1.18 pick_up (op, tmp);
1139 root 1.11 }
1140     }
1141 root 1.18 else
1142     { /* old model */
1143     /* NEW pickup handling */
1144     if (op->contr->mode & PU_DEBUG)
1145     {
1146     /* some debugging code to figure out item information */
1147     if (tmp->name != NULL)
1148     sprintf (putstring, "item name: %s item type: %d weight/value: %d",
1149     &tmp->name, tmp->type, (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1))));
1150     else
1151     sprintf (putstring, "item name: %s item type: %d weight/value: %d",
1152     &tmp->arch->name, tmp->type, (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1))));
1153    
1154     new_draw_info (NDI_UNIQUE, 0, op, putstring);
1155 root 1.58 }
1156 elmex 1.1
1157 root 1.18 /* philosophy:
1158     * It's easy to grab an item type from a pile, as long as it's
1159     * generic. This takes no game-time. For more detailed pickups
1160 root 1.58 * and selections, select-items should be used. This is a
1161 root 1.18 * grab-as-you-run type mode that's really useful for arrows for
1162     * example.
1163     * The drawback: right now it has no frontend, so you need to
1164     * stick the bits you want into a calculator in hex mode and then
1165     * convert to decimal and then 'pickup <#>
1166     */
1167    
1168     /* the first two modes are exclusive: if NOTHING we return, if
1169     * STOP then we stop. All the rest are applied sequentially,
1170     * meaning if any test passes, the item gets picked up. */
1171    
1172     /* if mode is set to pick nothing up, return */
1173    
1174     if (op->contr->mode & PU_NOTHING)
1175     return 1;
1176    
1177     /* if mode is set to stop when encountering objects, return */
1178     /* take STOP before INHIBIT since it doesn't actually pick
1179     * anything up */
1180    
1181     if (op->contr->mode & PU_STOP)
1182     return 0;
1183    
1184     /* useful for going into stores and not losing your settings... */
1185     /* and for battles wher you don't want to get loaded down while
1186     * fighting */
1187     if (op->contr->mode & PU_INHIBIT)
1188     return 1;
1189    
1190     /* prevent us from turning into auto-thieves :) */
1191     if (QUERY_FLAG (tmp, FLAG_UNPAID))
1192     continue;
1193    
1194     /* ignore known cursed objects */
1195     if (QUERY_FLAG (tmp, FLAG_KNOWN_CURSED) && op->contr->mode & PU_NOT_CURSED)
1196     continue;
1197    
1198     /* all food and drink if desired */
1199     /* question: don't pick up known-poisonous stuff? */
1200     if (op->contr->mode & PU_FOOD)
1201     if (tmp->type == FOOD)
1202     {
1203     pick_up (op, tmp);
1204     continue;
1205     }
1206 root 1.29
1207 root 1.18 if (op->contr->mode & PU_DRINK)
1208     if (tmp->type == DRINK || (tmp->type == POISON && !QUERY_FLAG (tmp, FLAG_KNOWN_CURSED)))
1209     {
1210     pick_up (op, tmp);
1211     continue;
1212     }
1213    
1214     if (op->contr->mode & PU_POTION)
1215     if (tmp->type == POTION)
1216     {
1217     pick_up (op, tmp);
1218     continue;
1219     }
1220    
1221     /* spellbooks, skillscrolls and normal books/scrolls */
1222     if (op->contr->mode & PU_SPELLBOOK)
1223     if (tmp->type == SPELLBOOK)
1224     {
1225     pick_up (op, tmp);
1226     continue;
1227     }
1228 root 1.29
1229 root 1.18 if (op->contr->mode & PU_SKILLSCROLL)
1230     if (tmp->type == SKILLSCROLL)
1231     {
1232     pick_up (op, tmp);
1233     continue;
1234     }
1235 root 1.29
1236 root 1.18 if (op->contr->mode & PU_READABLES)
1237     if (tmp->type == BOOK || tmp->type == SCROLL)
1238     {
1239     pick_up (op, tmp);
1240     continue;
1241     }
1242    
1243     /* wands/staves/rods/horns */
1244     if (op->contr->mode & PU_MAGIC_DEVICE)
1245     if (tmp->type == WAND || tmp->type == ROD || tmp->type == HORN)
1246     {
1247     pick_up (op, tmp);
1248     continue;
1249     }
1250    
1251     /* pick up all magical items */
1252     if (op->contr->mode & PU_MAGICAL)
1253     if (QUERY_FLAG (tmp, FLAG_KNOWN_MAGICAL) && !QUERY_FLAG (tmp, FLAG_KNOWN_CURSED))
1254     {
1255     pick_up (op, tmp);
1256     continue;
1257     }
1258    
1259     if (op->contr->mode & PU_VALUABLES)
1260     {
1261     if (tmp->type == MONEY || tmp->type == GEM)
1262     {
1263     pick_up (op, tmp);
1264     continue;
1265     }
1266     }
1267    
1268     /* rings & amulets - talismans seems to be typed AMULET */
1269     if (op->contr->mode & PU_JEWELS)
1270     if (tmp->type == RING || tmp->type == AMULET)
1271     {
1272     pick_up (op, tmp);
1273 root 1.29 continue;
1274     }
1275    
1276     /* we don't forget dragon food */
1277     if (op->contr->mode & PU_FLESH)
1278     if (tmp->type == FLESH)
1279     {
1280     pick_up (op, tmp);
1281 root 1.18 continue;
1282     }
1283    
1284     /* bows and arrows. Bows are good for selling! */
1285     if (op->contr->mode & PU_BOW)
1286     if (tmp->type == BOW)
1287     {
1288     pick_up (op, tmp);
1289     continue;
1290     }
1291 root 1.29
1292 root 1.18 if (op->contr->mode & PU_ARROW)
1293     if (tmp->type == ARROW)
1294     {
1295     pick_up (op, tmp);
1296     continue;
1297     }
1298    
1299     /* all kinds of armor etc. */
1300     if (op->contr->mode & PU_ARMOUR)
1301     if (tmp->type == ARMOUR)
1302     {
1303     pick_up (op, tmp);
1304     continue;
1305     }
1306 root 1.29
1307 root 1.18 if (op->contr->mode & PU_HELMET)
1308     if (tmp->type == HELMET)
1309     {
1310     pick_up (op, tmp);
1311     continue;
1312     }
1313 root 1.29
1314 root 1.18 if (op->contr->mode & PU_SHIELD)
1315     if (tmp->type == SHIELD)
1316     {
1317     pick_up (op, tmp);
1318     continue;
1319     }
1320 root 1.29
1321 root 1.18 if (op->contr->mode & PU_BOOTS)
1322     if (tmp->type == BOOTS)
1323     {
1324     pick_up (op, tmp);
1325     continue;
1326     }
1327 root 1.29
1328 root 1.18 if (op->contr->mode & PU_GLOVES)
1329     if (tmp->type == GLOVES)
1330     {
1331     pick_up (op, tmp);
1332     continue;
1333     }
1334 root 1.29
1335 root 1.18 if (op->contr->mode & PU_CLOAK)
1336     if (tmp->type == CLOAK)
1337     {
1338     pick_up (op, tmp);
1339     continue;
1340     }
1341 elmex 1.1
1342 root 1.18 /* hoping to catch throwing daggers here */
1343     if (op->contr->mode & PU_MISSILEWEAPON)
1344     if (tmp->type == WEAPON && QUERY_FLAG (tmp, FLAG_IS_THROWN))
1345     {
1346     pick_up (op, tmp);
1347     continue;
1348     }
1349 elmex 1.1
1350 root 1.18 /* careful: chairs and tables are weapons! */
1351     if (op->contr->mode & PU_ALLWEAPON)
1352     {
1353     if (tmp->type == WEAPON && tmp->name != NULL)
1354     {
1355     if (strstr (tmp->name, "table") == NULL && strstr (tmp->arch->name, "table") == NULL &&
1356     strstr (tmp->name, "chair") && strstr (tmp->arch->name, "chair") == NULL)
1357     {
1358     pick_up (op, tmp);
1359     continue;
1360     }
1361     }
1362 root 1.29
1363 root 1.18 if (tmp->type == WEAPON && tmp->name == NULL)
1364     {
1365     if (strstr (tmp->arch->name, "table") == NULL && strstr (tmp->arch->name, "chair") == NULL)
1366     {
1367     pick_up (op, tmp);
1368     continue;
1369     }
1370     }
1371     }
1372 elmex 1.1
1373 root 1.18 /* misc stuff that's useful */
1374     if (op->contr->mode & PU_KEY)
1375     if (tmp->type == KEY || tmp->type == SPECIAL_KEY)
1376     {
1377     pick_up (op, tmp);
1378     continue;
1379     }
1380 elmex 1.1
1381 root 1.18 /* any of the last 4 bits set means we use the ratio for value
1382     * pickups */
1383     if (op->contr->mode & PU_RATIO)
1384     {
1385     /* use value density to decide what else to grab */
1386     /* >=7 was >= op->contr->mode */
1387     /* >=7 is the old standard setting. Now we take the last 4 bits
1388     * and multiply them by 5, giving 0..15*5== 5..75 */
1389     wvratio = (op->contr->mode & PU_RATIO) * 5;
1390     if ((query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1))) >= (unsigned int) wvratio)
1391     {
1392     pick_up (op, tmp);
1393 elmex 1.1 #if 0
1394 root 1.18 fprintf (stderr, "HIGH WEIGHT/VALUE [");
1395     if (tmp->name != NULL)
1396     {
1397     fprintf (stderr, "%s", tmp->name);
1398     }
1399     else
1400     fprintf (stderr, "%s", tmp->arch->name);
1401     fprintf (stderr, ",%d] = ", tmp->type);
1402     fprintf (stderr, "%d\n", (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1))));
1403 elmex 1.1 #endif
1404 root 1.18 continue;
1405     }
1406     }
1407     } /* the new pickup model */
1408     }
1409 root 1.29
1410 root 1.18 return !stop;
1411 elmex 1.1 }
1412    
1413     /*
1414     * Find an arrow in the inventory and after that
1415     * in the right type container (quiver). Pointer to the
1416     * found object is returned.
1417     */
1418 root 1.18 object *
1419     find_arrow (object *op, const char *type)
1420 elmex 1.1 {
1421 root 1.18 object *tmp = NULL;
1422 elmex 1.1
1423 root 1.18 for (op = op->inv; op; op = op->below)
1424     if (!tmp && op->type == CONTAINER && op->race == type && QUERY_FLAG (op, FLAG_APPLIED))
1425     tmp = find_arrow (op, type);
1426     else if (op->type == ARROW && op->race == type)
1427     return op;
1428     return tmp;
1429 elmex 1.1 }
1430    
1431     /*
1432     * Similar to find_arrow, but looks for (roughly) the best arrow to use
1433     * against the target. A full test is not performed, simply a basic test
1434     * of resistances. The archer is making a quick guess at what he sees down
1435     * the hall. Failing that it does it's best to pick the highest plus arrow.
1436     */
1437    
1438 root 1.18 object *
1439     find_better_arrow (object *op, object *target, const char *type, int *better)
1440 elmex 1.1 {
1441 root 1.18 object *tmp = NULL, *arrow, *ntmp;
1442     int attacknum, attacktype, betterby = 0, i;
1443 elmex 1.1
1444 root 1.18 if (!type)
1445     return NULL;
1446 elmex 1.1
1447 root 1.18 for (arrow = op->inv; arrow; arrow = arrow->below)
1448     {
1449     if (arrow->type == CONTAINER && arrow->race == type && QUERY_FLAG (arrow, FLAG_APPLIED))
1450     {
1451     i = 0;
1452     ntmp = find_better_arrow (arrow, target, type, &i);
1453     if (i > betterby)
1454     {
1455     tmp = ntmp;
1456     betterby = i;
1457     }
1458     }
1459     else if (arrow->type == ARROW && arrow->race == type)
1460     {
1461     /* allways prefer assasination/slaying */
1462     if (target->race != NULL && arrow->slaying != NULL && strstr (arrow->slaying, target->race))
1463     {
1464     if (arrow->attacktype & AT_DEATH)
1465     {
1466     *better = 100;
1467     return arrow;
1468     }
1469     else
1470     {
1471     tmp = arrow;
1472     betterby = (arrow->magic + arrow->stats.dam) * 2;
1473     }
1474     }
1475     else
1476     {
1477     for (attacknum = 0; attacknum < NROFATTACKS; attacknum++)
1478     {
1479     attacktype = 1 << attacknum;
1480     if ((arrow->attacktype & attacktype) && (target->arch->clone.resist[attacknum]) < 0)
1481     if (((arrow->magic + arrow->stats.dam) * (100 - target->arch->clone.resist[attacknum]) / 100) > betterby)
1482     {
1483     tmp = arrow;
1484     betterby = (arrow->magic + arrow->stats.dam) * (100 - target->arch->clone.resist[attacknum]) / 100;
1485     }
1486 root 1.11 }
1487 root 1.18 if ((2 + arrow->magic + arrow->stats.dam) > betterby)
1488     {
1489     tmp = arrow;
1490     betterby = 2 + arrow->magic + arrow->stats.dam;
1491 root 1.11 }
1492 root 1.18 if (arrow->title && (1 + arrow->magic + arrow->stats.dam) > betterby)
1493     {
1494     tmp = arrow;
1495     betterby = 1 + arrow->magic + arrow->stats.dam;
1496 root 1.11 }
1497     }
1498     }
1499 elmex 1.1 }
1500 root 1.18 if (tmp == NULL && arrow == NULL)
1501     return find_arrow (op, type);
1502 elmex 1.1
1503 root 1.18 *better = betterby;
1504     return tmp;
1505 elmex 1.1 }
1506    
1507     /* looks in a given direction, finds the first valid target, and calls
1508     * find_better_arrow to find a decent arrow to use.
1509     * op = the shooter
1510     * type = bow->race
1511     * dir = fire direction
1512     */
1513    
1514 root 1.18 object *
1515     pick_arrow_target (object *op, const char *type, int dir)
1516 elmex 1.1 {
1517 root 1.18 object *tmp = NULL;
1518 root 1.25 maptile *m;
1519 root 1.18 int i, mflags, found, number;
1520     sint16 x, y;
1521    
1522     if (op->map == NULL)
1523     return find_arrow (op, type);
1524    
1525     /* do a dex check */
1526     number = (die_roll (2, 40, op, PREFER_LOW) - 2) / 2;
1527     if (number > (op->stats.Dex + (op->chosen_skill ? op->chosen_skill->level : op->level)))
1528     return find_arrow (op, type);
1529    
1530     m = op->map;
1531     x = op->x;
1532     y = op->y;
1533    
1534     /* find the first target */
1535     for (i = 0, found = 0; i < 20; i++)
1536     {
1537     x += freearr_x[dir];
1538     y += freearr_y[dir];
1539     mflags = get_map_flags (m, &m, x, y, &x, &y);
1540     if (mflags & P_OUT_OF_MAP || mflags & P_BLOCKSVIEW)
1541     {
1542     tmp = NULL;
1543     break;
1544     }
1545     else if (GET_MAP_MOVE_BLOCK (m, x, y) == MOVE_FLY_LOW)
1546     {
1547     /* This block presumes arrows and the like are MOVE_FLY_SLOW -
1548     * perhaps a bad assumption.
1549     */
1550     tmp = NULL;
1551     break;
1552 root 1.11 }
1553 root 1.18 if (mflags & P_IS_ALIVE)
1554     {
1555     for (tmp = GET_MAP_OB (m, x, y); tmp; tmp = tmp->above)
1556     if (QUERY_FLAG (tmp, FLAG_ALIVE))
1557     {
1558     found++;
1559 root 1.11 break;
1560 root 1.18 }
1561     if (found)
1562     break;
1563 root 1.11 }
1564 elmex 1.1 }
1565 root 1.18 if (tmp == NULL)
1566     return find_arrow (op, type);
1567 elmex 1.1
1568 root 1.18 if (tmp->head)
1569     tmp = tmp->head;
1570 elmex 1.1
1571 root 1.18 return find_better_arrow (op, tmp, type, &i);
1572 elmex 1.1 }
1573    
1574     /*
1575     * Creature fires a bow - op can be monster or player. Returns
1576     * 1 if bow was actually fired, 0 otherwise.
1577     * op is the object firing the bow.
1578     * part is for multipart creatures - the part firing the bow.
1579     * dir is the direction of fire.
1580     * wc_mod is any special modifier to give (used in special player fire modes)
1581     * sx, sy are coordinates to fire arrow from - also used in some of the special
1582     * player fire modes.
1583     */
1584 root 1.18 int
1585     fire_bow (object *op, object *part, object *arrow, int dir, int wc_mod, sint16 sx, sint16 sy)
1586 elmex 1.1 {
1587 root 1.18 object *left, *bow;
1588     int bowspeed, mflags;
1589 root 1.25 maptile *m;
1590 elmex 1.1
1591 root 1.18 if (!dir)
1592     {
1593     new_draw_info (NDI_UNIQUE, 0, op, "You can't shoot yourself!");
1594     return 0;
1595 elmex 1.1 }
1596 root 1.48
1597 root 1.18 if (op->type == PLAYER)
1598     bow = op->contr->ranges[range_bow];
1599     else
1600     {
1601     for (bow = op->inv; bow; bow = bow->below)
1602     /* Don't check for applied - monsters don't apply bows - in that way, they
1603     * don't need to switch back and forth between bows and weapons.
1604     */
1605     if (bow->type == BOW)
1606     break;
1607 root 1.11
1608 root 1.18 if (!bow)
1609     {
1610     LOG (llevError, "Range: bow without activated bow (%s).\n", &op->name);
1611     return 0;
1612 root 1.11 }
1613 elmex 1.1 }
1614 root 1.48
1615 root 1.18 if (!bow->race || !bow->skill)
1616     {
1617     new_draw_info_format (NDI_UNIQUE, 0, op, "Your %s is broken.", &bow->name);
1618     return 0;
1619 elmex 1.1 }
1620    
1621 root 1.18 bowspeed = bow->stats.sp + dex_bonus[op->stats.Dex];
1622 elmex 1.1
1623 root 1.18 /* penalize ROF for bestarrow */
1624     if (op->type == PLAYER && op->contr->bowtype == bow_bestarrow)
1625     bowspeed -= dex_bonus[op->stats.Dex] + 5;
1626 root 1.48
1627 root 1.18 if (bowspeed < 1)
1628     bowspeed = 1;
1629    
1630     if (arrow == NULL)
1631     {
1632     if ((arrow = find_arrow (op, bow->race)) == NULL)
1633     {
1634     if (op->type == PLAYER)
1635     new_draw_info_format (NDI_UNIQUE, 0, op, "You have no %s left.", &bow->race);
1636     /* FLAG_READY_BOW will get reset if the monsters picks up some arrows */
1637     else
1638     CLEAR_FLAG (op, FLAG_READY_BOW);
1639     return 0;
1640 root 1.11 }
1641 elmex 1.1 }
1642 root 1.48
1643 root 1.18 mflags = get_map_flags (op->map, &m, sx, sy, &sx, &sy);
1644     if (mflags & P_OUT_OF_MAP)
1645 root 1.48 return 0;
1646    
1647 root 1.18 if (GET_MAP_MOVE_BLOCK (m, sx, sy) == MOVE_FLY_LOW)
1648     {
1649     new_draw_info (NDI_UNIQUE, 0, op, "Something is in the way.");
1650     return 0;
1651     }
1652    
1653     /* this should not happen, but sometimes does */
1654     if (arrow->nrof == 0)
1655     {
1656 root 1.33 arrow->destroy ();
1657 root 1.18 return 0;
1658     }
1659    
1660     left = arrow; /* these are arrows left to the player */
1661     arrow = get_split_ob (arrow, 1);
1662 root 1.48 if (!arrow)
1663 root 1.18 {
1664     new_draw_info_format (NDI_UNIQUE, 0, op, "You have no %s left.", &bow->race);
1665     return 0;
1666 elmex 1.1 }
1667 root 1.48
1668 root 1.34 arrow->set_owner (op);
1669 root 1.18 arrow->skill = bow->skill;
1670    
1671     arrow->direction = dir;
1672     arrow->x = sx;
1673     arrow->y = sy;
1674    
1675     if (op->type == PLAYER)
1676     {
1677     op->speed_left = 0.01 - (float) FABS (op->speed) * 100 / bowspeed;
1678 root 1.54 op->update_stats ();
1679 elmex 1.1 }
1680    
1681 root 1.18 SET_ANIMATION (arrow, arrow->direction);
1682     arrow->stats.sp = arrow->stats.wc; /* save original wc and dam */
1683     arrow->stats.hp = arrow->stats.dam;
1684     arrow->stats.grace = arrow->attacktype;
1685     if (arrow->slaying != NULL)
1686 root 1.40 arrow->spellarg = strdup (arrow->slaying);
1687 root 1.18
1688     /* Note that this was different for monsters - they got their level
1689     * added to the damage. I think the strength bonus is more proper.
1690     */
1691    
1692     arrow->stats.dam += (QUERY_FLAG (bow, FLAG_NO_STRENGTH) ? 0 : dam_bonus[op->stats.Str]) + bow->stats.dam + bow->magic + arrow->magic;
1693    
1694     /* update the speed */
1695     arrow->speed = (float) ((QUERY_FLAG (bow, FLAG_NO_STRENGTH) ?
1696     0 : dam_bonus[op->stats.Str]) + bow->magic + arrow->magic) / 5.0 + (float) bow->stats.dam / 7.0;
1697    
1698 root 1.67 arrow->set_speed (max (arrow->speed, 1.0));
1699 root 1.18 arrow->speed_left = 0;
1700    
1701     if (op->type == PLAYER)
1702     {
1703     arrow->stats.wc = 20 - bow->magic - arrow->magic -
1704     (op->chosen_skill ? op->chosen_skill->level : op->level) -
1705     dex_bonus[op->stats.Dex] - thaco_bonus[op->stats.Str] - arrow->stats.wc - bow->stats.wc + wc_mod;
1706    
1707     arrow->level = op->chosen_skill ? op->chosen_skill->level : op->level;
1708 elmex 1.1 }
1709 root 1.18 else
1710     {
1711     arrow->stats.wc = op->stats.wc - bow->magic - arrow->magic - arrow->stats.wc + wc_mod;
1712     arrow->level = op->level;
1713 elmex 1.1 }
1714 root 1.24
1715 root 1.18 if (arrow->attacktype == AT_PHYSICAL)
1716     arrow->attacktype |= bow->attacktype;
1717 root 1.24
1718 root 1.48 if (bow->slaying)
1719 root 1.18 arrow->slaying = bow->slaying;
1720    
1721     arrow->map = m;
1722     arrow->move_type = MOVE_FLY_LOW;
1723     arrow->move_on = MOVE_FLY_LOW | MOVE_WALK;
1724    
1725     play_sound_map (op->map, op->x, op->y, SOUND_FIRE_ARROW);
1726     insert_ob_in_map (arrow, m, op, 0);
1727    
1728 root 1.24 if (!arrow->destroyed ())
1729 root 1.18 move_arrow (arrow);
1730 elmex 1.1
1731 root 1.18 if (op->type == PLAYER)
1732     {
1733 root 1.24 if (left->destroyed ())
1734     esrv_del_item (op->contr, left->count);
1735 root 1.18 else
1736     esrv_send_item (op, left);
1737 elmex 1.1 }
1738 root 1.24
1739 root 1.18 return 1;
1740 elmex 1.1 }
1741    
1742     /* Special fire code for players - this takes into
1743     * account the special fire modes players can have
1744     * but monsters can't. Putting that code here
1745     * makes the fire_bow code much cleaner.
1746     * this function should only be called if 'op' is a player,
1747     * hence the function name.
1748     */
1749 root 1.18 int
1750     player_fire_bow (object *op, int dir)
1751 elmex 1.1 {
1752 root 1.18 int ret = 0, wcmod = 0;
1753    
1754     if (op->contr->bowtype == bow_bestarrow)
1755     {
1756     ret = fire_bow (op, op, pick_arrow_target (op, op->contr->ranges[range_bow]->race, dir), dir, 0, op->x, op->y);
1757     }
1758     else if (op->contr->bowtype >= bow_n && op->contr->bowtype <= bow_nw)
1759     {
1760     if (!similar_direction (dir, op->contr->bowtype - bow_n + 1))
1761     wcmod = -1;
1762     ret = fire_bow (op, op, NULL, op->contr->bowtype - bow_n + 1, wcmod, op->x, op->y);
1763     }
1764     else if (op->contr->bowtype == bow_threewide)
1765     {
1766     ret = fire_bow (op, op, NULL, dir, 0, op->x, op->y);
1767     ret |= fire_bow (op, op, NULL, dir, -5, op->x + freearr_x[absdir (dir + 2)], op->y + freearr_y[absdir (dir + 2)]);
1768     ret |= fire_bow (op, op, NULL, dir, -5, op->x + freearr_x[absdir (dir - 2)], op->y + freearr_y[absdir (dir - 2)]);
1769     }
1770     else if (op->contr->bowtype == bow_spreadshot)
1771     {
1772     ret |= fire_bow (op, op, NULL, dir, 0, op->x, op->y);
1773     ret |= fire_bow (op, op, NULL, absdir (dir - 1), -5, op->x, op->y);
1774     ret |= fire_bow (op, op, NULL, absdir (dir + 1), -5, op->x, op->y);
1775 elmex 1.1
1776     }
1777 root 1.18 else
1778     {
1779     /* Simple case */
1780     ret = fire_bow (op, op, NULL, dir, 0, op->x, op->y);
1781     }
1782     return ret;
1783 elmex 1.1 }
1784    
1785    
1786     /* Fires a misc (wand/rod/horn) object in 'dir'.
1787     * Broken apart from 'fire' to keep it more readable.
1788     */
1789 root 1.18 void
1790     fire_misc_object (object *op, int dir)
1791 elmex 1.1 {
1792 root 1.18 object *item;
1793 elmex 1.1
1794 root 1.18 if (!op->contr->ranges[range_misc])
1795     {
1796     new_draw_info (NDI_UNIQUE, 0, op, "You have range item readied.");
1797     return;
1798 elmex 1.1 }
1799    
1800 root 1.18 item = op->contr->ranges[range_misc];
1801     if (!item->inv)
1802     {
1803     LOG (llevError, "Object %s lacks a spell\n", &item->name);
1804     return;
1805 elmex 1.1 }
1806 root 1.18 if (item->type == WAND)
1807     {
1808     if (item->stats.food <= 0)
1809     {
1810     play_sound_player_only (op->contr, SOUND_WAND_POOF, 0, 0);
1811     new_draw_info_format (NDI_UNIQUE, 0, op, "The %s goes poof.", query_base_name (item, 0));
1812     return;
1813 root 1.11 }
1814 root 1.18 }
1815     else if (item->type == ROD || item->type == HORN)
1816     {
1817     if (item->stats.hp < MAX (item->inv->stats.sp, item->inv->stats.grace))
1818     {
1819     play_sound_player_only (op->contr, SOUND_WAND_POOF, 0, 0);
1820     if (item->type == ROD)
1821     new_draw_info_format (NDI_UNIQUE, 0, op, "The %s whines for a while, but nothing happens.", query_base_name (item, 0));
1822     else
1823     new_draw_info_format (NDI_UNIQUE, 0, op, "The %s needs more time to charge.", query_base_name (item, 0));
1824     return;
1825 root 1.11 }
1826 elmex 1.1 }
1827    
1828 root 1.18 if (cast_spell (op, item, dir, item->inv, NULL))
1829     {
1830     SET_FLAG (op, FLAG_BEEN_APPLIED); /* You now know something about it */
1831     if (item->type == WAND)
1832     {
1833     if (!(--item->stats.food))
1834     {
1835     object *tmp;
1836    
1837     if (item->arch)
1838     {
1839     CLEAR_FLAG (item, FLAG_ANIMATE);
1840     item->face = item->arch->clone.face;
1841 root 1.67 item->set_speed (0);
1842 root 1.11 }
1843 root 1.67
1844 root 1.49 if ((tmp = item->in_player ()))
1845 root 1.18 esrv_update_item (UPD_ANIM, tmp, item);
1846 root 1.11 }
1847     }
1848 root 1.18 else if (item->type == ROD || item->type == HORN)
1849 root 1.67 drain_rod_charge (item);
1850 elmex 1.1 }
1851     }
1852    
1853     /* Received a fire command for the player - go and do it.
1854     */
1855 root 1.18 void
1856     fire (object *op, int dir)
1857     {
1858     int spellcost = 0;
1859 elmex 1.1
1860 root 1.18 /* check for loss of invisiblity/hide */
1861     if (action_makes_visible (op))
1862     make_visible (op);
1863 elmex 1.1
1864 root 1.18 switch (op->contr->shoottype)
1865     {
1866 root 1.20 case range_none:
1867     return;
1868 elmex 1.1
1869 root 1.20 case range_bow:
1870     player_fire_bow (op, dir);
1871     return;
1872 elmex 1.1
1873 root 1.20 case range_magic: /* Casting spells */
1874     spellcost = (cast_spell (op, op, dir, op->contr->ranges[range_magic], op->contr->spellparam[0] ? op->contr->spellparam : 0));
1875     return;
1876 elmex 1.1
1877 root 1.20 case range_misc:
1878     fire_misc_object (op, dir);
1879     return;
1880 root 1.11
1881 root 1.20 case range_golem: /* Control summoned monsters from scrolls */
1882 root 1.30 if (QUERY_FLAG (op->contr->ranges[range_golem], FLAG_REMOVED))
1883 root 1.20 {
1884 root 1.30 op->contr->ranges[range_golem] = 0;
1885 root 1.20 op->contr->shoottype = range_none;
1886     }
1887     else
1888     control_golem (op->contr->ranges[range_golem], dir);
1889     return;
1890 root 1.11
1891 root 1.20 case range_skill:
1892     if (!op->chosen_skill)
1893     {
1894     if (op->type == PLAYER)
1895     new_draw_info (NDI_UNIQUE, 0, op, "You have no applicable skill to use.");
1896     return;
1897     }
1898     (void) do_skill (op, op, op->chosen_skill, dir, NULL);
1899     return;
1900     case range_builder:
1901     apply_map_builder (op, dir);
1902     return;
1903     default:
1904     new_draw_info (NDI_UNIQUE, 0, op, "Illegal shoot type.");
1905     return;
1906 elmex 1.1 }
1907     }
1908    
1909    
1910    
1911     /* find_key
1912     * We try to find a key for the door as passed. If we find a key
1913     * and successfully use it, we return the key, otherwise NULL
1914     * This function merges both normal and locked door, since the logic
1915     * for both is the same - just the specific key is different.
1916     * pl is the player,
1917     * inv is the objects inventory to searched
1918     * door is the door we are trying to match against.
1919     * This function can be called recursively to search containers.
1920     */
1921    
1922 root 1.18 object *
1923     find_key (object *pl, object *container, object *door)
1924 elmex 1.1 {
1925 root 1.18 object *tmp, *key;
1926 elmex 1.1
1927 root 1.18 /* Should not happen, but sanity checking is never bad */
1928     if (container->inv == NULL)
1929     return NULL;
1930 elmex 1.1
1931 root 1.18 /* First, lets try to find a key in the top level inventory */
1932     for (tmp = container->inv; tmp != NULL; tmp = tmp->below)
1933     {
1934     if (door->type == DOOR && tmp->type == KEY)
1935     break;
1936     /* For sanity, we should really check door type, but other stuff
1937     * (like containers) can be locked with special keys
1938     */
1939     if (tmp->slaying && tmp->type == SPECIAL_KEY && tmp->slaying == door->slaying)
1940     break;
1941     }
1942     /* No key found - lets search inventories now */
1943     /* If we find and use a key in an inventory, return at that time.
1944     * otherwise, if we search all the inventories and still don't find
1945     * a key, return
1946     */
1947     if (!tmp)
1948     {
1949     for (tmp = container->inv; tmp != NULL; tmp = tmp->below)
1950     {
1951     /* No reason to search empty containers */
1952     if (tmp->type == CONTAINER && tmp->inv)
1953     {
1954     if ((key = find_key (pl, tmp, door)) != NULL)
1955     return key;
1956     }
1957     }
1958     if (!tmp)
1959     return NULL;
1960 elmex 1.1 }
1961 root 1.18 /* We get down here if we have found a key. Now if its in a container,
1962     * see if we actually want to use it
1963     */
1964     if (pl != container)
1965     {
1966     /* Only let players use keys in containers */
1967     if (!pl->contr)
1968     return NULL;
1969     /* cases where this fails:
1970     * If we only search the player inventory, return now since we
1971     * are not in the players inventory.
1972     * If the container is not active, return now since only active
1973     * containers can be used.
1974     * If we only search keyrings and the container does not have
1975     * a race/isn't a keyring.
1976     * No checking for all containers - to fall through past here,
1977     * inv must have been an container and must have been active.
1978     *
1979     * Change the color so that the message doesn't disappear with
1980     * all the others.
1981     */
1982     if (pl->contr->usekeys == key_inventory ||
1983     !QUERY_FLAG (container, FLAG_APPLIED) ||
1984     (pl->contr->usekeys == keyrings && (!container->race || strcmp (container->race, "keys"))))
1985     {
1986     new_draw_info_format (NDI_UNIQUE | NDI_BROWN, 0, pl,
1987     "The %s in your %s vibrates as you approach the door", query_name (tmp), query_name (container));
1988     return NULL;
1989 root 1.11 }
1990 elmex 1.1 }
1991 root 1.18 return tmp;
1992 elmex 1.1 }
1993    
1994     /* moved door processing out of move_player_attack.
1995     * returns 1 if player has opened the door with a key
1996     * such that the caller should not do anything more,
1997     * 0 otherwise
1998     */
1999 root 1.18 static int
2000     player_attack_door (object *op, object *door)
2001 elmex 1.1 {
2002 root 1.18 /* If its a door, try to find a use a key. If we do destroy the door,
2003     * might as well return immediately as there is nothing more to do -
2004     * otherwise, we fall through to the rest of the code.
2005     */
2006     object *key = find_key (op, op, door);
2007    
2008     /* IF we found a key, do some extra work */
2009     if (key)
2010     {
2011     object *container = key->env;
2012    
2013     play_sound_map (op->map, op->x, op->y, SOUND_OPEN_DOOR);
2014     if (action_makes_visible (op))
2015     make_visible (op);
2016     if (door->inv && (door->inv->type == RUNE || door->inv->type == TRAP))
2017     spring_trap (door->inv, op);
2018     if (door->type == DOOR)
2019     {
2020     hit_player (door, 9998, op, AT_PHYSICAL, 1); /* Break through the door */
2021     }
2022     else if (door->type == LOCKED_DOOR)
2023     {
2024     new_draw_info_format (NDI_UNIQUE, NDI_BROWN, op, "You open the door with the %s", query_short_name (key));
2025     remove_door2 (door); /* remove door without violence ;-) */
2026     }
2027     /* Do this after we print the message */
2028     decrease_ob (key); /* Use up one of the keys */
2029     /* Need to update the weight the container the key was in */
2030     if (container != op)
2031     esrv_update_item (UPD_WEIGHT, op, container);
2032     return 1; /* Nothing more to do below */
2033     }
2034     else if (door->type == LOCKED_DOOR)
2035     {
2036     /* Might as well return now - no other way to open this */
2037     new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, door->msg);
2038     return 1;
2039 elmex 1.1 }
2040 root 1.18 return 0;
2041 elmex 1.1 }
2042    
2043     /* This function is just part of a breakup from move_player.
2044     * It should keep the code cleaner.
2045     * When this is called, the players direction has been updated
2046     * (taking into account confusion.) The player is also actually
2047     * going to try and move (not fire weapons).
2048     */
2049 root 1.18 void
2050     move_player_attack (object *op, int dir)
2051 elmex 1.1 {
2052 root 1.18 object *tmp, *mon;
2053     sint16 nx, ny;
2054     int on_battleground;
2055 root 1.25 maptile *m;
2056 root 1.18
2057     nx = freearr_x[dir] + op->x;
2058     ny = freearr_y[dir] + op->y;
2059    
2060 root 1.49 on_battleground = op_on_battleground (op, 0, 0);
2061 root 1.18
2062     /* If braced, or can't move to the square, and it is not out of the
2063     * map, attack it. Note order of if statement is important - don't
2064     * want to be calling move_ob if braced, because move_ob will move the
2065     * player. This is a pretty nasty hack, because if we could
2066     * move to some space, it then means that if we are braced, we should
2067     * do nothing at all. As it is, if we are braced, we go through
2068     * quite a bit of processing. However, it probably is less than what
2069     * move_ob uses.
2070     */
2071     if ((op->contr->braced || !move_ob (op, dir, op)) && !out_of_map (op->map, nx, ny))
2072     {
2073     if (OUT_OF_REAL_MAP (op->map, nx, ny))
2074     {
2075     m = get_map_from_coord (op->map, &nx, &ny);
2076     if (!m)
2077     return; /* Don't think this should happen */
2078     }
2079     else
2080     m = op->map;
2081    
2082 root 1.49 if ((tmp = GET_MAP_OB (m, nx, ny)) == NULL)
2083 root 1.18 {
2084 root 1.49 /* LOG(llevError,"player_move_attack: GET_MAP_OB returns NULL, but player can not move there.\n"); */
2085 root 1.18 return;
2086 root 1.11 }
2087    
2088 root 1.49 mon = 0;
2089 root 1.18 /* Go through all the objects, and find ones of interest. Only stop if
2090     * we find a monster - that is something we know we want to attack.
2091     * if its a door or barrel (can roll) see if there may be monsters
2092     * on the space
2093     */
2094 root 1.49 while (tmp)
2095 root 1.18 {
2096     if (tmp == op)
2097     {
2098     tmp = tmp->above;
2099     continue;
2100 root 1.11 }
2101 root 1.27
2102 root 1.18 if (QUERY_FLAG (tmp, FLAG_ALIVE))
2103     {
2104     mon = tmp;
2105     break;
2106 root 1.11 }
2107 root 1.27
2108 root 1.18 if (tmp->type == LOCKED_DOOR || QUERY_FLAG (tmp, FLAG_CAN_ROLL))
2109     mon = tmp;
2110 root 1.27
2111 root 1.18 tmp = tmp->above;
2112     }
2113    
2114 root 1.49 if (!mon) /* This happens anytime the player tries to move */
2115 root 1.18 return; /* into a wall */
2116    
2117 root 1.49 if (mon->head)
2118 root 1.18 mon = mon->head;
2119    
2120     if ((mon->type == DOOR && mon->stats.hp >= 0) || (mon->type == LOCKED_DOOR))
2121     if (player_attack_door (op, mon))
2122     return;
2123    
2124     /* The following deals with possibly attacking peaceful
2125     * or frienddly creatures. Basically, all players are considered
2126     * unaggressive. If the moving player has peaceful set, then the
2127     * object should be pushed instead of attacked. It is assumed that
2128     * if you are braced, you will not attack friends accidently,
2129     * and thus will not push them.
2130     */
2131 root 1.11
2132 root 1.18 /* If the creature is a pet, push it even if the player is not
2133     * peaceful. Our assumption is the creature is a pet if the
2134     * player owns it and it is either friendly or unagressive.
2135     */
2136     if ((op->type == PLAYER)
2137 elmex 1.1 #if COZY_SERVER
2138 root 1.18 &&
2139 root 1.34 ((mon->owner && mon->owner->contr
2140     && same_party (mon->owner->contr->party, op->contr->party)) || mon->owner == op)
2141 elmex 1.1 #else
2142 root 1.34 && mon->owner == op
2143 elmex 1.1 #endif
2144 root 1.18 && (QUERY_FLAG (mon, FLAG_UNAGGRESSIVE) || QUERY_FLAG (mon, FLAG_FRIENDLY)))
2145 root 1.11 {
2146 root 1.18 /* If we're braced, we don't want to switch places with it */
2147     if (op->contr->braced)
2148 root 1.11 return;
2149 root 1.18 play_sound_map (op->map, op->x, op->y, SOUND_PUSH_PLAYER);
2150     (void) push_ob (mon, dir, op);
2151     if (op->contr->tmp_invis || op->hide)
2152     make_visible (op);
2153     return;
2154 root 1.11 }
2155    
2156 root 1.18 /* in certain circumstances, you shouldn't attack friendly
2157     * creatures. Note that if you are braced, you can't push
2158     * someone, but put it inside this loop so that you won't
2159     * attack them either.
2160     */
2161     if ((mon->type == PLAYER || mon->enemy != op) &&
2162     (mon->type == PLAYER || QUERY_FLAG (mon, FLAG_UNAGGRESSIVE) || QUERY_FLAG (mon, FLAG_FRIENDLY)) && (
2163 elmex 1.1 #ifdef PROHIBIT_PLAYERKILL
2164 root 1.49 (op->contr->peaceful
2165     || (mon->type == PLAYER
2166     && mon->contr->
2167     peaceful)) &&
2168 elmex 1.1 #else
2169 root 1.49 op->contr->peaceful &&
2170 elmex 1.1 #endif
2171 root 1.49 !on_battleground))
2172 root 1.18 {
2173     if (!op->contr->braced)
2174     {
2175     play_sound_map (op->map, op->x, op->y, SOUND_PUSH_PLAYER);
2176     (void) push_ob (mon, dir, op);
2177     }
2178     else
2179 root 1.49 new_draw_info (0, 0, op, "You withhold your attack");
2180    
2181 root 1.18 if (op->contr->tmp_invis || op->hide)
2182     make_visible (op);
2183 root 1.11 }
2184 elmex 1.1
2185 root 1.18 /* If the object is a boulder or other rollable object, then
2186     * roll it if not braced. You can't roll it if you are braced.
2187     */
2188     else if (QUERY_FLAG (mon, FLAG_CAN_ROLL) && (!op->contr->braced))
2189     {
2190     recursive_roll (mon, dir, op);
2191     if (action_makes_visible (op))
2192     make_visible (op);
2193 root 1.11 }
2194    
2195 root 1.18 /* Any generic living creature. Including things like doors.
2196     * Way it works is like this: First, it must have some hit points
2197     * and be living. Then, it must be one of the following:
2198     * 1) Not a player, 2) A player, but of a different party. Note
2199     * that party_number -1 is no party, so attacks can still happen.
2200     */
2201 root 1.11
2202 root 1.18 else if ((mon->stats.hp >= 0) && QUERY_FLAG (mon, FLAG_ALIVE) &&
2203     ((mon->type != PLAYER || op->contr->party == NULL || op->contr->party != mon->contr->party)))
2204     {
2205 elmex 1.1
2206 root 1.18 /* If the player hasn't hit something this tick, and does
2207     * so, give them speed boost based on weapon speed. Doing
2208     * it here is better than process_players2, which basically
2209     * incurred a 1 tick offset.
2210     */
2211     if (!op->contr->has_hit)
2212     {
2213     op->speed_left += op->speed / op->contr->weapon_sp;
2214 root 1.11
2215 root 1.18 op->contr->has_hit = 1; /* The last action was to hit, so use weapon_sp */
2216 root 1.11 }
2217    
2218 root 1.49 skill_attack (mon, op, 0, 0, 0);
2219 root 1.11
2220 root 1.18 /* If attacking another player, that player gets automatic
2221     * hitback, and doesn't loose luck either.
2222     * Disable hitback on the battleground or if the target is
2223     * the wiz.
2224     */
2225     if (mon->type == PLAYER && mon->stats.hp >= 0 && !mon->contr->has_hit && !on_battleground && !QUERY_FLAG (mon, FLAG_WIZ))
2226     {
2227     short luck = mon->stats.luck;
2228    
2229     mon->contr->has_hit = 1;
2230 root 1.49 skill_attack (op, mon, 0, 0, 0);
2231 root 1.18 mon->stats.luck = luck;
2232 root 1.11 }
2233 root 1.49
2234 root 1.18 if (action_makes_visible (op))
2235     make_visible (op);
2236 root 1.11 }
2237 root 1.18 } /* if player should attack something */
2238 elmex 1.1 }
2239    
2240 root 1.18 int
2241     move_player (object *op, int dir)
2242     {
2243     int pick;
2244 elmex 1.1
2245 root 1.18 if (op->map == NULL || op->map->in_memory != MAP_IN_MEMORY)
2246     return 0;
2247 elmex 1.1
2248 root 1.18 /* Sanity check: make sure dir is valid */
2249     if ((dir < 0) || (dir >= 9))
2250     {
2251     LOG (llevError, "move_player: invalid direction %d\n", dir);
2252     return 0;
2253 elmex 1.1 }
2254    
2255 root 1.18 /* peterm: added following line */
2256     if (QUERY_FLAG (op, FLAG_CONFUSED) && dir)
2257     dir = absdir (dir + RANDOM () % 3 + RANDOM () % 3 - 2);
2258    
2259     op->facing = dir;
2260    
2261     if (op->hide)
2262     do_hidden_move (op);
2263    
2264     if (INVOKE_PLAYER (MOVE, op->contr, ARG_INT (dir)))
2265     /*nop */ ;
2266     else if (op->contr->fire_on)
2267     fire (op, dir);
2268     else
2269     {
2270     move_player_attack (op, dir);
2271     pick = check_pick (op);
2272     }
2273 elmex 1.1
2274 root 1.18 /* Add special check for newcs players and fire on - this way, the
2275     * server can handle repeat firing.
2276     */
2277     if (op->contr->fire_on || (op->contr->run_on && pick != 0))
2278 root 1.49 op->direction = dir;
2279 root 1.18 else
2280 root 1.49 op->direction = 0;
2281    
2282 root 1.18 /* Update how the player looks. Use the facing, so direction may
2283     * get reset to zero. This allows for full animation capabilities
2284     * for players.
2285     */
2286     animate_object (op, op->facing);
2287     return 0;
2288 elmex 1.1 }
2289    
2290     /* This is similar to handle_player, below, but is only used by the
2291     * new client/server stuff.
2292     * This is sort of special, in that the new client/server actually uses
2293     * the new speed values for commands.
2294     *
2295     * Returns true if there are more actions we can do.
2296     */
2297 root 1.18 int
2298     handle_newcs_player (object *op)
2299 elmex 1.1 {
2300 root 1.18 if (op->contr->hidden)
2301     {
2302     op->invisible = 1000;
2303     /* the socket code flashes the player visible/invisible
2304     * depending on the value of invisible, so we need to
2305     * alternate it here for it to work correctly.
2306     */
2307     if (pticks & 2)
2308 root 1.11 op->invisible--;
2309 root 1.18 }
2310     else if (op->invisible && !(QUERY_FLAG (op, FLAG_MAKE_INVIS)))
2311     {
2312     op->invisible--;
2313     if (!op->invisible)
2314     {
2315     make_visible (op);
2316     new_draw_info (NDI_UNIQUE, 0, op, "Your invisibility spell runs out.");
2317 root 1.11 }
2318 elmex 1.1 }
2319    
2320 root 1.18 if (QUERY_FLAG (op, FLAG_SCARED))
2321     {
2322     flee_player (op);
2323     /* If player is still scared, that is his action for this tick */
2324     if (QUERY_FLAG (op, FLAG_SCARED))
2325     {
2326     op->speed_left--;
2327     return 0;
2328 root 1.11 }
2329 elmex 1.1 }
2330    
2331 root 1.18 /* I've been seeing crashes where the golem has been destroyed, but
2332     * the player object still points to the defunct golem. The code that
2333     * destroys the golem looks correct, and it doesn't always happen, so
2334     * put this in a a workaround to clean up the golem pointer.
2335     */
2336 root 1.30 if (op->contr->ranges[range_golem] && QUERY_FLAG (op->contr->ranges[range_golem], FLAG_REMOVED))
2337     op->contr->ranges[range_golem] = 0;
2338 root 1.18
2339     /* call this here - we also will call this in do_ericserver, but
2340     * the players time has been increased when doericserver has been
2341     * called, so we recheck it here.
2342     */
2343 root 1.47 //TODO: better than handling 8 commands, use some more intelligent rate-limiting
2344 root 1.52 for (int rep = 8; --rep && op->contr->ns->handle_command (); )
2345 root 1.47 ;
2346    
2347 root 1.18 if (op->speed_left < 0)
2348 elmex 1.1 return 0;
2349    
2350 root 1.18 if (op->direction && (op->contr->run_on || op->contr->fire_on))
2351     {
2352     /* All move commands take 1 tick, at least for now */
2353     op->speed_left--;
2354 elmex 1.1
2355 root 1.18 /* Instead of all the stuff below, let move_player take care
2356     * of it. Also, some of the skill stuff is only put in
2357     * there, as well as the confusion stuff.
2358     */
2359     move_player (op, op->direction);
2360     if (op->speed_left > 0)
2361     return 1;
2362     else
2363 root 1.11 return 0;
2364 root 1.18 }
2365 root 1.41
2366 root 1.18 return 0;
2367     }
2368    
2369     int
2370     save_life (object *op)
2371     {
2372     if (!QUERY_FLAG (op, FLAG_LIFESAVE))
2373 elmex 1.1 return 0;
2374 root 1.18
2375 root 1.41 for (object *tmp = op->inv; tmp; tmp = tmp->below)
2376 root 1.18 if (QUERY_FLAG (tmp, FLAG_APPLIED) && QUERY_FLAG (tmp, FLAG_LIFESAVE))
2377     {
2378     play_sound_map (op->map, op->x, op->y, SOUND_OB_EVAPORATE);
2379     new_draw_info_format (NDI_UNIQUE, 0, op, "Your %s vibrates violently, then evaporates.", query_name (tmp));
2380 root 1.33
2381 root 1.18 if (op->contr)
2382     esrv_del_item (op->contr, tmp->count);
2383 root 1.33
2384     tmp->destroy ();
2385 root 1.18 CLEAR_FLAG (op, FLAG_LIFESAVE);
2386 root 1.33
2387 root 1.18 if (op->stats.hp < 0)
2388     op->stats.hp = op->stats.maxhp;
2389 root 1.33
2390 root 1.18 if (op->stats.food < 0)
2391     op->stats.food = 999;
2392 root 1.33
2393 root 1.54 op->update_stats ();
2394 root 1.18 return 1;
2395     }
2396 root 1.41
2397 root 1.18 LOG (llevError, "Error: LIFESAVE set without applied object.\n");
2398     CLEAR_FLAG (op, FLAG_LIFESAVE);
2399     enter_player_savebed (op); /* bring him home. */
2400     return 0;
2401 elmex 1.1 }
2402    
2403     /* This goes throws the inventory and removes unpaid objects, and puts them
2404     * back in the map (location and map determined by values of env). This
2405     * function will descend into containers. op is the object to start the search
2406     * from.
2407     */
2408 root 1.18 void
2409     remove_unpaid_objects (object *op, object *env)
2410 elmex 1.1 {
2411 root 1.18 object *next;
2412 elmex 1.1
2413 root 1.18 while (op)
2414     {
2415     next = op->below; /* Make sure we have a good value, in case
2416     * we remove object 'op'
2417     */
2418     if (QUERY_FLAG (op, FLAG_UNPAID))
2419     {
2420 root 1.32 op->remove ();
2421 root 1.18 op->x = env->x;
2422     op->y = env->y;
2423     if (env->type == PLAYER)
2424     esrv_del_item (env->contr, op->count);
2425     insert_ob_in_map (op, env->map, NULL, 0);
2426     }
2427     else if (op->inv)
2428     remove_unpaid_objects (op->inv, env);
2429 root 1.41
2430 root 1.18 op = next;
2431 elmex 1.1 }
2432     }
2433    
2434     /*
2435     * Returns pointer a static string containing gravestone text
2436     * Moved from apply.c to player.c - player.c is what
2437     * actually uses this function. player.c may not be quite the
2438     * best, a misc file for object actions is probably better,
2439     * but there isn't one in the server directory.
2440     */
2441 root 1.18 char *
2442     gravestone_text (object *op)
2443 elmex 1.1 {
2444 root 1.18 static char buf2[MAX_BUF];
2445     char buf[MAX_BUF];
2446     time_t now = time (NULL);
2447    
2448     strcpy (buf2, " R.I.P.\n\n");
2449     if (op->type == PLAYER)
2450     sprintf (buf, "%s the %s\n", &op->name, op->contr->title);
2451     else
2452     sprintf (buf, "%s\n", &op->name);
2453 root 1.41
2454 root 1.18 strncat (buf2, " ", 20 - strlen (buf) / 2);
2455     strcat (buf2, buf);
2456     if (op->type == PLAYER)
2457     sprintf (buf, "who was in level %d when killed\n", op->level);
2458     else
2459     sprintf (buf, "who was in level %d when died.\n\n", op->level);
2460 root 1.41
2461 root 1.18 strncat (buf2, " ", 20 - strlen (buf) / 2);
2462     strcat (buf2, buf);
2463     if (op->type == PLAYER)
2464     {
2465     sprintf (buf, "by %s.\n\n", op->contr->killer);
2466     strncat (buf2, " ", 21 - strlen (buf) / 2);
2467     strcat (buf2, buf);
2468     }
2469 root 1.41
2470 root 1.18 strftime (buf, MAX_BUF, "%b %d %Y\n", localtime (&now));
2471     strncat (buf2, " ", 20 - strlen (buf) / 2);
2472     strcat (buf2, buf);
2473 root 1.41
2474 root 1.18 return buf2;
2475 elmex 1.1 }
2476    
2477 root 1.18 void
2478     do_some_living (object *op)
2479     {
2480     int last_food = op->stats.food;
2481 elmex 1.1 int gen_hp, gen_sp, gen_grace;
2482     int over_hp, over_sp, over_grace;
2483     int i;
2484     int rate_hp = 1200;
2485     int rate_sp = 2500;
2486     int rate_grace = 2000;
2487     const int max_hp = 1;
2488     const int max_sp = 1;
2489     const int max_grace = 1;
2490    
2491 pippijn 1.17 if (op->contr->outputs_sync)
2492 root 1.18 {
2493     for (i = 0; i < NUM_OUTPUT_BUFS; i++)
2494 root 1.55 if (op->contr->outputs[i].buf && (op->contr->outputs[i].first_update + op->contr->outputs_sync) < (uint16) pticks)
2495 root 1.18 flush_output_element (op, &op->contr->outputs[i]);
2496     }
2497    
2498 root 1.52 if (op->contr->ns->state == ST_PLAYING)
2499 root 1.18 {
2500     /* these next three if clauses make it possible to SLOW DOWN
2501     hp/grace/spellpoint regeneration. */
2502     if (op->contr->gen_hp >= 0)
2503     gen_hp = (op->contr->gen_hp + 1) * op->stats.maxhp;
2504     else
2505     {
2506     gen_hp = op->stats.maxhp;
2507     rate_hp -= rate_hp / 2 * op->contr->gen_hp;
2508     }
2509 root 1.55
2510 root 1.18 if (op->contr->gen_sp >= 0)
2511     gen_sp = (op->contr->gen_sp + 1) * op->stats.maxsp;
2512     else
2513     {
2514     gen_sp = op->stats.maxsp;
2515     rate_sp -= rate_sp / 2 * op->contr->gen_sp;
2516     }
2517 root 1.55
2518 root 1.18 if (op->contr->gen_grace >= 0)
2519     gen_grace = (op->contr->gen_grace + 1) * op->stats.maxgrace;
2520     else
2521     {
2522     gen_grace = op->stats.maxgrace;
2523     rate_grace -= rate_grace / 2 * op->contr->gen_grace;
2524     }
2525    
2526     /* Regenerate Spell Points */
2527     if (op->contr->ranges[range_golem] == NULL && --op->last_sp < 0)
2528     {
2529     gen_sp = gen_sp * 10 / (op->contr->gen_sp_armour < 10 ? 10 : op->contr->gen_sp_armour);
2530     if (op->stats.sp < op->stats.maxsp)
2531     {
2532     op->stats.sp++;
2533     /* dms do not consume food */
2534     if (!QUERY_FLAG (op, FLAG_WIZ))
2535     {
2536     op->stats.food--;
2537     if (op->contr->digestion < 0)
2538     op->stats.food += op->contr->digestion;
2539     else if (op->contr->digestion > 0 && random_roll (0, op->contr->digestion, op, PREFER_HIGH))
2540     op->stats.food = last_food;
2541     }
2542     }
2543 root 1.55
2544 root 1.18 if (max_sp > 1)
2545     {
2546     over_sp = (gen_sp + 10) / rate_sp;
2547     if (over_sp > 0)
2548     {
2549     if (op->stats.sp < op->stats.maxsp)
2550     {
2551     op->stats.sp += over_sp > max_sp ? max_sp : over_sp;
2552 root 1.55
2553 root 1.18 if (random_roll (0, rate_sp - 1, op, PREFER_LOW) > ((gen_sp + 10) % rate_sp))
2554     op->stats.sp--;
2555 root 1.55
2556 root 1.18 if (op->stats.sp > op->stats.maxsp)
2557     op->stats.sp = op->stats.maxsp;
2558     }
2559     op->last_sp = 0;
2560     }
2561     else
2562 root 1.55 op->last_sp = rate_sp / (gen_sp < 20 ? 30 : gen_sp + 10);
2563 root 1.18 }
2564     else
2565 root 1.55 op->last_sp = rate_sp / (gen_sp < 20 ? 30 : gen_sp + 10);
2566 root 1.18 }
2567    
2568     /* Regenerate Grace */
2569     /* I altered this a little - maximum grace is ony achieved through prayer -b.t. */
2570     if (--op->last_grace < 0)
2571     {
2572     if (op->stats.grace < op->stats.maxgrace / 2)
2573     op->stats.grace++; /* no penalty in food for regaining grace */
2574 root 1.55
2575 root 1.18 if (max_grace > 1)
2576     {
2577     over_grace = (gen_grace < 20 ? 30 : gen_grace + 10) / rate_grace;
2578     if (over_grace > 0)
2579     {
2580     op->stats.sp += over_grace
2581     + (random_roll (0, rate_grace - 1, op, PREFER_HIGH) > ((gen_grace < 20 ? 30 : gen_grace + 10) % rate_grace)) ? -1 : 0;
2582     op->last_grace = 0;
2583     }
2584     else
2585     {
2586     op->last_grace = rate_grace / (gen_grace < 20 ? 30 : gen_grace + 10);
2587     }
2588     }
2589     else
2590     {
2591     op->last_grace = rate_grace / (gen_grace < 20 ? 30 : gen_grace + 10);
2592     }
2593     /* wearing stuff doesn't detract from grace generation. */
2594     }
2595    
2596     /* Regenerate Hit Points */
2597     if (--op->last_heal < 0)
2598     {
2599     if (op->stats.hp < op->stats.maxhp)
2600     {
2601     op->stats.hp++;
2602     /* dms do not consume food */
2603     if (!QUERY_FLAG (op, FLAG_WIZ))
2604     {
2605     op->stats.food--;
2606     if (op->contr->digestion < 0)
2607     op->stats.food += op->contr->digestion;
2608     else if (op->contr->digestion > 0 && random_roll (0, op->contr->digestion, op, PREFER_HIGH))
2609     op->stats.food = last_food;
2610     }
2611     }
2612 root 1.55
2613 root 1.18 if (max_hp > 1)
2614     {
2615     over_hp = (gen_hp < 20 ? 30 : gen_hp + 10) / rate_hp;
2616     if (over_hp > 0)
2617     {
2618     op->stats.sp += over_hp + (RANDOM () % rate_hp > ((gen_hp < 20 ? 30 : gen_hp + 10) % rate_hp)) ? -1 : 0;
2619     op->last_heal = 0;
2620     }
2621     else
2622     {
2623     op->last_heal = rate_hp / (gen_hp < 20 ? 30 : gen_hp + 10);
2624     }
2625     }
2626     else
2627     {
2628     op->last_heal = rate_hp / (gen_hp < 20 ? 30 : gen_hp + 10);
2629     }
2630 root 1.11 }
2631 elmex 1.1
2632 root 1.18 /* Digestion */
2633     if (--op->last_eat < 0)
2634     {
2635     #ifdef COZY_SERVER
2636     int dg = op->contr->digestion >= 0 && op->contr->digestion < 2 ? 2 : op->contr->digestion;
2637     int bonus = dg > 0 ? dg : 0, penalty = dg < 0 ? -dg : 0;
2638     #else
2639     int bonus = op->contr->digestion > 0 ? op->contr->digestion : 0, penalty = op->contr->digestion < 0 ? -op->contr->digestion : 0;
2640     #endif
2641    
2642     if (op->contr->gen_hp > 0)
2643     op->last_eat = 25 * (1 + bonus) / (op->contr->gen_hp + penalty + 1);
2644     else
2645     op->last_eat = 25 * (1 + bonus) / (penalty + 1);
2646 root 1.55
2647 root 1.18 /* dms do not consume food */
2648     if (!QUERY_FLAG (op, FLAG_WIZ))
2649     op->stats.food--;
2650 root 1.11 }
2651 elmex 1.1
2652 root 1.55 if (op->stats.food < 0 && op->stats.hp >= 0)
2653     {
2654     object *tmp, *flesh = 0;
2655 root 1.18
2656 root 1.55 for (tmp = op->inv; tmp; tmp = tmp->below)
2657 root 1.18 {
2658 root 1.55 if (!QUERY_FLAG (tmp, FLAG_UNPAID))
2659 root 1.18 {
2660 root 1.55 if (tmp->type == FOOD || tmp->type == DRINK || tmp->type == POISON)
2661     {
2662     new_draw_info (NDI_UNIQUE, 0, op, "You blindly grab for a bite of food.");
2663     manual_apply (op, tmp, 0);
2664     if (op->stats.food >= 0 || op->stats.hp < 0)
2665     break;
2666     }
2667     else if (tmp->type == FLESH)
2668     flesh = tmp;
2669     } /* End if paid for object */
2670     } /* end of for loop */
2671    
2672     /* If player is still starving, it means they don't have any food, so
2673     * eat flesh instead.
2674     */
2675     if (op->stats.food < 0 && op->stats.hp >= 0 && flesh)
2676     {
2677     new_draw_info (NDI_UNIQUE, 0, op, "You blindly grab for a bite of food.");
2678     manual_apply (op, flesh, 0);
2679     }
2680 root 1.11 }
2681 elmex 1.1
2682 root 1.55 while (op->stats.food < 0 && op->stats.hp >= 0)
2683     op->stats.food++, op->stats.hp--;
2684 elmex 1.1
2685 root 1.55 if (op->stats.hp < 0 && !QUERY_FLAG (op, FLAG_WIZ))
2686     kill_player (op);
2687     }
2688 elmex 1.1 }
2689    
2690     /* If the player should die (lack of hp, food, etc), we call this.
2691     * op is the player in jeopardy. If the player can not be saved (not
2692     * permadeath, no lifesave), this will take care of removing the player
2693     * file.
2694     */
2695 root 1.18 void
2696     kill_player (object *op)
2697 elmex 1.1 {
2698 root 1.18 char buf[MAX_BUF];
2699     int x, y;
2700    
2701     //int i;
2702 root 1.25 maptile *map; /* this is for resurrection */
2703 root 1.18
2704     /* int z;
2705     int num_stats_lose;
2706     int lost_a_stat;
2707     int lose_this_stat;
2708     int this_stat; */
2709     int will_kill_again;
2710     archetype *at;
2711     object *tmp;
2712    
2713     if (save_life (op))
2714     return;
2715    
2716    
2717     /* If player dies on BATTLEGROUND, no stat/exp loss! For Combat-Arenas
2718     * in cities ONLY!!! It is very important that this doesn't get abused.
2719     * Look at op_on_battleground() for more info --AndreasV
2720     */
2721     if (op_on_battleground (op, &x, &y))
2722     {
2723     new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, "You have been defeated in combat!");
2724     new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, "Local medics have saved your life...");
2725    
2726     /* restore player */
2727 root 1.22 at = archetype::find ("poisoning");
2728 root 1.18 tmp = present_arch_in_ob (at, op);
2729     if (tmp)
2730     {
2731 root 1.33 tmp->destroy ();
2732 root 1.18 new_draw_info (NDI_UNIQUE, 0, op, "Your body feels cleansed");
2733     }
2734 elmex 1.1
2735 root 1.22 at = archetype::find ("confusion");
2736 root 1.18 tmp = present_arch_in_ob (at, op);
2737     if (tmp)
2738     {
2739 root 1.33 tmp->destroy ();
2740 root 1.18 new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer");
2741     }
2742    
2743     cure_disease (op, 0); /* remove any disease */
2744     op->stats.hp = op->stats.maxhp;
2745     if (op->stats.food <= 0)
2746     op->stats.food = 999;
2747 elmex 1.1
2748 root 1.18 /* create a bodypart-trophy to make the winner happy */
2749 root 1.22 tmp = arch_to_object (archetype::find ("finger"));
2750 root 1.18 if (tmp != NULL)
2751     {
2752     sprintf (buf, "%s's finger", &op->name);
2753     tmp->name = buf;
2754     sprintf (buf, " This finger has been cut off %s\n"
2755     " the %s, when he was defeated at\n level %d by %s.\n",
2756     &op->name, op->contr->title, (int) (op->level), op->contr->killer);
2757     tmp->msg = buf;
2758     tmp->value = 0, tmp->material = 0, tmp->type = 0;
2759     tmp->materialname = NULL;
2760     tmp->x = op->x, tmp->y = op->y;
2761     insert_ob_in_map (tmp, op->map, op, 0);
2762     }
2763 elmex 1.1
2764 root 1.18 /* teleport defeated player to new destination */
2765     transfer_ob (op, x, y, 0, NULL);
2766     op->contr->braced = 0;
2767     return;
2768 elmex 1.1 }
2769    
2770 root 1.18 INVOKE_PLAYER (DEATH, op->contr);
2771 root 1.3
2772 root 1.18 command_kill_pets (op, 0);
2773 elmex 1.1
2774 root 1.18 if (op->stats.food < 0)
2775     {
2776     if (op->contr->explore)
2777     {
2778     new_draw_info (NDI_UNIQUE, 0, op, "You would have starved, but you are");
2779     new_draw_info (NDI_UNIQUE, 0, op, "in explore mode, so...");
2780     op->stats.food = 999;
2781     return;
2782 root 1.11 }
2783 root 1.18 sprintf (buf, "%s starved to death.", &op->name);
2784     strcpy (op->contr->killer, "starvation");
2785 elmex 1.1 }
2786 root 1.18 else
2787     {
2788     if (op->contr->explore)
2789     {
2790     new_draw_info (NDI_UNIQUE, 0, op, "You would have died, but you are");
2791     new_draw_info (NDI_UNIQUE, 0, op, "in explore mode, so...");
2792     op->stats.hp = op->stats.maxhp;
2793     return;
2794 root 1.11 }
2795 root 1.18 sprintf (buf, "%s died.", &op->name);
2796 elmex 1.1 }
2797 root 1.18 play_sound_player_only (op->contr, SOUND_PLAYER_DIES, 0, 0);
2798 elmex 1.1
2799 root 1.18 /* save the map location for corpse, gravestone */
2800     x = op->x;
2801     y = op->y;
2802     map = op->map;
2803 elmex 1.1
2804    
2805 root 1.54 /* NOT_PERMADEATH code. This basically brings the character back to
2806     * life if they are dead - it takes some exp and a random stat.
2807     * See the config.h file for a little more in depth detail about this.
2808     */
2809    
2810     /* Basically two ways to go - remove a stat permanently, or just
2811     * make it depletion. This bunch of code deals with that aspect
2812     * of death.
2813     */
2814     #ifndef COZY_SERVER
2815     if (settings.balanced_stat_loss)
2816 root 1.18 {
2817 root 1.54 /* If stat loss is permanent, lose one stat only. */
2818     /* Lower level chars don't lose as many stats because they suffer
2819     more if they do. */
2820     /* Higher level characters can afford things such as potions of
2821     restoration, or better, stat potions. So we slug them that
2822     little bit harder. */
2823     /* GD */
2824     if (settings.stat_loss_on_death)
2825     num_stats_lose = 1;
2826     else
2827     num_stats_lose = 1 + op->level / BALSL_NUMBER_LOSSES_RATIO;
2828     }
2829     else
2830     {
2831     num_stats_lose = 1;
2832     }
2833     lost_a_stat = 0;
2834    
2835     for (z = 0; z < num_stats_lose; z++)
2836     {
2837     i = RANDOM () % NUM_STATS;
2838 root 1.11
2839 root 1.54 if (settings.stat_loss_on_death)
2840 root 1.18 {
2841 root 1.54 /* Pick a random stat and take a point off it. Tell the player
2842     * what he lost.
2843     */
2844     change_attr_value (&(op->stats), i, -1);
2845     check_stat_bounds (&(op->stats));
2846     change_attr_value (&(op->contr->orig_stats), i, -1);
2847     check_stat_bounds (&(op->contr->orig_stats));
2848     new_draw_info (NDI_UNIQUE, 0, op, lose_msg[i]);
2849     lost_a_stat = 1;
2850 root 1.18 }
2851     else
2852     {
2853 root 1.54 /* deplete a stat */
2854     archetype *deparch = archetype::find ("depletion");
2855     object *dep;
2856 root 1.11
2857 root 1.54 dep = present_arch_in_ob (deparch, op);
2858     if (!dep)
2859 root 1.18 {
2860 root 1.54 dep = arch_to_object (deparch);
2861     insert_ob_in_ob (dep, op);
2862 root 1.18 }
2863 root 1.54 lose_this_stat = 1;
2864     if (settings.balanced_stat_loss)
2865 root 1.18 {
2866 root 1.54 /* GD */
2867     /* Get the stat that we're about to deplete. */
2868     this_stat = get_attr_value (&(dep->stats), i);
2869     if (this_stat < 0)
2870     {
2871     int loss_chance = 1 + op->level / BALSL_LOSS_CHANCE_RATIO;
2872     int keep_chance = this_stat * this_stat;
2873 root 1.18
2874 root 1.54 /* Yes, I am paranoid. Sue me. */
2875     if (keep_chance < 1)
2876     keep_chance = 1;
2877 root 1.18
2878 root 1.54 /* There is a maximum depletion total per level. */
2879     if (this_stat < -1 - op->level / BALSL_MAX_LOSS_RATIO)
2880     {
2881     lose_this_stat = 0;
2882     /* Take loss chance vs keep chance to see if we
2883     retain the stat. */
2884     }
2885     else
2886     {
2887     if (random_roll (0, loss_chance + keep_chance - 1, op, PREFER_LOW) < keep_chance)
2888     lose_this_stat = 0;
2889     /* LOG(llevDebug, "Determining stat loss. Stat: %d Keep: %d Lose: %d Result: %s.\n",
2890     this_stat, keep_chance, loss_chance,
2891     lose_this_stat?"LOSE":"KEEP"); */
2892 root 1.11 }
2893     }
2894 root 1.54 }
2895 root 1.18
2896 root 1.54 if (lose_this_stat)
2897     {
2898     this_stat = get_attr_value (&(dep->stats), i);
2899     /* We could try to do something clever like find another
2900     * stat to reduce if this fails. But chances are, if
2901     * stats have been depleted to -50, all are pretty low
2902     * and should be roughly the same, so it shouldn't make a
2903     * difference.
2904     */
2905     if (this_stat >= -50)
2906 root 1.18 {
2907 root 1.54 change_attr_value (&(dep->stats), i, -1);
2908     SET_FLAG (dep, FLAG_APPLIED);
2909     new_draw_info (NDI_UNIQUE, 0, op, lose_msg[i]);
2910     op->update_stats ();
2911     lost_a_stat = 1;
2912 root 1.11 }
2913     }
2914     }
2915 root 1.54 }
2916     /* If no stat lost, tell the player. */
2917     if (!lost_a_stat)
2918     {
2919     /* determine_god() seems to not work sometimes... why is this?
2920     Should I be using something else? GD */
2921     const char *god = determine_god (op);
2922 root 1.18
2923 root 1.54 if (god && (strcmp (god, "none")))
2924     new_draw_info_format (NDI_UNIQUE, 0, op, "For a brief moment you feel the holy presence of %s protecting" " you.", god);
2925     else
2926     new_draw_info (NDI_UNIQUE, 0, op, "For a brief moment you feel a holy presence protecting you.");
2927     }
2928 root 1.28 #else
2929 root 1.54 new_draw_info (NDI_UNIQUE, 0, op, "For a brief moment you" " feel a holy presence protecting you from losing yourself completely.");
2930 elmex 1.1 #endif
2931    
2932 root 1.54 /* Put a gravestone up where the character 'almost' died. List the
2933     * exp loss on the stone.
2934     */
2935     tmp = arch_to_object (archetype::find ("gravestone"));
2936     sprintf (buf, "%s's gravestone", &op->name);
2937     tmp->name = buf;
2938     sprintf (buf, "%s's gravestones", &op->name);
2939     tmp->name_pl = buf;
2940     sprintf (buf, "RIP\nHere rests the hero %s the %s,\n" "who was killed\n" "by %s.\n", &op->name, op->contr->title, op->contr->killer);
2941     tmp->msg = buf;
2942     tmp->x = op->x, tmp->y = op->y;
2943     insert_ob_in_map (tmp, op->map, NULL, 0);
2944    
2945     /**************************************/
2946     /* */
2947     /* Subtract the experience points, */
2948     /* if we died cause of food, give us */
2949     /* food, and reset HP's... */
2950     /* */
2951     /**************************************/
2952    
2953     /* remove any poisoning and confusion the character may be suffering. */
2954     /* restore player */
2955     at = archetype::find ("poisoning");
2956     tmp = present_arch_in_ob (at, op);
2957    
2958     if (tmp)
2959     {
2960     tmp->destroy ();
2961     new_draw_info (NDI_UNIQUE, 0, op, "Your body feels cleansed");
2962     }
2963    
2964     at = archetype::find ("confusion");
2965     tmp = present_arch_in_ob (at, op);
2966     if (tmp)
2967     {
2968     tmp->destroy ();
2969     new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer");
2970     }
2971    
2972     cure_disease (op, 0); /* remove any disease */
2973    
2974     /*add_exp(op, (op->stats.exp * -0.20)); */
2975     apply_death_exp_penalty (op);
2976     if (op->stats.food < 100)
2977     op->stats.food = 900;
2978     op->stats.hp = op->stats.maxhp;
2979     op->stats.sp = MAX (op->stats.sp, op->stats.maxsp);
2980     op->stats.grace = MAX (op->stats.grace, op->stats.maxgrace);
2981 root 1.11
2982 root 1.54 /*
2983     * Check to see if the player is in a shop. IF so, then check to see if
2984     * the player has any unpaid items. If so, remove them and put them back
2985     * in the map.
2986     */
2987 root 1.33
2988 root 1.54 if (is_in_shop (op))
2989     remove_unpaid_objects (op->inv, op);
2990 root 1.18
2991 root 1.54 /****************************************/
2992     /* */
2993     /* Move player to his current respawn- */
2994     /* position (usually last savebed) */
2995     /* */
2996     /****************************************/
2997 root 1.18
2998 root 1.54 enter_player_savebed (op);
2999 root 1.18
3000 root 1.54 /* Save the player before inserting the force to reduce
3001     * chance of abuse.
3002     */
3003     op->contr->braced = 0;
3004     op->contr->save ();
3005 root 1.11
3006 root 1.54 /* it is possible that the player has blown something up
3007     * at his savebed location, and that can have long lasting
3008     * spell effects. So first see if there is a spell effect
3009     * on the space that might harm the player.
3010     */
3011     will_kill_again = 0;
3012     for (tmp = GET_MAP_OB (op->map, op->x, op->y); tmp; tmp = tmp->above)
3013     if (tmp->type == SPELL_EFFECT)
3014     will_kill_again |= tmp->attacktype;
3015 elmex 1.1
3016 root 1.54 if (will_kill_again)
3017 root 1.18 {
3018 root 1.54 object *force;
3019     int at;
3020 root 1.18
3021 root 1.54 force = get_archetype (FORCE_NAME);
3022     /* 50 ticks should be enough time for the spell to abate */
3023     force->speed = 0.1;
3024     force->speed_left = -5.0;
3025     SET_FLAG (force, FLAG_APPLIED);
3026     for (at = 0; at < NROFATTACKS; at++)
3027     if (will_kill_again & (1 << at))
3028     force->resist[at] = 100;
3029 root 1.30
3030 root 1.54 insert_ob_in_ob (force, op);
3031     op->update_stats ();
3032 root 1.30
3033 root 1.54 }
3034 root 1.18
3035 root 1.54 new_draw_info (NDI_UNIQUE, 0, op, "YOU HAVE DIED.");
3036 elmex 1.1 }
3037    
3038 root 1.18 void
3039     loot_object (object *op)
3040     { /* Grab and destroy some treasure */
3041     object *tmp, *tmp2, *next;
3042 elmex 1.1
3043 root 1.18 if (op->container)
3044 root 1.54 esrv_apply_container (op, op->container); /* close open sack first */
3045 elmex 1.1
3046 root 1.54 for (tmp = op->inv; tmp; tmp = next)
3047 root 1.18 {
3048     next = tmp->below;
3049 root 1.54
3050 elmex 1.50 if (tmp->invisible)
3051 root 1.18 continue;
3052 root 1.54
3053 root 1.32 tmp->remove ();
3054 root 1.18 tmp->x = op->x, tmp->y = op->y;
3055     if (tmp->type == CONTAINER)
3056     { /* empty container to ground */
3057     loot_object (tmp);
3058     }
3059     if (!QUERY_FLAG (tmp, FLAG_UNIQUE) && (QUERY_FLAG (tmp, FLAG_STARTEQUIP) || QUERY_FLAG (tmp, FLAG_NO_DROP) || !(RANDOM () % 3)))
3060     {
3061     if (tmp->nrof > 1)
3062     {
3063     tmp2 = get_split_ob (tmp, 1 + RANDOM () % (tmp->nrof - 1));
3064 root 1.33 tmp2->destroy ();
3065 root 1.18 insert_ob_in_map (tmp, op->map, NULL, 0);
3066     }
3067     else
3068 root 1.33 tmp->destroy ();
3069 root 1.18 }
3070     else
3071     insert_ob_in_map (tmp, op->map, NULL, 0);
3072     }
3073 elmex 1.1 }
3074    
3075     /*
3076     * fix_weight(): Check recursively the weight of all players, and fix
3077     * what needs to be fixed. Refresh windows and fix speed if anything
3078     * was changed.
3079     */
3080    
3081 root 1.18 void
3082     fix_weight (void)
3083     {
3084 root 1.61 for_all_players (pl)
3085 root 1.18 {
3086     int old = pl->ob->carrying, sum = sum_weight (pl->ob);
3087    
3088     if (old == sum)
3089     continue;
3090 root 1.54 pl->ob->update_stats ();
3091 root 1.18 LOG (llevDebug, "Fixed inventory in %s (%d -> %d)\n", &pl->ob->name, old, sum);
3092     }
3093 elmex 1.1 }
3094    
3095 root 1.18 void
3096     fix_luck (void)
3097     {
3098 root 1.61 for_all_players (pl)
3099 root 1.52 if (!pl->ob->contr->ns->state)
3100 root 1.54 pl->ob->change_luck (0);
3101 elmex 1.1 }
3102    
3103     /* cast_dust() - handles op throwing objects of type 'DUST'.
3104     * This is much simpler in the new spell code - we basically
3105     * just treat this as any other spell casting object.
3106     */
3107 elmex 1.2 void
3108 root 1.18 cast_dust (object *op, object *throw_ob, int dir)
3109 elmex 1.2 {
3110     object *skop, *spob;
3111    
3112     skop = find_skill_by_name (op, throw_ob->skill);
3113    
3114     /* casting POTION 'dusts' is really a use_magic_item skill */
3115     if (op->type == PLAYER && throw_ob->type == POTION && !skop)
3116     {
3117 root 1.18 LOG (llevError, "Player %s lacks critical skill use_magic_item!\n", &op->name);
3118 elmex 1.2 return;
3119     }
3120    
3121     spob = throw_ob->inv;
3122    
3123     // elmex Tue Aug 15 17:19:46 CEST 2006: Added this check to
3124     // not pass NULL to cast_spell (which did indeed check itself, but
3125     // errors should be reported as early as possible IMHO)
3126     if (!spob)
3127     {
3128 root 1.18 LOG (llevError, "cast_dust: thrown object %s (by %s) had no spell in it!", &throw_ob->name, &op->name);
3129 elmex 1.2 return;
3130 elmex 1.1 }
3131    
3132 elmex 1.2 if (op->type == PLAYER)
3133 root 1.14 new_draw_info_format (NDI_UNIQUE, 0, op, "You cast %s.", &spob->name);
3134 elmex 1.2
3135     cast_spell (op, throw_ob, dir, spob, NULL);
3136    
3137 root 1.33 throw_ob->destroy ();
3138 elmex 1.1 }
3139    
3140 root 1.18 void
3141     make_visible (object *op)
3142     {
3143     op->hide = 0;
3144     op->invisible = 0;
3145     if (op->type == PLAYER)
3146     {
3147     op->contr->tmp_invis = 0;
3148     op->contr->invis_race = 0;
3149     }
3150     update_object (op, UP_OBJ_FACE);
3151     }
3152    
3153     int
3154     is_true_undead (object *op)
3155     {
3156     object *tmp = NULL;
3157    
3158     if (QUERY_FLAG (&op->arch->clone, FLAG_UNDEAD))
3159     return 1;
3160    
3161 elmex 1.1 return 0;
3162     }
3163    
3164     /* look at the surrounding terrain to determine
3165     * the hideability of this object. Positive levels
3166     * indicate greater hideability.
3167     */
3168    
3169 root 1.18 int
3170     hideability (object *ob)
3171     {
3172     int i, level = 0, mflag;
3173     sint16 x, y;
3174    
3175     if (!ob || !ob->map)
3176     return 0;
3177    
3178     /* so, on normal lighted maps, its hard to hide */
3179     level = ob->map->darkness - 2;
3180    
3181     /* this also picks up whether the object is glowing.
3182     * If you carry a light on a non-dark map, its not
3183     * as bad as carrying a light on a pitch dark map */
3184     if (has_carried_lights (ob))
3185     level = -(10 + (2 * ob->map->darkness));
3186    
3187     /* scan through all nearby squares for terrain to hide in */
3188     for (i = 0, x = ob->x, y = ob->y; i < 9; i++, x = ob->x + freearr_x[i], y = ob->y + freearr_y[i])
3189     {
3190     mflag = get_map_flags (ob->map, NULL, x, y, NULL, NULL);
3191     if (mflag & P_OUT_OF_MAP)
3192     {
3193     continue;
3194     }
3195     if (mflag & P_BLOCKSVIEW) /* something to hide near! */
3196     level += 2;
3197     else /* open terrain! */
3198     level -= 1;
3199 elmex 1.1 }
3200 root 1.18
3201 elmex 1.1 #if 0
3202 root 1.18 LOG (llevDebug, "hideability of %s is %d\n", ob->name, level);
3203 elmex 1.1 #endif
3204 root 1.18 return level;
3205 elmex 1.1 }
3206    
3207     /* For Hidden creatures - a chance of becoming 'unhidden'
3208     * every time they move - as we subtract off 'invisibility'
3209     * AND, for players, if they move into a ridiculously unhideable
3210     * spot (surrounded by clear terrain in broad daylight). -b.t.
3211     */
3212    
3213 root 1.18 void
3214     do_hidden_move (object *op)
3215     {
3216     int hide = 0, num = random_roll (0, 19, op, PREFER_LOW);
3217     object *skop;
3218    
3219     if (!op || !op->map)
3220     return;
3221    
3222     skop = find_obj_by_type_subtype (op, SKILL, SK_HIDING);
3223    
3224     /* its *extremely* hard to run and sneak/hide at the same time! */
3225     if (op->type == PLAYER && op->contr->run_on)
3226     {
3227     if (!skop || num >= skop->level)
3228     {
3229     new_draw_info (NDI_UNIQUE, 0, op, "You ran too much! You are no longer hidden!");
3230     make_visible (op);
3231     return;
3232     }
3233     else
3234     num += 20;
3235 elmex 1.1 }
3236 root 1.18 num += op->map->difficulty;
3237     hide = hideability (op); /* modify by terrain hidden level */
3238     num -= hide;
3239     if ((op->type == PLAYER && hide < -10) || ((op->invisible -= num) <= 0))
3240     {
3241     make_visible (op);
3242     if (op->type == PLAYER)
3243     new_draw_info (NDI_UNIQUE, 0, op, "You moved out of hiding! You are visible!");
3244 elmex 1.1 }
3245 root 1.18 else if (op->type == PLAYER && skop)
3246     {
3247     change_exp (op, calc_skill_exp (op, NULL, skop), skop->skill, 0);
3248 elmex 1.1 }
3249     }
3250    
3251     /* determine if who is standing near a hostile creature. */
3252    
3253 root 1.18 int
3254     stand_near_hostile (object *who)
3255     {
3256     object *tmp = NULL;
3257     int i, friendly = 0, player = 0, mflags;
3258 root 1.25 maptile *m;
3259 root 1.18 sint16 x, y;
3260    
3261     if (!who)
3262     return 0;
3263    
3264     if (who->type == PLAYER)
3265     player = 1;
3266    
3267     else
3268     friendly = QUERY_FLAG (who, FLAG_FRIENDLY);
3269    
3270     /* search adjacent squares */
3271     for (i = 1; i < 9; i++)
3272     {
3273     x = who->x + freearr_x[i];
3274     y = who->y + freearr_y[i];
3275     m = who->map;
3276     mflags = get_map_flags (m, &m, x, y, &x, &y);
3277     /* space must be blocked if there is a monster. If not
3278     * blocked, don't need to check this space.
3279     */
3280     if (mflags & P_OUT_OF_MAP)
3281     continue;
3282     if (OB_TYPE_MOVE_BLOCK (who, GET_MAP_MOVE_BLOCK (m, x, y)))
3283     continue;
3284    
3285 root 1.49 for (tmp = GET_MAP_OB (m, x, y); tmp; tmp = tmp->above)
3286 root 1.18 {
3287     if ((player ||friendly) &&QUERY_FLAG (tmp, FLAG_MONSTER) && !QUERY_FLAG (tmp, FLAG_UNAGGRESSIVE))
3288     return 1;
3289     else if (tmp->type == PLAYER)
3290     {
3291     /*don't let a hidden DM prevent you from hiding */
3292     if (!QUERY_FLAG (tmp, FLAG_WIZ) || tmp->contr->hidden == 0)
3293 root 1.11 return 1;
3294 root 1.18 }
3295 root 1.11 }
3296 elmex 1.1 }
3297 root 1.18 return 0;
3298 elmex 1.1 }
3299    
3300     /* check the player los field for viewability of the
3301     * object op. This function works fine for monsters,
3302     * but we dont worry if the object isnt the top one in
3303     * a pile (say a coin under a table would return "viewable"
3304     * by this routine). Another question, should we be
3305     * concerned with the direction the player is looking
3306     * in? Realistically, most of use cant see stuff behind
3307     * our backs...on the other hand, does the "facing" direction
3308     * imply the way your head, or body is facing? Its possible
3309     * for them to differ. Sigh, this fctn could get a bit more complex.
3310     * -b.t.
3311     * This function is now map tiling safe.
3312     */
3313    
3314 root 1.18 int
3315     player_can_view (object *pl, object *op)
3316     {
3317     rv_vector rv;
3318     int dx, dy;
3319    
3320     if (pl->type != PLAYER)
3321     {
3322     LOG (llevError, "player_can_view() called for non-player object\n");
3323     return -1;
3324 elmex 1.1 }
3325 root 1.18 if (!pl || !op)
3326 elmex 1.1 return 0;
3327 root 1.18
3328     if (op->head)
3329     {
3330     op = op->head;
3331     }
3332     get_rangevector (pl, op, &rv, 0x1);
3333    
3334     /* starting with the 'head' part, lets loop
3335     * through the object and find if it has any
3336     * part that is in the los array but isnt on
3337     * a blocked los square.
3338     * we use the archetype to figure out offsets.
3339     */
3340     while (op)
3341     {
3342     dx = rv.distance_x + op->arch->clone.x;
3343     dy = rv.distance_y + op->arch->clone.y;
3344    
3345     /* only the viewable area the player sees is updated by LOS
3346     * code, so we need to restrict ourselves to that range of values
3347     * for any meaningful values.
3348     */
3349 root 1.52 if (FABS (dx) <= (pl->contr->ns->mapx / 2) &&
3350     FABS (dy) <= (pl->contr->ns->mapy / 2) &&
3351     !pl->contr->blocked_los[dx + (pl->contr->ns->mapx / 2)][dy + (pl->contr->ns->mapy / 2)])
3352 root 1.18 return 1;
3353     op = op->more;
3354     }
3355     return 0;
3356 elmex 1.1 }
3357    
3358     /* routine for both players and monsters. We call this when
3359     * there is a possibility for our action distrubing our hiding
3360     * place or invisiblity spell. Artefact invisiblity is not
3361     * effected by this. If we arent invisible to begin with, we
3362     * return 0.
3363     */
3364 root 1.18 int
3365     action_makes_visible (object *op)
3366     {
3367    
3368     if (op->invisible && QUERY_FLAG (op, FLAG_ALIVE))
3369     {
3370     if (QUERY_FLAG (op, FLAG_MAKE_INVIS))
3371     return 0;
3372    
3373     if (op->contr && op->contr->tmp_invis == 0)
3374     return 0;
3375 elmex 1.1
3376 root 1.18 /* If monsters, they should become visible */
3377     if (op->hide || !op->contr || (op->contr && op->contr->tmp_invis))
3378     {
3379     new_draw_info_format (NDI_UNIQUE, 0, op, "You become %s!", op->hide ? "unhidden" : "visible");
3380     return 1;
3381 root 1.11 }
3382 elmex 1.1 }
3383 root 1.18 return 0;
3384 elmex 1.1 }
3385    
3386     /* op_on_battleground - checks if the given object op (usually
3387     * a player) is standing on a valid battleground-tile,
3388     * function returns TRUE/FALSE. If true x, y returns the battleground
3389     * -exit-coord. (and if x, y not NULL)
3390     * 19 March 2005 - josh@woosworld.net modifed to check if the battleground also has slaying, maxhp, and maxsp set
3391     * and if those are all set and the player has a marker that matches the slaying send them to a different x, y
3392     * Default is to do the same as before, so only people wanting to have different points need worry about this
3393     */
3394 root 1.18 int
3395     op_on_battleground (object *op, int *x, int *y)
3396     {
3397 elmex 1.1 object *tmp;
3398 root 1.18
3399 elmex 1.1 /* A battleground-tile needs the following attributes to be valid:
3400     * is_floor 1 (has to be the FIRST floor beneath the player's feet),
3401     * name="battleground", no_pick 1, type=58 (type BATTLEGROUND)
3402     * and the exit-coordinates sp/hp must both be > 0.
3403     * => The intention here is to prevent abuse of the battleground-
3404     * feature (like pickable or hidden battleground tiles). */
3405 root 1.18 for (tmp = op->below; tmp != NULL; tmp = tmp->below)
3406     {
3407     if (QUERY_FLAG (tmp, FLAG_IS_FLOOR))
3408     {
3409     if (QUERY_FLAG (tmp, FLAG_NO_PICK) &&
3410     strcmp (tmp->name, "battleground") == 0 && tmp->type == BATTLEGROUND && EXIT_X (tmp) && EXIT_Y (tmp))
3411     {
3412     /*before we assign the exit, check if this is a teambattle */
3413     if (EXIT_ALT_X (tmp) && EXIT_ALT_Y (tmp) && EXIT_PATH (tmp))
3414     {
3415     object *invtmp;
3416    
3417     for (invtmp = op->inv; invtmp != NULL; invtmp = invtmp->below)
3418     {
3419     if (invtmp->type == FORCE && invtmp->slaying && !strcmp (EXIT_PATH (tmp), invtmp->slaying))
3420     {
3421     if (x != NULL && y != NULL)
3422     *x = EXIT_ALT_X (tmp), *y = EXIT_ALT_Y (tmp);
3423     return 1;
3424     }
3425     }
3426     }
3427     if (x != NULL && y != NULL)
3428     *x = EXIT_X (tmp), *y = EXIT_Y (tmp);
3429     return 1;
3430     }
3431     }
3432 elmex 1.1 }
3433     /* If we got here, did not find a battleground */
3434     return 0;
3435     }
3436    
3437     /*
3438     * When a dragon-player gains a new stage of evolution,
3439     * he gets some treasure
3440     *
3441     * attributes:
3442     * object *who the dragon player
3443     * int atnr the attack-number of the ability focus
3444     * int level ability level
3445     */
3446 root 1.18 void
3447     dragon_ability_gain (object *who, int atnr, int level)
3448     {
3449     treasurelist *trlist = NULL; /* treasurelist */
3450     treasure *tr; /* treasure */
3451     object *tmp, *skop; /* tmp. object */
3452     object *item; /* treasure object */
3453     char buf[MAX_BUF]; /* tmp. string buffer */
3454     int i = 0, j = 0;
3455    
3456     /* get the appropriate treasurelist */
3457     if (atnr == ATNR_FIRE)
3458     trlist = find_treasurelist ("dragon_ability_fire");
3459     else if (atnr == ATNR_COLD)
3460     trlist = find_treasurelist ("dragon_ability_cold");
3461     else if (atnr == ATNR_ELECTRICITY)
3462     trlist = find_treasurelist ("dragon_ability_elec");
3463     else if (atnr == ATNR_POISON)
3464     trlist = find_treasurelist ("dragon_ability_poison");
3465    
3466     if (trlist == NULL || who->type != PLAYER)
3467     return;
3468    
3469     for (i = 0, tr = trlist->items; tr != NULL && i < level - 1; tr = tr->next, i++);
3470    
3471     if (tr == NULL || tr->item == NULL)
3472     {
3473     /* LOG(llevDebug, "-> no more treasure for %s\n", change_resist_msg[atnr]); */
3474     return;
3475 elmex 1.1 }
3476    
3477 root 1.18 /* everything seems okay - now bring on the gift: */
3478     item = &(tr->item->clone);
3479 elmex 1.1
3480 root 1.18 if (item->type == SPELL)
3481     {
3482     if (check_spell_known (who, item->name))
3483 root 1.11 return;
3484 root 1.18
3485     new_draw_info_format (NDI_UNIQUE | NDI_BLUE, 0, who, "You gained the ability of %s", &item->name);
3486     do_learn_spell (who, item, 0);
3487     return;
3488 elmex 1.1 }
3489    
3490 root 1.18 /* grant direct spell */
3491     if (item->type == SPELLBOOK)
3492     {
3493     if (!item->inv)
3494     {
3495     LOG (llevDebug, "dragon_ability_gain: Broken spellbook %s\n", &item->name);
3496     return;
3497     }
3498     if (check_spell_known (who, item->inv->name))
3499     return;
3500     if (item->invisible)
3501     {
3502     new_draw_info_format (NDI_UNIQUE | NDI_BLUE, 0, who, "You gained the ability of %s", &item->inv->name);
3503     do_learn_spell (who, item->inv, 0);
3504     return;
3505 root 1.11 }
3506 root 1.18 }
3507     else if (item->type == SKILL_TOOL && item->invisible)
3508     {
3509     if (item->subtype == SK_CLAWING && (skop = find_skill_by_name (who, item->skill)) != NULL)
3510     {
3511    
3512     /* should this perhaps be (skop->attackyp & item->attacktype)!=item->attacktype ...
3513     * in this way, if the player is missing any of the attacktypes, he gets
3514     * them. As it is now, if the player has any that match the granted skill,
3515     * but not all of them, he gets nothing.
3516     */
3517     if (!(skop->attacktype & item->attacktype))
3518     {
3519     /* Give new attacktype */
3520     skop->attacktype |= item->attacktype;
3521    
3522     /* always add physical if there's none */
3523     skop->attacktype |= AT_PHYSICAL;
3524    
3525     if (item->msg != NULL)
3526     new_draw_info (NDI_UNIQUE | NDI_BLUE, 0, who, item->msg);
3527    
3528     /* Give player new face */
3529     if (item->animation_id)
3530     {
3531     who->face = skop->face;
3532     who->animation_id = item->animation_id;
3533     who->anim_speed = item->anim_speed;
3534     who->last_anim = 0;
3535     who->state = 0;
3536     animate_object (who, who->direction);
3537     }
3538     }
3539 root 1.11 }
3540 elmex 1.1 }
3541 root 1.18 else if (item->type == FORCE)
3542     {
3543     /* forces in the treasurelist can alter the player's stats */
3544     object *skin;
3545 elmex 1.1
3546 root 1.18 /* first get the dragon skin force */
3547 root 1.52 shstr_cmp dragon_skin_force ("dragon_skin_force");
3548     for (skin = who->inv; skin && !(skin->arch->name == dragon_skin_force); skin = skin->below)
3549     ;
3550    
3551     if (!skin)
3552 root 1.18 return;
3553    
3554     /* adding new spellpath attunements */
3555     if (item->path_attuned > 0 && !(skin->path_attuned & item->path_attuned))
3556     {
3557     skin->path_attuned |= item->path_attuned; /* add attunement to skin */
3558    
3559     /* print message */
3560     sprintf (buf, "You feel attuned to ");
3561     for (i = 0, j = 0; i < NRSPELLPATHS; i++)
3562     {
3563     if (item->path_attuned & (1 << i))
3564     {
3565     if (j)
3566     strcat (buf, " and ");
3567     else
3568     j = 1;
3569     strcat (buf, spellpathnames[i]);
3570     }
3571     }
3572     strcat (buf, ".");
3573     new_draw_info (NDI_UNIQUE | NDI_BLUE, 0, who, buf);
3574     }
3575    
3576     /* evtl. adding flags: */
3577     if (QUERY_FLAG (item, FLAG_XRAYS))
3578     SET_FLAG (skin, FLAG_XRAYS);
3579     if (QUERY_FLAG (item, FLAG_STEALTH))
3580     SET_FLAG (skin, FLAG_STEALTH);
3581     if (QUERY_FLAG (item, FLAG_SEE_IN_DARK))
3582     SET_FLAG (skin, FLAG_SEE_IN_DARK);
3583    
3584     /* print message if there is one */
3585     if (item->msg != NULL)
3586     new_draw_info (NDI_UNIQUE | NDI_BLUE, 0, who, item->msg);
3587     }
3588     else
3589     {
3590     /* generate misc. treasure */
3591     tmp = arch_to_object (tr->item);
3592     new_draw_info_format (NDI_UNIQUE | NDI_BLUE, 0, who, "You gained %s", query_short_name (tmp));
3593     tmp = insert_ob_in_ob (tmp, who);
3594     if (who->type == PLAYER)
3595     esrv_send_item (who, tmp);
3596 elmex 1.1 }
3597     }
3598    
3599     /**
3600     * Unready an object for a player. This function does nothing if the object was
3601     * not readied.
3602     */
3603 root 1.18 void
3604     player_unready_range_ob (player *pl, object *ob)
3605     {
3606     rangetype i;
3607 elmex 1.1
3608 root 1.18 for (i = (rangetype) 0; i < range_size; i = (rangetype) ((int) i + 1))
3609     {
3610     if (pl->ranges[i] == ob)
3611     {
3612     pl->ranges[i] = NULL;
3613     if (pl->shoottype == i)
3614     {
3615     pl->shoottype = range_none;
3616 elmex 1.1 }
3617     }
3618     }
3619     }